mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2025-09-20 12:36:05 +08:00
Imported more changes from sdk2013.
This commit is contained in:
@ -1,4 +1,4 @@
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//====== Copyright <20> 1996-2004, Valve Corporation, All rights reserved. =======
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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@ -6,21 +6,24 @@
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#undef PROTECTED_THINGS_ENABLE
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#undef PROTECT_FILEIO_FUNCTIONS
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#ifndef POSIX
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#undef fopen
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#endif
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#if defined( _WIN32 ) && !defined( _X360 )
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#include <windows.h>
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#include <direct.h>
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#include <io.h>
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#include <process.h>
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#elif defined( _LINUX ) || defined( __APPLE__ )
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#elif defined( POSIX )
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#include <unistd.h>
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#define _putenv putenv
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#define _chdir chdir
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#define _access access
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#endif
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#include <stdio.h>
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#include <sys/stat.h>
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#include "tier1/strtools.h"
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#include "tier1/utlbuffer.h"
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#include "filesystem_init.h"
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#include "tier0/icommandline.h"
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#include "KeyValues.h"
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@ -83,7 +86,7 @@ public:
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if ( pValue )
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{
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m_bExisted = true;
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m_OriginalValue.SetSize( strlen( pValue ) + 1 );
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m_OriginalValue.SetSize( Q_strlen( pValue ) + 1 );
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memcpy( m_OriginalValue.Base(), pValue, m_OriginalValue.Count() );
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}
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else
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@ -144,16 +147,24 @@ public:
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Q_vsnprintf( valueString, sizeof( valueString ), pValue, marker );
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va_end( marker );
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#ifdef WIN32
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char str[4096];
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Q_snprintf( str, sizeof( str ), "%s=%s", m_pVarName, valueString );
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_putenv( str );
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#else
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setenv( m_pVarName, valueString, 1 );
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#endif
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}
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void ClearValue()
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{
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#ifdef WIN32
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char str[512];
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Q_snprintf( str, sizeof( str ), "%s=", m_pVarName );
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_putenv( str );
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#else
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setenv( m_pVarName, "", 1 );
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#endif
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}
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private:
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@ -213,6 +224,7 @@ CFSSearchPathsInit::CFSSearchPathsInit()
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m_pDirectoryName = NULL;
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m_pLanguage = NULL;
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m_ModPath[0] = 0;
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m_bMountHDContent = m_bLowViolence = false;
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}
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@ -248,47 +260,6 @@ const char *FileSystem_GetLastErrorString()
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}
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void AddLanguageGameDir( IFileSystem *pFileSystem, const char *pLocation, const char *pLanguage )
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{
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if ( IsX360() )
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{
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// 360 does not use this path for localization
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return;
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}
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#if !defined( SWDS )
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char temp[MAX_PATH];
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Q_snprintf( temp, sizeof(temp), "%s_%s", pLocation, pLanguage );
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pFileSystem->AddSearchPath( temp, "GAME", PATH_ADD_TO_TAIL );
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if ( !pFileSystem->IsSteam() )
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{
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// also look in "..\localization\<folder>" if not running Steam
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char baseDir[MAX_PATH];
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char *tempPtr = NULL, *gameDir = NULL;
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Q_strncpy( baseDir, pLocation, sizeof(baseDir) );
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tempPtr = Q_strstr( baseDir, "\\game\\" );
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if ( tempPtr )
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{
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gameDir = tempPtr + Q_strlen( "\\game\\" );
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*tempPtr = 0;
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Q_snprintf( temp, sizeof(temp), "%s%clocalization%c%s_%s", baseDir, CORRECT_PATH_SEPARATOR, CORRECT_PATH_SEPARATOR, gameDir, pLanguage );
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pFileSystem->AddSearchPath( temp, "GAME", PATH_ADD_TO_TAIL );
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}
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}
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#endif
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}
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void AddGameBinDir( IFileSystem *pFileSystem, const char *pLocation )
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{
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char temp[MAX_PATH];
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Q_snprintf( temp, sizeof(temp), "%s%cbin", pLocation, CORRECT_PATH_SEPARATOR );
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pFileSystem->AddSearchPath( temp, "GAMEBIN", PATH_ADD_TO_TAIL );
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}
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KeyValues* ReadKeyValuesFile( const char *pFilename )
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{
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// Read in the gameinfo.txt file and null-terminate it.
