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292 lines
13 KiB
C++
292 lines
13 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __FILESYSTEM_H__
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#define __FILESYSTEM_H__
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#include "idlib/containers/StrList.h"
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#include "framework/File.h"
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/*
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===============================================================================
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File System
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No stdio calls should be used by any part of the game, because of all sorts
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of directory and separator char issues. Throughout the game a forward slash
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should be used as a separator. The file system takes care of the conversion
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to an OS specific separator. The file system treats all file and directory
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names as case insensitive.
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The following cvars store paths used by the file system:
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"fs_basepath" path to local install, read-only
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"fs_savepath" path to config, save game, etc. files, read & write
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"fs_cdpath" path to cd, read-only
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"fs_devpath" path to files created during development, read & write
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The base path for file saving can be set to "fs_savepath" or "fs_devpath".
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===============================================================================
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*/
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static const ID_TIME_T FILE_NOT_FOUND_TIMESTAMP = 0xFFFFFFFF;
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static const int MAX_PURE_PAKS = 128;
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static const int MAX_OSPATH = 256;
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// modes for OpenFileByMode. used as bit mask internally
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typedef enum {
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FS_READ = 0,
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FS_WRITE = 1,
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FS_APPEND = 2
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} fsMode_t;
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typedef enum {
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PURE_OK, // we are good to connect as-is
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PURE_RESTART, // restart required
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PURE_MISSING, // pak files missing on the client
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PURE_NODLL // no DLL could be extracted
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} fsPureReply_t;
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typedef enum {
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DLTYPE_URL,
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DLTYPE_FILE
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} dlType_t;
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typedef enum {
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DL_WAIT, // waiting in the list for beginning of the download
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DL_INPROGRESS, // in progress
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DL_DONE, // download completed, success
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DL_ABORTING, // this one can be set during a download, it will force the next progress callback to abort - then will go to DL_FAILED
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DL_FAILED
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} dlStatus_t;
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typedef enum {
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DL_FILE_EXEC,
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DL_FILE_OPEN
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} dlMime_t;
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typedef enum {
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FIND_NO,
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FIND_YES,
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FIND_ADDON
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} findFile_t;
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typedef struct urlDownload_s {
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idStr url;
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char dlerror[ MAX_STRING_CHARS ];
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int dltotal;
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int dlnow;
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int dlstatus;
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dlStatus_t status;
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} urlDownload_t;
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typedef struct fileDownload_s {
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int position;
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int length;
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void * buffer;
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} fileDownload_t;
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struct backgroundDownload_t {
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backgroundDownload_t *next; // set by the fileSystem
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dlType_t opcode;
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idFile * f;
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fileDownload_t file;
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urlDownload_t url;
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volatile bool completed;
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};
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// file list for directory listings
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class idFileList {
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friend class idFileSystemLocal;
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public:
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const char * GetBasePath( void ) const { return basePath; }
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int GetNumFiles( void ) const { return list.Num(); }
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const char * GetFile( int index ) const { return list[index]; }
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const idStrList & GetList( void ) const { return list; }
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private:
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idStr basePath;
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idStrList list;
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};
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// mod list
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class idModList {
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friend class idFileSystemLocal;
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public:
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int GetNumMods( void ) const { return mods.Num(); }
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const char * GetMod( int index ) const { return mods[index]; }
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const char * GetDescription( int index ) const { return descriptions[index]; }
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private:
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idStrList mods;
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idStrList descriptions;
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};
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class idFileSystem {
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public:
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virtual ~idFileSystem() {}
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// Initializes the file system.
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virtual void Init( void ) = 0;
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// Restarts the file system.
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virtual void Restart( void ) = 0;
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// Shutdown the file system.
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virtual void Shutdown( bool reloading ) = 0;
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// Returns true if the file system is initialized.
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virtual bool IsInitialized( void ) const = 0;
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// Returns true if we are doing an fs_copyfiles.
