mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 14:16:50 +00:00
1297 lines
39 KiB
C++
1297 lines
39 KiB
C++
//========= 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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#undef PROTECTED_THINGS_ENABLE
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#undef PROTECT_FILEIO_FUNCTIONS
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#ifndef POSIX
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#undef fopen
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#endif
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#if defined( _WIN32 ) && !defined( _X360 )
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#include <windows.h>
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#include <direct.h>
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#include <io.h>
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#include <process.h>
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#elif defined( POSIX )
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#include <unistd.h>
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#define _chdir chdir
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#define _access access
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#endif
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#include <stdio.h>
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#include <sys/stat.h>
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#include "tier1/strtools.h"
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#include "tier1/utlbuffer.h"
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#include "filesystem_init.h"
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#include "tier0/icommandline.h"
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#include "KeyValues.h"
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#include "appframework/IAppSystemGroup.h"
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#include "tier1/smartptr.h"
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#if defined( _X360 )
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#include "xbox\xbox_win32stubs.h"
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#endif
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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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#if !defined( _X360 )
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#define GAMEINFO_FILENAME "gameinfo.txt"
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#else
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// The .xtx file is a TCR requirement, as .txt files cannot live on the DVD.
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// The .xtx file only exists outside the zips (same as .txt and is made during the image build) and is read to setup the search paths.
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// So all other code should be able to safely expect gameinfo.txt after the zip is mounted as the .txt file exists inside the zips.
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// The .xtx concept is private and should only have to occurr here. As a safety measure, if the .xtx file is not found
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// a retry is made with the original .txt name
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#define GAMEINFO_FILENAME "gameinfo.xtx"
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#endif
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#define GAMEINFO_FILENAME_ALTERNATE "gameinfo.txt"
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static char g_FileSystemError[256];
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static bool s_bUseVProjectBinDir = false;
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static FSErrorMode_t g_FileSystemErrorMode = FS_ERRORMODE_VCONFIG;
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// Call this to use a bin directory relative to VPROJECT
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void FileSystem_UseVProjectBinDir( bool bEnable )
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{
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s_bUseVProjectBinDir = bEnable;
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}
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// This class lets you modify environment variables, and it restores the original value
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// when it goes out of scope.
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class CTempEnvVar
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{
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public:
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CTempEnvVar( const char *pVarName )
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{
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m_bRestoreOriginalValue = true;
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m_pVarName = pVarName;
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const char *pValue = NULL;
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#ifdef _WIN32
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// Use GetEnvironmentVariable instead of getenv because getenv doesn't pick up changes
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// to the process environment after the DLL was loaded.
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char szBuf[ 4096 ];
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if ( GetEnvironmentVariable( m_pVarName, szBuf, sizeof( szBuf ) ) != 0)
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{
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pValue = szBuf;
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}
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#else
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// LINUX BUG: see above
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pValue = getenv( pVarName );
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#endif
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if ( pValue )
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{
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m_bExisted = true;
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m_OriginalValue.SetSize( Q_strlen( pValue ) + 1 );
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memcpy( m_OriginalValue.Base(), pValue, m_OriginalValue.Count() );
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}
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else
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{
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m_bExisted = false;
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}
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}
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~CTempEnvVar()
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{
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if ( m_bRestoreOriginalValue )
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{
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// Restore the original value.
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if ( m_bExisted )
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{
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SetValue( "%s", m_OriginalValue.Base() );
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}
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else
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{
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ClearValue();
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}
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}
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}
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void SetRestoreOriginalValue( bool bRestore )
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{
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m_bRestoreOriginalValue = bRestore;
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}
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int GetValue(char *pszBuf, int nBufSize )
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{
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if ( !pszBuf || ( nBufSize <= 0 ) )
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return 0;
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#ifdef _WIN32
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// Use GetEnvironmentVariable instead of getenv because getenv doesn't pick up changes
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// to the process environment after the DLL was loaded.
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return GetEnvironmentVariable( m_pVarName, pszBuf, nBufSize );
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#else
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// LINUX BUG: see above
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const char *pszOut = getenv( m_pVarName );
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if ( !pszOut )
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{
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*pszBuf = '\0';
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return 0;
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}
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Q_strncpy( pszBuf, pszOut, nBufSize );
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return Q_strlen( pszBuf );
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#endif
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}
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void SetValue( const char *pValue, ... )
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{
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char valueString[4096];
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va_list marker;
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va_start( marker, pValue );
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Q_vsnprintf( valueString, sizeof( valueString ), pValue, marker );
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va_end( marker );
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#ifdef WIN32
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char str[4096];
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Q_snprintf( str, sizeof( str ), "%s=%s", m_pVarName, valueString );
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_putenv( str );
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#else
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setenv( m_pVarName, valueString, 1 );
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#endif
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}
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void ClearValue()
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{
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#ifdef WIN32
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char str[512];
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Q_snprintf( str, sizeof( str ), "%s=", m_pVarName );
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_putenv( str );
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#else
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setenv( m_pVarName, "", 1 );
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#endif
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}
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private:
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bool m_bRestoreOriginalValue;
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const char *m_pVarName;
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bool m_bExisted;
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CUtlVector<char> m_OriginalValue;
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};
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class CSteamEnvVars
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{
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public:
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CSteamEnvVars() :
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m_SteamAppId( "SteamAppId" ),
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m_SteamUserPassphrase( "SteamUserPassphrase" ),
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m_SteamAppUser( "SteamAppUser" ),
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m_Path( "path" )
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{
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}
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void SetRestoreOriginalValue_ALL( bool bRestore )
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{
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m_SteamAppId.SetRestoreOriginalValue( bRestore );
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m_SteamUserPassphrase.SetRestoreOriginalValue( bRestore );
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m_SteamAppUser.SetRestoreOriginalValue( bRestore );
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m_Path.SetRestoreOriginalValue( bRestore );
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}
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CTempEnvVar m_SteamAppId;
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CTempEnvVar m_SteamUserPassphrase;
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CTempEnvVar m_SteamAppUser;
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CTempEnvVar m_Path;
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};
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// ---------------------------------------------------------------------------------------------------- //
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// Helpers.
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// ---------------------------------------------------------------------------------------------------- //
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void Q_getwd( char *out, int outSize )
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{
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#if defined( _WIN32 ) || defined( WIN32 )
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_getcwd( out, outSize );
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Q_strncat( out, "\\", outSize, COPY_ALL_CHARACTERS );
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#else
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getcwd( out, outSize );
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strcat( out, "/" );
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#endif
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Q_FixSlashes( out );
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}
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// ---------------------------------------------------------------------------------------------------- //
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// Module interface.
