mirror of
https://github.com/Mauler125/r5sdk.git
synced 2025-02-09 19:15:03 +01:00
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.
185 lines
6.3 KiB
C++
185 lines
6.3 KiB
C++
//=============================================================================//
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//
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// Purpose: IApplication methods
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//
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//=============================================================================//
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#include "core/stdafx.h"
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#include "tier0/frametask.h"
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#include "tier0/commandline.h"
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#include "tier1/cvar.h"
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#include "vpc/interfaces.h"
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#include "common/engine_launcher_api.h"
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#include "pluginsystem/pluginsystem.h"
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#include "pluginsystem/modsystem.h"
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#include "ebisusdk/EbisuSDK.h"
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#include "engine/cmodel_bsp.h"
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#include "engine/sys_engine.h"
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#include "engine/sys_dll2.h"
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#include "engine/sdk_dll.h"
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#include "engine/host_cmd.h"
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#include "engine/enginetrace.h"
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#ifndef CLIENT_DLL
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#include "engine/server/sv_main.h"
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#include "server/vengineserver_impl.h"
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#include "game/server/gameinterface.h"
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#endif // !CLIENT_DLL
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#ifndef DEDICATED
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#include "client/cdll_engine_int.h"
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#include "game/client/cliententitylist.h"
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#include "gameui/IConsole.h"
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#include "windows/id3dx.h"
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#include "windows/input.h"
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#endif // !DEDICATED
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#include "public/idebugoverlay.h"
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#include "vstdlib/keyvaluessystem.h"
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#include "engine/sys_dll.h"
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CSourceAppSystemGroup::StaticPreInit(CSourceAppSystemGroup* pSourceAppSystemGroup)
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{
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if (pSourceAppSystemGroup->GetCurrentStage() == CSourceAppSystemGroup::CREATION)
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{
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ConVar_InitShipped();
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ConVar_PurgeShipped();
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ConCommand_StaticInit();
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ConCommand_InitShipped();
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ConCommand_PurgeShipped();
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}
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return CSourceAppSystemGroup__PreInit(pSourceAppSystemGroup);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CSourceAppSystemGroup::StaticCreate(CSourceAppSystemGroup* pSourceAppSystemGroup)
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{
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return CSourceAppSystemGroup__Create(pSourceAppSystemGroup);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CModAppSystemGroup::StaticMain(CModAppSystemGroup* pModAppSystemGroup)
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{
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std::thread fixed(&CEngineSDK::FixedFrame, g_EngineSDK);
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fixed.detach();
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int nRunResult = RUN_OK;
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HEbisuSDK_Init(); // Not here in retail. We init EbisuSDK here though.
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g_pEngine->SetQuitting(IEngine::QUIT_NOTQUITTING);
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if (g_pEngine->Load(pModAppSystemGroup->IsServerOnly(), g_pEngineParms->baseDirectory))
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{
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if (CEngineAPI::MainLoop())
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{
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nRunResult = RUN_RESTART;
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}
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g_pEngine->Unload();
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#ifndef CLIENT_DLL
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SV_ShutdownGameDLL();
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#endif // !CLIENT_DLL
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}
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return nRunResult;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Instantiate all main libraries
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//-----------------------------------------------------------------------------
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bool CModAppSystemGroup::StaticCreate(CModAppSystemGroup* pModAppSystemGroup)
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{
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#ifdef DEDICATED
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pModAppSystemGroup->SetServerOnly();
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*m_bIsDedicated = true;
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#endif // DEDICATED