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@ -376,7 +347,8 @@ bool FileSystem_GetExecutableDir( char *exedir, int exeDirLen )
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Q_StrRight( exedir, 4, ext, sizeof( ext ) );
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if ( ext[0] != CORRECT_PATH_SEPARATOR || Q_stricmp( ext+1, "bin" ) != 0 )
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{
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Q_strncat( exedir, "\\bin", exeDirLen, COPY_ALL_CHARACTERS );
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Q_strncat( exedir, CORRECT_PATH_SEPARATOR_S, exeDirLen, COPY_ALL_CHARACTERS );
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Q_strncat( exedir, "bin", exeDirLen, COPY_ALL_CHARACTERS );
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Q_FixSlashes( exedir );
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}
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@ -489,124 +461,73 @@ FSReturnCode_t LoadGameInfoFile(
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return FS_OK;
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}
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// checks the registry for the low violence setting
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// Check "HKEY_CURRENT_USER\Software\Valve\Source\Settings" and "User Token 2" or "User Token 3"
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bool IsLowViolenceBuild( void )
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{
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#if defined(_WIN32)
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HKEY hKey;
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char szValue[64];
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unsigned long len = sizeof(szValue) - 1;
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bool retVal = false;
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if ( IsPC() && RegOpenKeyEx( HKEY_CURRENT_USER, "Software\\Valve\\Source\\Settings", NULL, KEY_READ, &hKey) == ERROR_SUCCESS )
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{
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// User Token 2
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if ( RegQueryValueEx( hKey, "User Token 2", NULL, NULL, (unsigned char*)szValue, &len ) == ERROR_SUCCESS )
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{
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if ( Q_strlen( szValue ) > 0 )
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{
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retVal = true;
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}
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}
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if ( !retVal )
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{
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// reset "len" for the next check
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len = sizeof(szValue) - 1;
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// User Token 3
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if ( RegQueryValueEx( hKey, "User Token 3", NULL, NULL, (unsigned char*)szValue, &len ) == ERROR_SUCCESS )
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{
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if ( Q_strlen( szValue ) > 0 )
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{
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retVal = true;
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}
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}
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}
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RegCloseKey(hKey);
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}
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return retVal;
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#elif _LINUX
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return false;
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#else
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#error "Fix me"
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#endif
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}
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static void FileSystem_AddLoadedSearchPath(
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CFSSearchPathsInit &initInfo,
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const char *pPathID,
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bool *bFirstGamePath,
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const char *pBaseDir,
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const char *pLocation,
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const char *fullLocationPath,
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bool bLowViolence )
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{
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char fullLocationPath[MAX_PATH];
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Q_MakeAbsolutePath( fullLocationPath, sizeof( fullLocationPath ), pLocation, pBaseDir );
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// Now resolve any ./'s.
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V_FixSlashes( fullLocationPath );
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if ( !V_RemoveDotSlashes( fullLocationPath ) )
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Error( "FileSystem_AddLoadedSearchPath - Can't resolve pathname for '%s'", fullLocationPath );
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// Add language, mod, and gamebin search paths automatically.
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if ( Q_stricmp( pPathID, "game" ) == 0 )
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// Check for mounting LV game content in LV builds only
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if ( V_stricmp( pPathID, "game_lv" ) == 0 )
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{
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// add the low violence path
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if ( bLowViolence )
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{
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char szPath[MAX_PATH];
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Q_snprintf( szPath, sizeof(szPath), "%s_lv", fullLocationPath );
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initInfo.m_pFileSystem->AddSearchPath( szPath, pPathID, PATH_ADD_TO_TAIL );
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}
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// add the language path
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if ( initInfo.m_pLanguage )
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{
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AddLanguageGameDir( initInfo.m_pFileSystem, fullLocationPath, initInfo.m_pLanguage );
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}
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// Not in LV build, don't mount
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if ( !initInfo.m_bLowViolence )
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return;
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// Mount, as a game path
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pPathID = "game";
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}
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// Check for mounting HD game content if enabled
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if ( V_stricmp( pPathID, "game_hd" ) == 0 )
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{
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// Not in LV build, don't mount
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if ( !initInfo.m_bMountHDContent )
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return;
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// Mount, as a game path
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pPathID = "game";
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}
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// Special processing for ordinary game folders
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if ( V_stristr( fullLocationPath, ".vpk" ) == NULL && Q_stricmp( pPathID, "game" ) == 0 )
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{
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if ( CommandLine()->FindParm( "-tempcontent" ) != 0 )
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{
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char szPath[MAX_PATH];
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Q_snprintf( szPath, sizeof(szPath), "%s_tempcontent", fullLocationPath );
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initInfo.m_pFileSystem->AddSearchPath( szPath, pPathID, PATH_ADD_TO_TAIL );
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}
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}
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// mark the first "game" dir as the "MOD" dir
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if ( *bFirstGamePath )
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{
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*bFirstGamePath = false;
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initInfo.m_pFileSystem->AddSearchPath( fullLocationPath, "MOD", PATH_ADD_TO_TAIL );
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Q_strncpy( initInfo.m_ModPath, fullLocationPath, sizeof( initInfo.m_ModPath ) );
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}
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// add the game bin
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AddGameBinDir( initInfo.m_pFileSystem, fullLocationPath );
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if ( initInfo.m_pLanguage &&
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Q_stricmp( initInfo.m_pLanguage, "english" ) &&
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V_strstr( fullLocationPath, "_english" ) != NULL )
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{
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char szPath[MAX_PATH];
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char szLangString[MAX_PATH];
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// Need to add a language version of this path first
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Q_snprintf( szLangString, sizeof(szLangString), "_%s", initInfo.m_pLanguage);
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V_StrSubst( fullLocationPath, "_english", szLangString, szPath, sizeof( szPath ), true );
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initInfo.m_pFileSystem->AddSearchPath( szPath, pPathID, PATH_ADD_TO_TAIL );
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}
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initInfo.m_pFileSystem->AddSearchPath( fullLocationPath, pPathID, PATH_ADD_TO_TAIL );
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}
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bool FileSystem_IsHldsUpdateToolDedicatedServer()
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static int SortStricmp( char * const * sz1, char * const * sz2 )
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{
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// To determine this, we see if the directory our executable was launched from is "orangebox".
