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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include <windows.h>
#include "interface.h"
#include "tier0/icommandline.h"
#include "filesystem_tools.h"
#include "KeyValues.h"
#include "tier1/utlbuffer.h"
#include <io.h>
#include <fcntl.h>
#include <sys/types.h>
#include <sys/stat.h>
#include <stdio.h>
#include "ConfigManager.h"
#include "SourceAppInfo.h"
#include "steam/steam_api.h"
extern CSteamAPIContext *steamapicontext;
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
#define GAME_CONFIG_FILENAME "GameConfig.txt"
#define TOKEN_SDK_VERSION "SDKVersion"
// Version history:
// 0 - Initial release
// 1 - Versioning added, DoD configuration added
// 2 - Ep1 added
// 3 - Ep2, TF2, and Portal added
// 4 - TF2 moved to its own engine
#define SDK_LAUNCHER_VERSION 5
// Half-Life 2
defaultConfigInfo_t HL2Info = { "Half-Life 2", "hl2", "halflife2.fgd", "info_player_start", "hl2.exe", GetAppSteamAppId( k_App_HL2 ) };
// Counter-Strike: Source
defaultConfigInfo_t CStrikeInfo = { "Counter-Strike: Source", "cstrike", "cstrike.fgd", "info_player_terrorist", "hl2.exe", GetAppSteamAppId( k_App_CSS ) };
//Half-Life 2: Deathmatch
defaultConfigInfo_t HL2DMInfo = { "Half-Life 2: Deathmatch", "hl2mp", "hl2mp.fgd", "info_player_deathmatch", "hl2.exe", GetAppSteamAppId( k_App_HL2MP ) };
// Day of Defeat: Source
defaultConfigInfo_t DODInfo = { "Day of Defeat: Source", "dod", "dod.fgd", "info_player_allies", "hl2.exe", GetAppSteamAppId( k_App_DODS ) };
// Half-Life 2 Episode 1
defaultConfigInfo_t Episode1Info = { "Half-Life 2: Episode One", "episodic", "halflife2.fgd", "info_player_start", "hl2.exe", GetAppSteamAppId( k_App_HL2_EP1 ) };
// Half-Life 2 Episode 2
defaultConfigInfo_t Episode2Info = { "Half-Life 2: Episode Two", "ep2", "halflife2.fgd", "info_player_start", "hl2.exe", GetAppSteamAppId( k_App_HL2_EP2 ) };
// Team Fortress 2
defaultConfigInfo_t TF2Info = { "Team Fortress 2", "tf", "tf.fgd", "info_player_teamspawn", "hl2.exe", GetAppSteamAppId( k_App_TF2 ) };
// Portal
defaultConfigInfo_t PortalInfo = { "Portal", "portal", "portal.fgd", "info_player_start", "hl2.exe", GetAppSteamAppId( k_App_PORTAL ) };
// Portal
defaultConfigInfo_t SourceTestInfo = { "SourceTest", "sourcetest", "halflife2.fgd", "info_player_start", "hl2.exe", 243730 };
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CGameConfigManager::CGameConfigManager( void ) : m_pData( NULL ), m_LoadStatus( LOADSTATUS_NONE ) { // Start with default directory
GetModuleFileName( ( HINSTANCE )GetModuleHandle( NULL ), m_szBaseDirectory, sizeof( m_szBaseDirectory ) ); Q_StripLastDir( m_szBaseDirectory, sizeof( m_szBaseDirectory ) ); // Get rid of the filename.
Q_StripTrailingSlash( m_szBaseDirectory ); m_eSDKEpoch = (eSDKEpochs) SDK_LAUNCHER_VERSION; }
//-----------------------------------------------------------------------------
// Destructor
//-----------------------------------------------------------------------------
CGameConfigManager::~CGameConfigManager( void ) { // Release the keyvalues
if ( m_pData != NULL ) { m_pData->deleteThis(); } }
//-----------------------------------------------------------------------------
// Purpose: Config loading interface
// Input : *baseDir - base directory for our file
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CGameConfigManager::LoadConfigs( const char *baseDir ) { return LoadConfigsInternal( baseDir, false ); }
//-----------------------------------------------------------------------------
// Purpose: Loads a file into the given utlbuffer.
