quakeforge/libs/util/quakefs.c

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/*
quakefs.c
virtual filesystem functions
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
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static const char rcsid[] =
"$Id$";
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#ifdef HAVE_UNISTD_H
# include <unistd.h>
#endif
#include <ctype.h>
#include <dirent.h>
#include <errno.h>
#include <fcntl.h>
#include <stdarg.h>
#include <stdlib.h>
#ifdef HAVE_FNMATCH_H
# define model_t sunmodel_t
# include <fnmatch.h>
# undef model_t
#else
# ifdef WIN32
# include "fnmatch.h"
# endif
#endif
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#ifdef HAVE_IO_H
# include <io.h>
#endif
#ifdef _MSC_VER
# define _POSIX_
#endif
#include <limits.h>
#include "QF/cmd.h"
#include "QF/cvar.h"
#include "QF/hash.h"
#include "QF/pak.h"
#include "QF/pakfile.h"
#include "QF/qargs.h"
#include "QF/qendian.h"
#include "QF/qtypes.h"
#include "QF/quakefs.h"
#include "QF/sys.h"
#include "QF/va.h"
#include "QF/zone.h"
#include "compat.h"
#ifndef HAVE_FNMATCH_PROTO
int fnmatch (const char *__pattern, const char *__string, int __flags);
#endif
/*
All of Quake's data access is through a hierchical file system, but the
contents of the file system can be transparently merged from several
sources.
The "user directory" is the path to the directory holding the quake.exe
and all game directories. This can be overridden with the "fs_sharepath"
and "fs_userpath" cvars to allow code debugging in a different directory.
The base directory is only used during filesystem initialization.
The "game directory" is the first tree on the search path and directory
that all generated files (savegames, screenshots, demos, config files)
will be saved to. This can be overridden with the "-game" command line
parameter. The game directory can never be changed while quake is
executing. This is a precacution against having a malicious server
instruct clients to write files over areas they shouldn't.
The "cache directory" is only used during development to save network
bandwidth, especially over ISDN / T1 lines. If there is a cache directory
specified, when a file is found by the normal search path, it will be
mirrored into the cache directory, then opened there.
*/
// QUAKE FILESYSTEM
cvar_t *fs_userpath;
cvar_t *fs_sharepath;
cvar_t *fs_basegame;
cvar_t *fs_skinbase;
char gamedirfile[MAX_OSPATH];
char com_gamedir[MAX_OSPATH];
int com_filesize;
searchpath_t *com_searchpaths;
searchpath_t *com_base_searchpaths; // without gamedirs
void
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COM_FileBase (const char *in, char *out)
{
const char *slash, *dot, *s;
slash = in;
dot = NULL;
s = in;
while (*s) {
if (*s == '/')
slash = s + 1;
if (*s == '.')
dot = s;
s++;
}
if (dot == NULL)
dot = s;
if (dot - slash < 2)
strcpy (out, "?model?");
else {
while (slash < dot)
*out++ = *slash++;
*out++ = 0;
}
}
int
COM_FileOpenRead (char *path, QFile **hndl)
{
QFile *f;
f = Qopen (path, "rbz");
if (!f) {
*hndl = NULL;
return -1;
}
*hndl = f;
return Qfilesize (f);
}
void
COM_Path_f (void)
{
searchpath_t *s;
Sys_Printf ("Current search path:\n");
for (s = com_searchpaths; s; s = s->next) {
if (s == com_base_searchpaths)
Sys_Printf ("----------\n");
if (s->pack)
Sys_Printf ("%s (%i files)\n", s->pack->filename,
s->pack->numfiles);
else
Sys_Printf ("%s\n", s->filename);
}
}
/*
COM_WriteFile
The filename will be prefixed by the current game directory
*/
void
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COM_WriteFile (const char *filename, void *data, int len)
{
char name[MAX_OSPATH];
QFile *f;
snprintf (name, sizeof (name), "%s/%s", com_gamedir, filename);
f = Qopen (name, "wb");
if (!f) {
Sys_mkdir (com_gamedir);
f = Qopen (name, "wb");
if (!f)
Sys_Error ("Error opening %s", filename);
}
Sys_Printf ("COM_WriteFile: %s\n", name);
Qwrite (f, data, len);
Qclose (f);
}
/*
COM_WriteBuffers
The filename will be prefixed by the current game directory
*/
void
COM_WriteBuffers (const char *filename, int count, ...)
