819 lines
29 KiB
C++
819 lines
29 KiB
C++
/*
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Copyright (c) 2001, Loki software, inc.
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All rights reserved.
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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Redistributions of source code must retain the above copyright notice, this list
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of conditions and the following disclaimer.
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Redistributions in binary form must reproduce the above copyright notice, this
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list of conditions and the following disclaimer in the documentation and/or
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other materials provided with the distribution.
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Neither the name of Loki software nor the names of its contributors may be used
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to endorse or promote products derived from this software without specific prior
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written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS IS''
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AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY
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DIRECT,INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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//-----------------------------------------------------------------------------
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//
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// DESCRIPTION:
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// monitoring window for running BSP processes (and possibly various other stuff)
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#include "watchbsp.h"
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#include "globaldefs.h"
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#include <algorithm>
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#include "cmdlib.h"
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#include "convert.h"
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#include "string/string.h"
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#include "stream/stringstream.h"
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#include "gtkutil/messagebox.h"
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#include "xmlstuff.h"
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#include "console.h"
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#include "preferences.h"
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#include "points.h"
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#include "feedback.h"
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#include "mainframe.h"
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#include "sockets.h"
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void message_flush(message_info_t *self)
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{
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Sys_Print(self->msg_level, self->m_buffer, self->m_length);
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self->m_length = 0;
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}
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void message_print(message_info_t *self, const char *characters, std::size_t length)
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{
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const char *end = characters + length;
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while (characters != end) {
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std::size_t space = message_info_t::bufsize - 1 - self->m_length;
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if (space == 0) {
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message_flush(self);
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} else {
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std::size_t size = std::min(space, std::size_t(end - characters));
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memcpy(self->m_buffer + self->m_length, characters, size);
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self->m_length += size;
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characters += size;
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}
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}
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}
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#include <glib.h>
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#include <uilib/uilib.h>
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#include "xmlstuff.h"
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class CWatchBSP {
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private:
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// a flag we have set to true when using an external BSP plugin
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// the resulting code with that is a bit dirty, cleaner solution would be to seperate the succession of commands from the listening loop
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// (in two seperate classes probably)
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bool m_bBSPPlugin;
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// EIdle: we are not listening
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// DoMonitoringLoop will change state to EBeginStep
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// EBeginStep: the socket is up for listening, we are expecting incoming connection
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// incoming connection will change state to EWatching
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// EWatching: we have a connection, monitor it
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// connection closed will see if we start a new step (EBeginStep) or launch Quake3 and end (EIdle)
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enum EWatchBSPState { EIdle, EBeginStep, EWatching } m_eState;
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socket_t *m_pListenSocket;
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socket_t *m_pInSocket;
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netmessage_t msg;
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GPtrArray *m_pCmd;
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// used to timeout EBeginStep
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GTimer *m_pTimer;
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std::size_t m_iCurrentStep;
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// name of the map so we can run the engine
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char *m_sBSPName;
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// buffer we use in push mode to receive data directly from the network
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xmlParserInputBufferPtr m_xmlInputBuffer;
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xmlParserInputPtr m_xmlInput;
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xmlParserCtxtPtr m_xmlParserCtxt;
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// call this to switch the set listening mode
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bool SetupListening();
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// start a new EBeginStep
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void DoEBeginStep();
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// the xml and sax parser state
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char m_xmlBuf[MAX_NETMESSAGE];
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bool m_bNeedCtxtInit;
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message_info_t m_message_info;
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public:
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CWatchBSP()
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{
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m_pCmd = 0;
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m_bBSPPlugin = false;
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m_pListenSocket = NULL;
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m_pInSocket = NULL;
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m_eState = EIdle;
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m_pTimer = g_timer_new();
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m_sBSPName = NULL;
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m_xmlInputBuffer = NULL;
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m_bNeedCtxtInit = true;
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}
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virtual ~CWatchBSP()
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{
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EndMonitoringLoop();
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Net_Shutdown();
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g_timer_destroy(m_pTimer);
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}
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bool HasBSPPlugin() const
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{ return m_bBSPPlugin; }
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// called regularly to keep listening
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void RoutineProcessing();
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// start a monitoring loop with the following steps
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void DoMonitoringLoop(GPtrArray *pCmd, const char *sBSPName);
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void EndMonitoringLoop()
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{
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Reset();
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if (m_sBSPName) {
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string_release(m_sBSPName, string_length(m_sBSPName));
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m_sBSPName = 0;
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}
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if (m_pCmd) {
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g_ptr_array_free(m_pCmd, TRUE);
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m_pCmd = 0;
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}
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}
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// close everything - may be called from the outside to abort the process
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void Reset();
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// start a listening loop for an external process, possibly a BSP plugin
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void ExternalListen();
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};
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CWatchBSP *g_pWatchBSP;
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// watch the BSP process through network connections
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// true: trigger the BSP steps one by one and monitor them through the network
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// false: create a BAT / .sh file and execute it. don't bother monitoring it.
