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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 ) { 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 ); Q_FixSlashes( exedir ); } return true; }
static bool FileSystem_GetBaseDir( char *baseDir, int baseDirLen ) { if ( FileSystem_GetExecutableDir( baseDir, baseDirLen ) ) { Q_StripFilename( baseDir ); return true; } return false; }
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." );
// 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 ); } }
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; char szAbsSearchPath[MAX_PATH]; V_MakeAbsolutePath( szAbsSearchPath, sizeof( szAbsSearchPath ), pLocation, pszBaseDir );
// Now resolve any ./'s.
V_FixSlashes( szAbsSearchPath ); if ( !V_RemoveDotSlashes( szAbsSearchPath ) ) Error( "FileSystem_AddLoadedSearchPath - Can't resolve pathname for '%s'", szAbsSearchPath ); V_StripTrailingSlash( szAbsSearchPath );
// Don't bother doing any wildcard expansion unless it has wildcards. This avoids the weird
// thing with xxx_dir.vpk files being referred to simply as xxx.vpk.
if ( V_stristr( pLocation, "?") == NULL && V_stristr( pLocation, "*") == NULL ) { vecFullLocationPaths.CopyAndAddToTail( szAbsSearchPath ); } else { FileFindHandle_t findHandle = NULL; const char *pszFoundShortName = initInfo.m_pFileSystem->FindFirst( szAbsSearchPath, &findHandle ); if ( pszFoundShortName ) { do {
// We only know how to mount VPK's and directories
if ( pszFoundShortName[0] != '.' && ( initInfo.m_pFileSystem->FindIsDirectory( findHandle ) || V_stristr( pszFoundShortName, ".vpk" ) ) ) { char szAbsName[MAX_PATH]; V_ExtractFilePath( szAbsSearchPath, szAbsName, sizeof( szAbsName ) ); V_AppendSlash( szAbsName, sizeof(szAbsName) ); V_strcat_safe( szAbsName, pszFoundShortName );
vecFullLocationPaths.CopyAndAddToTail( szAbsName );
// Check for a common mistake
if ( !V_stricmp( pszFoundShortName, "materials" ) || !V_stricmp( pszFoundShortName, "maps" ) || !V_stricmp( pszFoundShortName, "resource" ) || !V_stricmp( pszFoundShortName, "scripts" ) || !V_stricmp( pszFoundShortName, "sound" ) || !V_stricmp( pszFoundShortName, "models" ) ) {
char szReadme[MAX_PATH]; V_ExtractFilePath( szAbsSearchPath, szReadme, sizeof( szReadme ) ); V_AppendSlash( szReadme, sizeof(szReadme) ); V_strcat_safe( szReadme, "readme.txt" );
Error( "Tried to add %s as a search path.\n" "\nThis is probably not what you intended.\n" "\nCheck %s for more info\n", szAbsName, szReadme ); }
} pszFoundShortName = initInfo.m_pFileSystem->FindNext( findHandle ); } while ( pszFoundShortName ); initInfo.m_pFileSystem->FindClose( findHandle ); }
// Sort alphabetically. Also note that this will put
// all the xxx_000.vpk packs just before the corresponding
// xxx_dir.vpk
vecFullLocationPaths.Sort( SortStricmp );
// Now for any _dir.vpk files, remove the _nnn.vpk ones.
int idx = vecFullLocationPaths.Count()-1; while ( idx > 0 ) { char szTemp[ MAX_PATH ]; V_strcpy_safe( szTemp, vecFullLocationPaths[ idx ] ); --idx;
char *szDirVpk = V_stristr( szTemp, "_dir.vpk" ); if ( szDirVpk != NULL ) { *szDirVpk = '\0'; while ( idx >= 0 ) { char *pszPath = vecFullLocationPaths[ idx ]; if ( V_stristr( pszPath, szTemp ) != pszPath ) break; delete pszPath; vecFullLocationPaths.Remove( idx ); --idx; } } } }
// Parse Path ID list
CUtlStringList vecPathIDs; V_SplitString( pCur->GetName(), "+", vecPathIDs ); FOR_EACH_VEC( vecPathIDs, idxPathID ) { Q_StripPrecedingAndTrailingWhitespace( vecPathIDs[ idxPathID ] ); }
// Mount them.
