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Add RoDir support

pull/2/head
Alibek Omarov 6 years ago
parent
commit
fdb2055b62
  1. 18
      engine/common/common.h
  2. 185
      engine/common/filesystem.c
  3. 14
      engine/common/host.c

18
engine/common/common.h

@ -199,10 +199,13 @@ typedef enum
#define MAX_STATIC_ENTITIES 3096 // static entities that moved on the client when level is spawn #define MAX_STATIC_ENTITIES 3096 // static entities that moved on the client when level is spawn
// filesystem flags // filesystem flags
#define FS_STATIC_PATH 1 // FS_ClearSearchPath will be ignore this path #define FS_STATIC_PATH ( 1U << 0 ) // FS_ClearSearchPath will be ignore this path
#define FS_NOWRITE_PATH 2 // default behavior - last added gamedir set as writedir. This flag disables it #define FS_NOWRITE_PATH ( 1U << 1 ) // default behavior - last added gamedir set as writedir. This flag disables it
#define FS_GAMEDIR_PATH 4 // just a marker for gamedir path #define FS_GAMEDIR_PATH ( 1U << 2 ) // just a marker for gamedir path
#define FS_CUSTOM_PATH 8 // custom directory #define FS_CUSTOM_PATH ( 1U << 3 ) // custom directory
#define FS_GAMERODIR_PATH ( 1U << 4 ) // caseinsensitive
#define FS_GAMEDIRONLY_SEARCH_FLAGS ( FS_GAMEDIR_PATH | FS_CUSTOM_PATH | FS_GAMERODIR_PATH )
#define GI SI.GameInfo #define GI SI.GameInfo
#define FS_Gamedir() SI.GameInfo->gamefolder #define FS_Gamedir() SI.GameInfo->gamefolder
@ -287,6 +290,8 @@ typedef struct gameinfo_s
char game_dll_linux[64]; // custom path for game.dll char game_dll_linux[64]; // custom path for game.dll
char game_dll_osx[64]; // custom path for game.dll char game_dll_osx[64]; // custom path for game.dll
char client_lib[64]; // custom name of client library char client_lib[64]; // custom name of client library
qboolean added;
} gameinfo_t; } gameinfo_t;
typedef enum typedef enum
@ -493,6 +498,7 @@ typedef struct host_parm_s
qboolean renderinfo_changed; qboolean renderinfo_changed;
char rootdir[256]; // member root directory char rootdir[256]; // member root directory
char rodir[256]; // readonly root
char gamefolder[MAX_QPATH]; // it's a default gamefolder char gamefolder[MAX_QPATH]; // it's a default gamefolder
byte *imagepool; // imagelib mempool byte *imagepool; // imagelib mempool
byte *soundpool; // soundlib mempool byte *soundpool; // soundlib mempool
@ -520,8 +526,8 @@ void FS_Rescan( void );
void FS_Shutdown( void ); void FS_Shutdown( void );
void FS_ClearSearchPath( void ); void FS_ClearSearchPath( void );
void FS_AllowDirectPaths( qboolean enable ); void FS_AllowDirectPaths( qboolean enable );
void FS_AddGameDirectory( const char *dir, int flags ); void FS_AddGameDirectory( const char *dir, uint flags );
void FS_AddGameHierarchy( const char *dir, int flags ); void FS_AddGameHierarchy( const char *dir, uint flags );
void FS_LoadGameInfo( const char *rootfolder ); void FS_LoadGameInfo( const char *rootfolder );
void COM_FileBase( const char *in, char *out ); void COM_FileBase( const char *in, char *out );
const char *COM_FileExtension( const char *in ); const char *COM_FileExtension( const char *in );

