mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 14:16:50 +00:00
923 lines
27 KiB
C++
923 lines
27 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include <windows.h>
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#include "interface.h"
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#include "tier0/icommandline.h"
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#include "filesystem_tools.h"
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#include "KeyValues.h"
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#include "tier1/utlbuffer.h"
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#include <io.h>
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#include <fcntl.h>
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#include <sys/types.h>
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#include <sys/stat.h>
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#include <stdio.h>
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#include "ConfigManager.h"
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#include "SourceAppInfo.h"
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#include "steam/steam_api.h"
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extern CSteamAPIContext *steamapicontext;
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// memdbgon must be the last include file in a .cpp file!!!
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#include <tier0/memdbgon.h>
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#define GAME_CONFIG_FILENAME "GameConfig.txt"
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#define TOKEN_SDK_VERSION "SDKVersion"
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// Version history:
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// 0 - Initial release
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// 1 - Versioning added, DoD configuration added
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// 2 - Ep1 added
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// 3 - Ep2, TF2, and Portal added
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// 4 - TF2 moved to its own engine
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#define SDK_LAUNCHER_VERSION 5
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// Half-Life 2
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defaultConfigInfo_t HL2Info =
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{
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"Half-Life 2",
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"hl2",
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"halflife2.fgd",
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"info_player_start",
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"hl2.exe",
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GetAppSteamAppId( k_App_HL2 )
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};
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// Counter-Strike: Source
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defaultConfigInfo_t CStrikeInfo =
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{
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"Counter-Strike: Source",
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"cstrike",
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"cstrike.fgd",
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"info_player_terrorist",
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"hl2.exe",
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GetAppSteamAppId( k_App_CSS )
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};
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//Half-Life 2: Deathmatch
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defaultConfigInfo_t HL2DMInfo =
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{
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"Half-Life 2: Deathmatch",
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"hl2mp",
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"hl2mp.fgd",
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"info_player_deathmatch",
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"hl2.exe",
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GetAppSteamAppId( k_App_HL2MP )
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};
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// Day of Defeat: Source
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defaultConfigInfo_t DODInfo =
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{
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"Day of Defeat: Source",
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"dod",
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"dod.fgd",
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"info_player_allies",
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"hl2.exe",
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GetAppSteamAppId( k_App_DODS )
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};
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// Half-Life 2 Episode 1
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defaultConfigInfo_t Episode1Info =
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{
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"Half-Life 2: Episode One",
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"episodic",
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"halflife2.fgd",
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"info_player_start",
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"hl2.exe",
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GetAppSteamAppId( k_App_HL2_EP1 )
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};
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// Half-Life 2 Episode 2
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defaultConfigInfo_t Episode2Info =
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{
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"Half-Life 2: Episode Two",
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"ep2",
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"halflife2.fgd",
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"info_player_start",
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"hl2.exe",
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GetAppSteamAppId( k_App_HL2_EP2 )
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};
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// Team Fortress 2
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defaultConfigInfo_t TF2Info =
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{
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"Team Fortress 2",
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"tf",
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"tf.fgd",
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"info_player_teamspawn",
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"hl2.exe",
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GetAppSteamAppId( k_App_TF2 )
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};
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// Portal
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defaultConfigInfo_t PortalInfo =
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{
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"Portal",
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"portal",
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"portal.fgd",
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"info_player_start",
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"hl2.exe",
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GetAppSteamAppId( k_App_PORTAL )
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};
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// Portal
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defaultConfigInfo_t SourceTestInfo =
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{
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"SourceTest",
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"sourcetest",
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"halflife2.fgd",
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"info_player_start",
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"hl2.exe",
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243730
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};
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CGameConfigManager::CGameConfigManager( void ) : m_pData( NULL ), m_LoadStatus( LOADSTATUS_NONE )
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{
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// Start with default directory
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GetModuleFileName( ( HINSTANCE )GetModuleHandle( NULL ), m_szBaseDirectory, sizeof( m_szBaseDirectory ) );
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Q_StripLastDir( m_szBaseDirectory, sizeof( m_szBaseDirectory ) ); // Get rid of the filename.
