//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
# define DISABLE_PROTECTED_THINGS
# if defined( USE_SDL )
# include "appframework/ilaunchermgr.h"
# endif
# if defined( _WIN32 ) && !defined( _X360 )
# include "winlite.h"
# include <Psapi.h>
# endif
# if defined( OSX )
# include <sys/sysctl.h>
# endif
# if defined( POSIX )
# include <setjmp.h>
# include <signal.h>
# endif
# include <stdarg.h>
# include "quakedef.h"
# include "idedicatedexports.h"
# include "engine_launcher_api.h"
# include "ivideomode.h"
# include "common.h"
# include "iregistry.h"
# include "keys.h"
# include "cdll_engine_int.h"
# include "traceinit.h"
# include "iengine.h"
# include "igame.h"
# include "tier0/etwprof.h"
# include "tier0/vcrmode.h"
# include "tier0/icommandline.h"
# include "tier0/minidump.h"
# include "engine_hlds_api.h"
# include "filesystem_engine.h"
# include "cl_main.h"
# include "client.h"
# include "tier3/tier3.h"
# include "MapReslistGenerator.h"
# include "toolframework/itoolframework.h"
# include "sourcevr/isourcevirtualreality.h"
# include "DevShotGenerator.h"
# include "gl_shader.h"
# include "l_studio.h"
# include "IHammer.h"
# include "sys_dll.h"
# include "materialsystem/materialsystem_config.h"
# include "server.h"
# include "video/ivideoservices.h"
# include "datacache/idatacache.h"
# include "vphysics_interface.h"
# include "inputsystem/iinputsystem.h"
# include "appframework/IAppSystemGroup.h"
# include "tier0/systeminformation.h"
# include "host_cmd.h"
# ifdef _WIN32
# include "VGuiMatSurface/IMatSystemSurface.h"
# endif
# ifdef GPROFILER
# include "gperftools/profiler.h"
# endif
// This is here just for legacy support of older .dlls!!!
# include "SoundEmitterSystem/isoundemittersystembase.h"
# include "eiface.h"
# include "tier1/fmtstr.h"
# include "steam/steam_api.h"
# ifndef SWDS
# include "sys_mainwind.h"
# include "vgui/ISystem.h"
# include "vgui_controls/Controls.h"
# include "IGameUIFuncs.h"
# include "cl_steamauth.h"
# endif // SWDS
# if defined(_WIN32)
# include <eh.h>
# endif
# if POSIX
# include <dlfcn.h>
# endif
# if defined( _X360 )
# include "xbox/xbox_win32stubs.h"
# else
# include "xbox/xboxstubs.h"
# endif
// memdbgon must be the last include file in a .cpp file!!!
# include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Globals
//-----------------------------------------------------------------------------
IDedicatedExports * dedicated = NULL ;
extern CreateInterfaceFn g_AppSystemFactory ;
IHammer * g_pHammer = NULL ;
IPhysics * g_pPhysics = NULL ;
ISourceVirtualReality * g_pSourceVR = NULL ;
# if defined( USE_SDL )
ILauncherMgr * g_pLauncherMgr = NULL ;
# endif
# ifndef SWDS
extern CreateInterfaceFn g_ClientFactory ;
# endif
static SteamInfVersionInfo_t g_SteamInfIDVersionInfo ;
const SteamInfVersionInfo_t & GetSteamInfIDVersionInfo ( )
{
Assert ( g_SteamInfIDVersionInfo . AppID ! = k_uAppIdInvalid ) ;
return g_SteamInfIDVersionInfo ;
}
int build_number ( void )
{
return GetSteamInfIDVersionInfo ( ) . ServerVersion ;
}
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
void Host_GetHostInfo ( float * fps , int * nActive , int * nMaxPlayers , char * pszMap , int maxlen ) ;
const char * Key_BindingForKey ( int keynum ) ;
void COM_ShutdownFileSystem ( void ) ;
void COM_InitFilesystem ( const char * pFullModPath ) ;
void Host_ReadPreStartupConfiguration ( ) ;
//-----------------------------------------------------------------------------
// ConVars and console commands
//-----------------------------------------------------------------------------
# ifndef SWDS
//-----------------------------------------------------------------------------
// Purpose: exports an interface that can be used by the launcher to run the engine
// this is the exported function when compiled as a blob
//-----------------------------------------------------------------------------
void EXPORT F ( IEngineAPI * * api )
{
CreateInterfaceFn factory = Sys_GetFactoryThis ( ) ; // This silly construction is necessary to prevent the LTCG compiler from crashing.
* api = ( IEngineAPI * ) ( factory ( VENGINE_LAUNCHER_API_VERSION , NULL ) ) ;
}
# endif // SWDS
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void ClearIOStates ( void )
{
# ifndef SWDS
if ( g_ClientDLL )
{
g_ClientDLL - > IN_ClearStates ( ) ;
}
# endif
}
//-----------------------------------------------------------------------------
// The SDK launches the game with the full path to gameinfo.txt, so we need
// to strip off the path.
//-----------------------------------------------------------------------------
const char * GetModDirFromPath ( const char * pszPath )
{
char * pszSlash = Q_strrchr ( pszPath , ' \\ ' ) ;
if ( pszSlash )
{
return pszSlash + 1 ;
}
else if ( ( pszSlash = Q_strrchr ( pszPath , ' / ' ) ) ! = NULL )
{
return pszSlash + 1 ;
}
// Must just be a mod directory already.
return pszPath ;
}
//-----------------------------------------------------------------------------
// Purpose: Main entry
//-----------------------------------------------------------------------------
# ifndef SWDS
# include "gl_matsysiface.h"
# endif
//-----------------------------------------------------------------------------
// Inner loop: initialize, shutdown main systems, load steam to
//-----------------------------------------------------------------------------
class CModAppSystemGroup : public CAppSystemGroup
{
typedef CAppSystemGroup BaseClass ;
public :
// constructor
CModAppSystemGroup ( bool bServerOnly , CAppSystemGroup * pParentAppSystem = NULL )
: BaseClass ( pParentAppSystem ) ,
m_bServerOnly ( bServerOnly )
{
}
CreateInterfaceFn GetFactory ( )
{
return CAppSystemGroup : : GetFactory ( ) ;
}
// Methods of IApplication
virtual bool Create ( ) ;
virtual bool PreInit ( ) ;
virtual int Main ( ) ;
virtual void PostShutdown ( ) ;
virtual void Destroy ( ) ;
private :
bool IsServerOnly ( ) const
{
return m_bServerOnly ;
}
bool ModuleAlreadyInList ( CUtlVector < AppSystemInfo_t > & list , const char * moduleName , const char * interfaceName ) ;
bool AddLegacySystems ( ) ;
bool m_bServerOnly ;
} ;
# if defined( STAGING_ONLY )
CON_COMMAND ( bigalloc , " huge alloc crash " )
{
Msg ( " pre-crash %d \n " , MemAlloc_MemoryAllocFailed ( ) ) ;
// Alloc a bit less than UINT_MAX so there is room for heap headers in the malloc functions.
void * buf = malloc ( UINT_MAX - 0x4000 ) ;
Msg ( " post-alloc %d. buf: %p \n " , MemAlloc_MemoryAllocFailed ( ) , buf ) ;
* ( int * ) buf = 0 ;
}
# endif
extern void S_ClearBuffer ( ) ;
extern char g_minidumpinfo [ 4096 ] ;
extern PAGED_POOL_INFO_t g_pagedpoolinfo ;
extern bool g_bUpdateMinidumpComment ;
void GetSpew ( char * buf , size_t buflen ) ;
extern int gHostSpawnCount ;
extern int g_nMapLoadCount ;
extern int g_HostServerAbortCount ;
extern int g_HostErrorCount ;
extern int g_HostEndDemo ;
// Turn this to 1 to allow for expanded spew in minidump comments.
static ConVar sys_minidumpexpandedspew ( " sys_minidumpexpandedspew " , " 1 " ) ;
# ifdef IS_WINDOWS_PC
extern " C " void __cdecl FailSafe ( unsigned int uStructuredExceptionCode , struct _EXCEPTION_POINTERS * pExceptionInfo )
{
// Nothing, this just catches a crash when creating the comment block
}
# endif
# if defined( POSIX )
static sigjmp_buf g_mark ;
static void posix_signal_handler ( int i )
{
siglongjmp ( g_mark , - 1 ) ;
}
# define DO_TRY if ( sigsetjmp( g_mark, 1 ) == 0 )
# define DO_CATCH else
# if defined( OSX )
# define __sighandler_t sig_t
# endif
# else
# define DO_TRY try
# define DO_CATCH catch ( ... )
# endif // POSIX
//-----------------------------------------------------------------------------
// Purpose: Check whether any mods are loaded.
// Currently looks for metamod and sourcemod.
//-----------------------------------------------------------------------------
static bool IsSourceModLoaded ( )
{
# if defined( _WIN32 )
static const char * s_pFileNames [ ] = { " metamod.2.tf2.dll " , " sourcemod.2.tf2.dll " , " sdkhooks.ext.2.ep2v.dll " , " sdkhooks.ext.2.tf2.dll " } ;
for ( size_t i = 0 ; i < Q_ARRAYSIZE ( s_pFileNames ) ; i + + )
{
// GetModuleHandle function returns a handle to a mapped module
// without incrementing its reference count.
if ( GetModuleHandleA ( s_pFileNames [ i ] ) )
return true ;
}
# else
FILE * fh = fopen ( " /proc/self/maps " , " r " ) ;
if ( fh )
{
char buf [ 1024 ] ;
static const char * s_pFileNames [ ] = { " metamod.2.tf2.so " , " sourcemod.2.tf2.so " , " sdkhooks.ext.2.ep2v.so " , " sdkhooks.ext.2.tf2.so " } ;
while ( fgets ( buf , sizeof ( buf ) , fh ) )
{
for ( size_t i = 0 ; i < Q_ARRAYSIZE ( s_pFileNames ) ; i + + )
{
if ( strstr ( buf , s_pFileNames [ i ] ) )
{
fclose ( fh ) ;
return true ;
}
}
}
fclose ( fh ) ;
}
# endif
return false ;
}
template < int _SIZE >
class CErrorText
{
public :
CErrorText ( ) : m_bIsDedicatedServer ( false ) { }
~ CErrorText ( ) { }
void Steam_SetMiniDumpComment ( )
{
# if !defined( NO_STEAM )
SteamAPI_SetMiniDumpComment ( m_errorText ) ;
# endif
}
void CommentCat ( const char * str )
{
V_strcat_safe ( m_errorText , str ) ;
}
void CommentPrintf ( const char * fmt , . . . )
{
va_list args ;
va_start ( args , fmt ) ;
size_t len = strlen ( m_errorText ) ;
vsnprintf ( m_errorText + len , sizeof ( m_errorText ) - len - 1 , fmt , args ) ;
m_errorText [ sizeof ( m_errorText ) - 1 ] = 0 ;
va_end ( args ) ;
}
void BuildComment ( char const * pchSysErrorText , bool bRealCrash )
{
// Try and detect whether this
bool bSourceModLoaded = false ;
if ( m_bIsDedicatedServer )
{
bSourceModLoaded = IsSourceModLoaded ( ) ;
if ( bSourceModLoaded )
{
AppId_t AppId = GetSteamInfIDVersionInfo ( ) . ServerAppID ;
// Bump up the number and report the crash. This should be something
// like 232251 (instead of 232250). 232251 is for the TF2 Windows client,
// but we actually report those crashes under ID 440, so this should be ok.
