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mirror of https://github.com/alliedmodders/hl2sdk.git synced 2024-12-23 01:59:43 +08:00

Imported more changes from sdk2013.

This commit is contained in:
Scott Ehlert 2017-05-30 15:22:52 -05:00
parent 9b952c8845
commit 80466261f6
18 changed files with 776 additions and 473 deletions

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@ -102,7 +102,7 @@ void CChoreoScene::choreoprintf( int level, const char *fmt, ... )
}
else
{
printf( string );
printf( "%s", string );
}
Msg( "%s", string );

Binary file not shown.

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@ -35,7 +35,7 @@ else
CC = /usr/bin/gcc
CPLUS = /usr/bin/g++
CLINK = /usr/bin/gcc
CPP_LIB = $(SRCDS_DIR)/bin/libstdc++.so.6 $(SRCDS_DIR)/bin/libgcc_s.so.1
CPP_LIB = #$(SRCDS_DIR)/bin/libstdc++.so.6 $(SRCDS_DIR)/bin/libgcc_s.so.1
endif
# put any compiler flags you want passed here
@ -57,6 +57,16 @@ DEBUG = false
#############################################################################
# Things below here shouldn't need to be altered
#############################################################################
IS_CLANG := $(shell $(CPP) --version | head -1 | grep clang > /dev/null && echo "1" || echo "0")
ifeq "$(IS_CLANG)" "1"
CPP_MAJOR := $(shell $(CPP) --version | grep clang | sed "s/.*version \([0-9]\)*\.[0-9]*.*/\1/")
CPP_MINOR := $(shell $(CPP) --version | grep clang | sed "s/.*version [0-9]*\.\([0-9]\)*.*/\1/")
else
CPP_MAJOR := $(shell $(CPP) -dumpversion >&1 | cut -b1)
CPP_MINOR := $(shell $(CPP) -dumpversion >&1 | cut -b3)
endif
MAKE = make
AR = "ar rvs"
@ -77,28 +87,38 @@ endif
# the CPU target for the build, must be i486 for now
ARCH = i486
ARCH_CFLAGS = -mtune=i686 -march=pentium3 -mmmx -m32
ARCH_CFLAGS = -mtune=i686 -march=pentium3 -mmmx -msse -msse2 -m32
ifeq "$(OS)" "Darwin"
DEFINES = -D_OSX -DOSX
DEFINES = -D_OSX -DOSX -D_DLL_EXT=.dylib
ARCH_CFLAGS += -mmacosx-version-min=10.5
SHLIBEXT = dylib
SHLIBLDFLAGS = -dynamiclib -mmacosx-version-min=10.5
SHLIBSUFFIX =
else
DEFINES = -D_LINUX -DLINUX
DEFINES = -D_LINUX -DLINUX -D_DLL_EXT=.so
SHLIBEXT = so
SHLIBLDFLAGS = -shared -Wl,-Map,$@_map.txt -Wl
SHLIBLDFLAGS = -shared -Wl,-Map,$@_map.txt
SHLIBSUFFIX = _srv
endif
DEFINES +=-DVPROF_LEVEL=1 -DSWDS -D_finite=finite -Dstricmp=strcasecmp -D_stricmp=strcasecmp -D_strnicmp=strncasecmp \
-Dstrnicmp=strncasecmp -D_vsnprintf=vsnprintf -D_alloca=alloca -Dstrcmpi=strcasecmp
-Dstrnicmp=strncasecmp -D_vsnprintf=vsnprintf -D_alloca=alloca -Dstrcmpi=strcasecmp -DPOSIX -DGNUC -DCOMPILER_GCC -DNO_MALLOC_OVERRIDE
UNDEF = -Usprintf -Ustrncpy -UPROTECTED_THINGS_ENABLE
BASE_CFLAGS = -fno-strict-aliasing -Wall -Wsign-compare -Werror -Wno-conversion -Wno-overloaded-virtual -Wno-non-virtual-dtor -Wno-invalid-offsetof \
-Wno-delete-non-virtual-dtor
-Wno-unknown-pragmas -Wno-unused
SHLIBCFLAGS = -fPIC
# Clang >= 3 || GCC >= 4.7
ifeq "$(shell expr $(IS_CLANG) \& $(CPP_MAJOR) \>= 3 \| $(CPP_MAJOR) \>= 4 \& $(CPP_MINOR) \>= 7)" "1"
BASE_CFLAGS += -Wno-delete-non-virtual-dtor -Wno-narrowing
endif
ifeq "$(shell expr $(IS_CLANG) \= 0 \& $(CPP_MAJOR) \>= 6)" "1"
BASE_CFLAGS += -Wno-nonnull-compare
endif
# Flags passed to the c compiler
CFLAGS = $(DEFINES) $(ARCH_CFLAGS) -O3 $(BASE_CFLAGS)
ifdef USER_CFLAGS

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@ -513,12 +513,14 @@ public:
case DC_AGE_DISCARD:
case DC_FLUSH_DISCARD:
case DC_REMOVED:
STORAGE_TYPE *p = (STORAGE_TYPE *)notification.clientId;
p->DestroyResource();
{
STORAGE_TYPE *p = (STORAGE_TYPE *)notification.clientId;
p->DestroyResource();
}
return true;
default:
return CDefaultDataCacheClient::HandleCacheNotification( notification );
}
return CDefaultDataCacheClient::HandleCacheNotification( notification );
}

View File

@ -14,6 +14,8 @@
#include "tier0/platform.h"
#include "appframework/IAppSystem.h"
class CFunctor;
enum LoaderError_t
{
LOADERERROR_NONE = 0,
@ -30,6 +32,8 @@ enum LoaderPriority_t
typedef void ( *QueuedLoaderCallback_t )( void *pContext, void *pContext2, const void *pData, int nSize, LoaderError_t loaderError );
typedef void ( *DynamicResourceCallback_t )( const char *pFilename, void *pContext, void *pContext2 );
struct LoaderJob_t
{
LoaderJob_t()
@ -106,7 +110,7 @@ public:
#define LOADER_DETAIL_LATECOMPLETIONS (1<<2)
#define LOADER_DETAIL_PURGES (1<<3)
#define QUEUEDLOADER_INTERFACE_VERSION "QueuedLoaderVersion001"
#define QUEUEDLOADER_INTERFACE_VERSION "QueuedLoaderVersion004"
abstract_class IQueuedLoader : public IAppSystem
{
public:
@ -122,6 +126,11 @@ public:
// injects a resource into the map's reslist, rejected if not understood
virtual void AddMapResource( const char *pFilename ) = 0;
// dynamically load a map resource
virtual void DynamicLoadMapResource( const char *pFilename, DynamicResourceCallback_t pCallback, void *pContext, void *pContext2 ) = 0;
virtual void QueueDynamicLoadFunctor( CFunctor* pFunctor ) = 0;
virtual bool CompleteDynamicLoad() = 0;
// callback is asynchronous
virtual bool ClaimAnonymousJob( const char *pFilename, QueuedLoaderCallback_t pCallback, void *pContext, void *pContext2 = NULL ) = 0;
// provides data if loaded, caller owns data
@ -134,6 +143,8 @@ public:
// callers can expect that jobs are not immediately started when batching
virtual bool IsBatching() const = 0;
virtual bool IsDynamic() const = 0;
// callers can conditionalize operational spew
virtual int GetSpewDetail() const = 0;

