mirror of
https://github.com/open-goal/jak-project.git
synced 2024-11-24 06:39:51 +00:00
130 lines
3.5 KiB
C++
130 lines
3.5 KiB
C++
/*!
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* @file main.cpp
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* Main for the game. Launches the runtime.
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*/
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#include <string>
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#include "runtime.h"
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#include "common/versions.h"
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#include "common/log/log.h"
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#include "common/util/FileUtil.h"
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#include "game/discord.h"
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#include "common/util/os.h"
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// Discord RPC
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extern int64_t gStartTime;
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/*!
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* Set up logging system to log to file.
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* @param verbose : should we print debug-level messages to stdout?
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*/
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void setup_logging(bool verbose) {
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lg::set_file(file_util::get_file_path({"log/game.txt"}));
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if (verbose) {
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lg::set_file_level(lg::level::debug);
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lg::set_stdout_level(lg::level::debug);
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lg::set_flush_level(lg::level::debug);
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} else {
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lg::set_file_level(lg::level::debug);
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lg::set_stdout_level(lg::level::warn);
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lg::set_flush_level(lg::level::warn);
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}
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lg::initialize();
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}
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/*!
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* Entry point for the game.
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*/
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int main(int argc, char** argv) {
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// Figure out if the CPU has AVX2 to enable higher performance AVX2 versions of functions.
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setup_cpu_info();
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// If the CPU doesn't have AVX, GOAL code won't work and we exit.
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if (!get_cpu_info().has_avx) {
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printf("Your CPU does not support AVX, which is required for OpenGOAL.\n");
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return -1;
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}
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// parse arguments
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bool verbose = false;
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bool disable_avx2 = false;
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std::optional<std::filesystem::path> project_path_override = std::nullopt;
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for (int i = 1; i < argc; i++) {
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if (std::string("-v") == argv[i]) {
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verbose = true;
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break;
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}
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if (std::string("-no-avx2") == argv[i]) {
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disable_avx2 = true;
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}
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if (std::string("-proj-path") == argv[i] && i + 1 < argc) {
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project_path_override = std::make_optional(std::filesystem::path(argv[i + 1]));
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}
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}
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// set up file paths for resources. This is the full repository when developing, and the data
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// directory (a subset of the full repo) in release versions
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if (!file_util::setup_project_path(project_path_override)) {
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return 1;
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}
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// set up discord stuff
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gStartTime = time(nullptr);
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init_discord_rpc();
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if (disable_avx2) {
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// for debugging the non-avx2 code paths, there's a flag to manually disable.
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printf("Note: AVX2 code has been manually disabled.\n");
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get_cpu_info().has_avx2 = false;
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}
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#ifndef __AVX2__
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if (get_cpu_info().has_avx2) {
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printf("Note: your CPU supports AVX2, but this build was not compiled with AVX2 support\n");
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get_cpu_info().has_avx2 = false;
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}
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#endif
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if (get_cpu_info().has_avx2) {
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printf("AVX2 mode enabled\n");
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} else {
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printf("AVX2 mode disabled\n");
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}
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setup_logging(verbose);
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bool force_debug_next_time = false;
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while (true) {
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std::vector<std::string> args;
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for (int i = 0; i < argc; i++) {
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args.push_back(argv[i]);
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}
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if (force_debug_next_time) {
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args.push_back("-boot");
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args.push_back("-debug");
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force_debug_next_time = false;
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}
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std::vector<char*> ptrs;
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for (auto& str : args) {
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ptrs.push_back(str.data());
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}
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// run the runtime in a loop so we can reset the game and have it restart cleanly
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lg::info("OpenGOAL Runtime {}.{}", versions::GOAL_VERSION_MAJOR, versions::GOAL_VERSION_MINOR);
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auto exit_status = exec_runtime(ptrs.size(), ptrs.data());
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switch (exit_status) {
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case RuntimeExitStatus::EXIT:
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return 0;
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case RuntimeExitStatus::RESTART_RUNTIME:
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case RuntimeExitStatus::RUNNING:
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break;
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case RuntimeExitStatus::RESTART_IN_DEBUG:
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force_debug_next_time = true;
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break;
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}
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}
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return 0;
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}
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