Пример #1
0
void CSvrSyncPlug::DeleteGame(LPCWSTR dir)
{
	wchar_t filename[MAX_PATH] = {0};
	wchar_t find[MAX_PATH] = {0};
	swprintf(find, L"%s*.*", dir);

	WIN32_FIND_DATAW wfd = {0};
	HANDLE hFinder = FindFirstFile(find, &wfd);
	if (hFinder == INVALID_HANDLE_VALUE)
		return ;
	do 
	{
		if (WAIT_OBJECT_0 == WaitForSingleObject(m_hExited, 0))
			break;

		if (wfd.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY)
		{
			//filter dot directory.
			if (!((wfd.cFileName[0] == L'.') && 
				((wfd.cFileName[1] == 0) || (wfd.cFileName[1] == L'.' && wfd.cFileName[2] == 0))))
			{
				swprintf(filename, L"%s%s\\", dir, wfd.cFileName);
				DeleteGame(filename);
			}
		}
		else
		{
			swprintf(filename, L"%s%s", dir, wfd.cFileName);
			SetFileAttributesW(filename, FILE_ATTRIBUTE_NORMAL);
			DeleteFileW(filename);
		}
	}while (FindNextFileW(hFinder, &wfd));
	FindClose(hFinder);
}
Пример #2
0
bool  CGameUpdate::UpdateBefore(__int64 qUpdateBytes)
{
	//check disk free room.
	wchar_t szLog[1024] = {0};
	qUpdateBytes += SAVE_DISK_ROOMSIZE;
	LARGE_INTEGER liSize = {0};
	hy_GetDiskRoomSize(m_strCliPath[0], &liSize);
	if (liSize.QuadPart >= qUpdateBytes)
		return true;
	
	//删除游戏,保证空间足够。
	if (m_dwUptFlag & UPDATE_FLAG_DELETE_GAME)
	{
		SetUpdateStatus(UPDATE_STATUS_DELETE_GAME);
		std::vector<tagGameInfo*> list;
		GetAllGameList(list);
		for (size_t idx=0; idx<list.size(); idx++)
		{
			if (!CheckState())
			{
				std::for_each(list.begin(), list.end(), Delete_Pointer<tagGameInfo>);
				return false;
			}

			tagGameInfo* pGame = list[idx];
			if (PathFileExistsA(pGame->CliPath) && pGame->CliPath[0] == m_strCliPath[0] &&
				lstrcmpiW(_bstr_t(pGame->CliPath), m_strCliPath.c_str()) != 0)
			{
				std::wstring str(_bstr_t(pGame->CliPath));
				std::wstring str2 = hy_ConvertPath(str);
				
				SetUpdateInfo(INFO_STR_DELETEGAME, str.c_str());

				DeleteGame(str2.c_str());
				hy_DyncaRefreDriver(str[0]);

				hy_GetDiskRoomSize(m_strCliPath[0], &liSize);
				if (liSize.QuadPart >= qUpdateBytes)
				{
					std::for_each(list.begin(), list.end(), Delete_Pointer<tagGameInfo>);
					return true;
				}
				else
				{
					swprintf_s(szLog, L"i8desk: free size:%dM, need size:%dM.", (DWORD)(liSize.QuadPart / 1000 / 1000),
						(DWORD)(qUpdateBytes / 1000 / 1000));
					OutputDebugStringW(szLog);
				}
			}
		}
		std::for_each(list.begin(), list.end(), Delete_Pointer<tagGameInfo>);
	}
	//空间不足,返回错误。
	SetErrorInfo(UPT_ERR_DISKNOROOM, (DWORD)(liSize.QuadPart / 1000 / 1000), (DWORD)(qUpdateBytes / 1000 / 1000));
	return false;
}
Пример #3
0
int main(void) {
    printf("Welcome to championship whack-a-mole!\nType \"help\" for more information.\n");
  
    char cmd[NAME_SIZE+1]={0};
    Team* selectedTeam;
    ScoreboardList = NULL;
    ReadTeams();

    while(true) {
        printf("\n>>> ");
        do {
            fflush(stdout);
        } while ( !readString(cmd, NAME_SIZE) );
        printf("\n");

        if ( ! strcmp(cmd, "q") || ! strcmp(cmd, "quit") ) {
            printf("Bye bye!");
            break;
        }
        else if ( !strncmp(cmd, "SHOW ", 5) ) {
            if ( !strcmp(&cmd[5], "TEAMS") ) { // 5 = strlen("SHOW ");
                LastGameList = NULL;
                ShowGames();
            } else if ( (selectedTeam = getTeamFromInput(&cmd[5])) != NULL ){
                TeamUpdateGameListCache(selectedTeam, NULL);
                LastGameList = selectedTeam->gameList;
                printf("TEAM: %s\n", selectedTeam->name); // FIXME: TESTING
                ShowGames();
            } else
                goto wrong_command;
        }
        else if ( !strcmp(cmd, "teams") ) {
            ListTeams();
        }
        else if ( !strncmp(cmd, "add", 3) ) {
            NewGame(&cmd[4]); // 4 = strlen("add ")
        }
        else if ( !strncmp(cmd, "del", 3) ) {
            DeleteGame(&cmd[3]); // 3 = strlen("del")
        }
        else if ( !strcmp(cmd, "scores") ) {
            ShowScoreboard();
        }
        else if ( !strcmp(cmd, "help") ) {
            showHelp();
        }
        else {
            wrong_command:
            printf("Unrecognized command.\n");
        }

    }

    return 0;
}
Пример #4
0
size_t GameDatabase::UpdateGame(const size_t index, 
								const StringPairArray &rulesets, 
								const StringPairArray& options, 
								const ISerialize& stats,
								const Game &game)
{
	// If this is the last game in the list, no need to reload the database.
	bool reload = (index != mGames.size() - 1);