View File

@ -1,4 +1,4 @@
//====== Copyright © 1996-2004, Valve Corporation, All rights reserved. =======
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
@ -6,21 +6,24 @@
#undef PROTECTED_THINGS_ENABLE
#undef PROTECT_FILEIO_FUNCTIONS
#ifndef POSIX
#undef fopen
#endif
#if defined( _WIN32 ) && !defined( _X360 )
#include <windows.h>
#include <direct.h>
#include <io.h>
#include <process.h>
#elif defined( _LINUX ) || defined( __APPLE__ )
#elif defined( POSIX )
#include <unistd.h>
#define _putenv putenv
#define _chdir chdir
#define _access access
#endif
#include <stdio.h>
#include <sys/stat.h>
#include "tier1/strtools.h"
#include "tier1/utlbuffer.h"
#include "filesystem_init.h"
#include "tier0/icommandline.h"
#include "KeyValues.h"
@ -83,7 +86,7 @@ public:
if ( pValue )
{
m_bExisted = true;
m_OriginalValue.SetSize( strlen( pValue ) + 1 );
m_OriginalValue.SetSize( Q_strlen( pValue ) + 1 );
memcpy( m_OriginalValue.Base(), pValue, m_OriginalValue.Count() );
}
else
@ -144,16 +147,24 @@ public:
Q_vsnprintf( valueString, sizeof( valueString ), pValue, marker );
va_end( marker );
#ifdef WIN32
char str[4096];
Q_snprintf( str, sizeof( str ), "%s=%s", m_pVarName, valueString );
_putenv( str );
#else
setenv( m_pVarName, valueString, 1 );
#endif
}
void ClearValue()
{
#ifdef WIN32
char str[512];
Q_snprintf( str, sizeof( str ), "%s=", m_pVarName );
_putenv( str );
#else
setenv( m_pVarName, "", 1 );
#endif
}
private:
@ -213,6 +224,7 @@ CFSSearchPathsInit::CFSSearchPathsInit()
m_pDirectoryName = NULL;
m_pLanguage = NULL;
m_ModPath[0] = 0;
m_bMountHDContent = m_bLowViolence = false;
}
@ -248,47 +260,6 @@ const char *FileSystem_GetLastErrorString()
}
void AddLanguageGameDir( IFileSystem *pFileSystem, const char *pLocation, const char *pLanguage )
{
if ( IsX360() )
{
// 360 does not use this path for localization
return;
}
#if !defined( SWDS )
char temp[MAX_PATH];
Q_snprintf( temp, sizeof(temp), "%s_%s", pLocation, pLanguage );
pFileSystem->AddSearchPath( temp, "GAME", PATH_ADD_TO_TAIL );
if ( !pFileSystem->IsSteam() )
{
// also look in "..\localization\<folder>" if not running Steam
char baseDir[MAX_PATH];
char *tempPtr = NULL, *gameDir = NULL;
Q_strncpy( baseDir, pLocation, sizeof(baseDir) );
tempPtr = Q_strstr( baseDir, "\\game\\" );
if ( tempPtr )
{
gameDir = tempPtr + Q_strlen( "\\game\\" );
*tempPtr = 0;
Q_snprintf( temp, sizeof(temp), "%s%clocalization%c%s_%s", baseDir, CORRECT_PATH_SEPARATOR, CORRECT_PATH_SEPARATOR, gameDir, pLanguage );
pFileSystem->AddSearchPath( temp, "GAME", PATH_ADD_TO_TAIL );
}
}
#endif
}
void AddGameBinDir( IFileSystem *pFileSystem, const char *pLocation )
{
char temp[MAX_PATH];
Q_snprintf( temp, sizeof(temp), "%s%cbin", pLocation, CORRECT_PATH_SEPARATOR );
pFileSystem->AddSearchPath( temp, "GAMEBIN", PATH_ADD_TO_TAIL );
}
KeyValues* ReadKeyValuesFile( const char *pFilename )
{
// Read in the gameinfo.txt file and null-terminate it.
@ -376,7 +347,8 @@ bool FileSystem_GetExecutableDir( char *exedir, int exeDirLen )
Q_StrRight( exedir, 4, ext, sizeof( ext ) );
if ( ext[0] != CORRECT_PATH_SEPARATOR || Q_stricmp( ext+1, "bin" ) != 0 )
{
Q_strncat( exedir, "\\bin", exeDirLen, COPY_ALL_CHARACTERS );
Q_strncat( exedir, CORRECT_PATH_SEPARATOR_S, exeDirLen, COPY_ALL_CHARACTERS );
Q_strncat( exedir, "bin", exeDirLen, COPY_ALL_CHARACTERS );
Q_FixSlashes( exedir );
}
@ -489,124 +461,73 @@ FSReturnCode_t LoadGameInfoFile(
return FS_OK;
}
// checks the registry for the low violence setting
// Check "HKEY_CURRENT_USER\Software\Valve\Source\Settings" and "User Token 2" or "User Token 3"
bool IsLowViolenceBuild( void )
{
#if defined(_WIN32)
HKEY hKey;
char szValue[64];
unsigned long len = sizeof(szValue) - 1;
bool retVal = false;
if ( IsPC() && RegOpenKeyEx( HKEY_CURRENT_USER, "Software\\Valve\\Source\\Settings", NULL, KEY_READ, &hKey) == ERROR_SUCCESS )
{
// User Token 2
if ( RegQueryValueEx( hKey, "User Token 2", NULL, NULL, (unsigned char*)szValue, &len ) == ERROR_SUCCESS )
{
if ( Q_strlen( szValue ) > 0 )
{
retVal = true;
}
}
if ( !retVal )
{
// reset "len" for the next check
len = sizeof(szValue) - 1;
// User Token 3
if ( RegQueryValueEx( hKey, "User Token 3", NULL, NULL, (unsigned char*)szValue, &len ) == ERROR_SUCCESS )
{
if ( Q_strlen( szValue ) > 0 )
{
retVal = true;
}
}
}
RegCloseKey(hKey);
}
return retVal;
#elif _LINUX
return false;
#else
#error "Fix me"
#endif
}
static void FileSystem_AddLoadedSearchPath(
CFSSearchPathsInit &initInfo,
const char *pPathID,
bool *bFirstGamePath,
const char *pBaseDir,
const char *pLocation,
const char *fullLocationPath,
bool bLowViolence )
{
char fullLocationPath[MAX_PATH];
Q_MakeAbsolutePath( fullLocationPath, sizeof( fullLocationPath ), pLocation, pBaseDir );
// Now resolve any ./'s.
V_FixSlashes( fullLocationPath );
if ( !V_RemoveDotSlashes( fullLocationPath ) )
Error( "FileSystem_AddLoadedSearchPath - Can't resolve pathname for '%s'", fullLocationPath );
// Add language, mod, and gamebin search paths automatically.
if ( Q_stricmp( pPathID, "game" ) == 0 )
// Check for mounting LV game content in LV builds only
if ( V_stricmp( pPathID, "game_lv" ) == 0 )
{
// add the low violence path
if ( bLowViolence )
{
char szPath[MAX_PATH];
Q_snprintf( szPath, sizeof(szPath), "%s_lv", fullLocationPath );
initInfo.m_pFileSystem->AddSearchPath( szPath, pPathID, PATH_ADD_TO_TAIL );
}
// add the language path
if ( initInfo.m_pLanguage )
{
AddLanguageGameDir( initInfo.m_pFileSystem, fullLocationPath, initInfo.m_pLanguage );
}
// Not in LV build, don't mount
if ( !initInfo.m_bLowViolence )
return;
// Mount, as a game path
pPathID = "game";
}
// Check for mounting HD game content if enabled
if ( V_stricmp( pPathID, "game_hd" ) == 0 )
{
// Not in LV build, don't mount
if ( !initInfo.m_bMountHDContent )
return;
// Mount, as a game path
pPathID = "game";
}
// Special processing for ordinary game folders
if ( V_stristr( fullLocationPath, ".vpk" ) == NULL && Q_stricmp( pPathID, "game" ) == 0 )
{
if ( CommandLine()->FindParm( "-tempcontent" ) != 0 )
{
char szPath[MAX_PATH];
Q_snprintf( szPath, sizeof(szPath), "%s_tempcontent", fullLocationPath );
initInfo.m_pFileSystem->AddSearchPath( szPath, pPathID, PATH_ADD_TO_TAIL );
}
}
// mark the first "game" dir as the "MOD" dir
if ( *bFirstGamePath )
{
*bFirstGamePath = false;
initInfo.m_pFileSystem->AddSearchPath( fullLocationPath, "MOD", PATH_ADD_TO_TAIL );
Q_strncpy( initInfo.m_ModPath, fullLocationPath, sizeof( initInfo.m_ModPath ) );
}
// add the game bin
AddGameBinDir( initInfo.m_pFileSystem, fullLocationPath );
if ( initInfo.m_pLanguage &&
Q_stricmp( initInfo.m_pLanguage, "english" ) &&
V_strstr( fullLocationPath, "_english" ) != NULL )
{
char szPath[MAX_PATH];
char szLangString[MAX_PATH];
// Need to add a language version of this path first
Q_snprintf( szLangString, sizeof(szLangString), "_%s", initInfo.m_pLanguage);
V_StrSubst( fullLocationPath, "_english", szLangString, szPath, sizeof( szPath ), true );
initInfo.m_pFileSystem->AddSearchPath( szPath, pPathID, PATH_ADD_TO_TAIL );
}
initInfo.m_pFileSystem->AddSearchPath( fullLocationPath, pPathID, PATH_ADD_TO_TAIL );
}
bool FileSystem_IsHldsUpdateToolDedicatedServer()
static int SortStricmp( char * const * sz1, char * const * sz2 )
{
// To determine this, we see if the directory our executable was launched from is "orangebox".
// We only are under "orangebox" if we're run from hldsupdatetool.
char baseDir[MAX_PATH];
if ( !FileSystem_GetBaseDir( baseDir, sizeof( baseDir ) ) )
return false;
V_FixSlashes( baseDir );
V_StripTrailingSlash( baseDir );
const char *pLastDir = V_UnqualifiedFileName( baseDir );
return ( pLastDir && V_stricmp( pLastDir, "orangebox" ) == 0 );
return V_stricmp( *sz1, *sz2 );
}
FSReturnCode_t FileSystem_LoadSearchPaths( CFSSearchPathsInit &initInfo )
{
if ( !initInfo.m_pFileSystem || !initInfo.m_pDirectoryName )
@ -622,23 +543,41 @@ FSReturnCode_t FileSystem_LoadSearchPaths( CFSSearchPathsInit &initInfo )
if ( !FileSystem_GetBaseDir( baseDir, sizeof( baseDir ) ) )
return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetBaseDir failed." );
initInfo.m_ModPath[0] = 0;
// The MOD directory is always the one that contains gameinfo.txt
Q_strncpy( initInfo.m_ModPath, initInfo.m_pDirectoryName, sizeof( initInfo.m_ModPath ) );
#define GAMEINFOPATH_TOKEN "|gameinfo_path|"
#define BASESOURCEPATHS_TOKEN "|all_source_engine_paths|"
bool bLowViolence = IsLowViolenceBuild();
bool bFirstGamePath = true;
const char *pszExtraSearchPath = CommandLine()->ParmValue( "-insert_search_path" );
if ( pszExtraSearchPath )
{
CUtlStringList vecPaths;
V_SplitString( pszExtraSearchPath, ",", vecPaths );
FOR_EACH_VEC( vecPaths, idxExtraPath )
{
char szAbsSearchPath[MAX_PATH];
Q_StripPrecedingAndTrailingWhitespace( vecPaths[ idxExtraPath ] );
V_MakeAbsolutePath( szAbsSearchPath, sizeof( szAbsSearchPath ), vecPaths[ idxExtraPath ], baseDir );
V_FixSlashes( szAbsSearchPath );
if ( !V_RemoveDotSlashes( szAbsSearchPath ) )
Error( "Bad -insert_search_path - Can't resolve pathname for '%s'", szAbsSearchPath );
V_StripTrailingSlash( szAbsSearchPath );
FileSystem_AddLoadedSearchPath( initInfo, "GAME", szAbsSearchPath, false );
FileSystem_AddLoadedSearchPath( initInfo, "MOD", szAbsSearchPath, false );
