Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifdef _WIN32
#include <windows.h>
#elif POSIX
#include <unistd.h>
#else
#error
#endif
#include <stdio.h>
#include <stdlib.h>
#include "isys.h"
#include "dedicated.h"
#include "engine_hlds_api.h"
#include "filesystem.h"
#include "tier0/vcrmode.h"
#include "tier0/dbg.h"
#include "tier1/strtools.h"
#include "tier0/icommandline.h"
#include "idedicatedexports.h"
#include "vgui/vguihelpers.h"
static long hDLLThirdParty = 0L;
//-----------------------------------------------------------------------------
// Modules...
//-----------------------------------------------------------------------------
CSysModule *s_hMatSystemModule = NULL;
CSysModule *s_hEngineModule = NULL;
CSysModule *s_hSoundEmitterModule = NULL;
CreateInterfaceFn s_MaterialSystemFactory;
CreateInterfaceFn s_EngineFactory;
CreateInterfaceFn s_SoundEmitterFactory;
/*
==============
Load3rdParty
Load support for third party .dlls ( gamehost )
==============
*/
void Load3rdParty( void )
{
// Only do this if the server operator wants the support.
// ( In case of malicious code, too )
if ( CommandLine()->CheckParm( "-usegh" ) )
{
hDLLThirdParty = sys->LoadLibrary( "ghostinj.dll" );
}
}
/*
==============
EF_VID_ForceUnlockedAndReturnState
Dummy funcion called by engine
==============
*/
int EF_VID_ForceUnlockedAndReturnState(void)
{
return 0;
}
/*
==============
EF_VID_ForceLockState
Dummy funcion called by engine
==============
*/
void EF_VID_ForceLockState(int)
{
}
/*
==============
InitInstance
==============
*/
bool InitInstance( )
{
Load3rdParty();
return true;
}
/*
==============
ProcessConsoleInput
==============
*/
int ProcessConsoleInput(void)
{
char *s;
int count = 0;
if ( engine )
{
do
{
char szBuf[ 256 ];
s = sys->ConsoleInput( count++, szBuf, sizeof( szBuf ) );
if (s && s[0] )
{
V_strcat_safe( szBuf, "\n" );
engine->AddConsoleText ( szBuf );
}
} while (s);
}
return count;
}
void RunServer( void );
class CDedicatedExports : public CBaseAppSystem<IDedicatedExports>
{
public:
virtual void Sys_Printf( char *text )
{
if ( sys )
{
sys->Printf( "%s", text );
}
}
virtual void RunServer()
{
void RunServer( void );
::RunServer();
}
};
EXPOSE_SINGLE_INTERFACE( CDedicatedExports, IDedicatedExports, VENGINE_DEDICATEDEXPORTS_API_VERSION );
static const char *get_consolelog_filename()
{
static bool s_bInited = false;
static char s_consolelog[ MAX_PATH ];
if ( !s_bInited )
{
s_bInited = true;
// Don't do the -consolelog thing if -consoledebug is present.
// CTextConsoleUnix::Print() looks for -consoledebug.
const char *filename = NULL;
if ( !CommandLine()->FindParm( "-consoledebug" ) &&
CommandLine()->CheckParm( "-consolelog", &filename ) &&
filename )
{
V_strcpy_safe( s_consolelog, filename );
}
}
return s_consolelog;
}
SpewRetval_t DedicatedSpewOutputFunc( SpewType_t spewType, char const *pMsg )
{
if ( sys )
{
sys->Printf( "%s", pMsg );
// If they have specified -consolelog, log this message there. Otherwise these
// wind up being lost because Sys_InitGame hasn't been called yet, and
// Sys_SpewFunc is the thing that logs stuff to -consolelog, etc.
const char *filename = get_consolelog_filename();
if ( filename[ 0 ] && pMsg[ 0 ] )
{
FileHandle_t fh = g_pFullFileSystem->Open( filename, "a" );
if ( fh != FILESYSTEM_INVALID_HANDLE )
{
g_pFullFileSystem->Write( pMsg, V_strlen( pMsg ), fh );
g_pFullFileSystem->Close( fh );
}
}
}
#ifdef _WIN32
Plat_DebugString( pMsg );
#endif
if (spewType == SPEW_ERROR)
{
// In Windows vgui mode, make a message box or they won't ever see the error.
#ifdef _WIN32
extern bool g_bVGui;
if ( g_bVGui )
{
MessageBox( NULL, pMsg, "Error", MB_OK | MB_TASKMODAL );
}
TerminateProcess( GetCurrentProcess(), 1 );
#elif POSIX
fflush(stdout);
_exit(1);
#else
#error "Implement me"
#endif
return SPEW_ABORT;
}
if (spewType == SPEW_ASSERT)
{
if ( CommandLine()->FindParm( "-noassert" ) == 0 )
return SPEW_DEBUGGER;
else
return SPEW_CONTINUE;
}
return SPEW_CONTINUE;
}
int Sys_GetExecutableName( char *out )
{
#ifdef _WIN32
if ( !::GetModuleFileName( ( HINSTANCE )GetModuleHandle( NULL ), out, 256 ) )
{
return 0;
}
#else
strcpy( out, g_szEXEName );
#endif
return 1;
}
//-----------------------------------------------------------------------------
// Purpose: Return the directory where this .exe is running from
// Output : char
//-----------------------------------------------------------------------------
const char *UTIL_GetExecutableDir( )
{
static char exedir[ MAX_PATH ];
exedir[ 0 ] = 0;
if ( !Sys_GetExecutableName(exedir) )
return NULL;
char *pSlash;
char *pSlash2;
pSlash = strrchr( exedir,'\\' );
pSlash2 = strrchr( exedir,'/' );
if ( pSlash2 > pSlash )
{
pSlash = pSlash2;
}
if (pSlash)
{
*pSlash = 0;
}
// Return the bin directory as the executable dir if it's not in there
// because that's really where we're running from...
int exeLen = strlen(exedir);
if ( exedir[exeLen-4] != CORRECT_PATH_SEPARATOR ||
exedir[exeLen-3] != 'b' ||
exedir[exeLen-2] != 'i' ||
exedir[exeLen-1] != 'n' )
{
Q_strncat( exedir, "\\bin", sizeof( exedir ), COPY_ALL_CHARACTERS );
Q_FixSlashes( exedir );
}
return exedir;
}
//-----------------------------------------------------------------------------
// Purpose: Return the directory where this .exe is running from
// Output : char
//-----------------------------------------------------------------------------
const char *UTIL_GetBaseDir( void )
{
static char basedir[ MAX_PATH ];
char const *pOverrideDir = CommandLine()->CheckParm( "-basedir" );
if ( pOverrideDir )
return pOverrideDir;
basedir[ 0 ] = 0;
const char *pExeDir = UTIL_GetExecutableDir( );
if ( pExeDir )
{
strcpy( basedir, pExeDir );
int dirlen = strlen( basedir );
if ( basedir[ dirlen - 3 ] == 'b' &&
basedir[ dirlen - 2 ] == 'i' &&
basedir[ dirlen - 1 ] == 'n' )
{
basedir[ dirlen - 4 ] = 0;
}
}
return basedir;
}