doom3-bfg/neo/sys/win32/win_savegame.cpp

834 lines
22 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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.
Doom 3 BFG Edition Source Code 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.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition 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 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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.
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "../sys_session_local.h"
#include "../sys_savegame.h"
idCVar savegame_winInduceDelay( "savegame_winInduceDelay", "0", CVAR_INTEGER, "on windows, this is a delay induced before any file operation occurs" );
extern idCVar fs_savepath;
extern idCVar saveGame_checksum;
extern idCVar savegame_error;
#define SAVEGAME_SENTINAL 0x12358932
/*
========================
void Sys_ExecuteSavegameCommandAsync
========================
*/
void Sys_ExecuteSavegameCommandAsyncImpl( idSaveLoadParms* savegameParms )
{
assert( savegameParms != NULL );
session->GetSaveGameManager().GetSaveGameThread().data.saveLoadParms = savegameParms;
if( session->GetSaveGameManager().GetSaveGameThread().GetThreadHandle() == 0 )
{
session->GetSaveGameManager().GetSaveGameThread().StartWorkerThread( "Savegame", CORE_ANY );
}
session->GetSaveGameManager().GetSaveGameThread().SignalWork();
}
/*
========================
idLocalUser * GetLocalUserFromUserId
========================
*/
idLocalUserWin* GetLocalUserFromSaveParms( const saveGameThreadArgs_t& data )
{
if( ( data.saveLoadParms != NULL ) && ( data.saveLoadParms->inputDeviceId >= 0 ) )
{
idLocalUser* user = session->GetSignInManager().GetLocalUserByInputDevice( data.saveLoadParms->inputDeviceId );
if( user != NULL )
{
idLocalUserWin* userWin = static_cast< idLocalUserWin* >( user );
if( userWin != NULL && data.saveLoadParms->userId == idStr::Hash( userWin->GetGamerTag() ) )
{
return userWin;
}
}
}
return NULL;
}
/*
========================
idSaveGameThread::SaveGame
========================
*/
int idSaveGameThread::Save()
{
idLocalUserWin* user = GetLocalUserFromSaveParms( data );
if( user == NULL )
{
data.saveLoadParms->errorCode = SAVEGAME_E_INVALID_USER;
return -1;
}
idSaveLoadParms* callback = data.saveLoadParms;
idStr saveFolder = "savegame";
saveFolder.AppendPath( callback->directory );
// Check for the required storage space.
int64 requiredSizeBytes = 0;
{
for( int i = 0; i < callback->files.Num(); i++ )
{
idFile_SaveGame* file = callback->files[i];
requiredSizeBytes += ( file->Length() + sizeof( unsigned int ) ); // uint for checksum
if( file->type == SAVEGAMEFILE_PIPELINED )
{
requiredSizeBytes += MIN_SAVEGAME_SIZE_BYTES;
}
}
}
int ret = ERROR_SUCCESS;
// Check size of previous files if needed
// ALL THE FILES RIGHT NOW---- could use pattern later...
idStrList filesToDelete;
if( ( callback->mode & SAVEGAME_MBF_DELETE_FILES ) && !callback->cancelled )
{
if( fileSystem->IsFolder( saveFolder.c_str(), "fs_savePath" ) == FOLDER_YES )
{
idFileList* files = fileSystem->ListFilesTree( saveFolder.c_str(), "*.*" );
for( int i = 0; i < files->GetNumFiles(); i++ )
{
requiredSizeBytes -= fileSystem->GetFileLength( files->GetFile( i ) );
filesToDelete.Append( files->GetFile( i ) );
}
fileSystem->FreeFileList( files );
}
}
// Inform user about size required if necessary
if( requiredSizeBytes > 0 && !callback->cancelled )
{
user->StorageSizeAvailable( requiredSizeBytes, callback->requiredSpaceInBytes );
if( callback->requiredSpaceInBytes > 0 )
{
// check to make sure savepath actually exists before erroring
idStr directory = fs_savepath.GetString();
directory += "\\"; // so it doesn't think the last part is a file and ignores in the directory creation
fileSystem->CreateOSPath( directory ); // we can't actually check FileExists in production builds, so just try to create it
user->StorageSizeAvailable( requiredSizeBytes, callback->requiredSpaceInBytes );
if( callback->requiredSpaceInBytes > 0 )
{
callback->errorCode = SAVEGAME_E_INSUFFICIENT_ROOM;
// safe to return, haven't written any files yet
return -1;
}
}
}
// Delete all previous files if needed
// ALL THE FILES RIGHT NOW---- could use pattern later...
