Xrasher/filesystem/filesystem.c
Alibek Omarov 2457ecf226 filesystem: fix recursive basedir possible cyclic dependency when default game directory uses a basedir that's base directory is undefined
That could happen when default game directory depends on base directory that don't have gameinfo.txt.
Because all game directories with liblist.gam automatically have dependency on default game directory, it causes cyclic dependency.
2025-01-29 09:49:29 +03:00

3436 lines
82 KiB
C

/*
filesystem.c - game filesystem based on DP fs
Copyright (C) 2003-2006 Mathieu Olivier
Copyright (C) 2000-2007 DarkPlaces contributors
Copyright (C) 2007 Uncle Mike
Copyright (C) 2015-2023 Xash3D FWGS contributors
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#define _GNU_SOURCE 1
#include "build.h"
#include <fcntl.h>
#include <sys/types.h>
#include <sys/stat.h>
#include <time.h>
#include <errno.h>
#if XASH_WIN32
#include <direct.h>
#include <io.h>
#elif XASH_DOS4GW
#include <direct.h>
#else
#include <dirent.h>
#endif
#include <stdio.h>
#include <stdarg.h>
#if HAVE_MEMFD_CREATE
#include <sys/mman.h>
#endif
#include "port.h"
#include "defaults.h"
#include "const.h"
#include "crtlib.h"
#include "crclib.h"
#include "filesystem.h"
#include "filesystem_internal.h"
#include "xash3d_mathlib.h"
#include "common/com_strings.h"
#include "common/protocol.h"
#define FILE_COPY_SIZE (1024 * 1024)
#define SAVE_AGED_COUNT 2 // the default count of quick and auto saves
fs_globals_t FI;
qboolean fs_ext_path = false; // attempt to read\write from ./ or ../ pathes
poolhandle_t fs_mempool;
char fs_rodir[MAX_SYSPATH];
char fs_rootdir[MAX_SYSPATH];
searchpath_t *fs_writepath;
static searchpath_t *fs_searchpaths = NULL; // chain
static char fs_basedir[MAX_SYSPATH]; // base game directory
static char fs_gamedir[MAX_SYSPATH]; // game current directory
// add archives in specific order PAK -> PK3 -> WAD
// so raw WADs takes precedence over WADs included into PAKs and PK3s
const fs_archive_t g_archives[] =
{
{ "pak", SEARCHPATH_PAK, FS_AddPak_Fullpath, true, true },
{ "pk3", SEARCHPATH_ZIP, FS_AddZip_Fullpath, true, true },
{ "pk3dir", SEARCHPATH_PK3DIR, FS_AddDir_Fullpath, true, false },
{ "wad", SEARCHPATH_WAD, FS_AddWad_Fullpath, false, true },
{ NULL }, // end marker
};
// special fs_archive_t for plain directories
static const fs_archive_t g_directory_archive =
{ NULL, SEARCHPATH_PLAIN, FS_AddDir_Fullpath, false };
#if XASH_ANDROID
static const fs_archive_t g_android_archive =
{ NULL, SEARCHPATH_ANDROID_ASSETS, FS_AddAndroidAssets_Fullpath, false };
#endif
#ifdef XASH_REDUCE_FD
static file_t *fs_last_readfile;
static zip_t *fs_last_zip;
static void FS_EnsureOpenFile( file_t *file )
{
if( fs_last_readfile == file )
return;
if( file && !file->backup_path )
return;
if( fs_last_readfile && (fs_last_readfile->handle != -1) )
{
fs_last_readfile->backup_position = lseek( fs_last_readfile->handle, 0, SEEK_CUR );
close( fs_last_readfile->handle );
fs_last_readfile->handle = -1;
}
fs_last_readfile = file;
if( file && (file->handle == -1) )
{
file->handle = open( file->backup_path, file->backup_options );
lseek( file->handle, file->backup_position, SEEK_SET );
}
}
static void FS_BackupFileName( file_t *file, const char *path, uint options )
{
if( path == NULL )
{
if( file->backup_path )
Mem_Free( (void*)file->backup_path );
if( file == fs_last_readfile )
FS_EnsureOpenFile( NULL );
}
else if( options == O_RDONLY || options == (O_RDONLY|O_BINARY) )
{
file->backup_path = copystring( path );
file->backup_options = options;
}
}
#else
static void FS_EnsureOpenFile( file_t *file ) {}
static void FS_BackupFileName( file_t *file, const char *path, uint options ) {}
#endif
static void FS_InitMemory( void );
static void FS_Purge( file_t* file );
void _Mem_Free( void *data, const char *filename, int fileline )
{
g_engfuncs._Mem_Free( data, filename, fileline );
}
void *_Mem_Alloc( poolhandle_t poolptr, size_t size, qboolean clear, const char *filename, int fileline )
{
return g_engfuncs._Mem_Alloc( poolptr, size, clear, filename, fileline );
}
/*
=============================================================================
FILEMATCH COMMON SYSTEM
=============================================================================
*/
void stringlistinit( stringlist_t *list )
{
memset( list, 0, sizeof( *list ));
}
void stringlistfreecontents( stringlist_t *list )
{
int i;
for( i = 0; i < list->numstrings; i++ )
{
if( list->strings[i] )
Mem_Free( list->strings[i] );
list->strings[i] = NULL;
}
if( list->strings )
Mem_Free( list->strings );
list->numstrings = 0;
list->maxstrings = 0;
list->strings = NULL;
}
void stringlistappend( stringlist_t *list, const char *text )
{
size_t textlen;
if( !Q_strcmp( text, "." ) || !Q_strcmp( text, ".." ))
return; // ignore the virtual directories
if( list->numstrings >= list->maxstrings )
{
list->maxstrings += 4096;
list->strings = Mem_Realloc( fs_mempool, list->strings, list->maxstrings * sizeof( *list->strings ));
}
textlen = Q_strlen( text ) + 1;
list->strings[list->numstrings] = Mem_Calloc( fs_mempool, textlen );
memcpy( list->strings[list->numstrings], text, textlen );
list->numstrings++;
}
void stringlistsort( stringlist_t *list )
{
char *temp;
int i, j;
// this is a selection sort (finds the best entry for each slot)
for( i = 0; i < list->numstrings - 1; i++ )
{
for( j = i + 1; j < list->numstrings; j++ )
{
if( Q_strcmp( list->strings[i], list->strings[j] ) > 0 )
{
temp = list->strings[i];
list->strings[i] = list->strings[j];
list->strings[j] = temp;
}
}
}
}
#if XASH_DOS4GW
// convert names to lowercase because dos doesn't care, but pattern matching code often does
static void listlowercase( stringlist_t *list )
{
char *c;
int i;
for( i = 0; i < list->numstrings; i++ )
{
for( c = list->strings[i]; *c; c++ )
*c = Q_tolower( *c );
}
}
#endif
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;
Q_snprintf( pattern, sizeof( pattern ), "%s/*", path );
// ask for the directory listing handle
hFile = _findfirst( pattern, &n_file );
if( hFile == -1 ) return;
// start a new chain with the the first name
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
DIR *dir;
struct dirent *entry;
dir = opendir( path );
if( !dir )
return;
// iterate through the directory
while(( entry = readdir( dir )))
{
#if HAVE_DIRENT_D_TYPE
if( dirs_only && entry->d_type != DT_DIR && entry->d_type != DT_UNKNOWN )
continue;
#endif
stringlistappend( list, entry->d_name );
}
closedir( dir );
#endif
#if XASH_DOS4GW
// convert names to lowercase because 8.3 always in CAPS
listlowercase( list );
#endif
}
/*
=============================================================================
OTHER PRIVATE FUNCTIONS
=============================================================================
*/
#if XASH_WIN32
/*
====================
FS_PathToWideChar
Converts input UTF-8 string to wide char string.
====================
*/
static const wchar_t *FS_PathToWideChar( const char *path )
{
static wchar_t pathBuffer[MAX_PATH];
MultiByteToWideChar( CP_UTF8, 0, path, -1, pathBuffer, MAX_PATH );
return pathBuffer;
}
#endif
/*
============
FS_CreatePath
Only used for FS_Open.
============
*/
void FS_CreatePath( char *path )
{
char *ofs, save;
for( ofs = path + 1; *ofs; ofs++ )
{
if( *ofs == '/' || *ofs == '\\' )
{
// create the directory
save = *ofs;
*ofs = 0;
_mkdir( path );
*ofs = save;
}
}
}
searchpath_t *FS_AddArchive_Fullpath( const fs_archive_t *archive, const char *file, int flags )
{
searchpath_t *search;
for( search = fs_searchpaths; search; search = search->next )
{
if( search->type == archive->type && !Q_stricmp( search->filename, file ))
return search; // already loaded
}
search = archive->pfnAddArchive_Fullpath( file, flags );
if( !search )
return NULL;
search->next = fs_searchpaths;
fs_searchpaths = search;
// time to add in search list all the wads from this archive
if( archive->load_wads && !FBitSet( flags, FS_SKIP_ARCHIVED_WADS ))
{
stringlist_t list;
int i;
stringlistinit( &list );
search->pfnSearch( search, &list, "*.wad", true );
stringlistsort( &list ); // keep always sorted
for( i = 0; i < list.numstrings; i++ )
{
searchpath_t *wad;
char fullpath[MAX_SYSPATH];
Q_snprintf( fullpath, sizeof( fullpath ), "%s/%s", file, list.strings[i] );
if(( wad = FS_AddWad_Fullpath( fullpath, flags | FS_LOAD_PACKED_WAD )))
{
wad->next = fs_searchpaths;
fs_searchpaths = wad;
}
}
stringlistfreecontents( &list );
}
return search;
}
/*
================
FS_AddArchive_Fullpath
================
*/
static searchpath_t *FS_MountArchive_Fullpath( const char *file, int flags )
{
const fs_archive_t *archive;
const char *ext = COM_FileExtension( file );
for( archive = g_archives; archive->ext; archive++ )
{
if( !Q_stricmp( ext, archive->ext ))
return FS_AddArchive_Fullpath( archive, file, flags );
}
return NULL;
}
/*
================
FS_AddGameDirectory
Sets fs_writepath, adds the directory to the head of the path,
then loads and adds pak1.pak pak2.pak ...