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bool g_WatchBSP_Enabled = true;
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// do we stop the compilation process if we come accross a leak?
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bool g_WatchBSP_LeakStop = true;
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bool g_WatchBSP_RunQuake = false;
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// store prefs setting for automatic sleep mode activation
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bool g_WatchBSP_DoSleep = true;
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// timeout when beginning a step (in seconds)
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// if we don't get a connection quick enough we assume something failed and go back to idling
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int g_WatchBSP_Timeout = 10;
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void Build_constructPreferences(PreferencesPage &page)
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{
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ui::CheckButton monitorbsp = page.appendCheckBox("", "Enable Build Process Monitoring", g_WatchBSP_Enabled);
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ui::CheckButton leakstop = page.appendCheckBox("", "Stop Compilation on Leak", g_WatchBSP_LeakStop);
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ui::CheckButton runengine = page.appendCheckBox("", "Run Engine After Compile", g_WatchBSP_RunQuake);
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ui::CheckButton sleep = page.appendCheckBox("", "Sleep When Running the Engine", g_WatchBSP_DoSleep);
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Widget_connectToggleDependency(leakstop, monitorbsp);
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Widget_connectToggleDependency(runengine, monitorbsp);
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Widget_connectToggleDependency(sleep, runengine);
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}
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void Build_constructPage(PreferenceGroup &group)
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{
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PreferencesPage page(group.createPage("Build", "Build Preferences"));
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Build_constructPreferences(page);
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}
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void Build_registerPreferencesPage()
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{
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PreferencesDialog_addSettingsPage(makeCallbackF(Build_constructPage));
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}
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#include "preferencesystem.h"
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#include "stringio.h"
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void BuildMonitor_Construct()
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{
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g_pWatchBSP = new CWatchBSP();
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g_WatchBSP_Enabled = !string_equal(g_pGameDescription->getKeyValue("no_bsp_monitor"), "1");
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GlobalPreferenceSystem().registerPreference("WatchBSP", make_property_string(g_WatchBSP_Enabled));
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GlobalPreferenceSystem().registerPreference("RunQuake2Run", make_property_string(g_WatchBSP_RunQuake));
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GlobalPreferenceSystem().registerPreference("LeakStop", make_property_string(g_WatchBSP_LeakStop));
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GlobalPreferenceSystem().registerPreference("SleepMode", make_property_string(g_WatchBSP_DoSleep));
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Build_registerPreferencesPage();
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}
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void BuildMonitor_Destroy()
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{
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delete g_pWatchBSP;
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}
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CWatchBSP *GetWatchBSP()
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{
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return g_pWatchBSP;
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}
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void BuildMonitor_Run(GPtrArray *commands, const char *mapName)
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{
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GetWatchBSP()->DoMonitoringLoop(commands, mapName);
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}
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// Static functions for the SAX callbacks -------------------------------------------------------
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// utility for saxStartElement below
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static void abortStream(message_info_t *data)
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{
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GetWatchBSP()->EndMonitoringLoop();
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// tell there has been an error
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#if 0
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if ( GetWatchBSP()->HasBSPPlugin() ) {
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g_BSPFrontendTable.m_pfnEndListen( 2 );
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}
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#endif
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// yeah this doesn't look good.. but it's needed so that everything will be ignored until the stream goes out
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data->ignore_depth = -1;
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data->recurse++;
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}
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#include "stream_version.h"
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static void saxStartElement(message_info_t *data, const xmlChar *name, const xmlChar **attrs)