for( int i = 0; i < filesToDelete.Num() && !callback->cancelled; i++ )
{
fileSystem->RemoveFile( filesToDelete[i].c_str() );
}
// Save the raw files.
for( int i = 0; i < callback->files.Num() && ret == ERROR_SUCCESS && !callback->cancelled; i++ )
{
idFile_SaveGame* file = callback->files[i];
idStr fileName = saveFolder;
fileName.AppendPath( file->GetName() );
idStr tempFileName = va( "%s.temp", fileName.c_str() );
idFile* outputFile = fileSystem->OpenFileWrite( tempFileName, "fs_savePath" );
if( outputFile == NULL )
{
idLib::Warning( "[%s]: Couldn't open file for writing, %s. Error = %08x", __FUNCTION__, tempFileName.c_str(), GetLastError() );
file->error = true;
callback->errorCode = SAVEGAME_E_UNKNOWN;
ret = -1;
continue;
}
if( ( file->type & SAVEGAMEFILE_PIPELINED ) != 0 )
{
idFile_SaveGamePipelined* inputFile = dynamic_cast< idFile_SaveGamePipelined* >( file );
assert( inputFile != NULL );
blockForIO_t block;
while( inputFile->NextWriteBlock( & block ) )
{
if( ( size_t )outputFile->Write( block.data, block.bytes ) != block.bytes )
{
idLib::Warning( "[%s]: Write failed. Error = %08x", __FUNCTION__, GetLastError() );
file->error = true;
callback->errorCode = SAVEGAME_E_INSUFFICIENT_ROOM;
ret = -1;
break;
}
}
}
else
{
if( ( file->type & SAVEGAMEFILE_BINARY ) || ( file->type & SAVEGAMEFILE_COMPRESSED ) )
{
if( saveGame_checksum.GetBool() )
{
unsigned int checksum = MD5_BlockChecksum( file->GetDataPtr(), file->Length() );
size_t size = outputFile->WriteBig( checksum );
if( size != sizeof( checksum ) )
{
idLib::Warning( "[%s]: Write failed. Error = %08x", __FUNCTION__, GetLastError() );
file->error = true;
callback->errorCode = SAVEGAME_E_INSUFFICIENT_ROOM;
ret = -1;
}
}
}
size_t size = outputFile->Write( file->GetDataPtr(), file->Length() );
if( size != ( size_t )file->Length() )
{
idLib::Warning( "[%s]: Write failed. Error = %08x", __FUNCTION__, GetLastError() );
file->error = true;
callback->errorCode = SAVEGAME_E_INSUFFICIENT_ROOM;
ret = -1;
}
else
{
idLib::PrintfIf( saveGame_verbose.GetBool(), "Saved %s (%s)\n", fileName.c_str(), outputFile->GetFullPath() );
}
}
delete outputFile;
if( ret == ERROR_SUCCESS )
{
// Remove the old file
if( !fileSystem->RenameFile( tempFileName, fileName, "fs_savePath" ) )
{
idLib::Warning( "Could not start to rename temporary file %s to %s.", tempFileName.c_str(), fileName.c_str() );
}
}
else
{
fileSystem->RemoveFile( tempFileName );
idLib::Warning( "Invalid write to temporary file %s.", tempFileName.c_str() );
}
}
if( data.saveLoadParms->cancelled )
{
data.saveLoadParms->errorCode = SAVEGAME_E_CANCELLED;
}
// Removed because it seemed a bit drastic
#if 0
// If there is an error, delete the partially saved folder
if( callback->errorCode != SAVEGAME_E_NONE )
{
if( fileSystem->IsFolder( saveFolder, "fs_savePath" ) == FOLDER_YES )
{
idFileList* files = fileSystem->ListFilesTree( saveFolder, "/|*" );
for( int i = 0; i < files->GetNumFiles(); i++ )
{
fileSystem->RemoveFile( files->GetFile( i ) );
}
fileSystem->FreeFileList( files );
fileSystem->RemoveDir( saveFolder );
}
}
#endif
return ret;
}
/*
========================
idSessionLocal::LoadGame
========================
*/
int idSaveGameThread::Load()
