jak-project/game/main.cpp
Tyler Wilding 2f6bfd2e64
game: cleanup gk's CLI documentation (#2189)
An attempt to cleanup the last CLI interface we have left to cleanup. 
- `gk` args now follow the typical convention ie. `--proj-path` instead
of `-proj-path`.
- args that are passed through to the rest of the application / the
game's runtime use the typical convention of following a `--`
- I'm thinking some args shouldn't be handled at this level ie
(`-nodisplay`, `-vm`, `-novm` or `-jak2`) These could be better
documented as legitimate flags and passed in via a nice struct. They
don't seem to be used in `InitParams` but I'll triple check.

There's a temporary shim here so there is no coupled release with the
launcher (right now it executes `gk` with a few args). So I just change
the old args into the new format. After one release cycle, I can change
it in the launcher and delete it here.

I am unsure if this will break the bash shellscript usages -- not sure
which args were usually passed into `$@`


![image](https://user-images.githubusercontent.com/13153231/222035309-b6601719-cdc9-40ee-b36e-e4b135d3f128.png)
2023-03-09 20:02:25 -05:00

245 lines
8.8 KiB
C++

/*!
* @file main.cpp
* Main for the game. Launches the runtime.
*/
#define STBI_WINDOWS_UTF8
#include <string>
#include "runtime.h"
#include "common/log/log.h"
#include "common/util/FileUtil.h"
#include "common/util/os.h"
#include "common/util/unicode_util.h"
#include "common/versions.h"
#include "game/common/game_common_types.h"
#include "third-party/CLI11.hpp"
#ifdef _WIN32
extern "C" {
__declspec(dllexport) unsigned long NvOptimusEnablement = 0x00000001;
__declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1;
}
#endif
/*!
* Set up logging system to log to file.
* @param verbose : should we print debug-level messages to stdout?
*/
void setup_logging(bool verbose) {
lg::set_file(file_util::get_file_path({"log", "game.log"}));
if (verbose) {
lg::set_file_level(lg::level::debug);
lg::set_stdout_level(lg::level::debug);
lg::set_flush_level(lg::level::debug);
} else {
lg::set_file_level(lg::level::debug);
lg::set_stdout_level(lg::level::warn);
lg::set_flush_level(lg::level::warn);
}
lg::initialize();
}
std::string game_arg_documentation() {
// clang-format off
std::string output = fmt::format(fmt::emphasis::bold, "Game Args (passed through to the game runtime after '--')\n");
output += fmt::format(fmt::fg(fmt::color::gray), "Order matters, some args will negate others (see kmachine.cpp for details)\n");
output += fmt::format(fmt::fg(fmt::color::gray), "Args with `*` are not well supported\n\n");
// Common args
output += fmt::format(fmt::emphasis::bold, "Common:\n");
output += " -cd * Use the DVD drive for everything. This is how the game runs in retail\n";
output += " -cddata * Use the DVD drive for everything but IOP modules\n";
output += " -deviso * One of two modes for testing without the need for DVDs\n";
output += " -fakeiso The other of two modes for testing without the need for DVDs\n";
output += " -boot Used to set GOAL up for running the game in retail mode\n";
output += " -debug Used to set GOAL up for debugging/development\n";
output += " -debug-mem Used to set up GOAL in debug mode, but not to load debug-segments\n";
output += " -nokernel An added mode to allow booting without a KERNEL.CGO for testing\n";
output += " -nosound An added mode to allow booting without sound for testing\n";
output += " -level [name] Used to inform the game to boot a specific level the default level is `#f`\n";
// Jak 1 Related
output += fmt::format(fmt::emphasis::bold | fmt::fg(fmt::color::orange), "Jak 1:\n");
output += " -demo Used to pass the message `demo` to the gkernel in the DebugBootMessage (instead of play)\n";
// Jak 2 only
output += fmt::format(fmt::emphasis::bold | fmt::fg(fmt::color::purple), "Jak 2:\n");
output += " -kiosk A demo mode, TODO on specifics\n";
output += " -preview A demo mode, TODO on specifics\n";
output += " -debug-boot Used to boot the game in retail mode, but with debug segments\n";
output += " -user [name] Specify the debugging username, the default is `unknown`\n";
output += " -art [name] Specify the art-group name to set `DebugBootArtGroup`, there is no default\n";
// clang-format on
return output;
}
/*!
* Entry point for the game.
*/
int main(int argc, char** argv) {
ArgumentGuard u8_guard(argc, argv);
// TODO - this is a temporary shim to convert the old arg format
// into the new
//
// This is needed to avoid a coupled release with the launcher and
// can be removed after one release cycle
//
// Normal users launch gk with _no_ args
//
// Only handling args the launcher provides, all others can be changed
// in this repo at the time of merge.
