mirror of
https://github.com/celisej567/cool-source-archive.git
synced 2025-12-31 17:48:37 +03:00
1321 lines
36 KiB
C++
1321 lines
36 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// Defines the entry point for the application.
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//
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//===========================================================================//
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#if defined( _WIN32 ) && !defined( _X360 )
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#include <windows.h>
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#include "shlwapi.h" // registry stuff
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#include <direct.h>
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#elif defined ( LINUX ) || defined( OSX )
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#define O_EXLOCK 0
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#include <sys/types.h>
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#include <sys/stat.h>
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#include <fcntl.h>
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#include <locale.h>
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#elif defined ( _X360 )
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#else
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#error
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#endif
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#include "appframework/ilaunchermgr.h"
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#include <stdio.h>
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#include "tier0/icommandline.h"
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#include "engine_launcher_api.h"
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#include "tier0/vcrmode.h"
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#include "ifilesystem.h"
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#include "tier1/interface.h"
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#include "tier0/dbg.h"
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#include "iregistry.h"
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#include "appframework/IAppSystem.h"
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#include "appframework/AppFramework.h"
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#include <vgui/VGUI.h>
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#include <vgui/ISurface.h>
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#include "tier0/platform.h"
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#include "tier0/memalloc.h"
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#include "filesystem.h"
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#include "tier1/utlrbtree.h"
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#include "materialsystem/imaterialsystem.h"
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#include "istudiorender.h"
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#include "vgui/IVGui.h"
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#include "IHammer.h"
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#include "datacache/idatacache.h"
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#include "datacache/imdlcache.h"
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#include "vphysics_interface.h"
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#include "filesystem_init.h"
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#include "vstdlib/iprocessutils.h"
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#include "video/ivideoservices.h"
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#include "tier1/tier1.h"
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#include "tier2/tier2.h"
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#include "tier3/tier3.h"
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#include "p4lib/ip4.h"
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#include "inputsystem/iinputsystem.h"
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#include "filesystem/IQueuedLoader.h"
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#include "reslistgenerator.h"
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#include "tier1/fmtstr.h"
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#include "sourcevr/isourcevirtualreality.h"
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#define VERSION_SAFE_STEAM_API_INTERFACES
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#include "steam/steam_api.h"
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#if defined( USE_SDL )
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#include "SDL.h"
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#if !defined( _WIN32 )
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#define MB_OK 0x00000001
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#define MB_SYSTEMMODAL 0x00000002
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#define MB_ICONERROR 0x00000004
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int MessageBox(HWND hWnd, const char* message, const char* header, unsigned uType);
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#endif // _WIN32
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#endif // USE_SDL
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define DEFAULT_HL2_GAMEDIR "hl2"
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#if defined( USE_SDL )
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extern void* CreateSDLMgr();
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#endif
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//-----------------------------------------------------------------------------
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// Modules...
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//-----------------------------------------------------------------------------
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static IEngineAPI* g_pEngineAPI;
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static IHammer* g_pHammer;
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bool g_bTextMode = false;
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static char g_szBasedir[MAX_PATH];
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static char g_szGamedir[MAX_PATH];
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// copied from sys.h
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struct FileAssociationInfo
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{
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char const* extension;
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char const* command_to_issue;
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};
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static FileAssociationInfo g_FileAssociations[] =
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{
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{ ".dem", "playdemo" },
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{ ".sav", "load" },
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{ ".bsp", "map" },
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};
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#ifdef _WIN32
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#pragma warning(disable:4073)
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#pragma init_seg(lib)
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#endif
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class CLeakDump
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{
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public:
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CLeakDump()
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: m_bCheckLeaks(false)
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{
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}
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~CLeakDump()
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{
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if (m_bCheckLeaks)
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{
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MemAlloc_DumpStats();
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}
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}
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bool m_bCheckLeaks;
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} g_LeakDump;
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//-----------------------------------------------------------------------------
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// Spew function!
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//-----------------------------------------------------------------------------
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SpewRetval_t LauncherDefaultSpewFunc(SpewType_t spewType, char const* pMsg)
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{
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#ifndef _CERT
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#ifdef WIN32
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OutputDebugStringA(pMsg);
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#endif
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switch (spewType)
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{
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case SPEW_MESSAGE:
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case SPEW_LOG:
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return SPEW_CONTINUE;
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case SPEW_WARNING:
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if (!stricmp(GetSpewOutputGroup(), "init"))
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{
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#if defined( WIN32 ) || defined( USE_SDL )
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::MessageBox(NULL, pMsg, "Warning!", MB_OK | MB_SYSTEMMODAL | MB_ICONERROR);
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#endif
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}
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return SPEW_CONTINUE;
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case SPEW_ASSERT:
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if (!ShouldUseNewAssertDialog())
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{
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#if defined( WIN32 ) || defined( USE_SDL )
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::MessageBox(NULL, pMsg, "Assert!", MB_OK | MB_SYSTEMMODAL | MB_ICONERROR);
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#endif
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}
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return SPEW_DEBUGGER;
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case SPEW_ERROR:
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default:
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#if defined( WIN32 ) || defined( USE_SDL )
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::MessageBox(NULL, pMsg, "Error!", MB_OK | MB_SYSTEMMODAL | MB_ICONERROR);
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#endif
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_exit(1);
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Implementation of VCRHelpers.