	// Delete the game and then resave it.
	DeleteGame(index, false);

	return SaveGame(game, rulesets, options, stats, reload);
}
/*
========================
idMenuScreen_Shell_Save::HandleAction
========================
*/
bool idMenuScreen_Shell_Save::HandleAction( idWidgetAction& action, const idWidgetEvent& event, idMenuWidget* widget, bool forceHandled )
{

	if( menuData == NULL )
	{
		return true;
	}
	
	if( menuData->ActiveScreen() != SHELL_AREA_SAVE )
	{
		return false;
	}
	
	widgetAction_t actionType = action.GetType();
	const idSWFParmList& parms = action.GetParms();
	
	switch( actionType )
	{
		case WIDGET_ACTION_JOY4_ON_PRESS:
		{
			return true;
		}
		case WIDGET_ACTION_JOY3_ON_PRESS:
		{
		
			if( options == NULL )
			{
				return true;
			}
			
			DeleteGame( options->GetViewIndex() );
			return true;
		}
		case WIDGET_ACTION_GO_BACK:
		{
			menuData->SetNextScreen( SHELL_AREA_ROOT, MENU_TRANSITION_SIMPLE );
			return true;
		}
		case WIDGET_ACTION_PRESS_FOCUSED:
		{
			if( options == NULL )
			{
				return true;
			}
			
			if( session->GetSaveGameManager().IsWorking() )
			{
				return true;
			}
			
			if( parms.Num() == 1 )
			{
				int selectionIndex = parms[0].ToInteger();
				if( selectionIndex != options->GetFocusIndex() )
				{
					options->SetViewIndex( options->GetViewOffset() + selectionIndex );
					options->SetFocusIndex( selectionIndex );
					return true;
				}
			}
			
			SaveGame( options->GetViewIndex() );
			return true;
		}
		case WIDGET_ACTION_SCROLL_VERTICAL:
		{
			return true;
		}
	}
	
	return idMenuWidget::HandleAction( action, event, widget, forceHandled );
}
/*
========================
idMenuScreen_Shell_Load::HandleAction h
========================
*/
bool idMenuScreen_Shell_Load::HandleAction( idWidgetAction& action, const idWidgetEvent& event, idMenuWidget* widget, bool forceHandled )
{

	if( menuData != NULL )
	{
		if( menuData->ActiveScreen() != SHELL_AREA_LOAD )
		{
			return false;
		}
	}
	
	widgetAction_t actionType = action.GetType();
	const idSWFParmList& parms = action.GetParms();
	switch( actionType )
	{
		case WIDGET_ACTION_JOY4_ON_PRESS:
		{
			return true;
		}
		case WIDGET_ACTION_JOY3_ON_PRESS:
		{
			if( options == NULL )
			{
				return true;
			}
			
			int selectionIndex = options->GetViewIndex();
			DeleteGame( selectionIndex );
			return true;
		}
		case WIDGET_ACTION_GO_BACK:
		{
			if( menuData != NULL )
			{
				if( game->IsInGame() )
				{
					menuData->SetNextScreen( SHELL_AREA_ROOT, MENU_TRANSITION_SIMPLE );
				}
				else
				{
					menuData->SetNextScreen( SHELL_AREA_CAMPAIGN, MENU_TRANSITION_SIMPLE );
				}
			}
			return true;
		}
		case WIDGET_ACTION_PRESS_FOCUSED:
		{
			if( options == NULL )
			{
				return true;
			}
			
			if( sortedSaves.Num() == 0 )
			{
				return true;
			}
			
			int selectionIndex = options->GetViewIndex();
			if( parms.Num() == 1 )
			{
				selectionIndex = parms[0].ToInteger();
				
				if( selectionIndex != options->GetFocusIndex() )
				{
					options->SetViewIndex( options->GetViewOffset() + selectionIndex );
					options->SetFocusIndex( selectionIndex );
				}
				else
				{
					LoadGame( options->GetViewOffset() + selectionIndex );
				}
			}
			else
			{
				LoadGame( options->GetViewIndex() );
			}
			
			return true;
		}
		case WIDGET_ACTION_SCROLL_VERTICAL:
		{
			return true;
		}
	}
	
	return idMenuWidget::HandleAction( action, event, widget, forceHandled );
}
Пример #7
0
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) {
	WNDCLASSEXA wc = {0};
	MSG Msg = {0};

	// Create a window with these properties
	wc.cbSize        = sizeof(WNDCLASSEX);
	wc.lpfnWndProc   = WndProc;
	wc.hInstance     = hInstance;
	wc.hCursor       = LoadCursor(NULL, IDC_ARROW);
	wc.hbrBackground = (HBRUSH)(COLOR_WINDOW);
	wc.lpszClassName = "WindowClass";
	wc.hIcon         = LoadIcon(hInstance,"A"); // laad projecticoon
	wc.hIconSm       = LoadIcon(hInstance,"A");
	
	// Say hi to Windows
	if(!RegisterClassEx(&wc)) {
		MessageBox(NULL, "Window Registration Failed!","Error!",MB_ICONEXCLAMATION|MB_OK);
		return 0;
	}
	
	// Set up a window with 1024x768 usable pixels
	RECT result = {0,0,1024,768};
	AdjustWindowRect(&result,WS_VISIBLE|WS_OVERLAPPEDWINDOW,false);

	// Create a window with a border and 'client rect' of 1024x768
	hwnd = CreateWindow("WindowClass","DotsEnBoxes",WS_VISIBLE|WS_OVERLAPPEDWINDOW,
		CW_USEDEFAULT, // x
		CW_USEDEFAULT, // y
		result.right - result.left, // width
		result.bottom - result.top, // height
		NULL,NULL,hInstance,NULL);
	if(hwnd == NULL) {
		MessageBox(NULL,"Window Creation Failed!","Error!",MB_ICONEXCLAMATION|MB_OK);
		return 0;
	}
	