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool ReadUtlBufferFromFile( CUtlBuffer &buffer, const char *szPath ) { struct _stat fileInfo; if ( _stat( szPath, &fileInfo ) == -1 ) { return false; }
buffer.EnsureCapacity( fileInfo.st_size );
int nFile = _open( szPath, _O_BINARY | _O_RDONLY ); if ( nFile == -1 ) { return false; }
if ( _read( nFile, buffer.Base(), fileInfo.st_size ) != fileInfo.st_size ) { _close( nFile ); return false; }
_close( nFile ); buffer.SeekPut( CUtlBuffer::SEEK_HEAD, fileInfo.st_size ); return true; }
//-----------------------------------------------------------------------------
// Purpose: Loads a file into the given utlbuffer.
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool SaveUtlBufferToFile( CUtlBuffer &buffer, const char *szPath ) { int nFile = _open( szPath, _O_TEXT | _O_CREAT | _O_TRUNC | _O_RDWR, _S_IWRITE ); if ( nFile == -1 ) { return false; }
int nSize = buffer.TellMaxPut();
if ( _write( nFile, buffer.Base(), nSize ) < nSize ) { _close( nFile ); return false; }
_close( nFile ); return true; }
//-----------------------------------------------------------------------------
// Purpose: Load a game configuration file (with fail-safes)
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CGameConfigManager::LoadConfigsInternal( const char *baseDir, bool bRecursiveCall ) { // Init the config if it doesn't exist
if ( !IsLoaded() ) { m_pData = new KeyValues( GAME_CONFIG_FILENAME );
if ( !IsLoaded() ) { m_LoadStatus = LOADSTATUS_ERROR; return false; } }
// Clear it out
m_pData->Clear();
// Build our default directory
if ( baseDir != NULL && baseDir[0] != NULL ) { SetBaseDirectory( baseDir ); }
// Make a full path name
char szPath[MAX_PATH]; Q_snprintf( szPath, sizeof( szPath ), "%s\\%s", GetBaseDirectory(), GAME_CONFIG_FILENAME );
bool bLoaded = false;
CUtlBuffer buffer( 0, 0, CUtlBuffer::TEXT_BUFFER ); if ( ReadUtlBufferFromFile( buffer, szPath ) ) { bLoaded = m_pData->LoadFromBuffer( szPath, buffer, NULL, NULL ); }
if ( !bLoaded ) { // Attempt to re-create the configs
if ( CreateAllDefaultConfigs() ) { // Only allow this once
if ( !bRecursiveCall ) return LoadConfigsInternal( baseDir, true );
// Version the config.
VersionConfig(); }
m_LoadStatus = LOADSTATUS_ERROR; return false; } else { // Check to see if the gameconfig.txt is up to date.
UpdateConfigsInternal(); }
return true; }
//-----------------------------------------------------------------------------
// Purpose: Add to the current config.
//-----------------------------------------------------------------------------
void CGameConfigManager::UpdateConfigsInternal( void ) { // Check to a valid gameconfig.txt file buffer.
if ( !IsLoaded() ) return;
// Check for version first. If the version is up to date, it is assumed to be accurate
if ( IsConfigCurrent() ) return;
KeyValues *pGameBlock = GetGameBlock(); if ( !pGameBlock ) { // If we don't have a game block, reset the config file.
ResetConfigs(); return; }
KeyValues *pDefaultBlock = new KeyValues( "DefaultConfigs" ); if ( pDefaultBlock != NULL ) { // Compile our default configurations
GetDefaultGameBlock( pDefaultBlock );
// Compare our default block to our current configs
KeyValues *pNextSubKey = pDefaultBlock->GetFirstTrueSubKey(); while ( pNextSubKey != NULL ) { // If we already have the name, we don't care about it
if ( pGameBlock->FindKey( pNextSubKey->GetName() ) ) { // Advance by one key
pNextSubKey = pNextSubKey->GetNextTrueSubKey(); continue; }
// Copy the data through to our game block
KeyValues *pKeyCopy = pNextSubKey->MakeCopy(); pGameBlock->AddSubKey( pKeyCopy );
// Advance by one key
pNextSubKey = pNextSubKey->GetNextTrueSubKey(); } // All done
pDefaultBlock->deleteThis(); }
// Save the new config.
