csgo-2018-source/appframework/AppSystemGroup.cpp

983 lines
29 KiB
C++
Raw Normal View History

2021-07-25 12:11:47 +08:00
//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Defines a group of app systems that all have the same lifetime
// that need to be connected/initialized, etc. in a well-defined order
//
// $Revision: $
// $NoKeywords: $
//===========================================================================//
#include "tier0/platform.h"
#include "appframework/ilaunchermgr.h"
#if defined( PLATFORM_PS3)
#include "ps3/ps3_helpers.h"
#endif
#include "tier0/platwindow.h"
#include "appframework/IAppSystemGroup.h"
#include "appframework/iappsystem.h"
#include "interface.h"
#include "filesystem.h"
#include "filesystem_init.h"
#include <algorithm>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// constructor, destructor
//-----------------------------------------------------------------------------
extern ILoggingListener *g_pDefaultLoggingListener;
//-----------------------------------------------------------------------------
// constructor, destructor
//-----------------------------------------------------------------------------
CAppSystemGroup::CAppSystemGroup( CAppSystemGroup *pAppSystemParent ) : m_SystemDict(false, 0, 16)
{
m_pParentAppSystem = pAppSystemParent;
}
//-----------------------------------------------------------------------------
// Actually loads a DLL
//-----------------------------------------------------------------------------
CSysModule *CAppSystemGroup::LoadModuleDLL( const char *pDLLName )
{
return Sys_LoadModule( pDLLName );
}
//-----------------------------------------------------------------------------
// Methods to load + unload DLLs
//-----------------------------------------------------------------------------
AppModule_t CAppSystemGroup::LoadModule( const char *pDLLName )
{
// Remove the extension when creating the name.
int nLen = Q_strlen( pDLLName ) + 1;
char *pModuleName = (char*)stackalloc( nLen );
Q_StripExtension( pDLLName, pModuleName, nLen );
// See if we already loaded it...
for ( int i = m_Modules.Count(); --i >= 0; )
{
if ( m_Modules[i].m_pModuleName )
{
if ( !Q_stricmp( pModuleName, m_Modules[i].m_pModuleName ) )
return i;
}
}
CSysModule *pSysModule = LoadModuleDLL( pDLLName );
if (!pSysModule)
{
#ifdef _X360
Warning("AppFramework : Unable to load module %s! (err #%d)\n", pDLLName, GetLastError() );
#else
Warning("AppFramework : Unable to load module %s!\n", pDLLName );
#endif
return APP_MODULE_INVALID;
}
int nIndex = m_Modules.AddToTail();
m_Modules[nIndex].m_pModule = pSysModule;
m_Modules[nIndex].m_Factory = 0;
m_Modules[nIndex].m_pModuleName = (char*)malloc( nLen );
Q_strncpy( m_Modules[nIndex].m_pModuleName, pModuleName, nLen );
return nIndex;
}
int CAppSystemGroup::ReloadModule( const char * pDLLName )
{
// Remove the extension when creating the name.
int nLen = Q_strlen( pDLLName ) + 1;
char *pModuleName = (char*)stackalloc( nLen );
Q_StripExtension( pDLLName, pModuleName, nLen );
// See if we already loaded it...