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Q_StripTrailingSlash( m_szBaseDirectory );
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m_eSDKEpoch = (eSDKEpochs) SDK_LAUNCHER_VERSION;
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}
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//-----------------------------------------------------------------------------
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// Destructor
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//-----------------------------------------------------------------------------
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CGameConfigManager::~CGameConfigManager( void )
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{
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// Release the keyvalues
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if ( m_pData != NULL )
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{
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m_pData->deleteThis();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Config loading interface
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// Input : *baseDir - base directory for our file
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CGameConfigManager::LoadConfigs( const char *baseDir )
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{
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return LoadConfigsInternal( baseDir, false );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Loads a file into the given utlbuffer.
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool ReadUtlBufferFromFile( CUtlBuffer &buffer, const char *szPath )
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{
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struct _stat fileInfo;
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if ( _stat( szPath, &fileInfo ) == -1 )
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{
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return false;
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}
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buffer.EnsureCapacity( fileInfo.st_size );
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int nFile = _open( szPath, _O_BINARY | _O_RDONLY );
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if ( nFile == -1 )
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{
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return false;
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}
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if ( _read( nFile, buffer.Base(), fileInfo.st_size ) != fileInfo.st_size )
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{
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_close( nFile );
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return false;
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}
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_close( nFile );
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buffer.SeekPut( CUtlBuffer::SEEK_HEAD, fileInfo.st_size );
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Loads a file into the given utlbuffer.
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool SaveUtlBufferToFile( CUtlBuffer &buffer, const char *szPath )
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{
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int nFile = _open( szPath, _O_TEXT | _O_CREAT | _O_TRUNC | _O_RDWR, _S_IWRITE );
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if ( nFile == -1 )
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{
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return false;
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}
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int nSize = buffer.TellMaxPut();
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if ( _write( nFile, buffer.Base(), nSize ) < nSize )
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{
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_close( nFile );
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return false;
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}
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_close( nFile );
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Load a game configuration file (with fail-safes)
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CGameConfigManager::LoadConfigsInternal( const char *baseDir, bool bRecursiveCall )
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{
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// Init the config if it doesn't exist
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if ( !IsLoaded() )
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{
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m_pData = new KeyValues( GAME_CONFIG_FILENAME );
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if ( !IsLoaded() )
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{
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m_LoadStatus = LOADSTATUS_ERROR;
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return false;
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}
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}
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// Clear it out
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m_pData->Clear();
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// Build our default directory
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if ( baseDir != NULL && baseDir[0] != NULL )
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{
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SetBaseDirectory( baseDir );
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}
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// Make a full path name
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char szPath[MAX_PATH];
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Q_snprintf( szPath, sizeof( szPath ), "%s\\%s", GetBaseDirectory(), GAME_CONFIG_FILENAME );
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bool bLoaded = false;
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CUtlBuffer buffer( 0, 0, CUtlBuffer::TEXT_BUFFER );
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if ( ReadUtlBufferFromFile( buffer, szPath ) )
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{
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bLoaded = m_pData->LoadFromBuffer( szPath, buffer, NULL, NULL );
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}
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if ( !bLoaded )
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{
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// Attempt to re-create the configs
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if ( CreateAllDefaultConfigs() )
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{
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// Only allow this once
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if ( !bRecursiveCall )
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return LoadConfigsInternal( baseDir, true );
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// Version the config.
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VersionConfig();
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}
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m_LoadStatus = LOADSTATUS_ERROR;
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return false;
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}
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else
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{
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// Check to see if the gameconfig.txt is up to date.
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UpdateConfigsInternal();
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add to the current config.
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//-----------------------------------------------------------------------------
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void CGameConfigManager::UpdateConfigsInternal( void )
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{
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// Check to a valid gameconfig.txt file buffer.
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if ( !IsLoaded() )
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return;
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// Check for version first. If the version is up to date, it is assumed to be accurate
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if ( IsConfigCurrent() )
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return;
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KeyValues *pGameBlock = GetGameBlock();
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if ( !pGameBlock )
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{
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// If we don't have a game block, reset the config file.
