filesystem: massively rework how scanning game directories work

* No more conversion from liblist.gam to gameinfo.txt. We are using liblist.gam directly now.
  gameinfo.txt being native format to Xash3D not only remains, it takes priority over liblist.gam.
* Quake game directories now don't receive autogenerated gameinfo.txt.
* Empty directories don't get gameinfo.txt either, finally making it easier to support HD addon folders.
* If user still wishes to generate gameinfo.txt, there is now command fs_make_gameinfo that creates
  gameinfo.txt for currently running game.
* No more creating empty folders for RoDir. They are now created on demand.
This commit is contained in:
Alibek Omarov 2025-01-07 08:50:29 +03:00
parent f9a0057c28
commit cfebb3e1d6
5 changed files with 293 additions and 198 deletions

View file

@ -84,6 +84,11 @@ static void FS_Path_f_( void )
FS_Path_f();
}
static void FS_MakeGameInfo_f( void )
{
g_fsapi.MakeGameInfo();
}
static const fs_interface_t fs_memfuncs =
{
Con_Printf,
@ -272,6 +277,7 @@ void FS_Init( const char *basedir )
Cmd_AddRestrictedCommand( "fs_rescan", FS_Rescan_f, "rescan filesystem search pathes" );
Cmd_AddRestrictedCommand( "fs_path", FS_Path_f_, "show filesystem search pathes" );
Cmd_AddRestrictedCommand( "fs_clearpaths", FS_ClearPaths_f, "clear filesystem search pathes" );
Cmd_AddRestrictedCommand( "fs_make_gameinfo", FS_MakeGameInfo_f, "create gameinfo.txt for current running game" );
if( !Sys_GetParmFromCmdLine( "-dll", host.gamedll ))
host.gamedll[0] = 0;

View file

@ -134,7 +134,7 @@ static void FS_PopulateDirEntries( dir_t *dir, const char *path )
}
stringlistinit( &list );
listdirectory( &list, path );
listdirectory( &list, path, false );
if( !list.numstrings )
{
dir->numentries = DIRENTRY_EMPTY_DIRECTORY;
@ -225,7 +225,7 @@ static int FS_MaybeUpdateDirEntries( dir_t *dir, const char *path, const char *e
int ret;
stringlistinit( &list );
listdirectory( &list, path );
listdirectory( &list, path, false );
if( list.numstrings == 0 ) // empty directory
{
@ -421,7 +421,7 @@ static void FS_Search_DIR( searchpath_t *search, stringlist_t *list, const char
}
stringlistinit( &dirlist );
listdirectory( &dirlist, netpath );
listdirectory( &dirlist, netpath, false );
Q_strncpy( temp, basepath, sizeof( temp ));

View file

@ -225,18 +225,13 @@ static void listlowercase( stringlist_t *list )
}
#endif
void listdirectory( stringlist_t *list, const char *path )
void listdirectory( stringlist_t *list, const char *path, qboolean dirs_only )
{
#if XASH_WIN32
char pattern[4096];
struct _finddata_t n_file;
intptr_t hFile;
#else
DIR *dir;
struct dirent *entry;
#endif
struct _finddata_t n_file;
intptr_t hFile;
#if XASH_WIN32
Q_snprintf( pattern, sizeof( pattern ), "%s/*", path );
// ask for the directory listing handle
@ -247,15 +242,32 @@ void listdirectory( stringlist_t *list, const char *path )
stringlistappend( list, n_file.name );
// iterate through the directory
while( _findnext( hFile, &n_file ) == 0 )
{
if( dirs_only && !FBitSet( n_file.attrib, _A_SUBDIR ))
continue;
stringlistappend( list, n_file.name );
}
_findclose( hFile );
#else
if( !( dir = opendir( path ) ) )
DIR *dir;
struct dirent *entry;
dir = opendir( path );
if( !dir )
return;
// iterate through the directory
while( ( entry = readdir( dir ) ))
while(( entry = readdir( dir )))
{
// FIXME: this is a BSD extension, add check to wscript
if( dirs_only && entry->d_type != DT_DIR )
continue;
stringlistappend( list, entry->d_name );
}
closedir( dir );
#endif
@ -396,7 +408,7 @@ void FS_AddGameDirectory( const char *dir, uint flags )
int i;
stringlistinit( &list );
listdirectory( &list, dir );
listdirectory( &list, dir, false );
stringlistsort( &list );
for( archive = g_archives; archive->ext; archive++ )
@ -508,12 +520,13 @@ FS_WriteGameInfo
assume GameInfo is valid
================
*/
static void FS_WriteGameInfo( const char *filepath, gameinfo_t *GameInfo )
static qboolean FS_WriteGameInfo( const char *filepath, gameinfo_t *GameInfo )
{
file_t *f = FS_Open( filepath, "w", false ); // we in binary-mode
int i, write_ambients = false;
if( !f ) Sys_Error( "%s: can't write %s\n", __func__, filepath ); // may be disk-space is out?