std::vector<char*> adjusted_argv_vals;
std::vector<char*> adjusted_argv_vals_passthru;
for (int i = 0; i < argc; i++) {
const auto& val = std::string(argv[i]);
// Handle all args that aren't passed through
if (val == "-proj-path") {
adjusted_argv_vals.push_back("--proj-path");
i++;
if (i > argc) {
return 1;
}
adjusted_argv_vals.push_back(argv[i]);
} // now handle all the ones that get passed to the game
else if (val == "-boot") {
adjusted_argv_vals_passthru.push_back("-boot");
} else if (val == "-fakeiso") {
adjusted_argv_vals_passthru.push_back("-fakeiso");
} else if (val == "-debug") {
adjusted_argv_vals_passthru.push_back("-debug");
}
}
std::vector<char*> new_argv;
if (!adjusted_argv_vals.empty() || !adjusted_argv_vals_passthru.empty()) {
new_argv.push_back(argv[0]);
for (const auto& arg : adjusted_argv_vals) {
new_argv.push_back(arg);
}
if (!adjusted_argv_vals_passthru.empty()) {
new_argv.push_back("--");
for (const auto& arg : adjusted_argv_vals_passthru) {
new_argv.push_back(arg);
}
}
argv = new_argv.data();
argc = new_argv.size();
}
// --- END temporary shim
// CLI flags
std::string game_name = "jak1";
bool verbose_logging = false;
bool disable_avx2 = false;
bool disable_display = false;
bool disable_debug_vm = false;
fs::path project_path_override;
std::vector<std::string> game_args;
CLI::App app{"OpenGOAL Game Runtime"};
app.add_option("-g,--game", game_name, "The game name: 'jak1' or 'jak2'");
app.add_flag("-v,--verbose", verbose_logging, "Enable verbose logging on stdout");
app.add_flag("--no-avx2", verbose_logging, "Disable AVX2 for testing");
app.add_flag("--no-display", disable_display, "Disable video display");
app.add_flag("--no-vm", disable_debug_vm, "Disable debug PS2 VM (defaulted to on)");
app.add_option("--proj-path", project_path_override,
"Specify the location of the 'data/' folder");
app.footer(game_arg_documentation());
app.add_option("Game Args", game_args,
"Remaining arguments (after '--') that are passed-through to the game itself");
app.allow_extras();
CLI11_PARSE(app, argc, argv);
// Create struct with all non-kmachine handled args to pass to the runtime
GameLaunchOptions game_options;
game_options.disable_debug_vm = disable_debug_vm;
game_options.disable_display = disable_display;
game_options.game_version = game_name_to_version(game_name);
// Figure out if the CPU has AVX2 to enable higher performance AVX2 versions of functions.
setup_cpu_info();
// If the CPU doesn't have AVX, GOAL code won't work and we exit.
if (!get_cpu_info().has_avx) {
lg::info("Your CPU does not support AVX, which is required for OpenGOAL.");
return -1;
}
// set up file paths for resources. This is the full repository when developing, and the data
// directory (a subset of the full repo) in release versions
if (project_path_override.empty()) {
lg::info("No project path provided, looking for data/ folder in current directory");
if (!file_util::setup_project_path({})) {
return 1;
}
} else if (!file_util::setup_project_path(project_path_override)) {
return 1;
}
if (disable_avx2) {
// for debugging the non-avx2 code paths, there's a flag to manually disable.
lg::info("Note: AVX2 code has been manually disabled.");
get_cpu_info().has_avx2 = false;
}
#ifndef __AVX2__
if (get_cpu_info().has_avx2) {
// printf("Note: your CPU supports AVX2, but this build was not compiled with AVX2 support\n");
get_cpu_info().has_avx2 = false;
}
#endif
if (get_cpu_info().has_avx2) {
lg::info("AVX2 mode enabled");
} else {
lg::info("AVX2 mode disabled");
}
try {
setup_logging(verbose_logging);
} catch (const std::exception& e) {
lg::error("Failed to setup logging: {}", e.what());
return 1;
}
bool force_debug_next_time = false;
// always start with an empty arg, as internally kmachine starts at `1` not `0`
std::vector<char*> arg_ptrs = {""};
for (auto& str : game_args) {
arg_ptrs.push_back(str.data());
}
while (true) {
if (force_debug_next_time) {
game_args.push_back("-boot");
game_args.push_back("-debug");
force_debug_next_time = false;
arg_ptrs.clear();
for (auto& str : game_args) {
arg_ptrs.push_back(str.data());
}
}
// run the runtime in a loop so we can reset the game and have it restart cleanly
lg::info("OpenGOAL Runtime {}.{}", versions::GOAL_VERSION_MAJOR, versions::GOAL_VERSION_MINOR);
try {
auto exit_status = exec_runtime(game_options, arg_ptrs.size(), arg_ptrs.data());
switch (exit_status) {
case RuntimeExitStatus::EXIT:
return 0;
case RuntimeExitStatus::RESTART_RUNTIME:
case RuntimeExitStatus::RUNNING:
break;
case RuntimeExitStatus::RESTART_IN_DEBUG:
force_debug_next_time = true;
break;
}
} catch (std::exception& ex) {
lg::error("Unexpected exception occurred - {}", ex.what());
throw ex;
}
}
return 0;
}