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EXPOSE_INTERFACE_FN((InstantiateInterfaceFn)PluginSystem, CPluginSystem, INTERFACEVERSION_PLUGINSYSTEM);
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EXPOSE_INTERFACE_FN((InstantiateInterfaceFn)KeyValuesSystem, CKeyValuesSystem, KEYVALUESSYSTEM_INTERFACE_VERSION);
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InitPluginSystem(pModAppSystemGroup);
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CALL_PLUGIN_CALLBACKS(g_pPluginSystem->GetCreateCallbacks(), pModAppSystemGroup);
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g_pModSystem->Init();
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g_pDebugOverlay = (CIVDebugOverlay*)g_pFactorySystem->GetFactory(VDEBUG_OVERLAY_INTERFACE_VERSION);
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#ifndef CLIENT_DLL
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g_pServerGameDLL = (CServerGameDLL*)g_pFactorySystem->GetFactory(INTERFACEVERSION_SERVERGAMEDLL);
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g_pServerGameClients = (CServerGameClients*)g_pFactorySystem->GetFactory(INTERFACEVERSION_SERVERGAMECLIENTS_NEW);
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if (!g_pServerGameClients)
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g_pServerGameClients = (CServerGameClients*)g_pFactorySystem->GetFactory(INTERFACEVERSION_SERVERGAMECLIENTS);
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g_pServerGameEntities = (CServerGameEnts*)g_pFactorySystem->GetFactory(INTERFACEVERSION_SERVERGAMEENTS);
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#endif // !CLIENT_DLL
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#ifndef DEDICATED
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g_pClientEntityList = (CClientEntityList*)g_pFactorySystem->GetFactory(VCLIENTENTITYLIST_INTERFACE_VERSION);
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g_pEngineTraceClient = (CEngineTraceClient*)g_pFactorySystem->GetFactory(INTERFACEVERSION_ENGINETRACE_CLIENT);
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g_pImGuiConfig->Load(); // Load ImGui configs.
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DirectX_Init();
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#endif // !DEDICATED
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if (CommandLine()->CheckParm("-devsdk"))
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{
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cv->EnableDevCvars();
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}
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g_FrameTasks.push_back(std::move(g_TaskScheduler));
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g_bAppSystemInit = true;
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return CModAppSystemGroup__Create(pModAppSystemGroup);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Initialize plugin system
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//-----------------------------------------------------------------------------
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void CModAppSystemGroup::InitPluginSystem(CModAppSystemGroup* pModAppSystemGroup)
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{
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g_pPluginSystem->Init();
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for (auto& it : g_pPluginSystem->GetInstances())
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{
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if (g_pPluginSystem->LoadInstance(it))
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Msg(eDLL_T::ENGINE, "Loaded plugin: '%s'\n", it.m_Name.String());
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else
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Warning(eDLL_T::ENGINE, "Failed loading plugin: '%s'\n", it.m_Name.String());
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}
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}
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//-----------------------------------------------------------------------------
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// Sys_Error_Internal
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//
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//-----------------------------------------------------------------------------
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int HSys_Error_Internal(char* fmt, va_list args)
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{
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char buffer[2048];
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Error(eDLL_T::ENGINE, NO_ERROR, "_______________________________________________________________\n");
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Error(eDLL_T::ENGINE, NO_ERROR, "] ENGINE ERROR ################################################\n");
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int nLen = vsprintf(buffer, fmt, args);
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bool shouldNewline = true;
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if (nLen > 0)
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shouldNewline = buffer[nLen - 1] != '\n';
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Error(eDLL_T::ENGINE, NO_ERROR, shouldNewline ? "%s\n" : "%s", buffer);
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///////////////////////////////////////////////////////////////////////////
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return Sys_Error_Internal(fmt, args);
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}
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void VSys_Dll::Detour(const bool bAttach) const
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{
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DetourSetup(&CSourceAppSystemGroup__PreInit, &CSourceAppSystemGroup::StaticPreInit, bAttach);
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DetourSetup(&CSourceAppSystemGroup__Create, &CSourceAppSystemGroup::StaticCreate, bAttach);
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DetourSetup(&CModAppSystemGroup__Main, &CModAppSystemGroup::StaticMain, bAttach);
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DetourSetup(&CModAppSystemGroup__Create, &CModAppSystemGroup::StaticCreate, bAttach);
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DetourSetup(&Sys_Error_Internal, &HSys_Error_Internal, bAttach);
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}
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