mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-22 20:31:26 +00:00
588 lines
15 KiB
C++
588 lines
15 KiB
C++
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/*****************************************************************************
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* name: files.c
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*
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* desc: handle based filesystem for Quake III Arena
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*
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*
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*****************************************************************************/
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#include "../game/q_shared.h"
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#include "qcommon.h"
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#include "files.h"
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/*
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=============================================================================
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QUAKE3 FILESYSTEM
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All of Quake's data access is through a hierarchical file system, but the contents of
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the file system can be transparently merged from several sources.
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A "qpath" is a reference to game file data. MAX_QPATH is 64 characters, which must include
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a terminating zero. "..", "\\", and ":" are explicitly illegal in qpaths to prevent any
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references outside the quake directory system.
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The "base path" is the path to the directory holding all the game directories and usually
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the executable. It defaults to ".", but can be overridden with a "+set fs_basepath c:\quake3"
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command line to allow code debugging in a different directory. Basepath cannot
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be modified at all after startup. Any files that are created (demos, screenshots,
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etc) will be created relative to the base path, so base path should usually be writable.
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The "cd path" is the path to an alternate hierarchy that will be searched if a file
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is not located in the base path. A user can do a partial install that copies some
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data to a base path created on their hard drive and leave the rest on the cd. Files
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are never writen to the cd path. It defaults to a value set by the installer, like
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"e:\quake3", but it can be overridden with "+set ds_cdpath g:\quake3".
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If a user runs the game directly from a CD, the base path would be on the CD. This
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should still function correctly, but all file writes will fail (harmlessly).
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The "base game" is the directory under the paths where data comes from by default, and
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can be either "base" or "demo".
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The "current game" may be the same as the base game, or it may be the name of another
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directory under the paths that should be searched for files before looking in the base game.
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This is the basis for addons.
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Clients automatically set the game directory after receiving a gamestate from a server,
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so only servers need to worry about +set fs_game.
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No other directories outside of the base game and current game will ever be referenced by
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filesystem functions.
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To save disk space and speed loading, directory trees can be collapsed into zip files.
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The files use a ".pk3" extension to prevent users from unzipping them accidentally, but
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otherwise the are simply normal uncompressed zip files. A game directory can have multiple
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zip files of the form "asset0.pk3", "pak1.pk3", etc. Zip files are searched in decending order
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from the highest number to the lowest, and will always take precedence over the filesystem.
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This allows a pk3 distributed as a patch to override all existing data.
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Because we will have updated executables freely available online, there is no point to
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trying to restrict demo / oem versions of the game with code changes. Demo / oem versions
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should be exactly the same executables as release versions, but with different data that
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automatically restricts where game media can come from to prevent add-ons from working.
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After the paths are initialized, quake will look for the product.txt file. If not
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found and verified, the game will run in restricted mode. In restricted mode, only
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files contained in demo/asset0.pk3 will be available for loading, and only if the zip header is
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verified to not have been modified. A single exception is made for jaconfig.cfg. Files
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can still be written out in restricted mode, so screenshots and demos are allowed.
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Restricted mode can be tested by setting "+set fs_restrict 1" on the command line, even
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if there is a valid product.txt under the basepath or cdpath.
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If not running in restricted mode, and a file is not found in any local filesystem,
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an attempt will be made to download it and save it under the base path.
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If the "fs_copyfiles" cvar is set to 1, then every time a file is sourced from the cd
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path, it will be copied over to the base path. This is a development aid to help build
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test releases and to copy working sets over slow network links.
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(If set to 2, copying will only take place if the two filetimes are NOT EQUAL)
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The qpath "sound/newstuff/test.wav" would be searched for in the following places:
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base path + current game's zip files
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base path + current game's directory
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cd path + current game's zip files
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cd path + current game's directory
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base path + base game's zip files
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base path + base game's directory
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cd path + base game's zip files
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cd path + base game's directory
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server download, to be written to base path + current game's directory
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The filesystem can be safely shutdown and reinitialized with different
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basedir / cddir / game combinations, but all other subsystems that rely on it
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(sound, video) must also be forced to restart.