	// Init render loop
	InitEngine();
	
	InitGame();
	
	// Handle user input. If done, render a frame. Goto 1
	while(Msg.message != WM_QUIT) {
		while(PeekMessage(&Msg, NULL, 0, 0, PM_REMOVE)) {
			TranslateMessage(&Msg);
			DispatchMessage(&Msg);
		}
		
		if(!renderer->paused) {
			renderer->Begin(false);
			renderer->DrawScene(scene);
			renderer->End();
		} else {
			Sleep(100);
		}
	}
	
	DeleteGame();
	
	// Render loop stopped due to Alt+F4 etc? Delete everything
	DeleteEngine();

	return Msg.wParam;
}
Пример #8
0
int main( int pArgc, const char** pArgs )
{
   const char* lQueryPtr;
   int         lLock;
   int         lMemId;
   char        lQuery[4096];
   char        lOp[12];
   BOOL        lPrintTitle;


   #ifndef _NO_IPC_
      union semun lNULL;
   #endif

   #ifdef _NO_IPC_
 
      gGlobalState.Clear();
      if( InitLogFile() )
      {
         fprintf( gLogFile, "IMR Init version 0.13.13b %s\n", GetTime( time(NULL)) );
      }

   #endif


   #ifdef _FAST_CGI_
   while( FCGI_Accept() >= 0 )
   {
   #endif
      lPrintTitle = TRUE;

      /* Send the header required by the server */
      printf("Content-type: text/plain%c%c", 10, 10);


      lQueryPtr = getenv( "QUERY_STRING" );

      if( lQueryPtr == NULL )
      {
         printf( "No parameters\n" );
      }
      else
      {

         StrMaxCopy( lQuery, lQueryPtr, 4096 );

         UnpadQuery( lQuery );

         if( sscanf( lQuery, "=%11s", lOp ) == 1 )
         {
            #ifndef _FAST_CGI_
               /* Change the local directory */
               char* lPathEnd = strrchr( pArgs[0], '/' );

               if( lPathEnd != NULL )
               {
                  *lPathEnd = 0;
                  chdir( pArgs[0] );
               }
            #endif


            if( !strcmp( lOp, "RESET" ) )
            {
               printf( "RESET OK\n\n" );

               #ifdef _NO_IPC_
                  /*
                  // gGlobalState.Clear();
                  // sleep( 2 );
                  // return 0;
                  // break;
                  */
               #else

                  lLock  = semget( IR_SEM_KEY, 1, 0777 );
                  lMemId = shmget( IR_SHMEM_KEY, sizeof( IRState ), 0666 );

                  if( lLock != -1 )
                  {
                     semctl( lLock, 0, IPC_RMID, lNULL );
                  }

                  if( lMemId != -1 )
                  {
                     shmctl( lMemId, IPC_RMID, NULL );
                  }

               #endif

               if( InitLogFile() )
               {
                  fprintf( gLogFile, "IMR Reset %s\n", GetTime( time(NULL)) );
               }

               #ifdef _FAST_CGI_
                  break;
               #endif

            }
            else if( !strcmp( lOp, "SET_MESSAGE" ) )
            {
            }
            /*
            else if( !strcmp( lOp, "STICK" ) )
            {
               // Fork and leave a child running for 1 hour

               int lCode = fork();
               if( lCode == 0 )
               {
                  if( InitLogFile() )
                  {
                     fprintf( gLogFile, "STICK Start %s\n", GetTime( time(NULL)) );
                     CloseLogFile();
                  }

                  close( 0 );
                  close( 1 );
                  close( 2 );
                  sleep( 3600 );

                  if( InitLogFile() )
                  {
                     fprintf( gLogFile, "STICK End %s\n", GetTime( time(NULL)) );
                     CloseLogFile();
                  }

               }
               
               else if( lCode == -1 )
               {
                  printf( "ERROR\n" );
               }
               else
               {
                  printf( "SUCCESS\n" );
               }
               
            }
            */
            else
            {
               IRState* lState = NULL;

               #ifdef _NO_IPC_
                  lState = &gGlobalState;

               #else

                  int      lLock;        /* Semaphore */
                  int      lMemId;       /* Shared memory */

                  struct sembuf lSemOp;

                  lSemOp.sem_flg = 0;  /*Avoid corruption but must not core-dump SEM_UNDO;  // Risky but prevents dead-lock */
                  lSemOp.sem_num  = 0;

                  /* First try to create the structure for the first time */
                  /* Lock the data struct */
                  lLock = semget( IR_SEM_KEY, 1, 0777|IPC_CREAT|IPC_EXCL );

                  if( lLock != -1 )
                  {
                     union semun lArg;
               
                     /* Initialize the newly created semaphore */
                     lArg.val = 1;
 
                     semctl( lLock, 0, SETVAL, lArg );
                  }
                  else
                  {
                     lLock = semget( IR_SEM_KEY, 1, 0777 );
                  }

                  if( lLock == -1 )
                  {
                     printf( "Unable to get semaphore\n" );
                  }
                  else
                  {
                     lSemOp.sem_op   = -1;

                     if( semop( lLock, &lSemOp, 1 ) == -1 )
                     {
                        printf( "Unable to decrement semaphore\n" );
                        lLock = -1;
                     }
                     else
                     {

                        /* From here we can work safely */

                        lMemId = shmget( IR_SHMEM_KEY, sizeof( IRState ), 0666|IPC_CREAT|IPC_EXCL );

                        if( lMemId != -1 )
                        {
                           lState = (IRState*)shmat( lMemId, NULL, 0 );

                           if( (int)lState == -1 )
                           {
                              lState = NULL;
                           }