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// We only are under "orangebox" if we're run from hldsupdatetool.
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char baseDir[MAX_PATH];
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if ( !FileSystem_GetBaseDir( baseDir, sizeof( baseDir ) ) )
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return false;
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V_FixSlashes( baseDir );
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V_StripTrailingSlash( baseDir );
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const char *pLastDir = V_UnqualifiedFileName( baseDir );
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return ( pLastDir && V_stricmp( pLastDir, "orangebox" ) == 0 );
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return V_stricmp( *sz1, *sz2 );
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}
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FSReturnCode_t FileSystem_LoadSearchPaths( CFSSearchPathsInit &initInfo )
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{
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if ( !initInfo.m_pFileSystem || !initInfo.m_pDirectoryName )
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@ -622,23 +543,41 @@ FSReturnCode_t FileSystem_LoadSearchPaths( CFSSearchPathsInit &initInfo )
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if ( !FileSystem_GetBaseDir( baseDir, sizeof( baseDir ) ) )
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return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetBaseDir failed." );
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initInfo.m_ModPath[0] = 0;
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// The MOD directory is always the one that contains gameinfo.txt
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Q_strncpy( initInfo.m_ModPath, initInfo.m_pDirectoryName, sizeof( initInfo.m_ModPath ) );
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#define GAMEINFOPATH_TOKEN "|gameinfo_path|"
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#define BASESOURCEPATHS_TOKEN "|all_source_engine_paths|"
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bool bLowViolence = IsLowViolenceBuild();
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bool bFirstGamePath = true;
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const char *pszExtraSearchPath = CommandLine()->ParmValue( "-insert_search_path" );
|
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if ( pszExtraSearchPath )
|
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{
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CUtlStringList vecPaths;
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V_SplitString( pszExtraSearchPath, ",", vecPaths );
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FOR_EACH_VEC( vecPaths, idxExtraPath )
|
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{
|
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char szAbsSearchPath[MAX_PATH];
|
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Q_StripPrecedingAndTrailingWhitespace( vecPaths[ idxExtraPath ] );
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V_MakeAbsolutePath( szAbsSearchPath, sizeof( szAbsSearchPath ), vecPaths[ idxExtraPath ], baseDir );
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V_FixSlashes( szAbsSearchPath );
|
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if ( !V_RemoveDotSlashes( szAbsSearchPath ) )
|
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Error( "Bad -insert_search_path - Can't resolve pathname for '%s'", szAbsSearchPath );
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V_StripTrailingSlash( szAbsSearchPath );
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FileSystem_AddLoadedSearchPath( initInfo, "GAME", szAbsSearchPath, false );
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FileSystem_AddLoadedSearchPath( initInfo, "MOD", szAbsSearchPath, false );
|
||||
}
|
||||
}
|
||||
|
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bool bLowViolence = initInfo.m_bLowViolence;
|
||||
for ( KeyValues *pCur=pSearchPaths->GetFirstValue(); pCur; pCur=pCur->GetNextValue() )
|
||||
{
|
||||
const char *pPathID = pCur->GetName();
|
||||
const char *pLocation = pCur->GetString();
|
||||
|
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const char *pszBaseDir = baseDir;
|
||||
|
||||
if ( Q_stristr( pLocation, GAMEINFOPATH_TOKEN ) == pLocation )
|
||||
{
|
||||
pLocation += strlen( GAMEINFOPATH_TOKEN );
|
||||
FileSystem_AddLoadedSearchPath( initInfo, pPathID, &bFirstGamePath, initInfo.m_pDirectoryName, pLocation, bLowViolence );
|
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pszBaseDir = initInfo.m_pDirectoryName;
|
||||
}
|
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else if ( Q_stristr( pLocation, BASESOURCEPATHS_TOKEN ) == pLocation )
|
||||
{
|
||||
@ -650,26 +589,117 @@ FSReturnCode_t FileSystem_LoadSearchPaths( CFSSearchPathsInit &initInfo )
|
||||
// We need a special identifier in the gameinfo.txt here because the base hl2 folder exists in different places.
|
||||
// In the case of a game or a Steam-launched dedicated server, all the necessary prior engine content is mapped in with the Steam depots,
|
||||
// so we can just use the path as-is.
|
||||
|
||||
// In the case of an hldsupdatetool dedicated server, the base hl2 folder is "..\..\hl2" (since we're up in the 'orangebox' folder).
|
||||
|
||||
pLocation += strlen( BASESOURCEPATHS_TOKEN );
|
||||
}
|
||||
|
||||
// Add the Orange-box path (which also will include whatever the depots mapped in as well if we're
|
||||
// running a Steam-launched app).
|
||||
FileSystem_AddLoadedSearchPath( initInfo, pPathID, &bFirstGamePath, baseDir, pLocation, bLowViolence );
|
||||
CUtlStringList vecFullLocationPaths;
|
||||
char szAbsSearchPath[MAX_PATH];
|
||||
V_MakeAbsolutePath( szAbsSearchPath, sizeof( szAbsSearchPath ), pLocation, pszBaseDir );
|
||||
|
||||
if ( FileSystem_IsHldsUpdateToolDedicatedServer() )
|
||||
{
|
||||
// If we're using the hldsupdatetool dedicated server, then go up a directory to get the ep1-era files too.
