Browse Source

revert some code

pull/246/head
Er2 1 year ago
parent
commit
adbe75007a
  1. 3
      dedicated_main/main.cpp
  2. 16
      engine/cdll_engine_int.cpp
  3. 11
      engine/sys_dll.cpp
  4. 184
      public/filesystem_init.cpp
  5. 5
      public/filesystem_init.h
  6. 2
      tier1/wscript
  7. 2
      utils/unittest/wscript
  8. 2
      wscript

3
dedicated_main/main.cpp

@ -205,8 +205,7 @@ int main( int argc, char *argv[] ) @@ -205,8 +205,7 @@ int main( int argc, char *argv[] )
printf( "%s\n", strerror(errno) );
}
#endif
void *dedicated = dlopen( "libdedicated", RTLD_NOW );
void *dedicated = dlopen( "libdedicated" DLL_EXT_STRING, RTLD_NOW );
if ( !dedicated )
dedicated = dlopen( "dedicated" DLL_EXT_STRING, RTLD_NOW );

16
engine/cdll_engine_int.cpp

@ -1715,7 +1715,6 @@ bool ClientDLL_Load() @@ -1715,7 +1715,6 @@ bool ClientDLL_Load()
{
Assert ( !g_ClientDLLModule );
#if 0
// Check the signature on the client dll. If this fails we load it anyway but put this client
// into insecure mode so it won't connect to secure servers and get VAC banned
if ( !Host_AllowLoadModule( "client.dll", "GAMEBIN", true ) )
@ -1724,23 +1723,8 @@ bool ClientDLL_Load() @@ -1724,23 +1723,8 @@ bool ClientDLL_Load()
Host_DisallowSecureServers();
Host_AllowLoadModule( "client.dll","GAMEBIN", true );
}
#endif
#if 0
g_ClientDLLModule = g_pFileSystem->LoadModule( "client", "GAMEBIN", false );
#else
char clientPath[MAX_PATH];
const char *modName = CommandLine()->ParmValue("-game");
Q_snprintf(clientPath, MAX_PATH, "%s/libclient", modName);
g_ClientDLLModule = Sys_LoadModule(clientPath);
if (!g_ClientDLLModule)
{
Q_snprintf(clientPath, MAX_PATH, "%s/client", modName);
g_ClientDLLModule = Sys_LoadModule(clientPath);
}
#endif
if ( g_ClientDLLModule )
{
g_ClientFactory = Sys_GetFactory( g_ClientDLLModule );

11
engine/sys_dll.cpp

@ -1122,7 +1122,6 @@ static bool LoadThisDll( char *szDllFilename, bool bIsServerOnly ) @@ -1122,7 +1122,6 @@ static bool LoadThisDll( char *szDllFilename, bool bIsServerOnly )
{
CSysModule *pDLL = NULL;
#if 0
// check signature, don't let users with modified binaries connect to secure servers, they will get VAC banned
if ( !Host_AllowLoadModule( szDllFilename, "GAMEBIN", true, bIsServerOnly ) )
{
@ -1134,16 +1133,6 @@ static bool LoadThisDll( char *szDllFilename, bool bIsServerOnly ) @@ -1134,16 +1133,6 @@ static bool LoadThisDll( char *szDllFilename, bool bIsServerOnly )
// ensures that the game.dll is running under Steam
// this will have to be undone when we want mods to be able to run
if ((pDLL = g_pFileSystem->LoadModule(szDllFilename, "GAMEBIN", false)) == NULL)
#endif
char dllPath[MAX_PATH];
const char *modName = CommandLine()->ParmValue("-game");
Q_snprintf(dllPath, MAX_PATH, "%s/lib%s", modName, szDllFilename);
if (!(pDLL = Sys_LoadModule(dllPath)))
{
Q_snprintf(dllPath, MAX_PATH, "%s/%s",modName, szDllFilename);
pDLL = Sys_LoadModule(dllPath);
}
if (!pDLL)
{
ConMsg("Failed to load %s\n", szDllFilename);
goto IgnoreThisDLL;

