vladislavbelov
6ca43f056d
Patch By: phosit Differential Revision: https://code.wildfiregames.com/D4677 This was SVN commit r27106.
747 lines
19 KiB
C++
747 lines
19 KiB
C++
/* Copyright (C) 2022 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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This module drives the game when running without Atlas (our integrated
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map editor). It receives input and OS messages via SDL and feeds them
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into the input dispatcher, where they are passed on to the game GUI and
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simulation.
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It also contains main(), which either runs the above controller or
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that of Atlas depending on commandline parameters.
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*/
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// not for any PCH effort, but instead for the (common) definitions
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// included there.
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#define MINIMAL_PCH 2
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#include "lib/precompiled.h"
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#include "lib/debug.h"
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#include "lib/status.h"
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#include "lib/secure_crt.h"
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#include "lib/frequency_filter.h"
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#include "lib/input.h"
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#include "lib/timer.h"
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#include "lib/external_libraries/libsdl.h"
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#include "ps/ArchiveBuilder.h"
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#include "ps/CConsole.h"
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#include "ps/CLogger.h"
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#include "ps/ConfigDB.h"
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#include "ps/Filesystem.h"
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#include "ps/Game.h"
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#include "ps/Globals.h"
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#include "ps/Hotkey.h"
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#include "ps/Loader.h"
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#include "ps/Mod.h"
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#include "ps/ModInstaller.h"
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#include "ps/Profile.h"
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#include "ps/Profiler2.h"
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#include "ps/Pyrogenesis.h"
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#include "ps/Replay.h"
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#include "ps/TouchInput.h"
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#include "ps/UserReport.h"
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#include "ps/Util.h"
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#include "ps/VideoMode.h"
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#include "ps/TaskManager.h"
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#include "ps/World.h"
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#include "ps/GameSetup/GameSetup.h"
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#include "ps/GameSetup/Atlas.h"
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#include "ps/GameSetup/Config.h"
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#include "ps/GameSetup/CmdLineArgs.h"
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#include "ps/GameSetup/Paths.h"
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#include "ps/XML/Xeromyces.h"
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#include "network/NetClient.h"
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#include "network/NetServer.h"
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#include "network/NetSession.h"
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#include "lobby/IXmppClient.h"
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#include "graphics/Camera.h"
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#include "graphics/GameView.h"
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#include "graphics/TextureManager.h"
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#include "gui/GUIManager.h"
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#include "renderer/backend/IDevice.h"
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#include "renderer/Renderer.h"
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#include "rlinterface/RLInterface.h"
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#include "scriptinterface/ScriptContext.h"
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#include "scriptinterface/ScriptEngine.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "scriptinterface/JSON.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/system/TurnManager.h"
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#include "soundmanager/ISoundManager.h"
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#if OS_UNIX
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#include <iostream>
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#include <unistd.h> // geteuid
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#endif // OS_UNIX
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#if OS_MACOSX
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#include "lib/sysdep/os/osx/osx_atlas.h"
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#endif
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#if MSC_VERSION
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#include <process.h>
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#define getpid _getpid // Use the non-deprecated function name
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#endif
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#if OS_WIN
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// We don't want to include Windows.h as it might mess up the rest
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// of the file so we just define DWORD as done in Windef.h.
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#ifndef DWORD
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typedef unsigned long DWORD;
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#endif // !DWORD
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// Request the high performance GPU on Windows by default if no system override is specified.
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// See:
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// - https://github.com/supertuxkart/stk-code/pull/4693/commits/0a99c667ef513b2ce0f5755729a6e05df8aac48a
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// - https://docs.nvidia.com/gameworks/content/technologies/desktop/optimus.htm
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// - https://gpuopen.com/learn/amdpowerxpressrequesthighperformance/
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extern "C"
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{
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__declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
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__declspec(dllexport) DWORD AmdPowerXpressRequestHighPerformance = 0x00000001;
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}
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#endif
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#include <chrono>
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extern CStrW g_UniqueLogPostfix;
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// Determines the lifetime of the mainloop
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enum ShutdownType
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{
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// The application shall continue the main loop.
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None,
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// The process shall terminate as soon as possible.