SteamAPI_SetBreakpadAppID ( AppId + 1 ) ;
}
}
# ifdef IS_WINDOWS_PC
// This warning only applies if you want to catch structured exceptions (crashes)
// using C++ exceptions. We do not want to do that so we can build with C++ exceptions
// completely disabled, and just suppress this warning.
// warning C4535: calling _set_se_translator() requires /EHa
# pragma warning( suppress : 4535 )
_se_translator_function curfilter = _set_se_translator ( & FailSafe ) ;
# elif defined( POSIX )
// Only need to worry about this function crashing when we're dealing with a real crash.
__sighandler_t curfilter = bRealCrash ? signal ( SIGSEGV , posix_signal_handler ) : 0 ;
# endif
DO_TRY
{
Q_memset ( m_errorText , 0x00 , sizeof ( m_errorText ) ) ;
if ( pchSysErrorText )
{
CommentCat ( " Sys_Error( " ) ;
CommentCat ( pchSysErrorText ) ;
// Trim trailing \n.
int len = V_strlen ( m_errorText ) ;
if ( len > 0 & & m_errorText [ len - 1 ] = = ' \n ' )
m_errorText [ len - 1 ] = 0 ;
CommentCat ( " ) \n " ) ;
}
else
{
CommentCat ( " Crash \n " ) ;
}
CommentPrintf ( " Uptime( %f ) \n " , Plat_FloatTime ( ) ) ;
CommentPrintf ( " SourceMod:%d,DS:%d,Crash:%d \n \n " , bSourceModLoaded , m_bIsDedicatedServer , bRealCrash ) ;
// Add g_minidumpinfo from CL_SetSteamCrashComment().
CommentCat ( g_minidumpinfo ) ;
// Latch in case extended stuff below crashes
Steam_SetMiniDumpComment ( ) ;
// Add Memory Status
BuildCommentMemStatus ( ) ;
// Spew out paged pool stuff, etc.
PAGED_POOL_INFO_t ppi_info ;
if ( Plat_GetPagedPoolInfo ( & ppi_info ) ! = SYSCALL_UNSUPPORTED )
{
CommentPrintf ( " \n Paged Pool \n prev PP PAGES: used: %lu, free %lu \n final PP PAGES: used: %lu, free %lu \n " ,
g_pagedpoolinfo . numPagesUsed , g_pagedpoolinfo . numPagesFree ,
ppi_info . numPagesUsed , ppi_info . numPagesFree ) ;
}
CommentPrintf ( " memallocfail? = %u \n Active: %s \n SpawnCount %d MapLoad Count %d \n Error count %d, end demo %d, abort count %d \n " ,
MemAlloc_MemoryAllocFailed ( ) ,
( game & & game - > IsActiveApp ( ) ) ? " active " : " inactive " ,
gHostSpawnCount ,
g_nMapLoadCount ,
g_HostErrorCount ,
g_HostEndDemo ,
g_HostServerAbortCount ) ;
// Latch in case extended stuff below crashes
Steam_SetMiniDumpComment ( ) ;
// Add user comment strings. 4096 is just a large sanity number we should
// never ever reach (currently our minidump supports 32 of these.)
for ( int i = 0 ; i < 4096 ; i + + )
{
const char * pUserStreamInfo = MinidumpUserStreamInfoGet ( i ) ;
if ( ! pUserStreamInfo )
break ;
if ( pUserStreamInfo [ 0 ] )
CommentPrintf ( " %s " , pUserStreamInfo ) ;
}
bool bExtendedSpew = sys_minidumpexpandedspew . GetBool ( ) ;
if ( bExtendedSpew )
{
BuildCommentExtended ( ) ;
Steam_SetMiniDumpComment ( ) ;
# if defined( LINUX )
if ( bRealCrash )
{
// bRealCrash is set when we're actually making a comment for a dump or error.
AddFileToComment ( " /proc/meminfo " ) ;
AddFileToComment ( " /proc/self/status " ) ;
Steam_SetMiniDumpComment ( ) ;
// Useful, but really big, so disable for now.
//$ AddFileToComment( "/proc/self/maps" );
}
# endif
}
}
DO_CATCH
{
// Oh oh
}
# ifdef IS_WINDOWS_PC
_set_se_translator ( curfilter ) ;
# elif defined( POSIX )
if ( bRealCrash )
signal ( SIGSEGV , curfilter ) ;
# endif
}
void BuildCommentMemStatus ( )
{
# ifdef _WIN32
const double MbDiv = 1024.0 * 1024.0 ;
MEMORYSTATUSEX memStat ;
ZeroMemory ( & memStat , sizeof ( MEMORYSTATUSEX ) ) ;
memStat . dwLength = sizeof ( MEMORYSTATUSEX ) ;
if ( GlobalMemoryStatusEx ( & memStat ) )
{
CommentPrintf ( " \n Memory \n memusage( %d %% ) \n totalPhysical Mb(%.2f) \n freePhysical Mb(%.2f) \n totalPaging Mb(%.2f) \n freePaging Mb(%.2f) \n totalVirtualMem Mb(%.2f) \n freeVirtualMem Mb(%.2f) \n extendedVirtualFree Mb(%.2f) \n " ,
memStat . dwMemoryLoad ,
( double ) memStat . ullTotalPhys / MbDiv ,
( double ) memStat . ullAvailPhys / MbDiv ,
( double ) memStat . ullTotalPageFile / MbDiv ,
( double ) memStat . ullAvailPageFile / MbDiv ,
( double ) memStat . ullTotalVirtual / MbDiv ,
( double ) memStat . ullAvailVirtual / MbDiv ,
( double ) memStat . ullAvailExtendedVirtual / MbDiv ) ;
}
HINSTANCE hInst = LoadLibrary ( " Psapi.dll " ) ;
if ( hInst )
{
typedef BOOL ( WINAPI * GetProcessMemoryInfoFn ) ( HANDLE , PPROCESS_MEMORY_COUNTERS , DWORD ) ;
GetProcessMemoryInfoFn fn = ( GetProcessMemoryInfoFn ) GetProcAddress ( hInst , " GetProcessMemoryInfo " ) ;
if ( fn )
{
PROCESS_MEMORY_COUNTERS counters ;
ZeroMemory ( & counters , sizeof ( PROCESS_MEMORY_COUNTERS ) ) ;
counters . cb = sizeof ( PROCESS_MEMORY_COUNTERS ) ;
if ( fn ( GetCurrentProcess ( ) , & counters , sizeof ( PROCESS_MEMORY_COUNTERS ) ) )
{
CommentPrintf ( " \n Process Memory \n WorkingSetSize Mb(%.2f) \n QuotaPagedPoolUsage Mb(%.2f) \n QuotaNonPagedPoolUsage: Mb(%.2f) \n PagefileUsage: Mb(%.2f) \n " ,
( double ) counters . WorkingSetSize / MbDiv ,
( double ) counters . QuotaPagedPoolUsage / MbDiv ,
( double ) counters . QuotaNonPagedPoolUsage / MbDiv ,
( double ) counters . PagefileUsage / MbDiv ) ;
}
}
FreeLibrary ( hInst ) ;
}
# elif defined( OSX )
static const struct
{
int ctl ;
const char * name ;
} s_ctl_names [ ] =
{
# define _XTAG( _x ) { _x, #_x }
_XTAG ( HW_PHYSMEM ) ,
_XTAG ( HW_USERMEM ) ,
_XTAG ( HW_MEMSIZE ) ,
_XTAG ( HW_AVAILCPU ) ,
# undef _XTAG
} ;
for ( size_t i = 0 ; i < Q_ARRAYSIZE ( s_ctl_names ) ; i + + )
{
uint64_t val = 0 ;
size_t len = sizeof ( val ) ;
int mib [ ] = { CTL_HW , s_ctl_names [ i ] . ctl } ;
if ( sysctl ( mib , Q_ARRAYSIZE ( mib ) , & val , & len , NULL , 0 ) = = 0 )
{
CommentPrintf ( " %s: % " PRIu64 " \n " , s_ctl_names [ i ] . name , val ) ;
}
}
# endif
}
void BuildCommentExtended ( )
{
try
{
CommentCat ( " \n ConVars (non-default) \n \n " ) ;
CommentPrintf ( " %s %s %s \n " , " var " , " value " , " default " ) ;
for ( const ConCommandBase * var = g_pCVar - > GetCommands ( ) ; var ; var = var - > GetNext ( ) )
{
if ( var - > IsCommand ( ) )
continue ;
ConVar * pCvar = ( ConVar * ) var ;
if ( pCvar - > IsFlagSet ( FCVAR_SERVER_CANNOT_QUERY | FCVAR_PROTECTED ) )
continue ;
if ( ! ( pCvar - > IsFlagSet ( FCVAR_NEVER_AS_STRING ) ) )
{
char var1 [ MAX_OSPATH ] ;
char var2 [ MAX_OSPATH ] ;
Q_strncpy ( var1 , Host_CleanupConVarStringValue ( pCvar - > GetString ( ) ) , sizeof ( var1 ) ) ;
Q_strncpy ( var2 , Host_CleanupConVarStringValue ( pCvar - > GetDefault ( ) ) , sizeof ( var2 ) ) ;
if ( ! Q_stricmp ( var1 , var2 ) )
continue ;
}
else
{
if ( pCvar - > GetFloat ( ) = = Q_atof ( pCvar - > GetDefault ( ) ) )
continue ;
}
if ( ! ( pCvar - > IsFlagSet ( FCVAR_NEVER_AS_STRING ) ) )
CommentPrintf ( " %s '%s' '%s' \n " , pCvar - > GetName ( ) , Host_CleanupConVarStringValue ( pCvar - > GetString ( ) ) , pCvar - > GetDefault ( ) ) ;
else
CommentPrintf ( " %s '%f' '%f' \n " , pCvar - > GetName ( ) , pCvar - > GetFloat ( ) , Q_atof ( pCvar - > GetDefault ( ) ) ) ;
}
CommentCat ( " \n Console History (reversed) \n \n " ) ;
// Get console
int len = V_strlen ( m_errorText ) ;
if ( len < sizeof ( m_errorText ) )
{
GetSpew ( m_errorText + len , sizeof ( m_errorText ) - len - 1 ) ;
m_errorText [ sizeof ( m_errorText ) - 1 ] = 0 ;
}
}
catch ( . . . )
{
CommentCat ( " Exception thrown building console/convar history. \n " ) ;
}
}
# if defined( LINUX )
void AddFileToComment ( const char * filename )
{
CommentPrintf ( " \n %s: \n " , filename ) ;
int nStart = Q_strlen ( m_errorText ) ;
int nMaxLen = sizeof ( m_errorText ) - nStart - 1 ;
if ( nMaxLen > 0 )
{
FILE * fh = fopen ( filename , " r " ) ;
if ( fh )
{
size_t ret = fread ( m_errorText + nStart , 1 , nMaxLen , fh ) ;
fclose ( fh ) ;
// Replace tab characters with spaces.