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Because the same files are loaded by both the clip model (CM_) and renderer (TR_)
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subsystems, a simple single-file caching scheme is used. The CM_ subsystems will
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load the file with a request to cache. Only one file will be kept cached at a time,
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so any models that are going to be referenced by both subsystems should alternate
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between the CM_ load function and the ref load function.
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TODO: A qpath that starts with a leading slash will always refer to the base game, even if another
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game is currently active. This allows character models, skins, and sounds to be downloaded
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to a common directory no matter which game is active.
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How to prevent downloading zip files?
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Pass pk3 file names in systeminfo, and download before FS_Restart()?
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Aborting a download disconnects the client from the server.
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How to mark files as downloadable? Commercial add-ons won't be downloadable.
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Non-commercial downloads will want to download the entire zip file.
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the game would have to be reset to actually read the zip in
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Auto-update information
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Path separators
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Casing
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separate server gamedir and client gamedir, so if the user starts
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a local game after having connected to a network game, it won't stick
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with the network game.
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allow menu options for game selection?
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Read / write config to floppy option.
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Different version coexistance?
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When building a pak file, make sure a jaconfig.cfg isn't present in it,
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or configs will never get loaded from disk!
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todo:
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downloading (outside fs?)
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game directory passing and restarting
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=============================================================================
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*/
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// if this is defined, the executable positively won't work with any paks other
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// than the demo pak, even if productid is present. This is only used for our
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// last demo release to prevent the mac and linux users from using the demo
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// executable with the production windows pak before the mac/linux products
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// hit the shelves a little later
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//#define PRE_RELEASE_DEMO
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char fs_gamedir[MAX_OSPATH]; // this will be a single file name with no separators
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cvar_t *fs_debug;
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cvar_t *fs_basepath;
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cvar_t *fs_cdpath;
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cvar_t *fs_copyfiles;
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cvar_t *fs_gamedirvar;
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cvar_t *fs_restrict;
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searchpath_t *fs_searchpaths;
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int fs_readCount; // total bytes read
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int fs_loadCount; // total files read
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int fs_packFiles; // total number of files in packs
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qboolean initialized = qfalse;
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fileHandleData_t fsh[MAX_FILE_HANDLES];
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void FS_CheckInit(void)
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{
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if (!initialized)
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{
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Com_Error( ERR_FATAL, "Filesystem call made without initialization\n" );
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}
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}
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/*
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==============
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FS_Initialized
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==============
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*/
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qboolean FS_Initialized() {
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return (qboolean)(fs_searchpaths != NULL);
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}
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fileHandle_t FS_HandleForFile(void) {
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int i;
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for ( i = 1 ; i < MAX_FILE_HANDLES ; i++ ) {
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#ifdef _XBOX
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if ( !fsh[i].used ) {
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#else
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if ( fsh[i].handleFiles.file.o == NULL ) {
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#endif
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return i;
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}
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}
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Com_Printf( "FS_HandleForFile: all handles taken:\n" );
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for ( i = 1 ; i < MAX_FILE_HANDLES ; i++ ) {
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Com_Printf( "%d. %s\n", i, fsh[i].name);
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}
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Com_Error( ERR_DROP, "FS_HandleForFile: none free" );
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return 0;
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}
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/*
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====================
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FS_ReplaceSeparators
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Fix things up differently for win/unix/mac
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====================
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*/
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void FS_ReplaceSeparators( char *path ) {
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char *s;
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for ( s = path ; *s ; s++ ) {
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if ( *s == '/' || *s == '\\' ) {
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*s = PATH_SEP;
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}
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}
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}
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/*
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===================
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FS_BuildOSPath
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Qpath may have either forward or backwards slashes
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===================
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*/
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char *FS_BuildOSPath( const char *qpath )
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{
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char temp[MAX_OSPATH];
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static char ospath[2][MAX_OSPATH];
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static int toggle;
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toggle ^= 1; // flip-flop to allow two returns without clash
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Com_sprintf( temp, sizeof(temp), "/%s/%s", fs_gamedirvar->string, qpath );
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FS_ReplaceSeparators( temp );
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Com_sprintf( ospath[toggle], sizeof( ospath[0] ), "%s%s",
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fs_basepath->string, temp );
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return ospath[toggle];
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}
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#ifndef _XBOX
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char *FS_BuildOSPath( const char *base, const char *game, const char *qpath ) {
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char temp[MAX_OSPATH];
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static char ospath[4][MAX_OSPATH];
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static int toggle;
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toggle = (++toggle)&3; // allows four returns without clash (increased from 2 during fs_copyfiles 2 enhancement)
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Com_sprintf( temp, sizeof(temp), "/%s/%s", game, qpath );
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FS_ReplaceSeparators( temp );
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Com_sprintf( ospath[toggle], sizeof( ospath[0] ), "%s%s", base, temp );
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return ospath[toggle];
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}
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#endif
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/*
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============
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FS_CreatePath
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Creates any directories needed to store the given filename
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============
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*/
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void FS_CreatePath (char *OSPath) {
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char *ofs;
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// make absolutely sure that it can't back up the path
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// FIXME: is c: allowed???
