2
0
mirror of https://github.com/rehlds/reapi.git synced 2024-12-28 15:45:31 +03:00

Improved initialization of rehlds api

Prefer Sys_GetModuleHandle over Sys_LoadModule to avoid unnecessary reference count increase
This commit is contained in:
s1lentq 2023-10-10 06:31:48 +07:00
parent ed57d7b309
commit 1a72c8a45c
4 changed files with 25 additions and 6 deletions

View File

@ -121,6 +121,14 @@ void *Sys_GetProcAddress(void *pModuleHandle, const char *pName)
return GetProcAddress((HMODULE)pModuleHandle, pName); return GetProcAddress((HMODULE)pModuleHandle, pName);
} }
// Purpose: Returns a module handle by its name.
// Input : pModuleName - module name
// Output : the module handle or NULL in case of an error
CSysModule *Sys_GetModuleHandle(const char *pModuleName)
{
return reinterpret_cast<CSysModule *>(GetModuleHandle(pModuleName));
}
// Purpose: Loads a DLL/component from disk and returns a handle to it // Purpose: Loads a DLL/component from disk and returns a handle to it
// Input : *pModuleName - filename of the component // Input : *pModuleName - filename of the component
// Output : opaque handle to the module (hides system dependency) // Output : opaque handle to the module (hides system dependency)

View File

@ -114,6 +114,8 @@ extern CreateInterfaceFn Sys_GetFactory(const char *pModuleName);
// load/unload components // load/unload components
class CSysModule; class CSysModule;
extern CSysModule *Sys_GetModuleHandle(const char *pModuleName);
// Load & Unload should be called in exactly one place for each module // Load & Unload should be called in exactly one place for each module
// The factory for that module should be passed on to dependent components for // The factory for that module should be passed on to dependent components for
// proper versioning. // proper versioning.

View File

@ -11,7 +11,7 @@ bool RegamedllApi_Init()
if (!szGameDLLModule) if (!szGameDLLModule)
return false; return false;
CSysModule *gameModule = Sys_LoadModule(szGameDLLModule); CSysModule *gameModule = Sys_GetModuleHandle(szGameDLLModule);
if (!gameModule) if (!gameModule)
return false; return false;

View File

@ -8,15 +8,24 @@ IRehldsServerStatic* g_RehldsSvs;
bool RehldsApi_Init() bool RehldsApi_Init()
{ {
if (!IS_DEDICATED_SERVER()) #ifdef WIN32
// Find the most appropriate module handle from a list of DLL candidates
// Notes:
// - "swds.dll" is the library Dedicated Server
//
// Let's also attempt to locate the ReHLDS API in the client's library
// - "sw.dll" is the client library for Software render, with a built-in listenserver
// - "hw.dll" is the client library for Hardware render, with a built-in listenserver
const char *dllNames[] = { "swds.dll", "sw.dll", "hw.dll" }; // List of DLL candidates to lookup for the ReHLDS API
CSysModule *engineModule = NULL; // The module handle of the selected DLL
for (const char *dllName : dllNames)
{ {
return false; if (engineModule = Sys_GetModuleHandle(dllName))
break; // gotcha
} }
#ifdef WIN32
CSysModule* engineModule = Sys_LoadModule("swds.dll");
#else #else
CSysModule* engineModule = Sys_LoadModule("engine_i486.so"); CSysModule *engineModule = Sys_GetModuleHandle("engine_i486.so");
#endif #endif
if (!engineModule) if (!engineModule)