}
}
bool bLowViolence = initInfo.m_bLowViolence;
for ( KeyValues *pCur=pSearchPaths->GetFirstValue(); pCur; pCur=pCur->GetNextValue() )
{
const char *pPathID = pCur->GetName();
const char *pLocation = pCur->GetString();
const char *pszBaseDir = baseDir;
if ( Q_stristr( pLocation, GAMEINFOPATH_TOKEN ) == pLocation )
{
pLocation += strlen( GAMEINFOPATH_TOKEN );
FileSystem_AddLoadedSearchPath( initInfo, pPathID, &bFirstGamePath, initInfo.m_pDirectoryName, pLocation, bLowViolence );
pszBaseDir = initInfo.m_pDirectoryName;
}
else if ( Q_stristr( pLocation, BASESOURCEPATHS_TOKEN ) == pLocation )
{
@ -650,26 +589,117 @@ FSReturnCode_t FileSystem_LoadSearchPaths( CFSSearchPathsInit &initInfo )
// We need a special identifier in the gameinfo.txt here because the base hl2 folder exists in different places.
// In the case of a game or a Steam-launched dedicated server, all the necessary prior engine content is mapped in with the Steam depots,
// so we can just use the path as-is.
// In the case of an hldsupdatetool dedicated server, the base hl2 folder is "..\..\hl2" (since we're up in the 'orangebox' folder).
pLocation += strlen( BASESOURCEPATHS_TOKEN );
}
// Add the Orange-box path (which also will include whatever the depots mapped in as well if we're
// running a Steam-launched app).
FileSystem_AddLoadedSearchPath( initInfo, pPathID, &bFirstGamePath, baseDir, pLocation, bLowViolence );
CUtlStringList vecFullLocationPaths;
char szAbsSearchPath[MAX_PATH];
V_MakeAbsolutePath( szAbsSearchPath, sizeof( szAbsSearchPath ), pLocation, pszBaseDir );
if ( FileSystem_IsHldsUpdateToolDedicatedServer() )
{
// If we're using the hldsupdatetool dedicated server, then go up a directory to get the ep1-era files too.
char ep1EraPath[MAX_PATH];
V_snprintf( ep1EraPath, sizeof( ep1EraPath ), "..%c%s", CORRECT_PATH_SEPARATOR, pLocation );
FileSystem_AddLoadedSearchPath( initInfo, pPathID, &bFirstGamePath, baseDir, ep1EraPath, bLowViolence );
}
// Now resolve any ./'s.
V_FixSlashes( szAbsSearchPath );
if ( !V_RemoveDotSlashes( szAbsSearchPath ) )
Error( "FileSystem_AddLoadedSearchPath - Can't resolve pathname for '%s'", szAbsSearchPath );
V_StripTrailingSlash( szAbsSearchPath );
// Don't bother doing any wildcard expansion unless it has wildcards. This avoids the weird
// thing with xxx_dir.vpk files being referred to simply as xxx.vpk.
if ( V_stristr( pLocation, "?") == NULL && V_stristr( pLocation, "*") == NULL )
{
vecFullLocationPaths.CopyAndAddToTail( szAbsSearchPath );
}
else
{
FileSystem_AddLoadedSearchPath( initInfo, pPathID, &bFirstGamePath, baseDir, pLocation, bLowViolence );
FileFindHandle_t findHandle = 0;
const char *pszFoundShortName = initInfo.m_pFileSystem->FindFirst( szAbsSearchPath, &findHandle );
if ( pszFoundShortName )
{
do
{
// We only know how to mount VPK's and directories
if ( pszFoundShortName[0] != '.' && ( initInfo.m_pFileSystem->FindIsDirectory( findHandle ) || V_stristr( pszFoundShortName, ".vpk" ) ) )
{
char szAbsName[MAX_PATH];
V_ExtractFilePath( szAbsSearchPath, szAbsName, sizeof( szAbsName ) );
V_AppendSlash( szAbsName, sizeof(szAbsName) );
V_strcat_safe( szAbsName, pszFoundShortName );
vecFullLocationPaths.CopyAndAddToTail( szAbsName );
// Check for a common mistake
if (
!V_stricmp( pszFoundShortName, "materials" )
|| !V_stricmp( pszFoundShortName, "maps" )
|| !V_stricmp( pszFoundShortName, "resource" )
|| !V_stricmp( pszFoundShortName, "scripts" )
|| !V_stricmp( pszFoundShortName, "sound" )
|| !V_stricmp( pszFoundShortName, "models" ) )
{
char szReadme[MAX_PATH];
V_ExtractFilePath( szAbsSearchPath, szReadme, sizeof( szReadme ) );
V_AppendSlash( szReadme, sizeof(szReadme) );
V_strcat_safe( szReadme, "readme.txt" );
Error(
"Tried to add %s as a search path.\n"
"\nThis is probably not what you intended.\n"
"\nCheck %s for more info\n",
szAbsName, szReadme );
}
}
pszFoundShortName = initInfo.m_pFileSystem->FindNext( findHandle );
} while ( pszFoundShortName );
initInfo.m_pFileSystem->FindClose( findHandle );
}
// Sort alphabetically. Also note that this will put
// all the xxx_000.vpk packs just before the corresponding
// xxx_dir.vpk
vecFullLocationPaths.Sort( SortStricmp );
// Now for any _dir.vpk files, remove the _nnn.vpk ones.
int idx = vecFullLocationPaths.Count()-1;
while ( idx > 0 )
{
char szTemp[ MAX_PATH ];
V_strcpy_safe( szTemp, vecFullLocationPaths[ idx ] );
--idx;
char *szDirVpk = V_stristr( szTemp, "_dir.vpk" );
if ( szDirVpk != NULL )
{
*szDirVpk = '\0';
while ( idx >= 0 )
{
char *pszPath = vecFullLocationPaths[ idx ];
if ( V_stristr( pszPath, szTemp ) != pszPath )
break;
delete pszPath;
vecFullLocationPaths.Remove( idx );
--idx;
}
}
}
}
// Parse Path ID list
CUtlStringList vecPathIDs;
V_SplitString( pCur->GetName(), "+", vecPathIDs );
FOR_EACH_VEC( vecPathIDs, idxPathID )
{
Q_StripPrecedingAndTrailingWhitespace( vecPathIDs[ idxPathID ] );
}
// Mount them.
FOR_EACH_VEC( vecFullLocationPaths, idxLocation )
{
FOR_EACH_VEC( vecPathIDs, idxPathID )
{
FileSystem_AddLoadedSearchPath( initInfo, vecPathIDs[ idxPathID ], vecFullLocationPaths[ idxLocation ], bLowViolence );
}
}
}
@ -679,15 +709,13 @@ FSReturnCode_t FileSystem_LoadSearchPaths( CFSSearchPathsInit &initInfo )
// when people forget to specify a search path.
initInfo.m_pFileSystem->MarkPathIDByRequestOnly( "executable_path", true );
initInfo.m_pFileSystem->MarkPathIDByRequestOnly( "gamebin", true );
initInfo.m_pFileSystem->MarkPathIDByRequestOnly( "download", true );
initInfo.m_pFileSystem->MarkPathIDByRequestOnly( "mod", true );
if ( initInfo.m_ModPath[0] != 0 )
{
// Add the write path last.
initInfo.m_pFileSystem->AddSearchPath( initInfo.m_ModPath, "DEFAULT_WRITE_PATH", PATH_ADD_TO_TAIL );
}
initInfo.m_pFileSystem->MarkPathIDByRequestOnly( "game_write", true );
initInfo.m_pFileSystem->MarkPathIDByRequestOnly( "mod_write", true );
#ifdef _DEBUG
initInfo.m_pFileSystem->PrintSearchPaths();
// initInfo.m_pFileSystem->PrintSearchPaths();
#endif
return FS_OK;
@ -954,60 +982,6 @@ bool DoesPathExistAlready( const char *pPathEnvVar, const char *pTestPath )
}
}
FSReturnCode_t SetSteamInstallPath( char *steamInstallPath, int steamInstallPathLen, CSteamEnvVars &steamEnvVars, bool bErrorsAsWarnings )
{
if ( IsConsole() )
{
// consoles don't use steam
return FS_MISSING_STEAM_DLL;
}
// Start at our bin directory and move up until we find a directory with steam.dll in it.
char executablePath[MAX_PATH];
if ( !FileSystem_GetExecutableDir( executablePath, sizeof( executablePath ) ) )
{
if ( bErrorsAsWarnings )
{
Warning( "SetSteamInstallPath: FileSystem_GetExecutableDir failed.\n" );
return FS_INVALID_PARAMETERS;
}
else
{
return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetExecutableDir failed." );
}
}
Q_strncpy( steamInstallPath, executablePath, steamInstallPathLen );
while ( 1 )
{
// Ignore steamapp.cfg here in case they're debugging. We still need to know the real steam path so we can find their username.
// find
if ( DoesFileExistIn( steamInstallPath, "steam.dll" ) && !DoesFileExistIn( steamInstallPath, "steamapp.cfg" ) )
break;
if ( !Q_StripLastDir( steamInstallPath, steamInstallPathLen ) )
{
if ( bErrorsAsWarnings )
{
Warning( "Can't find steam.dll relative to executable path: %s.\n", executablePath );
return FS_MISSING_STEAM_DLL;
}
else
{
return SetupFileSystemError( false, FS_MISSING_STEAM_DLL, "Can't find steam.dll relative to executable path: %s.", executablePath );
}
}
}
// Also, add the install path to their PATH environment variable, so filesystem_steam.dll can get to steam.dll.
char szPath[ 8192 ];
steamEnvVars.m_Path.GetValue( szPath, sizeof( szPath ) );
if ( !DoesPathExistAlready( szPath, steamInstallPath ) )
{
steamEnvVars.m_Path.SetValue( "%s;%s", szPath, steamInstallPath );
}
return FS_OK;
}
FSReturnCode_t GetSteamCfgPath( char *steamCfgPath, int steamCfgPathLen )
{
@ -1087,53 +1061,6 @@ void SetSteamUserPassphrase( KeyValues *pSteamInfo, CSteamEnvVars &steamEnvVars
}
}
void SetSteamAppId( KeyValues *pFileSystemInfo, const char *pGameInfoDirectory, CSteamEnvVars &steamEnvVars )
{
// SteamAppId is in gameinfo.txt->FileSystem->FileSystemInfo_Steam->SteamAppId.
int iAppId = pFileSystemInfo->GetInt( "SteamAppId", -1 );
if ( iAppId == -1 )
Error( "Missing SteamAppId in %s\\%s.", pGameInfoDirectory, GAMEINFO_FILENAME );
steamEnvVars.m_SteamAppId.SetValue( "%d", iAppId );
}
FSReturnCode_t SetupSteamStartupEnvironment( KeyValues *pFileSystemInfo, const char *pGameInfoDirectory, CSteamEnvVars &steamEnvVars )
{
// Ok, we're going to run Steam. See if they have SteamInfo.txt. If not, we'll try to deduce what we can.
char steamInfoFile[MAX_PATH];
Q_strncpy( steamInfoFile, pGameInfoDirectory, sizeof( steamInfoFile ) );
Q_AppendSlash( steamInfoFile, sizeof( steamInfoFile ) );
Q_strncat( steamInfoFile, "steaminfo.txt", sizeof( steamInfoFile ), COPY_ALL_CHARACTERS );
KeyValues *pSteamInfo = ReadKeyValuesFile( steamInfoFile );
char steamInstallPath[MAX_PATH];
FSReturnCode_t ret = SetSteamInstallPath( steamInstallPath, sizeof( steamInstallPath ), steamEnvVars, false );
if ( ret != FS_OK )
return ret;
SetSteamAppUser( pSteamInfo, steamInstallPath, steamEnvVars );
SetSteamUserPassphrase( pSteamInfo, steamEnvVars );