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if ( strstr( OSPath, ".." ) || strstr( OSPath, "::" ) ) {
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Com_Printf( "WARNING: refusing to create relative path \"%s\"\n", OSPath );
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return;
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}
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Q_strlwr(OSPath);
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for (ofs = OSPath+1 ; *ofs ; ofs++) {
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if (*ofs == PATH_SEP) {
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// create the directory
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*ofs = 0;
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Sys_Mkdir (OSPath);
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*ofs = PATH_SEP;
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}
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}
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}
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/*
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===========
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FS_SV_FOpenFileRead
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===========
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*/
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int FS_SV_FOpenFileRead( const char *filename, fileHandle_t *fp ) {
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char *ospath;
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fileHandle_t f;
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if ( !fs_searchpaths ) {
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Com_Error( ERR_FATAL, "Filesystem call made without initialization\n" );
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}
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f = FS_HandleForFile();
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fsh[f].zipFile = qfalse;
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Q_strncpyz( fsh[f].name, filename, sizeof( fsh[f].name ) );
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// don't let sound stutter
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S_ClearSoundBuffer();
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#ifdef _XBOX
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ospath = FS_BuildOSPath( filename );
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#else
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ospath = FS_BuildOSPath( fs_basepath->string, filename, "" );
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#endif
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// remove trailing slash
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ospath[strlen(ospath)-1] = '\0';
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if ( fs_debug->integer ) {
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Com_Printf( "FS_SV_FOpenFileRead: %s\n", ospath );
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}
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fsh[f].handleFiles.file.o = fopen( ospath, "rb" );
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fsh[f].handleSync = qfalse;
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if (!fsh[f].handleFiles.file.o) {
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f = 0;
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}
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*fp = f;
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if (f) {
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return FS_filelength(f);
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}
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return 0;
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}
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/*
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===========
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FS_FOpenFileAppend
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===========
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*/
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fileHandle_t FS_FOpenFileAppend( const char *filename ) {
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char *ospath;
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fileHandle_t f;
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if ( !fs_searchpaths ) {
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Com_Error( ERR_FATAL, "Filesystem call made without initialization\n" );
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}
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f = FS_HandleForFile();
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fsh[f].zipFile = qfalse;
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Q_strncpyz( fsh[f].name, filename, sizeof( fsh[f].name ) );
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// don't let sound stutter
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S_ClearSoundBuffer();
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#ifdef _XBOX
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ospath = FS_BuildOSPath( filename );
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#else
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ospath = FS_BuildOSPath( fs_basepath->string, fs_gamedir, filename );
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#endif
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if ( fs_debug->integer ) {
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Com_Printf( "FS_FOpenFileAppend: %s\n", ospath );
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}
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FS_CreatePath( ospath );
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fsh[f].handleFiles.file.o = fopen( ospath, "ab" );
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fsh[f].handleSync = qfalse;
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if (!fsh[f].handleFiles.file.o) {
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f = 0;
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}
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return f;
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}
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/*
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===========
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FS_FilenameCompare
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Ignore case and seprator char distinctions
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===========
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*/
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qboolean FS_FilenameCompare( const char *s1, const char *s2 ) {
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int c1, c2;
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do {
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c1 = *s1++;
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c2 = *s2++;
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if ( Q_islower(c1) ) {
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c1 -= ('a' - 'A');
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}
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if ( Q_islower(c2) ) {
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c2 -= ('a' - 'A');
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}
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if ( c1 == '\\' || c1 == ':' ) {
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c1 = '/';
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}
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if ( c2 == '\\' || c2 == ':' ) {
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c2 = '/';
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}
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if (c1 != c2) {
