lilium-voyager/code/sys/sys_main.c

677 lines
13 KiB
C
Raw Normal View History

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include <unistd.h>
#include <signal.h>
#include <stdlib.h>
#include <limits.h>
#include <sys/time.h>
#include <sys/types.h>
#include <unistd.h>
#include <stdarg.h>
#include <stdio.h>
#include <sys/stat.h>
#include <string.h>
#include <ctype.h>
#include <errno.h>
#ifndef DEDICATED
#include "SDL.h"
#include "SDL_cpuinfo.h"
#endif
#include "sys_local.h"
#include "sys_loadlib.h"
#include "../qcommon/q_shared.h"
#include "../qcommon/qcommon.h"
static char binaryPath[ MAX_OSPATH ] = { 0 };
static char installPath[ MAX_OSPATH ] = { 0 };
/*
=================
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_In_Restart_f
Restart the input subsystem
=================
*/
void Sys_In_Restart_f( void )
{
IN_Shutdown();
IN_Init();
}
/*
=================
Sys_ConsoleInputInit
Start the console input subsystem
=================
*/
void Sys_ConsoleInputInit( void )
{
#ifdef DEDICATED
CON_Init( );
#endif
}
/*
=================
Sys_ConsoleInputShutdown
Shutdown the console input subsystem
=================
*/
void Sys_ConsoleInputShutdown( void )
{
#ifdef DEDICATED
CON_Shutdown( );
#endif
}
/*
=================
Sys_ConsoleInput
Handle new console input
=================
*/
char *Sys_ConsoleInput(void)
{
#ifdef DEDICATED
return CON_ConsoleInput( );
#endif
return NULL;
}
/*
=================
Sys_Exit
Single exit point (regular exit or in case of error)
=================
*/
void Sys_Exit( int ex )
{
Sys_ConsoleInputShutdown();
#ifndef DEDICATED
SDL_Quit( );
#endif
#ifdef NDEBUG
// _exit is called instead of exit since there are rumours of
// GL libraries installing atexit calls that we don't want to call
// FIXME: get some testing done with plain exit
_exit(ex);
#else
// Cause a backtrace on error exits
assert( ex == 0 );
exit(ex);
#endif
}
/*
=================
Sys_Quit
=================
*/
void Sys_Quit (void)
{
CL_Shutdown ();
Sys_Exit(0);
}
/*
=================
Sys_GetProcessorFeatures
=================
*/
cpuFeatures_t Sys_GetProcessorFeatures( void )
{
cpuFeatures_t features = 0;
#ifndef DEDICATED
if( SDL_HasRDTSC( ) ) features |= CF_RDTSC;
if( SDL_HasMMX( ) ) features |= CF_MMX;
if( SDL_HasMMXExt( ) ) features |= CF_MMX_EXT;
if( SDL_Has3DNow( ) ) features |= CF_3DNOW;
if( SDL_Has3DNowExt( ) ) features |= CF_3DNOW_EXT;
if( SDL_HasSSE( ) ) features |= CF_SSE;
if( SDL_HasSSE2( ) ) features |= CF_SSE2;
if( SDL_HasAltiVec( ) ) features |= CF_ALTIVEC;
#endif
return features;
}
/*
=================
Sys_Init
=================
*/
void Sys_Init(void)
{
Cmd_AddCommand( "in_restart", Sys_In_Restart_f );
Cvar_Set( "arch", OS_STRING " " ARCH_STRING );
Cvar_Set( "username", Sys_GetCurrentUser( ) );
}
static struct Q3ToAnsiColorTable_s
{
char Q3color;
char *ANSIcolor;
} CON_colorTable[ ] =
{
{ COLOR_BLACK, "30" },
{ COLOR_RED, "31" },
{ COLOR_GREEN, "32" },
{ COLOR_YELLOW, "33" },
{ COLOR_BLUE, "34" },
{ COLOR_CYAN, "36" },
{ COLOR_MAGENTA, "35" },
{ COLOR_WHITE, "0" }
};
static int CON_colorTableSize =
sizeof( CON_colorTable ) / sizeof( CON_colorTable[ 0 ] );
/*
=================
Sys_ANSIColorify
Transform Q3 colour codes to ANSI escape sequences
=================
*/
//XXX: function should behave like others that colorize strings
static void Sys_ANSIColorify( const char *msg, char *buffer, unsigned bufferSize )
{
int msgLength;
int i, j;
char *escapeCode;
if( !msg || !buffer )
return;
