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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "quakedef.h"
#include <sys/types.h>
#include <sys/timeb.h>
#ifdef SERVERONLY
#include <winsock.h>
#include <conio.h>
#ifdef MULTITHREAD
#include <process.h>
#endif
#ifndef MINIMAL
//#define USESERVICE
#endif
#define SERVICENAME DISTRIBUTION"SV"
static HANDLE hconsoleout;
qboolean WinNT; //if true, use utf-16 file paths. if false, hope that paths are in ascii.
#if defined(_DEBUG) || defined(DEBUG)
#define CATCHCRASH
#endif
#ifdef CATCHCRASH
#include "dbghelp.h"
typedef BOOL (WINAPI *MINIDUMPWRITEDUMP) (
HANDLE hProcess,
DWORD ProcessId,
HANDLE hFile,
MINIDUMP_TYPE DumpType,
PMINIDUMP_EXCEPTION_INFORMATION ExceptionParam,
PMINIDUMP_USER_STREAM_INFORMATION UserStreamParam,
PMINIDUMP_CALLBACK_INFORMATION CallbackParam
);
DWORD CrashExceptionHandler (DWORD exceptionCode, LPEXCEPTION_POINTERS exceptionInfo)
{
char dumpPath[1024];
HANDLE hProc = GetCurrentProcess();
DWORD procid = GetCurrentProcessId();
HANDLE dumpfile;
HMODULE hDbgHelp;
MINIDUMPWRITEDUMP fnMiniDumpWriteDump;
HMODULE hKernel;
BOOL (WINAPI *pIsDebuggerPresent)(void);
DWORD (WINAPI *pSymSetOptions)(DWORD SymOptions);
BOOL (WINAPI *pSymInitialize)(HANDLE hProcess, PSTR UserSearchPath, BOOL fInvadeProcess);
BOOL (WINAPI *pSymFromAddr)(HANDLE hProcess, DWORD64 Address, PDWORD64 Displacement, PSYMBOL_INFO Symbol);
#ifdef _WIN64
#define DBGHELP_POSTFIX "64"
BOOL (WINAPI *pStackWalkX)(DWORD MachineType, HANDLE hProcess, HANDLE hThread, LPSTACKFRAME64 StackFrame, PVOID ContextRecord, PREAD_PROCESS_MEMORY_ROUTINE64 ReadMemoryRoutine, PFUNCTION_TABLE_ACCESS_ROUTINE64 FunctionTableAccessRoutine, PGET_MODULE_BASE_ROUTINE64 GetModuleBaseRoutine, PTRANSLATE_ADDRESS_ROUTINE64 TranslateAddress);
PVOID (WINAPI *pSymFunctionTableAccessX)(HANDLE hProcess, DWORD64 AddrBase);
DWORD64 (WINAPI *pSymGetModuleBaseX)(HANDLE hProcess, DWORD64 qwAddr);
BOOL (WINAPI *pSymGetLineFromAddrX)(HANDLE hProcess, DWORD64 qwAddr, PDWORD pdwDisplacement, PIMAGEHLP_LINE64 Line64);
BOOL (WINAPI *pSymGetModuleInfoX)(HANDLE hProcess, DWORD64 qwAddr, PIMAGEHLP_MODULE64 ModuleInfo);
#define STACKFRAMEX STACKFRAME64
#define IMAGEHLP_LINEX IMAGEHLP_LINE64
#define IMAGEHLP_MODULEX IMAGEHLP_MODULE64
#else
#define DBGHELP_POSTFIX ""
BOOL (WINAPI *pStackWalkX)(DWORD MachineType, HANDLE hProcess, HANDLE hThread, LPSTACKFRAME StackFrame, PVOID ContextRecord, PREAD_PROCESS_MEMORY_ROUTINE ReadMemoryRoutine, PFUNCTION_TABLE_ACCESS_ROUTINE FunctionTableAccessRoutine, PGET_MODULE_BASE_ROUTINE GetModuleBaseRoutine, PTRANSLATE_ADDRESS_ROUTINE TranslateAddress);
PVOID (WINAPI *pSymFunctionTableAccessX)(HANDLE hProcess, DWORD AddrBase);
DWORD (WINAPI *pSymGetModuleBaseX)(HANDLE hProcess, DWORD dwAddr);
BOOL (WINAPI *pSymGetLineFromAddrX)(HANDLE hProcess, DWORD dwAddr, PDWORD pdwDisplacement, PIMAGEHLP_LINE Line);
BOOL (WINAPI *pSymGetModuleInfoX)(HANDLE hProcess, DWORD dwAddr, PIMAGEHLP_MODULE ModuleInfo);
#define STACKFRAMEX STACKFRAME
#define IMAGEHLP_LINEX IMAGEHLP_LINE
#define IMAGEHLP_MODULEX IMAGEHLP_MODULE
#endif
dllfunction_t debughelpfuncs[] =
{
{(void*)&pSymFromAddr, "SymFromAddr"},
{(void*)&pSymSetOptions, "SymSetOptions"},
{(void*)&pSymInitialize, "SymInitialize"},
{(void*)&pStackWalkX, "StackWalk"DBGHELP_POSTFIX},
{(void*)&pSymFunctionTableAccessX, "SymFunctionTableAccess"DBGHELP_POSTFIX},
{(void*)&pSymGetModuleBaseX, "SymGetModuleBase"DBGHELP_POSTFIX},
{(void*)&pSymGetLineFromAddrX, "SymGetLineFromAddr"DBGHELP_POSTFIX},
{(void*)&pSymGetModuleInfoX, "SymGetModuleInfo"DBGHELP_POSTFIX},
{NULL, NULL}
};
switch(exceptionCode)
{
case EXCEPTION_ACCESS_VIOLATION:
case EXCEPTION_DATATYPE_MISALIGNMENT:
case EXCEPTION_BREAKPOINT:
case EXCEPTION_SINGLE_STEP:
case EXCEPTION_ARRAY_BOUNDS_EXCEEDED:
case EXCEPTION_FLT_DENORMAL_OPERAND:
case EXCEPTION_FLT_DIVIDE_BY_ZERO:
case EXCEPTION_FLT_INEXACT_RESULT:
case EXCEPTION_FLT_INVALID_OPERATION:
case EXCEPTION_FLT_OVERFLOW:
case EXCEPTION_FLT_STACK_CHECK:
case EXCEPTION_FLT_UNDERFLOW:
case EXCEPTION_INT_DIVIDE_BY_ZERO:
case EXCEPTION_INT_OVERFLOW:
case EXCEPTION_PRIV_INSTRUCTION:
case EXCEPTION_IN_PAGE_ERROR:
