Supplemented Linux backend with missing functions. -> [100%] Built target RBDoom3 on Kubuntu 12.10

This commit is contained in:
Robert Beckebans 2012-12-11 23:17:23 +01:00
parent f7279b850c
commit a1730fa430
28 changed files with 5378 additions and 741 deletions

View file

@ -1053,7 +1053,8 @@ else()
list(APPEND RBDOOM3_SOURCES
${POSIX_INCLUDES} ${POSIX_SOURCES}
${SDL_INCLUDES} ${SDL_SOURCES})
${SDL_INCLUDES} ${SDL_SOURCES}
sys/linux/linux_main.cpp)
endif()
list(REMOVE_DUPLICATES RBDOOM3_SOURCES)

View file

@ -320,8 +320,6 @@ public:
virtual int GetGameFrame() = 0;
virtual void LaunchExternalTitle( int titleIndex, int device, const lobbyConnectInfo_t* const connectInfo ) = 0;
virtual void InitializeMPMapsModes() = 0;
virtual const idStrList& GetModeList() const = 0;
virtual const idStrList& GetModeDisplayList() const = 0;

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@ -48,60 +48,7 @@ extern idCVar g_demoMode;
// This is for the dirty hack to get a dialog to show up before we capture the screen for autorender.
const int NumScreenUpdatesToShowDialog = 25;
/*
================
idCommonLocal::LaunchExternalTitle
Launches an external title ( Doom 1, or 2 ) based on title index.
for PS3, a device number is sent in, for the game to register as a local
user by default, when title initializes.
================
*/
void idCommonLocal::LaunchExternalTitle( int titleIndex, int device, const lobbyConnectInfo_t* const connectInfo )
{
idStr deviceString( device );
// We want to pass in the current executable, so that the launching title knows which title to return to.
// as of right now, this feature is TBD.
const char* currentExecutablePath = "ImNotSureYet";
idStr launchingExecutablePath;
idCmdArgs cmdArgs;
cmdArgs.AppendArg( currentExecutablePath );
if( titleIndex == LAUNCH_TITLE_DOOM )
{
launchingExecutablePath.Format( "%s%s", Sys_DefaultBasePath(), LAUNCH_TITLE_DOOM_EXECUTABLE );
cmdArgs.AppendArg( "d1bfg" );
}
else if( titleIndex == LAUNCH_TITLE_DOOM2 )
{
launchingExecutablePath.Format( "%s%s", Sys_DefaultBasePath(), LAUNCH_TITLE_DOOM2_EXECUTABLE );
cmdArgs.AppendArg( "d2bfg" );
}
else
{
idLib::Warning( "Unhandled Launch Title %d \n", titleIndex );
}
cmdArgs.AppendArg( deviceString.c_str() );
// Add an argument so that the new process knows whether or not to read exitspawn data.
if( connectInfo != NULL )
{
cmdArgs.AppendArg( "exitspawnInvite" );
}
// Add arguments so that the new process will know which command line to invoke to relaunch this process
// if necessary.
const int launchDataSize = ( connectInfo == NULL ) ? 0 : sizeof( *connectInfo );
Sys_Launch( launchingExecutablePath.c_str() , cmdArgs, const_cast< lobbyConnectInfo_t* const >( connectInfo ), launchDataSize );
}
/*
================

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@ -244,10 +244,6 @@ public:
return gameFrame;
}
virtual void LaunchExternalTitle( int titleIndex,
int device,
const lobbyConnectInfo_t* const connectInfo ); // For handling invitations. NULL if no invitation used.
virtual void InitializeMPMapsModes();
virtual const idStrList& GetModeList() const
{

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@ -3,6 +3,7 @@
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2012 Robert Beckebans
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
@ -37,7 +38,7 @@ If you have questions concerning this license or the applicable additional terms
#define GAME_NAME "DOOM 3: BFG Edition" // appears on window titles and errors
#define SAVE_PATH "\\id Software\\DOOM 3 BFG"
#define ENGINE_VERSION "D3BFG 1" // printed in console
#define ENGINE_VERSION "RBD3BFG 1" // printed in console
#define BASE_GAMEDIR "base"
@ -56,3 +57,14 @@ If you have questions concerning this license or the applicable additional terms
#define WIN32_CONSOLE_CLASS "D3BFG_WinConsole"
#define WIN32_WINDOW_CLASS_NAME "D3BFG"
#define WIN32_FAKE_WINDOW_CLASS_NAME "D3BFG_WGL_FAKE"
// RB begin
// Linux info
#ifdef ID_DEMO_BUILD
#define LINUX_DEFAULT_PATH "/usr/local/games/rbdoom3-bfg-demo"
#else
#define LINUX_DEFAULT_PATH "/usr/local/games/rbdoom3-bfg"
#endif
// RB end

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@ -61,11 +61,13 @@ uintptr_t Sys_CreateThread( xthread_t function, void* parms, xthreadPriority pri
pthread_attr_destroy( &attr );
// RB: TODO pthread_setname_np is different on Linux, MacOSX and other systems
#if 0
if( pthread_setname_np( handle, name ) != 0 )
{
idLib::common->FatalError( "ERROR: pthread_setname_np %s failed\n", name );
return ( uintptr_t )0;
}
#endif
/*
TODO RB: support thread priorities?

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@ -1,322 +0,0 @@
/* minigzip.c -- simulate gzip using the zlib compression library
* Copyright (C) 1995-2005 Jean-loup Gailly.
* For conditions of distribution and use, see copyright notice in zlib.h
*/
/*
* minigzip is a minimal implementation of the gzip utility. This is
* only an example of using zlib and isn't meant to replace the
* full-featured gzip. No attempt is made to deal with file systems
* limiting names to 14 or 8+3 characters, etc... Error checking is
* very limited. So use minigzip only for testing; use gzip for the
* real thing. On MSDOS, use only on file names without extension
* or in pipe mode.
*/
/* @(#) $Id$ */
#include <stdio.h>
#include "zlib.h"
#ifdef STDC
# include <string.h>
# include <stdlib.h>
#endif
#ifdef USE_MMAP
# include <sys/types.h>
# include <sys/mman.h>
# include <sys/stat.h>
#endif
#if defined(MSDOS) || defined(OS2) || defined(WIN32) || defined(__CYGWIN__)
# include <fcntl.h>
# include <io.h>
# define SET_BINARY_MODE(file) setmode(fileno(file), O_BINARY)
#else
# define SET_BINARY_MODE(file)
#endif
#ifdef VMS
# define unlink delete
# define GZ_SUFFIX "-gz"
#endif
#ifdef RISCOS
# define unlink remove
# define GZ_SUFFIX "-gz"
# define fileno(file) file->__file
#endif
#if defined(__MWERKS__) && __dest_os != __be_os && __dest_os != __win32_os
# include <unix.h> /* for fileno */
#endif
#ifndef WIN32 /* unlink already in stdio.h for WIN32 */
extern int unlink OF((const char *));
#endif
#ifndef GZ_SUFFIX
# define GZ_SUFFIX ".gz"
#endif
#define SUFFIX_LEN (sizeof(GZ_SUFFIX)-1)
#define BUFLEN 16384
#define MAX_NAME_LEN 1024
#ifdef MAXSEG_64K
# define local static
/* Needed for systems with limitation on stack size. */
#else
# define local
#endif
char *prog;
void error OF((const char *msg));
void gz_compress OF((FILE *in, gzFile out));
#ifdef USE_MMAP
int gz_compress_mmap OF((FILE *in, gzFile out));
#endif
void gz_uncompress OF((gzFile in, FILE *out));
void file_compress OF((char *file, char *mode));
void file_uncompress OF((char *file));
int main OF((int argc, char *argv[]));
/* ===========================================================================
* Display error message and exit
*/
void error(msg)
const char *msg;
{
fprintf(stderr, "%s: %s\n", prog, msg);
exit(1);
}
/* ===========================================================================
* Compress input to output then close both files.
*/
void gz_compress(in, out)
FILE *in;
gzFile out;
{
local char buf[BUFLEN];
int len;
int err;
#ifdef USE_MMAP
/* Try first compressing with mmap. If mmap fails (minigzip used in a
* pipe), use the normal fread loop.
*/
if (gz_compress_mmap(in, out) == Z_OK) return;
#endif
for (;;) {
len = (int)fread(buf, 1, sizeof(buf), in);
if (ferror(in)) {
perror("fread");
exit(1);
}
if (len == 0) break;
if (gzwrite(out, buf, (unsigned)len) != len) error(gzerror(out, &err));
}
fclose(in);
if (gzclose(out) != Z_OK) error("failed gzclose");
}
#ifdef USE_MMAP /* MMAP version, Miguel Albrecht <malbrech@eso.org> */
/* Try compressing the input file at once using mmap. Return Z_OK if
* if success, Z_ERRNO otherwise.
*/
int gz_compress_mmap(in, out)
FILE *in;
gzFile out;
{
int len;
int err;
int ifd = fileno(in);
caddr_t buf; /* mmap'ed buffer for the entire input file */
off_t buf_len; /* length of the input file */
struct stat sb;
/* Determine the size of the file, needed for mmap: */
if (fstat(ifd, &sb) < 0) return Z_ERRNO;
buf_len = sb.st_size;
if (buf_len <= 0) return Z_ERRNO;
/* Now do the actual mmap: */
buf = mmap((caddr_t) 0, buf_len, PROT_READ, MAP_SHARED, ifd, (off_t)0);
if (buf == (caddr_t)(-1)) return Z_ERRNO;
/* Compress the whole file at once: */
len = gzwrite(out, (char *)buf, (unsigned)buf_len);
if (len != (int)buf_len) error(gzerror(out, &err));
munmap(buf, buf_len);
fclose(in);
if (gzclose(out) != Z_OK) error("failed gzclose");
return Z_OK;
}
#endif /* USE_MMAP */
/* ===========================================================================
* Uncompress input to output then close both files.
*/
void gz_uncompress(in, out)
gzFile in;
FILE *out;
{
local char buf[BUFLEN];
int len;
int err;
for (;;) {
len = gzread(in, buf, sizeof(buf));
if (len < 0) error (gzerror(in, &err));
if (len == 0) break;
if ((int)fwrite(buf, 1, (unsigned)len, out) != len) {
error("failed fwrite");
}
}
if (fclose(out)) error("failed fclose");
if (gzclose(in) != Z_OK) error("failed gzclose");
}
/* ===========================================================================
* Compress the given file: create a corresponding .gz file and remove the
* original.
*/
void file_compress(file, mode)
char *file;
char *mode;
{
local char outfile[MAX_NAME_LEN];
FILE *in;
gzFile out;
strcpy(outfile, file);
strcat(outfile, GZ_SUFFIX);
in = fopen(file, "rb");
if (in == NULL) {
perror(file);
exit(1);
}
out = gzopen(outfile, mode);
if (out == NULL) {
fprintf(stderr, "%s: can't gzopen %s\n", prog, outfile);
exit(1);
}
gz_compress(in, out);
unlink(file);
}
/* ===========================================================================
* Uncompress the given file and remove the original.
*/
void file_uncompress(file)
char *file;
{
local char buf[MAX_NAME_LEN];
char *infile, *outfile;
FILE *out;
gzFile in;
uInt len = (uInt)strlen(file);
strcpy(buf, file);
if (len > SUFFIX_LEN && strcmp(file+len-SUFFIX_LEN, GZ_SUFFIX) == 0) {
infile = file;
outfile = buf;
outfile[len-3] = '\0';
} else {
outfile = file;
infile = buf;
strcat(infile, GZ_SUFFIX);
}
in = gzopen(infile, "rb");
if (in == NULL) {
fprintf(stderr, "%s: can't gzopen %s\n", prog, infile);
exit(1);
}
out = fopen(outfile, "wb");
if (out == NULL) {
perror(file);
exit(1);
}
gz_uncompress(in, out);
unlink(infile);
}
/* ===========================================================================
* Usage: minigzip [-d] [-f] [-h] [-r] [-1 to -9] [files...]
* -d : decompress
* -f : compress with Z_FILTERED
* -h : compress with Z_HUFFMAN_ONLY
* -r : compress with Z_RLE
* -1 to -9 : compression level
*/
int main(argc, argv)
int argc;
char *argv[];
{
int uncompr = 0;
gzFile file;
char outmode[20];
strcpy(outmode, "wb6 ");
prog = argv[0];
argc--, argv++;
while (argc > 0) {
if (strcmp(*argv, "-d") == 0)
uncompr = 1;
else if (strcmp(*argv, "-f") == 0)
outmode[3] = 'f';
else if (strcmp(*argv, "-h") == 0)
outmode[3] = 'h';
else if (strcmp(*argv, "-r") == 0)
outmode[3] = 'R';
else if ((*argv)[0] == '-' && (*argv)[1] >= '1' && (*argv)[1] <= '9' &&
(*argv)[2] == 0)
outmode[2] = (*argv)[1];
else
break;
argc--, argv++;
}
if (outmode[3] == ' ')
outmode[3] = 0;
if (argc == 0) {
SET_BINARY_MODE(stdin);
SET_BINARY_MODE(stdout);
if (uncompr) {
file = gzdopen(fileno(stdin), "rb");
if (file == NULL) error("can't gzdopen stdin");
gz_uncompress(file, stdout);
} else {
file = gzdopen(fileno(stdout), outmode);
if (file == NULL) error("can't gzdopen stdout");
gz_compress(stdin, file);
}
} else {
do {
if (uncompr) {
file_uncompress(*argv);
} else {
file_compress(*argv, outmode);
}
} while (argv++, --argc);
}
return 0;
}

View file

@ -97,7 +97,9 @@ idCVar r_skipDynamicTextures( "r_skipDynamicTextures", "0", CVAR_RENDERER | CVAR
idCVar r_skipCopyTexture( "r_skipCopyTexture", "0", CVAR_RENDERER | CVAR_BOOL, "do all rendering, but don't actually copyTexSubImage2D" );
idCVar r_skipBackEnd( "r_skipBackEnd", "0", CVAR_RENDERER | CVAR_BOOL, "don't draw anything" );
idCVar r_skipRender( "r_skipRender", "0", CVAR_RENDERER | CVAR_BOOL, "skip 3D rendering, but pass 2D" );
idCVar r_skipRenderContext( "r_skipRenderContext", "0", CVAR_RENDERER | CVAR_BOOL, "NULL the rendering context during backend 3D rendering" );
// RB begin
idCVar r_skipRenderContext( "r_skipRenderContext", "0", CVAR_RENDERER | CVAR_BOOL, "DISABLED: NULL the rendering context during backend 3D rendering" );
// RB end
idCVar r_skipTranslucent( "r_skipTranslucent", "0", CVAR_RENDERER | CVAR_BOOL, "skip the translucent interaction rendering" );
idCVar r_skipAmbient( "r_skipAmbient", "0", CVAR_RENDERER | CVAR_BOOL, "bypasses all non-interaction drawing" );
idCVar r_skipNewAmbient( "r_skipNewAmbient", "0", CVAR_RENDERER | CVAR_BOOL | CVAR_ARCHIVE, "bypasses all vertex/fragment program ambient drawing" );