msgLength = strlen( msg );
i = 0;
buffer[ 0 ] = '\0';
while( i < msgLength )
{
if( msg[ i ] == '\n' )
{
unsigned len = 4;
if(bufferSize <= len) goto out;
strcpy( buffer, "\x1b[m\n");
buffer += len;
bufferSize -= len;
i++;
}
else if( msg[ i ] == Q_COLOR_ESCAPE )
{
i++;
if( i < msgLength )
{
escapeCode = NULL;
// XXX: no need for that loop
for( j = 0; j < CON_colorTableSize; j++ )
{
if( msg[ i ] == CON_colorTable[ j ].Q3color )
{
escapeCode = CON_colorTable[ j ].ANSIcolor;
break;
}
}
if( escapeCode )
{
unsigned len = 3 + strlen(escapeCode);
if(bufferSize <= len) goto out;
Com_sprintf( buffer, len+1, "\x1b[%sm", escapeCode );
buffer += len;
bufferSize -= len;
}
i++;
}
}
else
{
if(bufferSize <= 1) goto out;
*buffer++ = msg[ i++ ];
*buffer = 0;
--bufferSize;
}
}
out:
return;
}
/*
=================
Sys_Print
=================
*/
void Sys_Print( const char *msg )
{
#ifdef DEDICATED
CON_Hide();
#endif
if( com_ansiColor && com_ansiColor->integer )
{
char ansiColorString[ MAXPRINTMSG ];
Sys_ANSIColorify( msg, ansiColorString, MAXPRINTMSG );
fputs( ansiColorString, stderr );
}
else
fputs(msg, stderr);
#ifdef DEDICATED
CON_Show();
#endif
}
/*
=================
Sys_Error
=================
*/
void Sys_Error( const char *error, ... )
{
va_list argptr;
char string[1024];
#ifdef DEDICATED
CON_Hide();
#endif
CL_Shutdown ();
va_start (argptr,error);
Q_vsnprintf (string, sizeof(string), error, argptr);
va_end (argptr);
fprintf(stderr, "Sys_Error: %s\n", string);
Sys_Exit( 1 );
}
/*
=================
Sys_Warn
=================
*/
void Sys_Warn( char *warning, ... )
{
va_list argptr;
char string[1024];
va_start (argptr,warning);
Q_vsnprintf (string, sizeof(string), warning, argptr);
va_end (argptr);
#ifdef DEDICATED
CON_Hide();
#endif
fprintf(stderr, "Warning: %s", string);
#ifdef DEDICATED
CON_Show();
#endif
}
/*
============
Sys_FileTime
returns -1 if not present
============
*/
int Sys_FileTime( 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);
}
/*
=================
Sys_TryLibraryLoad
=================
*/
static void* Sys_TryLibraryLoad(const char* base, const char* gamedir, const char* fname, char* fqpath )
{
void* libHandle;
char* fn;
*fqpath = 0;
fn = FS_BuildOSPath( base, gamedir, fname );
Com_Printf( "Sys_LoadDll(%s)... \n", fn );
libHandle = Sys_LoadLibrary(fn);
if(!libHandle) {
Com_Printf( "Sys_LoadDll(%s) failed:\n\"%s\"\n", fn, Sys_LibraryError() );
return NULL;
}
Com_Printf ( "Sys_LoadDll(%s): succeeded ...\n", fn );
Q_strncpyz ( fqpath , fn , MAX_QPATH ) ;
return libHandle;
}
/*
=================
Sys_LoadDll
Used to load a development dll instead of a virtual machine
#1 look down current path
#2 look in fs_homepath
#3 look in fs_basepath
=================
*/
void *Sys_LoadDll( const char *name, char *fqpath ,
intptr_t (**entryPoint)(int, ...),
intptr_t (*systemcalls)(intptr_t, ...) )
{
void *libHandle;
void (*dllEntry)( intptr_t (*syscallptr)(intptr_t, ...) );
char curpath[MAX_OSPATH];
char fname[MAX_OSPATH];
char *basepath;
char *homepath;
char *pwdpath;
char *gamedir;
assert( name );
getcwd(curpath, sizeof(curpath));
Q_snprintf (fname, sizeof(fname), "%s" ARCH_STRING DLL_EXT, name);
// TODO: use fs_searchpaths from files.c
pwdpath = Sys_Cwd();
basepath = Cvar_VariableString( "fs_basepath" );
homepath = Cvar_VariableString( "fs_homepath" );
gamedir = Cvar_VariableString( "fs_game" );
libHandle = Sys_TryLibraryLoad(pwdpath, gamedir, fname, fqpath);
if(!libHandle && homepath)