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ResetConfigs();
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return;
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}
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KeyValues *pDefaultBlock = new KeyValues( "DefaultConfigs" );
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if ( pDefaultBlock != NULL )
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{
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// Compile our default configurations
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GetDefaultGameBlock( pDefaultBlock );
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// Compare our default block to our current configs
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KeyValues *pNextSubKey = pDefaultBlock->GetFirstTrueSubKey();
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while ( pNextSubKey != NULL )
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{
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// If we already have the name, we don't care about it
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if ( pGameBlock->FindKey( pNextSubKey->GetName() ) )
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{
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// Advance by one key
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pNextSubKey = pNextSubKey->GetNextTrueSubKey();
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continue;
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}
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// Copy the data through to our game block
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KeyValues *pKeyCopy = pNextSubKey->MakeCopy();
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pGameBlock->AddSubKey( pKeyCopy );
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// Advance by one key
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pNextSubKey = pNextSubKey->GetNextTrueSubKey();
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}
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// All done
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pDefaultBlock->deleteThis();
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}
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// Save the new config.
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SaveConfigs();
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// Add the new version as we have been updated.
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VersionConfig();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Update the gameconfig.txt version number.
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//-----------------------------------------------------------------------------
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void CGameConfigManager::VersionConfig( void )
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{
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// Check to a valid gameconfig.txt file buffer.
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if ( !IsLoaded() )
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return;
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// Look for the a version key value pair and update it.
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KeyValues *pKeyVersion = m_pData->FindKey( TOKEN_SDK_VERSION );
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// Update the already existing version key value pair.
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if ( pKeyVersion )
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{
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if ( pKeyVersion->GetInt() == m_eSDKEpoch )
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return;
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m_pData->SetInt( TOKEN_SDK_VERSION, m_eSDKEpoch );
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}
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// Create a new version key value pair.
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else
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{
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m_pData->SetInt( TOKEN_SDK_VERSION, m_eSDKEpoch );
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}
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// Save the configuration.
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SaveConfigs();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Check to see if the version of the gameconfig.txt is up to date.
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//-----------------------------------------------------------------------------
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bool CGameConfigManager::IsConfigCurrent( void )
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{
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// Check to a valid gameconfig.txt file buffer.
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if ( !IsLoaded() )
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return false;
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KeyValues *pKeyValue = m_pData->FindKey( TOKEN_SDK_VERSION );
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if ( !pKeyValue )
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return false;
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int nVersion = pKeyValue->GetInt();
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if ( nVersion == m_eSDKEpoch )
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return true;
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get the base path for a default config's install (handling steam's paths)
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//-----------------------------------------------------------------------------
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void CGameConfigManager::GetRootGameDirectory( char *out, size_t outLen, const char *rootDir )
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{
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Q_strncpy( out, rootDir, outLen );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get the base path for a default config's content sources (handling steam's paths)
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//-----------------------------------------------------------------------------
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void CGameConfigManager::GetRootContentDirectory( char *out, size_t outLen, const char *rootDir )
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{
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// Steam install is different
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if ( g_pFullFileSystem )
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{
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Q_snprintf( out, outLen, "%s\\sourcesdk_content", rootDir );
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}
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else
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{
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Q_snprintf( out, outLen, "%s\\content", rootDir );
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}
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}
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// Default game configuration template
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const char szDefaultConfigText[] =
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"\"%gamename%\"\
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{\
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\"GameDir\" \"%gamedir%\"\
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\"Hammer\"\
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{\
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\"TextureFormat\" \"5\"\
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\"MapFormat\" \"4\"\
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\"DefaultTextureScale\" \"0.250000\"\
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\"DefaultLightmapScale\" \"16\"\
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\"DefaultSolidEntity\" \"func_detail\"\
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\"DefaultPointEntity\" \"%defaultpointentity%\"\
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\"GameExeDir\" \"%gameexe%\"\
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\"MapDir\" \"%gamemaps%\"\
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\"CordonTexture\" \"tools\\toolsskybox\"\
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\"MaterialExcludeCount\" \"0\"\
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\"GameExe\" \"%gameEXE%\"\
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\"BSP\" \"%bspdir%\"\
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\"Vis\" \"%visdir%\"\
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\"Light\" \"%lightdir%\"\
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}}";
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// NOTE: This function could use some re-write, it can't handle non-retail paths well
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//-----------------------------------------------------------------------------
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// Purpose: Add a templated default configuration with proper paths
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||
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// Output : Returns true on success, false on failure.