SaveConfigs();
// Add the new version as we have been updated.
VersionConfig(); }
//-----------------------------------------------------------------------------
// Purpose: Update the gameconfig.txt version number.
//-----------------------------------------------------------------------------
void CGameConfigManager::VersionConfig( void ) { // Check to a valid gameconfig.txt file buffer.
if ( !IsLoaded() ) return;
// Look for the a version key value pair and update it.
KeyValues *pKeyVersion = m_pData->FindKey( TOKEN_SDK_VERSION );
// Update the already existing version key value pair.
if ( pKeyVersion ) { if ( pKeyVersion->GetInt() == m_eSDKEpoch ) return;
m_pData->SetInt( TOKEN_SDK_VERSION, m_eSDKEpoch ); } // Create a new version key value pair.
else { m_pData->SetInt( TOKEN_SDK_VERSION, m_eSDKEpoch ); }
// Save the configuration.
SaveConfigs(); }
//-----------------------------------------------------------------------------
// Purpose: Check to see if the version of the gameconfig.txt is up to date.
//-----------------------------------------------------------------------------
bool CGameConfigManager::IsConfigCurrent( void ) { // Check to a valid gameconfig.txt file buffer.
if ( !IsLoaded() ) return false;
KeyValues *pKeyValue = m_pData->FindKey( TOKEN_SDK_VERSION ); if ( !pKeyValue ) return false;
int nVersion = pKeyValue->GetInt(); if ( nVersion == m_eSDKEpoch ) return true;
return false; }
//-----------------------------------------------------------------------------
// Purpose: Get the base path for a default config's install (handling steam's paths)
//-----------------------------------------------------------------------------
void CGameConfigManager::GetRootGameDirectory( char *out, size_t outLen, const char *rootDir ) { Q_strncpy( out, rootDir, outLen ); }
//-----------------------------------------------------------------------------
// Purpose: Get the base path for a default config's content sources (handling steam's paths)
//-----------------------------------------------------------------------------
void CGameConfigManager::GetRootContentDirectory( char *out, size_t outLen, const char *rootDir ) { // Steam install is different
if ( g_pFullFileSystem ) { Q_snprintf( out, outLen, "%s\\sourcesdk_content", rootDir ); } else { Q_snprintf( out, outLen, "%s\\content", rootDir ); } }
// Default game configuration template
const char szDefaultConfigText[] = "\"%gamename%\"\
{\ \"GameDir\" \"%gamedir%\"\
\"Hammer\"\
{\ \"TextureFormat\" \"5\"\
\"MapFormat\" \"4\"\
\"DefaultTextureScale\" \"0.250000\"\
\"DefaultLightmapScale\" \"16\"\
\"DefaultSolidEntity\" \"func_detail\"\
\"DefaultPointEntity\" \"%defaultpointentity%\"\
\"GameExeDir\" \"%gameexe%\"\
\"MapDir\" \"%gamemaps%\"\
\"CordonTexture\" \"tools\\toolsskybox\"\
\"MaterialExcludeCount\" \"0\"\
\"GameExe\" \"%gameEXE%\"\
\"BSP\" \"%bspdir%\"\
\"Vis\" \"%visdir%\"\
\"Light\" \"%lightdir%\"\
}}";
// NOTE: This function could use some re-write, it can't handle non-retail paths well
//-----------------------------------------------------------------------------
// Purpose: Add a templated default configuration with proper paths
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CGameConfigManager::AddDefaultConfig( const defaultConfigInfo_t &info, KeyValues *out, const char *rootDirectory, const char *gameExeDir ) { // NOTE: Freed by head keyvalue
