Files
RP412/RP_L4/RPL4.CPP
T
CydandClaude Opus 5 4f34684b16 environ.ini is written on first run, not shipped
Packing one into every zip meant a tester who unzipped a new build over
their folder got their configuration replaced. bindings.txt has never had
that problem, because the exe carries the template and writes the file
only when it is absent. environ.ini now works the same way, so a new
build can land on an existing folder and every setting survives.

The 245-line template moves out of pack-dist.ps1 and into RPL4ENVIRON.cpp
as the exe's own literal, which also means the exe alone can produce a
working install. It was lifted mechanically rather than retyped, and the
file it writes is line-for-line identical to the one we have been
shipping - only the line endings changed, from a mongrel 243 LF plus one
stray CRLF that PowerShell's Set-Content left on the end, to the uniform
LF the game already writes bindings.txt with.

It cannot simply become optional. Without environ.ini, L4GAUGE is unset -
which disables the gauge renderer and takes every MFD with it - and
L4MFDSPLIT is unset, which is the packed-window arcade layout rather than
the glass cockpit. The shipped values ARE the desktop game; the built-in
getenv fallbacks are the 1995 pod. So the game writes the file rather
than tolerating its absence.

The cost of a file that is never overwritten is that a tester carrying
one across many builds stops being offered new options. Nothing breaks -
an option added later defaults to "behave as before" - but it goes
unnoticed, and "the podium does not work" is a confusing bug report when
the real answer is that their environ.ini predates RP412PODIUM. So the
load names every template key the player's file has never mentioned, and
says they are at built-in defaults and that deleting the file brings the
documented one back. A stale seven-line file lists all 40.

The file is read, never rewritten. The mention test is deliberately
generous - a key counts as known if it appears in any form, commented or
not - because the failure it guards against is worse than a missed
notice: environ.ini is applied line by line, so a second copy of a key
appearing later in the file would silently override the player's own.

The version line also moves to the top of WinMain. It used to print after
the environment was loaded, so the first thing in rpl4.log was a message
about environ.ini rather than which build wrote it.

Verified: the written file matches the old shipped one line for line; an
edited file with a hand-added comment survives another run untouched; a
seven-line file from an older build boots and names all 40 options it has
never heard of; and a full mission on a self-written file brings up the
glass cockpit at 125% with the virtual RIO active and nothing alarming in
the log.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 14:46:18 -05:00

544 lines
18 KiB
C++

////===========================================================================//
//// File: rp4lbe4.cc //
//// Project: MUNGA Brick: Red Planet LBE Application //
//// Contents: //
////---------------------------------------------------------------------------//
//// Date Who Modification //
//// -------- --- ---------------------------------------------------------- //
//// //
////---------------------------------------------------------------------------//
//// Copyright (C) 1994, Virtual World Entertainment, Inc. //
//// All Rights reserved worldwide //
//// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
////===========================================================================//
//
#define WIN32_LEAN_AND_MEAN
#define _WIN32_WINNT 0x0500
#define WINVER 0x0500
#include <tchar.h>
#include "rpl4.h"
#pragma hdrstop
#include "rpl4pb.h"
#include "rpl4fe.h"
#include "rpl4environ.h"
#include "rpl4console.h"
#include "rpl4lobby.h"
#include "..\munga_l4\l4steamtransport.h"
#include "..\munga_l4\l4splr.h"
#include "..\munga_l4\l4mfdview.h" // RPWindowLayout_*
#include "..\munga_l4\l4joy.h" // RPJoyConfigWizard
#include "rpl4ver.h"
#include "rpl4build.h" // generated: RP412_VERSION / RP412_VERSION_LONG
#include "..\munga\resver.h"
#include "..\munga\resource.h"
// added for game status drawing support
#include "..\munga\player.h"
#include "..\munga\mission.h"
#include "..\munga_l4\l4ctrl.h"
// end add
#include <DbgHelp.h>
#include <strsafe.h>
#include <direct.h>
#include <shellapi.h>
#define SPOOL_SIZE 0x600000
//#define SCREEN_WIDTH 1024
//#define SCREEN_HEIGHT 768
Byte version[3] = {MAJOR_DATA_VERSION, RELEASE_VERSION, MINOR_DATA_VERSION};
char* names[] = {"InitializingState",
"WaitingForEgg",
"LoadingMission",
"WaitingForLaunch",
"LaunchingMission",
"RunningMission",
"EndingMission",
"StoppingMission",
"SuspendingMission",
"ResumingMission",
"AbortingMission",
"CreatingMission",
"ApplicationStateCount"};
//##########################################################################
//################## RP4L4Application Globals ########################
//##########################################################################
extern const char* const ProgName;
const char* const ProgName = "rpl4";
Application *rpl4App;
HWND hWnd;
//
// Unhandled-exception minidump: rpl4crash.dmp lands beside the exe so
// a crash on a test machine hands back a stack. dbghelp loads lazily -
// no link-time dependency.