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Quit,
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// The engine should be restarted in the same process, for instance to activate different mods.
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Restart,
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// Atlas should be started in the same process.
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RestartAsAtlas
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};
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static ShutdownType g_Shutdown = ShutdownType::None;
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// to avoid redundant and/or recursive resizing, we save the new
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// size after VIDEORESIZE messages and only update the video mode
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// once per frame.
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// these values are the latest resize message, and reset to 0 once we've
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// updated the video mode
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static int g_ResizedW;
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static int g_ResizedH;
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static std::chrono::high_resolution_clock::time_point lastFrameTime;
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bool IsQuitRequested()
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{
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return g_Shutdown == ShutdownType::Quit;
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}
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void QuitEngine()
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{
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g_Shutdown = ShutdownType::Quit;
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}
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void RestartEngine()
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{
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g_Shutdown = ShutdownType::Restart;
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}
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void StartAtlas()
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{
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g_Shutdown = ShutdownType::RestartAsAtlas;
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}
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// main app message handler
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static InReaction MainInputHandler(const SDL_Event_* ev)
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{
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switch(ev->ev.type)
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{
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case SDL_WINDOWEVENT:
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switch(ev->ev.window.event)
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{
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case SDL_WINDOWEVENT_RESIZED:
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g_ResizedW = ev->ev.window.data1;
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g_ResizedH = ev->ev.window.data2;
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break;
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case SDL_WINDOWEVENT_MOVED:
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g_VideoMode.UpdatePosition(ev->ev.window.data1, ev->ev.window.data2);
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}
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break;
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case SDL_QUIT:
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QuitEngine();
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break;
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case SDL_DROPFILE:
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{
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char* dropped_filedir = ev->ev.drop.file;
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const Paths paths(g_CmdLineArgs);
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CModInstaller installer(paths.UserData() / "mods", paths.Cache());
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installer.Install(std::string(dropped_filedir), g_ScriptContext, true);
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SDL_free(dropped_filedir);
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if (installer.GetInstalledMods().empty())
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LOGERROR("Failed to install mod %s", dropped_filedir);
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else
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{
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LOGMESSAGE("Installed mod %s", installer.GetInstalledMods().front());
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ScriptInterface modInterface("Engine", "Mod", g_ScriptContext);
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g_Mods.UpdateAvailableMods(modInterface);
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RestartEngine();
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}
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break;
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}
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case SDL_HOTKEYPRESS:
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std::string hotkey = static_cast<const char*>(ev->ev.user.data1);
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if (hotkey == "exit")
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{
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QuitEngine();
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return IN_HANDLED;
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}
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else if (hotkey == "screenshot")
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{
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g_Renderer.MakeScreenShotOnNextFrame(CRenderer::ScreenShotType::DEFAULT);
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return IN_HANDLED;
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}
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else if (hotkey == "bigscreenshot")
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{
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g_Renderer.MakeScreenShotOnNextFrame(CRenderer::ScreenShotType::BIG);
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return IN_HANDLED;
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}
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else if (hotkey == "togglefullscreen")
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{
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g_VideoMode.ToggleFullscreen();
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return IN_HANDLED;
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}
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else if (hotkey == "profile2.toggle")
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{
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g_Profiler2.Toggle();
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return IN_HANDLED;
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}
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break;
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}
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return IN_PASS;
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}
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// dispatch all pending events to the various receivers.
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static void PumpEvents()
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{
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ScriptRequest rq(g_GUI->GetScriptInterface());
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PROFILE3("dispatch events");
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SDL_Event_ ev;
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while (in_poll_event(&ev))
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{
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PROFILE2("event");
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if (g_GUI)
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{
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JS::RootedValue tmpVal(rq.cx);
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Script::ToJSVal(rq, &tmpVal, ev);
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std::string data = Script::StringifyJSON(rq, &tmpVal);
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PROFILE2_ATTR("%s", data.c_str());
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}
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in_dispatch_event(&ev);
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}
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g_TouchInput.Frame();
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}
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/**
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* Optionally throttle the render frequency in order to
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* prevent 100% workload of the currently used CPU core.