                           if( lState == NULL )
                           {
                              printf( "Unable to attach shmem\n" );
                           }
                           else
                           {
                              Clear( lState );

                              if( InitLogFile() )
                              {
                                 fprintf( gLogFile, "IMR Init %s\n", GetTime( time(NULL)) );
                              }

                           }
                        }
                        else
                        {
                           lMemId = shmget( IR_SHMEM_KEY, sizeof( IRState ), 0666 );

                           if( lMemId == -1 )
                           {
                              printf( "Unable to get shmem\n" );
                           }
                           else
                           {
                              lState = (IRState*)shmat( lMemId, NULL, 0 );

                              if( (int)lState == -1 )
                              {
                                 lState = NULL;
                              }

                              if( lState == NULL )
                              {
                                 printf( "Unable to attach shmem\n" );
                              }
                           }
                        }
                     }
                  }

               #endif
   
               if( lState != NULL )
               {

                  lPrintTitle = FALSE;

                  VerifyExpirations( lState );

                  if( !strcmp( lOp, "REFRESH" ) )
                  {
                     int lUserIndex;
                     int lUserId;
                     int lTimeStamp;

                     if( sscanf( lQuery, "%*s %d-%u %d", &lUserIndex, &lUserId, &lTimeStamp )==3 )
                     {
                        PrintStateChange( lState, lUserIndex, lUserId, lTimeStamp );
                     }
                  }
                  else if( !strcmp( lOp, "ADD_CHAT" ) )
                  {
                     int  lUserIndex;
                     int  lUserId;
                     char lChatMessage[200];

                     if( sscanf( lQuery, "%*s %d-%u %200s", &lUserIndex, &lUserId, lChatMessage )==3 )
                     {
                        Unpad( lChatMessage );
                        AddChatMessage( lState, lUserIndex, lUserId, lChatMessage );
                     }
                  }
                  /*   URL?=ADD_USER MAJOR-MINORID VERSION KEY2 KEY3 ALIAS */
                  else if( !strcmp( lOp, "ADD_USER" ) )
                  {
                     int lMajorID;
                     int lMinorID;
                     int  lVersion;
                     unsigned int lKey2;
                     unsigned int lKey3;
                     char lUserName[40];

                     #ifdef _EXPIRED_ 
                        AddUser(  lState, "User", 1,-1, -1, 0, 0  );
                     #else
                        if( sscanf( lQuery, "%*s %d-%d %d %d %d %40s", &lMajorID, &lMinorID, &lVersion, &lKey2, &lKey3, lUserName )==6 )
                        {
                           Unpad( lUserName );
                           AddUser( lState, lUserName, lVersion,lMajorID, lMinorID, lKey2, lKey3  );
                        }
                     #endif
                  }
                  /* URL?=ADD_GAME USER_ID GAME_NAME TRACK_NAME NBLAP WEAPON PORT */
                  else if( !strcmp( lOp, "ADD_GAME" ) )
                  {
                     int       lUserIndex;
                     int       lUserId;
                     int       lNbLap;
                     char      lGameName[40];
                     char      lTrackName[40];
                     int       lWeapon;
                     unsigned  lPort;
               
                     if( sscanf( lQuery, "%*s %d-%u %40s %40s %d %d %u", &lUserIndex, &lUserId, lGameName, lTrackName, &lNbLap, &lWeapon, &lPort )==7 )
                     {
                        const char* lRemoteAddr = getenv( "REMOTE_ADDR" );

                        if( (lRemoteAddr != NULL)&&(strlen(lRemoteAddr) != 0) )
                        {
                           Unpad( lTrackName );
                           Unpad( lGameName );
                           AddGame( lState, lGameName, lTrackName, lNbLap, lUserIndex, lUserId, lRemoteAddr, lPort, lWeapon  );
                        }
                     }
                  }
                  else if( !strcmp( lOp, "JOIN_GAME" ) )
                  {
                     int   lUserIndex;
                     int   lUserId;
                     int   lGameIndex;
                     int   lGameId;
               
                     if( sscanf( lQuery, "%*s %d-%u %d-%u", &lGameIndex, &lGameId, &lUserIndex, &lUserId )==4 )
                     {
                        JoinGame( lState, lGameIndex, lGameId, lUserIndex, lUserId );
                     }
                  }
                  else if( !strcmp( lOp, "DEL_GAME" ) )
                  {
                     int   lUserIndex;
                     int   lUserId;
                     int   lGameIndex;
                     int   lGameId;
               
                     if( sscanf( lQuery, "%*s %d-%u %d-%u", &lGameIndex, &lGameId, &lUserIndex, &lUserId )==4 )
                     {
                        DeleteGame( lState, lGameIndex, lGameId, lUserIndex, lUserId );
                     }
                  }
                  else if( !strcmp( lOp, "LEAVE_GAME" ) )
                  {
                     int   lUserIndex;
                     int   lUserId;
                     int   lGameIndex;
                     int   lGameId;
               
                     if( sscanf( lQuery, "%*s %d-%u %d-%u", &lGameIndex, &lGameId, &lUserIndex, &lUserId )==4 )
                     {
                        LeaveGame( lState, lGameIndex, lGameId, lUserIndex, lUserId );
                     }
                  }
                  else if( !strcmp( lOp, "DEL_USER" ) )
                  {
                     int   lUserIndex;
                     int   lUserId;
               
                     if( sscanf( lQuery, "%*s %d-%u", &lUserIndex, &lUserId )==2 )
                     {
                        DeleteUser( lState, lUserIndex, lUserId );
                     }
                  }
                  else if( !strcmp( lOp, "START_GAME" ) )
                  {
                     int   lUserIndex;
                     int   lUserId;
                     int   lGameIndex;
                     int   lGameId;
               
                     if( sscanf( lQuery, "%*s %d-%u %d-%u", &lGameIndex, &lGameId, &lUserIndex, &lUserId )==4 )
                     {
                        StartGame( lState, lGameIndex, lGameId, lUserIndex, lUserId );
                     }
                  }
                  else
                  {
                     lPrintTitle = TRUE;
                  }
               }

