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engine: rename library naming function, as it returns a full path and not just library name

pull/2/head
Alibek Omarov 6 years ago
parent
commit
54920f13df
  1. 4
      engine/client/cl_game.c
  2. 8
      engine/client/cl_gameui.c
  3. 2
      engine/client/cl_main.c
  4. 62
      engine/common/lib_common.c
  5. 2
      engine/common/library.h
  6. 4
      engine/server/sv_init.c

4
engine/client/cl_game.c

@ -3957,11 +3957,11 @@ qboolean CL_LoadProgs( const char *name ) @@ -3957,11 +3957,11 @@ qboolean CL_LoadProgs( const char *name )
#if XASH_WIN32
if( ( clgame.client_dll_uses_sdl = COM_CheckLibraryDirectDependency( name, OS_LIB_PREFIX "SDL2." OS_LIB_EXT, false ) ) )
{
Con_Printf( S_NOTE "client.dll uses SDL2 for mouse input\n" );
Con_Printf( S_NOTE "%s uses SDL2 for mouse input\n", name );
}
else
{
Con_Printf( S_NOTE "client.dll uses Windows API for mouse input\n" );
Con_Printf( S_NOTE "%s uses Windows API for mouse input\n", name );
}
#else
// this doesn't mean other platforms uses SDL2 in any case

8
engine/client/cl_gameui.c

@ -901,7 +901,7 @@ int pfnCheckGameDll( void ) @@ -901,7 +901,7 @@ int pfnCheckGameDll( void )
if( svgame.hInstance )
return true;
COM_GetCommonLibraryName( LIBRARY_SERVER, dllpath, sizeof( dllpath ));
COM_GetCommonLibraryPath( LIBRARY_SERVER, dllpath, sizeof( dllpath ));
if(( hInst = COM_LoadLibrary( dllpath, true, false )) != NULL )
{
@ -1086,16 +1086,18 @@ qboolean UI_LoadProgs( void ) @@ -1086,16 +1086,18 @@ qboolean UI_LoadProgs( void )
// setup globals
gameui.globals = &gpGlobals;
COM_GetCommonLibraryName( LIBRARY_GAMEUI, dllpath, sizeof( dllpath ));
COM_GetCommonLibraryPath( LIBRARY_GAMEUI, dllpath, sizeof( dllpath ));
if(!( gameui.hInstance = COM_LoadLibrary( dllpath, false, false )))
{
string path = OS_LIB_PREFIX "menu." OS_LIB_EXT;
FS_AllowDirectPaths( true );
// no use to load it from engine directory, as library loader
// that implements internal gamelibs already knows how to load it
#ifndef XASH_INTERNAL_GAMELIBS
if(!( gameui.hInstance = COM_LoadLibrary( OS_LIB_PREFIX "menu." OS_LIB_EXT, false, false )))
if(!( gameui.hInstance = COM_LoadLibrary( path, false, true )))
#endif
{
FS_AllowDirectPaths( false );

2
engine/client/cl_main.c

@ -2983,7 +2983,7 @@ void CL_Init( void ) @@ -2983,7 +2983,7 @@ void CL_Init( void )
// IN_TouchInit();
Con_LoadHistory();
COM_GetCommonLibraryName( LIBRARY_CLIENT, libpath, sizeof( libpath ));
COM_GetCommonLibraryPath( LIBRARY_CLIENT, libpath, sizeof( libpath ));
if( !CL_LoadProgs( libpath ) )
Host_Error( "can't initialize %s: %s\n", libpath, COM_GetLibraryError() );