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||
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//-----------------------------------------------------------------------------
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||
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bool CGameConfigManager::AddDefaultConfig( const defaultConfigInfo_t &info, KeyValues *out, const char *rootDirectory, const char *gameExeDir )
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{
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// NOTE: Freed by head keyvalue
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KeyValues *newConfig = new KeyValues( info.gameName );
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||
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if ( newConfig->LoadFromBuffer( "defaultcfg.txt", szDefaultConfigText ) == false )
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return false;
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newConfig->SetName( info.gameName );
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// Game's root directory (with special steam name handling)
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||
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char rootGameDir[MAX_PATH];
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GetRootGameDirectory( rootGameDir, sizeof( rootGameDir ), rootDirectory );
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||
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||
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// Game's content directory
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||
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char contentRootDir[MAX_PATH];
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||
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GetRootContentDirectory( contentRootDir, sizeof( contentRootDir ), rootDirectory );
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||
|
|
||
|
char szPath[MAX_PATH];
|
||
|
|
||
|
// Game directory
|
||
|
Q_snprintf( szPath, sizeof( szPath ), "%s\\%s", rootGameDir, info.gameDir );
|
||
|
|
||
|
if ( !g_pFullFileSystem->IsDirectory( szPath ) )
|
||
|
return false;
|
||
|
|
||
|
newConfig->SetString( "GameDir", szPath );
|
||
|
|
||
|
// Create the Hammer portion of this block
|
||
|
KeyValues *hammerBlock = newConfig->FindKey( "Hammer" );
|
||
|
|
||
|
if ( hammerBlock == NULL )
|
||
|
return false;
|
||
|
|
||
|
hammerBlock->SetString( "GameExeDir", gameExeDir );
|
||
|
|
||
|
// Fill in the proper default point entity
|
||
|
hammerBlock->SetString( "DefaultPointEntity", info.defaultPointEntity );
|
||
|
|
||
|
// Fill in the default VMF directory
|
||
|
char contentMapDir[MAX_PATH];
|
||
|
Q_snprintf( contentMapDir, sizeof( contentMapDir ), "%s\\%s\\mapsrc", contentRootDir, info.gameDir );
|
||
|
hammerBlock->SetString( "MapDir", contentMapDir );
|
||
|
|
||
|
Q_snprintf( szPath, sizeof( szPath ), "%s\\%s\\maps", rootGameDir, info.gameDir );
|
||
|
hammerBlock->SetString( "BSPDir", szPath );
|
||
|
|
||
|
// Fill in the game executable
|
||
|
Q_snprintf( szPath, sizeof( szPath ), "%s\\%s", gameExeDir, info.exeName );
|
||
|
hammerBlock->SetString( "GameEXE", szPath );
|
||
|
|
||
|
//Fill in game FGDs
|
||
|
if ( info.FGD[0] != '\0' )
|
||
|
{
|
||
|
Q_snprintf( szPath, sizeof( szPath ), "%s\\%s", GetBaseDirectory(), info.FGD );
|
||
|
hammerBlock->SetString( "GameData0", szPath );
|
||
|
}
|
||
|
|
||
|
// Fill in the tools path
|
||
|
Q_snprintf( szPath, sizeof( szPath ), "%s\\vbsp.exe", GetBaseDirectory() );
|
||
|
hammerBlock->SetString( "BSP", szPath );
|
||
|
|
||
|
Q_snprintf( szPath, sizeof( szPath ), "%s\\vvis.exe", GetBaseDirectory() );
|
||
|
hammerBlock->SetString( "Vis", szPath );
|
||
|
|
||
|
Q_snprintf( szPath, sizeof( szPath ), "%s\\vrad.exe", GetBaseDirectory() );
|
||
|
hammerBlock->SetString( "Light", szPath );
|
||
|
|
||
|
// Get our insertion point
|
||
|
KeyValues *insertSpot = out->GetFirstTrueSubKey();
|
||
|
|
||
|
// Set this as the sub key if there's nothing already there
|
||
|
if ( insertSpot == NULL )
|
||
|
{
|
||
|
out->AddSubKey( newConfig );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Find the last subkey
|
||
|
while ( insertSpot->GetNextTrueSubKey() )
|
||
|
{
|
||
|
insertSpot = insertSpot->GetNextTrueSubKey();
|
||
|
}
|
||
|
|
||
|
// Become a peer to it
|
||
|
insertSpot->SetNextKey( newConfig );
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Determines whether the requested appID is installed on this computer
|
||
|
// Input : nAppID - ID to verify
|
||
|
// Output : Returns true if installed, false if not.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CGameConfigManager::IsAppSubscribed( int nAppID )
|
||
|
{
|
||
|
bool bIsSubscribed = false;
|
||
|
|
||
|
if ( steamapicontext && steamapicontext->SteamApps() )
|
||
|
{
|
||
|
// See if specified app is installed
|
||
|
bIsSubscribed = steamapicontext->SteamApps()->BIsSubscribedApp( nAppID );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// If we aren't running FileSystem Steam then we must be doing internal development. Give everything.
