/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code 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 2 of the License, or (at your option) any later version. Quake III Arena source code 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. You should have received a copy of the GNU General Public License along with Foobar; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ #import "../client/client.h" #import "macosx_local.h" #import "dlfcn.h" #import "Q3Controller.h" #import #import #import #import #import #import #import #import #import #import #ifdef OMNI_TIMER #import "macosx_timers.h" #endif qboolean stdin_active = qfalse; //=========================================================================== int main(int argc, const char *argv[]) { #ifdef DEDICATED Q3Controller *controller; stdin_active = qtrue; controller = [[Q3Controller alloc] init]; [controller quakeMain]; return 0; #else return NSApplicationMain(argc, argv); #endif } //=========================================================================== /* ================= Sys_UnloadDll ================= */ void Sys_UnloadDll( void *dllHandle ) { if ( !dllHandle ) { return; } dlclose( dllHandle ); } /* ================= Sys_LoadDll Used to load a development dll instead of a virtual machine ================= */ extern char *FS_BuildOSPath( const char *base, const char *game, const char *qpath ); void * QDECL Sys_LoadDll( const char *name, char *fqpath , int (QDECL **entryPoint)(int, ...), int (QDECL *systemcalls)(int, ...) ) { void *libHandle; void (*dllEntry)( int (*syscallptr)(int, ...) ); NSString *bundlePath, *libraryPath; const char *path; // TTimo // I don't understand the search strategy here. How can the Quake3 bundle know about the location // of the other bundles? is that configured somewhere in XCode? /* bundlePath = [[NSBundle mainBundle] pathForResource: [NSString stringWithCString: name] ofType: @"bundle"]; libraryPath = [NSString stringWithFormat: @"%@/Contents/MacOS/%s", bundlePath, name]; */ libraryPath = [NSString stringWithFormat: @"%s.bundle/Contents/MacOS/%s", name, name]; if (!libraryPath) return NULL; path = [libraryPath cString]; Com_Printf("Loading '%s'.\n", path); libHandle = dlopen( [libraryPath cString], RTLD_LAZY ); if (!libHandle) { libHandle = dlopen( name, RTLD_LAZY ); if (!libHandle) { Com_Printf("Error loading dll: %s\n", dlerror()); return NULL; } } dllEntry = dlsym( libHandle, "_dllEntry" ); if (!dllEntry) { Com_Printf("Error loading dll: No dllEntry symbol.\n"); dlclose(libHandle); return NULL; } *entryPoint = dlsym( libHandle, "_vmMain" ); if (!*entryPoint) { Com_Printf("Error loading dll: No vmMain symbol.\n"); dlclose(libHandle); return NULL; } dllEntry(systemcalls); return libHandle; } //=========================================================================== char *Sys_GetClipboardData(void) // FIXME { NSPasteboard *pasteboard; NSArray *pasteboardTypes; pasteboard = [NSPasteboard generalPasteboard]; pasteboardTypes = [pasteboard types]; if ([pasteboardTypes containsObject:NSStringPboardType]) { NSString *clipboardString; clipboardString = [pasteboard stringForType:NSStringPboardType]; if (clipboardString && [clipboardString length] > 0) { return strdup([clipboardString cString]); } } return NULL; } char *Sys_GetWholeClipboard ( void ) { return NULL; } void Sys_SetClipboard (const char *contents) { } /* ================== Sys_FunctionCheckSum ================== */ int Sys_FunctionCheckSum(void *f1) { return 0; } /* ================== Sys_MonkeyShouldBeSpanked ================== */ int Sys_MonkeyShouldBeSpanked( void ) { return 0; } //=========================================================================== void Sys_BeginProfiling(void) { } void Sys_EndProfiling(void) { } //=========================================================================== /* ================ Sys_Init The cvar and file system has been setup, so configurations are loaded ================ */ void Sys_Init(void) { #ifdef OMNI_TIMER InitializeTimers(); OTStackPushRoot(rootNode); #endif NET_Init(); Sys_InitInput(); } /* ================= Sys_Shutdown ================= */ void Sys_Shutdown(void) { Com_Printf( "----- Sys_Shutdown -----\n" ); Sys_EndProfiling(); Sys_ShutdownInput(); Com_Printf( "------------------------\n" ); } void Sys_Error(const char *error, ...) { va_list argptr; NSString *formattedString; Sys_Shutdown(); va_start(argptr,error); formattedString = [[NSString alloc] initWithFormat:[NSString stringWithCString:error] arguments:argptr]; va_end(argptr); NSLog(@"Sys_Error: %@", formattedString); NSRunAlertPanel(@"Quake 3 Error", formattedString, nil, nil, nil); Sys_Quit(); } void Sys_Quit(void) { Sys_Shutdown(); [NSApp terminate:nil]; } /* ================ Sys_Print This is called for all console output, even if the game is running full screen and the dedicated console window is hidden. ================ */ char *ansiColors[8] = { "\033[30m" , /* ANSI Black */ "\033[31m" , /* ANSI Red */ "\033[32m" , /* ANSI Green */ "\033[33m" , /* ANSI Yellow */ "\033[34m" , /* ANSI Blue */ "\033[36m" , /* ANSI Cyan */ "\033[35m" , /* ANSI Magenta */ "\033[37m" }; /* ANSI White */ void Sys_Print(const char *text) { #if 0 /* Okay, this is a stupid hack, but what the hell, I was bored. ;) */ const char *scan = text; int index; /* Make sure terminal mode is reset at the start of the line... */ fputs("\033[0m", stdout); while(*scan) { /* See if we have a color control code. If so, snarf the character, print what we have so far, print the ANSI Terminal color code, skip over the color control code and continue */ if(Q_IsColorString(scan)) { index = ColorIndex(scan[1]); /* Flush current message */ if(scan != text) { fwrite(text, scan - text, 1, stdout); } /* Write ANSI color code */ fputs(ansiColors[index], stdout); /* Reset search */ text = scan+2; scan = text; continue; } scan++; } /* Flush whatever's left */ fputs(text, stdout); /* Make sure terminal mode is reset at the end of the line too... */ fputs("\033[0m", stdout); #else fputs(text, stdout); #endif } /* ================ Sys_CheckCD Return true if the proper CD is in the drive ================ */ qboolean Sys_ObjectIsCDRomDevice(io_object_t object) { CFStringRef value; kern_return_t krc; CFDictionaryRef properties; qboolean isCDROM = qfalse; io_iterator_t parentIterator; io_object_t parent; krc = IORegistryEntryCreateCFProperties(object, &properties, kCFAllocatorDefault, (IOOptionBits)0); if (krc != KERN_SUCCESS) { fprintf(stderr, "IORegistryEntryCreateCFProperties returned 0x%08x -- %s\n", krc, mach_error_string(krc)); return qfalse; } //NSLog(@"properties = %@", properties); // See if this is a CD-ROM value = CFDictionaryGetValue(properties, CFSTR(kIOCDMediaTypeKey)); if (value && CFStringCompare(value, CFSTR("CD-ROM"), 0) == kCFCompareEqualTo) isCDROM = qtrue; CFRelease(properties); // If it isn't check each of its parents. It seems that the parent enumerator only returns the immediate parent. Maybe the plural indicates that an object can have multiple direct parents. So, we'll call ourselves recursively for each parent. if (!isCDROM) { krc = IORegistryEntryGetParentIterator(object, kIOServicePlane, &parentIterator); if (krc != KERN_SUCCESS) { fprintf(stderr, "IOServiceGetMatchingServices returned 0x%08x -- %s\n", krc, mach_error_string(krc)); } else { while (!isCDROM && (parent = IOIteratorNext(parentIterator))) { if (Sys_ObjectIsCDRomDevice(parent)) isCDROM = qtrue; IOObjectRelease(parent); } IOObjectRelease(parentIterator); } } //NSLog(@"Sys_ObjectIsCDRomDevice -> %d", isCDROM); return isCDROM; } qboolean Sys_IsCDROMDevice(const char *deviceName) { kern_return_t krc; io_iterator_t deviceIterator; mach_port_t masterPort; io_object_t object; qboolean isCDROM = qfalse; krc = IOMasterPort(bootstrap_port, &masterPort); if (krc != KERN_SUCCESS) { fprintf(stderr, "IOMasterPort returned 0x%08x -- %s\n", krc, mach_error_string(krc)); return qfalse; } // Get an iterator for this BSD device. If it is a CD, it will likely only be one partition of the larger CD-ROM device. krc = IOServiceGetMatchingServices(masterPort, IOBSDNameMatching(masterPort, 0, deviceName), &deviceIterator); if (krc != KERN_SUCCESS) { fprintf(stderr, "IOServiceGetMatchingServices returned 0x%08x -- %s\n", krc, mach_error_string(krc)); return qfalse; } while (!isCDROM && (object = IOIteratorNext(deviceIterator))) { if (Sys_ObjectIsCDRomDevice(object)) { isCDROM = qtrue; } IOObjectRelease(object); } IOObjectRelease(deviceIterator); //NSLog(@"Sys_IsCDROMDevice -> %d", isCDROM); return isCDROM; } qboolean Sys_CheckCD( void ) { // DO NOT just return success here if we have a library directory. // Actually look for the CD. // We'll look through the actual mount points rather than just looking // for a particular directory since (a) the mount point may change // between OS version (/foo in Public Beta, /Volumes/foo after Public Beta) // and (b) this way someone can't just create a directory and warez the files. unsigned int mountCount; struct statfs *mounts; mountCount = getmntinfo(&mounts, MNT_NOWAIT); if (mountCount <= 0) { perror("getmntinfo"); #if 1 // Q3:TA doesn't need a CD, but we still need to locate it to allow for partial installs return qtrue; #else return qfalse; #endif } while (mountCount--) { const char *lastComponent; if ((mounts[mountCount].f_flags & MNT_RDONLY) != MNT_RDONLY) { // Should have been a read only CD... this isn't it continue; } if ((mounts[mountCount].f_flags & MNT_LOCAL) != MNT_LOCAL) { // Should have been a local filesystem continue; } lastComponent = strrchr(mounts[mountCount].f_mntonname, '/'); if (!lastComponent) { // No slash in the mount point! How is that possible? continue; } // Skip the slash and look for the game name lastComponent++; if ((strcasecmp(lastComponent, "Quake3") != 0)) { continue; } #if 0 fprintf(stderr, "f_bsize: %d\n", mounts[mountCount].f_bsize); fprintf(stderr, "f_blocks: %d\n", mounts[mountCount].f_blocks); fprintf(stderr, "type: %d\n", mounts[mountCount].f_type); fprintf(stderr, "flags: %d\n", mounts[mountCount].f_flags); fprintf(stderr, "fstype: %s\n", mounts[mountCount].f_fstypename); fprintf(stderr, "f_mntonname: %s\n", mounts[mountCount].f_mntonname); fprintf(stderr, "f_mntfromname: %s\n", mounts[mountCount].f_mntfromname); fprintf(stderr, "\n\n"); #endif lastComponent = strrchr(mounts[mountCount].f_mntfromname, '/'); if (!lastComponent) { // No slash in the device name! How is that possible? continue; } lastComponent++; if (!Sys_IsCDROMDevice(lastComponent)) continue; // This looks good Sys_SetDefaultCDPath(mounts[mountCount].f_mntonname); return qtrue; } #if 1 // Q3:TA doesn't need a CD, but we still need to locate it to allow for partial installs return qtrue; #else return qfalse; #endif } //=================================================================== void Sys_BeginStreamedFile( fileHandle_t f, int readAhead ) { } void Sys_EndStreamedFile( fileHandle_t f ) { } int Sys_StreamedRead( void *buffer, int size, int count, fileHandle_t f ) { return FS_Read( buffer, size * count, f ); } void Sys_StreamSeek( fileHandle_t f, int offset, int origin ) { FS_Seek( f, offset, origin ); } void OutputDebugString(char * s) { #ifdef DEBUG fprintf(stderr, "%s", s); #endif } /* ================== Sys_LowPhysicalMemory() ================== */ #define MEM_THRESHOLD 96*1024*1024 qboolean Sys_LowPhysicalMemory() { return NSRealMemoryAvailable() <= MEM_THRESHOLD; } static unsigned int _Sys_ProcessorCount = 0; unsigned int Sys_ProcessorCount() { if (!_Sys_ProcessorCount) { int name[] = {CTL_HW, HW_NCPU}; size_t size; size = sizeof(_Sys_ProcessorCount); if (sysctl(name, 2, &_Sys_ProcessorCount, &size, NULL, 0) < 0) { perror("sysctl"); _Sys_ProcessorCount = 1; } else { Com_Printf("System processor count is %d\n", _Sys_ProcessorCount); } } return _Sys_ProcessorCount; }