|
||||
char ep1EraPath[MAX_PATH];
|
||||
V_snprintf( ep1EraPath, sizeof( ep1EraPath ), "..%c%s", CORRECT_PATH_SEPARATOR, pLocation );
|
||||
FileSystem_AddLoadedSearchPath( initInfo, pPathID, &bFirstGamePath, baseDir, ep1EraPath, bLowViolence );
|
||||
}
|
||||
// Now resolve any ./'s.
|
||||
V_FixSlashes( szAbsSearchPath );
|
||||
if ( !V_RemoveDotSlashes( szAbsSearchPath ) )
|
||||
Error( "FileSystem_AddLoadedSearchPath - Can't resolve pathname for '%s'", szAbsSearchPath );
|
||||
V_StripTrailingSlash( szAbsSearchPath );
|
||||
|
||||
// Don't bother doing any wildcard expansion unless it has wildcards. This avoids the weird
|
||||
// thing with xxx_dir.vpk files being referred to simply as xxx.vpk.
|
||||
if ( V_stristr( pLocation, "?") == NULL && V_stristr( pLocation, "*") == NULL )
|
||||
{
|
||||
vecFullLocationPaths.CopyAndAddToTail( szAbsSearchPath );
|
||||
}
|
||||
else
|
||||
{
|
||||
FileSystem_AddLoadedSearchPath( initInfo, pPathID, &bFirstGamePath, baseDir, pLocation, bLowViolence );
|
||||
FileFindHandle_t findHandle = 0;
|
||||
const char *pszFoundShortName = initInfo.m_pFileSystem->FindFirst( szAbsSearchPath, &findHandle );
|
||||
if ( pszFoundShortName )
|
||||
{
|
||||
do
|
||||
{
|
||||
|
||||
// We only know how to mount VPK's and directories
|
||||
if ( pszFoundShortName[0] != '.' && ( initInfo.m_pFileSystem->FindIsDirectory( findHandle ) || V_stristr( pszFoundShortName, ".vpk" ) ) )
|
||||
{
|
||||
char szAbsName[MAX_PATH];
|
||||
V_ExtractFilePath( szAbsSearchPath, szAbsName, sizeof( szAbsName ) );
|
||||
V_AppendSlash( szAbsName, sizeof(szAbsName) );
|
||||
V_strcat_safe( szAbsName, pszFoundShortName );
|
||||
|
||||
vecFullLocationPaths.CopyAndAddToTail( szAbsName );
|
||||
|
||||
// Check for a common mistake
|
||||
if (
|
||||
!V_stricmp( pszFoundShortName, "materials" )
|
||||
|| !V_stricmp( pszFoundShortName, "maps" )
|
||||
|| !V_stricmp( pszFoundShortName, "resource" )
|
||||
|| !V_stricmp( pszFoundShortName, "scripts" )
|
||||
|| !V_stricmp( pszFoundShortName, "sound" )
|
||||
|| !V_stricmp( pszFoundShortName, "models" ) )
|
||||
{
|
||||
|
||||
char szReadme[MAX_PATH];
|
||||
V_ExtractFilePath( szAbsSearchPath, szReadme, sizeof( szReadme ) );
|
||||
V_AppendSlash( szReadme, sizeof(szReadme) );
|
||||
V_strcat_safe( szReadme, "readme.txt" );
|
||||
|
||||
Error(
|
||||
"Tried to add %s as a search path.\n"
|
||||
"\nThis is probably not what you intended.\n"
|
||||
"\nCheck %s for more info\n",
|
||||
szAbsName, szReadme );
|
||||
}
|
||||
|
||||
}
|
||||
pszFoundShortName = initInfo.m_pFileSystem->FindNext( findHandle );
|
||||
} while ( pszFoundShortName );
|
||||
initInfo.m_pFileSystem->FindClose( findHandle );
|
||||
}
|
||||
|
||||
// Sort alphabetically. Also note that this will put
|
||||
// all the xxx_000.vpk packs just before the corresponding
|
||||
// xxx_dir.vpk
|
||||
vecFullLocationPaths.Sort( SortStricmp );
|
||||
|
||||
// Now for any _dir.vpk files, remove the _nnn.vpk ones.
|
||||
int idx = vecFullLocationPaths.Count()-1;
|
||||
while ( idx > 0 )
|
||||
{
|
||||
char szTemp[ MAX_PATH ];
|
||||
V_strcpy_safe( szTemp, vecFullLocationPaths[ idx ] );
|
||||
--idx;
|
||||
|
||||
char *szDirVpk = V_stristr( szTemp, "_dir.vpk" );
|
||||
if ( szDirVpk != NULL )
|
||||
{
|
||||
*szDirVpk = '\0';
|
||||
while ( idx >= 0 )
|
||||
{
|
||||
char *pszPath = vecFullLocationPaths[ idx ];
|
||||
if ( V_stristr( pszPath, szTemp ) != pszPath )
|
||||
break;
|
||||
delete pszPath;
|
||||
vecFullLocationPaths.Remove( idx );
|
||||
--idx;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Parse Path ID list
|
||||
CUtlStringList vecPathIDs;
|
||||
V_SplitString( pCur->GetName(), "+", vecPathIDs );
|
||||
FOR_EACH_VEC( vecPathIDs, idxPathID )
|
||||
{
|
||||
Q_StripPrecedingAndTrailingWhitespace( vecPathIDs[ idxPathID ] );
|
||||
}
|
||||
|
||||
// Mount them.
