jkxr/Projects/Android/jni/OpenJK/shared/sys/sys_main.cpp

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/*
===========================================================================
Copyright (C) 2005 - 2015, ioquake3 contributors
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
#include <csignal>
#include <cstdlib>
#include <cstdarg>
#include <cstdio>
#include <sys/stat.h>
#define __STDC_FORMAT_MACROS
#include <inttypes.h>
#include "qcommon/qcommon.h"
#include "sys_local.h"
#include "sys_loadlib.h"
#include "sys_public.h"
#include "con_local.h"
static char binaryPath[ MAX_OSPATH ] = { 0 };
static char installPath[ MAX_OSPATH ] = { 0 };
cvar_t *com_minimized;
cvar_t *com_unfocused;
cvar_t *com_maxfps;
cvar_t *com_maxfpsMinimized;
cvar_t *com_maxfpsUnfocused;
/*
=================
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();
}
/*
==================
Sys_GetClipboardData
==================
*/
char *Sys_GetClipboardData( void ) {
return NULL;
}
/*
=================
Sys_ConsoleInput
Handle new console input
=================
*/
char *Sys_ConsoleInput(void)
{
return CON_Input( );
}
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;
}
ConsoleLogAppend( msg );
CON_Print( msg );
}
/*
================
Sys_Init
Called after the common systems (cvars, files, etc)
are initialized
================
*/
void Sys_Init( void ) {
Cmd_AddCommand ("in_restart", IN_Restart);
Cvar_Get( "arch", OS_STRING " " ARCH_STRING, CVAR_ROM );
Cvar_Get( "username", Sys_GetCurrentUser(), CVAR_ROM );
com_unfocused = Cvar_Get( "com_unfocused", "0", CVAR_ROM );
com_minimized = Cvar_Get( "com_minimized", "0", CVAR_ROM );
#ifdef _JK2EXE
com_maxfps = Cvar_Get ("com_maxfps", "125", CVAR_ARCHIVE );
#else
com_maxfps = Cvar_Get( "com_maxfps", "125", CVAR_ARCHIVE, "Maximum frames per second" );
#endif
com_maxfpsUnfocused = Cvar_Get( "com_maxfpsUnfocused", "0", CVAR_ARCHIVE_ND );
com_maxfpsMinimized = Cvar_Get( "com_maxfpsMinimized", "50", CVAR_ARCHIVE_ND );
}
static void NORETURN Sys_Exit( int ex ) {
IN_Shutdown();
#ifndef DEDICATED
//SDL_Quit();
#endif
NET_Shutdown();
Sys_PlatformExit();
Com_ShutdownHunkMemory();
Com_ShutdownZoneMemory();
CON_Shutdown();
exit( ex );
}
#if !defined(DEDICATED)
static void Sys_ErrorDialog( const char *error )
{
time_t rawtime;
char timeStr[32] = {}; // should really only reach ~19 chars
char crashLogPath[MAX_OSPATH];
time( &rawtime );
strftime( timeStr, sizeof( timeStr ), "%Y-%m-%d_%H-%M-%S", localtime( &rawtime ) ); // or gmtime
Com_sprintf( crashLogPath, sizeof( crashLogPath ),
"%s%ccrashlog-%s.txt",
Sys_DefaultHomePath(), PATH_SEP, timeStr );
Sys_Mkdir( Sys_DefaultHomePath() );
FILE *fp = fopen( crashLogPath, "w" );
if ( fp )
{
ConsoleLogWriteOut( fp );
fclose( fp );
const char *errorMessage = va( "%s\n\nThe crash log was written to %s", error, crashLogPath );
/* if ( SDL_ShowSimpleMessageBox( SDL_MESSAGEBOX_ERROR, "Error", errorMessage, NULL ) < 0 )
{
fprintf( stderr, "%s", errorMessage );
}*/
}
else
{
// Getting pretty desperate now
ConsoleLogWriteOut( stderr );
fflush( stderr );
const char *errorMessage = va( "%s\nCould not write the crash log file, but we printed it to stderr.\n"
"Try running the game using a command line interface.", error );
/* if ( SDL_ShowSimpleMessageBox( SDL_MESSAGEBOX_ERROR, "Error", errorMessage, NULL ) < 0 )
{
// We really have hit rock bottom here :(
fprintf( stderr, "%s", errorMessage );
}*/
}
}
#endif
void NORETURN QDECL 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);
Sys_Print( string );
// Only print Sys_ErrorDialog for client binary. The dedicated
// server binary is meant to be a command line program so you would
// expect to see the error printed.
