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:
//
// Defines the entry point for the application.
//
//===========================================================================//
#if defined( _WIN32 ) && !defined( _X360 )
#include <windows.h>
#include "shlwapi.h" // registry stuff
#include <direct.h>
#elif defined ( LINUX ) || defined( OSX )
#define O_EXLOCK 0
#include <sys/types.h>
#include <sys/stat.h>
#include <fcntl.h>
#include <locale.h>
#elif defined ( _X360 )
#else
#error
#endif
#include "appframework/ilaunchermgr.h"
#include <stdio.h>
#include "tier0/icommandline.h"
#include "engine_launcher_api.h"
#include "tier0/vcrmode.h"
#include "ifilesystem.h"
#include "tier1/interface.h"
#include "tier0/dbg.h"
#include "iregistry.h"
#include "appframework/IAppSystem.h"
#include "appframework/AppFramework.h"
#include <vgui/VGUI.h>
#include <vgui/ISurface.h>
#include "tier0/platform.h"
#include "tier0/memalloc.h"
#include "filesystem.h"
#include "tier1/utlrbtree.h"
#include "materialsystem/imaterialsystem.h"
#include "istudiorender.h"
#include "vgui/IVGui.h"
#include "IHammer.h"
#include "datacache/idatacache.h"
#include "datacache/imdlcache.h"
#include "vphysics_interface.h"
#include "filesystem_init.h"
#include "vstdlib/iprocessutils.h"
#include "video/ivideoservices.h"
#include "tier1/tier1.h"
#include "tier2/tier2.h"
#include "tier3/tier3.h"
#include "p4lib/ip4.h"
#include "inputsystem/iinputsystem.h"
#include "filesystem/IQueuedLoader.h"
#include "reslistgenerator.h"
#include "tier1/fmtstr.h"
#include "sourcevr/isourcevirtualreality.h"
#define VERSION_SAFE_STEAM_API_INTERFACES
#include "steam/steam_api.h"
#if defined( _X360 )
#include "xbox/xbox_win32stubs.h"
#include "xbox/xbox_console.h"
#include "xbox/xbox_launch.h"
#endif
#if defined( USE_SDL )
#include "SDL.h"
#if !defined( _WIN32 )
#define MB_OK 0x00000001
#define MB_SYSTEMMODAL 0x00000002
#define MB_ICONERROR 0x00000004
int MessageBox( HWND hWnd, const char *message, const char *header, unsigned uType );
#endif // _WIN32
#endif // USE_SDL
#if defined( POSIX )
#define RELAUNCH_FILE "/tmp/hl2_relaunch"
#endif
#if defined ( ANDROID )
#include <android/log.h>
#include "jni.h"
#endif
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// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define DEFAULT_HL2_GAMEDIR "hl2"
#if defined( USE_SDL )
extern void* CreateSDLMgr();
#endif
//-----------------------------------------------------------------------------
// Modules...
//-----------------------------------------------------------------------------
static IEngineAPI *g_pEngineAPI;
static IHammer *g_pHammer;
bool g_bTextMode = false;
static char g_szBasedir[MAX_PATH];
static char g_szGamedir[MAX_PATH];
// copied from sys.h
struct FileAssociationInfo
{
char const *extension;
char const *command_to_issue;
};
static FileAssociationInfo g_FileAssociations[] =
{
{ ".dem", "playdemo" },
{ ".sav", "load" },
{ ".bsp", "map" },
};
#ifdef _WIN32
#pragma warning(disable:4073)
#pragma init_seg(lib)
#endif
class CLeakDump
{
public:
CLeakDump()
: m_bCheckLeaks( false )
{
}
~CLeakDump()
{
if ( m_bCheckLeaks )
{
MemAlloc_DumpStats();
}
}
bool m_bCheckLeaks;
} g_LeakDump;
//-----------------------------------------------------------------------------
// Spew function!
//-----------------------------------------------------------------------------
SpewRetval_t LauncherDefaultSpewFunc( SpewType_t spewType, char const *pMsg )
{
#ifndef _CERT
#ifdef WIN32
OutputDebugStringA( pMsg );
#else
fprintf( stderr, "%s", pMsg );
#endif
switch( spewType )
{
case SPEW_MESSAGE:
case SPEW_LOG:
return SPEW_CONTINUE;
case SPEW_WARNING:
if ( !stricmp( GetSpewOutputGroup(), "init" ) )
{
#if defined( WIN32 ) || defined( USE_SDL )
::MessageBox( NULL, pMsg, "Warning!", MB_OK | MB_SYSTEMMODAL | MB_ICONERROR );
#endif
}
return SPEW_CONTINUE;
case SPEW_ASSERT:
if ( !ShouldUseNewAssertDialog() )
{
#if defined( WIN32 ) || defined( USE_SDL )
::MessageBox( NULL, pMsg, "Assert!", MB_OK | MB_SYSTEMMODAL | MB_ICONERROR );
#endif
}
return SPEW_DEBUGGER;
case SPEW_ERROR:
default:
#if defined( WIN32 ) || defined( USE_SDL )
::MessageBox( NULL, pMsg, "Error!", MB_OK | MB_SYSTEMMODAL | MB_ICONERROR );
#endif
_exit( 1 );
}
#else
if ( spewType != SPEW_ERROR)
return SPEW_CONTINUE;
_exit( 1 );
#endif
}
//-----------------------------------------------------------------------------
// Implementation of VCRHelpers.
