jkxr/Projects/Android/jni/OpenJK/code/android/android_main.cpp

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#include <dlfcn.h>
#ifdef DEDICATED
#include <sys/fcntl.h>
#endif
#include "qcommon/q_shared.h"
#include "qcommon/qcommon.h"
2022-09-18 18:43:59 +00:00
#include "qcommon/q_platform.h"
#include "sys_loadlib.h"
#ifdef DEDICATED
#include "unix_local.h"
#else
#include "sys_local.h"
#endif
#if defined(MACOS_X) || defined(__linux__) || defined(__FreeBSD_kernel__)
#include <unistd.h>
#endif
static char binaryPath[ MAX_OSPATH ] = { 0 };
static char installPath[ MAX_OSPATH ] = { 0 };
char *Sys_Cwd( void ) {
static char cwd[MAX_OSPATH];
getcwd( cwd, sizeof( cwd ) - 1 );
cwd[MAX_OSPATH - 1] = 0;
return cwd;
}
#if defined( DO_LOADDLL_WRAP )
void *Sys_LoadDll_Wrapped( const char *name,
int( **entryPoint ) ( int, ... ),
int ( *systemcalls )( int, ... ) )
#else
void *Sys_LoadDll( const char *name)
#endif
{
void *libHandle;
//void ( *dllEntry )( intptr_t ( *syscallptr )( intptr_t, ... ) );
char fname[MAX_OSPATH];
char *homepath;
char *basepath;
char *pwdpath;
char *gamedir;
char *fn;
const char* err = NULL; // bk001206 // rb0101023 - now const
// bk001206 - let's have some paranoia
assert( name );
snprintf( fname, sizeof( fname ), "../%sarm.so", name );
// bk001129 - was RTLD_LAZY
#define Q_RTLD RTLD_NOW
homepath = Cvar_VariableString( "fs_homepath" );
basepath = Cvar_VariableString( "fs_basepath" );
gamedir = Cvar_VariableString( "fs_game" );
pwdpath = Sys_Cwd();
fn = FS_BuildOSPath( pwdpath, gamedir, fname );
// bk001206 - verbose
Com_Printf( "Sys_LoadDll(%s)... ", fn );
#ifdef __ANDROID__
char path[500];
char *libdir = (char*)getenv("RTCW_GAMELIBDIR");
#ifdef WOLF_SP_DEMO
snprintf( path, sizeof( path ), "%s/lib%sarm_d.so", getLibPath(), name );
#else
snprintf( path, sizeof( path ), "%s/lib%sarm.so", libdir, name );
#endif
//LOGI("Trying to load Android lib: %s",path);
libHandle = dlopen (path, RTLD_LAZY );
#else
// bk001129 - from cvs1.17 (mkv), was fname not fn
libHandle = dlopen( fn, Q_RTLD );
#endif
if ( !libHandle ) {
Com_Printf( "failed (%s)\n", dlerror() );
// homepath
fn = FS_BuildOSPath( homepath, gamedir, fname );
Com_Printf( "Sys_LoadDll(%s)... ", fn );
libHandle = dlopen( fn, Q_RTLD );
if ( !libHandle ) {
Com_Printf( "failed (%s)\n", dlerror() );
// basepath
fn = FS_BuildOSPath( basepath, gamedir, fname );
Com_Printf( "Sys_LoadDll(%s)... ", fn );
libHandle = dlopen( fn, Q_RTLD );
if ( !libHandle ) {
Com_Printf( "failed (%s)\n", dlerror() );
if ( strlen( gamedir ) && Q_stricmp( gamedir, BASEGAME ) ) { // begin BASEGAME != fs_game section
// media-only mods: no DLL whatsoever in the fs_game
// start the loop again using the hardcoded BASEDIRNAME
fn = FS_BuildOSPath( pwdpath, BASEGAME, fname );
Com_Printf( "Sys_LoadDll(%s)... ", fn );