#if !defined(DEDICATED)
Sys_ErrorDialog( string );
#endif
Sys_Exit( 3 );
}
void NORETURN Sys_Quit (void) {
Sys_Exit(0);
}
/*
============
Sys_FileTime
returns -1 if not present
============
*/
time_t Sys_FileTime( const char *path )
{
struct stat buf;
if ( stat( path, &buf ) == -1 )
return -1;
return buf.st_mtime;
}
/*
=================
Sys_UnloadDll
=================
*/
void Sys_UnloadDll( void *dllHandle )
{
if( !dllHandle )
{
Com_Printf("Sys_UnloadDll(NULL)\n");
return;
}
Sys_UnloadLibrary(dllHandle);
}
#if defined(MACOS_X) && !defined(_JK2EXE)
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
enum SearchPathFlag
{
SEARCH_PATH_MOD = 1 << 0,
SEARCH_PATH_BASE = 1 << 1,
SEARCH_PATH_OPENJK = 1 << 2,
SEARCH_PATH_ROOT = 1 << 3
};
static void *Sys_LoadDllFromPaths( const char *filename, const char *gamedir, const char **searchPaths,
size_t numPaths, uint32_t searchFlags, const char *callerName )
{
char *fn;
void *libHandle;
if ( searchFlags & SEARCH_PATH_MOD )
{
for ( size_t i = 0; i < numPaths; i++ )
{
const char *libDir = searchPaths[i];
if ( !libDir[0] )
continue;
fn = FS_BuildOSPath( libDir, gamedir, filename );
libHandle = Sys_LoadLibrary( fn );
if ( libHandle )
return libHandle;
Com_Printf( "%s(%s) failed: \"%s\"\n", callerName, fn, Sys_LibraryError() );
}
}
if ( searchFlags & SEARCH_PATH_BASE )
{
for ( size_t i = 0; i < numPaths; i++ )
{
const char *libDir = searchPaths[i];
if ( !libDir[0] )
continue;
fn = FS_BuildOSPath( libDir, BASEGAME, filename );
libHandle = Sys_LoadLibrary( fn );
if ( libHandle )
return libHandle;
Com_Printf( "%s(%s) failed: \"%s\"\n", callerName, fn, Sys_LibraryError() );
}
}
if ( searchFlags & SEARCH_PATH_OPENJK )
{
for ( size_t i = 0; i < numPaths; i++ )
{
const char *libDir = searchPaths[i];
if ( !libDir[0] )
continue;
fn = FS_BuildOSPath( libDir, OPENJKGAME, filename );
libHandle = Sys_LoadLibrary( fn );
if ( libHandle )
return libHandle;
Com_Printf( "%s(%s) failed: \"%s\"\n", callerName, fn, Sys_LibraryError() );
}
}
if ( searchFlags & SEARCH_PATH_ROOT )
{
for ( size_t i = 0; i < numPaths; i++ )
{
const char *libDir = searchPaths[i];
if ( !libDir[0] )
continue;
fn = va( "%s%c%s", libDir, PATH_SEP, filename );
libHandle = Sys_LoadLibrary( fn );
if ( libHandle )
return libHandle;
Com_Printf( "%s(%s) failed: \"%s\"\n", callerName, fn, Sys_LibraryError() );
}
}
return NULL;
}
static void FreeUnpackDLLResult(UnpackDLLResult *result)
{
if ( result->tempDLLPath )
Z_Free((void *)result->tempDLLPath);
}
void *Sys_LoadLegacyGameDll( const char *name, VMMainProc **vmMain, SystemCallProc *systemcalls )
{
void *libHandle = NULL;
char filename[MAX_OSPATH];
Com_sprintf (filename, sizeof(filename), "%s" ARCH_STRING DLL_EXT, name);
#if defined(_DEBUG)
libHandle = Sys_LoadLibrary( filename );
if ( !libHandle )
#endif
{
UnpackDLLResult unpackResult = Sys_UnpackDLL(filename);
if ( !unpackResult.succeeded )
{