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@ -3150,10 +3150,13 @@ void RB_DrawView( const void* data, const int stereoEye )
// skip render context sets the wgl context to NULL,
// which should factor out the API cost, under the assumption
// that all gl calls just return if the context isn't valid
if( r_skipRenderContext.GetBool() && backEnd.viewDef->viewEntitys )
{
GLimp_DeactivateContext();
}
// RB: not really needed
//if( r_skipRenderContext.GetBool() && backEnd.viewDef->viewEntitys )
//{
// GLimp_DeactivateContext();
//}
// RB end
backEnd.pc.c_surfaces += backEnd.viewDef->numDrawSurfs;
@ -3165,11 +3168,13 @@ void RB_DrawView( const void* data, const int stereoEye )
RB_MotionBlur();
// restore the context for 2D drawing if we were stubbing it out
if( r_skipRenderContext.GetBool() && backEnd.viewDef->viewEntitys )
{
GLimp_ActivateContext();
GL_SetDefaultState();
}
// RB: not really needed
//if( r_skipRenderContext.GetBool() && backEnd.viewDef->viewEntitys )
//{
// GLimp_ActivateContext();
// GL_SetDefaultState();
//}
// RB end
// optionally draw a box colored based on the eye number
if( r_drawEyeColor.GetBool() )

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@ -0,0 +1,688 @@
/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
Copyright (C) 2012 Robert Beckebans
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 Source Code 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "../../idlib/precompiled.h"
#include "../posix/posix_public.h"
#include "../sys_local.h"
//#include "local.h"
#include <pthread.h>
#include <errno.h>
#include <unistd.h>
#include <sys/stat.h>
#include <sys/types.h>
#include <fcntl.h>
#ifdef ID_MCHECK
#include <mcheck.h>
#endif
static idStr basepath;
static idStr savepath;
/*
==============
Sys_DefaultSavePath
==============
*/
const char* Sys_DefaultSavePath()
{
#if defined( ID_DEMO_BUILD )
sprintf( savepath, "%s/.rbdoom3-demo", getenv( "HOME" ) );
#else
sprintf( savepath, "%s/.rbdoom3", getenv( "HOME" ) );
#endif
return savepath.c_str();
}
/*
==============
Sys_EXEPath
==============
*/
const char* Sys_EXEPath()
{
static char buf[ 1024 ];
idStr linkpath;
int len;
buf[ 0 ] = '\0';
sprintf( linkpath, "/proc/%d/exe", getpid() );
len = readlink( linkpath.c_str(), buf, sizeof( buf ) );
if( len == -1 )
{
Sys_Printf( "couldn't stat exe path link %s\n", linkpath.c_str() );
// RB: fixed array subscript is below array bounds
buf[ 0 ] = '\0';
// RB end
}
return buf;
}
/*
================
Sys_DefaultBasePath
Get the default base path
- binary image path
- current directory
- hardcoded
Try to be intelligent: if there is no BASE_GAMEDIR, try the next path
================
*/
const char* Sys_DefaultBasePath()
{
struct stat st;
idStr testbase;
basepath = Sys_EXEPath();
if( basepath.Length() )
{
basepath.StripFilename();
testbase = basepath;
testbase += "/";
testbase += BASE_GAMEDIR;
if( stat( testbase.c_str(), &st ) != -1 && S_ISDIR( st.st_mode ) )
{
return basepath.c_str();
}
else
{
common->Printf( "no '%s' directory in exe path %s, skipping\n", BASE_GAMEDIR, basepath.c_str() );
}
}
if( basepath != Posix_Cwd() )
{
basepath = Posix_Cwd();
testbase = basepath;
testbase += "/";
testbase += BASE_GAMEDIR;
if( stat( testbase.c_str(), &st ) != -1 && S_ISDIR( st.st_mode ) )
{
return basepath.c_str();
}
else
{
common->Printf( "no '%s' directory in cwd path %s, skipping\n", BASE_GAMEDIR, basepath.c_str() );
}
}
common->Printf( "WARNING: using hardcoded default base path\n" );
return LINUX_DEFAULT_PATH;
}
/*
===============
Sys_Shutdown
===============
*/
void Sys_Shutdown()
{
basepath.Clear();
savepath.Clear();
Posix_Shutdown();
}
/*
===============
Sys_GetProcessorId
===============
*/
cpuid_t Sys_GetProcessorId()
{
return CPUID_GENERIC;
}
/*
===============
Sys_GetProcessorString
===============
*/
const char* Sys_GetProcessorString()
{
return "generic";
}
/*
===============
Sys_FPU_EnableExceptions
===============
*/
//void Sys_FPU_EnableExceptions( int exceptions )
//{
//}
/*
===============
Sys_FPE_handler
===============
*/
void Sys_FPE_handler( int signum, siginfo_t* info, void* context )
{
assert( signum == SIGFPE );
Sys_Printf( "FPE\n" );
}
/*
===============
Sys_GetClockticks
===============
*/
double Sys_GetClockTicks()
{
#if defined( __i386__ )
unsigned long lo, hi;
__asm__ __volatile__(
"push %%ebx\n" \
"xor %%eax,%%eax\n" \
"cpuid\n" \
"rdtsc\n" \
"mov %%eax,%0\n" \
"mov %%edx,%1\n" \
"pop %%ebx\n"
: "=r"( lo ), "=r"( hi ) );
return ( double ) lo + ( double ) 0xFFFFFFFF * hi;
#else
//#error unsupported CPU
// RB begin
struct timespec now;
clock_gettime( CLOCK_MONOTONIC, &now );
return now.tv_sec * 1000000000LL + now.tv_nsec;
// RB end
#endif
}
/*
===============
MeasureClockTicks
===============
*/
double MeasureClockTicks()
{
double t0, t1;
t0 = Sys_GetClockTicks( );
Sys_Sleep( 1000 );
t1 = Sys_GetClockTicks( );
return t1 - t0;
}
/*
===============
Sys_ClockTicksPerSecond
===============
*/
double Sys_ClockTicksPerSecond()
{
static bool init = false;
static double ret;
int fd, len, pos, end;
char buf[ 4096 ];
if( init )
{
return ret;
}
fd = open( "/proc/cpuinfo", O_RDONLY );
if( fd == -1 )
{
common->Printf( "couldn't read /proc/cpuinfo\n" );
ret = MeasureClockTicks();
init = true;
common->Printf( "measured CPU frequency: %g MHz\n", ret / 1000000.0 );
return ret;
}
len = read( fd, buf, 4096 );
close( fd );
pos = 0;
while( pos < len )
{
if( !idStr::Cmpn( buf + pos, "cpu MHz", 7 ) )
{
pos = strchr( buf + pos, ':' ) - buf + 2;
end = strchr( buf + pos, '\n' ) - buf;
if( pos < len && end < len )
{
buf[end] = '\0';
ret = atof( buf + pos );
}
else
{
common->Printf( "failed parsing /proc/cpuinfo\n" );
ret = MeasureClockTicks();
init = true;
common->Printf( "measured CPU frequency: %g MHz\n", ret / 1000000.0 );
return ret;
}
common->Printf( "/proc/cpuinfo CPU frequency: %g MHz\n", ret );
ret *= 1000000;
init = true;
return ret;
}
pos = strchr( buf + pos, '\n' ) - buf + 1;
}
common->Printf( "failed parsing /proc/cpuinfo\n" );
ret = MeasureClockTicks();
init = true;
common->Printf( "measured CPU frequency: %g MHz\n", ret / 1000000.0 );
return ret;
}
/*
========================
Sys_CPUCount
numLogicalCPUCores - the number of logical CPU per core
numPhysicalCPUCores - the total number of cores per package
numCPUPackages - the total number of packages (physical processors)
========================
*/
// RB begin
void Sys_CPUCount( int& numLogicalCPUCores, int& numPhysicalCPUCores, int& numCPUPackages )
{
static bool init = false;
static double ret;
static int s_numLogicalCPUCores;
static int s_numPhysicalCPUCores;
static int s_numCPUPackages;
int fd, len, pos, end;
char buf[ 4096 ];
if( init )
{
numPhysicalCPUCores = s_numPhysicalCPUCores;
numLogicalCPUCores = s_numLogicalCPUCores;
numCPUPackages = s_numCPUPackages;
}
s_numPhysicalCPUCores = 1;
s_numLogicalCPUCores = 1;
s_numCPUPackages = 1;
fd = open( "/proc/cpuinfo", O_RDONLY );
if( fd != -1 )
{
len = read( fd, buf, 4096 );
close( fd );
pos = 0;
while( pos < len )
{
if( !idStr::Cmpn( buf + pos, "processor", 9 ) )
{
pos = strchr( buf + pos, ':' ) - buf + 2;
end = strchr( buf + pos, '\n' ) - buf;
if( pos < len && end < len )
{
buf[end] = '\0';
int processor = atoi( buf + pos );
if( ( processor + 1 ) > s_numPhysicalCPUCores )
{
s_numPhysicalCPUCores = processor + 1;
}
}
else
{
common->Printf( "failed parsing /proc/cpuinfo\n" );
break;
}
}
if( !idStr::Cmpn( buf + pos, "core id", 7 ) )
{
pos = strchr( buf + pos, ':' ) - buf + 2;
end = strchr( buf + pos, '\n' ) - buf;
if( pos < len && end < len )
{
buf[end] = '\0';
int coreId = atoi( buf + pos );
if( ( coreId + 1 ) > s_numLogicalCPUCores )
{
s_numLogicalCPUCores = coreId + 1;
}
}
else
{
common->Printf( "failed parsing /proc/cpuinfo\n" );
break;
}
}
pos = strchr( buf + pos, '\n' ) - buf + 1;
}
}
common->Printf( "/proc/cpuinfo CPU processors: %d\n", s_numPhysicalCPUCores );
common->Printf( "/proc/cpuinfo CPU logical cores: %d\n", s_numLogicalCPUCores );
numPhysicalCPUCores = s_numPhysicalCPUCores;
numLogicalCPUCores = s_numLogicalCPUCores;
numCPUPackages = s_numCPUPackages;
}
// RB end
/*
================
Sys_GetSystemRam
returns in megabytes
================
*/
int Sys_GetSystemRam()
{
long count, page_size;
int mb;
count = sysconf( _SC_PHYS_PAGES );
if( count == -1 )
{
common->Printf( "GetSystemRam: sysconf _SC_PHYS_PAGES failed\n" );
return 512;
}
page_size = sysconf( _SC_PAGE_SIZE );
if( page_size == -1 )
{
common->Printf( "GetSystemRam: sysconf _SC_PAGE_SIZE failed\n" );
return 512;
}
mb = ( int )( ( double )count * ( double )page_size / ( 1024 * 1024 ) );
// round to the nearest 16Mb
mb = ( mb + 8 ) & ~15;
return mb;
}
/*
==================
Sys_DoStartProcess
if we don't fork, this function never returns
the no-fork lets you keep the terminal when you're about to spawn an installer
if the command contains spaces, system() is used. Otherwise the more straightforward execl ( system() blows though )
==================
*/
void Sys_DoStartProcess( const char* exeName, bool dofork )
{
bool use_system = false;
if( strchr( exeName, ' ' ) )
{
use_system = true;
}
else
{
// set exec rights when it's about a single file to execute
struct stat buf;
if( stat( exeName, &buf ) == -1 )
{
printf( "stat %s failed: %s\n", exeName, strerror( errno ) );
}
else
{
if( chmod( exeName, buf.st_mode | S_IXUSR ) == -1 )
{
printf( "cmod +x %s failed: %s\n", exeName, strerror( errno ) );
}
}
}
if( dofork )
{
switch( fork() )
{
case -1:
// main thread
break;
case 0:
if( use_system )
{
printf( "system %s\n", exeName );
system( exeName );
_exit( 0 );
}
else
{
printf( "execl %s\n", exeName );
execl( exeName, exeName, NULL );
printf( "execl failed: %s\n", strerror( errno ) );
_exit( -1 );
}
break;
}
}
else
{
if( use_system )
{
printf( "system %s\n", exeName );
system( exeName );
sleep( 1 ); // on some systems I've seen that starting the new process and exiting this one should not be too close
}
else
{
printf( "execl %s\n", exeName );
execl( exeName, exeName, NULL );
printf( "execl failed: %s\n", strerror( errno ) );
}
// terminate
_exit( 0 );
}
}
/*
=================
Sys_OpenURL
=================
*/
void idSysLocal::OpenURL( const char* url, bool quit )
{
const char* script_path;
idFile* script_file;
char cmdline[ 1024 ];
static bool quit_spamguard = false;
if( quit_spamguard )
{
common->DPrintf( "Sys_OpenURL: already in a doexit sequence, ignoring %s\n", url );
return;
}
common->Printf( "Open URL: %s\n", url );
// opening an URL on *nix can mean a lot of things ..
// just spawn a script instead of deciding for the user :-)
// look in the savepath first, then in the basepath
script_path = fileSystem->BuildOSPath( cvarSystem->GetCVarString( "fs_savepath" ), "", "openurl.sh" );
script_file = fileSystem->OpenExplicitFileRead( script_path );
if( !script_file )
{
script_path = fileSystem->BuildOSPath( cvarSystem->GetCVarString( "fs_basepath" ), "", "openurl.sh" );
script_file = fileSystem->OpenExplicitFileRead( script_path );
}
if( !script_file )
{
common->Printf( "Can't find URL script 'openurl.sh' in either savepath or basepath\n" );
common->Printf( "OpenURL '%s' failed\n", url );
return;
}
fileSystem->CloseFile( script_file );
// if we are going to quit, only accept a single URL before quitting and spawning the script
if( quit )
{
quit_spamguard = true;
}
common->Printf( "URL script: %s\n", script_path );
// StartProcess is going to execute a system() call with that - hence the &
idStr::snPrintf( cmdline, 1024, "%s '%s' &", script_path, url );
sys->StartProcess( cmdline, quit );
}
/*
==================
Sys_DoPreferences
==================
*/
void Sys_DoPreferences() { }
#if 0
/*
================
Sys_FPU_SetDAZ
================
*/
void Sys_FPU_SetDAZ( bool enable )
{
/*
DWORD dwData;
_asm {
movzx ecx, byte ptr enable
and ecx, 1
shl ecx, 6
STMXCSR dword ptr dwData
mov eax, dwData
and eax, ~(1<<6) // clear DAX bit
or eax, ecx // set the DAZ bit
mov dwData, eax
LDMXCSR dword ptr dwData
}
*/
}
/*
================
Sys_FPU_SetFTZ
================
*/
void Sys_FPU_SetFTZ( bool enable )
{
/*
DWORD dwData;
_asm {
movzx ecx, byte ptr enable
and ecx, 1
shl ecx, 15
STMXCSR dword ptr dwData
mov eax, dwData
and eax, ~(1<<15) // clear FTZ bit
or eax, ecx // set the FTZ bit
mov dwData, eax
LDMXCSR dword ptr dwData
}
*/
}
#endif
/*
===============
mem consistency stuff
===============
*/
#ifdef ID_MCHECK
const char* mcheckstrings[] =
{
"MCHECK_DISABLED",
"MCHECK_OK",
"MCHECK_FREE", // block freed twice
"MCHECK_HEAD", // memory before the block was clobbered
"MCHECK_TAIL" // memory after the block was clobbered
};
void abrt_func( mcheck_status status )
{
Sys_Printf( "memory consistency failure: %s\n", mcheckstrings[ status + 1 ] );
Posix_SetExit( EXIT_FAILURE );
common->Quit();
}
#endif
/*
========================
Sys_GetCmdLine
========================
*/
const char* Sys_GetCmdLine()
{
return "TODO Sys_GetCmdLine";
}
/*
========================
Sys_ReLaunch
========================
*/
void Sys_ReLaunch( void* data, const unsigned int dataSize )
{
idLib::Error( "Could not start process: TODO Sys_ReLaunch() " );
}
/*
===============
main
===============
*/
int main( int argc, const char** argv )
{
#ifdef ID_MCHECK
// must have -lmcheck linkage
mcheck( abrt_func );
Sys_Printf( "memory consistency checking enabled\n" );
#endif
Posix_EarlyInit( );
if( argc > 1 )
{
common->Init( argc - 1, &argv[1], NULL );
}
else
{
common->Init( 0, NULL, NULL );
}
Posix_LateInit( );
while( 1 )
{
common->Frame();
}
}

