Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "stdafx.h"
#include <stdio.h>
#include <windows.h>
#include "classcheck_util.h"
#include "icodeprocessor.h"
#include "tier1/strtools.h"
#include "tier0/dbg.h"
SpewRetval_t SpewFunc( SpewType_t type, char const *pMsg )
{
printf( "%s", pMsg );
OutputDebugString( pMsg );
if ( type == SPEW_ERROR )
{
printf( "\n" );
OutputDebugString( "\n" );
}
return SPEW_CONTINUE;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void printusage( void )
{
vprint( 0, "usage: classcheck -q -h -m -t <root source directory> <game: hl2 | tf2>\n\
\t-q = quiet\n\
\t-h = print class hierarchy\n\
\t-m = don't print member functions/variables of class\n\
\t-t = don't print type description errors\n\
\t-p = don't print prediction description errors\n\
\t-c = create missing save descriptions\n\
\t-x = create missing prediction descriptions\n\
\t-i = specify specific input file to parse\n\
\t-b = similar to -i, allows specifying files outside client\\server directories\n\
\t-j = check for Crazy Jay Stelly's mismatched Hungarian notation errors\n\
\t-l = log to file log.txt\n" );
// Exit app
exit( 1 );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *sourcetreebase -
// *subdir -
// *baseentityclass -
//-----------------------------------------------------------------------------
void ProcessDirectory( const char *game, const char *sourcetreebase, const char *subdir, const char *baseentityclass )
{
char rootdirectory[ 256 ];
sprintf( rootdirectory, "%s\\%s", sourcetreebase, subdir );
// check for existence
if ( COM_DirectoryExists( rootdirectory ) )
{
processor->Process( baseentityclass, game, sourcetreebase, subdir );
}
else
{
vprint( 0, "Couldn't find directory %s, check path %s\n", rootdirectory, sourcetreebase );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *sourcetreebase -
// *subdir -
// *baseentityclass -
//-----------------------------------------------------------------------------
void ProcessFile( const char *game, const char *sourcetreebase, const char *subdir, const char *baseentityclass, const char *pFileName )
{
char rootdirectory[ 256 ];
sprintf( rootdirectory, "%s\\%s", sourcetreebase, subdir );
// check for existence
if ( COM_DirectoryExists( rootdirectory ) )
{
processor->Process( baseentityclass, game, sourcetreebase, subdir, pFileName );
}
else
{
vprint( 0, "Couldn't find directory %s, check path %s\n", rootdirectory, sourcetreebase );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CheckLogFile( void )
{
if ( processor->GetLogFile() )
{
_unlink( "log.txt" );
vprint( 0, " Outputting to log.txt\n" );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : argc -
// argv[] -
// Output : int
//-----------------------------------------------------------------------------
int main( int argc, char* argv[] )
{
SpewOutputFunc( SpewFunc );
vprint( 0, "Valve Software - classcheck.exe (%s)\n", __DATE__ );
vprint( 0, "--- Game Code Static Analysis ---\n" );
char *pSpecificFile = NULL;
bool bOutsideGamedir = false;
int i = 1;
for ( i ; i<argc ; i++)
{
if ( argv[ i ][ 0 ] == '-' )
{
switch( argv[ i ][ 1 ] )
{
case 'q':
processor->SetQuiet( true );
break;
case 'h':
processor->SetPrintHierarchy( true );
break;
case 'm':
processor->SetPrintMembers( false );
break;
case 't':
processor->SetPrintTDs( false );
break;
case 'p':
processor->SetPrintPredTDs( false );
break;
case 'c':
processor->SetPrintCreateMissingTDs( true );
break;
case 'x':
processor->SetPrintCreateMissingPredTDs( true );
break;
case 'i':
if (i < argc-1)
{
pSpecificFile = argv[i+1];
++i;
}
break;
case 'b':
if (i < argc-1)
{
pSpecificFile = argv[i+1];
bOutsideGamedir = true;
++i;
}
break;
case 'l':
processor->SetLogFile( true );
break;
case 'j':
processor->SetCheckHungarian( true );
break;
default:
printusage();
break;
}
}
}
if ( argc < 3 || ( i != argc ) )
{
printusage();
}
CheckLogFile();
vprint( 0, " Looking for obvious screwups and boneheaded mistakes...\n" );
char sourcetreebase[ 256 ];
strcpy( sourcetreebase, argv[i-2] );
Q_StripTrailingSlash( sourcetreebase );
if ( !pSpecificFile )
{
ProcessDirectory( argv[ i-1 ], sourcetreebase, "server", "CBaseEntity" );
ProcessDirectory( argv[ i-1 ], sourcetreebase, "client", "C_BaseEntity" );
}
else
{
if ( bOutsideGamedir )
{
ProcessFile( argv[ i-1 ], sourcetreebase, "", "", pSpecificFile );
}
else
{
ProcessFile( argv[ i-1 ], sourcetreebase, "server", "CBaseEntity", pSpecificFile );
ProcessFile( argv[ i-1 ], sourcetreebase, "client", "C_BaseEntity", pSpecificFile );
}
}
return 0;
}