{
idSaveLoadParms* callback = data.saveLoadParms;
idStr saveFolder = "savegame";
saveFolder.AppendPath( callback->directory );
if( fileSystem->IsFolder( saveFolder, "fs_savePath" ) != FOLDER_YES )
{
callback->errorCode = SAVEGAME_E_FOLDER_NOT_FOUND;
return -1;
}
int ret = ERROR_SUCCESS;
for( int i = 0; i < callback->files.Num() && ret == ERROR_SUCCESS && !callback->cancelled; i++ )
{
idFile_SaveGame* file = callback->files[i];
idStr filename = saveFolder;
filename.AppendPath( file->GetName() );
idFile* inputFile = fileSystem->OpenFileRead( filename.c_str() );
if( inputFile == NULL )
{
file->error = true;
if( !( file->type & SAVEGAMEFILE_OPTIONAL ) )
{
callback->errorCode = SAVEGAME_E_CORRUPTED;
ret = -1;
}
continue;
}
if( ( file->type & SAVEGAMEFILE_PIPELINED ) != 0 )
{
idFile_SaveGamePipelined* outputFile = dynamic_cast< idFile_SaveGamePipelined* >( file );
assert( outputFile != NULL );
size_t lastReadBytes = 0;
blockForIO_t block;
while( outputFile->NextReadBlock( &block, lastReadBytes ) && !callback->cancelled )
{
lastReadBytes = inputFile->Read( block.data, block.bytes );
if( lastReadBytes != block.bytes )
{
// Notify end-of-file to the save game file which will cause all reads on the
// other end of the pipeline to return zero bytes after the pipeline is drained.
outputFile->NextReadBlock( NULL, lastReadBytes );
break;
}
}
}
else
{
size_t size = inputFile->Length();
unsigned int originalChecksum = 0;
if( ( file->type & SAVEGAMEFILE_BINARY ) != 0 || ( file->type & SAVEGAMEFILE_COMPRESSED ) != 0 )
{
if( saveGame_checksum.GetBool() )
{
if( size >= sizeof( originalChecksum ) )
{
inputFile->ReadBig( originalChecksum );
size -= sizeof( originalChecksum );
}
}
}
file->SetLength( size );
size_t sizeRead = inputFile->Read( ( void* )file->GetDataPtr(), size );
if( sizeRead != size )
{
file->error = true;
callback->errorCode = SAVEGAME_E_CORRUPTED;
ret = -1;
}
if( ( file->type & SAVEGAMEFILE_BINARY ) != 0 || ( file->type & SAVEGAMEFILE_COMPRESSED ) != 0 )
{
if( saveGame_checksum.GetBool() )
{
unsigned int checksum = MD5_BlockChecksum( file->GetDataPtr(), file->Length() );
if( checksum != originalChecksum )
{
file->error = true;
callback->errorCode = SAVEGAME_E_CORRUPTED;
ret = -1;
}
}
}
}
delete inputFile;
}
if( data.saveLoadParms->cancelled )
{
data.saveLoadParms->errorCode = SAVEGAME_E_CANCELLED;
}
return ret;
}
/*
========================
idSaveGameThread::Delete
This deletes a complete savegame directory
========================
*/
int idSaveGameThread::Delete()
{
idSaveLoadParms* callback = data.saveLoadParms;
idStr saveFolder = "savegame";
saveFolder.AppendPath( callback->directory );
int ret = ERROR_SUCCESS;
if( fileSystem->IsFolder( saveFolder, "fs_savePath" ) == FOLDER_YES )
{
idFileList* files = fileSystem->ListFilesTree( saveFolder, "/|*" );
for( int i = 0; i < files->GetNumFiles() && !callback->cancelled; i++ )
{
fileSystem->RemoveFile( files->GetFile( i ) );
}
fileSystem->FreeFileList( files );
fileSystem->RemoveDir( saveFolder );
}
else
{
callback->errorCode = SAVEGAME_E_FOLDER_NOT_FOUND;
ret = -1;
}
if( data.saveLoadParms->cancelled )
{
data.saveLoadParms->errorCode = SAVEGAME_E_CANCELLED;
}