               #ifdef _NO_IPC_
                  lState = NULL;
               #else
                  /* Release lock */
                  if( lLock != -1 )
                  {
                     lSemOp.sem_op   = 1;

                     semop( lLock, &lSemOp, 1 );

                     /* Release memory */
                     if( lState != NULL )
                     {
                        shmdt( (char*)lState );
                     }
                  }
                  
               #endif
               
            }
         }
      }

      CloseLogFile();

      if( lPrintTitle )
      {
         printf( "Internet Meeting Room (c)1996,97 GrokkSoft inc.\n" );
      }
  #ifdef _FAST_CGI_
  }
  #endif

   return 0;
}
Пример #9
0
int main(int argc, char **argv)
{
	MemStartCheck();
	{ char* test = new char[16]; delete[] test; }
	grinliz::TestContainers();

	{
		grinliz::GLString releasePath;
		GetSystemPath(GAME_SAVE_DIR, "release_log.txt", &releasePath);
		SetReleaseLog(fopen(releasePath.c_str(), "w"));
	}
	GLOUTPUT_REL(("Altera startup. version'%s'\n", VERSION));

	SDL_version compiled;
	SDL_version linked;

	SDL_VERSION(&compiled);
	SDL_GetVersion(&linked);

	GLOUTPUT_REL(("SDL version compiled: %d.%d.%d\n", compiled.major, compiled.minor, compiled.patch));
	GLOUTPUT_REL(("SDL version linked:   %d.%d.%d\n", linked.major, linked.minor, linked.patch));
	GLASSERT((linked.major == compiled.major && linked.minor == compiled.minor));

	// SDL initialization steps.
	if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_NOPARACHUTE | SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_EVENTS) < 0)
	{
		fprintf(stderr, "SDL initialization failed: %s\n", SDL_GetError());
		exit(1);
	}

	//  OpenGL 4.3 provides full compatibility with OpenGL ES 3.0.
	SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
	SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);

#ifdef DEBUG
#if 0	// I was hoping to get to Angle on intel - may still be able to. But
	// as is this gets HW mode, which crashes in a function that should
	// be supported. The Intel drivers are so terrible. As of this writing,
	// you can't specify the DX version of ES:
	//		http://forums.libsdl.org/viewtopic.php?t=9770&highlight=angle+opengl
	SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);	// driver supports 2 and 3. Both crash.
	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#endif
#if 0
	// 3.0 context.
	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#endif
#if 0
	// The trickier 3.2 context.
	// No GL_QUADs anymore.
	// All the attributes need to be floats.
	// No ALPHA textures.
	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
#endif
#if 0
	// In theory the minimum supported version:
	// has instancing, and modern shader syntax
	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
#endif
#if 0
	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#endif
#endif

	if (multisample) {
		SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
		SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, multisample);
	}

	SDL_DisplayMode displayMode;
	SDL_GetCurrentDisplayMode(0, &displayMode);

	int screenX = displayMode.w / 8;
	int screenY = displayMode.h / 8;
	int screenWidth = displayMode.w * 3 / 4;
	int screenHeight = displayMode.h * 3 / 4;

	if (argc == 3) {
		screenWidth = atoi(argv[1]);
		screenHeight = atoi(argv[2]);
		if (screenWidth <= 0) screenWidth = SCREEN_WIDTH;
		if (screenHeight <= 0) screenHeight = SCREEN_HEIGHT;
	}

	restoreWidth = screenWidth;
	restoreHeight = screenHeight;

	SDL_Window *screen = SDL_CreateWindow("Altera",
		screenX, screenY, screenWidth, screenHeight,
		/*SDL_WINDOW_FULLSCREEN | */ SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
	GLASSERT(screen);
	SDL_GL_CreateContext(screen);

	int stencil = 0;
	int depth = 0;
	CHECK_GL_ERROR;
	SDL_GL_GetAttribute(SDL_GL_STENCIL_SIZE, &stencil);
	SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &depth);
	glGetError();	// the above stencil/depth query sometimes does throw an error.
	glGetError();	// 2 queries, 2 errors.
	CHECK_GL_ERROR;
	GLOUTPUT_REL(("SDL screen created. stencil=%d depthBits=%d\n", stencil, depth));

	/* Verify there is a surface */
	if (!screen) {
		fprintf(stderr, "Video mode set failed: %s\n", SDL_GetError());
		exit(1);
	}

	CHECK_GL_ERROR;
	glewExperimental = GL_TRUE;
	int r = glewInit();
	GLASSERT(r == GL_NO_ERROR);
	(void)r;

	while (glGetError() != GL_NO_ERROR) {
		// around again
	}
	CHECK_GL_ERROR;

	const unsigned char* vendor = glGetString(GL_VENDOR);
	const unsigned char* renderer = glGetString(GL_RENDERER);
	const unsigned char* version = glGetString(GL_VERSION);

	GLOUTPUT_REL(("OpenGL vendor: '%s'  Renderer: '%s'  Version: '%s'\n", vendor, renderer, version));
	CHECK_GL_ERROR;

	bool done = false;
	bool zooming = false;
	SDL_Event event;

	grinliz::Vector2I mouseDown = { 0, 0 };
	grinliz::Vector2I rightMouseDown = { 0, 0 };

	int zoomX = 0;
	int zoomY = 0;
	// Used to compute fingers close, but problems:
	// - really to the OS to do that, because of all the tuning
	// - the coordinates are in windows normalized, so can't get the physical distance reliably.
	//bool fingersClose = true;
	int nFingers = 0;

	void* game = NewGame(screenWidth, screenHeight, 0);

	int modKeys = SDL_GetModState();
	U32 tickTimer = 0, lastTick = 0, thisTick = 0;