|
||||
FOR_EACH_VEC( vecFullLocationPaths, idxLocation )
|
||||
{
|
||||
FOR_EACH_VEC( vecPathIDs, idxPathID )
|
||||
{
|
||||
FileSystem_AddLoadedSearchPath( initInfo, vecPathIDs[ idxPathID ], vecFullLocationPaths[ idxLocation ], bLowViolence );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -679,15 +709,13 @@ FSReturnCode_t FileSystem_LoadSearchPaths( CFSSearchPathsInit &initInfo )
|
||||
// when people forget to specify a search path.
|
||||
initInfo.m_pFileSystem->MarkPathIDByRequestOnly( "executable_path", true );
|
||||
initInfo.m_pFileSystem->MarkPathIDByRequestOnly( "gamebin", true );
|
||||
initInfo.m_pFileSystem->MarkPathIDByRequestOnly( "download", true );
|
||||
initInfo.m_pFileSystem->MarkPathIDByRequestOnly( "mod", true );
|
||||
if ( initInfo.m_ModPath[0] != 0 )
|
||||
{
|
||||
// Add the write path last.
|
||||
initInfo.m_pFileSystem->AddSearchPath( initInfo.m_ModPath, "DEFAULT_WRITE_PATH", PATH_ADD_TO_TAIL );
|
||||
}
|
||||
initInfo.m_pFileSystem->MarkPathIDByRequestOnly( "game_write", true );
|
||||
initInfo.m_pFileSystem->MarkPathIDByRequestOnly( "mod_write", true );
|
||||
|
||||
#ifdef _DEBUG
|
||||
initInfo.m_pFileSystem->PrintSearchPaths();
|
||||
// initInfo.m_pFileSystem->PrintSearchPaths();
|
||||
#endif
|
||||
|
||||
return FS_OK;
|
||||
@ -954,60 +982,6 @@ bool DoesPathExistAlready( const char *pPathEnvVar, const char *pTestPath )
|
||||
}
|
||||
}
|
||||
|
||||
FSReturnCode_t SetSteamInstallPath( char *steamInstallPath, int steamInstallPathLen, CSteamEnvVars &steamEnvVars, bool bErrorsAsWarnings )
|
||||
{
|
||||
if ( IsConsole() )
|
||||
{
|
||||
// consoles don't use steam
|
||||
return FS_MISSING_STEAM_DLL;
|
||||
}
|
||||
|
||||
// Start at our bin directory and move up until we find a directory with steam.dll in it.
|
||||
char executablePath[MAX_PATH];
|
||||
if ( !FileSystem_GetExecutableDir( executablePath, sizeof( executablePath ) ) )
|
||||
{
|
||||
if ( bErrorsAsWarnings )
|
||||
{
|
||||
Warning( "SetSteamInstallPath: FileSystem_GetExecutableDir failed.\n" );
|
||||
return FS_INVALID_PARAMETERS;
|
||||
}
|
||||
else
|
||||
{
|
||||
return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetExecutableDir failed." );
|
||||
}
|
||||
}
|
||||
|
||||
Q_strncpy( steamInstallPath, executablePath, steamInstallPathLen );
|
||||
while ( 1 )
|
||||
{
|
||||
// Ignore steamapp.cfg here in case they're debugging. We still need to know the real steam path so we can find their username.
|
||||
// find
|
||||
if ( DoesFileExistIn( steamInstallPath, "steam.dll" ) && !DoesFileExistIn( steamInstallPath, "steamapp.cfg" ) )
|
||||
break;
|
||||
|
||||
if ( !Q_StripLastDir( steamInstallPath, steamInstallPathLen ) )
|
||||
{
|
||||
if ( bErrorsAsWarnings )
|
||||
{
|
||||
Warning( "Can't find steam.dll relative to executable path: %s.\n", executablePath );
|
||||
return FS_MISSING_STEAM_DLL;
|
||||
}
|
||||
else
|
||||
{
|
||||
return SetupFileSystemError( false, FS_MISSING_STEAM_DLL, "Can't find steam.dll relative to executable path: %s.", executablePath );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Also, add the install path to their PATH environment variable, so filesystem_steam.dll can get to steam.dll.
|
||||
char szPath[ 8192 ];
|
||||
steamEnvVars.m_Path.GetValue( szPath, sizeof( szPath ) );
|
||||
if ( !DoesPathExistAlready( szPath, steamInstallPath ) )
|
||||
{
|
||||
steamEnvVars.m_Path.SetValue( "%s;%s", szPath, steamInstallPath );
|
||||
}
|
||||
return FS_OK;
|
||||
}
|
||||
|
||||
FSReturnCode_t GetSteamCfgPath( char *steamCfgPath, int steamCfgPathLen )
|
||||
{
|
||||
@ -1087,53 +1061,6 @@ void SetSteamUserPassphrase( KeyValues *pSteamInfo, CSteamEnvVars &steamEnvVars
|
||||
}
|
||||
}
|
||||
|
||||
void SetSteamAppId( KeyValues *pFileSystemInfo, const char *pGameInfoDirectory, CSteamEnvVars &steamEnvVars )
|
||||
{
|
||||
// SteamAppId is in gameinfo.txt->FileSystem->FileSystemInfo_Steam->SteamAppId.