//
static LONG WINAPI RPL4CrashDumpFilter(EXCEPTION_POINTERS *exception)
{
HMODULE dbghelp = LoadLibraryA("dbghelp.dll");
if (dbghelp != NULL)
{
typedef BOOL (WINAPI *MiniDumpWriteDumpFn)(
HANDLE, DWORD, HANDLE, MINIDUMP_TYPE,
PMINIDUMP_EXCEPTION_INFORMATION,
PMINIDUMP_USER_STREAM_INFORMATION,
PMINIDUMP_CALLBACK_INFORMATION);
MiniDumpWriteDumpFn write_dump =
(MiniDumpWriteDumpFn) GetProcAddress(dbghelp, "MiniDumpWriteDump");
if (write_dump != NULL)
{
HANDLE file = CreateFileA("rpl4crash.dmp", GENERIC_WRITE, 0,
NULL, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, NULL);
if (file != INVALID_HANDLE_VALUE)
{
MINIDUMP_EXCEPTION_INFORMATION dump_info;
dump_info.ThreadId = GetCurrentThreadId();
dump_info.ExceptionPointers = exception;
dump_info.ClientPointers = FALSE;
write_dump(GetCurrentProcess(), GetCurrentProcessId(), file,
MiniDumpNormal, &dump_info, NULL, NULL);
CloseHandle(file);
}
}
}
return EXCEPTION_CONTINUE_SEARCH;
}
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg)
{
case WM_CLOSE:
DestroyWindow(hWnd);
return 0;
case WM_DESTROY:
PostQuitMessage(0);
return 0;
case WM_SYSCOMMAND:
// Alt is a flight control (reverse thrust) - releasing it must
// not pop the window menu and steal keyboard focus
if ((wParam & 0xFFF0) == SC_KEYMENU)
{
return 0;
}
break;
case WM_EXITSIZEMOVE:
//
// A drag or resize just finished. Here rather than in the
// cockpit's subclass so it also covers the console screen, which
// is where the window gets moved before there is any cockpit to
// subclass. No-op unless RP412MFDLAYOUT is save.
//
RPWindowLayout_Save();
return 0;
}
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
char filename[50];
strcpy_s(filename, 50, "rpl4.log");
std::ofstream logfile;
logfile.open(filename);
std::cout.rdbuf(logfile.rdbuf());
SetUnhandledExceptionFilter(RPL4CrashDumpFilter);
//
// Which build this is, before anything else can fail. The patch number
// is this repository's commit count and the hash beside it names the
// commit, so a log from a test machine says exactly where it came from.
// A trailing '+' means the tree had uncommitted changes when it was
// built. See stamp-version.ps1.