================
*/
void FS_AddGameDirectory( const char *dir, uint flags )
{
const fs_archive_t *archive;
stringlist_t list;
searchpath_t *search;
char fullpath[MAX_SYSPATH];
int i;
stringlistinit( &list );
listdirectory( &list, dir, false );
stringlistsort( &list );
for( archive = g_archives; archive->ext; archive++ )
{
for( i = 0; i < list.numstrings; i++ )
{
const char *ext = COM_FileExtension( list.strings[i] );
if( Q_stricmp( ext, archive->ext ))
continue;
Q_snprintf( fullpath, sizeof( fullpath ), "%s%s", dir, list.strings[i] );
FS_AddArchive_Fullpath( archive, fullpath, flags );
}
}
stringlistfreecontents( &list );
#if XASH_ANDROID
FS_AddArchive_Fullpath( &g_android_archive, dir, flags );
#endif
// add the directory to the search path
// (unpacked files have the priority over packed files)
search = FS_AddArchive_Fullpath( &g_directory_archive, dir, flags );
if( !FBitSet( flags, FS_NOWRITE_PATH ))
fs_writepath = search;
}
/*
================
FS_ClearSearchPath
================
*/
void FS_ClearSearchPath( void )
{
searchpath_t *cur, **prev;
int i;
prev = &fs_searchpaths;
while( true )
{
cur = *prev;
if( !cur )
break;
// never delete static paths
if( FBitSet( cur->flags, FS_STATIC_PATH ))
{
prev = &cur->next;
continue;
}
*prev = cur->next;
cur->pfnClose( cur );
Mem_Free( cur );
}
for( i = 0; i < FI.numgames; i++ )
{
if( FI.games[i] )
FI.games[i]->added = false;
}
}
/*
====================
FS_CheckNastyPath
Return true if the path should be rejected due to one of the following:
1: path elements that are non-portable
2: path elements that would allow access to files outside the game directory,
or are just not a good idea for a mod to be using.
====================
*/
static int FS_CheckNastyPath( const char *path )
{
// all: never allow an empty path, as for gamedir it would access the parent directory and a non-gamedir path it is just useless
if( !COM_CheckString( path )) return 2;
if( fs_ext_path ) return 0; // allow any path
// Mac: don't allow Mac-only filenames - : is a directory separator
// instead of /, but we rely on / working already, so there's no reason to
// support a Mac-only path
// Amiga and Windows: : tries to go to root of drive
if( Q_strchr( path, ':' )) return 1; // non-portable attempt to go to root of drive
// Amiga: // is parent directory
if( Q_strstr( path, "//")) return 1; // non-portable attempt to go to parent directory
// all: don't allow going to parent directory (../ or /../)
if( Q_strstr( path, "..")) return 2; // attempt to go outside the game directory
// Windows and UNIXes: don't allow absolute paths
if( path[0] == '/') return 2; // attempt to go outside the game directory
#if 0
// all: forbid trailing slash on gamedir
if( isgamedir && path[Q_strlen(path)-1] == '/' ) return 2;
#endif
// all: forbid leading dot on any filename for any reason
if( Q_strstr(path, "/.")) return 2; // attempt to go outside the game directory
// after all these checks we're pretty sure it's a / separated filename
// and won't do much if any harm
return false;
}
/*
================
FS_WriteGameInfo
assume GameInfo is valid
================
*/
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 )
return false;
FS_Printf( f, "// generated by " XASH_ENGINE_NAME " " XASH_VERSION "-%s (%s-%s)\n\n\n", g_buildcommit, Q_buildos(), Q_buildarch() );
if( COM_CheckStringEmpty( GameInfo->basedir ) )
FS_Printf( f, "basedir\t\t\"%s\"\n", GameInfo->basedir );
// DEPRECATED: gamedir key isn't supported by FWGS fork
// but write it anyway to keep compability with original Xash3D
if( COM_CheckStringEmpty( GameInfo->gamefolder ) )
FS_Printf( f, "gamedir\t\t\"%s\"\n", GameInfo->gamefolder );
if( COM_CheckStringEmpty( GameInfo->falldir ) )
FS_Printf( f, "fallback_dir\t\"%s\"\n", GameInfo->falldir );
if( COM_CheckStringEmpty( GameInfo->title ) )
FS_Printf( f, "title\t\t\"%s\"\n", GameInfo->title );
if( COM_CheckStringEmpty( GameInfo->startmap ) )
FS_Printf( f, "startmap\t\t\"%s\"\n", GameInfo->startmap );
if( COM_CheckStringEmpty( GameInfo->trainmap ) )
FS_Printf( f, "trainmap\t\t\"%s\"\n", GameInfo->trainmap );
if( GameInfo->version != 0.0f )
FS_Printf( f, "version\t\t%g\n", GameInfo->version );
if( GameInfo->size != 0 )
FS_Printf( f, "size\t\t%zu\n", GameInfo->size );
if( COM_CheckStringEmpty( GameInfo->game_url ) )
FS_Printf( f, "url_info\t\t\"%s\"\n", GameInfo->game_url );
if( COM_CheckStringEmpty( GameInfo->update_url ) )
FS_Printf( f, "url_update\t\t\"%s\"\n", GameInfo->update_url );
if( COM_CheckStringEmpty( GameInfo->type ) )
FS_Printf( f, "type\t\t\"%s\"\n", GameInfo->type );
if( COM_CheckStringEmpty( GameInfo->date ) )
FS_Printf( f, "date\t\t\"%s\"\n", GameInfo->date );
if( COM_CheckStringEmpty( GameInfo->dll_path ) )
FS_Printf( f, "dllpath\t\t\"%s\"\n", GameInfo->dll_path );
if( COM_CheckStringEmpty( GameInfo->game_dll ) )
FS_Printf( f, "gamedll\t\t\"%s\"\n", GameInfo->game_dll );
if( COM_CheckStringEmpty( GameInfo->game_dll_linux ) )
FS_Printf( f, "gamedll_linux\t\t\"%s\"\n", GameInfo->game_dll_linux );
if( COM_CheckStringEmpty( GameInfo->game_dll_osx ) )
FS_Printf( f, "gamedll_osx\t\t\"%s\"\n", GameInfo->game_dll_osx );
if( COM_CheckStringEmpty( GameInfo->iconpath ))
FS_Printf( f, "icon\t\t\"%s\"\n", GameInfo->iconpath );
switch( GameInfo->gamemode )
{
case 1: FS_Print( f, "gamemode\t\t\"singleplayer_only\"\n" ); break;
case 2: FS_Print( f, "gamemode\t\t\"multiplayer_only\"\n" ); break;
}
if( COM_CheckStringEmpty( GameInfo->sp_entity ))
FS_Printf( f, "sp_entity\t\t\"%s\"\n", GameInfo->sp_entity );
if( COM_CheckStringEmpty( GameInfo->mp_entity ))
FS_Printf( f, "mp_entity\t\t\"%s\"\n", GameInfo->mp_entity );
if( COM_CheckStringEmpty( GameInfo->mp_filter ))
FS_Printf( f, "mp_filter\t\t\"%s\"\n", GameInfo->mp_filter );
if( GameInfo->secure )
FS_Printf( f, "secure\t\t\"%i\"\n", GameInfo->secure );
if( GameInfo->nomodels )
FS_Printf( f, "nomodels\t\t\"%i\"\n", GameInfo->nomodels );
if( GameInfo->max_edicts > 0 )
FS_Printf( f, "max_edicts\t%i\n", GameInfo->max_edicts );
if( GameInfo->max_tents > 0 )
FS_Printf( f, "max_tempents\t%i\n", GameInfo->max_tents );
if( GameInfo->max_beams > 0 )
FS_Printf( f, "max_beams\t\t%i\n", GameInfo->max_beams );
if( GameInfo->max_particles > 0 )
FS_Printf( f, "max_particles\t%i\n", GameInfo->max_particles );
for( i = 0; i < NUM_AMBIENTS; i++ )
{
if( *GameInfo->ambientsound[i] )
{
if( !write_ambients )
{
FS_Print( f, "\n" );
write_ambients = true;
}
FS_Printf( f, "ambient%i\t\t%s\n", i, GameInfo->ambientsound[i] );
}
}
if( GameInfo->noskills )
FS_Printf( f, "noskills\t\t\"%i\"\n", GameInfo->noskills );
if( GameInfo->quicksave_aged_count != SAVE_AGED_COUNT )
FS_Printf( f, "quicksave_aged_count\t\t%d\n", GameInfo->quicksave_aged_count );
if( GameInfo->autosave_aged_count != SAVE_AGED_COUNT )
FS_Printf( f, "autosave_aged_count\t\t%d\n", GameInfo->autosave_aged_count );
// HL25 compatibility
if( GameInfo->animated_title )
FS_Printf( f, "animated_title\t\t%i\n", GameInfo->animated_title );
if( GameInfo->hd_background )
FS_Printf( f, "hd_background\t\t%i\n", GameInfo->hd_background );
// always expose our extensions :)
FS_Printf( f, "internal_vgui_support\t\t%s\n", GameInfo->internal_vgui_support ? "1" : "0" );
FS_Printf( f, "render_picbutton_text\t\t%s\n", GameInfo->render_picbutton_text ? "1" : "0" );
if( COM_CheckStringEmpty( GameInfo->demomap ))
FS_Printf( f, "demomap\t\t\"%s\"\n", GameInfo->demomap );
FS_Close( f ); // all done
return true;
}
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
GameInfo->mtime = mtime;
Q_strncpy( GameInfo->gamefolder, gamedir, sizeof( GameInfo->gamefolder ));
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->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;
GameInfo->max_particles = 4096;
GameInfo->version = 1.0f;
GameInfo->quicksave_aged_count = SAVE_AGED_COUNT;
GameInfo->autosave_aged_count = SAVE_AGED_COUNT;
}
static void FS_ParseGenericGameInfo( gameinfo_t *GameInfo, const char *buf, const qboolean isGameInfo )
{
char *pfile = (char*) buf;
qboolean found_linux = false, found_osx = false;
string token;
while(( pfile = COM_ParseFile( pfile, token, sizeof( token ))) != NULL )
{
// different names in liblist/gameinfo
if( !Q_stricmp( token, isGameInfo ? "title" : "game" ))
{
pfile = COM_ParseFile( pfile, GameInfo->title, sizeof( GameInfo->title ));
}
// valid for both
else if( !Q_stricmp( token, "fallback_dir" ))
{
pfile = COM_ParseFile( pfile, GameInfo->falldir, sizeof( GameInfo->falldir ));
}
// valid for both
else if( !Q_stricmp( token, "startmap" ))
{
pfile = COM_ParseFile( pfile, GameInfo->startmap, sizeof( GameInfo->startmap ));
COM_StripExtension( GameInfo->startmap ); // HQ2:Amen has extension .bsp
}
// only trainmap is valid for gameinfo
else if( !Q_stricmp( token, "trainmap" ) ||
(!isGameInfo && !Q_stricmp( token, "trainingmap" )))
{
pfile = COM_ParseFile( pfile, GameInfo->trainmap, sizeof( GameInfo->trainmap ));
COM_StripExtension( GameInfo->trainmap ); // HQ2:Amen has extension .bsp
}
// valid for both
else if( !Q_stricmp( token, "url_info" ))
{
pfile = COM_ParseFile( pfile, GameInfo->game_url, sizeof( GameInfo->game_url ));
}
// different names
else if( !Q_stricmp( token, isGameInfo ? "url_update" : "url_dl" ))
{
pfile = COM_ParseFile( pfile, GameInfo->update_url, sizeof( GameInfo->update_url ));
}
// valid for both
else if( !Q_stricmp( token, "gamedll" ))
{
pfile = COM_ParseFile( pfile, GameInfo->game_dll, sizeof( GameInfo->game_dll ));
COM_FixSlashes( GameInfo->game_dll );
}
// valid for both
else if( !Q_stricmp( token, "gamedll_linux" ))
{
pfile = COM_ParseFile( pfile, GameInfo->game_dll_linux, sizeof( GameInfo->game_dll_linux ));
found_linux = true;
}
// valid for both
else if( !Q_stricmp( token, "gamedll_osx" ))
{
pfile = COM_ParseFile( pfile, GameInfo->game_dll_osx, sizeof( GameInfo->game_dll_osx ));
found_osx = true;
}
// valid for both
else if( !Q_stricmp( token, "icon" ))
{
pfile = COM_ParseFile( pfile, GameInfo->iconpath, sizeof( GameInfo->iconpath ));
COM_FixSlashes( GameInfo->iconpath );
COM_DefaultExtension( GameInfo->iconpath, ".ico", sizeof( GameInfo->iconpath ));
}
else if( !Q_stricmp( token, "type" ))
{
pfile = COM_ParseFile( pfile, token, sizeof( token ));
if( isGameInfo )
{
Q_strncpy( GameInfo->type, token, sizeof( GameInfo->type ));
}
else
{
if( !Q_stricmp( token, "singleplayer_only" ))
{
// TODO: Remove this ugly hack too.
