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1566 lines
41 KiB
1566 lines
41 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// Defines the entry point for the application. |
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// |
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//===========================================================================// |
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#if defined( _WIN32 ) && !defined( _X360 ) |
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#include <windows.h> |
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#include "shlwapi.h" // registry stuff |
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#include <direct.h> |
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#elif defined ( LINUX ) || defined( OSX ) |
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#define O_EXLOCK 0 |
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#include <sys/types.h> |
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#include <sys/stat.h> |
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#include <fcntl.h> |
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#include <locale.h> |
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#elif defined ( _X360 ) |
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#else |
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#error |
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#endif |
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#include "appframework/ilaunchermgr.h" |
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#include <stdio.h> |
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#include "tier0/icommandline.h" |
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#include "engine_launcher_api.h" |
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#include "tier0/vcrmode.h" |
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#include "ifilesystem.h" |
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#include "tier1/interface.h" |
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#include "tier0/dbg.h" |
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#include "iregistry.h" |
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#include "appframework/IAppSystem.h" |
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#include "appframework/AppFramework.h" |
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#include <vgui/VGUI.h> |
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#include <vgui/ISurface.h> |
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#include "tier0/platform.h" |
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#include "tier0/memalloc.h" |
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#include "filesystem.h" |
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#include "tier1/utlrbtree.h" |
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#include "materialsystem/imaterialsystem.h" |
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#include "istudiorender.h" |
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#include "vgui/IVGui.h" |
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#include "IHammer.h" |
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#include "datacache/idatacache.h" |
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#include "datacache/imdlcache.h" |
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#include "vphysics_interface.h" |
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#include "filesystem_init.h" |
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#include "vstdlib/iprocessutils.h" |
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#include "video/ivideoservices.h" |
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#include "tier1/tier1.h" |
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#include "tier2/tier2.h" |
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#include "tier3/tier3.h" |
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#include "p4lib/ip4.h" |
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#include "inputsystem/iinputsystem.h" |
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#include "filesystem/IQueuedLoader.h" |
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#include "reslistgenerator.h" |
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#include "tier1/fmtstr.h" |
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#include "sourcevr/isourcevirtualreality.h" |
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#define VERSION_SAFE_STEAM_API_INTERFACES |
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#include "steam/steam_api.h" |
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#if defined( _X360 ) |
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#include "xbox/xbox_win32stubs.h" |
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#include "xbox/xbox_console.h" |
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#include "xbox/xbox_launch.h" |
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#endif |
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#if defined( USE_SDL ) |
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#include "SDL.h" |
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#if !defined( _WIN32 ) |
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#define MB_OK 0x00000001 |
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#define MB_SYSTEMMODAL 0x00000002 |
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#define MB_ICONERROR 0x00000004 |
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int MessageBox( HWND hWnd, const char *message, const char *header, unsigned uType ); |
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#endif // _WIN32 |
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#endif // USE_SDL |
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#if defined( POSIX ) |
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#define RELAUNCH_FILE "/tmp/hl2_relaunch" |
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#endif |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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#define DEFAULT_HL2_GAMEDIR "hl2" |
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#if defined( USE_SDL ) |
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extern void* CreateSDLMgr(); |
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#endif |
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//----------------------------------------------------------------------------- |
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// Modules... |
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//----------------------------------------------------------------------------- |
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static IEngineAPI *g_pEngineAPI; |
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static IHammer *g_pHammer; |
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bool g_bTextMode = false; |
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static char g_szBasedir[MAX_PATH]; |
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static char g_szGamedir[MAX_PATH]; |
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// copied from sys.h |
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struct FileAssociationInfo |
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{ |
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char const *extension; |
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char const *command_to_issue; |
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}; |
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static FileAssociationInfo g_FileAssociations[] = |
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{ |
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{ ".dem", "playdemo" }, |
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{ ".sav", "load" }, |
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{ ".bsp", "map" }, |
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}; |
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#ifdef _WIN32 |
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#pragma warning(disable:4073) |
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#pragma init_seg(lib) |
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#endif |
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class CLeakDump |
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{ |
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public: |
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CLeakDump() |
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: m_bCheckLeaks( false ) |
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{ |
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} |
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~CLeakDump() |
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{ |