libHandle = dlopen( fn, Q_RTLD );
if ( !libHandle ) {
Com_Printf( "failed (%s)\n", dlerror() );
// homepath
fn = FS_BuildOSPath( homepath, BASEGAME, fname );
Com_Printf( "Sys_LoadDll(%s)... ", fn );
libHandle = dlopen( fn, Q_RTLD );
if ( !libHandle ) {
Com_Printf( "failed (%s)\n", dlerror() );
// homepath
fn = FS_BuildOSPath( basepath, BASEGAME, fname );
Com_Printf( "Sys_LoadDll(%s)... ", fn );
libHandle = dlopen( fn, Q_RTLD );
if ( !libHandle ) {
// ok, this time things are really fucked
Com_Printf( "failed (%s)\n", dlerror() );
} else {
Com_Printf( "ok\n" );
}
} else {
Com_Printf( "ok\n" );
}
} else {
Com_Printf( "ok\n" );
}
} // end BASEGAME != fs_game section
} else {
Com_Printf( "ok\n" );
}
} else {
Com_Printf( "ok\n" );
}
} else {
Com_Printf( "ok\n" );
}
if ( !libHandle ) {
#ifndef NDEBUG // in debug, abort on failure
Com_Error( ERR_FATAL, "Sys_LoadDll(%s) failed dlopen() completely!\n", name );
#else
Com_Printf( "Sys_LoadDll(%s) failed dlopen() completely!\n", name );
#endif
return NULL;
}
Com_Printf( "Sys_LoadDll handle = %p", libHandle );
typedef void QDECL DllEntryProc( SystemCallProc *syscallptr );
DllEntryProc *dllEntry = (DllEntryProc *)dlsym( libHandle, "dllEntry" );
void *entryPoint = dlsym( libHandle, "vmMain" );
// dllEntry = dlsym( libHandle, "dllEntry" );
// *entryPoint = dlsym( libHandle, "vmMain" );
if ( !entryPoint || !dllEntry ) {
err = dlerror();
#ifndef NDEBUG // bk001206 - in debug abort on failure
Com_Error( ERR_FATAL, "Sys_LoadDll(%s) failed dlsym(vmMain):\n\"%s\" !\n", name, err );
#else
Com_Printf( "Sys_LoadDll(%s) failed dlsym(vmMain):\n\"%s\" !\n", name, err );
#endif
dlclose( libHandle );
err = dlerror();
if ( err != NULL ) {
Com_Printf( "Sys_LoadDll(%s) failed dlcose:\n\"%s\"\n", name, err );
}
return NULL;
}
Com_Printf( "Sys_LoadDll(%s) found **vmMain** at %p \n", name, entryPoint ); // bk001212
//dllEntry( systemcalls );
Com_Printf( "Sys_LoadDll(%s) succeeded!\n", name );
return libHandle;
}
/*
=================
Sys_SetBinaryPath
=================
*/
void Sys_SetBinaryPath(const char *path)
{
Q_strncpyz(binaryPath, path, sizeof(binaryPath));
}
/*
=================
Sys_BinaryPath
=================
*/
char *Sys_BinaryPath(void)
{
return binaryPath;
}
/*
=================
Sys_SetDefaultInstallPath
=================
*/
void Sys_SetDefaultInstallPath(const char *path)
{
Q_strncpyz(installPath, path, sizeof(installPath));
}
/*
=================
Sys_DefaultInstallPath
=================
*/
char *Sys_DefaultInstallPath(void)
{
if (*installPath)
return installPath;
else
return Sys_Cwd();
}
/*
=================
Sys_DefaultAppPath
=================
*/
char *Sys_DefaultAppPath(void)
{
return Sys_BinaryPath();
}
// We now expect newlines instead of always appending
// otherwise sectioned prints get messed up.
