Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#if defined( _WIN32 ) && !defined( _X360 )
#include <windows.h>
#include <direct.h>
#include <io.h> // _chmod
#elif _LINUX
#include <unistd.h>
#endif
#include <stdio.h>
#include <sys/stat.h>
#include "tier1/strtools.h"
#include "filesystem_tools.h"
#include "tier0/icommandline.h"
#include "KeyValues.h"
#include "tier2/tier2.h"
#ifdef MPI
#include "vmpi.h"
#include "vmpi_tools_shared.h"
#include "vmpi_filesystem.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
// ---------------------------------------------------------------------------------------------------- //
// Module interface.
// ---------------------------------------------------------------------------------------------------- //
IBaseFileSystem *g_pFileSystem = NULL;
// These are only used for tools that need the search paths that the engine's file system provides.
CSysModule *g_pFullFileSystemModule = NULL;
// ---------------------------------------------------------------------------
//
// These are the base paths that everything will be referenced relative to (textures especially)
// All of these directories include the trailing slash
//
// ---------------------------------------------------------------------------
// This is the the path of the initial source file (relative to the cwd)
char qdir[1024];
// This is the base engine + mod-specific game dir (e.g. "c:\tf2\mytfmod\")
char gamedir[1024];
void FileSystem_SetupStandardDirectories( const char *pFilename, const char *pGameInfoPath )
{
// Set qdir.
if ( !pFilename )
{
pFilename = ".";
}
Q_MakeAbsolutePath( qdir, sizeof( qdir ), pFilename, NULL );
Q_StripFilename( qdir );
Q_strlower( qdir );
if ( qdir[0] != 0 )
{
Q_AppendSlash( qdir, sizeof( qdir ) );
}
// Set gamedir.
Q_MakeAbsolutePath( gamedir, sizeof( gamedir ), pGameInfoPath );
Q_AppendSlash( gamedir, sizeof( gamedir ) );
}
bool FileSystem_Init_Normal( const char *pFilename, FSInitType_t initType, bool bOnlyUseDirectoryName )
{
if ( initType == FS_INIT_FULL )
{
// First, get the name of the module
char fileSystemDLLName[MAX_PATH];
bool bSteam;
if ( FileSystem_GetFileSystemDLLName( fileSystemDLLName, MAX_PATH, bSteam ) != FS_OK )
return false;
// Next, load the module, call Connect/Init.
CFSLoadModuleInfo loadModuleInfo;
loadModuleInfo.m_pFileSystemDLLName = fileSystemDLLName;
loadModuleInfo.m_pDirectoryName = pFilename;
loadModuleInfo.m_bOnlyUseDirectoryName = bOnlyUseDirectoryName;
loadModuleInfo.m_ConnectFactory = Sys_GetFactoryThis();
loadModuleInfo.m_bSteam = bSteam;
loadModuleInfo.m_bToolsMode = true;
if ( FileSystem_LoadFileSystemModule( loadModuleInfo ) != FS_OK )
return false;
// Next, mount the content
CFSMountContentInfo mountContentInfo;
mountContentInfo.m_pDirectoryName= loadModuleInfo.m_GameInfoPath;
mountContentInfo.m_pFileSystem = loadModuleInfo.m_pFileSystem;
mountContentInfo.m_bToolsMode = true;
if ( FileSystem_MountContent( mountContentInfo ) != FS_OK )
return false;
// Finally, load the search paths.
CFSSearchPathsInit searchPathsInit;
searchPathsInit.m_pDirectoryName = loadModuleInfo.m_GameInfoPath;
searchPathsInit.m_pFileSystem = loadModuleInfo.m_pFileSystem;
if ( FileSystem_LoadSearchPaths( searchPathsInit ) != FS_OK )
return false;
// Store the data we got from filesystem_init.
g_pFileSystem = g_pFullFileSystem = loadModuleInfo.m_pFileSystem;
g_pFullFileSystemModule = loadModuleInfo.m_pModule;
FileSystem_AddSearchPath_Platform( g_pFullFileSystem, loadModuleInfo.m_GameInfoPath );
FileSystem_SetupStandardDirectories( pFilename, loadModuleInfo.m_GameInfoPath );
}
else
{
if ( !Sys_LoadInterface(
"filesystem_stdio",
FILESYSTEM_INTERFACE_VERSION,
&g_pFullFileSystemModule,
(void**)&g_pFullFileSystem ) )
{
return false;
}
if ( g_pFullFileSystem->Init() != INIT_OK )
return false;
g_pFullFileSystem->RemoveAllSearchPaths();
g_pFullFileSystem->AddSearchPath( "../platform", "PLATFORM" );
g_pFullFileSystem->AddSearchPath( ".", "GAME" );
g_pFileSystem = g_pFullFileSystem;
}
return true;
}
bool FileSystem_Init( const char *pBSPFilename, int maxMemoryUsage, FSInitType_t initType, bool bOnlyUseFilename )
{
Assert( CommandLine()->GetCmdLine() != NULL ); // Should have called CreateCmdLine by now.
// If this app uses VMPI, then let VMPI intercept all filesystem calls.
#if defined( MPI )
if ( g_bUseMPI )
{
if ( g_bMPIMaster )
{
if ( !FileSystem_Init_Normal( pBSPFilename, initType, bOnlyUseFilename ) )
return false;
g_pFileSystem = g_pFullFileSystem = VMPI_FileSystem_Init( maxMemoryUsage, g_pFullFileSystem );
SendQDirInfo();
}
else
{
g_pFileSystem = g_pFullFileSystem = VMPI_FileSystem_Init( maxMemoryUsage, NULL );
RecvQDirInfo();
}
return true;
}
#endif
return FileSystem_Init_Normal( pBSPFilename, initType, bOnlyUseFilename );
}
void FileSystem_Term()
{
#if defined( MPI )
if ( g_bUseMPI )
{
g_pFileSystem = g_pFullFileSystem = VMPI_FileSystem_Term();
}
#endif
if ( g_pFullFileSystem )
{
g_pFullFileSystem->Shutdown();
g_pFullFileSystem = NULL;
g_pFileSystem = NULL;
}
if ( g_pFullFileSystemModule )
{
Sys_UnloadModule( g_pFullFileSystemModule );
g_pFullFileSystemModule = NULL;
}
}
CreateInterfaceFn FileSystem_GetFactory()
{
#if defined( MPI )
if ( g_bUseMPI )
return VMPI_FileSystem_GetFactory();
#endif
return Sys_GetFactory( g_pFullFileSystemModule );
}