jediacademy/codemp/qcommon/vm_console.cpp
2013-04-04 17:35:38 -05:00

229 lines
6.2 KiB
C++

#include "../qcommon/exe_headers.h"
#include "vm_local.h"
vm_t *currentVM = NULL;
vm_t *lastVM = NULL;
#define MAX_VM 3
vm_t vmTable[MAX_VM];
/*
============
VM_DllSyscall
Dlls will call this directly
rcg010206 The horror; the horror.
The syscall mechanism relies on stack manipulation to get it's args.
This is likely due to C's inability to pass "..." parameters to
a function in one clean chunk. On PowerPC Linux, these parameters
are not necessarily passed on the stack, so while (&arg[0] == arg)
is true, (&arg[1] == 2nd function parameter) is not necessarily
accurate, as arg's value might have been stored to the stack or
other piece of scratch memory to give it a valid address, but the
next parameter might still be sitting in a register.
Quake's syscall system also assumes that the stack grows downward,
and that any needed types can be squeezed, safely, into a signed int.
This hack below copies all needed values for an argument to a
array in memory, so that Quake can get the correct values. This can
also be used on systems where the stack grows upwards, as the
presumably standard and safe stdargs.h macros are used.
As for having enough space in a signed int for your datatypes, well,
it might be better to wait for DOOM 3 before you start porting. :)
The original code, while probably still inherently dangerous, seems
to work well enough for the platforms it already works on. Rather
than add the performance hit for those platforms, the original code
is still in use there.
For speed, we just grab 15 arguments, and don't worry about exactly
how many the syscall actually needs; the extra is thrown away.
============
*/
int QDECL VM_DllSyscall( int arg, ... )
{
return currentVM->systemCall( &arg );
}
/*
================
VM_Create
If image ends in .qvm it will be interpreted, otherwise
it will attempt to load as a system dll
================
*/
//#define STACK_SIZE 0x20000
#define UI_VM_INDEX 0
#define CG_VM_INDEX 1
#define G_VM_INDEX 2
namespace cgame
{
extern int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11 );
void dllEntry( int (QDECL *syscallptr)( int arg,... ) );
};
namespace game
{
extern int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11 );
void dllEntry( int (QDECL *syscallptr)( int arg,... ) );
};
namespace ui
{
extern int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11 );
void dllEntry( int (QDECL *syscallptr)( int arg,... ) );
};
vm_t *VM_Create( const char *module, int (*systemCalls)(int *),
vmInterpret_t interpret ) {
if (!Q_stricmp("ui", module))
{
// UI VM
vmTable[UI_VM_INDEX].entryPoint = (int (*)(int,...)) ui::vmMain;
vmTable[UI_VM_INDEX].systemCall = systemCalls;
ui::dllEntry(VM_DllSyscall);
return &vmTable[UI_VM_INDEX];
}
else if (!Q_stricmp("cgame", module))
{
// CG VM
vmTable[CG_VM_INDEX].entryPoint = (int (*)(int,...)) cgame::vmMain;
vmTable[CG_VM_INDEX].systemCall = systemCalls;
cgame::dllEntry(VM_DllSyscall);
return &vmTable[CG_VM_INDEX];
}
else if (!Q_stricmp("jampgame", module))
{
// G VM
vmTable[G_VM_INDEX].entryPoint = (int (*)(int,...)) game::vmMain;
vmTable[G_VM_INDEX].systemCall = systemCalls;
game::dllEntry(VM_DllSyscall);
return &vmTable[G_VM_INDEX];
}
else
return NULL;
}
/*
==============
VM_Call
Upon a system call, the stack will look like:
sp+32 parm1
sp+28 parm0
sp+24 return value
sp+20 return address
sp+16 local1
sp+14 local0
sp+12 arg1
sp+8 arg0
sp+4 return stack
sp return address
An interpreted function will immediately execute
an OP_ENTER instruction, which will subtract space for
locals from sp
==============
*/
#define MAX_STACK 256
#define STACK_MASK (MAX_STACK-1)
int QDECL VM_Call( vm_t *vm, int callnum, ... )
{
// Remember what the current VM was when we started.
vm_t *oldVM = currentVM;
// Change current VM so that VMA() crap works
currentVM = vm;
// Forward the call to the vm's vmMain function, passing through more data than
// we should. I'm going to be sick.
#if defined(_GAMECUBE)
int i;
int args[16];
va_list ap;
va_start(ap, callnum);
for (i = 0; i < sizeof (args) / sizeof (args[i]); i++)
args[i] = va_arg(ap, int);
va_end(ap);
int r = vm->entryPoint( callnum, args[0], args[1], args[2], args[3],
args[4], args[5], args[6], args[7],
args[8], args[9], args[10], args[11],
args[12], args[13], args[14], args[15]);
#else
int r = vm->entryPoint( (&callnum)[0], (&callnum)[1], (&callnum)[2], (&callnum)[3],
(&callnum)[4], (&callnum)[5], (&callnum)[6], (&callnum)[7],
(&callnum)[8], (&callnum)[9], (&callnum)[10], (&callnum)[11], (&callnum)[12] );
#endif
// Restore VM pointer XXX: Why does the below code check for non-NULL?
currentVM = oldVM;
return r;
}
// This function seems really suspect. Let's cross our fingers...
void *BotVMShift( int ptr )
{
return (void *)ptr;
}
// Functions to support dynamic memory allocation by VMs.
// I don't really trust these. Oh well.
void VM_Shifted_Alloc(void **ptr, int size)
{
if (!currentVM)
{
assert(0);
*ptr = NULL;
return;
}
//first allocate our desired memory, up front
*ptr = Z_Malloc(size, TAG_VM_ALLOCATED, qtrue);
}
void VM_Shifted_Free(void **ptr)
{
if (!currentVM)
{
assert(0);
return;
}
Z_Free(*ptr);
*ptr = NULL; //go ahead and clear the pointer for the game.
}
// Stupid casting function. We can't do this in the macros, because sv_game calls this
// directly now.
void *VM_ArgPtr( int intValue )
{
return (void *)intValue;
}
void VM_Free(vm_t *) {}
void VM_Debug(int) {}
void VM_Clear(void) {}
void VM_Init(void) {}
void *VM_ExplicitArgPtr(vm_t *, int) { return NULL; }
vm_t *VM_Restart(vm_t *vm) { return vm; }