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if ( m_bCheckLeaks ) |
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{ |
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MemAlloc_DumpStats(); |
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} |
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} |
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bool m_bCheckLeaks; |
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} g_LeakDump; |
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//----------------------------------------------------------------------------- |
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// Spew function! |
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//----------------------------------------------------------------------------- |
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SpewRetval_t LauncherDefaultSpewFunc( SpewType_t spewType, char const *pMsg ) |
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{ |
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#ifndef _CERT |
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#ifdef WIN32 |
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OutputDebugStringA( pMsg ); |
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#else |
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fprintf( stderr, "%s", pMsg ); |
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#endif |
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switch( spewType ) |
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{ |
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case SPEW_MESSAGE: |
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case SPEW_LOG: |
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return SPEW_CONTINUE; |
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case SPEW_WARNING: |
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if ( !stricmp( GetSpewOutputGroup(), "init" ) ) |
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{ |
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#if defined( WIN32 ) || defined( USE_SDL ) |
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::MessageBox( NULL, pMsg, "Warning!", MB_OK | MB_SYSTEMMODAL | MB_ICONERROR ); |
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#endif |
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} |
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return SPEW_CONTINUE; |
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case SPEW_ASSERT: |
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if ( !ShouldUseNewAssertDialog() ) |
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{ |
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#if defined( WIN32 ) || defined( USE_SDL ) |
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::MessageBox( NULL, pMsg, "Assert!", MB_OK | MB_SYSTEMMODAL | MB_ICONERROR ); |
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#endif |
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} |
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return SPEW_DEBUGGER; |
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case SPEW_ERROR: |
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default: |
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#if defined( WIN32 ) || defined( USE_SDL ) |
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::MessageBox( NULL, pMsg, "Error!", MB_OK | MB_SYSTEMMODAL | MB_ICONERROR ); |
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#endif |
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_exit( 1 ); |
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} |
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#else |
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if ( spewType != SPEW_ERROR) |
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return SPEW_CONTINUE; |
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_exit( 1 ); |
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#endif |
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} |
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//----------------------------------------------------------------------------- |
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// Implementation of VCRHelpers. |
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//----------------------------------------------------------------------------- |
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class CVCRHelpers : public IVCRHelpers |
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{ |
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public: |
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virtual void ErrorMessage( const char *pMsg ) |
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{ |
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#if defined( WIN32 ) || defined( LINUX ) |
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NOVCR( ::MessageBox( NULL, pMsg, "VCR Error", MB_OK ) ); |
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#endif |
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} |
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virtual void* GetMainWindow() |
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{ |
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return NULL; |
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} |
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}; |
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static CVCRHelpers g_VCRHelpers; |
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//----------------------------------------------------------------------------- |
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// Purpose: Return the game directory |
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// Output : char |
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//----------------------------------------------------------------------------- |
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char *GetGameDirectory( void ) |
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{ |
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return g_szGamedir; |
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} |
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void SetGameDirectory( const char *game ) |
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{ |
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Q_strncpy( g_szGamedir, game, sizeof(g_szGamedir) ); |
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} |
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//----------------------------------------------------------------------------- |
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// Gets the executable name |
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//----------------------------------------------------------------------------- |
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bool GetExecutableName( char *out, int outSize ) |
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{ |
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#ifdef WIN32 |
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if ( !::GetModuleFileName( ( HINSTANCE )GetModuleHandle( NULL ), out, outSize ) ) |
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{ |
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return false; |
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} |
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return true; |
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#else |
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return false; |
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#endif |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Return the base directory |
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// Output : char |
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//----------------------------------------------------------------------------- |
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char *GetBaseDirectory( void ) |
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{ |
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return g_szBasedir; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Determine the directory where this .exe is running from |
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//----------------------------------------------------------------------------- |
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void UTIL_ComputeBaseDir() |
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{ |
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g_szBasedir[0] = 0; |
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if ( IsX360() ) |
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{ |
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char const *pBaseDir = CommandLine()->ParmValue( "-basedir" ); |
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if ( pBaseDir ) |