{
char name[MAX_OSPATH];
va_list args;
QFile *f;
va_start (args, count);
snprintf (name, sizeof (name), "%s/%s", com_gamedir, filename);
f = Qopen (name, "wb");
if (!f) {
Sys_mkdir (com_gamedir);
f = Qopen (name, "wb");
if (!f)
Sys_Error ("Error opening %s", filename);
}
Sys_Printf ("COM_WriteBuffers: %s\n", name);
while (count--) {
void *data = va_arg (args, void *);
int len = va_arg (args, int);
Qwrite (f, data, len);
}
Qclose (f);
va_end (args);
}
/*
COM_CreatePath
Only used for CopyFile and download
*/
void
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COM_CreatePath (const char *path)
{
char *ofs;
char e_path[MAX_OSPATH];
Qexpand_squiggle (path, e_path);
for (ofs = e_path + 1; *ofs; ofs++) {
if (*ofs == '/') { // create the directory
*ofs = 0;
Sys_mkdir (e_path);
*ofs = '/';
}
}
}
/*
COM_CopyFile
Copies a file over from the net to the local cache, creating any
directories needed. This is for the convenience of developers using
ISDN from home.
*/
void
COM_CopyFile (char *netpath, char *cachepath)
{
int remaining, count;
char buf[4096];
QFile *in, *out;
remaining = COM_FileOpenRead (netpath, &in);
COM_CreatePath (cachepath); // create directories up to the cache file
out = Qopen (cachepath, "wb");
if (!out)
Sys_Error ("Error opening %s", cachepath);
while (remaining) {
if (remaining < sizeof (buf))
count = remaining;
else
count = sizeof (buf);
Qread (in, buf, count);
Qwrite (out, buf, count);
remaining -= count;
}
Qclose (in);
Qclose (out);
}
QFile *
COM_OpenRead (const char *path, int offs, int len, int zip)
{
QFile *file;
if (offs < 0 || len < 0)
file = Qopen (path, zip ? "rbz" : "rb");
else
file = Qsubopen (path, offs, len, zip);
if (!file) {
Sys_Error ("Couldn't open %s", path);
return 0;
}
com_filesize = Qfilesize (file);
return file;
}
char *
COM_CompressPath (const char *pth)
{
char *p, *d;
char *path= malloc (strlen (pth) + 1);
for (d = path; *pth; d++, pth++) {
if (*pth == '\\')
*d = '/';
else
*d = *pth;
}
*d = 0;
p = path;
while (*p) {
if (p[0] == '.') {
if (p[1] == '.') {
if (p[2] == '/' || p[2] == 0) {
d = p;
if (d > path)
d--;
while (d > path && d[-1] != '/')
d--;
if (d == path
&& d[0] == '.' && d[1] == '.'
&& (d[2] == '/' || d[2] == '0')) {
p += 2 + (p[2] == '/');
continue;
}
strcpy (d, p + 2 + (p[2] == '/'));
p = d;
continue;
}
} else if (p[1] == '/') {
strcpy (p, p + 2);
continue;
} else if (p[1] == 0) {
p[0] = 0;
}
}
while (*p && *p != '/')
p++;
if (*p == '/')
p++;
}
return path;
}
/*
contains_updir
Checks if a string contains an updir ('..'), either at the ends or
surrounded by slashes ('/'). Doesn't check for leading slash.