184
public/filesystem_init.cpp

@ -305,13 +305,103 @@ static bool Sys_GetExecutableName( char *out, int len ) @@ -305,13 +305,103 @@ static bool Sys_GetExecutableName( char *out, int len )
return true;
}
bool FileSystem_GetExecutableDir( char *exedir, int exeDirLen )
{
#ifdef ANDROID
Q_strncpy( exedir, getenv("APP_LIB_PATH"), exeDirLen );
#else
# if 0
exedir[0] = 0;
if ( s_bUseVProjectBinDir )
{
const char *pProject = GetVProjectCmdLineValue();
if ( !pProject )
{
// Check their registry.
pProject = getenv( GAMEDIR_TOKEN );
}
if ( pProject )
{
Q_snprintf( exedir, exeDirLen, "%s%c..%cbin", pProject, CORRECT_PATH_SEPARATOR, CORRECT_PATH_SEPARATOR );
return true;
}
return false;
}
if ( !Sys_GetExecutableName( exedir, exeDirLen ) )
return false;
Q_StripFilename( exedir );
if ( IsX360() )
{
// The 360 can have its exe and dlls reside on different volumes
// use the optional basedir as the exe dir
if ( CommandLine()->FindParm( "-basedir" ) )
{
strcpy( exedir, CommandLine()->ParmValue( "-basedir", "" ) );
}
}
Q_FixSlashes( exedir );
const char* libDir = "bin";
// Return the bin directory as the executable dir if it's not in there
// because that's really where we're running from...
char ext[MAX_PATH];
Q_StrRight( exedir, 4, ext, sizeof( ext ) );
if ( ext[0] != CORRECT_PATH_SEPARATOR || Q_stricmp( ext+1, libDir ) != 0 )
{
Q_strncat( exedir, CORRECT_PATH_SEPARATOR_S, exeDirLen, COPY_ALL_CHARACTERS );
Q_strncat( exedir, libDir, exeDirLen, COPY_ALL_CHARACTERS );
Q_FixSlashes( exedir );
}
# endif
Q_strncpy( exedir, LIBDIR, exeDirLen );
#endif
return true;
}
static bool FileSystem_GetBaseDir( char *baseDir, int baseDirLen )
{
#ifdef ANDROID
strncpy(baseDir, getenv("VALVE_GAME_PATH"), baseDirLen);
Q_strncpy(baseDir, getenv("VALVE_GAME_PATH"), baseDirLen);
return true;
#else
# if 0
if ( FileSystem_GetExecutableDir( baseDir, baseDirLen ) )
{
Q_StripFilename( baseDir );
return true;
}
return false;
# else
return getcwd(baseDir, baseDirLen) != NULL;
# endif
#endif
}
void LaunchVConfig()
{
#if defined( _WIN32 ) && !defined( _X360 )
char vconfigExe[MAX_PATH];
FileSystem_GetExecutableDir( vconfigExe, sizeof( vconfigExe ) );
Q_AppendSlash( vconfigExe, sizeof( vconfigExe ) );
Q_strncat( vconfigExe, "vconfig.exe", sizeof( vconfigExe ), COPY_ALL_CHARACTERS );
char *argv[] =
{
vconfigExe,
"-allowdebug",
NULL
};
_spawnv( _P_NOWAIT, vconfigExe, argv );
#elif defined( _X360 )
Msg( "Launching vconfig.exe not supported\n" );
#endif
}
@ -329,6 +419,13 @@ FSReturnCode_t SetupFileSystemError( bool bRunVConfig, FSReturnCode_t retVal, co @@ -329,6 +419,13 @@ FSReturnCode_t SetupFileSystemError( bool bRunVConfig, FSReturnCode_t retVal, co
Warning( "%s\n", g_FileSystemError );
// Run vconfig?
// Don't do it if they specifically asked for it not to, or if they manually specified a vconfig with -game or -vproject.
if ( bRunVConfig && g_FileSystemErrorMode == FS_ERRORMODE_VCONFIG && !CommandLine()->FindParm( CMDLINEOPTION_NOVCONFIG ) && !GetVProjectCmdLineValue() )
{
LaunchVConfig();
}
if ( g_FileSystemErrorMode == FS_ERRORMODE_AUTO || g_FileSystemErrorMode == FS_ERRORMODE_VCONFIG )
{
Error( "%s\n", g_FileSystemError );
@ -922,6 +1019,32 @@ bool DoesPathExistAlready( const char *pPathEnvVar, const char *pTestPath ) @@ -922,6 +1019,32 @@ bool DoesPathExistAlready( const char *pPathEnvVar, const char *pTestPath )
}
FSReturnCode_t GetSteamCfgPath( char *steamCfgPath, int steamCfgPathLen )
{
steamCfgPath[0] = 0;
char executablePath[MAX_PATH];
if ( !FileSystem_GetExecutableDir( executablePath, sizeof( executablePath ) ) )
{
return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetExecutableDir failed." );
}
Q_strncpy( steamCfgPath, executablePath, steamCfgPathLen );
while ( 1 )
{
if ( DoesFileExistIn( steamCfgPath, "steam.cfg" ) )
break;