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// ---------------------------------------------------------------------------------------------------- //
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CFSSearchPathsInit::CFSSearchPathsInit()
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{
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m_pDirectoryName = NULL;
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m_pLanguage = NULL;
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m_ModPath[0] = 0;
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m_bMountHDContent = m_bLowViolence = false;
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}
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CFSSteamSetupInfo::CFSSteamSetupInfo()
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{
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m_pDirectoryName = NULL;
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m_bOnlyUseDirectoryName = false;
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m_bSteam = false;
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m_bToolsMode = true;
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m_bNoGameInfo = false;
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}
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CFSLoadModuleInfo::CFSLoadModuleInfo()
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{
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m_pFileSystemDLLName = NULL;
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m_pFileSystem = NULL;
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m_pModule = NULL;
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}
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CFSMountContentInfo::CFSMountContentInfo()
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{
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m_bToolsMode = true;
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m_pDirectoryName = NULL;
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m_pFileSystem = NULL;
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}
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const char *FileSystem_GetLastErrorString()
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{
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return g_FileSystemError;
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}
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KeyValues* ReadKeyValuesFile( const char *pFilename )
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{
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// Read in the gameinfo.txt file and null-terminate it.
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FILE *fp = fopen( pFilename, "rb" );
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if ( !fp )
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return NULL;
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CUtlVector<char> buf;
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fseek( fp, 0, SEEK_END );
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buf.SetSize( ftell( fp ) + 1 );
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fseek( fp, 0, SEEK_SET );
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fread( buf.Base(), 1, buf.Count()-1, fp );
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fclose( fp );
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buf[buf.Count()-1] = 0;
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KeyValues *kv = new KeyValues( "" );
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if ( !kv->LoadFromBuffer( pFilename, buf.Base() ) )
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{
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kv->deleteThis();
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return NULL;
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}
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return kv;
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}
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static bool Sys_GetExecutableName( char *out, int len )
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{
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#if defined( _WIN32 )
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if ( !::GetModuleFileName( ( HINSTANCE )GetModuleHandle( NULL ), out, len ) )
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{
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return false;
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}
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#else
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if ( CommandLine()->GetParm(0) )
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{
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Q_MakeAbsolutePath( out, len, CommandLine()->GetParm(0) );
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}
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else
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{
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return false;
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}
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#endif
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return true;
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}
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bool FileSystem_GetExecutableDir( char *exedir, int exeDirLen )
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{
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#ifdef ANDROID
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Q_snprintf( exedir, exeDirLen, "%s", getenv("APP_LIB_PATH") );
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#else
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exedir[0] = 0;
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if ( s_bUseVProjectBinDir )
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{
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const char *pProject = GetVProjectCmdLineValue();
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if ( !pProject )
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{
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// Check their registry.
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pProject = getenv( GAMEDIR_TOKEN );
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}
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if ( pProject )
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{
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Q_snprintf( exedir, exeDirLen, "%s%c..%cbin", pProject, CORRECT_PATH_SEPARATOR, CORRECT_PATH_SEPARATOR );
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return true;
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}
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return false;
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}
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if ( !Sys_GetExecutableName( exedir, exeDirLen ) )
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return false;
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Q_StripFilename( exedir );
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if ( IsX360() )
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{
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// The 360 can have its exe and dlls reside on different volumes
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// use the optional basedir as the exe dir
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if ( CommandLine()->FindParm( "-basedir" ) )
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{
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strcpy( exedir, CommandLine()->ParmValue( "-basedir", "" ) );
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}
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}
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Q_FixSlashes( exedir );
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const char* libDir = "bin";
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// Return the bin directory as the executable dir if it's not in there
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// because that's really where we're running from...
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char ext[MAX_PATH];
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Q_StrRight( exedir, 4, ext, sizeof( ext ) );
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if ( ext[0] != CORRECT_PATH_SEPARATOR || Q_stricmp( ext+1, libDir ) != 0 )
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{
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Q_strncat( exedir, CORRECT_PATH_SEPARATOR_S, exeDirLen, COPY_ALL_CHARACTERS );
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Q_strncat( exedir, libDir, exeDirLen, COPY_ALL_CHARACTERS );
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Q_FixSlashes( exedir );
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}
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#endif
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return true;
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}
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static bool FileSystem_GetBaseDir( char *baseDir, int baseDirLen )
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{
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#ifdef ANDROID
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strncpy(baseDir, getenv("VALVE_GAME_PATH"), baseDirLen);
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return true;
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#else
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if ( FileSystem_GetExecutableDir( baseDir, baseDirLen ) )
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{
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Q_StripFilename( baseDir );
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return true;
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}
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return false;
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#endif
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}
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void LaunchVConfig()
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{
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#if defined( _WIN32 ) && !defined( _X360 )
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char vconfigExe[MAX_PATH];
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FileSystem_GetExecutableDir( vconfigExe, sizeof( vconfigExe ) );
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Q_AppendSlash( vconfigExe, sizeof( vconfigExe ) );
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Q_strncat( vconfigExe, "vconfig.exe", sizeof( vconfigExe ), COPY_ALL_CHARACTERS );
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char *argv[] =
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{
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vconfigExe,
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"-allowdebug",
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NULL
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};
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_spawnv( _P_NOWAIT, vconfigExe, argv );
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#elif defined( _X360 )
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Msg( "Launching vconfig.exe not supported\n" );
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#endif
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}
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const char* GetVProjectCmdLineValue()
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{
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return CommandLine()->ParmValue( "-vproject", CommandLine()->ParmValue( "-game" ) );
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}
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FSReturnCode_t SetupFileSystemError( bool bRunVConfig, FSReturnCode_t retVal, const char *pMsg, ... )
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{
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va_list marker;
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va_start( marker, pMsg );
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Q_vsnprintf( g_FileSystemError, sizeof( g_FileSystemError ), pMsg, marker );
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va_end( marker );
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Warning( "%s\n", g_FileSystemError );
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// Run vconfig?
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// Don't do it if they specifically asked for it not to, or if they manually specified a vconfig with -game or -vproject.
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if ( bRunVConfig && g_FileSystemErrorMode == FS_ERRORMODE_VCONFIG && !CommandLine()->FindParm( CMDLINEOPTION_NOVCONFIG ) && !GetVProjectCmdLineValue() )
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{
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LaunchVConfig();
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}
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if ( g_FileSystemErrorMode == FS_ERRORMODE_AUTO || g_FileSystemErrorMode == FS_ERRORMODE_VCONFIG )
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{
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Error( "%s\n", g_FileSystemError );
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}
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return retVal;
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}
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FSReturnCode_t LoadGameInfoFile(
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const char *pDirectoryName,
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KeyValues *&pMainFile,
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KeyValues *&pFileSystemInfo,
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KeyValues *&pSearchPaths )
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{
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// If GameInfo.txt exists under pBaseDir, then this is their game directory.
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// All the filesystem mappings will be in this file.