|
||
|
bIsSubscribed = true;
|
||
|
}
|
||
|
|
||
|
return bIsSubscribed;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Create default configurations for all Valve retail applications
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CGameConfigManager::CreateAllDefaultConfigs( void )
|
||
|
{
|
||
|
bool bRetVal = true;
|
||
|
|
||
|
// Start our new block
|
||
|
KeyValues *configBlock = new KeyValues( "Configs" );
|
||
|
KeyValues *gameBlock = configBlock->CreateNewKey();
|
||
|
gameBlock->SetName( "Games" );
|
||
|
|
||
|
GetDefaultGameBlock( gameBlock );
|
||
|
|
||
|
bRetVal = !gameBlock->IsEmpty();
|
||
|
|
||
|
// Make a full path name
|
||
|
char szPath[MAX_PATH];
|
||
|
Q_snprintf( szPath, sizeof( szPath ), "%s\\%s", GetBaseDirectory(), GAME_CONFIG_FILENAME );
|
||
|
|
||
|
CUtlBuffer buffer;
|
||
|
configBlock->RecursiveSaveToFile( buffer, 0 );
|
||
|
SaveUtlBufferToFile( buffer, szPath );
|
||
|
|
||
|
configBlock->deleteThis();
|
||
|
|
||
|
m_LoadStatus = LOADSTATUS_CREATED;
|
||
|
|
||
|
return bRetVal;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Load game information from an INI file
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CGameConfigManager::ConvertGameConfigsINI( void )
|
||
|
{
|
||
|
const char *iniFilePath = GetIniFilePath();
|
||
|
|
||
|
// Load our INI file
|
||
|
int nNumConfigs = GetPrivateProfileInt( "Configs", "NumConfigs", 0, iniFilePath );
|
||
|
if ( nNumConfigs <= 0 )
|
||
|
return false;
|
||
|
|
||
|
// Build a new keyvalue file
|
||
|
KeyValues *headBlock = new KeyValues( "Configs" );
|
||
|
|
||
|
// Create the block for games
|
||
|
KeyValues *gamesBlock = headBlock->CreateNewKey( );
|
||
|
gamesBlock->SetName( "Games" );
|
||
|
|
||
|
int i;
|
||
|
int nStrlen;
|
||
|
char szSectionName[MAX_PATH];
|
||
|
char textBuffer[MAX_PATH];
|
||
|
|
||
|
// Parse all the configs
|
||
|
for ( int nConfig = 0; nConfig < nNumConfigs; nConfig++ )
|
||
|
{
|
||
|
// Each came configuration is stored in a different section, named "GameConfig0..GameConfigN".
|
||
|
// If the "Name" key exists in this section, try to load the configuration from this section.
