Commit graph

16240 commits

Author SHA1 Message Date
alexey.lysiuk
e5bb66eb4f - removed unused code from serializer 2020-01-06 01:32:05 +01:00
Christoph Oelckers
a92f71917a - apply the ZMusic mutex a bit more finely grained.
It should only guard the critical parts, like calling Stop() but can let Update and IsPlaying method work unhindered otherwise.
2020-01-06 01:30:55 +01:00
alexey.lysiuk
80a20d1b8c - fixed playback of gzip compressed music
https://forum.zdoom.org/viewtopic.php?t=66157
2020-01-06 01:30:53 +01:00
alexey.lysiuk
505902b141 - fixed selection of system MIDI device on startup
https://forum.zdoom.org/viewtopic.php?t=66150
2020-01-06 01:30:51 +01:00
alexey.lysiuk
79b39648d7 - fixed compilation of Cocoa backend with 10.9 SDK
src/posix/cocoa/i_video.mm:68:31: error: property 'delegate' not found on object of type 'id'
src/posix/cocoa/st_console.mm:464:37: error: property 'delegate' not found on object of type 'id'
2020-01-06 01:30:50 +01:00
Christoph Oelckers
5544e50ca4 - fixed: ZMusic_Close may not lock the mutex because it will delete it.
Here the calling code must ensure that the music object won't be accessible anymore before it gets deleted.
2020-01-06 01:30:47 +01:00
Christoph Oelckers
2498fbf2b7 - Moved all music related synchronization to the top level
Most of the synchronization was too deep in the implementation so that it did not guard everything it needed.

Now each song has precisely one mutex which must be locked for all access to its internals - this is done in the public ZMusic interface
2020-01-06 01:30:45 +01:00
Christoph Oelckers
6b098107ce - ZMusic interface refactoring.
Use global functions instead of the class interface which exposed too many implementation details.
2020-01-06 01:30:43 +01:00
alexey.lysiuk
baa613ff62 - added dynamic loading of FluidSynth 2.x 2020-01-06 01:11:20 +01:00
alexey.lysiuk
af321b36a1 - updated Cocoa backend to follow single exit point workflow 2020-01-06 01:11:06 +01:00
alexey.lysiuk
2b4a071b81 - deleted leftovers of exit refactoring 2020-01-06 01:11:04 +01:00
alexey.lysiuk
f144af949b - return null instead of throwing exception if CD playback isn't supported
The game should switching to MIDI music on platforms without CD playback support
It was impossible to start Hexen on platforms other than Windows
2020-01-06 01:11:02 +01:00
alexey.lysiuk
14b07ee45f - cleanup SDL fatal error reporting
Output error text to terminal if SDL message box cannot be shown
Removed wrong "No IWAD found" message
2020-01-06 01:10:59 +01:00
alexey.lysiuk
ad07c6fcdb - fixed potential crashes in Linux crash reporter
Do not access various global objects at early stage of initialization and late stage of shutdown

# Conflicts:
#	src/posix/sdl/i_main.cpp

# Conflicts:
#	src/posix/sdl/i_main.cpp
2020-01-06 01:08:16 +01:00
alexey.lysiuk
b5d2cc4778 - call SDL_Quit() from main() instead of atexit()
This should help with crash reporting during SDL shutdown
2020-01-06 00:55:51 +01:00
alexey.lysiuk
a5d3be2569 - fixed crash on exiting from IWAD selector
https://forum.zdoom.org/viewtopic.php?t=66073
2020-01-06 00:55:49 +01:00
alexey.lysiuk
6c78556c09 - restored command line arguments initialization in SDL backend 2020-01-06 00:55:47 +01:00
drfrag
cfeacc485b - Try to fix compilation on non windows platforms.
# Conflicts:
#	src/d_main.cpp
2020-01-06 00:51:04 +01:00
alexey.lysiuk
f334400d48 - fixed compilation of POSIX targets
src/posix/cocoa/i_main.mm:152:2: error: use of undeclared identifier 'ShutdownJoysticks'
src/posix/sdl/i_system.cpp:128:3: error: ‘I_FatalError_Gtk’ was not declared in this scope
src/posix/sdl/st_start.cpp:329:8: error: ‘CExitEvent’ was not declared in this scope
2020-01-06 00:48:14 +01:00
drfrag
bda11c6401 - Fixed compilation.
# Conflicts:
#	src/win32/win32video.cpp
2020-01-06 00:46:30 +01:00
Christoph Oelckers
191b958791 - the big cleanup of the exit cleanup is done!
atterm is gone and only a few system-side functions use atexit.
All game side cleanup is performed in D_DoomMain now.