#ifdef OUTPUT_MOUSE_AND_TOUCH
	int value = GetSystemMetrics(SM_DIGITIZER);
	if (value & NID_INTEGRATED_TOUCH) GLOUTPUT(("NID_INTEGRATED_TOUCH\n"));
	if (value & NID_MULTI_INPUT) GLOUTPUT(("NID_MULTI_INPUT\n"));
	if (value & NID_READY) GLOUTPUT(("NID_READY\n"));
#endif

	grinliz::Vector2F multiTouchStart = { 0, 0 };

	// ---- Main Loop --- //
	while (!done) {
		while (SDL_PollEvent(&event)) {

			switch (event.type)
			{
				case SDL_WINDOWEVENT:
				if (event.window.event == SDL_WINDOWEVENT_RESIZED) {
					screenWidth = event.window.data1;
					screenHeight = event.window.data2;
					GameDeviceLoss(game);
					GameResize(game, screenWidth, screenHeight, 0);
				}
				break;

				case SDL_KEYUP:
				switch (event.key.keysym.scancode)
				{
					case SDL_SCANCODE_LCTRL:	modKeys = modKeys & (~KMOD_LCTRL);		break;
					case SDL_SCANCODE_RCTRL:	modKeys = modKeys & (~KMOD_RCTRL);		break;
					case SDL_SCANCODE_LSHIFT:	modKeys = modKeys & (~KMOD_LSHIFT);		break;
					case SDL_SCANCODE_RSHIFT:	modKeys = modKeys & (~KMOD_RSHIFT);		break;
					default:
					break;
				}
				break;

				case SDL_KEYDOWN:
				{
					// sym or scancode? I used a dvorak keyboard, so appreciate
					// every day the difference. However, AWSD support is the 
					// primary thing so scancode is hopefully the better choice.
					switch (event.key.keysym.scancode)
					{
						case SDL_SCANCODE_LCTRL:	modKeys = modKeys | KMOD_LCTRL;		break;
						case SDL_SCANCODE_RCTRL:	modKeys = modKeys | KMOD_RCTRL;		break;
						case SDL_SCANCODE_LSHIFT:	modKeys = modKeys | KMOD_LSHIFT;	break;
						case SDL_SCANCODE_RSHIFT:	modKeys = modKeys | KMOD_RSHIFT;	break;

						case SDL_SCANCODE_F4:
						{
							int sdlMod = SDL_GetModState();
							if (sdlMod & (KMOD_RALT | KMOD_LALT))
								done = true;
						}
						break;

						case SDL_SCANCODE_ESCAPE:	GameHotKey(game, GAME_HK_ESCAPE);			break;
						case SDL_SCANCODE_SPACE:	GameHotKey(game, GAME_HK_TOGGLE_PAUSE);		break;
						case SDL_SCANCODE_RETURN:	GameHotKey(game, GAME_HK_DEBUG_ACTION);		break;
						case SDL_SCANCODE_F1:	GameHotKey(game, GAME_HK_TOGGLE_DEBUG_TEXT);	break;
						case SDL_SCANCODE_F2:	GameHotKey(game, GAME_HK_TOGGLE_DEBUG_UI);		break;
							// F3: screenshot
						case SDL_SCANCODE_TAB:	GameHotKey(game, GAME_HK_CAMERA_TOGGLE);		break;
						case SDL_SCANCODE_HOME:	GameHotKey(game, GAME_HK_CAMERA_CORE);			break;
						case SDL_SCANCODE_END:	GameHotKey(game, GAME_HK_CAMERA_AVATAR);		break;
						case SDL_SCANCODE_PAGEUP:	GameHotKey(game, GAME_HK_TELEPORT_AVATAR);	break;

							//case SDLK_a: reserved
						case SDL_SCANCODE_B:	GameHotKey(game, GAME_HK_CHEAT_GOLD);			break;
						case SDL_SCANCODE_C:	GameHotKey(game, GAME_HK_ATTACH_CORE);			break;
							//case SDLK_d: reserved
						case SDL_SCANCODE_E:	GameHotKey(game, GAME_HK_CHEAT_ELIXIR);			break;
						case SDL_SCANCODE_H:	GameHotKey(game, GAME_HK_TOGGLE_PATHING);		break;
						case SDL_SCANCODE_I:	GameHotKey(game, GAME_HK_TOGGLE_AI_DEBUG);		break;
						case SDL_SCANCODE_K:	GameHotKey(game, GAME_HK_CHEAT_CRYSTAL);		break;
						case SDL_SCANCODE_M:	GameHotKey(game, GAME_HK_MAP);					break;
						case SDL_SCANCODE_P:	GameHotKey(game, GAME_HK_TOGGLE_PERF);			break;
						case SDL_SCANCODE_Q:	GameHotKey(game, GAME_HK_CHEAT_HERD);			break;
							//case SDLK_s: reserved
						case SDL_SCANCODE_T:	GameHotKey(game, GAME_HK_CHEAT_TECH);			break;
						case SDL_SCANCODE_U:	GameHotKey(game, GAME_HK_TOGGLE_UI);			break;
							//case SDLK_w: reserved

						case SDL_SCANCODE_1:	GameHotKey(game, GAME_HK_TOGGLE_GLOW);			break;
						case SDL_SCANCODE_2:	GameHotKey(game, GAME_HK_TOGGLE_PARTICLE);		break;
						case SDL_SCANCODE_3:	GameHotKey(game, GAME_HK_TOGGLE_VOXEL);			break;
						case SDL_SCANCODE_4:	GameHotKey(game, GAME_HK_TOGGLE_SHADOW);		break;
						case SDL_SCANCODE_5:	GameHotKey(game, GAME_HK_TOGGLE_BOLT);			break;

