Counter Strike : Global Offensive Source Code
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

1610 lines
49 KiB

//====== Copyright 1996-2004, 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>
#endif
#include <stdio.h>
#include <sys/stat.h>
#include "tier0/platform.h"
#include "tier1/strtools.h"
#include "filesystem_init.h"
#include "tier0/icommandline.h"
#include "tier0/stacktools.h"
#include "keyvalues.h"
#include "appframework/IAppSystemGroup.h"
#include "tier1/smartptr.h"
#if defined( _X360 )
#include "xbox\xbox_win32stubs.h"
#endif
#if defined( _PS3 )
#include "ps3/ps3_win32stubs.h"
#include "ps3/ps3_helpers.h"
#include "ps3_pathinfo.h"
#endif
#include "tier2/tier2.h"
// 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;
#if defined( _WIN32 ) || defined( _GAMECONSOLE )
// 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( 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;
#if defined( _WIN32 ) || defined( _GAMECONSOLE )
// 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 );
#if defined( WIN32 ) || defined( _GAMECONSOLE )
char str[4096];
Q_snprintf( str, sizeof( str ), "%s=%s", m_pVarName, valueString );
_putenv( str );
#else
setenv( m_pVarName, valueString, 1 );
#endif
}
void ClearValue()
{
#if defined( WIN32 ) || defined( _GAMECONSOLE )
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 );
#elif defined( _PS3 )
Assert( 0 );
if ( outSize > 0 )
out[0] = '\0';
#else
getcwd( out, outSize );
strcat( out, "/" );
#endif
Q_FixSlashes( out );
}
// ---------------------------------------------------------------------------------------------------- //
// Module interface.
// ---------------------------------------------------------------------------------------------------- //
CFSSearchPathsInit::CFSSearchPathsInit()
{
m_pDirectoryName = NULL;
m_pLanguage = NULL;
m_ModPath[0] = 0;
}
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;
}
void AddLanguageGameDir( IFileSystem *pFileSystem, const char *pLocation, const char *pLanguage )
{
#if !defined( DEDICATED )
char temp[MAX_PATH];
Q_snprintf( temp, sizeof(temp), "%s_%s", pLocation, pLanguage );
pFileSystem->AddSearchPath( temp, "GAME", PATH_ADD_TO_TAIL );
if ( IsPC() )
{
// also look in "..\localization\<folder>" if that directory exists
char baseDir[MAX_PATH];
char *tempPtr = NULL, *gameDir = NULL;
Q_strncpy( baseDir, pLocation, sizeof(baseDir) );
#ifdef WIN32
tempPtr = Q_strstr( baseDir, "\\game\\" );
#else
tempPtr = Q_strstr( baseDir, "/game/" );
#endif
if ( tempPtr )
{
#ifdef WIN32
gameDir = tempPtr + Q_strlen( "\\game\\" );
#else
gameDir = tempPtr + Q_strlen( "/game/" );
#endif
*tempPtr = 0;
Q_snprintf( temp, sizeof(temp), "%s%clocalization%c%s_%s", baseDir, CORRECT_PATH_SEPARATOR, CORRECT_PATH_SEPARATOR, gameDir, pLanguage );
if ( pFileSystem->IsDirectory( temp ) )
{
pFileSystem->AddSearchPath( temp, "GAME", PATH_ADD_TO_TAIL );
}
}
}
#endif
}
void AddGameBinDir( IFileSystem *pFileSystem, const char *pLocation, bool bForceHead = false )
{
char temp[MAX_PATH];
Q_snprintf( temp, sizeof(temp), "%s%cbin", pLocation, CORRECT_PATH_SEPARATOR );
pFileSystem->AddSearchPath( temp, "GAMEBIN", bForceHead ? PATH_ADD_TO_HEAD : PATH_ADD_TO_TAIL );
}
KeyValues* ReadKeyValuesFile( const char *pFilename )
{
MEM_ALLOC_CREDIT();
// 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;
}
// Fix up the path if Windows gave us a messy one.