View file

@ -0,0 +1,111 @@
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "posix_achievements.h"
#include "../sys_session_local.h"
extern idCVar achievements_Verbose;
#define STEAM_ACHIEVEMENT_PREFIX "ach_"
/*
========================
idAchievementSystemWin::idAchievementSystemWin
========================
*/
idAchievementSystemWin::idAchievementSystemWin()
{
}
/*
========================
idAchievementSystemWin::IsInitialized
========================
*/
bool idAchievementSystemWin::IsInitialized()
{
return false;
}
/*
================================
idAchievementSystemWin::AchievementUnlock
================================
*/
void idAchievementSystemWin::AchievementUnlock( idLocalUser* user, int achievementID )
{
}
/*
========================
idAchievementSystemWin::AchievementLock
========================
*/
void idAchievementSystemWin::AchievementLock( idLocalUser* user, const int achievementID )
{
}
/*
========================
idAchievementSystemWin::AchievementLockAll
========================
*/
void idAchievementSystemWin::AchievementLockAll( idLocalUser* user, const int maxId )
{
}
/*
========================
idAchievementSystemWin::GetAchievementDescription
========================
*/
bool idAchievementSystemWin::GetAchievementDescription( idLocalUser* user, const int achievementID, achievementDescription_t& data ) const
{
return false;
}
/*
========================
idAchievementSystemWin::GetAchievementState
========================
*/
bool idAchievementSystemWin::GetAchievementState( idLocalUser* user, idArray< bool, idAchievementSystem::MAX_ACHIEVEMENTS >& achievements ) const
{
return false;
}
/*
================================
idAchievementSystemWin::Pump
================================
*/
void idAchievementSystemWin::Pump()
{
}

View file

@ -0,0 +1,50 @@
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __POSIX_ACHIEVEMENTS_H__
#define __POSIX_ACHIEVEMENTS_H__
/*
================================================
idAchievementSystemWin
================================================
*/
class idAchievementSystemWin : public idAchievementSystem
{
public:
idAchievementSystemWin();
bool IsInitialized();
void AchievementUnlock( idLocalUser* user, const int achievementID );
void AchievementLock( idLocalUser* user, const int achievementID );
void AchievementLockAll( idLocalUser* user, const int maxId );
void Pump();
bool GetAchievementDescription( idLocalUser* user, const int id, achievementDescription_t& data ) const;
bool GetAchievementState( idLocalUser* user, idArray< bool, idAchievementSystem::MAX_ACHIEVEMENTS >& achievements ) const;
};
#endif // __POSIX_ACHIEVEMENTS_H__

View file

@ -0,0 +1,131 @@
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "posix_localuser.h"
extern idCVar win_userPersistent;
extern idCVar win_userOnline;
extern idCVar win_isInParty;
extern idCVar win_partyCount;
/*
========================
idLocalUserWin::Init
========================
*/
void idLocalUserWin::Init( int inputDevice_, const char* gamertag_, int numLocalUsers )
{
if( numLocalUsers == 1 ) // Check for 1, since this is now incremented before we get in here
{
// This is the master user
gamertag = gamertag_;
}
else
{
// On steam, we need to generate a name based off the master user for split-screen users.
// We use the number of users on the system to generate the name rather than the device
// number so that it is always consistently "username (2)" for the second player.
gamertag.Format( "%s (%i)", gamertag_, numLocalUsers );
}
inputDevice = inputDevice_;
}
/*
========================
idLocalUserWin::IsProfileReady
========================
*/
bool idLocalUserWin::IsProfileReady() const
{
#ifdef _DEBUG
return win_userPersistent.GetBool();
#else
return true;
#endif
}
/*
========================
idLocalUserWin::IsOnline
========================
*/
bool idLocalUserWin::IsOnline() const
{
#ifdef _DEBUG
return win_userOnline.GetBool();
#else
return true;
#endif
}
/*
========================
idLocalUserWin::IsInParty
========================
*/
bool idLocalUserWin::IsInParty() const
{
#ifdef _DEBUG
return win_isInParty.GetBool();
#else
return false;
#endif
}
/*
========================
idLocalUserWin::GetPartyCount
========================
*/
int idLocalUserWin::GetPartyCount() const
{
// TODO: Implement
#ifdef _DEBUG
return win_partyCount.GetInteger();
#else
return 0;
#endif
}
/*
========================
idLocalUserWin::VerifyUserState
========================
*/
bool idLocalUserWin::VerifyUserState( winUserState_t& state )
{
if( state.inputDevice != inputDevice )
{
return false;
}
return true;
}

View file

@ -0,0 +1,96 @@
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __POSIX_LOCALUSER_H__
#define __POSIX_LOCALUSER_H__
// This is to quickly get/set the data needed for disc-swapping
typedef struct
{
int inputDevice;
} winUserState_t;
/*
================================================
idLocalUserWin
================================================
*/
class idLocalUserWin : public idLocalUser
{
public:
static const int MAX_GAMERTAG = 64; // max number of bytes for a gamertag
static const int MAX_GAMERTAG_CHARS = 16; // max number of UTF-8 characters to show
idLocalUserWin() : inputDevice( 0 ) {}
//==========================================================================================
// idLocalUser interface
//==========================================================================================
virtual bool IsProfileReady() const;
virtual bool IsOnline() const;
virtual bool IsInParty() const;
virtual int GetPartyCount() const;
virtual uint32 GetOnlineCaps() const
{
return ( IsPersistent() && IsOnline() ) ? ( CAP_IS_ONLINE | CAP_CAN_PLAY_ONLINE ) : 0;
}
virtual int GetInputDevice() const
{
return inputDevice;
}
virtual const char* GetGamerTag() const
{
return gamertag.c_str();
}
virtual void PumpPlatform() {}
//==========================================================================================
// idLocalUserWin interface
//==========================================================================================
void SetInputDevice( int inputDevice_ )
{
inputDevice = inputDevice_;
}
void SetGamerTag( const char* gamerTag_ )
{
gamertag = gamerTag_;
}
winUserState_t GetUserState()
{
winUserState_t a = { inputDevice };
return a;
}
bool VerifyUserState( winUserState_t& state );
void Init( int inputDevice_, const char* gamertag_, int numLocalUsers );
private:
idStrStatic< MAX_GAMERTAG > gamertag;
int inputDevice;
};
#endif // __POSIX_LOCALUSER_H__

View file

@ -3,6 +3,7 @@
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
Copyright (C) 2012 Robert Beckebans
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
@ -46,6 +47,8 @@ If you have questions concerning this license or the applicable additional terms
#if defined(__ANDROID__)
#include <android/log.h>
#endif
#include <sys/statvfs.h>
// RB end
#include "posix_public.h"
@ -95,10 +98,12 @@ void Posix_Exit( int ret )
}
// at this point, too late to catch signals
Posix_ClearSigs();
if( asyncThread.threadHandle )
{
Sys_DestroyThread( asyncThread );
}
//if( asyncThread.threadHandle )
//{
// Sys_DestroyThread( asyncThread );
//}
// process spawning. it's best when it happens after everything has shut down
if( exit_spawn[0] )
{
@ -233,6 +238,26 @@ int Sys_Milliseconds()
#endif
}
// RB: added for BFG
/*
================
Sys_Microseconds
================
*/
uint64 Sys_Microseconds()
{
static uint64 ticksPerMicrosecondTimes1024 = 0;
if( ticksPerMicrosecondTimes1024 == 0 )
{
ticksPerMicrosecondTimes1024 = ( ( uint64 )Sys_ClockTicksPerSecond() << 10 ) / 1000000;
assert( ticksPerMicrosecondTimes1024 > 0 );
}
return ( ( uint64 )( ( int64 )Sys_GetClockTicks() << 10 ) ) / ticksPerMicrosecondTimes1024;
}
/*
================
Sys_Mkdir
@ -243,6 +268,51 @@ void Sys_Mkdir( const char* path )
mkdir( path, 0777 );
}
/*
================
Sys_Rmdir
================
*/
bool Sys_Rmdir( const char* path )
{
return ( rmdir( path ) == 0 );
}
/*
========================
Sys_IsFileWritable
========================
*/
bool Sys_IsFileWritable( const char* path )
{
struct stat st;
if( stat( path, &st ) == -1 )
{
return true;
}
return ( st.st_mode & S_IWRITE ) != 0;
}
/*
========================
Sys_IsFolder
========================
*/
sysFolder_t Sys_IsFolder( const char* path )
{
struct stat buffer;
if( stat( path, &buffer ) < 0 )
{
return FOLDER_ERROR;
}
return ( buffer.st_mode & S_IFDIR ) != 0 ? FOLDER_YES : FOLDER_NO;
}
// RB end
/*
================
Sys_ListFiles
@ -319,12 +389,13 @@ int Sys_ListFiles( const char* directory, const char* extension, idStrList& list
EVENT LOOP
============================================================================
*/
/*
#define MAX_QUED_EVENTS 256
#define MASK_QUED_EVENTS ( MAX_QUED_EVENTS - 1 )
static sysEvent_t eventQue[MAX_QUED_EVENTS];
static int eventHead, eventTail;
*/
/*
================
@ -333,11 +404,12 @@ Posix_QueEvent
ptr should either be null, or point to a block of data that can be freed later
================
*/
/*
void Posix_QueEvent( sysEventType_t type, int value, int value2,
int ptrLength, void* ptr )
{
sysEvent_t* ev;
ev = &eventQue[eventHead & MASK_QUED_EVENTS];
if( eventHead - eventTail >= MAX_QUED_EVENTS )
{
@ -351,29 +423,31 @@ void Posix_QueEvent( sysEventType_t type, int value, int value2,
}
eventTail++;
}
eventHead++;
ev->evType = type;
ev->evValue = value;
ev->evValue2 = value2;
ev->evPtrLength = ptrLength;
ev->evPtr = ptr;
#if 0
common->Printf( "Event %d: %d %d\n", ev->evType, ev->evValue, ev->evValue2 );
#endif
}
*/
/*
================
Sys_GetEvent
================
*/
/*
sysEvent_t Sys_GetEvent()
{
static sysEvent_t ev;
// return if we have data
if( eventHead > eventTail )
{
@ -382,19 +456,22 @@ sysEvent_t Sys_GetEvent()
}
// return the empty event with the current time
memset( &ev, 0, sizeof( ev ) );
return ev;
}
*/
/*
================
Sys_ClearEvents
================
*/
/*
void Sys_ClearEvents()
{
eventHead = eventTail = 0;
}
*/
/*
================
@ -516,7 +593,7 @@ const char* Sys_DefaultCDPath()
return "";
}
long Sys_FileTimeStamp( FILE* fp )
ID_TIME_T Sys_FileTimeStamp( idFileHandle fp )
{
struct stat st;
fstat( fileno( fp ), &st );
@ -567,6 +644,7 @@ void Sys_FlushCacheMemory( void* base, int bytes )
// Sys_Printf("Sys_FlushCacheMemory stub\n");
}
/*
bool Sys_FPU_StackIsEmpty()
{
return true;
@ -584,6 +662,7 @@ const char* Sys_FPU_GetState()
void Sys_FPU_SetPrecision( int precision )
{
}
*/
/*
================
@ -615,18 +694,59 @@ void Sys_SetPhysicalWorkMemory( int minBytes, int maxBytes )
common->DPrintf( "TODO: Sys_SetPhysicalWorkMemory\n" );
}
// RB begin
/*
===========
================
Sys_GetDriveFreeSpace
return in MegaBytes
===========
returns in megabytes
================
*/
int Sys_GetDriveFreeSpace( const char* path )
{
common->DPrintf( "TODO: Sys_GetDriveFreeSpace\n" );
return 1000 * 1024;
int ret = 26;
struct statvfs st;
if( statvfs( path, &st ) == 0 )
{
unsigned long blocksize = st.f_bsize;
unsigned long freeblocks = st.f_bfree;
unsigned long free = blocksize * freeblocks;
ret = ( double )( free ) / ( 1024.0 * 1024.0 );
}
return ret;
}
/*
========================
Sys_GetDriveFreeSpaceInBytes
========================
*/
int64 Sys_GetDriveFreeSpaceInBytes( const char* path )
{
int64 ret = 1;
struct statvfs st;
if( statvfs( path, &st ) == 0 )
{
unsigned long blocksize = st.f_bsize;
unsigned long freeblocks = st.f_bfree;
unsigned long free = blocksize * freeblocks;
ret = free;
}
return ret;
}
// RB end
/*
================
Sys_AlreadyRunning
@ -645,12 +765,15 @@ Posix_EarlyInit
*/
void Posix_EarlyInit()
{
memset( &asyncThread, 0, sizeof( asyncThread ) );
//memset( &asyncThread, 0, sizeof( asyncThread ) );
exit_spawn[0] = '\0';
Posix_InitSigs();
// set the base time
Sys_Milliseconds();
Posix_InitPThreads();
//Posix_InitPThreads();
}
/*
@ -664,10 +787,12 @@ void Posix_LateInit()
com_pid.SetInteger( getpid() );
common->Printf( "pid: %d\n", com_pid.GetInteger() );
common->Printf( "%d MB System Memory\n", Sys_GetSystemRam() );
#ifndef ID_DEDICATED
common->Printf( "%d MB Video Memory\n", Sys_GetVideoRam() );
#endif
Posix_StartAsyncThread( );
//#ifndef ID_DEDICATED
//common->Printf( "%d MB Video Memory\n", Sys_GetVideoRam() );
//#endif
//Posix_StartAsyncThread( );
}
/*
@ -826,7 +951,7 @@ void tty_Show()
// RB begin
#if defined(__ANDROID__)
//__android_log_print(ANDROID_LOG_DEBUG, "Techyon_DEBUG", "%s", buf);
//__android_log_print(ANDROID_LOG_DEBUG, "RBDoom3_DEBUG", "%s", buf);
#endif
// RB end
@ -1164,6 +1289,7 @@ called during frame loops, pacifier updates etc.
this is only for console input polling and misc mouse grab tasks
the actual mouse and keyboard input is in the Sys_Poll logic
*/
/*
void Sys_GenerateEvents()
{
char* s;
@ -1171,13 +1297,14 @@ void Sys_GenerateEvents()
{
char* b;
int len;
len = strlen( s ) + 1;
b = ( char* )Mem_Alloc( len );
strcpy( b, s );
Posix_QueEvent( SE_CONSOLE, 0, 0, len, b );
}
}
*/
/*
===============
@ -1196,7 +1323,7 @@ void Sys_DebugPrintf( const char* fmt, ... )
va_end( argptr );
msg[sizeof( msg ) - 1] = '\0';
__android_log_print( ANDROID_LOG_DEBUG, "Techyon_Debug", msg );
__android_log_print( ANDROID_LOG_DEBUG, "RBDoom3_Debug", msg );
#else
va_list argptr;
@ -1211,7 +1338,7 @@ void Sys_DebugPrintf( const char* fmt, ... )
void Sys_DebugVPrintf( const char* fmt, va_list arg )
{
#if defined(__ANDROID__)
__android_log_vprint( ANDROID_LOG_DEBUG, "Techyon_Debug", fmt, arg );
__android_log_vprint( ANDROID_LOG_DEBUG, "RBDoom3_Debug", fmt, arg );
#else
tty_Hide();
vprintf( fmt, arg );
@ -1230,7 +1357,7 @@ void Sys_Printf( const char* fmt, ... )
va_end( argptr );
msg[sizeof( msg ) - 1] = '\0';
__android_log_print( ANDROID_LOG_DEBUG, "Techyon", msg );
__android_log_print( ANDROID_LOG_DEBUG, "RBDoom3", msg );
#else
va_list argptr;
@ -1245,7 +1372,7 @@ void Sys_Printf( const char* fmt, ... )
void Sys_VPrintf( const char* fmt, va_list arg )
{
#if defined(__ANDROID__)
__android_log_vprint( ANDROID_LOG_DEBUG, "Techyon", fmt, arg );
__android_log_vprint( ANDROID_LOG_DEBUG, "RBDoom3", fmt, arg );
#else
tty_Hide();
vprintf( fmt, arg );
@ -1272,8 +1399,12 @@ void Sys_Error( const char* error, ... )
}
/*
===============
Sys_FreeOpenAL
===============
================
Sys_SetLanguageFromSystem
================
*/
void Sys_FreeOpenAL() { }
extern idCVar sys_lang;
void Sys_SetLanguageFromSystem()
{
sys_lang.SetString( Sys_DefaultLanguage() );
}