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//-----------------------------------------------------------------------------
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class CVCRHelpers : public IVCRHelpers
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{
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public:
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virtual void ErrorMessage(const char* pMsg)
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{
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#if defined( WIN32 ) || defined( LINUX )
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NOVCR(::MessageBox(NULL, pMsg, "VCR Error", MB_OK));
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#endif
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}
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virtual void* GetMainWindow()
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{
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return NULL;
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}
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};
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static CVCRHelpers g_VCRHelpers;
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//-----------------------------------------------------------------------------
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// Purpose: Return the game directory
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// Output : char
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//-----------------------------------------------------------------------------
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char* GetGameDirectory(void)
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{
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return g_szGamedir;
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}
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void SetGameDirectory(const char* game)
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{
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Q_strncpy(g_szGamedir, game, sizeof(g_szGamedir));
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}
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//-----------------------------------------------------------------------------
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// Gets the executable name
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//-----------------------------------------------------------------------------
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bool GetExecutableName(char* out, int outSize)
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{
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#ifdef WIN32
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if (!::GetModuleFileName((HINSTANCE)GetModuleHandle(NULL), out, outSize))
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{
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return false;
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}
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return true;
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return the base directory
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// Output : char
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//-----------------------------------------------------------------------------
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char* GetBaseDirectory(void)
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{
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return g_szBasedir;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Determine the directory where this .exe is running from
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//-----------------------------------------------------------------------------
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void UTIL_ComputeBaseDir()
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{
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g_szBasedir[0] = 0;
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if (IsX360())
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{
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char const* pBaseDir = CommandLine()->ParmValue("-basedir");
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if (pBaseDir)
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{
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strcpy(g_szBasedir, pBaseDir);
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}
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}
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if (!g_szBasedir[0] && GetExecutableName(g_szBasedir, sizeof(g_szBasedir)))
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{
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char* pBuffer = strrchr(g_szBasedir, '\\');
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if (*pBuffer)
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{
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*(pBuffer + 1) = '\0';
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}
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int j = strlen(g_szBasedir);
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if (j > 0)
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{
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if ((g_szBasedir[j - 1] == '\\') ||
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(g_szBasedir[j - 1] == '/'))
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{
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g_szBasedir[j - 1] = 0;
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}
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}
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}
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if (IsPC())
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{
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char const* pOverrideDir = CommandLine()->CheckParm("-basedir");
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if (pOverrideDir)
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{
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strcpy(g_szBasedir, pOverrideDir);
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}
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}
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#ifdef WIN32
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Q_strlower(g_szBasedir);
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#endif
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Q_FixSlashes(g_szBasedir);
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}
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#ifdef WIN32
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BOOL WINAPI MyHandlerRoutine(DWORD dwCtrlType)
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{
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#if !defined( _X360 )
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TerminateProcess(GetCurrentProcess(), 2);
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#endif
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return TRUE;
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}
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#endif
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void InitTextMode()
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{
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#ifdef WIN32
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AllocConsole();
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SetConsoleCtrlHandler(MyHandlerRoutine, TRUE);
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freopen("CONIN$", "rb", stdin); // reopen stdin handle as console window input
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freopen("CONOUT$", "wb", stdout); // reopen stout handle as console window output
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freopen("CONOUT$", "wb", stderr); // reopen stderr handle as console window output
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#endif
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}
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void SortResList(char const* pchFileName, char const* pchSearchPath);
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#define ALL_RESLIST_FILE "all.lst"
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#define ENGINE_RESLIST_FILE "engine.lst"
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// create file to dump out to
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class CLogAllFiles
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{
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public:
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CLogAllFiles();
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void Init();
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void Shutdown();
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void LogFile(const char* fullPathFileName, const char* options);
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private:
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static void LogAllFilesFunc(const char* fullPathFileName, const char* options);
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void LogToAllReslist(char const* line);
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bool m_bActive;
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char m_szCurrentDir[_MAX_PATH];
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// persistent across restarts
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CUtlRBTree< CUtlString, int > m_Logged;
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CUtlString m_sResListDir;
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CUtlString m_sFullGamePath;
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};
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static CLogAllFiles g_LogFiles;
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static bool AllLogLessFunc(CUtlString const& pLHS, CUtlString const& pRHS)
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{
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return CaselessStringLessThan(pLHS.Get(), pRHS.Get());
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}
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CLogAllFiles::CLogAllFiles() :
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m_bActive(false),
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m_Logged(0, 0, AllLogLessFunc)
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{
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MEM_ALLOC_CREDIT();
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m_sResListDir = "reslists";
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}
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void CLogAllFiles::Init()
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{
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if (IsX360())
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{
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return;
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}
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// Can't do this in edit mode
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if (CommandLine()->CheckParm("-edit"))
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{
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return;
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}
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if (!CommandLine()->CheckParm("-makereslists"))
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{
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return;
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}
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m_bActive = true;
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char const* pszDir = NULL;
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if (CommandLine()->CheckParm("-reslistdir", &pszDir) && pszDir)
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{
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char szDir[MAX_PATH];
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Q_strncpy(szDir, pszDir, sizeof(szDir));
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Q_StripTrailingSlash(szDir);
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#ifdef WIN32
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Q_strlower(szDir);
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#endif
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Q_FixSlashes(szDir);
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if (Q_strlen(szDir) > 0)
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{
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m_sResListDir = szDir;
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}
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}
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// game directory has not been established yet, must derive ourselves
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char path[MAX_PATH];
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Q_snprintf(path, sizeof(path), "%s/%s", GetBaseDirectory(), CommandLine()->ParmValue("-game", "hl2"));
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Q_FixSlashes(path);
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#ifdef WIN32
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Q_strlower(path);
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#endif
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m_sFullGamePath = path;
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// create file to dump out to
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char szDir[MAX_PATH];
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V_snprintf(szDir, sizeof(szDir), "%s\\%s", m_sFullGamePath.String(), m_sResListDir.String());
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g_pFullFileSystem->CreateDirHierarchy(szDir, "GAME");
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g_pFullFileSystem->AddLoggingFunc(&LogAllFilesFunc);
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if (!CommandLine()->FindParm("-startmap") && !CommandLine()->FindParm("-startstage"))
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{
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m_Logged.RemoveAll();
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g_pFullFileSystem->RemoveFile(CFmtStr("%s\\%s\\%s", m_sFullGamePath.String(), m_sResListDir.String(), ALL_RESLIST_FILE), "GAME");
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}
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#ifdef WIN32
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::GetCurrentDirectory(sizeof(m_szCurrentDir), m_szCurrentDir);
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Q_strncat(m_szCurrentDir, "\\", sizeof(m_szCurrentDir), 1);
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_strlwr(m_szCurrentDir);
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#endif
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}
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void CLogAllFiles::Shutdown()
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{
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if (!m_bActive)
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return;
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m_bActive = false;
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if (CommandLine()->CheckParm("-makereslists"))
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{
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g_pFullFileSystem->RemoveLoggingFunc(&LogAllFilesFunc);
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}
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// Now load and sort all.lst
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SortResList(CFmtStr("%s\\%s\\%s", m_sFullGamePath.String(), m_sResListDir.String(), ALL_RESLIST_FILE), "GAME");
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// Now load and sort engine.lst
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SortResList(CFmtStr("%s\\%s\\%s", m_sFullGamePath.String(), m_sResListDir.String(), ENGINE_RESLIST_FILE), "GAME");
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m_Logged.Purge();
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}
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void CLogAllFiles::LogToAllReslist(char const* line)
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{
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// Open for append, write data, close.