return ret;
}
/*
========================
idSaveGameThread::Enumerate
========================
*/
int idSaveGameThread::Enumerate()
{
idSaveLoadParms* callback = data.saveLoadParms;
idStr saveFolder = "savegame";
callback->detailList.Clear();
int ret = ERROR_SUCCESS;
if( fileSystem->IsFolder( saveFolder, "fs_savePath" ) == FOLDER_YES )
{
idFileList* files = fileSystem->ListFilesTree( saveFolder, SAVEGAME_DETAILS_FILENAME );
const idStrList& fileList = files->GetList();
for( int i = 0; i < fileList.Num() && !callback->cancelled; i++ )
{
idSaveGameDetails* details = callback->detailList.Alloc();
// We have more folders on disk than we have room in our save detail list, stop trying to read them in and continue with what we have
if( details == NULL )
{
break;
}
idStr directory = fileList[i];
idFile* file = fileSystem->OpenFileRead( directory.c_str() );
if( file != NULL )
{
// Read the DETAIL file for the enumerated data
if( callback->mode & SAVEGAME_MBF_READ_DETAILS )
{
if( !SavegameReadDetailsFromFile( file, *details ) )
{
details->damaged = true;
ret = -1;
}
}
// Use the date from the directory
WIN32_FILE_ATTRIBUTE_DATA attrData;
BOOL attrRet = GetFileAttributesEx( file->GetFullPath(), GetFileExInfoStandard, &attrData );
delete file;
if( attrRet == TRUE )
{
FILETIME lastWriteTime = attrData.ftLastWriteTime;
const ULONGLONG second = 10000000L; // One second = 10,000,000 * 100 nsec
SYSTEMTIME base_st = { 1970, 1, 0, 1, 0, 0, 0, 0 };
ULARGE_INTEGER itime;
FILETIME base_ft;
BOOL success = SystemTimeToFileTime( &base_st, &base_ft );
itime.QuadPart = ( ( ULARGE_INTEGER* )&lastWriteTime )->QuadPart;
if( success )
{
itime.QuadPart -= ( ( ULARGE_INTEGER* )&base_ft )->QuadPart;
}
else
{
// Hard coded number of 100-nanosecond units from 1/1/1601 to 1/1/1970
itime.QuadPart -= 116444736000000000LL;
}
itime.QuadPart /= second;
details->date = itime.QuadPart;
}
}
else
{
details->damaged = true;
}
// populate the game details struct
directory = directory.StripFilename();
details->slotName = directory.c_str() + saveFolder.Length() + 1; // Strip off the prefix too
// JDC: I hit this all the time assert( fileSystem->IsFolder( directory.c_str(), "fs_savePath" ) == FOLDER_YES );
}
fileSystem->FreeFileList( files );
}
else
{
callback->errorCode = SAVEGAME_E_FOLDER_NOT_FOUND;
ret = -3;
}
if( data.saveLoadParms->cancelled )
{
data.saveLoadParms->errorCode = SAVEGAME_E_CANCELLED;
}
return ret;
}
/*
========================
idSaveGameThread::EnumerateFiles
========================
*/
int idSaveGameThread::EnumerateFiles()
{
idSaveLoadParms* callback = data.saveLoadParms;
idStr folder = "savegame";
folder.AppendPath( callback->directory );
callback->files.Clear();
int ret = ERROR_SUCCESS;
if( fileSystem->IsFolder( folder, "fs_savePath" ) == FOLDER_YES )
{
// get listing of all the files, but filter out below
idFileList* files = fileSystem->ListFilesTree( folder, "*.*" );
// look for the instance pattern
for( int i = 0; i < files->GetNumFiles() && ret == 0 && !callback->cancelled; i++ )
{
idStr fullFilename = files->GetFile( i );
idStr filename = fullFilename;
filename.StripPath();
if( filename.IcmpPrefix( callback->pattern ) != 0 )
{
continue;
}
