static bool _mPerfRunServer(const char* listen, const struct mArguments* args, const struct PerfOpts* perfOpts) { SocketSubsystemInit(); Socket server = SocketOpenTCP(7216, NULL); if (SOCKET_FAILED(server)) { SocketSubsystemDeinit(); return false; } if (SOCKET_FAILED(SocketListen(server, 0))) { SocketClose(server); SocketSubsystemDeinit(); return false; } _socket = SocketAccept(server, NULL); if (perfOpts->csv) { const char* header = "game_code,frames,duration,renderer\n"; SocketSend(_socket, header, strlen(header)); } char path[PATH_MAX]; while (SocketRecv(_socket, path, sizeof(path)) > 0) { char* nl = strchr(path, '\n'); if (nl == path) { break; } if (nl) { nl[0] = '\0'; } if (!_mPerfRunCore(path, args, perfOpts)) { break; } } SocketClose(_socket); SocketClose(server); SocketSubsystemDeinit(); return true; }
int main(int argc, char** argv) { #ifdef _3DS UNUSED(_mPerfShutdown); gfxInitDefault(); osSetSpeedupEnable(true); consoleInit(GFX_BOTTOM, NULL); if (!allocateRomBuffer()) { return 1; } #elif defined(__SWITCH__) UNUSED(_mPerfShutdown); gfxInitDefault(); consoleInit(NULL); #else signal(SIGINT, _mPerfShutdown); #endif int didFail = 0; struct mLogger logger = { .log = _log }; mLogSetDefaultLogger(&logger); struct PerfOpts perfOpts = { false, false, false, 0, 0, 0, false }; struct mSubParser subparser = { .usage = PERF_USAGE, .parse = _parsePerfOpts, .extraOptions = PERF_OPTIONS, .opts = &perfOpts }; struct mArguments args = {}; bool parsed = parseArguments(&args, argc, argv, &subparser); if (!args.fname) { parsed = false; } if (!parsed || args.showHelp) { usage(argv[0], PERF_USAGE); didFail = !parsed; goto cleanup; } if (args.showVersion) { version(argv[0]); goto cleanup; } if (perfOpts.savestate) { _savestate = VFileOpen(perfOpts.savestate, O_RDONLY); free(perfOpts.savestate); } _outputBuffer = malloc(256 * 256 * 4); if (perfOpts.csv) { puts("game_code,frames,duration,renderer"); } if (perfOpts.server) { didFail = !_mPerfRunServer(args.fname, &args, &perfOpts); } else { didFail = !_mPerfRunCore(args.fname, &args, &perfOpts); } free(_outputBuffer); if (_savestate) { _savestate->close(_savestate); } cleanup: freeArguments(&args); #ifdef _3DS gfxExit(); acExit(); #elif defined(__SWITCH__) gfxExit(); #endif return didFail; }