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{ |
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strcpy( g_szBasedir, pBaseDir ); |
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} |
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} |
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if ( !g_szBasedir[0] && GetExecutableName( g_szBasedir, sizeof( g_szBasedir ) ) ) |
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{ |
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char *pBuffer = strrchr( g_szBasedir, '\\' ); |
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if ( *pBuffer ) |
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{ |
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*(pBuffer+1) = '\0'; |
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} |
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int j = strlen( g_szBasedir ); |
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if (j > 0) |
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{ |
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if ( ( g_szBasedir[j-1] == '\\' ) || |
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( g_szBasedir[j-1] == '/' ) ) |
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{ |
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g_szBasedir[j-1] = 0; |
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} |
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} |
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} |
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if ( IsPC() ) |
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{ |
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char const *pOverrideDir = CommandLine()->CheckParm( "-basedir" ); |
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if ( pOverrideDir ) |
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{ |
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strcpy( g_szBasedir, pOverrideDir ); |
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} |
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} |
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#ifdef WIN32 |
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Q_strlower( g_szBasedir ); |
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#endif |
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Q_FixSlashes( g_szBasedir ); |
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} |
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#ifdef WIN32 |
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BOOL WINAPI MyHandlerRoutine( DWORD dwCtrlType ) |
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{ |
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#if !defined( _X360 ) |
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TerminateProcess( GetCurrentProcess(), 2 ); |
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#endif |
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return TRUE; |
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} |
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#endif |
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void InitTextMode() |
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{ |
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#ifdef WIN32 |
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#if !defined( _X360 ) |
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AllocConsole(); |
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SetConsoleCtrlHandler( MyHandlerRoutine, TRUE ); |
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freopen( "CONIN$", "rb", stdin ); // reopen stdin handle as console window input |
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freopen( "CONOUT$", "wb", stdout ); // reopen stout handle as console window output |
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freopen( "CONOUT$", "wb", stderr ); // reopen stderr handle as console window output |
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#else |
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XBX_Error( "%s %s: Not Supported", __FILE__, __LINE__ ); |
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#endif |
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#endif |
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} |
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void SortResList( char const *pchFileName, char const *pchSearchPath ); |
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#define ALL_RESLIST_FILE "all.lst" |
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#define ENGINE_RESLIST_FILE "engine.lst" |
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// create file to dump out to |
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class CLogAllFiles |
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{ |
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public: |
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CLogAllFiles(); |
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void Init(); |
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void Shutdown(); |
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void LogFile( const char *fullPathFileName, const char *options ); |
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private: |
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static void LogAllFilesFunc( const char *fullPathFileName, const char *options ); |
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void LogToAllReslist( char const *line ); |
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bool m_bActive; |
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char m_szCurrentDir[_MAX_PATH]; |
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// persistent across restarts |
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CUtlRBTree< CUtlString, int > m_Logged; |
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CUtlString m_sResListDir; |
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CUtlString m_sFullGamePath; |
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}; |
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static CLogAllFiles g_LogFiles; |
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static bool AllLogLessFunc( CUtlString const &pLHS, CUtlString const &pRHS ) |
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{ |
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return CaselessStringLessThan( pLHS.Get(), pRHS.Get() ); |
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} |
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CLogAllFiles::CLogAllFiles() : |
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m_bActive( false ), |
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m_Logged( 0, 0, AllLogLessFunc ) |
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{ |
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MEM_ALLOC_CREDIT(); |
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m_sResListDir = "reslists"; |
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} |
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void CLogAllFiles::Init() |
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{ |
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if ( IsX360() ) |
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{ |
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return; |
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} |
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// Can't do this in edit mode |
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if ( CommandLine()->CheckParm( "-edit" ) ) |
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{ |
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return; |
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} |
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if ( !CommandLine()->CheckParm( "-makereslists" ) ) |
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{ |
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return; |
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} |
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m_bActive = true; |
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char const *pszDir = NULL; |
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if ( CommandLine()->CheckParm( "-reslistdir", &pszDir ) && pszDir ) |
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{ |
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char szDir[ MAX_PATH ]; |
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Q_strncpy( szDir, pszDir, sizeof( szDir ) ); |
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Q_StripTrailingSlash( szDir ); |
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#ifdef WIN32 |
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Q_strlower( szDir ); |
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#endif |