KeyValues *newConfig = new KeyValues( info.gameName ); if ( newConfig->LoadFromBuffer( "defaultcfg.txt", szDefaultConfigText ) == false ) return false;
newConfig->SetName( info.gameName ); // Game's root directory (with special steam name handling)
char rootGameDir[MAX_PATH]; GetRootGameDirectory( rootGameDir, sizeof( rootGameDir ), rootDirectory );
// Game's content directory
char contentRootDir[MAX_PATH]; GetRootContentDirectory( contentRootDir, sizeof( contentRootDir ), rootDirectory );
char szPath[MAX_PATH];
// Game directory
Q_snprintf( szPath, sizeof( szPath ), "%s\\%s", rootGameDir, info.gameDir );
if ( !g_pFullFileSystem->IsDirectory( szPath ) ) return false;
newConfig->SetString( "GameDir", szPath );
// Create the Hammer portion of this block
KeyValues *hammerBlock = newConfig->FindKey( "Hammer" );
if ( hammerBlock == NULL ) return false;
hammerBlock->SetString( "GameExeDir", gameExeDir );
// Fill in the proper default point entity
hammerBlock->SetString( "DefaultPointEntity", info.defaultPointEntity );
// Fill in the default VMF directory
char contentMapDir[MAX_PATH]; Q_snprintf( contentMapDir, sizeof( contentMapDir ), "%s\\%s\\mapsrc", contentRootDir, info.gameDir ); hammerBlock->SetString( "MapDir", contentMapDir );
Q_snprintf( szPath, sizeof( szPath ), "%s\\%s\\maps", rootGameDir, info.gameDir ); hammerBlock->SetString( "BSPDir", szPath );
// Fill in the game executable
Q_snprintf( szPath, sizeof( szPath ), "%s\\%s", gameExeDir, info.exeName ); hammerBlock->SetString( "GameEXE", szPath );
//Fill in game FGDs
if ( info.FGD[0] != '\0' ) { Q_snprintf( szPath, sizeof( szPath ), "%s\\%s", GetBaseDirectory(), info.FGD ); hammerBlock->SetString( "GameData0", szPath ); }
// Fill in the tools path
Q_snprintf( szPath, sizeof( szPath ), "%s\\vbsp.exe", GetBaseDirectory() ); hammerBlock->SetString( "BSP", szPath );
Q_snprintf( szPath, sizeof( szPath ), "%s\\vvis.exe", GetBaseDirectory() ); hammerBlock->SetString( "Vis", szPath );
Q_snprintf( szPath, sizeof( szPath ), "%s\\vrad.exe", GetBaseDirectory() ); hammerBlock->SetString( "Light", szPath );
// Get our insertion point
KeyValues *insertSpot = out->GetFirstTrueSubKey(); // Set this as the sub key if there's nothing already there
if ( insertSpot == NULL ) { out->AddSubKey( newConfig ); } else { // Find the last subkey
while ( insertSpot->GetNextTrueSubKey() ) { insertSpot = insertSpot->GetNextTrueSubKey(); } // Become a peer to it
insertSpot->SetNextKey( newConfig ); }
return true; }
//-----------------------------------------------------------------------------
// Purpose: Determines whether the requested appID is installed on this computer
// Input : nAppID - ID to verify
// Output : Returns true if installed, false if not.
//-----------------------------------------------------------------------------
bool CGameConfigManager::IsAppSubscribed( int nAppID ) { bool bIsSubscribed = false;
if ( steamapicontext && steamapicontext->SteamApps() ) { // See if specified app is installed
bIsSubscribed = steamapicontext->SteamApps()->BIsSubscribedApp( nAppID ); } else { // If we aren't running FileSystem Steam then we must be doing internal development. Give everything.