if( !f )
return false;
FS_Printf( f, "// generated by " XASH_ENGINE_NAME " " XASH_VERSION "-%s (%s-%s)\n\n\n", Q_buildcommit(), Q_buildos(), Q_buildarch() );
@ -637,25 +650,50 @@ static void FS_WriteGameInfo( const char *filepath, gameinfo_t *GameInfo )
FS_Printf( f, "demomap\t\t\"%s\"\n", GameInfo->demomap );
FS_Close( f ); // all done
return true;
}
static void FS_InitGameInfo( gameinfo_t *GameInfo, const char *gamedir )
static void FS_MakeGameInfo( void )
{
if( FS_WriteGameInfo( "gameinfo.txt", FI.GameInfo ))
Con_Printf( "Successfully generated %s/gameinfo.txt\n", FI.GameInfo->gamefolder );
else
Con_Printf( S_ERROR "Can't open %s/gameinfo.txt for write\n", FI.GameInfo->gamefolder );
}
static void FS_InitGameInfo( gameinfo_t *GameInfo, const char *gamedir, qboolean quake, time_t mtime )
{
memset( GameInfo, 0, sizeof( *GameInfo ));
// filesystem info
Q_strncpy( GameInfo->title, "New Game", sizeof( GameInfo->title ));
GameInfo->mtime = mtime;
Q_strncpy( GameInfo->gamefolder, gamedir, sizeof( GameInfo->gamefolder ));
Q_strncpy( GameInfo->basedir, fs_basedir, sizeof( GameInfo->basedir ));
Q_strncpy( GameInfo->sp_entity, "info_player_start", sizeof( GameInfo->sp_entity ));
Q_strncpy( GameInfo->mp_entity, "info_player_deathmatch", sizeof( GameInfo->mp_entity ));
Q_strncpy( GameInfo->startmap, "newmap", sizeof( GameInfo->startmap ));
Q_strncpy( GameInfo->dll_path, "cl_dlls", sizeof( GameInfo->dll_path ));
Q_strncpy( GameInfo->game_dll, "dlls/hl.dll", sizeof( GameInfo->game_dll ));
Q_strncpy( GameInfo->game_dll_linux, "dlls/hl.so", sizeof( GameInfo->game_dll_linux ));
Q_strncpy( GameInfo->game_dll_osx, "dlls/hl.dylib", sizeof( GameInfo->game_dll_osx ));
Q_strncpy( GameInfo->iconpath, "game.ico", sizeof( GameInfo->iconpath ));
if( quake )
{
Q_strncpy( GameInfo->basedir, "id1", sizeof( GameInfo->basedir ));
Q_strncpy( GameInfo->title, gamedir, sizeof( GameInfo->title ));
Q_strncpy( GameInfo->startmap, "start", sizeof( GameInfo->startmap ));
Q_strncpy( GameInfo->dll_path, "bin", sizeof( GameInfo->dll_path ));
Q_strncpy( GameInfo->game_dll, "bin/progs.dll", sizeof( GameInfo->game_dll ));
Q_strncpy( GameInfo->game_dll_linux, "bin/progs.so", sizeof( GameInfo->game_dll_linux ));
Q_strncpy( GameInfo->game_dll_osx, "bin/progs.dylib", sizeof( GameInfo->game_dll_osx ));
}
else
{