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char gameinfoFilename[MAX_PATH];
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Q_strncpy( gameinfoFilename, pDirectoryName, sizeof( gameinfoFilename ) );
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Q_AppendSlash( gameinfoFilename, sizeof( gameinfoFilename ) );
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Q_strncat( gameinfoFilename, GAMEINFO_FILENAME, sizeof( gameinfoFilename ), COPY_ALL_CHARACTERS );
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Q_FixSlashes( gameinfoFilename );
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pMainFile = ReadKeyValuesFile( gameinfoFilename );
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if ( IsX360() && !pMainFile )
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{
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// try again
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Q_strncpy( gameinfoFilename, pDirectoryName, sizeof( gameinfoFilename ) );
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Q_AppendSlash( gameinfoFilename, sizeof( gameinfoFilename ) );
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Q_strncat( gameinfoFilename, GAMEINFO_FILENAME_ALTERNATE, sizeof( gameinfoFilename ), COPY_ALL_CHARACTERS );
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Q_FixSlashes( gameinfoFilename );
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pMainFile = ReadKeyValuesFile( gameinfoFilename );
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}
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if ( !pMainFile )
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{
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return SetupFileSystemError( true, FS_MISSING_GAMEINFO_FILE, "%s is missing.", gameinfoFilename );
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}
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pFileSystemInfo = pMainFile->FindKey( "FileSystem" );
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if ( !pFileSystemInfo )
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{
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pMainFile->deleteThis();
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return SetupFileSystemError( true, FS_INVALID_GAMEINFO_FILE, "%s is not a valid format.", gameinfoFilename );
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}
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// Now read in all the search paths.
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pSearchPaths = pFileSystemInfo->FindKey( "SearchPaths" );
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if ( !pSearchPaths )
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{
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pMainFile->deleteThis();
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return SetupFileSystemError( true, FS_INVALID_GAMEINFO_FILE, "%s is not a valid format.", gameinfoFilename );
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}
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return FS_OK;
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}
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static void FileSystem_AddLoadedSearchPath(
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CFSSearchPathsInit &initInfo,
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const char *pPathID,
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const char *fullLocationPath,
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bool bLowViolence )
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{
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// Check for mounting LV game content in LV builds only
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if ( V_stricmp( pPathID, "game_lv" ) == 0 )
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{
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// Not in LV build, don't mount
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if ( !initInfo.m_bLowViolence )
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return;
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// Mount, as a game path
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pPathID = "game";
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}
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// Check for mounting HD game content if enabled
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if ( V_stricmp( pPathID, "game_hd" ) == 0 )
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{
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// Not in LV build, don't mount
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if ( !initInfo.m_bMountHDContent )
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return;
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// Mount, as a game path
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pPathID = "game";
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}
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// Special processing for ordinary game folders
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if ( V_stristr( fullLocationPath, ".vpk" ) == NULL && Q_stricmp( pPathID, "game" ) == 0 )
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{
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if ( CommandLine()->FindParm( "-tempcontent" ) != 0 )
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{
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char szPath[MAX_PATH];
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Q_snprintf( szPath, sizeof(szPath), "%s_tempcontent", fullLocationPath );
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initInfo.m_pFileSystem->AddSearchPath( szPath, pPathID, PATH_ADD_TO_TAIL );
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}
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}
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if ( initInfo.m_pLanguage &&
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Q_stricmp( initInfo.m_pLanguage, "english" ) &&
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V_strstr( fullLocationPath, "_english" ) != NULL )
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{
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char szPath[MAX_PATH];
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char szLangString[MAX_PATH];
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// Need to add a language version of this path first
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Q_snprintf( szLangString, sizeof(szLangString), "_%s", initInfo.m_pLanguage);
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V_StrSubst( fullLocationPath, "_english", szLangString, szPath, sizeof( szPath ), true );
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initInfo.m_pFileSystem->AddSearchPath( szPath, pPathID, PATH_ADD_TO_TAIL );
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}
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|
|
initInfo.m_pFileSystem->AddSearchPath( fullLocationPath, pPathID, PATH_ADD_TO_TAIL );
|
|
}
|
|
|
|
static int SortStricmp( char * const * sz1, char * const * sz2 )
|
|
{
|
|
return V_stricmp( *sz1, *sz2 );
|
|
}
|
|
|
|
FSReturnCode_t FileSystem_LoadSearchPaths( CFSSearchPathsInit &initInfo )
|
|
{
|
|
if ( !initInfo.m_pFileSystem || !initInfo.m_pDirectoryName )
|
|
return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_LoadSearchPaths: Invalid parameters specified." );
|
|
|
|
KeyValues *pMainFile, *pFileSystemInfo, *pSearchPaths;
|
|
FSReturnCode_t retVal = LoadGameInfoFile( initInfo.m_pDirectoryName, pMainFile, pFileSystemInfo, pSearchPaths );
|
|
if ( retVal != FS_OK )
|
|
return retVal;
|
|
|
|
// All paths except those marked with |gameinfo_path| are relative to the base dir.
|
|
char baseDir[MAX_PATH];
|
|
if ( !FileSystem_GetBaseDir( baseDir, sizeof( baseDir ) ) )
|
|
return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetBaseDir failed." );
|
|
|
|
Msg("filesystem BaseDir: %s\n", baseDir);
|
|
|
|
// The MOD directory is always the one that contains gameinfo.txt
|
|
Q_strncpy( initInfo.m_ModPath, initInfo.m_pDirectoryName, sizeof( initInfo.m_ModPath ) );
|
|
|
|
#define GAMEINFOPATH_TOKEN "|gameinfo_path|"
|
|
#define BASESOURCEPATHS_TOKEN "|all_source_engine_paths|"
|
|
|
|
const char *pszExtraSearchPath = CommandLine()->ParmValue( "-insert_search_path" );
|
|
if ( pszExtraSearchPath )
|
|
{
|
|
CUtlStringList vecPaths;
|
|
V_SplitString( pszExtraSearchPath, ",", vecPaths );
|
|
FOR_EACH_VEC( vecPaths, idxExtraPath )
|
|
{
|
|
char szAbsSearchPath[MAX_PATH];
|
|
Q_StripPrecedingAndTrailingWhitespace( vecPaths[ idxExtraPath ] );
|
|
V_MakeAbsolutePath( szAbsSearchPath, sizeof( szAbsSearchPath ), vecPaths[ idxExtraPath ], baseDir );
|
|
V_FixSlashes( szAbsSearchPath );
|
|
if ( !V_RemoveDotSlashes( szAbsSearchPath ) )
|
|
Error( "Bad -insert_search_path - Can't resolve pathname for '%s'", szAbsSearchPath );
|
|
V_StripTrailingSlash( szAbsSearchPath );
|
|
FileSystem_AddLoadedSearchPath( initInfo, "GAME", szAbsSearchPath, false );
|
|
FileSystem_AddLoadedSearchPath( initInfo, "MOD", szAbsSearchPath, false );
|
|
}
|
|
}
|
|
|
|
const char *ExtraVpkPaths = getenv( "EXTRAS_VPK_PATH" );
|
|
char szAbsSearchPath[MAX_PATH];
|
|
|
|
if( ExtraVpkPaths )
|
|
{
|
|
CUtlStringList vecPaths;
|
|
V_SplitString( ExtraVpkPaths, ",", vecPaths );
|
|
|
|
FOR_EACH_VEC( vecPaths, idxExtraPath )
|
|
{
|
|
FileSystem_AddLoadedSearchPath( initInfo, "PLATFORM", vecPaths[idxExtraPath], false );
|
|
FileSystem_AddLoadedSearchPath( initInfo, "GAME", vecPaths[idxExtraPath], false );
|
|
}
|
|
}
|
|
|
|
bool bLowViolence = initInfo.m_bLowViolence;
|
|
for ( KeyValues *pCur=pSearchPaths->GetFirstValue(); pCur; pCur=pCur->GetNextValue() )
|
|
{
|
|
const char *pLocation = pCur->GetString();
|
|
const char *pszBaseDir = baseDir;
|
|
|
|
if ( Q_stristr( pLocation, GAMEINFOPATH_TOKEN ) == pLocation )
|
|
{
|
|
pLocation += strlen( GAMEINFOPATH_TOKEN );
|
|
pszBaseDir = initInfo.m_pDirectoryName;
|
|
}
|
|
else if ( Q_stristr( pLocation, BASESOURCEPATHS_TOKEN ) == pLocation )
|
|
{
|
|
// This is a special identifier that tells it to add the specified path for all source engine versions equal to or prior to this version.