for ( int i = m_Modules.Count(); --i >= 0; )
{
Module_t &module = m_Modules[i];
if ( module.m_pModuleName && !Q_stricmp( pModuleName, module.m_pModuleName ) )
{
// found the module, reload
Msg("Unloading module %s, dll %s\n", pModuleName, pDLLName );
Sys_UnloadModule( m_Modules[i].m_pModule );
Msg("Module %s unloaded, reloading\n", pModuleName );
CSysModule *pSysModule = NULL;
CreateInterfaceFn fnFactory = NULL;
while( !pSysModule )
{
pSysModule = LoadModuleDLL( pDLLName );
if( !pSysModule )
{
Warning("Cannot load, retrying in 5 seconds..\n");
ThreadSleep( 5000 );
}
fnFactory = Sys_GetFactory( pSysModule ) ;
if( !fnFactory )
{
Error( "Could not get factory from %s\n", pModuleName );
}
( *fnFactory )( "Reload Interface", NULL ); // let the CreateInterface function work and do after-reload stuff
}
Msg( "Reload complete, module %p->%p, factory %llx->%llx\n", module.m_pModule, pSysModule, (uint64)(uintp)module.m_Factory, (uint64)(uintp)fnFactory );
module.m_pModule = pSysModule;
if( module.m_Factory )
{ // don't reload factory pointer unless it was initialized to non-NULL
module.m_Factory = fnFactory;
}
return 0; // no error
}
}
Warning( "No such module: '%s' in appsystem @%p. Dumping available modules:\n", pModuleName, this );
for ( int i = 0; i < m_Modules.Count(); ++i )
{
Module_t &module = m_Modules[i];
#ifdef _PS3
Msg( "%25s %llx %p %6d %6d bytes\n", module.m_pModuleName, (uint64)module.m_Factory, module.m_pModule, ( ( PS3_PrxLoadParametersBase_t *)module.m_pModule )->sysPrxId, ( ( PS3_PrxLoadParametersBase_t *)module.m_pModule )->cbSize );
#else
Msg("%25s %p %p\n", module.m_pModuleName, (void*)module.m_Factory, module.m_pModule );
#endif
}
return m_pParentAppSystem ? m_pParentAppSystem->ReloadModule( pDLLName ) : -1;
}
AppModule_t CAppSystemGroup::LoadModule( CreateInterfaceFn factory )
{
if (!factory)
{
Warning("AppFramework : Unable to load module %p!\n", factory );
return APP_MODULE_INVALID;
}
// See if we already loaded it...
for ( int i = m_Modules.Count(); --i >= 0; )
{
if ( m_Modules[i].m_Factory )
{
if ( m_Modules[i].m_Factory == factory )
return i;
}
}
int nIndex = m_Modules.AddToTail();
m_Modules[nIndex].m_pModule = NULL;
m_Modules[nIndex].m_Factory = factory;
m_Modules[nIndex].m_pModuleName = NULL;
return nIndex;
}
void CAppSystemGroup::UnloadAllModules()
{
// NOTE: Iterate in reverse order so they are unloaded in opposite order
// from loading
for (int i = m_Modules.Count(); --i >= 0; )
{
if ( m_Modules[i].m_pModule )
{
Sys_UnloadModule( m_Modules[i].m_pModule );
}
if ( m_Modules[i].m_pModuleName )
{
free( m_Modules[i].m_pModuleName );
}
}
m_Modules.RemoveAll();
}
//-----------------------------------------------------------------------------
// Methods to add/remove various global singleton systems
//-----------------------------------------------------------------------------
IAppSystem *CAppSystemGroup::AddSystem( AppModule_t module, const char *pInterfaceName )
{
if (module == APP_MODULE_INVALID)
return NULL;
int nFoundIndex = m_SystemDict.Find( pInterfaceName );
if ( nFoundIndex != m_SystemDict.InvalidIndex() )
{
Warning("AppFramework : Attempted to add two systems with the same interface name %s!\n", pInterfaceName );
return m_Systems[ m_SystemDict[nFoundIndex] ];
}
Assert( (module >= 0) && (module < m_Modules.Count()) );
