//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // Defines the entry point for the application. // //===========================================================================// #if defined( _WIN32 ) && !defined( _X360 ) #include #include "shlwapi.h" // registry stuff #include #elif defined ( LINUX ) || defined( OSX ) #define O_EXLOCK 0 #include #include #include #include #elif defined ( _X360 ) #else #error #endif #include "appframework/ilaunchermgr.h" #include #include "tier0/icommandline.h" #include "engine_launcher_api.h" #include "tier0/vcrmode.h" #include "ifilesystem.h" #include "tier1/interface.h" #include "tier0/dbg.h" #include "iregistry.h" #include "appframework/IAppSystem.h" #include "appframework/AppFramework.h" #include #include #include "tier0/platform.h" #include "tier0/memalloc.h" #include "filesystem.h" #include "tier1/utlrbtree.h" #include "materialsystem/imaterialsystem.h" #include "istudiorender.h" #include "vgui/IVGui.h" #include "IHammer.h" #include "datacache/idatacache.h" #include "datacache/imdlcache.h" #include "vphysics_interface.h" #include "filesystem_init.h" #include "vstdlib/iprocessutils.h" #include "video/ivideoservices.h" #include "tier1/tier1.h" #include "tier2/tier2.h" #include "tier3/tier3.h" #include "p4lib/ip4.h" #include "inputsystem/iinputsystem.h" #include "filesystem/IQueuedLoader.h" #include "reslistgenerator.h" #include "tier1/fmtstr.h" #include "sourcevr/isourcevirtualreality.h" #define VERSION_SAFE_STEAM_API_INTERFACES #include "steam/steam_api.h" #if defined( _X360 ) #include "xbox/xbox_win32stubs.h" #include "xbox/xbox_console.h" #include "xbox/xbox_launch.h" #endif #if defined( USE_SDL ) #include "SDL.h" #if !defined( _WIN32 ) #define MB_OK 0x00000001 #define MB_SYSTEMMODAL 0x00000002 #define MB_ICONERROR 0x00000004 int MessageBox( HWND hWnd, const char *message, const char *header, unsigned uType ); #endif // _WIN32 #endif // USE_SDL #if defined( POSIX ) #define RELAUNCH_FILE "/tmp/hl2_relaunch" #endif // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #define DEFAULT_HL2_GAMEDIR "hl2" #if defined( USE_SDL ) extern void* CreateSDLMgr(); #endif //----------------------------------------------------------------------------- // Modules... //----------------------------------------------------------------------------- static IEngineAPI *g_pEngineAPI; static IHammer *g_pHammer; bool g_bTextMode = false; static char g_szBasedir[MAX_PATH]; static char g_szGamedir[MAX_PATH]; // copied from sys.h struct FileAssociationInfo { char const *extension; char const *command_to_issue; }; static FileAssociationInfo g_FileAssociations[] = { { ".dem", "playdemo" }, { ".sav", "load" }, { ".bsp", "map" }, }; #ifdef _WIN32 #pragma warning(disable:4073) #pragma init_seg(lib) #endif class CLeakDump { public: CLeakDump() : m_bCheckLeaks( false ) { } ~CLeakDump() { if ( m_bCheckLeaks ) { MemAlloc_DumpStats(); } } bool m_bCheckLeaks; } g_LeakDump; //----------------------------------------------------------------------------- // Spew function! //----------------------------------------------------------------------------- SpewRetval_t LauncherDefaultSpewFunc( SpewType_t spewType, char const *pMsg ) { #ifndef _CERT #ifdef WIN32 OutputDebugStringA( pMsg ); #else fprintf( stderr, "%s", pMsg ); #endif switch( spewType ) { case SPEW_MESSAGE: case SPEW_LOG: return SPEW_CONTINUE; case SPEW_WARNING: if ( !stricmp( GetSpewOutputGroup(), "init" ) ) { #if defined( WIN32 ) || defined( USE_SDL ) ::MessageBox( NULL, pMsg, "Warning!", MB_OK | MB_SYSTEMMODAL | MB_ICONERROR ); #endif } return