Files
PuzGame/src/engine/main.cpp
2025-03-16 01:01:29 +01:00

355 lines
11 KiB
C++

#include "bx/filepath.h"
#include <cstdlib>
#include <cwchar>
#include <fstream>
#define WIN32_LEAN_AND_MEAN
#include <Windows.h>
#undef min
#undef max
#include <bx/allocator.h>
#include <bx/mpscqueue.h>
#include <bx/string.h>
#include <cstdio>
#include "Shared.h"
#include "Window.h"
#ifdef _MSC_VER
constexpr const char* DLLPath = "PuzGame.dll";
constexpr const wchar_t* DLLWatch = L"PuzGame2.dll";
#else
constexpr const char* DLLPath = "libPuzGame.dll";
constexpr const wchar_t* DLLWatch = L"libPuzGame2.dll";
#endif
namespace
{
bx::AllocatorI* defaultAllocator = new bx::DefaultAllocator{};
}
enum class FileChangeType
{
DLL,
Shader,
CompiledShader,
};
struct FileWatcherStartup
{
char DirPath[512]{0};
wchar_t CompName[512]{0};
FileChangeType ChangeType = FileChangeType::Shader;
bool Shutdown = false;
};
struct FileWatcherData
{
FileWatcherStartup DLLWatcher;
FileWatcherStartup ShaderWatcher;
FileWatcherStartup CompiledShaderWatcher;
bx::MpScUnboundedQueueT<FileChangeNotification> ShaderQueue{defaultAllocator};
bx::MpScUnboundedQueueT<FileChangeNotification> DLLQueue{defaultAllocator};
};
struct DevelopmentData
{
HMODULE GameLib = NULL;
FileWatcherData FileWatcher;
};
struct EngineData
{
EngineWindow Window;
};
namespace
{
DevelopmentData DevData;
EngineData Engine;
SharedData Shared;
Startup StartupFunc;
Update UpdateFunc;
Shutdown ShutdownFunc;
} // namespace
void FileChangeCheck(HANDLE dirHandle, FileChangeType changeType, const wchar_t* compName = nullptr)
{
if (dirHandle == NULL) return;
uint8_t fileChangeBuffer[1024]{0};
bx::memSet(fileChangeBuffer, 0, sizeof(fileChangeBuffer));
DWORD bytesReturned = 0;
if (ReadDirectoryChangesW(dirHandle,
fileChangeBuffer,
sizeof(fileChangeBuffer),
true,
FILE_NOTIFY_CHANGE_FILE_NAME | FILE_NOTIFY_CHANGE_LAST_WRITE | FILE_NOTIFY_CHANGE_SIZE,
&bytesReturned,
NULL,
NULL))
{
uint32_t offset = 0;
while (true)
{
FILE_NOTIFY_INFORMATION* notifyData = reinterpret_cast<FILE_NOTIFY_INFORMATION*>(&fileChangeBuffer[offset]);
if (notifyData->Action == FILE_ACTION_ADDED || notifyData->Action == FILE_ACTION_MODIFIED ||
notifyData->Action == FILE_ACTION_RENAMED_NEW_NAME)
{
if (compName == nullptr || compName[0] == 0 || wcscmp(notifyData->FileName, compName) == 0)
{
FileChangeNotification notif;
wcscpy(notif.FileName, notifyData->FileName);
if (changeType == FileChangeType::DLL)
{
DevData.FileWatcher.DLLQueue.push(&notif);
}
else if (changeType == FileChangeType::Shader)
{
std::system("shadercompile.bat > shadercompile.log");
Sleep(1000);
std::ifstream shaderLogFile("shadercompile.log");
if (shaderLogFile.is_open())
{
shaderLogFile.seekg(0, std::ios::end);
uint32_t size = bx::min(BX_COUNTOF(Shared.Dev.ShaderLog), shaderLogFile.tellg());
shaderLogFile.seekg(0);
shaderLogFile.read(Shared.Dev.ShaderLog, size);
shaderLogFile.close();
}
}
else if (changeType == FileChangeType::CompiledShader)
{
DevData.FileWatcher.ShaderQueue.push(&notif);
}
printf("detected file change of type %u!\n", changeType);
}
}
if (notifyData->NextEntryOffset == 0) break;
