Offer post-crash safe settings on a per-mod basis

Offer to restore settings when loading a mod that crashed, not the first
mod that gets loaded after a crash. Before the first mod loaded (usually
baseq3) would get the option even if missionpack or some other mod crashed.

- Make pid files separate for each fs_game.
- Remove/write pid every time switching fs_game.
- Create path before writing pid file otherwise it fails on first run.
- Show mod description.txt or fs_game instead of engine name in abnormal
  exit message.
- Check com_fullyInitialized in Com_Error before removing PID,
  otherwise "ioquake3 --version" segfaults when accessing fs_gamevar->string
  (plus not fully initialized isn't really a normal shutdown).
This commit is contained in:
Zack Middleton 2016-10-09 16:55:36 -05:00
parent 1246d16834
commit 755b2f38f0
4 changed files with 87 additions and 41 deletions

View file

@ -2482,6 +2482,33 @@ static char** Sys_ConcatenateFileLists( char **list0, char **list1 )
return cat;
}
/*
================
FS_GetModDescription
================
*/
void FS_GetModDescription( const char *modDir, char *description, int descriptionLen ) {
fileHandle_t descHandle;
char descPath[MAX_QPATH];
int nDescLen;
FILE *file;
Com_sprintf( descPath, sizeof ( descPath ), "%s/description.txt", modDir );
nDescLen = FS_SV_FOpenFileRead( descPath, &descHandle );
if ( nDescLen > 0 && descHandle ) {
file = FS_FileForHandle(descHandle);
Com_Memset( description, 0, descriptionLen );
nDescLen = fread(description, 1, descriptionLen, file);
if (nDescLen >= 0) {
description[nDescLen] = '\0';
}
FS_FCloseFile(descHandle);
} else {
Q_strncpyz( description, modDir, descriptionLen );
}
}
/*
================
FS_GetModList
@ -2496,8 +2523,7 @@ int FS_GetModList( char *listbuf, int bufsize ) {
char **pFiles = NULL;
char **pPaks = NULL;
char *name, *path;
char descPath[MAX_OSPATH];
fileHandle_t descHandle;
char description[MAX_OSPATH];
int dummy;
char **pFiles0 = NULL;
@ -2571,28 +2597,13 @@ int FS_GetModList( char *listbuf, int bufsize ) {
nLen = strlen(name) + 1;
// nLen is the length of the mod path
// we need to see if there is a description available
descPath[0] = '\0';
strcpy(descPath, name);
strcat(descPath, "/description.txt");
nDescLen = FS_SV_FOpenFileRead( descPath, &descHandle );
if ( nDescLen > 0 && descHandle) {
FILE *file;
file = FS_FileForHandle(descHandle);
Com_Memset( descPath, 0, sizeof( descPath ) );
nDescLen = fread(descPath, 1, 48, file);
if (nDescLen >= 0) {
descPath[nDescLen] = '\0';
}
FS_FCloseFile(descHandle);
} else {
strcpy(descPath, name);
}
nDescLen = strlen(descPath) + 1;
FS_GetModDescription( name, description, sizeof( description ) );
nDescLen = strlen(description) + 1;
if (nTotal + nLen + 1 + nDescLen + 1 < bufsize) {
strcpy(listbuf, name);
listbuf += nLen;
strcpy(listbuf, descPath);
strcpy(listbuf, description);
listbuf += nDescLen;
nTotal += nLen + nDescLen;
nMods++;
@ -3999,6 +4010,9 @@ void FS_Restart( int checksumFeed ) {
}
if ( Q_stricmp(fs_gamedirvar->string, lastValidGame) ) {
Sys_RemovePIDFile( lastValidGame );
Sys_InitPIDFile( fs_gamedirvar->string );
// skip the q3config.cfg if "safe" is on the command line
if ( !Com_SafeMode() ) {
Cbuf_AddText ("exec " Q3CONFIG_CFG "\n");