if ( Sys_DLLNeedsUnpacking() )
{
FreeUnpackDLLResult(&unpackResult);
Com_DPrintf( "Sys_LoadLegacyGameDll: Failed to unpack %s from PK3.\n", filename );
return NULL;
}
}
else
{
libHandle = Sys_LoadLibrary(unpackResult.tempDLLPath);
}
FreeUnpackDLLResult(&unpackResult);
if ( !libHandle )
{
#if defined(MACOS_X) && !defined(_JK2EXE)
//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) {
char *basepath = Cvar_VariableString( "fs_basepath" );
char *homepath = Cvar_VariableString( "fs_homepath" );
char *cdpath = Cvar_VariableString( "fs_cdpath" );
char *gamedir = Cvar_VariableString( "fs_game" );
#ifdef MACOS_X
char *apppath = Cvar_VariableString( "fs_apppath" );
#endif
const char *searchPaths[] = {
homepath,
#ifdef MACOS_X
apppath,
#endif
basepath,
cdpath,
};
size_t numPaths = ARRAY_LEN( searchPaths );
libHandle = Sys_LoadDllFromPaths( filename, gamedir, searchPaths, numPaths, SEARCH_PATH_BASE | SEARCH_PATH_MOD, __FUNCTION__ );
if ( !libHandle )
return NULL;
}
}
}
typedef void QDECL DllEntryProc( SystemCallProc *syscallptr );
DllEntryProc *dllEntry = (DllEntryProc *)Sys_LoadFunction( libHandle, "dllEntry" );
*vmMain = (VMMainProc *)Sys_LoadFunction( libHandle, "vmMain" );
if ( !*vmMain || !dllEntry ) {
Com_DPrintf ( "Sys_LoadLegacyGameDll(%s) failed to find vmMain function:\n...%s!\n", name, Sys_LibraryError() );
Sys_UnloadLibrary( libHandle );
return NULL;
}
Com_DPrintf ( "Sys_LoadLegacyGameDll(%s) found vmMain function at 0x%" PRIxPTR "\n", name, *vmMain );
dllEntry( systemcalls );
return libHandle;
}
void *Sys_LoadSPGameDll( const char *name, GetGameAPIProc **GetGameAPI )
{
void *libHandle = NULL;
char filename[MAX_OSPATH];
assert( GetGameAPI );
Com_sprintf (filename, sizeof(filename), "%s" ARCH_STRING DLL_EXT, name);
#if defined(MACOS_X) && !defined(_JK2EXE)
//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( filename );
#endif
if (!libHandle) {
char *basepath = Cvar_VariableString( "fs_basepath" );
char *homepath = Cvar_VariableString( "fs_homepath" );
char *cdpath = Cvar_VariableString( "fs_cdpath" );
char *gamedir = Cvar_VariableString( "fs_game" );
#ifdef MACOS_X
char *apppath = Cvar_VariableString( "fs_apppath" );
#endif
const char *searchPaths[] = {
homepath,
#ifdef MACOS_X
apppath,
#endif
basepath,
cdpath,
};
size_t numPaths = ARRAY_LEN( searchPaths );
libHandle = Sys_LoadDllFromPaths( filename, gamedir, searchPaths, numPaths,
SEARCH_PATH_BASE | SEARCH_PATH_MOD | SEARCH_PATH_OPENJK | SEARCH_PATH_ROOT,
__FUNCTION__ );
if ( !libHandle )
return NULL;
}
*GetGameAPI = (GetGameAPIProc *)Sys_LoadFunction( libHandle, "GetGameAPI" );
if ( !*GetGameAPI ) {
Com_DPrintf ( "%s(%s) failed to find GetGameAPI function:\n...%s!\n", __FUNCTION__, name, Sys_LibraryError() );
Sys_UnloadLibrary( libHandle );
return NULL;
}
return libHandle;
}
void *Sys_LoadGameDll( const char *name, GetModuleAPIProc **moduleAPI )
{
void *libHandle = NULL;
