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152 lines
5.4 KiB
152 lines
5.4 KiB
//===== Copyright © 1996-2010, Valve Corporation, All rights reserved. ======//
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//
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// Purpose: Utility class for discovering and caching path info on the PS3.
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//
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// $NoKeywords: $
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//===========================================================================//
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#ifndef PS3_PATHINFO_H
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#define PS3_PATHINFO_H
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#include <sysutil/sysutil_gamecontent.h>
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#include <sysutil/sysutil_syscache.h>
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#include "../common/ps3_cstrike15/ps3_title_id.h"
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#define HDD_BOOT
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/// Contains the game root / data / patch / etc paths.
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/// Needs to be initialized once and then you can access at will.
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class CPs3ContentPathInfo
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{
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public:
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// Call this once, when you've got the filesystem DLL loaded and ready to go.
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// Returns CELL_GAME_RET_OK on success; see cpp for error codes
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enum Flags_t
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{
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INIT_RETAIL_MODE = ( 1 << 0 ),
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INIT_IMAGE_ON_BDVD = ( 1 << 1 ),
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INIT_IMAGE_ON_HDD = ( 1 << 2 ),
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INIT_IMAGE_APP_HOME = ( 1 << 3 ),
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INIT_PRX_ON_BDVD = ( 1 << 4 ),
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INIT_PRX_ON_HDD = ( 1 << 5 ),
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INIT_PRX_APP_HOME = ( 1 << 6 ),
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INIT_SYS_CACHE_CLEAR = ( 1 << 7 ),
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};
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int Init( unsigned int uiFlagsMask );
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inline const char *GameAppVer() const;
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inline const char *GamePatchAppVer() const;
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inline const char *PrxPath() const; // where the PRXes can be found (eg, yadda/bin)
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inline const char *GameBasePath() const; // the directory equivalent to game/... in a PC/Steam install.
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inline const char *GamePatchBasePath() const; // the directory equivalent to game/... in a PC/Steam install.
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inline const char *SelfDirectory() const; /// the directory where the .self file can be found.
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inline const char *HDDataPath() const; /// the "game data" path which we create on the local hd
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inline const char *SystemCachePath() const; /// the "system cache" path as returned by cellSysCacheMount()
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inline const char *GameImagePath() const; // the directory tree under which to hunt for the .zip s. This can be different things depending on command line overrides.
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inline const char *SaveShadowPath() const; // the directory in which save files are temporarily stored. returned by engine->GetSaveDirName().
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inline int GetFreeHDDSpace( ) const ; /// the const version can only use the cached value
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// some helpful state queries:
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inline unsigned int GetGameBootAttributes() const { return m_nBootAttribs; }
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inline bool IsBeingDebugged() const { return (m_nBootAttribs & CELL_GAME_ATTRIBUTE_DEBUG) != 0; }
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inline bool IsPatched() const { return (m_nBootAttribs & CELL_GAME_ATTRIBUTE_PATCH) != 0; }
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inline bool IsInitialized() const { return m_bInitialized; }
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inline unsigned int BootType() const { return m_nBootType; }
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inline const char *GetParamSFO_Title() { return m_gameTitle; }
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inline const char *GetParamSFO_TitleID() { return m_gameTitleID; } // aka "product code" in the saveutil docs
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inline const char *GetWWMASTER_TitleID() { return PS3_GAME_TITLE_ID_WW_MASTER; }
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CPs3ContentPathInfo();
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private:
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char m_gameTitle[CELL_GAME_SYSP_TITLE_SIZE]; // CELL_GAME_PARAMID_TITLE
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char m_gameTitleID[CELL_GAME_SYSP_TITLEID_SIZE]; // CELL_GAME_PARAMID_TITLE_ID
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char m_gameAppVer[CELL_GAME_SYSP_VERSION_SIZE]; // CELL_GAME_PARAMID_APP_VER
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char m_gamePatchAppVer[CELL_GAME_SYSP_VERSION_SIZE]; // CELL_GAME_PARAMID_APP_VER
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int m_gameParentalLevel; // CELL_GAME_PARAMID_PARENTAL_LEVEL
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int m_gameResolution; // CELL_GAME_PARAMID_RESOLUTION
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int m_gameSoundFormat; // CELL_GAME_PARAMID_SOUND_FORMAT
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char m_gameContentPath[CELL_GAME_PATH_MAX]; // as returned by contentPermit but usually meaningless (?)
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char m_gamePatchContentPath[CELL_GAME_PATH_MAX]; // as returned by contentPermit but usually meaningless (?)
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char m_gameBasePath[CELL_GAME_PATH_MAX];
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char m_gamePatchBasePath[CELL_GAME_PATH_MAX];
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char m_gameExesPath[CELL_GAME_PATH_MAX];
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char m_gameHDDataPath[CELL_GAME_PATH_MAX];
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char m_gameImageDataPath[CELL_GAME_PATH_MAX];
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char m_gameSystemCachePath[CELL_SYSCACHE_PATH_MAX]; // as returned by cellSysCacheMount()
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char m_gameSavesShadowPath[CELL_SYSCACHE_PATH_MAX]; // as returned by cellSysCacheMount()
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unsigned int m_nBootType; /// either CELL_GAME_GAMETYPE_DISC or CELL_GAME_GAMETYPE_HDD
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unsigned int m_nBootAttribs; /// some combination of attribute masks -- see .cpp for details
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int m_nHDDFreeSizeKb; /// cached value for free hard disk space in kb.
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bool m_bInitialized;
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};
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const char * CPs3ContentPathInfo::GameAppVer() const
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{
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return m_gameAppVer;
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}
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const char * CPs3ContentPathInfo::GamePatchAppVer() const
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{
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return m_gamePatchAppVer;
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}
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const char * CPs3ContentPathInfo::GameBasePath() const
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{
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return m_gameBasePath;
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}
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const char * CPs3ContentPathInfo::GamePatchBasePath() const
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{
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return m_gamePatchBasePath;
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}
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const char * CPs3ContentPathInfo::SelfDirectory() const
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{
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return m_gameBasePath; // happens to be the same in the current implementation
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}
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const char * CPs3ContentPathInfo::HDDataPath() const
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{
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return m_gameHDDataPath; // happens to be the same in the current implementation
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}
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const char * CPs3ContentPathInfo::SystemCachePath() const
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{
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return m_gameSystemCachePath; // happens to be the same in the current implementation
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}
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const char * CPs3ContentPathInfo::GameImagePath() const
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{
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return m_gameImageDataPath; // happens to be the same in the current implementation
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}
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const char * CPs3ContentPathInfo::PrxPath() const
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{
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return m_gameExesPath;
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}
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const char * CPs3ContentPathInfo::SaveShadowPath() const
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{
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return m_gameSavesShadowPath;
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}
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int CPs3ContentPathInfo::GetFreeHDDSpace( ) const
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{
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return m_nHDDFreeSizeKb;
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}
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extern CPs3ContentPathInfo *g_pPS3PathInfo;
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#endif // PS3_PATHINFO_H
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