//-----------------------------------------------------------------------------
class CVCRHelpers : public IVCRHelpers
{
public:
virtual void ErrorMessage( const char *pMsg )
{
#if defined( WIN32 ) || defined( LINUX )
NOVCR( ::MessageBox( NULL, pMsg, "VCR Error", MB_OK ) );
#endif
}
virtual void* GetMainWindow()
{
return NULL;
}
};
static CVCRHelpers g_VCRHelpers;
//-----------------------------------------------------------------------------
// Purpose: Return the game directory
// Output : char
//-----------------------------------------------------------------------------
char *GetGameDirectory( void )
{
return g_szGamedir;
}
void SetGameDirectory( const char *game )
{
Q_strncpy( g_szGamedir, game, sizeof(g_szGamedir) );
}
//-----------------------------------------------------------------------------
// Gets the executable name
//-----------------------------------------------------------------------------
bool GetExecutableName( char *out, int outSize )
{
#ifdef WIN32
if ( !::GetModuleFileName( ( HINSTANCE )GetModuleHandle( NULL ), out, outSize ) )
{
return false;
}
return true;
#else
return false;
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Return the base directory
// Output : char
//-----------------------------------------------------------------------------
char *GetBaseDirectory( void )
{
#ifdef ANDROID
return getenv("VALVE_GAME_PATH");
#else
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return g_szBasedir;
#endif
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}
//-----------------------------------------------------------------------------
// Purpose: Determine the directory where this .exe is running from
//-----------------------------------------------------------------------------
void UTIL_ComputeBaseDir()
{
g_szBasedir[0] = 0;
if ( IsX360() )
{
char const *pBaseDir = CommandLine()->ParmValue( "-basedir" );
if ( pBaseDir )
{
strcpy( g_szBasedir, pBaseDir );
}
}
if ( !g_szBasedir[0] && GetExecutableName( g_szBasedir, sizeof( g_szBasedir ) ) )
{
char *pBuffer = strrchr( g_szBasedir, '\\' );
if ( *pBuffer )
{
*(pBuffer+1) = '\0';
}
int j = strlen( g_szBasedir );
if (j > 0)
{
if ( ( g_szBasedir[j-1] == '\\' ) ||
( g_szBasedir[j-1] == '/' ) )
{
g_szBasedir[j-1] = 0;
}
}
}
if ( IsPC() )
{
char const *pOverrideDir = CommandLine()->CheckParm( "-basedir" );
if ( pOverrideDir )
{
strcpy( g_szBasedir, pOverrideDir );
}
}
#ifdef WIN32
Q_strlower( g_szBasedir );
#endif
Q_FixSlashes( g_szBasedir );
}
#ifdef WIN32
BOOL WINAPI MyHandlerRoutine( DWORD dwCtrlType )
{
#if !defined( _X360 )
TerminateProcess( GetCurrentProcess(), 2 );
#endif
return TRUE;
}
#endif
void InitTextMode()
{
#ifdef WIN32
#if !defined( _X360 )
AllocConsole();
SetConsoleCtrlHandler( MyHandlerRoutine, TRUE );
freopen( "CONIN$", "rb", stdin ); // reopen stdin handle as console window input
freopen( "CONOUT$", "wb", stdout ); // reopen stout handle as console window output
freopen( "CONOUT$", "wb", stderr ); // reopen stderr handle as console window output
#else
XBX_Error( "%s %s: Not Supported", __FILE__, __LINE__ );
#endif
#endif
}
void SortResList( char const *pchFileName, char const *pchSearchPath );
#define ALL_RESLIST_FILE "all.lst"
#define ENGINE_RESLIST_FILE "engine.lst"
// create file to dump out to
class CLogAllFiles
{
public:
CLogAllFiles();
void Init();
void Shutdown();
void LogFile( const char *fullPathFileName, const char *options );
private:
static void LogAllFilesFunc( const char *fullPathFileName, const char *options );
void LogToAllReslist( char const *line );
bool m_bActive;
char m_szCurrentDir[_MAX_PATH];
// persistent across restarts
CUtlRBTree< CUtlString, int > m_Logged;
CUtlString m_sResListDir;
CUtlString m_sFullGamePath;
};
static CLogAllFiles g_LogFiles;
static bool AllLogLessFunc( CUtlString const &pLHS, CUtlString const &pRHS )
{
return CaselessStringLessThan( pLHS.Get(), pRHS.Get() );
}
CLogAllFiles::CLogAllFiles() :
m_bActive( false ),
m_Logged( 0, 0, AllLogLessFunc )
{
MEM_ALLOC_CREDIT();
m_sResListDir = "reslists";
}
void CLogAllFiles::Init()
{
if ( IsX360() )
{
return;
}
// Can't do this in edit mode
if ( CommandLine()->CheckParm( "-edit" ) )
{
return;
}
if ( !CommandLine()->CheckParm( "-makereslists" ) )
{
return;
}
m_bActive = true;
char const *pszDir = NULL;
if ( CommandLine()->CheckParm( "-reslistdir", &pszDir ) && pszDir )
{
char szDir[ MAX_PATH ];
Q_strncpy( szDir, pszDir, sizeof( szDir ) );
Q_StripTrailingSlash( szDir );
#ifdef WIN32
Q_strlower( szDir );
#endif
Q_FixSlashes( szDir );
if ( Q_strlen( szDir ) > 0 )
{
m_sResListDir = szDir;
}
}
// game directory has not been established yet, must derive ourselves
char path[MAX_PATH];
Q_snprintf( path, sizeof(path), "%s/%s", GetBaseDirectory(), CommandLine()->ParmValue( "-game", "hl2" ) );
Q_FixSlashes( path );
#ifdef WIN32
Q_strlower( path );
#endif
m_sFullGamePath = path;
// create file to dump out to
char szDir[ MAX_PATH ];
V_snprintf( szDir, sizeof( szDir ), "%s\\%s", m_sFullGamePath.String(), m_sResListDir.String() );
g_pFullFileSystem->CreateDirHierarchy( szDir, "GAME" );
g_pFullFileSystem->AddLoggingFunc( &LogAllFilesFunc );
if ( !CommandLine()->FindParm( "-startmap" ) && !CommandLine()->FindParm( "-startstage" ) )
{
m_Logged.RemoveAll();
g_pFullFileSystem->RemoveFile( CFmtStr( "%s\\%s\\%s", m_sFullGamePath.String(), m_sResListDir.String(), ALL_RESLIST_FILE ), "GAME" );
}
#ifdef WIN32
::GetCurrentDirectory( sizeof(m_szCurrentDir), m_szCurrentDir );
Q_strncat( m_szCurrentDir, "\\", sizeof(m_szCurrentDir), 1 );
_strlwr( m_szCurrentDir );
#else
getcwd( m_szCurrentDir, sizeof(m_szCurrentDir) );
Q_strncat( m_szCurrentDir, "/", sizeof(m_szCurrentDir), 1 );
#endif
}
void CLogAllFiles::Shutdown()
{
if ( !m_bActive )
return;
m_bActive = false;
if ( CommandLine()->CheckParm( "-makereslists" ) )
{
g_pFullFileSystem->RemoveLoggingFunc( &LogAllFilesFunc );
}
// Now load and sort all.lst
SortResList( CFmtStr( "%s\\%s\\%s", m_sFullGamePath.String(), m_sResListDir.String(), ALL_RESLIST_FILE ), "GAME" );
// Now load and sort engine.lst
SortResList( CFmtStr( "%s\\%s\\%s", m_sFullGamePath.String(), m_sResListDir.String(), ENGINE_RESLIST_FILE ), "GAME" );
m_Logged.Purge();
}
void CLogAllFiles::LogToAllReslist( char const *line )
{
// Open for append, write data, close.