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*/
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inline static void LimitFPS()
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{
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if (g_VideoMode.IsVSyncEnabled())
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return;
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double fpsLimit = 0.0;
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CFG_GET_VAL(g_Game && g_Game->IsGameStarted() ? "adaptivefps.session" : "adaptivefps.menu", fpsLimit);
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// Keep in sync with options.json
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if (fpsLimit < 20.0 || fpsLimit >= 360.0)
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return;
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double wait = 1000.0 / fpsLimit -
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std::chrono::duration_cast<std::chrono::microseconds>(
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std::chrono::high_resolution_clock::now() - lastFrameTime).count() / 1000.0;
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if (wait > 0.0)
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SDL_Delay(wait);
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lastFrameTime = std::chrono::high_resolution_clock::now();
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}
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static int ProgressiveLoad()
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{
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PROFILE3("progressive load");
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wchar_t description[100];
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int progress_percent;
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try
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{
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Status ret = LDR_ProgressiveLoad(10e-3, description, ARRAY_SIZE(description), &progress_percent);
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switch(ret)
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{
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// no load active => no-op (skip code below)
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case INFO::OK:
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return 0;
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// current task didn't complete. we only care about this insofar as the
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// load process is therefore not yet finished.
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case ERR::TIMED_OUT:
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break;
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// just finished loading
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case INFO::ALL_COMPLETE:
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g_Game->ReallyStartGame();
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wcscpy_s(description, ARRAY_SIZE(description), L"Game is starting..");
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// LDR_ProgressiveLoad returns L""; set to valid text to
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// avoid problems in converting to JSString
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break;
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// error!
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default:
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WARN_RETURN_STATUS_IF_ERR(ret);
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// can't do this above due to legit ERR::TIMED_OUT
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break;
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}
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}
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catch (PSERROR_Game_World_MapLoadFailed& e)
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{
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// Map loading failed
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// Call script function to do the actual work
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// (delete game data, switch GUI page, show error, etc.)
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CancelLoad(CStr(e.what()).FromUTF8());
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}
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g_GUI->DisplayLoadProgress(progress_percent, description);
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return 0;
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}
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static void RendererIncrementalLoad()
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{
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PROFILE3("renderer incremental load");
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const double maxTime = 0.1f;
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double startTime = timer_Time();
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bool more;
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do {
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more = g_Renderer.GetTextureManager().MakeProgress();
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}
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while (more && timer_Time() - startTime < maxTime);
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}
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static void Frame()
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{
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g_Profiler2.RecordFrameStart();
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PROFILE2("frame");
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g_Profiler2.IncrementFrameNumber();
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PROFILE2_ATTR("%d", g_Profiler2.GetFrameNumber());
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// get elapsed time
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const double time = timer_Time();
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g_frequencyFilter->Update(time);
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// .. old method - "exact" but contains jumps
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#if 0
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static double last_time;
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const double time = timer_Time();
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const float TimeSinceLastFrame = (float)(time-last_time);
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last_time = time;
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ONCE(return); // first call: set last_time and return
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// .. new method - filtered and more smooth, but errors may accumulate
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#else
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const float realTimeSinceLastFrame = 1.0 / g_frequencyFilter->SmoothedFrequency();
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#endif
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ENSURE(realTimeSinceLastFrame > 0.0f);
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// Decide if update is necessary
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bool need_update = true;
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// If we are not running a multiplayer game, disable updates when the game is
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// minimized or out of focus and relinquish the CPU a bit, in order to make
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// debugging easier.
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if (g_PauseOnFocusLoss && !g_NetClient && !g_app_has_focus)
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{
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PROFILE3("non-focus delay");
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need_update = false;
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// don't use SDL_WaitEvent: don't want the main loop to freeze until app focus is restored
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SDL_Delay(10);
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}
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// this scans for changed files/directories and reloads them, thus
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// allowing hotloading (changes are immediately assimilated in-game).
