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