mirror of
https://github.com/DrBeef/ioq3quest.git
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4104 lines
96 KiB
C
4104 lines
96 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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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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* $Archive: /MissionPack/code/qcommon/files.c $
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*
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*****************************************************************************/
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#include "q_shared.h"
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#include "qcommon.h"
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#include "unzip.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_ZPATH is 256 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 "home path" is the path used for all write access. On win32 systems we have "base path"
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== "home path", but on *nix systems the base installation is usually readonly, and
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"home path" points to ~/.q3a or similar
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The user can also install custom mods and content in "home path", so it should be searched
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along with "home path" and "cd path" for game content.
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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 "baseq3" or "demoq3".
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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 "pak0.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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File search order: when FS_FOpenFileRead gets called it will go through the fs_searchpaths
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structure and stop on the first successful hit. fs_searchpaths is built with successive
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calls to FS_AddGameDirectory
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Additionaly, we search in several subdirectories:
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current game is the current mode
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base game is a variable to allow mods based on other mods
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(such as baseq3 + missionpack content combination in a mod for instance)
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BASEGAME is the hardcoded base game ("baseq3")
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e.g. the qpath "sound/newstuff/test.wav" would be searched for in the following places:
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home path + current game's zip files
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home path + current game's directory
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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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home path + base game's zip file
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home path + base game's directory
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base path + base game's zip file
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base path + base game's directory
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cd path + base game's zip file
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cd path + base game's directory
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home path + BASEGAME's zip file
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home path + BASEGAME's directory
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base path + BASEGAME's zip file
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base path + BASEGAME's directory
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cd path + BASEGAME's zip file
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cd path + BASEGAME's directory
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server download, to be written to home 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 q3config.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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// every time a new demo pk3 file is built, this checksum must be updated.
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// the easiest way to get it is to just run the game and see what it spits out
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#define DEMO_PAK0_CHECKSUM 2985612116u
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static const unsigned int pak_checksums[] = {
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1566731103u,
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298122907u,
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412165236u,
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2991495316u,
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1197932710u,
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4087071573u,
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3709064859u,
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908855077u,
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977125798u
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};
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static const unsigned int missionpak_checksums[] =
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{
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2430342401u,
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511014160u,
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2662638993u,
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1438664554u
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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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// NOW defined in build files
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//#define PRE_RELEASE_TADEMO
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#define MAX_ZPATH 256
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#define MAX_SEARCH_PATHS 4096
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#define MAX_FILEHASH_SIZE 1024
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typedef struct fileInPack_s {
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char *name; // name of the file
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unsigned long pos; // file info position in zip
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unsigned long len; // uncompress file size
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struct fileInPack_s* next; // next file in the hash
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} fileInPack_t;
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typedef struct {
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char pakPathname[MAX_OSPATH]; // c:\quake3\baseq3
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char pakFilename[MAX_OSPATH]; // c:\quake3\baseq3\pak0.pk3
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char pakBasename[MAX_OSPATH]; // pak0
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char pakGamename[MAX_OSPATH]; // baseq3
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unzFile handle; // handle to zip file
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int checksum; // regular checksum
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int pure_checksum; // checksum for pure
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int numfiles; // number of files in pk3
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int referenced; // referenced file flags
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int hashSize; // hash table size (power of 2)
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fileInPack_t* *hashTable; // hash table
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fileInPack_t* buildBuffer; // buffer with the filenames etc.
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} pack_t;
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typedef struct {
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char path[MAX_OSPATH]; // c:\quake3
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char fullpath[MAX_OSPATH]; // c:\quake3\baseq3
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char gamedir[MAX_OSPATH]; // baseq3
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} directory_t;
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typedef struct searchpath_s {
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struct searchpath_s *next;
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pack_t *pack; // only one of pack / dir will be non NULL
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directory_t *dir;
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} searchpath_t;
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static char fs_gamedir[MAX_OSPATH]; // this will be a single file name with no separators
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static cvar_t *fs_debug;
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static cvar_t *fs_homepath;
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#ifdef MACOS_X
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// Also search the .app bundle for .pk3 files
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static cvar_t *fs_apppath;
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#endif
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static cvar_t *fs_basepath;
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static cvar_t *fs_basegame;
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static cvar_t *fs_gamedirvar;
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static searchpath_t *fs_searchpaths;
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static int fs_readCount; // total bytes read
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static int fs_loadCount; // total files read
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static int fs_loadStack; // total files in memory
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static int fs_packFiles = 0; // total number of files in packs
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static int fs_checksumFeed;
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typedef union qfile_gus {
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FILE* o;
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unzFile z;
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} qfile_gut;
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typedef struct qfile_us {
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qfile_gut file;
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qboolean unique;
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} qfile_ut;
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typedef struct {
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qfile_ut handleFiles;
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qboolean handleSync;
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int fileSize;
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int zipFilePos;
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int zipFileLen;
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qboolean zipFile;
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qboolean streamed;
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char name[MAX_ZPATH];
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} fileHandleData_t;
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static fileHandleData_t fsh[MAX_FILE_HANDLES];
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// TTimo - https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=540
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// wether we did a reorder on the current search path when joining the server
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static qboolean fs_reordered;
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// never load anything from pk3 files that are not present at the server when pure
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static int fs_numServerPaks = 0;
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static int fs_serverPaks[MAX_SEARCH_PATHS]; // checksums
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static char *fs_serverPakNames[MAX_SEARCH_PATHS]; // pk3 names
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// only used for autodownload, to make sure the client has at least
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// all the pk3 files that are referenced at the server side
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static int fs_numServerReferencedPaks;
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static int fs_serverReferencedPaks[MAX_SEARCH_PATHS]; // checksums
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static char *fs_serverReferencedPakNames[MAX_SEARCH_PATHS]; // pk3 names
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// last valid game folder used
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char lastValidBase[MAX_OSPATH];
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char lastValidGame[MAX_OSPATH];
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#ifdef FS_MISSING
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FILE* missingFiles = NULL;
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#endif
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/* C99 defines __func__ */
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#if __STDC_VERSION__ < 199901L
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# if __GNUC__ >= 2 || _MSC_VER >= 1300
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# define __func__ __FUNCTION__
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# else
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# define __func__ "(unknown)"
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# endif
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#endif
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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( void ) {
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return (fs_searchpaths != NULL);
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}
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/*
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=================
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FS_PakIsPure
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=================
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*/
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qboolean FS_PakIsPure( pack_t *pack ) {
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int i;
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if ( fs_numServerPaks ) {
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for ( i = 0 ; i < fs_numServerPaks ; i++ ) {
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// FIXME: also use hashed file names
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// NOTE TTimo: a pk3 with same checksum but different name would be validated too
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// I don't see this as allowing for any exploit, it would only happen if the client does manips of its file names 'not a bug'
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if ( pack->checksum == fs_serverPaks[i] ) {
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return qtrue; // on the aproved list
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}
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}
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return qfalse; // not on the pure server pak list
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}
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return qtrue;
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}
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/*
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=================
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FS_LoadStack
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return load stack
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=================
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*/
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int FS_LoadStack( void )
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{
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return fs_loadStack;
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}
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/*
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================
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return a hash value for the filename
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================
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*/
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static long FS_HashFileName( const char *fname, int hashSize ) {
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int i;
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long hash;
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char letter;
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hash = 0;
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i = 0;
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while (fname[i] != '\0') {
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letter = tolower(fname[i]);
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if (letter =='.') break; // don't include extension
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if (letter =='\\') letter = '/'; // damn path names
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if (letter == PATH_SEP) letter = '/'; // damn path names
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hash+=(long)(letter)*(i+119);
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i++;
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}
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hash = (hash ^ (hash >> 10) ^ (hash >> 20));
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hash &= (hashSize-1);
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return hash;
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}
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static 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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if ( fsh[i].handleFiles.file.o == NULL ) {
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return i;
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}
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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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static FILE *FS_FileForHandle( fileHandle_t f ) {
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if ( f < 1 || f >= MAX_FILE_HANDLES ) {
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Com_Error( ERR_DROP, "FS_FileForHandle: out of range" );
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}
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if (fsh[f].zipFile == qtrue) {
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Com_Error( ERR_DROP, "FS_FileForHandle: can't get FILE on zip file" );
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}
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if ( ! fsh[f].handleFiles.file.o ) {
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Com_Error( ERR_DROP, "FS_FileForHandle: NULL" );
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}
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return fsh[f].handleFiles.file.o;
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}
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void FS_ForceFlush( fileHandle_t f ) {
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FILE *file;
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file = FS_FileForHandle(f);
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setvbuf( file, NULL, _IONBF, 0 );
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}
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/*
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================
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FS_fplength
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================
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*/
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long FS_fplength(FILE *h)
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{
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long pos;
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long end;
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pos = ftell(h);
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fseek(h, 0, SEEK_END);
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end = ftell(h);
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fseek(h, pos, SEEK_SET);
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return end;
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}
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/*
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================
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FS_filelength
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If this is called on a non-unique FILE (from a pak file),
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it will return the size of the pak file, not the expected
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size of the file.
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================
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*/
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long FS_filelength(fileHandle_t f)
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{
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FILE *h;
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h = FS_FileForHandle(f);
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if(h == NULL)
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return -1;
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else
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return FS_fplength(h);
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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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static void FS_ReplaceSeparators( char *path ) {
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char *s;
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qboolean lastCharWasSep = qfalse;
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for ( s = path ; *s ; s++ ) {
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if ( *s == '/' || *s == '\\' ) {
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if ( !lastCharWasSep ) {
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*s = PATH_SEP;
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lastCharWasSep = qtrue;
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} else {
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memmove (s, s + 1, strlen (s));
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}
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} else {
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lastCharWasSep = qfalse;
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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 *base, const char *game, const char *qpath ) {
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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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if( !game || !game[0] ) {
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game = fs_gamedir;
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}
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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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/*
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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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qboolean FS_CreatePath (char *OSPath) {
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char *ofs;
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char path[MAX_OSPATH];
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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 qtrue;
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}
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Q_strncpyz( path, OSPath, sizeof( path ) );
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FS_ReplaceSeparators( path );
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// Skip creation of the root directory as it will always be there
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ofs = strchr( path, PATH_SEP );
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if ( ofs != NULL ) {
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ofs++;
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}
|
|
|
|
for (; ofs != NULL && *ofs ; ofs++) {
|
|
if (*ofs == PATH_SEP) {
|
|
// create the directory
|
|
*ofs = 0;
|
|
if (!Sys_Mkdir (path)) {
|
|
Com_Error( ERR_FATAL, "FS_CreatePath: failed to create path \"%s\"",
|
|
path );
|
|
}
|
|
*ofs = PATH_SEP;
|
|
}
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
FS_CheckFilenameIsMutable
|
|
|
|
ERR_FATAL if trying to maniuplate a file with the platform library, QVM, or pk3 extension
|
|
=================
|
|
*/
|
|
static void FS_CheckFilenameIsMutable( const char *filename,
|
|
const char *function )
|
|
{
|
|
// Check if the filename ends with the library, QVM, or pk3 extension
|
|
if( COM_CompareExtension( filename, DLL_EXT )
|
|
|| COM_CompareExtension( filename, ".qvm" )
|
|
|| COM_CompareExtension( filename, ".pk3" ) )
|
|
{
|
|
Com_Error( ERR_FATAL, "%s: Not allowed to manipulate '%s' due "
|
|
"to %s extension", function, filename, COM_GetExtension( filename ) );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===========
|
|
FS_Remove
|
|
|
|
===========
|
|
*/
|
|
void FS_Remove( const char *osPath ) {
|
|
FS_CheckFilenameIsMutable( osPath, __func__ );
|
|
|
|
remove( osPath );
|
|
}
|
|
|
|
/*
|
|
===========
|
|
FS_HomeRemove
|
|
|
|
===========
|
|
*/
|
|
void FS_HomeRemove( const char *homePath ) {
|
|
FS_CheckFilenameIsMutable( homePath, __func__ );
|
|
|
|
remove( FS_BuildOSPath( fs_homepath->string,
|
|
fs_gamedir, homePath ) );
|
|
}
|
|
|
|
/*
|
|
================
|
|
FS_FileInPathExists
|
|
|
|
Tests if path and file exists
|
|
================
|
|
*/
|
|
qboolean FS_FileInPathExists(const char *testpath)
|
|
{
|
|
FILE *filep;
|
|
|
|
filep = Sys_FOpen(testpath, "rb");
|
|
|
|
if(filep)
|
|
{
|
|
fclose(filep);
|
|
return qtrue;
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
================
|
|
FS_FileExists
|
|
|
|
Tests if the file exists in the current gamedir, this DOES NOT
|
|
search the paths. This is to determine if opening a file to write
|
|
(which always goes into the current gamedir) will cause any overwrites.