|
|
// So in Orange Box, if they specified:
|
|
// |all_source_engine_paths|hl2
|
|
// it would add the ep2\hl2 folder and the base (ep1-era) hl2 folder.
|
|
//
|
|
// We need a special identifier in the gameinfo.txt here because the base hl2 folder exists in different places.
|
|
// In the case of a game or a Steam-launched dedicated server, all the necessary prior engine content is mapped in with the Steam depots,
|
|
// so we can just use the path as-is.
|
|
|
|
pLocation += strlen( BASESOURCEPATHS_TOKEN );
|
|
}
|
|
|
|
|
|
CUtlStringList vecFullLocationPaths;
|
|
V_MakeAbsolutePath( szAbsSearchPath, sizeof( szAbsSearchPath ), pLocation, pszBaseDir );
|
|
|
|
// Now resolve any ./'s.
|
|
V_FixSlashes( szAbsSearchPath );
|
|
if ( !V_RemoveDotSlashes( szAbsSearchPath ) )
|
|
Error( "FileSystem_AddLoadedSearchPath - Can't resolve pathname for '%s'", szAbsSearchPath );
|
|
V_StripTrailingSlash( szAbsSearchPath );
|
|
|
|
// Don't bother doing any wildcard expansion unless it has wildcards. This avoids the weird
|
|
// thing with xxx_dir.vpk files being referred to simply as xxx.vpk.
|
|
if ( V_stristr( pLocation, "?") == NULL && V_stristr( pLocation, "*") == NULL )
|
|
{
|
|
vecFullLocationPaths.CopyAndAddToTail( szAbsSearchPath );
|
|
}
|
|
else
|
|
{
|
|
FileFindHandle_t findHandle = NULL;
|
|
const char *pszFoundShortName = initInfo.m_pFileSystem->FindFirst( szAbsSearchPath, &findHandle );
|
|
if ( pszFoundShortName )
|
|
{
|
|
do
|
|
{
|
|
|
|
// We only know how to mount VPK's and directories
|
|
if ( pszFoundShortName[0] != '.' && ( initInfo.m_pFileSystem->FindIsDirectory( findHandle ) || V_stristr( pszFoundShortName, ".vpk" ) ) )
|
|
{
|
|
char szAbsName[MAX_PATH];
|
|
V_ExtractFilePath( szAbsSearchPath, szAbsName, sizeof( szAbsName ) );
|
|
V_AppendSlash( szAbsName, sizeof(szAbsName) );
|
|
V_strcat_safe( szAbsName, pszFoundShortName );
|
|
|
|
vecFullLocationPaths.CopyAndAddToTail( szAbsName );
|
|
|
|
// Check for a common mistake
|
|
if (
|
|
!V_stricmp( pszFoundShortName, "materials" )
|
|
|| !V_stricmp( pszFoundShortName, "maps" )
|
|
|| !V_stricmp( pszFoundShortName, "resource" )
|
|
|| !V_stricmp( pszFoundShortName, "scripts" )
|
|
|| !V_stricmp( pszFoundShortName, "sound" )
|
|
|| !V_stricmp( pszFoundShortName, "models" ) )
|
|
{
|
|
|
|
char szReadme[MAX_PATH];
|
|
V_ExtractFilePath( szAbsSearchPath, szReadme, sizeof( szReadme ) );
|
|
V_AppendSlash( szReadme, sizeof(szReadme) );
|
|
V_strcat_safe( szReadme, "readme.txt" );
|
|
|
|
Error(
|
|
"Tried to add %s as a search path.\n"
|
|
"\nThis is probably not what you intended.\n"
|
|
"\nCheck %s for more info\n",
|
|
szAbsName, szReadme );
|
|
}
|
|
|
|
}
|
|
pszFoundShortName = initInfo.m_pFileSystem->FindNext( findHandle );
|
|
} while ( pszFoundShortName );
|
|
initInfo.m_pFileSystem->FindClose( findHandle );
|
|
}
|
|
|
|
// Sort alphabetically. Also note that this will put
|
|
// all the xxx_000.vpk packs just before the corresponding
|
|
// xxx_dir.vpk
|
|
vecFullLocationPaths.Sort( SortStricmp );
|
|
|
|
// Now for any _dir.vpk files, remove the _nnn.vpk ones.
|
|
int idx = vecFullLocationPaths.Count()-1;
|
|
while ( idx > 0 )
|
|
{
|
|
char szTemp[ MAX_PATH ];
|
|
V_strcpy_safe( szTemp, vecFullLocationPaths[ idx ] );
|
|
--idx;
|
|
|
|
char *szDirVpk = V_stristr( szTemp, "_dir.vpk" );
|
|
if ( szDirVpk != NULL )
|
|
{
|
|
*szDirVpk = '\0';
|
|
while ( idx >= 0 )
|
|
{
|
|
char *pszPath = vecFullLocationPaths[ idx ];
|
|
if ( V_stristr( pszPath, szTemp ) != pszPath )
|
|
break;
|
|
delete pszPath;
|
|
vecFullLocationPaths.Remove( idx );
|
|
--idx;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Parse Path ID list
|
|
CUtlStringList vecPathIDs;
|
|
V_SplitString( pCur->GetName(), "+", vecPathIDs );
|
|
FOR_EACH_VEC( vecPathIDs, idxPathID )
|
|
{
|
|
Q_StripPrecedingAndTrailingWhitespace( vecPathIDs[ idxPathID ] );
|
|
}
|
|
|
|
// Mount them.
|
|
FOR_EACH_VEC( vecFullLocationPaths, idxLocation )
|
|
{
|
|
FOR_EACH_VEC( vecPathIDs, idxPathID )
|
|
{
|
|
FileSystem_AddLoadedSearchPath( initInfo, vecPathIDs[ idxPathID ], vecFullLocationPaths[ idxLocation ], bLowViolence );
|
|
}
|
|
}
|
|
}
|
|
|
|
pMainFile->deleteThis();
|
|
|
|
// Also, mark specific path IDs as "by request only". That way, we won't waste time searching in them
|
|
// when people forget to specify a search path.