if ( !Q_RemoveDotSlashes( out ) )
{
Error( "V_MakeAbsolutePath: tried to \"..\" past the root." );
return false;
}
Q_FixSlashes( out );
#elif defined( _PS3 )
Q_snprintf( out, len, "%s/valve.self", g_pPS3PathInfo->SelfDirectory() );
#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 )
{
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 );
// 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, "bin" ) != 0 )
{
Q_strncat( exedir, CORRECT_PATH_SEPARATOR_S, exeDirLen, COPY_ALL_CHARACTERS );
Q_strncat( exedir, "bin", exeDirLen, COPY_ALL_CHARACTERS );
#ifdef PLATFORM_64BITS
#ifdef _WIN64
const char *pPlatPath = "x64";
#elif OSX
const char *pPlatPath = "osx64";
#elif LINUX
const char *pPlatPath = "linux64";
#endif
Q_strncat( exedir, CORRECT_PATH_SEPARATOR_S, exeDirLen, COPY_ALL_CHARACTERS );
Q_strncat( exedir, pPlatPath, exeDirLen, COPY_ALL_CHARACTERS );
#endif
Q_FixSlashes( exedir );
}
return true;
}
static bool FileSystem_GetBaseDir( char *baseDir, int baseDirLen )
{
#ifdef _PS3
V_strncpy( baseDir, g_pPS3PathInfo->GameImagePath(), baseDirLen );
return baseDir[0] != 0;
#else
if ( FileSystem_GetExecutableDir( baseDir, baseDirLen ) )
{
Q_StripFilename( baseDir );
return true;
}
return false;
#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 )
{
// this may happen when we eject disk while loading the game.
if( IsPS3() )
{
return FS_UNABLE_TO_INIT;
}
else
{
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 defined( _PS3 )
if ( IsPS3() && !pMainFile )
{
Q_strncpy( gameinfoFilename, g_pPS3PathInfo->GameImagePath(), sizeof( gameinfoFilename ) );
Q_AppendSlash( gameinfoFilename, sizeof( gameinfoFilename ) );
Q_strncat( gameinfoFilename, pDirectoryName, sizeof( gameinfoFilename ) );
Q_AppendSlash( gameinfoFilename, sizeof( gameinfoFilename ) );
Q_strncat( gameinfoFilename, GAMEINFO_FILENAME_ALTERNATE, sizeof( gameinfoFilename ), COPY_ALL_CHARACTERS );
Q_FixSlashes( gameinfoFilename );
Msg("Attempting %s\n", gameinfoFilename);
pMainFile = ReadKeyValuesFile( gameinfoFilename );
}
#endif
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;
}
// checks the registry for the low violence setting
// Check "HKEY_CURRENT_USER\Software\Valve\Source\Settings" and "User Token 2" or "User Token 3"
bool IsLowViolenceBuild( void )
{
#if defined( _LOWVIOLENCE )
// a low violence build can not be-undone
return true;
#endif
// Users can opt into low violence mode on the command-line.
if ( CommandLine()->FindParm( "-lv" ) != 0 )
return true;
#if defined(_WIN32)
HKEY hKey;
char szValue[64];
unsigned long len = sizeof(szValue) - 1;
bool retVal = false;
if ( IsPC() && RegOpenKeyEx( HKEY_CURRENT_USER, "Software\\Valve\\Source\\Settings", NULL, KEY_READ, &hKey) == ERROR_SUCCESS )
{
// User Token 2
if ( RegQueryValueEx( hKey, "User Token 2", NULL, NULL, (unsigned char*)szValue, &len ) == ERROR_SUCCESS )
{
if ( Q_strlen( szValue ) > 0 )
{
retVal = true;
}
}
if ( !retVal )
{
// reset "len" for the next check
len = sizeof(szValue) - 1;
// User Token 3
if ( RegQueryValueEx( hKey, "User Token 3", NULL, NULL, (unsigned char*)szValue, &len ) == ERROR_SUCCESS )
{
if ( Q_strlen( szValue ) > 0 )
{
retVal = true;
}
}
}
RegCloseKey(hKey);
}
return retVal;
#elif defined( _GAMECONSOLE )
// console builds must be compiled with _LOWVIOLENCE
return false;
#elif POSIX
return false;
#else
#error "Fix me"
#endif
}
static void FileSystem_AddLoadedSearchPath(
CFSSearchPathsInit &initInfo,
const char *pPathID,
bool *bFirstGamePath,
const char *pBaseDir,
const char *pLocation,
bool bLowViolence )
{
char fullLocationPath[MAX_PATH];
Q_MakeAbsolutePath( fullLocationPath, sizeof( fullLocationPath ), pLocation, pBaseDir );
// Now resolve any ./'s.
