Xash3D FWGS engine.
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/*
sys_win.c - platform dependent code
Copyright (C) 2011 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#include "common.h"
#include "xash3d_mathlib.h"
#include "platform/platform.h"
#include <stdlib.h>
#include <errno.h>
#ifdef XASH_SDL
#include <SDL.h>
#endif
#if XASH_POSIX
#include <unistd.h>
#include <signal.h>
#if !XASH_ANDROID
#include <pwd.h>
#endif
#endif
#if XASH_WIN32
#include <process.h>
#endif
#if XASH_NSWITCH
#include <switch.h>
#endif
#if XASH_PSVITA
#include <vitasdk.h>
#endif
#include "menu_int.h" // _UPDATE_PAGE macro
#include "library.h"
#include "whereami.h"
qboolean error_on_exit = false; // arg for exit();
/*
================
Sys_DoubleTime
================
*/
double GAME_EXPORT Sys_DoubleTime( void )
{
return Platform_DoubleTime();
}
/*
================
Sys_DebugBreak
================
*/
void Sys_DebugBreak( void )
{
#if XASH_LINUX || ( XASH_WIN32 && !XASH_64BIT )
#if _MSC_VER
if( Sys_DebuggerPresent() )
_asm { int 3 }
#elif XASH_X86
if( Sys_DebuggerPresent() )
asm volatile( "int $3;" );
#else
if( Sys_DebuggerPresent() )
raise( SIGINT );
#endif
#endif
}
#if !XASH_DEDICATED
/*
================
Sys_GetClipboardData
create buffer, that contain clipboard
================
*/
char *Sys_GetClipboardData( void )
{
static char data[1024];
data[0] = '\0';
Platform_GetClipboardText( data, sizeof( data ));
return data;
}
#endif // XASH_DEDICATED
/*
================
Sys_Sleep
freeze application for some time
================
*/
void Sys_Sleep( int msec )
{
if( !msec )
return;
msec = Q_min( msec, 1000 );
Platform_Sleep( msec );
}
/*
================
Sys_GetCurrentUser
returns username for current profile
================
*/
const char *Sys_GetCurrentUser( void )
{
#if XASH_WIN32
static string s_userName;
unsigned long size = sizeof( s_userName );
if( GetUserName( s_userName, &size ))
return s_userName;
#elif XASH_PSVITA
static string username;
sceAppUtilSystemParamGetString( SCE_SYSTEM_PARAM_ID_USERNAME, username, sizeof( username ) - 1 );
if( COM_CheckStringEmpty( username ))
return username;
#elif XASH_POSIX && !XASH_ANDROID && !XASH_NSWITCH
uid_t uid = geteuid();
struct passwd *pw = getpwuid( uid );
if( pw )
return pw->pw_name;
#endif
return "Player";
}
/*
==================
Sys_ParseCommandLine
==================
*/
void Sys_ParseCommandLine( int argc, char** argv )
{
const char *blank = "censored";
int i;
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host.argc = argc;
host.argv = argv;
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if( !host.change_game ) return;
for( i = 0; i < host.argc; i++ )
{
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// we don't want to return to first game
if( !Q_stricmp( "-game", host.argv[i] )) host.argv[i] = (char *)blank;
// probably it's timewaster, because engine rejected second change
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else if( !Q_stricmp( "+game", host.argv[i] )) host.argv[i] = (char *)blank;
// you sure that map exists in new game?
else if( !Q_stricmp( "+map", host.argv[i] )) host.argv[i] = (char *)blank;
// just stupid action
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else if( !Q_stricmp( "+load", host.argv[i] )) host.argv[i] = (char *)blank;
// changelevel beetwen games? wow it's great idea!
