From 244fea664121acf12871ab5858a5fe95a2606b52 Mon Sep 17 00:00:00 2001 From: Michael Smith Date: Mon, 10 Mar 2025 02:37:19 +0000 Subject: Rewrite and redesign codegen and feature system Also switch to somewhat proper C23 flags while we're at it. This is a huge change. It took me forever, in between being really busy. Sorry about that. But the good news is I'm now free to start integrating the various patches that have accumulated since last release. Well, at least in between still being really busy. Gotta manage expectations. The main benefit of introducing GAMESPECIFIC() is that features that don't apply to a particular game no longer show up *at all*, and less time is wasted on init. It also enables a cool optimisation wherein unnecessary REQUIRE_GAMEDATA() checks can elided at compile time whenever the gamedata is known up-front to always exist in supported games. The DEF_FEAT_CVAR macro family meanwhile makes it easier to manage the lifecycle of cvars/ccmds, with less manual registering, unhiding and such. Originally I was going to try and just hack these features into the existing codegen abomination, but it just got too terrible. This rewrite should make it easier to continue tweaking codegen behaviour in future. It also has slightly better error messages. --- src/engineapi.c | 9 +++++---- 1 file changed, 5 insertions(+), 4 deletions(-) (limited to 'src/engineapi.c') diff --git a/src/engineapi.c b/src/engineapi.c index 5a78a92..62a4eb1 100644 --- a/src/engineapi.c +++ b/src/engineapi.c @@ -1,5 +1,5 @@ /* - * Copyright © 2024 Michael Smith + * Copyright © 2025 Michael Smith * Copyright © 2023 Willian Henrique * * Permission to use, copy, modify, and/or distribute this software for any @@ -18,6 +18,7 @@ #include // used in generated code #include // " +#include "abi.h" // for NVDTOR use in gamedata generated code #include "con_.h" #include "engineapi.h" #include "gamedata.h" @@ -30,7 +31,7 @@ #include "vcall.h" #include "x86.h" -u64 _gametype_tag = 0; // declared in gametype.h but seems sensible enough here +u32 _gametype_tag = 0; // declared in gametype.h but seems sensible enough here ifacefactory factory_client = 0, factory_server = 0, factory_engine = 0, factory_inputsystem = 0; @@ -49,6 +50,7 @@ struct CServerPlugin *pluginhandler; DECL_VFUNC_DYN(void *, GetAllServerClasses) #include // generated by build/mkentprops.c +#include // generated by build/mkgamedata.c bool engineapi_init(int pluginver) { if_cold (!con_detect(pluginver)) return false; @@ -110,8 +112,7 @@ bool engineapi_init(int pluginver) { _gametype_tag |= _gametype_tag_TheLastStand; } } - - gamedata_init(); + initgamedata(); con_init(); if_cold (!gameinfo_init()) { con_disconnect(); return false; } return true; -- cgit v1.2.3-54-g00ecf