Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#undef PROTECTED_THINGS_ENABLE
#undef PROTECT_FILEIO_FUNCTIONS
#ifndef POSIX
#undef fopen
#endif
#if defined( _WIN32 ) && !defined( _X360 )
#include <windows.h>
#include <direct.h>
#include <io.h>
#include <process.h>
#elif defined( POSIX )
#include <unistd.h>
#define _chdir chdir
#define _access access
#endif
#include <stdio.h>
#include <sys/stat.h>
#include "tier1/strtools.h"
#include "tier1/utlbuffer.h"
#include "filesystem_init.h"
#include "tier0/icommandline.h"
#include "KeyValues.h"
#include "appframework/IAppSystemGroup.h"
#include "tier1/smartptr.h"
#if defined( _X360 )
#include "xbox\xbox_win32stubs.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
#if !defined( _X360 )
#define GAMEINFO_FILENAME "gameinfo.txt"
#else
// The .xtx file is a TCR requirement, as .txt files cannot live on the DVD.
// 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.
// 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.
// The .xtx concept is private and should only have to occurr here. As a safety measure, if the .xtx file is not found
// a retry is made with the original .txt name
#define GAMEINFO_FILENAME "gameinfo.xtx"
#endif
#define GAMEINFO_FILENAME_ALTERNATE "gameinfo.txt"
static char g_FileSystemError[256];
static bool s_bUseVProjectBinDir = false;
static FSErrorMode_t g_FileSystemErrorMode = FS_ERRORMODE_VCONFIG;
// Call this to use a bin directory relative to VPROJECT
void FileSystem_UseVProjectBinDir( bool bEnable )
{
s_bUseVProjectBinDir = bEnable;
}
// This class lets you modify environment variables, and it restores the original value
// when it goes out of scope.
class CTempEnvVar
{
public:
CTempEnvVar( const char *pVarName )
{
m_bRestoreOriginalValue = true;
m_pVarName = pVarName;
const char *pValue = NULL;
#ifdef _WIN32
// Use GetEnvironmentVariable instead of getenv because getenv doesn't pick up changes
// to the process environment after the DLL was loaded.
char szBuf[ 4096 ];
if ( GetEnvironmentVariable( m_pVarName, szBuf, sizeof( szBuf ) ) != 0)
{
pValue = szBuf;
}
#else
// LINUX BUG: see above
pValue = getenv( pVarName );
#endif
if ( pValue )
{
m_bExisted = true;
m_OriginalValue.SetSize( Q_strlen( pValue ) + 1 );
memcpy( m_OriginalValue.Base(), pValue, m_OriginalValue.Count() );
}
else
{
m_bExisted = false;
}
}
~CTempEnvVar()
{
if ( m_bRestoreOriginalValue )
{
// Restore the original value.
if ( m_bExisted )
{
SetValue( "%s", m_OriginalValue.Base() );
}
else
{
ClearValue();
}
}
}
void SetRestoreOriginalValue( bool bRestore )
{
m_bRestoreOriginalValue = bRestore;
}
int GetValue(char *pszBuf, int nBufSize )
{
if ( !pszBuf || ( nBufSize <= 0 ) )
return 0;
#ifdef _WIN32
// Use GetEnvironmentVariable instead of getenv because getenv doesn't pick up changes
// to the process environment after the DLL was loaded.