char filename[MAX_OSPATH];
Com_sprintf (filename, sizeof(filename), "%s" ARCH_STRING DLL_EXT, name);
#if defined(_DEBUG)
libHandle = Sys_LoadLibrary( filename );
if ( !libHandle )
#endif
{
UnpackDLLResult unpackResult = Sys_UnpackDLL(filename);
if ( !unpackResult.succeeded )
{
if ( Sys_DLLNeedsUnpacking() )
{
FreeUnpackDLLResult(&unpackResult);
Com_DPrintf( "Sys_LoadLegacyGameDll: Failed to unpack %s from PK3.\n", filename );
return NULL;
}
}
else
{
libHandle = Sys_LoadLibrary(unpackResult.tempDLLPath);
}
FreeUnpackDLLResult(&unpackResult);
if ( !libHandle )
{
#if defined(MACOS_X) && !defined(_JK2EXE)
//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) {
char *basepath = Cvar_VariableString( "fs_basepath" );
char *homepath = Cvar_VariableString( "fs_homepath" );
char *cdpath = Cvar_VariableString( "fs_cdpath" );
char *gamedir = Cvar_VariableString( "fs_game" );
#ifdef MACOS_X
char *apppath = Cvar_VariableString( "fs_apppath" );
#endif
const char *searchPaths[] = {
homepath,
#ifdef MACOS_X
apppath,
#endif
basepath,
cdpath,
};
size_t numPaths = ARRAY_LEN( searchPaths );
libHandle = Sys_LoadDllFromPaths( filename, gamedir, searchPaths, numPaths, SEARCH_PATH_BASE | SEARCH_PATH_MOD, __FUNCTION__ );
if ( !libHandle )
return NULL;
}
}
}
*moduleAPI = (GetModuleAPIProc *)Sys_LoadFunction( libHandle, "GetModuleAPI" );
if ( !*moduleAPI ) {
Com_DPrintf ( "Sys_LoadGameDll(%s) failed to find GetModuleAPI function:\n...%s!\n", name, Sys_LibraryError() );
Sys_UnloadLibrary( libHandle );
return NULL;
}
return libHandle;
}
/*
=================
Sys_SigHandler
=================
*/
void Sys_SigHandler( int signal )
{
static qboolean signalcaught = qfalse;
if( signalcaught )
{
fprintf( stderr, "DOUBLE SIGNAL FAULT: Received signal %d, exiting...\n",
signal );
}
else
{
signalcaught = qtrue;
//VM_Forced_Unload_Start();
#ifndef DEDICATED
CL_Shutdown();
//CL_Shutdown(va("Received signal %d", signal), qtrue, qtrue);
#endif
SV_Shutdown(va("Received signal %d", signal) );
//VM_Forced_Unload_Done();
}
if( signal == SIGTERM || signal == SIGINT )
Sys_Exit( 1 );
else
Sys_Exit( 2 );
}
#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 };
Sys_PlatformInit();
CON_Init();
// 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);
#ifndef DEDICATED
/*
SDL_version compiled;
SDL_version linked;
SDL_VERSION( &compiled );
SDL_GetVersion( &linked );
Com_Printf( "SDL Version Compiled: %d.%d.%d\n", compiled.major, compiled.minor, compiled.patch );
Com_Printf( "SDL Version Linked: %d.%d.%d\n", linked.major, linked.minor, linked.patch );
*/
#endif
NET_Init();
// main game loop
while (1)
{
if ( com_busyWait->integer )
{
bool shouldSleep = false;
#if !defined(_JK2EXE)
if ( com_dedicated->integer )
{
shouldSleep = true;
}
#endif
if ( com_minimized->integer )
{
shouldSleep = true;
}
if ( shouldSleep )
{
Sys_Sleep( 5 );
}
}
// run the game
Com_Frame();
}
// never gets here
return 0;
}