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{
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#if 0
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globalOutputStream() << "<" << name;
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if ( attrs != 0 ) {
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for ( const xmlChar** p = attrs; *p != 0; p += 2 )
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{
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globalOutputStream() << " " << p[0] << "=" << makeQuoted( p[1] );
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}
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}
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globalOutputStream() << ">\n";
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#endif
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if (data->ignore_depth == 0) {
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if (data->pGeometry != 0) {
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// we have a handler
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data->pGeometry->saxStartElement(data, name, attrs);
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} else {
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if (strcmp(reinterpret_cast<const char *>( name ), "q3map_feedback") == 0) {
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// check the correct version
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// old q3map don't send a version attribute
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// the ones we support .. send Q3MAP_STREAM_VERSION
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if (!attrs[0] || !attrs[1] || (strcmp(reinterpret_cast<const char *>( attrs[0] ), "version") != 0)) {
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message_flush(data);
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globalErrorStream()
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<< "No stream version given in the feedback stream, this is an old q3map version.\n"
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"Please turn off monitored compiling if you still wish to use this q3map executable\n";
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abortStream(data);
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return;
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} else if (strcmp(reinterpret_cast<const char *>( attrs[1] ), Q3MAP_STREAM_VERSION) != 0) {
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message_flush(data);
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globalErrorStream() <<
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"This version of Radiant reads version " Q3MAP_STREAM_VERSION " debug streams, I got an incoming connection with version "
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<< reinterpret_cast<const char *>( attrs[1] ) << "\n"
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"Please make sure your versions of Radiant and q3map are matching.\n";
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abortStream(data);
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return;
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}
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}
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// we don't treat locally
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else if (strcmp(reinterpret_cast<const char *>( name ), "message") == 0) {
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int msg_level = atoi(reinterpret_cast<const char *>( attrs[1] ));
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if (msg_level != data->msg_level) {
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message_flush(data);
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data->msg_level = msg_level;
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}
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} else if (strcmp(reinterpret_cast<const char *>( name ), "polyline") == 0) {
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// polyline has a particular status .. right now we only use it for leakfile ..
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data->geometry_depth = data->recurse;
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data->pGeometry = &g_pointfile;
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data->pGeometry->saxStartElement(data, name, attrs);
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} else if (strcmp(reinterpret_cast<const char *>( name ), "select") == 0) {
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CSelectMsg *pSelect = new CSelectMsg();
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data->geometry_depth = data->recurse;
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data->pGeometry = pSelect;
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data->pGeometry->saxStartElement(data, name, attrs);
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} else if (strcmp(reinterpret_cast<const char *>( name ), "pointmsg") == 0) {
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CPointMsg *pPoint = new CPointMsg();
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data->geometry_depth = data->recurse;
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data->pGeometry = pPoint;
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data->pGeometry->saxStartElement(data, name, attrs);
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} else if (strcmp(reinterpret_cast<const char *>( name ), "windingmsg") == 0) {
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CWindingMsg *pWinding = new CWindingMsg();
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data->geometry_depth = data->recurse;
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data->pGeometry = pWinding;
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data->pGeometry->saxStartElement(data, name, attrs);
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} else {
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globalErrorStream() << "Warning: ignoring unrecognized node in XML stream ("
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<< reinterpret_cast<const char *>( name ) << ")\n";
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// we don't recognize this node, jump over it
