r5sdk/r5dev/launcher/launcher.cpp
Kawe Mazidjatari 08ed169cf3 Only run game's exception filter if ours didn't handle it
This is required as otherwise the game's exception filter will be called after ours. If we didn't handle the exception, the game's implementation, or an exception handler associated to the exception raised by address will take care of it. Unlike the game's implementation, our exception handler does not handle unknown exceptions. We only do the low level stuff reliably.
2022-12-28 21:44:51 +01:00

190 lines
5.5 KiB
C++

//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: Defines the entry point for the application.
//
// $NoKeywords: $
//===========================================================================//
#include "core/stdafx.h"
#include "tier0/commandline.h"
#include "tier1/strtools.h"
#include "public/utility/crashhandler.h"
#include "launcher/launcher.h"
int HWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
// !TODO [AMOS]: 'RemoveSpuriousGameParameters()' is inline with 'LauncherMain()' in S0 and S1,
// and its the only function where we could append our own command line parameters early enough
// programatically (has to be after 'CommandLine()->CreateCmdLine()', but before 'SetPriorityClass()')
// For S0 and S1 we should modify the command line buffer passed to the entry point instead (here).
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
string svCmdLine = lpCmdLine;
if (!strstr(GetCommandLineA(), "-launcher"))
{
svCmdLine = LoadConfigFile(SDK_DEFAULT_CFG);
}
return v_WinMain(hInstance, hPrevInstance, const_cast<LPSTR>(svCmdLine.c_str()), nShowCmd);
#else
return v_WinMain(hInstance, hPrevInstance, lpCmdLine, nShowCmd);
#endif
}
int LauncherMain(HINSTANCE hInstance)
{
int results = v_LauncherMain(hInstance);
spdlog::info("LauncherMain returned: {:s}\n", ExitCodeToString(results));
return results;
}
#if !defined (GAMEDLL_S0) || !defined (GAMEDLL_S1)
// Remove all but the last -game parameter.
// This is for mods based off something other than Half-Life 2 (like HL2MP mods).
// The Steam UI does 'steam -applaunch 320 -game c:\steam\steamapps\sourcemods\modname', but applaunch inserts
// its own -game parameter, which would supersede the one we really want if we didn't intercede here.
void RemoveSpuriousGameParameters()
{
AppendSDKParametersPreInit();
// Find the last -game parameter.
int nGameArgs = 0;
char lastGameArg[MAX_PATH];
for (int i = 0; i < CommandLine()->ParmCount() - 1; i++)
{
if (Q_stricmp(CommandLine()->GetParm(i), "-game") == 0)
{
Q_snprintf(lastGameArg, sizeof(lastGameArg), "\"%s\"", CommandLine()->GetParm(i + 1));
++nGameArgs;
++i;
}
}
// We only care if > 1 was specified.
if (nGameArgs > 1)
{
CommandLine()->RemoveParm("-game");
CommandLine()->AppendParm("-game", lastGameArg);
}
}
#endif
// Append required command line parameters.
// This avoids having all these in the startup configuration files
// as all there are required to run the game with the game sdk.
void AppendSDKParametersPreInit()
{
#ifdef DEDICATED
CommandLine()->AppendParm("-collate", "");
CommandLine()->AppendParm("-multiple", "");
CommandLine()->AppendParm("-noorigin", "");
CommandLine()->AppendParm("-nodiscord", "");
CommandLine()->AppendParm("-noshaderapi", "");
CommandLine()->AppendParm("-nobakedparticles", "");
CommandLine()->AppendParm("-novid", "");
CommandLine()->AppendParm("-nomenuvid", "");
CommandLine()->AppendParm("-nosound", "");
CommandLine()->AppendParm("-nomouse", "");
CommandLine()->AppendParm("-nojoy", "");
CommandLine()->AppendParm("-nosendtable", "");
#endif
// Assume default configs if the game isn't launched with the SDKLauncher.
if (!CommandLine()->FindParm("-launcher"))
{
string svArguments = LoadConfigFile(SDK_DEFAULT_CFG);
ParseAndApplyConfigFile(svArguments);
}
}
string LoadConfigFile(const string& svConfig)
{
fs::path cfgPath = fs::current_path() /= svConfig; // Get cfg path for default startup.
ifstream cfgFile(cfgPath);
string svArguments;
if (cfgFile.good() && cfgFile)
{
stringstream ss;
ss << cfgFile.rdbuf();
svArguments = ss.str();
}
else
{
spdlog::error("{:s}: '{:s}' does not exist!\n", __FUNCTION__, svConfig);
cfgFile.close();
return "";
}
cfgFile.close();
return svArguments;
}
void ParseAndApplyConfigFile(const string& svConfig)
{
stringstream ss(svConfig);
string svInput;
if (!svConfig.empty())
{
while (std::getline(ss, svInput, '\n'))
{
string::size_type nPos = svInput.find(' ');
if (!svInput.empty()
&& nPos > 0
&& nPos < svInput.size()
&& nPos != svInput.size())
{
string svValue = svInput.substr(nPos + 1);
string svArgument = svInput.erase(svInput.find(' '));
CommandLine()->AppendParm(svArgument.c_str(), svValue.c_str());
}
else
{
CommandLine()->AppendParm(svInput.c_str(), "");
}
}
}
}
const char* ExitCodeToString(int nCode)
{
switch (nCode)
{
case EXIT_SUCCESS:
return "EXIT_SUCCESS";
case EXIT_FAILURE:
return "EXIT_FAILURE";
default:
return "UNKNOWN_EXIT_CODE";
}
}
LONG WINAPI TopLevelExceptionFilter(EXCEPTION_POINTERS* pExceptionPointers)
{
// Don't run the unhandled exception filter from the
// game if we have a valid vectored exception filter.
if (g_CrashHandler && g_CrashHandler->Handled())
{
return NULL;
}
return v_TopLevelExceptionFilter(pExceptionPointers);
}
void Launcher_Attach()
{
DetourAttach((LPVOID*)&v_WinMain, &HWinMain);
DetourAttach((LPVOID*)&v_LauncherMain, &LauncherMain);
DetourAttach((LPVOID*)&v_TopLevelExceptionFilter, &TopLevelExceptionFilter);
#if !defined (GAMEDLL_S0) && !defined (GAMEDLL_S1)
DetourAttach((LPVOID*)&v_RemoveSpuriousGameParameters, &RemoveSpuriousGameParameters);
#endif
}
void Launcher_Detach()
{
DetourDetach((LPVOID*)&v_WinMain, &HWinMain);
DetourDetach((LPVOID*)&v_LauncherMain, &LauncherMain);
DetourDetach((LPVOID*)&v_TopLevelExceptionFilter, &TopLevelExceptionFilter);
#if !defined (GAMEDLL_S0) && !defined (GAMEDLL_S1)
DetourDetach((LPVOID*)&v_RemoveSpuriousGameParameters, &RemoveSpuriousGameParameters);
#endif
}