static void InitVfs(const CmdLineArgs& args) { TIMER(L"InitVfs"); const Paths paths(args); OsPath logs(paths.Logs()); CreateDirectories(logs, 0700); psSetLogDir(logs); // desired location for crashlog is now known. update AppHooks ASAP // (particularly before the following error-prone operations): AppHooks hooks = {0}; hooks.bundle_logs = psBundleLogs; hooks.get_log_dir = psLogDir; hooks.display_error = psDisplayError; app_hooks_update(&hooks); const size_t cacheSize = ChooseCacheSize(); g_VFS = CreateVfs(cacheSize); std::vector<CStr> mods = args.GetMultiple("mod"); mods.insert(mods.begin(), "public"); if (!args.Has("noUserMod")) mods.push_back("user"); OsPath modPath = paths.RData()/"mods"; OsPath modUserPath = paths.UserData()/"mods"; for (size_t i = 0; i < mods.size(); ++i) { size_t priority = i+1; // mods are higher priority than regular mountings, which default to priority 0 size_t flags = VFS_MOUNT_WATCH|VFS_MOUNT_ARCHIVABLE|VFS_MOUNT_MUST_EXIST; OsPath modName(mods[i]); g_VFS->Mount(L"", modPath / modName/"", flags, priority); g_VFS->Mount(L"", modUserPath / modName/"", flags, priority); } // We mount these dirs last as otherwise writing could result in files being placed in a mod's dir. g_VFS->Mount(L"screenshots/", paths.UserData()/"screenshots"/""); g_VFS->Mount(L"saves/", paths.UserData()/"saves"/"", VFS_MOUNT_WATCH); const OsPath readonlyConfig = paths.RData()/"config"/""; // Mounting with highest priority, so that a mod supplied user.cfg is harmless g_VFS->Mount(L"config/", readonlyConfig, 0, (size_t)-1); if(readonlyConfig != paths.Config()) g_VFS->Mount(L"config/", paths.Config(), 0, (size_t)-1); g_VFS->Mount(L"cache/", paths.Cache(), VFS_MOUNT_ARCHIVABLE); // (adding XMBs to archive speeds up subsequent reads) // note: don't bother with g_VFS->TextRepresentation - directories // haven't yet been populated and are empty. }
static void InitVfs(const CmdLineArgs& args, int flags) { TIMER(L"InitVfs"); const bool setup_error = (flags & INIT_HAVE_DISPLAY_ERROR) == 0; const Paths paths(args); OsPath logs(paths.Logs()); CreateDirectories(logs, 0700); psSetLogDir(logs); // desired location for crashlog is now known. update AppHooks ASAP // (particularly before the following error-prone operations): AppHooks hooks = {0}; hooks.bundle_logs = psBundleLogs; hooks.get_log_dir = psLogDir; if (setup_error) hooks.display_error = psDisplayError; app_hooks_update(&hooks); const size_t cacheSize = ChooseCacheSize(); g_VFS = CreateVfs(cacheSize); const OsPath readonlyConfig = paths.RData()/"config"/""; g_VFS->Mount(L"config/", readonlyConfig); // Engine localization files. g_VFS->Mount(L"l10n/", paths.RData()/"l10n"/""); MountMods(paths, GetMods(args, flags)); // We mount these dirs last as otherwise writing could result in files being placed in a mod's dir. g_VFS->Mount(L"screenshots/", paths.UserData()/"screenshots"/""); g_VFS->Mount(L"saves/", paths.UserData()/"saves"/"", VFS_MOUNT_WATCH); // Mounting with highest priority, so that a mod supplied user.cfg is harmless g_VFS->Mount(L"config/", readonlyConfig, 0, (size_t)-1); if(readonlyConfig != paths.Config()) g_VFS->Mount(L"config/", paths.Config(), 0, (size_t)-1); g_VFS->Mount(L"cache/", paths.Cache(), VFS_MOUNT_ARCHIVABLE); // (adding XMBs to archive speeds up subsequent reads) // note: don't bother with g_VFS->TextRepresentation - directories // haven't yet been populated and are empty. }