SetSteamAppId( pFileSystemInfo, pGameInfoDirectory, steamEnvVars );
if ( pSteamInfo )
pSteamInfo->deleteThis();
return FS_OK;
}
FSReturnCode_t GetSteamExtraAppId( const char *pDirectoryName, int *nExtraAppId )
{
// Now, load gameinfo.txt (to make sure it's there)
KeyValues *pMainFile, *pFileSystemInfo, *pSearchPaths;
FSReturnCode_t ret = LoadGameInfoFile( pDirectoryName, pMainFile, pFileSystemInfo, pSearchPaths );
if ( ret != FS_OK )
return ret;
*nExtraAppId = pFileSystemInfo->GetInt( "ToolsAppId", -1 );
pMainFile->deleteThis();
return FS_OK;
}
FSReturnCode_t FileSystem_SetBasePaths( IFileSystem *pFileSystem )
{
pFileSystem->RemoveSearchPaths( "EXECUTABLE_PATH" );
@ -1143,6 +1070,12 @@ FSReturnCode_t FileSystem_SetBasePaths( IFileSystem *pFileSystem )
return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetExecutableDir failed." );
pFileSystem->AddSearchPath( executablePath, "EXECUTABLE_PATH" );
if ( !FileSystem_GetBaseDir( executablePath, sizeof( executablePath ) ) )
return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetBaseDir failed." );
pFileSystem->AddSearchPath( executablePath, "BASE_PATH" );
return FS_OK;
}
@ -1158,41 +1091,31 @@ FSReturnCode_t FileSystem_GetFileSystemDLLName( char *pFileSystemDLL, int nMaxLe
char executablePath[MAX_PATH];
if ( !FileSystem_GetExecutableDir( executablePath, sizeof( executablePath ) ) )
return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetExecutableDir failed." );
#if defined( _WIN32 ) && !defined( _X360 )
// If filesystem_stdio.dll is missing or -steam is specified, then load filesystem_steam.dll.
// There are two command line parameters for Steam:
// 1) -steam (runs Steam in remote filesystem mode; requires Steam backend)
// 2) -steamlocal (runs Steam in local filesystem mode (all content off HDD)
Q_snprintf( pFileSystemDLL, nMaxLen, "%s%cfilesystem_stdio.dll", executablePath, CORRECT_PATH_SEPARATOR );
if ( CommandLine()->FindParm( "-steam" ) || CommandLine()->FindParm( "-steamlocal" ) || _access( pFileSystemDLL, 0 ) != 0 )
{
Q_snprintf( pFileSystemDLL, nMaxLen, "%s%cfilesystem_steam.dll", executablePath, CORRECT_PATH_SEPARATOR );
bSteam = true;
}
#elif defined( _X360 )
Q_snprintf( pFileSystemDLL, nMaxLen, "%s%cfilesystem_stdio.dll", executablePath, CORRECT_PATH_SEPARATOR );
#elif defined( _LINUX )
Q_snprintf( pFileSystemDLL, nMaxLen, "%s%cfilesystem_i486.so", executablePath, CORRECT_PATH_SEPARATOR );
#else
#error "define a filesystem dll name"
#endif
// Assume we'll use local files
Q_snprintf( pFileSystemDLL, nMaxLen, "%s%cfilesystem_stdio" DLL_EXT_STRING, executablePath, CORRECT_PATH_SEPARATOR );
#if !defined( _X360 )
// Use filsystem_steam if it exists?
#if defined( OSX ) || defined( LINUX )
struct stat statBuf;
#endif
if (
#if defined( OSX ) || defined( LINUX )
stat( pFileSystemDLL, &statBuf ) != 0
#else
_access( pFileSystemDLL, 0 ) != 0
#endif
) {
Q_snprintf( pFileSystemDLL, nMaxLen, "%s%cfilesystem_steam" DLL_EXT_STRING, executablePath, CORRECT_PATH_SEPARATOR );
bSteam = true;
}
#endif
return FS_OK;
}
//-----------------------------------------------------------------------------
// Sets up the steam.dll install path in our PATH env var (so you can then just
// LoadLibrary() on filesystem_steam.dll without having to copy steam.dll anywhere special )
//-----------------------------------------------------------------------------
FSReturnCode_t FileSystem_SetupSteamInstallPath()
{
CSteamEnvVars steamEnvVars;
char steamInstallPath[MAX_PATH];
FSReturnCode_t ret = SetSteamInstallPath( steamInstallPath, sizeof( steamInstallPath ), steamEnvVars, true );
steamEnvVars.m_Path.SetRestoreOriginalValue( false ); // We want to keep the change to the path going forward.
return ret;
}
//-----------------------------------------------------------------------------
// Sets up the steam environment + gets back the gameinfo.txt path
@ -1205,45 +1128,13 @@ FSReturnCode_t FileSystem_SetupSteamEnvironment( CFSSteamSetupInfo &fsInfo )
return ret;
// This is so that processes spawned by this application will have the same VPROJECT
#ifdef WIN32
char pEnvBuf[MAX_PATH+32];
Q_snprintf( pEnvBuf, sizeof(pEnvBuf), "%s=%s", GAMEDIR_TOKEN, fsInfo.m_GameInfoPath );
_putenv( pEnvBuf );
CSteamEnvVars steamEnvVars;
if ( fsInfo.m_bSteam )
{
if ( fsInfo.m_bToolsMode )
{
// Now, load gameinfo.txt (to make sure it's there)
KeyValues *pMainFile, *pFileSystemInfo, *pSearchPaths;
ret = LoadGameInfoFile( fsInfo.m_GameInfoPath, pMainFile, pFileSystemInfo, pSearchPaths );
if ( ret != FS_OK )
return ret;
// If filesystem_stdio.dll is missing or -steam is specified, then load filesystem_steam.dll.
// There are two command line parameters for Steam:
// 1) -steam (runs Steam in remote filesystem mode; requires Steam backend)
// 2) -steamlocal (runs Steam in local filesystem mode (all content off HDD)
// Setup all the environment variables related to Steam so filesystem_steam.dll knows how to initialize Steam.
ret = SetupSteamStartupEnvironment( pFileSystemInfo, fsInfo.m_GameInfoPath, steamEnvVars );
if ( ret != FS_OK )
return ret;
steamEnvVars.m_SteamAppId.SetRestoreOriginalValue( false ); // We want to keep the change to the path going forward.
// We're done with main file
pMainFile->deleteThis();
}
else if ( fsInfo.m_bSetSteamDLLPath )
{
// This is used by the engine to automatically set the path to their steam.dll when running the engine,
// so they can debug it without having to copy steam.dll up into their hl2.exe folder.
char steamInstallPath[MAX_PATH];
ret = SetSteamInstallPath( steamInstallPath, sizeof( steamInstallPath ), steamEnvVars, true );
steamEnvVars.m_Path.SetRestoreOriginalValue( false ); // We want to keep the change to the path going forward.
}
}
#else
setenv( GAMEDIR_TOKEN, fsInfo.m_GameInfoPath, 1 );
#endif
return FS_OK;
}
@ -1287,33 +1178,33 @@ FSReturnCode_t FileSystem_MountContent( CFSMountContentInfo &mountContentInfo )
// This part is Steam-only.
if ( mountContentInfo.m_pFileSystem->IsSteam() )
{
// Find out the "extra app id". This is for tools, which want to mount a base app's filesystem
// like HL2, then mount the SDK content (tools materials and models, etc) in addition.
int nExtraAppId = -1;
if ( mountContentInfo.m_bToolsMode )
{
FSReturnCode_t ret = GetSteamExtraAppId( mountContentInfo.m_pDirectoryName, &nExtraAppId );
if ( ret != FS_OK )
return ret;
}
return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "Should not be using filesystem_steam anymore!" );
// Set our working directory temporarily so Steam can remember it.
// This is what Steam strips off absolute filenames like c:\program files\valve\steam\steamapps\username\sourcesdk
// to get to the relative part of the path.
char baseDir[MAX_PATH], oldWorkingDir[MAX_PATH];
if ( !FileSystem_GetBaseDir( baseDir, sizeof( baseDir ) ) )
return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetBaseDir failed." );
Q_getwd( oldWorkingDir, sizeof( oldWorkingDir ) );
_chdir( baseDir );
// Filesystem_tools needs to add dependencies in here beforehand.
FilesystemMountRetval_t retVal = mountContentInfo.m_pFileSystem->MountSteamContent( nExtraAppId );
_chdir( oldWorkingDir );
if ( retVal != FILESYSTEM_MOUNT_OK )
return SetupFileSystemError( true, FS_UNABLE_TO_INIT, "Unable to mount Steam content in the file system" );
// // Find out the "extra app id". This is for tools, which want to mount a base app's filesystem
// // like HL2, then mount the SDK content (tools materials and models, etc) in addition.
// int nExtraAppId = -1;
// if ( mountContentInfo.m_bToolsMode )
// {
// // !FIXME! Here we need to mount the tools content (VPK's) in some way...?
// }
//
// // Set our working directory temporarily so Steam can remember it.
// // This is what Steam strips off absolute filenames like c:\program files\valve\steam\steamapps\username\sourcesdk
// // to get to the relative part of the path.
// char baseDir[MAX_PATH], oldWorkingDir[MAX_PATH];
// if ( !FileSystem_GetBaseDir( baseDir, sizeof( baseDir ) ) )
// return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetBaseDir failed." );
//
// Q_getwd( oldWorkingDir, sizeof( oldWorkingDir ) );
// _chdir( baseDir );
//
// // Filesystem_tools needs to add dependencies in here beforehand.
// FilesystemMountRetval_t retVal = mountContentInfo.m_pFileSystem->MountSteamContent( nExtraAppId );
//
// _chdir( oldWorkingDir );
//
// if ( retVal != FILESYSTEM_MOUNT_OK )
// return SetupFileSystemError( true, FS_UNABLE_TO_INIT, "Unable to mount Steam content in the file system" );
}
return FileSystem_SetBasePaths( mountContentInfo.m_pFileSystem );
@ -1342,17 +1233,9 @@ void FileSystem_ClearSteamEnvVars()
void FileSystem_AddSearchPath_Platform( IFileSystem *pFileSystem, const char *szGameInfoPath )
{
char platform[MAX_PATH];
if ( pFileSystem->IsSteam() )
{
// Steam doesn't support relative paths
Q_strncpy( platform, "platform", MAX_PATH );
}
else
{
Q_strncpy( platform, szGameInfoPath, MAX_PATH );
Q_StripTrailingSlash( platform );
Q_strncat( platform, "/../platform", MAX_PATH, MAX_PATH );
}
Q_strncpy( platform, szGameInfoPath, MAX_PATH );
Q_StripTrailingSlash( platform );
Q_strncat( platform, "/../platform", MAX_PATH, MAX_PATH );
pFileSystem->AddSearchPath( platform, "PLATFORM" );
}