185
engine/common/filesystem.c

@ -330,7 +330,9 @@ static const char *FS_FixFileCase( const char *path )
if( !fs_caseinsensitive ) if( !fs_caseinsensitive )
return path; return path;
Q_snprintf( path2, sizeof( path2 ), "./%s", path ); if( path[0] != '/' )
Q_snprintf( path2, sizeof( path2 ), "./%s", path );
else Q_strncpy( path2, path, PATH_MAX );
fname = Q_strrchr( path2, '/' ); fname = Q_strrchr( path2, '/' );
@ -465,9 +467,13 @@ void FS_Path_f( void )
else if( s->wad ) Con_Printf( "%s (%i files)", s->wad->filename, s->wad->numlumps ); else if( s->wad ) Con_Printf( "%s (%i files)", s->wad->filename, s->wad->numlumps );
else Con_Printf( "%s", s->filename ); else Con_Printf( "%s", s->filename );
if( FBitSet( s->flags, FS_GAMEDIR_PATH )) if( s->flags & FS_GAMERODIR_PATH ) Con_Printf( " ^2rodir^7" );
Con_Printf( " ^2gamedir^7\n" ); if( s->flags & FS_GAMEDIR_PATH ) Con_Printf( " ^2gamedir^7" );
else Con_Printf( "\n" ); if( s->flags & FS_CUSTOM_PATH ) Con_Printf( " ^2custom^7" );
if( s->flags & FS_NOWRITE_PATH ) Con_Printf( " ^2nowrite^7" );
if( s->flags & FS_STATIC_PATH ) Con_Printf( " ^2static^7" );
Con_Printf( "\n" );
} }
} }
@ -703,7 +709,7 @@ Sets fs_writedir, adds the directory to the head of the path,
then loads and adds pak1.pak pak2.pak ... then loads and adds pak1.pak pak2.pak ...
================ ================
*/ */
void FS_AddGameDirectory( const char *dir, int flags ) void FS_AddGameDirectory( const char *dir, uint flags )
{ {
stringlist_t list; stringlist_t list;
searchpath_t *search; searchpath_t *search;
@ -756,11 +762,51 @@ void FS_AddGameDirectory( const char *dir, int flags )
FS_AddGameHierarchy FS_AddGameHierarchy
================ ================
*/ */
void FS_AddGameHierarchy( const char *dir, int flags ) void FS_AddGameHierarchy( const char *dir, uint flags )
{ {
// Add the common game directory int i;
if( COM_CheckString( dir )) qboolean isGameDir = flags & FS_GAMEDIR_PATH;
FS_AddGameDirectory( va( "%s/", dir ), flags );
GI->added = true;
if( !COM_CheckString( dir ))
return;
// add the common game directory
// recursive gamedirs
// for example, czeror->czero->cstrike->valve
for( i = 0; i < SI.numgames; i++ )
{
if( !Q_strnicmp( SI.games[i]->gamefolder, dir, 64 ))
{
MsgDev( D_NOTE, "FS_AddGameHierarchy: %d %s %s\n", i, SI.games[i]->gamefolder, SI.games[i]->basedir );
if( !SI.games[i]->added && Q_stricmp( SI.games[i]->gamefolder, SI.games[i]->basedir ) )
{
SI.games[i]->added = true;
FS_AddGameHierarchy( SI.games[i]->basedir, flags & (~FS_GAMEDIR_PATH) );
}
break;
}
}
if( host.rodir[0] )
{
// append new flags to rodir, except FS_GAMEDIR_PATH and FS_CUSTOM_PATH
uint newFlags = FS_NOWRITE_PATH | (flags & (~FS_GAMEDIR_PATH|FS_CUSTOM_PATH));
if( isGameDir )
newFlags |= FS_GAMERODIR_PATH;
FS_AllowDirectPaths( true );
FS_AddGameDirectory( va( "%s/%s/", host.rodir, dir ), newFlags );
FS_AllowDirectPaths( false );
}
if( isGameDir )
FS_AddGameDirectory( va( "%s/downloaded/", dir ), FS_NOWRITE_PATH | FS_CUSTOM_PATH );
FS_AddGameDirectory( va( "%s/", dir ), flags );
if( isGameDir )