FileHandle_t fh = g_pFullFileSystem->Open( CFmtStr( "%s\\%s\\%s", m_sFullGamePath.String(), m_sResListDir.String(), ALL_RESLIST_FILE ), "at", "GAME" );
if ( fh != FILESYSTEM_INVALID_HANDLE )
{
g_pFullFileSystem->Write("\"", 1, fh);
g_pFullFileSystem->Write( line, Q_strlen(line), fh );
g_pFullFileSystem->Write("\"\n", 2, fh);
g_pFullFileSystem->Close( fh );
}
}
void CLogAllFiles::LogFile(const char *fullPathFileName, const char *options)
{
if ( !m_bActive )
{
Assert( 0 );
return;
}
// write out to log file
Assert( fullPathFileName[1] == ':' );
int idx = m_Logged.Find( fullPathFileName );
if ( idx != m_Logged.InvalidIndex() )
{
return;
}
m_Logged.Insert( fullPathFileName );
// make it relative to our root directory
const char *relative = Q_stristr( fullPathFileName, GetBaseDirectory() );
if ( relative )
{
relative += ( Q_strlen( GetBaseDirectory() ) + 1 );
char rel[ MAX_PATH ];
Q_strncpy( rel, relative, sizeof( rel ) );
#ifdef WIN32
Q_strlower( rel );
#endif
Q_FixSlashes( rel );
LogToAllReslist( rel );
}
}
//-----------------------------------------------------------------------------
// Purpose: callback function from filesystem
//-----------------------------------------------------------------------------
void CLogAllFiles::LogAllFilesFunc(const char *fullPathFileName, const char *options)
{
g_LogFiles.LogFile( fullPathFileName, options );
}
//-----------------------------------------------------------------------------
// Purpose: This is a bit of a hack because it appears
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
static bool IsWin98OrOlder()
{
bool retval = false;
#if defined( WIN32 ) && !defined( _X360 )
OSVERSIONINFOEX osvi;
ZeroMemory(&osvi, sizeof(OSVERSIONINFOEX));
osvi.dwOSVersionInfoSize = sizeof(OSVERSIONINFOEX);
BOOL bOsVersionInfoEx = GetVersionEx ((OSVERSIONINFO *) &osvi);
if( !bOsVersionInfoEx )
{
// If OSVERSIONINFOEX doesn't work, try OSVERSIONINFO.
osvi.dwOSVersionInfoSize = sizeof (OSVERSIONINFO);
if ( !GetVersionEx ( (OSVERSIONINFO *) &osvi) )
{
Error( "IsWin98OrOlder: Unable to get OS version information" );
}
}
switch (osvi.dwPlatformId)
{
case VER_PLATFORM_WIN32_NT:
// NT, XP, Win2K, etc. all OK for SSE
break;
case VER_PLATFORM_WIN32_WINDOWS:
// Win95, 98, Me can't do SSE
retval = true;
break;
case VER_PLATFORM_WIN32s:
// Can't really run this way I don't think...
retval = true;
break;
default:
break;
}
#endif
return retval;
}
//-----------------------------------------------------------------------------
// Purpose: Figure out if Steam is running, then load the GameOverlayRenderer.dll
//-----------------------------------------------------------------------------
void TryToLoadSteamOverlayDLL()
{
#if defined( WIN32 ) && !defined( _X360 )
// First, check if the module is already loaded, perhaps because we were run from Steam directly
HMODULE hMod = GetModuleHandle( "GameOverlayRenderer" DLL_EXT_STRING );
if ( hMod )
{
return;
}
if ( 0 == GetEnvironmentVariableA( "SteamGameId", NULL, 0 ) )
{
// Initializing the Steam client API has the side effect of setting up the AppId
// which is immediately queried in GameOverlayRenderer.dll's DllMain entry point
if( SteamAPI_InitSafe() )
{
const char *pchSteamInstallPath = SteamAPI_GetSteamInstallPath();
if ( pchSteamInstallPath )
{
char rgchSteamPath[MAX_PATH];
V_ComposeFileName( pchSteamInstallPath, "GameOverlayRenderer" DLL_EXT_STRING, rgchSteamPath, Q_ARRAYSIZE(rgchSteamPath) );
// This could fail, but we can't fix it if it does so just ignore failures
LoadLibrary( rgchSteamPath );
}
SteamAPI_Shutdown();
}
}
#endif
}
//-----------------------------------------------------------------------------
// Inner loop: initialize, shutdown main systems, load steam to
//-----------------------------------------------------------------------------
class CSourceAppSystemGroup : public CSteamAppSystemGroup
{
public:
// Methods of IApplication
virtual bool Create();
virtual bool PreInit();
virtual int Main();
virtual void PostShutdown();
virtual void Destroy();
private:
const char *DetermineDefaultMod();
const char *DetermineDefaultGame();
bool m_bEditMode;
};
//-----------------------------------------------------------------------------
// The dirty disk error report function
//-----------------------------------------------------------------------------
void ReportDirtyDiskNoMaterialSystem()
{
#ifdef _X360
for ( int i = 0; i < 4; ++i )
{
if ( XUserGetSigninState( i ) != eXUserSigninState_NotSignedIn )
{
XShowDirtyDiscErrorUI( i );
return;
}
}
XShowDirtyDiscErrorUI( 0 );
#endif
}
//-----------------------------------------------------------------------------
// Instantiate all main libraries
//-----------------------------------------------------------------------------
bool CSourceAppSystemGroup::Create()
{
IFileSystem *pFileSystem = (IFileSystem*)FindSystem( FILESYSTEM_INTERFACE_VERSION );
pFileSystem->InstallDirtyDiskReportFunc( ReportDirtyDiskNoMaterialSystem );
#ifdef WIN32
CoInitialize( NULL );
#endif
// Are we running in edit mode?
m_bEditMode = CommandLine()->CheckParm( "-edit" );
double st = Plat_FloatTime();
AppSystemInfo_t appSystems[] =
{
{ "engine" DLL_EXT_STRING, CVAR_QUERY_INTERFACE_VERSION }, // NOTE: This one must be first!!