|
|
NOTE TTimo: this goes with FS_FOpenFileWrite for opening the file afterwards
|
|
================
|
|
*/
|
|
qboolean FS_FileExists(const char *file)
|
|
{
|
|
return FS_FileInPathExists(FS_BuildOSPath(fs_homepath->string, fs_gamedir, file));
|
|
}
|
|
|
|
/*
|
|
================
|
|
FS_SV_FileExists
|
|
|
|
Tests if the file exists
|
|
================
|
|
*/
|
|
qboolean FS_SV_FileExists( const char *file )
|
|
{
|
|
char *testpath;
|
|
|
|
testpath = FS_BuildOSPath( fs_homepath->string, file, "");
|
|
testpath[strlen(testpath)-1] = '\0';
|
|
|
|
return FS_FileInPathExists(testpath);
|
|
}
|
|
|
|
|
|
/*
|
|
===========
|
|
FS_SV_FOpenFileWrite
|
|
|
|
===========
|
|
*/
|
|
fileHandle_t FS_SV_FOpenFileWrite( const char *filename ) {
|
|
char *ospath;
|
|
fileHandle_t f;
|
|
|
|
if ( !fs_searchpaths ) {
|
|
Com_Error( ERR_FATAL, "Filesystem call made without initialization" );
|
|
}
|
|
|
|
ospath = FS_BuildOSPath( fs_homepath->string, filename, "" );
|
|
ospath[strlen(ospath)-1] = '\0';
|
|
|
|
f = FS_HandleForFile();
|
|
fsh[f].zipFile = qfalse;
|
|
|
|
if ( fs_debug->integer ) {
|
|
Com_Printf( "FS_SV_FOpenFileWrite: %s\n", ospath );
|
|
}
|
|
|
|
FS_CheckFilenameIsMutable( ospath, __func__ );
|
|
|
|
if( FS_CreatePath( ospath ) ) {
|
|
return 0;
|
|
}
|
|
|
|
Com_DPrintf( "writing to: %s\n", ospath );
|
|
fsh[f].handleFiles.file.o = Sys_FOpen( ospath, "wb" );
|
|
|
|
Q_strncpyz( fsh[f].name, filename, sizeof( fsh[f].name ) );
|
|
|
|
fsh[f].handleSync = qfalse;
|
|
if (!fsh[f].handleFiles.file.o) {
|
|
f = 0;
|
|
}
|
|
return f;
|
|
}
|
|
|
|
/*
|
|
===========
|
|
FS_SV_FOpenFileRead
|
|
|
|
Search for a file somewhere below the home path then base path
|
|
in that order
|
|
===========
|
|
*/
|
|
long FS_SV_FOpenFileRead(const char *filename, fileHandle_t *fp)
|
|
{
|
|
char *ospath;
|
|
fileHandle_t f = 0;
|
|
|
|
if ( !fs_searchpaths ) {
|
|
Com_Error( ERR_FATAL, "Filesystem call made without initialization" );
|
|
}
|
|
|
|
f = FS_HandleForFile();
|
|
fsh[f].zipFile = qfalse;
|
|
|
|
Q_strncpyz( fsh[f].name, filename, sizeof( fsh[f].name ) );
|
|
|
|
// don't let sound stutter
|
|
S_ClearSoundBuffer();
|
|
|
|
// search homepath
|
|
ospath = FS_BuildOSPath( fs_homepath->string, filename, "" );
|
|
// remove trailing slash
|
|
ospath[strlen(ospath)-1] = '\0';
|
|
|
|
if ( fs_debug->integer ) {
|
|
Com_Printf( "FS_SV_FOpenFileRead (fs_homepath): %s\n", ospath );
|
|
}
|
|
|
|
fsh[f].handleFiles.file.o = Sys_FOpen( ospath, "rb" );
|
|
fsh[f].handleSync = qfalse;
|
|
if (!fsh[f].handleFiles.file.o)
|
|
{
|
|
// If fs_homepath == fs_basepath, don't bother
|
|
if (Q_stricmp(fs_homepath->string,fs_basepath->string))
|
|
{
|
|
// search basepath
|
|
ospath = FS_BuildOSPath( fs_basepath->string, filename, "" );
|
|
ospath[strlen(ospath)-1] = '\0';
|
|
|
|
if ( fs_debug->integer )
|
|
{
|
|
Com_Printf( "FS_SV_FOpenFileRead (fs_basepath): %s\n", ospath );
|
|
}
|
|
|
|
fsh[f].handleFiles.file.o = Sys_FOpen( ospath, "rb" );
|
|
fsh[f].handleSync = qfalse;
|
|
}
|
|
|
|
if ( !fsh[f].handleFiles.file.o )
|
|
{
|
|
f = 0;
|
|
}
|
|
}
|
|
|
|
*fp = f;
|
|
if (f) {
|
|
return FS_filelength(f);
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
|
|
/*
|
|
===========
|
|
FS_SV_Rename
|
|
|
|
===========
|
|
*/
|
|
void FS_SV_Rename( const char *from, const char *to, qboolean safe ) {
|
|
char *from_ospath, *to_ospath;
|
|
|
|
if ( !fs_searchpaths ) {
|
|
Com_Error( ERR_FATAL, "Filesystem call made without initialization" );
|
|
}
|
|
|
|
// don't let sound stutter
|
|
S_ClearSoundBuffer();
|
|
|
|
from_ospath = FS_BuildOSPath( fs_homepath->string, from, "" );
|
|
to_ospath = FS_BuildOSPath( fs_homepath->string, to, "" );
|
|
from_ospath[strlen(from_ospath)-1] = '\0';
|
|
to_ospath[strlen(to_ospath)-1] = '\0';
|
|
|
|
if ( fs_debug->integer ) {
|
|
Com_Printf( "FS_SV_Rename: %s --> %s\n", from_ospath, to_ospath );
|
|
}
|
|
|
|
if ( safe ) {
|
|
FS_CheckFilenameIsMutable( to_ospath, __func__ );
|
|
}
|
|
|
|
rename(from_ospath, to_ospath);
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
===========
|
|
FS_Rename
|
|
|
|
===========
|
|
*/
|
|
void FS_Rename( const char *from, const char *to ) {
|
|
char *from_ospath, *to_ospath;
|
|
|
|
if ( !fs_searchpaths ) {
|
|
Com_Error( ERR_FATAL, "Filesystem call made without initialization" );
|
|
}
|
|
|
|
// don't let sound stutter
|
|
S_ClearSoundBuffer();
|
|
|
|
from_ospath = FS_BuildOSPath( fs_homepath->string, fs_gamedir, from );
|
|
to_ospath = FS_BuildOSPath( fs_homepath->string, fs_gamedir, to );
|
|
|
|
if ( fs_debug->integer ) {
|
|
Com_Printf( "FS_Rename: %s --> %s\n", from_ospath, to_ospath );
|
|
}
|
|
|
|
FS_CheckFilenameIsMutable( to_ospath, __func__ );
|
|
|
|
rename(from_ospath, to_ospath);
|
|
}
|
|
|
|
/*
|
|
==============
|
|
FS_FCloseFile
|
|
|
|
If the FILE pointer is an open pak file, leave it open.
|
|
|
|
For some reason, other dll's can't just cal fclose()
|
|
on files returned by FS_FOpenFile...
|
|
==============
|
|
*/
|
|
void FS_FCloseFile( fileHandle_t f ) {
|
|
if ( !fs_searchpaths ) {
|
|
Com_Error( ERR_FATAL, "Filesystem call made without initialization" );
|
|
}
|
|
|
|
if (fsh[f].zipFile == qtrue) {
|
|
unzCloseCurrentFile( fsh[f].handleFiles.file.z );
|
|
if ( fsh[f].handleFiles.unique ) {
|
|
unzClose( fsh[f].handleFiles.file.z );
|
|
}
|
|
Com_Memset( &fsh[f], 0, sizeof( fsh[f] ) );
|
|
return;
|
|
}
|
|
|
|
// we didn't find it as a pak, so close it as a unique file
|
|
if (fsh[f].handleFiles.file.o) {
|
|
fclose (fsh[f].handleFiles.file.o);
|
|
}
|
|
Com_Memset( &fsh[f], 0, sizeof( fsh[f] ) );
|
|
}
|
|
|
|
/*
|
|
===========
|
|
FS_FOpenFileWrite
|
|
|
|
===========
|
|
*/
|
|
fileHandle_t FS_FOpenFileWrite( const char *filename ) {
|
|
char *ospath;
|
|
fileHandle_t f;
|
|
|
|
if ( !fs_searchpaths ) {
|
|
Com_Error( ERR_FATAL, "Filesystem call made without initialization" );
|
|
}
|
|
|
|
f = FS_HandleForFile();
|
|
fsh[f].zipFile = qfalse;
|
|
|
|
ospath = FS_BuildOSPath( fs_homepath->string, fs_gamedir, filename );
|
|
|
|
if ( fs_debug->integer ) {
|
|
Com_Printf( "FS_FOpenFileWrite: %s\n", ospath );
|
|
}
|
|
|
|
FS_CheckFilenameIsMutable( ospath, __func__ );
|
|
|
|
if( FS_CreatePath( ospath ) ) {
|
|
return 0;
|
|
}
|
|
|
|
// enabling the following line causes a recursive function call loop
|
|
// when running with +set logfile 1 +set developer 1
|
|
//Com_DPrintf( "writing to: %s\n", ospath );
|
|
fsh[f].handleFiles.file.o = Sys_FOpen( ospath, "wb" );
|
|
|
|
Q_strncpyz( fsh[f].name, filename, sizeof( fsh[f].name ) );
|
|
|
|
fsh[f].handleSync = qfalse;
|
|
if (!fsh[f].handleFiles.file.o) {
|
|
f = 0;
|
|
}
|
|
return f;
|
|
}
|
|
|
|
/*
|
|
===========
|
|
FS_FOpenFileAppend
|
|
|
|
===========
|
|
*/
|
|
fileHandle_t FS_FOpenFileAppend( const char *filename ) {
|
|
char *ospath;
|
|
fileHandle_t f;
|
|
|
|
if ( !fs_searchpaths ) {
|
|
Com_Error( ERR_FATAL, "Filesystem call made without initialization" );
|
|
}
|
|
|
|
f = FS_HandleForFile();
|
|
fsh[f].zipFile = qfalse;
|
|
|
|
Q_strncpyz( fsh[f].name, filename, sizeof( fsh[f].name ) );
|
|
|
|
// don't let sound stutter
|
|
S_ClearSoundBuffer();
|
|
|
|
ospath = FS_BuildOSPath( fs_homepath->string, fs_gamedir, filename );
|
|
|
|
if ( fs_debug->integer ) {
|
|
Com_Printf( "FS_FOpenFileAppend: %s\n", ospath );
|
|
}
|
|
|
|
FS_CheckFilenameIsMutable( ospath, __func__ );
|
|
|
|
if( FS_CreatePath( ospath ) ) {
|
|
return 0;
|
|
}
|
|
|
|
fsh[f].handleFiles.file.o = Sys_FOpen( ospath, "ab" );
|
|
fsh[f].handleSync = qfalse;
|
|
if (!fsh[f].handleFiles.file.o) {
|
|
f = 0;
|
|
}
|
|
return f;
|
|
}
|
|
|
|
/*
|
|
===========
|
|
FS_FCreateOpenPipeFile
|
|
|
|
===========
|
|
*/
|
|
fileHandle_t FS_FCreateOpenPipeFile( const char *filename ) {
|
|
char *ospath;
|
|
FILE *fifo;
|
|
fileHandle_t f;
|
|
|
|
if ( !fs_searchpaths ) {
|
|
Com_Error( ERR_FATAL, "Filesystem call made without initialization" );
|
|
}
|
|
|
|
f = FS_HandleForFile();
|
|
fsh[f].zipFile = qfalse;
|
|
|
|
Q_strncpyz( fsh[f].name, filename, sizeof( fsh[f].name ) );
|
|
|
|
// don't let sound stutter
|
|
S_ClearSoundBuffer();
|
|
|
|
ospath = FS_BuildOSPath( fs_homepath->string, fs_gamedir, filename );
|
|
|
|
if ( fs_debug->integer ) {
|
|
Com_Printf( "FS_FCreateOpenPipeFile: %s\n", ospath );
|
|
}
|
|
|
|
FS_CheckFilenameIsMutable( ospath, __func__ );
|
|
|
|
fifo = Sys_Mkfifo( ospath );
|
|
if( fifo ) {
|
|
fsh[f].handleFiles.file.o = fifo;
|
|
fsh[f].handleSync = qfalse;
|
|
}
|
|
else
|
|
{
|
|
Com_Printf( S_COLOR_YELLOW "WARNING: Could not create new com_pipefile at %s. "