V_FixSlashes( fullLocationPath );
if ( !V_RemoveDotSlashes( fullLocationPath ) )
Error( "FileSystem_AddLoadedSearchPath - Can't resolve pathname for '%s'", fullLocationPath );
// Add language, mod, and gamebin search paths automatically.
if ( Q_stricmp( pPathID, "game" ) == 0 )
{
bool bDoAllPaths = true;
#if defined( _X360 ) && defined( LEFT4DEAD )
// hl2 is a vestigal mistake due to shaders, xbox needs to prevent any search path bloat
if ( V_stristr( fullLocationPath, "\\hl2" ) )
{
bDoAllPaths = false;
}
#endif
// add the language path, needs to be topmost, generally only contains audio
// and the language localized movies (there are 2 version one normal, one LV)
// this trumps the LV english movie as desired for the language
if ( initInfo.m_pLanguage && bDoAllPaths )
{
AddLanguageGameDir( initInfo.m_pFileSystem, fullLocationPath, initInfo.m_pLanguage );
}
// next add the low violence path
if ( bLowViolence && bDoAllPaths )
{
char szPath[MAX_PATH];
Q_snprintf( szPath, sizeof(szPath), "%s_lv", fullLocationPath );
initInfo.m_pFileSystem->AddSearchPath( szPath, pPathID, PATH_ADD_TO_TAIL );
}
if ( CommandLine()->FindParm( "-tempcontent" ) != 0 && bDoAllPaths )
{
char szPath[MAX_PATH];
Q_snprintf( szPath, sizeof(szPath), "%s_tempcontent", fullLocationPath );
initInfo.m_pFileSystem->AddSearchPath( szPath, pPathID, PATH_ADD_TO_TAIL );
}
// mark the first "game" dir as the "MOD" dir
if ( *bFirstGamePath )
{
*bFirstGamePath = false;
initInfo.m_pFileSystem->AddSearchPath( fullLocationPath, "MOD", PATH_ADD_TO_TAIL );
Q_strncpy( initInfo.m_ModPath, fullLocationPath, sizeof( initInfo.m_ModPath ) );
}
if ( bDoAllPaths )
{
// add the game bin
AddGameBinDir( initInfo.m_pFileSystem, fullLocationPath );
}
}
initInfo.m_pFileSystem->AddSearchPath( fullLocationPath, pPathID, PATH_ADD_TO_TAIL );
}
bool FileSystem_IsHldsUpdateToolDedicatedServer()
{
// To determine this, we see if the directory our executable was launched from is "orangebox".
// We only are under "orangebox" if we're run from hldsupdatetool.
char baseDir[MAX_PATH];
if ( !FileSystem_GetBaseDir( baseDir, sizeof( baseDir ) ) )
return false;
V_FixSlashes( baseDir );
V_StripTrailingSlash( baseDir );
const char *pLastDir = V_UnqualifiedFileName( baseDir );
return ( pLastDir && V_stricmp( pLastDir, "orangebox" ) == 0 );
}
#ifdef ENGINE_DLL
extern void FileSystem_UpdateAddonSearchPaths( IFileSystem *pFileSystem );
#endif
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." );
initInfo.m_ModPath[0] = 0;
#define GAMEINFOPATH_TOKEN "|gameinfo_path|"
#define BASESOURCEPATHS_TOKEN "|all_source_engine_paths|"
bool bLowViolence = IsLowViolenceBuild();
bool bFirstGamePath = true;
for ( KeyValues *pCur=pSearchPaths->GetFirstValue(); pCur; pCur=pCur->GetNextValue() )
{
const char *pPathID = pCur->GetName();
const char *pLocation = pCur->GetString();
if ( Q_stristr( pLocation, GAMEINFOPATH_TOKEN ) == pLocation )
{
pLocation += strlen( GAMEINFOPATH_TOKEN );
FileSystem_AddLoadedSearchPath( initInfo, pPathID, &bFirstGamePath, initInfo.m_pDirectoryName, pLocation, bLowViolence );
}
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.
