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11 Commits

Author SHA1 Message Date
nillerusr
28a52e7ef1 Merge branch 'master' into vpc-parser 2021-11-16 20:50:04 +03:00
nillerusr
fb55975a75 Merge pull request #30 from nillerusr/misalign-fixes
Misalign fixes
2021-11-16 20:48:45 +03:00
nillerusr
1233e05fcb android: fix SDL_QUIT 2021-11-14 13:21:01 +03:00
nillerusr
cd72eac63d Update server_base.vpc 2021-11-05 11:46:37 +03:00
nillerusr
29c83b7867 vpc_parser: typo fix 2021-11-05 10:54:43 +03:00
nillerusr
1b98e8994e vpc_parser: fix python2 compatibility again 2021-11-05 10:53:29 +03:00
nillerusr
31586ce622 vpc_parser: fix python2 compatibility 2021-11-05 10:49:26 +03:00
nillerusr
889829e5b4 upload vpc parser 2021-11-05 10:29:53 +03:00
nillerusr
7a69af7b00 Android OpenGL support( for tegra gpu's ) 2021-10-26 21:30:11 +03:00
nillerusr
6e5ef80a0e Update README.md, update ivp submodule 2021-10-23 17:09:16 +03:00
nillerusr
18e088f8ff Update wscript 2021-10-23 15:51:37 +03:00
6 changed files with 251 additions and 53 deletions

View File

@@ -1,20 +1,27 @@
# source-engine
The main purpose of this repository is to port the engine for other platforms.
# Goals
* fixing bugs
* NEON support
* ~~NEON support~~
* DXVK support
* remove unnecessary dependencies
* Elbrus port
* Arm(android) port
* ~~Arm(android) port~~
* improve performance
* replace current buildsystem with waf
* ~~replace current buildsystem with waf~~
* rewrite achivement system( to work without steam )
# How to Build?
1. Clone repo ( ```git clone https://github.com/nillerusr/source-engine```)
2. Run ```git submodule init && git submodule update```
* 64-bit support
# How to Build?
Clone repo and change directory:
```
git clone https://github.com/nillerusr/source-engine --recursive --depth 1
cd source-engine
```
On Linux:
dependencies:
fontconfig, freetype2, OpenAL, SDL2, libbz2, libcurl, libjpeg, libpng, zlib
```
./waf configure -T debug
./waf build
@@ -25,5 +32,5 @@ export ANDROID_NDK=/path/to/ndk
./waf configure -T debug --android=armeabi-v7a,4.9,21
./waf build
```
On Windows:
**TODO(WAF is not configured for Windows. Use VPC as temporary solution)**
On Windows/MacOS:
**TODO(WAF is not configured for Windows/MacOS. Use VPC as temporary solution)**