*/
int
contains_updir (const char *filename)
{
int i;
if (filename[0] == 0 || filename [1] == 0)
return 0;
for (i = 0; filename[i+1]; i++) {
if (!(i == 0 || filename[i-1] == '/') // beginning of string
// or first slash
|| filename[i] != '.' // first dot
|| filename[i+1] != '.') // second dot
continue;
if (filename[i+2] == 0 || filename[i+2] == '/')
// end of string or second slash
return 1;
}
return 0;
}
int file_from_pak; // global indicating file came from pack file ZOID
/*
COM_FOpenFile
Finds the file in the search path.
Sets com_filesize and one of handle or file
*/
static int
open_file (searchpath_t *search, const char *filename, QFile **gzfile,
char *foundname, int zip)
{
char netpath[MAX_OSPATH];
file_from_pak = 0;
// is the element a pak file?
if (search->pack) {
dpackfile_t *packfile;
packfile = pack_find_file (search->pack, filename);
if (packfile) {
Sys_DPrintf ("PackFile: %s : %s\n", search->pack->filename,
packfile->name);
// open a new file on the pakfile
strncpy (foundname, packfile->name, MAX_OSPATH);
*gzfile = COM_OpenRead (search->pack->filename, packfile->filepos,
packfile->filelen, zip);
file_from_pak = 1;
return com_filesize;
}
} else {
// sanity check the strings
if (strnlen (search->filename, sizeof (netpath))
+ strnlen (filename, sizeof (netpath)) + 2 > sizeof (netpath))
Sys_Error ("open_file: search->filename and/or filename "
"bogus: `%.*s' `%.*s'",
(int) sizeof (netpath), search->filename,
(int) sizeof (netpath), filename);
// check a file in the directory tree
snprintf (netpath, sizeof (netpath), "%s%s%s", search->filename,
search->filename[0] ? "/" : "", filename);
strncpy (foundname, filename, MAX_OSPATH);
if (Sys_FileTime (netpath) == -1)
return -1;
Sys_DPrintf ("FindFile: %s\n", netpath);
*gzfile = COM_OpenRead (netpath, -1, -1, zip);
return com_filesize;
}
return -1;
}
int
_COM_FOpenFile (const char *filename, QFile **gzfile, char *foundname, int zip)
{
searchpath_t *search;
char *path;
#ifdef HAVE_VORBIS
char oggfilename[MAX_OSPATH];
#endif
#ifdef HAVE_ZLIB
char gzfilename[MAX_OSPATH];
#endif
// make sure they're not trying to do weird stuff with our private files
path = COM_CompressPath (filename);
if (contains_updir(path)) {
Sys_Printf ("FindFile: %s: attempt to escape directory tree!\n", path);
goto error;
}
#ifdef HAVE_VORBIS
if (strequal (".wav", COM_FileExtension (path))) {
COM_StripExtension (path, oggfilename);
strncat (oggfilename, ".ogg",
sizeof (oggfilename) - strlen (oggfilename) - 1);
} else {
oggfilename[0] = 0;
}
#endif
#ifdef HAVE_ZLIB
snprintf (gzfilename, sizeof (gzfilename), "%s.gz", path);
#endif
// search through the path, one element at a time
for (search = com_searchpaths; search; search = search->next) {
#ifdef HAVE_VORBIS
//NOTE gzipped oggs not supported
if (oggfilename[0]
&& open_file (search, oggfilename, gzfile, foundname, false) != -1)
goto ok;
#endif
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#ifdef HAVE_ZLIB
if (open_file (search, gzfilename, gzfile, foundname, zip) != -1)
goto ok;
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#endif
if (open_file (search, path, gzfile, foundname, zip) != -1)
goto ok;
}
Sys_DPrintf ("FindFile: can't find %s\n", filename);
error:
*gzfile = NULL;
com_filesize = -1;
free (path);
return -1;
ok:
free(path);
return com_filesize;
}
int
COM_FOpenFile (const char *filename, QFile **gzfile)
{
char foundname[MAX_OSPATH];
return _COM_FOpenFile (filename, gzfile, foundname, 1);
}
cache_user_t *loadcache;
byte *loadbuf;
int loadsize;
/*
COM_LoadFile
Filename are relative to the quake directory.