Q_strncpy( GameInfo->basedir, fs_basedir, sizeof( GameInfo->basedir ));
Q_strncpy( GameInfo->title, "New Game", sizeof( GameInfo->title ));
Q_strncpy( GameInfo->startmap, "newmap", sizeof( GameInfo->startmap ));
Q_strncpy( GameInfo->dll_path, "cl_dlls", sizeof( GameInfo->dll_path ));
Q_strncpy( GameInfo->game_dll, "dlls/hl.dll", sizeof( GameInfo->game_dll ));
Q_strncpy( GameInfo->game_dll_linux, "dlls/hl.so", sizeof( GameInfo->game_dll_linux ));
Q_strncpy( GameInfo->game_dll_osx, "dlls/hl.dylib", sizeof( GameInfo->game_dll_osx ));
}
GameInfo->max_edicts = DEFAULT_MAX_EDICTS; // default value if not specified
GameInfo->max_tents = 500;
GameInfo->max_beams = 128;
@ -940,36 +978,19 @@ static void FS_ParseGenericGameInfo( gameinfo_t *GameInfo, const char *buf, cons
}
}
/*
================
FS_CreateDefaultGameInfo
================
*/
static void FS_CreateDefaultGameInfo( const char *filename )
{
gameinfo_t defGI;
FS_InitGameInfo( &defGI, fs_basedir );
// make simple gameinfo.txt
FS_WriteGameInfo( filename, &defGI );
}
/*
================
FS_ParseLiblistGam
================
*/
static qboolean FS_ParseLiblistGam( const char *filename, const char *gamedir, gameinfo_t *GameInfo )
static qboolean FS_ParseLiblistGam( const char *filename, const char *gamedir, gameinfo_t *GameInfo, time_t mtime )
{
char *afile;
char *afile = FS_LoadDirectFile( filename, NULL );
if( !GameInfo ) return false;
afile = (char *)FS_LoadDirectFile( filename, NULL );
if( !afile ) return false;
FS_InitGameInfo( GameInfo, gamedir );
if( !afile )
return false;
FS_InitGameInfo( GameInfo, gamedir, false, mtime );
FS_ParseGenericGameInfo( GameInfo, afile, false );
Mem_Free( afile );
@ -982,18 +1003,15 @@ static qboolean FS_ParseLiblistGam( const char *filename, const char *gamedir, g
FS_ConvertGameInfo
================
*/
static qboolean FS_ConvertGameInfo( const char *gamedir, const char *gameinfo_path, const char *liblist_path )
static qboolean FS_ConvertGameInfo( const char *gamedir, const char *gameinfo_path, const char *liblist_path, gameinfo_t *gi, time_t liblist_mtime )
{
gameinfo_t GameInfo;
memset( gi, 0, sizeof( *gi ));
memset( &GameInfo, 0, sizeof( GameInfo ));
if( FS_ParseLiblistGam( liblist_path, gamedir, &GameInfo ))
// liblist.gam to gameinfo.txt conversion is deprecated, only support for RwDir!
