/* 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 */ static const char rcsid[] = "$Id$"; #ifdef HAVE_CONFIG_H # include "config.h" #endif #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #ifdef HAVE_UNISTD_H # include #endif #include #include #include #include #include #ifdef HAVE_FNMATCH_H # define model_t sunmodel_t # include # undef model_t #else # ifdef WIN32 # include "fnmatch.h" # endif #endif #ifdef HAVE_IO_H # include #endif #ifdef _MSC_VER # define _POSIX_ #endif #include #include "QF/cmd.h" #include "QF/cvar.h" #include "QF/hash.h" #include "QF/pak.h" #include "QF/qargs.h" #include "QF/qendian.h" #include "QF/qtypes.h" #include "QF/sys.h" #include "QF/va.h" #include "QF/vfs.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 */ char gamedirfile[MAX_OSPATH]; cvar_t *fs_userpath; cvar_t *fs_sharepath; cvar_t *fs_basegame; cvar_t *fs_skinbase; int com_filesize; char com_gamedir[MAX_OSPATH]; searchpath_t *com_searchpaths; searchpath_t *com_base_searchpaths; // without gamedirs void COM_FileBase (const char *in, char *out) { const char *slash, *dot; const char *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_filelength (VFile *f) { int pos; int end; pos = Qtell (f); Qseek (f, 0, SEEK_END); end = Qtell (f); Qseek (f, pos, SEEK_SET); return end; } int COM_FileOpenRead (char *path, VFile **hndl) { VFile *f; f = Qopen (path, "rbz"); if (!f) { *hndl = NULL; return -1; } *hndl = f; return COM_filelength (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 COM_WriteFile (const char *filename, void *data, int len) { VFile *f; char name[MAX_OSPATH]; 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, ...) { VFile *f; char name[MAX_OSPATH]; va_list args; 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 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) { VFile *in, *out; int remaining, count; char buf[4096]; 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); } VFile * COM_OpenRead (const char *path, int offs, int len, int zip) { int fd = open (path, O_RDONLY); unsigned char id[2]; unsigned char len_bytes[4]; if (fd == -1) { Sys_Error ("Couldn't open %s", path); return 0; } if (offs < 0 || len < 0) { // normal file offs = 0; len = lseek (fd, 0, SEEK_END); lseek (fd, 0, SEEK_SET); } lseek (fd, offs, SEEK_SET); if (zip) { read (fd, id, 2); if (id[0] == 0x1f && id[1] == 0x8b) { lseek (fd, offs + len - 4, SEEK_SET); read (fd, len_bytes, 4); len = ((len_bytes[3] << 24) | (len_bytes[2] << 16) | (len_bytes[1] << 8) | (len_bytes[0])); } } lseek (fd, offs, SEEK_SET); com_filesize = len; #ifdef WIN32 setmode (fd, O_BINARY); #endif if (zip) return Qdopen (fd, "rbz"); else return Qdopen (fd, "rb"); } /* 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; // FIXME: maybe I should handle alternate seperators? 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, VFile **gzfile, char *foundname, int zip) { char netpath[MAX_OSPATH]; file_from_pak = 0; // is the element a pak file? if (search->pack) { packfile_t *packfile; packfile = (packfile_t *) Hash_Find (search->pack->file_hash, 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 { // 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, VFile **gzfile, char *foundname, int zip) { searchpath_t *search; #ifdef HAVE_VORBIS char oggfilename[MAX_OSPATH]; #endif #ifdef HAVE_ZLIB char gzfilename[MAX_OSPATH]; #endif #ifdef HAVE_VORBIS if (strequal (".wav", COM_FileExtension (filename))) { COM_StripExtension (filename, oggfilename); strncat (oggfilename, ".ogg", sizeof (oggfilename) - strlen (oggfilename) - 1); } else { oggfilename[0] = 0; } #endif #ifdef HAVE_ZLIB snprintf (gzfilename, sizeof (gzfilename), "%s.gz", filename); #endif // make sure they're not trying to do wierd stuff with our private files if (contains_updir(filename)) { Sys_Printf ("FindFile: %s: attempt to escape directory tree!