|
|
"com_pipefile will not be used.\n", ospath );
|
|
f = 0;
|
|
}
|
|
|
|
return f;
|
|
}
|
|
|
|
/*
|
|
===========
|
|
FS_FilenameCompare
|
|
|
|
Ignore case and seprator char distinctions
|
|
===========
|
|
*/
|
|
qboolean FS_FilenameCompare( const char *s1, const char *s2 ) {
|
|
int c1, c2;
|
|
|
|
do {
|
|
c1 = *s1++;
|
|
c2 = *s2++;
|
|
|
|
if (c1 >= 'a' && c1 <= 'z') {
|
|
c1 -= ('a' - 'A');
|
|
}
|
|
if (c2 >= 'a' && c2 <= 'z') {
|
|
c2 -= ('a' - 'A');
|
|
}
|
|
|
|
if ( c1 == '\\' || c1 == ':' ) {
|
|
c1 = '/';
|
|
}
|
|
if ( c2 == '\\' || c2 == ':' ) {
|
|
c2 = '/';
|
|
}
|
|
|
|
if (c1 != c2) {
|
|
return qtrue; // strings not equal
|
|
}
|
|
} while (c1);
|
|
|
|
return qfalse; // strings are equal
|
|
}
|
|
|
|
/*
|
|
===========
|
|
FS_IsExt
|
|
|
|
Return qtrue if ext matches file extension filename
|
|
===========
|
|
*/
|
|
|
|
qboolean FS_IsExt(const char *filename, const char *ext, int namelen)
|
|
{
|
|
int extlen;
|
|
|
|
extlen = strlen(ext);
|
|
|
|
if(extlen > namelen)
|
|
return qfalse;
|
|
|
|
filename += namelen - extlen;
|
|
|
|
return !Q_stricmp(filename, ext);
|
|
}
|
|
|
|
/*
|
|
===========
|
|
FS_IsDemoExt
|
|
|
|
Return qtrue if filename has a demo extension
|
|
===========
|
|
*/
|
|
|
|
qboolean FS_IsDemoExt(const char *filename, int namelen)
|
|
{
|
|
char *ext_test;
|
|
int index, protocol;
|
|
|
|
ext_test = strrchr(filename, '.');
|
|
if(ext_test && !Q_stricmpn(ext_test + 1, DEMOEXT, ARRAY_LEN(DEMOEXT) - 1))
|
|
{
|
|
protocol = atoi(ext_test + ARRAY_LEN(DEMOEXT));
|
|
|
|
if(protocol == com_protocol->integer)
|
|
return qtrue;
|
|
|
|
#ifdef LEGACY_PROTOCOL
|
|
if(protocol == com_legacyprotocol->integer)
|
|
return qtrue;
|
|
#endif
|
|
|
|
for(index = 0; demo_protocols[index]; index++)
|
|
{
|
|
if(demo_protocols[index] == protocol)
|
|
return qtrue;
|
|
}
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
===========
|
|
FS_FOpenFileReadDir
|
|
|
|
Tries opening file "filename" in searchpath "search"
|
|
Returns filesize and an open FILE pointer.
|
|
===========
|
|
*/
|
|
extern qboolean com_fullyInitialized;
|
|
|
|
long FS_FOpenFileReadDir(const char *filename, searchpath_t *search, fileHandle_t *file, qboolean uniqueFILE, qboolean unpure)
|
|
{
|
|
long hash;
|
|
pack_t *pak;
|
|
fileInPack_t *pakFile;
|
|
directory_t *dir;
|
|
char *netpath;
|
|
FILE *filep;
|
|
int len;
|
|
|
|
if(filename == NULL)
|
|
Com_Error(ERR_FATAL, "FS_FOpenFileRead: NULL 'filename' parameter passed");
|
|
|
|
// qpaths are not supposed to have a leading slash
|
|
if(filename[0] == '/' || filename[0] == '\\')
|
|
filename++;
|
|
|
|
// make absolutely sure that it can't back up the path.
|
|
// The searchpaths do guarantee that something will always
|
|
// be prepended, so we don't need to worry about "c:" or "//limbo"
|
|
if(strstr(filename, ".." ) || strstr(filename, "::"))
|
|
{
|
|
if(file == NULL)
|
|
return qfalse;
|
|
|
|
*file = 0;
|
|
return -1;
|
|
}
|
|
|
|
// make sure the q3key file is only readable by the quake3.exe at initialization
|
|
// any other time the key should only be accessed in memory using the provided functions
|
|
if(com_fullyInitialized && strstr(filename, "q3key"))
|
|
{
|
|
if(file == NULL)
|
|
return qfalse;
|
|
|
|
*file = 0;
|
|
return -1;
|
|
}
|
|
|
|
if(file == NULL)
|
|
{
|
|
// just wants to see if file is there
|
|
|
|
// is the element a pak file?
|
|
if(search->pack)
|
|
{
|
|
hash = FS_HashFileName(filename, search->pack->hashSize);
|
|
|
|
if(search->pack->hashTable[hash])
|
|
{
|
|
// look through all the pak file elements
|
|
pak = search->pack;
|
|
pakFile = pak->hashTable[hash];
|
|
|
|
do
|
|
{
|
|
// case and separator insensitive comparisons
|
|
if(!FS_FilenameCompare(pakFile->name, filename))
|
|
{
|
|
// found it!
|
|
if(pakFile->len)
|
|
return pakFile->len;
|
|
else
|
|
{
|
|
// It's not nice, but legacy code depends
|
|
// on positive value if file exists no matter
|
|
// what size
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
pakFile = pakFile->next;
|
|
} while(pakFile != NULL);
|
|
}
|
|
}
|
|
else if(search->dir)
|
|
{
|
|
dir = search->dir;
|
|
|
|
netpath = FS_BuildOSPath(dir->path, dir->gamedir, filename);
|
|
filep = Sys_FOpen(netpath, "rb");
|
|
|
|
if(filep)
|
|
{
|
|
len = FS_fplength(filep);
|
|
fclose(filep);
|
|
|
|
if(len)
|
|
return len;
|
|
else
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
*file = FS_HandleForFile();
|
|
fsh[*file].handleFiles.unique = uniqueFILE;
|
|
|
|
// is the element a pak file?
|
|
if(search->pack)
|
|
{
|
|
hash = FS_HashFileName(filename, search->pack->hashSize);
|
|
|
|
if(search->pack->hashTable[hash])
|
|
{
|
|
// disregard if it doesn't match one of the allowed pure pak files
|
|
if(!unpure && !FS_PakIsPure(search->pack))
|
|
{
|
|
*file = 0;
|
|
return -1;
|
|
}
|
|
|
|
// look through all the pak file elements
|
|
pak = search->pack;
|
|
pakFile = pak->hashTable[hash];
|
|
|
|
do
|
|
{
|
|
// case and separator insensitive comparisons
|
|
if(!FS_FilenameCompare(pakFile->name, filename))
|
|
{
|
|
// found it!
|
|
|
|
// mark the pak as having been referenced and mark specifics on cgame and ui
|
|
// shaders, txt, arena files by themselves do not count as a reference as
|
|
// these are loaded from all pk3s
|
|
// from every pk3 file..
|
|
len = strlen(filename);
|
|
|
|
if (!(pak->referenced & FS_GENERAL_REF))
|
|
{
|
|
if(!FS_IsExt(filename, ".shader", len) &&
|
|
!FS_IsExt(filename, ".txt", len) &&
|
|
!FS_IsExt(filename, ".cfg", len) &&
|
|
!FS_IsExt(filename, ".config", len) &&
|
|
!FS_IsExt(filename, ".bot", len) &&
|
|
!FS_IsExt(filename, ".arena", len) &&
|
|
!FS_IsExt(filename, ".menu", len) &&
|
|
Q_stricmp(filename, "vm/qagame.qvm") != 0 &&
|
|
!strstr(filename, "levelshots"))
|
|
{
|
|
pak->referenced |= FS_GENERAL_REF;
|
|
}
|
|
}
|
|
|
|
if(strstr(filename, "cgame.qvm"))
|
|
pak->referenced |= FS_CGAME_REF;
|
|
if(strstr(filename, "ui.qvm"))
|
|
pak->referenced |= FS_UI_REF;
|
|
|
|
if(uniqueFILE)
|
|
{
|
|
// open a new file on the pakfile
|
|
fsh[*file].handleFiles.file.z = unzOpen(pak->pakFilename);
|
|
|
|
if(fsh[*file].handleFiles.file.z == NULL)
|
|
Com_Error(ERR_FATAL, "Couldn't open %s", pak->pakFilename);
|
|
}
|
|
else
|
|
fsh[*file].handleFiles.file.z = pak->handle;
|
|
|
|
Q_strncpyz(fsh[*file].name, filename, sizeof(fsh[*file].name));
|
|
fsh[*file].zipFile = qtrue;
|
|
|
|
// set the file position in the zip file (also sets the current file info)
|
|
unzSetOffset(fsh[*file].handleFiles.file.z, pakFile->pos);
|
|
|
|
// open the file in the zip
|
|
unzOpenCurrentFile(fsh[*file].handleFiles.file.z);
|
|
fsh[*file].zipFilePos = pakFile->pos;
|
|
fsh[*file].zipFileLen = pakFile->len;
|
|
|
|
if(fs_debug->integer)
|
|
{
|
|
Com_Printf("FS_FOpenFileRead: %s (found in '%s')\n",
|
|
filename, pak->pakFilename);
|
|
}
|
|
|
|
return pakFile->len;
|
|
}
|
|
|
|
pakFile = pakFile->next;
|
|
} while(pakFile != NULL);
|
|
}
|
|
}
|
|
else if(search->dir)
|
|
{
|
|
// check a file in the directory tree
|
|
|
|
// if we are running restricted, the only files we
|
|
// will allow to come from the directory are .cfg files
|
|
len = strlen(filename);
|
|
// FIXME TTimo I'm not sure about the fs_numServerPaks test
|
|
// if you are using FS_ReadFile to find out if a file exists,
|
|
// this test can make the search fail although the file is in the directory
|
|
// I had the problem on https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=8
|
|
// turned out I used FS_FileExists instead
|
|
if(!unpure && fs_numServerPaks)
|
|
{
|
|
if(!FS_IsExt(filename, ".cfg", len) && // for config files
|
|
!FS_IsExt(filename, ".menu", len) && // menu files
|
|
!FS_IsExt(filename, ".game", len) && // menu files
|
|
!FS_IsExt(filename, ".dat", len) && // for journal files
|
|
!FS_IsDemoExt(filename, len)) // demos
|
|
{
|
|
*file = 0;
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
dir = search->dir;
|
|
|
|
netpath = FS_BuildOSPath(dir->path, dir->gamedir, filename);
|
|
filep = Sys_FOpen(netpath, "rb");
|
|
|
|
if (filep == NULL)
|
|
{
|
|
*file = 0;
|
|
return -1;
|
|
}
|
|
|
|
Q_strncpyz(fsh[*file].name, filename, sizeof(fsh[*file].name));
|
|
fsh[*file].zipFile = qfalse;
|
|
|
|
if(fs_debug->integer)
|
|
{
|
|
Com_Printf("FS_FOpenFileRead: %s (found in '%s%c%s')\n", filename,
|
|
dir->path, PATH_SEP, dir->gamedir);
|
|
}
|
|
|
|
fsh[*file].handleFiles.file.o = filep;
|
|
return FS_fplength(filep);
|
|
}
|
|
|
|
*file = 0;
|
|
return -1;
|
|
}
|
|
|
|
/*
|
|
===========
|
|
FS_FOpenFileRead
|
|
|
|
Finds the file in the search path.