// This was made because Half-Life has multiplayer,
// but for some reason it's marked as singleplayer_only.
// Old WON version is fine.
if( !Q_stricmp( GameInfo->gamefolder, "valve") )
GameInfo->gamemode = GAME_NORMAL;
else
GameInfo->gamemode = GAME_SINGLEPLAYER_ONLY;
Q_strncpy( GameInfo->type, "Single", sizeof( GameInfo->type ));
}
else if( !Q_stricmp( token, "multiplayer_only" ))
{
GameInfo->gamemode = GAME_MULTIPLAYER_ONLY;
Q_strncpy( GameInfo->type, "Multiplayer", sizeof( GameInfo->type ));
}
else
{
// pass type without changes
if( !isGameInfo )
GameInfo->gamemode = GAME_NORMAL;
Q_strncpy( GameInfo->type, token, sizeof( GameInfo->type ));
}
}
}
// valid for both
else if( !Q_stricmp( token, "version" ))
{
pfile = COM_ParseFile( pfile, token, sizeof( token ));
GameInfo->version = Q_atof( token );
}
// valid for both
else if( !Q_stricmp( token, "size" ))
{
pfile = COM_ParseFile( pfile, token, sizeof( token ));
GameInfo->size = Q_atoi( token );
}
else if( !Q_stricmp( token, isGameInfo ? "mp_entity" : "mpentity" ))
{
pfile = COM_ParseFile( pfile, GameInfo->mp_entity, sizeof( GameInfo->mp_entity ));
}
else if( !Q_stricmp( token, isGameInfo ? "mp_filter" : "mpfilter" ))
{
pfile = COM_ParseFile( pfile, GameInfo->mp_filter, sizeof( GameInfo->mp_filter ));
}
// valid for both
else if( !Q_stricmp( token, "secure" ))
{
pfile = COM_ParseFile( pfile, token, sizeof( token ));
GameInfo->secure = Q_atoi( token ) ? true : false;
}
// valid for both
else if( !Q_stricmp( token, "nomodels" ))
{
pfile = COM_ParseFile( pfile, token, sizeof( token ));
GameInfo->nomodels = Q_atoi( token ) ? true : false;
}
else if( !Q_stricmp( token, isGameInfo ? "max_edicts" : "edicts" ))
{
pfile = COM_ParseFile( pfile, token, sizeof( token ));
GameInfo->max_edicts = bound( MIN_EDICTS, Q_atoi( token ), MAX_EDICTS );
}
// valid for both
else if( !Q_stricmp( token, "hd_background" ))
{
pfile = COM_ParseFile( pfile, token, sizeof( token ));
GameInfo->hd_background = Q_atoi( token ) ? true : false;
}
else if( !Q_stricmp( token, "animated_title" ))
{
pfile = COM_ParseFile( pfile, token, sizeof( token ));
GameInfo->animated_title = Q_atoi( token ) ? true : false;
}
// only for gameinfo
else if( isGameInfo )
{
if( !Q_stricmp( token, "basedir" ))
{
string fs_path;
pfile = COM_ParseFile( pfile, fs_path, sizeof( fs_path ));
if( Q_stricmp( fs_path, GameInfo->basedir ) || Q_stricmp( fs_path, GameInfo->gamefolder ))
Q_strncpy( GameInfo->basedir, fs_path, sizeof( GameInfo->basedir ));
}
else if( !Q_stricmp( token, "sp_entity" ))
{
pfile = COM_ParseFile( pfile, GameInfo->sp_entity, sizeof( GameInfo->sp_entity ));
}
else if( isGameInfo && !Q_stricmp( token, "dllpath" ))
{
pfile = COM_ParseFile( pfile, GameInfo->dll_path, sizeof( GameInfo->dll_path ));
}
else if( isGameInfo && !Q_stricmp( token, "date" ))
{
pfile = COM_ParseFile( pfile, GameInfo->date, sizeof( GameInfo->date ));
}
else if( !Q_stricmp( token, "max_tempents" ))
{
pfile = COM_ParseFile( pfile, token, sizeof( token ));
GameInfo->max_tents = bound( 300, Q_atoi( token ), 2048 );
}
else if( !Q_stricmp( token, "max_beams" ))
{
pfile = COM_ParseFile( pfile, token, sizeof( token ));
GameInfo->max_beams = bound( 64, Q_atoi( token ), 512 );
}
else if( !Q_stricmp( token, "max_particles" ))
{
pfile = COM_ParseFile( pfile, token, sizeof( token ));
GameInfo->max_particles = bound( 1024, Q_atoi( token ), 131072 );
}
else if( !Q_stricmp( token, "gamemode" ))
{
pfile = COM_ParseFile( pfile, token, sizeof( token ));
// TODO: Remove this ugly hack too.
// This was made because Half-Life has multiplayer,
// but for some reason it's marked as singleplayer_only.
// Old WON version is fine.
if( !Q_stricmp( token, "singleplayer_only" ) && Q_stricmp( GameInfo->gamefolder, "valve") )
GameInfo->gamemode = GAME_SINGLEPLAYER_ONLY;
else if( !Q_stricmp( token, "multiplayer_only" ))
GameInfo->gamemode = GAME_MULTIPLAYER_ONLY;
}
else if( !Q_strnicmp( token, "ambient", 7 ))
{
int ambientNum = Q_atoi( token + 7 );
if( ambientNum < 0 || ambientNum >= NUM_AMBIENTS )
ambientNum = 0;
pfile = COM_ParseFile( pfile, GameInfo->ambientsound[ambientNum],
sizeof( GameInfo->ambientsound[ambientNum] ));
}
else if( !Q_stricmp( token, "noskills" ))
{
pfile = COM_ParseFile( pfile, token, sizeof( token ));
GameInfo->noskills = Q_atoi( token ) ? true : false;
}
else if( !Q_stricmp( token, "render_picbutton_text" ))
{
pfile = COM_ParseFile( pfile, token, sizeof( token ));
GameInfo->render_picbutton_text = Q_atoi( token ) ? true : false;
}
else if( !Q_stricmp( token, "internal_vgui_support" ))
{
pfile = COM_ParseFile( pfile, token, sizeof( token ));
GameInfo->internal_vgui_support = Q_atoi( token ) ? true : false;
}
else if( !Q_stricmp( token, "quicksave_aged_count" ))
{
pfile = COM_ParseFile( pfile, token, sizeof( token ));
GameInfo->quicksave_aged_count = bound( 2, Q_atoi( token ), 99 );
}
else if( !Q_stricmp( token, "autosave_aged_count" ))
{
pfile = COM_ParseFile( pfile, token, sizeof( token ));
GameInfo->autosave_aged_count = bound( 2, Q_atoi( token ), 99 );
}
else if( !Q_stricmp( token, "demomap" ))
{
pfile = COM_ParseFile( pfile, GameInfo->demomap, sizeof( GameInfo->demomap ));
}
}
}
// demomap only valid for gameinfo.txt but HL1 after 25th anniversary update
// comes with demo chapter. Set the demomap here.
if( !COM_CheckStringEmpty( GameInfo->demomap ))
{
if( !Q_stricmp( GameInfo->title, "Half-Life" )) // original check from GameUI
Q_strncpy( GameInfo->demomap, "hldemo1", sizeof( GameInfo->demomap ));
}
if( !found_linux || !found_osx )
{
// just replace extension from dll to so/dylib
char gamedll[64];
Q_strncpy( gamedll, GameInfo->game_dll, sizeof( gamedll ));
COM_StripExtension( gamedll );
if( !found_linux )
Q_snprintf( GameInfo->game_dll_linux, sizeof( GameInfo->game_dll_linux ), "%s.so", gamedll );
if( !found_osx )
Q_snprintf( GameInfo->game_dll_osx, sizeof( GameInfo->game_dll_osx ), "%s.dylib", gamedll );
}
// make sure what gamedir is really exist
// a1ba: why we are doing this???
Q_snprintf( token, sizeof( token ), "%s/%s", fs_rootdir, GameInfo->falldir );
if( !FS_SysFolderExists( token ))
{
if( COM_CheckStringEmpty( fs_rodir ))
{
Q_snprintf( token, sizeof( token ), "%s/%s", fs_rodir, GameInfo->falldir );
if( !FS_SysFolderExists( token ))
GameInfo->falldir[0] = 0;
}
else GameInfo->falldir[0] = 0;
}
}
/*
================
FS_ParseLiblistGam
================
*/
static qboolean FS_ParseLiblistGam( const char *filename, const char *gamedir, gameinfo_t *GameInfo, time_t mtime )
{
char *afile = FS_LoadDirectFile( filename, NULL );
if( !afile )
return false;
FS_InitGameInfo( GameInfo, gamedir, false, mtime );
FS_ParseGenericGameInfo( GameInfo, afile, false );
Mem_Free( afile );
return true;
}
/*
================
FS_ConvertGameInfo
================
*/
static qboolean FS_ConvertGameInfo( const char *gamedir, const char *gameinfo_path, const char *liblist_path, gameinfo_t *gi, time_t liblist_mtime )
{
memset( gi, 0, sizeof( *gi ));
// 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 );
return FS_WriteGameInfo( gameinfo_path, gi );
}
return false;
}
/*
================
FS_ReadGameInfo
================
*/
static qboolean FS_ReadGameInfo( const char *filename, const char *gamedir, gameinfo_t *GameInfo, time_t mtime )
{
char *afile = FS_LoadDirectFile( filename, NULL );
if( !afile )
return false;
FS_InitGameInfo( GameInfo, gamedir, false, mtime );
FS_ParseGenericGameInfo( GameInfo, afile, true );
Mem_Free( afile );
return true;
}
/*
================
FS_CheckForQuakeGameDir
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 )
{
// 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++ )
{
if( Q_snprintf( buf, sizeof( buf ), "%s/%s", gamedir, files[i] ) > 0 )
{
if( FS_SysFileExists( buf ))
return true;
}
}
return false;
}
/*
===============
FS_CheckForXashGameDir
Checks if game directory resembles Xash3D game directory
===============
*/
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" };
int i;
for( i = 0; i < sizeof( files ) / sizeof( files[0] ); i++ )
{
char buf[MAX_SYSPATH];
if( Q_snprintf( buf, sizeof( buf ), "%s/%s", gamedir, files[i] ) > 0 )
{
if( FS_SysFileExists( buf ))
return true;
}
}
return false;
}
/*
================
FS_ParseGameInfo
================
*/
static qboolean FS_ParseGameInfo( const char *gamedir, gameinfo_t *GameInfo, qboolean rodir )
{
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;
if( rodir )
Q_snprintf( gamedir_path, sizeof( gamedir_path ), "%s/%s", fs_rodir, gamedir );
else
Q_snprintf( gamedir_path, sizeof( gamedir_path ), "%s", gamedir );
if( !FS_CheckForXashGameDir( gamedir_path ))
{
// check if we need to generate gameinfo for Quake
if( FS_CheckForQuakeGameDir( gamedir_path ))
{
// just generate stub gameinfo in memory
FS_InitGameInfo( GameInfo, gamedir, true, -1 );
GameInfo->rodir = rodir;
return true;
}
// don't add empty or addon directories
return false;
}
Q_snprintf( gameinfo_path, sizeof( gameinfo_path ), "%s/gameinfo.txt", gamedir_path );
Q_snprintf( liblist_path, sizeof( liblist_path ), "%s/liblist.gam", gamedir_path );
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 )
{
// !!!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 )
{
if( FS_ConvertGameInfo( gamedir, gameinfo_path, liblist_path, GameInfo, liblist_mtime ))
return true;
}
}
// can we parse gameinfo.txt?