if( FS_ParseLiblistGam( liblist_path, gamedir, gi, liblist_mtime ))
{
Con_DPrintf( "Convert %s to %s\n", liblist_path, gameinfo_path );
FS_WriteGameInfo( gameinfo_path, &GameInfo );
return true;
return FS_WriteGameInfo( gameinfo_path, gi );
}
return false;
@ -1004,16 +1022,14 @@ static qboolean FS_ConvertGameInfo( const char *gamedir, const char *gameinfo_pa
FS_ReadGameInfo
================
*/
static qboolean FS_ReadGameInfo( const char *filepath, const char *gamedir, gameinfo_t *GameInfo )
static qboolean FS_ReadGameInfo( const char *filename, const char *gamedir, gameinfo_t *GameInfo, time_t mtime )
{
char *afile;
char *afile = FS_LoadDirectFile( filename, NULL );
afile = (char *)FS_LoadFile( filepath, NULL, false );
if( !afile )
return false;
FS_InitGameInfo( GameInfo, gamedir );
FS_InitGameInfo( GameInfo, gamedir, false, mtime );
FS_ParseGenericGameInfo( GameInfo, afile, true );
Mem_Free( afile );
@ -1029,20 +1045,32 @@ Checks if game directory resembles Quake Engine game directory
(some of checks may as well work with Xash gamedirs, it's not a bug)
================
*/
static qboolean FS_CheckForQuakeGameDir( const char *gamedir, qboolean direct )
static qboolean FS_CheckForQuakeGameDir( const char *gamedir )
{
// if directory contain config.cfg or progs.dat it's 100% gamedir
// quake mods probably always archived but can missed config.cfg before first running
const char *files[] = { "config.cfg", "progs.dat", "pak0.pak" };
// if directory contain quake.rc or progs.dat it's 100% quake gamedir
// quake mods probably always archived, so check pak0.pak too
const char *files[] = { "progs.dat", "quake.rc" };
char buf[MAX_SYSPATH];
int i;
// try to read pak0.pak first, most quake mods are archived
if( Q_snprintf( buf, sizeof( buf ), "%s/pak0.pak", gamedir ) > 0 )
{
if( FS_SysFileExists( buf ))
{
if( FS_CheckForQuakePak( buf, files, sizeof( files ) / sizeof( files[0] )))
return true;
}
}
// search it in the filesystem
for( i = 0; i < sizeof( files ) / sizeof( files[0] ); i++ )
{
char buf[MAX_VA_STRING];
Q_snprintf( buf, sizeof( buf ), "%s/%s", gamedir, files[i] );
if( direct ? FS_SysFileExists( buf ) : FS_FileExists( buf, false ))
return true;
if( Q_snprintf( buf, sizeof( buf ), "%s/%s", gamedir, files[i] ) > 0 )
{
if( FS_SysFileExists( buf ))
return true;
}
}
return false;
@ -1055,7 +1083,7 @@ FS_CheckForXashGameDir
Checks if game directory resembles Xash3D game directory
===============
*/
static qboolean FS_CheckForXashGameDir( const char *gamedir, qboolean direct )
static qboolean FS_CheckForXashGameDir( const char *gamedir )
{
// if directory contain gameinfo.txt or liblist.gam it's 100% gamedir
const char *files[] = { "gameinfo.txt", "liblist.gam" };
@ -1063,15 +1091,16 @@ static qboolean FS_CheckForXashGameDir( const char *gamedir, qboolean direct )
for( i = 0; i < sizeof( files ) / sizeof( files[0] ); i++ )
{
char buf[MAX_SYSPATH];
char buf[MAX_SYSPATH];
Q_snprintf( buf, sizeof( buf ), "%s/%s", gamedir, files[i] );
if( direct ? FS_SysFileExists( buf ) : FS_FileExists( buf, false ))
return true;
if( Q_snprintf( buf, sizeof( buf ), "%s/%s", gamedir, files[i] ) > 0 )
{
if( FS_SysFileExists( buf ))
return true;
}
}
return false;
}
/*
@ -1079,86 +1108,74 @@ static qboolean FS_CheckForXashGameDir( const char *gamedir, qboolean direct )
FS_ParseGameInfo
================
*/
static qboolean FS_ParseGameInfo( const char *gamedir, gameinfo_t *GameInfo )
static qboolean FS_ParseGameInfo( const char *gamedir, gameinfo_t *GameInfo, qboolean rodir )
{
string liblist_path, gameinfo_path;
string default_gameinfo_path;
qboolean haveUpdate = false;
char liblist_path[MAX_SYSPATH];
char gameinfo_path[MAX_SYSPATH];
char gamedir_path[MAX_SYSPATH];
time_t liblist_mtime = -1;
time_t gameinfo_mtime = -1;
Q_snprintf( default_gameinfo_path, sizeof( default_gameinfo_path ), "%s/gameinfo.txt", fs_basedir );
Q_snprintf( gameinfo_path, sizeof( gameinfo_path ), "%s/gameinfo.txt", gamedir );
Q_snprintf( liblist_path, sizeof( liblist_path ), "%s/liblist.gam", gamedir );
if( rodir )
Q_snprintf( gamedir_path, sizeof( gamedir_path ), "%s/%s", fs_rodir, gamedir );
else
Q_snprintf( gamedir_path, sizeof( gamedir_path ), "%s/%s", fs_rootdir, gamedir );
// here goes some RoDir magic...