View File

@@ -19,6 +19,7 @@
#include "tier1/utllinkedlist.h"
#include "tier1/convar.h"
#include <EGL/egl.h>
// NOTE: This has to be the last file included! (turned off below, since this is included like a header)
#include "tier0/memdbgon.h"
@@ -57,8 +58,14 @@ COpenGLEntryPoints *gGL = NULL;
const int kBogusSwapInterval = INT_MAX;
#ifdef ANDROID
static void *gl4es = NULL;
void *(*_glGetProcAddress)( const char * );
static void *l_gl4es = NULL;
static void *l_egl = NULL;
typedef void *(*t_glGetProcAddress)( const char * );
t_glGetProcAddress _glGetProcAddress;
typedef EGLBoolean (*t_eglBindAPI)(EGLenum api);
t_eglBindAPI _eglBindAPI;
#endif
/*
@@ -238,7 +245,7 @@ public:
virtual void IncWindowRefCount();
virtual void DecWindowRefCount();
// Get the next N events. The function returns the number of events that were filled into your array.
virtual int GetEvents( CCocoaEvent *pEvents, int nMaxEventsToReturn, bool debugEvents = false );
#ifdef LINUX
@@ -374,7 +381,7 @@ private:
Uint32 m_MouseButtonDownTimeStamp;
int m_MouseButtonDownX;
int m_MouseButtonDownY;
double m_flPrevGLSwapWindowTime;
};
@@ -544,23 +551,51 @@ InitReturnVal_t CSDLMgr::Init()
m_MouseButtonDownTimeStamp = 0;
m_MouseButtonDownX = 0;
m_MouseButtonDownY = 0;
m_bExpectSyntheticMouseMotion = false;
m_nMouseTargetX = 0;
m_nMouseTargetY = 0;
m_nWarpDelta = 0;
m_bRawInput = false;
m_flPrevGLSwapWindowTime = 0.0f;
memset(m_pixelFormatAttribs, '\0', sizeof (m_pixelFormatAttribs));
int *attCursor = m_pixelFormatAttribs;
#define SET_GL_ATTR(key,value) \
*(attCursor++) = (int) (key); \
*(attCursor++) = (int) (value);
#define SET_GL_ATTR(key,value) \
*(attCursor++) = (int) (key); \
*(attCursor++) = (int) (value);
#ifdef ANDROID
bool m_bOGL = false;
l_egl = dlopen("libEGL.so", RTLD_LAZY);
if( l_egl )
{
_eglBindAPI = (t_eglBindAPI)dlsym(l_egl, "eglBindAPI");
if( _eglBindAPI && _eglBindAPI(EGL_OPENGL_API) )
{
Msg("OpenGL support found!\n");
m_bOGL = true;
}
}
if( m_bOGL )
{
_glGetProcAddress = (t_glGetProcAddress)dlsym(l_egl, "eglGetProcAddress");
SET_GL_ATTR(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
}
else
{
l_gl4es = dlopen("libgl4es.so", RTLD_LAZY);
_glGetProcAddress = (t_glGetProcAddress)dlsym(l_gl4es, "gl4es_glGetProcAddress");
}
#endif
SET_GL_ATTR(SDL_GL_RED_SIZE, 8);
SET_GL_ATTR(SDL_GL_GREEN_SIZE, 8);
SET_GL_ATTR(SDL_GL_BLUE_SIZE, 8);
@@ -586,9 +621,9 @@ InitReturnVal_t CSDLMgr::Init()
// to really actually make a window, we just resize the one we built here.
if ( !CreateHiddenGameWindow( "", 640, 480 ) )
Error( "CreateGameWindow failed" );
SDL_HideWindow( m_Window );
return INIT_OK;
}
@@ -724,7 +759,7 @@ bool CSDLMgr::CreateHiddenGameWindow( const char *pTitle, int width, int height
#if defined( DX_TO_GL_ABSTRACTION )
flags |= SDL_WINDOW_OPENGL;
#endif
m_Window = SDL_CreateWindow( pTitle, x, y, width, height, flags );
m_Window = SDL_CreateWindow( pTitle, x, y, width, height, flags );
if (m_Window == NULL)
Error( "Failed to create SDL window: %s", SDL_GetError() );
@@ -760,13 +795,11 @@ bool CSDLMgr::CreateHiddenGameWindow( const char *pTitle, int width, int height
SDL_GL_MakeCurrent(m_Window, m_GLContext);
#ifdef ANDROID
gl4es = dlopen("libgl4es.so", RTLD_LAZY);
if( gl4es )
if( l_gl4es )
{
_glGetProcAddress = dlsym(gl4es, "gl4es_GetProcAddress" );
_glGetProcAddress = (t_glGetProcAddress)dlsym(l_gl4es, "gl4es_GetProcAddress" );
void (*initialize_gl4es)( );
initialize_gl4es = dlsym(gl4es, "initialize_gl4es" );
initialize_gl4es = (void(*)())dlsym(l_gl4es, "initialize_gl4es" );
initialize_gl4es();
}
#endif
@@ -1836,9 +1869,6 @@ void CSDLMgr::PumpWindowsMessageLoop()
}
break;
}
// FIXME(nillerusr): SDL posts SDL_QUIT when map loaded on android, idk why.
#ifndef ANDROID
case SDL_QUIT:
{
CCocoaEvent theEvent;
@@ -1846,7 +1876,6 @@ void CSDLMgr::PumpWindowsMessageLoop()
PostEvent( theEvent );
break;
}
#endif
default:
break;
}

View File

@@ -1388,6 +1388,7 @@ bool CGameServer::FinishCertificateCheck( netadr_t &adr, int nAuthProtocol, cons
if ( AllowDebugDedicatedServerOutsideSteam() )
return true;
/*
if ( !Host_IsSinglePlayerGame() || sv.IsDedicated()) // PROTOCOL_HASHEDCDKEY isn't allowed for multiplayer servers
{
RejectConnection( adr, clientChallenge, "#GameUI_ServerCDKeyAuthInvalid" );
@@ -1398,7 +1399,7 @@ bool CGameServer::FinishCertificateCheck( netadr_t &adr, int nAuthProtocol, cons
{
RejectConnection( adr, clientChallenge, "#GameUI_ServerInvalidCDKey" );
return false;
}
}*/
int nHashCount = 0;