FS_AddGameDirectory( va( "%s/custom/", dir ), FS_NOWRITE_PATH | FS_CUSTOM_PATH );
} }
/* /*
@ -855,6 +901,25 @@ void FS_Rescan( void )
FS_ClearSearchPath(); FS_ClearSearchPath();
#ifdef __ANDROID__
char *str;
if( str = getenv("XASH3D_EXTRAS_PAK1") )
FS_AddPack_Fullpath( str, NULL, false, FS_NOWRITE_PATH | FS_CUSTOM_PATH );
if( str = getenv("XASH3D_EXTRAS_PAK2") )
FS_AddPack_Fullpath( str, NULL, false, FS_NOWRITE_PATH | FS_CUSTOM_PATH );
//FS_AddPack_Fullpath( "/data/data/in.celest.xash3d.hl.test/files/pak.pak", NULL, false, FS_NOWRITE_PATH | FS_CUSTOM_PATH );
#elif TARGET_OS_IPHONE
{
FS_AddPack_Fullpath( va( "%sextras.pak", SDL_GetBasePath() ), NULL, false, FS_NOWRITE_PATH | FS_CUSTOM_PATH );
FS_AddPack_Fullpath( va( "%sextras_%s.pak", SDL_GetBasePath(), GI->gamefolder ), NULL, false, FS_NOWRITE_PATH | FS_CUSTOM_PATH );
}
#elif defined(__SAILFISH__)
{
FS_AddPack_Fullpath( va( SHAREPATH"/extras.pak" ), NULL, false, FS_NOWRITE_PATH | FS_CUSTOM_PATH );
FS_AddPack_Fullpath( va( SHAREPATH"/%s/extras.pak", GI->gamefolder ), NULL, false, FS_NOWRITE_PATH | FS_CUSTOM_PATH );
}
#endif
if( Q_stricmp( GI->basedir, GI->gamefolder )) if( Q_stricmp( GI->basedir, GI->gamefolder ))
FS_AddGameHierarchy( GI->basedir, 0 ); FS_AddGameHierarchy( GI->basedir, 0 );
if( Q_stricmp( GI->basedir, GI->falldir ) && Q_stricmp( GI->gamefolder, GI->falldir )) if( Q_stricmp( GI->basedir, GI->falldir ) && Q_stricmp( GI->gamefolder, GI->falldir ))
@ -1265,7 +1330,7 @@ static qboolean FS_ParseLiblistGam( const char *filename, const char *gamedir, g
FS_ConvertGameInfo FS_ConvertGameInfo
================ ================
*/ */
void FS_ConvertGameInfo( const char *gamedir, const char *gameinfo_path, const char *liblist_path ) static qboolean FS_ConvertGameInfo( const char *gamedir, const char *gameinfo_path, const char *liblist_path )
{ {
gameinfo_t GameInfo; gameinfo_t GameInfo;
@ -1275,7 +1340,11 @@ void FS_ConvertGameInfo( const char *gamedir, const char *gameinfo_path, const c
{ {
Con_DPrintf( "Convert %s to %s\n", liblist_path, gameinfo_path ); Con_DPrintf( "Convert %s to %s\n", liblist_path, gameinfo_path );
FS_WriteGameInfo( gameinfo_path, &GameInfo ); FS_WriteGameInfo( gameinfo_path, &GameInfo );
return true;
} }
return false;
} }
/* /*
@ -1333,11 +1402,47 @@ static qboolean FS_ParseGameInfo( const char *gamedir, gameinfo_t *GameInfo )
string liblist_path, gameinfo_path; string liblist_path, gameinfo_path;
string default_gameinfo_path; string default_gameinfo_path;
gameinfo_t tmpGameInfo; gameinfo_t tmpGameInfo;
qboolean haveUpdate = false;
Q_snprintf( default_gameinfo_path, sizeof( default_gameinfo_path ), "%s/gameinfo.txt", fs_basedir ); Q_snprintf( default_gameinfo_path, sizeof( default_gameinfo_path ), "%s/gameinfo.txt", fs_basedir );
Q_snprintf( gameinfo_path, sizeof( gameinfo_path ), "%s/gameinfo.txt", gamedir ); Q_snprintf( gameinfo_path, sizeof( gameinfo_path ), "%s/gameinfo.txt", gamedir );
Q_snprintf( liblist_path, sizeof( liblist_path ), "%s/liblist.gam", gamedir ); Q_snprintf( liblist_path, sizeof( liblist_path ), "%s/liblist.gam", gamedir );
// here goes some RoDir magic...