case EXCEPTION_ILLEGAL_INSTRUCTION:
case EXCEPTION_NONCONTINUABLE_EXCEPTION:
case EXCEPTION_STACK_OVERFLOW:
case EXCEPTION_INVALID_DISPOSITION:
case EXCEPTION_GUARD_PAGE:
case EXCEPTION_INVALID_HANDLE:
// case EXCEPTION_POSSIBLE_DEADLOCK:
break;
default:
//because windows is a steaming pile of shite, we have to ignore any software-generated exceptions, because most of them are not in fact fatal, *EVEN IF THEY CLAIM TO BE NON-CONTINUABLE*
return exceptionCode;
}
hKernel = LoadLibrary ("kernel32");
pIsDebuggerPresent = (void*)GetProcAddress(hKernel, "IsDebuggerPresent");
if (pIsDebuggerPresent && pIsDebuggerPresent())
return EXCEPTION_CONTINUE_SEARCH;
#ifdef GLQUAKE
GLVID_Crashed();
#endif
#if 1//ndef _MSC_VER
{
if (Sys_LoadLibrary("DBGHELP", debughelpfuncs))
{
STACKFRAMEX stack;
CONTEXT *pcontext = exceptionInfo->ContextRecord;
IMAGEHLP_LINEX line;
IMAGEHLP_MODULEX module;
struct
{
SYMBOL_INFO sym;
char name[1024];
} sym;
int frameno;
char stacklog[8192];
int logpos, logstart;
char *logline;
stacklog[logpos=0] = 0;
pSymInitialize(hProc, NULL, TRUE);
pSymSetOptions(SYMOPT_LOAD_LINES);
memset(&stack, 0, sizeof(stack));
#ifdef _WIN64
#define IMAGE_FILE_MACHINE_THIS IMAGE_FILE_MACHINE_AMD64
stack.AddrPC.Mode = AddrModeFlat;
stack.AddrPC.Offset = pcontext->Rip;
stack.AddrFrame.Mode = AddrModeFlat;
stack.AddrFrame.Offset = pcontext->Rbp;
stack.AddrStack.Mode = AddrModeFlat;
stack.AddrStack.Offset = pcontext->Rsp;
#else
#define IMAGE_FILE_MACHINE_THIS IMAGE_FILE_MACHINE_I386
stack.AddrPC.Mode = AddrModeFlat;
stack.AddrPC.Offset = pcontext->Eip;
stack.AddrFrame.Mode = AddrModeFlat;
stack.AddrFrame.Offset = pcontext->Ebp;
stack.AddrStack.Mode = AddrModeFlat;
stack.AddrStack.Offset = pcontext->Esp;
#endif
Q_strncpyz(stacklog+logpos, FULLENGINENAME " or dependancy has crashed. The following stack dump been copied to your windows clipboard.\n"
#ifdef _MSC_VER
"Would you like to generate a core dump too?\n"
#endif
"\n", sizeof(stacklog)-logpos);
logstart = logpos += strlen(stacklog+logpos);
//so I know which one it is
#if defined(DEBUG) || defined(_DEBUG)
#define BUILDDEBUGREL "Debug"
#else
#define BUILDDEBUGREL "Optimised"
#endif
#ifdef MINIMAL
#define BUILDMINIMAL "Min"
#else
#define BUILDMINIMAL ""
#endif
#if defined(GLQUAKE) && !defined(D3DQUAKE)
#define BUILDTYPE "GL"
#elif !defined(GLQUAKE) && defined(D3DQUAKE)
#define BUILDTYPE "D3D"
#else
#define BUILDTYPE "Merged"
#endif
Q_snprintfz(stacklog+logpos, sizeof(stacklog)-logpos, "Build: %s %s %s: %s\r\n", BUILDDEBUGREL, PLATFORM, BUILDMINIMAL BUILDTYPE, version_string());
logpos += strlen(stacklog+logpos);
for(frameno = 0; ; frameno++)
{
DWORD64 symdisp;
DWORD linedisp;
DWORD_PTR symaddr;
if (!pStackWalkX(IMAGE_FILE_MACHINE_THIS, hProc, GetCurrentThread(), &stack, pcontext, NULL, pSymFunctionTableAccessX, pSymGetModuleBaseX, NULL))
break;
memset(&module, 0, sizeof(module));
module.SizeOfStruct = sizeof(module);
pSymGetModuleInfoX(hProc, stack.AddrPC.Offset, &module);
memset(&line, 0, sizeof(line));
line.SizeOfStruct = sizeof(line);
symdisp = 0;
memset(&sym, 0, sizeof(sym));
sym.sym.MaxNameLen = sizeof(sym.name);
symaddr = stack.AddrPC.Offset;
sym.sym.SizeOfStruct = sizeof(sym.sym);
if (pSymFromAddr(hProc, symaddr, &symdisp, &sym.sym))
{
if (pSymGetLineFromAddrX(hProc, stack.AddrPC.Offset, &linedisp, &line))
logline = va("%-20s - %s:%i (%s)\r\n", sym.sym.Name, line.FileName, (int)line.LineNumber, module.LoadedImageName);
else
logline = va("%-20s+%#x (%s)\r\n", sym.sym.Name, (unsigned int)symdisp, module.LoadedImageName);
}
else
logline = va("0x%p (%s)\r\n", (void*)(DWORD_PTR)stack.AddrPC.Offset, module.LoadedImageName);
Q_strncpyz(stacklog+logpos, logline, sizeof(stacklog)-logpos);
logpos += strlen(stacklog+logpos);
if (logpos+1 >= sizeof(stacklog))
break;
}
Sys_Printf("%s", stacklog+logstart);
return EXCEPTION_EXECUTE_HANDLER;
}
else
{
Sys_Printf("We crashed.\nUnable to load dbghelp library. Stack info is not available\n");
return EXCEPTION_EXECUTE_HANDLER;
}
}
#endif
hDbgHelp = LoadLibrary ("DBGHELP");
if (hDbgHelp)
fnMiniDumpWriteDump = (MINIDUMPWRITEDUMP)GetProcAddress (hDbgHelp, "MiniDumpWriteDump");
else