|
|
Returns filesize and an open FILE pointer.
|
|
Used for streaming data out of either a
|
|
separate file or a ZIP file.
|
|
===========
|
|
*/
|
|
long FS_FOpenFileRead(const char *filename, fileHandle_t *file, qboolean uniqueFILE)
|
|
{
|
|
searchpath_t *search;
|
|
long len;
|
|
|
|
if(!fs_searchpaths)
|
|
Com_Error(ERR_FATAL, "Filesystem call made without initialization");
|
|
|
|
for(search = fs_searchpaths; search; search = search->next)
|
|
{
|
|
len = FS_FOpenFileReadDir(filename, search, file, uniqueFILE, qfalse);
|
|
|
|
if(file == NULL)
|
|
{
|
|
if(len > 0)
|
|
return len;
|
|
}
|
|
else
|
|
{
|
|
if(len >= 0 && *file)
|
|
return len;
|
|
}
|
|
|
|
}
|
|
|
|
#ifdef FS_MISSING
|
|
if(missingFiles)
|
|
fprintf(missingFiles, "%s\n", filename);
|
|
#endif
|
|
|
|
if(file)
|
|
{
|
|
*file = 0;
|
|
return -1;
|
|
}
|
|
else
|
|
{
|
|
// When file is NULL, we're querying the existance of the file
|
|
// If we've got here, it doesn't exist
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
FS_FindVM
|
|
|
|
Find a suitable VM file in search path order.
|
|
|
|
In each searchpath try:
|
|
- open DLL file if DLL loading enabled
|
|
- open QVM file
|
|
|
|
Enable search for DLL by setting enableDll to FSVM_ENABLEDLL
|
|
|
|
write found DLL or QVM to "found" and return VMI_NATIVE if DLL, VMI_COMPILED if QVM
|
|
Return the searchpath in "startSearch".
|
|
=================
|
|
*/
|
|
|
|
int FS_FindVM(void **startSearch, char *found, int foundlen, const char *name, int enableDll)
|
|
{
|
|
searchpath_t *search, *lastSearch;
|
|
directory_t *dir;
|
|
pack_t *pack;
|
|
char dllName[MAX_OSPATH], qvmName[MAX_OSPATH];
|
|
char *netpath;
|
|
|
|
if(!fs_searchpaths)
|
|
Com_Error(ERR_FATAL, "Filesystem call made without initialization");
|
|
|
|
if(enableDll)
|
|
Com_sprintf(dllName, sizeof(dllName), "%s" ARCH_STRING DLL_EXT, name);
|
|
|
|
Com_sprintf(qvmName, sizeof(qvmName), "vm/%s.qvm", name);
|
|
|
|
lastSearch = *startSearch;
|
|
if(*startSearch == NULL)
|
|
search = fs_searchpaths;
|
|
else
|
|
search = lastSearch->next;
|
|
|
|
while(search)
|
|
{
|
|
if(search->dir && !fs_numServerPaks)
|
|
{
|
|
dir = search->dir;
|
|
|
|
if(enableDll)
|
|
{
|
|
netpath = FS_BuildOSPath(dir->path, dir->gamedir, dllName);
|
|
|
|
if(FS_FileInPathExists(netpath))
|
|
{
|
|
Q_strncpyz(found, netpath, foundlen);
|
|
*startSearch = search;
|
|
|
|
return VMI_NATIVE;
|
|
}
|
|
}
|
|
|
|
if(FS_FOpenFileReadDir(qvmName, search, NULL, qfalse, qfalse) > 0)
|
|
{
|
|
*startSearch = search;
|
|
return VMI_COMPILED;
|
|
}
|
|
}
|
|
else if(search->pack)
|
|
{
|
|
pack = search->pack;
|
|
|
|
if(lastSearch && lastSearch->pack)
|
|
{
|
|
// make sure we only try loading one VM file per game dir
|
|
// i.e. if VM from pak7.pk3 fails we won't try one from pak6.pk3
|
|
|
|
if(!FS_FilenameCompare(lastSearch->pack->pakPathname, pack->pakPathname))
|
|
{
|
|
search = search->next;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if(FS_FOpenFileReadDir(qvmName, search, NULL, qfalse, qfalse) > 0)
|
|
{
|
|
*startSearch = search;
|
|
|
|
return VMI_COMPILED;
|
|
}
|
|
}
|
|
|
|
search = search->next;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
FS_Read
|
|
|
|
Properly handles partial reads
|
|
=================
|
|
*/
|
|
int FS_Read2( void *buffer, int len, fileHandle_t f ) {
|
|
if ( !fs_searchpaths ) {
|
|
Com_Error( ERR_FATAL, "Filesystem call made without initialization" );
|
|
}
|
|
|
|
if ( !f ) {
|
|
return 0;
|
|
}
|
|
if (fsh[f].streamed) {
|
|
int r;
|
|
fsh[f].streamed = qfalse;
|
|
r = FS_Read( buffer, len, f );
|
|
fsh[f].streamed = qtrue;
|
|
return r;
|
|
} else {
|
|
return FS_Read( buffer, len, f);
|
|
}
|
|
}
|
|
|
|
int FS_Read( void *buffer, int len, fileHandle_t f ) {
|
|
int block, remaining;
|
|
int read;
|
|
byte *buf;
|
|
int tries;
|
|
|
|
if ( !fs_searchpaths ) {
|
|
Com_Error( ERR_FATAL, "Filesystem call made without initialization" );
|
|
}
|
|
|
|
if ( !f ) {
|
|
return 0;
|
|
}
|
|
|
|
buf = (byte *)buffer;
|
|
fs_readCount += len;
|
|
|
|
if (fsh[f].zipFile == qfalse) {
|
|
remaining = len;
|
|
tries = 0;
|
|
while (remaining) {
|
|
block = remaining;
|
|
read = fread (buf, 1, block, fsh[f].handleFiles.file.o);
|
|
if (read == 0) {
|
|
// we might have been trying to read from a CD, which
|
|
// sometimes returns a 0 read on windows
|
|
if (!tries) {
|
|
tries = 1;
|
|
} else {
|
|
return len-remaining; //Com_Error (ERR_FATAL, "FS_Read: 0 bytes read");
|
|
}
|
|
}
|
|
|
|
if (read == -1) {
|
|
Com_Error (ERR_FATAL, "FS_Read: -1 bytes read");
|
|
}
|
|
|
|
remaining -= read;
|
|
buf += read;
|
|
}
|
|
return len;
|
|
} else {
|
|
return unzReadCurrentFile(fsh[f].handleFiles.file.z, buffer, len);
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
FS_Write
|
|
|
|
Properly handles partial writes
|
|
=================
|
|
*/
|
|
int FS_Write( const void *buffer, int len, fileHandle_t h ) {
|
|
int block, remaining;
|
|
int written;
|
|
byte *buf;
|
|
int tries;
|
|
FILE *f;
|
|
|
|
if ( !fs_searchpaths ) {
|
|
Com_Error( ERR_FATAL, "Filesystem call made without initialization" );
|
|
}
|
|
|
|
if ( !h ) {
|
|
return 0;
|
|
}
|
|
|
|
f = FS_FileForHandle(h);
|
|
buf = (byte *)buffer;
|
|
|
|
remaining = len;
|
|
tries = 0;
|
|
while (remaining) {
|
|
block = remaining;
|
|
written = fwrite (buf, 1, block, f);
|
|
if (written == 0) {
|
|
if (!tries) {
|
|
tries = 1;
|
|
} else {
|
|
Com_Printf( "FS_Write: 0 bytes written\n" );
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
if (written == -1) {
|
|
Com_Printf( "FS_Write: -1 bytes written\n" );
|
|
return 0;
|
|
}
|
|
|
|
remaining -= written;
|
|
buf += written;
|
|
}
|
|
if ( fsh[h].handleSync ) {
|
|
fflush( f );
|
|
}
|
|
return len;
|
|
}
|
|
|
|
void QDECL FS_Printf( fileHandle_t h, const char *fmt, ... ) {
|
|
va_list argptr;
|
|
char msg[MAXPRINTMSG];
|
|
|
|
va_start (argptr,fmt);
|
|
Q_vsnprintf (msg, sizeof(msg), fmt, argptr);
|
|
va_end (argptr);
|
|
|
|
FS_Write(msg, strlen(msg), h);
|
|
}
|
|
|
|
#define PK3_SEEK_BUFFER_SIZE 65536
|
|
|
|
/*
|
|
=================
|
|
FS_Seek
|
|
|
|
=================
|
|
*/
|
|
int FS_Seek( fileHandle_t f, long offset, int origin ) {
|
|
int _origin;
|
|
|
|
if ( !fs_searchpaths ) {
|
|
Com_Error( ERR_FATAL, "Filesystem call made without initialization" );
|
|
return -1;
|
|
}
|
|
|
|
if (fsh[f].streamed) {
|
|
int r;
|
|
fsh[f].streamed = qfalse;
|
|
r = FS_Seek( f, offset, origin );
|
|
fsh[f].streamed = qtrue;
|
|
return r;
|
|
}
|
|
|
|
if (fsh[f].zipFile == qtrue) {
|
|
//FIXME: this is really, really crappy
|
|
//(but better than what was here before)
|
|
byte buffer[PK3_SEEK_BUFFER_SIZE];
|
|
int remainder;
|
|
int currentPosition = FS_FTell( f );
|
|
|
|
// change negative offsets into FS_SEEK_SET
|
|
if ( offset < 0 ) {
|
|
switch( origin ) {
|
|
case FS_SEEK_END:
|
|
remainder = fsh[f].zipFileLen + offset;
|
|
break;
|
|
|
|
case FS_SEEK_CUR:
|
|
remainder = currentPosition + offset;
|
|
break;
|
|
|
|
case FS_SEEK_SET:
|
|
default:
|
|
remainder = 0;
|
|
break;
|
|
}
|
|
|
|
if ( remainder < 0 ) {
|
|
remainder = 0;
|
|
}
|
|
|
|
origin = FS_SEEK_SET;
|
|
} else {
|
|
if ( origin == FS_SEEK_END ) {
|
|
remainder = fsh[f].zipFileLen - currentPosition + offset;
|
|
} else {
|
|
remainder = offset;
|
|
}
|
|
}
|
|
|
|
switch( origin ) {
|
|
case FS_SEEK_SET:
|
|
if ( remainder == currentPosition ) {
|
|
return offset;
|
|
}
|
|
unzSetOffset(fsh[f].handleFiles.file.z, fsh[f].zipFilePos);
|
|
unzOpenCurrentFile(fsh[f].handleFiles.file.z);
|
|
//fallthrough
|
|
|
|
case FS_SEEK_END:
|
|
case FS_SEEK_CUR:
|
|
while( remainder > PK3_SEEK_BUFFER_SIZE ) {
|
|
FS_Read( buffer, PK3_SEEK_BUFFER_SIZE, f );
|
|
remainder -= PK3_SEEK_BUFFER_SIZE;
|
|
}
|
|
FS_Read( buffer, remainder, f );
|
|
return offset;
|
|
|
|
default:
|
|
Com_Error( ERR_FATAL, "Bad origin in FS_Seek" );
|
|
return -1;
|
|
}
|
|
} else {
|
|
FILE *file;
|
|
file = FS_FileForHandle(f);
|
|
switch( origin ) {
|
|
case FS_SEEK_CUR:
|
|
_origin = SEEK_CUR;
|
|
break;
|
|
case FS_SEEK_END:
|
|
_origin = SEEK_END;
|
|
break;
|
|
case FS_SEEK_SET:
|
|
_origin = SEEK_SET;
|
|
break;
|
|
default:
|
|
Com_Error( ERR_FATAL, "Bad origin in FS_Seek" );
|
|
break;
|
|
}
|
|
|
|
return fseek( file, offset, _origin );
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
======================================================================================
|
|
|
|
CONVENIENCE FUNCTIONS FOR ENTIRE FILES
|
|
|
|
======================================================================================
|
|
*/
|
|
|
|
int FS_FileIsInPAK(const char *filename, int *pChecksum ) {
|
|
searchpath_t *search;
|
|
pack_t *pak;
|
|
fileInPack_t *pakFile;
|
|
long hash = 0;
|
|
|
|
if ( !fs_searchpaths ) {
|
|
Com_Error( ERR_FATAL, "Filesystem call made without initialization" );
|
|
}
|
|
|
|
if ( !filename ) {
|
|
Com_Error( ERR_FATAL, "FS_FOpenFileRead: NULL 'filename' parameter passed" );
|
|
}
|
|
|
|
// qpaths are not supposed to have a leading slash
|
|
if ( filename[0] == '/' || filename[0] == '\\' ) {
|
|
filename++;
|
|
}
|
|
|
|
// make absolutely sure that it can't back up the path.
