geode/loader/src/main.cpp

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#include <Geode/loader/Mod.hpp>
#include <Geode/loader/Loader.hpp>
#include <Geode/loader/SettingEvent.hpp>
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#include <InternalLoader.hpp>
#include <InternalMod.hpp>
#include <Geode/loader/Log.hpp>
#include <Geode/loader/Interface.hpp>
#include "../core/Core.hpp"
#include <array>
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int geodeEntry(void* platformData);
// platform-specific entry points
#if defined(GEODE_IS_IOS) || defined(GEODE_IS_MACOS)
#include <mach-o/dyld.h>
#include <unistd.h>
std::length_error::~length_error() _NOEXCEPT {} // do not ask...
// camila has an old ass macos and this function turned
// from dynamic to static thats why she needs to define it
// this is what old versions does to a silly girl
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__attribute__((constructor)) void _entry() {
std::array<char, PATH_MAX> gddir;
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uint32_t out = PATH_MAX;
_NSGetExecutablePath(gddir.data(), &out);
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ghc::filesystem::path gdpath = gddir.data();
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ghc::filesystem::current_path(gdpath.parent_path().parent_path());
auto workingDir = ghc::filesystem::current_path();
auto updatesDir = workingDir / "geode" / "update";
auto error = std::error_code();
if (ghc::filesystem::exists(updatesDir / "GeodeBootstrapper.dylib", error) && !error) {
ghc::filesystem::rename(
updatesDir / "GeodeBootstrapper.dylib",
workingDir / "GeodeBootstrapper.dylib", error
);
if (error) return;
}
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geodeEntry(nullptr);
}
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#elif defined(GEODE_IS_WINDOWS)
#include <Windows.h>
DWORD WINAPI loadThread(void* arg) {
auto module = GetModuleHandleA("GeodeBootstrapper.dll");
FreeLibrary(module);
auto workingDir = ghc::filesystem::current_path();
auto updatesDir = workingDir / "geode" / "update";
auto error = std::error_code();
if (ghc::filesystem::exists(updatesDir / "GeodeBootstrapper.dll", error) && !error) {
ghc::filesystem::rename(
updatesDir / "GeodeBootstrapper.dll",
workingDir / "GeodeBootstrapper.dll", error
);
if (error) return error.value();
}
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return geodeEntry(arg);
}
BOOL WINAPI DllMain(HINSTANCE lib, DWORD reason, LPVOID) {
switch (reason) {
case DLL_PROCESS_ATTACH:
// Prevents threads from notifying this DLL on creation or destruction.
// Kind of redundant for a game that isn't multi-threaded but will provide
// some slight optimizations if a mod frequently creates and deletes threads.
DisableThreadLibraryCalls(lib);
// loading thread
HANDLE _ = CreateThread(0, 0, loadThread, lib, 0, nullptr);
if (_) CloseHandle(_);
break;
}
return TRUE;
}
#endif
static SettingChangedEventHandler<BoolSetting> _(
"geode.loader", "show-platform-console",
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[](auto setting) {
if (setting->getValue()) {
Loader::get()->openPlatformConsole();
} else {
Loader::get()->closePlatfromConsole();
}
}
);
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int geodeEntry(void* platformData) {
// setup internals
if (!InternalLoader::get()) {
InternalLoader::platformMessageBox(
"Unable to Load Geode!",
"There was an unknown fatal error setting up "
"internal tools and Geode can not be loaded. "
"(InternalLoader::get returned nullptr)"
);
}
if (!geode::core::hook::initialize()) {
InternalLoader::platformMessageBox(
"Unable to load Geode!",
"There was an unknown fatal error setting up "
"internal tools and Geode can not be loaded. "
"(Unable to set up hook manager)"
);
}
Interface::get()->init(InternalMod::get());
if (!InternalLoader::get()->setup()) {
// if we've made it here, Geode will
// be gettable (otherwise the call to
// setup would've immediately crashed)
InternalLoader::platformMessageBox(
"Unable to Load Geode!",
"There was an unknown fatal error setting up "
"internal tools and Geode can not be loaded. "
"(InternalLoader::setup) returned false"
);
return 1;
}
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internal_log(Severity::Debug, "Loaded internal Geode class");
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// set up loader, load mods, etc.
if (!Loader::get()->setup()) {
InternalLoader::platformMessageBox(
"Unable to Load Geode!",
"There was an unknown fatal error setting up "
"the loader and Geode can not be loaded."
);
delete InternalLoader::get();
return 1;
}
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internal_log(Severity::Debug, "Set up loader");
if (InternalMod::get()->getSettingValue<bool>("show-platform-console")) {
Loader::get()->openPlatformConsole();
}
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internal_log(Severity::Debug, "Entry done.");
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return 0;
}