fnMiniDumpWriteDump = NULL;
if (fnMiniDumpWriteDump)
{
if (MessageBox(NULL, "KABOOM! We crashed!\nBlame the monkey in the corner.\nI hope you saved your work.\nWould you like to take a dump now?", DISTRIBUTION " Sucks", MB_ICONSTOP|MB_YESNO) != IDYES)
{
if (pIsDebuggerPresent ())
{
//its possible someone attached a debugger while we were showing that message
return EXCEPTION_CONTINUE_SEARCH;
}
return EXCEPTION_EXECUTE_HANDLER;
}
/*take a dump*/
GetTempPath (sizeof(dumpPath)-16, dumpPath);
Q_strncatz(dumpPath, DISTRIBUTION"CrashDump.dmp", sizeof(dumpPath));
dumpfile = CreateFile (dumpPath, GENERIC_WRITE, 0, NULL, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, NULL);
if (dumpfile)
{
MINIDUMP_EXCEPTION_INFORMATION crashinfo;
crashinfo.ClientPointers = TRUE;
crashinfo.ExceptionPointers = exceptionInfo;
crashinfo.ThreadId = GetCurrentThreadId ();
if (fnMiniDumpWriteDump(hProc, procid, dumpfile, MiniDumpWithIndirectlyReferencedMemory|MiniDumpWithDataSegs, &crashinfo, NULL, NULL))
{
CloseHandle(dumpfile);
MessageBox(NULL, va("You can find the crashdump at\n%s\nPlease send this file to someone.\n\nWarning: sensitive information (like your current user name) might be present in the dump.\nYou will probably want to compress it.", dumpPath), DISTRIBUTION " Sucks", 0);
return EXCEPTION_EXECUTE_HANDLER;
}
}
}
else
MessageBox(NULL, "Kaboom! Sorry. No MiniDumpWriteDump function.", FULLENGINENAME " Sucks", 0);
return EXCEPTION_EXECUTE_HANDLER;
}
LONG CALLBACK nonmsvc_CrashExceptionHandler(PEXCEPTION_POINTERS ExceptionInfo)
{
DWORD foo = EXCEPTION_CONTINUE_SEARCH;
foo = CrashExceptionHandler(/*false, */ExceptionInfo->ExceptionRecord->ExceptionCode, ExceptionInfo);
//we have no handler. thus we handle it by exiting.
if (foo == EXCEPTION_EXECUTE_HANDLER)
exit(1);
return foo;
}
#endif
void Sys_CloseLibrary(dllhandle_t *lib)
{
FreeLibrary((HMODULE)lib);
}
dllhandle_t *Sys_LoadLibrary(const char *name, dllfunction_t *funcs)
{
int i;
HMODULE lib;
lib = LoadLibrary(name);
if (!lib)
return NULL;
if (funcs)
{
for (i = 0; funcs[i].name; i++)
{
*funcs[i].funcptr = GetProcAddress(lib, funcs[i].name);
if (!*funcs[i].funcptr)
break;
}
if (funcs[i].name)
{
Sys_CloseLibrary((dllhandle_t*)lib);
lib = NULL;
}
}
return (dllhandle_t*)lib;
}
void *Sys_GetAddressForName(dllhandle_t *module, const char *exportname)
{
if (!module)
return NULL;
return GetProcAddress((HINSTANCE)module, exportname);
}
#ifdef HLSERVER
char *Sys_GetNameForAddress(dllhandle_t *module, void *address)
{
//windows doesn't provide a function to do this, so we have to do it ourselves.
//this isn't the fastest way...
//halflife needs this function.
char *base = (char *)module;
IMAGE_DATA_DIRECTORY *datadir;
IMAGE_EXPORT_DIRECTORY *block;
IMAGE_NT_HEADERS *ntheader;
IMAGE_DOS_HEADER *dosheader = (void*)base;
int i, j;
DWORD *funclist;
DWORD *namelist;
SHORT *ordilist;
if (!dosheader || dosheader->e_magic != IMAGE_DOS_SIGNATURE)
return NULL; //yeah, that wasn't an exe
ntheader = (void*)(base + dosheader->e_lfanew);
if (!dosheader->e_lfanew || ntheader->Signature != IMAGE_NT_SIGNATURE)
return NULL; //urm, wait, a 16bit dos exe?
datadir = &ntheader->OptionalHeader.DataDirectory[IMAGE_DIRECTORY_ENTRY_EXPORT];
block = (IMAGE_EXPORT_DIRECTORY *)(base + datadir->VirtualAddress);
funclist = (DWORD*)(base+block->AddressOfFunctions);
namelist = (DWORD*)(base+block->AddressOfNames);
ordilist = (SHORT*)(base+block->AddressOfNameOrdinals);
for (i = 0; i < block->NumberOfFunctions; i++)
{
if (base+funclist[i] == address)
{
for (j = 0; j < block->NumberOfNames; j++)
{
if (ordilist[j] == i)
{
return base+namelist[i];
}
}
//it has no name. huh?
return NULL;
}
}
return NULL;
}
#endif
#include <fcntl.h>
#include <io.h>
#include <signal.h>
#include <shellapi.h>
#ifdef USESERVICE
qboolean asservice;
SERVICE_STATUS_HANDLE ServerServiceStatusHandle;
SERVICE_STATUS MyServiceStatus;
void CreateSampleService(qboolean create);
#endif
void PR_Deinit(void);
cvar_t sys_nostdout = {"sys_nostdout","0"};
cvar_t sys_colorconsole = {"sys_colorconsole", "1"};
HWND consolewindowhandle;
HWND hiddenwindowhandler;
int Sys_DebugLog(char *file, char *fmt, ...)