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Q_FixSlashes( szDir ); |
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if ( Q_strlen( szDir ) > 0 ) |
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{ |
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m_sResListDir = szDir; |
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} |
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} |
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// game directory has not been established yet, must derive ourselves |
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char path[MAX_PATH]; |
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Q_snprintf( path, sizeof(path), "%s/%s", GetBaseDirectory(), CommandLine()->ParmValue( "-game", "hl2" ) ); |
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Q_FixSlashes( path ); |
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#ifdef WIN32 |
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Q_strlower( path ); |
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#endif |
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m_sFullGamePath = path; |
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// create file to dump out to |
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char szDir[ MAX_PATH ]; |
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V_snprintf( szDir, sizeof( szDir ), "%s\\%s", m_sFullGamePath.String(), m_sResListDir.String() ); |
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g_pFullFileSystem->CreateDirHierarchy( szDir, "GAME" ); |
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g_pFullFileSystem->AddLoggingFunc( &LogAllFilesFunc ); |
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if ( !CommandLine()->FindParm( "-startmap" ) && !CommandLine()->FindParm( "-startstage" ) ) |
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{ |
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m_Logged.RemoveAll(); |
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g_pFullFileSystem->RemoveFile( CFmtStr( "%s\\%s\\%s", m_sFullGamePath.String(), m_sResListDir.String(), ALL_RESLIST_FILE ), "GAME" ); |
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} |
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#ifdef WIN32 |
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::GetCurrentDirectory( sizeof(m_szCurrentDir), m_szCurrentDir ); |
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Q_strncat( m_szCurrentDir, "\\", sizeof(m_szCurrentDir), 1 ); |
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_strlwr( m_szCurrentDir ); |
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#else |
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getcwd( m_szCurrentDir, sizeof(m_szCurrentDir) ); |
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Q_strncat( m_szCurrentDir, "/", sizeof(m_szCurrentDir), 1 ); |
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#endif |
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} |
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void CLogAllFiles::Shutdown() |
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{ |
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if ( !m_bActive ) |
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return; |
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m_bActive = false; |
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if ( CommandLine()->CheckParm( "-makereslists" ) ) |
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{ |
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g_pFullFileSystem->RemoveLoggingFunc( &LogAllFilesFunc ); |
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} |
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// Now load and sort all.lst |
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SortResList( CFmtStr( "%s\\%s\\%s", m_sFullGamePath.String(), m_sResListDir.String(), ALL_RESLIST_FILE ), "GAME" ); |
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// Now load and sort engine.lst |
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SortResList( CFmtStr( "%s\\%s\\%s", m_sFullGamePath.String(), m_sResListDir.String(), ENGINE_RESLIST_FILE ), "GAME" ); |
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m_Logged.Purge(); |
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} |
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void CLogAllFiles::LogToAllReslist( char const *line ) |
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{ |
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// Open for append, write data, close. |
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FileHandle_t fh = g_pFullFileSystem->Open( CFmtStr( "%s\\%s\\%s", m_sFullGamePath.String(), m_sResListDir.String(), ALL_RESLIST_FILE ), "at", "GAME" ); |
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if ( fh != FILESYSTEM_INVALID_HANDLE ) |
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{ |
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g_pFullFileSystem->Write("\"", 1, fh); |
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g_pFullFileSystem->Write( line, Q_strlen(line), fh ); |
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g_pFullFileSystem->Write("\"\n", 2, fh); |
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g_pFullFileSystem->Close( fh ); |
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} |
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} |
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void CLogAllFiles::LogFile(const char *fullPathFileName, const char *options) |
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{ |
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if ( !m_bActive ) |
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{ |
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Assert( 0 ); |
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return; |
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} |
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// write out to log file |
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Assert( fullPathFileName[1] == ':' ); |
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int idx = m_Logged.Find( fullPathFileName ); |
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if ( idx != m_Logged.InvalidIndex() ) |
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{ |
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return; |
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} |
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m_Logged.Insert( fullPathFileName ); |
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// make it relative to our root directory |
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const char *relative = Q_stristr( fullPathFileName, GetBaseDirectory() ); |
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if ( relative ) |
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{ |
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relative += ( Q_strlen( GetBaseDirectory() ) + 1 ); |
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char rel[ MAX_PATH ]; |
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Q_strncpy( rel, relative, sizeof( rel ) ); |
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#ifdef WIN32 |
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Q_strlower( rel ); |
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#endif |
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Q_FixSlashes( rel ); |
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LogToAllReslist( rel ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: callback function from filesystem |
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//----------------------------------------------------------------------------- |
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void CLogAllFiles::LogAllFilesFunc(const char *fullPathFileName, const char *options) |
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{ |
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g_LogFiles.LogFile( fullPathFileName, options ); |
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} |
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|
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//----------------------------------------------------------------------------- |
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// Purpose: This is a bit of a hack because it appears |
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// Output : Returns true on success, false on failure. |
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//----------------------------------------------------------------------------- |
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static bool IsWin98OrOlder() |
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{ |
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bool retval = false; |
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#if defined( WIN32 ) && !defined( _X360 ) |