return GetEnvironmentVariable( m_pVarName, pszBuf, nBufSize );
#else
// LINUX BUG: see above
const char *pszOut = getenv( m_pVarName );
if ( !pszOut )
{
*pszBuf = '\0';
return 0;
}
Q_strncpy( pszBuf, pszOut, nBufSize );
return Q_strlen( pszBuf );
#endif
}
void SetValue( const char *pValue, ... )
{
char valueString[4096];
va_list marker;
va_start( marker, pValue );
Q_vsnprintf( valueString, sizeof( valueString ), pValue, marker );
va_end( marker );
#ifdef WIN32
char str[4096];
Q_snprintf( str, sizeof( str ), "%s=%s", m_pVarName, valueString );
_putenv( str );
#else
setenv( m_pVarName, valueString, 1 );
#endif
}
void ClearValue()
{
#ifdef WIN32
char str[512];
Q_snprintf( str, sizeof( str ), "%s=", m_pVarName );
_putenv( str );
#else
setenv( m_pVarName, "", 1 );
#endif
}
private:
bool m_bRestoreOriginalValue;
const char *m_pVarName;
bool m_bExisted;
CUtlVector<char> m_OriginalValue;
};
class CSteamEnvVars
{
public:
CSteamEnvVars() :
m_SteamAppId( "SteamAppId" ),
m_SteamUserPassphrase( "SteamUserPassphrase" ),
m_SteamAppUser( "SteamAppUser" ),
m_Path( "path" )
{
}
void SetRestoreOriginalValue_ALL( bool bRestore )
{
m_SteamAppId.SetRestoreOriginalValue( bRestore );
m_SteamUserPassphrase.SetRestoreOriginalValue( bRestore );
m_SteamAppUser.SetRestoreOriginalValue( bRestore );
m_Path.SetRestoreOriginalValue( bRestore );
}
CTempEnvVar m_SteamAppId;
CTempEnvVar m_SteamUserPassphrase;
CTempEnvVar m_SteamAppUser;
CTempEnvVar m_Path;
};
// ---------------------------------------------------------------------------------------------------- //
// Helpers.
// ---------------------------------------------------------------------------------------------------- //
void Q_getwd( char *out, int outSize )
{
#if defined( _WIN32 ) || defined( WIN32 )
_getcwd( out, outSize );
Q_strncat( out, "\\", outSize, COPY_ALL_CHARACTERS );
#else
getcwd( out, outSize );
strcat( out, "/" );
#endif
Q_FixSlashes( out );
}
// ---------------------------------------------------------------------------------------------------- //
// Module interface.
// ---------------------------------------------------------------------------------------------------- //
CFSSearchPathsInit::CFSSearchPathsInit()
{
m_pDirectoryName = NULL;
m_pLanguage = NULL;
m_ModPath[0] = 0;
m_bMountHDContent = m_bLowViolence = false;
}
CFSSteamSetupInfo::CFSSteamSetupInfo()
{
m_pDirectoryName = NULL;
m_bOnlyUseDirectoryName = false;
m_bSteam = false;
m_bToolsMode = true;
m_bNoGameInfo = false;
}
CFSLoadModuleInfo::CFSLoadModuleInfo()
{
m_pFileSystemDLLName = NULL;
m_pFileSystem = NULL;
m_pModule = NULL;
}
CFSMountContentInfo::CFSMountContentInfo()
{
m_bToolsMode = true;
m_pDirectoryName = NULL;
m_pFileSystem = NULL;
}
const char *FileSystem_GetLastErrorString()
{
return g_FileSystemError;
}
KeyValues* ReadKeyValuesFile( const char *pFilename )
{
// Read in the gameinfo.txt file and null-terminate it.
FILE *fp = fopen( pFilename, "rb" );
if ( !fp )
return NULL;
CUtlVector<char> buf;
fseek( fp, 0, SEEK_END );
buf.SetSize( ftell( fp ) + 1 );
fseek( fp, 0, SEEK_SET );
fread( buf.Base(), 1, buf.Count()-1, fp );
fclose( fp );
buf[buf.Count()-1] = 0;
KeyValues *kv = new KeyValues( "" );
if ( !kv->LoadFromBuffer( pFilename, buf.Base() ) )
{
kv->deleteThis();
return NULL;
}
return kv;
}
static bool Sys_GetExecutableName( char *out, int len )
{
#if defined( _WIN32 )
if ( !::GetModuleFileName( ( HINSTANCE )GetModuleHandle( NULL ), out, len ) )
{
return false;
}
#else
if ( CommandLine()->GetParm(0) )
{
Q_MakeAbsolutePath( out, len, CommandLine()->GetParm(0) );
}
else
{
return false;
}
#endif
return true;
}
bool FileSystem_GetExecutableDir( char *exedir, int exeDirLen )
{
#ifdef ANDROID
Q_strncpy( exedir, getenv("APP_LIB_PATH"), exeDirLen );
#else
# if 0
exedir[0] = 0;
if ( s_bUseVProjectBinDir )
{
const char *pProject = GetVProjectCmdLineValue();
if ( !pProject )
{
// Check their registry.