// In the case of an hldsupdatetool dedicated server, the base hl2 folder is "..\..\hl2" (since we're up in the 'orangebox' folder).
pLocation += strlen( BASESOURCEPATHS_TOKEN );
// Add the Orange-box path (which also will include whatever the depots mapped in as well if we're
// running a Steam-launched app).
FileSystem_AddLoadedSearchPath( initInfo, pPathID, &bFirstGamePath, baseDir, pLocation, bLowViolence );
if ( FileSystem_IsHldsUpdateToolDedicatedServer() )
{
// If we're using the hldsupdatetool dedicated server, then go up a directory to get the ep1-era files too.
char ep1EraPath[MAX_PATH];
V_snprintf( ep1EraPath, sizeof( ep1EraPath ), "..%c%s", CORRECT_PATH_SEPARATOR, pLocation );
FileSystem_AddLoadedSearchPath( initInfo, pPathID, &bFirstGamePath, baseDir, ep1EraPath, bLowViolence );
}
}
else
{
FileSystem_AddLoadedSearchPath( initInfo, pPathID, &bFirstGamePath, baseDir, pLocation, bLowViolence );
}
}
#ifdef _PS3
// Always base GAMEBIN PRX location off of main PRX path (unless content and PRX paths are same)
if ( Q_strncmp( g_pPS3PathInfo->GameImagePath(), g_pPS3PathInfo->PrxPath(), Q_strlen( g_pPS3PathInfo->GameImagePath() ) ) )
{
char gamebindir[CELL_GAME_PATH_MAX];
// get the moddirname
const char *pModName;
for ( pModName = initInfo.m_ModPath + strlen(initInfo.m_ModPath) - 1 ;
pModName > initInfo.m_ModPath && *(pModName-1) != '/' ;
pModName--);
V_snprintf( gamebindir, CELL_GAME_PATH_MAX, "%s/../%s", g_pPS3PathInfo->PrxPath(), pModName );
AddGameBinDir( initInfo.m_pFileSystem, gamebindir, true );
}
#endif
pMainFile->deleteThis();
//
// Set up search paths for add-ons
//
if ( IsPC() )
{
#ifdef ENGINE_DLL
FileSystem_UpdateAddonSearchPaths( initInfo.m_pFileSystem );
#endif
}
// Add the "platform" directory as a game searchable path
char pPlatformPath[MAX_PATH];
V_ComposeFileName( baseDir, "platform", pPlatformPath, sizeof(pPlatformPath) );
initInfo.m_pFileSystem->AddSearchPath( pPlatformPath, "GAME", PATH_ADD_TO_TAIL );
// these specialized tool paths are not used on 360 and cause a costly constant perf tax, so inhibited
if ( IsPC() )
{
// Create a content search path based on the game search path
char szContentRoot[MAX_PATH];
V_strncpy( szContentRoot, baseDir, sizeof(szContentRoot) );
char *pRootEnd = V_strrchr( szContentRoot, '\\' );
if ( pRootEnd )
{
*pRootEnd = '\0';
}
V_strncat( szContentRoot, "\\content", sizeof( szContentRoot ) );
int nLen = initInfo.m_pFileSystem->GetSearchPath( "GAME", false, NULL, 0 );
char *pSearchPath = (char*)stackalloc( nLen * sizeof(char) );
initInfo.m_pFileSystem->GetSearchPath( "GAME", false, pSearchPath, nLen );
char *pPath = pSearchPath;
while( pPath )
{
char *pSemiColon = strchr( pPath, ';' );
if ( pSemiColon )
{
*pSemiColon = 0;
}
Q_StripTrailingSlash( pPath );
Q_FixSlashes( pPath );
const char *pCurPath = pPath;
pPath = pSemiColon ? pSemiColon + 1 : NULL;
char pRelativePath[MAX_PATH];
char pContentPath[MAX_PATH];
if ( !Q_MakeRelativePath( pCurPath, baseDir, pRelativePath, sizeof(pRelativePath) ) )
continue;
Q_ComposeFileName( szContentRoot, pRelativePath, pContentPath, sizeof(pContentPath) );
initInfo.m_pFileSystem->AddSearchPath( pContentPath, "CONTENT" );
}
// 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( "content", true );
}
// 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( "mod", true );
// Add the write path last.