if( COM_CheckStringEmpty( fs_rodir ))
if( !FS_CheckForXashGameDir( gamedir_path ))
{
string gameinfo_ro, liblist_ro;
fs_offset_t roLibListTime, roGameInfoTime, rwGameInfoTime;
FS_AllowDirectPaths( true );
Q_snprintf( gameinfo_ro, sizeof( gameinfo_ro ), "%s/%s/gameinfo.txt", fs_rodir, gamedir );
Q_snprintf( liblist_ro, sizeof( liblist_ro ), "%s/%s/liblist.gam", fs_rodir, gamedir );
roLibListTime = FS_SysFileTime( liblist_ro );
roGameInfoTime = FS_SysFileTime( gameinfo_ro );
rwGameInfoTime = FS_SysFileTime( gameinfo_path );
// if rodir's liblist.gam newer than rwdir's gameinfo.txt, then convert it
if( roLibListTime > rwGameInfoTime )
// check if we need to generate gameinfo for Quake
if( FS_CheckForQuakeGameDir( gamedir_path ))
{
haveUpdate = FS_ConvertGameInfo( gamedir, gameinfo_path, liblist_ro );
}
// if rodir's gameinfo.txt newer than rwdir's gameinfo.txt, just copy the file
else if( roGameInfoTime > rwGameInfoTime )
{
file_t *ro, *rw;
fs_offset_t ro_size;
// read & write as binary to copy the exact file
ro = FS_SysOpen( gameinfo_ro, "rb" );
rw = FS_SysOpen( gameinfo_path, "wb" );
FS_Seek( ro, 0, SEEK_END );
ro_size = FS_Tell( ro );
FS_Seek( ro, 0, SEEK_SET );
FS_FileCopy( rw, ro, ro_size );
FS_Close( rw );
FS_Close( ro );
haveUpdate = true;
// just generate stub gameinfo in memory
FS_InitGameInfo( GameInfo, gamedir, true, -1 );
GameInfo->rodir = rodir;
return true;
}
FS_AllowDirectPaths( false );
// don't add empty or addon directories
return false;
}
// do not update gameinfo.txt, if it was just copied from rodir's
// if user change liblist.gam update the gameinfo.txt
if( !haveUpdate && FS_FileTime( liblist_path, false ) > FS_FileTime( gameinfo_path, false ))
FS_ConvertGameInfo( gamedir, gameinfo_path, liblist_path );
Q_snprintf( gameinfo_path, sizeof( gameinfo_path ), "%s/gameinfo.txt", gamedir_path );
Q_snprintf( liblist_path, sizeof( liblist_path ), "%s/liblist.gam", gamedir_path );
// force to create gameinfo for specified game if missing
if(( FS_CheckForQuakeGameDir( gamedir, false ) || !Q_stricmp( fs_gamedir, gamedir )) && !FS_FileExists( gameinfo_path, false ))
liblist_mtime = FS_SysFileTime( liblist_path );
gameinfo_mtime = FS_SysFileTime( gameinfo_path );
// in this function we never write new files for RoDir compatibility
// since RoDir is only FWGS feature, do gameinfo.txt conversion only
// for RwDir for those who worked with original Xash3D
if( !rodir )
{
gameinfo_t tmpGameInfo;
memset( &tmpGameInfo, 0, sizeof( tmpGameInfo ));
if( FS_ReadGameInfo( default_gameinfo_path, gamedir, &tmpGameInfo ))
// !!!only if we have both liblist.gam and gameinfo.txt try to convert liblist.gam to gameinfo.txt if it's newer!!!