View File

@ -1,4 +1,4 @@
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
@ -148,14 +148,17 @@ public:
// This specifies the directory where gameinfo.txt is. This must be set.
const char *m_pDirectoryName;
// If this is set, then it will add a search path with _<language> appended to the pathname
// for each search path with a path ID of "game".
// If this is set, then any search paths with a _english will be replaced with _m_pLanguage and added before the
// _english path
// (default: null)
const char *m_pLanguage;
// This is the filesystem FileSystem_LoadSearchPaths is talking to.
IFileSystem *m_pFileSystem;
bool m_bMountHDContent;
bool m_bLowViolence;
// Outputs.
public:
// This is the location of the first search path called "game", which also becomes your "mod" search path.
@ -206,11 +209,6 @@ void FileSystem_ClearSteamEnvVars();
// Find the steam.cfg above you for optional stuff
FSReturnCode_t GetSteamCfgPath( char *steamCfgPath, int steamCfgPathLen );
// Setup the Steam.dll path without needing all the extra gameinfo stuff first
// used by the CSteamApplication::Create() code to LoadModule() on the filesystem
// before the underlying apps know specific details about the environment to load
FSReturnCode_t FileSystem_SetupSteamInstallPath();
// Returns the last error.
const char *FileSystem_GetLastErrorString();

View File

@ -19,6 +19,12 @@
#endif
// This is a trick to get the DLL extension off the -D option on the command line.
#define DLLExtTokenPaste(x) #x
#define DLLExtTokenPaste2(x) DLLExtTokenPaste(x)
#define DLL_EXT_STRING DLLExtTokenPaste2( _DLL_EXT )
#include "protected_things.h"
// There's a different version of this file in the xbox codeline

View File

@ -337,6 +337,9 @@ typedef void * HINSTANCE;
#define ALIGN128 DECL_ALIGN(128)
// Pull in the /analyze code annotations.
#include "annotations.h"
// Linux had a few areas where it didn't construct objects in the same order that Windows does.
// So when CVProfile::CVProfile() would access g_pMemAlloc, it would crash because the allocator wasn't initalized yet.
#if defined(_LINUX) || defined(__APPLE__)

View File

@ -179,12 +179,18 @@ extern CreateInterfaceFn Sys_GetFactory( CSysModule *pModule );
extern CreateInterfaceFn Sys_GetFactory( const char *pModuleName );
extern CreateInterfaceFn Sys_GetFactoryThis( void );
enum Sys_Flags
{
SYS_NOFLAGS = 0x00,
SYS_NOLOAD = 0x01 // no loading, no ref-counting, only returns handle if lib is loaded.
};
//-----------------------------------------------------------------------------
// Load & Unload should be called in exactly one place for each module
// The factory for that module should be passed on to dependent components for
// proper versioning.
//-----------------------------------------------------------------------------
extern CSysModule *Sys_LoadModule( const char *pModuleName );
extern CSysModule *Sys_LoadModule( const char *pModuleName, Sys_Flags flags = SYS_NOFLAGS );
extern void Sys_UnloadModule( CSysModule *pModule );
// This is a helper function to load a module, get its factory, and get a specific interface.

View File

@ -1,4 +1,4 @@
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
@ -107,14 +107,14 @@ template < typename T >
class CArrayAutoPtr : public CPlainAutoPtr < T > // Warning: no polymorphic destructor (delete on base class will be a mistake)
{
public:
explicit CArrayAutoPtr( T *p = NULL ) { Attach( p ); }
~CArrayAutoPtr( void ) { Delete(); }
explicit CArrayAutoPtr( T *p = NULL ) { this->Attach( p ); }
~CArrayAutoPtr( void ) { this->Delete(); }
public:
void Delete( void ) { delete [] Detach(); }
void Delete( void ) { delete [] CPlainAutoPtr < T >::Detach(); }
public:
T & operator [] ( int k ) const { return Get()[ k ]; }
T & operator [] ( int k ) const { return CPlainAutoPtr < T >::Get()[ k ]; }
};