62
engine/common/lib_common.c

@ -61,56 +61,49 @@ const char *COM_OffsetNameForFunction( void *function ) @@ -61,56 +61,49 @@ const char *COM_OffsetNameForFunction( void *function )
=============================================================================
*/
static void COM_GenerateCommonLibraryName( const char *name, const char *ext, char *out, size_t size )
{
#if ( XASH_WIN32 || XASH_LINUX || XASH_APPLE ) && XASH_X86
Q_snprintf( out, size, "%s.%s", name, ext );
#elif ( XASH_WIN32 || XASH_LINUX || XASH_APPLE )
Q_snprintf( out, size, "%s_%s.%s", name, Q_buildarch(), ext );
#else
Q_snprintf( out, size, "%s_%s_%s.%s", name, Q_buildos(), Q_buildarch(), ext );
#endif
}
/*
==============
COM_GenerateClientLibraryName
COM_GenerateClientLibraryPath
Generates platform-unique and compatible name for client libraries
==============
*/
static void COM_GenerateClientLibraryName( const char *name, char *out, size_t size )
static void COM_GenerateClientLibraryPath( const char *name, char *out, size_t size )
{
#ifdef XASH_INTERNAL_GAMELIBS // assuming library loader knows where to get libraries
Q_strncpy( out, name, size );
#elif ( XASH_WIN32 || XASH_LINUX || XASH_APPLE ) && XASH_X86
Q_snprintf( out, size, "%s/%s." OS_LIB_EXT,
GI->dll_path,
name );
#elif ( XASH_WIN32 || XASH_LINUX || XASH_APPLE )
Q_snprintf( out, size, "%s/%s_%s." OS_LIB_EXT,
GI->dll_path,
name,
Q_buildarch() );
#else
string dllpath;
Q_snprintf( out, size, "%s/%s_%s_%s." OS_LIB_EXT,
GI->dll_path,
name,
Q_buildos(),
Q_buildarch() );
// we don't have any library prefixes, so we can safely append dll_path here
Q_snprintf( dllpath, sizeof( dllpath ), "%s/%s", GI->dll_path, name );
COM_GenerateCommonLibraryName( dllpath, OS_LIB_EXT, out, size );
#endif
}
/*
==============
COM_GenerateClientLibraryName
COM_GenerateServerLibraryPath
Generates platform-unique and compatible name for server library
==============
*/
static void COM_GenerateServerLibraryName( char *out, size_t size )
static void COM_GenerateServerLibraryPath( char *out, size_t size )
{
#ifdef XASH_INTERNAL_GAMELIBS // assuming library loader knows where to get libraries
Q_strncpy( out, "server", size );
#elif ( XASH_WIN32 || XASH_LINUX || XASH_APPLE ) && XASH_X86
#if XASH_WIN32
@ -136,29 +129,24 @@ static void COM_GenerateServerLibraryName( char *out, size_t size ) @@ -136,29 +129,24 @@ static void COM_GenerateServerLibraryName( char *out, size_t size )
ext = COM_FileExtension( dllpath );
COM_StripExtension( dllpath );
#if ( XASH_WIN32 || XASH_LINUX || XASH_APPLE )
Q_snprintf( out, size, "%s_%s.%s", dllpath, Q_buildarch(), ext );
#else
Q_snprintf( out, size, "%s_%s_%s.%s", dllpath, Q_buildos(), Q_buildarch(), ext );
#endif
COM_GenerateCommonLibraryName( dllpath, ext, out, size );
#endif
}
/*
==============
COM_GetCommonLibraryName
COM_GetCommonLibraryPath
Generates platform-unique and compatible name for server library
==============
*/
void COM_GetCommonLibraryName( ECommonLibraryType eLibType, char *out, size_t size )
void COM_GetCommonLibraryPath( ECommonLibraryType eLibType, char *out, size_t size )
{
switch( eLibType )
{
case LIBRARY_GAMEUI:
COM_GenerateClientLibraryName( "menu", out, size );
COM_GenerateClientLibraryPath( "menu", out, size );
break;
case LIBRARY_CLIENT:
if( SI.clientlib[0] )
@ -167,7 +155,7 @@ void COM_GetCommonLibraryName( ECommonLibraryType eLibType, char *out, size_t si @@ -167,7 +155,7 @@ void COM_GetCommonLibraryName( ECommonLibraryType eLibType, char *out, size_t si
}
else
{
COM_GenerateClientLibraryName( "client", out, size );
COM_GenerateClientLibraryPath( "client", out, size );
}
break;
case LIBRARY_SERVER:
@ -177,7 +165,7 @@ void COM_GetCommonLibraryName( ECommonLibraryType eLibType, char *out, size_t si @@ -177,7 +165,7 @@ void COM_GetCommonLibraryName( ECommonLibraryType eLibType, char *out, size_t si
}
else
{
COM_GenerateServerLibraryName( out, size );
COM_GenerateServerLibraryPath( out, size );
}
break;
default:

2
engine/common/library.h

@ -56,6 +56,6 @@ typedef enum @@ -56,6 +56,6 @@ typedef enum
LIBRARY_GAMEUI
} ECommonLibraryType;
void COM_GetCommonLibraryName( ECommonLibraryType eLibType, char *out, size_t size );
void COM_GetCommonLibraryPath( ECommonLibraryType eLibType, char *out, size_t size );
#endif//LIBRARY_H

4
engine/server/sv_init.c

@ -673,7 +673,7 @@ qboolean SV_InitGame( void ) @@ -673,7 +673,7 @@ qboolean SV_InitGame( void )
// first initialize?
COM_ResetLibraryError();
COM_GetCommonLibraryName( LIBRARY_SERVER, dllpath, sizeof( dllpath ));
COM_GetCommonLibraryPath( LIBRARY_SERVER, dllpath, sizeof( dllpath ));
if( !SV_LoadProgs( dllpath ))
{
@ -1000,7 +1000,7 @@ void SV_InitGameProgs( void ) @@ -1000,7 +1000,7 @@ void SV_InitGameProgs( void )
if( svgame.hInstance ) return; // already loaded
COM_GetCommonLibraryName( LIBRARY_SERVER, dllpath, sizeof( dllpath ));
COM_GetCommonLibraryPath( LIBRARY_SERVER, dllpath, sizeof( dllpath ));
// just try to initialize
SV_LoadProgs( dllpath );

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