CreateInterfaceFn pFactory = m_Modules[module].m_pModule ? Sys_GetFactory( m_Modules[module].m_pModule ) : m_Modules[module].m_Factory;
int retval;
void *pSystem = pFactory( pInterfaceName, &retval );
if ((retval != IFACE_OK) || (!pSystem))
{
Warning("AppFramework : Unable to create system %s!\n", pInterfaceName );
return NULL;
}
IAppSystem *pAppSystem = static_cast<IAppSystem*>(pSystem);
int sysIndex = m_Systems.AddToTail( pAppSystem );
// Inserting into the dict will help us do named lookup later
MEM_ALLOC_CREDIT();
m_SystemDict.Insert( pInterfaceName, sysIndex );
return pAppSystem;
}
static const char *g_StageLookup[] =
{
"CREATION",
"LOADING DEPENDENCIES",
"CONNECTION",
"PREINITIALIZATION",
"INITIALIZATION",
"POSTINITIALIZATION",
"RUNNING",
"PRESHUTDOWN",
"SHUTDOWN",
"POSTSHUTDOWN",
"DISCONNECTION",
"DESTRUCTION",
};
void CAppSystemGroup::ReportStartupFailure( int nErrorStage, int nSysIndex )
{
COMPILE_TIME_ASSERT( APPSYSTEM_GROUP_STAGE_COUNT == ARRAYSIZE( g_StageLookup ) );
const char *pszStageDesc = "Unknown";
if ( nErrorStage >= 0 && nErrorStage < ( int )ARRAYSIZE( g_StageLookup ) )
{
pszStageDesc = g_StageLookup[ nErrorStage ];
}
const char *pszSystemName = "(Unknown)";
for ( int i = m_SystemDict.First(); i != m_SystemDict.InvalidIndex(); i = m_SystemDict.Next( i ) )
{
if ( m_SystemDict[ i ] != nSysIndex )
continue;
pszSystemName = m_SystemDict.GetElementName( i );
break;
}
// Walk the dictionary
Warning( "System (%s) failed during stage %s\n", pszSystemName, pszStageDesc );
}
void CAppSystemGroup::AddSystem( IAppSystem *pAppSystem, const char *pInterfaceName )
{
if ( !pAppSystem )
return;
int sysIndex = m_Systems.AddToTail( pAppSystem );
// Inserting into the dict will help us do named lookup later
MEM_ALLOC_CREDIT();
m_SystemDict.Insert( pInterfaceName, sysIndex );
}
void CAppSystemGroup::RemoveAllSystems()
{
// NOTE: There's no deallcation here since we don't really know
// how the allocation has happened. We could add a deallocation method
// to the code in interface.h; although when the modules are unloaded
// the deallocation will happen anyways
m_Systems.RemoveAll();
m_SystemDict.RemoveAll();
}
//-----------------------------------------------------------------------------
// Simpler method of doing the LoadModule/AddSystem thing.
//-----------------------------------------------------------------------------
bool CAppSystemGroup::AddSystems( AppSystemInfo_t *pSystemList )
{
while ( pSystemList->m_pModuleName[0] )
{
AppModule_t module = LoadModule( pSystemList->m_pModuleName );
IAppSystem *pSystem = AddSystem( module, pSystemList->m_pInterfaceName );
if ( !pSystem )
{
Warning( "Unable to load interface %s from %s, requested from EXE.\n", pSystemList->m_pInterfaceName, pSystemList->m_pModuleName );
return false;
}
++pSystemList;
}
return true;
}
//-----------------------------------------------------------------------------
// Methods to find various global singleton systems
//-----------------------------------------------------------------------------
void *CAppSystemGroup::FindSystem( const char *pSystemName )
{
unsigned short i = m_SystemDict.Find( pSystemName );
if (i != m_SystemDict.InvalidIndex())
return m_Systems[m_SystemDict[i]];
// If it's not an interface we know about, it could be an older
// version of an interface, or maybe something implemented by
// one of the instantiated interfaces...
// QUESTION: What order should we iterate this in?