View File

@ -17,6 +17,7 @@
#include <ctype.h>
#include <wchar.h>
#include <math.h>
#include <wctype.h>
#endif
#include <string.h>
@ -137,13 +138,24 @@ void V_normalizeFloatString( char* pFloat );
// pDest[maxLen-1] is always NULL terminated if pSrc's length is >= maxLen.
//
// This means the last parameter can usually be a sizeof() of a string.
void V_strncpy( char *pDest, const char *pSrc, int maxLen );
void V_strncpy( OUT_Z_CAP(maxLenInChars) char *pDest, const char *pSrc, int maxLenInChars );
// Ultimate safe strcpy function, for arrays only -- buffer size is inferred by the compiler
template <size_t maxLenInChars> void V_strcpy_safe( OUT_Z_ARRAY char (&pDest)[maxLenInChars], const char *pSrc )
{
V_strncpy( pDest, pSrc, (int)maxLenInChars );
}
int V_snprintf( char *pDest, int destLen, const char *pFormat, ... );
void V_wcsncpy( wchar_t *pDest, wchar_t const *pSrc, int maxLenInBytes );
int V_snwprintf( wchar_t *pDest, int destLen, const wchar_t *pFormat, ... );
#define COPY_ALL_CHARACTERS -1
char *V_strncat(char *, const char *, size_t destBufferSize, int max_chars_to_copy=COPY_ALL_CHARACTERS );
char *V_strncat( INOUT_Z_CAP(cchDest) char *pDest, const char *pSrc, size_t cchDest, int max_chars_to_copy=COPY_ALL_CHARACTERS );
template <size_t cchDest> char *V_strcat_safe( INOUT_Z_ARRAY char (&pDest)[cchDest], const char *pSrc, int nMaxCharsToCopy=COPY_ALL_CHARACTERS )
{
return V_strncat( pDest, pSrc, (int)cchDest, nMaxCharsToCopy );
}
char *V_strnlwr(char *, size_t);
@ -169,16 +181,20 @@ typedef char * va_list;
#endif // _VA_LIST_DEFINED
#elif defined(_LINUX) || defined(__APPLE__)
#elif POSIX
#include <stdarg.h>
#endif
#ifdef _WIN32
#define CORRECT_PATH_SEPARATOR '\\'
#define CORRECT_PATH_SEPARATOR_S "\\"
#define INCORRECT_PATH_SEPARATOR '/'
#elif defined(_LINUX) || defined(__APPLE__)
#define INCORRECT_PATH_SEPARATOR_S "/"
#elif POSIX
#define CORRECT_PATH_SEPARATOR '/'
#define CORRECT_PATH_SEPARATOR_S "/"
#define INCORRECT_PATH_SEPARATOR '\\'
#define INCORRECT_PATH_SEPARATOR_S "\\"
#endif
int V_vsnprintf( char *pDest, int maxLen, const char *pFormat, va_list params );
@ -193,6 +209,16 @@ char *V_pretifynum( int64 value );
int V_UTF8ToUnicode( const char *pUTF8, wchar_t *pwchDest, int cubDestSizeInBytes );
int V_UnicodeToUTF8( const wchar_t *pUnicode, char *pUTF8, int cubDestSizeInBytes );
// strips leading and trailing whitespace; returns true if any characters were removed. UTF-8 and UTF-16 versions.
bool Q_StripPrecedingAndTrailingWhitespace( char *pch );
bool Q_StripPrecedingAndTrailingWhitespaceW( wchar_t *pwch );
// strips leading and trailing whitespace, also taking "aggressive" characters
// like punctuation spaces, non-breaking spaces, composing characters, and so on
bool Q_AggressiveStripPrecedingAndTrailingWhitespace( char *pch );
bool Q_AggressiveStripPrecedingAndTrailingWhitespaceW( wchar_t *pwch );
bool Q_RemoveAllEvilCharacters( char *pch );
// Functions for converting hexidecimal character strings back into binary data etc.
//
// e.g.,

View File

@ -17,6 +17,7 @@
#include "tier0/dbg.h"
#include <string.h>
#include "tier0/platform.h"
#include "mathlib/mathlib.h"
#include "tier0/memalloc.h"
#include "tier0/memdbgon.h"

View File

@ -790,5 +790,68 @@ void CUtlVector<T, A>::Validate( CValidator &validator, char *pchName )
}
#endif // DBGFLAG_VALIDATE
// A vector class for storing pointers, so that the elements pointed to by the pointers are deleted
// on exit.
template<class T> class CUtlVectorAutoPurge : public CUtlVector< T, CUtlMemory< T, int> >
{
public:
~CUtlVectorAutoPurge( void )
{
this->PurgeAndDeleteElements();
}
};
// easy string list class with dynamically allocated strings. For use with V_SplitString, etc.
// Frees the dynamic strings in destructor.
class CUtlStringList : public CUtlVectorAutoPurge< char *>
{
public:
void CopyAndAddToTail( char const *pString ) // clone the string and add to the end
{
char *pNewStr = new char[1 + strlen( pString )];
V_strcpy( pNewStr, pString );
AddToTail( pNewStr );
}
static int __cdecl SortFunc( char * const * sz1, char * const * sz2 )
{
return strcmp( *sz1, *sz2 );
}
inline void PurgeAndDeleteElements()
{
for( int i=0; i < m_Size; i++ )
{
delete [] Element(i);
}
Purge();
}
~CUtlStringList( void )
{
this->PurgeAndDeleteElements();
}
};
// <Sergiy> placing it here a few days before Cert to minimize disruption to the rest of codebase
class CSplitString: public CUtlVector<char*, CUtlMemory<char*, int> >
{
public:
CSplitString(const char *pString, const char *pSeparator);
CSplitString(const char *pString, const char **pSeparators, int nSeparators);
~CSplitString();
//
// NOTE: If you want to make Construct() public and implement Purge() here, you'll have to free m_szBuffer there
//
private:
void Construct(const char *pString, const char **pSeparators, int nSeparators);
void PurgeAndDeleteElements();
private:
char *m_szBuffer; // a copy of original string, with '\0' instead of separators
};
#endif // CCVECTOR_H

View File

@ -229,12 +229,12 @@ class CKeyValuesGrowableStringTable
public:
// Constructor
CKeyValuesGrowableStringTable() :
m_hashLookup( 2048, 0, 0, m_Functor, m_Functor ),
#ifdef PLATFORM_64BITS
m_vecStrings( 0, 4 * 512 * 1024 )
#else
m_vecStrings( 0, 512 * 1024 )
#endif
, m_hashLookup( 2048, 0, 0, m_Functor, m_Functor )
{
m_vecStrings.AddToTail( '\0' );
}
@ -1465,14 +1465,14 @@ const wchar_t *KeyValues::GetWString( const char *keyName, const wchar_t *defaul
bool KeyValues::GetBool( const char *keyName, bool defaultValue, bool* optGotDefault )
{
if ( FindKey( keyName ) )
{
if ( optGotDefault )
(*optGotDefault) = false;
{
if ( optGotDefault )
(*optGotDefault) = false;
return 0 != GetInt( keyName, 0 );
}
}
if ( optGotDefault )
(*optGotDefault) = true;
if ( optGotDefault )
(*optGotDefault) = true;
return defaultValue;
}
@ -3054,4 +3054,4 @@ bool CKeyValuesDumpContextAsDevMsg::KvWriteText( char const *szText )
Msg( "%s", szText );
}
return true;
}
}

View File

@ -137,12 +137,12 @@ unsigned FASTCALL HashStringCaselessConventional( const char *pszKey )
//-----------------------------------------------------------------------------
unsigned FASTCALL HashInt( const int n )
{
register unsigned even, odd;
unsigned even, odd;
even = g_nRandomValues[n & 0xff];
odd = g_nRandomValues[((n >> 8) & 0xff)];
even = g_nRandomValues[odd ^ (n >> 24)];
odd = g_nRandomValues[even ^ (n >> 16) & 0xff];
odd = g_nRandomValues[even ^ ((n >> 16) & 0xff)];
even = g_nRandomValues[odd ^ ((n >> 8) & 0xff)];
odd = g_nRandomValues[even ^ (n & 0xff)];
@ -154,16 +154,16 @@ unsigned FASTCALL HashInt( const int n )
//-----------------------------------------------------------------------------
unsigned FASTCALL Hash4( const void *pKey )
{
register const uint32 * p = (const uint32 *) pKey;
register unsigned even,
odd,
n;
const uint32 * p = (const uint32 *) pKey;
unsigned even,
odd,
n;
n = *p;
even = g_nRandomValues[n & 0xff];
odd = g_nRandomValues[((n >> 8) & 0xff)];
even = g_nRandomValues[odd ^ (n >> 24)];
odd = g_nRandomValues[even ^ (n >> 16) & 0xff];
odd = g_nRandomValues[even ^ ((n >> 16) & 0xff)];
even = g_nRandomValues[odd ^ ((n >> 8) & 0xff)];
odd = g_nRandomValues[even ^ (n & 0xff)];
@ -176,16 +176,16 @@ unsigned FASTCALL Hash4( const void *pKey )
//-----------------------------------------------------------------------------
unsigned FASTCALL Hash8( const void *pKey )
{
register const uint32 * p = (const uint32 *) pKey;
register unsigned even,
odd,
n;
const uint32 * p = (const uint32 *) pKey;
unsigned even,
odd,
n;
n = *p;
even = g_nRandomValues[n & 0xff];
odd = g_nRandomValues[((n >> 8) & 0xff)];
even = g_nRandomValues[odd ^ (n >> 24)];
odd = g_nRandomValues[even ^ (n >> 16) & 0xff];
odd = g_nRandomValues[even ^ ((n >> 16) & 0xff)];
even = g_nRandomValues[odd ^ ((n >> 8) & 0xff)];
odd = g_nRandomValues[even ^ (n & 0xff)];
@ -204,16 +204,16 @@ unsigned FASTCALL Hash8( const void *pKey )
//-----------------------------------------------------------------------------
unsigned FASTCALL Hash12( const void *pKey )
{
register const uint32 * p = (const uint32 *) pKey;
register unsigned even,
odd,
n;
const uint32 * p = (const uint32 *) pKey;
unsigned even,
odd,
n;
n = *p;
even = g_nRandomValues[n & 0xff];
odd = g_nRandomValues[((n >> 8) & 0xff)];
even = g_nRandomValues[odd ^ (n >> 24)];
odd = g_nRandomValues[even ^ (n >> 16) & 0xff];
odd = g_nRandomValues[even ^ ((n >> 16) & 0xff)];
even = g_nRandomValues[odd ^ ((n >> 8) & 0xff)];
odd = g_nRandomValues[even ^ (n & 0xff)];
@ -238,16 +238,16 @@ unsigned FASTCALL Hash12( const void *pKey )
//-----------------------------------------------------------------------------
unsigned FASTCALL Hash16( const void *pKey )
{
register const uint32 * p = (const uint32 *) pKey;
register unsigned even,
odd,
n;
const uint32 * p = (const uint32 *) pKey;
unsigned even,
odd,
n;
n = *p;
even = g_nRandomValues[n & 0xff];
odd = g_nRandomValues[((n >> 8) & 0xff)];
even = g_nRandomValues[odd ^ (n >> 24)];
odd = g_nRandomValues[even ^ (n >> 16) & 0xff];
odd = g_nRandomValues[even ^ ((n >> 16) & 0xff)];
even = g_nRandomValues[odd ^ ((n >> 8) & 0xff)];
odd = g_nRandomValues[even ^ (n & 0xff)];