bIsSubscribed = true; }
return bIsSubscribed; }
//-----------------------------------------------------------------------------
// Purpose: Create default configurations for all Valve retail applications
//-----------------------------------------------------------------------------
bool CGameConfigManager::CreateAllDefaultConfigs( void ) { bool bRetVal = true;
// Start our new block
KeyValues *configBlock = new KeyValues( "Configs" ); KeyValues *gameBlock = configBlock->CreateNewKey(); gameBlock->SetName( "Games" );
GetDefaultGameBlock( gameBlock );
bRetVal = !gameBlock->IsEmpty();
// Make a full path name
char szPath[MAX_PATH]; Q_snprintf( szPath, sizeof( szPath ), "%s\\%s", GetBaseDirectory(), GAME_CONFIG_FILENAME );
CUtlBuffer buffer; configBlock->RecursiveSaveToFile( buffer, 0 ); SaveUtlBufferToFile( buffer, szPath );
configBlock->deleteThis();
m_LoadStatus = LOADSTATUS_CREATED;
return bRetVal; }
//-----------------------------------------------------------------------------
// Purpose: Load game information from an INI file
//-----------------------------------------------------------------------------
bool CGameConfigManager::ConvertGameConfigsINI( void ) { const char *iniFilePath = GetIniFilePath();
// Load our INI file
int nNumConfigs = GetPrivateProfileInt( "Configs", "NumConfigs", 0, iniFilePath ); if ( nNumConfigs <= 0 ) return false;
// Build a new keyvalue file
KeyValues *headBlock = new KeyValues( "Configs" );
// Create the block for games
KeyValues *gamesBlock = headBlock->CreateNewKey( ); gamesBlock->SetName( "Games" );
int i; int nStrlen; char szSectionName[MAX_PATH]; char textBuffer[MAX_PATH];
// Parse all the configs
for ( int nConfig = 0; nConfig < nNumConfigs; nConfig++ ) { // Each came configuration is stored in a different section, named "GameConfig0..GameConfigN".
// If the "Name" key exists in this section, try to load the configuration from this section.
sprintf(szSectionName, "GameConfig%d", nConfig);
int nCount = GetPrivateProfileString(szSectionName, "Name", "", textBuffer, sizeof(textBuffer), iniFilePath); if (nCount > 0) { // Make a new section
KeyValues *subGame = gamesBlock->CreateNewKey(); subGame->SetName( textBuffer );
GetPrivateProfileString( szSectionName, "ModDir", "", textBuffer, sizeof(textBuffer), iniFilePath); // Add the mod dir
subGame->SetString( "GameDir", textBuffer ); // Start a block for Hammer settings
KeyValues *hammerBlock = subGame->CreateNewKey(); hammerBlock->SetName( "Hammer" ); i = 0;
// Get all FGDs
do { char szGameData[MAX_PATH];
sprintf( szGameData, "GameData%d", i ); nStrlen = GetPrivateProfileString( szSectionName, szGameData, "", textBuffer, sizeof(textBuffer), iniFilePath ); if ( nStrlen > 0 ) { hammerBlock->SetString( szGameData, textBuffer ); i++; } } while ( nStrlen > 0 );
hammerBlock->SetInt( "TextureFormat", GetPrivateProfileInt( szSectionName, "TextureFormat", 5 /*FIXME: tfVMT*/, iniFilePath ) ); hammerBlock->SetInt( "MapFormat", GetPrivateProfileInt( szSectionName, "MapFormat", 4 /*FIXME: mfHalfLife2*/, iniFilePath ) ); // Default texture scale
GetPrivateProfileString( szSectionName, "DefaultTextureScale", "1", textBuffer, sizeof(textBuffer), iniFilePath ); float defaultTextureScale = (float) atof( textBuffer ); if ( defaultTextureScale == 0 ) { defaultTextureScale = 1.0f; }
hammerBlock->SetFloat( "DefaultTextureScale", defaultTextureScale ); hammerBlock->SetInt( "DefaultLightmapScale", GetPrivateProfileInt( szSectionName, "DefaultLightmapScale", 16 /*FIXME: DEFAULT_LIGHTMAP_SCALE*/, iniFilePath ) );
GetPrivateProfileString( szSectionName, "GameExe", "", textBuffer, sizeof(textBuffer), iniFilePath ); hammerBlock->SetString( "GameExe", textBuffer );