|
|
initInfo.m_pFileSystem->MarkPathIDByRequestOnly( "executable_path", true );
|
|
initInfo.m_pFileSystem->MarkPathIDByRequestOnly( "gamebin", true );
|
|
initInfo.m_pFileSystem->MarkPathIDByRequestOnly( "download", true );
|
|
initInfo.m_pFileSystem->MarkPathIDByRequestOnly( "mod", true );
|
|
initInfo.m_pFileSystem->MarkPathIDByRequestOnly( "game_write", true );
|
|
initInfo.m_pFileSystem->MarkPathIDByRequestOnly( "mod_write", true );
|
|
|
|
#ifdef _DEBUG
|
|
// initInfo.m_pFileSystem->PrintSearchPaths();
|
|
#endif
|
|
|
|
return FS_OK;
|
|
}
|
|
|
|
bool DoesFileExistIn( const char *pDirectoryName, const char *pFilename )
|
|
{
|
|
char filename[MAX_PATH];
|
|
|
|
Q_strncpy( filename, pDirectoryName, sizeof( filename ) );
|
|
Q_AppendSlash( filename, sizeof( filename ) );
|
|
Q_strncat( filename, pFilename, sizeof( filename ), COPY_ALL_CHARACTERS );
|
|
Q_FixSlashes( filename );
|
|
bool bExist = ( _access( filename, 0 ) == 0 );
|
|
|
|
return ( bExist );
|
|
}
|
|
|
|
namespace
|
|
{
|
|
SuggestGameInfoDirFn_t & GetSuggestGameInfoDirFn( void )
|
|
{
|
|
static SuggestGameInfoDirFn_t s_pfnSuggestGameInfoDir = NULL;
|
|
return s_pfnSuggestGameInfoDir;
|
|
}
|
|
}; // `anonymous` namespace
|
|
|
|
SuggestGameInfoDirFn_t SetSuggestGameInfoDirFn( SuggestGameInfoDirFn_t pfnNewFn )
|
|
{
|
|
SuggestGameInfoDirFn_t &rfn = GetSuggestGameInfoDirFn();
|
|
SuggestGameInfoDirFn_t pfnOldFn = rfn;
|
|
rfn = pfnNewFn;
|
|
return pfnOldFn;
|
|
}
|
|
|
|
static FSReturnCode_t TryLocateGameInfoFile( char *pOutDir, int outDirLen, bool bBubbleDir )
|
|
{
|
|
// Retain a copy of suggested path for further attempts
|
|
CArrayAutoPtr < char > spchCopyNameBuffer( new char [ outDirLen ] );
|
|
Q_strncpy( spchCopyNameBuffer.Get(), pOutDir, outDirLen );
|
|
spchCopyNameBuffer[ outDirLen - 1 ] = 0;
|
|
|
|
// Make appropriate slashes ('/' - Linux style)
|
|
for ( char *pchFix = spchCopyNameBuffer.Get(),
|
|
*pchEnd = pchFix + outDirLen;
|
|
pchFix < pchEnd; ++ pchFix )
|
|
{
|
|
if ( '\\' == *pchFix )
|
|
{
|
|
*pchFix = '/';
|
|
}
|
|
}
|
|
|
|
// Have a look in supplied path
|
|
do
|
|
{
|
|
if ( DoesFileExistIn( pOutDir, GAMEINFO_FILENAME ) )
|
|
{
|
|
return FS_OK;
|
|
}
|
|
if ( IsX360() && DoesFileExistIn( pOutDir, GAMEINFO_FILENAME_ALTERNATE ) )
|
|
{
|
|
return FS_OK;
|
|
}
|
|
}
|
|
while ( bBubbleDir && Q_StripLastDir( pOutDir, outDirLen ) );
|
|
|
|
// Make an attempt to resolve from "content -> game" directory
|
|
Q_strncpy( pOutDir, spchCopyNameBuffer.Get(), outDirLen );
|
|
pOutDir[ outDirLen - 1 ] = 0;
|
|
if ( char *pchContentFix = Q_stristr( pOutDir, "/content/" ) )
|
|
{
|
|
sprintf( pchContentFix, "/game/" );
|
|
memmove( pchContentFix + 6, pchContentFix + 9, pOutDir + outDirLen - (pchContentFix + 9) );
|
|
|
|
// Try in the mapped "game" directory
|
|
do
|
|
{
|
|
if ( DoesFileExistIn( pOutDir, GAMEINFO_FILENAME ) )
|
|
{
|
|
return FS_OK;
|
|
}
|
|
if ( IsX360() && DoesFileExistIn( pOutDir, GAMEINFO_FILENAME_ALTERNATE ) )
|
|
{
|
|
return FS_OK;
|
|
}
|
|
}
|
|
while ( bBubbleDir && Q_StripLastDir( pOutDir, outDirLen ) );
|
|
}
|
|
|
|
// Could not find it here
|
|
return FS_MISSING_GAMEINFO_FILE;
|
|
}
|
|
|
|
FSReturnCode_t LocateGameInfoFile( const CFSSteamSetupInfo &fsInfo, char *pOutDir, int outDirLen )
|
|
{
|
|
// Engine and Hammer don't want to search around for it.
|
|
if ( fsInfo.m_bOnlyUseDirectoryName )
|
|
{
|
|
if ( !fsInfo.m_pDirectoryName )
|
|
return SetupFileSystemError( false, FS_MISSING_GAMEINFO_FILE, "bOnlyUseDirectoryName=1 and pDirectoryName=NULL." );
|
|
|
|
bool bExists = DoesFileExistIn( fsInfo.m_pDirectoryName, GAMEINFO_FILENAME );
|
|
if ( IsX360() && !bExists )
|
|
{
|
|
bExists = DoesFileExistIn( fsInfo.m_pDirectoryName, GAMEINFO_FILENAME_ALTERNATE );
|
|
}
|
|
if ( !bExists )
|
|
{
|
|
if ( IsX360() && CommandLine()->FindParm( "-basedir" ) )
|
|
{
|
|
char basePath[MAX_PATH];
|
|
strcpy( basePath, CommandLine()->ParmValue( "-basedir", "" ) );
|
|
Q_AppendSlash( basePath, sizeof( basePath ) );
|
|
Q_strncat( basePath, fsInfo.m_pDirectoryName, sizeof( basePath ), COPY_ALL_CHARACTERS );
|
|
if ( DoesFileExistIn( basePath, GAMEINFO_FILENAME ) )
|
|
{
|
|
Q_strncpy( pOutDir, basePath, outDirLen );
|
|
return FS_OK;
|
|
}
|
|
if ( IsX360() && DoesFileExistIn( basePath, GAMEINFO_FILENAME_ALTERNATE ) )
|
|
{
|
|
Q_strncpy( pOutDir, basePath, outDirLen );
|
|
return FS_OK;
|
|
}
|
|
}
|
|
|
|
return SetupFileSystemError( true, FS_MISSING_GAMEINFO_FILE, "Setup file '%s' doesn't exist in subdirectory '%s'.\nCheck your -game parameter or VCONFIG setting.", GAMEINFO_FILENAME, fsInfo.m_pDirectoryName );
|
|
}
|
|
|
|
Q_strncpy( pOutDir, fsInfo.m_pDirectoryName, outDirLen );
|
|
return FS_OK;
|
|
}
|
|
|
|
// First, check for overrides on the command line or environment variables.