// It controls who wins if multiple ones implement the same interface
for ( i = 0; i < m_Systems.Count(); ++i )
{
void *pInterface = m_Systems[i]->QueryInterface( pSystemName );
if (pInterface)
return pInterface;
}
int nExternalCount = m_NonAppSystemFactories.Count();
for ( i = 0; i < nExternalCount; ++i )
{
void *pInterface = m_NonAppSystemFactories[i]( pSystemName, NULL );
if (pInterface)
return pInterface;
}
if ( m_pParentAppSystem )
{
void* pInterface = m_pParentAppSystem->FindSystem( pSystemName );
if ( pInterface )
return pInterface;
}
// No dice..
return NULL;
}
//-----------------------------------------------------------------------------
// Adds a factory to the system so other stuff can query it. Triggers a connect systems
//-----------------------------------------------------------------------------
void CAppSystemGroup::AddNonAppSystemFactory( CreateInterfaceFn fn )
{
m_NonAppSystemFactories.AddToTail( fn );
}
//-----------------------------------------------------------------------------
// Removes a factory, triggers a disconnect call if it succeeds
//-----------------------------------------------------------------------------
void CAppSystemGroup::RemoveNonAppSystemFactory( CreateInterfaceFn fn )
{
m_NonAppSystemFactories.FindAndRemove( fn );
}
//-----------------------------------------------------------------------------
// Causes the systems to reconnect to an interface
//-----------------------------------------------------------------------------
void CAppSystemGroup::ReconnectSystems( const char *pInterfaceName )
{
// Let the libraries regrab the specified interface
for (int i = 0; i < m_Systems.Count(); ++i )
{
IAppSystem *pSystem = m_Systems[i];
pSystem->Reconnect( GetFactory(), pInterfaceName );
}
}
//-----------------------------------------------------------------------------
// Gets at the parent appsystem group
//-----------------------------------------------------------------------------
CAppSystemGroup *CAppSystemGroup::GetParent()
{
return m_pParentAppSystem;
}
//-----------------------------------------------------------------------------
// Deals with sorting dependencies and finding circular dependencies
//-----------------------------------------------------------------------------
void CAppSystemGroup::ComputeDependencies( LibraryDependencies_t &depend )
{
bool bDone = false;
while ( !bDone )
{
bDone = true;
// If i depends on j, then i depends on what j depends on
// Add secondary dependencies to i. We stop when no dependencies are added
int nCount = depend.GetNumStrings();
for ( int i = 0; i < nCount; ++i )
{
int nDependentCount = depend[i].GetNumStrings();
for ( int j = 0; j < nDependentCount; ++j )
{
int nIndex = depend.Find( depend[i].String( j ) );
if ( nIndex == UTL_INVAL_SYMBOL )
continue;
int nSecondaryDepCount = depend[nIndex].GetNumStrings();
for ( int k = 0; k < nSecondaryDepCount; ++k )
{
// Don't bother if we already contain the secondary dependency
const char *pSecondaryDependency = depend[nIndex].String( k );
if ( depend[i].Find( pSecondaryDependency ) != UTL_INVAL_SYMBOL )
continue;
// Check for circular dependency
if ( !Q_stricmp( pSecondaryDependency, depend.String( i ) ) )
{
Warning( "Encountered a circular dependency with library %s!\n", pSecondaryDependency );
continue;
}
bDone = false;
depend[i].AddString( pSecondaryDependency );
nDependentCount = depend[i].GetNumStrings();
}
}
}
}
}
//-----------------------------------------------------------------------------
// Sorts dependencies
//-----------------------------------------------------------------------------
CAppSystemGroup::LibraryDependencies_t *CAppSystemGroup::sm_pSortDependencies;
bool CAppSystemGroup::SortLessFunc( const int &left, const int &right )
{
const char *pLeftInterface = sm_pSortDependencies->String( left );
const char *pRightInterface = sm_pSortDependencies->String( right );
bool bRightDependsOnLeft = ( (*sm_pSortDependencies)[pRightInterface].Find( pLeftInterface ) != UTL_INVAL_SYMBOL );
return ( bRightDependsOnLeft );
}
void CAppSystemGroup::SortDependentLibraries( LibraryDependencies_t &depend )
{
int nCount = depend.GetNumStrings();
int *pIndices = (int*)stackalloc( depend.GetNumStrings() * sizeof(int) );
for ( int i = 0; i < nCount; ++i )
{
pIndices[i] = i;
}
// Sort by dependency. Can't use fancy stl algorithms here because the sort func isn't strongly transitive.