{ "inputsystem" DLL_EXT_STRING, INPUTSYSTEM_INTERFACE_VERSION },
{ "materialsystem" DLL_EXT_STRING, MATERIAL_SYSTEM_INTERFACE_VERSION },
{ "datacache" DLL_EXT_STRING, DATACACHE_INTERFACE_VERSION },
{ "datacache" DLL_EXT_STRING, MDLCACHE_INTERFACE_VERSION },
{ "datacache" DLL_EXT_STRING, STUDIO_DATA_CACHE_INTERFACE_VERSION },
{ "studiorender" DLL_EXT_STRING, STUDIO_RENDER_INTERFACE_VERSION },
{ "vphysics" DLL_EXT_STRING, VPHYSICS_INTERFACE_VERSION },
{ "video_services" DLL_EXT_STRING, VIDEO_SERVICES_INTERFACE_VERSION },
// NOTE: This has to occur before vgui2.dll so it replaces vgui2's surface implementation
{ "vguimatsurface" DLL_EXT_STRING, VGUI_SURFACE_INTERFACE_VERSION },
{ "vgui2" DLL_EXT_STRING, VGUI_IVGUI_INTERFACE_VERSION },
{ "engine" DLL_EXT_STRING, VENGINE_LAUNCHER_API_VERSION },
{ "", "" } // Required to terminate the list
};
#if defined( USE_SDL )
AddSystem( (IAppSystem *)CreateSDLMgr(), SDLMGR_INTERFACE_VERSION );
#endif
if ( !AddSystems( appSystems ) )
return false;
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// This will be NULL for games that don't support VR. That's ok. Just don't load the DLL
AppModule_t sourceVRModule = LoadModule( "sourcevr" DLL_EXT_STRING );
if( sourceVRModule != APP_MODULE_INVALID )
{
AddSystem( sourceVRModule, SOURCE_VIRTUAL_REALITY_INTERFACE_VERSION );
}
// pull in our filesystem dll to pull the queued loader from it, we need to do it this way due to the
// steam/stdio split for our steam filesystem
char pFileSystemDLL[MAX_PATH];
bool bSteam;
if ( FileSystem_GetFileSystemDLLName( pFileSystemDLL, MAX_PATH, bSteam ) != FS_OK )
return false;
AppModule_t fileSystemModule = LoadModule( pFileSystemDLL );
AddSystem( fileSystemModule, QUEUEDLOADER_INTERFACE_VERSION );
// Hook in datamodel and p4 control if we're running with -tools
if ( IsPC() && ( ( CommandLine()->FindParm( "-tools" ) && !CommandLine()->FindParm( "-nop4" ) ) || CommandLine()->FindParm( "-p4" ) ) )
{
#ifdef STAGING_ONLY
AppModule_t p4libModule = LoadModule( "p4lib" DLL_EXT_STRING );
IP4 *p4 = (IP4*)AddSystem( p4libModule, P4_INTERFACE_VERSION );
// If we are running with -steam then that means the tools are being used by an SDK user. Don't exit in this case!
if ( !p4 && !CommandLine()->FindParm( "-steam" ) )
{
return false;
}
#endif // STAGING_ONLY
AppModule_t vstdlibModule = LoadModule( "vstdlib" DLL_EXT_STRING );
IProcessUtils *processUtils = ( IProcessUtils* )AddSystem( vstdlibModule, PROCESS_UTILS_INTERFACE_VERSION );
if ( !processUtils )
return false;
}
// Connect to iterfaces loaded in AddSystems that we need locally
IMaterialSystem *pMaterialSystem = (IMaterialSystem*)FindSystem( MATERIAL_SYSTEM_INTERFACE_VERSION );
if ( !pMaterialSystem )
return false;
g_pEngineAPI = (IEngineAPI*)FindSystem( VENGINE_LAUNCHER_API_VERSION );
// Load the hammer DLL if we're in editor mode
#if defined( _WIN32 ) && defined( STAGING_ONLY )
if ( m_bEditMode )
{
AppModule_t hammerModule = LoadModule( "hammer_dll" DLL_EXT_STRING );
g_pHammer = (IHammer*)AddSystem( hammerModule, INTERFACEVERSION_HAMMER );
if ( !g_pHammer )
{
return false;
}
}
#endif // defined( _WIN32 ) && defined( STAGING_ONLY )
// Load up the appropriate shader DLL
// This has to be done before connection.
char const* pDLLName = "shaderapidx9" DLL_EXT_STRING;
if ( CommandLine()->FindParm( "-noshaderapi" ) )
{
pDLLName = "shaderapiempty" DLL_EXT_STRING;
}
pMaterialSystem->SetShaderAPI( pDLLName );
double elapsed = Plat_FloatTime() - st;
COM_TimestampedLog( "LoadAppSystems: Took %.4f secs to load libraries and get factories.", (float)elapsed );
return true;
}
bool CSourceAppSystemGroup::PreInit()
{
CreateInterfaceFn factory = GetFactory();
ConnectTier1Libraries( &factory, 1 );
ConVar_Register( );
ConnectTier2Libraries( &factory, 1 );
ConnectTier3Libraries( &factory, 1 );
if ( !g_pFullFileSystem || !g_pMaterialSystem )
return false;
CFSSteamSetupInfo steamInfo;
steamInfo.m_bToolsMode = false;
steamInfo.m_bSetSteamDLLPath = false;
steamInfo.m_bSteam = g_pFullFileSystem->IsSteam();
steamInfo.m_bOnlyUseDirectoryName = true;
steamInfo.m_pDirectoryName = DetermineDefaultMod();
if ( !steamInfo.m_pDirectoryName )
{
steamInfo.m_pDirectoryName = DetermineDefaultGame();
if ( !steamInfo.m_pDirectoryName )
{
Error( "FileSystem_LoadFileSystemModule: no -defaultgamedir or -game specified." );
}
}
if ( FileSystem_SetupSteamEnvironment( steamInfo ) != FS_OK )
return false;
CFSMountContentInfo fsInfo;
fsInfo.m_pFileSystem = g_pFullFileSystem;
fsInfo.m_bToolsMode = m_bEditMode;
fsInfo.m_pDirectoryName = steamInfo.m_GameInfoPath;
if ( FileSystem_MountContent( fsInfo ) != FS_OK )
return false;
if ( IsPC() || !IsX360() )
{
fsInfo.m_pFileSystem->AddSearchPath( "platform", "PLATFORM" );
}
else
{
// 360 needs absolute paths
FileSystem_AddSearchPath_Platform( g_pFullFileSystem, steamInfo.m_GameInfoPath );
}
if ( IsPC() )
{
// This will get called multiple times due to being here, but only the first one will do anything
reslistgenerator->Init( GetBaseDirectory(), CommandLine()->ParmValue( "-game", "hl2" ) );
// This will also get called each time, but will actually fix up the command line as needed
reslistgenerator->SetupCommandLine();
}
// FIXME: Logfiles is mod-specific, needs to move into the engine.