FOR_EACH_VEC( vecFullLocationPaths, idxLocation ) { FOR_EACH_VEC( vecPathIDs, idxPathID ) { FileSystem_AddLoadedSearchPath( initInfo, vecPathIDs[ idxPathID ], vecFullLocationPaths[ idxLocation ], bLowViolence ); } } }
pMainFile->deleteThis();
// Also, mark specific path IDs as "by request only". That way, we won't waste time searching in them
// when people forget to specify a search path.
initInfo.m_pFileSystem->MarkPathIDByRequestOnly( "executable_path", true ); initInfo.m_pFileSystem->MarkPathIDByRequestOnly( "gamebin", true ); initInfo.m_pFileSystem->MarkPathIDByRequestOnly( "download", true ); initInfo.m_pFileSystem->MarkPathIDByRequestOnly( "mod", true ); initInfo.m_pFileSystem->MarkPathIDByRequestOnly( "game_write", true ); initInfo.m_pFileSystem->MarkPathIDByRequestOnly( "mod_write", true );
#ifdef _DEBUG
// initInfo.m_pFileSystem->PrintSearchPaths();
#endif
return FS_OK; }
bool DoesFileExistIn( const char *pDirectoryName, const char *pFilename ) { char filename[MAX_PATH];
Q_strncpy( filename, pDirectoryName, sizeof( filename ) ); Q_AppendSlash( filename, sizeof( filename ) ); Q_strncat( filename, pFilename, sizeof( filename ), COPY_ALL_CHARACTERS ); Q_FixSlashes( filename ); bool bExist = ( _access( filename, 0 ) == 0 );
return ( bExist ); }
namespace { SuggestGameInfoDirFn_t & GetSuggestGameInfoDirFn( void ) { static SuggestGameInfoDirFn_t s_pfnSuggestGameInfoDir = NULL; return s_pfnSuggestGameInfoDir; } }; // `anonymous` namespace
SuggestGameInfoDirFn_t SetSuggestGameInfoDirFn( SuggestGameInfoDirFn_t pfnNewFn ) { SuggestGameInfoDirFn_t &rfn = GetSuggestGameInfoDirFn(); SuggestGameInfoDirFn_t pfnOldFn = rfn; rfn = pfnNewFn; return pfnOldFn; }
static FSReturnCode_t TryLocateGameInfoFile( char *pOutDir, int outDirLen, bool bBubbleDir ) { // Retain a copy of suggested path for further attempts
CArrayAutoPtr < char > spchCopyNameBuffer( new char [ outDirLen ] ); Q_strncpy( spchCopyNameBuffer.Get(), pOutDir, outDirLen ); spchCopyNameBuffer[ outDirLen - 1 ] = 0;
// Make appropriate slashes ('/' - Linux style)
for ( char *pchFix = spchCopyNameBuffer.Get(), *pchEnd = pchFix + outDirLen; pchFix < pchEnd; ++ pchFix ) { if ( '\\' == *pchFix ) { *pchFix = '/'; } }
// Have a look in supplied path
do { if ( DoesFileExistIn( pOutDir, GAMEINFO_FILENAME ) ) { return FS_OK; } if ( IsX360() && DoesFileExistIn( pOutDir, GAMEINFO_FILENAME_ALTERNATE ) ) { return FS_OK; } } while ( bBubbleDir && Q_StripLastDir( pOutDir, outDirLen ) );
// Make an attempt to resolve from "content -> game" directory
Q_strncpy( pOutDir, spchCopyNameBuffer.Get(), outDirLen ); pOutDir[ outDirLen - 1 ] = 0; if ( char *pchContentFix = Q_stristr( pOutDir, "/content/" ) ) { sprintf( pchContentFix, "/game/" ); memmove( pchContentFix + 6, pchContentFix + 9, pOutDir + outDirLen - (pchContentFix + 9) );
// Try in the mapped "game" directory
do { if ( DoesFileExistIn( pOutDir, GAMEINFO_FILENAME ) ) { return FS_OK; } if ( IsX360() && DoesFileExistIn( pOutDir, GAMEINFO_FILENAME_ALTERNATE ) ) { return FS_OK; } } while ( bBubbleDir && Q_StripLastDir( pOutDir, outDirLen ) ); }
// Could not find it here
return FS_MISSING_GAMEINFO_FILE; }
FSReturnCode_t LocateGameInfoFile( const CFSSteamSetupInfo &fsInfo, char *pOutDir, int outDirLen ) { // Engine and Hammer don't want to search around for it.