Always appends a 0 byte to the loaded data.
*/
byte *
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COM_LoadFile (const char *path, int usehunk)
{
QFile *h;
byte *buf = NULL;
char base[32];
int len;
// look for it in the filesystem or pack files
len = com_filesize = COM_FOpenFile (path, &h);
if (!h)
return NULL;
// extract the filename base name for hunk tag
COM_FileBase (path, base);
if (usehunk == 1)
buf = Hunk_AllocName (len + 1, base);
else if (usehunk == 2)
buf = Hunk_TempAlloc (len + 1);
else if (usehunk == 0)
buf = calloc (1, len + 1);
else if (usehunk == 3)
buf = Cache_Alloc (loadcache, len + 1, base);
else if (usehunk == 4) {
if (len + 1 > loadsize)
buf = Hunk_TempAlloc (len + 1);
else
buf = loadbuf;
} else
Sys_Error ("COM_LoadFile: bad usehunk");
if (!buf)
Sys_Error ("COM_LoadFile: not enough space for %s", path);
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buf[len] = 0;
Qread (h, buf, len);
Qclose (h);
return buf;
}
byte *
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COM_LoadHunkFile (const char *path)
{
return COM_LoadFile (path, 1);
}
byte *
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COM_LoadTempFile (const char *path)
{
return COM_LoadFile (path, 2);
}
void
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COM_LoadCacheFile (const char *path, struct cache_user_s *cu)
{
loadcache = cu;
COM_LoadFile (path, 3);
}
// uses temp hunk if larger than bufsize
byte *
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COM_LoadStackFile (const char *path, void *buffer, int bufsize)
{
byte *buf;
loadbuf = (byte *) buffer;
loadsize = bufsize;
buf = COM_LoadFile (path, 4);
return buf;
}
/*
COM_LoadPackFile
Takes an explicit (not game tree related) path to a pak file.
Loads the header and directory, adding the files at the beginning
of the list so they override previous pack files.
*/
pack_t *
COM_LoadPackFile (char *packfile)
{
pack_t *pack = pack_open (packfile);
if (pack)
Sys_Printf ("Added packfile %s (%i files)\n",
packfile, pack->numfiles);
return pack;
}
#define FBLOCK_SIZE 32
#define FNAME_SIZE MAX_OSPATH
// Note, this is /NOT/ a work-alike strcmp, this groups numbers sanely.
int
qstrcmp (char **os1, char **os2)
{
int in1, in2, n1, n2;
char *s1, *s2;
s1 = *os1;
s2 = *os2;
while (1) {
in1 = in2 = n1 = n2 = 0;
if ((in1 = isdigit ((byte) *s1)))
n1 = strtol (s1, &s1, 10);
if ((in2 = isdigit ((byte) *s2)))
n2 = strtol (s2, &s2, 10);
if (in1 && in2) {
if (n1 != n2)
return n1 - n2;
} else {
if (*s1 != *s2)
return *s1 - *s2;
else if (*s1 == '\0')
return *s1 - *s2;
s1++;
s2++;
}
}
}
void
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COM_LoadGameDirectory (const char *dir)
{
searchpath_t *search;
pack_t *pak;
DIR *dir_ptr;
struct dirent *dirent;
char **pakfiles = NULL;
int i = 0, bufsize = 0, count = 0;
Sys_DPrintf ("COM_LoadGameDirectory (\"%s\")\n", dir);
pakfiles = calloc (1, FBLOCK_SIZE * sizeof (char *));
bufsize += FBLOCK_SIZE;
if (!pakfiles)
goto COM_LoadGameDirectory_free;
for (i = 0; i < bufsize; i++) {
pakfiles[i] = NULL;
}
dir_ptr = opendir (dir);
if (!dir_ptr)
goto COM_LoadGameDirectory_free;
while ((dirent = readdir (dir_ptr))) {
if (!fnmatch ("*.pak", dirent->d_name, 0)) {
if (count >= bufsize) {
bufsize += FBLOCK_SIZE;
pakfiles = realloc (pakfiles, bufsize * sizeof (char *));
