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Originally, we store the search results in a CMemory instance which we then assign to the actual function pointer. CMemory is just a pointer class; we can assign the results directly to the actual function pointer. This commit reduces a lot of code verbosity, and also reduced roughly 2KiB worth of static pointers in the resulting executable. This commit also officially deprecates the support for any GameDLL's below S3 (Season 3), since it makes more sense to port the assets from earlier/later games back to the version this SDK supports.
86 lines
2.4 KiB
C++
86 lines
2.4 KiB
C++
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose: Defines the entry point for the application.
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "core/stdafx.h"
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#include "core/logdef.h"
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#include "tier0/crashhandler.h"
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#include "tier0/commandline.h"
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#include "tier1/strtools.h"
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#include "launcher/launcher.h"
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#include <eiface.h>
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int LauncherMain(HINSTANCE hInstance)
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{
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// Flush buffers every 5 seconds for every logger.
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// Has to be done here, don't move this to SpdLog
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// init, as this could cause deadlocks on certain
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// compilers (VS2017)!!!
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spdlog::flush_every(std::chrono::seconds(5));
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int results = v_LauncherMain(hInstance);
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Msg(eDLL_T::NONE, "%s returned: %s\n", __FUNCTION__, ExitCodeToString(results));
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return results;
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}
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// Remove all but the last -game parameter.
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// This is for mods based off something other than Half-Life 2 (like HL2MP mods).
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// The Steam UI does 'steam -applaunch 320 -game c:\steam\steamapps\sourcemods\modname', but applaunch inserts
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// its own -game parameter, which would supersede the one we really want if we didn't intercede here.
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void RemoveSpuriousGameParameters()
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{
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// Find the last -game parameter.
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int nGameArgs = 0;
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char lastGameArg[MAX_PATH];
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for (int i = 0; i < CommandLine()->ParmCount() - 1; i++)
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{
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if (Q_stricmp(CommandLine()->GetParm(i), "-game") == 0)
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{
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Q_snprintf(lastGameArg, sizeof(lastGameArg), "\"%s\"", CommandLine()->GetParm(i + 1));
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++nGameArgs;
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++i;
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}
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}
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// We only care if > 1 was specified.
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if (nGameArgs > 1)
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{
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CommandLine()->RemoveParm("-game");
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CommandLine()->AppendParm("-game", lastGameArg);
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}
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}
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const char* ExitCodeToString(int nCode)
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{
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switch (nCode)
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{
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case EXIT_SUCCESS:
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return "EXIT_SUCCESS";
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case EXIT_FAILURE:
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return "EXIT_FAILURE";
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default:
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return "UNKNOWN_EXIT_CODE";
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}
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}
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LONG WINAPI TopLevelExceptionFilter(EXCEPTION_POINTERS* pExceptionPointers)
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{
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// Don't run the unhandled exception filter from the
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// game if we have a valid vectored exception filter.
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if (g_CrashHandler)
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{
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return NULL;
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}
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return v_TopLevelExceptionFilter(pExceptionPointers);
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}
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void VLauncher::Detour(const bool bAttach) const
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{
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DetourSetup(&v_LauncherMain, &LauncherMain, bAttach);
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DetourSetup(&v_TopLevelExceptionFilter, &TopLevelExceptionFilter, bAttach);
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DetourSetup(&v_RemoveSpuriousGameParameters, &RemoveSpuriousGameParameters, bAttach);
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}
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