if ( fsInfo.m_bOnlyUseDirectoryName ) { if ( !fsInfo.m_pDirectoryName ) return SetupFileSystemError( false, FS_MISSING_GAMEINFO_FILE, "bOnlyUseDirectoryName=1 and pDirectoryName=NULL." );
bool bExists = DoesFileExistIn( fsInfo.m_pDirectoryName, GAMEINFO_FILENAME ); if ( IsX360() && !bExists ) { bExists = DoesFileExistIn( fsInfo.m_pDirectoryName, GAMEINFO_FILENAME_ALTERNATE ); } if ( !bExists ) { if ( IsX360() && CommandLine()->FindParm( "-basedir" ) ) { char basePath[MAX_PATH]; strcpy( basePath, CommandLine()->ParmValue( "-basedir", "" ) ); Q_AppendSlash( basePath, sizeof( basePath ) ); Q_strncat( basePath, fsInfo.m_pDirectoryName, sizeof( basePath ), COPY_ALL_CHARACTERS ); if ( DoesFileExistIn( basePath, GAMEINFO_FILENAME ) ) { Q_strncpy( pOutDir, basePath, outDirLen ); return FS_OK; } if ( IsX360() && DoesFileExistIn( basePath, GAMEINFO_FILENAME_ALTERNATE ) ) { Q_strncpy( pOutDir, basePath, outDirLen ); return FS_OK; } }
return SetupFileSystemError( true, FS_MISSING_GAMEINFO_FILE, "Setup file '%s' doesn't exist in subdirectory '%s'.\nCheck your -game parameter or VCONFIG setting.", GAMEINFO_FILENAME, fsInfo.m_pDirectoryName ); }
Q_strncpy( pOutDir, fsInfo.m_pDirectoryName, outDirLen ); return FS_OK; }
// First, check for overrides on the command line or environment variables.
const char *pProject = GetVProjectCmdLineValue();
if ( pProject ) { if ( DoesFileExistIn( pProject, GAMEINFO_FILENAME ) ) { Q_MakeAbsolutePath( pOutDir, outDirLen, pProject ); return FS_OK; } if ( IsX360() && DoesFileExistIn( pProject, GAMEINFO_FILENAME_ALTERNATE ) ) { Q_MakeAbsolutePath( pOutDir, outDirLen, pProject ); return FS_OK; }
if ( IsX360() && CommandLine()->FindParm( "-basedir" ) ) { char basePath[MAX_PATH]; strcpy( basePath, CommandLine()->ParmValue( "-basedir", "" ) ); Q_AppendSlash( basePath, sizeof( basePath ) ); Q_strncat( basePath, pProject, sizeof( basePath ), COPY_ALL_CHARACTERS ); if ( DoesFileExistIn( basePath, GAMEINFO_FILENAME ) ) { Q_strncpy( pOutDir, basePath, outDirLen ); return FS_OK; } if ( DoesFileExistIn( basePath, GAMEINFO_FILENAME_ALTERNATE ) ) { Q_strncpy( pOutDir, basePath, outDirLen ); return FS_OK; } } if ( fsInfo.m_bNoGameInfo ) { // fsInfo.m_bNoGameInfo is set by the Steam dedicated server, before it knows which mod to use.
// Steam dedicated server doesn't need a gameinfo.txt, because we'll ask which mod to use, even if
// -game is supplied on the command line.
