r5sdk/r5dev/engine/sys_dll.cpp
Kawe Mazidjatari 101962f5ce Engine: simplify "script" command callback for server
Code actually doesn't need to be ran in the server frame thread. All the code really does is preparation work. Run it in the main thread but do join the server frame thread (FCVAR_SERVER_FRAME_THREAD) as we can't do concurrent work on the server VM.
2024-06-01 11:49:14 +02:00

173 lines
6.0 KiB
C++

//=============================================================================//
//
// Purpose: IApplication methods
//
//=============================================================================//
#include "core/stdafx.h"
#include "tier0/frametask.h"
#include "tier0/commandline.h"
#include "tier1/cvar.h"
#include "vpc/interfaces.h"
#include "common/engine_launcher_api.h"
#include "pluginsystem/pluginsystem.h"
#include "pluginsystem/modsystem.h"
#include "ebisusdk/EbisuSDK.h"
#include "engine/cmodel_bsp.h"
#include "engine/sys_engine.h"
#include "engine/sys_dll2.h"
#include "engine/sdk_dll.h"
#include "engine/host_cmd.h"
#include "engine/enginetrace.h"
#ifndef CLIENT_DLL
#include "engine/server/server.h"
#include "engine/server/sv_main.h"
#include "server/vengineserver_impl.h"
#include "game/server/gameinterface.h"
#endif // !CLIENT_DLL
#ifndef DEDICATED
#include "client/cdll_engine_int.h"
#include "game/client/cliententitylist.h"
#include "gameui/IConsole.h"
#include "windows/id3dx.h"
#include "windows/input.h"
#endif // !DEDICATED
#include "public/idebugoverlay.h"
#include "vstdlib/keyvaluessystem.h"
#include "engine/sys_dll.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CSourceAppSystemGroup::StaticPreInit(CSourceAppSystemGroup* pSourceAppSystemGroup)
{
return CSourceAppSystemGroup__PreInit(pSourceAppSystemGroup);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CSourceAppSystemGroup::StaticCreate(CSourceAppSystemGroup* pSourceAppSystemGroup)
{
return CSourceAppSystemGroup__Create(pSourceAppSystemGroup);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CModAppSystemGroup::StaticMain(CModAppSystemGroup* pModAppSystemGroup)
{
int nRunResult = RUN_OK;
HEbisuSDK_Init(); // Not here in retail. We init EbisuSDK here though.
g_pEngine->SetQuitting(IEngine::QUIT_NOTQUITTING);
if (g_pEngine->Load(pModAppSystemGroup->IsServerOnly(), g_pEngineParms->baseDirectory))
{
if (CEngineAPI::MainLoop())
{
nRunResult = RUN_RESTART;
}
g_pEngine->Unload();
#ifndef CLIENT_DLL
SV_ShutdownGameDLL();
#endif // !CLIENT_DLL
}
return nRunResult;
}
//-----------------------------------------------------------------------------
// Purpose: Instantiate all main libraries
//-----------------------------------------------------------------------------
bool CModAppSystemGroup::StaticCreate(CModAppSystemGroup* pModAppSystemGroup)
{
#ifdef DEDICATED
pModAppSystemGroup->SetServerOnly();
*m_bIsDedicated = true;
#endif // DEDICATED
EXPOSE_INTERFACE_FN((InstantiateInterfaceFn)PluginSystem, CPluginSystem, INTERFACEVERSION_PLUGINSYSTEM);
EXPOSE_INTERFACE_FN((InstantiateInterfaceFn)KeyValuesSystem, CKeyValuesSystem, KEYVALUESSYSTEM_INTERFACE_VERSION);
InitPluginSystem(pModAppSystemGroup);
CALL_PLUGIN_CALLBACKS(g_PluginSystem.GetCreateCallbacks(), pModAppSystemGroup);
ModSystem()->Init();
g_pDebugOverlay = (CIVDebugOverlay*)g_FactorySystem.GetFactory(VDEBUG_OVERLAY_INTERFACE_VERSION);
#ifndef CLIENT_DLL
g_pServerGameDLL = (CServerGameDLL*)g_FactorySystem.GetFactory(INTERFACEVERSION_SERVERGAMEDLL);
g_pServerGameClients = (CServerGameClients*)g_FactorySystem.GetFactory(INTERFACEVERSION_SERVERGAMECLIENTS_NEW);
if (!g_pServerGameClients)
g_pServerGameClients = (CServerGameClients*)g_FactorySystem.GetFactory(INTERFACEVERSION_SERVERGAMECLIENTS);
g_pServerGameEntities = (CServerGameEnts*)g_FactorySystem.GetFactory(INTERFACEVERSION_SERVERGAMEENTS);
#endif // !CLIENT_DLL
#ifndef DEDICATED
g_pClientEntityList = (CClientEntityList*)g_FactorySystem.GetFactory(VCLIENTENTITYLIST_INTERFACE_VERSION);
g_pEngineTraceClient = (CEngineTraceClient*)g_FactorySystem.GetFactory(INTERFACEVERSION_ENGINETRACE_CLIENT);
g_ImGuiConfig.Load(); // Load ImGui configs.
DirectX_Init();
#endif // !DEDICATED
if (CommandLine()->CheckParm("-devsdk"))
{
cv->EnableDevCvars();
}
g_TaskQueueList.push_back(&g_TaskQueue);
g_bAppSystemInit = true;
return CModAppSystemGroup__Create(pModAppSystemGroup);
}
//-----------------------------------------------------------------------------
// Purpose: Initialize plugin system
//-----------------------------------------------------------------------------
void CModAppSystemGroup::InitPluginSystem(CModAppSystemGroup* pModAppSystemGroup)
{
g_PluginSystem.Init();
for (auto& it : g_PluginSystem.GetInstances())
{
if (g_PluginSystem.LoadInstance(it))
Msg(eDLL_T::ENGINE, "Loaded plugin: '%s'\n", it.m_Name.String());
else
Warning(eDLL_T::ENGINE, "Failed loading plugin: '%s'\n", it.m_Name.String());
}
}
//-----------------------------------------------------------------------------
// Sys_Error_Internal
//
//-----------------------------------------------------------------------------
int HSys_Error_Internal(char* fmt, va_list args)
{
char buffer[2048];
Error(eDLL_T::ENGINE, NO_ERROR, "_______________________________________________________________\n");
Error(eDLL_T::ENGINE, NO_ERROR, "] ENGINE ERROR ################################################\n");
int nLen = vsprintf(buffer, fmt, args);
bool shouldNewline = true;
if (nLen > 0)
shouldNewline = buffer[nLen - 1] != '\n';
Error(eDLL_T::ENGINE, NO_ERROR, shouldNewline ? "%s\n" : "%s", buffer);
///////////////////////////////////////////////////////////////////////////
return Sys_Error_Internal(fmt, args);
}
void VSys_Dll::Detour(const bool bAttach) const
{
DetourSetup(&CSourceAppSystemGroup__PreInit, &CSourceAppSystemGroup::StaticPreInit, bAttach);
DetourSetup(&CSourceAppSystemGroup__Create, &CSourceAppSystemGroup::StaticCreate, bAttach);
DetourSetup(&CModAppSystemGroup__Main, &CModAppSystemGroup::StaticMain, bAttach);
DetourSetup(&CModAppSystemGroup__Create, &CModAppSystemGroup::StaticCreate, bAttach);
DetourSetup(&Sys_Error_Internal, &HSys_Error_Internal, bAttach);
}