View File

@ -142,53 +142,59 @@ struct ThreadedLoadLibaryContext_t
#ifdef _WIN32
// wraps LoadLibraryEx() since 360 doesn't support that
static HMODULE InternalLoadLibrary( const char *pName )
static HMODULE InternalLoadLibrary( const char *pName, Sys_Flags flags )
{
#if defined(_X360)
return LoadLibrary( pName );
#else
return LoadLibraryEx( pName, NULL, LOAD_WITH_ALTERED_SEARCH_PATH );
if ( flags & SYS_NOLOAD )
return GetModuleHandle( pName );
else
return LoadLibraryEx( pName, NULL, LOAD_WITH_ALTERED_SEARCH_PATH );
#endif
}
unsigned ThreadedLoadLibraryFunc( void *pParam )
{
ThreadedLoadLibaryContext_t *pContext = (ThreadedLoadLibaryContext_t*)pParam;
pContext->m_hLibrary = InternalLoadLibrary(pContext->m_pLibraryName);
pContext->m_hLibrary = InternalLoadLibrary( pContext->m_pLibraryName, SYS_NOFLAGS );
return 0;
}
#endif
HMODULE Sys_LoadLibrary( const char *pLibraryName )
#endif // _WIN32
HMODULE Sys_LoadLibrary( const char *pLibraryName, Sys_Flags flags )
{
char str[1024];
#if defined( _WIN32 ) && !defined( _X360 )
const char *pModuleExtension = ".dll";
const char *pModuleAddition = pModuleExtension;
#elif defined( _X360 )
const char *pModuleExtension = "_360.dll";
const char *pModuleAddition = pModuleExtension;
#elif defined( _LINUX )
const char *pModuleExtension = ".so";
const char *pModuleAddition = "_i486.so"; // if an extension is on the filename assume the i486 binary set
#elif defined( __APPLE__ )
const char *pModuleExtension = ".dylib";
const char *pModuleAddition = ".dylib";
#endif
char str[ 1024 ];
// Note: DLL_EXT_STRING can be "_srv.so" or "_360.dll". So be careful
// when using the V_*Extension* routines...
const char *pDllStringExtension = V_GetFileExtension( DLL_EXT_STRING );
const char *pModuleExtension = pDllStringExtension ? ( pDllStringExtension - 1 ) : DLL_EXT_STRING;
Q_strncpy( str, pLibraryName, sizeof(str) );
if ( !Q_stristr( str, pModuleExtension ) )
if ( IsX360() )
{
if ( IsX360() )
// old, probably busted, behavior for xbox
if ( !Q_stristr( str, pModuleExtension ) )
{
Q_StripExtension( str, str, sizeof(str) );
V_SetExtension( str, pModuleExtension, sizeof(str) );
}
Q_strncat( str, pModuleAddition, sizeof(str) );
}
else
{
// always force the final extension to be .dll
V_SetExtension( str, pModuleExtension, sizeof(str) );
}
Q_FixSlashes( str );
#ifdef _WIN32
ThreadedLoadLibraryFunc_t threadFunc = GetThreadedLoadLibraryFunc();
if ( !threadFunc )
return InternalLoadLibrary( str );
return InternalLoadLibrary( str, flags );
// We shouldn't be passing noload while threaded.
Assert( !( flags & SYS_NOLOAD ) );
ThreadedLoadLibaryContext_t context;
context.m_pLibraryName = str;
@ -209,28 +215,33 @@ HMODULE Sys_LoadLibrary( const char *pLibraryName )
ReleaseThreadHandle( h );
return context.m_hLibrary;
#elif defined _LINUX || defined __APPLE__
HMODULE ret = dlopen( str, RTLD_NOW );
if ( ! ret )
#elif POSIX
int dlopen_mode = RTLD_NOW;
if ( flags & SYS_NOLOAD )
dlopen_mode |= RTLD_NOLOAD;
HMODULE ret = ( HMODULE )dlopen( str, dlopen_mode );
if ( !ret && !( flags & SYS_NOLOAD ) )
{
const char *pError = dlerror();
if ( pError && ( strstr( pError, "No such file" ) == 0 ) )
if ( pError && ( strstr( pError, "No such file" ) == 0 ) && ( strstr( pError, "image not found" ) == 0 ) )
{
Msg( " failed to dlopen %s error=%s\n", str, pError );
}
}
return ret;
#endif
}
static bool s_bRunningWithDebugModules = false;
//-----------------------------------------------------------------------------
// Purpose: Loads a DLL/component from disk and returns a handle to it
// Input : *pModuleName - filename of the component
// Output : opaque handle to the module (hides system dependency)
//-----------------------------------------------------------------------------
CSysModule *Sys_LoadModule( const char *pModuleName )
CSysModule *Sys_LoadModule( const char *pModuleName, Sys_Flags flags /* = SYS_NOFLAGS (0) */ )
{
// If using the Steam filesystem, either the DLL must be a minimum footprint
// file in the depot (MFP) or a filesystem GetLocalCopy() call must be made
@ -247,7 +258,7 @@ CSysModule *Sys_LoadModule( const char *pModuleName )
int i = CommandLine()->FindParm( "-basedir" );
if ( i )
{
strcpy( szCwd, CommandLine()->GetParm( i+1 ) );
V_strcpy_safe( szCwd, CommandLine()->GetParm( i + 1 ) );
}
}
if (szCwd[strlen(szCwd) - 1] == '/' || szCwd[strlen(szCwd) - 1] == '\\' )
@ -256,7 +267,8 @@ CSysModule *Sys_LoadModule( const char *pModuleName )
}
char szAbsoluteModuleName[1024];
if ( strstr( pModuleName, "bin/") == pModuleName )
size_t cCwd = strlen( szCwd );
if ( strstr( pModuleName, "bin/") == pModuleName || ( szCwd[ cCwd - 1 ] == 'n' && szCwd[ cCwd - 2 ] == 'i' && szCwd[ cCwd - 3 ] == 'b' ) )
{
// don't make bin/bin path
Q_snprintf( szAbsoluteModuleName, sizeof(szAbsoluteModuleName), "%s/%s", szCwd, pModuleName );
@ -265,13 +277,13 @@ CSysModule *Sys_LoadModule( const char *pModuleName )
{
Q_snprintf( szAbsoluteModuleName, sizeof(szAbsoluteModuleName), "%s/bin/%s", szCwd, pModuleName );
}
hDLL = Sys_LoadLibrary( szAbsoluteModuleName );
hDLL = Sys_LoadLibrary( szAbsoluteModuleName, flags );
}
if ( !hDLL )
{
// full path failed, let LoadLibrary() try to search the PATH now
hDLL = Sys_LoadLibrary( pModuleName );
hDLL = Sys_LoadLibrary( pModuleName, flags );
#if defined( _DEBUG )
if ( !hDLL )
{
@ -293,28 +305,69 @@ CSysModule *Sys_LoadModule( const char *pModuleName )
LocalFree( (HLOCAL)lpMsgBuf );
#elif defined( _X360 )
Msg( "Failed to load %s:\n", pModuleName );
DWORD error = GetLastError();
Msg( "Error(%d) - Failed to load %s:\n", error, pModuleName );
#else
Error( "Failed to load %s: %s\n", pModuleName, dlerror() );
Msg( "Failed to load %s: %s\n", pModuleName, dlerror() );
#endif // _WIN32
}
#endif // DEBUG
}
#if !defined(LINUX)
// If running in the debugger, assume debug binaries are okay, otherwise they must run with -allowdebug
if ( !IsX360() && hDLL &&
!CommandLine()->FindParm( "-allowdebug" ) &&
!Sys_IsDebuggerPresent() )
if ( Sys_GetProcAddress( hDLL, "BuiltDebug" ) )
{
if ( Sys_GetProcAddress( hDLL, "BuiltDebug" ) )
if ( !IsX360() && hDLL &&
!CommandLine()->FindParm( "-allowdebug" ) &&
!Sys_IsDebuggerPresent() )
{
Error( "Module %s is a debug build\n", pModuleName );
}
DevWarning( "Module %s is a debug build\n", pModuleName );
if ( !s_bRunningWithDebugModules )
{
s_bRunningWithDebugModules = true;
#if 0 //def IS_WINDOWS_PC
char chMemoryName[ MAX_PATH ];
DebugKernelMemoryObjectName( chMemoryName );
(void) CreateFileMapping( INVALID_HANDLE_VALUE, NULL, PAGE_READWRITE, 0, 1024, chMemoryName );
// Created a shared memory kernel object specific to process id
// Existence of this object indicates that we have debug modules loaded
#endif
}
}
#endif
return reinterpret_cast<CSysModule *>(hDLL);
}
//-----------------------------------------------------------------------------
// Purpose: Determine if any debug modules were loaded
//-----------------------------------------------------------------------------
bool Sys_RunningWithDebugModules()
{
if ( !s_bRunningWithDebugModules )
{
#if 0 //def IS_WINDOWS_PC
char chMemoryName[ MAX_PATH ];
DebugKernelMemoryObjectName( chMemoryName );
HANDLE hObject = OpenFileMapping( FILE_MAP_READ, FALSE, chMemoryName );
if ( hObject && hObject != INVALID_HANDLE_VALUE )
{
CloseHandle( hObject );
s_bRunningWithDebugModules = true;
}
#endif
}
return s_bRunningWithDebugModules;
}
//-----------------------------------------------------------------------------
// Purpose: Unloads a DLL/component from