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return -1; // strings not equal
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}
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} while (c1);
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return 0; // strings are equal
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}
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#define MAXPRINTMSG 4096
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void QDECL FS_Printf( fileHandle_t h, const char *fmt, ... ) {
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va_list argptr;
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char msg[MAXPRINTMSG];
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va_start (argptr,fmt);
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vsprintf (msg,fmt,argptr);
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va_end (argptr);
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FS_Write(msg, strlen(msg), h);
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}
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/*
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============
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FS_WriteFile
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Filename are relative to the quake search path
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============
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*/
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void FS_WriteFile( const char *qpath, const void *buffer, int size ) {
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fileHandle_t f;
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if ( !fs_searchpaths ) {
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Com_Error( ERR_FATAL, "Filesystem call made without initialization\n" );
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}
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if ( !qpath || !buffer ) {
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Com_Error( ERR_FATAL, "FS_WriteFile: NULL parameter" );
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}
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f = FS_FOpenFileWrite( qpath );
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if ( !f ) {
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Com_Printf( "Failed to open %s\n", qpath );
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return;
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}
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FS_Write( buffer, size, f );
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FS_FCloseFile( f );
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}
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/*
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================
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FS_Shutdown
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Frees all resources and closes all files
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================
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*/
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void FS_Shutdown( void ) {
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searchpath_t *p, *next;
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int i;
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for(i = 0; i < MAX_FILE_HANDLES; i++) {
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if (fsh[i].fileSize) {
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FS_FCloseFile(i);
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}
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}
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// free everything
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for ( p = fs_searchpaths ; p ; p = next ) {
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next = p->next;
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if ( p->pack ) {
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#ifndef _XBOX
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unzClose(p->pack->handle);
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#endif
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Z_Free( p->pack->buildBuffer );
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Z_Free( p->pack );
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}
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if ( p->dir ) {
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Z_Free( p->dir );
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}
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Z_Free( p );
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}
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// any FS_ calls will now be an error until reinitialized
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fs_searchpaths = NULL;
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Cmd_RemoveCommand( "path" );
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Cmd_RemoveCommand( "dir" );
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Cmd_RemoveCommand( "touchFile" );
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initialized = qfalse;
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}
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/*
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================
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FS_InitFilesystem
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Called only at inital startup, not when the filesystem
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is resetting due to a game change
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================
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*/
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void FS_InitFilesystem( void ) {
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// allow command line parms to override our defaults
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// we don't have to specially handle this, because normal command
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// line variable sets happen before the filesystem
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// has been initialized
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//
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// UPDATE: BTO (VV)
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// we have to specially handle this, because normal command
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// line variable sets don't happen until after the filesystem
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// has already been initialized
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Com_StartupVariable( "fs_cdpath" );
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Com_StartupVariable( "fs_basepath" );
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Com_StartupVariable( "fs_game" );
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Com_StartupVariable( "fs_copyfiles" );
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Com_StartupVariable( "fs_restrict" );
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// try to start up normally
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FS_Startup( BASEGAME );
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initialized = qtrue;
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// see if we are going to allow add-ons
|
|
FS_SetRestrictions();
|
|
|
|
// if we can't find default.cfg, assume that the paths are
|
|
// busted and error out now, rather than getting an unreadable
|
|
// graphics screen when the font fails to load
|
|
if ( FS_ReadFile( "default.cfg", NULL ) <= 0 ) {
|
|
Com_Error( ERR_FATAL, "Couldn't load default.cfg" );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
void FS_Flush( fileHandle_t f ) {
|
|
fflush(fsh[f].handleFiles.file.o);
|
|
}
|
|
|