for ( size_t i = 0 ; i < ret ; i + + )
{
if ( m_errorText [ nStart + i ] = = ' \t ' )
m_errorText [ nStart + i ] = ' ' ;
}
}
// Entire buffer should have been zeroed out, but just super sure...
m_errorText [ sizeof ( m_errorText ) - 1 ] = 0 ;
}
}
# endif // LINUX
public :
char m_errorText [ _SIZE ] ;
bool m_bIsDedicatedServer ;
} ;
# if defined( _X360 )
static CErrorText < 3500 > errorText ;
# else
static CErrorText < 95000 > errorText ;
# endif
void BuildMinidumpComment ( char const * pchSysErrorText , bool bRealCrash )
{
# if !defined(NO_STEAM)
/*
// Uncomment this code if you are testing max minidump comment length issues
// It allows you to asked for a dummy comment of a certain length
int nCommentLength = CommandLine ( ) - > ParmValue ( " -commentlen " , 0 ) ;
if ( nCommentLength > 0 )
{
nCommentLength = MIN ( nCommentLength , 128 * 1024 ) ;
char * cbuf = new char [ nCommentLength + 1 ] ;
for ( int i = 0 ; i < nCommentLength ; + + i )
{
cbuf [ i ] = ( char ) ( ' 0 ' + ( i % 10 ) ) ;
}
cbuf [ nCommentLength ] = 0 ;
SteamAPI_SetMiniDumpComment ( cbuf ) ;
delete [ ] cbuf ;
return ;
}
*/
errorText . BuildComment ( pchSysErrorText , bRealCrash ) ;
# endif
}
# if defined( POSIX )
static void PosixPreMinidumpCallback ( void * context )
{
BuildMinidumpComment ( NULL , true ) ;
}
# endif
//-----------------------------------------------------------------------------
// Purpose: Attempt to initialize appid/steam.inf/minidump information. May only return partial information if called
// before Filesystem is ready.
//
// The desire is to be able to call this ASAP to init basic minidump and AppID info, then re-call later on when
// the filesystem is setup, so full version # information and such can be propagated to the minidump system.
// (Currently, SDK mods will generally only have partial information prior to filesystem init)
//-----------------------------------------------------------------------------
// steam.inf keys.
# define VERSION_KEY "PatchVersion="
# define PRODUCT_KEY "ProductName="
# define SERVER_VERSION_KEY "ServerVersion="
# define APPID_KEY "AppID="
# define SERVER_APPID_KEY "ServerAppID="
enum eSteamInfoInit
{
eSteamInfo_Uninitialized ,
eSteamInfo_Partial ,
eSteamInfo_Initialized
} ;
static eSteamInfoInit Sys_TryInitSteamInfo ( void * pvAPI , SteamInfVersionInfo_t & VerInfo , const char * pchMod , const char * pchBaseDir , bool bDedicated )
{
static eSteamInfoInit initState = eSteamInfo_Uninitialized ;
eSteamInfoInit previousInitState = initState ;
//
//
// Initialize with some defaults.
VerInfo . ClientVersion = 0 ;
VerInfo . ServerVersion = 0 ;
V_strcpy_safe ( VerInfo . szVersionString , " valve " ) ;
V_strcpy_safe ( VerInfo . szProductString , " 1.0.1.0 " ) ;
VerInfo . AppID = k_uAppIdInvalid ;
VerInfo . ServerAppID = k_uAppIdInvalid ;
// Filesystem may or may not be up
CUtlBuffer infBuf ;
bool bFoundInf = false ;
if ( g_pFileSystem )
{
FileHandle_t fh ;
fh = g_pFileSystem - > Open ( " steam.inf " , " rb " , " GAME " ) ;
bFoundInf = fh & & g_pFileSystem - > ReadToBuffer ( fh , infBuf ) ;
}
if ( ! bFoundInf )
{
// We may try to load the steam.inf BEFORE we turn on the filesystem, so use raw filesystem API's here.
char szFullPath [ MAX_PATH ] = { 0 } ;
char szModSteamInfPath [ MAX_PATH ] = { 0 } ;
V_ComposeFileName ( pchMod , " steam.inf " , szModSteamInfPath , sizeof ( szModSteamInfPath ) ) ;
V_MakeAbsolutePath ( szFullPath , sizeof ( szFullPath ) , szModSteamInfPath , pchBaseDir ) ;
// Try opening steam.inf
FILE * fp = fopen ( szFullPath , " rb " ) ;
if ( fp )
{
// Read steam.inf data.
fseek ( fp , 0 , SEEK_END ) ;
size_t bufsize = ftell ( fp ) ;
fseek ( fp , 0 , SEEK_SET ) ;
infBuf . EnsureCapacity ( bufsize + 1 ) ;
size_t iBytesRead = fread ( infBuf . Base ( ) , 1 , bufsize , fp ) ;
( ( char * ) infBuf . Base ( ) ) [ iBytesRead ] = 0 ;
infBuf . SeekPut ( CUtlBuffer : : SEEK_CURRENT , iBytesRead + 1 ) ;
fclose ( fp ) ;
bFoundInf = ( iBytesRead = = bufsize ) ;
}
}
if ( bFoundInf )
{
const char * pbuf = ( const char * ) infBuf . Base ( ) ;
while ( 1 )
{
pbuf = COM_Parse ( pbuf ) ;
if ( ! pbuf | | ! com_token [ 0 ] )
break ;
if ( ! Q_strnicmp ( com_token , VERSION_KEY , Q_strlen ( VERSION_KEY ) ) )
{
V_strcpy_safe ( VerInfo . szVersionString , com_token + Q_strlen ( VERSION_KEY ) ) ;
VerInfo . ClientVersion = atoi ( VerInfo . szVersionString ) ;
}
else if ( ! Q_strnicmp ( com_token , PRODUCT_KEY , Q_strlen ( PRODUCT_KEY ) ) )
{
V_strcpy_safe ( VerInfo . szProductString , com_token + Q_strlen ( PRODUCT_KEY ) ) ;
}
else if ( ! Q_strnicmp ( com_token , SERVER_VERSION_KEY , Q_strlen ( SERVER_VERSION_KEY ) ) )
{
VerInfo . ServerVersion = atoi ( com_token + Q_strlen ( SERVER_VERSION_KEY ) ) ;
}
else if ( ! Q_strnicmp ( com_token , APPID_KEY , Q_strlen ( APPID_KEY ) ) )
{
VerInfo . AppID = atoi ( com_token + Q_strlen ( APPID_KEY ) ) ;
}
else if ( ! Q_strnicmp ( com_token , SERVER_APPID_KEY , Q_strlen ( SERVER_APPID_KEY ) ) )
{
VerInfo . ServerAppID = atoi ( com_token + Q_strlen ( SERVER_APPID_KEY ) ) ;
}
}
// If we found a steam.inf we're as good as we're going to get, but don't tell callers we're fully initialized
// if it doesn't at least have an AppID
initState = ( VerInfo . AppID ! = k_uAppIdInvalid ) ? eSteamInfo_Initialized : eSteamInfo_Partial ;
}
else if ( ! bDedicated )
{
// Opening steam.inf failed - try to open gameinfo.txt and read in just SteamAppId from that.
// (gameinfo.txt lacks the dedicated server steamid, so we'll just have to live until filesystem init to setup
// breakpad there when we hit this case)
char szModGameinfoPath [ MAX_PATH ] = { 0 } ;
char szFullPath [ MAX_PATH ] = { 0 } ;
V_ComposeFileName ( pchMod , " gameinfo.txt " , szModGameinfoPath , sizeof ( szModGameinfoPath ) ) ;
V_MakeAbsolutePath ( szFullPath , sizeof ( szFullPath ) , szModGameinfoPath , pchBaseDir ) ;
// Try opening gameinfo.txt
FILE * fp = fopen ( szFullPath , " rb " ) ;
if ( fp )
{
fseek ( fp , 0 , SEEK_END ) ;
size_t bufsize = ftell ( fp ) ;
fseek ( fp , 0 , SEEK_SET ) ;
char * buffer = ( char * ) _alloca ( bufsize + 1 ) ;
size_t iBytesRead = fread ( buffer , 1 , bufsize , fp ) ;
buffer [ iBytesRead ] = 0 ;
fclose ( fp ) ;
KeyValuesAD pkvGameInfo ( " gameinfo " ) ;
if ( pkvGameInfo - > LoadFromBuffer ( " gameinfo.txt " , buffer ) )
{
VerInfo . AppID = ( AppId_t ) pkvGameInfo - > GetInt ( " FileSystem/SteamAppId " , k_uAppIdInvalid ) ;
}
}
initState = eSteamInfo_Partial ;
}
// In partial state the ServerAppID might be unknown, but if we found the full steam.inf and it's not set, it shares AppID.
if ( initState = = eSteamInfo_Initialized & & VerInfo . ServerAppID = = k_uAppIdInvalid )
VerInfo . ServerAppID = VerInfo . AppID ;
# if !defined(_X360)
if ( VerInfo . AppID )
{
// steamclient.dll doesn't know about steam.inf files in mod folder,
// it accepts a steam_appid.txt in the root directory if the game is
// not started through Steam. So we create one there containing the
// current AppID
FILE * fh = fopen ( " steam_appid.txt " , " wb " ) ;
if ( fh )
{
CFmtStrN < 128 > strAppID ( " %u \n " , VerInfo . AppID ) ;
fwrite ( strAppID . Get ( ) , strAppID . Length ( ) + 1 , 1 , fh ) ;
fclose ( fh ) ;
}
}
# endif // !_X360
//
// Update minidump info if we have more information than before
//
# ifndef NO_STEAM
// If -nobreakpad was specified or we found metamod or sourcemod, don't register breakpad.
bool bUseBreakpad = ! CommandLine ( ) - > FindParm ( " -nobreakpad " ) & & ( ! bDedicated | | ! IsSourceModLoaded ( ) ) ;
AppId_t BreakpadAppId = bDedicated ? VerInfo . ServerAppID : VerInfo . AppID ;
Assert ( BreakpadAppId ! = k_uAppIdInvalid | | initState < eSteamInfo_Initialized ) ;
if ( BreakpadAppId ! = k_uAppIdInvalid & & initState > previousInitState & & bUseBreakpad )
{
void * pvMiniDumpContext = NULL ;
PFNPreMinidumpCallback pfnPreMinidumpCallback = NULL ;
bool bFullMemoryDump = ! bDedicated & & IsWindows ( ) & & CommandLine ( ) - > FindParm ( " -full_memory_dumps " ) ;
# if defined( POSIX )
// On Windows we're relying on the try/except to build the minidump comment. On Linux, we don't have that
// so we need to register the minidumpcallback handler here.