if( liblist_mtime >= 0 && gameinfo_mtime >= 0 && liblist_mtime > gameinfo_mtime )
{
// now we have copy of game info from basedir but needs to change gamedir
Con_DPrintf( "Convert %s to %s\n", default_gameinfo_path, gameinfo_path );
Q_strncpy( tmpGameInfo.gamefolder, gamedir, sizeof( tmpGameInfo.gamefolder ));
FS_WriteGameInfo( gameinfo_path, &tmpGameInfo );
if( FS_ConvertGameInfo( gamedir, gameinfo_path, liblist_path, GameInfo, liblist_mtime ))
return true;
}
else FS_CreateDefaultGameInfo( gameinfo_path );
}
if( !GameInfo || !FS_FileExists( gameinfo_path, false ))
return false; // no dest
// can we parse gameinfo.txt?
if( gameinfo_mtime >= 0 )
{
if( FS_ReadGameInfo( gameinfo_path, gamedir, GameInfo, gameinfo_mtime ))
{
GameInfo->rodir = rodir;
return true;
}
}
return FS_ReadGameInfo( gameinfo_path, gamedir, GameInfo );
// can we parse liblist.gam?
if( liblist_mtime >= 0 )
{
if( FS_ParseLiblistGam( liblist_path, gamedir, GameInfo, liblist_mtime ))
{
GameInfo->rodir = rodir;
return true;
}
}
return false;
}
/*
@ -1197,7 +1214,7 @@ void FS_AddGameHierarchy( const char *dir, uint flags )
}
}
if( COM_CheckStringEmpty( fs_rodir ) )
if( COM_CheckStringEmpty( fs_rodir ))
{
// append new flags to rodir, except FS_GAMEDIR_PATH and FS_CUSTOM_PATH
uint new_flags = FS_NOWRITE_PATH | (flags & (~FS_GAMEDIR_PATH|FS_CUSTOM_PATH));
@ -1266,10 +1283,12 @@ void FS_LoadGameInfo( const char *rootfolder )
// lock uplevel of gamedir for read\write
FS_AllowDirectPaths( false );
if( rootfolder ) Q_strncpy( fs_gamedir, rootfolder, sizeof( fs_gamedir ));
if( rootfolder )
Q_strncpy( fs_gamedir, rootfolder, sizeof( fs_gamedir ));
Con_Reportf( "%s( %s )\n", __func__, fs_gamedir );
// clear any old pathes
// clear any old paths
FS_ClearSearchPath();
// validate gamedir
@ -1284,6 +1303,14 @@ void FS_LoadGameInfo( const char *rootfolder )
FI.GameInfo = FI.games[i];
if( FI.GameInfo->rodir )
{
// ensure we have directory in rwdir
char buf[MAX_SYSPATH + MAX_QPATH + 2]; // and have plenty of space
Q_snprintf( buf, sizeof( buf ), "%s/%s/", fs_rootdir, FI.GameInfo->gamefolder );
FS_CreatePath( buf );
}
FS_Rescan(); // create new filesystem
}
@ -1344,7 +1371,7 @@ static qboolean FS_FindLibrary( const char *dllname, qboolean directpath, fs_dll
{
string fixedname;
searchpath_t *search;
int index, start = 0, i, len;
int index, start = 0, len;
// check for bad exports
if( !COM_CheckString( dllname ))
@ -1479,6 +1506,35 @@ static void *Sys_GetNativeObjectStub( const char *object )
return NULL;
}
static void FS_ValidateDirectories( const char *path, qboolean *has_base_dir, qboolean *has_game_dir )
{
stringlist_t dirs;
int i;
stringlistinit( &dirs );
listdirectory( &dirs, path, true );
stringlistsort( &dirs );
for( i = 0; i < dirs.numstrings; i++ )
{
#if 0 // re-enable if target doesn't support filtering directories only (missing d_type in struct dirent)
if( !FS_SysFolderExists( dirs.strings[i] ))
continue;
#endif
if( !Q_stricmp( fs_basedir, dirs.strings[i] ))
*has_base_dir = true;