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ReloadChangedFiles();
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ProgressiveLoad();
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RendererIncrementalLoad();
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PumpEvents();
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// if the user quit by closing the window, the GL context will be broken and
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// may crash when we call Render() on some drivers, so leave this loop
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// before rendering
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if (g_Shutdown != ShutdownType::None)
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return;
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// respond to pumped resize events
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if (g_ResizedW || g_ResizedH)
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{
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g_VideoMode.ResizeWindow(g_ResizedW, g_ResizedH);
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g_ResizedW = g_ResizedH = 0;
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}
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if (g_NetClient)
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g_NetClient->Poll();
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g_GUI->TickObjects();
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if (g_RLInterface)
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g_RLInterface->TryApplyMessage();
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if (g_Game && g_Game->IsGameStarted() && need_update)
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{
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if (!g_RLInterface)
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g_Game->Update(realTimeSinceLastFrame);
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g_Game->GetView()->Update(float(realTimeSinceLastFrame));
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}
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// Keep us connected to any XMPP servers
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if (g_XmppClient)
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g_XmppClient->recv();
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g_UserReporter.Update();
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g_Console->Update(realTimeSinceLastFrame);
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if (g_SoundManager)
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g_SoundManager->IdleTask();
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g_Renderer.RenderFrame(true);
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g_Profiler.Frame();
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LimitFPS();
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}
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static void NonVisualFrame()
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{
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g_Profiler2.RecordFrameStart();
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PROFILE2("frame");
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g_Profiler2.IncrementFrameNumber();
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PROFILE2_ATTR("%d", g_Profiler2.GetFrameNumber());
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if (g_NetClient)
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g_NetClient->Poll();
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static u32 turn = 0;
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if (g_Game && g_Game->IsGameStarted() && g_Game->GetTurnManager())
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if (g_Game->GetTurnManager()->Update(DEFAULT_TURN_LENGTH, 1))
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debug_printf("Turn %u (%u)...\n", turn++, DEFAULT_TURN_LENGTH);
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g_Profiler.Frame();
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if (g_Game->IsGameFinished())
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QuitEngine();
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}
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static void MainControllerInit()
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{
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// add additional input handlers only needed by this controller:
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// must be registered after gui_handler. Should mayhap even be last.
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in_add_handler(MainInputHandler);
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}
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static void MainControllerShutdown()
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{
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in_reset_handlers();
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}
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static void StartRLInterface(CmdLineArgs args)
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{
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std::string server_address;
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CFG_GET_VAL("rlinterface.address", server_address);
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if (!args.Get("rl-interface").empty())
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server_address = args.Get("rl-interface");
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g_RLInterface = std::make_unique<RL::Interface>(server_address.c_str());
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debug_printf("RL interface listening on %s\n", server_address.c_str());
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}
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// moved into a helper function to ensure args is destroyed before
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// exit(), which may result in a memory leak.
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static void RunGameOrAtlas(const PS::span<const char* const> argv)
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{
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const CmdLineArgs args(argv);
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g_CmdLineArgs = args;
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if (args.Has("version"))
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{
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debug_printf("Pyrogenesis %s\n", engine_version);
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return;
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}
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if (args.Has("autostart-nonvisual") && args.Get("autostart").empty() && !args.Has("rl-interface") && !args.Has("autostart-client"))
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{
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LOGERROR("-autostart-nonvisual cant be used alone. A map with -autostart=\"TYPEDIR/MAPNAME\" is needed.");
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return;
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}
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if (args.Has("unique-logs"))
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g_UniqueLogPostfix = L"_" + std::to_wstring(std::time(nullptr)) + L"_" + std::to_wstring(getpid());
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const bool isVisualReplay = args.Has("replay-visual");
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const bool isNonVisualReplay = args.Has("replay");
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const bool isNonVisual = args.Has("autostart-nonvisual");
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const bool isUsingRLInterface = args.Has("rl-interface");
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const OsPath replayFile(
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isVisualReplay ? args.Get("replay-visual") :
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isNonVisualReplay ? args.Get("replay") : "");
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if (isVisualReplay || isNonVisualReplay)
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{
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if (!FileExists(replayFile))
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{
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debug_printf("ERROR: The requested replay file '%s' does not exist!\n", replayFile.string8().c_str());
|
|
return;
|
|
}
|
|
if (DirectoryExists(replayFile))
|
|
{
|
|
debug_printf("ERROR: The requested replay file '%s' is a directory!\n", replayFile.string8().c_str());
|
|
return;
|
|
}
|
|
}
|
|
|
|
std::vector<OsPath> modsToInstall;
|
|
for (const CStr& arg : args.GetArgsWithoutName())
|
|
{
|
|
const OsPath modPath(arg);
|
|
if (!CModInstaller::IsDefaultModExtension(modPath.Extension()))
|
|
{
|
|
debug_printf("Skipping file '%s' which does not have a mod file extension.\n", modPath.string8().c_str());
|
|
continue;
|
|
}
|
|
if (!FileExists(modPath))
|
|
{
|
|
debug_printf("ERROR: The mod file '%s' does not exist!\n", modPath.string8().c_str());
|
|
continue;
|
|
}
|
|
if (DirectoryExists(modPath))
|
|
{
|
|
debug_printf("ERROR: The mod file '%s' is a directory!\n", modPath.string8().c_str());
|
|
continue;
|
|
}
|
|
modsToInstall.emplace_back(std::move(modPath));
|
|
}
|
|
|
|
// We need to initialize SpiderMonkey and libxml2 in the main thread before
|
|
// any thread uses them. So initialize them here before we might run Atlas.