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FileHandle_t fh = g_pFullFileSystem->Open(CFmtStr("%s\\%s\\%s", m_sFullGamePath.String(), m_sResListDir.String(), ALL_RESLIST_FILE), "at", "GAME");
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if (fh != FILESYSTEM_INVALID_HANDLE)
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{
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g_pFullFileSystem->Write("\"", 1, fh);
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g_pFullFileSystem->Write(line, Q_strlen(line), fh);
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g_pFullFileSystem->Write("\"\n", 2, fh);
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g_pFullFileSystem->Close(fh);
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}
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}
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void CLogAllFiles::LogFile(const char* fullPathFileName, const char* options)
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{
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if (!m_bActive)
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{
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Assert(0);
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return;
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}
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// write out to log file
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Assert(fullPathFileName[1] == ':');
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int idx = m_Logged.Find(fullPathFileName);
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if (idx != m_Logged.InvalidIndex())
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{
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return;
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}
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m_Logged.Insert(fullPathFileName);
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// make it relative to our root directory
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const char* relative = Q_stristr(fullPathFileName, GetBaseDirectory());
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if (relative)
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{
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relative += (Q_strlen(GetBaseDirectory()) + 1);
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char rel[MAX_PATH];
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Q_strncpy(rel, relative, sizeof(rel));
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#ifdef WIN32
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Q_strlower(rel);
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#endif
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Q_FixSlashes(rel);
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LogToAllReslist(rel);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: callback function from filesystem
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//-----------------------------------------------------------------------------
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void CLogAllFiles::LogAllFilesFunc(const char* fullPathFileName, const char* options)
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{
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g_LogFiles.LogFile(fullPathFileName, options);
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}
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//-----------------------------------------------------------------------------
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// Purpose: This is a bit of a hack because it appears
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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static bool IsWin98OrOlder()
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{
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bool retval = false;
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#if defined( WIN32 ) && !defined( _X360 )
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OSVERSIONINFOEX osvi;
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ZeroMemory(&osvi, sizeof(OSVERSIONINFOEX));
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osvi.dwOSVersionInfoSize = sizeof(OSVERSIONINFOEX);
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BOOL bOsVersionInfoEx = GetVersionEx((OSVERSIONINFO*)&osvi);
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if (!bOsVersionInfoEx)
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{
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// If OSVERSIONINFOEX doesn't work, try OSVERSIONINFO.
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osvi.dwOSVersionInfoSize = sizeof(OSVERSIONINFO);
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if (!GetVersionEx((OSVERSIONINFO*)&osvi))
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{
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Error("IsWin98OrOlder: Unable to get OS version information");
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}
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}
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switch (osvi.dwPlatformId)
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{
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case VER_PLATFORM_WIN32_NT:
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// NT, XP, Win2K, etc. all OK for SSE
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break;
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case VER_PLATFORM_WIN32_WINDOWS:
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// Win95, 98, Me can't do SSE
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retval = true;
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break;
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case VER_PLATFORM_WIN32s:
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// Can't really run this way I don't think...
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retval = true;
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break;
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default:
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break;
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}
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#endif
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return retval;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Figure out if Steam is running, then load the GameOverlayRenderer.dll
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//-----------------------------------------------------------------------------
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void TryToLoadSteamOverlayDLL()
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{
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#if defined( WIN32 ) && !defined( _X360 )
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// First, check if the module is already loaded, perhaps because we were run from Steam directly
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HMODULE hMod = GetModuleHandle("GameOverlayRenderer" DLL_EXT_STRING);
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if (hMod)
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{
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return;
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}
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if (0 == GetEnvironmentVariableA("SteamGameId", NULL, 0))
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{
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// Initializing the Steam client API has the side effect of setting up the AppId
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// which is immediately queried in GameOverlayRenderer.dll's DllMain entry point
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|
if (SteamAPI_InitSafe())
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{
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const char* pchSteamInstallPath = SteamAPI_GetSteamInstallPath();
|
|
if (pchSteamInstallPath)
|
|
{
|
|
char rgchSteamPath[MAX_PATH];
|
|
V_ComposeFileName(pchSteamInstallPath, "GameOverlayRenderer" DLL_EXT_STRING, rgchSteamPath, Q_ARRAYSIZE(rgchSteamPath));
|
|
// This could fail, but we can't fix it if it does so just ignore failures
|
|
LoadLibrary(rgchSteamPath);
|
|
|
|
}
|
|
|
|
SteamAPI_Shutdown();
|
|
}
|
|
}
|
|
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Inner loop: initialize, shutdown main systems, load steam to
|
|
//-----------------------------------------------------------------------------
|
|
class CSourceAppSystemGroup : public CSteamAppSystemGroup
|
|
{
|
|
public:
|
|
// Methods of IApplication
|
|
virtual bool Create();
|
|
virtual bool PreInit();
|
|
virtual int Main();
|
|
virtual void PostShutdown();
|
|
virtual void Destroy();
|
|
|
|
private:
|
|
const char* DetermineDefaultMod();
|
|
const char* DetermineDefaultGame();
|
|
|
|
bool m_bEditMode;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// The dirty disk error report function
|
|
//-----------------------------------------------------------------------------
|
|
void ReportDirtyDiskNoMaterialSystem()
|
|
{
|
|
// removed
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Instantiate all main libraries
|
|
//-----------------------------------------------------------------------------
|
|
bool CSourceAppSystemGroup::Create()
|
|
{
|
|
IFileSystem* pFileSystem = (IFileSystem*)FindSystem(FILESYSTEM_INTERFACE_VERSION);
|
|
pFileSystem->InstallDirtyDiskReportFunc(ReportDirtyDiskNoMaterialSystem);
|
|
|
|
#ifdef WIN32
|
|
CoInitialize(NULL);
|
|
#endif
|
|
|
|
// Are we running in edit mode?