|
|
// The searchpaths do guarantee that something will always
|
|
// be prepended, so we don't need to worry about "c:" or "//limbo"
|
|
if ( strstr( filename, ".." ) || strstr( filename, "::" ) ) {
|
|
return -1;
|
|
}
|
|
|
|
//
|
|
// search through the path, one element at a time
|
|
//
|
|
|
|
for ( search = fs_searchpaths ; search ; search = search->next ) {
|
|
//
|
|
if (search->pack) {
|
|
hash = FS_HashFileName(filename, search->pack->hashSize);
|
|
}
|
|
// is the element a pak file?
|
|
if ( search->pack && search->pack->hashTable[hash] ) {
|
|
// disregard if it doesn't match one of the allowed pure pak files
|
|
if ( !FS_PakIsPure(search->pack) ) {
|
|
continue;
|
|
}
|
|
|
|
// look through all the pak file elements
|
|
pak = search->pack;
|
|
pakFile = pak->hashTable[hash];
|
|
do {
|
|
// case and separator insensitive comparisons
|
|
if ( !FS_FilenameCompare( pakFile->name, filename ) ) {
|
|
if (pChecksum) {
|
|
*pChecksum = pak->pure_checksum;
|
|
}
|
|
return 1;
|
|
}
|
|
pakFile = pakFile->next;
|
|
} while(pakFile != NULL);
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
/*
|
|
============
|
|
FS_ReadFileDir
|
|
|
|
Filename are relative to the quake search path
|
|
a null buffer will just return the file length without loading
|
|
If searchPath is non-NULL search only in that specific search path
|
|
============
|
|
*/
|
|
long FS_ReadFileDir(const char *qpath, void *searchPath, qboolean unpure, void **buffer)
|
|
{
|
|
fileHandle_t h;
|
|
searchpath_t *search;
|
|
byte* buf;
|
|
qboolean isConfig;
|
|
long len;
|
|
|
|
if ( !fs_searchpaths ) {
|
|
Com_Error( ERR_FATAL, "Filesystem call made without initialization" );
|
|
}
|
|
|
|
if ( !qpath || !qpath[0] ) {
|
|
Com_Error( ERR_FATAL, "FS_ReadFile with empty name" );
|
|
}
|
|
|
|
buf = NULL; // quiet compiler warning
|
|
|
|
// if this is a .cfg file and we are playing back a journal, read
|
|
// it from the journal file
|
|
if ( strstr( qpath, ".cfg" ) ) {
|
|
isConfig = qtrue;
|
|
if ( com_journal && com_journal->integer == 2 ) {
|
|
int r;
|
|
|
|
Com_DPrintf( "Loading %s from journal file.\n", qpath );
|
|
r = FS_Read( &len, sizeof( len ), com_journalDataFile );
|
|
if ( r != sizeof( len ) ) {
|
|
if (buffer != NULL) *buffer = NULL;
|
|
return -1;
|
|
}
|
|
// if the file didn't exist when the journal was created
|
|
if (!len) {
|
|
if (buffer == NULL) {
|
|
return 1; // hack for old journal files
|
|
}
|
|
*buffer = NULL;
|
|
return -1;
|
|
}
|
|
if (buffer == NULL) {
|
|
return len;
|
|
}
|
|
|
|
buf = Hunk_AllocateTempMemory(len+1);
|
|
*buffer = buf;
|
|
|
|
r = FS_Read( buf, len, com_journalDataFile );
|
|
if ( r != len ) {
|
|
Com_Error( ERR_FATAL, "Read from journalDataFile failed" );
|
|
}
|
|
|
|
fs_loadCount++;
|
|
fs_loadStack++;
|
|
|
|
// guarantee that it will have a trailing 0 for string operations
|
|
buf[len] = 0;
|
|
|
|
return len;
|
|
}
|
|
} else {
|
|
isConfig = qfalse;
|
|
}
|
|
|
|
search = searchPath;
|
|
|
|
if(search == NULL)
|
|
{
|
|
// look for it in the filesystem or pack files
|
|
len = FS_FOpenFileRead(qpath, &h, qfalse);
|
|
}
|
|
else
|
|
{
|
|
// look for it in a specific search path only
|
|
len = FS_FOpenFileReadDir(qpath, search, &h, qfalse, unpure);
|
|
}
|
|
|
|
if ( h == 0 ) {
|
|
if ( buffer ) {
|
|
*buffer = NULL;
|
|
}
|
|
// if we are journalling and it is a config file, write a zero to the journal file
|
|
if ( isConfig && com_journal && com_journal->integer == 1 ) {
|
|
Com_DPrintf( "Writing zero for %s to journal file.\n", qpath );
|
|
len = 0;
|
|
FS_Write( &len, sizeof( len ), com_journalDataFile );
|
|
FS_Flush( com_journalDataFile );
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
if ( !buffer ) {
|
|
if ( isConfig && com_journal && com_journal->integer == 1 ) {
|
|
Com_DPrintf( "Writing len for %s to journal file.\n", qpath );
|
|
FS_Write( &len, sizeof( len ), com_journalDataFile );
|
|
FS_Flush( com_journalDataFile );
|
|
}
|
|
FS_FCloseFile( h);
|
|
return len;
|
|
}
|
|
|
|
fs_loadCount++;
|
|
fs_loadStack++;
|
|
|
|
buf = Hunk_AllocateTempMemory(len+1);
|
|
*buffer = buf;
|
|
|
|
FS_Read (buf, len, h);
|
|
|
|
// guarantee that it will have a trailing 0 for string operations
|
|
buf[len] = 0;
|
|
FS_FCloseFile( h );
|
|
|
|
// if we are journalling and it is a config file, write it to the journal file
|
|
if ( isConfig && com_journal && com_journal->integer == 1 ) {
|
|
Com_DPrintf( "Writing %s to journal file.\n", qpath );
|
|
FS_Write( &len, sizeof( len ), com_journalDataFile );
|
|
FS_Write( buf, len, com_journalDataFile );
|
|
FS_Flush( com_journalDataFile );
|
|
}
|
|
return len;
|
|
}
|
|
|
|
/*
|
|
============
|
|
FS_ReadFile
|
|
|
|
Filename are relative to the quake search path
|
|
a null buffer will just return the file length without loading
|
|
============
|
|
*/
|
|
long FS_ReadFile(const char *qpath, void **buffer)
|
|
{
|
|
return FS_ReadFileDir(qpath, NULL, qfalse, buffer);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
FS_FreeFile
|
|
=============
|
|
*/
|
|
void FS_FreeFile( void *buffer ) {
|
|
if ( !fs_searchpaths ) {
|
|
Com_Error( ERR_FATAL, "Filesystem call made without initialization" );
|
|
}
|
|
if ( !buffer ) {
|
|
Com_Error( ERR_FATAL, "FS_FreeFile( NULL )" );
|
|
}
|
|
fs_loadStack--;
|
|
|
|
Hunk_FreeTempMemory( buffer );
|
|
|
|
// if all of our temp files are free, clear all of our space
|
|
if ( fs_loadStack == 0 ) {
|
|
Hunk_ClearTempMemory();
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
FS_WriteFile
|
|
|
|
Filename are relative to the quake search path
|
|
============
|
|
*/
|
|
void FS_WriteFile( const char *qpath, const void *buffer, int size ) {
|
|
fileHandle_t f;
|
|
|
|
if ( !fs_searchpaths ) {
|
|
Com_Error( ERR_FATAL, "Filesystem call made without initialization" );
|
|
}
|
|
|
|
if ( !qpath || !buffer ) {
|
|
Com_Error( ERR_FATAL, "FS_WriteFile: NULL parameter" );
|
|
}
|
|
|
|
f = FS_FOpenFileWrite( qpath );
|
|
if ( !f ) {
|
|
Com_Printf( "Failed to open %s\n", qpath );
|
|
return;
|
|
}
|
|
|
|
FS_Write( buffer, size, f );
|
|
|
|
FS_FCloseFile( f );
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
==========================================================================
|
|
|
|
ZIP FILE LOADING
|
|
|
|
==========================================================================
|
|
*/
|
|
|
|
/*
|
|
=================
|
|
FS_LoadZipFile
|
|
|
|
Creates a new pak_t in the search chain for the contents
|
|
of a zip file.