# Conflicts:
#	src/CMakeLists.txt
#	src/atterm.cpp
#	src/atterm.h
#	src/d_main.cpp
#	src/dobjtype.cpp
#	src/g_mapinfo.cpp
#	src/g_statusbar/sbarinfo.cpp
#	src/gamedata/g_mapinfo.h
#	src/i_net.cpp
#	src/p_setup.cpp
#	src/posix/cocoa/i_video.mm
#	src/posix/sdl/hardware.cpp
#	src/posix/sdl/i_main.cpp
#	src/r_utility.cpp
#	src/rendering/v_video.cpp
#	src/sound/s_advsound.cpp
#	src/sound/s_sound.cpp
#	src/swrenderer/r_swcolormaps.cpp
#	src/win32/hardware.cpp
#	src/win32/i_input.cpp

# Conflicts:
#	src/CMakeLists.txt
#	src/i_net.cpp
#	src/posix/sdl/i_system.cpp
#	src/r_utility.cpp
#	src/win32/i_system.cpp
2020-01-05 23:57:44 +01:00
drfrag
5b31393b90 - Fixed compilation.
# Conflicts:
#	src/win32/st_start.cpp
2020-01-05 21:19:07 +01:00
Christoph Oelckers
7221068d68 - fixed compilation on Windows. 2020-01-05 21:14:00 +01:00
Christoph Oelckers
9ee1c88760 replaced all 'exit's with an ExitEvent exception
The main exits are initiated from code that cannot filter this back to D_DoomMain easily so the exception is the only way to get there.

The 3 main points of exit are:

* quit/exit CCMD
* quitting the menu through ST_Endoom
* receiving a quit message on the main window.

# Conflicts:
#	src/posix/cocoa/st_start.mm
2020-01-05 21:13:56 +01:00
Christoph Oelckers
7a307ff8a9 - don't exit from within a window proc.
This should be handled by the message pump evaluating WM_QUIT which is how Windows suggests this to be done.
2020-01-05 21:12:23 +01:00
Christoph Oelckers
dd47803906 - missed one exit. 2020-01-05 21:12:20 +01:00
Christoph Oelckers
abd98688e1 - refactored the exit calls out of the networking code
These ones were particularly bad examples of misusing the exit handlers by temporarily installing one themselves and then calling exit to clean stuff up.

Now they just return an error code to D_DoomMain to perform a regular exit.
2020-01-05 21:12:18 +01:00
Christoph Oelckers
f52c217234 - moved all exception handling out of the backends
The main catch is now in D_DoomMain, only calling platform specific functions to handle the output for the error.

As a nice side effect, -norun can now be done without an exception, just by exiting D_DoomMain with a special exit code.

# Conflicts:
#	src/win32/i_main.cpp
2020-01-05 21:12:16 +01:00
Christoph Oelckers
e8332b299e - consolidated I_FatalError functions
This also removes the handling from thr Posix backend and will not compile on non-Windows.
2020-01-05 21:09:36 +01:00
Christoph Oelckers
f84c0790ea - consolidated the 3 I_Error implementations
Debug output is now being handled by the respective interface functions, not by the Windows I_Error itself.
2020-01-05 21:09:34 +01:00
alexey.lysiuk
fe76293f2d - handled differences of values returned by fluid_settings_...() functions
FluidSynth 1.x: these functions return 1 on success and 0 otherwise
FluidSynth 2.x: these functions return  FLUID_OK (0) on success and FLUID_FAILED (-1) otherwise
2020-01-05 21:09:31 +01:00
alexey.lysiuk
d7f0da033d - fixed setting of FluidSynth reverb and chorus 2020-01-05 21:09:29 +01:00
alexey.lysiuk
922eb28ca2 - fixed compilation with old versions of Xcode
libraries/zmusic/mididevices/music_fluidsynth_mididevice.cpp:628:3: error: use of undeclared identifier 'free'
2020-01-05 21:08:03 +01:00
alexey.lysiuk
9d49e33a80 - cleaned POSIX compiler arguments for libraries
Removed omission of frame pointers as it makes crash reports much less useful
Modified warning flags to hide annoying reports for external code
2020-01-05 21:08:01 +01:00
alexey.lysiuk
4c099300ca - implemented str(n)icmp function definitions via CMake macro 2020-01-05 21:07:58 +01:00
alexey.lysiuk
aa8438cb45 - applied fast math flags to C and C++ files
Avoid copy-paste using CMake macro