Q_strncpy( pOutDir, "", outDirLen ); return FS_OK; } else { // They either specified vproject on the command line or it's in their registry. Either way,
// we don't want to continue if they've specified it but it's not valid.
goto ShowError; } }
if ( fsInfo.m_bNoGameInfo ) { Q_strncpy( pOutDir, "", outDirLen ); return FS_OK; }
// Ask the application if it can provide us with a game info directory
{ bool bBubbleDir = true; SuggestGameInfoDirFn_t pfnSuggestGameInfoDirFn = GetSuggestGameInfoDirFn(); if ( pfnSuggestGameInfoDirFn && ( * pfnSuggestGameInfoDirFn )( &fsInfo, pOutDir, outDirLen, &bBubbleDir ) && FS_OK == TryLocateGameInfoFile( pOutDir, outDirLen, bBubbleDir ) ) return FS_OK; }
// Try to use the environment variable / registry
if ( ( pProject = getenv( GAMEDIR_TOKEN ) ) != NULL && ( Q_MakeAbsolutePath( pOutDir, outDirLen, pProject ), 1 ) && FS_OK == TryLocateGameInfoFile( pOutDir, outDirLen, false ) ) return FS_OK;
if ( IsPC() ) { Warning( "Warning: falling back to auto detection of vproject directory.\n" ); // Now look for it in the directory they passed in.
if ( fsInfo.m_pDirectoryName ) Q_MakeAbsolutePath( pOutDir, outDirLen, fsInfo.m_pDirectoryName ); else Q_MakeAbsolutePath( pOutDir, outDirLen, "." );
if ( FS_OK == TryLocateGameInfoFile( pOutDir, outDirLen, true ) ) return FS_OK;
// Use the CWD
Q_getwd( pOutDir, outDirLen ); if ( FS_OK == TryLocateGameInfoFile( pOutDir, outDirLen, true ) ) return FS_OK; }
ShowError: return SetupFileSystemError( true, FS_MISSING_GAMEINFO_FILE, "Unable to find %s. Solutions:\n\n" "1. Read http://www.valve-erc.com/srcsdk/faq.html#NoGameDir\n" "2. Run vconfig to specify which game you're working on.\n" "3. Add -game <path> on the command line where <path> is the directory that %s is in.\n", GAMEINFO_FILENAME, GAMEINFO_FILENAME ); }
bool DoesPathExistAlready( const char *pPathEnvVar, const char *pTestPath ) { // Fix the slashes in the input arguments.
char correctedPathEnvVar[8192], correctedTestPath[MAX_PATH]; Q_strncpy( correctedPathEnvVar, pPathEnvVar, sizeof( correctedPathEnvVar ) ); Q_FixSlashes( correctedPathEnvVar ); pPathEnvVar = correctedPathEnvVar;
Q_strncpy( correctedTestPath, pTestPath, sizeof( correctedTestPath ) ); Q_FixSlashes( correctedTestPath ); if ( strlen( correctedTestPath ) > 0 && PATHSEPARATOR( correctedTestPath[strlen(correctedTestPath)-1] ) ) correctedTestPath[ strlen(correctedTestPath) - 1 ] = 0;
pTestPath = correctedTestPath;
const char *pCurPos = pPathEnvVar; while ( 1 ) { const char *pTestPos = Q_stristr( pCurPos, pTestPath ); if ( !pTestPos ) return false;
// Ok, we found pTestPath in the path, but it's only valid if it's followed by an optional slash and a semicolon.
pTestPos += strlen( pTestPath ); if ( pTestPos[0] == 0 || pTestPos[0] == ';' || (PATHSEPARATOR( pTestPos[0] ) && pTestPos[1] == ';') ) return true; // Advance our marker..