|
|
=================
|
|
*/
|
|
static pack_t *FS_LoadZipFile(const char *zipfile, const char *basename)
|
|
{
|
|
fileInPack_t *buildBuffer;
|
|
pack_t *pack;
|
|
unzFile uf;
|
|
int err;
|
|
unz_global_info gi;
|
|
char filename_inzip[MAX_ZPATH];
|
|
unz_file_info file_info;
|
|
int i, len;
|
|
long hash;
|
|
int fs_numHeaderLongs;
|
|
int *fs_headerLongs;
|
|
char *namePtr;
|
|
|
|
fs_numHeaderLongs = 0;
|
|
|
|
uf = unzOpen(zipfile);
|
|
err = unzGetGlobalInfo (uf,&gi);
|
|
|
|
if (err != UNZ_OK)
|
|
return NULL;
|
|
|
|
len = 0;
|
|
unzGoToFirstFile(uf);
|
|
for (i = 0; i < gi.number_entry; i++)
|
|
{
|
|
err = unzGetCurrentFileInfo(uf, &file_info, filename_inzip, sizeof(filename_inzip), NULL, 0, NULL, 0);
|
|
if (err != UNZ_OK) {
|
|
break;
|
|
}
|
|
len += strlen(filename_inzip) + 1;
|
|
unzGoToNextFile(uf);
|
|
}
|
|
|
|
buildBuffer = Z_Malloc( (gi.number_entry * sizeof( fileInPack_t )) + len );
|
|
namePtr = ((char *) buildBuffer) + gi.number_entry * sizeof( fileInPack_t );
|
|
fs_headerLongs = Z_Malloc( ( gi.number_entry + 1 ) * sizeof(int) );
|
|
fs_headerLongs[ fs_numHeaderLongs++ ] = LittleLong( fs_checksumFeed );
|
|
|
|
// get the hash table size from the number of files in the zip
|
|
// because lots of custom pk3 files have less than 32 or 64 files
|
|
for (i = 1; i <= MAX_FILEHASH_SIZE; i <<= 1) {
|
|
if (i > gi.number_entry) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
pack = Z_Malloc( sizeof( pack_t ) + i * sizeof(fileInPack_t *) );
|
|
pack->hashSize = i;
|
|
pack->hashTable = (fileInPack_t **) (((char *) pack) + sizeof( pack_t ));
|
|
for(i = 0; i < pack->hashSize; i++) {
|
|
pack->hashTable[i] = NULL;
|
|
}
|
|
|
|
Q_strncpyz( pack->pakFilename, zipfile, sizeof( pack->pakFilename ) );
|
|
Q_strncpyz( pack->pakBasename, basename, sizeof( pack->pakBasename ) );
|
|
|
|
// strip .pk3 if needed
|
|
if ( strlen( pack->pakBasename ) > 4 && !Q_stricmp( pack->pakBasename + strlen( pack->pakBasename ) - 4, ".pk3" ) ) {
|
|
pack->pakBasename[strlen( pack->pakBasename ) - 4] = 0;
|
|
}
|
|
|
|
pack->handle = uf;
|
|
pack->numfiles = gi.number_entry;
|
|
unzGoToFirstFile(uf);
|
|
|
|
for (i = 0; i < gi.number_entry; i++)
|
|
{
|
|
err = unzGetCurrentFileInfo(uf, &file_info, filename_inzip, sizeof(filename_inzip), NULL, 0, NULL, 0);
|
|
if (err != UNZ_OK) {
|
|
break;
|
|
}
|
|
if (file_info.uncompressed_size > 0) {
|
|
fs_headerLongs[fs_numHeaderLongs++] = LittleLong(file_info.crc);
|
|
}
|
|
Q_strlwr( filename_inzip );
|
|
hash = FS_HashFileName(filename_inzip, pack->hashSize);
|
|
buildBuffer[i].name = namePtr;
|
|
strcpy( buildBuffer[i].name, filename_inzip );
|
|
namePtr += strlen(filename_inzip) + 1;
|
|
// store the file position in the zip
|
|
buildBuffer[i].pos = unzGetOffset(uf);
|
|
buildBuffer[i].len = file_info.uncompressed_size;
|
|
buildBuffer[i].next = pack->hashTable[hash];
|
|
pack->hashTable[hash] = &buildBuffer[i];
|
|
unzGoToNextFile(uf);
|
|
}
|
|
|
|
pack->checksum = Com_BlockChecksum( &fs_headerLongs[ 1 ], sizeof(*fs_headerLongs) * ( fs_numHeaderLongs - 1 ) );
|
|
pack->pure_checksum = Com_BlockChecksum( fs_headerLongs, sizeof(*fs_headerLongs) * fs_numHeaderLongs );
|
|
pack->checksum = LittleLong( pack->checksum );
|
|
pack->pure_checksum = LittleLong( pack->pure_checksum );
|
|
|
|
Z_Free(fs_headerLongs);
|
|
|
|
pack->buildBuffer = buildBuffer;
|
|
return pack;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
FS_FreePak
|
|
|
|
Frees a pak structure and releases all associated resources
|
|
=================
|
|
*/
|
|
|
|
static void FS_FreePak(pack_t *thepak)
|
|
{
|
|
unzClose(thepak->handle);
|
|
Z_Free(thepak->buildBuffer);
|
|
Z_Free(thepak);
|
|
}
|
|
|
|
/*
|
|
=================
|
|
FS_GetZipChecksum
|
|
|
|
Compares whether the given pak file matches a referenced checksum
|
|
=================
|
|
*/
|
|
qboolean FS_CompareZipChecksum(const char *zipfile)
|
|
{
|
|
pack_t *thepak;
|
|
int index, checksum;
|
|
|
|
thepak = FS_LoadZipFile(zipfile, "");
|
|
|
|
if(!thepak)
|
|
return qfalse;
|
|
|
|
checksum = thepak->checksum;
|
|
FS_FreePak(thepak);
|
|
|
|
for(index = 0; index < fs_numServerReferencedPaks; index++)
|
|
{
|
|
if(checksum == fs_serverReferencedPaks[index])
|
|
return qtrue;
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
=================================================================================
|
|
|
|
DIRECTORY SCANNING FUNCTIONS
|
|
|
|
=================================================================================
|
|
*/
|
|
|
|
#define MAX_FOUND_FILES 0x1000
|
|
|
|
static int FS_ReturnPath( const char *zname, char *zpath, int *depth ) {
|
|
int len, at, newdep;
|
|
|
|
newdep = 0;
|
|
zpath[0] = 0;
|
|
len = 0;
|
|
at = 0;
|
|
|
|
while(zname[at] != 0)
|
|
{
|
|
if (zname[at]=='/' || zname[at]=='\\') {
|
|
len = at;
|
|
newdep++;
|
|
}
|
|
at++;
|
|
}
|
|
strcpy(zpath, zname);
|
|
zpath[len] = 0;
|
|
*depth = newdep;
|
|
|
|
return len;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FS_AddFileToList
|
|
==================
|
|
*/
|
|
static int FS_AddFileToList( char *name, char *list[MAX_FOUND_FILES], int nfiles ) {
|
|
int i;
|
|
|
|
if ( nfiles == MAX_FOUND_FILES - 1 ) {
|
|
return nfiles;
|
|
}
|
|
for ( i = 0 ; i < nfiles ; i++ ) {
|
|
if ( !Q_stricmp( name, list[i] ) ) {
|
|
return nfiles; // allready in list
|
|
}
|
|
}
|
|
list[nfiles] = CopyString( name );
|
|
nfiles++;
|
|
|
|
return nfiles;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
FS_ListFilteredFiles
|
|
|
|
Returns a uniqued list of files that match the given criteria
|
|
from all search paths
|
|
===============
|
|
*/
|
|
char **FS_ListFilteredFiles( const char *path, const char *extension, char *filter, int *numfiles, qboolean allowNonPureFilesOnDisk ) {
|
|
int nfiles;
|
|
char **listCopy;
|
|
char *list[MAX_FOUND_FILES];
|
|
searchpath_t *search;
|
|
int i;
|
|
int pathLength;
|
|
int extensionLength;
|
|
int length, pathDepth, temp;
|
|
pack_t *pak;
|
|
fileInPack_t *buildBuffer;
|
|
char zpath[MAX_ZPATH];
|
|
|
|
if ( !fs_searchpaths ) {
|
|
Com_Error( ERR_FATAL, "Filesystem call made without initialization" );
|
|
}
|
|
|
|
if ( !path ) {
|
|
*numfiles = 0;
|
|
return NULL;
|
|
}
|
|
if ( !extension ) {
|
|
extension = "";
|
|
}
|
|
|
|
pathLength = strlen( path );
|
|
if ( path[pathLength-1] == '\\' || path[pathLength-1] == '/' ) {
|
|
pathLength--;
|
|
}
|
|
extensionLength = strlen( extension );
|
|
nfiles = 0;
|
|
FS_ReturnPath(path, zpath, &pathDepth);
|
|
|
|
//
|
|
// search through the path, one element at a time, adding to list
|
|
//
|
|
for (search = fs_searchpaths ; search ; search = search->next) {
|
|
// is the element a pak file?
|
|
if (search->pack) {
|
|
|
|
//ZOID: If we are pure, don't search for files on paks that
|
|
// aren't on the pure list
|
|
if ( !FS_PakIsPure(search->pack) ) {
|
|
continue;
|
|
}
|
|
|
|
// look through all the pak file elements
|
|
pak = search->pack;
|
|
buildBuffer = pak->buildBuffer;
|
|
for (i = 0; i < pak->numfiles; i++) {
|
|
char *name;
|
|
int zpathLen, depth;
|
|
|
|
// check for directory match
|
|
name = buildBuffer[i].name;
|
|
//
|
|
if (filter) {
|
|
// case insensitive
|
|
if (!Com_FilterPath( filter, name, qfalse ))
|
|
continue;
|
|
// unique the match
|
|
nfiles = FS_AddFileToList( name, list, nfiles );
|
|
}
|
|
else {
|
|
|
|
zpathLen = FS_ReturnPath(name, zpath, &depth);
|
|
|
|
if ( (depth-pathDepth)>2 || pathLength > zpathLen || Q_stricmpn( name, path, pathLength ) ) {
|
|
continue;
|
|
}
|
|
|
|
// check for extension match
|
|
length = strlen( name );
|
|
if ( length < extensionLength ) {
|
|
continue;
|
|
}
|
|
|
|
if ( Q_stricmp( name + length - extensionLength, extension ) ) {
|
|
continue;
|
|
}
|
|
// unique the match
|
|
|
|
temp = pathLength;
|
|
if (pathLength) {
|
|
temp++; // include the '/'
|
|
}
|
|
nfiles = FS_AddFileToList( name + temp, list, nfiles );
|
|
}
|
|
}
|
|
} else if (search->dir) { // scan for files in the filesystem
|
|
char *netpath;
|
|
int numSysFiles;
|
|
char **sysFiles;
|
|
char *name;
|
|
|
|
// don't scan directories for files if we are pure or restricted
|
|
if ( fs_numServerPaks && !allowNonPureFilesOnDisk ) {
|
|
continue;
|
|
} else {
|
|
netpath = FS_BuildOSPath( search->dir->path, search->dir->gamedir, path );
|
|
sysFiles = Sys_ListFiles( netpath, extension, filter, &numSysFiles, qfalse );
|
|
for ( i = 0 ; i < numSysFiles ; i++ ) {
|
|
// unique the match
|
|
name = sysFiles[i];
|
|
nfiles = FS_AddFileToList( name, list, nfiles );
|
|
}
|
|
Sys_FreeFileList( sysFiles );
|
|
}
|
|
}
|
|
}
|
|
|
|
// return a copy of the list
|
|
*numfiles = nfiles;
|
|
|
|
if ( !nfiles ) {
|
|
return NULL;
|
|
}
|
|
|
|
listCopy = Z_Malloc( ( nfiles + 1 ) * sizeof( *listCopy ) );
|
|
for ( i = 0 ; i < nfiles ; i++ ) {
|
|
listCopy[i] = list[i];
|
|
}
|
|
listCopy[i] = NULL;
|
|
|
|
return listCopy;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
FS_ListFiles
|
|
=================
|
|
*/
|
|
char **FS_ListFiles( const char *path, const char *extension, int *numfiles ) {
|
|
return FS_ListFilteredFiles( path, extension, NULL, numfiles, qfalse );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
FS_FreeFileList
|
|
=================
|
|
*/
|
|
void FS_FreeFileList( char **list ) {
|
|
int i;
|
|
|
|
if ( !fs_searchpaths ) {
|
|
Com_Error( ERR_FATAL, "Filesystem call made without initialization" );
|
|
}
|
|
|
|
if ( !list ) {
|
|
return;
|
|
}
|
|
|
|
for ( i = 0 ; list[i] ; i++ ) {
|
|
Z_Free( list[i] );
|
|
}
|
|
|
|
Z_Free( list );
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
FS_GetFileList
|
|
================
|
|
*/
|
|
int FS_GetFileList( const char *path, const char *extension, char *listbuf, int bufsize ) {
|
|
int nFiles, i, nTotal, nLen;
|
|
char **pFiles = NULL;
|
|
|
|
*listbuf = 0;
|
|
nFiles = 0;
|
|
nTotal = 0;
|
|
|
|
if (Q_stricmp(path, "$modlist") == 0) {
|
|
return FS_GetModList(listbuf, bufsize);
|
|
}
|
|
|
|
pFiles = FS_ListFiles(path, extension, &nFiles);
|
|
|
|
for (i =0; i < nFiles; i++) {
|
|
nLen = strlen(pFiles[i]) + 1;
|
|
if (nTotal + nLen + 1 < bufsize) {
|
|
strcpy(listbuf, pFiles[i]);
|
|
listbuf += nLen;
|
|
nTotal += nLen;
|
|
}
|
|
else {
|
|
nFiles = i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
FS_FreeFileList(pFiles);
|
|
|
|
return nFiles;
|
|
}
|
|
|
|
/*
|
|
=======================
|
|
Sys_ConcatenateFileLists
|
|
|
|
mkv: Naive implementation. Concatenates three lists into a
|
|
new list, and frees the old lists from the heap.