if( !Q_stricmp( fs_gamedir, dirs.strings[i] ))
*has_game_dir = true;
if( *has_base_dir && *has_game_dir )
break;
}
stringlistfreecontents( &dirs );
}
/*
================
FS_Init
@ -1486,11 +1542,9 @@ FS_Init
*/
qboolean FS_InitStdio( qboolean unused_set_to_true, const char *rootdir, const char *basedir, const char *gamedir, const char *rodir )
{
stringlist_t dirs;
qboolean hasBaseDir = false;
qboolean hasGameDir = false;
int i;
char buf[MAX_VA_STRING];
stringlist_t dirs;
int i, rodir_num_games;
char buf[MAX_SYSPATH];
FS_InitMemory();
@ -1503,63 +1557,40 @@ qboolean FS_InitStdio( qboolean unused_set_to_true, const char *rootdir, const c
Q_strncpy( fs_basedir, basedir, sizeof( fs_basedir ));
Q_strncpy( fs_rodir, rodir, sizeof( fs_rodir ));
// add readonly directories first
if( COM_CheckStringEmpty( fs_rodir ))
// validate user input
if( COM_CheckStringEmpty( fs_rodir ) && !Q_stricmp( fs_rodir, fs_rootdir ))
{
if( !Q_stricmp( fs_rodir, fs_rootdir ))
Sys_Error( "RoDir and default rootdir can't point to same directory!" );
return false;
}
// look for game directories in RwDir first
// this whole check only required to fallback to base directory
// (i.e. default game directory hardcoded in the executable file)
{
qboolean has_base_dir = false;
qboolean has_game_dir = false;
FS_ValidateDirectories( "./", &has_base_dir, &has_game_dir );
if( !has_game_dir )
{
Sys_Error( "RoDir and default rootdir can't point to same directory!" );
return false;
}
// look for game directories in RoDir now
if( COM_CheckStringEmpty( fs_rodir ))
FS_ValidateDirectories( fs_rodir, &has_base_dir, &has_game_dir );
stringlistinit( &dirs );
listdirectory( &dirs, fs_rodir );
stringlistsort( &dirs );
for( i = 0; i < dirs.numstrings; i++ )
{
char roPath[MAX_SYSPATH];
Q_snprintf( roPath, sizeof( roPath ), "%s/%s/", fs_rodir, dirs.strings[i] );
// check if it's a directory
if( !FS_SysFolderExists( roPath ))
continue;
// check if it's gamedir
if( FS_CheckForXashGameDir( roPath, true ) || FS_CheckForQuakeGameDir( roPath, true ))
if( !has_game_dir )
{
char rwPath[MAX_SYSPATH];
Con_Printf( S_ERROR "game directory \"%s\" not exist\n", fs_gamedir );
Q_snprintf( rwPath, sizeof( rwPath ), "%s/%s/", fs_rootdir, dirs.strings[i] );
FS_CreatePath( rwPath );
// revert to base game directory
if( has_base_dir )
Q_strncpy( fs_gamedir, fs_basedir, sizeof( fs_gamedir ));
}
}
stringlistfreecontents( &dirs );
}
// validate directories
stringlistinit( &dirs );
listdirectory( &dirs, "./" );
stringlistsort( &dirs );
for( i = 0; i < dirs.numstrings; i++ )
{
if( !Q_stricmp( fs_basedir, dirs.strings[i] ))
hasBaseDir = true;
if( !Q_stricmp( fs_gamedir, dirs.strings[i] ))
hasGameDir = true;
}
if( !hasGameDir )
{
Con_Printf( S_ERROR "game directory \"%s\" not exist\n", fs_gamedir );
if( hasBaseDir ) Q_strncpy( fs_gamedir, fs_basedir, sizeof( fs_gamedir ));
}
// build list of game directories here
// now start building first level of directory hierarchy
if( COM_CheckStringEmpty( fs_rodir ))
{