libHandle = Sys_TryLibraryLoad(homepath, gamedir, fname, fqpath);
if(!libHandle && basepath)
libHandle = Sys_TryLibraryLoad(basepath, gamedir, fname, fqpath);
if(!libHandle) {
Com_Printf ( "Sys_LoadDll(%s) failed to load library\n", name );
return NULL;
}
dllEntry = Sys_LoadFunction( libHandle, "dllEntry" );
*entryPoint = Sys_LoadFunction( libHandle, "vmMain" );
if ( !*entryPoint || !dllEntry )
{
Com_Printf ( "Sys_LoadDll(%s) failed to find vmMain function:\n\"%s\" !\n", name, Sys_LibraryError( ) );
Sys_UnloadLibrary(libHandle);
return NULL;
}
Com_Printf ( "Sys_LoadDll(%s) found vmMain function at %p\n", name, *entryPoint );
dllEntry( systemcalls );
return libHandle;
}
/*
=================
Sys_Idle
=================
*/
static void Sys_Idle( void )
{
#ifndef DEDICATED
int appState = SDL_GetAppState( );
int sleep = 0;
// If we have no input focus at all, sleep a bit
if( !( appState & ( SDL_APPMOUSEFOCUS | SDL_APPINPUTFOCUS ) ) )
{
Cvar_SetValue( "com_unfocused", 1 );
sleep += 16;
}
else
Cvar_SetValue( "com_unfocused", 0 );
// If we're minimised, sleep a bit more
if( !( appState & SDL_APPACTIVE ) )
{
Cvar_SetValue( "com_minimized", 1 );
sleep += 32;
}
else
Cvar_SetValue( "com_minimized", 0 );
if( !com_dedicated->integer && sleep )
SDL_Delay( sleep );
#else
// Dedicated server idles via NET_Sleep
#endif
}
/*
=================
Sys_ParseArgs
=================
*/
void Sys_ParseArgs( int argc, char **argv )
{
if( argc == 2 )
{
if( !strcmp( argv[1], "--version" ) ||
!strcmp( argv[1], "-v" ) )
{
const char* date = __DATE__;
#ifdef DEDICATED
fprintf( stdout, Q3_VERSION " dedicated server (%s)\n", date );
#else
fprintf( stdout, Q3_VERSION " client (%s)\n", date );
#endif
Sys_Exit(0);
}
}
}
#ifndef DEFAULT_BASEDIR
# ifdef MACOS_X
# define DEFAULT_BASEDIR Sys_StripAppBundle(Sys_BinaryPath())
# else
# define DEFAULT_BASEDIR Sys_BinaryPath()
# endif
#endif
/*
=================
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;
fprintf( stderr, "Received signal %d, exiting...\n", signal );
#ifndef DEDICATED
CL_Shutdown();
#endif
SV_Shutdown( "Signal caught" );
}
Sys_Exit( 0 ); // Exit with 0 to avoid recursive signals
}
/*
=================
main
=================
*/
int main( int argc, char **argv )
{
int i;
char commandLine[ MAX_STRING_CHARS ] = { 0 };
#ifndef DEDICATED
const SDL_version *ver = SDL_Linked_Version( );
#define STRING(s) #s
#define XSTRING(s) STRING(s)
#define MINSDL_VERSION \
XSTRING(MINSDL_MAJOR) "." \
XSTRING(MINSDL_MINOR) "." \
XSTRING(MINSDL_PATCH)
if( SDL_VERSIONNUM( ver->major, ver->minor, ver->patch ) <
SDL_VERSIONNUM( MINSDL_MAJOR, MINSDL_MINOR, MINSDL_PATCH ) )
{
Sys_Print( "SDL version " MINSDL_VERSION " or greater required\n" );
Sys_Exit( 1 );
}
#endif
Sys_ParseArgs( argc, argv );
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++ )
{
Q_strcat( commandLine, sizeof( commandLine ), argv[ i ] );
Q_strcat( commandLine, sizeof( commandLine ), " " );
}
Com_Init( commandLine );
NET_Init();
Sys_ConsoleInputInit();
#ifndef _WIN32
// Windows doesn't have these signals
// see CON_CtrlHandler() in con_win32.c
signal( SIGHUP, Sys_SigHandler );
signal( SIGQUIT, Sys_SigHandler );
signal( SIGTRAP, Sys_SigHandler );
signal( SIGIOT, Sys_SigHandler );
signal( SIGBUS, Sys_SigHandler );
#endif
signal( SIGILL, Sys_SigHandler );
signal( SIGFPE, Sys_SigHandler );
signal( SIGSEGV, Sys_SigHandler );
signal( SIGTERM, Sys_SigHandler );
while( 1 )
{
Sys_Idle( );
IN_Frame( );
Com_Frame( );
}
return 0;
}