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https://github.com/ioquake/jedi-academy.git
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172 lines
6.1 KiB
C++
172 lines
6.1 KiB
C++
//-----------------------------------------------------------------------------
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// File: dbg_console_xbox.cpp
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//
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// Desc: Listens for string commands sent from a debug console on a
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// remote dev machine, and forwards them to the Q3 engine.
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//
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// Commands are sent from the remote debug console through the debug
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// channel to the debug monitor on the Xbox machine. The Xbox machine
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// receives the commands on a separate thread through a
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// registered command processor callback function. The callback
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// function will store commands in a buffer, and the app should
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// poll this buffer once per frame and then decipher and handle
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// the commands.
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//
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// Hist: 02.05.01 - Initial creation for March XDK release
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// 08.21.02 - Revision and code cleanup
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// 04.10.02 - Buthcered by BTO for use in JK3:JA
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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#include <xtl.h>
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#include <xbdm.h>
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#include <stdio.h>
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#include "dbg_console_xbox.h"
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#include "../client/client.h"
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#include "../qcommon/qcommon.h"
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// Command prefix for things sent across the dubg channel
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static const CHAR g_strDebugConsoleCommandPrefix[] = "XCMD";
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// Global buffer to receive remote commands from the debug console. Note that
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// since this data is accessed by the app's main thread, and the debug monitor
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// thread, we need to protect access with a critical section
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static CHAR g_strRemoteBuf[MAXRCMDLENGTH];
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// The critical section used to protect data that is shared between threads
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static CRITICAL_SECTION g_CriticalSection;
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// Temporary replacement for CRT string funcs, since
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// we can't call CRT functions on the debug monitor
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// thread right now.
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//-----------------------------------------------------------------------------
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// Name: dbgtolower()
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// Desc: Returns lowercase of char
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//-----------------------------------------------------------------------------
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inline CHAR dbgtolower( CHAR ch )
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{
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if( ch >= 'A' && ch <= 'Z' )
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return ch - ( 'A' - 'a' );
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else
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return ch;
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}
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//-----------------------------------------------------------------------------
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// Name: dbgstrnicmp()
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// Desc: Critical section safe string compare.
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//-----------------------------------------------------------------------------
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BOOL dbgstrnicmp( const CHAR* str1, const CHAR* str2, int n )
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{
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while( ( dbgtolower( *str1 ) == dbgtolower( *str2 ) ) && *str1 && n > 0 )
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{
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--n;
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++str1;
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++str2;
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}
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return( n == 0 || dbgtolower( *str1 ) == dbgtolower( *str2 ) );
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}
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//-----------------------------------------------------------------------------
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// Name: dbgstrcpy()
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// Desc: Critical section safe string copy
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//-----------------------------------------------------------------------------
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VOID dbgstrcpy( CHAR* strDest, const CHAR* strSrc )
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{
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while( ( *strDest++ = *strSrc++ ) != 0 );
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}
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//-----------------------------------------------------------------------------
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// Name: DebugConsoleCmdProcessor()
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// Desc: Command notification proc that is called by the Xbox debug monitor to
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// have us process a command. What we'll actually attempt to do is tell
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// it to make calls to us on a separate thread, so that we can just block
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// until we're able to process a command.
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//
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// Note: Do NOT include newlines in the response string! To do so will confuse
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// the internal WinSock networking code used by the debug monitor API.
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//-----------------------------------------------------------------------------
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HRESULT __stdcall DebugConsoleCmdProcessor( const CHAR* strCommand,
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CHAR* strResponse, DWORD dwResponseLen,
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PDM_CMDCONT pdmcc )
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{
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// Skip over the command prefix and the exclamation mark
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strCommand += strlen(g_strDebugConsoleCommandPrefix) + 1;
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// Check if this is the initial connect signal
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if( dbgstrnicmp( strCommand, "__connect__", 11 ) )
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{
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// If so, respond that we're connected
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lstrcpynA( strResponse, "Connected.", dwResponseLen );
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return XBDM_NOERR;
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}
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// g_strRemoteBuf needs to be protected by the critical section
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EnterCriticalSection( &g_CriticalSection );
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if( g_strRemoteBuf[0] )
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{
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// This means the application has probably stopped polling for debug commands
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dbgstrcpy( strResponse, "Cannot execute - previous command still pending" );
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}
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else
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{
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dbgstrcpy( g_strRemoteBuf, strCommand );
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}
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LeaveCriticalSection( &g_CriticalSection );
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return XBDM_NOERR;
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}
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//-----------------------------------------------------------------------------
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// Name: DebugConsoleHandleCommands()
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// Desc: Poll routine called periodically (typically every frame) by the Xbox
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// app to see if there is a command waiting to be executed, and if so,
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// execute it.
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//-----------------------------------------------------------------------------
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BOOL DebugConsoleHandleCommands()
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{
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static BOOL bInitialized = FALSE;
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CHAR strLocalBuf[MAXRCMDLENGTH+1]; // local copy of command
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// Initialize ourselves when we're first called.
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if( !bInitialized )
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{
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// Register our command handler with the debug monitor
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HRESULT hr = DmRegisterCommandProcessor( g_strDebugConsoleCommandPrefix,
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DebugConsoleCmdProcessor );
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if( FAILED(hr) )
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return FALSE;
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// We'll also need a critical section to protect access to g_strRemoteBuf
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InitializeCriticalSection( &g_CriticalSection );
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bInitialized = TRUE;
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}
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// If there's nothing waiting, return.
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if( !g_strRemoteBuf[0] )
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return FALSE;
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// Grab a local copy of the command received in the remote buffer
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EnterCriticalSection( &g_CriticalSection );
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lstrcpyA( strLocalBuf, g_strRemoteBuf );
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g_strRemoteBuf[0] = 0;
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LeaveCriticalSection( &g_CriticalSection );
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Cbuf_ExecuteText( EXEC_APPEND, va("%s\n", strLocalBuf) );
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return TRUE;
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}
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