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// (NOTE: the ignore mechanism is a bit screwed, only works when starting an ignore at the highest level)
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data->ignore_depth = data->recurse;
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}
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}
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}
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data->recurse++;
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}
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static void saxEndElement(message_info_t *data, const xmlChar *name)
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{
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#if 0
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globalOutputStream() << "<" << name << "/>\n";
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#endif
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data->recurse--;
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// we are out of an ignored chunk
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if (data->recurse == data->ignore_depth) {
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data->ignore_depth = 0;
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return;
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}
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if (data->pGeometry != 0) {
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data->pGeometry->saxEndElement(data, name);
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// we add the object to the debug window
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if (data->geometry_depth == data->recurse) {
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g_DbgDlg.Push(data->pGeometry);
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data->pGeometry = 0;
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}
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}
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if (data->recurse == data->stop_depth) {
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message_flush(data);
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#if GDEF_DEBUG
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globalOutputStream() << "Received error msg .. shutting down..\n";
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#endif
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GetWatchBSP()->EndMonitoringLoop();
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// tell there has been an error
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#if 0
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if ( GetWatchBSP()->HasBSPPlugin() ) {
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g_BSPFrontendTable.m_pfnEndListen( 2 );
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}
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#endif
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return;
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}
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}
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class MessageOutputStream : public TextOutputStream {
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message_info_t *m_data;
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public:
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MessageOutputStream(message_info_t *data) : m_data(data)
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{
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}
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std::size_t write(const char *buffer, std::size_t length)
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{
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if (m_data->pGeometry != 0) {
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m_data->pGeometry->saxCharacters(m_data, reinterpret_cast<const xmlChar *>( buffer ), int(length));
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} else {
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if (m_data->ignore_depth == 0) {
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// output the message using the level
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message_print(m_data, buffer, length);
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// if this message has error level flag, we mark the depth to stop the compilation when we get out
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// we don't set the msg level if we don't stop on leak
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if (m_data->msg_level == 3) {
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m_data->stop_depth = m_data->recurse - 1;
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}
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}
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}
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return length;
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}
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};
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template<typename T>
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inline MessageOutputStream &operator<<(MessageOutputStream &ostream, const T &t)
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{
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return ostream_write(ostream, t);
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}
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static void saxCharacters(message_info_t *data, const xmlChar *ch, int len)
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{
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MessageOutputStream ostream(data);
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ostream << StringRange(reinterpret_cast<const char *>( ch ), reinterpret_cast<const char *>( ch + len ));
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}
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static void saxComment(void *ctx, const xmlChar *msg)
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{
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globalOutputStream() << "XML comment: " << reinterpret_cast<const char *>( msg ) << "\n";
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}
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static void saxWarning(void *ctx, const char *msg, ...)
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{
