r5sdk/r5dev/sdklauncher/sdklauncher.cpp
Kawe Mazidjatari b169a78542 Force consistency within code
* Use C-style format specifiers everywhere.
* Use std::string as much as possible.
* Reorder CSurface class structure by groups.
* Light optimizations in 'CSurface::ForwardCommandToGame'.
2023-03-22 00:28:41 +01:00

367 lines
13 KiB
C++

//=============================================================================//
//
// Purpose: SDK launcher implementation.
//
//=============================================================================//
#include "core/stdafx.h"
#include "basepanel.h"
#include "sdklauncher_const.h"
#include "sdklauncher.h"
#include "public/utility/binstream.h"
///////////////////////////////////////////////////////////////////////////////
// Purpose: initializes and runs the user interface
///////////////////////////////////////////////////////////////////////////////
void CLauncher::RunSurface()
{
Forms::Application::EnableVisualStyles();
UIX::UIXTheme::InitializeRenderer(new Themes::KoreTheme());
m_pSurface = new CSurface();
Forms::Application::Run(g_pLauncher->m_pSurface);
UIX::UIXTheme::ShutdownRenderer();
}
///////////////////////////////////////////////////////////////////////////////
// Purpose: initializes the console (development only)
///////////////////////////////////////////////////////////////////////////////
void CLauncher::InitConsole()
{
AllocConsole();
freopen("conin$", "r", stdin);
freopen("conout$", "w", stdout);
freopen("conout$", "w", stderr);
}
///////////////////////////////////////////////////////////////////////////////
// Purpose: initializes the logger
///////////////////////////////////////////////////////////////////////////////
void CLauncher::InitLogger()
{
m_pLogger->set_pattern("[%^%l%$] %v");
m_pLogger->set_level(spdlog::level::trace);
spdlog::set_default_logger(m_pLogger); // Set as default.
}
///////////////////////////////////////////////////////////////////////////////
// Purpose: handles user input pre-init
// Input : argc -
// *argv[] -
// Output : exit_code (-1 if EntryPoint should continue to HandleInput)
///////////////////////////////////////////////////////////////////////////////
int CLauncher::HandleCommandLine(int argc, char* argv[])
{
for (int i = 1; i < argc; ++i)
{
string arg = argv[i];
eLaunchMode mode = eLaunchMode::LM_NONE;
if ((arg == "-developer") || (arg == "-dev"))
{
mode = eLaunchMode::LM_GAME_DEV;
}
else if ((arg == "-retail") || (arg == "-prod"))
{
mode = eLaunchMode::LM_GAME;
}
else if ((arg == "-server_dev") || (arg == "-svd"))
{
mode = eLaunchMode::LM_SERVER_DEV;
}
else if ((arg == "-server") || (arg == "-sv"))
{
mode = eLaunchMode::LM_SERVER;
}
else if ((arg == "-client_dev") || (arg == "-cld"))
{
mode = eLaunchMode::LM_CLIENT_DEV;
}
else if ((arg == "-client") || (arg == "-cl"))
{
mode = eLaunchMode::LM_CLIENT;
}
if (mode != eLaunchMode::LM_NONE)
{
if (CreateLaunchContext(mode) && LaunchProcess())
{
return EXIT_SUCCESS;
}
}
}
return -1;
}
///////////////////////////////////////////////////////////////////////////////
// Purpose: handles user input post-init
// Output : exit_code
///////////////////////////////////////////////////////////////////////////////
int CLauncher::HandleInput()
{
std::cout << "----------------------------------------------------------------------------------------------------------------------" << std::endl;
AddLog(spdlog::level::level_enum::warn, "The '%s' options are for development purposes; use the '%s' options for default usage.\n", "DEV", "PROD");
std::cout << "----------------------------------------------------------------------------------------------------------------------" << std::endl;
AddLog(spdlog::level::level_enum::info, "%-6s ('0' = %s | '1' = %s).\n", "GAME", "DEV", "PROD");
AddLog(spdlog::level::level_enum::info, "%-6s ('2' = %s | '3' = %s).\n", "SERVER", "DEV", "PROD");
AddLog(spdlog::level::level_enum::info, "%-6s ('4' = %s | '5' = %s).\n", "CLIENT", "DEV", "PROD");
std::cout << "----------------------------------------------------------------------------------------------------------------------" << std::endl;
std::cout << "User input: ";
std::string input;
if (std::cin >> input)
{
try
{
eLaunchMode mode = static_cast<eLaunchMode>(std::stoi(input));
if (CreateLaunchContext(mode) && LaunchProcess())
{
return EXIT_SUCCESS;
}
else
{
AddLog(spdlog::level::level_enum::err, "Invalid mode (range 0-5).\n");
return EXIT_FAILURE;
}
}
catch (const std::exception& e)
{
AddLog(spdlog::level::level_enum::err, "SDK Launcher only takes numerical input (error = %s).\n", e.what());
return EXIT_FAILURE;
}
}
AddLog(spdlog::level::level_enum::err, "SDK Launcher requires numerical input.\n");
return EXIT_FAILURE;
}
///////////////////////////////////////////////////////////////////////////////
// Purpose: create launch context.