// Using lame bubble sort instead. We could speed this up using a proper depth-first graph walk, but it's not worth the effort.
sm_pSortDependencies = &depend;
bool bChanged = true;
while ( bChanged )
{
bChanged = false;
for ( int i = 1; i < nCount; i++ )
{
for ( int j = 0; j < i; j++ )
{
if ( SortLessFunc( pIndices[i], pIndices[j] ) )
{
int nTmp = pIndices[i];
pIndices[i] = pIndices[j];
pIndices[j] = nTmp;
bChanged = true;
}
}
}
}
sm_pSortDependencies = NULL;
// This logic will make it so it respects the specified initialization order
// in the face of no dependencies telling the system otherwise.
// Doing this just for safety to reduce the amount of changed code
bool bDone = false;
while ( !bDone )
{
bDone = true;
for ( int i = 1; i < nCount; ++i )
{
int nLeft = pIndices[i-1];
int nRight = pIndices[i];
if ( nRight > nLeft )
continue;
const char *pLeftInterface = depend.String( nLeft );
const char *pRightInterface = depend.String( nRight );
bool bRightDependsOnLeft = ( depend[pRightInterface].Find( pLeftInterface ) != UTL_INVAL_SYMBOL );
if ( bRightDependsOnLeft )
continue;
Assert ( UTL_INVAL_SYMBOL == depend[pRightInterface].Find( pLeftInterface ) );
V_swap( pIndices[i], pIndices[i-1] );
bDone = false;
}
}
// Reorder appsystem list + dictionary indexing
Assert( m_Systems.Count() == nCount );
int nTempSize = nCount * sizeof(IAppSystem*);
IAppSystem **pTemp = (IAppSystem**)stackalloc( nTempSize );
memcpy( pTemp, m_Systems.Base(), nTempSize );
for ( int i = 0; i < nCount; ++i )
{
m_Systems[i] = pTemp[ pIndices[i] ];
}
// Remap system indices
for ( uint16 i = m_SystemDict.First(); i != m_SystemDict.InvalidIndex(); i = m_SystemDict.Next( i ) )
{
int j = 0;
for ( ; j < nCount; ++j )
{
if ( pIndices[j] == m_SystemDict[i] )
{
m_SystemDict[i] = j;
break;
}
}
Assert( j != nCount );
}
( void )stackfree( pTemp );
( void )stackfree( pIndices );
}
//-----------------------------------------------------------------------------
// Finds appsystem names
//-----------------------------------------------------------------------------
const char *CAppSystemGroup::FindSystemName( int nIndex )
{
for ( uint16 i = m_SystemDict.First(); i != m_SystemDict.InvalidIndex(); i = m_SystemDict.Next( i ) )
{
if ( m_SystemDict[i] == nIndex )
return m_SystemDict.GetElementName( i );
}
return NULL;
}
//-----------------------------------------------------------------------------
// Method to load all dependent systems
//-----------------------------------------------------------------------------
bool CAppSystemGroup::LoadDependentSystems()
{
LibraryDependencies_t dependencies;
// First, load dependencies.