|
|
bk001129 - from cvs1.17 (mkv)
|
|
|
|
FIXME TTimo those two should move to common.c next to Sys_ListFiles
|
|
=======================
|
|
*/
|
|
static unsigned int Sys_CountFileList(char **list)
|
|
{
|
|
int i = 0;
|
|
|
|
if (list)
|
|
{
|
|
while (*list)
|
|
{
|
|
list++;
|
|
i++;
|
|
}
|
|
}
|
|
return i;
|
|
}
|
|
|
|
static char** Sys_ConcatenateFileLists( char **list0, char **list1 )
|
|
{
|
|
int totalLength = 0;
|
|
char** cat = NULL, **dst, **src;
|
|
|
|
totalLength += Sys_CountFileList(list0);
|
|
totalLength += Sys_CountFileList(list1);
|
|
|
|
/* Create new list. */
|
|
dst = cat = Z_Malloc( ( totalLength + 1 ) * sizeof( char* ) );
|
|
|
|
/* Copy over lists. */
|
|
if (list0)
|
|
{
|
|
for (src = list0; *src; src++, dst++)
|
|
*dst = *src;
|
|
}
|
|
if (list1)
|
|
{
|
|
for (src = list1; *src; src++, dst++)
|
|
*dst = *src;
|
|
}
|
|
|
|
// Terminate the list
|
|
*dst = NULL;
|
|
|
|
// Free our old lists.
|
|
// NOTE: not freeing their content, it's been merged in dst and still being used
|
|
if (list0) Z_Free( list0 );
|
|
if (list1) Z_Free( list1 );
|
|
|
|
return cat;
|
|
}
|
|
|
|
/*
|
|
================
|
|
FS_GetModList
|
|
|
|
Returns a list of mod directory names
|
|
A mod directory is a peer to baseq3 with a pk3 in it
|
|
The directories are searched in base path, cd path and home path
|
|
================
|
|
*/
|
|
int FS_GetModList( char *listbuf, int bufsize ) {
|
|
int nMods, i, j, nTotal, nLen, nPaks, nPotential, nDescLen;
|
|
char **pFiles = NULL;
|
|
char **pPaks = NULL;
|
|
char *name, *path;
|
|
char descPath[MAX_OSPATH];
|
|
fileHandle_t descHandle;
|
|
|
|
int dummy;
|
|
char **pFiles0 = NULL;
|
|
char **pFiles1 = NULL;
|
|
qboolean bDrop = qfalse;
|
|
|
|
*listbuf = 0;
|
|
nMods = nTotal = 0;
|
|
|
|
pFiles0 = Sys_ListFiles( fs_homepath->string, NULL, NULL, &dummy, qtrue );
|
|
pFiles1 = Sys_ListFiles( fs_basepath->string, NULL, NULL, &dummy, qtrue );
|
|
// we searched for mods in the three paths
|
|
// it is likely that we have duplicate names now, which we will cleanup below
|
|
pFiles = Sys_ConcatenateFileLists( pFiles0, pFiles1 );
|
|
nPotential = Sys_CountFileList(pFiles);
|
|
|
|
for ( i = 0 ; i < nPotential ; i++ ) {
|
|
name = pFiles[i];
|
|
// NOTE: cleaner would involve more changes
|
|
// ignore duplicate mod directories
|
|
if (i!=0) {
|
|
bDrop = qfalse;
|
|
for(j=0; j<i; j++)
|
|
{
|
|
if (Q_stricmp(pFiles[j],name)==0) {
|
|
// this one can be dropped
|
|
bDrop = qtrue;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (bDrop) {
|
|
continue;
|
|
}
|
|
// we drop "baseq3" "." and ".."
|
|
if (Q_stricmp(name, com_basegame->string) && Q_stricmpn(name, ".", 1)) {
|
|
// now we need to find some .pk3 files to validate the mod
|
|
// NOTE TTimo: (actually I'm not sure why .. what if it's a mod under developement with no .pk3?)
|
|
// we didn't keep the information when we merged the directory names, as to what OS Path it was found under
|
|
// so it could be in base path, cd path or home path
|
|
// we will try each three of them here (yes, it's a bit messy)
|
|
path = FS_BuildOSPath( fs_basepath->string, name, "" );
|
|
nPaks = 0;
|
|
pPaks = Sys_ListFiles(path, ".pk3", NULL, &nPaks, qfalse);
|
|
Sys_FreeFileList( pPaks ); // we only use Sys_ListFiles to check wether .pk3 files are present
|
|
|
|
/* try on home path */
|
|
if ( nPaks <= 0 )
|
|
{
|
|
path = FS_BuildOSPath( fs_homepath->string, name, "" );
|
|
nPaks = 0;
|
|
pPaks = Sys_ListFiles( path, ".pk3", NULL, &nPaks, qfalse );
|
|
Sys_FreeFileList( pPaks );
|
|
}
|
|
|
|
if (nPaks > 0) {
|
|
nLen = strlen(name) + 1;
|
|
// nLen is the length of the mod path
|
|
// we need to see if there is a description available
|
|
descPath[0] = '\0';
|
|
strcpy(descPath, name);
|
|
strcat(descPath, "/description.txt");
|
|
nDescLen = FS_SV_FOpenFileRead( descPath, &descHandle );
|
|
if ( nDescLen > 0 && descHandle) {
|
|
FILE *file;
|
|
file = FS_FileForHandle(descHandle);
|
|
Com_Memset( descPath, 0, sizeof( descPath ) );
|
|
nDescLen = fread(descPath, 1, 48, file);
|
|
if (nDescLen >= 0) {
|
|
descPath[nDescLen] = '\0';
|
|
}
|
|
FS_FCloseFile(descHandle);
|
|
} else {
|
|
strcpy(descPath, name);
|
|
}
|
|
nDescLen = strlen(descPath) + 1;
|
|
|
|
if (nTotal + nLen + 1 + nDescLen + 1 < bufsize) {
|
|
strcpy(listbuf, name);
|
|
listbuf += nLen;
|
|
strcpy(listbuf, descPath);
|
|
listbuf += nDescLen;
|
|
nTotal += nLen + nDescLen;
|
|
nMods++;
|
|
}
|
|
else {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
Sys_FreeFileList( pFiles );
|
|
|
|
return nMods;
|
|
}
|
|
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
/*
|
|
================
|
|
FS_Dir_f
|
|
================
|
|
*/
|
|
void FS_Dir_f( void ) {
|
|
char *path;
|
|
char *extension;
|
|
char **dirnames;
|
|
int ndirs;
|
|
int i;
|
|
|
|
if ( Cmd_Argc() < 2 || Cmd_Argc() > 3 ) {
|
|
Com_Printf( "usage: dir <directory> [extension]\n" );
|
|
return;
|
|
}
|
|
|
|
if ( Cmd_Argc() == 2 ) {
|
|
path = Cmd_Argv( 1 );
|
|
extension = "";
|
|
} else {
|
|
path = Cmd_Argv( 1 );
|
|
extension = Cmd_Argv( 2 );
|
|
}
|
|
|
|
Com_Printf( "Directory of %s %s\n", path, extension );
|
|
Com_Printf( "---------------\n" );
|
|
|
|
dirnames = FS_ListFiles( path, extension, &ndirs );
|
|
|
|
for ( i = 0; i < ndirs; i++ ) {
|
|
Com_Printf( "%s\n", dirnames[i] );
|
|
}
|
|
FS_FreeFileList( dirnames );
|
|
}
|
|
|
|
/*
|
|
===========
|
|
FS_ConvertPath
|
|
===========
|
|
*/
|
|
void FS_ConvertPath( char *s ) {
|
|
while (*s) {
|
|
if ( *s == '\\' || *s == ':' ) {
|
|
*s = '/';
|
|
}
|
|
s++;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===========
|
|
FS_PathCmp
|
|
|
|
Ignore case and seprator char distinctions
|
|
===========
|
|
*/
|
|
int FS_PathCmp( const char *s1, const char *s2 ) {
|
|
int c1, c2;
|
|
|
|
do {
|
|
c1 = *s1++;
|
|
c2 = *s2++;
|
|
|
|
if (c1 >= 'a' && c1 <= 'z') {
|
|
c1 -= ('a' - 'A');
|
|
}
|
|
if (c2 >= 'a' && c2 <= 'z') {
|
|
c2 -= ('a' - 'A');
|
|
}
|
|
|
|
if ( c1 == '\\' || c1 == ':' ) {
|
|
c1 = '/';
|
|
}
|
|
if ( c2 == '\\' || c2 == ':' ) {
|
|
c2 = '/';
|
|
}
|
|
|
|
if (c1 < c2) {
|
|
return -1; // strings not equal
|
|
}
|
|
if (c1 > c2) {
|
|
return 1;
|
|
}
|
|
} while (c1);
|
|
|
|
return 0; // strings are equal
|
|
}
|
|
|
|
/*
|
|
================
|
|
FS_SortFileList
|
|
================
|
|
*/
|
|
void FS_SortFileList(char **filelist, int numfiles) {
|
|
int i, j, k, numsortedfiles;
|
|
char **sortedlist;
|
|
|
|
sortedlist = Z_Malloc( ( numfiles + 1 ) * sizeof( *sortedlist ) );
|
|
sortedlist[0] = NULL;
|
|
numsortedfiles = 0;
|
|
for (i = 0; i < numfiles; i++) {
|
|
for (j = 0; j < numsortedfiles; j++) {
|
|
if (FS_PathCmp(filelist[i], sortedlist[j]) < 0) {
|
|
break;
|
|
}
|
|
}
|
|
for (k = numsortedfiles; k > j; k--) {
|
|
sortedlist[k] = sortedlist[k-1];
|
|
}
|
|
sortedlist[j] = filelist[i];
|
|
numsortedfiles++;
|
|
}
|
|
Com_Memcpy(filelist, sortedlist, numfiles * sizeof( *filelist ) );
|
|
Z_Free(sortedlist);
|
|
}
|
|
|
|
/*
|
|
================
|
|
FS_NewDir_f
|
|
================
|
|
*/
|
|
void FS_NewDir_f( void ) {
|
|
char *filter;
|
|
char **dirnames;
|
|
int ndirs;
|
|
int i;
|
|
|
|
if ( Cmd_Argc() < 2 ) {
|
|
Com_Printf( "usage: fdir <filter>\n" );
|
|
Com_Printf( "example: fdir *q3dm*.bsp\n");
|
|
return;
|
|
}
|
|
|
|
filter = Cmd_Argv( 1 );
|
|
|
|
Com_Printf( "---------------\n" );
|
|
|
|
dirnames = FS_ListFilteredFiles( "", "", filter, &ndirs, qfalse );
|
|
|
|
FS_SortFileList(dirnames, ndirs);
|
|
|
|
for ( i = 0; i < ndirs; i++ ) {
|
|
FS_ConvertPath(dirnames[i]);
|
|
Com_Printf( "%s\n", dirnames[i] );
|
|
}
|
|
Com_Printf( "%d files listed\n", ndirs );
|
|
FS_FreeFileList( dirnames );
|
|
}
|
|
|
|
/*
|
|
============
|
|
FS_Path_f
|
|
|
|
============
|
|
*/
|
|
void FS_Path_f( void ) {
|
|
searchpath_t *s;
|
|
int i;
|
|
|
|
Com_Printf ("We are looking in the current search path:\n");
|
|
for (s = fs_searchpaths; s; s = s->next) {
|
|
if (s->pack) {
|
|
Com_Printf ("%s (%i files)\n", s->pack->pakFilename, s->pack->numfiles);
|
|
if ( fs_numServerPaks ) {
|
|
if ( !FS_PakIsPure(s->pack) ) {
|
|
Com_Printf( " not on the pure list\n" );
|
|
} else {
|
|
Com_Printf( " on the pure list\n" );
|
|
}
|
|
}
|
|
} else {
|
|
Com_Printf ("%s%c%s\n", s->dir->path, PATH_SEP, s->dir->gamedir );
|
|
}
|
|
}
|
|
|
|
|
|
Com_Printf( "\n" );
|
|
for ( i = 1 ; i < MAX_FILE_HANDLES ; i++ ) {
|
|
if ( fsh[i].handleFiles.file.o ) {
|
|
Com_Printf( "handle %i: %s\n", i, fsh[i].name );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
