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mirror of https://github.com/FWGS/xash3d-fwgs synced 2024-11-22 09:56:22 +01:00
xash3d-fwgs/engine/common/filesystem_engine.c

295 lines
6.9 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.
*/
#include <errno.h>
#include "common.h"
#include "library.h"
#include "platform/platform.h"
fs_api_t g_fsapi;
fs_globals_t *FI;
static pfnCreateInterface_t fs_pfnCreateInterface;
static HINSTANCE fs_hInstance;
search_t *FS_Search( const char *pattern, int caseinsensitive, int gamedironly )
{
return g_fsapi.Search( pattern, caseinsensitive, gamedironly );
}
int FS_Close( file_t *file )
{
return g_fsapi.Close( file );
}
file_t *FS_Open( const char *filepath, const char *mode, qboolean gamedironly )
{
return g_fsapi.Open( filepath, mode, gamedironly );
}
byte *FS_LoadFile( const char *path, fs_offset_t *filesizeptr, qboolean gamedironly )
{
return g_fsapi.LoadFile( path, filesizeptr, gamedironly );
}
byte *FS_LoadDirectFile( const char *path, fs_offset_t *filesizeptr )
{
return g_fsapi.LoadDirectFile( path, filesizeptr );
}
static void COM_StripDirectorySlash( char *pname )
{
size_t len;
len = Q_strlen( pname );
if( len > 0 && pname[len - 1] == '/' )
pname[len - 1] = 0;
}
void *FS_GetNativeObject( const char *obj )
{
if( fs_pfnCreateInterface )
return fs_pfnCreateInterface( obj, NULL );
return NULL;
}
static void FS_Rescan_f( void )
{
FS_Rescan();
}
static void FS_ClearPaths_f( void )
{
FS_ClearSearchPath();
}
static void FS_Path_f_( void )
{
FS_Path_f();
}
static const fs_interface_t fs_memfuncs =
{
Con_Printf,
Con_DPrintf,
Con_Reportf,
Sys_Error,
_Mem_AllocPool,
_Mem_FreePool,
_Mem_Alloc,
_Mem_Realloc,
_Mem_Free,
Sys_GetNativeObject,
};
static void FS_UnloadProgs( void )
{
if( fs_hInstance )
{
COM_FreeLibrary( fs_hInstance );
fs_hInstance = 0;
}
}
#ifdef XASH_INTERNAL_GAMELIBS
#define FILESYSTEM_STDIO_DLL "filesystem_stdio"
#else
#define FILESYSTEM_STDIO_DLL "filesystem_stdio." OS_LIB_EXT
#endif
static qboolean FS_LoadProgs( void )
{
const char *name = FILESYSTEM_STDIO_DLL;
FSAPI GetFSAPI;
fs_hInstance = COM_LoadLibrary( name, false, true );
if( !fs_hInstance )
{
Sys_Error( "%s: can't load filesystem library %s: %s\n", __func__, name, COM_GetLibraryError() );
return false;
}
if( !( GetFSAPI = (FSAPI)COM_GetProcAddress( fs_hInstance, GET_FS_API )))
{
FS_UnloadProgs();
Sys_Error( "%s: can't find GetFSAPI entry point in %s\n", __func__, name );
return false;
}
if( GetFSAPI( FS_API_VERSION, &g_fsapi, &FI, &fs_memfuncs ) != FS_API_VERSION )
{
FS_UnloadProgs();
Sys_Error( "%s: can't initialize filesystem API: wrong version\n", __func__ );
return false;
}
if( !( fs_pfnCreateInterface = (pfnCreateInterface_t)COM_GetProcAddress( fs_hInstance, "CreateInterface" )))
{
FS_UnloadProgs();
Sys_Error( "%s: can't find CreateInterface entry point in %s\n", __func__, name );
return false;
}
Con_DPrintf( "%s: filesystem_stdio successfully loaded\n", __func__ );
return true;
}
static qboolean FS_DetermineRootDirectory( char *out, size_t size )
{
const char *path = getenv( "XASH3D_BASEDIR" );
if( COM_CheckString( path ))
{