GetPrivateProfileString( szSectionName, "DefaultSolidEntity", "", textBuffer, sizeof(textBuffer), iniFilePath ); hammerBlock->SetString( "DefaultSolidEntity", textBuffer ); GetPrivateProfileString( szSectionName, "DefaultPointEntity", "", textBuffer, sizeof(textBuffer), iniFilePath ); hammerBlock->SetString( "DefaultPointEntity", textBuffer ); GetPrivateProfileString( szSectionName, "BSP", "", textBuffer, sizeof(textBuffer), iniFilePath ); hammerBlock->SetString( "BSP", textBuffer ); GetPrivateProfileString( szSectionName, "Vis", "", textBuffer, sizeof(textBuffer), iniFilePath ); hammerBlock->SetString( "Vis", textBuffer ); GetPrivateProfileString( szSectionName, "Light", "", textBuffer, sizeof(textBuffer), iniFilePath ); hammerBlock->SetString( "Light", textBuffer );
GetPrivateProfileString( szSectionName, "GameExeDir", "", textBuffer, sizeof(textBuffer), iniFilePath ); hammerBlock->SetString( "GameExeDir", textBuffer );
GetPrivateProfileString( szSectionName, "MapDir", "", textBuffer, sizeof(textBuffer), iniFilePath ); hammerBlock->SetString( "MapDir", textBuffer ); GetPrivateProfileString( szSectionName, "BSPDir", "", textBuffer, sizeof(textBuffer), iniFilePath ); hammerBlock->SetString( "BSPDir", textBuffer ); GetPrivateProfileString( szSectionName, "CordonTexture", "", textBuffer, sizeof(textBuffer), iniFilePath ); hammerBlock->SetString( "CordonTexture", textBuffer ); GetPrivateProfileString( szSectionName, "MaterialExcludeCount", "0", textBuffer, sizeof(textBuffer), iniFilePath ); int materialExcludeCount = atoi( textBuffer ); hammerBlock->SetInt( "MaterialExcludeCount", materialExcludeCount ); char excludeDir[MAX_PATH];
// Write out all excluded directories
for( i = 0; i < materialExcludeCount; i++ ) { sprintf( &excludeDir[0], "-MaterialExcludeDir%d", i ); GetPrivateProfileString( szSectionName, excludeDir, "", textBuffer, sizeof( textBuffer ), iniFilePath ); hammerBlock->SetString( excludeDir, textBuffer ); } } } // Make a full path name
char szPath[MAX_PATH]; Q_snprintf( szPath, sizeof( szPath ), "%s\\%s", GetBaseDirectory(), GAME_CONFIG_FILENAME );
CUtlBuffer buffer; headBlock->RecursiveSaveToFile( buffer, 0 ); SaveUtlBufferToFile( buffer, szPath );
// Rename the old INI file
char newFilePath[MAX_PATH]; Q_snprintf( newFilePath, sizeof( newFilePath ), "%s.OLD", iniFilePath );
rename( iniFilePath, newFilePath );
// Notify that we were converted
m_LoadStatus = LOADSTATUS_CONVERTED;
return true; }
//-----------------------------------------------------------------------------
// Purpose: Write out a game configuration file
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CGameConfigManager::SaveConfigs( const char *baseDir ) { if ( !IsLoaded() ) return false;
// Build our default directory
if ( baseDir != NULL && baseDir[0] != NULL ) { SetBaseDirectory( baseDir ); }
// Make a full path name
char szPath[MAX_PATH]; Q_strncpy( szPath, GetBaseDirectory(), sizeof(szPath) ); Q_AppendSlash( szPath, sizeof(szPath) ); Q_strncat( szPath, GAME_CONFIG_FILENAME, sizeof( szPath ), COPY_ALL_CHARACTERS ); CUtlBuffer buffer; m_pData->RecursiveSaveToFile( buffer, 0 );
return SaveUtlBufferToFile( buffer, szPath ); }
//-----------------------------------------------------------------------------
// Purpose: Find the directory our .exe is based out of
//-----------------------------------------------------------------------------
const char *CGameConfigManager::GetBaseDirectory( void ) { return m_szBaseDirectory; }
//-----------------------------------------------------------------------------
// Purpose: Find the root directory
//-----------------------------------------------------------------------------
const char *CGameConfigManager::GetRootDirectory( void ) { static char path[MAX_PATH] = {0}; if ( path[0] == 0 ) { Q_strncpy( path, GetBaseDirectory(), sizeof( path ) ); Q_StripLastDir( path, sizeof( path ) ); // Get rid of the 'bin' directory
Q_StripTrailingSlash( path ); } return path; }