for ( int i = 0; i < m_Systems.Count(); ++i )
{
IAppSystem *pSystem = m_Systems[i];
const char *pInterfaceName = FindSystemName( i );
dependencies.AddString( pInterfaceName );
const AppSystemInfo_t *pDependencies = pSystem->GetDependencies();
if ( !pDependencies )
continue;
for ( ; pDependencies->m_pInterfaceName && pDependencies->m_pInterfaceName[0]; ++pDependencies )
{
dependencies[ pInterfaceName ].AddString( pDependencies->m_pInterfaceName );
CreateInterfaceFn factory = GetFactory();
if ( factory( pDependencies->m_pInterfaceName, NULL ) )
continue;
AppModule_t module = LoadModule( pDependencies->m_pModuleName );
IAppSystem *pSystem = AddSystem( module, pDependencies->m_pInterfaceName );
if ( !pSystem )
{
Warning( "Unable to load interface %s from %s (Dependency of %s)\n", pDependencies->m_pInterfaceName, pDependencies->m_pModuleName, pInterfaceName );
return false;
}
}
}
ComputeDependencies( dependencies );
SortDependentLibraries( dependencies );
return true;
}
//-----------------------------------------------------------------------------
// Method to connect/disconnect all systems
//-----------------------------------------------------------------------------
bool CAppSystemGroup::ConnectSystems()
{
// Let the libraries grab any other interfaces they may need
for (int i = 0; i < m_Systems.Count(); ++i )
{
IAppSystem *pSystem = m_Systems[i];
if ( !pSystem->Connect( GetFactory() ) )
{
ReportStartupFailure( CONNECTION, i );
return false;
}
}
return true;
}
void CAppSystemGroup::DisconnectSystems()
{
// Disconnect in reverse order of connection
for (int i = m_Systems.Count(); --i >= 0; )
{
m_Systems[i]->Disconnect();
}
}
//-----------------------------------------------------------------------------
// Method to initialize/shutdown all systems
//-----------------------------------------------------------------------------
InitReturnVal_t CAppSystemGroup::InitSystems()
{
for (int nSystemsInitialized = 0; nSystemsInitialized < m_Systems.Count(); ++nSystemsInitialized )
{
InitReturnVal_t nRetVal = m_Systems[nSystemsInitialized]->Init();
if ( nRetVal != INIT_OK )
{
for( int nSystemsRewind = nSystemsInitialized; nSystemsRewind-->0; )
{
m_Systems[nSystemsRewind]->Shutdown();
}
ReportStartupFailure( INITIALIZATION, nSystemsInitialized );
return nRetVal;
}
}
return INIT_OK;
}
void CAppSystemGroup::ShutdownSystems()
{
// Shutdown in reverse order of initialization
for (int i = m_Systems.Count(); --i >= 0; )
{
m_Systems[i]->Shutdown();
}
}
//-----------------------------------------------------------------------------
// Window management
//-----------------------------------------------------------------------------
void* CAppSystemGroup::CreateAppWindow( void *hInstance, const char *pTitle, bool bWindowed, int w, int h, bool bResizing )
{
#if defined( PLATFORM_WINDOWS ) || defined( PLATFORM_OSX )
int nFlags = 0;
if ( !bWindowed )
{
nFlags |= WINDOW_CREATE_FULLSCREEN;
}
if ( bResizing )
{
nFlags |= WINDOW_CREATE_RESIZING;
}
PlatWindow_t hWnd = Plat_CreateWindow( hInstance, pTitle, w, h, nFlags );
if ( hWnd == PLAT_WINDOW_INVALID )
return NULL;
int CenterX, CenterY;
Plat_GetDesktopResolution( &CenterX, &CenterY );
CenterX = ( CenterX - w ) / 2;
CenterY = ( CenterY - h ) / 2;
CenterX = (CenterX < 0) ? 0: CenterX;
CenterY = (CenterY < 0) ? 0: CenterY;
// In VCR modes, keep it in the upper left so mouse coordinates are always relative to the window.
Plat_SetWindowPos( hWnd, CenterX, CenterY );
return hWnd;
#elif defined( PLATFORM_OSX )
extern ICocoaMgr *g_pCocoaMgr;
g_pCocoaMgr->CreateGameWindow( pTitle, bWindowed, w, h );
return (void*)Sys_GetFactoryThis(); // Other stuff will query for ICocoaBridge out of this.
#elif defined( PLATFORM_LINUX )
#ifndef DEDICATED
// PBTODO
// extern IGLXMgr *g_pGLXMgr;
// g_pGLXMgr->CreateWindow( pTitle, bWindowed, w, h );
return (void*)Sys_GetFactoryThis(); // Other stuff will query for ICocoaBridge out of this.