|
||||
int iAppId = pFileSystemInfo->GetInt( "SteamAppId", -1 );
|
||||
if ( iAppId == -1 )
|
||||
Error( "Missing SteamAppId in %s\\%s.", pGameInfoDirectory, GAMEINFO_FILENAME );
|
||||
|
||||
steamEnvVars.m_SteamAppId.SetValue( "%d", iAppId );
|
||||
}
|
||||
|
||||
FSReturnCode_t SetupSteamStartupEnvironment( KeyValues *pFileSystemInfo, const char *pGameInfoDirectory, CSteamEnvVars &steamEnvVars )
|
||||
{
|
||||
// Ok, we're going to run Steam. See if they have SteamInfo.txt. If not, we'll try to deduce what we can.
|
||||
char steamInfoFile[MAX_PATH];
|
||||
Q_strncpy( steamInfoFile, pGameInfoDirectory, sizeof( steamInfoFile ) );
|
||||
Q_AppendSlash( steamInfoFile, sizeof( steamInfoFile ) );
|
||||
Q_strncat( steamInfoFile, "steaminfo.txt", sizeof( steamInfoFile ), COPY_ALL_CHARACTERS );
|
||||
KeyValues *pSteamInfo = ReadKeyValuesFile( steamInfoFile );
|
||||
|
||||
char steamInstallPath[MAX_PATH];
|
||||
FSReturnCode_t ret = SetSteamInstallPath( steamInstallPath, sizeof( steamInstallPath ), steamEnvVars, false );
|
||||
if ( ret != FS_OK )
|
||||
return ret;
|
||||
|
||||
SetSteamAppUser( pSteamInfo, steamInstallPath, steamEnvVars );
|
||||
SetSteamUserPassphrase( pSteamInfo, steamEnvVars );
|
||||
SetSteamAppId( pFileSystemInfo, pGameInfoDirectory, steamEnvVars );
|
||||
|
||||
if ( pSteamInfo )
|
||||
pSteamInfo->deleteThis();
|
||||
|
||||
return FS_OK;
|
||||
}
|
||||
|
||||
FSReturnCode_t GetSteamExtraAppId( const char *pDirectoryName, int *nExtraAppId )
|
||||
{
|
||||
// Now, load gameinfo.txt (to make sure it's there)
|
||||
KeyValues *pMainFile, *pFileSystemInfo, *pSearchPaths;
|
||||
FSReturnCode_t ret = LoadGameInfoFile( pDirectoryName, pMainFile, pFileSystemInfo, pSearchPaths );
|
||||
if ( ret != FS_OK )
|
||||
return ret;
|
||||
|
||||
*nExtraAppId = pFileSystemInfo->GetInt( "ToolsAppId", -1 );
|
||||
pMainFile->deleteThis();
|
||||
return FS_OK;
|
||||
}
|
||||
|
||||
FSReturnCode_t FileSystem_SetBasePaths( IFileSystem *pFileSystem )
|
||||
{
|
||||
pFileSystem->RemoveSearchPaths( "EXECUTABLE_PATH" );
|
||||
@ -1143,6 +1070,12 @@ FSReturnCode_t FileSystem_SetBasePaths( IFileSystem *pFileSystem )
|
||||
return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetExecutableDir failed." );
|
||||
|
||||
pFileSystem->AddSearchPath( executablePath, "EXECUTABLE_PATH" );
|
||||
|
||||
if ( !FileSystem_GetBaseDir( executablePath, sizeof( executablePath ) ) )
|
||||
return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetBaseDir failed." );
|
||||
|
||||
pFileSystem->AddSearchPath( executablePath, "BASE_PATH" );
|
||||
|
||||
return FS_OK;
|
||||
}
|
||||
|
||||
@ -1158,41 +1091,31 @@ FSReturnCode_t FileSystem_GetFileSystemDLLName( char *pFileSystemDLL, int nMaxLe
|
||||
char executablePath[MAX_PATH];
|
||||
if ( !FileSystem_GetExecutableDir( executablePath, sizeof( executablePath ) ) )
|
||||
return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetExecutableDir failed." );
|
||||
|
||||
#if defined( _WIN32 ) && !defined( _X360 )
|
||||
// If filesystem_stdio.dll is missing or -steam is specified, then load filesystem_steam.dll.