{
va_list argptr;
static char data[1024];
int fd;
va_start(argptr, fmt);
vsnprintf(data, sizeof(data)-1, fmt, argptr);
va_end(argptr);
fd = open(file, O_WRONLY | O_CREAT | O_APPEND, 0666);
if (fd)
{
write(fd, data, strlen(data));
close(fd);
return 0;
}
return 1; // error
};
/*
================
Sys_FileTime
================
*/
int Sys_FileTime (char *path)
{
FILE *f;
f = fopen(path, "rb");
if (f)
{
fclose(f);
return 1;
}
return -1;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
wchar_t *widen(wchar_t *out, size_t outlen, const char *utf8);
char *narrowen(char *out, size_t outlen, wchar_t *wide);
/*
================
Sys_mkdir
================
*/
int _mkdir(const char *path);;
void Sys_mkdir (char *path)
{
_mkdir(path);
}
qboolean Sys_remove (char *path)
{
remove(path);
return true;
}
qboolean Sys_Rename (char *oldfname, char *newfname)
{
return !rename(oldfname, newfname);
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
static int Sys_EnumerateFiles2 (const char *match, int matchstart, int neststart, int (QDECL *func)(const char *fname, qofs_t fsize, void *parm, searchpathfuncs_t *spath), void *parm, searchpathfuncs_t *spath)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
qboolean go;
if (!WinNT)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
HANDLE r;
WIN32_FIND_DATAA fd;
int nest = neststart; //neststart refers to just after a /
qboolean wild = false;
while(match[nest] && match[nest] != '/')
{
if (match[nest] == '?' || match[nest] == '*')
wild = true;
nest++;
}
if (match[nest] == '/')
{
char submatch[MAX_OSPATH];
char tmproot[MAX_OSPATH];
char file[MAX_OSPATH];
if (!wild)
return Sys_EnumerateFiles2(match, matchstart, nest+1, func, parm, spath);
if (nest-neststart+1> MAX_OSPATH)
return 1;
memcpy(submatch, match+neststart, nest - neststart);
submatch[nest - neststart] = 0;
nest++;
if (neststart+4 > MAX_OSPATH)
return 1;
memcpy(tmproot, match, neststart);
strcpy(tmproot+neststart, "*.*");
r = FindFirstFile(tmproot, &fd);
strcpy(tmproot+neststart, "");
if (r==(HANDLE)-1)
return 1;
go = true;
do
{
if (*fd.cFileName == '.'); //don't ever find files with a name starting with '.'
else if (fd.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) //is a directory
{
if (wildcmp(submatch, fd.cFileName))
{
int newnest;
if (strlen(tmproot) + strlen(fd.cFileName) + strlen(match+nest) + 2 < MAX_OSPATH)
{
Q_snprintfz(file, sizeof(file), "%s%s/", tmproot, fd.cFileName);
newnest = strlen(file);
strcpy(file+newnest, match+nest);
go = Sys_EnumerateFiles2(file, matchstart, newnest, func, parm, spath);
}
}
}
} while(FindNextFile(r, &fd) && go);
FindClose(r);
}
else
{
const char *submatch = match + neststart;
char tmproot[MAX_OSPATH];
char file[MAX_OSPATH];
if (neststart+4 > MAX_OSPATH)
return 1;
memcpy(tmproot, match, neststart);
strcpy(tmproot+neststart, "*.*");
r = FindFirstFile(tmproot, &fd);
strcpy(tmproot+neststart, "");
if (r==(HANDLE)-1)
return 1;
go = true;
do
{
if (*fd.cFileName == '.')
; //don't ever find files with a name starting with '.' (includes .. and . directories, and unix hidden files)
else if (fd.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) //is a directory
{
if (wildcmp(submatch, fd.cFileName))
{
if (strlen(tmproot+matchstart) + strlen(fd.cFileName) + 2 < MAX_OSPATH)
{
Q_snprintfz(file, sizeof(file), "%s%s/", tmproot+matchstart, fd.cFileName);
go = func(file, qofs_Make(fd.nFileSizeLow, fd.nFileSizeHigh), parm, spath);
}
}
}
else
{
if (wildcmp(submatch, fd.cFileName))
{
if (strlen(tmproot+matchstart) + strlen(fd.cFileName) + 1 < MAX_OSPATH)
{
Q_snprintfz(file, sizeof(file), "%s%s", tmproot+matchstart, fd.cFileName);
go = func(file, qofs_Make(fd.nFileSizeLow, fd.nFileSizeHigh), parm, spath);
}
}
}
} while(FindNextFile(r, &fd) && go);
FindClose(r);
}
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
else
{
HANDLE r;
WIN32_FIND_DATAW fd;
int nest = neststart; //neststart refers to just after a /
qboolean wild = false;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
while(match[nest] && match[nest] != '/')
{
if (match[nest] == '?' || match[nest] == '*')
wild = true;
nest++;
}
if (match[nest] == '/')
{
char submatch[MAX_OSPATH];
char tmproot[MAX_OSPATH];
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (!wild)
return Sys_EnumerateFiles2(match, matchstart, nest+1, func, parm, spath);
if (nest-neststart+1> MAX_OSPATH)
return 1;
memcpy(submatch, match+neststart, nest - neststart);
submatch[nest - neststart] = 0;
nest++;
if (neststart+4 > MAX_OSPATH)
return 1;
memcpy(tmproot, match, neststart);
strcpy(tmproot+neststart, "*.*");
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
wchar_t wroot[MAX_OSPATH];
r = FindFirstFileW(widen(wroot, sizeof(wroot), tmproot), &fd);
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
strcpy(tmproot+neststart, "");
if (r==(HANDLE)-1)
return 1;
go = true;
do
{
char utf8[MAX_OSPATH];
char file[MAX_OSPATH];
narrowen(utf8, sizeof(utf8), fd.cFileName);
if (*utf8 == '.'); //don't ever find files with a name starting with '.'
else if (fd.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) //is a directory
{
if (wildcmp(submatch, utf8))
{
int newnest;
if (strlen(tmproot) + strlen(utf8) + strlen(match+nest) + 2 < MAX_OSPATH)
{
Q_snprintfz(file, sizeof(file), "%s%s/", tmproot, utf8);
newnest = strlen(file);
strcpy(file+newnest, match+nest);
go = Sys_EnumerateFiles2(file, matchstart, newnest, func, parm, spath);
}
}
}
} while(FindNextFileW(r, &fd) && go);
FindClose(r);
}
else
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
const char *submatch = match + neststart;
char tmproot[MAX_OSPATH];
if (neststart+4 > MAX_OSPATH)
return 1;
memcpy(tmproot, match, neststart);
strcpy(tmproot+neststart, "*.*");
{
wchar_t wroot[MAX_OSPATH];
r = FindFirstFileW(widen(wroot, sizeof(wroot), tmproot), &fd);
}
strcpy(tmproot+neststart, "");
if (r==(HANDLE)-1)
return 1;
go = true;
do
{
char utf8[MAX_OSPATH];
char file[MAX_OSPATH];
narrowen(utf8, sizeof(utf8), fd.cFileName);
if (*utf8 == '.')