// Input : lMode -
// lState -
// *szCommandLine -
// Output : true on success, false otherwise.
///////////////////////////////////////////////////////////////////////////////
bool CLauncher::CreateLaunchContext(eLaunchMode lMode, const char* szCommandLine /*= nullptr*/, const char* szConfig /*= nullptr*/)
{
///////////////////////////////////////////////////////////////////////////
switch (lMode)
{
case eLaunchMode::LM_GAME_DEV:
{
if (!szConfig) { szConfig = "startup_dev.cfg"; }
SetupLaunchContext(szConfig, MAIN_WORKER_DLL, MAIN_GAME_DLL, szCommandLine);
AddLog(spdlog::level::level_enum::info, "*** LAUNCHING GAME [%s] ***\n", "DEV");
break;
}
case eLaunchMode::LM_GAME:
{
if (!szConfig) { szConfig = "startup_retail.cfg"; }
SetupLaunchContext(szConfig, MAIN_WORKER_DLL, MAIN_GAME_DLL, szCommandLine);
AddLog(spdlog::level::level_enum::info, "*** LAUNCHING GAME [%s] ***\n", "PROD");
break;
}
case eLaunchMode::LM_SERVER_DEV:
{
if (!szConfig) { szConfig = "startup_dedi_dev.cfg"; }
SetupLaunchContext(szConfig, SERVER_WORKER_DLL, SERVER_GAME_DLL, szCommandLine);
AddLog(spdlog::level::level_enum::info, "*** LAUNCHING SERVER [%s] ***\n", "DEV");
break;
}
case eLaunchMode::LM_SERVER:
{
if (!szConfig) { szConfig = "startup_dedi_retail.cfg"; }
SetupLaunchContext(szConfig, SERVER_WORKER_DLL, SERVER_GAME_DLL, szCommandLine);
AddLog(spdlog::level::level_enum::info, "*** LAUNCHING SERVER [%s] ***\n", "PROD");
break;
}
case eLaunchMode::LM_CLIENT_DEV:
{
if (!szConfig) { szConfig = "startup_client_dev.cfg"; }
SetupLaunchContext(szConfig, CLIENT_WORKER_DLL, MAIN_GAME_DLL, szCommandLine);
AddLog(spdlog::level::level_enum::info, "*** LAUNCHING CLIENT [%s] ***\n", "DEV");
break;
}
case eLaunchMode::LM_CLIENT:
{
if (!szConfig) { szConfig = "startup_client_retail.cfg"; }
SetupLaunchContext(szConfig, CLIENT_WORKER_DLL, MAIN_GAME_DLL, szCommandLine);
AddLog(spdlog::level::level_enum::info, "*** LAUNCHING CLIENT [%s] ***\n", "PROD");
break;
}
default:
{
AddLog(spdlog::level::level_enum::err, "No launch mode specified.\n");
return false;
}
}
return true;
}
///////////////////////////////////////////////////////////////////////////////
// Purpose: setup launch context.
// Input : *szConfig -
// *szWorkerDll -
// *szGameDll -
// *szCommandLine -
///////////////////////////////////////////////////////////////////////////////
void CLauncher::SetupLaunchContext(const char* szConfig, const char* szWorkerDll, const char* szGameDll, const char* szCommandLine)
{
CIOStream cfgFile;
string commandLine;
if (szConfig && szConfig[0])
{
if (cfgFile.Open(Format(GAME_CFG_PATH"%s", szConfig), CIOStream::READ))
{
if (!cfgFile.ReadString(commandLine))
{
AddLog(spdlog::level::level_enum::err, "Failed to read file '%s'!\n", szConfig);
}
}
else // Failed to open config file.