|
|
m_bEditMode = CommandLine()->CheckParm("-edit");
|
|
|
|
double st = Plat_FloatTime();
|
|
|
|
AppSystemInfo_t appSystems[] =
|
|
{
|
|
{ "engine" DLL_EXT_STRING, CVAR_QUERY_INTERFACE_VERSION }, // NOTE: This one must be first!!
|
|
{ "inputsystem" DLL_EXT_STRING, INPUTSYSTEM_INTERFACE_VERSION },
|
|
{ "filesystem_stdio" DLL_EXT_STRING, FILESYSTEM_INTERFACE_VERSION },
|
|
{ "materialsystem" DLL_EXT_STRING, MATERIAL_SYSTEM_INTERFACE_VERSION },
|
|
{ "datacache" DLL_EXT_STRING, DATACACHE_INTERFACE_VERSION },
|
|
{ "datacache" DLL_EXT_STRING, MDLCACHE_INTERFACE_VERSION },
|
|
{ "datacache" DLL_EXT_STRING, STUDIO_DATA_CACHE_INTERFACE_VERSION },
|
|
{ "studiorender" DLL_EXT_STRING, STUDIO_RENDER_INTERFACE_VERSION },
|
|
{ "vphysics" DLL_EXT_STRING, VPHYSICS_INTERFACE_VERSION },
|
|
{ "video_services" DLL_EXT_STRING, VIDEO_SERVICES_INTERFACE_VERSION },
|
|
|
|
// NOTE: This has to occur before vgui2.dll so it replaces vgui2's surface implementation
|
|
{ "vguimatsurface" DLL_EXT_STRING, VGUI_SURFACE_INTERFACE_VERSION },
|
|
{ "vgui2" DLL_EXT_STRING, VGUI_IVGUI_INTERFACE_VERSION },
|
|
{ "engine" DLL_EXT_STRING, VENGINE_LAUNCHER_API_VERSION },
|
|
|
|
{ "", "" } // Required to terminate the list
|
|
};
|
|
|
|
#if defined( USE_SDL )
|
|
AddSystem((IAppSystem*)CreateSDLMgr(), SDLMGR_INTERFACE_VERSION);
|
|
#endif
|
|
|
|
if (!AddSystems(appSystems))
|
|
return false;
|
|
|
|
|
|
// This will be NULL for games that don't support VR. That's ok. Just don't load the DLL
|
|
AppModule_t sourceVRModule = LoadModule("sourcevr" DLL_EXT_STRING);
|
|
if (sourceVRModule != APP_MODULE_INVALID)
|
|
{
|
|
AddSystem(sourceVRModule, SOURCE_VIRTUAL_REALITY_INTERFACE_VERSION);
|
|
}
|
|
|
|
// pull in our filesystem dll to pull the queued loader from it, we need to do it this way due to the
|
|
// steam/stdio split for our steam filesystem
|
|
char pFileSystemDLL[MAX_PATH];
|
|
bool bSteam;
|
|
if (FileSystem_GetFileSystemDLLName(pFileSystemDLL, MAX_PATH, bSteam) != FS_OK)
|
|
return false;
|
|
|
|
AppModule_t fileSystemModule = LoadModule(pFileSystemDLL);
|
|
AddSystem(fileSystemModule, QUEUEDLOADER_INTERFACE_VERSION);
|
|
|
|
// Hook in datamodel and p4 control if we're running with -tools
|
|
if (IsPC() && ((CommandLine()->FindParm("-tools") && !CommandLine()->FindParm("-nop4")) || CommandLine()->FindParm("-p4")))
|
|
{
|
|
#ifdef STAGING_ONLY
|
|
AppModule_t p4libModule = LoadModule("p4lib" DLL_EXT_STRING);
|
|
IP4* p4 = (IP4*)AddSystem(p4libModule, P4_INTERFACE_VERSION);
|
|
|
|
// If we are running with -steam then that means the tools are being used by an SDK user. Don't exit in this case!
|
|
if (!p4 && !CommandLine()->FindParm("-steam"))
|
|
{
|
|
return false;
|
|
}
|
|
#endif // STAGING_ONLY
|
|
|
|
AppModule_t vstdlibModule = LoadModule("vstdlib" DLL_EXT_STRING);
|
|
IProcessUtils* processUtils = (IProcessUtils*)AddSystem(vstdlibModule, PROCESS_UTILS_INTERFACE_VERSION);
|
|
if (!processUtils)
|
|
return false;
|
|
}
|
|
|
|
// Connect to iterfaces loaded in AddSystems that we need locally
|
|
IMaterialSystem* pMaterialSystem = (IMaterialSystem*)FindSystem(MATERIAL_SYSTEM_INTERFACE_VERSION);
|
|
if (!pMaterialSystem)
|
|
return false;
|
|
|
|
g_pEngineAPI = (IEngineAPI*)FindSystem(VENGINE_LAUNCHER_API_VERSION);
|
|
|
|
// Load the hammer DLL if we're in editor mode
|
|
#if defined( _WIN32 ) && defined( STAGING_ONLY )
|
|
if (m_bEditMode)
|
|
{
|
|
AppModule_t hammerModule = LoadModule("hammer_dll" DLL_EXT_STRING);
|
|
g_pHammer = (IHammer*)AddSystem(hammerModule, INTERFACEVERSION_HAMMER);
|
|
if (!g_pHammer)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
#endif // defined( _WIN32 ) && defined( STAGING_ONLY )
|
|
|
|
// Load up the appropriate shader DLL
|
|
// This has to be done before connection.