offset += notifyData->NextEntryOffset;
}
}
}
HANDLE LoadDirHandle(const char* name)
{
HANDLE h = CreateFileA(name,
FILE_LIST_DIRECTORY,
FILE_SHARE_READ | FILE_SHARE_WRITE | FILE_SHARE_DELETE,
NULL,
OPEN_EXISTING,
FILE_FLAG_BACKUP_SEMANTICS | FILE_FLAG_OVERLAPPED,
NULL);
if (h == NULL)
{
printf("Failed to load dir handle for %s", name);
}
return h;
}
unsigned long FileWatcherThread(void* data)
{
FileWatcherStartup* startupData = reinterpret_cast<FileWatcherStartup*>(data);
printf("Starting file watcher of type %u\n", startupData->ChangeType);
if (startupData->DirPath[0] == 0)
{
printf("Invalid file watcher path!\n");
return 1;
}
HANDLE dirHandle = LoadDirHandle(startupData->DirPath);
if (dirHandle == NULL)
{
printf("Failed to load dir %s for file watcher!\n", startupData->DirPath);
return 1;
}
while (!startupData->Shutdown)
{
FileChangeCheck(dirHandle, startupData->ChangeType, startupData->CompName);
}
printf("File watcher thread ended!\n");
return 0;
}
bool ReloadDLL()
{
if (DevData.GameLib != NULL)
{
FreeLibrary(DevData.GameLib);
}
char exePath[1024];
GetModuleFileName(nullptr, exePath, BX_COUNTOF(exePath));
bx::FilePath exeFilePath{exePath};
bx::FilePath exeDir{exeFilePath.getPath()};
bx::FilePath libPath = exeDir;
#ifdef _MSC_VER
libPath.join("PuzGame.dll");
#else
libPath.join("libPuzGame.dll");
#endif
bx::FilePath lib2Path = exeDir;
#ifdef _MSC_VER
lib2Path.join("PuzGame2.dll");
#else
lib2Path.join("libPuzGame2.dll");
#endif
if (!CopyFile(lib2Path.getCPtr(), libPath.getCPtr(), false))
{
DWORD err = GetLastError();
printf("[%lu] Failed to copy game DLL from %s to %s!\n", err, libPath.getCPtr(), lib2Path.getCPtr());
return false;
}
HMODULE gameLibReloaded = LoadLibraryEx(DLLPath, NULL, 0);
if (gameLibReloaded == NULL)
{
DWORD err = GetLastError();
printf("[%lu] Failed to load game DLL from %s!\n", err, DLLPath);
return false;
}
DevData.GameLib = gameLibReloaded;
#ifdef _MSC_VER
Startup StartupReloaded = (Startup)GetProcAddress(DevData.GameLib, "?Setup@Game@@YAXAEAUSharedData@@@Z");
#else
Startup StartupReloaded = (Startup)GetProcAddress(DevData.GameLib, "_ZN4Game5SetupER10SharedData");
#endif
if (StartupReloaded == NULL)
{
DWORD err = GetLastError();
printf("[%lu] Failed to load startup function from game DLL!\n", err);
return false;
}
#ifdef _MSC_VER
Update UpdateReloaded = (Update)GetProcAddress(DevData.GameLib, "?Update@Game@@YAXXZ");
#else
Update UpdateReloaded = (Update)GetProcAddress(DevData.GameLib, "_ZN4Game6UpdateEv");
#endif
if (UpdateReloaded == NULL)
{
printf("Failed to load update function from game DLL!\n");
return false;
}
#ifdef _MSC_VER
Shutdown ShutdownReloaded = (Shutdown)GetProcAddress(DevData.GameLib, "?Shutdown@Game@@YAXXZ");
#else
Shutdown ShutdownReloaded = (Shutdown)GetProcAddress(DevData.GameLib, "_ZN4Game8ShutdownEv");
#endif
if (ShutdownReloaded == NULL)
{
printf("Failed to load shutdown function from game DLL\n");
return false;
}
StartupFunc = StartupReloaded;
UpdateFunc = UpdateReloaded;
ShutdownFunc = ShutdownReloaded;
printf("Loaded Game DLL successfully!\n");
return true;
}
int main()
{
char PathBuf[512]{0};
GetCurrentDirectory(sizeof(PathBuf), PathBuf);