SPEW_CONTINUE; case SPEW_ASSERT: if ( !ShouldUseNewAssertDialog() ) { #if defined( WIN32 ) || defined( USE_SDL ) ::MessageBox( NULL, pMsg, "Assert!", MB_OK | MB_SYSTEMMODAL | MB_ICONERROR ); #endif } return SPEW_DEBUGGER; case SPEW_ERROR: default: #if defined( WIN32 ) || defined( USE_SDL ) ::MessageBox( NULL, pMsg, "Error!", MB_OK | MB_SYSTEMMODAL | MB_ICONERROR ); #endif _exit( 1 ); } #else if ( spewType != SPEW_ERROR) return SPEW_CONTINUE; _exit( 1 ); #endif } //----------------------------------------------------------------------------- // Implementation of VCRHelpers. //----------------------------------------------------------------------------- class CVCRHelpers : public IVCRHelpers { public: virtual void ErrorMessage( const char *pMsg ) { #if defined( WIN32 ) || defined( LINUX ) NOVCR( ::MessageBox( NULL, pMsg, "VCR Error", MB_OK ) ); #endif } virtual void* GetMainWindow() { return NULL; } }; static CVCRHelpers g_VCRHelpers; //----------------------------------------------------------------------------- // Purpose: Return the game directory // Output : char //----------------------------------------------------------------------------- char *GetGameDirectory( void ) { return g_szGamedir; } void SetGameDirectory( const char *game ) { Q_strncpy( g_szGamedir, game, sizeof(g_szGamedir) ); } //----------------------------------------------------------------------------- // Gets the executable name //----------------------------------------------------------------------------- bool GetExecutableName( char *out, int outSize ) { #ifdef WIN32 if ( !::GetModuleFileName( ( HINSTANCE )GetModuleHandle( NULL ), out, outSize ) ) { return false; } return true; #else return false; #endif } //----------------------------------------------------------------------------- // Purpose: Return the base directory // Output : char //----------------------------------------------------------------------------- char *GetBaseDirectory( void ) { return g_szBasedir; } //----------------------------------------------------------------------------- // Purpose: Determine the directory where this .exe is running from //----------------------------------------------------------------------------- void UTIL_ComputeBaseDir() { g_szBasedir[0] = 0; if ( IsX360() ) { char const *pBaseDir = CommandLine()->ParmValue( "-basedir" ); if ( pBaseDir ) { strcpy( g_szBasedir, pBaseDir ); } } if ( !g_szBasedir[0] && GetExecutableName( g_szBasedir, sizeof( g_szBasedir ) ) ) { char *pBuffer = strrchr( g_szBasedir, '\\' ); if ( *pBuffer ) { *(pBuffer+1) = '\0'; } int j = strlen( g_szBasedir ); if (j > 0) { if ( ( g_szBasedir[j-1] == '\\' ) || ( g_szBasedir[j-1] == '/' ) ) { g_szBasedir[j-1] = 0; } } } if ( IsPC() ) { char const *pOverrideDir = CommandLine()->CheckParm( "-basedir" ); if ( pOverrideDir ) { strcpy( g_szBasedir, pOverrideDir ); } } #ifdef WIN32 Q_strlower( g_szBasedir ); #endif Q_FixSlashes( g_szBasedir ); } #ifdef WIN32 BOOL WINAPI MyHandlerRoutine( DWORD dwCtrlType ) { #if !defined( _X360 ) TerminateProcess( GetCurrentProcess(), 2 ); #endif return TRUE; } #endif void InitTextMode() { #ifdef WIN32 #if !defined( _X360 ) AllocConsole(); SetConsoleCtrlHandler( MyHandlerRoutine, TRUE ); freopen( "CONIN$", "rb", stdin ); // reopen stdin handle as console window input freopen( "CONOUT$", "wb", stdout ); // reopen stout handle as console window output freopen( "CONOUT$", "wb", stderr ); // reopen stderr handle as console window output #else XBX_Error( "%s %s: Not Supported", __FILE__, __LINE__ ); #endif #endif } void SortResList( char const *pchFileName, char const *pchSearchPath ); #define ALL_RESLIST_FILE "all.lst" #define ENGINE_RESLIST_FILE "engine.lst" // create file to dump out to class CLogAllFiles { public: CLogAllFiles(); void Init(); void Shutdown(); void LogFile( const char *fullPathFileName, const char *options ); private: static void LogAllFilesFunc( const char *fullPathFileName, const char *options ); void LogToAllReslist( char const *line ); bool m_bActive; char m_szCurrentDir[_MAX_PATH]; // persistent across restarts CUtlRBTree< CUtlString, int > m_Logged; CUtlString m_sResListDir; CUtlString m_sFullGamePath; }; static CLogAllFiles g_LogFiles; static bool AllLogLessFunc( CUtlString const &pLHS, CUtlString const &pRHS ) { return CaselessStringLessThan( pLHS.Get(), pRHS.Get() ); } CLogAllFiles::CLogAllFiles() : m_bActive( false ), m_Logged( 0, 0, AllLogLessFunc ) { MEM_ALLOC_CREDIT(); m_sResListDir = "reslists"; } void CLogAllFiles::Init() { if ( IsX360() ) { return; } // Can't do this in edit mode if ( CommandLine()->CheckParm( "-edit" ) ) { return; } if ( !CommandLine()->CheckParm( "-makereslists" ) ) { return; } m_bActive = true; char const *pszDir = NULL; if ( CommandLine()->CheckParm( "-reslistdir", &pszDir ) && pszDir ) { char szDir[ MAX_PATH ]; Q_strncpy( szDir, pszDir, sizeof( szDir ) ); Q_StripTrailingSlash( szDir ); #ifdef WIN32 Q_strlower( szDir ); #endif Q_FixSlashes( szDir ); if ( Q_strlen( szDir ) > 0 ) { m_sResListDir = szDir; } } // game directory has not been established yet, must derive ourselves char path[MAX_PATH]; Q_snprintf( path, sizeof(path), "%s/%s", GetBaseDirectory(), CommandLine()->ParmValue( "-game", "hl2" ) ); Q_FixSlashes( path ); #ifdef WIN32 Q_strlower( path ); #endif m_sFullGamePath = path; // create file to dump out to char szDir[ MAX_PATH ]; V_snprintf( szDir, sizeof( szDir ), "%s\\%s", m_sFullGamePath.String(), m_sResListDir.String() ); g_pFullFileSystem->CreateDirHierarchy( szDir, "GAME" ); g_pFullFileSystem->AddLoggingFunc( &LogAllFilesFunc ); if ( !CommandLine()->FindParm( "-startmap" ) && !CommandLine()->FindParm( "-startstage" ) ) { m_Logged.RemoveAll(); g_pFullFileSystem->RemoveFile( CFmtStr( "%s\\%s\\%s", m_sFullGamePath.String(), m_sResListDir.String(), ALL_RESLIST_FILE ), "GAME" ); } #ifdef WIN32 ::GetCurrentDirectory( sizeof(m_szCurrentDir), m_szCurrentDir ); Q_strncat( m_szCurrentDir, "\\", sizeof(m_szCurrentDir), 1 ); _strlwr( m_szCurrentDir ); #else getcwd( m_szCurrentDir, sizeof(m_szCurrentDir) ); Q_strncat( m_szCurrentDir, "/", sizeof(m_szCurrentDir), 1 ); #endif } void CLogAllFiles::Shutdown() { if ( !m_bActive ) return; m_bActive = false; if ( CommandLine()->CheckParm( "-makereslists" ) ) { g_pFullFileSystem->RemoveLoggingFunc( &LogAllFilesFunc ); } // Now load and sort all.lst SortResList( CFmtStr( "%s\\%s\\%s", m_sFullGamePath.String(), m_sResListDir.String(), ALL_RESLIST_FILE ), "GAME" ); // Now load and sort engine.lst SortResList( CFmtStr( "%s\\%s\\%s", m_sFullGamePath.String(), m_sResListDir.String(), ENGINE_RESLIST_FILE ), "GAME" ); m_Logged.Purge(); } void CLogAllFiles::LogToAllReslist( char const *line ) { // Open for append, write data, close. FileHandle_t fh = g_pFullFileSystem->Open( CFmtStr( "%s\\%s\\%s", m_sFullGamePath.String(), m_sResListDir.String(), ALL_RESLIST_FILE ), "at", "GAME" ); if ( fh != FILESYSTEM_INVALID_HANDLE ) { g_pFullFileSystem->Write("\"", 1, fh); g_pFullFileSystem->Write( line, Q_strlen(line), fh ); g_pFullFileSystem->Write("\"\n", 2, fh); g_pFullFileSystem->Close( fh ); } } void CLogAllFiles::LogFile(const char *fullPathFileName, const char *options) { if ( !m_bActive ) { Assert( 