if ( initInfo.m_ModPath[0] != 0 )
{
initInfo.m_pFileSystem->AddSearchPath( initInfo.m_ModPath, "DEFAULT_WRITE_PATH", PATH_ADD_TO_TAIL );
}
#ifdef _DEBUG
initInfo.m_pFileSystem->PrintSearchPaths();
#endif
#if defined( ENABLE_RUNTIME_STACK_TRANSLATION ) && !defined( _GAMECONSOLE )
//copy search paths to stack tools so it can grab pdb's from all over. But only on P4 or Steam Beta builds
if( (CommandLine()->FindParm( "-steam" ) == 0) || //not steam
(CommandLine()->FindParm( "-internalbuild" ) != 0) ) //steam beta is ok
{
char szSearchPaths[4096];
//int CBaseFileSystem::GetSearchPath( const char *pathID, bool bGetPackFiles, char *pPath, int nMaxLen )
int iLength1 = initInfo.m_pFileSystem->GetSearchPath( "EXECUTABLE_PATH", false, szSearchPaths, 4096 );
if( iLength1 == 1 )
iLength1 = 0;
int iLength2 = initInfo.m_pFileSystem->GetSearchPath( "GAMEBIN", false, szSearchPaths + iLength1, 4096 - iLength1 );
if( (iLength2 > 1) && (iLength1 > 1) )
{
szSearchPaths[iLength1 - 1] = ';'; //replace first null terminator
}
const char *szAdditionalPath = CommandLine()->ParmValue( "-AdditionalPDBSearchPath" );
if( szAdditionalPath && szAdditionalPath[0] )
{
int iLength = iLength1;
if( iLength2 > 1 )
iLength += iLength2;
if( iLength != 0 )
{
szSearchPaths[iLength - 1] = ';'; //replaces null terminator
}
V_strncpy( &szSearchPaths[iLength], szAdditionalPath, 4096 - iLength );
}
//Append the perforce symbol server last. Documentation says that "srv*\\perforce\symbols" should work, but it doesn't.
//"symsrv*symsrv.dll*\\perforce\symbols" which the docs say is the same statement, works.
{
V_strncat( szSearchPaths, ";symsrv*symsrv.dll*\\\\perforce\\symbols", 4096 );
}
SetStackTranslationSymbolSearchPath( szSearchPaths );
//MessageBox( NULL, szSearchPaths, "Search Paths", 0 );
}
#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 );
#ifdef _PS3
Assert( 0 );
bool bExist = false;
#else // !_PS3
bool bExist = ( _access( filename, 0 ) == 0 );
#endif // _PS3
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/" ) )
{
V_strcpy( 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 SetSteamInstallPath( char *steamInstallPath, int steamInstallPathLen, CSteamEnvVars &steamEnvVars, bool bErrorsAsWarnings )
{
if ( IsGameConsole() )
{
// consoles don't use steam
return FS_MISSING_STEAM_DLL;
}
if ( IsPosix() )
return FS_OK; // under posix the content does not live with steam.dll up the path, rely on the environment already being set by steam
// Start at our bin directory and move up until we find a directory with steam.dll in it.
char executablePath[MAX_PATH];
if ( !FileSystem_GetExecutableDir( executablePath, sizeof( executablePath ) ) )
{
if ( bErrorsAsWarnings )
{
Warning( "SetSteamInstallPath: FileSystem_GetExecutableDir failed.\n" );
return FS_INVALID_PARAMETERS;
}
else
{
return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetExecutableDir failed." );
}
}
Q_strncpy( steamInstallPath, executablePath, steamInstallPathLen );
#ifdef WIN32
const char *pchSteamDLL = "steam" DLL_EXT_STRING;
#elif defined(OSX) || defined(LINUX)
const char *pchSteamDLL = "libsteam" DLL_EXT_STRING;
// under Linux & OSX the bin lives in the bin/ folder, so step back one
Q_StripLastDir( steamInstallPath, steamInstallPathLen );
#elif defined( _PS3 )
const char *pchSteamDLL = "steam_ps3.ps3";
#else
#error
#endif
while ( 1 )
{
// Ignore steamapp.cfg here in case they're debugging. We still need to know the real steam path so we can find their username.