#endif
#endif
return NULL;
}
void CAppSystemGroup::SetAppWindowTitle( void* hWnd, const char *pTitle )
{
Plat_SetWindowTitle( (PlatWindow_t)hWnd, pTitle );
}
//-----------------------------------------------------------------------------
// Returns the stage at which the app system group ran into an error
//-----------------------------------------------------------------------------
CAppSystemGroup::AppSystemGroupStage_t CAppSystemGroup::GetCurrentStage() const
{
return m_nCurrentStage;
}
//-----------------------------------------------------------------------------
// Gets at a factory that works just like FindSystem
//-----------------------------------------------------------------------------
// This function is used to make this system appear to the outside world to
// function exactly like the currently existing factory system
CAppSystemGroup *s_pCurrentAppSystem;
void *AppSystemCreateInterfaceFn(const char *pName, int *pReturnCode)
{
void *pInterface = s_pCurrentAppSystem->FindSystem( pName );
if ( pReturnCode )
{
*pReturnCode = pInterface ? IFACE_OK : IFACE_FAILED;
}
return pInterface;
}
//-----------------------------------------------------------------------------
// Gets at a class factory for the topmost appsystem group in an appsystem stack
//-----------------------------------------------------------------------------
CreateInterfaceFn CAppSystemGroup::GetFactory()
{
return AppSystemCreateInterfaceFn;
}
//-----------------------------------------------------------------------------
// Main application loop
//-----------------------------------------------------------------------------
int CAppSystemGroup::Run()
{
// The factory now uses this app system group
s_pCurrentAppSystem = this;
// Load, connect, init
int nRetVal = OnStartup();
// NOTE: In case of OnStartup Failure
// On PS/3, not unloading the PRXes in order will cause crashes on quit, which is a TRC failure
// We probably should, but don't have to do this on all platforms, since it's not required to clean-up crash-free.
if ( m_nCurrentStage == RUNNING )
{
// Main loop implemented by the application
// FIXME: HACK workaround to avoid vgui porting
nRetVal = Main();
}
// Shutdown, disconnect, unload
OnShutdown();
// The factory now uses the parent's app system group
s_pCurrentAppSystem = GetParent();
return nRetVal;
}
//-----------------------------------------------------------------------------
// Virtual methods for override
//-----------------------------------------------------------------------------
int CAppSystemGroup::Startup()
{
return OnStartup();
}
void CAppSystemGroup::Shutdown()
{
return OnShutdown();
}
//-----------------------------------------------------------------------------
// Use this version in cases where you can't control the main loop and
// expect to be ticked
//-----------------------------------------------------------------------------
int CAppSystemGroup::OnStartup()
{
// The factory now uses this app system group
s_pCurrentAppSystem = this;
// Call an installed application creation function
m_nCurrentStage = CREATION;
if ( !Create() )
return -1;
// Load dependent libraries
m_nCurrentStage = DEPENDENCIES;
if ( !LoadDependentSystems() )
return -1;
// Let all systems know about each other
m_nCurrentStage = CONNECTION;
if ( !ConnectSystems() )
return -1;
// Allow the application to do some work before init
m_nCurrentStage = PREINITIALIZATION;
if ( !PreInit() )
return -1;
// Call Init on all App Systems
m_nCurrentStage = INITIALIZATION;
int nRetVal = InitSystems();
if ( nRetVal != INIT_OK )
return -1;
m_nCurrentStage = POSTINITIALIZATION;
if ( !PostInit() )
return -1;
m_nCurrentStage = RUNNING;
return nRetVal;
}
void CAppSystemGroup::OnShutdown()
{
// The factory now uses this app system group
s_pCurrentAppSystem = this;
switch( m_nCurrentStage )
{
case RUNNING:
case POSTINITIALIZATION:
break;
case PREINITIALIZATION:
case INITIALIZATION:
goto disconnect;
case CREATION:
case DEPENDENCIES:
case CONNECTION:
goto destroy;
default:
break;
}
// Allow the application to do some work before shutdown
m_nCurrentStage = PRESHUTDOWN;
PreShutdown();
// Cal Shutdown on all App Systems
m_nCurrentStage = SHUTDOWN;
ShutdownSystems();
// Allow the application to do some work after shutdown
m_nCurrentStage = POSTSHUTDOWN;
PostShutdown();
disconnect:
// Systems should disconnect from each other
m_nCurrentStage = DISCONNECTION;
DisconnectSystems();
destroy:
// Unload all DLLs loaded in the AppCreate block
m_nCurrentStage = DESTRUCTION;
RemoveAllSystems();
// Have to do this because the logging listeners & response policies may live in modules which are being unloaded
// @TODO: this seems like a bad legacy practice... app systems should unload their spew handlers gracefully.