|
|
char const* pDLLName = "shaderapidx9" DLL_EXT_STRING;
|
|
if (CommandLine()->FindParm("-noshaderapi"))
|
|
{
|
|
pDLLName = "shaderapiempty" DLL_EXT_STRING;
|
|
}
|
|
|
|
pMaterialSystem->SetShaderAPI(pDLLName);
|
|
|
|
double elapsed = Plat_FloatTime() - st;
|
|
COM_TimestampedLog("LoadAppSystems: Took %.4f secs to load libraries and get factories.", (float)elapsed);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CSourceAppSystemGroup::PreInit()
|
|
{
|
|
CreateInterfaceFn factory = GetFactory();
|
|
ConnectTier1Libraries(&factory, 1);
|
|
ConVar_Register();
|
|
ConnectTier2Libraries(&factory, 1);
|
|
ConnectTier3Libraries(&factory, 1);
|
|
|
|
if (!g_pFullFileSystem || !g_pMaterialSystem)
|
|
return false;
|
|
|
|
CFSSteamSetupInfo steamInfo;
|
|
steamInfo.m_bToolsMode = false;
|
|
steamInfo.m_bSetSteamDLLPath = false;
|
|
steamInfo.m_bSteam = g_pFullFileSystem->IsSteam();
|
|
steamInfo.m_bOnlyUseDirectoryName = true;
|
|
steamInfo.m_pDirectoryName = DetermineDefaultMod();
|
|
if (!steamInfo.m_pDirectoryName)
|
|
{
|
|
steamInfo.m_pDirectoryName = DetermineDefaultGame();
|
|
if (!steamInfo.m_pDirectoryName)
|
|
{
|
|
Error("FileSystem_LoadFileSystemModule: no -defaultgamedir or -game specified.");
|
|
}
|
|
}
|
|
if (FileSystem_SetupSteamEnvironment(steamInfo) != FS_OK)
|
|
return false;
|
|
|
|
CFSMountContentInfo fsInfo;
|
|
fsInfo.m_pFileSystem = g_pFullFileSystem;
|
|
fsInfo.m_bToolsMode = m_bEditMode;
|
|
fsInfo.m_pDirectoryName = steamInfo.m_GameInfoPath;
|
|
if (FileSystem_MountContent(fsInfo) != FS_OK)
|
|
return false;
|
|
|
|
if (IsPC() || !IsX360())
|
|
{
|
|
fsInfo.m_pFileSystem->AddSearchPath("platform", "PLATFORM");
|
|
}
|
|
else
|
|
{
|
|
// 360 needs absolute paths
|
|
FileSystem_AddSearchPath_Platform(g_pFullFileSystem, steamInfo.m_GameInfoPath);
|
|
}
|
|
|
|
if (IsPC())
|
|
{
|
|
// This will get called multiple times due to being here, but only the first one will do anything
|
|
reslistgenerator->Init(GetBaseDirectory(), CommandLine()->ParmValue("-game", "hl2"));
|
|
|
|
// This will also get called each time, but will actually fix up the command line as needed
|
|
reslistgenerator->SetupCommandLine();
|
|
}
|
|
|
|
// FIXME: Logfiles is mod-specific, needs to move into the engine.
|
|
g_LogFiles.Init();
|
|
|
|
// Required to run through the editor
|
|
if (m_bEditMode)
|
|
{
|
|
g_pMaterialSystem->EnableEditorMaterials();
|
|
}
|
|
|
|
StartupInfo_t info;
|
|
info.m_pInstance = GetAppInstance();
|
|
info.m_pBaseDirectory = GetBaseDirectory();
|
|
info.m_pInitialMod = DetermineDefaultMod();
|
|
info.m_pInitialGame = DetermineDefaultGame();
|
|
info.m_pParentAppSystemGroup = this;
|
|
info.m_bTextMode = g_bTextMode;
|
|
|
|
g_pEngineAPI->SetStartupInfo(info);
|
|
|
|
return true;
|
|
}
|
|
|
|
int CSourceAppSystemGroup::Main()
|
|
{
|
|
return g_pEngineAPI->Run();
|
|
}
|
|
|
|
void CSourceAppSystemGroup::PostShutdown()
|
|
{
|
|
// FIXME: Logfiles is mod-specific, needs to move into the engine.
|
|
g_LogFiles.Shutdown();
|
|
|
|
reslistgenerator->Shutdown();
|
|
|
|
DisconnectTier3Libraries();
|
|
DisconnectTier2Libraries();
|
|
ConVar_Unregister();
|
|
DisconnectTier1Libraries();
|
|
}
|
|
|
|
void CSourceAppSystemGroup::Destroy()
|
|
{
|
|
g_pEngineAPI = NULL;
|
|
g_pMaterialSystem = NULL;
|
|
g_pHammer = NULL;
|
|
|
|
#ifdef WIN32
|
|
CoUninitialize();
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Determines the initial mod to use at load time.
|
|
// We eventually (hopefully) will be able to switch mods at runtime
|
|
// because the engine/hammer integration really wants this feature.