if( !callback->postPattern.IsEmpty() && filename.Right( callback->postPattern.Length() ).IcmpPrefix( callback->postPattern ) != 0 )
{
continue;
}
// Read the DETAIL file for the enumerated data
if( callback->mode & SAVEGAME_MBF_READ_DETAILS )
{
idSaveGameDetails& details = callback->description;
idFile* uncompressed = fileSystem->OpenFileRead( fullFilename.c_str() );
if( uncompressed == NULL )
{
details.damaged = true;
}
else
{
if( !SavegameReadDetailsFromFile( uncompressed, details ) )
{
ret = -1;
}
delete uncompressed;
}
// populate the game details struct
details.slotName = callback->directory;
assert( fileSystem->IsFolder( details.slotName, "fs_savePath" ) == FOLDER_YES );
}
idFile_SaveGame* file = new( TAG_SAVEGAMES ) idFile_SaveGame( filename, SAVEGAMEFILE_AUTO_DELETE );
callback->files.Append( file );
}
fileSystem->FreeFileList( files );
}
else
{
callback->errorCode = SAVEGAME_E_FOLDER_NOT_FOUND;
ret = -3;
}
if( data.saveLoadParms->cancelled )
{
data.saveLoadParms->errorCode = SAVEGAME_E_CANCELLED;
}
return ret;
}
/*
========================
idSaveGameThread::DeleteFiles
========================
*/
int idSaveGameThread::DeleteFiles()
{
idSaveLoadParms* callback = data.saveLoadParms;
idStr folder = "savegame";
folder.AppendPath( callback->directory );
// delete the explicitly requested files first
for( int j = 0; j < callback->files.Num() && !callback->cancelled; ++j )
{
idFile_SaveGame* file = callback->files[j];
idStr fullpath = folder;
fullpath.AppendPath( file->GetName() );
fileSystem->RemoveFile( fullpath );
}
int ret = ERROR_SUCCESS;
if( fileSystem->IsFolder( folder, "fs_savePath" ) == FOLDER_YES )
{
// get listing of all the files, but filter out below
idFileList* files = fileSystem->ListFilesTree( folder, "*.*" );
// look for the instance pattern
for( int i = 0; i < files->GetNumFiles() && !callback->cancelled; i++ )
{
idStr filename = files->GetFile( i );
filename.StripPath();
// If there are post/pre patterns to match, make sure we adhere to the patterns
if( callback->pattern.IsEmpty() || ( filename.IcmpPrefix( callback->pattern ) != 0 ) )
{
continue;
}
if( callback->postPattern.IsEmpty() || ( filename.Right( callback->postPattern.Length() ).IcmpPrefix( callback->postPattern ) != 0 ) )
{
continue;
}
fileSystem->RemoveFile( files->GetFile( i ) );
}
fileSystem->FreeFileList( files );
}
else
{
callback->errorCode = SAVEGAME_E_FOLDER_NOT_FOUND;
ret = -3;
}
if( data.saveLoadParms->cancelled )
{
data.saveLoadParms->errorCode = SAVEGAME_E_CANCELLED;
}
return ret;
}
/*
========================
idSaveGameThread::DeleteAll
This deletes all savegame directories
========================
*/
int idSaveGameThread::DeleteAll()
{
idSaveLoadParms* callback = data.saveLoadParms;
idStr saveFolder = "savegame";
int ret = ERROR_SUCCESS;
if( fileSystem->IsFolder( saveFolder, "fs_savePath" ) == FOLDER_YES )
{
idFileList* files = fileSystem->ListFilesTree( saveFolder, "/|*" );
// remove directories after files
for( int i = 0; i < files->GetNumFiles() && !callback->cancelled; i++ )
{
// contained files should always be first
if( fileSystem->IsFolder( files->GetFile( i ), "fs_savePath" ) == FOLDER_YES )
{
fileSystem->RemoveDir( files->GetFile( i ) );