{
AddLog(spdlog::level::level_enum::err, "Failed to open file '%s'!\n", szConfig);
}
}
if (szCommandLine && szCommandLine[0])
{
commandLine.append(szCommandLine);
}
m_svWorkerDll = Format("%s\\%s", m_svCurrentDir.c_str(), szWorkerDll);
m_svGameExe = Format("%s\\%s", m_svCurrentDir.c_str(), szGameDll);
m_svCmdLine = Format("%s\\%s %s", m_svCurrentDir.c_str(), szGameDll, commandLine.c_str());
///////////////////////////////////////////////////////////////////////////
// Print the file paths and arguments.
std::cout << "----------------------------------------------------------------------------------------------------------------------" << std::endl;
AddLog(spdlog::level::level_enum::debug, "- CWD: %s\n", m_svCurrentDir.c_str());
AddLog(spdlog::level::level_enum::debug, "- EXE: %s\n", m_svGameExe.c_str());
AddLog(spdlog::level::level_enum::debug, "- DLL: %s\n", m_svWorkerDll.c_str());
AddLog(spdlog::level::level_enum::debug, "- CLI: %s\n", commandLine.c_str());
std::cout << "----------------------------------------------------------------------------------------------------------------------" << std::endl;
}
///////////////////////////////////////////////////////////////////////////////
// Purpose: launches the game with results from the setup
// Output : true on success, false otherwise
///////////////////////////////////////////////////////////////////////////////
bool CLauncher::LaunchProcess() const
{
///////////////////////////////////////////////////////////////////////////
// Build our list of dlls to inject.
LPCSTR DllsToInject[1] =
{
m_svWorkerDll.c_str()
};
STARTUPINFOA StartupInfo = { 0 };
PROCESS_INFORMATION ProcInfo = { 0 };
// Initialize startup info struct.
StartupInfo.cb = sizeof(STARTUPINFOA);
///////////////////////////////////////////////////////////////////////////
// Create the game process in a suspended state with our dll.
BOOL result = DetourCreateProcessWithDllsA
(
m_svGameExe.c_str(), // lpApplicationName
(LPSTR)m_svCmdLine.c_str(), // lpCommandLine
NULL, // lpProcessAttributes
NULL, // lpThreadAttributes
FALSE, // bInheritHandles
CREATE_SUSPENDED, // dwCreationFlags
NULL, // lpEnvironment
m_svCurrentDir.c_str(), // lpCurrentDirectory
&StartupInfo, // lpStartupInfo
&ProcInfo, // lpProcessInformation
sizeof(DllsToInject) / sizeof(LPCSTR), // nDlls
DllsToInject, // rlpDlls
NULL // pfCreateProcessA
);
///////////////////////////////////////////////////////////////////////////
// Failed to create the process.
if (!result)
{
PrintLastError();
return false;
}
///////////////////////////////////////////////////////////////////////////
// Resume the process.
ResumeThread(ProcInfo.hThread);
///////////////////////////////////////////////////////////////////////////
// Close the process and thread handles.
CloseHandle(ProcInfo.hProcess);
CloseHandle(ProcInfo.hThread);
return true;
}
///////////////////////////////////////////////////////////////////////////////
// Purpose: Window enumerator callback.
// Input : hwnd -
// lParam -
// Output : TRUE on success, FALSE otherwise.
///////////////////////////////////////////////////////////////////////////////
BOOL CALLBACK EnumWindowsProc(HWND hwnd, LPARAM lParam)
{
vector<HWND>* pHandles = reinterpret_cast<vector<HWND>*>(lParam);
if (!pHandles)
{
return FALSE;
}
char szClassName[256];
if (!GetClassNameA(hwnd, szClassName, 256))
{
return FALSE;
}
if (strcmp(szClassName, DEFAULT_WINDOW_CLASS_NAME) == 0)
{
pHandles->push_back(hwnd);
}
return TRUE;
}
///////////////////////////////////////////////////////////////////////////////
// EntryPoint.
///////////////////////////////////////////////////////////////////////////////
int main(int argc, char* argv[], char* envp[])
{
g_pLauncher->InitLogger();
if (argc < 2)
{
#ifdef NDEBUG
FreeConsole();
#endif // NDEBUG
g_pLauncher->RunSurface();
}
else
{
int results = g_pLauncher->HandleCommandLine(argc, argv);
if (results != -1)
return results;
return g_pLauncher->HandleInput();
}
return EXIT_SUCCESS;
}
///////////////////////////////////////////////////////////////////////////////
// Singleton Launcher.
///////////////////////////////////////////////////////////////////////////////
CLauncher* g_pLauncher(new CLauncher("win_console"));