if ( !Q_StripLastDir( steamCfgPath, steamCfgPathLen) )
{
// the file isnt found, thats ok, its not mandatory
return FS_OK;
}
}
Q_AppendSlash( steamCfgPath, steamCfgPathLen );
Q_strncat( steamCfgPath, "steam.cfg", steamCfgPathLen, COPY_ALL_CHARACTERS );
return FS_OK;
}
void SetSteamAppUser( KeyValues *pSteamInfo, const char *steamInstallPath, CSteamEnvVars &steamEnvVars )
{
// Always inherit the Steam user if it's already set, since it probably means we (or the
@ -976,7 +1099,22 @@ void SetSteamUserPassphrase( KeyValues *pSteamInfo, CSteamEnvVars &steamEnvVars @@ -976,7 +1099,22 @@ void SetSteamUserPassphrase( KeyValues *pSteamInfo, CSteamEnvVars &steamEnvVars
FSReturnCode_t FileSystem_SetBasePaths( IFileSystem *pFileSystem )
{
// Er2: Deprecated. Used only in hammer
pFileSystem->RemoveSearchPaths( "EXECUTABLE_PATH" );
char path[MAX_PATH];
if ( !FileSystem_GetExecutableDir( path, MAX_PATH ) )
return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetExecutableDir failed." );
pFileSystem->AddSearchPath( path, "EXECUTABLE_PATH" );
if ( !FileSystem_GetBaseDir( path, MAX_PATH ) )
return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetBaseDir failed." );
pFileSystem->AddSearchPath( path, "BASE_PATH" );
Q_snprintf( path, MAX_PATH, "%s/%s", LIBDIR, CommandLine()->ParmValue("-game") );
pFileSystem->AddSearchPath( path, "GAMEBIN" );
return FS_OK;
}
@ -985,14 +1123,43 @@ FSReturnCode_t FileSystem_SetBasePaths( IFileSystem *pFileSystem ) @@ -985,14 +1123,43 @@ FSReturnCode_t FileSystem_SetBasePaths( IFileSystem *pFileSystem )
//-----------------------------------------------------------------------------
FSReturnCode_t FileSystem_GetFileSystemDLLName( char *pFileSystemDLL, int nMaxLen, bool &bSteam )
{
#if 0
bSteam = false;
// Inside of here, we don't have a filesystem yet, so we have to assume that the filesystem_stdio or filesystem_steam
// is in this same directory with us.
char executablePath[MAX_PATH];
if ( !FileSystem_GetExecutableDir( executablePath, sizeof( executablePath ) ) )
return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetExecutableDir failed." );
// Assume we'll use local files
#ifdef POSIX
Q_strncpy( pFileSystemDLL, "libfilesystem_stdio" DLL_EXT_STRING, nMaxLen );
Q_snprintf( pFileSystemDLL, nMaxLen, "%s%cfilesystem_stdio" DLL_EXT_STRING, executablePath, CORRECT_PATH_SEPARATOR );
#if !defined( _X360 )
// Use filsystem_steam if it exists?
#if defined( OSX ) || defined( LINUX )
struct stat statBuf;
#endif
if (
#if defined( OSX ) || defined( LINUX )
stat( pFileSystemDLL, &statBuf ) != 0
#else
_access( pFileSystemDLL, 0 ) != 0
#endif
) {
Q_snprintf( pFileSystemDLL, nMaxLen, "%s%cfilesystem_steam" DLL_EXT_STRING, executablePath, CORRECT_PATH_SEPARATOR );
bSteam = true;
}
#endif
#else
Q_strncpy( pFileSystemDLL, "filesystem_stdio" DLL_EXT_STRING, nMaxLen );
#endif
char executablePath[MAX_PATH];
if ( !FileSystem_GetExecutableDir( executablePath, sizeof( executablePath ) ) )
return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetExecutableDir failed." );
// Assume we'll use local files
Q_snprintf( pFileSystemDLL, nMaxLen, "%s%clibfilesystem_stdio" DLL_EXT_STRING, executablePath, CORRECT_PATH_SEPARATOR );
#if 0
#if !defined( _X360 )
// Use filsystem_steam if it exists?
#if defined( OSX ) || defined( LINUX )
@ -1005,9 +1172,10 @@ FSReturnCode_t FileSystem_GetFileSystemDLLName( char *pFileSystemDLL, int nMaxLe @@ -1005,9 +1172,10 @@ FSReturnCode_t FileSystem_GetFileSystemDLLName( char *pFileSystemDLL, int nMaxLe
_access( pFileSystemDLL, 0 ) != 0
#endif
) {
Q_snprintf( pFileSystemDLL, nMaxLen, "filesystem_stdio" DLL_EXT_STRING );
Q_snprintf( pFileSystemDLL, nMaxLen, "%s%cfilesystem_stdio" DLL_EXT_STRING, executablePath, CORRECT_PATH_SEPARATOR );
}
#endif
#endif
return FS_OK;

