r5sdk/r5dev/engine/sys_dll.cpp
Kawe Mazidjatari 144d5f62e1 IDetour: code refactor
Utilize the new IDetour::DetourSetup() code, IDetour::Attach and IDetour::Detach have been removed in favor of this (significantly reduces chance of user error). Since the template check happens in the idetour header, it is much more aggressive on type mismatches, such as a difference in parameter types, between the function and detour, will now raise a compile time error. As a result, some type mismatches have been fixed in this commit as well.
2024-04-05 16:41:09 +02:00

190 lines
6.6 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 "common/engine_launcher_api.h"
#include "pluginsystem/pluginsystem.h"
#include "pluginsystem/modsystem.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"
#ifndef CLIENT_DLL
#include "engine/server/sv_main.h"
#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"
#include "vstdlib/keyvaluessystem.h"
#include "engine/sys_dll.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CSourceAppSystemGroup::StaticPreInit(CSourceAppSystemGroup* pSourceAppSystemGroup)
{
if (pSourceAppSystemGroup->GetCurrentStage() == CSourceAppSystemGroup::CREATION)
{
ConVar_InitShipped();
ConVar_PurgeShipped();
ConCommand_StaticInit();
ConCommand_InitShipped();
ConCommand_PurgeShipped();
}
return CSourceAppSystemGroup__PreInit(pSourceAppSystemGroup);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CSourceAppSystemGroup::StaticCreate(CSourceAppSystemGroup* pSourceAppSystemGroup)
{
return CSourceAppSystemGroup__Create(pSourceAppSystemGroup);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CModAppSystemGroup::StaticMain(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();
#ifndef CLIENT_DLL
SV_ShutdownGameDLL();
#endif // !CLIENT_DLL
}
return nRunResult;
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Instantiate all main libraries
//-----------------------------------------------------------------------------
bool CModAppSystemGroup::StaticCreate(CModAppSystemGroup* pModAppSystemGroup)
{
#ifdef DEDICATED
pModAppSystemGroup->SetServerOnly();
*m_bIsDedicated = true;
#endif // DEDICATED
EXPOSE_INTERFACE_FN((InstantiateInterfaceFn)PluginSystem, CPluginSystem, INTERFACEVERSION_PLUGINSYSTEM);
EXPOSE_INTERFACE_FN((InstantiateInterfaceFn)KeyValuesSystem, CKeyValuesSystem, KEYVALUESSYSTEM_INTERFACE_VERSION);
InitPluginSystem(pModAppSystemGroup);
CALL_PLUGIN_CALLBACKS(g_pPluginSystem->GetCreateCallbacks(), pModAppSystemGroup);
g_pModSystem->Init();
g_pDebugOverlay = (CIVDebugOverlay*)g_pFactorySystem->GetFactory(VDEBUG_OVERLAY_INTERFACE_VERSION);
#ifndef CLIENT_DLL
g_pServerGameDLL = (CServerGameDLL*)g_pFactorySystem->GetFactory(INTERFACEVERSION_SERVERGAMEDLL);
g_pServerGameClients = (CServerGameClients*)g_pFactorySystem->GetFactory(INTERFACEVERSION_SERVERGAMECLIENTS_NEW);
if (!g_pServerGameClients)
g_pServerGameClients = (CServerGameClients*)g_pFactorySystem->GetFactory(INTERFACEVERSION_SERVERGAMECLIENTS);
g_pServerGameEntities = (CServerGameEnts*)g_pFactorySystem->GetFactory(INTERFACEVERSION_SERVERGAMEENTS);
#endif // !CLIENT_DLL
#ifndef DEDICATED
g_pClientEntityList = (CClientEntityList*)g_pFactorySystem->GetFactory(VCLIENTENTITYLIST_INTERFACE_VERSION);
g_pEngineTraceClient = (CEngineTraceClient*)g_pFactorySystem->GetFactory(INTERFACEVERSION_ENGINETRACE_CLIENT);
g_pImGuiConfig->Load(); // Load ImGui configs.
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)
{
g_pPluginSystem->Init();
for (auto& it : g_pPluginSystem->GetInstances())
{
if (g_pPluginSystem->LoadInstance(it))
Msg(eDLL_T::ENGINE, "Loaded plugin: '%s'\n", it.m_Name.String());
else
Warning(eDLL_T::ENGINE, "Failed loading plugin: '%s'\n", it.m_Name.String());
}
}
//-----------------------------------------------------------------------------
// Sys_Error_Internal
//
//-----------------------------------------------------------------------------
int HSys_Error_Internal(char* fmt, va_list args)
{
char buffer[2048];
Error(eDLL_T::ENGINE, NO_ERROR, "_______________________________________________________________\n");
Error(eDLL_T::ENGINE, NO_ERROR, "] ENGINE ERROR ################################################\n");
int nLen = vsprintf(buffer, fmt, args);
bool shouldNewline = true;
if (nLen > 0)
shouldNewline = buffer[nLen - 1] != '\n';
Error(eDLL_T::ENGINE, NO_ERROR, shouldNewline ? "%s\n" : "%s", buffer);
///////////////////////////////////////////////////////////////////////////
return Sys_Error_Internal(fmt, args);
}
void VSys_Dll::Detour(const bool bAttach) const
{
DetourSetup(&CSourceAppSystemGroup__PreInit, &CSourceAppSystemGroup::StaticPreInit, bAttach);
DetourSetup(&CSourceAppSystemGroup__Create, &CSourceAppSystemGroup::StaticCreate, bAttach);
DetourSetup(&CModAppSystemGroup_Main, &CModAppSystemGroup::StaticMain, bAttach);
DetourSetup(&CModAppSystemGroup_Create, &CModAppSystemGroup::StaticCreate, bAttach);
DetourSetup(&Sys_Error_Internal, &HSys_Error_Internal, bAttach);
}