View file

@ -46,10 +46,9 @@ If you have questions concerning this license or the applicable additional terms
#include "../../idlib/precompiled.h"
idPort clientPort, serverPort;
idUDP clientPort, serverPort;
idCVar net_ip( "net_ip", "localhost", CVAR_SYSTEM, "local IP address" );
idCVar net_port( "net_port", "", CVAR_SYSTEM | CVAR_INTEGER, "local IP port number" );
typedef struct
{
@ -540,12 +539,47 @@ static int IPSocket( const char* net_interface, int port, netadr_t* bound_to = N
return newsocket;
}
/*
========================
Sys_GetLocalIPCount
========================
*/
int Sys_GetLocalIPCount()
{
return num_interfaces;
}
/*
========================
Sys_GetLocalIP
========================
*/
const char* Sys_GetLocalIP( int i )
{
if( ( i < 0 ) || ( i >= num_interfaces ) )
{
return NULL;
}
static char s[64];
unsigned char bytes[4];
bytes[0] = netint[i].ip & 0xFF;
bytes[1] = ( netint[i].ip >> 8 ) & 0xFF;
bytes[2] = ( netint[i].ip >> 16 ) & 0xFF;
bytes[3] = ( netint[i].ip >> 24 ) & 0xFF;
idStr::snPrintf( s, sizeof( s ), "%d.%d.%d.%d", bytes[0], bytes[1], bytes[2], bytes[3] );
return s;
}
/*
==================
idPort::idPort
idUDP::idUDP
==================
*/
idPort::idPort()
idUDP::idUDP()
{
netSocket = 0;
memset( &bound_to, 0, sizeof( bound_to ) );
@ -553,20 +587,20 @@ idPort::idPort()
/*
==================
idPort::~idPort
idUDP::~idUDP
==================
*/
idPort::~idPort()
idUDP::~idUDP()
{
Close();
}
/*
==================
idPort::Close
idUDP::Close
==================
*/
void idPort::Close()
void idUDP::Close()
{
if( netSocket )
{
@ -578,10 +612,10 @@ void idPort::Close()
/*
==================
idPort::GetPacket
idUDP::GetPacket
==================
*/
bool idPort::GetPacket( netadr_t& net_from, void* data, int& size, int maxSize )
bool idUDP::GetPacket( netadr_t& net_from, void* data, int& size, int maxSize )
{
int ret;
struct sockaddr_in from;
@ -602,7 +636,7 @@ bool idPort::GetPacket( netadr_t& net_from, void* data, int& size, int maxSize )
// those commonly happen, don't verbose
return false;
}
common->DPrintf( "idPort::GetPacket recvfrom(): %s\n", strerror( errno ) );
common->DPrintf( "idUDP::GetPacket recvfrom(): %s\n", strerror( errno ) );
return false;
}
@ -615,10 +649,10 @@ bool idPort::GetPacket( netadr_t& net_from, void* data, int& size, int maxSize )
/*
==================
idPort::GetPacketBlocking
idUDP::GetPacketBlocking
==================
*/
bool idPort::GetPacketBlocking( netadr_t& net_from, void* data, int& size, int maxSize, int timeout )
bool idUDP::GetPacketBlocking( netadr_t& net_from, void* data, int& size, int maxSize, int timeout )
{
fd_set set;
struct timeval tv;
@ -644,12 +678,12 @@ bool idPort::GetPacketBlocking( netadr_t& net_from, void* data, int& size, int m
{
if( errno == EINTR )
{
common->DPrintf( "idPort::GetPacketBlocking: select EINTR\n" );
common->DPrintf( "idUDP::GetPacketBlocking: select EINTR\n" );
return false;
}
else
{
common->Error( "idPort::GetPacketBlocking: select failed: %s\n", strerror( errno ) );
common->Error( "idUDP::GetPacketBlocking: select failed: %s\n", strerror( errno ) );
}
}
@ -665,7 +699,7 @@ bool idPort::GetPacketBlocking( netadr_t& net_from, void* data, int& size, int m
if( ret == -1 )
{
// there should be no blocking errors once select declares things are good
common->DPrintf( "idPort::GetPacketBlocking: %s\n", strerror( errno ) );
common->DPrintf( "idUDP::GetPacketBlocking: %s\n", strerror( errno ) );
return false;
}
assert( ret < maxSize );
@ -676,17 +710,17 @@ bool idPort::GetPacketBlocking( netadr_t& net_from, void* data, int& size, int m
/*
==================
idPort::SendPacket
idUDP::SendPacket
==================
*/
void idPort::SendPacket( const netadr_t to, const void* data, int size )
void idUDP::SendPacket( const netadr_t to, const void* data, int size )
{
int ret;
struct sockaddr_in addr;
if( to.type == NA_BAD )
{
common->Warning( "idPort::SendPacket: bad address type NA_BAD - ignored" );
common->Warning( "idUDP::SendPacket: bad address type NA_BAD - ignored" );
return;
}
@ -700,16 +734,16 @@ void idPort::SendPacket( const netadr_t to, const void* data, int size )
ret = sendto( netSocket, data, size, 0, ( struct sockaddr* ) &addr, sizeof( addr ) );
if( ret == -1 )
{
common->Printf( "idPort::SendPacket ERROR: to %s: %s\n", Sys_NetAdrToString( to ), strerror( errno ) );
common->Printf( "idUDP::SendPacket ERROR: to %s: %s\n", Sys_NetAdrToString( to ), strerror( errno ) );
}
}
/*
==================
idPort::InitForPort
idUDP::InitForPort
==================
*/
bool idPort::InitForPort( int portNumber )
bool idUDP::InitForPort( int portNumber )
{
netSocket = IPSocket( net_ip.GetString(), portNumber, &bound_to );
if( netSocket <= 0 )
@ -721,209 +755,4 @@ bool idPort::InitForPort( int portNumber )
return true;
}
//=============================================================================
/*
==================
idTCP::idTCP
==================
*/
idTCP::idTCP()
{
fd = 0;
memset( &address, 0, sizeof( address ) );
}
/*
==================
idTCP::~idTCP
==================
*/
idTCP::~idTCP()
{
Close();
}
/*
==================
idTCP::Init
==================
*/
bool idTCP::Init( const char* host, short port )
{
struct sockaddr_in sadr;
if( !Sys_StringToNetAdr( host, &address, true ) )
{
common->Printf( "Couldn't resolve server name \"%s\"\n", host );
return false;
}
address.type = NA_IP;
if( !address.port )
{
address.port = port;
}
common->Printf( "\"%s\" resolved to %i.%i.%i.%i:%i\n", host,
address.ip[0], address.ip[1], address.ip[2], address.ip[3], address.port );
NetadrToSockadr( &address, &sadr );
if( fd )
{
common->Warning( "idTCP::Init: already initialized?\n" );
}
if( ( fd = socket( PF_INET, SOCK_STREAM, 0 ) ) == -1 )
{
fd = 0;
common->Printf( "ERROR: idTCP::Init: socket: %s\n", strerror( errno ) );
return false;
}
if( connect( fd, ( const sockaddr* )&sadr, sizeof( sadr ) ) == -1 )
{
common->Printf( "ERROR: idTCP::Init: connect: %s\n", strerror( errno ) );
close( fd );
fd = 0;
return false;
}
int status;
if( ( status = fcntl( fd, F_GETFL, 0 ) ) != -1 )
{
status |= O_NONBLOCK; /* POSIX */
status = fcntl( fd, F_SETFL, status );
}
if( status == -1 )
{
common->Printf( "ERROR: idTCP::Init: fcntl / O_NONBLOCK: %s\n", strerror( errno ) );
close( fd );
fd = 0;
return false;
}
common->DPrintf( "Opened TCP connection\n" );
return true;
}
/*
==================
idTCP::Close
==================
*/
void idTCP::Close()
{
if( fd )
{
close( fd );
}
fd = 0;
}
/*
==================
idTCP::Read
==================
*/
int idTCP::Read( void* data, int size )
{
int nbytes;
if( !fd )
{
common->Printf( "idTCP::Read: not initialized\n" );
return -1;
}
#if defined(_GNU_SOURCE)
// handle EINTR interrupted system call with TEMP_FAILURE_RETRY - this is probably GNU libc specific
if( ( nbytes = TEMP_FAILURE_RETRY( read( fd, data, size ) ) ) == -1 )
{
#else
do
{
nbytes = read( fd, data, size );
}
while( nbytes == -1 && errno == EINTR );
if( nbytes == -1 )
{
#endif
if( errno == EAGAIN )
{
return 0;
}
common->Printf( "ERROR: idTCP::Read: %s\n", strerror( errno ) );
Close();
return -1;
}
// a successful read of 0 bytes indicates remote has closed the connection
if( nbytes == 0 )
{
common->DPrintf( "idTCP::Read: read 0 bytes - assume connection closed\n" );
return -1;
}
return nbytes;
}
/*
==================
idTCP::Write
==================
*/
static void got_SIGPIPE( int signum )
{
common->Printf( "idTCP: SIGPIPE\n" );
}
int idTCP::Write( void* data, int size )
{
int nbytes;
if( !fd )
{
common->Printf( "idTCP::Write: not initialized\n" );
return -1;
}
struct sigaction bak_action;
struct sigaction action;
action.sa_handler = got_SIGPIPE;
sigemptyset( &action.sa_mask );
action.sa_flags = 0;
if( sigaction( SIGPIPE, &action, &bak_action ) != 0 )
{
common->Printf( "ERROR: idTCP::Write: failed to set temporary SIGPIPE handler\n" );
Close();
return -1;
}
#if defined(_GNU_SOURCE)
// handle EINTR interrupted system call with TEMP_FAILURE_RETRY - this is probably GNU libc specific
if( ( nbytes = TEMP_FAILURE_RETRY( write( fd, data, size ) ) ) == -1 )
{
#else
do
{
nbytes = write( fd, data, size );
}
while( nbytes == -1 && errno == EINTR );
if( nbytes == -1 )
{
#endif
common->Printf( "ERROR: idTCP::Write: %s\n", strerror( errno ) );
Close();
return -1;
}
if( sigaction( SIGPIPE, &bak_action, NULL ) != 0 )
{
common->Printf( "ERROR: idTCP::Write: failed to reset SIGPIPE handler\n" );
Close();
return -1;
}
return nbytes;
}

View file

@ -57,5 +57,7 @@ void Posix_Shutdown();
void Sys_FPE_handler( int signum, siginfo_t* info, void* context );
void Sys_DoStartProcess( const char* exeName, bool dofork = true ); // if not forking, current process gets replaced
char* Posix_ConsoleInput();
#endif

