317 lines
8.8 KiB
C++
317 lines
8.8 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Defines the entry point for the console application
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//
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//===============================================================================
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//#include <sys/stat.h>
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//#include <time.h>
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#include <winsock2.h>
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#include <ws2tcpip.h>
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#include <conio.h >
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#include "tier1/utlvector.h"
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#include "tier0/icommandline.h"
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#include "tier2/tier2.h"
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#include "tier2/fileutils.h"
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#include "../../dx9sdk/include/d3d9.h"
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#include "../../dx9sdk/include/d3dx9.h"
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#define DEFAULT_PORT "20000"
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#define DEFAULT_SEND_BUF_LEN 40000
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#define DEFAULT_RECV_BUF_LEN 40000
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char g_pPathBase[MAX_PATH];
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bool g_bPrintDisassembly;
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// This guy just spins and compiles when a command comes in from the game
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void ServerThread( void * )
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{
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WSADATA wsaData;
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if( WSAStartup( 0x101, &wsaData ) != 0 )
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return;
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struct addrinfo *result = NULL, hints;
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ZeroMemory( &hints, sizeof(hints) );
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hints.ai_family = AF_INET;
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hints.ai_socktype = SOCK_STREAM;
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hints.ai_protocol = IPPROTO_TCP;
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hints.ai_flags = AI_PASSIVE;
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// Resolve the server address and port
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int nResult = getaddrinfo( NULL, DEFAULT_PORT, &hints, &result );
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if ( nResult != 0 )
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{
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printf( "getaddrinfo failed: %d\n", nResult );
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WSACleanup();
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return;
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}
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// Create a SOCKET for connecting to server
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SOCKET ListenSocket = socket( result->ai_family, result->ai_socktype, result->ai_protocol );
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if (ListenSocket == INVALID_SOCKET) {
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printf("socket failed: %ld\n", WSAGetLastError());
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freeaddrinfo(result);
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WSACleanup();
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return;
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}
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// Setup the TCP listening socket
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nResult = bind( ListenSocket, result->ai_addr, (int)result->ai_addrlen );
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if (nResult == SOCKET_ERROR)
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{
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printf("bind failed: %d\n", WSAGetLastError());
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freeaddrinfo(result);
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closesocket(ListenSocket);
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WSACleanup();
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return;
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}
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freeaddrinfo(result);
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nResult = listen( ListenSocket, SOMAXCONN );
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if ( nResult == SOCKET_ERROR )
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{
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printf( "listen failed: %d\n", WSAGetLastError() );
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closesocket( ListenSocket );
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WSACleanup();
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return;
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}
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printf( "Waiting for initial connection...\n" );
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// Accept a client socket
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SOCKET ClientSocket = accept( ListenSocket, NULL, NULL );
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if ( ClientSocket == INVALID_SOCKET )
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{
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printf( "accept failed: %d\n", WSAGetLastError() );
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closesocket( ListenSocket );
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WSACleanup();
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return;
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}
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// First connection
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printf( "Game connected\n" );
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char pRecbuf[DEFAULT_RECV_BUF_LEN]; // Text in command file from game
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uint32 pSendbuf[DEFAULT_SEND_BUF_LEN]; // Error string or binary shader blob in reply
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while ( true )
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{
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nResult = recv( ClientSocket, pRecbuf, DEFAULT_RECV_BUF_LEN, 0 );
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if ( nResult > 0 )
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{
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char *pShaderFilename = strtok ( pRecbuf, "\n");
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char pFullFilename[MAX_PATH];
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// If we took in a path on the commandline, we concatenate the incoming filenames with it
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if ( V_strlen( g_pPathBase ) > 0 )
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{
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V_strncpy( pFullFilename, g_pPathBase, MAX_PATH ); // base path
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V_strncat( pFullFilename, pShaderFilename, MAX_PATH );
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pShaderFilename = pFullFilename;
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}
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char *pShaderModel = strtok ( NULL, "\n");
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int nSendBufLen = 0;
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// Only try to compile if we have a recognized profile
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if ( !stricmp( pShaderModel, "vs_2_0" ) || !stricmp( pShaderModel, "ps_2_0" ) || !stricmp( pShaderModel, "ps_2_b" ) )
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{
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char *pNumMacros = strtok ( NULL, "\n");
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int nNumMacros = atoi( pNumMacros );
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// Read macros from the command file
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CUtlVector<D3DXMACRO> macros;
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D3DXMACRO macro;
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for ( int i=0; i<nNumMacros-1; i++ ) // The last one is the (null) one, so don't bother reading it
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{
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// Allocate and populate strings
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macro.Name = strtok( NULL, "\n");
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macro.Definition = strtok( NULL, "\n");
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macros.AddToTail( macro );
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}
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// Null macro at the end
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macro.Name = NULL;
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macro.Definition = NULL;
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macros.AddToTail( macro );
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LPD3DXBUFFER pShader, pErrorMessages;
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// This is the shader compiler we use for pre-ps30 shaders.
