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192
Torque/SDK/engine/platformX86UNIX/x86UNIXProcessControl.cc
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192
Torque/SDK/engine/platformX86UNIX/x86UNIXProcessControl.cc
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#include "platformX86UNIX/platformX86UNIX.h"
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#include "platformX86UNIX/x86UNIXState.h"
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#include "platformX86UNIX/x86UNIXStdConsole.h"
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#include "platformX86UNIX/x86UNIXMutex.h"
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#include "platform/gameInterface.h"
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#include "platform/platformVideo.h"
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#include "platform/platformInput.h"
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#include "console/console.h"
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#include <stdlib.h>
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#include <unistd.h>
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#include <signal.h>
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#ifndef DEDICATED
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#include <SDL/SDL.h>
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#endif
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extern void SendQuitEvent();
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ProcessMutex pMutex;
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//-----------------------------------------------------------------------------
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// This is a mainly a debugging function for intercepting a nonzero exit code
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// and generating a core dump for a stack trace.
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// Need an S64 here because postQuitMessage uses a U32, and
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// forceshutdown uses an S32. So S64 is needed to
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// accomodate them both
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static void CheckExitCode(S64 exitCode)
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{
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if (exitCode != 0)
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{
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Con::errorf(ConsoleLogEntry::General,
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"Nonzero exit code: %d, triggering SIGSEGV for core dump",
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exitCode);
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kill(getpid(), SIGSEGV);
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}
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}
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//-----------------------------------------------------------------------------
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static void SignalHandler(int sigtype)
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{
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if (sigtype == SIGSEGV || sigtype == SIGTRAP)
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{
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signal(SIGSEGV, SIG_DFL);
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signal(SIGTRAP, SIG_DFL);
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// restore the signal handling to default so that we don't get into
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// a crash loop with ImmediateShutdown
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ImmediateShutdown(-sigtype, sigtype);
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}
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else
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{
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signal(sigtype, SIG_DFL);
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dPrintf("Unknown signal caught by SignalHandler: %d\n", sigtype);
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dFflushStdout();
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// exit to be safe
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ImmediateShutdown(1);
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}
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}
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//-----------------------------------------------------------------------------
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void Cleanup(bool minimal)
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{
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if (!minimal)
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{
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Video::destroy();
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Input::destroy();
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}
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StdConsole::destroy();
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#ifndef DEDICATED
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GLLoader::OpenGLShutdown();
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SDL_Quit();
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#endif
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// Display* display = x86UNIXState->GetDisplayPointer();
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// if (display != NULL)
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// XCloseDisplay(display);
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pMutex.release();
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}
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//-----------------------------------------------------------------------------
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void ImmediateShutdown(S32 exitCode, S32 signalNum)
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{
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bool segfault = signalNum > 0;
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Cleanup(segfault);
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if (!segfault)
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{
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dPrintf("Exiting\n");
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// exit (doesn't call destructors)
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_exit(exitCode);
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}
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else
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{
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// there is a problem in kernel 2.4.17 which causes a hang when a segfault
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// occurs. also subsequent runs of "ps" will hang and the machine has to be
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// hard reset to clear up the problem
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// JMQ: this bug appears to be fixed in 2.4.18
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//#define KERNEL_2_4_WORKAROUND
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#ifdef KERNEL_2_4_WORKAROUND
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dPrintf("Segmentation Fault (Exiting without core dump due to #define KERNEL_2_4_WORKAROUND)\n");
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dFflushStdout();
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_exit(exitCode);
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#else
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// kill with signal
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kill(getpid(), signalNum);
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#endif
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}
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}
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//-----------------------------------------------------------------------------
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void ProcessControlInit()
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{
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// JMQ: ignore IO signals background read/write terminal (so that we don't
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// get suspended in daemon mode)
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signal(SIGTTIN, SIG_IGN);
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signal(SIGTTOU, SIG_IGN);
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// we're not interested in the exit status of child processes, so this
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// prevents zombies from accumulating.
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#if defined(__FreeBSD__)
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signal(SIGCHLD, SIG_IGN);
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#else
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signal(SIGCLD, SIG_IGN);
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#endif
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// install signal handler for SIGSEGV, so that we can attempt
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// clean shutdown
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signal(SIGSEGV, &SignalHandler);
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signal(SIGTRAP, &SignalHandler);
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}
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//-----------------------------------------------------------------------------
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bool AcquireProcessMutex(const char *mutexName)
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{
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return pMutex.acquire(mutexName);
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}
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//-----------------------------------------------------------------------------
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void Platform::postQuitMessage(const U32 in_quitVal)
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{
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// if we have a window send a quit event, otherwise just force shutdown
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#ifndef DEDICATED
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if (x86UNIXState->windowCreated())
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{
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CheckExitCode(in_quitVal);
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SendQuitEvent();
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}
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else
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#endif
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{
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forceShutdown(in_quitVal);
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}
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}
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//-----------------------------------------------------------------------------
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void Platform::debugBreak()
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{
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// in windows, "Calling DebugBreak causes the program to display
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// a dialog box as if it had crashed." So we segfault.
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Con::errorf(ConsoleLogEntry::General,
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"Platform::debugBreak: triggering SIGSEGV for core dump");
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//kill(getpid(), SIGSEGV);
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kill(getpid(), SIGTRAP);
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}
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//-----------------------------------------------------------------------------
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void Platform::forceShutdown(S32 returnValue)
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{
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CheckExitCode(returnValue);
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// if a dedicated server is running, turn it off
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if (x86UNIXState->isDedicated() && Game->isRunning())
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Game->setRunning(false);
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else
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ImmediateShutdown(returnValue);
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}
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//-----------------------------------------------------------------------------
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// testing function
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ConsoleFunction(debug_debugbreak, void, 1, 1, "debug_debugbreak()")
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{
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Platform::debugBreak();
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}
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