r5sdk/r5dev/launcher/IApplication.cpp
Kawe Mazidjatari a67de5bc58 Fix init crash on builds compiled with MSVC14
The MSVC14 (Visual Studio 2017) compiler doesn't support creating threads during dll entry. SDK fixed frame thread init has been moved to 'CModAppSystemGroup::Main'. SpdLog buffer flush worker init has been moved to 'SpdLog_PostInit', and 'SpdLog_PostInit' has been moved to 'LauncherMain'.
2023-03-18 21:42:30 +01:00

131 lines
4.6 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 "appframework/engine_launcher_api.h"
#include "launcher/IApplication.h"
#include "pluginsystem/pluginsystem.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"
#include "engine/server/sv_main.h"
#ifndef CLIENT_DLL
#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"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CModAppSystemGroup::Main(CModAppSystemGroup* pModAppSystemGroup)
{
std::thread fixed(&CEngineSDK::FixedFrame, g_EngineSDK);
fixed.detach();
int nRunResult = RUN_OK;
HEbisuSDK_Init(); // Not here in retail. We init EbisuSDK here though.
#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)
{
ConCommand::Init();
#ifdef DEDICATED
pModAppSystemGroup->SetServerOnly();
*m_bIsDedicated = true;
#endif // DEDICATED
g_pFactory->GetFactoriesFromRegister();
g_pFactory->AddFactory(FACTORY_INTERFACE_VERSION, g_pFactory);
g_pFactory->AddFactory(INTERFACEVERSION_PLUGINSYSTEM, g_pPluginSystem);
//InitPluginSystem(pModAppSystemGroup);
//CALL_PLUGIN_CALLBACKS(g_pPluginSystem->GetCreateCallbacks(), pModAppSystemGroup);
g_pDebugOverlay = g_pFactory->GetFactoryPtr(VDEBUG_OVERLAY_INTERFACE_VERSION, false).RCast<CIVDebugOverlay*>();
#ifndef CLIENT_DLL
g_pServerGameDLL = g_pFactory->GetFactoryPtr(INTERFACEVERSION_SERVERGAMEDLL, false).RCast<CServerGameDLL*>();
g_pServerGameClients = g_pFactory->GetFactoryPtr(INTERFACEVERSION_SERVERGAMECLIENTS_NEW, false).RCast<CServerGameClients*>();
if (!g_pServerGameClients)
g_pServerGameClients = g_pFactory->GetFactoryPtr(INTERFACEVERSION_SERVERGAMECLIENTS, false).RCast<CServerGameClients*>();
g_pServerGameEntities = g_pFactory->GetFactoryPtr(INTERFACEVERSION_SERVERGAMEENTS, false).RCast<CServerGameEnts*>();
#endif // !CLIENT_DLL
#ifndef DEDICATED
g_pClientEntityList = g_pFactory->GetFactoryPtr(VCLIENTENTITYLIST_INTERFACE_VERSION, false).RCast<CClientEntityList*>();
g_pEngineTraceClient = g_pFactory->GetFactoryPtr(INTERFACEVERSION_ENGINETRACE_CLIENT, false).RCast<CEngineTraceClient*>();
g_pImGuiConfig->Load(); // Load ImGui configs.
for (auto& map : g_pCVar->DumpToMap())
{
g_pConsole->m_vsvCommandBases.push_back(
CSuggest(map.first, map.second->GetFlags()));
}
DirectX_Init();
#endif // !DEDICATED
if (CommandLine()->CheckParm("-devsdk"))
{
cv->EnableDevCvars();
}
g_FrameTasks.push_back(std::move(g_TaskScheduler));
g_bAppSystemInit = true;
return CModAppSystemGroup_Create(pModAppSystemGroup);
}
//-----------------------------------------------------------------------------
// Purpose: Initialize plugin system
//-----------------------------------------------------------------------------
void CModAppSystemGroup::InitPluginSystem(CModAppSystemGroup* pModAppSystemGroup)
{
// DEBUG CODE FOR PLUGINS
g_pPluginSystem->PluginSystem_Init();
for (auto& it : g_pPluginSystem->GetPluginInstances())
{
if (g_pPluginSystem->LoadPluginInstance(it))
DevMsg(eDLL_T::ENGINE, "Loaded plugin: '%s'\n", it.m_svPluginName.c_str());
else
Warning(eDLL_T::ENGINE, "Failed loading plugin: '%s'\n", it.m_svPluginName.c_str());
}
}