|
|
const char *pProject = GetVProjectCmdLineValue();
|
|
|
|
if ( pProject )
|
|
{
|
|
if ( DoesFileExistIn( pProject, GAMEINFO_FILENAME ) )
|
|
{
|
|
Q_MakeAbsolutePath( pOutDir, outDirLen, pProject );
|
|
return FS_OK;
|
|
}
|
|
if ( IsX360() && DoesFileExistIn( pProject, GAMEINFO_FILENAME_ALTERNATE ) )
|
|
{
|
|
Q_MakeAbsolutePath( pOutDir, outDirLen, pProject );
|
|
return FS_OK;
|
|
}
|
|
|
|
if ( IsX360() && CommandLine()->FindParm( "-basedir" ) )
|
|
{
|
|
char basePath[MAX_PATH];
|
|
strcpy( basePath, CommandLine()->ParmValue( "-basedir", "" ) );
|
|
Q_AppendSlash( basePath, sizeof( basePath ) );
|
|
Q_strncat( basePath, pProject, sizeof( basePath ), COPY_ALL_CHARACTERS );
|
|
if ( DoesFileExistIn( basePath, GAMEINFO_FILENAME ) )
|
|
{
|
|
Q_strncpy( pOutDir, basePath, outDirLen );
|
|
return FS_OK;
|
|
}
|
|
if ( DoesFileExistIn( basePath, GAMEINFO_FILENAME_ALTERNATE ) )
|
|
{
|
|
Q_strncpy( pOutDir, basePath, outDirLen );
|
|
return FS_OK;
|
|
}
|
|
}
|
|
|
|
if ( fsInfo.m_bNoGameInfo )
|
|
{
|
|
// fsInfo.m_bNoGameInfo is set by the Steam dedicated server, before it knows which mod to use.
|
|
// Steam dedicated server doesn't need a gameinfo.txt, because we'll ask which mod to use, even if
|
|
// -game is supplied on the command line.
|
|
Q_strncpy( pOutDir, "", outDirLen );
|
|
return FS_OK;
|
|
}
|
|
else
|
|
{
|
|
// They either specified vproject on the command line or it's in their registry. Either way,
|
|
// we don't want to continue if they've specified it but it's not valid.
|
|
goto ShowError;
|
|
}
|
|
}
|
|
|
|
if ( fsInfo.m_bNoGameInfo )
|
|
{
|
|
Q_strncpy( pOutDir, "", outDirLen );
|
|
return FS_OK;
|
|
}
|
|
|
|
// Ask the application if it can provide us with a game info directory
|
|
{
|
|
bool bBubbleDir = true;
|
|
SuggestGameInfoDirFn_t pfnSuggestGameInfoDirFn = GetSuggestGameInfoDirFn();
|
|
if ( pfnSuggestGameInfoDirFn &&
|
|
( * pfnSuggestGameInfoDirFn )( &fsInfo, pOutDir, outDirLen, &bBubbleDir ) &&
|
|
FS_OK == TryLocateGameInfoFile( pOutDir, outDirLen, bBubbleDir ) )
|
|
return FS_OK;
|
|
}
|
|
|
|
// Try to use the environment variable / registry
|
|
if ( ( pProject = getenv( GAMEDIR_TOKEN ) ) != NULL &&
|
|
( Q_MakeAbsolutePath( pOutDir, outDirLen, pProject ), 1 ) &&
|
|
FS_OK == TryLocateGameInfoFile( pOutDir, outDirLen, false ) )
|
|
return FS_OK;
|
|
|
|
if ( IsPC() )
|
|
{
|
|
Warning( "Warning: falling back to auto detection of vproject directory.\n" );
|
|
|
|
// Now look for it in the directory they passed in.
|
|
if ( fsInfo.m_pDirectoryName )
|
|
Q_MakeAbsolutePath( pOutDir, outDirLen, fsInfo.m_pDirectoryName );
|
|
else
|
|
Q_MakeAbsolutePath( pOutDir, outDirLen, "." );
|
|
|
|
if ( FS_OK == TryLocateGameInfoFile( pOutDir, outDirLen, true ) )
|
|
return FS_OK;
|
|
|
|
// Use the CWD
|
|
Q_getwd( pOutDir, outDirLen );
|
|
if ( FS_OK == TryLocateGameInfoFile( pOutDir, outDirLen, true ) )
|
|
return FS_OK;
|
|
}
|
|
|
|
ShowError:
|
|
return SetupFileSystemError( true, FS_MISSING_GAMEINFO_FILE,
|
|
"Unable to find %s. Solutions:\n\n"
|
|
"1. Read http://www.valve-erc.com/srcsdk/faq.html#NoGameDir\n"
|
|
"2. Run vconfig to specify which game you're working on.\n"
|
|
"3. Add -game <path> on the command line where <path> is the directory that %s is in.\n",
|
|
GAMEINFO_FILENAME, GAMEINFO_FILENAME );
|
|
}
|
|
|
|
bool DoesPathExistAlready( const char *pPathEnvVar, const char *pTestPath )
|
|
{
|
|
// Fix the slashes in the input arguments.
|
|
char correctedPathEnvVar[8192], correctedTestPath[MAX_PATH];
|
|
Q_strncpy( correctedPathEnvVar, pPathEnvVar, sizeof( correctedPathEnvVar ) );
|
|
Q_FixSlashes( correctedPathEnvVar );
|
|
pPathEnvVar = correctedPathEnvVar;
|
|
|
|
Q_strncpy( correctedTestPath, pTestPath, sizeof( correctedTestPath ) );
|
|
Q_FixSlashes( correctedTestPath );
|
|
if ( strlen( correctedTestPath ) > 0 && PATHSEPARATOR( correctedTestPath[strlen(correctedTestPath)-1] ) )
|
|
correctedTestPath[ strlen(correctedTestPath) - 1 ] = 0;
|
|
|
|
pTestPath = correctedTestPath;
|
|
|
|
const char *pCurPos = pPathEnvVar;
|
|
while ( 1 )
|
|
{
|
|
const char *pTestPos = Q_stristr( pCurPos, pTestPath );
|
|
if ( !pTestPos )
|
|
return false;
|
|
|
|
// Ok, we found pTestPath in the path, but it's only valid if it's followed by an optional slash and a semicolon.
|
|
pTestPos += strlen( pTestPath );
|
|
if ( pTestPos[0] == 0 || pTestPos[0] == ';' || (PATHSEPARATOR( pTestPos[0] ) && pTestPos[1] == ';') )
|
|
return true;
|
|
|
|
// Advance our marker..