if( gameinfo_mtime >= 0 )
{
if( FS_ReadGameInfo( gameinfo_path, gamedir, GameInfo, gameinfo_mtime ))
{
GameInfo->rodir = rodir;
return true;
}
}
// 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;
}
/*
================
FS_AddGameHierarchy
================
*/
void FS_AddGameHierarchy( const char *dir, uint flags )
{
int i;
qboolean isGameDir = flags & FS_GAMEDIR_PATH;
char buf[MAX_VA_STRING];
if( !COM_CheckString( dir ))
return;
Con_Printf( "%s( %s )\n", __func__, dir );
// add the common game directory
// recursive gamedirs
// for example, czeror->czero->cstrike->valve
for( i = 0; i < FI.numgames; i++ )
{
if( !Q_stricmp( FI.games[i]->gamefolder, dir ))
{
dir = FI.games[i]->gamefolder; // fixup directory case
if( FI.games[i]->added ) // already added, refusing
break;
// don't add our game directory as base dir to prevent cyclic dependency
if( Q_stricmp( FI.games[i]->basedir, GI->gamefolder ))
break;
// don't add directory which basedir is equal to this gamefolder to prevent
// endless loop
if( Q_stricmp( FI.games[i]->basedir, FI.games[i]->gamefolder ))
break;
Con_Reportf( "%s: adding recursive basedir %s\n", __func__, FI.games[i]->basedir );
FI.games[i]->added = true;
FS_AddGameHierarchy( FI.games[i]->basedir, flags & (~FS_GAMEDIR_PATH));
break;
}
}
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));
if( isGameDir )
SetBits( new_flags, FS_GAMERODIR_PATH );
FS_AllowDirectPaths( true );
Q_snprintf( buf, sizeof( buf ), "%s/%s/", fs_rodir, dir );
FS_AddGameDirectory( buf, new_flags );
FS_AllowDirectPaths( false );
}
if( isGameDir )
{
Q_snprintf( buf, sizeof( buf ), "%s/" DEFAULT_DOWNLOADED_DIRECTORY, dir );
FS_AddGameDirectory( buf, FS_NOWRITE_PATH | FS_CUSTOM_PATH );
}
Q_snprintf( buf, sizeof( buf ), "%s/", dir );
FS_AddGameDirectory( buf, flags );
if( isGameDir )
{
Q_snprintf( buf, sizeof( buf ), "%s/" DEFAULT_CUSTOM_DIRECTORY, dir );
FS_AddGameDirectory( buf, FS_NOWRITE_PATH | FS_CUSTOM_PATH );
}
}
/*
================
FS_Rescan
================
*/
void FS_Rescan( void )
{
const char *str;
const int extrasFlags = FS_NOWRITE_PATH | FS_CUSTOM_PATH;
Con_Reportf( "%s( %s )\n", __func__, GI->title );
FS_ClearSearchPath();
str = getenv( "XASH3D_EXTRAS_PAK1" );
if( COM_CheckString( str ))
FS_MountArchive_Fullpath( str, extrasFlags );
str = getenv( "XASH3D_EXTRAS_PAK2" );
if( COM_CheckString( str ))
FS_MountArchive_Fullpath( str, extrasFlags );
if( Q_stricmp( GI->basedir, GI->gamefolder ))
FS_AddGameHierarchy( GI->basedir, 0 );
if( Q_stricmp( GI->basedir, GI->falldir ) && Q_stricmp( GI->gamefolder, GI->falldir ))
FS_AddGameHierarchy( GI->falldir, 0 );
GI->added = true;
FS_AddGameHierarchy( GI->gamefolder, FS_GAMEDIR_PATH );
}
/*
================
FS_LoadGameInfo
can be passed null arg
================
*/
void FS_LoadGameInfo( const char *rootfolder )
{
int i;
// lock uplevel of gamedir for read\write
FS_AllowDirectPaths( false );
if( rootfolder )
Q_strncpy( fs_gamedir, rootfolder, sizeof( fs_gamedir ));
Con_Reportf( "%s( %s )\n", __func__, fs_gamedir );
// clear any old paths
FS_ClearSearchPath();
// validate gamedir
for( i = 0; i < FI.numgames; i++ )
{
if( !Q_stricmp( FI.games[i]->gamefolder, fs_gamedir ))
break;
}
if( i == FI.numgames )
Sys_Error( "Couldn't find game directory '%s'\n", fs_gamedir );
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
}
/*
==================
FS_CheckForCrypt
return true if library is crypted
==================
*/
static qboolean FS_CheckForCrypt( const char *dllname )
{
file_t *f;
int key;
// this encryption is specific to DLLs
if( Q_stricmp( COM_FileExtension( dllname ), "dll" ))
return false;
f = FS_Open( dllname, "rb", false );
if( !f ) return false;
FS_Seek( f, 64, SEEK_SET ); // skip first 64 bytes
FS_Read( f, &key, sizeof( key ));
FS_Close( f );
return ( key == 0x12345678 ) ? true : false;
}
static int FS_StripIdiotRelativePath( const char *dllname, const char *gamefolder )
{
string idiot_relpath;
int len;
if(( len = Q_snprintf( idiot_relpath, sizeof( idiot_relpath ), "../%s/", gamefolder )) >= 4 )
{
if( !Q_strnicmp( dllname, idiot_relpath, len ))
return len;
// try backslashes
idiot_relpath[1] = '\\';
idiot_relpath[len - 1] = '\\';
if( !Q_strnicmp( dllname, idiot_relpath, len ))
return len;
}
return 0;
}
/*
==================
FS_FindLibrary
search for library, assume index is valid
==================
*/
static qboolean FS_FindLibrary( const char *dllname, qboolean directpath, fs_dllinfo_t *dllInfo )
{
string fixedname;
searchpath_t *search;
int index, start = 0, len;
// check for bad exports
if( !COM_CheckString( dllname ))
return false;
FS_AllowDirectPaths( directpath );
// HACKHACK remove relative path to game folder
if( !Q_strnicmp( dllname, "..", 2 ))
{
// some modders put relative path to themselves???
len = FS_StripIdiotRelativePath( dllname, GI->gamefolder );
if( len == 0 ) // or put relative path to Half-Life game libs
len = FS_StripIdiotRelativePath( dllname, "valve" );
start += len;
}
Q_strnlwr( &dllname[start], dllInfo->shortPath, sizeof( dllInfo->shortPath )); // always in lower case (why?)
COM_FixSlashes( dllInfo->shortPath ); // replace all backward slashes
COM_DefaultExtension( dllInfo->shortPath, "."OS_LIB_EXT, sizeof( dllInfo->shortPath )); // apply ext if forget
search = FS_FindFile( dllInfo->shortPath, &index, fixedname, sizeof( fixedname ), false );
if( search )
{
Q_strncpy( dllInfo->shortPath, fixedname, sizeof( dllInfo->shortPath ));
}
else if( !directpath )
{
FS_AllowDirectPaths( false );
// trying check also 'bin' folder for indirect paths
search = FS_FindFile( dllname, &index, fixedname, sizeof( fixedname ), false );
if( !search )
return false; // unable to find
Q_strncpy( dllInfo->shortPath, fixedname, sizeof( dllInfo->shortPath ));
}
dllInfo->encrypted = dllInfo->custom_loader = false; // predict state
if( search && index >= 0 ) // when library is available through VFS
{
dllInfo->encrypted = FS_CheckForCrypt( dllInfo->shortPath );
if( search->type == SEARCHPATH_PLAIN ) // is it on the disk? (intentionally omit pk3dir here)
{
// NOTE: gamedll might resolve it's own path using dladdr() and expects absolute path
// NOTE: the only allowed case when searchpath is set by absolute path is the RoDir
// rather than figuring out whether path is absolute, just check if it matches
if( COM_CheckStringEmpty( fs_rodir ) && !Q_strnicmp( search->filename, fs_rodir, Q_strlen( fs_rodir )))
{
Q_snprintf( dllInfo->fullPath, sizeof( dllInfo->fullPath ), "%s%s", search->filename, dllInfo->shortPath );
}
else
{
Q_snprintf( dllInfo->fullPath, sizeof( dllInfo->fullPath ), "%s/%s%s", fs_rootdir, search->filename, dllInfo->shortPath );
}
}
else
{
Q_snprintf( dllInfo->fullPath, sizeof( dllInfo->fullPath ), "%s", dllInfo->shortPath );
#if XASH_WIN32 && XASH_X86 // a1ba: custom loader is non-portable (I just don't want to touch it)
Con_Printf( S_WARN "%s: loading libraries from archives is non portable and might fail on other platforms\n", __func__ );
dllInfo->custom_loader = true;
#else
Con_Printf( S_WARN "%s: loading libraries from archives is unsupported on this platform\n", __func__ );
#endif
}
}
else
{
// NOTE: if search is NULL let OS to find the library
Q_strncpy( dllInfo->fullPath, dllInfo->shortPath, sizeof( dllInfo->fullPath ));
}
FS_AllowDirectPaths( false ); // always reset direct paths
return true;
}
static poolhandle_t Mem_AllocPoolStub( const char *name, const char *filename, int fileline )
{
return (poolhandle_t)0xDEADC0DE;
}
static void Mem_FreePoolStub( poolhandle_t *poolptr, const char *filename, int fileline )
{
// stub
}
static void *Mem_AllocStub( poolhandle_t poolptr, size_t size, qboolean clear, const char *filename, int fileline )
{
void *ptr = malloc( size );
if( clear ) memset( ptr, 0, size );
return ptr;
}
static void *Mem_ReallocStub( poolhandle_t poolptr, void *memptr, size_t size, qboolean clear, const char *filename, int fileline )
{
return realloc( memptr, size );
}
static void Mem_FreeStub( void *data, const char *filename, int fileline )
{
free( data );
}
static void Con_PrintfStub( const char *fmt, ... )
{
va_list ap;
va_start( ap, fmt );
vprintf( fmt, ap );
va_end( ap );
}
static void Sys_ErrorStub( const char *fmt, ... )
{
va_list ap;
va_start( ap, fmt );
vfprintf( stderr, fmt, ap );
va_end( ap );
exit( 1 );
}
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( !FS_SysFolderExists( dirs.strings[i] ))
continue;
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
================
*/
qboolean FS_InitStdio( qboolean unused_set_to_true, const char *rootdir, const char *basedir, const char *gamedir, const char *rodir )
{
stringlist_t dirs;
int i, rodir_num_games;
char buf[MAX_SYSPATH];
FS_InitMemory();
#if XASH_ANDROID
FS_InitAndroid();
#endif
Q_strncpy( fs_rootdir, rootdir, sizeof( fs_rootdir ));
Q_strncpy( fs_gamedir, gamedir, sizeof( fs_gamedir ));
Q_strncpy( fs_basedir, basedir, sizeof( fs_basedir ));
Q_strncpy( fs_rodir, rodir, sizeof( fs_rodir ));
// validate user input
if( COM_CheckStringEmpty( fs_rodir ) && !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 )
{
// look for game directories in RoDir now
if( COM_CheckStringEmpty( fs_rodir ))
FS_ValidateDirectories( fs_rodir, &has_base_dir, &has_game_dir );
if( !has_game_dir )
{