if( host.rodir[0] )
{
string filepath_ro, liblist_ro;
fs_offset_t roLibListTime, roGameInfoTime, rwGameInfoTime;
Q_snprintf( filepath_ro, sizeof( filepath_ro ), "%s/%s/gameinfo.txt", host.rodir, gamedir );
Q_snprintf( liblist_ro, sizeof( liblist_ro ), "%s/%s/liblist.gam", host.rodir, gamedir );
roLibListTime = FS_SysFileTime( liblist_ro );
roGameInfoTime = FS_SysFileTime( filepath_ro );
rwGameInfoTime = FS_SysFileTime( gameinfo_path );
if( roLibListTime > rwGameInfoTime )
{
haveUpdate = FS_ConvertGameInfo( gamedir, gameinfo_path, liblist_ro );
}
else if( roGameInfoTime > rwGameInfoTime )
{
char *afile_ro = FS_LoadDirectFile( filepath_ro, NULL );
if( afile_ro )
{
gameinfo_t gi;
haveUpdate = true;
FS_InitGameInfo( &gi, gamedir );
FS_ParseGenericGameInfo( &gi, afile_ro, true );
FS_WriteGameInfo( gameinfo_path, &gi );
Mem_Free( afile_ro );
}
}
}
// if user change liblist.gam update the gameinfo.txt // if user change liblist.gam update the gameinfo.txt
if( FS_FileTime( liblist_path, false ) > FS_FileTime( gameinfo_path, false )) if( FS_FileTime( liblist_path, false ) > FS_FileTime( gameinfo_path, false ))
FS_ConvertGameInfo( gamedir, gameinfo_path, liblist_path ); FS_ConvertGameInfo( gamedir, gameinfo_path, liblist_path );
@ -1443,12 +1548,24 @@ void FS_Init( void )
#ifndef _WIN32 #ifndef _WIN32
if( Sys_CheckParm( "-casesensitive" ) ) if( Sys_CheckParm( "-casesensitive" ) )
fs_caseinsensitive = false; fs_caseinsensitive = false;
if( !fs_caseinsensitive )
{
if( host.rodir[0] && !Q_strcmp( host.rodir, host.rootdir ) )
{
Sys_Error( "RoDir and default rootdir can't point to same directory!" );
}
}
else
#endif #endif
{
if( host.rodir[0] && !Q_stricmp( host.rodir, host.rootdir ) )
{
Sys_Error( "RoDir and default rootdir can't point to same directory!" );
}
}
// ignore commandlineoption "-game" for other stuff // ignore commandlineoption "-game" for other stuff
stringlistinit( &dirs );
listdirectory( &dirs, "./", false );
stringlistsort( &dirs );
SI.numgames = 0; SI.numgames = 0;
Q_strncpy( fs_basedir, SI.basedirName, sizeof( fs_basedir )); // default dir Q_strncpy( fs_basedir, SI.basedirName, sizeof( fs_basedir )); // default dir
@ -1468,7 +1585,32 @@ void FS_Init( void )
Q_strncpy( fs_gamedir, fs_basedir, sizeof( fs_gamedir )); // default dir Q_strncpy( fs_gamedir, fs_basedir, sizeof( fs_gamedir )); // default dir
} }
// add readonly directories first
if( host.rodir[0] )
{
stringlistinit( &dirs );
listdirectory( &dirs, host.rodir, false );
stringlistsort( &dirs );
for( i = 0; i < dirs.numstrings; i++ )
{
if( !FS_SysFolderExists( dirs.strings[i] ) || ( !Q_stricmp( dirs.strings[i], ".." ) && !fs_ext_path ))
continue;
// magic here is that dirs.strings don't contain full path
// so code below checks and creates folders in current directory(host.rootdir)
if( !FS_SysFolderExists( dirs.strings[i] ) )
FS_CreatePath( dirs.strings[i] );
}
stringlistfreecontents( &dirs );
}
// validate directories // validate directories
stringlistinit( &dirs );
listdirectory( &dirs, "./", false );
stringlistsort( &dirs );
for( i = 0; i < dirs.numstrings; i++ ) for( i = 0; i < dirs.numstrings; i++ )
{ {
if( !Q_stricmp( fs_basedir, dirs.strings[i] )) if( !Q_stricmp( fs_basedir, dirs.strings[i] ))
@ -1749,7 +1891,7 @@ static searchpath_t *FS_FindFile( const char *name, int *index, qboolean gamedir
// search through the path, one element at a time // search through the path, one element at a time
for( search = fs_searchpaths; search; search = search->next ) for( search = fs_searchpaths; search; search = search->next )
{ {
if( gamedironly & !FBitSet( search->flags, FS_GAMEDIR_PATH )) if( gamedironly & !FBitSet( search->flags, FS_GAMEDIRONLY_SEARCH_FLAGS ))
continue; continue;
// is the element a pak file? // is the element a pak file?