|
|
pCurPos = pTestPos;
|
|
}
|
|
}
|
|
|
|
|
|
FSReturnCode_t GetSteamCfgPath( char *steamCfgPath, int steamCfgPathLen )
|
|
{
|
|
steamCfgPath[0] = 0;
|
|
char executablePath[MAX_PATH];
|
|
if ( !FileSystem_GetExecutableDir( executablePath, sizeof( executablePath ) ) )
|
|
{
|
|
return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetExecutableDir failed." );
|
|
}
|
|
Q_strncpy( steamCfgPath, executablePath, steamCfgPathLen );
|
|
while ( 1 )
|
|
{
|
|
if ( DoesFileExistIn( steamCfgPath, "steam.cfg" ) )
|
|
break;
|
|
|
|
if ( !Q_StripLastDir( steamCfgPath, steamCfgPathLen) )
|
|
{
|
|
// the file isnt found, thats ok, its not mandatory
|
|
return FS_OK;
|
|
}
|
|
}
|
|
Q_AppendSlash( steamCfgPath, steamCfgPathLen );
|
|
Q_strncat( steamCfgPath, "steam.cfg", steamCfgPathLen, COPY_ALL_CHARACTERS );
|
|
|
|
return FS_OK;
|
|
}
|
|
|
|
void SetSteamAppUser( KeyValues *pSteamInfo, const char *steamInstallPath, CSteamEnvVars &steamEnvVars )
|
|
{
|
|
// Always inherit the Steam user if it's already set, since it probably means we (or the
|
|
// the app that launched us) were launched from Steam.
|
|
char appUser[MAX_PATH];
|
|
if ( steamEnvVars.m_SteamAppUser.GetValue( appUser, sizeof( appUser ) ) )
|
|
return;
|
|
|
|
const char *pTempAppUser = NULL;
|
|
if ( pSteamInfo && (pTempAppUser = pSteamInfo->GetString( "SteamAppUser", NULL )) != NULL )
|
|
{
|
|
Q_strncpy( appUser, pTempAppUser, sizeof( appUser ) );
|
|
}
|
|
else
|
|
{
|
|
// They don't have SteamInfo.txt, or it's missing SteamAppUser. Try to figure out the user
|
|
// by looking in <steam install path>\config\SteamAppData.vdf.
|
|
char fullFilename[MAX_PATH];
|
|
Q_strncpy( fullFilename, steamInstallPath, sizeof( fullFilename ) );
|
|
Q_AppendSlash( fullFilename, sizeof( fullFilename ) );
|
|
Q_strncat( fullFilename, "config\\SteamAppData.vdf", sizeof( fullFilename ), COPY_ALL_CHARACTERS );
|
|
|
|
KeyValues *pSteamAppData = ReadKeyValuesFile( fullFilename );
|
|
if ( !pSteamAppData || (pTempAppUser = pSteamAppData->GetString( "AutoLoginUser", NULL )) == NULL )
|
|
{
|
|
Error( "Can't find steam app user info." );
|
|
}
|
|
Q_strncpy( appUser, pTempAppUser, sizeof( appUser ) );
|
|
|
|
pSteamAppData->deleteThis();
|
|
}
|
|
|
|
Q_strlower( appUser );
|
|
steamEnvVars.m_SteamAppUser.SetValue( "%s", appUser );
|
|
}
|
|
|
|
void SetSteamUserPassphrase( KeyValues *pSteamInfo, CSteamEnvVars &steamEnvVars )
|
|
{
|
|
// Always inherit the passphrase if it's already set, since it probably means we (or the
|
|
// the app that launched us) were launched from Steam.
|
|
char szPassPhrase[ MAX_PATH ];
|
|
if ( steamEnvVars.m_SteamUserPassphrase.GetValue( szPassPhrase, sizeof( szPassPhrase ) ) )
|
|
return;
|
|
|
|
// SteamUserPassphrase.
|
|
const char *pStr;
|
|
if ( pSteamInfo && (pStr = pSteamInfo->GetString( "SteamUserPassphrase", NULL )) != NULL )
|
|
{
|
|
steamEnvVars.m_SteamUserPassphrase.SetValue( "%s", pStr );
|
|
}
|
|
}
|
|
|
|
FSReturnCode_t FileSystem_SetBasePaths( IFileSystem *pFileSystem )
|
|
{
|
|
pFileSystem->RemoveSearchPaths( "EXECUTABLE_PATH" );
|
|
|
|
char executablePath[MAX_PATH];
|
|
if ( !FileSystem_GetExecutableDir( executablePath, sizeof( executablePath ) ) )
|
|
return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetExecutableDir failed." );
|
|
|
|
pFileSystem->AddSearchPath( executablePath, "EXECUTABLE_PATH" );
|
|
|
|
if ( !FileSystem_GetBaseDir( executablePath, sizeof( executablePath ) ) )
|
|
return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetBaseDir failed." );
|
|
|
|
pFileSystem->AddSearchPath( executablePath, "BASE_PATH" );
|
|
|
|
return FS_OK;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns the name of the file system DLL to use
|
|
//-----------------------------------------------------------------------------
|
|
FSReturnCode_t FileSystem_GetFileSystemDLLName( char *pFileSystemDLL, int nMaxLen, bool &bSteam )
|
|
{
|
|
#if 0
|
|
bSteam = false;
|
|
|
|
// Inside of here, we don't have a filesystem yet, so we have to assume that the filesystem_stdio or filesystem_steam
|
|
// is in this same directory with us.
|
|
char executablePath[MAX_PATH];
|
|
if ( !FileSystem_GetExecutableDir( executablePath, sizeof( executablePath ) ) )
|
|
return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetExecutableDir failed." );
|
|
|
|
// Assume we'll use local files
|
|
Q_snprintf( pFileSystemDLL, nMaxLen, "%s%cfilesystem_stdio" DLL_EXT_STRING, executablePath, CORRECT_PATH_SEPARATOR );
|
|
|
|
#if !defined( _X360 )
|
|
|
|
// Use filsystem_steam if it exists?
|
|
#if defined( OSX ) || defined( LINUX )
|
|
struct stat statBuf;
|
|
#endif
|
|
if (
|
|
#if defined( OSX ) || defined( LINUX )
|
|
stat( pFileSystemDLL, &statBuf ) != 0
|
|
#else
|
|
_access( pFileSystemDLL, 0 ) != 0
|
|
#endif
|
|
) {
|
|
Q_snprintf( pFileSystemDLL, nMaxLen, "%s%cfilesystem_steam" DLL_EXT_STRING, executablePath, CORRECT_PATH_SEPARATOR );
|
|
bSteam = true;
|
|
}
|
|
#endif
|
|
#else
|
|
char executablePath[MAX_PATH];
|
|
if ( !FileSystem_GetExecutableDir( executablePath, sizeof( executablePath ) ) )
|
|
return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetExecutableDir failed." );
|
|
|
|
// Assume we'll use local files
|
|
Q_snprintf( pFileSystemDLL, nMaxLen, "%s%clibfilesystem_stdio" DLL_EXT_STRING, executablePath, CORRECT_PATH_SEPARATOR );
|
|
|
|
#if !defined( _X360 )
|
|
// Use filsystem_steam if it exists?