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OSVERSIONINFOEX osvi; |
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ZeroMemory(&osvi, sizeof(OSVERSIONINFOEX)); |
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osvi.dwOSVersionInfoSize = sizeof(OSVERSIONINFOEX); |
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BOOL bOsVersionInfoEx = GetVersionEx ((OSVERSIONINFO *) &osvi); |
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if( !bOsVersionInfoEx ) |
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{ |
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// If OSVERSIONINFOEX doesn't work, try OSVERSIONINFO. |
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osvi.dwOSVersionInfoSize = sizeof (OSVERSIONINFO); |
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if ( !GetVersionEx ( (OSVERSIONINFO *) &osvi) ) |
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{ |
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Error( "IsWin98OrOlder: Unable to get OS version information" ); |
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} |
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} |
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switch (osvi.dwPlatformId) |
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{ |
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case VER_PLATFORM_WIN32_NT: |
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// NT, XP, Win2K, etc. all OK for SSE |
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break; |
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case VER_PLATFORM_WIN32_WINDOWS: |
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// Win95, 98, Me can't do SSE |
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retval = true; |
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break; |
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case VER_PLATFORM_WIN32s: |
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// Can't really run this way I don't think... |
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retval = true; |
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break; |
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default: |
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break; |
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} |
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#endif |
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return retval; |
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} |
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|
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|
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//----------------------------------------------------------------------------- |
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// Purpose: Figure out if Steam is running, then load the GameOverlayRenderer.dll |
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//----------------------------------------------------------------------------- |
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void TryToLoadSteamOverlayDLL() |
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{ |
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#if defined( WIN32 ) && !defined( _X360 ) |
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// First, check if the module is already loaded, perhaps because we were run from Steam directly |
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HMODULE hMod = GetModuleHandle( "GameOverlayRenderer" DLL_EXT_STRING ); |
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if ( hMod ) |
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{ |
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return; |
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} |
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|
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if ( 0 == GetEnvironmentVariableA( "SteamGameId", NULL, 0 ) ) |
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{ |
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// Initializing the Steam client API has the side effect of setting up the AppId |
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// which is immediately queried in GameOverlayRenderer.dll's DllMain entry point |
|
if( SteamAPI_InitSafe() ) |
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{ |
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const char *pchSteamInstallPath = SteamAPI_GetSteamInstallPath(); |
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if ( pchSteamInstallPath ) |
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{ |
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char rgchSteamPath[MAX_PATH]; |
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V_ComposeFileName( pchSteamInstallPath, "GameOverlayRenderer" DLL_EXT_STRING, rgchSteamPath, Q_ARRAYSIZE(rgchSteamPath) ); |
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// This could fail, but we can't fix it if it does so just ignore failures |
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LoadLibrary( rgchSteamPath ); |
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|
|
} |
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|
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SteamAPI_Shutdown(); |
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} |
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} |
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#endif |
|
} |
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|
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//----------------------------------------------------------------------------- |
|
// Inner loop: initialize, shutdown main systems, load steam to |
|
//----------------------------------------------------------------------------- |
|
class CSourceAppSystemGroup : public CSteamAppSystemGroup |
|
{ |
|
public: |
|
// Methods of IApplication |
|
virtual bool Create(); |
|
virtual bool PreInit(); |
|
virtual int Main(); |
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virtual void PostShutdown(); |
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virtual void Destroy(); |
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|
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private: |
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const char *DetermineDefaultMod(); |
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const char *DetermineDefaultGame(); |
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|
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bool m_bEditMode; |
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}; |
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|
|
|
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//----------------------------------------------------------------------------- |
|
// The dirty disk error report function |
|
//----------------------------------------------------------------------------- |
|
void ReportDirtyDiskNoMaterialSystem() |
|
{ |
|
#ifdef _X360 |
|
for ( int i = 0; i < 4; ++i ) |
|
{ |
|
if ( XUserGetSigninState( i ) != eXUserSigninState_NotSignedIn ) |
|
{ |
|
XShowDirtyDiscErrorUI( i ); |
|
return; |
|
} |
|
} |
|
XShowDirtyDiscErrorUI( 0 ); |
|
#endif |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Instantiate all main libraries |
|
//----------------------------------------------------------------------------- |
|
bool CSourceAppSystemGroup::Create() |
|
{ |
|
IFileSystem *pFileSystem = (IFileSystem*)FindSystem( FILESYSTEM_INTERFACE_VERSION ); |
|
pFileSystem->InstallDirtyDiskReportFunc( ReportDirtyDiskNoMaterialSystem ); |
|
|
|
#ifdef WIN32 |
|
CoInitialize( NULL ); |
|
#endif |
|
|
|
// Are we running in edit mode? |
|
m_bEditMode = CommandLine()->CheckParm( "-edit" ); |
|
|
|
double st = Plat_FloatTime(); |
|
|
|
AppSystemInfo_t appSystems[] = |
|
{ |
|
{ "engine" DLL_EXT_STRING, CVAR_QUERY_INTERFACE_VERSION }, // NOTE: This one must be first!! |
|
{ "inputsystem" DLL_EXT_STRING, INPUTSYSTEM_INTERFACE_VERSION }, |
|
{ "materialsystem" DLL_EXT_STRING, MATERIAL_SYSTEM_INTERFACE_VERSION }, |
|
{ "datacache" DLL_EXT_STRING, DATACACHE_INTERFACE_VERSION }, |
|
{ "datacache" DLL_EXT_STRING, MDLCACHE_INTERFACE_VERSION }, |
|
{ "datacache" DLL_EXT_STRING, STUDIO_DATA_CACHE_INTERFACE_VERSION }, |
|
{ "studiorender" DLL_EXT_STRING, STUDIO_RENDER_INTERFACE_VERSION }, |
|
{ "vphysics" DLL_EXT_STRING, VPHYSICS_INTERFACE_VERSION }, |
|
{ "video_services" DLL_EXT_STRING, VIDEO_SERVICES_INTERFACE_VERSION }, |
|
|
|
// NOTE: This has to occur before vgui2.dll so it replaces vgui2's surface implementation |
|
{ "vguimatsurface" DLL_EXT_STRING, VGUI_SURFACE_INTERFACE_VERSION }, |
|
{ "vgui2" DLL_EXT_STRING, VGUI_IVGUI_INTERFACE_VERSION }, |
|
{ "engine" DLL_EXT_STRING, VENGINE_LAUNCHER_API_VERSION }, |
|
|
|
{ "", "" } // Required to terminate the list |
|
}; |
|
|
|
#if defined( USE_SDL ) |
|