|
|
ScriptEngine scriptEngine;
|
|
CXeromyces::Startup();
|
|
|
|
// Initialise the global task manager at this point (JS & Profiler2 are set up).
|
|
Threading::TaskManager::Initialise();
|
|
|
|
if (ATLAS_RunIfOnCmdLine(args, false))
|
|
{
|
|
CXeromyces::Terminate();
|
|
return;
|
|
}
|
|
|
|
if (isNonVisualReplay)
|
|
{
|
|
Paths paths(args);
|
|
g_VFS = CreateVfs();
|
|
// Mount with highest priority, we don't want mods overwriting this.
|
|
g_VFS->Mount(L"cache/", paths.Cache(), VFS_MOUNT_ARCHIVABLE, VFS_MAX_PRIORITY);
|
|
|
|
{
|
|
CReplayPlayer replay;
|
|
replay.Load(replayFile);
|
|
replay.Replay(
|
|
args.Has("serializationtest"),
|
|
args.Has("rejointest") ? args.Get("rejointest").ToInt() : -1,
|
|
args.Has("ooslog"),
|
|
!args.Has("hashtest-full") || args.Get("hashtest-full") == "true",
|
|
args.Has("hashtest-quick") && args.Get("hashtest-quick") == "true");
|
|
}
|
|
|
|
g_VFS.reset();
|
|
|
|
CXeromyces::Terminate();
|
|
return;
|
|
}
|
|
|
|
// run in archive-building mode if requested
|
|
if (args.Has("archivebuild"))
|
|
{
|
|
Paths paths(args);
|
|
|
|
OsPath mod(args.Get("archivebuild"));
|
|
OsPath zip;
|
|
if (args.Has("archivebuild-output"))
|
|
zip = args.Get("archivebuild-output");
|
|
else
|
|
zip = mod.Filename().ChangeExtension(L".zip");
|
|
|
|
CArchiveBuilder builder(mod, paths.Cache());
|
|
|
|
// Add mods provided on the command line
|
|
// NOTE: We do not handle mods in the user mod path here
|
|
std::vector<CStr> mods = args.GetMultiple("mod");
|
|
for (size_t i = 0; i < mods.size(); ++i)
|
|
builder.AddBaseMod(paths.RData()/"mods"/mods[i]);
|
|
|
|
builder.Build(zip, args.Has("archivebuild-compress"));
|
|
|
|
CXeromyces::Terminate();
|
|
return;
|
|
}
|
|
|
|
const double res = timer_Resolution();
|
|
g_frequencyFilter = CreateFrequencyFilter(res, 30.0);
|
|
|
|
// run the game
|
|
int flags = INIT_MODS;
|
|
do
|
|
{
|
|
g_Shutdown = ShutdownType::None;
|
|
|
|
if (!Init(args, flags))
|
|
{
|
|
flags &= ~INIT_MODS;
|
|
Shutdown(SHUTDOWN_FROM_CONFIG);
|
|
continue;
|
|
}
|
|
|
|
std::vector<CStr> installedMods;
|
|
if (!modsToInstall.empty())
|
|
{
|
|
Paths paths(args);
|
|
CModInstaller installer(paths.UserData() / "mods", paths.Cache());
|
|
|
|
// Install the mods without deleting the pyromod files
|
|
for (const OsPath& modPath : modsToInstall)
|
|
{
|
|
CModInstaller::ModInstallationResult result = installer.Install(modPath, g_ScriptContext, true);
|
|
if (result != CModInstaller::ModInstallationResult::SUCCESS)
|
|
LOGERROR("Failed to install '%s'", modPath.string8().c_str());
|
|
}
|
|
|
|
installedMods = installer.GetInstalledMods();
|
|
|