g_LogFiles.Init();
// Required to run through the editor
if ( m_bEditMode )
{
g_pMaterialSystem->EnableEditorMaterials();
}
StartupInfo_t info;
info.m_pInstance = GetAppInstance();
info.m_pBaseDirectory = GetBaseDirectory();
info.m_pInitialMod = DetermineDefaultMod();
info.m_pInitialGame = DetermineDefaultGame();
info.m_pParentAppSystemGroup = this;
info.m_bTextMode = g_bTextMode;
g_pEngineAPI->SetStartupInfo( info );
return true;
}
int CSourceAppSystemGroup::Main()
{
return g_pEngineAPI->Run();
}
void CSourceAppSystemGroup::PostShutdown()
{
// FIXME: Logfiles is mod-specific, needs to move into the engine.
g_LogFiles.Shutdown();
reslistgenerator->Shutdown();
DisconnectTier3Libraries();
DisconnectTier2Libraries();
ConVar_Unregister( );
DisconnectTier1Libraries();
}
void CSourceAppSystemGroup::Destroy()
{
g_pEngineAPI = NULL;
g_pMaterialSystem = NULL;
g_pHammer = NULL;
#ifdef WIN32
CoUninitialize();
#endif
}
//-----------------------------------------------------------------------------
// Determines the initial mod to use at load time.
// We eventually (hopefully) will be able to switch mods at runtime
// because the engine/hammer integration really wants this feature.
//-----------------------------------------------------------------------------
const char *CSourceAppSystemGroup::DetermineDefaultMod()
{
if ( !m_bEditMode )
{
return CommandLine()->ParmValue( "-game", DEFAULT_HL2_GAMEDIR );
}
return g_pHammer->GetDefaultMod();
}
const char *CSourceAppSystemGroup::DetermineDefaultGame()
{
if ( !m_bEditMode )
{
return CommandLine()->ParmValue( "-defaultgamedir", DEFAULT_HL2_GAMEDIR );
}
return g_pHammer->GetDefaultGame();
}
//-----------------------------------------------------------------------------
// MessageBox for SDL/OSX
//-----------------------------------------------------------------------------
#if defined( USE_SDL ) && !defined( _WIN32 )
int MessageBox( HWND hWnd, const char *message, const char *header, unsigned uType )
{
SDL_ShowSimpleMessageBox( 0, header, message, GetAssertDialogParent() );
return 0;
}
#endif
//-----------------------------------------------------------------------------
// Allow only one windowed source app to run at a time
//-----------------------------------------------------------------------------
#ifdef WIN32
HANDLE g_hMutex = NULL;
#elif defined(POSIX)
int g_lockfd = -1;
char g_lockFilename[MAX_PATH];
#endif
bool GrabSourceMutex()
{
#ifdef WIN32
if ( IsPC() )
{
// don't allow more than one instance to run
g_hMutex = ::CreateMutex(NULL, FALSE, TEXT("hl2_singleton_mutex"));
unsigned int waitResult = ::WaitForSingleObject(g_hMutex, 0);
// Here, we have the mutex
if (waitResult == WAIT_OBJECT_0 || waitResult == WAIT_ABANDONED)
return true;
// couldn't get the mutex, we must be running another instance
::CloseHandle(g_hMutex);
return false;
}
#elif defined(POSIX)
// Under OSX use flock in /tmp/source_engine_<game>.lock, create the file if it doesn't exist
const char *pchGameParam = CommandLine()->ParmValue( "-game", DEFAULT_HL2_GAMEDIR );
CRC32_t gameCRC;
CRC32_Init(&gameCRC);
CRC32_ProcessBuffer( &gameCRC, (void *)pchGameParam, Q_strlen( pchGameParam ) );
CRC32_Final( &gameCRC );
#ifdef ANDROID
return true;
#elif defined (LINUX)
5 years ago
/*
* Linux
*/
// Check TMPDIR environment variable for temp directory.
char *tmpdir = getenv( "TMPDIR" );
// If it's NULL, or it doesn't exist, or it isn't a directory, fallback to /tmp.