//-----------------------------------------------------------------------------
// Purpose: Returns the game configuation block
//-----------------------------------------------------------------------------
KeyValues *CGameConfigManager::GetGameBlock( void ) { if ( !IsLoaded() ) return NULL;
return ( m_pData->FindKey( TOKEN_GAMES, true ) ); }
//-----------------------------------------------------------------------------
// Purpose: Returns a piece of the game configuation block of the given name
// Input : *keyName - name of the block to return
//-----------------------------------------------------------------------------
KeyValues *CGameConfigManager::GetGameSubBlock( const char *keyName ) { if ( !IsLoaded() ) return NULL;
KeyValues *pGameBlock = GetGameBlock(); if ( pGameBlock == NULL ) return NULL;
// Return the data
KeyValues *pSubBlock = pGameBlock->FindKey( keyName );
return pSubBlock; }
//-----------------------------------------------------------------------------
// Purpose: Get the gamecfg.ini file for conversion
//-----------------------------------------------------------------------------
const char *CGameConfigManager::GetIniFilePath( void ) { static char iniFilePath[MAX_PATH] = {0}; if ( iniFilePath[0] == 0 ) { Q_strncpy( iniFilePath, GetBaseDirectory(), sizeof( iniFilePath ) ); Q_strncat( iniFilePath, "\\gamecfg.ini", sizeof( iniFilePath ), COPY_ALL_CHARACTERS ); }
return iniFilePath; }
//-----------------------------------------------------------------------------
// Purpose: Deletes the current config and recreates it with default values
//-----------------------------------------------------------------------------
bool CGameConfigManager::ResetConfigs( const char *baseDir /*= NULL*/ ) { // Build our default directory
if ( baseDir != NULL && baseDir[0] != NULL ) { SetBaseDirectory( baseDir ); }
// Make a full path name
char szPath[MAX_PATH]; Q_snprintf( szPath, sizeof( szPath ), "%s\\%s", GetBaseDirectory(), GAME_CONFIG_FILENAME );
// Delete the file
if ( unlink( szPath ) ) return false;
// Load the file again (causes defaults to be created)
if ( LoadConfigsInternal( baseDir, false ) == false ) return false;
// Save it out
return SaveConfigs( baseDir ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGameConfigManager::SetBaseDirectory( const char *pDirectory ) { // Clear it
if ( pDirectory == NULL || pDirectory[0] == '\0' ) { m_szBaseDirectory[0] = '\0'; return; }
// Copy it
Q_strncpy( m_szBaseDirectory, pDirectory, sizeof( m_szBaseDirectory ) ); Q_StripTrailingSlash( m_szBaseDirectory ); }
//-----------------------------------------------------------------------------
// Purpose: Create a block of keyvalues containing our default configurations
// Output : A block of keyvalues
//-----------------------------------------------------------------------------
bool CGameConfigManager::GetDefaultGameBlock( KeyValues *pIn ) { CUtlVector<defaultConfigInfo_t> defaultConfigs;
// Add HL2 games to list
defaultConfigs.AddToTail( HL2DMInfo ); defaultConfigs.AddToTail( HL2Info ); defaultConfigs.AddToTail( Episode1Info ); defaultConfigs.AddToTail( Episode2Info ); defaultConfigs.AddToTail( PortalInfo ); defaultConfigs.AddToTail( SourceTestInfo );
// Add TF2 games to list
defaultConfigs.AddToTail( TF2Info ); defaultConfigs.AddToTail( DODInfo ); defaultConfigs.AddToTail( CStrikeInfo );
if ( pIn == NULL ) return false;
char szPath[MAX_PATH];
// Add all default configs
int nNumConfigs = defaultConfigs.Count(); for ( int i = 0; i < nNumConfigs; i++ ) { // If it's installed, add it
if ( IsAppSubscribed( defaultConfigs[i].steamAppID ) ) { GetRootGameDirectory( szPath, sizeof( szPath ), GetRootDirectory() ); AddDefaultConfig( defaultConfigs[i], pIn, GetRootDirectory(), szPath ); } }
return true; }
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