; //don't ever find files with a name starting with '.' (includes .. and . directories, and unix hidden files)
else if (fd.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) //is a directory
{
if (wildcmp(submatch, utf8))
{
if (strlen(tmproot+matchstart) + strlen(utf8) + 2 < MAX_OSPATH)
{
Q_snprintfz(file, sizeof(file), "%s%s/", tmproot+matchstart, utf8);
go = func(file, qofs_Make(fd.nFileSizeLow, fd.nFileSizeHigh), parm, spath);
}
}
}
else
{
if (wildcmp(submatch, utf8))
{
if (strlen(tmproot+matchstart) + strlen(utf8) + 1 < MAX_OSPATH)
{
Q_snprintfz(file, sizeof(file), "%s%s", tmproot+matchstart, utf8);
go = func(file, qofs_Make(fd.nFileSizeLow, fd.nFileSizeHigh), parm, spath);
}
}
}
} while(FindNextFileW(r, &fd) && go);
FindClose(r);
}
}
return go;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
int Sys_EnumerateFiles (const char *gpath, const char *match, int (QDECL *func)(const char *fname, qofs_t fsize, void *parm, searchpathfuncs_t *spath), void *parm, searchpathfuncs_t *spath)
{
char fullmatch[MAX_OSPATH];
int start;
if (strlen(gpath) + strlen(match) + 2 > MAX_OSPATH)
return 1;
strcpy(fullmatch, gpath);
start = strlen(fullmatch);
if (start && fullmatch[start-1] != '/')
fullmatch[start++] = '/';
fullmatch[start] = 0;
strcat(fullmatch, match);
return Sys_EnumerateFiles2(fullmatch, start, start, func, parm, spath);
}
/*
================
Sys_Error
================
*/
#include <process.h>
void Sys_Error (const char *error, ...)
{
va_list argptr;
char text[1024];
double end;
STARTUPINFO startupinfo;
PROCESS_INFORMATION processinfo;
va_start (argptr,error);
vsnprintf (text,sizeof(text)-1, error,argptr);
va_end (argptr);
// MessageBox(NULL, text, "Error", 0 /* MB_OK */ );
Sys_Printf ("ERROR: %s\n", text);
Con_Log(text);
NET_Shutdown(); //free sockets and stuff.
#ifdef USESERVICE
if (asservice)
Sys_Quit();
#endif
if (COM_CheckParm("-noreset"))
{
Sys_Quit();
exit(1);
}
Sys_Printf ("A new server will be started in 10 seconds unless you press a key\n");
//check for a key press, quitting if we get one in 10 secs
end = Sys_DoubleTime() + 10;
while(Sys_DoubleTime() < end)
{
Sleep(500); // don't burn up CPU with polling
if (_kbhit())
{
Sys_Quit();
exit(1);
}
}
Sys_Printf("\nLoading new instance of FTE...\n\n\n");
PR_Deinit(); //this takes a bit more mem
Rank_Flush();
#ifndef MINGW
fcloseall(); //make sure all files are written.
#endif
// system("dqwsv.exe"); //spawn a new server to take over. This way, if debugging, then any key will quit, otherwise the server will just spawn a new one.
memset(&startupinfo, 0, sizeof(startupinfo));
memset(&processinfo, 0, sizeof(processinfo));
CreateProcess(NULL,
GetCommandLine(),
NULL,
NULL,
false,
0,
NULL,
NULL,
&startupinfo,
&processinfo);
CloseHandle(processinfo.hProcess);
CloseHandle(processinfo.hThread);
Sys_Quit ();
exit (1); // this function is NORETURN type, complains without this
}
/*
================
Sys_Milliseconds
================
*/
unsigned int Sys_Milliseconds (void)
{
static DWORD starttime;
static qboolean first = true;
DWORD now;
// double t;
now = timeGetTime();
if (first) {
first = false;
starttime = now;
return 0.0;
}
/*
if (now < starttime) // wrapped?
{
double r;
r = (now) + (LONG_MAX - starttime);
starttime = now;
return r;
}
if (now - starttime == 0)
return 0.0;
*/
return (now - starttime);
}
/*
================
Sys_DoubleTime
================
*/
double Sys_DoubleTime (void)
{
double t;
struct _timeb tstruct;
static int starttime;
_ftime( &tstruct );
if (!starttime)
starttime = tstruct.time;
t = (tstruct.time-starttime) + tstruct.millitm*0.001;
return t;
}
/*
================
Sys_ConsoleInput
================
*/
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
void SV_GetNewSpawnParms(client_t *cl);
char coninput_text[256];
int coninput_len;
char *Sys_ConsoleInput (void)
{
int c;
if (consolewindowhandle)
{
MSG msg;
while (PeekMessage (&msg, NULL, 0, 0, PM_NOREMOVE))
{
if (!GetMessage (&msg, NULL, 0, 0))
return NULL;
TranslateMessage (&msg);
DispatchMessage (&msg);
}
return NULL;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#ifdef SUBSERVERS
if (SSV_IsSubServer())
{
DWORD avail;
static char text[1024], *nl;
static int textpos = 0;
HANDLE input = GetStdHandle(STD_INPUT_HANDLE);
if (!PeekNamedPipe(input, NULL, 0, NULL, &avail, NULL))
{
SV_FinalMessage("Cluster shut down\n");
Cmd_ExecuteString("quit force", RESTRICT_LOCAL);
}
else if (avail)
{
if (avail > sizeof(text)-1-textpos)
avail = sizeof(text)-1-textpos;
if (ReadFile(input, text+textpos, avail, &avail, NULL))
{
textpos += avail;
while(textpos >= 2)
{
unsigned short len = text[0] | (text[1]<<8);
if (textpos >= len && len >= 2)
{
memcpy(net_message.data, text+2, len-2);
net_message.cursize = len-2;
MSG_BeginReading (msg_nullnetprim);
SSV_ReadFromControlServer();
memmove(text, text+len, textpos - len);
textpos -= len;
}
else
break;
}
}
}
return NULL;
}
#endif
// read a line out
while (_kbhit())
{
c = _getch();
if (c == '\r')
{
coninput_text[coninput_len] = 0;
putch ('\n');
putch (']');
coninput_len = 0;
return coninput_text;
}
if (c == 8)
{
if (coninput_len)
{
putch (c);
putch (' ');
putch (c);
coninput_len--;
coninput_text[coninput_len] = 0;
}
continue;
}
if (c == '\t')
{
int i;
char *s = Cmd_CompleteCommand(coninput_text, true, true, 0, NULL);
if(s)
{
for (i = 0; i < coninput_len; i++)
putch('\b');
for (i = 0; i < coninput_len; i++)
putch(' ');
for (i = 0; i < coninput_len; i++)
putch('\b');
strcpy(coninput_text, s);
coninput_len = strlen(coninput_text);
printf("%s", coninput_text);
}
continue;
}
putch (c);
coninput_text[coninput_len] = c;
coninput_len++;
coninput_text[coninput_len] = 0;
if (coninput_len == sizeof(coninput_text))
coninput_len = 0;
}
return NULL;
}
void ApplyColour(unsigned int chr)
{
static int oldchar = CON_WHITEMASK;
chr &= CON_FLAGSMASK;
if (oldchar == chr)
return;
oldchar = chr;
if (hconsoleout)
{
unsigned short val = 0;
// bits 28-31 of the console chars match up to the attributes for
// the CHAR_INFO struct exactly
if (chr & CON_NONCLEARBG)
val = ((chr & (CON_FGMASK|CON_BGMASK)) >> CON_FGSHIFT);
else
{
int fg = (chr & CON_FGMASK) >> CON_FGSHIFT;
switch (fg)
{
case COLOR_BLACK: // reverse ^0 like the Linux version
val = BACKGROUND_RED|BACKGROUND_GREEN|BACKGROUND_BLUE;
break;
case COLOR_WHITE: // reset to defaults?
val = FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE; // use grey
break;
case COLOR_GREY:
val = FOREGROUND_INTENSITY; // color light grey as dark grey
break;
default:
val = fg; // send RGBI value as is
break;
}
}
if ((chr & CON_HALFALPHA) && (val & ~FOREGROUND_INTENSITY))
val &= ~FOREGROUND_INTENSITY; // strip intensity to fake alpha
SetConsoleTextAttribute(hconsoleout, val);
}
}
void Sys_PrintColouredChar(unsigned int chr)
{
DWORD dummy;
wchar_t wc;
if (chr & CON_HIDDEN)
return;
ApplyColour(chr);
wc = chr & CON_CHARMASK;
WriteConsoleW(hconsoleout, &wc, 1, &dummy, NULL);
}
/*
================
Sys_Printf
================
*/
#define MAXPRINTMSG 4096
void Sys_Printf (char *fmt, ...)
{
va_list argptr;
if (sys_nostdout.value)
return;
if (1)
{
char msg[MAXPRINTMSG];
unsigned char *t;
va_start (argptr,fmt);
vsnprintf (msg,sizeof(msg)-1, fmt,argptr);
va_end (argptr);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#ifdef SUBSERVERS
if (SSV_IsSubServer())
{
SSV_PrintToMaster(msg);
return;
}
#endif
{
int i;
for (i = 0; i < coninput_len; i++)
putch('\b');
putch('\b');
for (i = 0; i < coninput_len; i++)
putch(' ');
putch(' ');
for (i = 0; i < coninput_len; i++)
putch('\b');
putch('\b');
}
if (sys_colorconsole.value && hconsoleout)
{
conchar_t out[MAXPRINTMSG], *c, *end;
end = COM_ParseFunString(CON_WHITEMASK, msg, out, sizeof(out), false);
for (c = out; c < end; c++)
Sys_PrintColouredChar (*c);
ApplyColour(CON_WHITEMASK);
}
else
{
for (t = (unsigned char*)msg; *t; t++)
{
if (*t >= 146 && *t < 156)
*t = *t - 146 + '0';
if (*t >= 0x12 && *t <= 0x1b)
*t = *t - 0x12 + '0';
if (*t == 143)
*t = '.';
if (*t == 157 || *t == 158 || *t == 159)
*t = '-';
if (*t >= 128)
*t -= 128;
if (*t == 16)
*t = '[';
if (*t == 17)
*t = ']';
if (*t == 0x1c)
*t = 249;
}
printf("%s", msg);
}
if (coninput_len)
printf("]%s", coninput_text);
else
putch(']');
}
else
{
va_start (argptr,fmt);
vprintf (fmt,argptr);
va_end (argptr);
}
}
/*
================
Sys_Quit
================
*/
void Sys_Quit (void)
{
#ifdef USESERVICE
if (asservice)
{
MyServiceStatus.dwCurrentState = SERVICE_STOPPED;
MyServiceStatus.dwCheckPoint = 0;
MyServiceStatus.dwWaitHint = 0;
MyServiceStatus.dwWin32ExitCode = 0;
MyServiceStatus.dwServiceSpecificExitCode = 0;
SetServiceStatus (ServerServiceStatusHandle, &MyServiceStatus);
}
#endif
exit (0);
}
int restorecode;
LRESULT (CALLBACK Sys_WindowHandler)(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
if (uMsg == WM_USER)
{
if (lParam & 1)
{
}
else if ((lParam & 2 && restorecode == 0) ||
(lParam & 4 && restorecode == 1) ||
(lParam & 4 && restorecode == 2) )
{
// MessageBox(NULL, "Hello", "", 0);
restorecode++;
}
else if (lParam & 2 && restorecode == 3)
{
DestroyWindow(hWnd);
ShowWindow(consolewindowhandle, SW_SHOWNORMAL);
consolewindowhandle = NULL;
Cbuf_AddText("status\n", RESTRICT_LOCAL);
}
else if (lParam & 6)
{
restorecode = (lParam & 2)>0;
}
return 0;
}
return DefWindowProc (hWnd, uMsg, wParam, lParam);
}
void Sys_HideConsole(void)
{
HMODULE kernel32dll;
HWND (WINAPI *GetConsoleWindow)(void);
if (consolewindowhandle)
return; //err... already hidden... ?
restorecode = 0;
GetConsoleWindow = NULL;
kernel32dll = LoadLibrary("kernel32.dll");
consolewindowhandle = NULL;
if (kernel32dll)
{
GetConsoleWindow = (void*)GetProcAddress(kernel32dll, "GetConsoleWindow");
if (GetConsoleWindow)
consolewindowhandle = GetConsoleWindow();
FreeModule(kernel32dll); //works because the underlying code uses kernel32, so this decreases the reference count rather than closing it.