Con_Printf( S_ERROR "game directory \"%s\" not exist\n", fs_gamedir );
// revert to base game directory
if( has_base_dir )
Q_strncpy( fs_gamedir, fs_basedir, sizeof( fs_gamedir ));
}
}
}
// now start building first level of directory hierarchy
if( COM_CheckStringEmpty( fs_rodir ))
{
Q_snprintf( buf, sizeof( buf ), "%s/", fs_rodir );
FS_AddGameDirectory( buf, FS_STATIC_PATH|FS_NOWRITE_PATH );
}
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( !FS_SysFolderExists( dirs.strings[i] ))
continue;
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( !FS_SysFolderExists( dirs.strings[i] ))
continue;
// 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] = Mem_Calloc( fs_mempool, sizeof( *FI.games[FI.numgames] ));
if( FS_ParseGameInfo( dirs.strings[i], FI.games[FI.numgames], false ))
FI.numgames++; // added
}
stringlistfreecontents( &dirs );
Con_Reportf( "%s: done\n", __func__ );
return true;
}
void FS_AllowDirectPaths( qboolean enable )
{
fs_ext_path = enable;
}
/*
================
FS_Shutdown
================
*/
void FS_ShutdownStdio( void )
{
int i;
// release gamedirs
for( i = 0; i < FI.numgames; i++ )
{
if( FI.games[i] )
Mem_Free( FI.games[i] );
}
FS_ClearSearchPath(); // release all wad files too
Mem_FreePool( &fs_mempool );
}
/*
============
FS_Path_f
debug info
============
*/
void FS_Path_f( void )
{
searchpath_t *s;
Con_Printf( "Current search path:\n" );
for( s = fs_searchpaths; s; s = s->next )
{
string info;
s->pfnPrintInfo( s, info, sizeof(info) );
Con_Printf( "%s", info );
if( s->flags & FS_GAMERODIR_PATH ) Con_Printf( " ^2rodir^7" );
if( s->flags & FS_GAMEDIR_PATH ) Con_Printf( " ^2gamedir^7" );
if( s->flags & FS_CUSTOM_PATH ) Con_Printf( " ^2custom^7" );
if( s->flags & FS_NOWRITE_PATH ) Con_Printf( " ^2nowrite^7" );
if( s->flags & FS_STATIC_PATH ) Con_Printf( " ^2static^7" );
Con_Printf( "\n" );
}
}
/*
====================
FS_SysFileTime
Internal function used to determine filetime
====================
*/
int FS_SysFileTime( const char *filename )
{
#if XASH_WIN32
struct _stat buf;
if( _wstat( FS_PathToWideChar( filename ), &buf ) < 0 )
#else
struct stat buf;
if( stat( filename, &buf ) < 0 )
#endif
return -1;
return buf.st_mtime;
}
/*
====================
FS_SysOpen
Internal function used to create a file_t and open the relevant non-packed file on disk
====================
*/
file_t *FS_SysOpen( const char *filepath, const char *mode )
{
file_t *file;
int mod, opt, fd = -1;
qboolean memfile = false;
uint ind;
// Parse the mode string
switch( mode[0] )
{
case 'r': // read
mod = O_RDONLY;
opt = 0;
break;
case 'w': // write
mod = O_WRONLY;
opt = O_CREAT | O_TRUNC;
break;
case 'a': // append
mod = O_WRONLY;
opt = O_CREAT | O_APPEND;
break;
case 'e': // edit
mod = O_WRONLY;
opt = O_CREAT;
break;
default:
return NULL;
}
for( ind = 1; mode[ind] != '\0'; ind++ )
{
switch( mode[ind] )
{
case '+':
mod = O_RDWR;
break;
case 'b':
opt |= O_BINARY;
break;
default:
break;
}
}
// the 'm' flag let's user to create temporary file in memory
// through so-called "anonymous files"
if( Q_strchr( mode, 'm' ))
{
#if HAVE_MEMFD_CREATE
#ifndef MFD_NOEXEC_SEAL
#define MFD_NOEXEC_SEAL 8U
#endif
fd = memfd_create( filepath, MFD_CLOEXEC | MFD_NOEXEC_SEAL );
// through fcntl() and MFD_ALLOW_SEALING we could enforce
// read-write flags but we don't really care about them yet
if( fd < 0 )
Con_Printf( S_ERROR "%s: can't create anonymous file %s: %s", __func__, filepath, strerror( errno ));
else memfile = true;
#endif
// if it's unsupported, we can open it on disk
}
if( fd < 0 )
{
#if XASH_WIN32
fd = _wopen( FS_PathToWideChar( filepath ), mod | opt, 0666 );
#else
fd = open( filepath, mod|opt, 0666 );
#endif
}
if( fd < 0 )
{
if( errno != ENOENT )
Con_Printf( S_ERROR "%s: can't open file %s: %s\n", __func__, filepath, strerror( errno ));
return NULL;
}
file = (file_t *)Mem_Calloc( fs_mempool, sizeof( *file ));
file->filetime = memfile ? 0 : FS_SysFileTime( filepath );
file->ungetc = EOF;
file->handle = fd;
#if !XASH_WIN32
if( !memfile )
FS_BackupFileName( file, filepath, mod|opt );
#endif
file->searchpath = NULL;
file->real_length = lseek( file->handle, 0, SEEK_END );
// uncomment do disable write
//if( opt & O_CREAT )
// return NULL;
// For files opened in append mode, we start at the end of the file
if( opt & O_APPEND ) file->position = file->real_length;
else lseek( file->handle, 0, SEEK_SET );
return file;
}
/*
static int FS_DuplicateHandle( const char *filename, int handle, fs_offset_t pos )
{
#ifdef HAVE_DUP
return dup( handle );
#else
int newhandle = open( filename, O_RDONLY|O_BINARY );
lseek( newhandle, pos, SEEK_SET );
return newhandle;
#endif
}
*/
file_t *FS_OpenHandle( searchpath_t *searchpath, int handle, fs_offset_t offset, fs_offset_t len )
{
file_t *file = (file_t *)Mem_Calloc( fs_mempool, sizeof( file_t ));
#ifndef XASH_REDUCE_FD
#ifdef HAVE_DUP
file->handle = dup( handle );
#else
file->handle = open( searchpath->filename, O_RDONLY|O_BINARY );
#endif
if( file->handle < 0 )
{
Con_Printf( S_ERROR "%s: couldn't create fd for %s:0x%lx: %s\n", __func__, searchpath->filename, (long)offset, strerror( errno ));
Mem_Free( file );
return NULL;
}
if( lseek( file->handle, offset, SEEK_SET ) == -1 )
{
Mem_Free( file );
return NULL;
}
#else
file->backup_position = offset;
file->backup_path = copystring( syspath );
file->backup_options = O_RDONLY|O_BINARY;
file->handle = -1;
#endif
file->real_length = len;
file->offset = offset;
file->position = 0;
file->ungetc = EOF;
file->searchpath = searchpath;
return file;
}
#if !defined( S_ISREG )
#define S_ISREG( m ) ( FBitSet( m, S_IFMT ) == S_IFREG )
#endif
#if !defined( S_ISDIR )
#define S_ISDIR( m ) ( FBitSet( m, S_IFMT ) == S_IFDIR )
#endif
/*
==================
FS_SysFileExists
Look for a file in the filesystem only
==================
*/
qboolean FS_SysFileExists( const char *path )
{
#if XASH_WIN32
struct _stat buf;
if( _wstat( FS_PathToWideChar( path ), &buf ) < 0 )
#else
struct stat buf;
if( stat( path, &buf ) < 0 )
#endif
return false;
return S_ISREG( buf.st_mode );
}
/*
==================
FS_SysFolderExists
Look for a existing folder
==================
*/
qboolean FS_SysFolderExists( const char *path )
{
#if XASH_WIN32
struct _stat buf;
if( _wstat( FS_PathToWideChar( path ), &buf ) < 0 )
#else
struct stat buf;
if( stat( path, &buf ) < 0 )
#endif
return false;
return S_ISDIR( buf.st_mode );
}
/*
==============
FS_SysFileOrFolderExists
Check if filesystem entry exists at all, don't mind the type
==============
*/
qboolean FS_SysFileOrFolderExists( const char *path )
{
#if XASH_WIN32
struct _stat buf;
return _wstat( FS_PathToWideChar( path ), &buf ) >= 0;
#else
struct stat buf;
return stat( path, &buf ) >= 0;
#endif
}
/*
==================
FS_SetCurrentDirectory
Sets current directory, path should be in UTF-8 encoding
TODO: make this non-fatal
==================
*/
int FS_SetCurrentDirectory( const char *path )
{
#if XASH_WIN32
if( !SetCurrentDirectoryW( FS_PathToWideChar( path )))
{
const DWORD fm_flags = FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS | FORMAT_MESSAGE_MAX_WIDTH_MASK;
DWORD errorcode;
wchar_t wide_buf[1024];
char buf[1024];
FormatMessageW( fm_flags, NULL, GetLastError(), 0, wide_buf, sizeof( wide_buf ) / sizeof( wide_buf[0] ), NULL );
Q_UTF16ToUTF8( buf, sizeof( buf ), wide_buf, sizeof( wide_buf ) / sizeof( wide_buf[0] ));
Sys_Error( "Changing directory to %s failed: %s\n", path, buf );
return false;
}
#elif XASH_POSIX
if( chdir( path ) < 0 )
{
Sys_Error( "Changing directory to %s failed: %s\n", path, strerror( errno ));
return false;
}
#else
// it may be fine for some systems to skip chdir
Con_Printf( "%s: not implemented, ignoring...\n", __func__ );
return true;
#endif
Con_Printf( "%s is working directory now\n", path );
return true;
}
/*
==================
FS_GetRootDirectory
Returns writable root directory path
==================
*/
qboolean FS_GetRootDirectory( char *path, size_t size )
{
size_t dirlen = Q_strlen( fs_rootdir );
if( dirlen >= size ) // check for possible overflow
return false;
Q_strncpy( path, fs_rootdir, size );
return true;
}
/*
====================
FS_FindFile
Look for a file in the packages and in the filesystem
Return the searchpath where the file was found (or NULL)
and the file index in the package if relevant
====================
*/
searchpath_t *FS_FindFile( const char *name, int *index, char *fixedname, size_t len, qboolean gamedironly )
{
searchpath_t *search;
// search through the path, one element at a time
for( search = fs_searchpaths; search; search = search->next )
{
int pack_ind;
if( gamedironly & !FBitSet( search->flags, FS_GAMEDIRONLY_SEARCH_FLAGS ))
continue;
pack_ind = search->pfnFindFile( search, name, fixedname, len );
if( pack_ind >= 0 )
{
if( index )
*index = pack_ind;
return search;
}
}
if( fs_ext_path )
{
char netpath[MAX_SYSPATH], dirpath[MAX_SYSPATH];
// HACKHACK: when the code wants to access to root game directory
// it often uses ../ in conjunction with FS_AllowDirectPath
// it results in the access above the root game directory
// FS_Open with "write" flag doesn't have this problem because
// it looks up relative to fs_writepath
// the correct solution MIGHT be using fs_writepath instead of fs_rootdir here?