Q_strncpy( out, path, size );
return true;
}
#if TARGET_OS_IOS
Q_strncpy( out, IOS_GetDocsDir(), size );
return true;
#elif XASH_ANDROID && XASH_SDL
path = SDL_AndroidGetExternalStoragePath();
if( path != NULL )
{
Q_strncpy( out, path, size );
return true;
}
Sys_Error( "couldn't determine Android external storage path: %s", SDL_GetError( ));
return false;
#elif XASH_PSVITA
if( PSVita_GetBasePath( out, size ))
return true;
Sys_Error( "couldn't find Xash3D data directory" );
return false;
#elif ( XASH_SDL == 2 ) && !XASH_NSWITCH // GetBasePath not impl'd in switch-sdl2
path = SDL_GetBasePath();
if( path != NULL )
{
Q_strncpy( out, path, size );
SDL_free(( void *)path );
return true;
}
#if XASH_POSIX || XASH_WIN32
if( getcwd( out, size ))
return true;
Sys_Error( "couldn't determine current directory: %s, getcwd: %s", SDL_GetError(), strerror( errno ));
#else // !( XASH_POSIX || XASH_WIN32 )
Sys_Error( "couldn't determine current directory: %s", SDL_GetError( ));
#endif // !( XASH_POSIX || XASH_WIN32 )
return false;
#else // generic case
if( getcwd( out, size ))
return true;
Sys_Error( "couldn't determine current directory: %s", strerror( errno ));
return false;
#endif // generic case
}
static qboolean FS_DetermineReadOnlyRootDirectory( char *out, size_t size )
{
const char *env_rodir = getenv( "XASH3D_RODIR" );
if( _Sys_GetParmFromCmdLine( "-rodir", out, size ))
return true;
if( COM_CheckString( env_rodir ))
{
Q_strncpy( out, env_rodir, size );
return true;
}
return false;
}
/*
================
FS_Init
================
*/
void FS_Init( const char *basedir )
{
string gamedir;
char rodir[MAX_OSPATH], rootdir[MAX_OSPATH];
rodir[0] = rootdir[0] = 0;
if( !FS_DetermineRootDirectory( rootdir, sizeof( rootdir )) || !COM_CheckStringEmpty( rootdir ))
{
Sys_Error( "couldn't determine current directory (empty string)" );
return;
}
COM_FixSlashes( rootdir );
COM_StripDirectorySlash( rootdir );
FS_DetermineReadOnlyRootDirectory( rodir, sizeof( rodir ));
COM_FixSlashes( rodir );
COM_StripDirectorySlash( rodir );
if( !Sys_GetParmFromCmdLine( "-game", gamedir ))
{
char *env = getenv( "XASH3D_GAME" );
if( env )
Q_strncpy( gamedir, env, sizeof( gamedir ));
else
Q_strncpy( gamedir, basedir, sizeof( gamedir )); // gamedir == basedir
}
FS_LoadProgs();
// TODO: this function will cause engine to stop in case of fail
// when it will have an option to return string error, restore Sys_Error
// FIXME: why do we call this function before InitStdio?
// because InitStdio immediately scans all available game directories
// and this better be reworked at some point
g_fsapi.SetCurrentDirectory( rootdir );
if( !g_fsapi.InitStdio( true, rootdir, basedir, gamedir, rodir ))
{
Sys_Error( "Can't init filesystem_stdio!\n" );
return;
}
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" );
if( !Sys_GetParmFromCmdLine( "-dll", host.gamedll ))
host.gamedll[0] = 0;
if( !Sys_GetParmFromCmdLine( "-clientlib", host.clientlib ))
host.clientlib[0] = 0;
}
/*
================
FS_Shutdown
================
*/
void FS_Shutdown( void )
{
if( g_fsapi.ShutdownStdio )
g_fsapi.ShutdownStdio();
FS_UnloadProgs();
}