//========= 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 #endif #if defined( OSX ) #include #endif #if defined( POSIX ) #include #include #endif #include #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 #endif #if POSIX #include #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( "\nPaged Pool\nprev PP PAGES: used: %lu, free %lu\nfinal PP PAGES: used: %lu, free %lu\n", g_pagedpoolinfo.numPagesUsed, g_pagedpoolinfo.numPagesFree, ppi_info.numPagesUsed, ppi_info.numPagesFree ); } CommentPrintf( "memallocfail? = %u\nActive: %s\nSpawnCount %d MapLoad Count %d\nError 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( "\nMemory\nmemusage( %d %% )\ntotalPhysical Mb(%.2f)\nfreePhysical Mb(%.2f)\ntotalPaging Mb(%.2f)\nfreePaging Mb(%.2f)\ntotalVirtualMem Mb(%.2f)\nfreeVirtualMem Mb(%.2f)\nextendedVirtualFree 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( "\nProcess Memory\nWorkingSetSize Mb(%.2f)\nQuotaPagedPoolUsage Mb(%.2f)\nQuotaNonPagedPoolUsage: Mb(%.2f)\nPagefileUsage: 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( "\nConVars (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( "\nConsole 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; if ( !BaseClass::Connect( factory ) ) return false; g_pFileSystem = g_pFullFileSystem; if ( !g_pFileSystem ) return false; g_pFileSystem->SetWarningFunc( Warning ); if ( !Shader_Connect( true ) ) return false; 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( 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 \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\nThis 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\nGame 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\nGame 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, (uintp *)&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(info.m_pBaseDirectory); host_parms.mod = const_cast(GetModDirFromPath(info.m_pInitialMod)); host_parms.game = const_cast(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" ); } } }