// but this need to be properly tested so as a temporary solution
// just strip ../
if( !Q_strncmp( name, "../", 3 ))
name += 3;
Q_snprintf( dirpath, sizeof( dirpath ), "%s/", fs_rootdir );
Q_snprintf( netpath, sizeof( netpath ), "%s%s", dirpath, name );
if( FS_SysFileExists( netpath ))
{
static searchpath_t fs_directpath;
// clear old dir cache, if needed
if( 0 != Q_strcmp( fs_directpath.filename, dirpath ))
{
if( fs_directpath.pfnClose )
fs_directpath.pfnClose( &fs_directpath );
FS_InitDirectorySearchpath( &fs_directpath, dirpath, 0 );
}
// just copy the name, we don't do case sensitivity fix there
if( fixedname )
Q_strncpy( fixedname, name, len );
if( index != NULL )
*index = 0;
return &fs_directpath;
}
}
if( index != NULL )
*index = -1;
return NULL;
}
/*
===========================
FS_FullPathToRelativePath
Converts full path to the relative path considering current searchpaths
(do not use this function, implemented only for VFileSystem009)
===========================
*/
qboolean FS_FullPathToRelativePath( char *dst, const char *src, size_t size )
{
searchpath_t *sp;
for( sp = fs_searchpaths; sp; sp = sp->next )
{
size_t splen = Q_strlen( sp->filename );
if( !Q_strnicmp( sp->filename, src, splen ))
{
Q_strncpy( dst, src + splen + 1, size );
return true;
}
}
Q_strncpy( dst, src, size );
return false;
}
/*
===========
FS_OpenReadFile
Look for a file in the search paths and open it in read-only mode
===========
*/
file_t *FS_OpenReadFile( const char *filename, const char *mode, qboolean gamedironly )
{
searchpath_t *search;
char netpath[MAX_SYSPATH];
int pack_ind;
search = FS_FindFile( filename, &pack_ind, netpath, sizeof( netpath ), gamedironly );
// not found?
if( search == NULL )
return NULL;
return search->pfnOpenFile( search, netpath, mode, pack_ind );
}
/*
=============================================================================
MAIN PUBLIC FUNCTIONS
=============================================================================
*/
/*
====================
FS_Open
Open a file. The syntax is the same as fopen
====================
*/
file_t *FS_Open( const char *filepath, const char *mode, qboolean gamedironly )
{
if( !fs_searchpaths )
return NULL;
// some mappers used leading '/' or '\' in path to models or sounds
if( filepath[0] == '/' || filepath[0] == '\\' )
filepath++;
if( filepath[0] == '/' || filepath[0] == '\\' )
filepath++;
if( FS_CheckNastyPath( filepath ))
return NULL;
// if the file is opened in "write", "append", or "read/write" mode
if( mode[0] == 'w' || mode[0] == 'a'|| mode[0] == 'e' || Q_strchr( mode, '+' ))
{
char real_path[MAX_SYSPATH];
// open the file on disk directly
if( !FS_FixFileCase( fs_writepath->dir, filepath, real_path, sizeof( real_path ), true ))
return NULL;
FS_CreatePath( real_path ); // Create directories up to the file
return FS_SysOpen( real_path, mode );
}
// else, we look at the various search paths and open the file in read-only mode
return FS_OpenReadFile( filepath, mode, gamedironly );
}
/*
====================
FS_Close
Close a file
====================
*/
int FS_Close( file_t *file )
{
if( !file ) return 0;
FS_BackupFileName( file, NULL, 0 );
if( file->handle >= 0 )
{
if( close( file->handle ))
return EOF;
}
if( file->ztk )
{
inflateEnd( &file->ztk->zstream );
Mem_Free( file->ztk );
}
Mem_Free( file );
return 0;
}
/*
====================
FS_Flush
flushes written data to disk
====================
*/
int FS_Flush( file_t *file )
{
if( !file ) return 0;
// purge cached data
FS_Purge( file );
// sync
#if XASH_POSIX
if( fsync( file->handle ) < 0 )
return EOF;
#else
if( _commit( file->handle ) < 0 )
return EOF;
#endif
return 0;
}
/*
====================
FS_Write
Write "datasize" bytes into a file
====================
*/
fs_offset_t FS_Write( file_t *file, const void *data, size_t datasize )
{
fs_offset_t result;
if( !file ) return 0;
// if necessary, seek to the exact file position we're supposed to be
if( file->buff_ind != file->buff_len )
lseek( file->handle, file->buff_ind - file->buff_len, SEEK_CUR );
// purge cached data
FS_Purge( file );
// write the buffer and update the position
result = write( file->handle, data, datasize );
file->position = lseek( file->handle, 0, SEEK_CUR );
if( file->real_length < file->position )
file->real_length = file->position;
if( result < 0 )
return 0;
return result;
}
/*
====================
FS_Read
Read up to "buffersize" bytes from a file
====================
*/
fs_offset_t FS_Read( file_t *file, void *buffer, size_t buffersize )
{
fs_offset_t done;
fs_offset_t nb;
fs_offset_t count;
// nothing to copy
if( buffersize == 0 ) return 1;
// Get rid of the ungetc character
if( file->ungetc != EOF )
{
((char*)buffer)[0] = file->ungetc;
buffersize--;
file->ungetc = EOF;
done = 1;
}
else done = 0;
// first, we copy as many bytes as we can from "buff"
if( file->buff_ind < file->buff_len )
{
count = file->buff_len - file->buff_ind;
count = ( buffersize > count ) ? count : (fs_offset_t)buffersize;
done += count;
memcpy( buffer, &file->buff[file->buff_ind], count );
file->buff_ind += count;
buffersize -= count;
if( buffersize == 0 )
return done;
}
// NOTE: at this point, the read buffer is always empty
FS_EnsureOpenFile( file ); // FIXME: broken XASH_REDUCE_FD in case of compressed files!
if( FBitSet( file->flags, FILE_DEFLATED ))
{
// If the file is compressed, it's more complicated...
// We cycle through a few operations until we have read enough data
while( buffersize > 0 )
{
ztoolkit_t *ztk = file->ztk;
int error;
// NOTE: at this point, the read buffer is always empty
// If "input" is also empty, we need to refill it
if( ztk->in_ind == ztk->in_len )
{
// If we are at the end of the file
if( file->position == file->real_length )
return done;
count = (fs_offset_t)( ztk->comp_length - ztk->in_position );
if( count > (fs_offset_t)sizeof( ztk->input ))
count = (fs_offset_t)sizeof( ztk->input );
lseek( file->handle, file->offset + (fs_offset_t)ztk->in_position, SEEK_SET );
if( read( file->handle, ztk->input, count ) != count )
{
Con_Printf( "%s: unexpected end of file\n", __func__ );
break;
}
ztk->in_ind = 0;
ztk->in_len = count;
ztk->in_position += count;
}
ztk->zstream.next_in = &ztk->input[ztk->in_ind];
ztk->zstream.avail_in = (unsigned int)( ztk->in_len - ztk->in_ind );
// Now that we are sure we have compressed data available, we need to determine
// if it's better to inflate it in "file->buff" or directly in "buffer"
// Inflate the data in "file->buff"
if( buffersize < sizeof( file->buff ) / 2 )
{
ztk->zstream.next_out = file->buff;
ztk->zstream.avail_out = sizeof( file->buff );
}
else
{
ztk->zstream.next_out = &((unsigned char*)buffer)[done];
ztk->zstream.avail_out = (unsigned int)buffersize;
}
error = inflate( &ztk->zstream, Z_SYNC_FLUSH );
if( error != Z_OK && error != Z_STREAM_END )
{
Con_Printf( "%s: Can't inflate file (%d)\n", __func__, error );
break;
}
ztk->in_ind = ztk->in_len - ztk->zstream.avail_in;
if( buffersize < sizeof( file->buff ) / 2 )
{
file->buff_len = (fs_offset_t)sizeof( file->buff ) - ztk->zstream.avail_out;
file->position += file->buff_len;
// Copy the requested data in "buffer" (as much as we can)
count = (fs_offset_t)buffersize > file->buff_len ? file->buff_len : (fs_offset_t)buffersize;
memcpy( &((unsigned char*)buffer)[done], file->buff, count );
file->buff_ind = count;
}
else
{
count = (fs_offset_t)( buffersize - ztk->zstream.avail_out );
file->position += count;
// Purge cached data
FS_Purge( file );
}
done += count;
buffersize -= count;
}
return done;
}
// we must take care to not read after the end of the file
count = file->real_length - file->position;
// if we have a lot of data to get, put them directly into "buffer"
if( buffersize > sizeof( file->buff ) / 2 )
{
if( count > (fs_offset_t)buffersize )
count = (fs_offset_t)buffersize;
lseek( file->handle, file->offset + file->position, SEEK_SET );
nb = read( file->handle, &((byte *)buffer)[done], count );
if( nb > 0 )
{
done += nb;
file->position += nb;
// purge cached data
FS_Purge( file );
}
}
else
{
if( count > (fs_offset_t)sizeof( file->buff ))
count = (fs_offset_t)sizeof( file->buff );
lseek( file->handle, file->offset + file->position, SEEK_SET );
nb = read( file->handle, file->buff, count );
if( nb > 0 )
{
file->buff_len = nb;
file->position += nb;
// copy the requested data in "buffer" (as much as we can)
count = (fs_offset_t)buffersize > file->buff_len ? file->buff_len : (fs_offset_t)buffersize;
memcpy( &((byte *)buffer)[done], file->buff, count );
file->buff_ind = count;
done += count;
}
}
return done;
}
/*
====================
FS_Print
Print a string into a file
====================
*/
int FS_Print( file_t *file, const char *msg )
{
return FS_Write( file, msg, Q_strlen( msg ));
}
/*
====================
FS_Printf
Print a string into a file
====================
*/
int FS_Printf( file_t *file, const char *format, ... )
{
int result;
va_list args;
va_start( args, format );
result = FS_VPrintf( file, format, args );
va_end( args );
return result;
}
/*
====================
FS_VPrintf
Print a string into a file
====================
*/
int FS_VPrintf( file_t *file, const char *format, va_list ap )
{
int len;
fs_offset_t buff_size = MAX_SYSPATH;
char *tempbuff;
if( !file ) return 0;
while( 1 )
{
tempbuff = (char *)Mem_Malloc( fs_mempool, buff_size );
len = Q_vsnprintf( tempbuff, buff_size, format, ap );
if( len >= 0 && len < buff_size )
break;
Mem_Free( tempbuff );
buff_size *= 2;
}
len = write( file->handle, tempbuff, len );
Mem_Free( tempbuff );
return len;
}
/*
====================
FS_Getc
Get the next character of a file
====================
*/
int FS_Getc( file_t *file )
{
char c;
if( FS_Read( file, &c, 1 ) != 1 )
return EOF;
return c;
}
/*
====================
FS_UnGetc
Put a character back into the read buffer (only supports one character!)