#define MAXPRINTMSG 4096
void Conbuf_AppendText( const char *pMsg )
{
char msg[MAXPRINTMSG] = {0};
Q_strncpyz(msg, pMsg, sizeof(msg));
Q_StripColor(msg);
//((void)__android_log_print(ANDROID_LOG_INFO,"JK3","%s", msg));
//printf("%s", msg);
}
void Sys_Print( const char *msg ) {
// TTimo - prefix for text that shows up in console but not in notify
// backported from RTCW
if ( !Q_strncmp( msg, "[skipnotify]", 12 ) ) {
msg += 12;
}
if ( msg[0] == '*' ) {
msg += 1;
}
Conbuf_AppendText( msg );
}
/*
=================
Sys_In_Restart_f
=================
*/
void Sys_In_Restart_f( void )
{
#ifdef DEDICATED
IN_Shutdown();
IN_Init();
#else
IN_Restart( );
#endif
}
void Sys_Init (void) {
Cmd_AddCommand ("in_restart", Sys_In_Restart_f);
Cvar_Set( "arch", "arm" );
Cvar_Set( "username", Sys_GetCurrentUser( ) );
}
void Sys_Exit( int ex ) __attribute__((noreturn));
void Sys_Exit( int ex ) {
#ifndef DEDICATED
//SDL_Quit( );
#endif
#ifdef NDEBUG // regular behavior
// We can't do this
// as long as GL DLL's keep installing with atexit...
//exit(ex);
_exit(ex);
#else
// Give me a backtrace on error exits.
assert( ex == 0 );
exit(ex);
#endif
}
void Sys_Error( const char *error, ... )
{
va_list argptr;
char string[1024];
va_start (argptr,error);
Q_vsnprintf (string, sizeof(string), error, argptr);
va_end (argptr);
//((void)__android_log_print(ANDROID_LOG_ERROR,"JK3","%s", string));
//Sys_ErrorDialog( string );
Sys_Print( string );
Sys_Exit( 3 );
}
void Sys_Quit (void) {
IN_Shutdown();
Com_ShutdownZoneMemory();
Com_ShutdownHunkMemory();
#ifdef DEDICATED
fcntl (0, F_SETFL, fcntl (0, F_GETFL, 0) & ~FNDELAY);
#endif
Sys_Exit(0);
}
/*
=================
Sys_UnloadDll
=================
*/
void Sys_UnloadDll( void *dllHandle )
{
if( !dllHandle )
{
Com_Printf("Sys_UnloadDll(NULL)\n");
return;
}
//Sys_UnloadLibrary(dllHandle);
}
extern "C"
{
extern const char * getLibPath();
}
/*
=================
Sys_LoadDll
First try to load library name from system library path,
from executable path, then fs_basepath.
=================
void *Sys_LoadDll(const char *name, qboolean useSystemLib)
{
void *dllhandle = NULL;
char lib_path[512];
sprintf(lib_path,"%s/lib%s", getLibPath(),name);
//LOGI("Trying to load Android lib: %s",lib_path);
dllhandle = dlopen (lib_path, RTLD_LAZY );
return dllhandle;
if(useSystemLib)
Com_Printf("Trying to load \"%s\"...\n", name);
//if(!useSystemLib || !(dllhandle = Sys_LoadLibrary(name)))
{
const char *topDir;
char libPath[MAX_OSPATH];
topDir = Sys_BinaryPath();
if(!*topDir)
topDir = ".";
Com_Printf("Trying to load \"%s\" from \"%s\"...\n", name, topDir);
Com_sprintf(libPath, sizeof(libPath), "%s%c%s", topDir, PATH_SEP, name);
if(!(dllhandle = Sys_LoadLibrary(libPath)))
{
const char *basePath = Cvar_VariableString("fs_basepath");
if(!basePath || !*basePath)
basePath = ".";
if(FS_FilenameCompare(topDir, basePath))
{
Com_Printf("Trying to load \"%s\" from \"%s\"...\n", name, basePath);
Com_sprintf(libPath, sizeof(libPath), "%s%c%s", basePath, PATH_SEP, name);
dllhandle = Sys_LoadLibrary(libPath);
}
if(!dllhandle)
{
Com_Printf("Loading \"%s\" failed\n", name);
}
}
}
return dllhandle;
}*/
#ifdef MACOS_X
void *Sys_LoadMachOBundle( const char *name )
{
if ( !FS_LoadMachOBundle(name) )
return NULL;
char *homepath = Cvar_VariableString( "fs_homepath" );
char *gamedir = Cvar_VariableString( "fs_game" );
char dllName[MAX_QPATH];
Com_sprintf( dllName, sizeof(dllName), "%s_pk3" DLL_EXT, name );
//load the unzipped library
char *fn = FS_BuildOSPath( homepath, gamedir, dllName );
void *libHandle = Sys_LoadLibrary( fn );
if ( libHandle != NULL ) {
Com_Printf( "Loaded pk3 bundle %s.\n", name );
}
return libHandle;
}
#endif
/*
=================
Sys_LoadGameDll
Used to load a development dll instead of a virtual machine
=================
*/
//TODO: load mac dlls that are inside zip things inside pk3s.
