//========= 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
// 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
return g_szBasedir ;
# endif
}
//-----------------------------------------------------------------------------
// 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 ;
// 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)
/*
* 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 ( ) ;
//-----------------------------------------------------------------------------
// 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 )
# else
DLL_EXPORT int LauncherMain ( int argc , char * * argv )
# endif
{
# if defined LINUX && !defined ANDROID
// 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 ) ;
}
# endif // LINUX
# if defined LINUX && defined USE_SDL && defined TOGLES && !defined ANDROID
SDL_SetHint ( SDL_HINT_VIDEO_X11_FORCE_EGL , " 1 " ) ;
# endif
# 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 ;
}
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
_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 ;
}