pvMiniDumpContext = pvAPI ;
pfnPreMinidumpCallback = PosixPreMinidumpCallback ;
# endif
CFmtStrN < 128 > pchVersion ( " %d " , build_number ( ) ) ;
Msg ( " Using Breakpad minidump system. Version: %s AppID: %u \n " , pchVersion . Get ( ) , BreakpadAppId ) ;
// We can filter various crash dumps differently in the Socorro backend code:
// Steam/min/web/crash_reporter/socorro/scripts/config/collectorconfig.py
SteamAPI_SetBreakpadAppID ( BreakpadAppId ) ;
SteamAPI_UseBreakpadCrashHandler ( pchVersion , __DATE__ , __TIME__ , bFullMemoryDump , pvMiniDumpContext , pfnPreMinidumpCallback ) ;
// Tell errorText class if this is dedicated server.
errorText . m_bIsDedicatedServer = bDedicated ;
}
# endif // NO_STEAM
MinidumpUserStreamInfoSetHeader ( " %sLaunching \" %s \" \n " , ( bDedicated ? " DedicatedServerAPI " : " " ) , CommandLine ( ) - > GetCmdLine ( ) ) ;
return initState ;
}
# ifndef SWDS
//-----------------------------------------------------------------------------
//
// Main engine interface exposed to launcher
//
//-----------------------------------------------------------------------------
class CEngineAPI : public CTier3AppSystem < IEngineAPI >
{
typedef CTier3AppSystem < IEngineAPI > BaseClass ;
public :
virtual bool Connect ( CreateInterfaceFn factory ) ;
virtual void Disconnect ( ) ;
virtual void * QueryInterface ( const char * pInterfaceName ) ;
virtual InitReturnVal_t Init ( ) ;
virtual void Shutdown ( ) ;
// This function must be called before init
virtual void SetStartupInfo ( StartupInfo_t & info ) ;
virtual int Run ( ) ;
// Sets the engine to run in a particular editor window
virtual void SetEngineWindow ( void * hWnd ) ;
// Posts a console command
virtual void PostConsoleCommand ( const char * pConsoleCommand ) ;
// Are we running the simulation?
virtual bool IsRunningSimulation ( ) const ;
// Start/stop running the simulation
virtual void ActivateSimulation ( bool bActive ) ;
// Reset the map we're on
virtual void SetMap ( const char * pMapName ) ;
bool MainLoop ( ) ;
int RunListenServer ( ) ;
private :
// Hooks a particular mod up to the registry
void SetRegistryMod ( const char * pModName ) ;
// One-time setup, based on the initially selected mod
// FIXME: This should move into the launcher!
bool OnStartup ( void * pInstance , const char * pStartupModName ) ;
void OnShutdown ( ) ;
// Initialization, shutdown of a mod.
bool ModInit ( const char * pModName , const char * pGameDir ) ;
void ModShutdown ( ) ;
// Initializes, shuts down the registry
bool InitRegistry ( const char * pModName ) ;
void ShutdownRegistry ( ) ;
// Handles there being an error setting up the video mode
InitReturnVal_t HandleSetModeError ( ) ;
// Initializes, shuts down VR
bool InitVR ( ) ;
void ShutdownVR ( ) ;
// Purpose: Message pump when running stand-alone
void PumpMessages ( ) ;
// Purpose: Message pump when running with the editor
void PumpMessagesEditMode ( bool & bIdle , long & lIdleCount ) ;
// Activate/deactivates edit mode shaders
void ActivateEditModeShaders ( bool bActive ) ;
private :
void * m_hEditorHWnd ;
bool m_bRunningSimulation ;
bool m_bSupportsVR ;
StartupInfo_t m_StartupInfo ;
} ;
//-----------------------------------------------------------------------------
// Singleton interface
//-----------------------------------------------------------------------------
static CEngineAPI s_EngineAPI ;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR ( CEngineAPI , IEngineAPI , VENGINE_LAUNCHER_API_VERSION , s_EngineAPI ) ;
//-----------------------------------------------------------------------------
// Connect, disconnect
//-----------------------------------------------------------------------------
bool CEngineAPI : : Connect ( CreateInterfaceFn factory )
{
// Store off the app system factory...
g_AppSystemFactory = factory ;
Warning ( " CEngineAPI::Connect \n " ) ;
if ( ! BaseClass : : Connect ( factory ) )
return false ;
Warning ( " CEngineAPI::Connect2 \n " ) ;
g_pFileSystem = g_pFullFileSystem ;
if ( ! g_pFileSystem )
return false ;
Warning ( " CEngineAPI::Connect3 \n " ) ;
g_pFileSystem - > SetWarningFunc ( Warning ) ;
if ( ! Shader_Connect ( true ) )
return false ;
Warning ( " CEngineAPI::Connect4 \n " ) ;
g_pPhysics = ( IPhysics * ) factory ( VPHYSICS_INTERFACE_VERSION , NULL ) ;
if ( ! g_pStudioRender | | ! g_pDataCache | | ! g_pPhysics | | ! g_pMDLCache | | ! g_pMatSystemSurface | | ! g_pInputSystem /* || !g_pVideo */ )
{
Warning ( " Engine wasn't able to acquire required interfaces! \n " ) ;
return false ;
}
if ( ! g_pStudioRender )
{
Sys_Error ( " Unable to init studio render system version %s \n " , STUDIO_RENDER_INTERFACE_VERSION ) ;
return false ;
}
g_pHammer = ( IHammer * ) factory ( INTERFACEVERSION_HAMMER , NULL ) ;
# if defined( USE_SDL )
g_pLauncherMgr = ( ILauncherMgr * ) factory ( SDLMGR_INTERFACE_VERSION , NULL ) ;
# endif
ConnectMDLCacheNotify ( ) ;
return true ;
}
void CEngineAPI : : Disconnect ( )
{
DisconnectMDLCacheNotify ( ) ;
# if !defined( SWDS )
TRACESHUTDOWN ( Steam3Client ( ) . Shutdown ( ) ) ;
# endif
g_pHammer = NULL ;
g_pPhysics = NULL ;
Shader_Disconnect ( ) ;
g_pFileSystem = NULL ;
BaseClass : : Disconnect ( ) ;
g_AppSystemFactory = NULL ;
}
//-----------------------------------------------------------------------------
// Query interface
//-----------------------------------------------------------------------------
void * CEngineAPI : : QueryInterface ( const char * pInterfaceName )
{
// Loading the engine DLL mounts *all* engine interfaces
CreateInterfaceFn factory = Sys_GetFactoryThis ( ) ; // This silly construction is necessary
return factory ( pInterfaceName , NULL ) ; // to prevent the LTCG compiler from crashing.
}
//-----------------------------------------------------------------------------
// Sets startup info
//-----------------------------------------------------------------------------
void CEngineAPI : : SetStartupInfo ( StartupInfo_t & info )
{
// Setup and write out steam_appid.txt before we launch
bool bDedicated = false ; // Dedicated comes through CDedicatedServerAPI
eSteamInfoInit steamInfo = Sys_TryInitSteamInfo ( this , g_SteamInfIDVersionInfo , info . m_pInitialMod , info . m_pBaseDirectory , bDedicated ) ;
g_bTextMode = info . m_bTextMode ;
// Set up the engineparms_t which contains global information about the mod
host_parms . basedir = const_cast < char * > ( info . m_pBaseDirectory ) ;
// Copy off all the startup info
m_StartupInfo = info ;
# if !defined( SWDS )
// turn on the Steam3 API early so we can query app data up front
TRACEINIT ( Steam3Client ( ) . Activate ( ) , Steam3Client ( ) . Shutdown ( ) ) ;
# endif
// Needs to be done prior to init material system config
TRACEINIT ( COM_InitFilesystem ( m_StartupInfo . m_pInitialMod ) , COM_ShutdownFileSystem ( ) ) ;
if ( steamInfo ! = eSteamInfo_Initialized )
{
// Try again with filesystem available. This is commonly needed for SDK mods which need the filesystem to find
// their steam.inf, due to mounting SDK search paths.
steamInfo = Sys_TryInitSteamInfo ( this , g_SteamInfIDVersionInfo , info . m_pInitialMod , info . m_pBaseDirectory , bDedicated ) ;
Assert ( steamInfo = = eSteamInfo_Initialized ) ;
if ( steamInfo ! = eSteamInfo_Initialized )
{
Warning ( " Failed to find steam.inf or equivalent steam info. May not have proper information to connect to Steam. \n " ) ;
}
}
m_bSupportsVR = false ;
if ( IsPC ( ) )
{
KeyValues * modinfo = new KeyValues ( " ModInfo " ) ;
if ( modinfo - > LoadFromFile ( g_pFileSystem , " gameinfo.txt " ) )
{
// Enable file tracking - client always does this in case it connects to a pure server.
// server only does this if sv_pure is set
// If it's not singleplayer_only
if ( V_stricmp ( modinfo - > GetString ( " type " , " singleplayer_only " ) , " singleplayer_only " ) = = 0 )
{
DevMsg ( " Disabling whitelist file tracking in filesystem... \n " ) ;
g_pFileSystem - > EnableWhitelistFileTracking ( false , false , false ) ;
}
else
{
DevMsg ( " Enabling whitelist file tracking in filesystem... \n " ) ;
g_pFileSystem - > EnableWhitelistFileTracking ( true , false , false ) ;
}
m_bSupportsVR = modinfo - > GetInt ( " supportsvr " ) > 0 & & CommandLine ( ) - > CheckParm ( " -vr " ) ;
if ( m_bSupportsVR )
{
// This also has to happen before CreateGameWindow to know where to put
// the window and how big to make it
if ( InitVR ( ) )
{
if ( Steam3Client ( ) . SteamUtils ( ) )
{
if ( Steam3Client ( ) . SteamUtils ( ) - > IsSteamRunningInVR ( ) & & g_pSourceVR - > IsHmdConnected ( ) )
{
int nForceVRAdapterIndex = g_pSourceVR - > GetVRModeAdapter ( ) ;
materials - > SetAdapter ( nForceVRAdapterIndex , 0 ) ;
g_pSourceVR - > SetShouldForceVRMode ( ) ;
}
}
}
}
}
modinfo - > deleteThis ( ) ;
}
}
//-----------------------------------------------------------------------------
// Init, shutdown
//-----------------------------------------------------------------------------
InitReturnVal_t CEngineAPI : : Init ( )
{
if ( CommandLine ( ) - > FindParm ( " -sv_benchmark " ) ! = 0 )
{
Plat_SetBenchmarkMode ( true ) ;
}
InitReturnVal_t nRetVal = BaseClass : : Init ( ) ;
if ( nRetVal ! = INIT_OK )
return nRetVal ;
m_bRunningSimulation = false ;
// Initialize the FPU control word
# if defined(WIN32) && !defined( SWDS ) && !defined( _X360 ) && !defined (__arm__)
_asm
{
fninit
}
# endif
SetupFPUControlWord ( ) ;
// This creates the videomode singleton object, it doesn't depend on the registry
VideoMode_Create ( ) ;
// Initialize the editor hwnd to render into
m_hEditorHWnd = NULL ;
// One-time setup
// FIXME: OnStartup + OnShutdown should be removed + moved into the launcher
// or the launcher code should be merged into the engine into the code in OnStartup/OnShutdown
if ( ! OnStartup ( m_StartupInfo . m_pInstance , m_StartupInfo . m_pInitialMod ) )
{
return HandleSetModeError ( ) ;
}
return INIT_OK ;
}
void CEngineAPI : : Shutdown ( )
{
VideoMode_Destroy ( ) ;
BaseClass : : Shutdown ( ) ;
}
//-----------------------------------------------------------------------------
// Sets the engine to run in a particular editor window
//-----------------------------------------------------------------------------
void CEngineAPI : : SetEngineWindow ( void * hWnd )
{
if ( ! InEditMode ( ) )
return ;
// Detach input from the previous editor window
game - > InputDetachFromGameWindow ( ) ;
m_hEditorHWnd = hWnd ;
videomode - > SetGameWindow ( m_hEditorHWnd ) ;
}
//-----------------------------------------------------------------------------
// Posts a console command
//-----------------------------------------------------------------------------
void CEngineAPI : : PostConsoleCommand ( const char * pCommand )
{
Cbuf_AddText ( pCommand ) ;
}
//-----------------------------------------------------------------------------
// Is the engine currently rinning?
