void StandardMainLoop::shutdown() { // Stop the Input Event Manager INPUTMGR->stop(); delete tm; preShutdown(); // Shut down modules. ModuleManager::shutdownSystem(); ThreadPool::GlobalThreadPool::deleteSingleton(); #ifdef SocketThread ThreadPool::NetworkThreadPool::deleteSingleton(); #endif #ifdef TORQUE_ENABLE_VFS closeEmbeddedVFSArchive(); #endif RedBook::destroy(); Platform::shutdown(); #if defined( _XBOX ) || defined( TORQUE_OS_MAC ) DebugOutputConsumer::destroy(); #endif NetStringTable::destroy(); Con::shutdown(); _StringTable::destroy(); FrameAllocator::destroy(); Net::shutdown(); Sampler::destroy(); ManagedSingleton< ThreadManager >::deleteSingleton(); // asserts should be destroyed LAST PlatformAssert::destroy(); #if defined( TORQUE_DEBUG ) && !defined( TORQUE_DISABLE_MEMORY_MANAGER ) Memory::validate(); #endif }
bool StandardMainLoop::handleCommandLine( S32 argc, const char **argv ) { // Allow the window manager to process command line inputs; this is // done to let web plugin functionality happen in a fairly transparent way. PlatformWindowManager::get()->processCmdLineArgs(argc, argv); Process::handleCommandLine( argc, argv ); // Set up the command line args for the console scripts... Con::setIntVariable("Game::argc", argc); U32 i; for (i = 0; i < argc; i++) Con::setVariable(avar("Game::argv%d", i), argv[i]); #ifdef TORQUE_PLAYER if(argc > 2 && dStricmp(argv[1], "-project") == 0) { char playerPath[1024]; Platform::makeFullPathName(argv[2], playerPath, sizeof(playerPath)); Platform::setCurrentDirectory(playerPath); argv += 2; argc -= 2; // Re-locate the game:/ asset mount. Torque::FS::Unmount( "game" ); Torque::FS::Mount( "game", Platform::FS::createNativeFS( playerPath ) ); } #endif // Executes an entry script file. This is "main.cs" // by default, but any file name (with no whitespace // in it) may be run if it is specified as the first // command-line parameter. The script used, default // or otherwise, is not compiled and is loaded here // directly because the resource system restricts // access to the "root" directory. #ifdef TORQUE_ENABLE_VFS Zip::ZipArchive *vfs = openEmbeddedVFSArchive(); bool useVFS = vfs != NULL; #endif Stream *mainCsStream = NULL; // The working filestream. FileStream str; const char *defaultScriptName = "main.cs"; bool useDefaultScript = true; // Check if any command-line parameters were passed (the first is just the app name). if (argc > 1) { // If so, check if the first parameter is a file to open. if ( (dStrcmp(argv[1], "") != 0 ) && (str.open(argv[1], Torque::FS::File::Read)) ) { // If it opens, we assume it is the script to run. useDefaultScript = false; #ifdef TORQUE_ENABLE_VFS useVFS = false; #endif mainCsStream = &str; } } if (useDefaultScript) { bool success = false; #ifdef TORQUE_ENABLE_VFS if(useVFS) success = (mainCsStream = vfs->openFile(defaultScriptName, Zip::ZipArchive::Read)) != NULL; else #endif success = str.open(defaultScriptName, Torque::FS::File::Read); #if defined( TORQUE_DEBUG ) && defined (TORQUE_TOOLS) && !defined(TORQUE_DEDICATED) && !defined( _XBOX ) if (!success) { OpenFileDialog ofd; FileDialogData &fdd = ofd.getData(); fdd.mFilters = StringTable->insert("Main Entry Script (main.cs)|main.cs|"); fdd.mTitle = StringTable->insert("Locate Game Entry Script"); // Get the user's selection if( !ofd.Execute() ) return false; // Process and update CWD so we can run the selected main.cs S32 pathLen = dStrlen( fdd.mFile ); FrameTemp<char> szPathCopy( pathLen + 1); dStrcpy( szPathCopy, fdd.mFile ); //forwardslash( szPathCopy ); const char *path = dStrrchr(szPathCopy, '/'); if(path) { U32 len = path - (const char*)szPathCopy; szPathCopy[len+1] = 0; Platform::setCurrentDirectory(szPathCopy); // Re-locate the game:/ asset mount. Torque::FS::Unmount( "game" ); Torque::FS::Mount( "game", Platform::FS::createNativeFS( ( const char* ) szPathCopy ) ); success = str.open(fdd.mFile, Torque::FS::File::Read); if(success) defaultScriptName = fdd.mFile; } } #endif if( !success ) { char msg[1024]; dSprintf(msg, sizeof(msg), "Failed to open \"%s\".", defaultScriptName); Platform::AlertOK("Error", msg); #ifdef TORQUE_ENABLE_VFS closeEmbeddedVFSArchive(); #endif return false; } #ifdef TORQUE_ENABLE_VFS if(! useVFS) #endif mainCsStream = &str; } // This should rarely happen, but lets deal with // it gracefully if it does. if ( mainCsStream == NULL ) return false; U32 size = mainCsStream->getStreamSize(); char *script = new char[size + 1]; mainCsStream->read(size, script); #ifdef TORQUE_ENABLE_VFS if(useVFS) vfs->closeFile(mainCsStream); else #endif str.close(); script[size] = 0; char buffer[1024], *ptr; Platform::makeFullPathName(useDefaultScript ? defaultScriptName : argv[1], buffer, sizeof(buffer), Platform::getCurrentDirectory()); ptr = dStrrchr(buffer, '/'); if(ptr != NULL) *ptr = 0; Platform::setMainDotCsDir(buffer); Platform::setCurrentDirectory(buffer); Con::evaluate(script, false, useDefaultScript ? defaultScriptName : argv[1]); delete[] script; #ifdef TORQUE_ENABLE_VFS closeEmbeddedVFSArchive(); #endif return true; }