}
if (!consolewindowhandle)
{
char old[512];
#define STRINGH "Trying to hide" //msvc sucks
GetConsoleTitle(old, sizeof(old));
SetConsoleTitle(STRINGH);
consolewindowhandle = FindWindow(NULL, STRINGH);
SetConsoleTitle(old);
#undef STRINGH
}
if (consolewindowhandle)
{
WNDCLASS wc;
NOTIFYICONDATA d;
/* Register the frame class */
memset(&wc, 0, sizeof(wc));
wc.style = 0;
wc.lpfnWndProc = Sys_WindowHandler;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = GetModuleHandle(NULL);
wc.hIcon = 0;
wc.hCursor = LoadCursor (NULL,IDC_ARROW);
wc.hbrBackground = NULL;
wc.lpszMenuName = 0;
wc.lpszClassName = "DeadQuake";
RegisterClass (&wc);
hiddenwindowhandler = CreateWindow(wc.lpszClassName, "DeadQuake", 0, 0, 0, 16, 16, NULL, NULL, GetModuleHandle(NULL), NULL);
if (!hiddenwindowhandler)
{
Con_Printf("Failed to create window\n");
return;
}
ShowWindow(consolewindowhandle, SW_HIDE);
d.cbSize = sizeof(NOTIFYICONDATA);
d.hWnd = hiddenwindowhandler;
d.uFlags = NIF_ICON | NIF_TIP | NIF_MESSAGE;
d.hIcon = NULL;
d.uCallbackMessage = WM_USER;
d.uID = 0;
strcpy(d.szTip, "");
Shell_NotifyIcon(NIM_ADD, &d);
}
else
Con_Printf("Your OS doesn't seem to properly support the way this was implemented\n");
}
void Sys_ServerActivity(void)
{
HMODULE kernel32dll;
HWND (WINAPI *GetConsoleWindow)(void);
HWND wnd;
restorecode = 0;
GetConsoleWindow = NULL;
kernel32dll = LoadLibrary("kernel32.dll");
wnd = NULL;
if (kernel32dll)
{
GetConsoleWindow = (void*)GetProcAddress(kernel32dll, "GetConsoleWindow");
if (GetConsoleWindow)
wnd = GetConsoleWindow();
FreeModule(kernel32dll); //works because the underlying code uses kernel32, so this decreases the reference count rather than closing it.
}
if (!wnd)
{
char old[512];
#define STRINGF "About To Flash" //msvc sucks
GetConsoleTitle(old, sizeof(old));
SetConsoleTitle(STRINGF);
wnd = FindWindow(NULL, STRINGF);
SetConsoleTitle(old);
#undef STRINGF
}
if (wnd && GetActiveWindow() != wnd)
FlashWindow(wnd, true);
}
/*
=============
Sys_Init
Quake calls this so the system can register variables before host_hunklevel
is marked
=============
*/
void Sys_Init (void)
{
Cvar_Register (&sys_nostdout, "System controls");
Cvar_Register (&sys_colorconsole, "System controls");
Cmd_AddCommand("hide", Sys_HideConsole);
hconsoleout = GetStdHandle(STD_OUTPUT_HANDLE);
// SetConsoleCP(CP_UTF8);
// SetConsoleOutputCP(CP_UTF8);
}
void Sys_Shutdown (void)
{
}
/*
==================
main
==================
*/
char *newargv[256];
void Signal_Error_Handler (int sig)
{
Sys_Error("Illegal error occured");
}
void StartQuakeServer(void)
{
quakeparms_t parms;
static char bindir[MAX_OSPATH];
memset(&parms, 0, sizeof(parms));
TL_InitLanguages();
parms.argc = com_argc;
parms.argv = com_argv;
GetModuleFileName(NULL, bindir, sizeof(bindir)-1);
*COM_SkipPath(bindir) = 0;
parms.binarydir = bindir;
parms.basedir = "./";
SV_Init (&parms);
// run one frame immediately for first heartbeat
SV_Frame ();
}
#ifdef USESERVICE
int servicecontrol;
#endif
void ServerMainLoop(void)
{
double newtime, time, oldtime;
float delay = 0.001;
//
// main loop
//
oldtime = Sys_DoubleTime () - 0.1;
while (1)
{
NET_Sleep(delay, false);
// find time passed since last cycle
newtime = Sys_DoubleTime ();
time = newtime - oldtime;
oldtime = newtime;
delay = SV_Frame();
#ifdef USESERVICE
switch(servicecontrol)
{
case SERVICE_CONTROL_PAUSE:
// Initialization complete - report running status.
MyServiceStatus.dwCurrentState = SERVICE_PAUSED;
MyServiceStatus.dwCheckPoint = 0;
MyServiceStatus.dwWaitHint = 0;
SetServiceStatus (ServerServiceStatusHandle, &MyServiceStatus);
sv.paused |= 2;
break;
case SERVICE_CONTROL_CONTINUE:
// Initialization complete - report running status.
MyServiceStatus.dwCurrentState = SERVICE_RUNNING;
MyServiceStatus.dwCheckPoint = 0;
MyServiceStatus.dwWaitHint = 0;
SetServiceStatus (ServerServiceStatusHandle, &MyServiceStatus);
sv.paused &= ~2;
break;
case SERVICE_CONTROL_STOP: //leave the loop
return;
default:
break;
}
#endif
}
}
#ifdef USESERVICE
VOID WINAPI MyServiceCtrlHandler(DWORD dwControl)
{
servicecontrol = dwControl;
}
void WINAPI StartQuakeServerService (DWORD argc, LPTSTR *argv)
{
HKEY hk;
char path[MAX_OSPATH];
DWORD pathlen;
DWORD type;
asservice = true;
MyServiceStatus.dwServiceType = SERVICE_WIN32|SERVICE_INTERACTIVE_PROCESS;
MyServiceStatus.dwCurrentState = SERVICE_START_PENDING;
MyServiceStatus.dwControlsAccepted = SERVICE_ACCEPT_STOP |
SERVICE_ACCEPT_PAUSE_CONTINUE;
MyServiceStatus.dwWin32ExitCode = 0;
MyServiceStatus.dwServiceSpecificExitCode = 0;
MyServiceStatus.dwCheckPoint = 0;
MyServiceStatus.dwWaitHint = 0;
ServerServiceStatusHandle = RegisterServiceCtrlHandler(
SERVICENAME,
MyServiceCtrlHandler);
if (ServerServiceStatusHandle == (SERVICE_STATUS_HANDLE)0)
{
printf(" [MY_SERVICE] RegisterServiceCtrlHandler failed %d\n", GetLastError());
return;
}
RegOpenKey(HKEY_LOCAL_MACHINE, "Software\\"DISTRIBUTIONLONG"\\"FULLENGINENAME, &hk);
RegQueryValueEx(hk, "servicepath", 0, &type, NULL, &pathlen);
if (type == REG_SZ && pathlen < sizeof(path))
RegQueryValueEx(hk, "servicepath", 0, NULL, path, &pathlen);
RegCloseKey(hk);
SetCurrentDirectory(path);
COM_InitArgv (argc, argv);
StartQuakeServer();
// Handle error condition
if (!sv.state)
{
MyServiceStatus.dwCurrentState = SERVICE_STOPPED;
MyServiceStatus.dwCheckPoint = 0;
MyServiceStatus.dwWaitHint = 0;
MyServiceStatus.dwWin32ExitCode = 0;
MyServiceStatus.dwServiceSpecificExitCode = 0;
SetServiceStatus (ServerServiceStatusHandle, &MyServiceStatus);
return;
}
// Initialization complete - report running status.