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char saxMsgBuffer[4096];
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va_list args;
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va_start(args, msg);
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vsprintf(saxMsgBuffer, msg, args);
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va_end(args);
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globalOutputStream() << "XML warning: " << saxMsgBuffer << "\n";
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}
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static void saxError(void *ctx, const char *msg, ...)
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{
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char saxMsgBuffer[4096];
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va_list args;
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va_start(args, msg);
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vsprintf(saxMsgBuffer, msg, args);
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va_end(args);
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globalErrorStream() << "XML error: " << saxMsgBuffer << "\n";
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}
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static void saxFatal(void *ctx, const char *msg, ...)
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{
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char buffer[4096];
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va_list args;
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va_start(args, msg);
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vsprintf(buffer, msg, args);
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va_end(args);
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globalErrorStream() << "XML fatal error: " << buffer << "\n";
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}
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static xmlSAXHandler saxParser = {
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0, /* internalSubset */
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0, /* isStandalone */
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0, /* hasInternalSubset */
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0, /* hasExternalSubset */
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0, /* resolveEntity */
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0, /* getEntity */
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0, /* entityDecl */
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0, /* notationDecl */
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0, /* attributeDecl */
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0, /* elementDecl */
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0, /* unparsedEntityDecl */
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0, /* setDocumentLocator */
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0, /* startDocument */
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0, /* endDocument */
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(startElementSAXFunc) saxStartElement, /* startElement */
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(endElementSAXFunc) saxEndElement, /* endElement */
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0, /* reference */
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(charactersSAXFunc) saxCharacters, /* characters */
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0, /* ignorableWhitespace */
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0, /* processingInstruction */
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(commentSAXFunc) saxComment, /* comment */
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(warningSAXFunc) saxWarning, /* warning */
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(errorSAXFunc) saxError, /* error */
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(fatalErrorSAXFunc) saxFatal, /* fatalError */
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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0
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};
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// ------------------------------------------------------------------------------------------------
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guint s_routine_id;
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static gint watchbsp_routine(gpointer data)
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{
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reinterpret_cast<CWatchBSP *>( data )->RoutineProcessing();
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return TRUE;
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}
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void CWatchBSP::Reset()
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{
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if (m_pInSocket) {
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Net_Disconnect(m_pInSocket);
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m_pInSocket = NULL;
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}
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if (m_pListenSocket) {
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Net_Disconnect(m_pListenSocket);
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m_pListenSocket = NULL;
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}
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if (m_xmlInputBuffer) {
|
|
xmlFreeParserInputBuffer(m_xmlInputBuffer);
|
|
m_xmlInputBuffer = NULL;
|
|
}
|
|
m_eState = EIdle;
|
|
if (s_routine_id) {
|
|
g_source_remove(s_routine_id);
|
|
}
|
|
}
|
|
|
|
bool CWatchBSP::SetupListening()
|
|
{
|
|
#if GDEF_DEBUG
|
|
if (m_pListenSocket) {
|
|
globalOutputStream() << "ERROR: m_pListenSocket != NULL in CWatchBSP::SetupListening\n";
|
|
return false;
|
|
}
|
|
#endif
|
|
globalOutputStream() << "Setting up\n";
|
|
Net_Setup();
|
|
m_pListenSocket = Net_ListenSocket(39000);
|
|
if (m_pListenSocket == NULL) {
|
|
return false;
|
|
}
|
|
globalOutputStream() << "Listening...\n";
|
|
return true;
|
|
}
|
|
|
|
void CWatchBSP::DoEBeginStep()
|
|
{
|
|
Reset();
|
|
if (SetupListening() == false) {
|
|
const char *msg = "Failed to get a listening socket on port 39000.\nTry running with Build monitoring disabled if you can't fix this.\n";