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virtual bool PerformingCopyFiles( void ) const = 0;
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// Returns a list of mods found along with descriptions
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// 'mods' contains the directory names to be passed to fs_game
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// 'descriptions' contains a free form string to be used in the UI
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virtual idModList * ListMods( void ) = 0;
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// Frees the given mod list
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virtual void FreeModList( idModList *modList ) = 0;
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// Lists files with the given extension in the given directory.
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// Directory should not have either a leading or trailing '/'
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// The returned files will not include any directories or '/' unless fullRelativePath is set.
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// The extension must include a leading dot and may not contain wildcards.
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// If extension is "/", only subdirectories will be returned.
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virtual idFileList * ListFiles( const char *relativePath, const char *extension, bool sort = false, bool fullRelativePath = false, const char* gamedir = NULL ) = 0;
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// Lists files in the given directory and all subdirectories with the given extension.
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// Directory should not have either a leading or trailing '/'
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// The returned files include a full relative path.
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// The extension must include a leading dot and may not contain wildcards.
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virtual idFileList * ListFilesTree( const char *relativePath, const char *extension, bool sort = false, const char* gamedir = NULL ) = 0;
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// Frees the given file list.
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virtual void FreeFileList( idFileList *fileList ) = 0;
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// Converts a relative path to a full OS path.
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virtual const char * OSPathToRelativePath( const char *OSPath ) = 0;
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// Converts a full OS path to a relative path.
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virtual const char * RelativePathToOSPath( const char *relativePath, const char *basePath = "fs_devpath" ) = 0;
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// Builds a full OS path from the given components.
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virtual const char * BuildOSPath( const char *base, const char *game, const char *relativePath ) = 0;
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// Creates the given OS path for as far as it doesn't exist already.
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virtual void CreateOSPath( const char *OSPath ) = 0;
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// Returns true if a file is in a pak file.
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virtual bool FileIsInPAK( const char *relativePath ) = 0;
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// Returns a space separated string containing the checksums of all referenced pak files.
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// will call SetPureServerChecksums internally to restrict itself
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virtual void UpdatePureServerChecksums( void ) = 0;
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// setup the mapping of OS -> game pak checksum
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virtual bool UpdateGamePakChecksums( void ) = 0;
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// 0-terminated list of pak checksums
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// if pureChecksums[ 0 ] == 0, all data sources will be allowed
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// otherwise, only pak files that match one of the checksums will be checked for files
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// with the sole exception of .cfg files.
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// the function tries to configure pure mode from the paks already referenced and this new list
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// it returns wether the switch was successfull, and sets the missing checksums
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// the process is verbosive when fs_debug 1
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virtual fsPureReply_t SetPureServerChecksums( const int pureChecksums[ MAX_PURE_PAKS ], int gamePakChecksum, int missingChecksums[ MAX_PURE_PAKS ], int *missingGamePakChecksum ) = 0;
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// fills a 0-terminated list of pak checksums for a client
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// if OS is -1, give the current game pak checksum. if >= 0, lookup the game pak table (server only)
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virtual void GetPureServerChecksums( int checksums[ MAX_PURE_PAKS ], int OS, int *gamePakChecksum ) = 0;
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// before doing a restart, force the pure list and the search order
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// if the given checksum list can't be completely processed and set, will error out
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virtual void SetRestartChecksums( const int pureChecksums[ MAX_PURE_PAKS ], int gamePakChecksum ) = 0;
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// equivalent to calling SetPureServerChecksums with an empty list
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virtual void ClearPureChecksums( void ) = 0;
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// get a mask of supported OSes. if not pure, returns -1
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virtual int GetOSMask( void ) = 0;
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// Reads a complete file.
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// Returns the length of the file, or -1 on failure.
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// A null buffer will just return the file length without loading.
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// A null timestamp will be ignored.
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// As a quick check for existance. -1 length == not present.
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// A 0 byte will always be appended at the end, so string ops are safe.
