xash3d-fwgs/engine/common/lib_common.c

189 lines
4.2 KiB
C

/*
lib_common.c - common dynamic library code
Copyright (C) 2018 Flying With Gauss
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#include "common.h"
#include "library.h"
#include "filesystem.h"
#include "server.h"
static char s_szLastError[1024] = "";
const char *COM_GetLibraryError()
{
return s_szLastError;
}
void COM_ResetLibraryError()
{
s_szLastError[0] = 0;
}
void COM_PushLibraryError( const char *error )
{
Q_strncat( s_szLastError, error, sizeof( s_szLastError ) );
Q_strncat( s_szLastError, "\n", sizeof( s_szLastError ) );
}
void *COM_FunctionFromName_SR( void *hInstance, const char *pName )
{
#ifdef XASH_ALLOW_SAVERESTORE_OFFSETS
if( !Q_memcmp( pName, "ofs:",4 ) )
return svgame.dllFuncs.pfnGameInit + Q_atoi(pName + 4);
#endif
return COM_FunctionFromName( hInstance, pName );
}
const char *COM_OffsetNameForFunction( void *function )
{
static string sname;
Q_snprintf( sname, MAX_STRING, "ofs:%d", (size_t)((byte*)function - (byte*)svgame.dllFuncs.pfnGameInit) );
Con_Reportf( "COM_OffsetNameForFunction %s\n", sname );
return sname;
}
/*
=============================================================================
LIBRARY NAMING(see Documentation/library-naming.md for more info)
=============================================================================
*/
/*
==============
COM_GenerateClientLibraryName
Generates platform-unique and compatible name for client libraries
==============
*/
static void COM_GenerateClientLibraryName( const char *name, char *out, size_t size )
{
#ifdef XASH_INTERNAL_GAMELIBS // assuming library loader knows where to get libraries
Q_strncpy( out, name, size );
#elif ( XASH_WIN32 || XASH_LINUX || XASH_APPLE ) && XASH_X86
Q_snprintf( out, size, "%s/%s." OS_LIB_EXT,
GI->dll_path,
name );
#elif ( XASH_WIN32 || XASH_LINUX || XASH_APPLE )
Q_snprintf( out, size, "%s/%s_%s." OS_LIB_EXT,
GI->dll_path,
name,
Q_buildarch() );
#else
Q_snprintf( out, size, "%s/%s_%s_%s." OS_LIB_EXT,
GI->dll_path,
name,
Q_buildos(),
Q_buildarch() );
#endif
}
/*
==============
COM_GenerateClientLibraryName
Generates platform-unique and compatible name for server library
==============
*/
static void COM_GenerateServerLibraryName( char *out, size_t size )
{
#ifdef XASH_INTERNAL_GAMELIBS // assuming library loader knows where to get libraries
Q_strncpy( out, "server", size );
#elif ( XASH_WIN32 || XASH_LINUX || XASH_APPLE ) && XASH_X86
#if XASH_WIN32
Q_strncpy( out, GI->game_dll, size );
#elif XASH_APPLE
Q_strncpy( out, GI->game_dll_osx, size );
#else // XASH_LINUX
Q_strncpy( out, GI->game_dll_linux, size );
#endif
#else
string dllpath;
char *ext;
#if XASH_WIN32
Q_strncpy( dllname, GI->game_dll, sizeof( dllname ) );
#elif XASH_APPLE
Q_strncpy( dllname, GI->game_dll_osx, sizeof( dllname ) );
#else // XASH_APPLE
Q_strncpy( dllname, GI->game_dll_linux, sizeof( dllname ) );
#endif
ext = COM_FileExtension( dllpath );
COM_StripExtension( dllpath );
#if ( XASH_WIN32 || XASH_LINUX || XASH_APPLE )
Q_snprintf( out, size, "%s_%s.%s", dllpath, Q_buildarch(), ext );
#else
Q_snprintf( out, size, "%s_%s_%s.%s", dllpath, Q_buildos(), Q_buildarch(), ext );
#endif
#endif
}
/*
==============
COM_GetCommonLibraryName
Generates platform-unique and compatible name for server library
==============
*/
void COM_GetCommonLibraryName( ECommonLibraryType eLibType, char *out, size_t size )
{
switch( eLibType )
{
case LIBRARY_GAMEUI:
COM_GenerateClientLibraryName( "menu", out, size );
break;
case LIBRARY_CLIENT:
if( SI.clientlib[0] )
{
Q_strncpy( out, SI.clientlib, size );
}
else
{
COM_GenerateClientLibraryName( "client", out, size );
}
break;
case LIBRARY_SERVER:
if( SI.gamedll[0] )
{
Q_strncpy( out, SI.gamedll, size );
}
else
{
COM_GenerateServerLibraryName( out, size );
}
break;
default:
ASSERT( true );
out[0] = 0;
break;
}
}