View File

@ -992,9 +992,240 @@ char *V_pretifynum( int64 value )
return out;
}
//-----------------------------------------------------------------------------
// Purpose: returns true if a wide character is a "mean" space; that is,
// if it is technically a space or punctuation, but causes disruptive
// behavior when used in names, web pages, chat windows, etc.
//
// characters in this set are removed from the beginning and/or end of strings
// by Q_AggressiveStripPrecedingAndTrailingWhitespaceW()
//-----------------------------------------------------------------------------
bool Q_IsMeanSpaceW( wchar_t wch )
{
bool bIsMean = false;
switch ( wch )
{
case L'\x0082': // BREAK PERMITTED HERE
case L'\x0083': // NO BREAK PERMITTED HERE
case L'\x00A0': // NO-BREAK SPACE
case L'\x034F': // COMBINING GRAPHEME JOINER
case L'\x2000': // EN QUAD
case L'\x2001': // EM QUAD
case L'\x2002': // EN SPACE
case L'\x2003': // EM SPACE
case L'\x2004': // THICK SPACE
case L'\x2005': // MID SPACE
case L'\x2006': // SIX SPACE
case L'\x2007': // figure space
case L'\x2008': // PUNCTUATION SPACE
case L'\x2009': // THIN SPACE
case L'\x200A': // HAIR SPACE
case L'\x200B': // ZERO-WIDTH SPACE
case L'\x200C': // ZERO-WIDTH NON-JOINER
case L'\x200D': // ZERO WIDTH JOINER
case L'\x200E': // LEFT-TO-RIGHT MARK
case L'\x2028': // LINE SEPARATOR
case L'\x2029': // PARAGRAPH SEPARATOR
case L'\x202F': // NARROW NO-BREAK SPACE
case L'\x2060': // word joiner
case L'\xFEFF': // ZERO-WIDTH NO BREAK SPACE
case L'\xFFFC': // OBJECT REPLACEMENT CHARACTER
bIsMean = true;
break;
}
return bIsMean;
}
//-----------------------------------------------------------------------------
// Purpose: Converts a UTF8 string into a unicode string
// Purpose: strips trailing whitespace; returns pointer inside string just past
// any leading whitespace.
//
// bAggresive = true causes this function to also check for "mean" spaces,
// which we don't want in persona names or chat strings as they're disruptive
// to the user experience.
//-----------------------------------------------------------------------------
static wchar_t *StripWhitespaceWorker( int cchLength, wchar_t *pwch, bool *pbStrippedWhitespace, bool bAggressive )
{
// walk backwards from the end of the string, killing any whitespace
*pbStrippedWhitespace = false;
wchar_t *pwchEnd = pwch + cchLength;
while ( --pwchEnd >= pwch )
{
if ( !iswspace( *pwchEnd ) && ( !bAggressive || !Q_IsMeanSpaceW( *pwchEnd ) ) )
break;
*pwchEnd = 0;
*pbStrippedWhitespace = true;
}
// walk forward in the string
while ( pwch < pwchEnd )
{
if ( !iswspace( *pwch ) )
break;
*pbStrippedWhitespace = true;
pwch++;
}
return pwch;
}
//-----------------------------------------------------------------------------
// Purpose: Strips all evil characters (ie. zero-width no-break space)
// from a string.
//-----------------------------------------------------------------------------
bool Q_RemoveAllEvilCharacters( char *pch )
{
// convert to unicode
int cch = Q_strlen( pch );
int cubDest = (cch + 1 ) * sizeof( wchar_t );
wchar_t *pwch = (wchar_t *)stackalloc( cubDest );
int cwch = Q_UTF8ToUnicode( pch, pwch, cubDest ) / sizeof( wchar_t );
bool bStrippedWhitespace = false;
// Walk through and skip over evil characters
int nWalk = 0;
for( int i=0; i<cwch; ++i )
{
if( !Q_IsMeanSpaceW( pwch[i] ) )
{
pwch[nWalk] = pwch[i];
++nWalk;
}
else
{
bStrippedWhitespace = true;
}
}
// Null terminate
pwch[nWalk-1] = L'\0';
// copy back, if necessary
if ( bStrippedWhitespace )
{
Q_UnicodeToUTF8( pwch, pch, cch );
}
return bStrippedWhitespace;
}
//-----------------------------------------------------------------------------
// Purpose: strips leading and trailing whitespace
//-----------------------------------------------------------------------------
bool Q_StripPrecedingAndTrailingWhitespaceW( wchar_t *pwch )
{
int cch = Q_wcslen( pwch );
// Early out and don't convert if we don't have any chars or leading/trailing ws.
if ( ( cch < 1 ) || ( !iswspace( pwch[ 0 ] ) && !iswspace( pwch[ cch - 1 ] ) ) )
return false;
// duplicate on stack
int cubDest = ( cch + 1 ) * sizeof( wchar_t );
wchar_t *pwchT = (wchar_t *)stackalloc( cubDest );
Q_wcsncpy( pwchT, pwch, cubDest );
bool bStrippedWhitespace = false;
pwchT = StripWhitespaceWorker( cch, pwch, &bStrippedWhitespace, false /* not aggressive */ );
// copy back, if necessary
if ( bStrippedWhitespace )
{
Q_wcsncpy( pwch, pwchT, cubDest );
}
return bStrippedWhitespace;
}
//-----------------------------------------------------------------------------
// Purpose: strips leading and trailing whitespace,
// and also strips punctuation and formatting characters with "clear"
// representations.
//-----------------------------------------------------------------------------
bool Q_AggressiveStripPrecedingAndTrailingWhitespaceW( wchar_t *pwch )
{
// duplicate on stack
int cch = Q_wcslen( pwch );
int cubDest = ( cch + 1 ) * sizeof( wchar_t );
wchar_t *pwchT = (wchar_t *)stackalloc( cubDest );
Q_wcsncpy( pwchT, pwch, cubDest );
bool bStrippedWhitespace = false;
pwchT = StripWhitespaceWorker( cch, pwch, &bStrippedWhitespace, true /* is aggressive */ );
// copy back, if necessary
if ( bStrippedWhitespace )
{
Q_wcsncpy( pwch, pwchT, cubDest );
}
return bStrippedWhitespace;
}
//-----------------------------------------------------------------------------
// Purpose: strips leading and trailing whitespace
//-----------------------------------------------------------------------------
bool Q_StripPrecedingAndTrailingWhitespace( char *pch )
{
int cch = Q_strlen( pch );
// Early out and don't convert if we don't have any chars or leading/trailing ws.
if ( ( cch < 1 ) || ( !isspace( (unsigned char)pch[ 0 ] ) && !isspace( (unsigned char)pch[ cch - 1 ] ) ) )
return false;
// convert to unicode
int cubDest = (cch + 1 ) * sizeof( wchar_t );
wchar_t *pwch = (wchar_t *)stackalloc( cubDest );
int cwch = Q_UTF8ToUnicode( pch, pwch, cubDest ) / sizeof( wchar_t );
bool bStrippedWhitespace = false;
pwch = StripWhitespaceWorker( cwch-1, pwch, &bStrippedWhitespace, false /* not aggressive */ );
// copy back, if necessary
if ( bStrippedWhitespace )
{
Q_UnicodeToUTF8( pwch, pch, cch );
}
return bStrippedWhitespace;
}
//-----------------------------------------------------------------------------
// Purpose: strips leading and trailing whitespace
//-----------------------------------------------------------------------------
bool Q_AggressiveStripPrecedingAndTrailingWhitespace( char *pch )
{
// convert to unicode
int cch = Q_strlen( pch );
int cubDest = (cch + 1 ) * sizeof( wchar_t );
wchar_t *pwch = (wchar_t *)stackalloc( cubDest );
int cwch = Q_UTF8ToUnicode( pch, pwch, cubDest ) / sizeof( wchar_t );
bool bStrippedWhitespace = false;
pwch = StripWhitespaceWorker( cwch-1, pwch, &bStrippedWhitespace, true /* is aggressive */ );
// copy back, if necessary
if ( bStrippedWhitespace )
{
Q_UnicodeToUTF8( pwch, pch, cch );
}
return bStrippedWhitespace;
}
//-----------------------------------------------------------------------------
// Purpose: Converts a ucs2 string to a unicode (wchar_t) one, no-op on win32
//-----------------------------------------------------------------------------
int V_UTF8ToUnicode( const char *pUTF8, wchar_t *pwchDest, int cubDestSizeInBytes )
{