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// This utility needs to change if we want to do ps30 shaders (see logic in vertexshaderdx8.cpp)
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HRESULT hr = D3DXCompileShaderFromFile( pShaderFilename, macros.Base(), NULL /* LPD3DXINCLUDE */, "main",
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pShaderModel, 0, &pShader, &pErrorMessages,
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NULL /* LPD3DXCONSTANTTABLE *ppConstantTable */ );
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if ( hr != D3D_OK )
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{
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pSendbuf[0] = 0;
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printf( "Compilation error in %s\n", pShaderFilename );
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if ( pErrorMessages )
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{
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memcpy( pSendbuf+1, pErrorMessages->GetBufferPointer(), pErrorMessages->GetBufferSize() ); // Null-terminated string
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printf("%s\n", (const char*)(pSendbuf + 1 ));
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nSendBufLen = pErrorMessages->GetBufferSize() + 4; // account for uint32 at front of the buffer
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}
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else
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{
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((uint8*)(pSendbuf+1))[0] = '?';
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((uint8*)(pSendbuf+1))[1] = '\0';
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nSendBufLen = 2 + 4; // account for uint32 at front of the buffer
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}
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}
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else // Success!
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{
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// printf( "Compiled %s\n", pShaderFilename );
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pSendbuf[0] = pShader->GetBufferSize();
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memcpy( pSendbuf+1, pShader->GetBufferPointer(), pShader->GetBufferSize() );
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nSendBufLen = pShader->GetBufferSize() + 4; // account for uint32 at front of the buffer
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if ( g_bPrintDisassembly )
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{
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printf( "Filename: %s\n", pShaderFilename );
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printf( "Shader model: %s\n", pShaderModel );
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printf( "Macros: " );
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for ( int i = 0; i < nNumMacros - 1; i++ )
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printf( " %s\n", macros[i].Name );
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LPD3DXBUFFER pDisassembly = NULL;
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D3DXDisassembleShader( (const DWORD*)pShader->GetBufferPointer(), FALSE, "", &pDisassembly );
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if ( pDisassembly )
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{
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printf( "Disassembled shader:\n");
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puts( (const char*)pDisassembly->GetBufferPointer() );
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printf("\n");
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pDisassembly->Release();
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}
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}
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}
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if (pErrorMessages)
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{
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pErrorMessages->Release();
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}
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if (pShader)
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{
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pShader->Release();
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}
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// Purge the macro buffer
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macros.RemoveMultipleFromTail( nNumMacros );
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}
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else // Not a supported shader profile
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{
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pSendbuf[0] = 0;
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char *pCharSendbuff = (char *) (pSendbuf+1);
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V_snprintf( pCharSendbuff, DEFAULT_SEND_BUF_LEN, "Unsupported shader profile: %s\n", pShaderModel );
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nSendBufLen = strlen( pCharSendbuff ) + 4; // account for uint32 at front of the buffer
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}
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// Send the compiled shader back to the game
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int nSendResult = send( ClientSocket, (const char *)pSendbuf, nSendBufLen, 0 );
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if ( nSendResult == SOCKET_ERROR )
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{
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printf( "send failed: %d\n", WSAGetLastError() );
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closesocket( ClientSocket );
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WSACleanup();
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return;
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}
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}
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else // We had a game talking to us but it went away
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{
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printf( "Game went away, waiting for new connection...\n" );
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// Block again waiting to accept a connection
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ClientSocket = accept( ListenSocket, NULL, NULL );
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printf( "Game connected\n" );
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if ( ClientSocket == INVALID_SOCKET )
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{
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printf( "accept failed: %d\n", WSAGetLastError() );
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Assert( 0 );
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closesocket( ListenSocket );
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WSACleanup();
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return;
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}
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}
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}
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nResult = shutdown( ClientSocket, SD_SEND );
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if ( nResult == SOCKET_ERROR )
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{
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printf("shutdown failed: %d\n", WSAGetLastError());
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closesocket( ClientSocket );
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WSACleanup();
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return;
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}
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// cleanup
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closesocket( ClientSocket );
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WSACleanup();
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}
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void CheckPath( char *pPath )
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{
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int len = V_strlen( pPath );
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// If we don't have a path separator at the end of the path, put one there
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if ( ( pPath[len-1] != '\\' ) && ( pPath[len-1] != '/' ) )
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{
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V_strncat( pPath, CORRECT_PATH_SEPARATOR_S, MAX_PATH );
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}
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}
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int main(int argc, char* argv[])
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{
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if ( argc < 2 )
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{
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printf( "============================================================\n" );
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printf( " Please provide full path to shader directory. For example:\n" );
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printf( " U:\\piston\\staging\\src\\materialsystem\\stdshaders\\ \n");
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printf( "============================================================\n" );
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printf( " remoteshadercompiler will now exit!!! \n" );
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printf( "============================================================\n" );
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return 0;
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}
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printf( "========================================================\n");
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printf( "Remote shader compiler is running. Press ESCAPE to exit\n" );
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printf( "========================================================\n");
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// If we have a path specified on the commandline, we expect
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// that the remote machine is going to send base filenames only
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// and that we'll want to strcat this path onto the filename from the worker.
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//
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// For example, if you have your shader source on your Windows machine, you can use something like this:
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//
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// U:\piston\staging\src\materialsystem\stdshaders\
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//
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strcpy( g_pPathBase, argv[1] );
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if ( argc == 3 )
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{
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g_bPrintDisassembly = true;
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}
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CheckPath( g_pPathBase );
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// Kick off compile server thread
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_beginthread( ServerThread, 0, NULL );
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// Spin until escape
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while( _getch() != 27 )
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;
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return 0;
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}
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