pProject = getenv( GAMEDIR_TOKEN );
}
if ( pProject )
{
Q_snprintf( exedir, exeDirLen, "%s%c..%cbin", pProject, CORRECT_PATH_SEPARATOR, CORRECT_PATH_SEPARATOR );
return true;
}
return false;
}
if ( !Sys_GetExecutableName( exedir, exeDirLen ) )
return false;
Q_StripFilename( exedir );
if ( IsX360() )
{
// The 360 can have its exe and dlls reside on different volumes
// use the optional basedir as the exe dir
if ( CommandLine()->FindParm( "-basedir" ) )
{
strcpy( exedir, CommandLine()->ParmValue( "-basedir", "" ) );
}
}
Q_FixSlashes( exedir );
const char* libDir = "bin";
// Return the bin directory as the executable dir if it's not in there
// because that's really where we're running from...
char ext[MAX_PATH];
Q_StrRight( exedir, 4, ext, sizeof( ext ) );
if ( ext[0] != CORRECT_PATH_SEPARATOR || Q_stricmp( ext+1, libDir ) != 0 )
{
Q_strncat( exedir, CORRECT_PATH_SEPARATOR_S, exeDirLen, COPY_ALL_CHARACTERS );
Q_strncat( exedir, libDir, exeDirLen, COPY_ALL_CHARACTERS );
Q_FixSlashes( exedir );
}
# endif
# ifdef POSIX
Q_strncpy( exedir, LIBDIR, exeDirLen );
# else
Q_strncpy( exedir, "./bin", exeDirLen );
# endif
#endif
return true;
}
static bool FileSystem_GetBaseDir( char *baseDir, int baseDirLen )
{
#ifdef ANDROID
Q_strncpy(baseDir, getenv("VALVE_GAME_PATH"), baseDirLen);
return true;
#else
# if 0
if ( FileSystem_GetExecutableDir( baseDir, baseDirLen ) )
{
Q_StripFilename( baseDir );
return true;
}
return false;
# else
return getcwd(baseDir, baseDirLen) != NULL;
# endif
#endif
}
void LaunchVConfig()
{
#if defined( _WIN32 ) && !defined( _X360 )
char vconfigExe[MAX_PATH];
FileSystem_GetExecutableDir( vconfigExe, sizeof( vconfigExe ) );
Q_AppendSlash( vconfigExe, sizeof( vconfigExe ) );
Q_strncat( vconfigExe, "vconfig.exe", sizeof( vconfigExe ), COPY_ALL_CHARACTERS );
char *argv[] =
{
vconfigExe,
"-allowdebug",
NULL
};
_spawnv( _P_NOWAIT, vconfigExe, argv );
#elif defined( _X360 )
Msg( "Launching vconfig.exe not supported\n" );
#endif
}
const char* GetVProjectCmdLineValue()
{
return CommandLine()->ParmValue( "-vproject", CommandLine()->ParmValue( "-game" ) );
}
FSReturnCode_t SetupFileSystemError( bool bRunVConfig, FSReturnCode_t retVal, const char *pMsg, ... )
{
va_list marker;
va_start( marker, pMsg );
Q_vsnprintf( g_FileSystemError, sizeof( g_FileSystemError ), pMsg, marker );
va_end( marker );
Warning( "%s\n", g_FileSystemError );
// Run vconfig?
// Don't do it if they specifically asked for it not to, or if they manually specified a vconfig with -game or -vproject.
if ( bRunVConfig && g_FileSystemErrorMode == FS_ERRORMODE_VCONFIG && !CommandLine()->FindParm( CMDLINEOPTION_NOVCONFIG ) && !GetVProjectCmdLineValue() )
{
LaunchVConfig();
}
if ( g_FileSystemErrorMode == FS_ERRORMODE_AUTO || g_FileSystemErrorMode == FS_ERRORMODE_VCONFIG )
{
Error( "%s\n", g_FileSystemError );
}
return retVal;
}
FSReturnCode_t LoadGameInfoFile(
const char *pDirectoryName,
KeyValues *&pMainFile,
KeyValues *&pFileSystemInfo,
KeyValues *&pSearchPaths )
{
// If GameInfo.txt exists under pBaseDir, then this is their game directory.