void *Sys_LoadLegacyGameDll( const char *name, intptr_t (QDECL **vmMain)(int, ...), intptr_t (QDECL *systemcalls)(intptr_t, ...) )
{
void *libHandle = NULL;
void (QDECL *dllEntry)( intptr_t (QDECL *syscallptr)(intptr_t, ...) );
char *basepath;
char *homepath;
char *cdpath;
char *gamedir;
#ifdef MACOS_X
char *apppath;
#endif
char *fn;
char filename[MAX_OSPATH];
Com_sprintf (filename, sizeof(filename), "%sarm" DLL_EXT, name);
#if 0
libHandle = Sys_LoadLibrary( filename );
#endif
#ifdef MACOS_X
//First, look for the old-style mac .bundle that's inside a pk3
//It's actually zipped, and the zipfile has the same name as 'name'
libHandle = Sys_LoadMachOBundle( name );
#endif
if (!libHandle) {
//Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", filename, Sys_LibraryError() );
basepath = Cvar_VariableString( "fs_basepath" );
homepath = Cvar_VariableString( "fs_homepath" );
cdpath = Cvar_VariableString( "fs_cdpath" );
gamedir = Cvar_VariableString( "fs_game" );
#ifdef MACOS_X
apppath = Cvar_VariableString( "fs_apppath" );
#endif
fn = FS_BuildOSPath( basepath, gamedir, filename );
libHandle = Sys_LoadLibrary( fn );
if ( !libHandle ) {
Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
if( homepath[0] ) {
Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
fn = FS_BuildOSPath( homepath, gamedir, filename );
libHandle = Sys_LoadLibrary( fn );
}
if ( !libHandle ) {
Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
#ifdef MACOS_X
if( apppath[0] ) {
fn = FS_BuildOSPath( apppath, gamedir, filename );
libHandle = Sys_LoadLibrary( fn );
}
if ( !libHandle ) {
Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
#endif
if( cdpath[0] ) {
fn = FS_BuildOSPath( cdpath, gamedir, filename );
libHandle = Sys_LoadLibrary( fn );
}
if ( !libHandle ) {
Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
// now we try base
fn = FS_BuildOSPath( basepath, BASEGAME, filename );
libHandle = Sys_LoadLibrary( fn );
if ( !libHandle ) {
if( homepath[0] ) {
Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
fn = FS_BuildOSPath( homepath, BASEGAME, filename );
libHandle = Sys_LoadLibrary( fn );
}
if ( !libHandle ) {
Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
#ifdef MACOS_X
if( apppath[0] ) {
fn = FS_BuildOSPath( apppath, BASEGAME, filename);
libHandle = Sys_LoadLibrary( fn );
}
if ( !libHandle ) {
Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
#endif
if( cdpath[0] ) {
fn = FS_BuildOSPath( cdpath, BASEGAME, filename );
libHandle = Sys_LoadLibrary( fn );
}
if ( !libHandle ) {
Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
return NULL;
}
#ifdef MACOS_X
}
#endif
}
}
}
#ifdef MACOS_X
}
#endif
}
}
}
dllEntry = ( void (QDECL *)( intptr_t (QDECL *)( intptr_t, ... ) ) )Sys_LoadFunction( libHandle, "dllEntry" );
*vmMain = (intptr_t (QDECL *)(int,...))Sys_LoadFunction( libHandle, "vmMain" );
if ( !*vmMain || !dllEntry ) {
Com_Printf ( "Sys_LoadGameDll(%s) failed to find vmMain function:\n\"%s\" !\n", name, Sys_LibraryError() );
Sys_UnloadLibrary( libHandle );
return NULL;
}
Com_Printf ( "Sys_LoadGameDll(%s) found vmMain function at %p\n", name, *vmMain );
dllEntry( systemcalls );
return libHandle;
}
void *Sys_LoadGameDll( const char *name, void *(QDECL **moduleAPI)(int, ...) )
{
void *libHandle = NULL;
char *basepath;
char *homepath;
char *cdpath;
char *gamedir;
#ifdef MACOS_X
char *apppath;
#endif
char *fn;
char filename[MAX_OSPATH];
Com_sprintf (filename, sizeof(filename), "%s" ARCH_STRING DLL_EXT, name);
#if 0