View File

@@ -358,27 +358,7 @@ void CEngine::Frame( void )
// Calculate how long we need to wait.
int nSleepMS = (int)( ( m_flMinFrameTime - m_flFrameTime ) * 1000 - fBusyWaitMS );
if ( nSleepMS > 0 )
{
ThreadSleep( nSleepMS );
}
else
{
// On x86, busy-wait using PAUSE instruction which encourages
// power savings by idling for ~10 cycles (also yielding to
// the other logical hyperthread core if the CPU supports it)
for (int i = 2000; i >= 0; --i)
{
#if defined(POSIX)
#ifdef __arm__
raise(SIGINT);
#else
__asm( "pause" ); __asm( "pause" ); __asm( "pause" ); __asm( "pause" );
#endif
#elif defined(IS_WINDOWS_PC)
_asm { pause }; _asm { pause }; _asm { pause }; _asm { pause };
#endif
}
}
// Go back to the top of the loop and see if it is time yet.
}

2
ivp

Submodule ivp updated: 64e06cde5f...82849306f7

View File

@@ -0,0 +1,181 @@
# It looks like shit, but I'm not particularly worried about such scripts.
import os
import re
token_list = [
re.compile(r'&&'),
re.compile(r'\|\|'),
re.compile(r'\!'),
re.compile(r'[a-zA-Z0-9_.]*')
]
match_statement = re.compile(r'\[.*\]')
def compute_statement( defines, statement ):
vars = {}
for define in defines:
d=define.split('=')[0]
vars.update({d:True})
def t( op ):
if op == '1': return True
elif op == '0': return False
elif op not in vars: return False
return vars[op]
pos = 0
statement = re.sub(r'\[|\]| |\$', '', statement)
l = []
final = True
final_init = False
while pos < len(statement):
for token in token_list:
r = token.search(statement, pos)
if r and r.start() == pos:
l += [r.group(0)]
pos = r.end()
k = 0
for i in range(len(l)):
j = i-k
if l[j] == '!' and j+1 < len(l):
df = l[j+1]
if df in vars:
vars[df] = not vars[df]
else: vars.update({df:True})
del l[j]
k += 1
k = 0
for i in range(len(l)):
j = i-k
if l[j] == '&&' and j+1 < len(l) and j-1 >= 0:
val = 0
if t(l[j-1]) and t(l[j+1]):
val = 1
del l[j+1], l[j], l[j-1]
l.insert(j, str(val))
k += 2
k = 0
for i in range(len(l)):
j = i-k
if l[j] == '||' and j+1 < len(l) and j-1 >= 0:
val = 0
if t(l[j-1]) or t(l[j+1]):
val = 1
del l[j+1], l[j], l[j-1]
l.insert(j, str(val))
k += 2
return t(l[0])
def project_key(l):
for k in l.keys():
if '$Project' in k:
return k
def fix_dos_path( path ):
path = path.replace('\\', '/')
p = path.split('/')
filename = p[-1]
find_path = '/'.join(p[0:len(p)-1])
if find_path == '': find_path = './'
else: find_path += '/'
dirlist = os.listdir(find_path)
for file in dirlist:
if file == filename:
return find_path+file
elif file.lower() == filename.lower():
return find_path+file
return find_path+filename
def parse_vpcs( env ,vpcs, basedir ):
back_path = os.path.abspath('.')
os.chdir(env.SUBPROJECT_PATH[0])
sources = []
defines = []
includes = []
for vpc in vpcs:
f=open(vpc, 'r').read().replace('\\\n', ';')
l = f.split('\n')
iBrackets = 0
next_br = False
ret = {}
cur_key = ''
for i in l:
if i == '': continue
s = match_statement.search(i)
if s and not compute_statement(env.DEFINES+defines, s.group(0)):
continue
if i.startswith('$') and iBrackets == 0:
ret.update({i:[]})
cur_key = i
next_br = True
elif i == '{':
iBrackets += 1
next_br = False
elif i == '}':
iBrackets -= 1
elif iBrackets > 0:
ret[cur_key].append(i)
if next_br:
next_br = False
key = project_key(ret)
l=ret[key]
for i in l:
if '-$File' in i and '.h"' not in i:
for k in i.split(';'):
k = k.replace('$SRCDIR', basedir)
s = fix_dos_path(k.split('"')[1])
for j in range(len(sources)):
if sources[j] == s:
del sources[j]
break
elif '$File' in i and '.h"' not in i:
for j in i.split(';'):
j = j.replace('$SRCDIR', basedir)
s = fix_dos_path(j.split('"')[1])
sources.append(s)
for i in ret['$Configuration']:
if '$PreprocessorDefinitions' in i:
i = i.replace('$BASE', '')
s = i.split('"')[1]
s = re.split(';|,', s)
for j in s:
if j != '' and j not in defines:
defines.append(j)
if '$AdditionalIncludeDirectories' in i:
i = i.replace('$BASE', '').replace('$SRCDIR', basedir)
s = i.split('"')[1]
s = re.split(';|,', s)
for j in s:
j = j.replace('\\','/')
if j != '' and j not in includes:
includes.append(j)
os.chdir(back_path)
return {'defines':defines, 'includes':includes, 'sources': sources}