|
ScriptInterface modInterface("Engine", "Mod", g_ScriptContext);
|
|
g_Mods.UpdateAvailableMods(modInterface);
|
|
}
|
|
|
|
if (isNonVisual)
|
|
{
|
|
if (!InitNonVisual(args))
|
|
g_Shutdown = ShutdownType::Quit;
|
|
else if (isUsingRLInterface)
|
|
StartRLInterface(args);
|
|
|
|
while (g_Shutdown == ShutdownType::None)
|
|
{
|
|
if (isUsingRLInterface)
|
|
g_RLInterface->TryApplyMessage();
|
|
else
|
|
NonVisualFrame();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
InitGraphics(args, 0, installedMods);
|
|
MainControllerInit();
|
|
if (isUsingRLInterface)
|
|
StartRLInterface(args);
|
|
while (g_Shutdown == ShutdownType::None)
|
|
Frame();
|
|
}
|
|
|
|
// Do not install mods again in case of restart (typically from the mod selector)
|
|
modsToInstall.clear();
|
|
|
|
Shutdown(0);
|
|
MainControllerShutdown();
|
|
flags &= ~INIT_MODS;
|
|
|
|
} while (g_Shutdown == ShutdownType::Restart);
|
|
|
|
#if OS_MACOSX
|
|
if (g_Shutdown == ShutdownType::RestartAsAtlas)
|
|
startNewAtlasProcess(g_Mods.GetEnabledMods());
|
|
#else
|
|
if (g_Shutdown == ShutdownType::RestartAsAtlas)
|
|
ATLAS_RunIfOnCmdLine(args, true);
|
|
#endif
|
|
|
|
Threading::TaskManager::Instance().ClearQueue();
|
|
CXeromyces::Terminate();
|
|
}
|
|
|
|
#if OS_ANDROID
|
|
// In Android we compile the engine as a shared library, not an executable,
|
|
// so rename main() to a different symbol that the wrapper library can load
|
|
#undef main
|
|
#define main pyrogenesis_main
|
|
extern "C" __attribute__((visibility ("default"))) int main(int argc, char* argv[]);
|
|
#endif
|
|
|
|
extern "C" int main(int argc, char* argv[])
|
|
{
|
|
#if OS_UNIX
|
|
// Don't allow people to run the game with root permissions,
|
|
// because bad things can happen, check before we do anything
|
|
if (geteuid() == 0)
|
|
{
|
|
std::cerr << "********************************************************\n"
|
|
<< "WARNING: Attempted to run the game with root permission!\n"
|
|
<< "This is not allowed because it can alter home directory \n"
|
|
<< "permissions and opens your system to vulnerabilities. \n"
|
|
<< "(You received this message because you were either \n"
|
|
<<" logged in as root or used e.g. the 'sudo' command.) \n"
|
|
<< "********************************************************\n\n";
|
|
return EXIT_FAILURE;
|
|
}
|
|
#endif // OS_UNIX
|
|
|
|
EarlyInit(); // must come at beginning of main
|
|
|
|
// static_cast is ok, argc is never negative.
|
|
RunGameOrAtlas({argv, static_cast<std::size_t>(argc)});
|
|
|
|
// Shut down profiler initialised by EarlyInit
|
|
g_Profiler2.Shutdown();
|
|
|
|
return EXIT_SUCCESS;
|
|
}
|