struct stat buf;
if( !tmpdir || stat( tmpdir, &buf ) || !S_ISDIR ( buf.st_mode ) )
tmpdir = "/tmp";
V_snprintf( g_lockFilename, sizeof(g_lockFilename), "%s/source_engine_%u.lock", tmpdir, gameCRC );
g_lockfd = open( g_lockFilename, O_WRONLY | O_CREAT, 0666 );
if ( g_lockfd == -1 )
{
printf( "open(%s) failed\n", g_lockFilename );
return false;
}
struct flock fl;
fl.l_type = F_WRLCK;
fl.l_whence = SEEK_SET;
fl.l_start = 0;
fl.l_len = 1;
if ( fcntl ( g_lockfd, F_SETLK, &fl ) == -1 )
{
printf( "fcntl(%d) for %s failed\n", g_lockfd, g_lockFilename );
return false;
}
return true;
#else
/*
* OSX
*/
V_snprintf( g_lockFilename, sizeof(g_lockFilename), "/tmp/source_engine_%u.lock", gameCRC );
g_lockfd = open( g_lockFilename, O_CREAT | O_WRONLY | O_EXLOCK | O_NONBLOCK | O_TRUNC, 0777 );
if (g_lockfd >= 0)
{
// make sure we give full perms to the file, we only one instance per machine
fchmod( g_lockfd, 0777 );
// we leave the file open, under unix rules when we die we'll automatically close and remove the locks
return true;
}
// We were unable to open the file, it should be because we are unable to retain a lock
if ( errno != EWOULDBLOCK)
{
fprintf( stderr, "unexpected error %d trying to exclusively lock %s\n", errno, g_lockFilename );
}
return false;
#endif // OSX
#endif // POSIX
return true;
}
void ReleaseSourceMutex()
{
#ifdef WIN32
if ( IsPC() && g_hMutex )
{
::ReleaseMutex( g_hMutex );
::CloseHandle( g_hMutex );
g_hMutex = NULL;
}
#elif defined(POSIX)
if ( g_lockfd != -1 )
{
close( g_lockfd );
g_lockfd = -1;
unlink( g_lockFilename );
}
#endif
}
// Remove all but the last -game parameter.
// This is for mods based off something other than Half-Life 2 (like HL2MP mods).
// The Steam UI does 'steam -applaunch 320 -game c:\steam\steamapps\sourcemods\modname', but applaunch inserts
// its own -game parameter, which would supercede the one we really want if we didn't intercede here.
void RemoveSpuriousGameParameters()
{
// Find the last -game parameter.
int nGameArgs = 0;
char lastGameArg[MAX_PATH];
for ( int i=0; i < CommandLine()->ParmCount()-1; i++ )
{
if ( Q_stricmp( CommandLine()->GetParm( i ), "-game" ) == 0 )
{
Q_snprintf( lastGameArg, sizeof( lastGameArg ), "\"%s\"", CommandLine()->GetParm( i+1 ) );
++nGameArgs;
++i;
}
}
// We only care if > 1 was specified.
if ( nGameArgs > 1 )
{
CommandLine()->RemoveParm( "-game" );
CommandLine()->AppendParm( "-game", lastGameArg );
}
}
/*
============
va
does a varargs printf into a temp buffer, so I don't need to have
varargs versions of all text functions.
============
*/
static char *va( char *format, ... )
{
va_list argptr;
static char string[8][512];
static int curstring = 0;
curstring = ( curstring + 1 ) % 8;
va_start (argptr, format);
Q_vsnprintf( string[curstring], sizeof( string[curstring] ), format, argptr );
va_end (argptr);
return string[curstring];
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *param -
// Output : static char const
//-----------------------------------------------------------------------------
static char const *Cmd_TranslateFileAssociation(char const *param )
{
static char sz[ 512 ];
char *retval = NULL;
char temp[ 512 ];
Q_strncpy( temp, param, sizeof( temp ) );
Q_FixSlashes( temp );
#ifdef WIN32
Q_strlower( temp );
#endif
const char *extension = V_GetFileExtension(temp);
// must have an extension to map
if (!extension)
return retval;
extension--; // back up so we have the . in the extension
int c = ARRAYSIZE( g_FileAssociations );
for ( int i = 0; i < c; i++ )
{
FileAssociationInfo& info = g_FileAssociations[ i ];
if ( ! Q_strcmp( extension, info.extension ) &&
! CommandLine()->FindParm(va( "+%s", info.command_to_issue ) ) )
{
// Translate if haven't already got one of these commands
Q_strncpy( sz, temp, sizeof( sz ) );
Q_FileBase( sz, temp, sizeof( sz ) );
Q_snprintf( sz, sizeof( sz ), "%s %s", info.command_to_issue, temp );
retval = sz;
break;
}
}
// return null if no translation, otherwise return commands
return retval;
}
//-----------------------------------------------------------------------------
// Purpose: Converts all the convar args into a convar command
// Input : none
// Output : const char * series of convars
//-----------------------------------------------------------------------------
static const char *BuildCommand()
{
static CUtlBuffer build( 0, 0, CUtlBuffer::TEXT_BUFFER );
build.Clear();
// arg[0] is the executable name
for ( int i=1; i < CommandLine()->ParmCount(); i++ )
{
const char *szParm = CommandLine()->GetParm(i);
if (!szParm) continue;
if (szParm[0] == '-')
{
// skip -XXX options and eat their args
const char *szValue = CommandLine()->ParmValue(szParm);
if ( szValue ) i++;
continue;
}
if (szParm[0] == '+')
{
// convert +XXX options and stuff them into the build buffer
const char *szValue = CommandLine()->ParmValue(szParm);
if (szValue)
{
build.PutString(va("%s %s;", szParm+1, szValue));
i++;
}
else
{
build.PutString(szParm+1);
build.PutChar(';');
}
}
else
{
// singleton values, convert to command
char const *translated = Cmd_TranslateFileAssociation( CommandLine()->GetParm( i ) );
if (translated)
{
build.PutString(translated);
build.PutChar(';');
}
}
}
build.PutChar( '\0' );
return (const char *)build.Base();
}
extern void InitGL4ES();
5 years ago
//-----------------------------------------------------------------------------
// Purpose: The real entry point for the application
// Input : hInstance -
// hPrevInstance -
// lpCmdLine -
// nCmdShow -
// Output : int APIENTRY
//-----------------------------------------------------------------------------
#ifdef WIN32
extern "C" __declspec(DLL_EXPORT) int LauncherMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow )
5 years ago
#else
DLL_EXPORT int LauncherMain( int argc, char **argv )
#endif
{
#if defined LINUX && !defined ANDROID
5 years ago
// Temporary fix to stop us from crashing in printf/sscanf functions that don't expect
// localization to mess with your "." and "," float seperators. Mac OSX also sets LANG
// to en_US.UTF-8 before starting up (in info.plist I believe).
// We need to double check that localization for libcef is handled correctly
// when we slam things to en_US.UTF-8.
// Also check if C.UTF-8 exists and use it? This file: /usr/lib/locale/C.UTF-8.