//-----------------------------------------------------------------------------
bool CEngineAPI : : IsRunningSimulation ( ) const
{
return ( eng - > GetState ( ) = = IEngine : : DLL_ACTIVE ) ;
}
//-----------------------------------------------------------------------------
// Reset the map we're on
//-----------------------------------------------------------------------------
void CEngineAPI : : SetMap ( const char * pMapName )
{
// if ( !Q_stricmp( sv.mapname, pMapName ) )
// return;
char buf [ MAX_PATH ] ;
Q_snprintf ( buf , MAX_PATH , " map %s " , pMapName ) ;
Cbuf_AddText ( buf ) ;
}
//-----------------------------------------------------------------------------
// Start/stop running the simulation
//-----------------------------------------------------------------------------
void CEngineAPI : : ActivateSimulation ( bool bActive )
{
// FIXME: Not sure what will happen in this case
if ( ( eng - > GetState ( ) ! = IEngine : : DLL_ACTIVE ) & &
( eng - > GetState ( ) ! = IEngine : : DLL_PAUSED ) )
{
return ;
}
bool bCurrentlyActive = ( eng - > GetState ( ) ! = IEngine : : DLL_PAUSED ) ;
if ( bActive = = bCurrentlyActive )
return ;
// FIXME: Should attachment/detachment be part of the state machine in IEngine?
if ( ! bActive )
{
eng - > SetNextState ( IEngine : : DLL_PAUSED ) ;
// Detach input from the previous editor window
game - > InputDetachFromGameWindow ( ) ;
}
else
{
eng - > SetNextState ( IEngine : : DLL_ACTIVE ) ;
// Start accepting input from the new window
// FIXME: What if the attachment fails?
game - > InputAttachToGameWindow ( ) ;
}
}
static void MoveConsoleWindowToFront ( )
{
# ifdef _WIN32
// Move the window to the front.
HINSTANCE hInst = LoadLibrary ( " kernel32.dll " ) ;
if ( hInst )
{
typedef HWND ( * GetConsoleWindowFn ) ( ) ;
GetConsoleWindowFn fn = ( GetConsoleWindowFn ) GetProcAddress ( hInst , " GetConsoleWindow " ) ;
if ( fn )
{
HWND hwnd = fn ( ) ;
ShowWindow ( hwnd , SW_SHOW ) ;
UpdateWindow ( hwnd ) ;
SetWindowPos ( hwnd , HWND_TOP , 0 , 0 , 0 , 0 , SWP_NOMOVE | SWP_NOSIZE | SWP_SHOWWINDOW ) ;
}
FreeLibrary ( hInst ) ;
}
# endif
}
//-----------------------------------------------------------------------------
// Purpose: Message pump when running stand-alone
//-----------------------------------------------------------------------------
void CEngineAPI : : PumpMessages ( )
{
// This message pumping happens in SDL if SDL is enabled.
# if defined( PLATFORM_WINDOWS ) && !defined( USE_SDL )
MSG msg ;
while ( PeekMessage ( & msg , NULL , 0 , 0 , PM_REMOVE ) )
{
TranslateMessage ( & msg ) ;
DispatchMessage ( & msg ) ;
}
# endif
# if defined( USE_SDL )
g_pLauncherMgr - > PumpWindowsMessageLoop ( ) ;
# endif
// Get input from attached devices
g_pInputSystem - > PollInputState ( ) ;
if ( IsX360 ( ) )
{
// handle Xbox system messages
XBX_ProcessEvents ( ) ;
}
// NOTE: Under some implementations of Win9x,
// dispatching messages can cause the FPU control word to change
if ( IsPC ( ) )
{
SetupFPUControlWord ( ) ;
}
game - > DispatchAllStoredGameMessages ( ) ;
if ( IsPC ( ) )
{
static bool s_bFirstRun = true ;
if ( s_bFirstRun )
{
s_bFirstRun = false ;
MoveConsoleWindowToFront ( ) ;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Message pump when running stand-alone
//-----------------------------------------------------------------------------
void CEngineAPI : : PumpMessagesEditMode ( bool & bIdle , long & lIdleCount )
{
if ( bIdle & & ! g_pHammer - > HammerOnIdle ( lIdleCount + + ) )
{
bIdle = false ;
}
// Get input from attached devices
g_pInputSystem - > PollInputState ( ) ;
# ifdef WIN32
MSG msg ;
while ( PeekMessage ( & msg , NULL , 0 , 0 , PM_REMOVE ) )
{
if ( msg . message = = WM_QUIT )
{
eng - > SetQuitting ( IEngine : : QUIT_TODESKTOP ) ;
break ;
}
if ( ! g_pHammer - > HammerPreTranslateMessage ( & msg ) )
{
TranslateMessage ( & msg ) ;
DispatchMessage ( & msg ) ;
}
// Reset idle state after pumping idle message.
if ( g_pHammer - > HammerIsIdleMessage ( & msg ) )
{
bIdle = true ;
lIdleCount = 0 ;
}
}
# elif defined( USE_SDL )
Error ( " Not supported " ) ;
# else
# error
# endif
// NOTE: Under some implementations of Win9x,
// dispatching messages can cause the FPU control word to change
SetupFPUControlWord ( ) ;
game - > DispatchAllStoredGameMessages ( ) ;
}
//-----------------------------------------------------------------------------
// Activate/deactivates edit mode shaders
//-----------------------------------------------------------------------------
void CEngineAPI : : ActivateEditModeShaders ( bool bActive )
{
if ( InEditMode ( ) & & ( g_pMaterialSystemConfig - > bEditMode ! = bActive ) )
{
MaterialSystem_Config_t config = * g_pMaterialSystemConfig ;
config . bEditMode = bActive ;
OverrideMaterialSystemConfig ( config ) ;
}
}
# ifdef GPROFILER
static bool g_gprofiling = false ;
CON_COMMAND ( gprofilerstart , " Starts the gperftools profiler recording to the specified file. " )
{
if ( g_gprofiling )
{
Msg ( " Profiling is already started. \n " ) ;
return ;
}
char buffer [ 500 ] ;
const char * profname = buffer ;
if ( args . ArgC ( ) < 2 )
{
static const char * s_pszHomeDir = getenv ( " HOME " ) ;
if ( ! s_pszHomeDir )
{
Msg ( " Syntax: gprofile <outputfilename> \n " ) ;
return ;
}
// Use the current date and time to create a unique file name.time_t t = time(NULL);
time_t t = time ( NULL ) ;
struct tm tm = * localtime ( & t ) ;
V_sprintf_safe ( buffer , " %s/valveprofile_%4d_%02d_%02d_%02d.%02d.%02d.prof " , s_pszHomeDir ,
tm . tm_year + 1900 , tm . tm_mon + 1 , tm . tm_mday , tm . tm_hour , tm . tm_min , tm . tm_sec ) ;
// profname already points to buffer.
}
else
{
profname = args [ 1 ] ;
}
int result = ProfilerStart ( profname ) ;
if ( result )
{
Msg ( " Profiling started successfully. Recording to %s. Stop profiling with gprofilerstop. \n " , profname ) ;
g_gprofiling = true ;
}
else
{
Msg ( " Profiling to %s failed to start - errno = %d. \n " , profname , errno ) ;
}
}
CON_COMMAND ( gprofilerstop , " Stops the gperftools profiler. " )
{
if ( g_gprofiling )
{
ProfilerStop ( ) ;
Msg ( " Stopped profiling. \n " ) ;
g_gprofiling = false ;
}
}
# endif
void StopGProfiler ( )
{
# ifdef GPROFILER
gprofilerstop ( CCommand ( ) ) ;
# endif
}
//-----------------------------------------------------------------------------
// Purpose: Message pump
//-----------------------------------------------------------------------------
bool CEngineAPI : : MainLoop ( )
{
bool bIdle = true ;
long lIdleCount = 0 ;
// Main message pump
while ( true )
{
// Pump messages unless someone wants to quit
if ( eng - > GetQuitting ( ) ! = IEngine : : QUIT_NOTQUITTING )
{
// We have to explicitly stop the profiler since otherwise symbol
// resolution doesn't work correctly.
StopGProfiler ( ) ;
if ( eng - > GetQuitting ( ) ! = IEngine : : QUIT_TODESKTOP )
return true ;
return false ;
}
// Pump the message loop
if ( ! InEditMode ( ) )
{
PumpMessages ( ) ;
}
else
{
PumpMessagesEditMode ( bIdle , lIdleCount ) ;
}
// Run engine frame + hammer frame
if ( ! InEditMode ( ) | | m_hEditorHWnd )
{
VCRSyncToken ( " Frame " ) ;
// Deactivate edit mode shaders
ActivateEditModeShaders ( false ) ;
eng - > Frame ( ) ;
// Reactivate edit mode shaders (in Edit mode only...)
ActivateEditModeShaders ( true ) ;
}
if ( InEditMode ( ) )
{
g_pHammer - > RunFrame ( ) ;
}
}
return false ;
}
//-----------------------------------------------------------------------------
// Initializes, shuts down the registry
//-----------------------------------------------------------------------------
bool CEngineAPI : : InitRegistry ( const char * pModName )
{
if ( IsPC ( ) )
{
char szRegSubPath [ MAX_PATH ] ;
Q_snprintf ( szRegSubPath , sizeof ( szRegSubPath ) , " %s \\ %s " , " Source " , pModName ) ;
return registry - > Init ( szRegSubPath ) ;
}
return true ;
}
void CEngineAPI : : ShutdownRegistry ( )
{
if ( IsPC ( ) )
{
registry - > Shutdown ( ) ;
}
}
//-----------------------------------------------------------------------------
// Initializes, shuts down VR (via sourcevr.dll)
//-----------------------------------------------------------------------------
bool CEngineAPI : : InitVR ( )
{
if ( m_bSupportsVR )
{
g_pSourceVR = ( ISourceVirtualReality * ) g_AppSystemFactory ( SOURCE_VIRTUAL_REALITY_INTERFACE_VERSION , NULL ) ;
if ( g_pSourceVR )
{
// make sure that the sourcevr DLL we loaded is secure. If not, don't
// let this client connect to secure servers.
if ( ! Host_AllowLoadModule ( " sourcevr " DLL_EXT_STRING , " EXECUTABLE_PATH " , false ) )
{
Warning ( " Preventing connections to secure servers because sourcevr.dll is not signed. \n " ) ;
Host_DisallowSecureServers ( ) ;
}
}
}
return true ;
}
void CEngineAPI : : ShutdownVR ( )
{
}
//-----------------------------------------------------------------------------
// One-time setup, based on the initially selected mod
// FIXME: This should move into the launcher!