|
|
//-----------------------------------------------------------------------------
|
|
const char* CSourceAppSystemGroup::DetermineDefaultMod()
|
|
{
|
|
if (!m_bEditMode)
|
|
{
|
|
return CommandLine()->ParmValue("-game", DEFAULT_HL2_GAMEDIR);
|
|
}
|
|
return g_pHammer->GetDefaultMod();
|
|
}
|
|
|
|
const char* CSourceAppSystemGroup::DetermineDefaultGame()
|
|
{
|
|
if (!m_bEditMode)
|
|
{
|
|
return CommandLine()->ParmValue("-defaultgamedir", DEFAULT_HL2_GAMEDIR);
|
|
}
|
|
return g_pHammer->GetDefaultGame();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// MessageBox for SDL/OSX
|
|
//-----------------------------------------------------------------------------
|
|
#if defined( USE_SDL ) && !defined( _WIN32 )
|
|
|
|
int MessageBox(HWND hWnd, const char* message, const char* header, unsigned uType)
|
|
{
|
|
SDL_ShowSimpleMessageBox(0, header, message, GetAssertDialogParent());
|
|
return 0;
|
|
}
|
|
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Allow only one windowed source app to run at a time
|
|
//-----------------------------------------------------------------------------
|
|
#ifdef WIN32
|
|
HANDLE g_hMutex = NULL;
|
|
#endif
|
|
bool GrabSourceMutex()
|
|
{
|
|
#ifdef WIN32
|
|
if (IsPC())
|
|
{
|
|
// don't allow more than one instance to run
|
|
g_hMutex = ::CreateMutex(NULL, FALSE, TEXT("hl2_singleton_mutex"));
|
|
|
|
unsigned int waitResult = ::WaitForSingleObject(g_hMutex, 0);
|
|
|
|
// Here, we have the mutex
|
|
if (waitResult == WAIT_OBJECT_0 || waitResult == WAIT_ABANDONED)
|
|
return true;
|
|
|
|
// couldn't get the mutex, we must be running another instance
|
|
::CloseHandle(g_hMutex);
|
|
|
|
return false;
|
|
}
|
|
#endif
|
|
return true;
|
|
}
|
|
|
|
void ReleaseSourceMutex()
|
|
{
|
|
#ifdef WIN32
|
|
if (IsPC() && g_hMutex)
|
|
{
|
|
::ReleaseMutex(g_hMutex);
|
|
::CloseHandle(g_hMutex);
|
|
g_hMutex = NULL;
|
|
}
|
|
#elif defined(POSIX)
|
|
if (g_lockfd != -1)
|
|
{
|
|
close(g_lockfd);
|
|
g_lockfd = -1;
|
|
unlink(g_lockFilename);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Remove all but the last -game parameter.
|
|
// This is for mods based off something other than Half-Life 2 (like HL2MP mods).
|
|
// The Steam UI does 'steam -applaunch 320 -game c:\steam\steamapps\sourcemods\modname', but applaunch inserts
|
|
// its own -game parameter, which would supercede the one we really want if we didn't intercede here.
|
|
void RemoveSpuriousGameParameters()
|
|
{
|
|
// Find the last -game parameter.
|
|
int nGameArgs = 0;
|
|
char lastGameArg[MAX_PATH];
|
|
for (int i = 0; i < CommandLine()->ParmCount() - 1; i++)
|
|
{
|
|
if (Q_stricmp(CommandLine()->GetParm(i), "-game") == 0)
|
|
{
|
|
Q_snprintf(lastGameArg, sizeof(lastGameArg), "\"%s\"", CommandLine()->GetParm(i + 1));
|
|
++nGameArgs;
|
|
++i;
|
|
}
|
|
}
|
|
|
|
// We only care if > 1 was specified.
|
|
if (nGameArgs > 1)
|
|
{
|
|
CommandLine()->RemoveParm("-game");
|
|
CommandLine()->AppendParm("-game", lastGameArg);
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
va
|
|
|
|
does a varargs printf into a temp buffer, so I don't need to have
|
|
varargs versions of all text functions.
|
|
============
|
|
*/
|
|
static char* va(char* format, ...)
|
|
{
|
|
va_list argptr;
|
|
static char string[8][512];
|
|
static int curstring = 0;
|
|
|
|
curstring = (curstring + 1) % 8;
|
|
|
|
va_start(argptr, format);
|
|
Q_vsnprintf(string[curstring], sizeof(string[curstring]), format, argptr);
|
|
va_end(argptr);
|
|
|
|
return string[curstring];
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *param -
|
|
// Output : static char const
|
|
//-----------------------------------------------------------------------------
|
|
static char const* Cmd_TranslateFileAssociation(char const* param)
|
|
{
|
|
static char sz[512];
|
|
char* retval = NULL;
|
|
|
|
char temp[512];
|
|
Q_strncpy(temp, param, sizeof(temp));
|
|
Q_FixSlashes(temp);
|
|
#ifdef WIN32
|
|
Q_strlower(temp);
|
|
#endif
|
|
const char* extension = V_GetFileExtension(temp);
|
|
// must have an extension to map
|
|
if (!extension)
|
|
return retval;
|
|
extension--; // back up so we have the . in the extension
|
|
|
|
int c = ARRAYSIZE(g_FileAssociations);
|
|
for (int i = 0; i < c; i++)
|
|
{
|
|
FileAssociationInfo& info = g_FileAssociations[i];
|
|
|
|
if (!Q_strcmp(extension, info.extension) &&
|
|
!CommandLine()->FindParm(va("+%s", info.command_to_issue)))
|
|
{
|
|
// Translate if haven't already got one of these commands
|
|
Q_strncpy(sz, temp, sizeof(sz));
|
|
Q_FileBase(sz, temp, sizeof(sz));
|
|
|
|
Q_snprintf(sz, sizeof(sz), "%s %s", info.command_to_issue, temp);
|
|
retval = sz;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// return null if no translation, otherwise return commands
|
|