====================
*/
int FS_UnGetc( file_t *file, char c )
{
// If there's already a character waiting to be read
if( file->ungetc != EOF )
return EOF;
file->ungetc = c;
return c;
}
/*
====================
FS_Gets
Same as fgets
====================
*/
int FS_Gets( file_t *file, char *string, size_t bufsize )
{
int c, end = 0;
while( 1 )
{
c = FS_Getc( file );
if( c == '\r' || c == '\n' || c < 0 )
break;
if( end < bufsize - 1 )
string[end++] = c;
}
string[end] = 0;
// remove \n following \r
if( c == '\r' )
{
c = FS_Getc( file );
if( c != '\n' )
FS_UnGetc( file, c );
}
return c;
}
/*
====================
FS_Seek
Move the position index in a file
NOTE: when porting code, check return value!
NOTE: it's not compatible with lseek!
====================
*/
int FS_Seek( file_t *file, fs_offset_t offset, int whence )
{
// compute the file offset
switch( whence )
{
case SEEK_CUR:
offset += file->position - file->buff_len + file->buff_ind;
break;
case SEEK_SET:
break;
case SEEK_END:
offset += file->real_length;
break;
default:
return -1;
}
if( offset < 0 || offset > file->real_length )
return -1;
// if we have the data in our read buffer, we don't need to actually seek
if( file->position - file->buff_len <= offset && offset <= file->position )
{
file->buff_ind = offset + file->buff_len - file->position;
return 0;
}
FS_EnsureOpenFile( file );
// Purge cached data
FS_Purge( file );
if( FBitSet( file->flags, FILE_DEFLATED ))
{
// Seeking in compressed files is more a hack than anything else,
// but we need to support it, so here we go.
ztoolkit_t *ztk = file->ztk;
unsigned char *buffer;
fs_offset_t buffersize;
// If we have to go back in the file, we need to restart from the beginning
if( offset <= file->position )
{
ztk->in_ind = 0;
ztk->in_len = 0;
ztk->in_position = 0;
file->position = 0;
if( lseek( file->handle, file->offset, SEEK_SET ) == -1 )
Con_Printf("IMPOSSIBLE: couldn't seek in already opened pk3 file.\n");
// Reset the Zlib stream
ztk->zstream.next_in = ztk->input;
ztk->zstream.avail_in = 0;
inflateReset( &ztk->zstream );
}
// We need a big buffer to force inflating into it directly
buffersize = 2 * sizeof( file->buff );
buffer = (unsigned char *)Mem_Malloc( fs_mempool, buffersize );
// Skip all data until we reach the requested offset
while( offset > ( file->position - file->buff_len + file->buff_ind ))
{
fs_offset_t diff = offset - ( file->position - file->buff_len + file->buff_ind );
fs_offset_t count;
count = ( diff > buffersize ) ? buffersize : diff;
if( FS_Read( file, buffer, count ) != count )
{
Mem_Free( buffer );
return -1;
}
}
Mem_Free( buffer );
return 0;
}
if( lseek( file->handle, file->offset + offset, SEEK_SET ) == -1 )
return -1;
file->position = offset;
return 0;
}
/*
====================
FS_Tell
Give the current position in a file
====================
*/
fs_offset_t FS_Tell( file_t *file )
{
if( !file ) return 0;
return file->position - file->buff_len + file->buff_ind;
}
/*
====================
FS_Eof
indicates at reached end of file
====================
*/
qboolean FS_Eof( file_t *file )
{
if( !file ) return true;
return (( file->position - file->buff_len + file->buff_ind ) == file->real_length ) ? true : false;
}
/*
====================
FS_Purge
Erases any buffered input or output data
====================
*/
static void FS_Purge( file_t *file )
{
file->buff_len = 0;
file->buff_ind = 0;
file->ungetc = EOF;
}
static void *FS_CustomAlloc( size_t size )
{
return Mem_Malloc( fs_mempool, size );
}
static void FS_CustomFree( void *data )
{
Mem_Free( data );
}
static byte *FS_LoadFileFromArchive( searchpath_t *sp, const char *path, int pack_ind, fs_offset_t *filesizeptr, const qboolean sys_malloc )
{
fs_offset_t filesize;
file_t *file;
byte *buf;
void *( *pfnAlloc )( size_t ) = sys_malloc ? malloc : FS_CustomAlloc;
void ( *pfnFree )( void * ) = sys_malloc ? free : FS_CustomFree;
// custom load file function for compressed files
if( sp->pfnLoadFile )
return sp->pfnLoadFile( sp, path, pack_ind, filesizeptr, pfnAlloc, pfnFree );
file = sp->pfnOpenFile( sp, path, "rb", pack_ind );
if( !file ) // TODO: indicate errors
return NULL;
filesize = file->real_length;
buf = (byte *)pfnAlloc( filesize + 1 );
if( unlikely( !buf )) // TODO: indicate errors
{
Con_Reportf( "%s: can't alloc %li bytes, no free memory\n", __func__, (long)filesize + 1 );
FS_Close( file );
return NULL;
}
buf[filesize] = '\0';
FS_Read( file, buf, filesize );
FS_Close( file );
if( filesizeptr ) *filesizeptr = filesize;
return buf;
}
/*
============
FS_LoadFile
Filename are relative to the xash directory.
Always appends a 0 byte.
============
*/
static byte *FS_LoadFile_( const char *path, fs_offset_t *filesizeptr, const qboolean gamedironly, const qboolean custom_alloc )
{
searchpath_t *search;
char netpath[MAX_SYSPATH];
int pack_ind;
// some mappers used leading '/' or '\' in path to models or sounds
if( path[0] == '/' || path[0] == '\\' )
path++;
if( path[0] == '/' || path[0] == '\\' )
path++;
if( !fs_searchpaths || FS_CheckNastyPath( path ))
return NULL;
search = FS_FindFile( path, &pack_ind, netpath, sizeof( netpath ), gamedironly );
if( !search )
return NULL;
return FS_LoadFileFromArchive( search, netpath, pack_ind, filesizeptr, !custom_alloc );
}
byte *FS_LoadFileMalloc( const char *path, fs_offset_t *filesizeptr, qboolean gamedironly )
{
return FS_LoadFile_( path, filesizeptr, gamedironly, false );
}
byte *FS_LoadFile( const char *path, fs_offset_t *filesizeptr, qboolean gamedironly )
{
return FS_LoadFile_( path, filesizeptr, gamedironly, true );
}
qboolean CRC32_File( dword *crcvalue, const char *filename )
{
char buffer[1024];
int num_bytes;
file_t *f;
f = FS_Open( filename, "rb", false );
if( !f ) return false;
CRC32_Init( crcvalue );
while( 1 )
{
num_bytes = FS_Read( f, buffer, sizeof( buffer ));
if( num_bytes > 0 )
CRC32_ProcessBuffer( crcvalue, buffer, num_bytes );
if( FS_Eof( f )) break;
}
FS_Close( f );
return true;
}
qboolean MD5_HashFile( byte digest[16], const char *pszFileName, uint seed[4] )
{
file_t *file;
MD5Context_t MD5_Hash = { 0 };
if(( file = FS_Open( pszFileName, "rb", false )) == NULL )
return false;
MD5Init( &MD5_Hash );
if( seed )
MD5Update( &MD5_Hash, (const byte *)seed, 16 );
while( 1 )
{
byte buffer[1024];
int bytes = FS_Read( file, buffer, sizeof( buffer ));
if( bytes > 0 )
MD5Update( &MD5_Hash, buffer, bytes );
if( FS_Eof( file ))
break;
}
FS_Close( file );
MD5Final( digest, &MD5_Hash );
return true;
}
/*
============
FS_LoadFile
Filename are relative to the xash directory.
Always appends a 0 byte.