libHandle = Sys_LoadLibrary( filename );
#endif
#ifdef MACOS_X
//First, look for the old-style mac .bundle that's inside a pk3
//It's actually zipped, and the zipfile has the same name as 'name'
libHandle = Sys_LoadMachOBundle( name );
#endif
char lib_path[512];
sprintf(lib_path,"%s/lib%s", getLibPath(),filename);
LOGI("Trying to load Android lib: %s",lib_path);
libHandle = dlopen (lib_path, RTLD_LAZY );
if (!libHandle) {
//Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", filename, Sys_LibraryError() );
basepath = Cvar_VariableString( "fs_basepath" );
homepath = Cvar_VariableString( "fs_homepath" );
cdpath = Cvar_VariableString( "fs_cdpath" );
gamedir = Cvar_VariableString( "fs_game" );
#ifdef MACOS_X
apppath = Cvar_VariableString( "fs_apppath" );
#endif
fn = FS_BuildOSPath( basepath, gamedir, filename );
libHandle = Sys_LoadLibrary( fn );
if ( !libHandle ) {
Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
if( homepath[0] ) {
Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
fn = FS_BuildOSPath( homepath, gamedir, filename );
libHandle = Sys_LoadLibrary( fn );
}
if ( !libHandle ) {
Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
#ifdef MACOS_X
if( apppath[0] ) {
fn = FS_BuildOSPath( apppath, gamedir, filename );
libHandle = Sys_LoadLibrary( fn );
}
if ( !libHandle ) {
Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
#endif
if( cdpath[0] ) {
fn = FS_BuildOSPath( cdpath, gamedir, filename );
libHandle = Sys_LoadLibrary( fn );
}
if ( !libHandle ) {
Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
// now we try base
fn = FS_BuildOSPath( basepath, BASEGAME, filename );
libHandle = Sys_LoadLibrary( fn );
if ( !libHandle ) {
if( homepath[0] ) {
Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
fn = FS_BuildOSPath( homepath, BASEGAME, filename );
libHandle = Sys_LoadLibrary( fn );
}
if ( !libHandle ) {
Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
#ifdef MACOS_X
if( apppath[0] ) {
fn = FS_BuildOSPath( apppath, BASEGAME, filename);
libHandle = Sys_LoadLibrary( fn );
}
if ( !libHandle ) {
Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
#endif
if( cdpath[0] ) {
fn = FS_BuildOSPath( cdpath, BASEGAME, filename );
libHandle = Sys_LoadLibrary( fn );
}
if ( !libHandle ) {
Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
return NULL;
}
#ifdef MACOS_X
}
#endif
}
}
}
#ifdef MACOS_X
}
#endif
}
}
}
*moduleAPI = (void *(QDECL *)(int,...))Sys_LoadFunction( libHandle, "GetModuleAPI" );
if ( !*moduleAPI ) {
Com_Printf ( "Sys_LoadGameDll(%s) failed to find GetModuleAPI function:\n\"%s\" !\n", name, Sys_LibraryError() );
Sys_UnloadLibrary( libHandle );
return NULL;
}
return libHandle;
}
void Sys_ConfigureFPU() { // bk001213 - divide by zero
#ifdef __linux2__
#ifdef __i386
#ifndef NDEBUG
// bk0101022 - enable FPE's in debug mode
static int fpu_word = _FPU_DEFAULT & ~(_FPU_MASK_ZM | _FPU_MASK_IM);
int current = 0;
_FPU_GETCW(current);
if ( current!=fpu_word) {
#if 0
Com_Printf("FPU Control 0x%x (was 0x%x)\n", fpu_word, current );
_FPU_SETCW( fpu_word );
_FPU_GETCW( current );
assert(fpu_word==current);
#endif
}
#else // NDEBUG
static int fpu_word = _FPU_DEFAULT;
_FPU_SETCW( fpu_word );
#endif // NDEBUG
#endif // __i386
#endif // __linux
}
#ifdef MACOS_X
/*
=================
Sys_StripAppBundle
Discovers if passed dir is suffixed with the directory structure of a Mac OS X
.app bundle. If it is, the .app directory structure is stripped off the end and
the result is returned. If not, dir is returned untouched.