|
||
|
sprintf(szSectionName, "GameConfig%d", nConfig);
|
||
|
|
||
|
int nCount = GetPrivateProfileString(szSectionName, "Name", "", textBuffer, sizeof(textBuffer), iniFilePath);
|
||
|
if (nCount > 0)
|
||
|
{
|
||
|
// Make a new section
|
||
|
KeyValues *subGame = gamesBlock->CreateNewKey();
|
||
|
subGame->SetName( textBuffer );
|
||
|
|
||
|
GetPrivateProfileString( szSectionName, "ModDir", "", textBuffer, sizeof(textBuffer), iniFilePath);
|
||
|
|
||
|
// Add the mod dir
|
||
|
subGame->SetString( "GameDir", textBuffer );
|
||
|
|
||
|
// Start a block for Hammer settings
|
||
|
KeyValues *hammerBlock = subGame->CreateNewKey();
|
||
|
hammerBlock->SetName( "Hammer" );
|
||
|
|
||
|
i = 0;
|
||
|
|
||
|
// Get all FGDs
|
||
|
do
|
||
|
{
|
||
|
char szGameData[MAX_PATH];
|
||
|
|
||
|
sprintf( szGameData, "GameData%d", i );
|
||
|
nStrlen = GetPrivateProfileString( szSectionName, szGameData, "", textBuffer, sizeof(textBuffer), iniFilePath );
|
||
|
|
||
|
if ( nStrlen > 0 )
|
||
|
{
|
||
|
hammerBlock->SetString( szGameData, textBuffer );
|
||
|
i++;
|
||
|
}
|
||
|
} while ( nStrlen > 0 );
|
||
|
|
||
|
hammerBlock->SetInt( "TextureFormat", GetPrivateProfileInt( szSectionName, "TextureFormat", 5 /*FIXME: tfVMT*/, iniFilePath ) );
|
||
|
hammerBlock->SetInt( "MapFormat", GetPrivateProfileInt( szSectionName, "MapFormat", 4 /*FIXME: mfHalfLife2*/, iniFilePath ) );
|
||
|
|
||
|
// Default texture scale
|
||
|
GetPrivateProfileString( szSectionName, "DefaultTextureScale", "1", textBuffer, sizeof(textBuffer), iniFilePath );
|
||
|
float defaultTextureScale = (float) atof( textBuffer );
|
||
|
if ( defaultTextureScale == 0 )
|
||
|
{
|
||
|
defaultTextureScale = 1.0f;
|
||
|
}
|
||
|
|
||
|
hammerBlock->SetFloat( "DefaultTextureScale", defaultTextureScale );
|
||
|
|
||
|
hammerBlock->SetInt( "DefaultLightmapScale", GetPrivateProfileInt( szSectionName, "DefaultLightmapScale", 16 /*FIXME: DEFAULT_LIGHTMAP_SCALE*/, iniFilePath ) );
|
||
|
|
||
|
GetPrivateProfileString( szSectionName, "GameExe", "", textBuffer, sizeof(textBuffer), iniFilePath );
|
||
|
hammerBlock->SetString( "GameExe", textBuffer );
|
||
|
|
||
|
GetPrivateProfileString( szSectionName, "DefaultSolidEntity", "", textBuffer, sizeof(textBuffer), iniFilePath );
|
||
|
hammerBlock->SetString( "DefaultSolidEntity", textBuffer );
|
||
|
|
||
|
GetPrivateProfileString( szSectionName, "DefaultPointEntity", "", textBuffer, sizeof(textBuffer), iniFilePath );
|
||
|
hammerBlock->SetString( "DefaultPointEntity", textBuffer );
|
||
|
|
||
|
GetPrivateProfileString( szSectionName, "BSP", "", textBuffer, sizeof(textBuffer), iniFilePath );
|
||
|
hammerBlock->SetString( "BSP", textBuffer );
|
||
|
|
||
|
GetPrivateProfileString( szSectionName, "Vis", "", textBuffer, sizeof(textBuffer), iniFilePath );
|
||
|
hammerBlock->SetString( "Vis", textBuffer );
|
||
|
|
||
|
GetPrivateProfileString( szSectionName, "Light", "", textBuffer, sizeof(textBuffer), iniFilePath );
|
||
|
hammerBlock->SetString( "Light", textBuffer );
|
||
|
|
||
|
GetPrivateProfileString( szSectionName, "GameExeDir", "", textBuffer, sizeof(textBuffer), iniFilePath );
|
||
|
hammerBlock->SetString( "GameExeDir", textBuffer );
|
||
|
|
||
|
GetPrivateProfileString( szSectionName, "MapDir", "", textBuffer, sizeof(textBuffer), iniFilePath );
|
||
|
hammerBlock->SetString( "MapDir", textBuffer );
|
||
|
|
||
|
GetPrivateProfileString( szSectionName, "BSPDir", "", textBuffer, sizeof(textBuffer), iniFilePath );
|
||
|
hammerBlock->SetString( "BSPDir", textBuffer );
|
||
|
|
||
|
GetPrivateProfileString( szSectionName, "CordonTexture", "", textBuffer, sizeof(textBuffer), iniFilePath );