// It looks like it's only installed on Debian distros right now though.
const char en_US[] = "en_US.UTF-8";
setenv( "LC_ALL", en_US, 1 );
setlocale( LC_ALL, en_US );
const char *CurrentLocale = setlocale( LC_ALL, NULL );
if ( Q_stricmp( CurrentLocale, en_US ) )
{
Msg( "WARNING: setlocale('%s') failed, using locale:'%s'. International characters may not work.\n", en_US, CurrentLocale );
5 years ago
}
5 years ago
#endif // LINUX
#if defined LINUX && defined USE_SDL && defined TOGLES && !defined ANDROID
SDL_SetHint(SDL_HINT_VIDEO_X11_FORCE_EGL, "1");
#endif
5 years ago
#ifdef WIN32
SetAppInstance( hInstance );
#elif defined( POSIX )
// Store off command line for argument searching
Plat_SetCommandLine( BuildCmdLine( argc, argv, false ) );
if( CommandLine()->CheckParm( "-sleepatstartup" ) )
{
// When launching from Steam, it can be difficult to get a debugger attached when you're
// crashing quickly at startup. So add a -sleepatstartup command line and sleep for 5
// seconds which should allow time to attach a debugger.
sleep( 5 );
}
#endif
// Hook the debug output stuff.
SpewOutputFunc( LauncherDefaultSpewFunc );
if ( 0 && IsWin98OrOlder() )
{
Error( "This build does not currently run under Windows 98/Me." );
return -1;
}
// Quickly check the hardware key, essentially a warning shot.
if ( !Plat_VerifyHardwareKeyPrompt() )
{
return -1;
}
5 years ago
const char *filename;
#ifdef WIN32
CommandLine()->CreateCmdLine( IsPC() ? VCRHook_GetCommandLine() : lpCmdLine );
#else
CommandLine()->CreateCmdLine( argc, argv );
#endif
// No -dxlevel or +mat_hdr_level allowed on POSIX
#ifdef POSIX
CommandLine()->RemoveParm( "-dxlevel" );
CommandLine()->RemoveParm( "+mat_hdr_level" );
CommandLine()->RemoveParm( "+mat_dxlevel" );
#endif
// If we're using -default command line parameters, get rid of DX8 settings.
if ( CommandLine()->CheckParm( "-default" ) )
{
CommandLine()->RemoveParm( "-dxlevel" );
CommandLine()->RemoveParm( "-maxdxlevel" );
CommandLine()->RemoveParm( "+mat_dxlevel" );
}
// Figure out the directory the executable is running from
UTIL_ComputeBaseDir();
#if defined( _X360 )
bool bSpewDllInfo = CommandLine()->CheckParm( "-dllinfo" );
bool bWaitForConsole = CommandLine()->CheckParm( "-vxconsole" );
XboxConsoleInit();
XBX_InitConsoleMonitor( bWaitForConsole || bSpewDllInfo );
#endif
#if defined( _X360 )
if ( bWaitForConsole )
COM_TimestampedLog( "LauncherMain: Application Start - %s", CommandLine()->GetCmdLine() );
if ( bSpewDllInfo )
{
XBX_DumpDllInfo( GetBaseDirectory() );
Error( "Stopped!\n" );
}
int storageID = XboxLaunch()->GetStorageID();
if ( storageID != XBX_INVALID_STORAGE_ID && storageID != XBX_STORAGE_DECLINED )
{
// Validate the storage device
XDEVICE_DATA deviceData;
DWORD ret = XContentGetDeviceData( storageID, &deviceData );
if ( ret != ERROR_SUCCESS )
{
// Device was removed
storageID = XBX_INVALID_STORAGE_ID;
XBX_QueueEvent( XEV_LISTENER_NOTIFICATION, WM_SYS_STORAGEDEVICESCHANGED, 0, 0 );
}
}
XBX_SetStorageDeviceId( storageID );
int userID = XboxLaunch()->GetUserID();
if ( !IsRetail() && userID == XBX_INVALID_USER_ID )
{
// didn't come from appchooser, try find a valid user id for dev purposes
XUSER_SIGNIN_INFO info;
for ( int i = 0; i < 4; ++i )
{
if ( ERROR_NO_SUCH_USER != XUserGetSigninInfo( i, 0, &info ) )
{
userID = i;
break;
}
}
}
XBX_SetPrimaryUserId( userID );
#endif // defined( _X360 )
#ifdef POSIX
{
struct stat st;
if ( stat( RELAUNCH_FILE, &st ) == 0 )
{
unlink( RELAUNCH_FILE );
}
}
#endif
// This call is to emulate steam's injection of the GameOverlay DLL into our process if we
// are running from the command line directly, this allows the same experience the user gets
// to be present when running from perforce, the call has no effect on X360
TryToLoadSteamOverlayDLL();
// Start VCR mode?
if ( CommandLine()->CheckParm( "-vcrrecord", &filename ) )
{
if ( !VCRStart( filename, true, &g_VCRHelpers ) )
{
Error( "-vcrrecord: can't open '%s' for writing.\n", filename );
return -1;
}
}
else if ( CommandLine()->CheckParm( "-vcrplayback", &filename ) )
{
if ( !VCRStart( filename, false, &g_VCRHelpers ) )
{
Error( "-vcrplayback: can't open '%s' for reading.\n", filename );
return -1;
}
}
// See the function for why we do this.
RemoveSpuriousGameParameters();
#ifdef WIN32
if ( IsPC() )
{
// initialize winsock
WSAData wsaData;
int nError = ::WSAStartup( MAKEWORD(2,0), &wsaData );
if ( nError )
{
Msg( "Warning! Failed to start Winsock via WSAStartup = 0x%x.\n", nError);
}
}
#endif
// Run in text mode? (No graphics or sound).
if ( CommandLine()->CheckParm( "-textmode" ) )
{
g_bTextMode = true;
InitTextMode();
}
#ifdef WIN32
else
{
int retval = -1;
// Can only run one windowed source app at a time
if ( !GrabSourceMutex() )
{
// Allow the user to explicitly say they want to be able to run multiple instances of the source mutex.