//-----------------------------------------------------------------------------
bool CEngineAPI : : OnStartup ( void * pInstance , const char * pStartupModName )
{
// This fixes a bug on certain machines where the input will
// stop coming in for about 1 second when someone hits a key.
// (true means to disable priority boost)
# ifdef WIN32
if ( IsPC ( ) )
{
SetThreadPriorityBoost ( GetCurrentThread ( ) , true ) ;
}
# endif
// FIXME: Turn videomode + game into IAppSystems?
// Try to create the window
COM_TimestampedLog ( " game->Init " ) ;
// This has to happen before CreateGameWindow to set up the instance
// for use by the code that creates the window
if ( ! game - > Init ( pInstance ) )
{
goto onStartupError ;
}
// Try to create the window
COM_TimestampedLog ( " videomode->Init " ) ;
// This needs to be after Shader_Init and registry->Init
// This way mods can have different default video settings
if ( ! videomode - > Init ( ) )
{
goto onStartupShutdownGame ;
}
// We need to access the registry to get various settings (specifically,
// InitMaterialSystemConfig requires it).
if ( ! InitRegistry ( pStartupModName ) )
{
goto onStartupShutdownVideoMode ;
}
materials - > ModInit ( ) ;
// Setup the material system config record, CreateGameWindow depends on it
// (when we're running stand-alone)
InitMaterialSystemConfig ( InEditMode ( ) ) ;
# if defined( _X360 )
XBX_NotifyCreateListener ( XNOTIFY_SYSTEM | XNOTIFY_LIVE | XNOTIFY_XMP ) ;
# endif
ShutdownRegistry ( ) ;
return true ;
// Various error conditions
onStartupShutdownVideoMode :
videomode - > Shutdown ( ) ;
onStartupShutdownGame :
game - > Shutdown ( ) ;
onStartupError :
return false ;
}
//-----------------------------------------------------------------------------
// One-time shutdown (shuts down stuff set up in OnStartup)
// FIXME: This should move into the launcher!
//-----------------------------------------------------------------------------
void CEngineAPI : : OnShutdown ( )
{
if ( videomode )
{
videomode - > Shutdown ( ) ;
}
ShutdownVR ( ) ;
// Shut down the game
game - > Shutdown ( ) ;
materials - > ModShutdown ( ) ;
TRACESHUTDOWN ( COM_ShutdownFileSystem ( ) ) ;
}
static bool IsValveMod ( const char * pModName )
{
// Figure out if we're running a Valve mod or not.
return ( Q_stricmp ( GetCurrentMod ( ) , " cstrike " ) = = 0 | |
Q_stricmp ( GetCurrentMod ( ) , " dod " ) = = 0 | |
Q_stricmp ( GetCurrentMod ( ) , " hl1mp " ) = = 0 | |
Q_stricmp ( GetCurrentMod ( ) , " tf " ) = = 0 | |
Q_stricmp ( GetCurrentMod ( ) , " tf_beta " ) = = 0 | |
Q_stricmp ( GetCurrentMod ( ) , " hl2mp " ) = = 0 ) ;
}
//-----------------------------------------------------------------------------
// Initialization, shutdown of a mod.
//-----------------------------------------------------------------------------
bool CEngineAPI : : ModInit ( const char * pModName , const char * pGameDir )
{
// Set up the engineparms_t which contains global information about the mod
host_parms . mod = COM_StringCopy ( GetModDirFromPath ( pModName ) ) ;
host_parms . game = COM_StringCopy ( pGameDir ) ;
// By default, restrict server commands in Valve games and don't restrict them in mods.
cl . m_bRestrictServerCommands = IsValveMod ( host_parms . mod ) ;
cl . m_bRestrictClientCommands = cl . m_bRestrictServerCommands ;
// build the registry path we're going to use for this mod
InitRegistry ( pModName ) ;
// This sets up the game search path, depends on host_parms
TRACEINIT ( MapReslistGenerator_Init ( ) , MapReslistGenerator_Shutdown ( ) ) ;
# if !defined( _X360 )
TRACEINIT ( DevShotGenerator_Init ( ) , DevShotGenerator_Shutdown ( ) ) ;
# endif
// Slam cvars based on mod/config.cfg
Host_ReadPreStartupConfiguration ( ) ;
bool bWindowed = g_pMaterialSystemConfig - > Windowed ( ) ;
if ( g_pMaterialSystemConfig - > m_nVRModeAdapter ! = - 1 )
{
// at init time we never want to start up full screen
bWindowed = true ;
}
// Create the game window now that we have a search path
// FIXME: Deal with initial window width + height better
if ( ! videomode | | ! videomode - > CreateGameWindow ( g_pMaterialSystemConfig - > m_VideoMode . m_Width , g_pMaterialSystemConfig - > m_VideoMode . m_Height , bWindowed ) )
{
return false ;
}
return true ;
}
void CEngineAPI : : ModShutdown ( )
{
COM_StringFree ( host_parms . mod ) ;
COM_StringFree ( host_parms . game ) ;
// Stop accepting input from the window
game - > InputDetachFromGameWindow ( ) ;
# if !defined( _X360 )
TRACESHUTDOWN ( DevShotGenerator_Shutdown ( ) ) ;
# endif
TRACESHUTDOWN ( MapReslistGenerator_Shutdown ( ) ) ;
ShutdownRegistry ( ) ;
}
//-----------------------------------------------------------------------------
// Purpose: Handles there being an error setting up the video mode
// Output : Returns true on if the engine should restart, false if it should quit
//-----------------------------------------------------------------------------
InitReturnVal_t CEngineAPI : : HandleSetModeError ( )
{
// show an error, see if the user wants to restart
if ( CommandLine ( ) - > FindParm ( " -safe " ) )
{
Sys_MessageBox ( " Failed to set video mode. \n \n This game has a minimum requirement of DirectX 7.0 compatible hardware. \n " , " Video mode error " , false ) ;
return INIT_FAILED ;
}
if ( CommandLine ( ) - > FindParm ( " -autoconfig " ) )
{
if ( Sys_MessageBox ( " Failed to set video mode - falling back to safe mode settings. \n \n Game will now restart with the new video settings. " , " Video - safe mode fallback " , true ) )
{
CommandLine ( ) - > AppendParm ( " -safe " , NULL ) ;
return ( InitReturnVal_t ) INIT_RESTART ;
}
return INIT_FAILED ;
}
if ( Sys_MessageBox ( " Failed to set video mode - resetting to defaults. \n \n Game will now restart with the new video settings. " , " Video mode warning " , true ) )
{
CommandLine ( ) - > AppendParm ( " -autoconfig " , NULL ) ;
return ( InitReturnVal_t ) INIT_RESTART ;
}
return INIT_FAILED ;
}
//-----------------------------------------------------------------------------
// Purpose: Main loop for non-dedicated servers
//-----------------------------------------------------------------------------
int CEngineAPI : : RunListenServer ( )
{
//
// NOTE: Systems set up here should depend on the mod
// Systems which are mod-independent should be set up in the launcher or Init()
//
// Innocent until proven guilty
int nRunResult = RUN_OK ;
// Happens every time we start up and shut down a mod
if ( ModInit ( m_StartupInfo . m_pInitialMod , m_StartupInfo . m_pInitialGame ) )
{
CModAppSystemGroup modAppSystemGroup ( false , m_StartupInfo . m_pParentAppSystemGroup ) ;
// Store off the app system factory...
g_AppSystemFactory = modAppSystemGroup . GetFactory ( ) ;
nRunResult = modAppSystemGroup . Run ( ) ;
g_AppSystemFactory = NULL ;
// Shuts down the mod
ModShutdown ( ) ;
// Disconnects from the editor window
videomode - > SetGameWindow ( NULL ) ;
}
// Closes down things that were set up in OnStartup
// FIXME: OnStartup + OnShutdown should be removed + moved into the launcher
// or the launcher code should be merged into the engine into the code in OnStartup/OnShutdown
OnShutdown ( ) ;
return nRunResult ;
}
static void StaticRunListenServer ( void * arg )
{
* ( int * ) arg = s_EngineAPI . RunListenServer ( ) ;
}
// This function is set as the crash handler for unhandled exceptions and as the minidump
// handler for to be used by all of tier0's crash recording. This function
// adds a game-specific minidump comment and ensures that the SteamAPI function is
// used to save the minidump so that crashes are uploaded. SteamAPI has previously
// been configured to use breakpad by calling SteamAPI_UseBreakpadCrashHandler.
extern " C " void __cdecl WriteSteamMiniDumpWithComment ( unsigned int uStructuredExceptionCode ,
struct _EXCEPTION_POINTERS * pExceptionInfo ,
const char * pszFilenameSuffix )
{
// TODO: dynamically set the minidump comment from contextual info about the crash (i.e current VPROF node)?
# if !defined( NO_STEAM )
if ( g_bUpdateMinidumpComment )
{
BuildMinidumpComment ( NULL , true ) ;
}
SteamAPI_WriteMiniDump ( uStructuredExceptionCode , pExceptionInfo , build_number ( ) ) ;
// Clear DSound Buffers so the sound doesn't loop while the game shuts down
try
{
S_ClearBuffer ( ) ;
}
catch ( . . . )
{
}
# endif
}
//-----------------------------------------------------------------------------
// Purpose: Main
//-----------------------------------------------------------------------------
int CEngineAPI : : Run ( )
{
if ( CommandLine ( ) - > FindParm ( " -insecure " ) | | CommandLine ( ) - > FindParm ( " -textmode " ) )
{
Host_DisallowSecureServers ( ) ;
}
# ifdef _X360
return RunListenServer ( ) ; // don't handle exceptions on 360 (because if we do then minidumps won't work at all)
# elif defined ( _WIN32 )
// Ensure that we crash when we do something naughty in a callback
// such as a window proc. Otherwise on a 64-bit OS the crashes will be
// silently swallowed.
EnableCrashingOnCrashes ( ) ;
// Set the default minidump handling function. This is necessary so that Steam
// will upload crashes, with comments.
SetMiniDumpFunction ( WriteSteamMiniDumpWithComment ) ;
// Catch unhandled crashes. A normal __try/__except block will not work across
// the kernel callback boundary, but this does. To be clear, __try/__except
// and try/catch will usually not catch exceptions in a WindowProc or other
// callback that is called from kernel mode because 64-bit Windows cannot handle
// throwing exceptions across that boundary. See this article for details:
// http://blog.paulbetts.org/index.php/2010/07/20/the-case-of-the-disappearing-onload-exception-user-mode-callback-exceptions-in-x64/
// Note that the unhandled exception function is not called when running
// under a debugger, but that's fine because in that case we don't care about
// recording minidumps.
