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206 lines
5.6 KiB
206 lines
5.6 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//===========================================================================//
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#if defined( _WIN32 ) && !defined( _X360 )
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#include <windows.h>
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#include <direct.h>
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#include <io.h> // _chmod
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#elif _LINUX
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#include <unistd.h>
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#endif
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#include <stdio.h>
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#include <sys/stat.h>
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#include "tier1/strtools.h"
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#include "filesystem_tools.h"
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#include "tier0/icommandline.h"
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#include "KeyValues.h"
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#include "tier2/tier2.h"
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#ifdef MPI
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#include "vmpi.h"
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#include "vmpi_tools_shared.h"
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#include "vmpi_filesystem.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include <tier0/memdbgon.h>
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// ---------------------------------------------------------------------------------------------------- //
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// Module interface.
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// ---------------------------------------------------------------------------------------------------- //
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IBaseFileSystem *g_pFileSystem = NULL;
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// These are only used for tools that need the search paths that the engine's file system provides.
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CSysModule *g_pFullFileSystemModule = NULL;
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// ---------------------------------------------------------------------------
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//
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// These are the base paths that everything will be referenced relative to (textures especially)
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// All of these directories include the trailing slash
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//
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// ---------------------------------------------------------------------------
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// This is the the path of the initial source file (relative to the cwd)
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char qdir[1024];
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// This is the base engine + mod-specific game dir (e.g. "c:\tf2\mytfmod\")
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char gamedir[1024];
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void FileSystem_SetupStandardDirectories( const char *pFilename, const char *pGameInfoPath )
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{
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// Set qdir.
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if ( !pFilename )
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{
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pFilename = ".";
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}
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Q_MakeAbsolutePath( qdir, sizeof( qdir ), pFilename, NULL );
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Q_StripFilename( qdir );
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Q_strlower( qdir );
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if ( qdir[0] != 0 )
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{
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Q_AppendSlash( qdir, sizeof( qdir ) );
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}
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// Set gamedir.
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Q_MakeAbsolutePath( gamedir, sizeof( gamedir ), pGameInfoPath );
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Q_AppendSlash( gamedir, sizeof( gamedir ) );
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}
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bool FileSystem_Init_Normal( const char *pFilename, FSInitType_t initType, bool bOnlyUseDirectoryName )
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{
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if ( initType == FS_INIT_FULL )
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{
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// First, get the name of the module
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char fileSystemDLLName[MAX_PATH];
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bool bSteam;
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if ( FileSystem_GetFileSystemDLLName( fileSystemDLLName, MAX_PATH, bSteam ) != FS_OK )
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return false;
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// Next, load the module, call Connect/Init.
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CFSLoadModuleInfo loadModuleInfo;
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loadModuleInfo.m_pFileSystemDLLName = fileSystemDLLName;
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loadModuleInfo.m_pDirectoryName = pFilename;
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loadModuleInfo.m_bOnlyUseDirectoryName = bOnlyUseDirectoryName;
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loadModuleInfo.m_ConnectFactory = Sys_GetFactoryThis();
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loadModuleInfo.m_bSteam = bSteam;
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loadModuleInfo.m_bToolsMode = true;
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if ( FileSystem_LoadFileSystemModule( loadModuleInfo ) != FS_OK )
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return false;
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// Next, mount the content
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CFSMountContentInfo mountContentInfo;
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mountContentInfo.m_pDirectoryName= loadModuleInfo.m_GameInfoPath;
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mountContentInfo.m_pFileSystem = loadModuleInfo.m_pFileSystem;
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mountContentInfo.m_bToolsMode = true;
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if ( FileSystem_MountContent( mountContentInfo ) != FS_OK )
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return false;
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// Finally, load the search paths.
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CFSSearchPathsInit searchPathsInit;
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searchPathsInit.m_pDirectoryName = loadModuleInfo.m_GameInfoPath;
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searchPathsInit.m_pFileSystem = loadModuleInfo.m_pFileSystem;
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if ( FileSystem_LoadSearchPaths( searchPathsInit ) != FS_OK )
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return false;
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// Store the data we got from filesystem_init.
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g_pFileSystem = g_pFullFileSystem = loadModuleInfo.m_pFileSystem;
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g_pFullFileSystemModule = loadModuleInfo.m_pModule;
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FileSystem_AddSearchPath_Platform( g_pFullFileSystem, loadModuleInfo.m_GameInfoPath );
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FileSystem_SetupStandardDirectories( pFilename, loadModuleInfo.m_GameInfoPath );
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}
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else
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{
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if ( !Sys_LoadInterface(
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"filesystem_stdio",
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FILESYSTEM_INTERFACE_VERSION,
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&g_pFullFileSystemModule,
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(void**)&g_pFullFileSystem ) )
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{
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return false;
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}
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if ( g_pFullFileSystem->Init() != INIT_OK )
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return false;
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g_pFullFileSystem->RemoveAllSearchPaths();
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g_pFullFileSystem->AddSearchPath( "../platform", "PLATFORM" );
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g_pFullFileSystem->AddSearchPath( ".", "GAME" );
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g_pFileSystem = g_pFullFileSystem;
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}
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return true;
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}
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bool FileSystem_Init( const char *pBSPFilename, int maxMemoryUsage, FSInitType_t initType, bool bOnlyUseFilename )
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{
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Assert( CommandLine()->GetCmdLine() != NULL ); // Should have called CreateCmdLine by now.
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// If this app uses VMPI, then let VMPI intercept all filesystem calls.
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#if defined( MPI )
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if ( g_bUseMPI )
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{
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if ( g_bMPIMaster )
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{
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if ( !FileSystem_Init_Normal( pBSPFilename, initType, bOnlyUseFilename ) )
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return false;
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g_pFileSystem = g_pFullFileSystem = VMPI_FileSystem_Init( maxMemoryUsage, g_pFullFileSystem );
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SendQDirInfo();
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}
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else
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{
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g_pFileSystem = g_pFullFileSystem = VMPI_FileSystem_Init( maxMemoryUsage, NULL );
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RecvQDirInfo();
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}
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return true;
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}
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#endif
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return FileSystem_Init_Normal( pBSPFilename, initType, bOnlyUseFilename );
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}
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void FileSystem_Term()
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{
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#if defined( MPI )
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if ( g_bUseMPI )
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{
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g_pFileSystem = g_pFullFileSystem = VMPI_FileSystem_Term();
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}
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#endif
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if ( g_pFullFileSystem )
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{
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g_pFullFileSystem->Shutdown();
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g_pFullFileSystem = NULL;
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g_pFileSystem = NULL;
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}
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if ( g_pFullFileSystemModule )
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{
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Sys_UnloadModule( g_pFullFileSystemModule );
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g_pFullFileSystemModule = NULL;
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}
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}
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CreateInterfaceFn FileSystem_GetFactory()
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{
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#if defined( MPI )
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if ( g_bUseMPI )
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return VMPI_FileSystem_GetFactory();
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#endif
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return Sys_GetFactory( g_pFullFileSystemModule );
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}
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