// All the filesystem mappings will be in this file.
char gameinfoFilename[MAX_PATH];
Q_strncpy( gameinfoFilename, pDirectoryName, sizeof( gameinfoFilename ) );
Q_AppendSlash( gameinfoFilename, sizeof( gameinfoFilename ) );
Q_strncat( gameinfoFilename, GAMEINFO_FILENAME, sizeof( gameinfoFilename ), COPY_ALL_CHARACTERS );
Q_FixSlashes( gameinfoFilename );
pMainFile = ReadKeyValuesFile( gameinfoFilename );
if ( IsX360() && !pMainFile )
{
// try again
Q_strncpy( gameinfoFilename, pDirectoryName, sizeof( gameinfoFilename ) );
Q_AppendSlash( gameinfoFilename, sizeof( gameinfoFilename ) );
Q_strncat( gameinfoFilename, GAMEINFO_FILENAME_ALTERNATE, sizeof( gameinfoFilename ), COPY_ALL_CHARACTERS );
Q_FixSlashes( gameinfoFilename );
pMainFile = ReadKeyValuesFile( gameinfoFilename );
}
if ( !pMainFile )
{
return SetupFileSystemError( true, FS_MISSING_GAMEINFO_FILE, "%s is missing.", gameinfoFilename );
}
pFileSystemInfo = pMainFile->FindKey( "FileSystem" );
if ( !pFileSystemInfo )
{
pMainFile->deleteThis();
return SetupFileSystemError( true, FS_INVALID_GAMEINFO_FILE, "%s is not a valid format.", gameinfoFilename );
}
// Now read in all the search paths.
pSearchPaths = pFileSystemInfo->FindKey( "SearchPaths" );
if ( !pSearchPaths )
{
pMainFile->deleteThis();
return SetupFileSystemError( true, FS_INVALID_GAMEINFO_FILE, "%s is not a valid format.", gameinfoFilename );
}
return FS_OK;
}
static void FileSystem_AddLoadedSearchPath(
CFSSearchPathsInit &initInfo,
const char *pPathID,
const char *fullLocationPath,
bool bLowViolence )
{
// Check for mounting LV game content in LV builds only
if ( V_stricmp( pPathID, "game_lv" ) == 0 )
{
// Not in LV build, don't mount
if ( !initInfo.m_bLowViolence )
return;
// Mount, as a game path
pPathID = "game";
}
// Check for mounting HD game content if enabled
if ( V_stricmp( pPathID, "game_hd" ) == 0 )
{
// Not in LV build, don't mount
if ( !initInfo.m_bMountHDContent )
return;
// Mount, as a game path
pPathID = "game";
}
// Special processing for ordinary game folders
if ( V_stristr( fullLocationPath, ".vpk" ) == NULL && Q_stricmp( pPathID, "game" ) == 0 )
{
if ( CommandLine()->FindParm( "-tempcontent" ) != 0 )
{
char szPath[MAX_PATH];
Q_snprintf( szPath, sizeof(szPath), "%s_tempcontent", fullLocationPath );
initInfo.m_pFileSystem->AddSearchPath( szPath, pPathID, PATH_ADD_TO_TAIL );
}
}
if ( initInfo.m_pLanguage &&
Q_stricmp( initInfo.m_pLanguage, "english" ) &&
V_strstr( fullLocationPath, "_english" ) != NULL )
{
char szPath[MAX_PATH];
char szLangString[MAX_PATH];
// Need to add a language version of this path first
Q_snprintf( szLangString, sizeof(szLangString), "_%s", initInfo.m_pLanguage);
V_StrSubst( fullLocationPath, "_english", szLangString, szPath, sizeof( szPath ), true );
initInfo.m_pFileSystem->AddSearchPath( szPath, pPathID, PATH_ADD_TO_TAIL );
}
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 path[MAX_PATH];
if ( !FileSystem_GetExecutableDir( path, MAX_PATH ) )
return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetExecutableDir failed." );
pFileSystem->AddSearchPath( path, "EXECUTABLE_PATH" );
if ( !FileSystem_GetBaseDir( path, MAX_PATH ) )
return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetBaseDir failed." );
pFileSystem->AddSearchPath( path, "BASE_PATH" );
Q_snprintf( path, MAX_PATH, "%s/%s", LIBDIR, CommandLine()->ParmValue("-game") );
pFileSystem->AddSearchPath( path, "GAMEBIN" );
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" );
}