View file

@ -0,0 +1,848 @@
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "../sys_session_local.h"
#include "../sys_savegame.h"
idCVar savegame_winInduceDelay( "savegame_winInduceDelay", "0", CVAR_INTEGER, "on windows, this is a delay induced before any file operation occurs" );
extern idCVar fs_savepath;
extern idCVar saveGame_checksum;
extern idCVar savegame_error;
#define SAVEGAME_SENTINAL 0x12358932
// RB begin
#define ERROR_SUCCESS 0
// RB end
/*
========================
void Sys_ExecuteSavegameCommandAsync
========================
*/
void Sys_ExecuteSavegameCommandAsyncImpl( idSaveLoadParms* savegameParms )
{
assert( savegameParms != NULL );
session->GetSaveGameManager().GetSaveGameThread().data.saveLoadParms = savegameParms;
if( session->GetSaveGameManager().GetSaveGameThread().GetThreadHandle() == 0 )
{
session->GetSaveGameManager().GetSaveGameThread().StartWorkerThread( "Savegame", CORE_ANY );
}
session->GetSaveGameManager().GetSaveGameThread().SignalWork();
}
/*
========================
idLocalUser * GetLocalUserFromUserId
========================
*/
idLocalUserWin* GetLocalUserFromSaveParms( const saveGameThreadArgs_t& data )
{
if( ( data.saveLoadParms != NULL ) && ( data.saveLoadParms->inputDeviceId >= 0 ) )
{
idLocalUser* user = session->GetSignInManager().GetLocalUserByInputDevice( data.saveLoadParms->inputDeviceId );
if( user != NULL )
{
idLocalUserWin* userWin = static_cast< idLocalUserWin* >( user );
if( userWin != NULL && data.saveLoadParms->userId == idStr::Hash( userWin->GetGamerTag() ) )
{
return userWin;
}
}
}
return NULL;
}
/*
========================
idSaveGameThread::SaveGame
========================
*/
int idSaveGameThread::Save()
{
idLocalUserWin* user = GetLocalUserFromSaveParms( data );
if( user == NULL )
{
data.saveLoadParms->errorCode = SAVEGAME_E_INVALID_USER;
return -1;
}
idSaveLoadParms* callback = data.saveLoadParms;
idStr saveFolder = "savegame";
saveFolder.AppendPath( callback->directory );
// Check for the required storage space.
int64 requiredSizeBytes = 0;
{
for( int i = 0; i < callback->files.Num(); i++ )
{
idFile_SaveGame* file = callback->files[i];
requiredSizeBytes += ( file->Length() + sizeof( unsigned int ) ); // uint for checksum
if( file->type == SAVEGAMEFILE_PIPELINED )
{
requiredSizeBytes += MIN_SAVEGAME_SIZE_BYTES;
}
}
}
int ret = ERROR_SUCCESS;
// Check size of previous files if needed
// ALL THE FILES RIGHT NOW---- could use pattern later...
idStrList filesToDelete;
if( ( callback->mode & SAVEGAME_MBF_DELETE_FILES ) && !callback->cancelled )
{
if( fileSystem->IsFolder( saveFolder.c_str(), "fs_savePath" ) == FOLDER_YES )
{
idFileList* files = fileSystem->ListFilesTree( saveFolder.c_str(), "*.*" );
for( int i = 0; i < files->GetNumFiles(); i++ )
{
requiredSizeBytes -= fileSystem->GetFileLength( files->GetFile( i ) );
filesToDelete.Append( files->GetFile( i ) );
}
fileSystem->FreeFileList( files );
}
}
// Inform user about size required if necessary
if( requiredSizeBytes > 0 && !callback->cancelled )
{
user->StorageSizeAvailable( requiredSizeBytes, callback->requiredSpaceInBytes );
if( callback->requiredSpaceInBytes > 0 )
{
// check to make sure savepath actually exists before erroring
idStr directory = fs_savepath.GetString();
directory += "\\"; // so it doesn't think the last part is a file and ignores in the directory creation
fileSystem->CreateOSPath( directory ); // we can't actually check FileExists in production builds, so just try to create it
user->StorageSizeAvailable( requiredSizeBytes, callback->requiredSpaceInBytes );
if( callback->requiredSpaceInBytes > 0 )
{
callback->errorCode = SAVEGAME_E_INSUFFICIENT_ROOM;
// safe to return, haven't written any files yet
return -1;
}
}
}
// Delete all previous files if needed
// ALL THE FILES RIGHT NOW---- could use pattern later...
for( int i = 0; i < filesToDelete.Num() && !callback->cancelled; i++ )
{
fileSystem->RemoveFile( filesToDelete[i].c_str() );
}
// Save the raw files.
for( int i = 0; i < callback->files.Num() && ret == ERROR_SUCCESS && !callback->cancelled; i++ )
{
idFile_SaveGame* file = callback->files[i];
idStr fileName = saveFolder;
fileName.AppendPath( file->GetName() );
idStr tempFileName = va( "%s.temp", fileName.c_str() );
idFile* outputFile = fileSystem->OpenFileWrite( tempFileName, "fs_savePath" );
if( outputFile == NULL )
{
idLib::Warning( "[%s]: Couldn't open file for writing, %s", __FUNCTION__, tempFileName.c_str() );
file->error = true;
callback->errorCode = SAVEGAME_E_UNKNOWN;
ret = -1;
continue;
}
if( ( file->type & SAVEGAMEFILE_PIPELINED ) != 0 )
{
idFile_SaveGamePipelined* inputFile = dynamic_cast< idFile_SaveGamePipelined* >( file );
assert( inputFile != NULL );
blockForIO_t block;
while( inputFile->NextWriteBlock( & block ) )
{
if( ( size_t )outputFile->Write( block.data, block.bytes ) != block.bytes )
{
idLib::Warning( "[%s]: Write failed.", __FUNCTION__ );
file->error = true;
callback->errorCode = SAVEGAME_E_INSUFFICIENT_ROOM;
ret = -1;
break;
}
}
}
else
{
if( ( file->type & SAVEGAMEFILE_BINARY ) || ( file->type & SAVEGAMEFILE_COMPRESSED ) )
{
if( saveGame_checksum.GetBool() )
{
unsigned int checksum = MD5_BlockChecksum( file->GetDataPtr(), file->Length() );
size_t size = outputFile->WriteBig( checksum );
if( size != sizeof( checksum ) )
{
idLib::Warning( "[%s]: Write failed.", __FUNCTION__ );
file->error = true;
callback->errorCode = SAVEGAME_E_INSUFFICIENT_ROOM;
ret = -1;
}
}
}
size_t size = outputFile->Write( file->GetDataPtr(), file->Length() );
if( size != ( size_t )file->Length() )
{
idLib::Warning( "[%s]: Write failed.", __FUNCTION__ );
file->error = true;
callback->errorCode = SAVEGAME_E_INSUFFICIENT_ROOM;
ret = -1;
}
else
{
idLib::PrintfIf( saveGame_verbose.GetBool(), "Saved %s (%s)\n", fileName.c_str(), outputFile->GetFullPath() );
}
}
delete outputFile;
if( ret == ERROR_SUCCESS )
{
// Remove the old file
if( !fileSystem->RenameFile( tempFileName, fileName, "fs_savePath" ) )
{
idLib::Warning( "Could not start to rename temporary file %s to %s.", tempFileName.c_str(), fileName.c_str() );
}
}
else
{
fileSystem->RemoveFile( tempFileName );
idLib::Warning( "Invalid write to temporary file %s.", tempFileName.c_str() );
}
}
if( data.saveLoadParms->cancelled )
{
data.saveLoadParms->errorCode = SAVEGAME_E_CANCELLED;
}
// Removed because it seemed a bit drastic
#if 0
// If there is an error, delete the partially saved folder
if( callback->errorCode != SAVEGAME_E_NONE )
{
if( fileSystem->IsFolder( saveFolder, "fs_savePath" ) == FOLDER_YES )
{
idFileList* files = fileSystem->ListFilesTree( saveFolder, "/|*" );
for( int i = 0; i < files->GetNumFiles(); i++ )
{
fileSystem->RemoveFile( files->GetFile( i ) );
}
fileSystem->FreeFileList( files );
fileSystem->RemoveDir( saveFolder );
}
}
#endif
return ret;
}
/*
========================
idSessionLocal::LoadGame
========================
*/
int idSaveGameThread::Load()
{
idSaveLoadParms* callback = data.saveLoadParms;
idStr saveFolder = "savegame";
saveFolder.AppendPath( callback->directory );
if( fileSystem->IsFolder( saveFolder, "fs_savePath" ) != FOLDER_YES )
{
callback->errorCode = SAVEGAME_E_FOLDER_NOT_FOUND;
return -1;
}
int ret = ERROR_SUCCESS;
for( int i = 0; i < callback->files.Num() && ret == ERROR_SUCCESS && !callback->cancelled; i++ )
{
idFile_SaveGame* file = callback->files[i];
idStr filename = saveFolder;
filename.AppendPath( file->GetName() );
idFile* inputFile = fileSystem->OpenFileRead( filename.c_str() );
if( inputFile == NULL )
{
file->error = true;
if( !( file->type & SAVEGAMEFILE_OPTIONAL ) )
{
callback->errorCode = SAVEGAME_E_CORRUPTED;
ret = -1;
}
continue;
}
if( ( file->type & SAVEGAMEFILE_PIPELINED ) != 0 )
{
idFile_SaveGamePipelined* outputFile = dynamic_cast< idFile_SaveGamePipelined* >( file );
assert( outputFile != NULL );
size_t lastReadBytes = 0;
blockForIO_t block;
while( outputFile->NextReadBlock( &block, lastReadBytes ) && !callback->cancelled )
{
lastReadBytes = inputFile->Read( block.data, block.bytes );
if( lastReadBytes != block.bytes )
{
// Notify end-of-file to the save game file which will cause all reads on the
// other end of the pipeline to return zero bytes after the pipeline is drained.
outputFile->NextReadBlock( NULL, lastReadBytes );
break;
}
}
}
else
{
size_t size = inputFile->Length();
unsigned int originalChecksum = 0;
if( ( file->type & SAVEGAMEFILE_BINARY ) != 0 || ( file->type & SAVEGAMEFILE_COMPRESSED ) != 0 )
{
if( saveGame_checksum.GetBool() )
{
if( size >= sizeof( originalChecksum ) )
{
inputFile->ReadBig( originalChecksum );
size -= sizeof( originalChecksum );
}
}
}
file->SetLength( size );
size_t sizeRead = inputFile->Read( ( void* )file->GetDataPtr(), size );
if( sizeRead != size )
{
file->error = true;
callback->errorCode = SAVEGAME_E_CORRUPTED;
ret = -1;
}
if( ( file->type & SAVEGAMEFILE_BINARY ) != 0 || ( file->type & SAVEGAMEFILE_COMPRESSED ) != 0 )
{
if( saveGame_checksum.GetBool() )
{
unsigned int checksum = MD5_BlockChecksum( file->GetDataPtr(), file->Length() );
if( checksum != originalChecksum )
{
file->error = true;
callback->errorCode = SAVEGAME_E_CORRUPTED;
ret = -1;
}
}
}
}
delete inputFile;
}
if( data.saveLoadParms->cancelled )
{
data.saveLoadParms->errorCode = SAVEGAME_E_CANCELLED;
}
return ret;
}
/*
========================
idSaveGameThread::Delete
This deletes a complete savegame directory
========================
*/
int idSaveGameThread::Delete()
{
idSaveLoadParms* callback = data.saveLoadParms;
idStr saveFolder = "savegame";
saveFolder.AppendPath( callback->directory );
int ret = ERROR_SUCCESS;
if( fileSystem->IsFolder( saveFolder, "fs_savePath" ) == FOLDER_YES )
{
idFileList* files = fileSystem->ListFilesTree( saveFolder, "/|*" );
for( int i = 0; i < files->GetNumFiles() && !callback->cancelled; i++ )
{
fileSystem->RemoveFile( files->GetFile( i ) );
}
fileSystem->FreeFileList( files );