============
*/
byte *FS_LoadDirectFile( const char *path, fs_offset_t *filesizeptr )
{
file_t *file;
byte *buf = NULL;
fs_offset_t filesize = 0;
file = FS_SysOpen( path, "rb" );
if( !file )
return NULL;
// Try to load
filesize = file->real_length;
buf = (byte *)Mem_Malloc( fs_mempool, filesize + 1 );
buf[filesize] = '\0';
FS_Read( file, buf, filesize );
FS_Close( file );
if( filesizeptr )
*filesizeptr = filesize;
return buf;
}
/*
============
FS_WriteFile
The filename will be prefixed by the current game directory
============
*/
qboolean FS_WriteFile( const char *filename, const void *data, fs_offset_t len )
{
file_t *file;
file = FS_Open( filename, "wb", false );
if( !file )
{
Con_Reportf( S_ERROR "%s: failed on %s\n", __func__, filename );
return false;
}
FS_Write( file, data, len );
FS_Close( file );
return true;
}
/*
=============================================================================
OTHERS PUBLIC FUNCTIONS
=============================================================================
*/
/*
==================
FS_FileExists
Look for a file in the packages and in the filesystem
==================
*/
int GAME_EXPORT FS_FileExists( const char *filename, int gamedironly )
{
return FS_FindFile( filename, NULL, NULL, 0, gamedironly ) != NULL;
}
/*
==================
FS_GetDiskPath
Build direct path for file in the filesystem
return NULL for file in pack
==================
*/
const char *FS_GetDiskPath( const char *name, qboolean gamedironly )
{
static char diskpath[MAX_SYSPATH];
if( FS_GetFullDiskPath( diskpath, sizeof( diskpath ), name, gamedironly ))
return diskpath;
return NULL;
}
/*
==================
FS_GetFullDiskPath
Build full path for file on disk
return false for file in pack
==================
*/
qboolean FS_GetFullDiskPath( char *buffer, size_t size, const char *name, qboolean gamedironly )
{
searchpath_t *search;
char temp[MAX_SYSPATH];
search = FS_FindFile( name, NULL, temp, sizeof( temp ), gamedironly );
if( search && search->type == SEARCHPATH_PLAIN )
{
Q_snprintf( buffer, size, "%s%s", search->filename, temp );
return true;
}
return false;
}
/*
==================
FS_FileSize
return size of file in bytes
==================
*/
fs_offset_t FS_FileSize( const char *filename, qboolean gamedironly )
{
int length = -1; // in case file was missed
file_t *fp;
fp = FS_Open( filename, "rb", gamedironly );
if( fp )
{
// it exists
FS_Seek( fp, 0, SEEK_END );
length = FS_Tell( fp );
FS_Close( fp );
}
return length;
}
/*
==================
FS_FileLength
return size of file in bytes
==================
*/
fs_offset_t FS_FileLength( file_t *f )
{
if( !f ) return 0;
return f->real_length;
}
/*
==================
FS_FileTime
return time of creation file in seconds
==================
*/
int FS_FileTime( const char *filename, qboolean gamedironly )
{
searchpath_t *search;
char netpath[MAX_SYSPATH];
int pack_ind;
search = FS_FindFile( filename, &pack_ind, netpath, sizeof( netpath ), gamedironly );
if( !search ) return -1; // doesn't exist
return search->pfnFileTime( search, netpath );
}
/*
==================
FS_Rename
rename specified file from gamefolder
==================
*/
qboolean FS_Rename( const char *oldname, const char *newname )
{
char oldname2[MAX_SYSPATH], newname2[MAX_SYSPATH], oldpath[MAX_SYSPATH], newpath[MAX_SYSPATH];
int ret;
if( !fs_writepath )
return false;
if( !COM_CheckString( oldname ) || !COM_CheckString( newname ))
return false;
// no work done
if( !Q_stricmp( oldname, newname ))
return true;
// fix up slashes
Q_strncpy( oldname2, oldname, sizeof( oldname2 ));
Q_strncpy( newname2, newname, sizeof( newname2 ));
COM_FixSlashes( oldname2 );
COM_FixSlashes( newname2 );
// file does not exist
if( !FS_FixFileCase( fs_writepath->dir, oldname2, oldpath, sizeof( oldpath ), false ))
return false;
// exit if overflowed
if( !FS_FixFileCase( fs_writepath->dir, newname2, newpath, sizeof( newpath ), true ))
return false;
ret = rename( oldpath, newpath );
if( ret < 0 )
{
Con_Printf( "%s: failed to rename file %s (%s) to %s (%s): %s\n",
__func__, oldpath, oldname2, newpath, newname2, strerror( errno ));
return false;
}
return true;
}
/*
==================
FS_Delete
delete specified file from gamefolder
==================
*/
qboolean GAME_EXPORT FS_Delete( const char *path )
{
char path2[MAX_SYSPATH], real_path[MAX_SYSPATH];
int ret;
if( !fs_writepath || !COM_CheckString( path ))
return false;
Q_strncpy( path2, path, sizeof( path2 ));
COM_FixSlashes( path2 );
if( !FS_FixFileCase( fs_writepath->dir, path2, real_path, sizeof( real_path ), true ))
return true;
ret = remove( real_path );
if( ret < 0 && errno != ENOENT )
{
Con_Printf( "%s: failed to delete file %s (%s): %s\n", __func__, real_path, path, strerror( errno ));
return false;
}
return true;
}
/*
==================
FS_FileCopy
==================
*/
qboolean FS_FileCopy( file_t *pOutput, file_t *pInput, int fileSize )
{
char *buf = Mem_Malloc( fs_mempool, FILE_COPY_SIZE );
int size, readSize;
qboolean done = true;
while( fileSize > 0 )
{
if( fileSize > FILE_COPY_SIZE )
size = FILE_COPY_SIZE;
else size = fileSize;
if(( readSize = FS_Read( pInput, buf, size )) < size )
{
Con_Reportf( S_ERROR "%s: unexpected end of input file (%d < %d)\n", __func__, readSize, size );
fileSize = 0;
done = false;
break;
}
FS_Write( pOutput, buf, readSize );
fileSize -= size;
}
Mem_Free( buf );
return done;
}
/*
===========
FS_Search
Allocate and fill a search structure with information on matching filenames.
===========
*/
search_t *FS_Search( const char *pattern, int caseinsensitive, int gamedironly )
{
search_t *search = NULL;
searchpath_t *searchpath;
int i, numfiles, numchars;
stringlist_t resultlist;
if( pattern[0] == '.' || pattern[0] == ':' || pattern[0] == '/' || pattern[0] == '\\' )
return NULL; // punctuation issues
stringlistinit( &resultlist );
// search through the path, one element at a time
for( searchpath = fs_searchpaths; searchpath; searchpath = searchpath->next )
{
if( gamedironly && !FBitSet( searchpath->flags, FS_GAMEDIRONLY_SEARCH_FLAGS ))
continue;
searchpath->pfnSearch( searchpath, &resultlist, pattern, caseinsensitive );
}
if( resultlist.numstrings )
{
stringlistsort( &resultlist );
numfiles = resultlist.numstrings;
numchars = 0;
for( i = 0; i < resultlist.numstrings; i++ )
numchars += (int)Q_strlen( resultlist.strings[i]) + 1;
search = Mem_Calloc( fs_mempool, sizeof(search_t) + numchars + numfiles * sizeof( char* ));
search->filenames = (char **)((char *)search + sizeof( search_t ));
search->filenamesbuffer = (char *)((char *)search + sizeof( search_t ) + numfiles * sizeof( char* ));
search->numfilenames = (int)numfiles;
numfiles = numchars = 0;
for( i = 0; i < resultlist.numstrings; i++ )
{
size_t textlen;
search->filenames[numfiles] = search->filenamesbuffer + numchars;
textlen = Q_strlen(resultlist.strings[i]) + 1;
memcpy( search->filenames[numfiles], resultlist.strings[i], textlen );
numfiles++;
numchars += (int)textlen;
}
}
stringlistfreecontents( &resultlist );
return search;
}
static qboolean FS_IsArchiveExtensionSupported( const char *ext, uint flags )
{
int i;
if( ext == NULL )
return false;
for( i = 0; i < ( sizeof( g_archives ) / sizeof( g_archives[0] )) - 1; i++ )
{
if( FBitSet( flags, IAES_ONLY_REAL_ARCHIVES ) && !g_archives[i].real_archive )
continue;
if( !Q_stricmp( ext, g_archives[i].ext ))
return true;
}
return false;
}
static searchpath_t *FS_GetArchiveByName( const char *name, searchpath_t *prev )
{
searchpath_t *sp = prev ? prev->next : fs_searchpaths;
for( ; sp; sp = sp->next )
{
if( !Q_stricmp( COM_FileWithoutPath( sp->filename ), name ))
return sp;
}
return NULL;
}
static int FS_FindFileInArchive( searchpath_t *sp, const char *path, char *truepath, size_t len )
{
return sp->pfnFindFile( sp, path, truepath, len );
}
static file_t *FS_OpenFileFromArchive( searchpath_t *sp, const char *path, const char *mode, int pack_ind )
{
return sp->pfnOpenFile( sp, path, mode, pack_ind );
}
void FS_InitMemory( void )
{
fs_mempool = Mem_AllocPool( "FileSystem Pool" );
fs_searchpaths = NULL;
}
fs_interface_t g_engfuncs =
{
Con_PrintfStub,
Con_PrintfStub,
Con_PrintfStub,
Sys_ErrorStub,
Mem_AllocPoolStub,
Mem_FreePoolStub,
Mem_AllocStub,
Mem_ReallocStub,
Mem_FreeStub,
Sys_GetNativeObjectStub,
};
static qboolean FS_InitInterface( int version, const fs_interface_t *engfuncs )
{
// to be extended in future interface revisions
if( version != FS_API_VERSION )
{
Con_Printf( S_ERROR "filesystem optional interface version mismatch: expected %d, got %d\n",
FS_API_VERSION, version );
return false;
}
if( engfuncs->_Con_Printf )
g_engfuncs._Con_Printf = engfuncs->_Con_Printf;
if( engfuncs->_Con_DPrintf )
g_engfuncs._Con_DPrintf = engfuncs->_Con_DPrintf;
if( engfuncs->_Con_Reportf )
g_engfuncs._Con_Reportf = engfuncs->_Con_Reportf;
if( engfuncs->_Sys_Error )
g_engfuncs._Sys_Error = engfuncs->_Sys_Error;
if( engfuncs->_Mem_AllocPool && engfuncs->_Mem_FreePool )
{
g_engfuncs._Mem_AllocPool = engfuncs->_Mem_AllocPool;
g_engfuncs._Mem_FreePool = engfuncs->_Mem_FreePool;
Con_Reportf( "filesystem_stdio: custom pool allocation functions found\n" );
}
if( engfuncs->_Mem_Alloc && engfuncs->_Mem_Realloc && engfuncs->_Mem_Free )
{
g_engfuncs._Mem_Alloc = engfuncs->_Mem_Alloc;
g_engfuncs._Mem_Realloc = engfuncs->_Mem_Realloc;
g_engfuncs._Mem_Free = engfuncs->_Mem_Free;
Con_Reportf( "filesystem_stdio: custom memory allocation functions found\n" );
}
if( engfuncs->_Sys_GetNativeObject )
{
g_engfuncs._Sys_GetNativeObject = engfuncs->_Sys_GetNativeObject;
Con_Reportf( "filesystem_stdio: custom platform-specific functions found\n" );
}
return true;
}
const fs_api_t g_api =
{
FS_InitStdio,
FS_ShutdownStdio,
// search path utils
FS_Rescan,
FS_ClearSearchPath,
FS_AllowDirectPaths,
FS_AddGameDirectory,
FS_AddGameHierarchy,
FS_Search,
FS_SetCurrentDirectory,
FS_FindLibrary,
FS_Path_f,
// gameinfo utils
FS_LoadGameInfo,
// file ops
FS_Open,
FS_Write,
FS_Read,
FS_Seek,
FS_Tell,
FS_Eof,
FS_Flush,
FS_Close,
FS_Gets,
FS_UnGetc,
FS_Getc,
FS_VPrintf,
FS_Printf,
FS_Print,
FS_FileLength,
FS_FileCopy,
// file buffer ops
FS_LoadFile,
FS_LoadDirectFile,
FS_WriteFile,
// file hashing
CRC32_File,
MD5_HashFile,
// filesystem ops
FS_FileExists,
FS_FileTime,
FS_FileSize,
FS_Rename,
FS_Delete,
FS_SysFileExists,
FS_GetDiskPath,
NULL,
(void *)FS_MountArchive_Fullpath,
FS_GetFullDiskPath,
FS_LoadFileMalloc,
FS_IsArchiveExtensionSupported,
FS_GetArchiveByName,
FS_FindFileInArchive,
FS_OpenFileFromArchive,
FS_LoadFileFromArchive,
FS_GetRootDirectory,
FS_MakeGameInfo,
};
int EXPORT GetFSAPI( int version, fs_api_t *api, fs_globals_t **globals, fs_interface_t *engfuncs );
int EXPORT GetFSAPI( int version, fs_api_t *api, fs_globals_t **globals, fs_interface_t *engfuncs )
{
if( engfuncs && !FS_InitInterface( version, engfuncs ))
return 0;
*api = g_api;
*globals = &FI;
return FS_API_VERSION;
}