|
|
globalOutputStream() << msg;
|
|
ui::alert(MainFrame_getWindow(), msg, "Build monitoring", ui::alert_type::OK, ui::alert_icon::Error);
|
|
return;
|
|
}
|
|
// set the timer for timeouts and step cancellation
|
|
g_timer_reset(m_pTimer);
|
|
g_timer_start(m_pTimer);
|
|
|
|
if (!m_bBSPPlugin) {
|
|
globalOutputStream() << "=== running build command ===\n"
|
|
<< static_cast<const char *>(g_ptr_array_index(m_pCmd, m_iCurrentStep) ) << "\n";
|
|
|
|
if (!Q_Exec(NULL, (char *) g_ptr_array_index(m_pCmd, m_iCurrentStep), NULL, true, false)) {
|
|
StringOutputStream msg(256);
|
|
msg << "Failed to execute the following command: ";
|
|
msg << reinterpret_cast<const char *>(g_ptr_array_index(m_pCmd, m_iCurrentStep) );
|
|
msg << "\nCheck that the file exists and that you don't run out of system resources.\n";
|
|
globalOutputStream() << msg.c_str();
|
|
ui::alert(MainFrame_getWindow(), msg.c_str(), "Build monitoring", ui::alert_type::OK,
|
|
ui::alert_icon::Error);
|
|
return;
|
|
}
|
|
// re-initialise the debug window
|
|
if (m_iCurrentStep == 0) {
|
|
g_DbgDlg.Init();
|
|
}
|
|
}
|
|
m_eState = EBeginStep;
|
|
s_routine_id = g_timeout_add(25, watchbsp_routine, this);
|
|
}
|
|
|
|
|
|
#if GDEF_OS_WINDOWS
|
|
const char *ENGINE_ATTRIBUTE = "engine_win32";
|
|
const char *MP_ENGINE_ATTRIBUTE = "mp_engine_win32";
|
|
#elif GDEF_OS_LINUX || GDEF_OS_BSD
|
|
const char *ENGINE_ATTRIBUTE = "engine_linux";
|
|
const char *MP_ENGINE_ATTRIBUTE = "mp_engine_linux";
|
|
#elif GDEF_OS_MACOS
|
|
const char *ENGINE_ATTRIBUTE = "engine_macos";
|
|
const char *MP_ENGINE_ATTRIBUTE = "mp_engine_macos";
|
|
#else
|
|
#error "unsupported platform"
|
|
#endif
|
|
|
|
class RunEngineConfiguration {
|
|
public:
|
|
const char *executable;
|
|
const char *mp_executable;
|
|
bool do_sp_mp;
|
|
|
|
RunEngineConfiguration() :
|
|
executable(g_pGameDescription->getRequiredKeyValue(ENGINE_ATTRIBUTE)),
|
|
mp_executable(g_pGameDescription->getKeyValue(MP_ENGINE_ATTRIBUTE))
|
|
{
|
|
do_sp_mp = !string_empty(mp_executable);
|
|
}
|
|
};
|
|
|
|
inline void GlobalGameDescription_string_write_mapparameter(StringOutputStream &string, const char *mapname)
|
|
{
|
|
if (g_pGameDescription->mGameType == "q2"
|
|
|| g_pGameDescription->mGameType == "heretic2") {
|
|
string << ". +exec radiant.cfg +map " << mapname;
|
|
} else {
|
|
string << "+set sv_pure 0 ";
|
|
// TTimo: a check for vm_* but that's all fine
|
|
//cmdline = "+set sv_pure 0 +set vm_ui 0 +set vm_cgame 0 +set vm_game 0 ";
|
|
const char *fs_game = gamename_get();
|
|
if (!string_equal(fs_game, basegame_get())) {
|
|
string << "+set fs_game " << fs_game << " ";
|
|
}
|
|
if (g_pGameDescription->mGameType == "wolf") {
|
|
//|| g_pGameDescription->mGameType == "et")
|
|
if (string_equal(gamemode_get(), "mp")) {
|
|
// MP
|
|
string << "+devmap " << mapname;
|
|
} else {
|
|
// SP
|
|
string << "+set nextmap \"spdevmap " << mapname << "\"";
|
|
}
|
|
} else {
|
|
string << "+devmap " << mapname;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void CWatchBSP::RoutineProcessing()
|
|
{
|
|
switch (m_eState) {
|
|
case EBeginStep:
|
|
// timeout: if we don't get an incoming connection fast enough, go back to idle
|
|
if (g_timer_elapsed(m_pTimer, NULL) > g_WatchBSP_Timeout) {
|
|
ui::alert(MainFrame_getWindow(),
|
|
"The connection timed out, assuming the build process failed\nMake sure you are using a networked version of Q3Map?\nOtherwise you need to disable BSP Monitoring in prefs.",
|
|
"BSP process monitoring", ui::alert_type::OK);
|
|
EndMonitoringLoop();
|
|
#if 0
|
|
if ( m_bBSPPlugin ) {
|
|
// status == 1 : didn't get the connection
|
|
g_BSPFrontendTable.m_pfnEndListen( 1 );
|
|
}
|
|
#endif
|
|
return;
|
|
}
|
|
#if GDEF_DEBUG
|
|
// some debug checks
|
|
if (!m_pListenSocket) {
|
|
globalErrorStream()
|
|
<< "ERROR: m_pListenSocket == NULL in CWatchBSP::RoutineProcessing EBeginStep state\n";
|
|
return;
|
|
}
|
|
#endif
|
|
// we are not connected yet, accept any incoming connection
|
|
m_pInSocket = Net_Accept(m_pListenSocket);
|
|
if (m_pInSocket) {
|
|
globalOutputStream() << "Connected.\n";
|
|
// prepare the message info struct for diving in
|
|
memset(&m_message_info, 0, sizeof(message_info_t));
|
|
// a dumb flag to make sure we init the push parser context when first getting a msg
|
|
m_bNeedCtxtInit = true;
|
|
m_eState = EWatching;
|
|
}
|
|
break;
|
|
case EWatching: {
|
|
#if GDEF_DEBUG
|
|
// some debug checks
|
|
if (!m_pInSocket) {
|
|
globalErrorStream() << "ERROR: m_pInSocket == NULL in CWatchBSP::RoutineProcessing EWatching state\n";
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
int ret = Net_Wait(m_pInSocket, 0, 0);
|
|
if (ret == -1) {
|
|
globalOutputStream() << "WARNING: SOCKET_ERROR in CWatchBSP::RoutineProcessing\n";
|
|
globalOutputStream() << "Terminating the connection.\n";
|
|
EndMonitoringLoop();
|
|
return;
|
|
}
|
|
|
|
if (ret == 1) {
|
|
// the socket has been identified, there's something (message or disconnection)
|
|
// see if there's anything in input
|
|
ret = Net_Receive(m_pInSocket, &msg);
|
|
if (ret > 0) {
|
|
// unsigned int size = msg.size; //++timo just a check
|
|
strcpy(m_xmlBuf, NMSG_ReadString(&msg));
|
|
if (m_bNeedCtxtInit) {
|
|
m_xmlParserCtxt = NULL;
|
|
m_xmlParserCtxt = xmlCreatePushParserCtxt(&saxParser, &m_message_info, m_xmlBuf,
|
|
static_cast<int>( strlen(m_xmlBuf)), NULL);
|
|
|
|
if (m_xmlParserCtxt == NULL) {
|
|
globalErrorStream() << "Failed to create the XML parser (incoming stream began with: "
|
|
<< m_xmlBuf << ")\n";
|
|
EndMonitoringLoop();
|
|
}
|
|
m_bNeedCtxtInit = false;
|
|
} else {
|
|
xmlParseChunk(m_xmlParserCtxt, m_xmlBuf, static_cast<int>( strlen(m_xmlBuf)), 0);
|
|
}
|
|
} else {
|
|
message_flush(&m_message_info);
|
|
// error or connection closed/reset
|
|
// NOTE: if we get an error down the XML stream we don't reach here
|
|
Net_Disconnect(m_pInSocket);
|
|
m_pInSocket = NULL;
|
|
globalOutputStream() << "Connection closed.\n";
|
|
#if 0
|
|
if ( m_bBSPPlugin ) {
|
|
EndMonitoringLoop();
|
|
// let the BSP plugin know that the job is done
|
|
g_BSPFrontendTable.m_pfnEndListen( 0 );
|
|
return;
|
|
}
|
|
#endif
|
|
// move to next step or finish
|
|
m_iCurrentStep++;
|
|
if (m_iCurrentStep < m_pCmd->len) {
|
|
DoEBeginStep();
|
|
} else {
|
|
// launch the engine .. OMG
|
|
if (g_WatchBSP_RunQuake) {
|
|
#if 0
|
|
// do we enter sleep mode before?