bool Init(const CmdLineArgs& args, int flags) { h_mgr_init(); // Do this as soon as possible, because it chdirs // and will mess up the error reporting if anything // crashes before the working directory is set. InitVfs(args, flags); // This must come after VFS init, which sets the current directory // (required for finding our output log files). g_Logger = new CLogger; new CProfileViewer; new CProfileManager; // before any script code g_ScriptStatsTable = new CScriptStatsTable; g_ProfileViewer.AddRootTable(g_ScriptStatsTable); // Set up the console early, so that debugging // messages can be logged to it. (The console's size // and fonts are set later in InitPs()) g_Console = new CConsole(); // g_ConfigDB, command line args, globals CONFIG_Init(args); // Using a global object for the runtime is a workaround until Simulation and AI use // their own threads and also their own runtimes. const int runtimeSize = 384 * 1024 * 1024; const int heapGrowthBytesGCTrigger = 20 * 1024 * 1024; g_ScriptRuntime = ScriptInterface::CreateRuntime(shared_ptr<ScriptRuntime>(), runtimeSize, heapGrowthBytesGCTrigger); // Special command-line mode to dump the entity schemas instead of running the game. // (This must be done after loading VFS etc, but should be done before wasting time // on anything else.) if (args.Has("dumpSchema")) { CSimulation2 sim(NULL, g_ScriptRuntime, NULL); sim.LoadDefaultScripts(); std::ofstream f("entity.rng", std::ios_base::out | std::ios_base::trunc); f << sim.GenerateSchema(); std::cout << "Generated entity.rng\n"; exit(0); } // override ah_translate with our i18n code. AppHooks hooks = {0}; hooks.translate = psTranslate; hooks.translate_free = psTranslateFree; app_hooks_update(&hooks); CNetHost::Initialize(); #if CONFIG2_AUDIO ISoundManager::CreateSoundManager(); #endif // Check if there are mods specified on the command line, // or if we already set the mods (~INIT_MODS), // else check if there are mods that should be loaded specified // in the config and load those (by aborting init and restarting // the engine). if (!args.Has("mod") && (flags & INIT_MODS) == INIT_MODS) { CStr modstring; CFG_GET_VAL("mod.enabledmods", modstring); if (!modstring.empty()) { std::vector<CStr> mods; boost::split(mods, modstring, boost::is_any_of(" "), boost::token_compress_on); std::swap(g_modsLoaded, mods); // Abort init and restart restart_engine(); return false; } } new L10n; // before scripting // JS debugger temporarily disabled during the SpiderMonkey upgrade (check trac ticket #2348 for details) //if (g_JSDebuggerEnabled) // g_DebuggingServer = new CDebuggingServer(); // Optionally start profiler HTTP output automatically // (By default it's only enabled by a hotkey, for security/performance) bool profilerHTTPEnable = false; CFG_GET_VAL("profiler2.autoenable", profilerHTTPEnable); if (profilerHTTPEnable) g_Profiler2.EnableHTTP(); if (!g_Quickstart) g_UserReporter.Initialize(); // after config PROFILE2_EVENT("Init finished"); return true; }
void Init(const CmdLineArgs& args, int UNUSED(flags)) { h_mgr_init(); // Do this as soon as possible, because it chdirs // and will mess up the error reporting if anything // crashes before the working directory is set. InitVfs(args); // This must come after VFS init, which sets the current directory // (required for finding our output log files). g_Logger = new CLogger; // Special command-line mode to dump the entity schemas instead of running the game. // (This must be done after loading VFS etc, but should be done before wasting time // on anything else.) if (args.Has("dumpSchema")) { CSimulation2 sim(NULL, NULL); sim.LoadDefaultScripts(); std::ofstream f("entity.rng", std::ios_base::out | std::ios_base::trunc); f << sim.GenerateSchema(); std::cout << "Generated entity.rng\n"; exit(0); } // override