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else if( !Q_stricmp( "+changelevel", host.argv[i] )) host.argv[i] = (char *)blank;
}
}
/*
==================
Sys_MergeCommandLine
==================
*/
void Sys_MergeCommandLine( void )
{
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const char *blank = "censored";
int i;
if( !host.change_game ) return;
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for( i = 0; i < host.argc; i++ )
{
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// second call
if( Host_IsDedicated() && !Q_strnicmp( "+menu_", host.argv[i], 6 ))
host.argv[i] = (char *)blank;
}
}
/*
================
Sys_CheckParm
Returns the position (1 to argc-1) in the program's argument list
where the given parameter apears, or 0 if not present
================
*/
int Sys_CheckParm( const char *parm )
{
int i;
for( i = 1; i < host.argc; i++ )
{
if( !host.argv[i] )
continue;
if( !Q_stricmp( parm, host.argv[i] ))
return i;
}
return 0;
}
/*
================
Sys_GetParmFromCmdLine
Returns the argument for specified parm
================
*/
qboolean _Sys_GetParmFromCmdLine( const char *parm, char *out, size_t size )
{
int argc = Sys_CheckParm( parm );
if( !argc || !out || !host.argv[argc + 1] )
return false;
Q_strncpy( out, host.argv[argc+1], size );
return true;
}
qboolean Sys_GetIntFromCmdLine( const char* argName, int *out )
{
int argIndex = Sys_CheckParm( argName );
if( argIndex < 1 || argIndex + 1 >= host.argc || !host.argv[argIndex + 1] )
{
*out = 0;
return false;
}
*out = Q_atoi( host.argv[argIndex + 1] );
return true;
}
void Sys_SendKeyEvents( void )
{
#if XASH_WIN32
MSG msg;
while( PeekMessage( &msg, NULL, 0, 0, PM_NOREMOVE ))
{
if( !GetMessage( &msg, NULL, 0, 0 ))
Sys_Quit ();
TranslateMessage( &msg );
DispatchMessage( &msg );
}
#endif
}
//=======================================================================
// DLL'S MANAGER SYSTEM
//=======================================================================
qboolean Sys_LoadLibrary( dll_info_t *dll )
{
const dllfunc_t *func;
string errorstring;
// check errors
if( !dll ) return false; // invalid desc
if( dll->link ) return true; // already loaded
if( !dll->name || !*dll->name )
return false; // nothing to load
Con_Reportf( "Sys_LoadLibrary: Loading %s", dll->name );
if( dll->fcts )
{
// lookup export table
for( func = dll->fcts; func && func->name != NULL; func++ )
*func->func = NULL;
}
if( !dll->link )
dll->link = COM_LoadLibrary( dll->name, false, true ); // environment pathes
// no DLL found
if( !dll->link )
{
Q_snprintf( errorstring, sizeof( errorstring ), "Sys_LoadLibrary: couldn't load %s\n", dll->name );
goto error;
}
// Get the function adresses
for( func = dll->fcts; func && func->name != NULL; func++ )
{
if( !( *func->func = Sys_GetProcAddress( dll, func->name )))
{
Q_snprintf( errorstring, sizeof( errorstring ), "Sys_LoadLibrary: %s missing or invalid function (%s)\n", dll->name, func->name );
goto error;
}
}
Con_Reportf( " - ok\n" );
return true;
error:
Con_Reportf( " - failed\n" );
Sys_FreeLibrary( dll ); // trying to free
if( dll->crash ) Sys_Error( "%s", errorstring );
else Con_Reportf( S_ERROR "%s", errorstring );
return false;
}
void* Sys_GetProcAddress( dll_info_t *dll, const char* name )
{
if( !dll || !dll->link ) // invalid desc
return NULL;
return (void *)COM_GetProcAddress( dll->link, name );
}
qboolean Sys_FreeLibrary( dll_info_t *dll )
{
// invalid desc or alredy freed
if( !dll || !dll->link )
return false;
if( host.status == HOST_CRASHED )
{
// we need to hold down all modules, while MSVC can find error
Con_Reportf( "Sys_FreeLibrary: hold %s for debugging\n", dll->name );
return false;
}
else Con_Reportf( "Sys_FreeLibrary: Unloading %s\n", dll->name );
COM_FreeLibrary( dll->link );
dll->link = NULL;
return true;
}
/*
================
Sys_WaitForQuit
wait for 'Esc' key will be hit
================
*/
void Sys_WaitForQuit( void )
{
#if XASH_WIN32
MSG msg;
msg.message = 0;
// wait for the user to quit
while( msg.message != WM_QUIT )
{
if( PeekMessage( &msg, 0, 0, 0, PM_REMOVE ))
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else Sys_Sleep( 20 );
}
#endif
}
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/*
================
Sys_Warn
Just messagebox
================
*/
void Sys_Warn( const char *format, ... )
{
va_list argptr;
char text[MAX_PRINT_MSG];
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va_start( argptr, format );
Q_vsnprintf( text, MAX_PRINT_MSG, format, argptr );
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va_end( argptr );
Sys_DebugBreak();
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Msg( "Sys_Warn: %s\n", text );
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if( !Host_IsDedicated() ) // dedicated server should not hang on messagebox
MSGBOX(text);
}
/*
================
Sys_Error
NOTE: we must prepare engine to shutdown
before call this
================
*/
void Sys_Error( const char *error, ... )