printf("Current path: %s\n", PathBuf);
if (!ReloadDLL()) return 1;
Engine.Window.Startup(Shared.Window);
if (Shared.Window.Handle == nullptr)
{
printf("Failed to set up window!\n");
return 1;
}
DevData.FileWatcher.DLLWatcher.ChangeType = FileChangeType::DLL;
DevData.FileWatcher.ShaderWatcher.ChangeType = FileChangeType::Shader;
DevData.FileWatcher.CompiledShaderWatcher.ChangeType = FileChangeType::CompiledShader;
bx::strCopy(DevData.FileWatcher.DLLWatcher.DirPath, sizeof(DevData.FileWatcher.DLLWatcher.DirPath), "cmake-build");
bx::strCopy(
DevData.FileWatcher.ShaderWatcher.DirPath, sizeof(DevData.FileWatcher.ShaderWatcher.DirPath), "game/shaders");
bx::strCopy(DevData.FileWatcher.CompiledShaderWatcher.DirPath,
sizeof(DevData.FileWatcher.CompiledShaderWatcher.DirPath),
"game/compiled-shaders/dx11");
wcscpy(DevData.FileWatcher.DLLWatcher.CompName, DLLWatch);
DWORD fileWatcherThreadId = 0;
HANDLE dllThread =
CreateThread(NULL, 0, FileWatcherThread, &DevData.FileWatcher.DLLWatcher, 0, &fileWatcherThreadId);
HANDLE shaderThread =
CreateThread(NULL, 0, FileWatcherThread, &DevData.FileWatcher.ShaderWatcher, 0, &fileWatcherThreadId);
HANDLE compiledShaderThread =
CreateThread(NULL, 0, FileWatcherThread, &DevData.FileWatcher.CompiledShaderWatcher, 0, &fileWatcherThreadId);
Shared.Game.PermanentStorageSize = 1024 * 1024;
Shared.Game.PermanentStorage = VirtualAllocEx(
GetCurrentProcess(), NULL, Shared.Game.PermanentStorageSize, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE);
Shared.Game.EntityStorageSize = 1024 * 1024;
Shared.Game.EntityStorage = VirtualAllocEx(
GetCurrentProcess(), NULL, Shared.Game.EntityStorageSize, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE);
Shared.Game.TransientStorageSize = 1024 * 1024 * 100;
Shared.Game.TransientStorage = VirtualAllocEx(
GetCurrentProcess(), NULL, Shared.Game.TransientStorageSize, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE);
StartupFunc(Shared);
bool isRunning = true;
while (isRunning)
{
Engine.Window.Update(Shared.Window);
if (Engine.Window.CloseRequested)
{
isRunning = false;
}
FileChangeNotification* DLLChange = nullptr;
if (DevData.FileWatcher.DLLQueue.pop())
{
// Empty queue to avoid multiple reloads
while (DevData.FileWatcher.DLLQueue.pop())
{
}
ShutdownFunc();
ReloadDLL();
StartupFunc(Shared);
}
FileChangeNotification* CompiledShaderChange = nullptr;
while ((CompiledShaderChange = DevData.FileWatcher.ShaderQueue.pop()))
{
if (Shared.Dev.ChangedShaderCount < BX_COUNTOF(Shared.Dev.ChangedShaders))
{
wcscpy(Shared.Dev.ChangedShaders[Shared.Dev.ChangedShaderCount].FileName,
CompiledShaderChange->FileName);
++Shared.Dev.ChangedShaderCount;
}
else
{
printf("Ran out of shader change buffer!\n");
}
}
UpdateFunc();
++Shared.Window.FrameCounter;
}
ShutdownFunc();
Engine.Window.Shutdown();
DevData.FileWatcher.DLLWatcher.Shutdown = true;
DevData.FileWatcher.ShaderWatcher.Shutdown = true;
DevData.FileWatcher.CompiledShaderWatcher.Shutdown = true;
WaitForSingleObject(dllThread, 100);
WaitForSingleObject(shaderThread, 100);
WaitForSingleObject(compiledShaderThread, 100);
return 0;
}