//
DEBUG_STREAM << "Red Planet " << RP412_VERSION_LONG << std::endl << std::flush;
// load up our environment variables
//controls
if(getenv("L4CONTROLS") == NULL)
putenv("L4CONTROLS=KEYBOARD");
if(getenv("DPLARG") == NULL)
putenv("DPLARG=1");
if(getenv("L4DPLCFG") == NULL)
putenv("L4DPLCFG=RPDPL.INI");
if(getenv("MULTISAMPLE") == NULL)
putenv("MULTISAMPLE=0");
if(getenv("TARGETFPS") == NULL)
putenv("TARGETFPS=60");
if(getenv("MAXPARTICLES") == NULL)
putenv("MAXPARTICLES=8192");
//
// environ.ini: written on first run and read here. The exe owns the
// template rather than the packaging script laying one down on every
// unzip, so a tester can drop a new build over an old folder and keep
// their settings. See rpl4environ.h.
//
RPL4Environ_Load();
DEBUG_STREAM << "L4CONTROLS=" << getenv("L4CONTROLS") << std::endl << std::flush;
#ifdef RP412_STEAM
//
// RP412STEAM=1 (environ.ini or a Steam launch) swaps the wire to
// ISteamNetworkingSockets. Failure logs the reason and the game
// carries on over TCP - dev boxes without Steam are unaffected.
//
{
const char *steam_switch = getenv("RP412STEAM");
if (steam_switch != NULL && atoi(steam_switch) != 0)
{
SteamNetTransport_Install();
}
}
#endif
// GetProcessAffinityMask(GetCurrentProcess(),
DWORD_PTR res = SetThreadAffinityMask(GetCurrentThread(), (DWORD_PTR)1);
if (res == 0)
{
DWORD err = GetLastError();
DEBUG_STREAM << "Could not set thread affinity. Err Code = " << err << std::endl << std::flush;
}
//
//----------------------------------------------------------------------
// Parse command line for an egg notation file name
//----------------------------------------------------------------------
//
int argc;
LPWSTR* argv = CommandLineToArgvW(GetCommandLineW(), &argc);
Logical run_application = RPL4Application::ParseCommandLine(argc, argv);
if (!run_application)
{
return 1;
}
else
{
Start_Registering();
}
//
//-------------------------------------------------------------------------
// Create our window. This is only temporary because this will move after
// the graphics are moved over.
//-------------------------------------------------------------------------
//
WNDCLASS wc;
if (!hPrevInstance)
{
wc.style = 0;
wc.lpfnWndProc = (WNDPROC) WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon((HINSTANCE) NULL, IDI_APPLICATION);
wc.hCursor = LoadCursor((HINSTANCE) NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
wc.lpszMenuName = NULL;
wc.lpszClassName = L"MainWndClass";
if (!RegisterClass(&wc))
return FALSE;
}
DWORD wsStyle = WS_OVERLAPPED | WS_SYSMENU;
if (L4Application::GetFullscreen())
wsStyle = WS_POPUP;
hWnd = CreateWindowEx(0, L"MainWndClass", L"RPL4", WS_OVERLAPPEDWINDOW, 0, 0, L4Application::GetScreenWidth(), L4Application::GetScreenHeight(), (HWND)NULL, (HMENU)NULL, hInstance, (LPVOID)NULL);
if (!hWnd)
return FALSE;
ShowWindow(hWnd, nShowCmd);
//
// Sticky placement, from the first frame the player sees. SVGA16 also
// registers and reloads when it builds the cockpit, but that is not
// until a mission starts - without this the console screen would come
// up at the default rect with its title bar still on, and only jump
// to the saved placement once a race began. -fit takes the whole
// monitor and has no placement of the player's to restore.
//
if (!L4Application::GetFitDisplay() && !L4Application::GetFullscreen())
{
RPWindowLayout_Register(hWnd, "RPL4", True);
RPWindowLayout_Load();
}
//
//-------------------------------------------------------------------------
// RP412JOYCONFIG=1 (joyconfig.bat): the joystick setup wizard, before
// anything else claims the screen. It asks the player to move each
// control on their stick, HOTAS or pedals and writes the joy* rows of
// bindings.txt, then falls through into the game so they can try them
// straight away.