{
va_list argptr;
char text[MAX_PRINT_MSG];
// enable cursor before debugger call
if( !Host_IsDedicated( ))
Platform_SetCursorType( dc_arrow );
if( host.status == HOST_ERR_FATAL )
return; // don't multiple executes
// make sure that console received last message
if( host.change_game ) Sys_Sleep( 200 );
error_on_exit = true;
host.status = HOST_ERR_FATAL;
va_start( argptr, error );
Q_vsnprintf( text, MAX_PRINT_MSG, error, argptr );
va_end( argptr );
Sys_DebugBreak();
SV_SysError( text );
if( !Host_IsDedicated() )
{
#if XASH_SDL == 2
if( host.hWnd ) SDL_HideWindow( host.hWnd );
#endif
#if XASH_WIN32
Wcon_ShowConsole( false );
#endif
MSGBOX( text );
Sys_Print( text );
}
else
{
#if XASH_WIN32
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Wcon_ShowConsole( true );
Wcon_DisableInput(); // disable input line for dedicated server
#endif
Sys_Print( text ); // print error message
Sys_WaitForQuit();
}
Sys_Quit();
}
#if XASH_EMSCRIPTEN
/* strange glitchy bug on emscripten
_exit->_Exit->asm._exit->_exit
As we do not need atexit(), just throw hidden exception
*/
#include <emscripten.h>
#define exit my_exit
void my_exit(int ret)
{
emscripten_cancel_main_loop();
printf("exit(%d)\n", ret);
EM_ASM(if(showElement)showElement('reload', true);throw 'SimulateInfiniteLoop');
}
#endif
/*
================
Sys_Quit
================
*/
void Sys_Quit( void )
{
Host_Shutdown();
exit( error_on_exit );
}
/*
================
Sys_Print
print into window console
================
*/
void Sys_Print( const char *pMsg )
{
#if !XASH_DEDICATED
if( !Host_IsDedicated() )
{
Con_Print( pMsg );
}
#endif
#if XASH_WIN32
{
const char *msg;
static char buffer[MAX_PRINT_MSG];
static char logbuf[MAX_PRINT_MSG];
char *b = buffer;
char *c = logbuf;
int i = 0;
// if the message is REALLY long, use just the last portion of it
if( Q_strlen( pMsg ) > sizeof( buffer ) - 1 )
msg = pMsg + Q_strlen( pMsg ) - sizeof( buffer ) + 1;
else msg = pMsg;
// copy into an intermediate buffer
while( msg[i] && (( b - buffer ) < sizeof( buffer ) - 1 ))
{
if( msg[i] == '\n' && msg[i+1] == '\r' )
{
b[0] = '\r';
b[1] = c[0] = '\n';
b += 2, c++;
i++;
}
else if( msg[i] == '\r' )
{
b[0] = c[0] = '\r';
b[1] = '\n';
b += 2, c++;
}
else if( msg[i] == '\n' )
{
b[0] = '\r';
b[1] = c[0] = '\n';
b += 2, c++;
}
else if( msg[i] == '\35' || msg[i] == '\36' || msg[i] == '\37' )
{
i++; // skip console pseudo graph
}
else
{
if( msg[i] == '\1' || msg[i] == '\2' || msg[i] == '\3' )
i++;
*b = *c = msg[i];
b++, c++;
}
i++;
}
*b = *c = 0; // terminator
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Wcon_WinPrint( buffer );
}
#endif
Sys_PrintLog( pMsg );
Rcon_Print( &host.rd, pMsg );
}
/*
==================
Sys_ChangeGame
This is a special function
Here we restart engine with new -game parameter
but since engine will be unloaded during this call
it explicitly doesn't use internal allocation or string copy utils
==================
*/
qboolean Sys_NewInstance( const char *gamedir )
{
#if XASH_NSWITCH
char newargs[4096];
const char *exe = host.argv[0]; // arg 0 is always the full NRO path
// TODO: carry over the old args (assuming you can even pass any)
Q_snprintf( newargs, sizeof( newargs ), "%s -game %s", exe, gamedir );
// just restart the entire thing
printf( "envSetNextLoad exe: `%s`\n", exe );
printf( "envSetNextLoad argv:\n`%s`\n", newargs );
Host_Shutdown( );
envSetNextLoad( exe, newargs );
exit( 0 );
#else
int i = 0;
qboolean replacedArg = false;
size_t exelen;
char *exe, **newargs;
// don't use engine allocation utils here
// they will be freed after Host_Shutdown
newargs = calloc( host.argc + 4, sizeof( *newargs ));
while( i < host.argc )
{
newargs[i] = strdup( host.argv[i] );
// replace existing -game argument
if( !Q_stricmp( newargs[i], "-game" ))
{
newargs[i + 1] = strdup( gamedir );
replacedArg = true;
i += 2;
}
else i++;
}
if( !replacedArg )
{
newargs[i++] = strdup( "-game" );
newargs[i++] = strdup( gamedir );
}
newargs[i++] = strdup( "-changegame" );
newargs[i] = NULL;
#if XASH_PSVITA
// under normal circumstances it's always going to be the same path
exe = strdup( "app0:/eboot.bin" );
Host_Shutdown( );
sceAppMgrLoadExec( exe, newargs, NULL );
#else
exelen = wai_getExecutablePath( NULL, 0, NULL );
exe = malloc( exelen + 1 );
wai_getExecutablePath( exe, exelen, NULL );
exe[exelen] = 0;
Host_Shutdown();
execv( exe, newargs );
#endif
// if execv returned, it's probably an error
printf( "execv failed: %s", strerror( errno ));
for( ; i >= 0; i-- )
free( newargs[i] );
free( newargs );
free( exe );
#endif
return false;
}
/*
==================
Sys_GetNativeObject
Get platform-specific native object
==================
*/
void *Sys_GetNativeObject( const char *obj )
{
void *ptr;
if( !COM_CheckString( obj ))
return NULL;
ptr = FS_GetNativeObject( obj );
if( ptr )
return ptr;
// Backend should consider that obj is case-sensitive
#if XASH_ANDROID
ptr = Android_GetNativeObject( obj );
#endif // XASH_ANDROID
return ptr;
}