AddSystem( (IAppSystem *)CreateSDLMgr(), SDLMGR_INTERFACE_VERSION ); |
|
#endif |
|
|
|
if ( !AddSystems( appSystems ) ) |
|
return false; |
|
|
|
|
|
// This will be NULL for games that don't support VR. That's ok. Just don't load the DLL |
|
AppModule_t sourceVRModule = LoadModule( "sourcevr" DLL_EXT_STRING ); |
|
if( sourceVRModule != APP_MODULE_INVALID ) |
|
{ |
|
AddSystem( sourceVRModule, SOURCE_VIRTUAL_REALITY_INTERFACE_VERSION ); |
|
} |
|
|
|
// pull in our filesystem dll to pull the queued loader from it, we need to do it this way due to the |
|
// steam/stdio split for our steam filesystem |
|
char pFileSystemDLL[MAX_PATH]; |
|
bool bSteam; |
|
if ( FileSystem_GetFileSystemDLLName( pFileSystemDLL, MAX_PATH, bSteam ) != FS_OK ) |
|
return false; |
|
|
|
AppModule_t fileSystemModule = LoadModule( pFileSystemDLL ); |
|
AddSystem( fileSystemModule, QUEUEDLOADER_INTERFACE_VERSION ); |
|
|
|
// Hook in datamodel and p4 control if we're running with -tools |
|
if ( IsPC() && ( ( CommandLine()->FindParm( "-tools" ) && !CommandLine()->FindParm( "-nop4" ) ) || CommandLine()->FindParm( "-p4" ) ) ) |
|
{ |
|
#ifdef STAGING_ONLY |
|
AppModule_t p4libModule = LoadModule( "p4lib" DLL_EXT_STRING ); |
|
IP4 *p4 = (IP4*)AddSystem( p4libModule, P4_INTERFACE_VERSION ); |
|
|
|
// If we are running with -steam then that means the tools are being used by an SDK user. Don't exit in this case! |
|
if ( !p4 && !CommandLine()->FindParm( "-steam" ) ) |
|
{ |
|
return false; |
|
} |
|
#endif // STAGING_ONLY |
|
|
|
AppModule_t vstdlibModule = LoadModule( "vstdlib" DLL_EXT_STRING ); |
|
IProcessUtils *processUtils = ( IProcessUtils* )AddSystem( vstdlibModule, PROCESS_UTILS_INTERFACE_VERSION ); |
|
if ( !processUtils ) |
|
return false; |
|
} |
|
|
|
// Connect to iterfaces loaded in AddSystems that we need locally |
|
IMaterialSystem *pMaterialSystem = (IMaterialSystem*)FindSystem( MATERIAL_SYSTEM_INTERFACE_VERSION ); |
|
if ( !pMaterialSystem ) |
|
return false; |
|
|
|
g_pEngineAPI = (IEngineAPI*)FindSystem( VENGINE_LAUNCHER_API_VERSION ); |
|
|
|
// Load the hammer DLL if we're in editor mode |
|
#if defined( _WIN32 ) && defined( STAGING_ONLY ) |
|
if ( m_bEditMode ) |
|
{ |
|
AppModule_t hammerModule = LoadModule( "hammer_dll" DLL_EXT_STRING ); |
|
g_pHammer = (IHammer*)AddSystem( hammerModule, INTERFACEVERSION_HAMMER ); |
|
if ( !g_pHammer ) |
|
{ |
|
return false; |
|
} |
|
} |
|
#endif // defined( _WIN32 ) && defined( STAGING_ONLY ) |
|
|
|
// Load up the appropriate shader DLL |
|
// This has to be done before connection. |
|
char const* pDLLName = "shaderapidx9" DLL_EXT_STRING; |
|
if ( CommandLine()->FindParm( "-noshaderapi" ) ) |
|
{ |
|
pDLLName = "shaderapiempty" DLL_EXT_STRING; |
|
} |
|
|
|
pMaterialSystem->SetShaderAPI( pDLLName ); |
|
|
|
double elapsed = Plat_FloatTime() - st; |
|
COM_TimestampedLog( "LoadAppSystems: Took %.4f secs to load libraries and get factories.", (float)elapsed ); |
|
|
|
return true; |
|
} |
|
|
|
bool CSourceAppSystemGroup::PreInit() |
|
{ |
|
CreateInterfaceFn factory = GetFactory(); |
|
ConnectTier1Libraries( &factory, 1 ); |
|
ConVar_Register( ); |
|
ConnectTier2Libraries( &factory, 1 ); |
|
ConnectTier3Libraries( &factory, 1 ); |
|
|
|
if ( !g_pFullFileSystem || !g_pMaterialSystem ) |
|
return false; |
|
|
|
CFSSteamSetupInfo steamInfo; |
|
steamInfo.m_bToolsMode = false; |
|
steamInfo.m_bSetSteamDLLPath = false; |
|
steamInfo.m_bSteam = g_pFullFileSystem->IsSteam(); |
|
steamInfo.m_bOnlyUseDirectoryName = true; |
|
steamInfo.m_pDirectoryName = DetermineDefaultMod(); |
|
if ( !steamInfo.m_pDirectoryName ) |
|
{ |
|
steamInfo.m_pDirectoryName = DetermineDefaultGame(); |
|
if ( !steamInfo.m_pDirectoryName ) |
|
{ |
|
Error( "FileSystem_LoadFileSystemModule: no -defaultgamedir or -game specified." ); |
|
} |
|
} |
|
if ( FileSystem_SetupSteamEnvironment( steamInfo ) != FS_OK ) |
|
return false; |
|
|
|
CFSMountContentInfo fsInfo; |
|
fsInfo.m_pFileSystem = g_pFullFileSystem; |
|
fsInfo.m_bToolsMode = m_bEditMode; |
|
fsInfo.m_pDirectoryName = steamInfo.m_GameInfoPath; |
|
if ( FileSystem_MountContent( fsInfo ) != FS_OK ) |
|
return false; |
|
|
|
if ( IsPC() || !IsX360() ) |
|
{ |
|
fsInfo.m_pFileSystem->AddSearchPath( "platform", "PLATFORM" ); |
|
} |
|
else |
|
{ |
|
// 360 needs absolute paths |
|
FileSystem_AddSearchPath_Platform( g_pFullFileSystem, steamInfo.m_GameInfoPath ); |
|
} |
|
|
|
if ( IsPC() ) |
|
{ |
|
// This will get called multiple times due to being here, but only the first one will do anything |
|
reslistgenerator->Init( GetBaseDirectory(), CommandLine()->ParmValue( "-game", "hl2" ) ); |
|
|
|
// This will also get called each time, but will actually fix up the command line as needed |
|
reslistgenerator->SetupCommandLine(); |
|
} |
|
|
|
// FIXME: Logfiles is mod-specific, needs to move into the engine. |
|
g_LogFiles.Init(); |
|
|
|
// Required to run through the editor |
|
if ( m_bEditMode ) |
|
{ |
|
g_pMaterialSystem->EnableEditorMaterials(); |
|
} |
|
|
|
StartupInfo_t info; |
|
info.m_pInstance = GetAppInstance(); |
|
info.m_pBaseDirectory = GetBaseDirectory(); |
|
info.m_pInitialMod = DetermineDefaultMod(); |
|
info.m_pInitialGame = DetermineDefaultGame(); |
|
info.m_pParentAppSystemGroup = this; |
|
info.m_bTextMode = g_bTextMode; |
|
|
|
g_pEngineAPI->SetStartupInfo( info ); |
|
|
|
return true; |
|
} |
|
|
|
int CSourceAppSystemGroup::Main() |
|
{ |
|
return g_pEngineAPI->Run(); |
|
} |
|
|
|
void CSourceAppSystemGroup::PostShutdown() |
|
{ |
|
// FIXME: Logfiles is mod-specific, needs to move into the engine. |
|
g_LogFiles.Shutdown(); |
|
|
|
reslistgenerator->Shutdown(); |
|
|
|
DisconnectTier3Libraries(); |
|
DisconnectTier2Libraries(); |
|
ConVar_Unregister( ); |
|
DisconnectTier1Libraries(); |
|
} |
|
|
|
void CSourceAppSystemGroup::Destroy() |
|
{ |
|
g_pEngineAPI = NULL; |
|
g_pMaterialSystem = NULL; |
|
g_pHammer = NULL; |
|
|
|
#ifdef WIN32 |
|
CoUninitialize(); |
|
#endif |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Determines the initial mod to use at load time. |
|
// We eventually (hopefully) will be able to switch mods at runtime |
|
// because the engine/hammer integration really wants this feature. |
|
//----------------------------------------------------------------------------- |
|
const char *CSourceAppSystemGroup::DetermineDefaultMod() |
|
{ |
|
if ( !m_bEditMode ) |
|
{ |
|
return CommandLine()->ParmValue( "-game", DEFAULT_HL2_GAMEDIR ); |
|
} |
|
return g_pHammer->GetDefaultMod(); |
|
} |
|
|
|
const char *CSourceAppSystemGroup::DetermineDefaultGame() |
|
{ |
|
if ( !m_bEditMode ) |
|
{ |
|
return CommandLine()->ParmValue( "-defaultgamedir", DEFAULT_HL2_GAMEDIR ); |
|
} |
|
return g_pHammer->GetDefaultGame(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// MessageBox for SDL/OSX |
|
//----------------------------------------------------------------------------- |
|
#if defined( USE_SDL ) && !defined( _WIN32 ) |
|
|
|
int MessageBox( HWND hWnd, const char *message, const char *header, unsigned uType ) |
|
{ |
|
SDL_ShowSimpleMessageBox( 0, header, message, GetAssertDialogParent() ); |
|
return 0; |
|
} |
|
|
|
#endif |
|
|
|
//----------------------------------------------------------------------------- |
|
// Allow only one windowed source app to run at a time |
|
//----------------------------------------------------------------------------- |
|
#ifdef WIN32 |
|
HANDLE g_hMutex = NULL; |
|
#elif defined(POSIX) |
|
int g_lockfd = -1; |
|
char g_lockFilename[MAX_PATH]; |
|
#endif |
|
bool GrabSourceMutex() |
|
{ |
|
#ifdef WIN32 |
|
if ( IsPC() ) |
|
{ |
|
// don't allow more than one instance to run |
|
g_hMutex = ::CreateMutex(NULL, FALSE, TEXT("hl2_singleton_mutex")); |
|
|
|
unsigned int waitResult = ::WaitForSingleObject(g_hMutex, 0); |
|
|
|
// Here, we have the mutex |
|
if (waitResult == WAIT_OBJECT_0 || waitResult == WAIT_ABANDONED) |
|
return true; |
|
|
|
// couldn't get the mutex, we must be running another instance |
|
::CloseHandle(g_hMutex); |
|
|
|
return false; |
|
} |
|
#elif defined(POSIX) |
|
|
|
// Under OSX use flock in /tmp/source_engine_<game>.lock, create the file if it doesn't exist |
|
const char *pchGameParam = CommandLine()->ParmValue( "-game", DEFAULT_HL2_GAMEDIR ); |
|
CRC32_t gameCRC; |
|
CRC32_Init(&gameCRC); |
|
CRC32_ProcessBuffer( &gameCRC, (void *)pchGameParam, Q_strlen( pchGameParam ) ); |
|
CRC32_Final( &gameCRC ); |
|
|
|
#ifdef LINUX |
|
/* |
|
* Linux |
|
*/ |
|
|
|
// Check TMPDIR environment variable for temp directory. |
|
char *tmpdir = getenv( "TMPDIR" ); |
|
|
|
// If it's NULL, or it doesn't exist, or it isn't a directory, fallback to /tmp. |
|
struct stat buf; |
|
if( !tmpdir || stat( tmpdir, &buf ) || !S_ISDIR ( buf.st_mode ) ) |
|
tmpdir = "/tmp"; |
|
|
|
V_snprintf( g_lockFilename, sizeof(g_lockFilename), "%s/source_engine_%u.lock", tmpdir, gameCRC ); |
|
|
|
g_lockfd = open( g_lockFilename, O_WRONLY | O_CREAT, 0666 ); |
|
if ( g_lockfd == -1 ) |
|
{ |
|
printf( "open(%s) failed\n", g_lockFilename ); |