@ -2738,7 +2880,7 @@ search_t *FS_Search( const char *pattern, int caseinsensitive, int gamedironly )
// search through the path, one element at a time // search through the path, one element at a time
for( searchpath = fs_searchpaths; searchpath; searchpath = searchpath->next ) for( searchpath = fs_searchpaths; searchpath; searchpath = searchpath->next )
{ {
if( gamedironly && !FBitSet( searchpath->flags, FS_GAMEDIR_PATH )) if( gamedironly && !FBitSet( searchpath->flags, FS_GAMEDIRONLY_SEARCH_FLAGS ))
continue; continue;
// is the element a pak file? // is the element a pak file?
@ -3221,17 +3363,24 @@ open the wad for reading & writing
wfile_t *W_Open( const char *filename, int *error ) wfile_t *W_Open( const char *filename, int *error )
{ {
wfile_t *wad = (wfile_t *)Mem_Calloc( fs_mempool, sizeof( wfile_t )); wfile_t *wad = (wfile_t *)Mem_Calloc( fs_mempool, sizeof( wfile_t ));
const char *basename;
int i, lumpcount; int i, lumpcount;
dlumpinfo_t *srclumps; dlumpinfo_t *srclumps;
size_t lat_size; size_t lat_size;
dwadinfo_t header; dwadinfo_t header;
// NOTE: FS_Open is load wad file from the first pak in the list (while fs_ext_path is false) // NOTE: FS_Open is load wad file from the first pak in the list (while fs_ext_path is false)
if( fs_ext_path ) wad->handle = FS_Open( filename, "rb", false ); if( fs_ext_path ) basename = filename;
else wad->handle = FS_Open( COM_FileWithoutPath( filename ), "rb", false ); else basename = COM_FileWithoutPath( filename );
wad->handle = FS_Open( basename, "rb", false );
// HACKHACK: try to open WAD by full path for RoDir, when searchpaths are not ready
if( host.rodir[0] && fs_ext_path && wad->handle == NULL )
wad->handle = FS_SysOpen( filename, "rb" );
if( wad->handle == NULL ) if( wad->handle == NULL )
{ {
MsgDev( D_ERROR, "W_Open: couldn't open %s\n", filename ); MsgDev( D_ERROR, "W_Open: couldn't open %s\n", filename );
if( error ) *error = WAD_LOAD_COULDNT_OPEN; if( error ) *error = WAD_LOAD_COULDNT_OPEN;
W_Close( wad ); W_Close( wad );

14
engine/common/host.c

@ -742,6 +742,20 @@ void Host_InitCommon( int argc, char **argv, const char *progname, qboolean bCha
if( host.rootdir[Q_strlen( host.rootdir ) - 1] == '/' ) if( host.rootdir[Q_strlen( host.rootdir ) - 1] == '/' )
host.rootdir[Q_strlen( host.rootdir ) - 1] = 0; host.rootdir[Q_strlen( host.rootdir ) - 1] = 0;
// get readonly root. The order is: check for arg, then env.
// if still not got it, rodir is disabled.
host.rodir[0] = 0;
if( !Sys_GetParmFromCmdLine( "-rodir", host.rodir ))
{
char *roDir;
if(( roDir = getenv( "XASH3D_RODIR" )))
Q_strncpy( host.rodir, roDir, sizeof( host.rodir ));
}
if( host.rodir[0] && host.rodir[Q_strlen( host.rodir ) - 1] == '/' )
host.rodir[Q_strlen( host.rodir ) - 1] = 0;
host.enabledll = !Sys_CheckParm( "-nodll" ); host.enabledll = !Sys_CheckParm( "-nodll" );
#ifdef DLL_LOADER #ifdef DLL_LOADER

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