//
// One shot: the variable is cleared from this process so a rebuilt
// PadRIO later in the session cannot run the wizard a second time.
//-------------------------------------------------------------------------
//
{
const char *joyconfig = getenv("RP412JOYCONFIG");
if (joyconfig != NULL && *joyconfig != '\0' && atoi(joyconfig) != 0)
{
RPJoyConfigWizard();
SetEnvironmentVariableA("RP412JOYCONFIG", NULL);
_putenv("RP412JOYCONFIG=");
}
}
#if !_DEBUG
// Arcade pods have no mouse - but desktop/windowed play needs the
// cursor for the on-screen cockpit buttons, so hide it only when
// running fullscreen.
if (L4Application::GetFullscreen())
{
ShowCursor(FALSE);
}
#endif
//
//-------------------------------------------------------------------------
// Front-end mode: started without an egg, a network, or mission review.
// The race loop below keeps everything in ONE process - setup screen,
// mission, teardown, and back to the setup screen - with the local
// console marshaling each race. (-egg / -net / -mr run a single pass,
// exactly as before.)
//-------------------------------------------------------------------------
//
Logical front_end_mode =
L4Application::GetMissionReviewMode() == 0 &&
L4Application::GetNetworkCommonFlatAddress() == 0 &&
!L4Application::GetEggNotationFileName(); // no egg on the command line
int last_launch_mode = FELaunchSingle;
for (;;)
{
if (front_end_mode)
{
if (!IsWindow(hWnd))
{
break; // the cockpit window is gone (closed mid-race)
}
// drain any WM_QUIT left over from the previous mission's
// teardown so it cannot instantly close the setup screen
MSG leftover;
while (PeekMessage(&leftover, NULL, WM_QUIT, WM_QUIT, PM_REMOVE))
{
}
// lobby races: the owner publishes the score sheet, members
// pull it - the same results screen shows on every machine
RPL4Lobby_PushRaceResults();
RPL4Lobby_PullRaceResults();
// last race's final scores first (no-op on first boot)
if (!RPL4FrontEnd_ShowResults(hInstance, hWnd))
{
break;
}
static char frontend_egg[MAX_PATH];
if (!RPL4FrontEnd_Run(hInstance, hWnd, frontend_egg, sizeof(frontend_egg)))
{
break; // player closed the menu without launching
}
last_launch_mode = RPL4FrontEnd_LastLaunchMode();
Exit_Code = 0;
if (last_launch_mode == FELaunchMember)
{
//
// Lobby member: enter the race as a network pod. The
// owner's console connects over the wire, feeds the egg,
// and marshals us - no local egg, no local console. If
// the owner leaves mid-race the mission ends (a race
// with no console never stops on its own).
//
L4Application::SetNetworkCommonFlatAddress(1501);
gConsoleLossEndsMission = True;
}
else
{
gConsoleLossEndsMission = False;
L4Application::SetEggNotationFileName(frontend_egg);
// Front-end games are marshaled by the in-process console:
// it ends the race when the selected time expires.
// (Hand-fed -egg runs stay unmarshaled - the developer
// shortcut.)
//
// RP412HOSTPODS turns the launch into a hosted network
// race: this pod switches to network mode (it meshes like
// any pod) and the console also marshals the listed member
// pods over the wire. The Steam lobby primes the same path.
