r5sdk/r5dev/launcher/IApplication.cpp
Kawe Mazidjatari 515487c63a Changed behavior of ConCommandBase::IsFlagSet (read description)
This commit breaks the indev branch for the time being (this will be solved very soon).
We no longer mask off dev flags from every commandbase, we only mask them off from the essential ones (map, connect, give, etc..), unless the SDK is launched as dev, then we mask everything off like usual, but this time at initialization and not whenever we encounter a var with this flag.
2022-08-13 20:21:32 +02:00

101 lines
3.1 KiB
C++

//=============================================================================//
//
// Purpose: IApplication methods
//
//=============================================================================//
#include "core/stdafx.h"
#include "tier0/commandline.h"
#include "tier1/cvar.h"
#include "vpc/interfaces.h"
#include "launcher/IApplication.h"
#include "ebisusdk/EbisuSDK.h"
#include "engine/cmodel_bsp.h"
#include "engine/sys_engine.h"
#include "engine/sys_dll2.h"
#include "engine/host_cmd.h"
#include "engine/server/sv_main.h"
#include "server/vengineserver_impl.h"
#include "client/cdll_engine_int.h"
#ifndef DEDICATED
#include "gameui/IConsole.h"
#endif // !DEDICATED
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CModAppSystemGroup::Main(CModAppSystemGroup* pModAppSystemGroup)
{
int nRunResult = RUN_OK;
HEbisuSDK_Init(); // Not here in retail. We init EbisuSDK here though.
MOD_GetAllInstalledMaps();
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1) // !TODO: rebuild does not work for S1 (CModAppSystemGroup and CEngine member offsets do align with all other builds).
return CModAppSystemGroup_Main(pModAppSystemGroup);
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
g_pEngine->SetQuitting(IEngine::QUIT_NOTQUITTING);
if (g_pEngine->Load(pModAppSystemGroup->IsServerOnly(), g_pEngineParms->baseDirectory))
{
if (CEngineAPI_MainLoop())
{
nRunResult = RUN_RESTART;
}
g_pEngine->Unload();
SV_ShutdownGameDLL();
}
return nRunResult;
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Instantiate all main libraries
//-----------------------------------------------------------------------------
bool CModAppSystemGroup::Create(CModAppSystemGroup* pModAppSystemGroup)
{
#ifdef DEDICATED
pModAppSystemGroup->SetServerOnly();
*g_bDedicated = true;
#endif // DEDICATED
g_pConCommand->Init();
g_pFactory->GetFactoriesFromRegister();
#ifndef DEDICATED
g_pClientEntityList = g_pFactory->GetFactoryPtr("VClientEntityList003", false).RCast<IClientEntityList*>();
for (auto& map : g_pCVar->DumpToMap())
{
g_pConsole->m_vsvCommandBases.push_back(
CSuggest(map.first, map.second->GetFlags()));
}
if (CommandLine()->CheckParm("-devsdk"))
{
cv->EnableDevCvars();
cv->EnableHiddenCvars();
}
#endif // !DEDICATED
if (pModAppSystemGroup->IsServerOnly())
{
memset(gHLClient, '\0', sizeof(void*));
gHLClient = nullptr;
memset(g_pHLClient, '\0', sizeof(void*));
g_pHLClient = nullptr;
}
g_bAppSystemInit = true;
return CModAppSystemGroup_Create(pModAppSystemGroup);
}
///////////////////////////////////////////////////////////////////////////////
void IApplication_Attach()
{
DetourAttach((LPVOID*)&CModAppSystemGroup_Main, &CModAppSystemGroup::Main);
DetourAttach((LPVOID*)&CModAppSystemGroup_Create, &CModAppSystemGroup::Create);
}
void IApplication_Detach()
{
DetourDetach((LPVOID*)&CModAppSystemGroup_Main, &CModAppSystemGroup::Main);
DetourDetach((LPVOID*)&CModAppSystemGroup_Create, &CModAppSystemGroup::Create);
}