|
||
|
hammerBlock->SetString( "CordonTexture", textBuffer );
|
||
|
|
||
|
GetPrivateProfileString( szSectionName, "MaterialExcludeCount", "0", textBuffer, sizeof(textBuffer), iniFilePath );
|
||
|
int materialExcludeCount = atoi( textBuffer );
|
||
|
hammerBlock->SetInt( "MaterialExcludeCount", materialExcludeCount );
|
||
|
|
||
|
char excludeDir[MAX_PATH];
|
||
|
|
||
|
// Write out all excluded directories
|
||
|
for( i = 0; i < materialExcludeCount; i++ )
|
||
|
{
|
||
|
sprintf( &excludeDir[0], "-MaterialExcludeDir%d", i );
|
||
|
GetPrivateProfileString( szSectionName, excludeDir, "", textBuffer, sizeof( textBuffer ), iniFilePath );
|
||
|
hammerBlock->SetString( excludeDir, textBuffer );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
// Make a full path name
|
||
|
char szPath[MAX_PATH];
|
||
|
Q_snprintf( szPath, sizeof( szPath ), "%s\\%s", GetBaseDirectory(), GAME_CONFIG_FILENAME );
|
||
|
|
||
|
CUtlBuffer buffer;
|
||
|
headBlock->RecursiveSaveToFile( buffer, 0 );
|
||
|
SaveUtlBufferToFile( buffer, szPath );
|
||
|
|
||
|
// Rename the old INI file
|
||
|
char newFilePath[MAX_PATH];
|
||
|
Q_snprintf( newFilePath, sizeof( newFilePath ), "%s.OLD", iniFilePath );
|
||
|
|
||
|
rename( iniFilePath, newFilePath );
|
||
|
|
||
|
// Notify that we were converted
|
||
|
m_LoadStatus = LOADSTATUS_CONVERTED;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Write out a game configuration file
|
||
|
// Output : Returns true on success, false on failure.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CGameConfigManager::SaveConfigs( const char *baseDir )
|
||
|
{
|
||
|
if ( !IsLoaded() )
|
||
|
return false;
|
||
|
|
||
|
// Build our default directory
|
||
|
if ( baseDir != NULL && baseDir[0] != NULL )
|
||
|
{
|
||
|
SetBaseDirectory( baseDir );
|
||
|
}
|
||
|
|
||
|
// Make a full path name
|
||
|
char szPath[MAX_PATH];
|
||
|
Q_strncpy( szPath, GetBaseDirectory(), sizeof(szPath) );
|
||
|
Q_AppendSlash( szPath, sizeof(szPath) );
|
||
|
Q_strncat( szPath, GAME_CONFIG_FILENAME, sizeof( szPath ), COPY_ALL_CHARACTERS );
|
||
|
|
||
|
CUtlBuffer buffer;
|
||
|
m_pData->RecursiveSaveToFile( buffer, 0 );
|
||
|
|
||
|
return SaveUtlBufferToFile( buffer, szPath );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Find the directory our .exe is based out of
|
||
|
//-----------------------------------------------------------------------------
|
||
|
const char *CGameConfigManager::GetBaseDirectory( void )
|
||
|
{
|
||
|
return m_szBaseDirectory;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Find the root directory
|
||
|
//-----------------------------------------------------------------------------
|
||
|
const char *CGameConfigManager::GetRootDirectory( void )
|
||
|
{
|
||
|
static char path[MAX_PATH] = {0};
|
||
|
if ( path[0] == 0 )
|
||
|
{
|
||
|
Q_strncpy( path, GetBaseDirectory(), sizeof( path ) );
|
||
|
Q_StripLastDir( path, sizeof( path ) ); // Get rid of the 'bin' directory
|
||
|
Q_StripTrailingSlash( path );
|
||
|
}
|
||
|
return path;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Returns the game configuation block
|
||
|
//-----------------------------------------------------------------------------
|
||
|
KeyValues *CGameConfigManager::GetGameBlock( void )
|
||
|
{
|
||
|
if ( !IsLoaded() )
|
||
|
return NULL;
|
||
|
|
||
|
return ( m_pData->FindKey( TOKEN_GAMES, true ) );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Returns a piece of the game configuation block of the given name
|
||
|
// Input : *keyName - name of the block to return
|
||
|
//-----------------------------------------------------------------------------