if (!pakfiles)
goto COM_LoadGameDirectory_free;
for (i = count; i < bufsize; i++)
pakfiles[i] = NULL;
}
pakfiles[count] = malloc (FNAME_SIZE);
if (!pakfiles[count])
Sys_Error ("COM_LoadGameDirectory: MemoryAllocationFailure");
snprintf (pakfiles[count], FNAME_SIZE - 1, "%s/%s", dir,
dirent->d_name);
pakfiles[count][FNAME_SIZE - 1] = '\0';
count++;
}
}
closedir (dir_ptr);
// XXX WARNING!!! This is /NOT/ subtable for strcmp!!!!!
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// This passes 'void **' instead of 'char *' to the cmp function!
qsort (pakfiles, count, sizeof (char *),
(int (*)(const void *, const void *)) qstrcmp);
for (i = 0; i < count; i++) {
pak = COM_LoadPackFile (pakfiles[i]);
if (!pak) {
Sys_Error (va ("Bad pakfile %s!!", pakfiles[i]));
} else {
search = calloc (1, sizeof (searchpath_t));
search->pack = pak;
search->next = com_searchpaths;
com_searchpaths = search;
}
}
COM_LoadGameDirectory_free:
for (i = 0; i < count; i++)
free (pakfiles[i]);
free (pakfiles);
}
/*
COM_AddDirectory
Sets com_gamedir, adds the directory to the head of the path,
then loads and adds pak1.pak pak2.pak ...
*/
void
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COM_AddDirectory (const char *dir)
{
searchpath_t *search;
char *p;
char e_dir[MAX_OSPATH];
Qexpand_squiggle (dir, e_dir);
dir = e_dir;
if ((p = strrchr (dir, '/')) != NULL) {
strcpy (gamedirfile, ++p);
strcpy (com_gamedir, dir);
} else {
strcpy (gamedirfile, dir);
strcpy (com_gamedir, va ("%s/%s", fs_userpath->string, dir));
}
// add the directory to the search path
search = calloc (1, sizeof (searchpath_t));
strcpy (search->filename, dir);
search->next = com_searchpaths;
com_searchpaths = search;
// add any pak files in the format pak0.pak pak1.pak, ...
COM_LoadGameDirectory (dir);
}
void
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COM_AddGameDirectory (const char *dir)
{
Sys_DPrintf ("COM_AddGameDirectory (\"%s/%s\")\n",
fs_sharepath->string, dir);
if (strcmp (fs_sharepath->string, fs_userpath->string) != 0)
COM_AddDirectory (va ("%s/%s", fs_sharepath->string, dir));
COM_AddDirectory (va ("%s/%s", fs_userpath->string, dir));
}
/*
COM_Gamedir
Sets the gamedir and path to a different directory.
*/
void
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COM_Gamedir (const char *dir)
{
searchpath_t *next;
if (strstr (dir, "..") || strstr (dir, "/")
|| strstr (dir, "\\") || strstr (dir, ":")) {
Sys_Printf ("Gamedir should be a single filename, not a path\n");
return;
}
if (strcmp (gamedirfile, dir) == 0)
return; // still the same
strcpy (gamedirfile, dir);
// free up any current game dir info
while (com_searchpaths != com_base_searchpaths) {
if (com_searchpaths->pack) {
Qclose (com_searchpaths->pack->handle);
free (com_searchpaths->pack->files);
free (com_searchpaths->pack);
}
next = com_searchpaths->next;
free (com_searchpaths);
com_searchpaths = next;
}
// flush all data, so it will be forced to reload
Cache_Flush ();
if (fs_skinbase && strcmp (dir, fs_skinbase->string) == 0)
return;
COM_AddGameDirectory (dir);
}
void
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COM_CreateGameDirectory (const char *gamename)
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{
if (strcmp (fs_userpath->string, "."))