// find
if ( DoesFileExistIn( steamInstallPath, pchSteamDLL ) && !DoesFileExistIn( steamInstallPath, "steamapp.cfg" ) )
break;
if ( !Q_StripLastDir( steamInstallPath, steamInstallPathLen ) )
{
if ( bErrorsAsWarnings )
{
Warning( "Can't find %s relative to executable path: %s.\n", pchSteamDLL, executablePath );
return FS_MISSING_STEAM_DLL;
}
else
{
return SetupFileSystemError( false, FS_MISSING_STEAM_DLL, "Can't find %s relative to executable path: %s.", pchSteamDLL, executablePath );
}
}
}
// Also, add the install path to their PATH environment variable, so filesystem_steam.dll can get to steam.dll.
char szPath[ 8192 ];
steamEnvVars.m_Path.GetValue( szPath, sizeof( szPath ) );
if ( !DoesPathExistAlready( szPath, steamInstallPath ) )
{
#ifdef WIN32
#define PATH_SEP ";"
#else
#define PATH_SEP ":"
#endif
steamEnvVars.m_Path.SetValue( "%s%s%s", szPath, PATH_SEP, steamInstallPath );
}
return FS_OK;
}
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 );
}
}
void SetSteamAppId( KeyValues *pFileSystemInfo, const char *pGameInfoDirectory, CSteamEnvVars &steamEnvVars )
{
// SteamAppId is in gameinfo.txt->FileSystem->FileSystemInfo_Steam->SteamAppId.
int iAppId = pFileSystemInfo->GetInt( "SteamAppId", -1 );
if ( iAppId == -1 )
Error( "Missing SteamAppId in %s\\%s.", pGameInfoDirectory, GAMEINFO_FILENAME );
steamEnvVars.m_SteamAppId.SetValue( "%d", iAppId );
}
FSReturnCode_t SetupSteamStartupEnvironment( KeyValues *pFileSystemInfo, const char *pGameInfoDirectory, CSteamEnvVars &steamEnvVars )
{
// Ok, we're going to run Steam. See if they have SteamInfo.txt. If not, we'll try to deduce what we can.
char steamInfoFile[MAX_PATH];
Q_strncpy( steamInfoFile, pGameInfoDirectory, sizeof( steamInfoFile ) );
Q_AppendSlash( steamInfoFile, sizeof( steamInfoFile ) );
Q_strncat( steamInfoFile, "steaminfo.txt", sizeof( steamInfoFile ), COPY_ALL_CHARACTERS );
KeyValues *pSteamInfo = ReadKeyValuesFile( steamInfoFile );
char steamInstallPath[MAX_PATH];
FSReturnCode_t ret = SetSteamInstallPath( steamInstallPath, sizeof( steamInstallPath ), steamEnvVars, false );
if ( ret != FS_OK )
return ret;
SetSteamAppUser( pSteamInfo, steamInstallPath, steamEnvVars );
SetSteamUserPassphrase( pSteamInfo, steamEnvVars );
SetSteamAppId( pFileSystemInfo, pGameInfoDirectory, steamEnvVars );
if ( pSteamInfo )
pSteamInfo->deleteThis();
return FS_OK;
}
FSReturnCode_t GetSteamExtraAppId( const char *pDirectoryName, int *nExtraAppId )
{
// Now, load gameinfo.txt (to make sure it's there)
KeyValues *pMainFile = NULL, *pFileSystemInfo = NULL, *pSearchPaths = NULL;
FSReturnCode_t ret = LoadGameInfoFile( pDirectoryName, pMainFile, pFileSystemInfo, pSearchPaths );
if ( ret != FS_OK )
return ret;
*nExtraAppId = pFileSystemInfo->GetInt( "ToolsAppId", -1 );
pMainFile->deleteThis();
return FS_OK;
}
FSReturnCode_t FileSystem_SetBasePaths( IFileSystem *pFileSystem )
{
pFileSystem->RemoveSearchPaths( "EXECUTABLE_PATH" );
#ifndef _PS3
char executablePath[MAX_PATH];
if ( !FileSystem_GetExecutableDir( executablePath, sizeof( executablePath ) ) )
return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetExecutableDir failed." );
pFileSystem->AddSearchPath( executablePath, "EXECUTABLE_PATH" );
#endif
return FS_OK;
}
//-----------------------------------------------------------------------------
// Returns the name of the file system DLL to use