// The try/catch block still makes sense because it is a more reliable way
// of catching exceptions that aren't in callbacks.
// The unhandled exception filter will also catch crashes in threads that
// don't have a try/catch or __try/__except block.
bool noMinidumps = CommandLine ( ) - > FindParm ( " -nominidumps " ) ;
if ( ! noMinidumps )
MinidumpSetUnhandledExceptionFunction ( WriteSteamMiniDumpWithComment ) ;
if ( ! Plat_IsInDebugSession ( ) & & ! noMinidumps )
{
int nRetVal = RUN_OK ;
CatchAndWriteMiniDumpForVoidPtrFn ( StaticRunListenServer , & nRetVal , true ) ;
return nRetVal ;
}
else
{
return RunListenServer ( ) ;
}
# else
return RunListenServer ( ) ;
# endif
}
# endif // SWDS
bool g_bUsingLegacyAppSystems = false ;
bool CModAppSystemGroup : : AddLegacySystems ( )
{
g_bUsingLegacyAppSystems = true ;
AppSystemInfo_t appSystems [ ] =
{
{ " soundemittersystem " , SOUNDEMITTERSYSTEM_INTERFACE_VERSION } ,
{ " " , " " } // Required to terminate the list
} ;
if ( ! AddSystems ( appSystems ) )
return false ;
# if !defined( DEDICATED )
// if ( CommandLine()->FindParm( "-tools" ) )
{
AppModule_t toolFrameworkModule = LoadModule ( " engine " DLL_EXT_STRING ) ;
if ( ! AddSystem ( toolFrameworkModule , VTOOLFRAMEWORK_INTERFACE_VERSION ) )
return false ;
}
# endif
return true ;
}
//-----------------------------------------------------------------------------
// Instantiate all main libraries
//-----------------------------------------------------------------------------
bool CModAppSystemGroup : : Create ( )
{
# ifndef SWDS
if ( ! IsServerOnly ( ) )
{
if ( ! ClientDLL_Load ( ) )
return false ;
}
# endif
if ( ! ServerDLL_Load ( IsServerOnly ( ) ) )
return false ;
IClientDLLSharedAppSystems * clientSharedSystems = 0 ;
# ifndef SWDS
if ( ! IsServerOnly ( ) )
{
clientSharedSystems = ( IClientDLLSharedAppSystems * ) g_ClientFactory ( CLIENT_DLL_SHARED_APPSYSTEMS , NULL ) ;
if ( ! clientSharedSystems )
return AddLegacySystems ( ) ;
}
# endif
IServerDLLSharedAppSystems * serverSharedSystems = ( IServerDLLSharedAppSystems * ) g_ServerFactory ( SERVER_DLL_SHARED_APPSYSTEMS , NULL ) ;
if ( ! serverSharedSystems )
{
Assert ( ! " Expected both game and client .dlls to have or not have shared app systems interfaces!!! " ) ;
return AddLegacySystems ( ) ;
}
// Load game and client .dlls and build list then
CUtlVector < AppSystemInfo_t > systems ;
int i ;
int serverCount = serverSharedSystems - > Count ( ) ;
for ( i = 0 ; i < serverCount ; + + i )
{
const char * dllName = serverSharedSystems - > GetDllName ( i ) ;
const char * interfaceName = serverSharedSystems - > GetInterfaceName ( i ) ;
AppSystemInfo_t info ;
info . m_pModuleName = dllName ;
info . m_pInterfaceName = interfaceName ;
systems . AddToTail ( info ) ;
}
if ( ! IsServerOnly ( ) )
{
int clientCount = clientSharedSystems - > Count ( ) ;
for ( i = 0 ; i < clientCount ; + + i )
{
const char * dllName = clientSharedSystems - > GetDllName ( i ) ;
const char * interfaceName = clientSharedSystems - > GetInterfaceName ( i ) ;
if ( ModuleAlreadyInList ( systems , dllName , interfaceName ) )
continue ;
AppSystemInfo_t info ;
info . m_pModuleName = dllName ;
info . m_pInterfaceName = interfaceName ;
systems . AddToTail ( info ) ;
}
}
AppSystemInfo_t info ;
info . m_pModuleName = " " ;
info . m_pInterfaceName = " " ;
systems . AddToTail ( info ) ;
if ( ! AddSystems ( systems . Base ( ) ) )
return false ;
# if !defined( DEDICATED )
// if ( CommandLine()->FindParm( "-tools" ) )
{
AppModule_t toolFrameworkModule = LoadModule ( " engine " DLL_EXT_STRING ) ;
if ( ! AddSystem ( toolFrameworkModule , VTOOLFRAMEWORK_INTERFACE_VERSION ) )
return false ;
}
# endif
return true ;
}
//-----------------------------------------------------------------------------
// Purpose: Fixme, we might need to verify if the interface names differ for the client versus the server
// Input : list -
// *moduleName -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CModAppSystemGroup : : ModuleAlreadyInList ( CUtlVector < AppSystemInfo_t > & list , const char * moduleName , const char * interfaceName )
{
for ( int i = 0 ; i < list . Count ( ) ; + + i )
{
if ( ! Q_stricmp ( list [ i ] . m_pModuleName , moduleName ) )
{
if ( Q_stricmp ( list [ i ] . m_pInterfaceName , interfaceName ) )
{
Error ( " Game and client .dlls requesting different versions '%s' vs. '%s' from '%s' \n " ,
list [ i ] . m_pInterfaceName , interfaceName , moduleName ) ;
}
return true ;
}
}
return false ;
}
bool CModAppSystemGroup : : PreInit ( )
{
return true ;
}
void SV_ShutdownGameDLL ( ) ;
int CModAppSystemGroup : : Main ( )
{
int nRunResult = RUN_OK ;
if ( IsServerOnly ( ) )
{
// Start up the game engine
if ( eng - > Load ( true , host_parms . basedir ) )
{
// If we're using STEAM, pass the map cycle list as resource hints...
// Dedicated server drives frame loop manually
dedicated - > RunServer ( ) ;
SV_ShutdownGameDLL ( ) ;
}
}
else
{
eng - > SetQuitting ( IEngine : : QUIT_NOTQUITTING ) ;
COM_TimestampedLog ( " eng->Load " ) ;
// Start up the game engine
static const char engineLoadMessage [ ] = " Calling CEngine::Load " ;
int64 nStartTime = ETWBegin ( engineLoadMessage ) ;
if ( eng - > Load ( false , host_parms . basedir ) )
{
# if !defined(SWDS)
ETWEnd ( engineLoadMessage , nStartTime ) ;
toolframework - > ServerInit ( g_ServerFactory ) ;
if ( s_EngineAPI . MainLoop ( ) )
{
nRunResult = RUN_RESTART ;
}
// unload systems
eng - > Unload ( ) ;
toolframework - > ServerShutdown ( ) ;
# endif
SV_ShutdownGameDLL ( ) ;
}
}
return nRunResult ;
}
void CModAppSystemGroup : : PostShutdown ( )
{
}
void CModAppSystemGroup : : Destroy ( )
{
// unload game and client .dlls
ServerDLL_Unload ( ) ;
# ifndef SWDS
if ( ! IsServerOnly ( ) )
{
ClientDLL_Unload ( ) ;
}
# endif
}
//-----------------------------------------------------------------------------
//
// Purpose: Expose engine interface to launcher for dedicated servers
//
//-----------------------------------------------------------------------------
class CDedicatedServerAPI : public CTier3AppSystem < IDedicatedServerAPI >
{
typedef CTier3AppSystem < IDedicatedServerAPI > BaseClass ;
public :
CDedicatedServerAPI ( ) :
m_pDedicatedServer ( 0 )
{
}
virtual bool Connect ( CreateInterfaceFn factory ) ;
virtual void Disconnect ( ) ;
virtual void * QueryInterface ( const char * pInterfaceName ) ;
virtual bool ModInit ( ModInfo_t & info ) ;
virtual void ModShutdown ( void ) ;
virtual bool RunFrame ( void ) ;
virtual void AddConsoleText ( char * text ) ;
virtual void UpdateStatus ( float * fps , int * nActive , int * nMaxPlayers , char * pszMap , int maxlen ) ;
virtual void UpdateHostname ( char * pszHostname , int maxlen ) ;
CModAppSystemGroup * m_pDedicatedServer ;
} ;
//-----------------------------------------------------------------------------
// Singleton
//-----------------------------------------------------------------------------
EXPOSE_SINGLE_INTERFACE ( CDedicatedServerAPI , IDedicatedServerAPI , VENGINE_HLDS_API_VERSION ) ;
# define LONG_TICK_TIME 0.12f // about 8/66ths of a second
# define MIN_TIME_BETWEEN_DUMPED_TICKS 5.0f;
# define MAX_DUMPS_PER_LONG_TICK 10
void Sys_Sleep ( int msec ) ;
bool g_bLongTickWatcherThreadEnabled = false ;
bool g_bQuitLongTickWatcherThread = false ;
int g_bTotalDumps = 0 ;
DWORD __stdcall LongTickWatcherThread ( void * voidPtr )
{
int nLastTick = 0 ;
double flWarnTickTime = 0.0f ;
double flNextPossibleDumpTime = Plat_FloatTime ( ) + MIN_TIME_BETWEEN_DUMPED_TICKS ;
int nNumDumpsThisTick = 0 ;
while ( eng - > GetQuitting ( ) = = IEngine : : QUIT_NOTQUITTING & & ! g_bQuitLongTickWatcherThread )
{
if ( sv . m_State = = ss_active & & sv . m_bSimulatingTicks )
{
int curTick = sv . m_nTickCount ;
double curTime = Plat_FloatTime ( ) ;
if ( nLastTick > 0 & & nLastTick = = curTick )
{
if ( curTime > flNextPossibleDumpTime & & curTime > flWarnTickTime & & nNumDumpsThisTick < MAX_DUMPS_PER_LONG_TICK )
{
nNumDumpsThisTick + + ;
g_bTotalDumps + + ;
Warning ( " Long tick after tick %i. Writing minidump #%i (%i total). \n " , nLastTick , nNumDumpsThisTick , g_bTotalDumps ) ;
if ( nNumDumpsThisTick = = MAX_DUMPS_PER_LONG_TICK )
{
Msg ( " Not writing any more minidumps for this tick. \n " ) ;
}
// If you're debugging a minidump and you ended up here, you probably want to switch to the main thread.
WriteMiniDump ( " longtick " ) ;
}
}
if ( nLastTick ! = curTick )
{
if ( nNumDumpsThisTick )
{
Msg ( " Long tick lasted about %.1f seconds. \n " , curTime - ( flWarnTickTime - LONG_TICK_TIME ) ) ;
nNumDumpsThisTick = 0 ;
flNextPossibleDumpTime = curTime + MIN_TIME_BETWEEN_DUMPED_TICKS ;
}
nLastTick = curTick ;
flWarnTickTime = curTime + LONG_TICK_TIME ;
}
}
else
{
nLastTick = 0 ;
}
if ( nNumDumpsThisTick )
{
// We'll write the next minidump 0.06 seconds from now.