						case SDL_SCANCODE_F3:
						GameDoTick(game, SDL_GetTicks());
						SDL_GL_SwapWindow(screen);
						ScreenCapture();
						break;

						case SDL_SCANCODE_F11:
						{
							if (fullscreen) {
								// SDL_RestoreWindow doesn't seem to work as I expect.
								SDL_SetWindowFullscreen(screen, 0);
								SDL_SetWindowSize(screen, restoreWidth, restoreHeight);
								fullscreen = false;
							}
							else {
								restoreWidth = screenWidth;
								restoreHeight = screenHeight;
								SDL_SetWindowFullscreen(screen, SDL_WINDOW_FULLSCREEN_DESKTOP);
								fullscreen = true;
							}
						}
						break;

						default:
						break;
					}
				}
				break;

				case SDL_MOUSEBUTTONDOWN:
				{
					int x = event.button.x;
					int y = event.button.y;

					int mod = 0;
					if (modKeys & (KMOD_LSHIFT | KMOD_RSHIFT))    mod = GAME_TAP_MOD_SHIFT;
					else if (modKeys & (KMOD_LCTRL | KMOD_RCTRL)) mod = GAME_TAP_MOD_CTRL;

					if (nFingers > 1) {
						// do nothing
					}
					else if (event.button.button == SDL_BUTTON_LEFT) {
						#ifdef OUTPUT_MOUSE_AND_TOUCH
						GLOUTPUT(("Left mouse down %d %d\n", x, y));
						#endif
						mouseDown.Set(event.button.x, event.button.y);
						GameTap(game, GAME_TAP_DOWN, x, y, mod);
					}
					else if (event.button.button == SDL_BUTTON_RIGHT) {
						#ifdef OUTPUT_MOUSE_AND_TOUCH
						GLOUTPUT(("Right mouse down %d %d\n", x, y));
						#endif
						GameTap(game, GAME_TAP_CANCEL, x, y, mod);
						rightMouseDown.Zero();
						if (mod == 0) {
							rightMouseDown.Set(event.button.x, event.button.y);
							GameCameraPan(game, GAME_PAN_START, float(x), float(y));
						}
						else if (mod == GAME_TAP_MOD_CTRL) {
							zooming = true;
							//GameCameraRotate( game, GAME_ROTATE_START, 0.0f );
							SDL_GetRelativeMouseState(&zoomX, &zoomY);
						}
					}
				}
				break;

				case SDL_MOUSEBUTTONUP:
				{
					int x = event.button.x;
					int y = event.button.y;

					if (event.button.button == SDL_BUTTON_RIGHT) {
						#ifdef OUTPUT_MOUSE_AND_TOUCH
						GLOUTPUT(("Right mouse up %d %d\n", x, y));
						#endif
						zooming = false;
						if (!rightMouseDown.IsZero()) {
							GameCameraPan(game, GAME_PAN_END, float(x), float(y));
							rightMouseDown.Zero();
						}
					}
					if (event.button.button == SDL_BUTTON_LEFT) {
						if (!mouseDown.IsZero()) {	// filter out mouse events that become finger events.
							#ifdef OUTPUT_MOUSE_AND_TOUCH
							GLOUTPUT(("Left mouse up %d %d\n", x, y));
							#endif
							int mod = 0;
							if (modKeys & (KMOD_LSHIFT | KMOD_RSHIFT))    mod = GAME_TAP_MOD_SHIFT;
							else if (modKeys & (KMOD_LCTRL | KMOD_RCTRL)) mod = GAME_TAP_MOD_CTRL;
							GameTap(game, GAME_TAP_UP, x, y, mod);
						}
					}
				}
				break;

				case SDL_MOUSEMOTION:
				{
					SDL_GetRelativeMouseState(&zoomX, &zoomY);
					int state = event.motion.state;
					int x = event.motion.x;
					int y = event.motion.y;

					int mod = 0;
					if (modKeys & (KMOD_LSHIFT | KMOD_RSHIFT))    mod = GAME_TAP_MOD_SHIFT;
					else if (modKeys & (KMOD_LCTRL | KMOD_RCTRL)) mod = GAME_TAP_MOD_CTRL;

					if (nFingers > 1) {
						// Do nothing.
						// Multi touch in progress.
					}
					else if (state & SDL_BUTTON(SDL_BUTTON_LEFT)) {
						if (!mouseDown.IsZero()) {
							#ifdef OUTPUT_MOUSE_AND_TOUCH
							GLOUTPUT(("Left Mouse move %d %d\n", x, y));
							#endif
							GameTap(game, GAME_TAP_MOVE, x, y, mod);
//							mouseMoveCount = 0;
						}
					}
					else if (!rightMouseDown.IsZero()) {
						GLASSERT(state & SDL_BUTTON(SDL_BUTTON_RIGHT));
						GameCameraPan(game, GAME_PAN_END, float(x), float(y));
					}
					else if (zooming && (state & SDL_BUTTON(SDL_BUTTON_RIGHT))) {
						float deltaZoom = 0.01f * (float)zoomY;
						GameZoom(game, GAME_ZOOM_DISTANCE, deltaZoom);
						GameCameraRotate(game, (float)(zoomX)*0.5f);
					}
					else if (state ==0) {
						GameTap(game, GAME_MOVE_WHILE_UP, x, y, mod);
					}
				}
				break;

				case SDL_MOUSEWHEEL:
				{
					if (event.wheel.y) {
						float deltaZoom = -0.1f * float(event.wheel.y);
						GameZoom(game, GAME_ZOOM_DISTANCE, deltaZoom);
					}
				}
				break;