|
|
#if defined( OSX ) || defined( LINUX )
|
|
struct stat statBuf;
|
|
#endif
|
|
if (
|
|
#if defined( OSX ) || defined( LINUX )
|
|
stat( pFileSystemDLL, &statBuf ) != 0
|
|
#else
|
|
_access( pFileSystemDLL, 0 ) != 0
|
|
#endif
|
|
) {
|
|
Q_snprintf( pFileSystemDLL, nMaxLen, "%s%cfilesystem_stdio" DLL_EXT_STRING, executablePath, CORRECT_PATH_SEPARATOR );
|
|
}
|
|
#endif
|
|
|
|
#endif
|
|
|
|
return FS_OK;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sets up the steam environment + gets back the gameinfo.txt path
|
|
//-----------------------------------------------------------------------------
|
|
FSReturnCode_t FileSystem_SetupSteamEnvironment( CFSSteamSetupInfo &fsInfo )
|
|
{
|
|
// First, locate the directory with gameinfo.txt.
|
|
FSReturnCode_t ret = LocateGameInfoFile( fsInfo, fsInfo.m_GameInfoPath, sizeof( fsInfo.m_GameInfoPath ) );
|
|
if ( ret != FS_OK )
|
|
return ret;
|
|
|
|
// This is so that processes spawned by this application will have the same VPROJECT
|
|
#ifdef WIN32
|
|
char pEnvBuf[MAX_PATH+32];
|
|
Q_snprintf( pEnvBuf, sizeof(pEnvBuf), "%s=%s", GAMEDIR_TOKEN, fsInfo.m_GameInfoPath );
|
|
_putenv( pEnvBuf );
|
|
#else
|
|
setenv( GAMEDIR_TOKEN, fsInfo.m_GameInfoPath, 1 );
|
|
#endif
|
|
|
|
return FS_OK;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Loads the file system module
|
|
//-----------------------------------------------------------------------------
|
|
FSReturnCode_t FileSystem_LoadFileSystemModule( CFSLoadModuleInfo &fsInfo )
|
|
{
|
|
// First, locate the directory with gameinfo.txt.
|
|
FSReturnCode_t ret = FileSystem_SetupSteamEnvironment( fsInfo );
|
|
if ( ret != FS_OK )
|
|
return ret;
|
|
|
|
// Now that the environment is setup, load the filesystem module.
|
|
if ( !Sys_LoadInterface(
|
|
fsInfo.m_pFileSystemDLLName,
|
|
FILESYSTEM_INTERFACE_VERSION,
|
|
&fsInfo.m_pModule,
|
|
(void**)&fsInfo.m_pFileSystem ) )
|
|
{
|
|
return SetupFileSystemError( false, FS_UNABLE_TO_INIT, "Can't load %s.", fsInfo.m_pFileSystemDLLName );
|
|
}
|
|
|
|
if ( !fsInfo.m_pFileSystem->Connect( fsInfo.m_ConnectFactory ) )
|
|
return SetupFileSystemError( false, FS_UNABLE_TO_INIT, "%s IFileSystem::Connect failed.", fsInfo.m_pFileSystemDLLName );
|
|
|
|
if ( fsInfo.m_pFileSystem->Init() != INIT_OK )
|
|
return SetupFileSystemError( false, FS_UNABLE_TO_INIT, "%s IFileSystem::Init failed.", fsInfo.m_pFileSystemDLLName );
|
|
|
|
return FS_OK;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Mounds a particular steam cache
|
|
//-----------------------------------------------------------------------------
|
|
FSReturnCode_t FileSystem_MountContent( CFSMountContentInfo &mountContentInfo )
|
|
{
|
|
// This part is Steam-only.
|
|
if ( mountContentInfo.m_pFileSystem->IsSteam() )
|
|
{
|
|
return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "Should not be using filesystem_steam anymore!" );
|
|
|
|
// // Find out the "extra app id". This is for tools, which want to mount a base app's filesystem
|
|
// // like HL2, then mount the SDK content (tools materials and models, etc) in addition.
|
|
// int nExtraAppId = -1;
|
|
// if ( mountContentInfo.m_bToolsMode )
|
|
// {
|
|
// // !FIXME! Here we need to mount the tools content (VPK's) in some way...?
|
|
// }
|
|
//
|
|
// // Set our working directory temporarily so Steam can remember it.
|
|
// // This is what Steam strips off absolute filenames like c:\program files\valve\steam\steamapps\username\sourcesdk
|
|
// // to get to the relative part of the path.
|
|
// char baseDir[MAX_PATH], oldWorkingDir[MAX_PATH];
|
|
// if ( !FileSystem_GetBaseDir( baseDir, sizeof( baseDir ) ) )
|
|
// return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetBaseDir failed." );
|
|
//
|
|
// Q_getwd( oldWorkingDir, sizeof( oldWorkingDir ) );
|
|
// _chdir( baseDir );
|
|
//
|
|
// // Filesystem_tools needs to add dependencies in here beforehand.
|
|
// FilesystemMountRetval_t retVal = mountContentInfo.m_pFileSystem->MountSteamContent( nExtraAppId );
|
|
//
|
|
// _chdir( oldWorkingDir );
|
|
//
|
|
// if ( retVal != FILESYSTEM_MOUNT_OK )
|
|
// return SetupFileSystemError( true, FS_UNABLE_TO_INIT, "Unable to mount Steam content in the file system" );
|
|
}
|
|
|
|
return FileSystem_SetBasePaths( mountContentInfo.m_pFileSystem );
|
|
}
|
|
|
|
void FileSystem_SetErrorMode( FSErrorMode_t errorMode )
|
|
{
|
|
g_FileSystemErrorMode = errorMode;
|
|
}
|
|
|
|
void FileSystem_ClearSteamEnvVars()
|
|
{
|
|
CSteamEnvVars envVars;
|
|
|
|
// Change the values and don't restore the originals.
|
|
envVars.m_SteamAppId.SetValue( "" );
|
|
envVars.m_SteamUserPassphrase.SetValue( "" );
|
|
envVars.m_SteamAppUser.SetValue( "" );
|
|
|
|
envVars.SetRestoreOriginalValue_ALL( false );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Adds the platform folder to the search path.
|
|
//-----------------------------------------------------------------------------
|
|
void FileSystem_AddSearchPath_Platform( IFileSystem *pFileSystem, const char *szGameInfoPath )
|
|
{
|
|
char platform[MAX_PATH];
|
|
Q_strncpy( platform, szGameInfoPath, MAX_PATH );
|
|
Q_StripTrailingSlash( platform );
|
|
Q_strncat( platform, "/../platform", MAX_PATH, MAX_PATH );
|
|
|
|
pFileSystem->AddSearchPath( platform, "PLATFORM" );
|
|
}
|