|
return false; |
|
} |
|
|
|
struct flock fl; |
|
fl.l_type = F_WRLCK; |
|
fl.l_whence = SEEK_SET; |
|
fl.l_start = 0; |
|
fl.l_len = 1; |
|
|
|
if ( fcntl ( g_lockfd, F_SETLK, &fl ) == -1 ) |
|
{ |
|
printf( "fcntl(%d) for %s failed\n", g_lockfd, g_lockFilename ); |
|
return false; |
|
} |
|
|
|
return true; |
|
#else |
|
/* |
|
* OSX |
|
*/ |
|
V_snprintf( g_lockFilename, sizeof(g_lockFilename), "/tmp/source_engine_%u.lock", gameCRC ); |
|
|
|
g_lockfd = open( g_lockFilename, O_CREAT | O_WRONLY | O_EXLOCK | O_NONBLOCK | O_TRUNC, 0777 ); |
|
if (g_lockfd >= 0) |
|
{ |
|
// make sure we give full perms to the file, we only one instance per machine |
|
fchmod( g_lockfd, 0777 ); |
|
|
|
// we leave the file open, under unix rules when we die we'll automatically close and remove the locks |
|
return true; |
|
} |
|
|
|
// We were unable to open the file, it should be because we are unable to retain a lock |
|
if ( errno != EWOULDBLOCK) |
|
{ |
|
fprintf( stderr, "unexpected error %d trying to exclusively lock %s\n", errno, g_lockFilename ); |
|
} |
|
|
|
return false; |
|
#endif // OSX |
|
|
|
#endif // POSIX |
|
return true; |
|
} |
|
|
|
void ReleaseSourceMutex() |
|
{ |
|
#ifdef WIN32 |
|
if ( IsPC() && g_hMutex ) |
|
{ |
|
::ReleaseMutex( g_hMutex ); |
|
::CloseHandle( g_hMutex ); |
|
g_hMutex = NULL; |
|
} |
|
#elif defined(POSIX) |
|
if ( g_lockfd != -1 ) |
|
{ |
|
close( g_lockfd ); |
|
g_lockfd = -1; |
|
unlink( g_lockFilename ); |
|
} |
|
#endif |
|
} |
|
|
|
// Remove all but the last -game parameter. |
|
// This is for mods based off something other than Half-Life 2 (like HL2MP mods). |
|
// The Steam UI does 'steam -applaunch 320 -game c:\steam\steamapps\sourcemods\modname', but applaunch inserts |
|
// its own -game parameter, which would supercede the one we really want if we didn't intercede here. |
|
void RemoveSpuriousGameParameters() |
|
{ |
|
// Find the last -game parameter. |
|
int nGameArgs = 0; |
|
char lastGameArg[MAX_PATH]; |
|
for ( int i=0; i < CommandLine()->ParmCount()-1; i++ ) |
|
{ |
|
if ( Q_stricmp( CommandLine()->GetParm( i ), "-game" ) == 0 ) |
|
{ |
|
Q_snprintf( lastGameArg, sizeof( lastGameArg ), "\"%s\"", CommandLine()->GetParm( i+1 ) ); |
|
++nGameArgs; |
|
++i; |
|
} |
|
} |
|
|
|
// We only care if > 1 was specified. |
|
if ( nGameArgs > 1 ) |
|
{ |
|
CommandLine()->RemoveParm( "-game" ); |
|
CommandLine()->AppendParm( "-game", lastGameArg ); |
|
} |
|
} |
|
|
|
/* |
|
============ |
|
va |
|
|
|
does a varargs printf into a temp buffer, so I don't need to have |
|
varargs versions of all text functions. |
|
============ |
|
*/ |
|
static char *va( char *format, ... ) |
|
{ |
|
va_list argptr; |
|
static char string[8][512]; |
|
static int curstring = 0; |
|
|
|
curstring = ( curstring + 1 ) % 8; |
|
|
|
va_start (argptr, format); |
|
Q_vsnprintf( string[curstring], sizeof( string[curstring] ), format, argptr ); |
|
va_end (argptr); |
|
|
|
return string[curstring]; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *param - |
|
// Output : static char const |
|
//----------------------------------------------------------------------------- |
|
static char const *Cmd_TranslateFileAssociation(char const *param ) |
|
{ |
|
static char sz[ 512 ]; |
|
char *retval = NULL; |
|
|
|
char temp[ 512 ]; |
|
Q_strncpy( temp, param, sizeof( temp ) ); |
|
Q_FixSlashes( temp ); |
|
#ifdef WIN32 |
|
Q_strlower( temp ); |
|
#endif |
|
const char *extension = V_GetFileExtension(temp); |
|
// must have an extension to map |
|
if (!extension) |
|
return retval; |
|
extension--; // back up so we have the . in the extension |
|
|
|
int c = ARRAYSIZE( g_FileAssociations ); |
|
for ( int i = 0; i < c; i++ ) |
|
{ |
|
FileAssociationInfo& info = g_FileAssociations[ i ]; |
|
|
|
if ( ! Q_strcmp( extension, info.extension ) && |
|
! CommandLine()->FindParm(va( "+%s", info.command_to_issue ) ) ) |
|
{ |
|
// Translate if haven't already got one of these commands |
|
Q_strncpy( sz, temp, sizeof( sz ) ); |
|
Q_FileBase( sz, temp, sizeof( sz ) ); |
|
|
|
Q_snprintf( sz, sizeof( sz ), "%s %s", info.command_to_issue, temp ); |
|
retval = sz; |
|
break; |
|
} |
|
} |
|
|
|
// return null if no translation, otherwise return commands |
|
return retval; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Converts all the convar args into a convar command |
|
// Input : none |
|
// Output : const char * series of convars |
|
//----------------------------------------------------------------------------- |
|
static const char *BuildCommand() |
|
{ |
|
static CUtlBuffer build( 0, 0, CUtlBuffer::TEXT_BUFFER ); |
|
build.Clear(); |
|
|
|
// arg[0] is the executable name |
|
for ( int i=1; i < CommandLine()->ParmCount(); i++ ) |
|
{ |
|
const char *szParm = CommandLine()->GetParm(i); |
|
if (!szParm) continue; |
|
|
|
if (szParm[0] == '-') |
|
{ |
|
// skip -XXX options and eat their args |
|
const char *szValue = CommandLine()->ParmValue(szParm); |
|
if ( szValue ) i++; |
|
continue; |
|
} |
|
if (szParm[0] == '+') |
|
{ |
|
// convert +XXX options and stuff them into the build buffer |
|
const char *szValue = CommandLine()->ParmValue(szParm); |
|
if (szValue) |
|
{ |
|
build.PutString(va("%s %s;", szParm+1, szValue)); |
|
i++; |
|
} |
|
else |
|
{ |
|
build.PutString(szParm+1); |
|
build.PutChar(';'); |
|
} |
|
} |
|
else |
|
{ |
|
// singleton values, convert to command |
|
char const *translated = Cmd_TranslateFileAssociation( CommandLine()->GetParm( i ) ); |
|
if (translated) |
|
{ |
|
build.PutString(translated); |
|
build.PutChar(';'); |
|
} |
|
} |
|
} |
|
|
|
build.PutChar( '\0' ); |
|
|
|
return (const char *)build.Base(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: The real entry point for the application |
|
// Input : hInstance - |
|
// hPrevInstance - |
|
// lpCmdLine - |
|
// nCmdShow - |
|
// Output : int APIENTRY |
|
//----------------------------------------------------------------------------- |
|
#ifdef WIN32 |
|
extern "C" __declspec(dllexport) int LauncherMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow ) |
|
#else |
|
DLL_EXPORT int LauncherMain( int argc, char **argv ) |
|
#endif |
|
{ |
|
#ifdef LINUX |
|
// Temporary fix to stop us from crashing in printf/sscanf functions that don't expect |
|
// localization to mess with your "." and "," float seperators. Mac OSX also sets LANG |
|
// to en_US.UTF-8 before starting up (in info.plist I believe). |
|
// We need to double check that localization for libcef is handled correctly |
|
// when we slam things to en_US.UTF-8. |
|
// Also check if C.UTF-8 exists and use it? This file: /usr/lib/locale/C.UTF-8. |
|
// It looks like it's only installed on Debian distros right now though. |
|
const char en_US[] = "en_US.UTF-8"; |
|
|
|
setenv( "LC_ALL", en_US, 1 ); |
|
setlocale( LC_ALL, en_US ); |
|
|
|
const char *CurrentLocale = setlocale( LC_ALL, NULL ); |
|
if ( Q_stricmp( CurrentLocale, en_US ) ) |
|
{ |
|
Warning( "WARNING: setlocale('%s') failed, using locale:'%s'. International characters may not work.\n", en_US, CurrentLocale ); |
|
} |
|
#endif // LINUX |
|
|
|
#ifdef WIN32 |
|
SetAppInstance( hInstance ); |
|
#elif defined( POSIX ) |
|
// Store off command line for argument searching |
|
Plat_SetCommandLine( BuildCmdLine( argc, argv, false ) ); |
|
|
|
if( CommandLine()->CheckParm( "-sleepatstartup" ) ) |
|
{ |
|
// When launching from Steam, it can be difficult to get a debugger attached when you're |
|
// crashing quickly at startup. So add a -sleepatstartup command line and sleep for 5 |
|
// seconds which should allow time to attach a debugger. |
|
sleep( 5 ); |
|
} |
|
#endif |
|
|
|
// Hook the debug output stuff. |
|
SpewOutputFunc( LauncherDefaultSpewFunc ); |
|
|
|
if ( 0 && IsWin98OrOlder() ) |
|
{ |
|
Error( "This build does not currently run under Windows 98/Me." ); |
|
return -1; |
|
} |
|
|
|
// Quickly check the hardware key, essentially a warning shot. |
|
if ( !Plat_VerifyHardwareKeyPrompt() ) |
|
{ |
|
return -1; |
|
} |
|
|
|
const char *filename; |
|
#ifdef WIN32 |
|
CommandLine()->CreateCmdLine( IsPC() ? VCRHook_GetCommandLine() : lpCmdLine ); |
|
#else |
|
CommandLine()->CreateCmdLine( argc, argv ); |
|
#endif |
|
|
|
// No -dxlevel or +mat_hdr_level allowed on POSIX |
|
#ifdef POSIX |
|
CommandLine()->RemoveParm( "-dxlevel" ); |
|
CommandLine()->RemoveParm( "+mat_hdr_level" ); |
|
CommandLine()->RemoveParm( "+mat_dxlevel" ); |
|
#endif |
|
|
|
// If we're using -default command line parameters, get rid of DX8 settings. |
|
if ( CommandLine()->CheckParm( "-default" ) ) |
|
{ |
|
CommandLine()->RemoveParm( "-dxlevel" ); |
|
CommandLine()->RemoveParm( "-maxdxlevel" ); |
|
CommandLine()->RemoveParm( "+mat_dxlevel" ); |
|
} |
|
|
|
// Figure out the directory the executable is running from |
|
UTIL_ComputeBaseDir(); |
|
|
|
#if defined( _X360 ) |
|
bool bSpewDllInfo = CommandLine()->CheckParm( "-dllinfo" ); |
|
bool bWaitForConsole = CommandLine()->CheckParm( "-vxconsole" ); |