\n", filename); goto error; } // search through the path, one element at a time for (search = com_searchpaths; search; search = search->next) { #ifdef HAVE_VORBIS if (oggfilename[0] && open_file (search, oggfilename, gzfile, foundname, zip) != -1) return com_filesize; #endif #ifdef HAVE_ZLIB if (open_file (search, gzfilename, gzfile, foundname, zip) != -1) return com_filesize; #endif if (open_file (search, filename, gzfile, foundname, zip) != -1) return com_filesize; } Sys_DPrintf ("FindFile: can't find %s\n", filename); error: *gzfile = NULL; com_filesize = -1; return -1; } int COM_FOpenFile (const char *filename, VFile **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 * COM_LoadFile (const char *path, int usehunk) { VFile *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); buf[len] = 0; Qread (h, buf, len); Qclose (h); return buf; } byte * COM_LoadHunkFile (const char *path) { return COM_LoadFile (path, 1); } byte * COM_LoadTempFile (const char *path) { return COM_LoadFile (path, 2); } void COM_LoadCacheFile (const char *path, struct cache_user_s *cu) { loadcache = cu; COM_LoadFile (path, 3); } // uses temp hunk if larger than bufsize byte * COM_LoadStackFile (const char *path, void *buffer, int bufsize) { byte *buf; loadbuf = (byte *) buffer; loadsize = bufsize; buf = COM_LoadFile (path, 4); return buf; } static const char * pack_get_key (void *_p, void *unused) { packfile_t *p = (packfile_t *) _p; return p->name; } /* 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) { dpackheader_t header; int i; packfile_t *newfiles; int numpackfiles; pack_t *pack; VFile *packhandle; dpackfile_t info[MAX_FILES_IN_PACK]; hashtab_t *hash; if (COM_FileOpenRead (packfile, &packhandle) == -1) return NULL; Qread (packhandle, &header, sizeof (header)); if (header.id[0] != 'P' || header.id[1] != 'A' || header.id[2] != 'C' || header.id[3] != 'K') Sys_Error ("%s is not a packfile", packfile); header.dirofs = LittleLong (header.dirofs); header.dirlen = LittleLong (header.dirlen); numpackfiles = header.dirlen / sizeof (dpackfile_t); if (numpackfiles > MAX_FILES_IN_PACK) Sys_Error ("%s has %i files", packfile, numpackfiles); newfiles = calloc (1, numpackfiles * sizeof (packfile_t)); hash = Hash_NewTable (1021, pack_get_key, 0, 0); Qseek (packhandle, header.dirofs, SEEK_SET); Qread (packhandle, info, header.dirlen); // parse the directory for (i = 0; i < numpackfiles; i++) { strcpy (newfiles[i].name, info[i].name); newfiles[i].filepos = LittleLong (info[i].filepos); newfiles[i].filelen = LittleLong (info[i].filelen); Hash_Add (hash, &newfiles[i]); } pack = calloc (1, sizeof (pack_t)); strcpy (pack->filename, packfile); pack->handle = packhandle; pack->numfiles = numpackfiles; pack->files = newfiles; pack->file_hash = hash; Sys_Printf ("Added packfile %s (%i files)\n", packfile, numpackfiles); 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 ((int) *s1))) n1 = strtol (s1, &s1, 10); if ((in2 = isdigit ((int) *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 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!!!!! // 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 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 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 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 COM_CreateGameDirectory (const char *gamename) { if (strcmp (fs_userpath->string, ".")) COM_CreatePath (va ("%s/%s/dummy", fs_userpath->string, gamename)); COM_AddGameDirectory (gamename); } 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"); } const char * COM_SkipPath (const char *pathname) { const char *last; // char after last / on the line if ((last = strrchr (pathname, '/'))) last++; else last = pathname; return last; } void 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; }