# Conflicts:
#	CMakeLists.txt
#	libraries/glslang/OGLCompilersDLL/CMakeLists.txt
#	libraries/glslang/glslang/CMakeLists.txt
#	libraries/glslang/spirv/CMakeLists.txt
2020-01-05 21:07:36 +01:00
alexey.lysiuk
49b8bedc86 - fixed: soundfont selection for FluidSynth was ignored 2020-01-05 21:06:42 +01:00
alexey.lysiuk
696426c8e4 - fixed: mode argument was ignored by utf8_fopen() on POSIX platforms 2020-01-05 21:06:39 +01:00
alexey.lysiuk
a4930f9d8b - restored ability to link with thirdparty sound libraries explicitly
DYN_SNDFILE=NO and DYN_MPG123=NO were ignored while DYN_FLUIDSYNTH=NO broke compilation
These options should be applied to ZMusic target instead of the main executable
As a bonus, it's now possible to build GZDoom without FluidSynth
2020-01-05 21:06:37 +01:00
alexey.lysiuk
875a136b34 - fixed compilation of Cocoa backend
src/posix/cocoa/st_start.mm:63:7: error: redefinition of 'FBasicStartupScreen'
2020-01-05 21:04:42 +01:00
Christoph Oelckers
26c435c69e - split up st_start.cpp into one file with the Windows interface code and a second one which only contains platform independent code.
Since this made heavy use of Windows type, those were duplicated to avoid rewriting the entire interface.
This split at least reduces the amount of code needed to refactor for making the screens work on other platforms than Windows.

# Conflicts:
#	src/CMakeLists.txt
2020-01-05 21:04:39 +01:00
Christoph Oelckers
ba071d7044 - eliminate a little bit of redundancy. 2020-01-05 21:04:12 +01:00
Christoph Oelckers
89d7330ba9 - cleanup of the sound init/exit code.
Now there is only one single entry point for both, instead of previously 2 entry and 4 exit points.
This also eliminates the explicit shutdown of ZMusic. Timidity++'s two buffers have been put in containers that self-destruct on shutdown and calling dumb_exit is not necessary because the only feature requiring it is not used by any code in the music library.
2020-01-05 21:04:09 +01:00
Christoph Oelckers
55831a264a - some reformatting on exit code, mainly to make searching for the content easier.
# Conflicts:
#	libraries/asmjit/asmjit/core/compiler.h
#	libraries/glslang/spirv/SpvBuilder.h
#	src/posix/sdl/hardware.cpp
#	src/rendering/v_video.cpp
#	src/win32/hardware.cpp
#	src/win32/i_main.cpp
2020-01-05 21:03:41 +01:00
Christoph Oelckers
fcfff6f6f6 - sanitized exit code a bit
Instead of trying a homegrown way to avoid recursive exceptions, let's do it with the defined procedure C++ has for this case: call std::terminate.

This allowed removing some old hackery inherited from Boom and will now hopefully allow sanitizing the exit procedure to the point that it can be done without depending on exit handlers.

# Conflicts:
#	src/files_decompress.cpp

# Conflicts:
#	src/d_main.cpp
2020-01-05 21:03:07 +01:00
Christoph Oelckers
1f15bc5b0d - moced I_DetectOS call into D_DoomMain
This requires the console and was the reason for this strange setup.

# Conflicts:
#	src/posix/cocoa/i_main.mm
2020-01-05 21:00:19 +01:00
Christoph Oelckers
5293b8b281 - moved the initial C_InitConsole call into D_DoomMain
The only difference here were the size values on Windows but for this initial call they have been useless for a long time. When this code was written the console buffer still had a fixed width that needed to be set before adding any text.
2020-01-05 21:00:16 +01:00
Christoph Oelckers
f0d68efb88 - also put the Windows system specific exit handlers into atexit's list
Again, these have no place in the game's own uninit code.
2020-01-05 21:00:15 +01:00
Christoph Oelckers
818302e02f - put SDL_Quit into the atexit queue instead of atterm
System exit procedures should not go in there.
2020-01-05 21:00:12 +01:00
Christoph Oelckers
c272315ca3 - new exception class for quitting the game
This will eventually replace the atexit mess, right now it isn't used.

# Conflicts:
#	src/doomerrors.h

# Conflicts:
#	src/doomerrors.h
2020-01-05 20:58:39 +01:00