				case SDL_FINGERUP:
				{
					const SDL_TouchFingerEvent* tfe = &event.tfinger;
					nFingers = SDL_GetNumTouchFingers(tfe->touchId);
					if (nFingers < 2 && !multiTouchStart.IsZero()) {
						#ifdef OUTPUT_MOUSE_AND_TOUCH
						GLOUTPUT(("2 finger END.\n"));
						#endif
						multiTouchStart.Zero();
					}
				}
				break;

				case SDL_FINGERDOWN:
				{
					const SDL_TouchFingerEvent* tfe = &event.tfinger;
					nFingers = SDL_GetNumTouchFingers(tfe->touchId);
					if (nFingers > 1) {
						if (!mouseDown.IsZero()) {
							// Wrap up the existing action.
							#ifdef OUTPUT_MOUSE_AND_TOUCH
							GLOUTPUT(("Switch to gesture.\n"));
							#endif
							mouseDown.Zero();
						}
					}
				}
				break;

				case SDL_MULTIGESTURE:
				{
					const SDL_MultiGestureEvent* mge = &event.mgesture;
					nFingers = SDL_GetNumTouchFingers(mge->touchId);
					if (nFingers > 1 && multiTouchStart.IsZero()) {
						#ifdef OUTPUT_MOUSE_AND_TOUCH
						GLOUTPUT(("2 finger START.\n"));
						#endif
						multiTouchStart.Set(mge->x, mge->y);
					}
					else if (!multiTouchStart.IsZero()) {
						// The Pan interacts badly with zoom and rotated. So instead of a continuous,
						// multi-event action do a bunch of "mini pans".
						GameCameraPan(game, GAME_PAN_START,
									  multiTouchStart.x * float(screenWidth), multiTouchStart.y*float(screenHeight));
						multiTouchStart.Set(mge->x, mge->y);
						GameCameraPan(game, GAME_PAN_MOVE,
									  multiTouchStart.x * float(screenWidth), multiTouchStart.y*float(screenHeight));
						GameCameraPan(game, GAME_PAN_END,
									  multiTouchStart.x * float(screenWidth), multiTouchStart.y*float(screenHeight));
					}

					if (nFingers == 2) {
						GameZoom(game, GAME_ZOOM_DISTANCE, -mge->dDist * 10.f);
						GameCameraRotate(game, -mge->dTheta * 100.0f);
						//GLOUTPUT(("MultiGestureEvent dTheta=%.4f dDist=%.4f x=%.4f y=%.4f nFing=%d\n", mge->dTheta, mge->dDist, mge->x, mge->y, mge->numFingers));
					}
				}
				break;

				case SDL_DOLLARGESTURE:
				{
					GLOUTPUT(("DollarGestureEvent\n"));
				}
				break;


				case SDL_QUIT:
				{
					done = true;
				}
				break;

				default:
				break;
			}
		}
		U32 delta = SDL_GetTicks() - tickTimer;
		if (delta < TIME_BETWEEN_FRAMES) {
			SDL_Delay(1);
			continue;
		}
		tickTimer = SDL_GetTicks();
		glEnable(GL_DEPTH_TEST);
		glDepthFunc(GL_LEQUAL);

		const U8* keys = SDL_GetKeyboardState(0);
		U32 tickDelta = thisTick - lastTick;
		if (tickDelta > 100) tickDelta = 100;

		float keyMoveSpeed = KEY_MOVE_SPEED * float(tickDelta) / float(TIME_BETWEEN_FRAMES);
		float keyZoomSpeed = KEY_ZOOM_SPEED * float(tickDelta) / float(TIME_BETWEEN_FRAMES);
		float keyRotatepeed = KEY_ROTATE_SPEED * float(tickDelta) / float(TIME_BETWEEN_FRAMES);

		if (keys[SDL_SCANCODE_DOWN] || keys[SDL_SCANCODE_S]) {
			if (modKeys & KMOD_CTRL)
				GameZoom(game, GAME_ZOOM_DISTANCE, keyZoomSpeed);
			else
				GameCameraMove(game, 0, -keyMoveSpeed);
		}
		if (keys[SDL_SCANCODE_UP] || keys[SDL_SCANCODE_W]) {
			if (modKeys & KMOD_CTRL)
				GameZoom(game, GAME_ZOOM_DISTANCE, -keyZoomSpeed);
			else
				GameCameraMove(game, 0, keyMoveSpeed);
		}
		if (keys[SDL_SCANCODE_LEFT] || keys[SDL_SCANCODE_A]) {
			if (modKeys & KMOD_CTRL)
				GameCameraRotate(game, keyRotatepeed);
			else
				GameCameraMove(game, -keyMoveSpeed, 0);
		}
		if (keys[SDL_SCANCODE_RIGHT] || keys[SDL_SCANCODE_D]) {
			if (modKeys & KMOD_CTRL)
				GameCameraRotate(game, -keyRotatepeed);
			else
				GameCameraMove(game, keyMoveSpeed, 0);
		}

		if (game) {
			lastTick = thisTick;
			thisTick = SDL_GetTicks();
			PROFILE_BLOCK(GameDoTick);
			GameDoTick(game, thisTick);
		}
		{
			PROFILE_BLOCK(Swap);
			SDL_GL_SwapWindow(screen);
		}
	}

	GameSave(game);
	DeleteGame(game);

	for (int i = 0; i < nModDB; ++i) {
		delete databases[i];
	}

	SDL_Quit();

#if SEND_CRASH_LOGS
	// Empty the file - quit went just fine.
	{
		FILE* fp = FOpen( "UFO_Running.txt", "w" );
		if ( fp )
			fclose( fp );
	}
#endif

	MemLeakCheck();
	return 0;
}