|
||
|
KeyValues *CGameConfigManager::GetGameSubBlock( const char *keyName )
|
||
|
{
|
||
|
if ( !IsLoaded() )
|
||
|
return NULL;
|
||
|
|
||
|
KeyValues *pGameBlock = GetGameBlock();
|
||
|
if ( pGameBlock == NULL )
|
||
|
return NULL;
|
||
|
|
||
|
// Return the data
|
||
|
KeyValues *pSubBlock = pGameBlock->FindKey( keyName );
|
||
|
|
||
|
return pSubBlock;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Get the gamecfg.ini file for conversion
|
||
|
//-----------------------------------------------------------------------------
|
||
|
const char *CGameConfigManager::GetIniFilePath( void )
|
||
|
{
|
||
|
static char iniFilePath[MAX_PATH] = {0};
|
||
|
if ( iniFilePath[0] == 0 )
|
||
|
{
|
||
|
Q_strncpy( iniFilePath, GetBaseDirectory(), sizeof( iniFilePath ) );
|
||
|
Q_strncat( iniFilePath, "\\gamecfg.ini", sizeof( iniFilePath ), COPY_ALL_CHARACTERS );
|
||
|
}
|
||
|
|
||
|
return iniFilePath;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Deletes the current config and recreates it with default values
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CGameConfigManager::ResetConfigs( const char *baseDir /*= NULL*/ )
|
||
|
{
|
||
|
// Build our default directory
|
||
|
if ( baseDir != NULL && baseDir[0] != NULL )
|
||
|
{
|
||
|
SetBaseDirectory( baseDir );
|
||
|
}
|
||
|
|
||
|
// Make a full path name
|
||
|
char szPath[MAX_PATH];
|
||
|
Q_snprintf( szPath, sizeof( szPath ), "%s\\%s", GetBaseDirectory(), GAME_CONFIG_FILENAME );
|
||
|
|
||
|
// Delete the file
|
||
|
if ( unlink( szPath ) )
|
||
|
return false;
|
||
|
|
||
|
// Load the file again (causes defaults to be created)
|
||
|
if ( LoadConfigsInternal( baseDir, false ) == false )
|
||
|
return false;
|
||
|
|
||
|
// Save it out
|
||
|
return SaveConfigs( baseDir );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CGameConfigManager::SetBaseDirectory( const char *pDirectory )
|
||
|
{
|
||
|
// Clear it
|
||
|
if ( pDirectory == NULL || pDirectory[0] == '\0' )
|
||
|
{
|
||
|
m_szBaseDirectory[0] = '\0';
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Copy it
|
||
|
Q_strncpy( m_szBaseDirectory, pDirectory, sizeof( m_szBaseDirectory ) );
|
||
|
Q_StripTrailingSlash( m_szBaseDirectory );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Create a block of keyvalues containing our default configurations
|
||
|
// Output : A block of keyvalues
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CGameConfigManager::GetDefaultGameBlock( KeyValues *pIn )
|
||
|
{
|
||
|
CUtlVector<defaultConfigInfo_t> defaultConfigs;
|
||
|
|
||
|
// Add HL2 games to list
|
||
|
defaultConfigs.AddToTail( HL2DMInfo );
|
||
|
defaultConfigs.AddToTail( HL2Info );
|
||
|
defaultConfigs.AddToTail( Episode1Info );
|
||
|
defaultConfigs.AddToTail( Episode2Info );
|
||
|
defaultConfigs.AddToTail( PortalInfo );
|
||
|
defaultConfigs.AddToTail( SourceTestInfo );
|
||
|
|
||
|
// Add TF2 games to list
|
||
|
defaultConfigs.AddToTail( TF2Info );
|
||
|
defaultConfigs.AddToTail( DODInfo );
|
||
|
defaultConfigs.AddToTail( CStrikeInfo );
|
||
|
|
||
|
if ( pIn == NULL )
|
||
|
return false;
|
||
|
|
||
|
char szPath[MAX_PATH];
|
||
|
|
||
|
// Add all default configs
|
||
|
int nNumConfigs = defaultConfigs.Count();
|
||
|
for ( int i = 0; i < nNumConfigs; i++ )
|
||
|
{
|
||
|
// If it's installed, add it
|
||
|
if ( IsAppSubscribed( defaultConfigs[i].steamAppID ) )
|
||
|
{
|
||
|
GetRootGameDirectory( szPath, sizeof( szPath ), GetRootDirectory() );
|
||
|
AddDefaultConfig( defaultConfigs[i], pIn, GetRootDirectory(), szPath );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|