pCurPos = pTestPos; } }
FSReturnCode_t GetSteamCfgPath( char *steamCfgPath, int steamCfgPathLen ) { steamCfgPath[0] = 0; char executablePath[MAX_PATH]; if ( !FileSystem_GetExecutableDir( executablePath, sizeof( executablePath ) ) ) { return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetExecutableDir failed." ); } Q_strncpy( steamCfgPath, executablePath, steamCfgPathLen ); while ( 1 ) { if ( DoesFileExistIn( steamCfgPath, "steam.cfg" ) ) break; if ( !Q_StripLastDir( steamCfgPath, steamCfgPathLen) ) { // the file isnt found, thats ok, its not mandatory
return FS_OK; } } Q_AppendSlash( steamCfgPath, steamCfgPathLen ); Q_strncat( steamCfgPath, "steam.cfg", steamCfgPathLen, COPY_ALL_CHARACTERS );
return FS_OK; }
void SetSteamAppUser( KeyValues *pSteamInfo, const char *steamInstallPath, CSteamEnvVars &steamEnvVars ) { // Always inherit the Steam user if it's already set, since it probably means we (or the
// the app that launched us) were launched from Steam.
char appUser[MAX_PATH]; if ( steamEnvVars.m_SteamAppUser.GetValue( appUser, sizeof( appUser ) ) ) return;
const char *pTempAppUser = NULL; if ( pSteamInfo && (pTempAppUser = pSteamInfo->GetString( "SteamAppUser", NULL )) != NULL ) { Q_strncpy( appUser, pTempAppUser, sizeof( appUser ) ); } else { // They don't have SteamInfo.txt, or it's missing SteamAppUser. Try to figure out the user
// by looking in <steam install path>\config\SteamAppData.vdf.
char fullFilename[MAX_PATH]; Q_strncpy( fullFilename, steamInstallPath, sizeof( fullFilename ) ); Q_AppendSlash( fullFilename, sizeof( fullFilename ) ); Q_strncat( fullFilename, "config\\SteamAppData.vdf", sizeof( fullFilename ), COPY_ALL_CHARACTERS );
KeyValues *pSteamAppData = ReadKeyValuesFile( fullFilename ); if ( !pSteamAppData || (pTempAppUser = pSteamAppData->GetString( "AutoLoginUser", NULL )) == NULL ) { Error( "Can't find steam app user info." ); } Q_strncpy( appUser, pTempAppUser, sizeof( appUser ) ); pSteamAppData->deleteThis(); }
Q_strlower( appUser ); steamEnvVars.m_SteamAppUser.SetValue( "%s", appUser ); }
void SetSteamUserPassphrase( KeyValues *pSteamInfo, CSteamEnvVars &steamEnvVars ) { // Always inherit the passphrase if it's already set, since it probably means we (or the
// the app that launched us) were launched from Steam.
char szPassPhrase[ MAX_PATH ]; if ( steamEnvVars.m_SteamUserPassphrase.GetValue( szPassPhrase, sizeof( szPassPhrase ) ) ) return;
// SteamUserPassphrase.
const char *pStr; if ( pSteamInfo && (pStr = pSteamInfo->GetString( "SteamUserPassphrase", NULL )) != NULL ) { steamEnvVars.m_SteamUserPassphrase.SetValue( "%s", pStr ); } }
FSReturnCode_t FileSystem_SetBasePaths( IFileSystem *pFileSystem ) { pFileSystem->RemoveSearchPaths( "EXECUTABLE_PATH" );
char executablePath[MAX_PATH]; if ( !FileSystem_GetExecutableDir( executablePath, sizeof( executablePath ) ) ) return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetExecutableDir failed." );
pFileSystem->AddSearchPath( executablePath, "EXECUTABLE_PATH" );
if ( !FileSystem_GetBaseDir( executablePath, sizeof( executablePath ) ) ) return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetBaseDir failed." );
pFileSystem->AddSearchPath( executablePath, "BASE_PATH" );
return FS_OK; }
//-----------------------------------------------------------------------------
// Returns the name of the file system DLL to use
//-----------------------------------------------------------------------------
FSReturnCode_t FileSystem_GetFileSystemDLLName( char *pFileSystemDLL, int nMaxLen, bool &bSteam ) { 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
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" ); }
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