5
public/filesystem_init.h

@ -199,11 +199,16 @@ void FileSystem_AddSearchPath_Platform( IFileSystem *pFileSystem, const char *sz @@ -199,11 +199,16 @@ void FileSystem_AddSearchPath_Platform( IFileSystem *pFileSystem, const char *sz
// See FSErrorMode_t. If you don't specify one here, then the default is FS_ERRORMODE_VCONFIG.
void FileSystem_SetErrorMode( FSErrorMode_t errorMode = FS_ERRORMODE_VCONFIG );
bool FileSystem_GetExecutableDir( char *exedir, int exeDirLen );
// Clear SteamAppUser, SteamUserPassphrase, and SteamAppId from this process's environment.
// TODO: always do this after LoadFileSysteModule.. there's no reason it should be
// in the environment.
void FileSystem_ClearSteamEnvVars();
// Find the steam.cfg above you for optional stuff
FSReturnCode_t GetSteamCfgPath( char *steamCfgPath, int steamCfgPathLen );
// Returns the last error.
const char *FileSystem_GetLastErrorString();

2
tier1/wscript

@ -79,7 +79,7 @@ def build(bld): @@ -79,7 +79,7 @@ def build(bld):
'../common'
]
defines = ['LIBDIR="%s"' % bld.env.LIBDIR]
defines = []
libs = []
if bld.env.DEST_OS == 'win32':

2
utils/unittest/wscript

@ -17,7 +17,7 @@ def configure(conf): @@ -17,7 +17,7 @@ def configure(conf):
def build(bld):
source = ['unittest.cpp']
includes = ['../../public']
defines = ['LIBDIR="%s"' % bld.env.LIBDIR]
defines = []
libs = ['tier0', 'appframework', 'tier1', 'tier2','tier3', 'vstdlib', 'unitlib']
if bld.env.DEST_OS != 'win32':

2
wscript

@ -473,6 +473,8 @@ def configure(conf): @@ -473,6 +473,8 @@ def configure(conf):
conf.env.LIBDIR = conf.env.LIBDIR + '/srceng'
conf.env.TESTDIR = conf.env.LIBDIR + '/tests'
conf.define('BINDIR', conf.env.BINDIR)
conf.define('LIBDIR', conf.env.LIBDIR)
flags = []

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