fileSystem->RemoveDir( saveFolder );
}
else
{
callback->errorCode = SAVEGAME_E_FOLDER_NOT_FOUND;
ret = -1;
}
if( data.saveLoadParms->cancelled )
{
data.saveLoadParms->errorCode = SAVEGAME_E_CANCELLED;
}
return ret;
}
/*
========================
idSaveGameThread::Enumerate
========================
*/
int idSaveGameThread::Enumerate()
{
idSaveLoadParms* callback = data.saveLoadParms;
idStr saveFolder = "savegame";
callback->detailList.Clear();
int ret = ERROR_SUCCESS;
if( fileSystem->IsFolder( saveFolder, "fs_savePath" ) == FOLDER_YES )
{
idFileList* files = fileSystem->ListFilesTree( saveFolder, SAVEGAME_DETAILS_FILENAME );
const idStrList& fileList = files->GetList();
for( int i = 0; i < fileList.Num() && !callback->cancelled; i++ )
{
idSaveGameDetails* details = callback->detailList.Alloc();
// We have more folders on disk than we have room in our save detail list, stop trying to read them in and continue with what we have
if( details == NULL )
{
break;
}
idStr directory = fileList[i];
idFile* file = fileSystem->OpenFileRead( directory.c_str() );
if( file != NULL )
{
// Read the DETAIL file for the enumerated data
if( callback->mode & SAVEGAME_MBF_READ_DETAILS )
{
if( !SavegameReadDetailsFromFile( file, *details ) )
{
details->damaged = true;
ret = -1;
}
}
// RB: FIXME ?
// use current time
time_t aclock;
time( &aclock );
/*
// Use the date from the directory
WIN32_FILE_ATTRIBUTE_DATA attrData;
BOOL attrRet = GetFileAttributesEx( file->GetFullPath(), GetFileExInfoStandard, &attrData );
delete file;
if( attrRet == TRUE )
{
FILETIME lastWriteTime = attrData.ftLastWriteTime;
const ULONGLONG second = 10000000L; // One second = 10,000,000 * 100 nsec
SYSTEMTIME base_st = { 1970, 1, 0, 1, 0, 0, 0, 0 };
ULARGE_INTEGER itime;
FILETIME base_ft;
BOOL success = SystemTimeToFileTime( &base_st, &base_ft );
itime.QuadPart = ( ( ULARGE_INTEGER* )&lastWriteTime )->QuadPart;
if( success )
{
itime.QuadPart -= ( ( ULARGE_INTEGER* )&base_ft )->QuadPart;
}
else
{
// Hard coded number of 100-nanosecond units from 1/1/1601 to 1/1/1970
itime.QuadPart -= 116444736000000000LL;
}
itime.QuadPart /= second;
details->date = itime.QuadPart;
}
*/
// RB end
}
else
{
details->damaged = true;
}
// populate the game details struct
directory = directory.StripFilename();
details->slotName = directory.c_str() + saveFolder.Length() + 1; // Strip off the prefix too
// JDC: I hit this all the time assert( fileSystem->IsFolder( directory.c_str(), "fs_savePath" ) == FOLDER_YES );
}
fileSystem->FreeFileList( files );
}
else
{
callback->errorCode = SAVEGAME_E_FOLDER_NOT_FOUND;
ret = -3;
}
if( data.saveLoadParms->cancelled )
{
data.saveLoadParms->errorCode = SAVEGAME_E_CANCELLED;
}
return ret;
}
/*
========================
idSaveGameThread::EnumerateFiles
========================
*/
int idSaveGameThread::EnumerateFiles()
{
idSaveLoadParms* callback = data.saveLoadParms;
idStr folder = "savegame";
folder.AppendPath( callback->directory );
callback->files.Clear();
int ret = ERROR_SUCCESS;
if( fileSystem->IsFolder( folder, "fs_savePath" ) == FOLDER_YES )
{
// get listing of all the files, but filter out below
idFileList* files = fileSystem->ListFilesTree( folder, "*.*" );
// look for the instance pattern
for( int i = 0; i < files->GetNumFiles() && ret == 0 && !callback->cancelled; i++ )
{
idStr fullFilename = files->GetFile( i );
idStr filename = fullFilename;
filename.StripPath();
if( filename.IcmpPrefix( callback->pattern ) != 0 )
{
continue;
}
if( !callback->postPattern.IsEmpty() && filename.Right( callback->postPattern.Length() ).IcmpPrefix( callback->postPattern ) != 0 )
{
continue;
}
// Read the DETAIL file for the enumerated data
if( callback->mode & SAVEGAME_MBF_READ_DETAILS )
{
idSaveGameDetails& details = callback->description;
idFile* uncompressed = fileSystem->OpenFileRead( fullFilename.c_str() );
if( uncompressed == NULL )
{
details.damaged = true;
}
else
{
if( !SavegameReadDetailsFromFile( uncompressed, details ) )
{
ret = -1;
}
delete uncompressed;
}
// populate the game details struct
details.slotName = callback->directory;
assert( fileSystem->IsFolder( details.slotName, "fs_savePath" ) == FOLDER_YES );
}
idFile_SaveGame* file = new( TAG_SAVEGAMES ) idFile_SaveGame( filename, SAVEGAMEFILE_AUTO_DELETE );
callback->files.Append( file );
}
fileSystem->FreeFileList( files );
}
else
{
callback->errorCode = SAVEGAME_E_FOLDER_NOT_FOUND;
ret = -3;
}
if( data.saveLoadParms->cancelled )
{
data.saveLoadParms->errorCode = SAVEGAME_E_CANCELLED;
}
return ret;
}
/*
========================
idSaveGameThread::DeleteFiles
========================
*/
int idSaveGameThread::DeleteFiles()
{
idSaveLoadParms* callback = data.saveLoadParms;
idStr folder = "savegame";
folder.AppendPath( callback->directory );
// delete the explicitly requested files first
for( int j = 0; j < callback->files.Num() && !callback->cancelled; ++j )
{
idFile_SaveGame* file = callback->files[j];
idStr fullpath = folder;
fullpath.AppendPath( file->GetName() );
fileSystem->RemoveFile( fullpath );
}
int ret = ERROR_SUCCESS;
if( fileSystem->IsFolder( folder, "fs_savePath" ) == FOLDER_YES )
{
// get listing of all the files, but filter out below
idFileList* files = fileSystem->ListFilesTree( folder, "*.*" );
// look for the instance pattern
for( int i = 0; i < files->GetNumFiles() && !callback->cancelled; i++ )
{
idStr filename = files->GetFile( i );
filename.StripPath();
// If there are post/pre patterns to match, make sure we adhere to the patterns
if( callback->pattern.IsEmpty() || ( filename.IcmpPrefix( callback->pattern ) != 0 ) )
{
continue;
}
if( callback->postPattern.IsEmpty() || ( filename.Right( callback->postPattern.Length() ).IcmpPrefix( callback->postPattern ) != 0 ) )
{
continue;
}
fileSystem->RemoveFile( files->GetFile( i ) );
}
fileSystem->FreeFileList( files );
}
else
{
callback->errorCode = SAVEGAME_E_FOLDER_NOT_FOUND;
ret = -3;
}
if( data.saveLoadParms->cancelled )
{
data.saveLoadParms->errorCode = SAVEGAME_E_CANCELLED;
}
return ret;
}
/*
========================
idSaveGameThread::DeleteAll
This deletes all savegame directories
========================
*/
int idSaveGameThread::DeleteAll()
{
idSaveLoadParms* callback = data.saveLoadParms;
idStr saveFolder = "savegame";
int ret = ERROR_SUCCESS;
if( fileSystem->IsFolder( saveFolder, "fs_savePath" ) == FOLDER_YES )
{
idFileList* files = fileSystem->ListFilesTree( saveFolder, "/|*" );
// remove directories after files
for( int i = 0; i < files->GetNumFiles() && !callback->cancelled; i++ )
{
// contained files should always be first
if( fileSystem->IsFolder( files->GetFile( i ), "fs_savePath" ) == FOLDER_YES )
{
fileSystem->RemoveDir( files->GetFile( i ) );
}
else
{
fileSystem->RemoveFile( files->GetFile( i ) );
}
}
fileSystem->FreeFileList( files );
}
else
{
callback->errorCode = SAVEGAME_E_FOLDER_NOT_FOUND;
ret = -3;
}
if( data.saveLoadParms->cancelled )
{
data.saveLoadParms->errorCode = SAVEGAME_E_CANCELLED;
}
return ret;
}
/*
========================
idSaveGameThread::Run
========================
*/
int idSaveGameThread::Run()
{
int ret = ERROR_SUCCESS;
try
{
idLocalUserWin* user = GetLocalUserFromSaveParms( data );
if( user != NULL && !user->IsStorageDeviceAvailable() )
{
data.saveLoadParms->errorCode = SAVEGAME_E_UNABLE_TO_SELECT_STORAGE_DEVICE;
}
if( savegame_winInduceDelay.GetInteger() > 0 )
{
Sys_Sleep( savegame_winInduceDelay.GetInteger() );
}
if( data.saveLoadParms->mode & SAVEGAME_MBF_SAVE )
{
ret = Save();
}
else if( data.saveLoadParms->mode & SAVEGAME_MBF_LOAD )
{
ret = Load();
}
else if( data.saveLoadParms->mode & SAVEGAME_MBF_ENUMERATE )
{
ret = Enumerate();
}
else if( data.saveLoadParms->mode & SAVEGAME_MBF_DELETE_FOLDER )
{
ret = Delete();
}
else if( data.saveLoadParms->mode & SAVEGAME_MBF_DELETE_ALL_FOLDERS )
{
ret = DeleteAll();
}
else if( data.saveLoadParms->mode & SAVEGAME_MBF_DELETE_FILES )
{
ret = DeleteFiles();
}
else if( data.saveLoadParms->mode & SAVEGAME_MBF_ENUMERATE_FILES )
{
ret = EnumerateFiles();
}
// if something failed and no one set an error code, do it now.
if( ret != 0 && data.saveLoadParms->errorCode == SAVEGAME_E_NONE )
{
data.saveLoadParms->errorCode = SAVEGAME_E_UNKNOWN;
}
}
catch( ... )
{
// if anything horrible happens, leave it up to the savegame processors to handle in PostProcess().
data.saveLoadParms->errorCode = SAVEGAME_E_UNKNOWN;
}
// Make sure to cancel any save game file pipelines.
if( data.saveLoadParms->errorCode != SAVEGAME_E_NONE )
{
data.saveLoadParms->CancelSaveGameFilePipelines();
}
// Override error if cvar set
if( savegame_error.GetInteger() != 0 )
{
data.saveLoadParms->errorCode = ( saveGameError_t )savegame_error.GetInteger();
}
// Tell the waiting caller that we are done
data.saveLoadParms->callbackSignal.Raise();
return ret;
}
/*
========================
Sys_SaveGameCheck
========================
*/
void Sys_SaveGameCheck( bool& exists, bool& autosaveExists )
{
exists = false;
autosaveExists = false;
const idStr autosaveFolderStr = AddSaveFolderPrefix( SAVEGAME_AUTOSAVE_FOLDER, idSaveGameManager::PACKAGE_GAME );
const char* autosaveFolder = autosaveFolderStr.c_str();
const char* saveFolder = "savegame";
if( fileSystem->IsFolder( saveFolder, "fs_savePath" ) == FOLDER_YES )
{
idFileList* files = fileSystem->ListFiles( saveFolder, "/" );
const idStrList& fileList = files->GetList();
idLib::PrintfIf( saveGame_verbose.GetBool(), "found %d savegames\n", fileList.Num() );
for( int i = 0; i < fileList.Num(); i++ )
{
const char* directory = va( "%s/%s", saveFolder, fileList[i].c_str() );
if( fileSystem->IsFolder( directory, "fs_savePath" ) == FOLDER_YES )
{
exists = true;
idLib::PrintfIf( saveGame_verbose.GetBool(), "found savegame: %s\n", fileList[i].c_str() );
if( idStr::Icmp( fileList[i].c_str(), autosaveFolder ) == 0 )
{
autosaveExists = true;
break;
}
}
}
fileSystem->FreeFileList( files );
}
}