|
XboxConsoleInit(); |
|
XBX_InitConsoleMonitor( bWaitForConsole || bSpewDllInfo ); |
|
#endif |
|
|
|
|
|
#if defined( _X360 ) |
|
if ( bWaitForConsole ) |
|
COM_TimestampedLog( "LauncherMain: Application Start - %s", CommandLine()->GetCmdLine() ); |
|
if ( bSpewDllInfo ) |
|
{ |
|
XBX_DumpDllInfo( GetBaseDirectory() ); |
|
Error( "Stopped!\n" ); |
|
} |
|
|
|
int storageID = XboxLaunch()->GetStorageID(); |
|
if ( storageID != XBX_INVALID_STORAGE_ID && storageID != XBX_STORAGE_DECLINED ) |
|
{ |
|
// Validate the storage device |
|
XDEVICE_DATA deviceData; |
|
DWORD ret = XContentGetDeviceData( storageID, &deviceData ); |
|
if ( ret != ERROR_SUCCESS ) |
|
{ |
|
// Device was removed |
|
storageID = XBX_INVALID_STORAGE_ID; |
|
XBX_QueueEvent( XEV_LISTENER_NOTIFICATION, WM_SYS_STORAGEDEVICESCHANGED, 0, 0 ); |
|
} |
|
} |
|
XBX_SetStorageDeviceId( storageID ); |
|
|
|
int userID = XboxLaunch()->GetUserID(); |
|
if ( !IsRetail() && userID == XBX_INVALID_USER_ID ) |
|
{ |
|
// didn't come from appchooser, try find a valid user id for dev purposes |
|
XUSER_SIGNIN_INFO info; |
|
for ( int i = 0; i < 4; ++i ) |
|
{ |
|
if ( ERROR_NO_SUCH_USER != XUserGetSigninInfo( i, 0, &info ) ) |
|
{ |
|
userID = i; |
|
break; |
|
} |
|
} |
|
} |
|
XBX_SetPrimaryUserId( userID ); |
|
#endif // defined( _X360 ) |
|
|
|
#ifdef POSIX |
|
{ |
|
struct stat st; |
|
if ( stat( RELAUNCH_FILE, &st ) == 0 ) |
|
{ |
|
unlink( RELAUNCH_FILE ); |
|
} |
|
} |
|
#endif |
|
|
|
// This call is to emulate steam's injection of the GameOverlay DLL into our process if we |
|
// are running from the command line directly, this allows the same experience the user gets |
|
// to be present when running from perforce, the call has no effect on X360 |
|
TryToLoadSteamOverlayDLL(); |
|
|
|
// Start VCR mode? |
|
if ( CommandLine()->CheckParm( "-vcrrecord", &filename ) ) |
|
{ |
|
if ( !VCRStart( filename, true, &g_VCRHelpers ) ) |
|
{ |
|
Error( "-vcrrecord: can't open '%s' for writing.\n", filename ); |
|
return -1; |
|
} |
|
} |
|
else if ( CommandLine()->CheckParm( "-vcrplayback", &filename ) ) |
|
{ |
|
if ( !VCRStart( filename, false, &g_VCRHelpers ) ) |
|
{ |
|
Error( "-vcrplayback: can't open '%s' for reading.\n", filename ); |
|
return -1; |
|
} |
|
} |
|
|
|
// See the function for why we do this. |
|
RemoveSpuriousGameParameters(); |
|
|
|
#ifdef WIN32 |
|
if ( IsPC() ) |
|
{ |
|
// initialize winsock |
|
WSAData wsaData; |
|
int nError = ::WSAStartup( MAKEWORD(2,0), &wsaData ); |
|
if ( nError ) |
|
{ |
|
Msg( "Warning! Failed to start Winsock via WSAStartup = 0x%x.\n", nError); |
|
} |
|
} |
|
#endif |
|
|
|
// Run in text mode? (No graphics or sound). |
|
if ( CommandLine()->CheckParm( "-textmode" ) ) |
|
{ |
|
g_bTextMode = true; |
|
InitTextMode(); |
|
} |
|
#ifdef WIN32 |
|
else |
|
{ |
|
int retval = -1; |
|
// Can only run one windowed source app at a time |
|
if ( !GrabSourceMutex() ) |
|
{ |
|
// Allow the user to explicitly say they want to be able to run multiple instances of the source mutex. |
|
// Useful for side-by-side comparisons of different renderers. |
|
bool multiRun = CommandLine()->CheckParm( "-multirun" ) != NULL; |
|
|
|
// We're going to hijack the existing session and load a new savegame into it. This will mainly occur when users click on links in Bugzilla that will automatically copy saves and load them |
|
// directly from the web browser. The -hijack command prevents the launcher from objecting that there is already an instance of the game. |
|
if (CommandLine()->CheckParm( "-hijack" )) |
|
{ |
|
HWND hwndEngine = FindWindow( "Valve001", NULL ); |
|
|
|
// Can't find the engine |
|
if ( hwndEngine == NULL ) |
|
{ |
|
::MessageBox( NULL, "The modified entity keyvalues could not be sent to the Source Engine because the engine does not appear to be running.", "Source Engine Not Running", MB_OK | MB_ICONEXCLAMATION ); |
|
} |
|
else |
|
{ |
|
const char *szCommand = BuildCommand(); |
|
|
|
// |
|
// Fill out the data structure to send to the engine. |
|
// |
|
COPYDATASTRUCT copyData; |
|
copyData.cbData = strlen( szCommand ) + 1; |
|
copyData.dwData = 0; |
|
copyData.lpData = ( void * )szCommand; |
|
|
|
if ( !::SendMessage( hwndEngine, WM_COPYDATA, 0, (LPARAM)©Data ) ) |
|
{ |
|
::MessageBox( NULL, "The Source Engine was found running, but did not accept the request to load a savegame. It may be an old version of the engine that does not support this functionality.", "Source Engine Declined Request", MB_OK | MB_ICONEXCLAMATION ); |
|
} |
|
else |
|
{ |
|
retval = 0; |
|
} |
|
|
|
free((void *)szCommand); |
|
} |
|
} |
|
else |
|
{ |
|
if (!multiRun) { |
|
::MessageBox(NULL, "Only one instance of the game can be running at one time.", "Source - Warning", MB_ICONINFORMATION | MB_OK); |
|
} |
|
} |
|
|
|
if (!multiRun) { |
|
return retval; |
|
} |
|
} |
|
} |
|
#elif defined( POSIX ) |
|
else |
|
{ |
|
if ( !GrabSourceMutex() ) |
|
{ |
|
::MessageBox(NULL, "Only one instance of the game can be running at one time.", "Source - Warning", 0 ); |
|
return -1; |
|
} |
|
} |
|
#endif |
|
|
|
#ifdef WIN32 |
|
// Make low priority? |
|
if ( CommandLine()->CheckParm( "-low" ) ) |
|
{ |
|
SetPriorityClass( GetCurrentProcess(), IDLE_PRIORITY_CLASS ); |
|
} |
|
else if ( CommandLine()->CheckParm( "-high" ) ) |
|
{ |
|
SetPriorityClass( GetCurrentProcess(), HIGH_PRIORITY_CLASS ); |
|
} |
|
#endif |
|
|
|
// If game is not run from Steam then add -insecure in order to avoid client timeout message |
|
if ( NULL == CommandLine()->CheckParm( "-steam" ) ) |
|
{ |
|
CommandLine()->AppendParm( "-insecure", NULL ); |
|
} |
|
|
|
// Figure out the directory the executable is running from |
|
// and make that be the current working directory |
|
_chdir( GetBaseDirectory() ); |
|
|
|
g_LeakDump.m_bCheckLeaks = CommandLine()->CheckParm( "-leakcheck" ) ? true : false; |
|
|
|
bool bRestart = true; |
|
while ( bRestart ) |
|
{ |
|
bRestart = false; |
|
|
|
CSourceAppSystemGroup sourceSystems; |
|
CSteamApplication steamApplication( &sourceSystems ); |
|
int nRetval = steamApplication.Run(); |
|
if ( steamApplication.GetErrorStage() == CSourceAppSystemGroup::INITIALIZATION ) |
|
{ |
|
bRestart = (nRetval == INIT_RESTART); |
|
} |
|
else if ( nRetval == RUN_RESTART ) |
|
{ |
|
bRestart = true; |
|
} |
|
|
|
bool bReslistCycle = false; |
|
if ( !bRestart ) |
|
{ |
|
bReslistCycle = reslistgenerator->ShouldContinue(); |
|
bRestart = bReslistCycle; |
|
} |
|
|
|
if ( !bReslistCycle ) |
|
{ |
|
// Remove any overrides in case settings changed |
|
CommandLine()->RemoveParm( "-w" ); |
|
CommandLine()->RemoveParm( "-h" ); |
|
CommandLine()->RemoveParm( "-width" ); |
|
CommandLine()->RemoveParm( "-height" ); |
|
CommandLine()->RemoveParm( "-sw" ); |
|
CommandLine()->RemoveParm( "-startwindowed" ); |
|
CommandLine()->RemoveParm( "-windowed" ); |
|
CommandLine()->RemoveParm( "-window" ); |
|
CommandLine()->RemoveParm( "-full" ); |
|
CommandLine()->RemoveParm( "-fullscreen" ); |
|
CommandLine()->RemoveParm( "-dxlevel" ); |
|
CommandLine()->RemoveParm( "-autoconfig" ); |
|
CommandLine()->RemoveParm( "+mat_hdr_level" ); |
|
} |
|
} |
|
|
|
#ifdef WIN32 |
|
if ( IsPC() ) |
|
{ |
|
// shutdown winsock |
|
int nError = ::WSACleanup(); |
|
if ( nError ) |
|
{ |
|
Msg( "Warning! Failed to complete WSACleanup = 0x%x.\n", nError ); |
|
} |
|
} |
|
#endif |
|
|
|
// Allow other source apps to run |
|
ReleaseSourceMutex(); |
|
|
|
#if defined( WIN32 ) && !defined( _X360 ) |
|
|
|
// Now that the mutex has been released, check HKEY_CURRENT_USER\Software\Valve\Source\Relaunch URL. If there is a URL here, exec it. |
|
// This supports the capability of immediately re-launching the the game via Steam in a different audio language |
|
HKEY hKey; |
|
if ( RegOpenKeyEx( HKEY_CURRENT_USER, "Software\\Valve\\Source", NULL, KEY_ALL_ACCESS, &hKey) == ERROR_SUCCESS ) |
|
{ |
|
char szValue[MAX_PATH]; |
|
DWORD dwValueLen = MAX_PATH; |
|
|
|
if ( RegQueryValueEx( hKey, "Relaunch URL", NULL, NULL, (unsigned char*)szValue, &dwValueLen ) == ERROR_SUCCESS ) |
|
{ |
|
ShellExecute (0, "open", szValue, 0, 0, SW_SHOW); |
|
RegDeleteValue( hKey, "Relaunch URL" ); |
|
} |
|
|
|
RegCloseKey(hKey); |
|
} |
|
|
|
#elif defined( OSX ) || defined( LINUX ) |
|
struct stat st; |
|
if ( stat( RELAUNCH_FILE, &st ) == 0 ) |
|
{ |
|
FILE *fp = fopen( RELAUNCH_FILE, "r" ); |
|
if ( fp ) |
|
{ |
|
char szCmd[256]; |
|
int nChars = fread( szCmd, 1, sizeof(szCmd), fp ); |
|
if ( nChars > 0 ) |
|
{ |
|
if ( nChars > (sizeof(szCmd)-1) ) |
|
{ |
|
nChars = (sizeof(szCmd)-1); |
|
} |
|
szCmd[nChars] = 0; |
|
char szOpenLine[ MAX_PATH ]; |
|
#if defined( LINUX ) |
|
Q_snprintf( szOpenLine, sizeof(szOpenLine), "xdg-open \"%s\"", szCmd ); |
|
#else |
|
Q_snprintf( szOpenLine, sizeof(szOpenLine), "open \"%s\"", szCmd ); |
|
#endif |
|
system( szOpenLine ); |
|
} |
|
fclose( fp ); |
|
unlink( RELAUNCH_FILE ); |
|
} |
|
} |
|
#elif defined( _X360 ) |
|
#else |
|
#error |
|
#endif |
|
|
|
return 0; |
|
}
|
|
|