ah_translate with our i18n code. AppHooks hooks = {0}; hooks.translate = psTranslate; hooks.translate_free = psTranslateFree; app_hooks_update(&hooks); // Set up the console early, so that debugging // messages can be logged to it. (The console's size // and fonts are set later in InitPs()) g_Console = new CConsole(); CNetHost::Initialize(); new CProfileViewer; new CProfileManager; // before any script code g_ScriptStatsTable = new CScriptStatsTable; g_ProfileViewer.AddRootTable(g_ScriptStatsTable); #if CONFIG2_AUDIO CSoundManager::CreateSoundManager(); #endif InitScripting(); // before GUI // g_ConfigDB, command line args, globals CONFIG_Init(args); // Optionally start profiler HTTP output automatically // (By default it's only enabled by a hotkey, for security/performance) bool profilerHTTPEnable = false; CFG_GET_VAL("profiler2.http.autoenable", Bool, profilerHTTPEnable); if (profilerHTTPEnable) g_Profiler2.EnableHTTP(); if (!g_Quickstart) g_UserReporter.Initialize(); // after config PROFILE2_EVENT("Init finished"); }
static void InitVfs(const CmdLineArgs& args, int flags) { TIMER(L"InitVfs"); const bool setup_error = (flags & INIT_HAVE_DISPLAY_ERROR) == 0; const Paths paths(args); OsPath logs(paths.Logs()); CreateDirectories(logs, 0700); psSetLogDir(logs); // desired location for crashlog is now known. update AppHooks ASAP // (particularly before the following error-prone operations): AppHooks hooks = {0}; hooks.bundle_logs = psBundleLogs; hooks.get_log_dir = psLogDir; if (setup_error) hooks.display_error = psDisplayError; app_hooks_update(&hooks); const size_t cacheSize = ChooseCacheSize(); g_VFS = CreateVfs(cacheSize); // Work out whether we are a dev version to make sure saved files // (maps, etc) end up in version control. const OsPath readonlyConfig = paths.RData()/"config"/""; g_VFS->Mount(L"config/", readonlyConfig); bool dev = (g_VFS->GetFileInfo(L"config/dev.cfg", NULL) == INFO::OK); const std::vector<CStr> mods = GetMods(args, dev); OsPath modPath = paths.RData()/"mods"; OsPath modUserPath = paths.UserData()/"mods"; for (size_t i = 0; i < mods.size(); ++i) { size_t priority = (i+1)*2; // mods are higher priority than regular mountings, which default to priority 0 size_t userFlags = VFS_MOUNT_WATCH|VFS_MOUNT_ARCHIVABLE|VFS_MOUNT_REPLACEABLE; size_t baseFlags = userFlags|VFS_MOUNT_MUST_EXIST; OsPath modName(mods[i]); if (dev) { // We are running a dev copy, so only mount mods in the user mod path // if the mod does not exist in the data path. if (DirectoryExists(modPath / modName/"")) g_VFS->Mount(L"", modPath / modName/"", baseFlags, priority); else g_VFS->Mount(L"", modUserPath / modName/"", userFlags, priority); } else { g_VFS->Mount(L"", modPath / modName/"", baseFlags, priority); // Ensure that user modified files are loaded, if they are present g_VFS->Mount(L"", modUserPath / modName/"", userFlags, priority+1); } } // We mount these dirs last as otherwise writing could result in files being placed in a mod's dir. g_VFS->Mount(L"screenshots/", paths.UserData()/"screenshots"/""); g_VFS->Mount(L"saves/", paths.UserData()/"saves"/"", VFS_MOUNT_WATCH); // Mounting with highest priority, so that a mod supplied user.cfg is harmless g_VFS->Mount(L"config/", readonlyConfig, 0, (size_t)-1); if(readonlyConfig != paths.Config()) g_VFS->Mount(L"config/", paths.Config(), 0, (size_t)-1); g_VFS->Mount(L"cache/", paths.Cache(), VFS_MOUNT_ARCHIVABLE); // (adding XMBs to archive speeds up subsequent reads) // note: don't bother with g_VFS->TextRepresentation - directories // haven't yet been populated and are empty. }