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// The buffer should be considered read-only, because it may be cached for other uses.
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virtual int ReadFile( const char *relativePath, void **buffer, ID_TIME_T *timestamp = NULL ) = 0;
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// Frees the memory allocated by ReadFile.
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virtual void FreeFile( void *buffer ) = 0;
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// Writes a complete file, will create any needed subdirectories.
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// Returns the length of the file, or -1 on failure.
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virtual int WriteFile( const char *relativePath, const void *buffer, int size, const char *basePath = "fs_savepath" ) = 0;
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// Removes the given file.
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virtual void RemoveFile( const char *relativePath ) = 0;
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// Opens a file for reading.
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virtual idFile * OpenFileRead( const char *relativePath, bool allowCopyFiles = true, const char* gamedir = NULL ) = 0;
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// Opens a file for writing, will create any needed subdirectories.
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virtual idFile * OpenFileWrite( const char *relativePath, const char *basePath = "fs_savepath" ) = 0;
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// Opens a file for writing at the end.
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virtual idFile * OpenFileAppend( const char *filename, bool sync = false, const char *basePath = "fs_basepath" ) = 0;
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// Opens a file for reading, writing, or appending depending on the value of mode.
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virtual idFile * OpenFileByMode( const char *relativePath, fsMode_t mode ) = 0;
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// Opens a file for reading from a full OS path.
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virtual idFile * OpenExplicitFileRead( const char *OSPath ) = 0;
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// Opens a file for writing to a full OS path.
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virtual idFile * OpenExplicitFileWrite( const char *OSPath ) = 0;
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// Closes a file.
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virtual void CloseFile( idFile *f ) = 0;
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// Returns immediately, performing the read from a background thread.
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virtual void BackgroundDownload( backgroundDownload_t *bgl ) = 0;
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// resets the bytes read counter
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virtual void ResetReadCount( void ) = 0;
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// retrieves the current read count
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virtual int GetReadCount( void ) = 0;
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// adds to the read count
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virtual void AddToReadCount( int c ) = 0;
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// look for a dynamic module
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virtual void FindDLL( const char *basename, char dllPath[ MAX_OSPATH ], bool updateChecksum ) = 0;
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// case sensitive filesystems use an internal directory cache
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// the cache is cleared when calling OpenFileWrite and RemoveFile
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// in some cases you may need to use this directly
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virtual void ClearDirCache( void ) = 0;
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// is D3XP installed? even if not running it atm
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virtual bool HasD3XP( void ) = 0;
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// are we using D3XP content ( through a real d3xp run or through a double mod )
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virtual bool RunningD3XP( void ) = 0;
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// don't use for large copies - allocates a single memory block for the copy
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virtual void CopyFile( const char *fromOSPath, const char *toOSPath ) = 0;
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// lookup a relative path, return the size or 0 if not found
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virtual int ValidateDownloadPakForChecksum( int checksum, char path[ MAX_STRING_CHARS ], bool isGamePak ) = 0;
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virtual idFile * MakeTemporaryFile( void ) = 0;
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// make downloaded pak files known so pure negociation works next time
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virtual int AddZipFile( const char *path ) = 0;
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// look for a file in the loaded paks or the addon paks
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// if the file is found in addons, FS's internal structures are ready for a reloadEngine
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virtual findFile_t FindFile( const char *path, bool scheduleAddons = false ) = 0;
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// get map/addon decls and take into account addon paks that are not on the search list
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// the decl 'name' is in the "path" entry of the dict
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virtual int GetNumMaps() = 0;
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virtual const idDict * GetMapDecl( int i ) = 0;
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virtual void FindMapScreenshot( const char *path, char *buf, int len ) = 0;
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// ignore case and seperator char distinctions
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virtual bool FilenameCompare( const char *s1, const char *s2 ) const = 0;
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};
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extern idFileSystem * fileSystem;
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#endif /* !__FILESYSTEM_H__ */
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