//-----------------------------------------------------------------------------
FSReturnCode_t FileSystem_GetFileSystemDLLName( char *pFileSystemDLL, int nMaxLen, bool &bSteam )
{
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." );
#if defined( _PS3 )
Q_snprintf( pFileSystemDLL, nMaxLen, "%s%cfilesystem_stdio" DLL_EXT_STRING, g_pPS3PathInfo->PrxPath(), CORRECT_PATH_SEPARATOR );
#else
Q_snprintf( pFileSystemDLL, nMaxLen, "%s%cfilesystem_stdio" DLL_EXT_STRING, executablePath, CORRECT_PATH_SEPARATOR );
#endif
return FS_OK;
}
//-----------------------------------------------------------------------------
// Sets up the steam.dll install path in our PATH env var (so you can then just
// LoadLibrary() on filesystem_steam.dll without having to copy steam.dll anywhere special )
//-----------------------------------------------------------------------------
FSReturnCode_t FileSystem_SetupSteamInstallPath()
{
CSteamEnvVars steamEnvVars;
char steamInstallPath[MAX_PATH];
FSReturnCode_t ret = SetSteamInstallPath( steamInstallPath, sizeof( steamInstallPath ), steamEnvVars, true );
steamEnvVars.m_Path.SetRestoreOriginalValue( false ); // We want to keep the change to the path going forward.
return ret;
}
//-----------------------------------------------------------------------------
// 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
#if defined( WIN32 ) || defined( _GAMECONSOLE )
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
CSteamEnvVars steamEnvVars;
if ( fsInfo.m_bSteam )
{
if ( fsInfo.m_bToolsMode )
{
// Now, load gameinfo.txt (to make sure it's there)
KeyValues *pMainFile, *pFileSystemInfo, *pSearchPaths;
ret = LoadGameInfoFile( fsInfo.m_GameInfoPath, pMainFile, pFileSystemInfo, pSearchPaths );
if ( ret != FS_OK )
return ret;
// Setup all the environment variables related to Steam so filesystem_steam.dll knows how to initialize Steam.
ret = SetupSteamStartupEnvironment( pFileSystemInfo, fsInfo.m_GameInfoPath, steamEnvVars );
if ( ret != FS_OK )
return ret;
steamEnvVars.m_SteamAppId.SetRestoreOriginalValue( false ); // We want to keep the change to the path going forward.
// We're done with main file
pMainFile->deleteThis();
}
else if ( fsInfo.m_bSetSteamDLLPath )
{
// This is used by the engine to automatically set the path to their steam.dll when running the engine,
// so they can debug it without having to copy steam.dll up into their hl2.exe folder.
char steamInstallPath[MAX_PATH];
ret = SetSteamInstallPath( steamInstallPath, sizeof( steamInstallPath ), steamEnvVars, true );
steamEnvVars.m_Path.SetRestoreOriginalValue( false ); // We want to keep the change to the path going forward.
}
}
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() )
{
// 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 )
{
FSReturnCode_t ret = GetSteamExtraAppId( mountContentInfo.m_pDirectoryName, &nExtraAppId );
if ( ret != FS_OK )
return ret;
}
// 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];
if ( pFileSystem->IsSteam() )
{
// Steam doesn't support relative paths
Q_strncpy( platform, "platform", MAX_PATH );
}
else
{
Q_strncpy( platform, szGameInfoPath, MAX_PATH );
Q_StripTrailingSlash( platform );
#ifdef _PS3
Q_strncat( platform, "/platform", MAX_PATH, MAX_PATH );
#else // _PS3
Q_strncat( platform, "/../platform", MAX_PATH, MAX_PATH );
#endif // !_PS3
}
pFileSystem->AddSearchPath( platform, "PLATFORM" );
}