View file

@ -0,0 +1,751 @@
/*
================================================================================================
CONFIDENTIAL AND PROPRIETARY INFORMATION/NOT FOR DISCLOSURE WITHOUT WRITTEN PERMISSION
Copyright 2010 id Software LLC, a ZeniMax Media company. All Rights Reserved.
================================================================================================
*/
/*
================================================================================================
Contains the windows implementation of the network session
================================================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "../../framework/Common_local.h"
#include "../sys_session_local.h"
#include "../sys_stats.h"
#include "../sys_savegame.h"
#include "../sys_lobby_backend_direct.h"
#include "../sys_voicechat.h"
#include "posix_achievements.h"
//#include "_local.h"
/*
========================
Global variables
========================
*/
extern idCVar net_port;
class idLobbyToSessionCBLocal;
/*
========================
idSessionLocalWin::idSessionLocalWin
========================
*/
class idSessionLocalWin : public idSessionLocal
{
friend class idLobbyToSessionCBLocal;
public:
idSessionLocalWin();
virtual ~idSessionLocalWin();
// idSessionLocal interface
virtual void Initialize();
virtual void Shutdown();
virtual void InitializeSoundRelatedSystems();
virtual void ShutdownSoundRelatedSystems();
virtual void PlatformPump();
virtual void InviteFriends();
virtual void InviteParty();
virtual void ShowPartySessions();
virtual void ShowSystemMarketplaceUI() const;
virtual void ListServers( const idCallback& callback );
virtual void CancelListServers();
virtual int NumServers() const;
virtual const serverInfo_t* ServerInfo( int i ) const;
virtual void ConnectToServer( int i );
virtual void ShowServerGamerCardUI( int i );
virtual void ShowLobbyUserGamerCardUI( lobbyUserID_t lobbyUserID );
virtual void ShowOnlineSignin() {}
virtual void UpdateRichPresence() {}
virtual void CheckVoicePrivileges() {}
virtual bool ProcessInputEvent( const sysEvent_t* ev );
// System UI
virtual bool IsSystemUIShowing() const;
virtual void SetSystemUIShowing( bool show );
// Invites
virtual void HandleBootableInvite( int64 lobbyId = 0 );
virtual void ClearBootableInvite();
virtual void ClearPendingInvite();
virtual bool HasPendingBootableInvite();
virtual void SetDiscSwapMPInvite( void* parm );
virtual void* GetDiscSwapMPInviteParms();
virtual void EnumerateDownloadableContent();
virtual void HandleServerQueryRequest( lobbyAddress_t& remoteAddr, idBitMsg& msg, int msgType );
virtual void HandleServerQueryAck( lobbyAddress_t& remoteAddr, idBitMsg& msg );
// Leaderboards
virtual void LeaderboardUpload( lobbyUserID_t lobbyUserID, const leaderboardDefinition_t* leaderboard, const column_t* stats, const idFile_Memory* attachment = NULL );
virtual void LeaderboardDownload( int sessionUserIndex, const leaderboardDefinition_t* leaderboard, int startingRank, int numRows, const idLeaderboardCallback& callback );
virtual void LeaderboardDownloadAttachment( int sessionUserIndex, const leaderboardDefinition_t* leaderboard, int64 attachmentID );
// Scoring (currently just for TrueSkill)
virtual void SetLobbyUserRelativeScore( lobbyUserID_t lobbyUserID, int relativeScore, int team ) {}
virtual void LeaderboardFlush();
virtual idNetSessionPort& GetPort( bool dedicated = false );
virtual idLobbyBackend* CreateLobbyBackend( const idMatchParameters& p, float skillLevel, idLobbyBackend::lobbyBackendType_t lobbyType );
virtual idLobbyBackend* FindLobbyBackend( const idMatchParameters& p, int numPartyUsers, float skillLevel, idLobbyBackend::lobbyBackendType_t lobbyType );
virtual idLobbyBackend* JoinFromConnectInfo( const lobbyConnectInfo_t& connectInfo , idLobbyBackend::lobbyBackendType_t lobbyType );
virtual void DestroyLobbyBackend( idLobbyBackend* lobbyBackend );
virtual void PumpLobbies();
virtual void JoinAfterSwap( void* joinID );
virtual bool GetLobbyAddressFromNetAddress( const netadr_t& netAddr, lobbyAddress_t& outAddr ) const;
virtual bool GetNetAddressFromLobbyAddress( const lobbyAddress_t& lobbyAddress, netadr_t& outNetAddr ) const;
public:
void Connect_f( const idCmdArgs& args );
private:
void EnsurePort();
idLobbyBackend* CreateLobbyInternal( idLobbyBackend::lobbyBackendType_t lobbyType );
idArray< idLobbyBackend*, 3 > lobbyBackends;
idNetSessionPort port;
bool canJoinLocalHost;
idLobbyToSessionCBLocal* lobbyToSessionCB;
};
idSessionLocalWin sessionLocalWin;
idSession* session = &sessionLocalWin;
/*
========================
idLobbyToSessionCBLocal
========================
*/
class idLobbyToSessionCBLocal : public idLobbyToSessionCB
{
public:
idLobbyToSessionCBLocal( idSessionLocalWin* sessionLocalWin_ ) : sessionLocalWin( sessionLocalWin_ ) { }
virtual bool CanJoinLocalHost() const
{
sessionLocalWin->EnsurePort();
return sessionLocalWin->canJoinLocalHost;
}
virtual class idLobbyBackend* GetLobbyBackend( idLobbyBackend::lobbyBackendType_t type ) const
{
return sessionLocalWin->lobbyBackends[ type ];
}
private:
idSessionLocalWin* sessionLocalWin;
};
idLobbyToSessionCBLocal lobbyToSessionCBLocal( &sessionLocalWin );
idLobbyToSessionCB* lobbyToSessionCB = &lobbyToSessionCBLocal;
class idVoiceChatMgrWin : public idVoiceChatMgr
{
public:
virtual bool GetLocalChatDataInternal( int talkerIndex, byte* data, int& dataSize )
{
return false;
}
virtual void SubmitIncomingChatDataInternal( int talkerIndex, const byte* data, int dataSize ) { }
virtual bool TalkerHasData( int talkerIndex )
{
return false;
}
virtual bool RegisterTalkerInternal( int index )
{
return true;
}
virtual void UnregisterTalkerInternal( int index ) { }
};
/*
========================
idSessionLocalWin::idSessionLocalWin
========================
*/
idSessionLocalWin::idSessionLocalWin()
{
signInManager = new( TAG_SYSTEM ) idSignInManagerWin;
saveGameManager = new( TAG_SAVEGAMES ) idSaveGameManager();
voiceChat = new( TAG_SYSTEM ) idVoiceChatMgrWin();
lobbyToSessionCB = new( TAG_SYSTEM ) idLobbyToSessionCBLocal( this );
canJoinLocalHost = false;
lobbyBackends.Zero();
}
/*
========================
idSessionLocalWin::idSessionLocalWin
========================
*/
idSessionLocalWin::~idSessionLocalWin()
{
delete voiceChat;
delete lobbyToSessionCB;
}
/*
========================
idSessionLocalWin::Initialize
========================
*/
void idSessionLocalWin::Initialize()
{
idSessionLocal::Initialize();
// The shipping path doesn't load title storage
// Instead, we inject values through code which is protected through steam DRM
titleStorageVars.Set( "MAX_PLAYERS_ALLOWED", "8" );
titleStorageLoaded = true;
// First-time check for downloadable content once game is launched
EnumerateDownloadableContent();
GetPartyLobby().Initialize( idLobby::TYPE_PARTY, sessionCallbacks );
GetGameLobby().Initialize( idLobby::TYPE_GAME, sessionCallbacks );
GetGameStateLobby().Initialize( idLobby::TYPE_GAME_STATE, sessionCallbacks );
achievementSystem = new( TAG_SYSTEM ) idAchievementSystemWin();
achievementSystem->Init();
}
/*
========================
idSessionLocalWin::Shutdown
========================
*/
void idSessionLocalWin::Shutdown()
{
NET_VERBOSE_PRINT( "NET: Shutdown\n" );
idSessionLocal::Shutdown();
MoveToMainMenu();
// Wait until we fully shutdown
while( localState != STATE_IDLE && localState != STATE_PRESS_START )
{
Pump();
}
if( achievementSystem != NULL )
{
achievementSystem->Shutdown();
delete achievementSystem;
achievementSystem = NULL;
}
}
/*
========================
idSessionLocalWin::InitializeSoundRelatedSystems
========================
*/
void idSessionLocalWin::InitializeSoundRelatedSystems()
{
if( voiceChat != NULL )
{
voiceChat->Init( NULL );
}
}
/*
========================
idSessionLocalWin::ShutdownSoundRelatedSystems
========================
*/
void idSessionLocalWin::ShutdownSoundRelatedSystems()
{
if( voiceChat != NULL )
{
voiceChat->Shutdown();
}
}
/*
========================
idSessionLocalWin::PlatformPump
========================
*/
void idSessionLocalWin::PlatformPump()
{
}
/*
========================
idSessionLocalWin::InviteFriends
========================
*/
void idSessionLocalWin::InviteFriends()
{
}
/*
========================
idSessionLocalWin::InviteParty
========================
*/
void idSessionLocalWin::InviteParty()
{
}
/*
========================
idSessionLocalWin::ShowPartySessions
========================
*/
void idSessionLocalWin::ShowPartySessions()
{
}
/*
========================
idSessionLocalWin::ShowSystemMarketplaceUI
========================
*/
void idSessionLocalWin::ShowSystemMarketplaceUI() const
{
}
/*
========================
idSessionLocalWin::ListServers
========================
*/
void idSessionLocalWin::ListServers( const idCallback& callback )
{
ListServersCommon();
}
/*
========================
idSessionLocalWin::CancelListServers
========================
*/
void idSessionLocalWin::CancelListServers()
{
}
/*
========================
idSessionLocalWin::NumServers
========================
*/
int idSessionLocalWin::NumServers() const
{
return 0;
}
/*
========================
idSessionLocalWin::ServerInfo
========================
*/
const serverInfo_t* idSessionLocalWin::ServerInfo( int i ) const
{
return NULL;
}
/*
========================
idSessionLocalWin::ConnectToServer
========================
*/
void idSessionLocalWin::ConnectToServer( int i )
{
}
/*
========================
idSessionLocalWin::Connect_f
========================
*/
void idSessionLocalWin::Connect_f( const idCmdArgs& args )
{
if( args.Argc() < 2 )
{
idLib::Printf( "Usage: Connect to IP. Use with net_port. \n" );
return;
}
Cancel();
if( signInManager->GetMasterLocalUser() == NULL )
{
signInManager->RegisterLocalUser( 0 );
}
lobbyConnectInfo_t connectInfo;
Sys_StringToNetAdr( args.Argv( 1 ), &connectInfo.netAddr, true );
connectInfo.netAddr.port = net_port.GetInteger();
ConnectAndMoveToLobby( GetPartyLobby(), connectInfo, false );
}
/*
========================
void Connect_f
========================
*/
CONSOLE_COMMAND( connect, "Connect to the specified IP", NULL )
{
sessionLocalWin.Connect_f( args );
}
/*
========================
idSessionLocalWin::ShowServerGamerCardUI
========================
*/
void idSessionLocalWin::ShowServerGamerCardUI( int i )
{
}
/*
========================
idSessionLocalWin::ShowLobbyUserGamerCardUI(
========================
*/
void idSessionLocalWin::ShowLobbyUserGamerCardUI( lobbyUserID_t lobbyUserID )
{
}
/*
========================
idSessionLocalWin::ProcessInputEvent
========================
*/
bool idSessionLocalWin::ProcessInputEvent( const sysEvent_t* ev )
{
if( GetSignInManager().ProcessInputEvent( ev ) )
{
return true;
}
return false;
}
/*
========================
idSessionLocalWin::IsSystemUIShowing
========================
*/
bool idSessionLocalWin::IsSystemUIShowing() const
{
// RB: TODO track SDL_ACTIVEENT
return isSysUIShowing;
//return !win32.activeApp || isSysUIShowing; // If the user alt+tabs away, treat it the same as bringing up the steam overlay
}
/*
========================
idSessionLocalWin::SetSystemUIShowing
========================
*/
void idSessionLocalWin::SetSystemUIShowing( bool show )
{
isSysUIShowing = show;
}
/*
========================
idSessionLocalWin::HandleServerQueryRequest
========================
*/
void idSessionLocalWin::HandleServerQueryRequest( lobbyAddress_t& remoteAddr, idBitMsg& msg, int msgType )
{
NET_VERBOSE_PRINT( "HandleServerQueryRequest from %s\n", remoteAddr.ToString() );
}
/*
========================
idSessionLocalWin::HandleServerQueryAck
========================
*/
void idSessionLocalWin::HandleServerQueryAck( lobbyAddress_t& remoteAddr, idBitMsg& msg )
{
NET_VERBOSE_PRINT( "HandleServerQueryAck from %s\n", remoteAddr.ToString() );
}
/*
========================
idSessionLocalWin::ClearBootableInvite
========================
*/
void idSessionLocalWin::ClearBootableInvite()
{
}
/*
========================
idSessionLocalWin::ClearPendingInvite
========================
*/
void idSessionLocalWin::ClearPendingInvite()
{
}
/*
========================
idSessionLocalWin::HandleBootableInvite
========================
*/
void idSessionLocalWin::HandleBootableInvite( int64 lobbyId )
{
}
/*
========================
idSessionLocalWin::HasPendingBootableInvite
========================
*/
bool idSessionLocalWin::HasPendingBootableInvite()
{
return false;
}
/*
========================
idSessionLocal::SetDiscSwapMPInvite
========================
*/
void idSessionLocalWin::SetDiscSwapMPInvite( void* parm )
{
}
/*
========================
idSessionLocal::GetDiscSwapMPInviteParms
========================
*/
void* idSessionLocalWin::GetDiscSwapMPInviteParms()
{
return NULL;
}
/*
========================
idSessionLocalWin::EnumerateDownloadableContent
========================
*/
void idSessionLocalWin::EnumerateDownloadableContent()
{
}
/*
========================
idSessionLocalWin::LeaderboardUpload
========================
*/
void idSessionLocalWin::LeaderboardUpload( lobbyUserID_t lobbyUserID, const leaderboardDefinition_t* leaderboard, const column_t* stats, const idFile_Memory* attachment )
{
}
/*
========================
idSessionLocalWin::LeaderboardFlush
========================
*/
void idSessionLocalWin::LeaderboardFlush()
{
}
/*
========================
idSessionLocalWin::LeaderboardDownload
========================
*/
void idSessionLocalWin::LeaderboardDownload( int sessionUserIndex, const leaderboardDefinition_t* leaderboard, int startingRank, int numRows, const idLeaderboardCallback& callback )
{
}
/*
========================
idSessionLocalWin::LeaderboardDownloadAttachment
========================
*/
void idSessionLocalWin::LeaderboardDownloadAttachment( int sessionUserIndex, const leaderboardDefinition_t* leaderboard, int64 attachmentID )
{
}
/*
========================
idSessionLocalWin::EnsurePort
========================
*/
void idSessionLocalWin::EnsurePort()
{
// Init the port using reqular windows sockets
if( port.IsOpen() )
{
return; // Already initialized
}
if( port.InitPort( net_port.GetInteger(), false ) )
{
canJoinLocalHost = false;
}
else
{
// Assume this is another instantiation on the same machine, and just init using any available port
port.InitPort( PORT_ANY, false );
canJoinLocalHost = true;
}
}
/*
========================
idSessionLocalWin::GetPort
========================
*/
idNetSessionPort& idSessionLocalWin::GetPort( bool dedicated )
{
EnsurePort();
return port;
}
/*
========================
idSessionLocalWin::CreateLobbyBackend
========================
*/
idLobbyBackend* idSessionLocalWin::CreateLobbyBackend( const idMatchParameters& p, float skillLevel, idLobbyBackend::lobbyBackendType_t lobbyType )
{
idLobbyBackend* lobbyBackend = CreateLobbyInternal( lobbyType );
lobbyBackend->StartHosting( p, skillLevel, lobbyType );
return lobbyBackend;
}
/*
========================
idSessionLocalWin::FindLobbyBackend
========================
*/
idLobbyBackend* idSessionLocalWin::FindLobbyBackend( const idMatchParameters& p, int numPartyUsers, float skillLevel, idLobbyBackend::lobbyBackendType_t lobbyType )
{
idLobbyBackend* lobbyBackend = CreateLobbyInternal( lobbyType );
lobbyBackend->StartFinding( p, numPartyUsers, skillLevel );
return lobbyBackend;
}
/*
========================
idSessionLocalWin::JoinFromConnectInfo
========================
*/
idLobbyBackend* idSessionLocalWin::JoinFromConnectInfo( const lobbyConnectInfo_t& connectInfo, idLobbyBackend::lobbyBackendType_t lobbyType )
{
idLobbyBackend* lobbyBackend = CreateLobbyInternal( lobbyType );
lobbyBackend->JoinFromConnectInfo( connectInfo );
return lobbyBackend;
}
/*
========================
idSessionLocalWin::DestroyLobbyBackend
========================
*/
void idSessionLocalWin::DestroyLobbyBackend( idLobbyBackend* lobbyBackend )
{
assert( lobbyBackend != NULL );
assert( lobbyBackends[lobbyBackend->GetLobbyType()] == lobbyBackend );
lobbyBackends[lobbyBackend->GetLobbyType()] = NULL;
lobbyBackend->Shutdown();
delete lobbyBackend;
}
/*
========================
idSessionLocalWin::PumpLobbies
========================
*/
void idSessionLocalWin::PumpLobbies()
{
assert( lobbyBackends[idLobbyBackend::TYPE_PARTY] == NULL || lobbyBackends[idLobbyBackend::TYPE_PARTY]->GetLobbyType() == idLobbyBackend::TYPE_PARTY );
assert( lobbyBackends[idLobbyBackend::TYPE_GAME] == NULL || lobbyBackends[idLobbyBackend::TYPE_GAME]->GetLobbyType() == idLobbyBackend::TYPE_GAME );
assert( lobbyBackends[idLobbyBackend::TYPE_GAME_STATE] == NULL || lobbyBackends[idLobbyBackend::TYPE_GAME_STATE]->GetLobbyType() == idLobbyBackend::TYPE_GAME_STATE );
// Pump lobbyBackends
for( int i = 0; i < lobbyBackends.Num(); i++ )
{
if( lobbyBackends[i] != NULL )
{
lobbyBackends[i]->Pump();
}
}
}
/*
========================
idSessionLocalWin::CreateLobbyInternal
========================
*/
idLobbyBackend* idSessionLocalWin::CreateLobbyInternal( idLobbyBackend::lobbyBackendType_t lobbyType )
{
EnsurePort();
idLobbyBackend* lobbyBackend = new( TAG_NETWORKING ) idLobbyBackendDirect();
lobbyBackend->SetLobbyType( lobbyType );
assert( lobbyBackends[lobbyType] == NULL );
lobbyBackends[lobbyType] = lobbyBackend;
return lobbyBackend;
}
/*
========================
idSessionLocalWin::JoinAfterSwap
========================
*/
void idSessionLocalWin::JoinAfterSwap( void* joinID )
{
}
/*
========================
idSessionLocalWin::GetLobbyAddressFromNetAddress
========================
*/
bool idSessionLocalWin::GetLobbyAddressFromNetAddress( const netadr_t& netAddr, lobbyAddress_t& outAddr ) const
{
return false;
}
/*
========================
idSessionLocalWin::GetNetAddressFromLobbyAddress
========================
*/
bool idSessionLocalWin::GetNetAddressFromLobbyAddress( const lobbyAddress_t& lobbyAddress, netadr_t& outNetAddr ) const
{
return false;
}

View file

@ -112,10 +112,6 @@ static void sig_handler( int signum, siginfo_t* info, void* context )
// NOTE: see sigaction man page, could verbose the whole siginfo_t and print human readable si_code
Sys_Printf( "signal caught: %s\nsi_code %d\n", strsignal( signum ), info->si_code );
#ifndef ID_BT_STUB
Sys_Printf( "callstack:\n%s", Sys_GetCallStackCurStr( 30 ) );
#endif
if( fatalError[ 0 ] )
{
Sys_Printf( "Was in fatal error shutdown: %s\n", fatalError );

View file

@ -0,0 +1,161 @@
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "../../framework/PlayerProfile.h"
#include "../sys_session_local.h"
#include "posix_signin.h"
#include <unistd.h>
#ifdef _DEBUG
idCVar win_userPersistent( "win_userPersistent", "1", CVAR_BOOL, "debugging cvar for profile persistence status" );
idCVar win_userOnline( "win_userOnline", "1", CVAR_BOOL, "debugging cvar for profile online status" );
idCVar win_isInParty( "win_isInParty", "0", CVAR_BOOL, "debugging cvar for platform party status" );
idCVar win_partyCount( "win_partyCount", "0", CVAR_INTEGER, "debugginc var for platform party count" );
#endif
/*
========================
idSignInManagerWin::Shutdown
========================
*/
void idSignInManagerWin::Shutdown()
{
}
/*
========================
idSignInManagerWin::Pump
========================
*/
void idSignInManagerWin::Pump()
{
// If we have more users than we need, then set to the lower amount
// (don't remove the master user though)
if( localUsers.Num() > 1 && localUsers.Num() > maxDesiredLocalUsers )
{
localUsers.SetNum( maxDesiredLocalUsers );
}
#ifndef ID_RETAIL
// If we don't have enough, then make sure we do
// NOTE - We always want at least one user on windows for now,
// and this master user will always use controller 0
while( localUsers.Num() < minDesiredLocalUsers )
{
RegisterLocalUser( localUsers.Num() );
}
#endif
// See if we need to save settings on any of the profiles
for( int i = 0; i < localUsers.Num(); i++ )
{
localUsers[i].Pump();
}
}
/*
========================
idSignInManagerWin::RemoveLocalUserByIndex
========================
*/
void idSignInManagerWin::RemoveLocalUserByIndex( int index )
{
session->OnLocalUserSignout( &localUsers[index] );
localUsers.RemoveIndex( index );
}
/*
========================
idSignInManagerWin::RegisterLocalUser
========================
*/
void idSignInManagerWin::RegisterLocalUser( int inputDevice )
{
if( GetLocalUserByInputDevice( inputDevice ) != NULL )
{
return;
}
static char machineName[128];
gethostname( machineName, sizeof( machineName ) );
const char* nameSource = machineName;
idStr name( nameSource );
int nameLength = name.Length();
if( idStr::IsValidUTF8( nameSource, nameLength ) )
{
int nameIndex = 0;
int numChars = 0;
name.Empty();
while( nameIndex < nameLength && numChars++ < idLocalUserWin::MAX_GAMERTAG_CHARS )
{
uint32 c = idStr::UTF8Char( nameSource, nameIndex );
name.AppendUTF8Char( c );
}
}
idLocalUserWin& localUser = *localUsers.Alloc();
localUser.Init( inputDevice, name.c_str(), localUsers.Num() );
localUser.SetLocalUserHandle( GetUniqueLocalUserHandle( localUser.GetGamerTag() ) );
session->OnLocalUserSignin( &localUser );
}
/*
========================
idSignInManagerWin::CreateNewUser
========================
*/
bool idSignInManagerWin::CreateNewUser( winUserState_t& state )
{
//idScopedGlobalHeap everythingHereGoesInTheGlobalHeap; // users obviously persist across maps
RemoveAllLocalUsers();
RegisterLocalUser( state.inputDevice );
if( localUsers.Num() > 0 )
{
if( !localUsers[0].VerifyUserState( state ) )
{
RemoveAllLocalUsers();
}
}
return true;
}
CONSOLE_COMMAND( testRemoveAllLocalUsers, "Forces removal of local users - mainly for PC testing", NULL )
{
session->GetSignInManager().RemoveAllLocalUsers();
}