return retval;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Converts all the convar args into a convar command
|
|
// Input : none
|
|
// Output : const char * series of convars
|
|
//-----------------------------------------------------------------------------
|
|
static const char* BuildCommand()
|
|
{
|
|
static CUtlBuffer build(0, 0, CUtlBuffer::TEXT_BUFFER);
|
|
build.Clear();
|
|
|
|
// arg[0] is the executable name
|
|
for (int i = 1; i < CommandLine()->ParmCount(); i++)
|
|
{
|
|
const char* szParm = CommandLine()->GetParm(i);
|
|
if (!szParm) continue;
|
|
|
|
if (szParm[0] == '-')
|
|
{
|
|
// skip -XXX options and eat their args
|
|
const char* szValue = CommandLine()->ParmValue(szParm);
|
|
if (szValue) i++;
|
|
continue;
|
|
}
|
|
if (szParm[0] == '+')
|
|
{
|
|
// convert +XXX options and stuff them into the build buffer
|
|
const char* szValue = CommandLine()->ParmValue(szParm);
|
|
if (szValue)
|
|
{
|
|
build.PutString(va("%s %s;", szParm + 1, szValue));
|
|
i++;
|
|
}
|
|
else
|
|
{
|
|
build.PutString(szParm + 1);
|
|
build.PutChar(';');
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// singleton values, convert to command
|
|
char const* translated = Cmd_TranslateFileAssociation(CommandLine()->GetParm(i));
|
|
if (translated)
|
|
{
|
|
build.PutString(translated);
|
|
build.PutChar(';');
|
|
}
|
|
}
|
|
}
|
|
|
|
build.PutChar('\0');
|
|
|
|
return (const char*)build.Base();
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: The real entry point for the application
|
|
// Input : hInstance -
|
|
// hPrevInstance -
|
|
// lpCmdLine -
|
|
// nCmdShow -
|
|
// Output : int APIENTRY
|
|
//-----------------------------------------------------------------------------
|
|
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
|
|
{
|
|
#ifdef WIN32
|
|
SetAppInstance(hInstance);
|
|
#endif
|
|
|
|
// Hook the debug output stuff.
|
|
SpewOutputFunc(LauncherDefaultSpewFunc);
|
|
|
|
if (0 && IsWin98OrOlder())
|
|
{
|
|
Error("This build does not currently run under Windows 98/Me.");
|
|
return -1;
|
|
}
|
|
|
|
// Quickly check the hardware key, essentially a warning shot.
|
|
if (!Plat_VerifyHardwareKeyPrompt())
|
|
{
|
|
return -1;
|
|
}
|
|
|
|
const char* filename;
|
|
|
|
CommandLine()->CreateCmdLine(IsPC() ? VCRHook_GetCommandLine() : lpCmdLine);
|
|
|
|
// If we're using -default command line parameters, get rid of DX8 settings.
|
|
if (CommandLine()->CheckParm("-default"))
|
|
{
|
|
CommandLine()->RemoveParm("-dxlevel");
|
|
CommandLine()->RemoveParm("-maxdxlevel");
|
|
CommandLine()->RemoveParm("+mat_dxlevel");
|
|
}
|
|
|
|
// Figure out the directory the executable is running from
|
|
UTIL_ComputeBaseDir();
|
|
|
|
// This call is to emulate steam's injection of the GameOverlay DLL into our process if we
|
|
// are running from the command line directly, this allows the same experience the user gets
|
|
// to be present when running from perforce, the call has no effect on X360
|
|
TryToLoadSteamOverlayDLL();
|
|
|
|
// Start VCR mode?
|
|
if (CommandLine()->CheckParm("-vcrrecord", &filename))
|
|
{
|
|
if (!VCRStart(filename, true, &g_VCRHelpers))
|
|
{
|
|
Error("-vcrrecord: can't open '%s' for writing.\n", filename);
|
|
return -1;
|
|
}
|
|
}
|
|
else if (CommandLine()->CheckParm("-vcrplayback", &filename))
|
|
{
|
|
if (!VCRStart(filename, false, &g_VCRHelpers))
|
|
{
|
|
Error("-vcrplayback: can't open '%s' for reading.\n", filename);
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
// See the function for why we do this.
|
|
RemoveSpuriousGameParameters();
|
|
|
|
#ifdef WIN32
|
|
if (IsPC())
|
|
{
|
|
// initialize winsock
|
|
WSAData wsaData;
|
|
int nError = ::WSAStartup(MAKEWORD(2, 0), &wsaData);
|
|
if (nError)
|
|
{
|
|
Msg("Warning! Failed to start Winsock via WSAStartup = 0x%x.\n", nError);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// Run in text mode? (No graphics or sound).
|
|
// NOTE: Currently crashing the game, will look into later.
|
|
//if (CommandLine()->CheckParm("-textmode"))
|
|
//{
|
|
// g_bTextMode = true;
|
|
// InitTextMode();
|
|
//}
|
|
#ifdef WIN32
|
|
else
|
|
{
|
|
int retval = -1;
|
|
// Can only run one windowed source app at a time
|
|
if (!GrabSourceMutex())
|
|
{
|
|
// Allow the user to explicitly say they want to be able to run multiple instances of the source mutex.
|
|
// Useful for side-by-side comparisons of different renderers.
|
|
bool multiRun = CommandLine()->CheckParm("-multirun") != NULL;
|
|
|
|
// We're going to hijack the existing session and load a new savegame into it. This will mainly occur when users click on links in Bugzilla that will automatically copy saves and load them
|
|
// directly from the web browser. The -hijack command prevents the launcher from objecting that there is already an instance of the game.