const char *host_pods = getenv("RP412HOSTPODS");
if (host_pods != NULL && host_pods[0] != '\0')
{
int host_port = 1501;
const char *port_override = getenv("RP412HOSTPORT");
if (port_override != NULL && atoi(port_override) > 0)
{
host_port = atoi(port_override);
}
L4Application::SetNetworkCommonFlatAddress(host_port);
if (!RPL4LocalConsole_InstallNetworkRace(
RPL4FrontEnd_LastMissionSeconds(), frontend_egg,
host_pods, RPL4FrontEnd_LastPilotNames()))
{
DEBUG_STREAM << "Network race setup failed - back to the menu\n" << std::flush;
L4Application::SetNetworkCommonFlatAddress(0);
continue;
}
}
else
{
L4Application::SetNetworkCommonFlatAddress(0);
RPL4LocalConsole_Install(RPL4FrontEnd_LastMissionSeconds());
}
}
}
//
//-------------------------------------------------------------------------
// Open the resource file. The brace will help correct the scoping problem
// of destruction the resource file
//-------------------------------------------------------------------------
//
{
StreamableResourceFile resources("rpl4.res", version);
Check(&resources);
//
//----------------------------------------------
// Create and initialize the application manager
//----------------------------------------------
//
ApplicationManager* app_manager;
Application *new_app;
int review_mode = RPL4Application::GetMissionReviewMode();
if (review_mode > 0)
{
MissionReviewApplicationManager *spool_mgr = new MissionReviewApplicationManager(hInstance, hWnd, atoi(getenv("TARGETFPS")), (review_mode == 2) ? 1 : 2, SPOOL_SIZE);
app_manager = spool_mgr;
Register_Object(app_manager);
//
//-------------------------------------------------------------------
// Create and initialize the playback application if there is a spool
// file
//-------------------------------------------------------------------
//
#if 1
CString spoolFileName = L4Application::GetSpoolFileName();
if (!spoolFileName)
spoolFileName = "last.spl";
SpoolFile *spool = spool_mgr->GetStoredSpoolFile(spoolFileName);
if (spool)
{
new_app = new RPL4PlaybackApplication(hInstance, hWnd, &resources, spool);
} else
{
new_app = new RPL4IdleApplication(hInstance, hWnd, &resources);
}
Register_Object(new_app);
app_manager->StartApplication(new_app);
#else
new_app = new RPL4PlaybackApplication(hInstance, hWnd, &resources, NULL);
Register_Object(new_app);
app_manager->StartApplication(new_app);
#endif
//
//------------------------------------
// Initialize the spooling application
//------------------------------------
//
if (review_mode == 1)
{
new_app = new L4SpoolingApplication(hInstance, hWnd, &resources, RPL4);
Register_Object(new_app);
app_manager->StartApplication(new_app);
}
}
else
{
app_manager = new ApplicationManager(hInstance, hWnd, atoi(getenv("TARGETFPS")));
Register_Object(app_manager);
//
//--------------------------------------
// Create and initialize the application
//--------------------------------------
//
Application *new_app = new RPL4Application(hInstance, hWnd, &resources);
rpl4App = new_app;
Register_Object(new_app);
SetCursorPos(1680 / 2, 1050 / 2);
app_manager->StartApplication(new_app);
}
//
//--------------------------
// Run missions till we done
//--------------------------
//
app_manager->RunMissions();
rpl4App = NULL;
Unregister_Object(app_manager);
delete app_manager;
}
//
//-------------------------------------------------------------------------
// Single-binary race loop: if the local console ended this mission
// (or we raced as a lobby member under the owner's console), go
// back to the setup screen / lobby room for the next one; anything
// else (user quit, -egg / -net / -mr single pass) falls out.
//-------------------------------------------------------------------------
//
if (!front_end_mode ||
(last_launch_mode != FELaunchMember && !RPL4LocalConsole_MissionCompleted()))
{
break;
}
}
//
// Last word on the window's placement. Every finished drag has already
// written it and SVGA16 writes again as the cockpit comes down, but a
// session that never started a race has neither - and quitting from
// the console screen is exactly how somebody would leave after moving
// the window to where they want it. No-op unless the mode is save.
//
if (IsWindow(hWnd))
{
RPWindowLayout_Save();
}
RPWindowLayout_Forget(hWnd);
#if !_DEBUG
// symmetric with the fullscreen-only hide at startup
if (L4Application::GetFullscreen())
{
ShowCursor(TRUE);
}
#endif
Stop_Registering();
return Exit_Code;
}