// Useful for side-by-side comparisons of different renderers.
bool multiRun = CommandLine()->CheckParm( "-multirun" ) != NULL;
// We're going to hijack the existing session and load a new savegame into it. This will mainly occur when users click on links in Bugzilla that will automatically copy saves and load them
// directly from the web browser. The -hijack command prevents the launcher from objecting that there is already an instance of the game.
if (CommandLine()->CheckParm( "-hijack" ))
{
HWND hwndEngine = FindWindow( "Valve001", NULL );
// Can't find the engine
if ( hwndEngine == NULL )
{
::MessageBox( NULL, "The modified entity keyvalues could not be sent to the Source Engine because the engine does not appear to be running.", "Source Engine Not Running", MB_OK | MB_ICONEXCLAMATION );
}
else
{
const char *szCommand = BuildCommand();
//
// Fill out the data structure to send to the engine.
//
COPYDATASTRUCT copyData;
copyData.cbData = strlen( szCommand ) + 1;
copyData.dwData = 0;
copyData.lpData = ( void * )szCommand;
if ( !::SendMessage( hwndEngine, WM_COPYDATA, 0, (LPARAM)&copyData ) )
{
::MessageBox( NULL, "The Source Engine was found running, but did not accept the request to load a savegame. It may be an old version of the engine that does not support this functionality.", "Source Engine Declined Request", MB_OK | MB_ICONEXCLAMATION );
}
else
{
retval = 0;
}
free((void *)szCommand);
}
}
else
{
if (!multiRun) {
::MessageBox(NULL, "Only one instance of the game can be running at one time.", "Source - Warning", MB_ICONINFORMATION | MB_OK);
}
}
if (!multiRun) {
return retval;
}
}
}
#elif defined( POSIX )
else
{
if ( !GrabSourceMutex() )
{
::MessageBox(NULL, "Only one instance of the game can be running at one time.", "Source - Warning", 0 );
return -1;
}
}
#endif
#ifdef WIN32
// Make low priority?
if ( CommandLine()->CheckParm( "-low" ) )
{
SetPriorityClass( GetCurrentProcess(), IDLE_PRIORITY_CLASS );
}
else if ( CommandLine()->CheckParm( "-high" ) )
{
SetPriorityClass( GetCurrentProcess(), HIGH_PRIORITY_CLASS );
}
#endif
// If game is not run from Steam then add -insecure in order to avoid client timeout message
if ( NULL == CommandLine()->CheckParm( "-steam" ) )
{
CommandLine()->AppendParm( "-insecure", NULL );
}
// Figure out the directory the executable is running from
// and make that be the current working directory
5 years ago
_chdir( GetBaseDirectory() );
g_LeakDump.m_bCheckLeaks = CommandLine()->CheckParm( "-leakcheck" ) ? true : false;
bool bRestart = true;
while ( bRestart )
{
bRestart = false;
CSourceAppSystemGroup sourceSystems;
CSteamApplication steamApplication( &sourceSystems );
int nRetval = steamApplication.Run();
if ( steamApplication.GetErrorStage() == CSourceAppSystemGroup::INITIALIZATION )
{
bRestart = (nRetval == INIT_RESTART);
}
else if ( nRetval == RUN_RESTART )
{
bRestart = true;
}
bool bReslistCycle = false;
if ( !bRestart )
{
bReslistCycle = reslistgenerator->ShouldContinue();
bRestart = bReslistCycle;
}
if ( !bReslistCycle )
{
// Remove any overrides in case settings changed
CommandLine()->RemoveParm( "-w" );
CommandLine()->RemoveParm( "-h" );
CommandLine()->RemoveParm( "-width" );
CommandLine()->RemoveParm( "-height" );
CommandLine()->RemoveParm( "-sw" );
CommandLine()->RemoveParm( "-startwindowed" );
CommandLine()->RemoveParm( "-windowed" );
CommandLine()->RemoveParm( "-window" );
CommandLine()->RemoveParm( "-full" );
CommandLine()->RemoveParm( "-fullscreen" );
CommandLine()->RemoveParm( "-dxlevel" );
CommandLine()->RemoveParm( "-autoconfig" );
CommandLine()->RemoveParm( "+mat_hdr_level" );
}
}
#ifdef WIN32
if ( IsPC() )
{
// shutdown winsock
int nError = ::WSACleanup();
if ( nError )
{
Msg( "Warning! Failed to complete WSACleanup = 0x%x.\n", nError );
}
}
#endif
// Allow other source apps to run
ReleaseSourceMutex();
#if defined( WIN32 ) && !defined( _X360 )
// Now that the mutex has been released, check HKEY_CURRENT_USER\Software\Valve\Source\Relaunch URL. If there is a URL here, exec it.
// This supports the capability of immediately re-launching the the game via Steam in a different audio language
HKEY hKey;
if ( RegOpenKeyEx( HKEY_CURRENT_USER, "Software\\Valve\\Source", NULL, KEY_ALL_ACCESS, &hKey) == ERROR_SUCCESS )
{
char szValue[MAX_PATH];
DWORD dwValueLen = MAX_PATH;
if ( RegQueryValueEx( hKey, "Relaunch URL", NULL, NULL, (unsigned char*)szValue, &dwValueLen ) == ERROR_SUCCESS )
{
ShellExecute (0, "open", szValue, 0, 0, SW_SHOW);
RegDeleteValue( hKey, "Relaunch URL" );
}
RegCloseKey(hKey);
}
#elif defined( OSX ) || defined( LINUX )
struct stat st;
if ( stat( RELAUNCH_FILE, &st ) == 0 )
{
FILE *fp = fopen( RELAUNCH_FILE, "r" );
if ( fp )
{
char szCmd[256];
int nChars = fread( szCmd, 1, sizeof(szCmd), fp );
if ( nChars > 0 )
{
if ( nChars > (sizeof(szCmd)-1) )
{
nChars = (sizeof(szCmd)-1);
}
szCmd[nChars] = 0;
char szOpenLine[ MAX_PATH ];
#if defined( LINUX )
Q_snprintf( szOpenLine, sizeof(szOpenLine), "xdg-open \"%s\"", szCmd );
#else
Q_snprintf( szOpenLine, sizeof(szOpenLine), "open \"%s\"", szCmd );
#endif
system( szOpenLine );
}
fclose( fp );
unlink( RELAUNCH_FILE );
}
}
#elif defined( _X360 )
#else
#error
#endif
return 0;
}