/* =========================================================================== 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 . =========================================================================== */ #include #include #include #include #include #define __STDC_FORMAT_MACROS #include #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; }