LoggingSystem_ResetCurrentLoggingState();
Assert( g_pDefaultLoggingListener != NULL );
LoggingSystem_RegisterLoggingListener( g_pDefaultLoggingListener );
UnloadAllModules();
// Call an installed application destroy function
Destroy();
}
//-----------------------------------------------------------------------------
//
// This class represents a group of app systems that are loaded through steam
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CSteamAppSystemGroup::CSteamAppSystemGroup( IFileSystem *pFileSystem, CAppSystemGroup *pAppSystemParent )
{
m_pFileSystem = pFileSystem;
m_pGameInfoPath[0] = 0;
}
//-----------------------------------------------------------------------------
// Used by CSteamApplication to set up necessary pointers if we can't do it in the constructor
//-----------------------------------------------------------------------------
void CSteamAppSystemGroup::Setup( IFileSystem *pFileSystem, CAppSystemGroup *pParentAppSystem )
{
m_pFileSystem = pFileSystem;
m_pParentAppSystem = pParentAppSystem;
}
//-----------------------------------------------------------------------------
// Loads the module from Steam
//-----------------------------------------------------------------------------
CSysModule *CSteamAppSystemGroup::LoadModuleDLL( const char *pDLLName )
{
return m_pFileSystem->LoadModule( pDLLName );
}
//-----------------------------------------------------------------------------
// Returns the game info path
//-----------------------------------------------------------------------------
const char *CSteamAppSystemGroup::GetGameInfoPath() const
{
return m_pGameInfoPath;
}
//-----------------------------------------------------------------------------
// Sets up the search paths
//-----------------------------------------------------------------------------
bool CSteamAppSystemGroup::SetupSearchPaths( const char *pStartingDir, bool bOnlyUseStartingDir, bool bIsTool )
{
CFSSteamSetupInfo steamInfo;
steamInfo.m_pDirectoryName = pStartingDir;
steamInfo.m_bOnlyUseDirectoryName = bOnlyUseStartingDir;
steamInfo.m_bToolsMode = bIsTool;
steamInfo.m_bSetSteamDLLPath = true;
steamInfo.m_bSteam = m_pFileSystem->IsSteam();
if ( FileSystem_SetupSteamEnvironment( steamInfo ) != FS_OK )
return false;
CFSMountContentInfo fsInfo;
fsInfo.m_pFileSystem = m_pFileSystem;
fsInfo.m_bToolsMode = bIsTool;
fsInfo.m_pDirectoryName = steamInfo.m_GameInfoPath;
if ( FileSystem_MountContent( fsInfo ) != FS_OK )
return false;
// Finally, load the search paths for the "GAME" path.
CFSSearchPathsInit searchPathsInit;
searchPathsInit.m_pDirectoryName = steamInfo.m_GameInfoPath;
searchPathsInit.m_pFileSystem = fsInfo.m_pFileSystem;
if ( FileSystem_LoadSearchPaths( searchPathsInit ) != FS_OK )
return false;
FileSystem_AddSearchPath_Platform( fsInfo.m_pFileSystem, steamInfo.m_GameInfoPath );
Q_strncpy( m_pGameInfoPath, steamInfo.m_GameInfoPath, sizeof(m_pGameInfoPath) );
return true;
}