Sys_Sleep ( 60 ) ;
}
else
{
// Check tick progress every 1/100th of a second.
Sys_Sleep ( 10 ) ;
}
}
g_bLongTickWatcherThreadEnabled = false ;
g_bQuitLongTickWatcherThread = false ;
return 0 ;
}
bool EnableLongTickWatcher ( )
{
bool bRet = false ;
if ( ! g_bLongTickWatcherThreadEnabled )
{
g_bQuitLongTickWatcherThread = false ;
g_bLongTickWatcherThreadEnabled = true ;
DWORD nThreadID ;
VCRHook_CreateThread ( NULL , 0 ,
# ifdef POSIX
( void * )
# endif
LongTickWatcherThread , NULL , 0 , ( unsigned long int * ) & nThreadID ) ;
bRet = true ;
}
else if ( g_bQuitLongTickWatcherThread )
{
Msg ( " Cannot create a new long tick watcher while waiting for an old one to terminate. \n " ) ;
}
else
{
Msg ( " The long tick watcher thread is already running. \n " ) ;
}
return bRet ;
}
//-----------------------------------------------------------------------------
// Dedicated server entrypoint
//-----------------------------------------------------------------------------
bool CDedicatedServerAPI : : Connect ( CreateInterfaceFn factory )
{
if ( CommandLine ( ) - > FindParm ( " -sv_benchmark " ) ! = 0 )
{
Plat_SetBenchmarkMode ( true ) ;
}
if ( CommandLine ( ) - > FindParm ( " -dumplongticks " ) )
{
Msg ( " -dumplongticks found on command line. Activating long tick watcher thread. \n " ) ;
EnableLongTickWatcher ( ) ;
}
// Store off the app system factory...
g_AppSystemFactory = factory ;
if ( ! BaseClass : : Connect ( factory ) )
return false ;
dedicated = ( IDedicatedExports * ) factory ( VENGINE_DEDICATEDEXPORTS_API_VERSION , NULL ) ;
if ( ! dedicated )
return false ;
g_pFileSystem = g_pFullFileSystem ;
g_pFileSystem - > SetWarningFunc ( Warning ) ;
if ( ! Shader_Connect ( false ) )
return false ;
if ( ! g_pStudioRender )
{
Sys_Error ( " Unable to init studio render system version %s \n " , STUDIO_RENDER_INTERFACE_VERSION ) ;
return false ;
}
g_pPhysics = ( IPhysics * ) factory ( VPHYSICS_INTERFACE_VERSION , NULL ) ;
if ( ! g_pDataCache | | ! g_pPhysics | | ! g_pMDLCache )
{
Warning ( " Engine wasn't able to acquire required interfaces! \n " ) ;
return false ;
}
ConnectMDLCacheNotify ( ) ;
return true ;
}
void CDedicatedServerAPI : : Disconnect ( )
{
DisconnectMDLCacheNotify ( ) ;
g_pPhysics = NULL ;
Shader_Disconnect ( ) ;
g_pFileSystem = NULL ;
ConVar_Unregister ( ) ;
dedicated = NULL ;
BaseClass : : Disconnect ( ) ;
g_AppSystemFactory = NULL ;
}
//-----------------------------------------------------------------------------
// Query interface
//-----------------------------------------------------------------------------
void * CDedicatedServerAPI : : QueryInterface ( const char * pInterfaceName )
{
// Loading the engine DLL mounts *all* engine interfaces
CreateInterfaceFn factory = Sys_GetFactoryThis ( ) ; // This silly construction is necessary
return factory ( pInterfaceName , NULL ) ; // to prevent the LTCG compiler from crashing.
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : type - 0 == normal, 1 == dedicated server
// *instance -
// *basedir -
// *cmdline -
// launcherFactory -
//-----------------------------------------------------------------------------
bool CDedicatedServerAPI : : ModInit ( ModInfo_t & info )
{
// Setup and write out steam_appid.txt before we launch
bool bDedicated = true ;
eSteamInfoInit steamInfo = Sys_TryInitSteamInfo ( this , g_SteamInfIDVersionInfo , info . m_pInitialMod , info . m_pBaseDirectory , bDedicated ) ;
eng - > SetQuitting ( IEngine : : QUIT_NOTQUITTING ) ;
// Set up the engineparms_t which contains global information about the mod
host_parms . basedir = const_cast < char * > ( info . m_pBaseDirectory ) ;
host_parms . mod = const_cast < char * > ( GetModDirFromPath ( info . m_pInitialMod ) ) ;
host_parms . game = const_cast < char * > ( info . m_pInitialGame ) ;
g_bTextMode = info . m_bTextMode ;
TRACEINIT ( COM_InitFilesystem ( info . m_pInitialMod ) , COM_ShutdownFileSystem ( ) ) ;
if ( steamInfo ! = eSteamInfo_Initialized )
{
// Try again with filesystem available. This is commonly needed for SDK mods which need the filesystem to find
// their steam.inf, due to mounting SDK search paths.
steamInfo = Sys_TryInitSteamInfo ( this , g_SteamInfIDVersionInfo , info . m_pInitialMod , info . m_pBaseDirectory , bDedicated ) ;
Assert ( steamInfo = = eSteamInfo_Initialized ) ;
if ( steamInfo ! = eSteamInfo_Initialized )
{
Warning ( " Failed to find steam.inf or equivalent steam info. May not have proper information to connect to Steam. \n " ) ;
}
}
// set this up as early as possible, if the server isn't going to run pure, stop CRCing bits as we load them
// this happens even before the ConCommand's are processed, but we need to be sure to either CRC every file
// that is loaded, or not bother doing any
// Note that this mirrors g_sv_pure_mode from sv_main.cpp
int pure_mode = 1 ; // default to on, +sv_pure 0 or -sv_pure 0 will turn it off
if ( CommandLine ( ) - > CheckParm ( " +sv_pure " ) )
pure_mode = CommandLine ( ) - > ParmValue ( " +sv_pure " , 1 ) ;
else if ( CommandLine ( ) - > CheckParm ( " -sv_pure " ) )
pure_mode = CommandLine ( ) - > ParmValue ( " -sv_pure " , 1 ) ;
if ( pure_mode )
g_pFullFileSystem - > EnableWhitelistFileTracking ( true , true , CommandLine ( ) - > FindParm ( " -sv_pure_verify_hashes " ) ? true : false ) ;
else
g_pFullFileSystem - > EnableWhitelistFileTracking ( false , false , false ) ;
materials - > ModInit ( ) ;
// Setup the material system config record, CreateGameWindow depends on it
// (when we're running stand-alone)
# ifndef SWDS
InitMaterialSystemConfig ( true ) ; // !!should this be called standalone or not?
# endif
// Initialize general game stuff and create the main window
if ( game - > Init ( NULL ) )
{
m_pDedicatedServer = new CModAppSystemGroup ( true , info . m_pParentAppSystemGroup ) ;
// Store off the app system factory...
g_AppSystemFactory = m_pDedicatedServer - > GetFactory ( ) ;
m_pDedicatedServer - > Run ( ) ;
return true ;
}
return false ;
}
void CDedicatedServerAPI : : ModShutdown ( void )
{
if ( m_pDedicatedServer )
{
delete m_pDedicatedServer ;
m_pDedicatedServer = NULL ;
}
g_AppSystemFactory = NULL ;
// Unload GL, Sound, etc.
eng - > Unload ( ) ;
// Shut down memory, etc.
game - > Shutdown ( ) ;
materials - > ModShutdown ( ) ;
TRACESHUTDOWN ( COM_ShutdownFileSystem ( ) ) ;
}
bool CDedicatedServerAPI : : RunFrame ( void )
{
// Bail if someone wants to quit.
if ( eng - > GetQuitting ( ) ! = IEngine : : QUIT_NOTQUITTING )
{
return false ;
}
// Run engine frame
eng - > Frame ( ) ;
return true ;
}
void CDedicatedServerAPI : : AddConsoleText ( char * text )
{
Cbuf_AddText ( text ) ;
}
void CDedicatedServerAPI : : UpdateStatus ( float * fps , int * nActive , int * nMaxPlayers , char * pszMap , int maxlen )
{
Host_GetHostInfo ( fps , nActive , nMaxPlayers , pszMap , maxlen ) ;
}
void CDedicatedServerAPI : : UpdateHostname ( char * pszHostname , int maxlen )
{
if ( pszHostname & & ( maxlen > 0 ) )
{
Q_strncpy ( pszHostname , sv . GetName ( ) , maxlen ) ;
}
}
# ifndef SWDS
class CGameUIFuncs : public IGameUIFuncs
{
public :
bool IsKeyDown ( const char * keyname , bool & isdown )
{
isdown = false ;
if ( ! g_ClientDLL )
return false ;
return g_ClientDLL - > IN_IsKeyDown ( keyname , isdown ) ;
}
const char * GetBindingForButtonCode ( ButtonCode_t code )
{
return : : Key_BindingForKey ( code ) ;
}
virtual ButtonCode_t GetButtonCodeForBind ( const char * bind )
{
const char * pKeyName = Key_NameForBinding ( bind ) ;
if ( ! pKeyName )
return KEY_NONE ;
return g_pInputSystem - > StringToButtonCode ( pKeyName ) ;
}
void GetVideoModes ( struct vmode_s * * ppListStart , int * pCount )
{
if ( videomode )
{
* pCount = videomode - > GetModeCount ( ) ;
* ppListStart = videomode - > GetMode ( 0 ) ;
}
else
{
* pCount = 0 ;
* ppListStart = NULL ;
}
}
void GetDesktopResolution ( int & width , int & height )
{
int refreshrate ;
game - > GetDesktopInfo ( width , height , refreshrate ) ;
}
virtual void SetFriendsID ( uint friendsID , const char * friendsName )
{
cl . SetFriendsID ( friendsID , friendsName ) ;
}
bool IsConnectedToVACSecureServer ( )
{
if ( cl . IsConnected ( ) )
return Steam3Client ( ) . BGSSecure ( ) ;
return false ;
}
} ;
EXPOSE_SINGLE_INTERFACE ( CGameUIFuncs , IGameUIFuncs , VENGINE_GAMEUIFUNCS_VERSION ) ;
# endif
CON_COMMAND ( dumplongticks , " Enables generating minidumps on long ticks. " )
{
int enable = atoi ( args [ 1 ] ) ;
if ( args . ArgC ( ) = = 1 | | enable )
{
if ( EnableLongTickWatcher ( ) )
{
Msg ( " Long tick watcher thread created. Use \" dumplongticks 0 \" to disable. \n " ) ;
}
}
else
{
// disable watcher thread if enabled
if ( g_bLongTickWatcherThreadEnabled & & ! g_bQuitLongTickWatcherThread )
{
Msg ( " Disabling the long tick watcher. \n " ) ;
g_bQuitLongTickWatcherThread = true ;
}
else
{
Msg ( " The long tick watcher is already disabled. \n " ) ;
}
}
}