=================
*/
char *Sys_StripAppBundle( char *dir )
{
static char cwd[MAX_OSPATH];
Q_strncpyz(cwd, dir, sizeof(cwd));
if(strcmp(Sys_Basename(cwd), "MacOS"))
return dir;
Q_strncpyz(cwd, Sys_Dirname(cwd), sizeof(cwd));
if(strcmp(Sys_Basename(cwd), "Contents"))
return dir;
Q_strncpyz(cwd, Sys_Dirname(cwd), sizeof(cwd));
if(!strstr(Sys_Basename(cwd), ".app"))
return dir;
Q_strncpyz(cwd, Sys_Dirname(cwd), sizeof(cwd));
return cwd;
}
#endif
#ifndef DEFAULT_BASEDIR
# ifdef MACOS_X
# define DEFAULT_BASEDIR Sys_StripAppBundle(Sys_BinaryPath())
# else
# define DEFAULT_BASEDIR Sys_BinaryPath()
# endif
#endif
int main ( int argc, char* argv[] )
{
int i;
char commandLine[ MAX_STRING_CHARS ] = { 0 };
// done before Com/Sys_Init since we need this for error output
//Sys_CreateConsole();
// no abort/retry/fail errors
//SetErrorMode (SEM_FAILCRITICALERRORS);
// get the initial time base
Sys_Milliseconds();
#ifdef MACOS_X
// This is passed if we are launched by double-clicking
if ( argc >= 2 && Q_strncmp ( argv[1], "-psn", 4 ) == 0 )
argc = 1;
#endif
Sys_SetBinaryPath( Sys_Dirname( argv[ 0 ] ) );
Sys_SetDefaultInstallPath( DEFAULT_BASEDIR );
// Concatenate the command line for passing to Com_Init
for( i = 1; i < argc; i++ )
{
const bool containsSpaces = (strchr(argv[i], ' ') != NULL);
if (containsSpaces)
Q_strcat( commandLine, sizeof( commandLine ), "\"" );
Q_strcat( commandLine, sizeof( commandLine ), argv[ i ] );
if (containsSpaces)
Q_strcat( commandLine, sizeof( commandLine ), "\"" );
Q_strcat( commandLine, sizeof( commandLine ), " " );
}
Com_Init (commandLine);
NET_Init();
#ifdef DEDICATED
fcntl(0, F_SETFL, fcntl (0, F_GETFL, 0) | FNDELAY);
#else
// hide the early console since we've reached the point where we
// have a working graphics subsystems
if (!com_dedicated->integer && !com_viewlog->integer)
{
Sys_ShowConsole(0, qfalse);
}
#endif
// main game loop
while (1)
{
#if defined __linux__ && defined DEDICATED
Sys_ConfigureFPU();//FIXME: what's this for?
#endif
// make sure mouse and joystick are only called once a frame
IN_Frame();
// run the game
Com_Frame();
}
// never gets here
}