|
|
if ( g_WatchBSP_DoSleep ) {
|
|
globalOutputStream() << "Going into sleep mode..\n";
|
|
g_pParentWnd->OnSleep();
|
|
}
|
|
#endif
|
|
globalOutputStream() << "Running engine...\n";
|
|
StringOutputStream cmd(256);
|
|
// build the command line
|
|
cmd << EnginePath_get();
|
|
// this is game dependant
|
|
|
|
RunEngineConfiguration engineConfig;
|
|
|
|
if (engineConfig.do_sp_mp) {
|
|
if (string_equal(gamemode_get(), "mp")) {
|
|
cmd << engineConfig.mp_executable;
|
|
} else {
|
|
cmd << engineConfig.executable;
|
|
}
|
|
} else {
|
|
cmd << engineConfig.executable;
|
|
}
|
|
|
|
StringOutputStream cmdline;
|
|
|
|
GlobalGameDescription_string_write_mapparameter(cmdline, m_sBSPName);
|
|
|
|
globalOutputStream() << cmd.c_str() << " " << cmdline.c_str() << "\n";
|
|
|
|
// execute now
|
|
if (!Q_Exec(cmd.c_str(), (char *) cmdline.c_str(), EnginePath_get(), false, false)) {
|
|
StringOutputStream msg;
|
|
msg << "Failed to execute the following command: " << cmd.c_str() << cmdline.c_str();
|
|
globalOutputStream() << msg.c_str();
|
|
ui::alert(MainFrame_getWindow(), msg.c_str(), "Build monitoring", ui::alert_type::OK,
|
|
ui::alert_icon::Error);
|
|
}
|
|
}
|
|
EndMonitoringLoop();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
GPtrArray *str_ptr_array_clone(GPtrArray *array)
|
|
{
|
|
GPtrArray *cloned = g_ptr_array_sized_new(array->len);
|
|
for (guint i = 0; i < array->len; ++i) {
|
|
g_ptr_array_add(cloned, g_strdup((char *) g_ptr_array_index(array, i)));
|
|
}
|
|
return cloned;
|
|
}
|
|
|
|
void CWatchBSP::DoMonitoringLoop(GPtrArray *pCmd, const char *sBSPName)
|
|
{
|
|
m_sBSPName = string_clone(sBSPName);
|
|
if (m_eState != EIdle) {
|
|
globalOutputStream() << "WatchBSP got a monitoring request while not idling...\n";
|
|
// prompt the user, should we cancel the current process and go ahead?
|
|
if (ui::alert(MainFrame_getWindow(),
|
|
"I am already monitoring a Build process.\nDo you want me to override and start a new compilation?",
|
|
"Build process monitoring", ui::alert_type::YESNO) == ui::alert_response::YES) {
|
|
// disconnect and set EIdle state
|
|
Reset();
|
|
}
|
|
}
|
|
m_pCmd = str_ptr_array_clone(pCmd);
|
|
m_iCurrentStep = 0;
|
|
DoEBeginStep();
|
|
}
|
|
|
|
void CWatchBSP::ExternalListen()
|
|
{
|
|
m_bBSPPlugin = true;
|
|
DoEBeginStep();
|
|
}
|
|
|
|
// the part of the watchbsp interface we export to plugins
|
|
// NOTE: in the long run, the whole watchbsp.cpp interface needs to go out and be handled at the BSP plugin level
|
|
// for now we provide something really basic and limited, the essential is to have something that works fine and fast (for 1.1 final)
|
|
void QERApp_Listen()
|
|
{
|
|
// open the listening socket
|
|
GetWatchBSP()->ExternalListen();
|
|
}
|