|
||||
// There are two command line parameters for Steam:
|
||||
// 1) -steam (runs Steam in remote filesystem mode; requires Steam backend)
|
||||
// 2) -steamlocal (runs Steam in local filesystem mode (all content off HDD)
|
||||
Q_snprintf( pFileSystemDLL, nMaxLen, "%s%cfilesystem_stdio.dll", executablePath, CORRECT_PATH_SEPARATOR );
|
||||
if ( CommandLine()->FindParm( "-steam" ) || CommandLine()->FindParm( "-steamlocal" ) || _access( pFileSystemDLL, 0 ) != 0 )
|
||||
{
|
||||
Q_snprintf( pFileSystemDLL, nMaxLen, "%s%cfilesystem_steam.dll", executablePath, CORRECT_PATH_SEPARATOR );
|
||||
bSteam = true;
|
||||
}
|
||||
#elif defined( _X360 )
|
||||
Q_snprintf( pFileSystemDLL, nMaxLen, "%s%cfilesystem_stdio.dll", executablePath, CORRECT_PATH_SEPARATOR );
|
||||
#elif defined( _LINUX )
|
||||
Q_snprintf( pFileSystemDLL, nMaxLen, "%s%cfilesystem_i486.so", executablePath, CORRECT_PATH_SEPARATOR );
|
||||
#else
|
||||
#error "define a filesystem dll name"
|
||||
#endif
|
||||
|
||||
// Assume we'll use local files
|
||||
Q_snprintf( pFileSystemDLL, nMaxLen, "%s%cfilesystem_stdio" DLL_EXT_STRING, executablePath, CORRECT_PATH_SEPARATOR );
|
||||
|
||||
#if !defined( _X360 )
|
||||
|
||||
// Use filsystem_steam if it exists?
|
||||
#if defined( OSX ) || defined( LINUX )
|
||||
struct stat statBuf;
|
||||
#endif
|
||||
if (
|
||||
#if defined( OSX ) || defined( LINUX )
|
||||
stat( pFileSystemDLL, &statBuf ) != 0
|
||||
#else
|
||||
_access( pFileSystemDLL, 0 ) != 0
|
||||
#endif
|
||||
) {
|
||||
Q_snprintf( pFileSystemDLL, nMaxLen, "%s%cfilesystem_steam" DLL_EXT_STRING, executablePath, CORRECT_PATH_SEPARATOR );
|
||||
bSteam = true;
|
||||
}
|
||||
#endif
|
||||
|
||||
return FS_OK;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Sets up the steam.dll install path in our PATH env var (so you can then just
|
||||
// LoadLibrary() on filesystem_steam.dll without having to copy steam.dll anywhere special )
|
||||
//-----------------------------------------------------------------------------
|
||||
FSReturnCode_t FileSystem_SetupSteamInstallPath()
|
||||
{
|
||||
CSteamEnvVars steamEnvVars;
|
||||
char steamInstallPath[MAX_PATH];
|
||||
FSReturnCode_t ret = SetSteamInstallPath( steamInstallPath, sizeof( steamInstallPath ), steamEnvVars, true );
|
||||
steamEnvVars.m_Path.SetRestoreOriginalValue( false ); // We want to keep the change to the path going forward.
|
||||
return ret;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Sets up the steam environment + gets back the gameinfo.txt path
|
||||
@ -1205,45 +1128,13 @@ FSReturnCode_t FileSystem_SetupSteamEnvironment( CFSSteamSetupInfo &fsInfo )
|
||||
return ret;
|
||||
|
||||
// This is so that processes spawned by this application will have the same VPROJECT
|
||||
#ifdef WIN32
|
||||
char pEnvBuf[MAX_PATH+32];
|
||||
Q_snprintf( pEnvBuf, sizeof(pEnvBuf), "%s=%s", GAMEDIR_TOKEN, fsInfo.m_GameInfoPath );
|
||||
_putenv( pEnvBuf );
|
||||
|
||||
CSteamEnvVars steamEnvVars;
|
||||
if ( fsInfo.m_bSteam )
|
||||
{
|
||||
if ( fsInfo.m_bToolsMode )
|
||||
{
|
||||
// Now, load gameinfo.txt (to make sure it's there)
|
||||
KeyValues *pMainFile, *pFileSystemInfo, *pSearchPaths;
|
||||
ret = LoadGameInfoFile( fsInfo.m_GameInfoPath, pMainFile, pFileSystemInfo, pSearchPaths );
|
||||
if ( ret != FS_OK )
|
||||
return ret;
|
||||
|
||||
// If filesystem_stdio.dll is missing or -steam is specified, then load filesystem_steam.dll.
|
||||
// There are two command line parameters for Steam:
|
||||
// 1) -steam (runs Steam in remote filesystem mode; requires Steam backend)
|
||||
// 2) -steamlocal (runs Steam in local filesystem mode (all content off HDD)
|
||||
|
||||
// Setup all the environment variables related to Steam so filesystem_steam.dll knows how to initialize Steam.
|
||||
ret = SetupSteamStartupEnvironment( pFileSystemInfo, fsInfo.m_GameInfoPath, steamEnvVars );
|
||||
if ( ret != FS_OK )
|
||||
return ret;
|
||||
|
||||
steamEnvVars.m_SteamAppId.SetRestoreOriginalValue( false ); // We want to keep the change to the path going forward.
|
||||
|
||||
// We're done with main file
|
||||
pMainFile->deleteThis();
|
||||
}
|
||||
else if ( fsInfo.m_bSetSteamDLLPath )
|
||||
{
|
||||
// This is used by the engine to automatically set the path to their steam.dll when running the engine,
|
||||
// so they can debug it without having to copy steam.dll up into their hl2.exe folder.
|
||||
char steamInstallPath[MAX_PATH];
|
||||
ret = SetSteamInstallPath( steamInstallPath, sizeof( steamInstallPath ), steamEnvVars, true );
|
||||
steamEnvVars.m_Path.SetRestoreOriginalValue( false ); // We want to keep the change to the path going forward.