MyServiceStatus.dwCurrentState = SERVICE_RUNNING;
MyServiceStatus.dwCheckPoint = 0;
MyServiceStatus.dwWaitHint = 0;
if (!SetServiceStatus (ServerServiceStatusHandle, &MyServiceStatus))
{
printf(" [MY_SERVICE] SetServiceStatus error %ld\n",GetLastError());
}
ServerMainLoop();
MyServiceStatus.dwCurrentState = SERVICE_STOPPED;
MyServiceStatus.dwCheckPoint = 0;
MyServiceStatus.dwWaitHint = 0;
MyServiceStatus.dwWin32ExitCode = 0;
MyServiceStatus.dwServiceSpecificExitCode = 0;
SetServiceStatus (ServerServiceStatusHandle, &MyServiceStatus);
return;
}
SERVICE_TABLE_ENTRY DispatchTable[] =
{
{ SERVICENAME, StartQuakeServerService },
{ NULL, NULL }
};
#endif
int main (int argc, char **argv)
{
#ifdef CATCHCRASH
LoadLibrary ("DBGHELP"); //heap corruption can prevent loadlibrary from working properly, so do this in advance.
#ifdef _MSC_VER
__try
#else
AddVectoredExceptionHandler(true, nonmsvc_CrashExceptionHandler);
#endif
#endif
{
COM_InitArgv (argc, (const char **)argv);
#ifdef SUBSERVERS
isClusterSlave = COM_CheckParm("-clusterslave");
#endif
#ifdef USESERVICE
if (!SSV_IsSubServer() && StartServiceCtrlDispatcher( DispatchTable))
{
return true;
}
#endif
#ifdef USESERVICE
if (COM_CheckParm("-register"))
{
CreateSampleService(1);
return true;
}
if (COM_CheckParm("-unregister"))
{
CreateSampleService(0);
return true;
}
#endif
#ifndef _DEBUG
if (COM_CheckParm("-noreset"))
{
signal (SIGFPE, Signal_Error_Handler);
signal (SIGILL, Signal_Error_Handler);
signal (SIGSEGV, Signal_Error_Handler);
}
#endif
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
StartQuakeServer();
ServerMainLoop();
}
#ifdef CATCHCRASH
#ifdef _MSC_VER
__except (CrashExceptionHandler(GetExceptionCode(), GetExceptionInformation()))
{
return 1;
}
#endif
#endif
return true;
}
#ifdef USESERVICE
void CreateSampleService(qboolean create)
{
BOOL deleted;
char path[MAX_OSPATH];
char exe[MAX_OSPATH];
SC_HANDLE schService;
SC_HANDLE schSCManager;
// Open a handle to the SC Manager database.
schSCManager = OpenSCManager(
NULL, // local machine
NULL, // ServicesActive database
SC_MANAGER_ALL_ACCESS); // full access rights
if (NULL == schSCManager)
{
Con_Printf("Failed to open SCManager (%d)\n", GetLastError());
return;
}
if (!GetModuleFileName(NULL, exe+1, sizeof(exe)-2))
{
Con_Printf("Path too long\n");
return;
}
GetCurrentDirectory(sizeof(path), path);
exe[0] = '\"';
exe[strlen(path)+1] = '\0';
exe[strlen(path)] = '\"';
if (!create)
{
schService = OpenServiceA(schSCManager, SERVICENAME, SERVICE_ALL_ACCESS);
if (schService)
{
deleted = DeleteService(schService);
}
}
else
{
HKEY hk;
RegOpenKey(HKEY_LOCAL_MACHINE, "Software\\"DISTRIBUTIONLONG"\\"FULLENGINENAME, &hk);
if (!hk)RegCreateKey(HKEY_LOCAL_MACHINE, "Software\\"DISTRIBUTIONLONG"\\"FULLENGINENAME, &hk);
RegSetValueEx(hk, "servicepath", 0, REG_SZ, path, strlen(path));
RegCloseKey(hk);
schService = CreateService(
schSCManager, // SCManager database
SERVICENAME, // name of service
FULLENGINENAME" Server", // service name to display
SERVICE_ALL_ACCESS, // desired access
SERVICE_WIN32_OWN_PROCESS|SERVICE_INTERACTIVE_PROCESS, // service type
SERVICE_AUTO_START, // start type
SERVICE_ERROR_NORMAL, // error control type
exe, // service's binary
NULL, // no load ordering group
NULL, // no tag identifier
NULL, // no dependencies
NULL, // LocalSystem account
NULL); // no password
}
if (schService == NULL)
{
Con_Printf("CreateService failed.\n");
return;
}
else
{
CloseServiceHandle(schService);
return;
}
}
#endif
void Sys_Sleep (double seconds)
{
Sleep(seconds * 1000);
}
/*
================
Sys_RandomBytes
================
*/
#include <wincrypt.h>
qboolean Sys_RandomBytes(qbyte *string, int len)
{
HCRYPTPROV prov;
if(!CryptAcquireContext( &prov, NULL, NULL, PROV_RSA_FULL, CRYPT_VERIFYCONTEXT))
{
return false;
}
if(!CryptGenRandom(prov, len, (BYTE *)string))
{
CryptReleaseContext( prov, 0);
return false;
}
CryptReleaseContext(prov, 0);
return true;
}
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
#ifdef HAVEAUTOUPDATE
int Sys_GetAutoUpdateSetting(void);
{
return -1;
}
void Sys_SetAutoUpdateSetting(int newval)
{
}
#endif
#endif