COM_CreatePath (va ("%s/%s/dummy", fs_userpath->string, gamename));
COM_AddGameDirectory (gamename);
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}
void
COM_Filesystem_Init (void)
{
int i;
if (!fs_sharepath->string[0]
&& !fs_userpath->string[0]
&& !fs_basegame->string[0]) {
// a util (or a silly user:) are subverting the fs code
// add the directory to the search path
searchpath_t *search = calloc (1, sizeof (searchpath_t));
strcpy (search->filename, "");
search->next = com_searchpaths;
com_searchpaths = search;
com_base_searchpaths = com_searchpaths;
return;
}
// start up with basegame->string by default
COM_CreateGameDirectory (fs_basegame->string);
// If we're dealing with id1, use qw too
if (fs_skinbase && !strequal (fs_basegame->string, fs_skinbase->string)) {
COM_CreateGameDirectory (fs_skinbase->string);
}
if ((i = COM_CheckParm ("-game")) && i < com_argc - 1) {
char *gamedirs = NULL;
char *where;
gamedirs = strdup (com_argv[i + 1]);
where = strtok (gamedirs, ",");
while (where) {
COM_CreateGameDirectory (where);
where = strtok (NULL, ",");
}
free (gamedirs);
}
// any set gamedirs will be freed up to here
com_base_searchpaths = com_searchpaths;
}
void
COM_Filesystem_Init_Cvars (void)
{
fs_sharepath = Cvar_Get ("fs_sharepath", FS_SHAREPATH, CVAR_ROM, NULL,
"location of shared (read only) game "
"directories");
fs_userpath = Cvar_Get ("fs_userpath", FS_USERPATH, CVAR_ROM, NULL,
"location of your game directories");
fs_basegame = Cvar_Get ("fs_basegame", "id1", CVAR_ROM, NULL,
"game to use by default");
}
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const char *
COM_SkipPath (const char *pathname)
{
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const char *last;
// char after last / on the line
if ((last = strrchr (pathname, '/')))
last++;
else
last = pathname;
return last;
}
void
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COM_StripExtension (const char *in, char *out)
{
while (*in && *in != '.')
*out++ = *in++;
*out = 0;
}
const char *
COM_FileExtension (const char *in)
{
while (*in && *in != '.')
in++;
return in;
}
void
COM_DefaultExtension (char *path, char *extension)
{
char *src;
// if path doesn't have a .EXT, append extension
// (extension should include the .)
src = path + strlen (path) - 1;
while (*src != '/' && src != path) {
if (*src == '.')
return; // it has an extension
src--;
}
strncat (path, extension, MAX_OSPATH - strlen (path));
}
int
COM_NextFilename (char *filename, const char *prefix, const char *ext)
{
char *digits;
char checkname[MAX_OSPATH];
int i;
strncpy (filename, prefix, MAX_OSPATH - 4);
filename[MAX_OSPATH - 4] = 0;
digits = filename + strlen (filename);
strcat (filename, "000");
strncat (filename, ext, MAX_OSPATH - strlen (filename));
for (i = 0; i <= 999; i++) {
digits[0] = i / 100 + '0';
digits[1] = i / 10 % 10 + '0';
digits[2] = i % 10 + '0';
snprintf (checkname, sizeof (checkname), "%s/%s", com_gamedir,
filename);
if (Sys_FileTime (checkname) == -1)
return 1; // file doesn't exist
}
return 0;
}