Q_snprintf( buf, sizeof( buf ), "%s/", fs_rodir );
@ -1567,15 +1598,66 @@ qboolean FS_InitStdio( qboolean unused_set_to_true, const char *rootdir, const c
}
FS_AddGameDirectory( "./", FS_STATIC_PATH );
// but scan rodir for games first
if( COM_CheckStringEmpty( fs_rodir ))
{
stringlistinit( &dirs );
listdirectory( &dirs, fs_rodir, true );
stringlistsort( &dirs );
for( i = 0; i < dirs.numstrings; i++ )
{
#if 0 // re-enable if target doesn't support filtering directories only (missing d_type in struct dirent)
if( !FS_SysFolderExists( dirs.strings[i] ))
continue;
#endif
if( FI.games[FI.numgames] == NULL )
FI.games[FI.numgames] = Mem_Malloc( fs_mempool, sizeof( *FI.games[FI.numgames] ));
if( FS_ParseGameInfo( dirs.strings[i], FI.games[FI.numgames], true ))
FI.numgames++;
}
stringlistfreecontents( &dirs );
}
rodir_num_games = FI.numgames;
stringlistinit( &dirs );
listdirectory( &dirs, "./", true );
stringlistsort( &dirs );
for( i = 0; i < dirs.numstrings; i++ )
{
int j;
#if 0 // re-enable if target doesn't support filtering directories only (missing d_type in struct dirent)
if( !FS_SysFolderExists( dirs.strings[i] ))
continue;
#endif
// update gameinfo from rwdir, if it's newer
// with rodir we should never create new gameinfos anymore,
// so this only catches possible user changes
for( j = 0; j < rodir_num_games; j++ )
{
if( !Q_stricmp( dirs.strings[i], FI.games[j]->gamefolder ))
{
gameinfo_t gi;
if( FS_ParseGameInfo( dirs.strings[i], &gi, false ))
{
if( gi.mtime > FI.games[j]->mtime )
*FI.games[j] = gi;
}
break;
}
}
if( FI.games[FI.numgames] == NULL )
FI.games[FI.numgames] = (gameinfo_t *)Mem_Calloc( fs_mempool, sizeof( gameinfo_t ));
FI.games[FI.numgames] = Mem_Calloc( fs_mempool, sizeof( *FI.games[FI.numgames] ));
if( FS_ParseGameInfo( dirs.strings[i], FI.games[FI.numgames] ))
if( FS_ParseGameInfo( dirs.strings[i], FI.games[FI.numgames], false ))
FI.numgames++; // added
}
@ -3187,6 +3269,8 @@ const fs_api_t g_api =
FS_LoadFileFromArchive,
FS_GetRootDirectory,
FS_MakeGameInfo,
};
int EXPORT GetFSAPI( int version, fs_api_t *api, fs_globals_t **globals, fs_interface_t *engfuncs );

View file

@ -123,6 +123,9 @@ typedef struct gameinfo_s
qboolean animated_title;
char demomap[MAX_QPATH];
qboolean rodir; // if true, parsed from rodir
int64_t mtime;
} gameinfo_t;
typedef struct fs_dllinfo_t
@ -226,6 +229,8 @@ typedef struct fs_api_t
// gets current root directory, set by InitStdio
qboolean (*GetRootDirectory)( char *path, size_t size );
void (*MakeGameInfo)( void );
} fs_api_t;
typedef struct fs_interface_t

View file

@ -205,7 +205,7 @@ void stringlistinit( stringlist_t *list );
void stringlistfreecontents( stringlist_t *list );
void stringlistappend( stringlist_t *list, const char *text );
void stringlistsort( stringlist_t *list );
void listdirectory( stringlist_t *list, const char *path );
void listdirectory( stringlist_t *list, const char *path, qboolean dirs_only );
// filesystem ops
int FS_FileExists( const char *filename, int gamedironly );