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/*
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launcher.c - direct xash3d launcher
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Copyright (C) 2015 Mittorn
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#ifdef SINGLE_BINARY
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#include "build.h"
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#include "common.h"
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#ifdef XASH_SDLMAIN
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#include "SDL.h"
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#endif
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#if XASH_EMSCRIPTEN
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#include <emscripten.h>
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#elif XASH_WIN32
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extern "C"
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{
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// Enable NVIDIA High Performance Graphics while using Integrated Graphics.
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__declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
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// Enable AMD High Performance Graphics while using Integrated Graphics.
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__declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1;
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}
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#endif
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#define E_GAME "XASH3D_GAME" // default env dir to start from
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#define GAME_PATH "valve" // default dir to start from
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static char szGameDir[128]; // safe place to keep gamedir
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static int szArgc;
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static char **szArgv;
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static void Sys_ChangeGame( const char *progname )
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{
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// a1ba: may never be called within engine
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// if platform supports execv() function
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Q_strncpy( szGameDir, progname, sizeof( szGameDir ) - 1 );
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Host_Shutdown( );
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exit( Host_Main( szArgc, szArgv, szGameDir, 1, &Launcher_ChangeGame ) );
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}
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_inline int Sys_Start( void )
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{
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int ret;
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const char *game = getenv( E_GAME );
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if( !game )
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game = GAME_PATH;
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Q_strncpy( szGameDir, game, sizeof( szGameDir ));
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#if XASH_EMSCRIPTEN
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#ifdef EMSCRIPTEN_LIB_FS
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// For some unknown reason emscripten refusing to load libraries later
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COM_LoadLibrary("menu", 0 );
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COM_LoadLibrary("server", 0 );
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COM_LoadLibrary("client", 0 );
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#endif
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#if XASH_DEDICATED
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// NodeJS support for debug
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EM_ASM(try{
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FS.mkdir('/xash');
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FS.mount(NODEFS, { root: '.'}, '/xash' );
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FS.chdir('/xash');
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}catch(e){};);
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#endif
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#elif XASH_IOS
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{
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void IOS_LaunchDialog( void );
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IOS_LaunchDialog();
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}
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#endif
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ret = Host_Main( szArgc, szArgv, game, 0, Launcher_ChangeGame );
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return ret;
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}
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#if !XASH_WIN32
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int main( int argc, char **argv )
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{
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szArgc = argc;
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szArgv = argv;
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return Sys_Start();
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}
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#else
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int __stdcall WinMain(HINSTANCE hInst, HINSTANCE hPrevInst, LPSTR cmdLine, int nShow)
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{
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LPWSTR* lpArgv;
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int ret, i;
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lpArgv = CommandLineToArgvW( GetCommandLineW(), &szArgc );
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szArgv = ( char** )malloc( (szArgc + 1) * sizeof( char* ));
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for( i = 0; i < szArgc; ++i )
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{
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size_t size = wcslen(lpArgv[i]) + 1;
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// just in case, allocate some more memory
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szArgv[i] = ( char * )malloc( size * sizeof( wchar_t ));
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wcstombs( szArgv[i], lpArgv[i], size );
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}
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szArgv[szArgc] = 0;
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LocalFree( lpArgv );
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ret = Sys_Start();
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for( ; i < szArgc; ++i )
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free( szArgv[i] );
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free( szArgv );
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return ret;
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}
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#endif // XASH_WIN32
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#endif
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