|
||||
}
|
||||
}
|
||||
#else
|
||||
setenv( GAMEDIR_TOKEN, fsInfo.m_GameInfoPath, 1 );
|
||||
#endif
|
||||
|
||||
return FS_OK;
|
||||
}
|
||||
@ -1287,33 +1178,33 @@ FSReturnCode_t FileSystem_MountContent( CFSMountContentInfo &mountContentInfo )
|
||||
// This part is Steam-only.
|
||||
if ( mountContentInfo.m_pFileSystem->IsSteam() )
|
||||
{
|
||||
// Find out the "extra app id". This is for tools, which want to mount a base app's filesystem
|
||||
// like HL2, then mount the SDK content (tools materials and models, etc) in addition.
|
||||
int nExtraAppId = -1;
|
||||
if ( mountContentInfo.m_bToolsMode )
|
||||
{
|
||||
FSReturnCode_t ret = GetSteamExtraAppId( mountContentInfo.m_pDirectoryName, &nExtraAppId );
|
||||
if ( ret != FS_OK )
|
||||
return ret;
|
||||
}
|
||||
return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "Should not be using filesystem_steam anymore!" );
|
||||
|
||||
// Set our working directory temporarily so Steam can remember it.
|
||||
// This is what Steam strips off absolute filenames like c:\program files\valve\steam\steamapps\username\sourcesdk
|
||||
// to get to the relative part of the path.
|
||||
char baseDir[MAX_PATH], oldWorkingDir[MAX_PATH];
|
||||
if ( !FileSystem_GetBaseDir( baseDir, sizeof( baseDir ) ) )
|
||||
return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetBaseDir failed." );
|
||||
|
||||
Q_getwd( oldWorkingDir, sizeof( oldWorkingDir ) );
|
||||
_chdir( baseDir );
|
||||
|
||||
// Filesystem_tools needs to add dependencies in here beforehand.
|
||||
FilesystemMountRetval_t retVal = mountContentInfo.m_pFileSystem->MountSteamContent( nExtraAppId );
|
||||
|
||||
_chdir( oldWorkingDir );
|
||||
|
||||
if ( retVal != FILESYSTEM_MOUNT_OK )
|
||||
return SetupFileSystemError( true, FS_UNABLE_TO_INIT, "Unable to mount Steam content in the file system" );
|
||||
// // Find out the "extra app id". This is for tools, which want to mount a base app's filesystem
|
||||
// // like HL2, then mount the SDK content (tools materials and models, etc) in addition.
|
||||
// int nExtraAppId = -1;
|
||||
// if ( mountContentInfo.m_bToolsMode )
|
||||
// {
|
||||
// // !FIXME! Here we need to mount the tools content (VPK's) in some way...?
|
||||
// }
|
||||
//
|
||||
// // Set our working directory temporarily so Steam can remember it.
|
||||
// // This is what Steam strips off absolute filenames like c:\program files\valve\steam\steamapps\username\sourcesdk
|
||||
// // to get to the relative part of the path.
|
||||
// char baseDir[MAX_PATH], oldWorkingDir[MAX_PATH];
|
||||
// if ( !FileSystem_GetBaseDir( baseDir, sizeof( baseDir ) ) )
|
||||
// return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetBaseDir failed." );
|
||||
//
|
||||
// Q_getwd( oldWorkingDir, sizeof( oldWorkingDir ) );
|
||||
// _chdir( baseDir );
|
||||
//
|
||||
// // Filesystem_tools needs to add dependencies in here beforehand.
|
||||
// FilesystemMountRetval_t retVal = mountContentInfo.m_pFileSystem->MountSteamContent( nExtraAppId );
|
||||
//
|
||||
// _chdir( oldWorkingDir );
|
||||
//
|
||||
// if ( retVal != FILESYSTEM_MOUNT_OK )
|
||||
// return SetupFileSystemError( true, FS_UNABLE_TO_INIT, "Unable to mount Steam content in the file system" );
|
||||
}
|
||||
|
||||
return FileSystem_SetBasePaths( mountContentInfo.m_pFileSystem );
|
||||
@ -1342,17 +1233,9 @@ void FileSystem_ClearSteamEnvVars()
|
||||
void FileSystem_AddSearchPath_Platform( IFileSystem *pFileSystem, const char *szGameInfoPath )
|
||||
{
|
||||
char platform[MAX_PATH];
|
||||
if ( pFileSystem->IsSteam() )
|
||||
{
|
||||
// Steam doesn't support relative paths
|
||||
Q_strncpy( platform, "platform", MAX_PATH );
|
||||
}
|
||||
else
|
||||
{
|
||||
Q_strncpy( platform, szGameInfoPath, MAX_PATH );
|
||||
Q_StripTrailingSlash( platform );
|
||||
Q_strncat( platform, "/../platform", MAX_PATH, MAX_PATH );
|
||||
}
|
||||
Q_strncpy( platform, szGameInfoPath, MAX_PATH );
|
||||
Q_StripTrailingSlash( platform );
|
||||
Q_strncat( platform, "/../platform", MAX_PATH, MAX_PATH );
|
||||
|
||||
pFileSystem->AddSearchPath( platform, "PLATFORM" );
|
||||
}
|
||||
|
Reference in New Issue
Block a user