View file

@ -0,0 +1,72 @@
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __POSIX_SIGNIN_H__
#define __POSIX_SIGNIN_H__
#include "posix_localuser.h"
/*
================================================
idSignInManagerWin
================================================
*/
class idSignInManagerWin : public idSignInManagerBase
{
public:
idSignInManagerWin() : dlcVersionChecked( false ) {}
virtual ~idSignInManagerWin() {}
//==========================================================================================
// idSignInManagerBase interface
//==========================================================================================
virtual void Pump();
virtual void Shutdown();
virtual int GetNumLocalUsers() const
{
return localUsers.Num();
}
virtual idLocalUser* GetLocalUserByIndex( int index )
{
return &localUsers[index];
}
virtual const idLocalUser* GetLocalUserByIndex( int index ) const
{
return &localUsers[index];
}
virtual void RemoveLocalUserByIndex( int index );
virtual void RegisterLocalUser( int inputDevice ); // Register a local user to the passed in controller
bool CreateNewUser( winUserState_t& state );
private:
idStaticList< idLocalUserWin, MAX_INPUT_DEVICES > localUsers;
bool dlcVersionChecked;
};
#endif

View file

@ -49,6 +49,7 @@ If you have questions concerning this license or the applicable additional terms
Sys_GetClockTicks
================
*/
#if defined(_WIN32)
double Sys_GetClockTicks()
{
// RB begin
@ -85,12 +86,14 @@ double Sys_GetClockTicks()
#endif
// RB end
}
#endif
/*
================
Sys_ClockTicksPerSecond
================
*/
#if defined(_WIN32)
double Sys_ClockTicksPerSecond()
{
static double ticks = 0;
@ -136,6 +139,7 @@ double Sys_ClockTicksPerSecond()
#endif
return ticks;
}
#endif
/*
@ -157,12 +161,14 @@ numPhysicalCPUCores - the total number of cores per package
numCPUPackages - the total number of packages (physical processors)
========================
*/
#if defined(_WIN32)
void Sys_CPUCount( int& numLogicalCPUCores, int& numPhysicalCPUCores, int& numCPUPackages )
{
numPhysicalCPUCores = 1;
numLogicalCPUCores = SDL_GetCPUCount();
numCPUPackages = 1;
}
#endif
/*
================
@ -201,10 +207,12 @@ cpuid_t Sys_GetCPUId()
}
// check for Streaming SIMD Extensions 3 aka Prescott's New Instructions
#if 0 //SDL_VERSION_ATLEAST(2,0,0)
if( SDL_HasSSE3() )
{
flags |= CPUID_SSE3;
}
#endif
/*
// check for Hyper-Threading Technology

View file

@ -3,6 +3,8 @@
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
Copyright (C) 2012 dhewg (dhewm3)
Copyright (C) 2012 Robert Beckebans
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
@ -28,15 +30,10 @@ If you have questions concerning this license or the applicable additional terms
#include <SDL.h>
#include "sys/platform.h"
#include "idlib/containers/List.h"
#include "idlib/Heap.h"
#include "framework/Common.h"
#include "framework/KeyInput.h"
#include "renderer/RenderSystem.h"
#include "../../idlib/precompiled.h"
#include "renderer/tr_local.h"
#include "sys/sys_public.h"
#include "sdl_local.h"
#include "../posix/posix_public.h"
#if !SDL_VERSION_ATLEAST(2, 0, 0)
#define SDL_Keycode SDLKey
@ -115,8 +112,8 @@ static byte mapkey( SDL_Keycode key )
switch( key )
{
case SDLK_APPLICATION:
return K_COMMAND;
//case SDLK_APPLICATION:
// return K_COMMAND;
case SDLK_CAPSLOCK:
return K_CAPSLOCK;
case SDLK_SCROLLLOCK:
@ -137,18 +134,21 @@ static byte mapkey( SDL_Keycode key )
return K_LWIN;
case SDLK_RGUI:
return K_RWIN;
case SDLK_MENU:
return K_MENU;
//case SDLK_MENU:
// return K_MENU;
case SDLK_LALT:
return K_LALT;
case SDLK_RALT:
return K_ALT;
return K_RALT;
case SDLK_RCTRL:
return K_RCTRL;
case SDLK_LCTRL:
return K_CTRL;
return K_LCTRL;
case SDLK_RSHIFT:
return K_RSHIFT;
case SDLK_LSHIFT:
return K_SHIFT;
return K_LSHIFT;
case SDLK_INSERT:
return K_INS;
case SDLK_DELETE:
@ -195,29 +195,29 @@ static byte mapkey( SDL_Keycode key )
return K_F15;
case SDLK_KP_7:
return K_KP_HOME;
return K_KP_7;
case SDLK_KP_8:
return K_KP_UPARROW;
return K_KP_8;
case SDLK_KP_9:
return K_KP_PGUP;
return K_KP_9;
case SDLK_KP_4:
return K_KP_LEFTARROW;
return K_KP_4;
case SDLK_KP_5:
return K_KP_5;
case SDLK_KP_6:
return K_KP_RIGHTARROW;
return K_KP_6;
case SDLK_KP_1:
return K_KP_END;
return K_KP_1;
case SDLK_KP_2:
return K_KP_DOWNARROW;
return K_KP_2;
case SDLK_KP_3:
return K_KP_PGDN;
return K_KP_3;
case SDLK_KP_ENTER:
return K_KP_ENTER;
case SDLK_KP_0:
return K_KP_INS;
return K_KP_0;
case SDLK_KP_PERIOD:
return K_KP_DEL;
return K_KP_DOT;
case SDLK_KP_DIVIDE:
return K_KP_SLASH;
// K_SUPERSCRIPT_TWO;
@ -227,7 +227,7 @@ static byte mapkey( SDL_Keycode key )
case SDLK_KP_PLUS:
return K_KP_PLUS;
case SDLK_NUMLOCKCLEAR:
return K_KP_NUMLOCK;
return K_NUMLOCK;
case SDLK_KP_MULTIPLY:
return K_KP_STAR;
case SDLK_KP_EQUALS:
@ -259,9 +259,9 @@ static byte mapkey( SDL_Keycode key )
// K_AUX16;
case SDLK_PRINTSCREEN:
return K_PRINT_SCR;
return K_PRINTSCREEN;
case SDLK_MODE:
return K_RIGHT_ALT;
return K_RALT;
}
return 0;
@ -273,7 +273,7 @@ static void PushConsoleEvent( const char* s )
size_t len;
len = strlen( s ) + 1;
b = ( char* )Mem_Alloc( len );
b = ( char* )Mem_Alloc( len, TAG_EVENTS );
strcpy( b, s );
SDL_Event event;
@ -673,8 +673,8 @@ void Sys_ClearEvents()
while( SDL_PollEvent( &ev ) )
;
kbd_polls.SetNum( 0, false );
mouse_polls.SetNum( 0, false );
kbd_polls.SetNum( 0 );
mouse_polls.SetNum( 0 );
}
/*
@ -684,7 +684,7 @@ Sys_GenerateEvents
*/
void Sys_GenerateEvents()
{
char* s = Sys_ConsoleInput();
char* s = Posix_ConsoleInput();
if( s )
PushConsoleEvent( s );
@ -724,7 +724,7 @@ Sys_EndKeyboardInputEvents
*/
void Sys_EndKeyboardInputEvents()
{
kbd_polls.SetNum( 0, false );
kbd_polls.SetNum( 0 );
}
/*
@ -732,32 +732,55 @@ void Sys_EndKeyboardInputEvents()
Sys_PollMouseInputEvents
================
*/
int Sys_PollMouseInputEvents()
int Sys_PollMouseInputEvents( int mouseEvents[MAX_MOUSE_EVENTS][2] )
{
return mouse_polls.Num();
}
/*
================
Sys_ReturnMouseInputEvent
================
*/
int Sys_ReturnMouseInputEvent( const int n, int& action, int& value )
{
if( n >= mouse_polls.Num() )
return 0;
int numEvents = mouse_polls.Num();
if( numEvents > MAX_MOUSE_EVENTS )
{
numEvents = MAX_MOUSE_EVENTS;
}
for( int i = 0; i < numEvents; i++ )
{
const mouse_poll_t& mp = mouse_polls[i];
action = mouse_polls[n].action;
value = mouse_polls[n].value;
return 1;
mouseEvents[i][0] = mp.action;
mouseEvents[i][1] = mp.value;
}
mouse_polls.SetNum( 0 );
return numEvents;
}
/*
================
Sys_EndMouseInputEvents
================
*/
void Sys_EndMouseInputEvents()
//=====================================================================================
// Joystick Input Handling
//=====================================================================================
void Sys_SetRumble( int device, int low, int hi )
{
mouse_polls.SetNum( 0, false );
// TODO;
}
int Sys_PollJoystickInputEvents( int deviceNum )
{
// TODO;
return 0;
}
int Sys_ReturnJoystickInputEvent( const int n, int& action, int& value )
{
// TODO;
return 0;
}
void Sys_EndJoystickInputEvents()
{
}

View file

@ -3,6 +3,8 @@
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
Copyright (C) 2012 dhewg (dhewm3)
Copyright (C) 2012 Robert Beckebans
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
@ -29,10 +31,10 @@ If you have questions concerning this license or the applicable additional terms
#include <SDL.h>
#include <SDL_syswm.h>
#include "sys/platform.h"
#include "framework/Licensee.h"
#include "../../idlib/precompiled.h"
#include "renderer/tr_local.h"
#include "sdl_local.h"
idCVar in_nograb( "in_nograb", "0", CVAR_SYSTEM | CVAR_NOCHEAT, "prevents input grabbing" );
idCVar r_waylandcompat( "r_waylandcompat", "0", CVAR_SYSTEM | CVAR_NOCHEAT | CVAR_ARCHIVE, "wayland compatible framebuffer" );
@ -165,7 +167,9 @@ bool GLimp_Init( glimpParms_t parms )
if( SDL_GL_SetSwapInterval( r_swapInterval.GetInteger() ) < 0 )
common->Warning( "SDL_GL_SWAP_CONTROL not supported" );
SDL_GetWindowSize( window, &glConfig.vidWidth, &glConfig.vidHeight );
// RB begin
SDL_GetWindowSize( window, &glConfig.nativeScreenWidth, &glConfig.nativeScreenHeight );
// RB end
glConfig.isFullscreen = ( SDL_GetWindowFlags( window ) & SDL_WINDOW_FULLSCREEN ) == SDL_WINDOW_FULLSCREEN;
#else
@ -182,8 +186,8 @@ bool GLimp_Init( glimpParms_t parms )
continue;
}
glConfig.vidWidth = window->w;
glConfig.vidHeight = window->h;
glConfig.nativeScreenWidth = window->w;
glConfig.nativeScreenHeight = window->h;
glConfig.isFullscreen = ( window->flags & SDL_FULLSCREEN ) == SDL_FULLSCREEN;
#endif
@ -197,6 +201,11 @@ bool GLimp_Init( glimpParms_t parms )
glConfig.displayFrequency = 0;
// RB begin
glConfig.isStereoPixelFormat = parms.stereo;
glConfig.multisamples = parms.multiSamples;
// RB end
break;
}
@ -279,26 +288,6 @@ void GLimp_SetGamma( unsigned short red[256], unsigned short green[256], unsigne
common->Warning( "Couldn't set gamma ramp: %s", SDL_GetError() );
}
/*
=================
GLimp_ActivateContext
=================
*/
void GLimp_ActivateContext()
{
common->DPrintf( "TODO: GLimp_ActivateContext\n" );
}
/*
=================
GLimp_DeactivateContext
=================
*/
void GLimp_DeactivateContext()
{
common->DPrintf( "TODO: GLimp_DeactivateContext\n" );
}
/*
===================
GLimp_ExtensionPointer
@ -339,3 +328,77 @@ void GLimp_GrabInput( int flags )
SDL_WM_GrabInput( grab ? SDL_GRAB_ON : SDL_GRAB_OFF );
#endif
}
/*
====================
DumpAllDisplayDevices
====================
*/
void DumpAllDisplayDevices()
{
common->DPrintf( "TODO: DumpAllDisplayDevices\n" );
}
class idSort_VidMode : public idSort_Quick< vidMode_t, idSort_VidMode >
{
public:
int Compare( const vidMode_t& a, const vidMode_t& b ) const
{
int wd = a.width - b.width;
int hd = a.height - b.height;
int fd = a.displayHz - b.displayHz;
return ( hd != 0 ) ? hd : ( wd != 0 ) ? wd : fd;
}
};
/*
====================
R_GetModeListForDisplay
====================
*/
bool R_GetModeListForDisplay( const int requestedDisplayNum, idList<vidMode_t>& modeList )
{
modeList.Clear();
bool verbose = false;
const SDL_VideoInfo* videoInfo = SDL_GetVideoInfo();
SDL_Rect** modes = SDL_ListModes( videoInfo->vfmt, SDL_OPENGL | SDL_FULLSCREEN );
if( !modes )
{
common->Warning( "Can't get list of available modes\n" );
return false;
}
if( modes == ( SDL_Rect** ) - 1 )
{
common->Printf( "Display supports any resolution\n" );
return false; // can set any resolution
}
int numModes;
for( numModes = 0; modes[numModes]; numModes++ );
if( numModes > 1 )
{
for( int i = 0; i < numModes; i++ )
{
vidMode_t mode;
mode.width = modes[i]->w;
mode.height = modes[i]->h;
mode.displayHz = 60; // FIXME;
modeList.AddUnique( mode );
}
// sort with lowest resolution first
modeList.SortWithTemplate( idSort_VidMode() );
return true;
}
return false;
}

2025
neo/sys/sdl/sdl_qgl.cpp Normal file

File diff suppressed because it is too large Load diff

View file

@ -3,6 +3,7 @@
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2012 Robert Beckebans
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
@ -519,9 +520,12 @@ bool Sys_UnlockMemory( void* ptr, int bytes );
void Sys_SetPhysicalWorkMemory( int minBytes, int maxBytes );
// DLL loading, the path should be a fully qualified OS path to the DLL file to be loaded
int Sys_DLL_Load( const char* dllName );
void* Sys_DLL_GetProcAddress( int dllHandle, const char* procName );
void Sys_DLL_Unload( int dllHandle );
// RB: 64 bit fixes, changed int to intptr_t
intptr_t Sys_DLL_Load( const char* dllName );
void* Sys_DLL_GetProcAddress( intptr_t dllHandle, const char* procName );
void Sys_DLL_Unload( intptr_t dllHandle );
// RB end
// event generation
void Sys_GenerateEvents();

View file

@ -30,8 +30,15 @@ If you have questions concerning this license or the applicable additional terms
#undef private
#undef protected
// RB begin
#if defined(_WIN32)
#include "win32/win_achievements.h"
#include "win32/win_signin.h"
#else
#include "posix/posix_achievements.h"
#include "posix/posix_signin.h"
#endif
// RB end
#include "sys_lobby_backend.h"
#include "sys_lobby.h"