#include #ifdef DEDICATED #include #endif #include "qcommon/q_shared.h" #include "qcommon/qcommon.h" #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 #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; } /* ================= 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; // Don't load any DLLs that end with the pk3 extension if ( COM_CompareExtension( name, ".pk3" ) ) { Com_Printf( S_COLOR_YELLOW "WARNING: Rejecting DLL named \"%s\"", name ); return NULL; } if ( useSystemLib ) { Com_Printf( "Trying to load \"%s\"...\n", name ); dllhandle = Sys_LoadLibrary( name ); if ( dllhandle ) return dllhandle; Com_Printf( "%s(%s) failed: \"%s\"\n", __FUNCTION__, name, Sys_LibraryError() ); } const char *binarypath = Sys_BinaryPath(); const char *basepath = Cvar_VariableString( "fs_basepath" ); if ( !*binarypath ) binarypath = "."; const char *searchPaths[] = { binarypath, basepath, }; const size_t numPaths = ARRAY_LEN( searchPaths ); for ( size_t i = 0; i < numPaths; i++ ) { const char *libDir = searchPaths[i]; if ( !libDir[0] ) continue; Com_Printf( "Trying to load \"%s\" from \"%s\"...\n", name, libDir ); char *fn = va( "%s%c%s", libDir, PATH_SEP, name ); dllhandle = Sys_LoadLibrary( fn ); if ( dllhandle ) return dllhandle; Com_Printf( "%s(%s) failed: \"%s\"\n", __FUNCTION__, fn, Sys_LibraryError() ); } return NULL; } 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 }