#include "core/stdafx.h" #include "core/r5dev.h" #include "core/init.h" #include "core/logdef.h" #include "core/logger.h" #include "tier0/crashhandler.h" /*****************************************************************************/ #ifndef DEDICATED #include "windows/id3dx.h" #include "windows/input.h" #endif // !DEDICATED #include "windows/console.h" #include "windows/system.h" #include "mathlib/mathlib.h" #include "launcher/launcher.h" //############################################################################# // INITIALIZATION //############################################################################# void Crash_Callback() { // Shutdown SpdLog to flush all buffers. SpdLog_Shutdown(); // TODO[ AMOS ]: This is where we want to call backtrace from. } void Tier0_Init() { #if !defined (DEDICATED) g_GameDll = CModule("r5apex.exe"); g_RadVideoToolsDll = CModule("bink2w64.dll"); g_RadAudioDecoderDll = CModule("binkawin64.dll"); g_RadAudioSystemDll = CModule("mileswin64.dll"); #if !defined (CLIENT_DLL) g_SDKDll = CModule("gamesdk.dll"); #else // This dll is loaded from 'bin/x64_retail//' g_SDKDll = CModule("client.dll"); #endif // !CLIENT_DLL #else // No DirectX and Miles imports. g_GameDll = CModule("r5apex_ds.exe"); g_SDKDll = CModule("dedicated.dll"); #endif // !DEDICATED // Setup logger callback sink. g_CoreMsgVCallback = EngineLoggerSink; // Setup crash callback. g_CrashHandler->SetCrashCallback(&Crash_Callback); } void SDK_Init() { if (strstr(GetCommandLineA(), "-launcher")) { g_svCmdLine = GetCommandLineA(); } else { g_svCmdLine = LoadConfigFile(SDK_DEFAULT_CFG); } #ifndef DEDICATED if (g_svCmdLine.find("-wconsole") != std::string::npos) { Console_Init(); } #else Console_Init(); #endif // !DEDICATED lzham_enable_fail_exceptions(true); curl_global_init(CURL_GLOBAL_ALL); SpdLog_Init(); Winsock_Init(); // Initialize Winsock. for (size_t i = 0; i < SDK_ARRAYSIZE(R5R_EMBLEM); i++) { std::string svEscaped = StringEscape(R5R_EMBLEM[i]); spdlog::info("{:s}{:s}{:s}\n", g_svRedF, svEscaped, g_svReset); } spdlog::info("\n"); Systems_Init(); WinSys_Init(); #ifndef DEDICATED Input_Init(); #endif // !DEDICATED } //############################################################################# // SHUTDOWN //############################################################################# void SDK_Shutdown() { static bool bShutDown = false; assert(!bShutDown); if (bShutDown) { spdlog::error("Recursive shutdown!\n"); return; } bShutDown = true; spdlog::info("Shutdown GameSDK\n"); curl_global_cleanup(); Winsock_Shutdown(); Systems_Shutdown(); WinSys_Shutdown(); #ifndef DEDICATED Input_Shutdown(); DirectX_Shutdown(); #endif // !DEDICATED Console_Shutdown(); SpdLog_Shutdown(); } //############################################################################# // ENTRYPOINT //############################################################################# BOOL APIENTRY DllMain(HMODULE hModule, DWORD dwReason, LPVOID lpReserved) { CheckCPU(); // Check CPU as early as possible; error out if CPU isn't supported. MathLib_Init(); // Initialize Mathlib. NOTE_UNUSED(hModule); NOTE_UNUSED(lpReserved); #if !defined (DEDICATED) && !defined (CLIENT_DLL) // This dll is imported by the game executable, we cannot circumvent it. // To solve the recursive init problem, we check if -noworkerdll is passed. // If this is passed, the worker dll will not be initialized, which allows // us to load the client dll (or any other dll) instead, or load the game // without the SDK. s_bNoWorkerDll = !!strstr(GetCommandLineA(), "-noworkerdll"); #endif // !DEDICATED && CLIENT_DLL switch (dwReason) { case DLL_PROCESS_ATTACH: { if (!s_bNoWorkerDll) { Tier0_Init(); SDK_Init(); } else // Destroy crash handler. { g_CrashHandler->~CCrashHandler(); g_CrashHandler = nullptr; } break; } case DLL_PROCESS_DETACH: { if (!s_bNoWorkerDll) { SDK_Shutdown(); } break; } } return TRUE; }