0 ); return; } // write out to log file Assert( fullPathFileName[1] == ':' ); int idx = m_Logged.Find( fullPathFileName ); if ( idx != m_Logged.InvalidIndex() ) { return; } m_Logged.Insert( fullPathFileName ); // make it relative to our root directory const char *relative = Q_stristr( fullPathFileName, GetBaseDirectory() ); if ( relative ) { relative += ( Q_strlen( GetBaseDirectory() ) + 1 ); char rel[ MAX_PATH ]; Q_strncpy( rel, relative, sizeof( rel ) ); #ifdef WIN32 Q_strlower( rel ); #endif Q_FixSlashes( rel ); LogToAllReslist( rel ); } } //----------------------------------------------------------------------------- // Purpose: callback function from filesystem //----------------------------------------------------------------------------- void CLogAllFiles::LogAllFilesFunc(const char *fullPathFileName, const char *options) { g_LogFiles.LogFile( fullPathFileName, options ); } //----------------------------------------------------------------------------- // Purpose: This is a bit of a hack because it appears // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- static bool IsWin98OrOlder() { bool retval = false; #if defined( WIN32 ) && !defined( _X360 ) OSVERSIONINFOEX osvi; ZeroMemory(&osvi, sizeof(OSVERSIONINFOEX)); osvi.dwOSVersionInfoSize = sizeof(OSVERSIONINFOEX); BOOL bOsVersionInfoEx = GetVersionEx ((OSVERSIONINFO *) &osvi); if( !bOsVersionInfoEx ) { // If OSVERSIONINFOEX doesn't work, try OSVERSIONINFO. osvi.dwOSVersionInfoSize = sizeof (OSVERSIONINFO); if ( !GetVersionEx ( (OSVERSIONINFO *) &osvi) ) { Error( "IsWin98OrOlder: Unable to get OS version information" ); } } switch (osvi.dwPlatformId) { case VER_PLATFORM_WIN32_NT: // NT, XP, Win2K, etc. all OK for SSE break; case VER_PLATFORM_WIN32_WINDOWS: // Win95, 98, Me can't do SSE retval = true; break; case VER_PLATFORM_WIN32s: // Can't really run this way I don't think... retval = true; break; default: break; } #endif return retval; } //----------------------------------------------------------------------------- // Purpose: Figure out if Steam is running, then load the GameOverlayRenderer.dll //----------------------------------------------------------------------------- void TryToLoadSteamOverlayDLL() { #if defined( WIN32 ) && !defined( _X360 ) // First, check if the module is already loaded, perhaps because we were run from Steam directly HMODULE hMod = GetModuleHandle( "GameOverlayRenderer" DLL_EXT_STRING ); if ( hMod ) { return; } if ( 0 == GetEnvironmentVariableA( "SteamGameId", NULL, 0 ) ) { // Initializing the Steam client API has the side effect of setting up the AppId // which is immediately queried in GameOverlayRenderer.dll's DllMain entry point if( SteamAPI_InitSafe() ) { const char *pchSteamInstallPath = SteamAPI_GetSteamInstallPath(); if ( pchSteamInstallPath ) { char rgchSteamPath[MAX_PATH]; V_ComposeFileName( pchSteamInstallPath, "GameOverlayRenderer" DLL_EXT_STRING, rgchSteamPath, Q_ARRAYSIZE(rgchSteamPath) ); // This could fail, but we can't fix it if it does so just ignore failures LoadLibrary( rgchSteamPath ); } SteamAPI_Shutdown(); } } #endif } //----------------------------------------------------------------------------- // 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(); virtual void PostShutdown(); virtual void Destroy(); private: const char *DetermineDefaultMod(); const char *DetermineDefaultGame(); bool m_bEditMode; }; //----------------------------------------------------------------------------- // 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_.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; }