}
else
{
fileSystem->RemoveFile( files->GetFile( i ) );
}
}
fileSystem->FreeFileList( files );
}
else
{
callback->errorCode = SAVEGAME_E_FOLDER_NOT_FOUND;
ret = -3;
}
if( data.saveLoadParms->cancelled )
{
data.saveLoadParms->errorCode = SAVEGAME_E_CANCELLED;
}
return ret;
}
/*
========================
idSaveGameThread::Run
========================
*/
int idSaveGameThread::Run()
{
int ret = ERROR_SUCCESS;
try
{
idLocalUserWin* user = GetLocalUserFromSaveParms( data );
if( user != NULL && !user->IsStorageDeviceAvailable() )
{
data.saveLoadParms->errorCode = SAVEGAME_E_UNABLE_TO_SELECT_STORAGE_DEVICE;
}
if( savegame_winInduceDelay.GetInteger() > 0 )
{
Sys_Sleep( savegame_winInduceDelay.GetInteger() );
}
if( data.saveLoadParms->mode & SAVEGAME_MBF_SAVE )
{
ret = Save();
}
else if( data.saveLoadParms->mode & SAVEGAME_MBF_LOAD )
{
ret = Load();
}
else if( data.saveLoadParms->mode & SAVEGAME_MBF_ENUMERATE )
{
ret = Enumerate();
}
else if( data.saveLoadParms->mode & SAVEGAME_MBF_DELETE_FOLDER )
{
ret = Delete();
}
else if( data.saveLoadParms->mode & SAVEGAME_MBF_DELETE_ALL_FOLDERS )
{
ret = DeleteAll();
}
else if( data.saveLoadParms->mode & SAVEGAME_MBF_DELETE_FILES )
{
ret = DeleteFiles();
}
else if( data.saveLoadParms->mode & SAVEGAME_MBF_ENUMERATE_FILES )
{
ret = EnumerateFiles();
}
// if something failed and no one set an error code, do it now.
if( ret != 0 && data.saveLoadParms->errorCode == SAVEGAME_E_NONE )
{
data.saveLoadParms->errorCode = SAVEGAME_E_UNKNOWN;
}
}
catch( ... )
{
// if anything horrible happens, leave it up to the savegame processors to handle in PostProcess().
data.saveLoadParms->errorCode = SAVEGAME_E_UNKNOWN;
}
// Make sure to cancel any save game file pipelines.
if( data.saveLoadParms->errorCode != SAVEGAME_E_NONE )
{
data.saveLoadParms->CancelSaveGameFilePipelines();
}
// Override error if cvar set
if( savegame_error.GetInteger() != 0 )
{
data.saveLoadParms->errorCode = ( saveGameError_t )savegame_error.GetInteger();
}
// Tell the waiting caller that we are done
data.saveLoadParms->callbackSignal.Raise();
return ret;
}
/*
========================
Sys_SaveGameCheck
========================
*/
void Sys_SaveGameCheck( bool& exists, bool& autosaveExists )
{
exists = false;
autosaveExists = false;
const idStr autosaveFolderStr = AddSaveFolderPrefix( SAVEGAME_AUTOSAVE_FOLDER, idSaveGameManager::PACKAGE_GAME );
const char* autosaveFolder = autosaveFolderStr.c_str();
const char* saveFolder = "savegame";
if( fileSystem->IsFolder( saveFolder, "fs_savePath" ) == FOLDER_YES )
{
idFileList* files = fileSystem->ListFiles( saveFolder, "/" );
const idStrList& fileList = files->GetList();
idLib::PrintfIf( saveGame_verbose.GetBool(), "found %d savegames\n", fileList.Num() );
for( int i = 0; i < fileList.Num(); i++ )
{
const char* directory = va( "%s/%s", saveFolder, fileList[i].c_str() );
if( fileSystem->IsFolder( directory, "fs_savePath" ) == FOLDER_YES )
{
exists = true;
idLib::PrintfIf( saveGame_verbose.GetBool(), "found savegame: %s\n", fileList[i].c_str() );
if( idStr::Icmp( fileList[i].c_str(), autosaveFolder ) == 0 )
{
autosaveExists = true;
break;
}
}
}
fileSystem->FreeFileList( files );
}
}