|
|
if (CommandLine()->CheckParm("-hijack"))
|
|
{
|
|
HWND hwndEngine = FindWindow("Valve001", NULL);
|
|
|
|
// Can't find the engine
|
|
if (hwndEngine == NULL)
|
|
{
|
|
::MessageBox(NULL, "The modified entity keyvalues could not be sent to the Source Engine because the engine does not appear to be running.", "Source Engine Not Running", MB_OK | MB_ICONEXCLAMATION);
|
|
}
|
|
else
|
|
{
|
|
const char* szCommand = BuildCommand();
|
|
|
|
//
|
|
// Fill out the data structure to send to the engine.
|
|
//
|
|
COPYDATASTRUCT copyData;
|
|
copyData.cbData = strlen(szCommand) + 1;
|
|
copyData.dwData = 0;
|
|
copyData.lpData = (void*)szCommand;
|
|
|
|
if (!::SendMessage(hwndEngine, WM_COPYDATA, 0, (LPARAM)©Data))
|
|
{
|
|
::MessageBox(NULL, "The Source Engine was found running, but did not accept the request to load a savegame. It may be an old version of the engine that does not support this functionality.", "Source Engine Declined Request", MB_OK | MB_ICONEXCLAMATION);
|
|
}
|
|
else
|
|
{
|
|
retval = 0;
|
|
}
|
|
|
|
free((void*)szCommand);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!multiRun) {
|
|
::MessageBox(NULL, "Only one instance of the game can be running at one time.", "Source - Warning", MB_ICONINFORMATION | MB_OK);
|
|
}
|
|
}
|
|
|
|
if (!multiRun) {
|
|
return retval;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#ifdef WIN32
|
|
// Make low priority?
|
|
// NOTE: This currently is causing a crash. Will look into this later.
|
|
/*
|
|
if (CommandLine()->CheckParm("-low"))
|
|
{
|
|
SetPriorityClass(GetCurrentProcess(), IDLE_PRIORITY_CLASS);
|
|
}
|
|
else if (CommandLine()->CheckParm("-high"))
|
|
{
|
|
SetPriorityClass(GetCurrentProcess(), HIGH_PRIORITY_CLASS);
|
|
}
|
|
*/
|
|
#endif
|
|
|
|
// If game is not run from Steam then add -insecure in order to avoid client timeout message
|
|
if (CommandLine()->CheckParm("-steam") == NULL)
|
|
{
|
|
CommandLine()->AppendParm("-insecure", NULL);
|
|
}
|
|
|
|
// Figure out the directory the executable is running from
|
|
// and make that be the current working directory
|
|
_chdir(GetBaseDirectory());
|
|
|
|
g_LeakDump.m_bCheckLeaks = CommandLine()->CheckParm("-leakcheck") ? true : false;
|
|
|
|
bool bRestart = true;
|
|
while (bRestart)
|
|
{
|
|
bRestart = false;
|
|
|
|
CSourceAppSystemGroup sourceSystems;
|
|
CSteamApplication steamApplication(&sourceSystems);
|
|
int nRetval = steamApplication.Run();
|
|
if (steamApplication.GetErrorStage() == CSourceAppSystemGroup::INITIALIZATION)
|
|
{
|
|
bRestart = (nRetval == INIT_RESTART);
|
|
}
|
|
else if (nRetval == RUN_RESTART)
|
|
{
|
|
bRestart = true;
|
|
}
|
|
|
|
bool bReslistCycle = false;
|
|
if (!bRestart)
|
|
{
|
|
bReslistCycle = reslistgenerator->ShouldContinue();
|
|
bRestart = bReslistCycle;
|
|
}
|
|
|
|
if (!bReslistCycle)
|
|
{
|
|
// Remove any overrides in case settings changed
|
|
// NOTE: This, sadly, is also causing a crash. Will look into, later.
|
|
/*
|
|
CommandLine()->RemoveParm("-w");
|
|
CommandLine()->RemoveParm("-h");
|
|
CommandLine()->RemoveParm("-width");
|
|
CommandLine()->RemoveParm("-height");
|
|
CommandLine()->RemoveParm("-sw");
|
|
CommandLine()->RemoveParm("-startwindowed");
|
|
CommandLine()->RemoveParm("-windowed");
|
|
CommandLine()->RemoveParm("-window");
|
|
CommandLine()->RemoveParm("-full");
|
|
CommandLine()->RemoveParm("-fullscreen");
|
|
CommandLine()->RemoveParm("-dxlevel");
|
|
CommandLine()->RemoveParm("-autoconfig");
|
|
CommandLine()->RemoveParm("+mat_hdr_level");
|
|
*/
|
|
}
|
|
}
|
|
|
|
#ifdef WIN32
|
|
if (IsPC())
|
|
{
|
|
// shutdown winsock
|
|
int nError = ::WSACleanup();
|
|
if (nError)
|
|
{
|
|
Msg("Warning! Failed to complete WSACleanup = 0x%x.\n", nError);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// Allow other source apps to run
|
|
ReleaseSourceMutex();
|
|
|
|
// Now that the mutex has been released, check HKEY_CURRENT_USER\Software\Valve\Source\Relaunch URL. If there is a URL here, exec it.
|
|
// This supports the capability of immediately re-launching the the game via Steam in a different audio language
|
|
HKEY hKey;
|
|
if (RegOpenKeyEx(HKEY_CURRENT_USER, "Software\\Valve\\Source", NULL, KEY_ALL_ACCESS, &hKey) == ERROR_SUCCESS)
|
|
{
|
|
char szValue[MAX_PATH];
|
|
DWORD dwValueLen = MAX_PATH;
|
|
|
|
if (RegQueryValueEx(hKey, "Relaunch URL", NULL, NULL, (unsigned char*)szValue, &dwValueLen) == ERROR_SUCCESS)
|
|
{
|
|
ShellExecute(0, "open", szValue, 0, 0, SW_SHOW);
|
|
RegDeleteValue(hKey, "Relaunch URL");
|
|
}
|
|
|
|
RegCloseKey(hKey);
|
|
}
|
|
|
|
return 0;
|
|
} |