FS_TouchFile_f
|
|
============
|
|
*/
|
|
void FS_TouchFile_f( void ) {
|
|
fileHandle_t f;
|
|
|
|
if ( Cmd_Argc() != 2 ) {
|
|
Com_Printf( "Usage: touchFile <file>\n" );
|
|
return;
|
|
}
|
|
|
|
FS_FOpenFileRead( Cmd_Argv( 1 ), &f, qfalse );
|
|
if ( f ) {
|
|
FS_FCloseFile( f );
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
FS_Which
|
|
============
|
|
*/
|
|
|
|
qboolean FS_Which(const char *filename, void *searchPath)
|
|
{
|
|
searchpath_t *search = searchPath;
|
|
|
|
if(FS_FOpenFileReadDir(filename, search, NULL, qfalse, qfalse) > 0)
|
|
{
|
|
if(search->pack)
|
|
{
|
|
Com_Printf("File \"%s\" found in \"%s\"\n", filename, search->pack->pakFilename);
|
|
return qtrue;
|
|
}
|
|
else if(search->dir)
|
|
{
|
|
Com_Printf( "File \"%s\" found at \"%s\"\n", filename, search->dir->fullpath);
|
|
return qtrue;
|
|
}
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
============
|
|
FS_Which_f
|
|
============
|
|
*/
|
|
void FS_Which_f( void ) {
|
|
searchpath_t *search;
|
|
char *filename;
|
|
|
|
filename = Cmd_Argv(1);
|
|
|
|
if ( !filename[0] ) {
|
|
Com_Printf( "Usage: which <file>\n" );
|
|
return;
|
|
}
|
|
|
|
// qpaths are not supposed to have a leading slash
|
|
if ( filename[0] == '/' || filename[0] == '\\' ) {
|
|
filename++;
|
|
}
|
|
|
|
// just wants to see if file is there
|
|
for(search = fs_searchpaths; search; search = search->next)
|
|
{
|
|
if(FS_Which(filename, search))
|
|
return;
|
|
}
|
|
|
|
Com_Printf("File not found: \"%s\"\n", filename);
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
|
|
|
|
static int QDECL paksort( const void *a, const void *b ) {
|
|
char *aa, *bb;
|
|
|
|
aa = *(char **)a;
|
|
bb = *(char **)b;
|
|
|
|
return FS_PathCmp( aa, bb );
|
|
}
|
|
|
|
/*
|
|
================
|
|
FS_AddGameDirectory
|
|
|
|
Sets fs_gamedir, adds the directory to the head of the path,
|
|
then loads the zip headers
|
|
================
|
|
*/
|
|
void FS_AddGameDirectory( const char *path, const char *dir ) {
|
|
searchpath_t *sp;
|
|
searchpath_t *search;
|
|
pack_t *pak;
|
|
char curpath[MAX_OSPATH + 1], *pakfile;
|
|
int numfiles;
|
|
char **pakfiles;
|
|
int pakfilesi;
|
|
char **pakfilestmp;
|
|
int numdirs;
|
|
char **pakdirs;
|
|
int pakdirsi;
|
|
char **pakdirstmp;
|
|
|
|
int pakwhich;
|
|
int len;
|
|
|
|
// Unique
|
|
for ( sp = fs_searchpaths ; sp ; sp = sp->next ) {
|
|
if ( sp->dir && !Q_stricmp(sp->dir->path, path) && !Q_stricmp(sp->dir->gamedir, dir)) {
|
|
return; // we've already got this one
|
|
}
|
|
}
|
|
|
|
Q_strncpyz( fs_gamedir, dir, sizeof( fs_gamedir ) );
|
|
|
|
// find all pak files in this directory
|
|
Q_strncpyz(curpath, FS_BuildOSPath(path, dir, ""), sizeof(curpath));
|
|
curpath[strlen(curpath) - 1] = '\0'; // strip the trailing slash
|
|
|
|
// Get .pk3 files
|
|
pakfiles = Sys_ListFiles(curpath, ".pk3", NULL, &numfiles, qfalse);
|
|
|
|
qsort( pakfiles, numfiles, sizeof(char*), paksort );
|
|
|
|
if ( fs_numServerPaks ) {
|
|
numdirs = 0;
|
|
pakdirs = NULL;
|
|
} else {
|
|
// Get top level directories (we'll filter them later since the Sys_ListFiles filtering is terrible)
|
|
pakdirs = Sys_ListFiles(curpath, "/", NULL, &numdirs, qfalse);
|
|
|
|
qsort( pakdirs, numdirs, sizeof(char *), paksort );
|
|
}
|
|
|
|
pakfilesi = 0;
|
|
pakdirsi = 0;
|
|
|
|
while((pakfilesi < numfiles) || (pakdirsi < numdirs))
|
|
{
|
|
// Check if a pakfile or pakdir comes next
|
|
if (pakfilesi >= numfiles) {
|
|
// We've used all the pakfiles, it must be a pakdir.
|
|
pakwhich = 0;
|
|
}
|
|
else if (pakdirsi >= numdirs) {
|
|
// We've used all the pakdirs, it must be a pakfile.
|
|
pakwhich = 1;
|
|
}
|
|
else {
|
|
// Could be either, compare to see which name comes first
|
|
// Need tmp variables for appropriate indirection for paksort()
|
|
pakfilestmp = &pakfiles[pakfilesi];
|
|
pakdirstmp = &pakdirs[pakdirsi];
|
|
pakwhich = (paksort(pakfilestmp, pakdirstmp) < 0);
|
|
}
|
|
|
|
if (pakwhich) {
|
|
// The next .pk3 file is before the next .pk3dir
|
|
pakfile = FS_BuildOSPath(path, dir, pakfiles[pakfilesi]);
|
|
if ((pak = FS_LoadZipFile(pakfile, pakfiles[pakfilesi])) == 0) {
|
|
// This isn't a .pk3! Next!
|
|
pakfilesi++;
|
|
continue;
|
|
}
|
|
|
|
Q_strncpyz(pak->pakPathname, curpath, sizeof(pak->pakPathname));
|
|
// store the game name for downloading
|
|
Q_strncpyz(pak->pakGamename, dir, sizeof(pak->pakGamename));
|
|
|
|
fs_packFiles += pak->numfiles;
|
|
|
|
search = Z_Malloc(sizeof(searchpath_t));
|
|
search->pack = pak;
|
|
search->next = fs_searchpaths;
|
|
fs_searchpaths = search;
|
|
|
|
pakfilesi++;
|
|
}
|
|
else {
|
|
// The next .pk3dir is before the next .pk3 file
|
|
// But wait, this could be any directory, we're filtering to only ending with ".pk3dir" here.
|
|
len = strlen(pakdirs[pakdirsi]);
|
|
if (!FS_IsExt(pakdirs[pakdirsi], ".pk3dir", len)) {
|
|
// This isn't a .pk3dir! Next!
|
|
pakdirsi++;
|
|
continue;
|
|
}
|
|
|
|
pakfile = FS_BuildOSPath(path, dir, pakdirs[pakdirsi]);
|
|
|
|
// add the directory to the search path
|
|
search = Z_Malloc(sizeof(searchpath_t));
|
|
search->dir = Z_Malloc(sizeof(*search->dir));
|
|
|
|
Q_strncpyz(search->dir->path, curpath, sizeof(search->dir->path)); // c:\quake3\baseq3
|
|
Q_strncpyz(search->dir->fullpath, pakfile, sizeof(search->dir->fullpath)); // c:\quake3\baseq3\mypak.pk3dir
|
|
Q_strncpyz(search->dir->gamedir, pakdirs[pakdirsi], sizeof(search->dir->gamedir)); // mypak.pk3dir
|
|
|
|
search->next = fs_searchpaths;
|
|
fs_searchpaths = search;
|
|
|
|
pakdirsi++;
|
|
}
|
|
}
|
|
|
|
// done
|
|
Sys_FreeFileList( pakfiles );
|
|
Sys_FreeFileList( pakdirs );
|
|
|
|
//
|
|
// add the directory to the search path
|
|
//
|
|
search = Z_Malloc (sizeof(searchpath_t));
|
|
search->dir = Z_Malloc( sizeof( *search->dir ) );
|
|
|
|
Q_strncpyz(search->dir->path, path, sizeof(search->dir->path));
|
|
Q_strncpyz(search->dir->fullpath, curpath, sizeof(search->dir->fullpath));
|
|
Q_strncpyz(search->dir->gamedir, dir, sizeof(search->dir->gamedir));
|
|
|
|
search->next = fs_searchpaths;
|
|
fs_searchpaths = search;
|
|
}
|
|
|
|
/*
|
|
================
|
|
FS_idPak
|
|
================
|
|
*/
|
|
qboolean FS_idPak(char *pak, char *base, int numPaks)
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < NUM_ID_PAKS; i++) {
|
|
if ( !FS_FilenameCompare(pak, va("%s/pak%d", base, i)) ) {
|
|
break;
|
|
}
|
|
}
|
|
if (i < numPaks) {
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
================
|
|
FS_CheckDirTraversal
|
|
|
|
Check whether the string contains stuff like "../" to prevent directory traversal bugs
|
|
and return qtrue if it does.
|
|
================
|
|
*/
|
|
|
|
qboolean FS_CheckDirTraversal(const char *checkdir)
|
|
{
|
|
if(strstr(checkdir, "../") || strstr(checkdir, "..\\"))
|
|
return qtrue;
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
================
|
|
FS_ComparePaks
|
|
|
|
----------------
|
|
dlstring == qtrue
|
|
|
|
Returns a list of pak files that we should download from the server. They all get stored
|
|
in the current gamedir and an FS_Restart will be fired up after we download them all.
|
|
|
|
The string is the format:
|
|
|
|
@remotename@localname [repeat]
|
|
|
|
static int fs_numServerReferencedPaks;
|
|
static int fs_serverReferencedPaks[MAX_SEARCH_PATHS];
|
|
static char *fs_serverReferencedPakNames[MAX_SEARCH_PATHS];
|
|
|
|
----------------
|
|
dlstring == qfalse
|
|
|
|
we are not interested in a download string format, we want something human-readable
|
|
(this is used for diagnostics while connecting to a pure server)
|
|
|
|
================
|
|
*/
|
|
qboolean FS_ComparePaks( char *neededpaks, int len, qboolean dlstring ) {
|
|
searchpath_t *sp;
|
|
qboolean havepak;
|
|
char *origpos = neededpaks;
|
|
int i;
|
|
|
|
if (!fs_numServerReferencedPaks)
|
|
return qfalse; // Server didn't send any pack information along
|
|
|
|
*neededpaks = 0;
|
|
|
|
for ( i = 0 ; i < fs_numServerReferencedPaks ; i++ )
|
|
{
|
|
// Ok, see if we have this pak file
|
|
havepak = qfalse;
|
|
|
|
// never autodownload any of the id paks
|
|
if(FS_idPak(fs_serverReferencedPakNames[i], BASEGAME, NUM_ID_PAKS)
|
|
#ifndef STANDALONE
|
|
|| FS_idPak(fs_serverReferencedPakNames[i], BASETA, NUM_TA_PAKS)
|
|
#endif
|
|
)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Make sure the server cannot make us write to non-quake3 directories.
|
|
if(FS_CheckDirTraversal(fs_serverReferencedPakNames[i]))
|
|
{
|
|
Com_Printf("WARNING: Invalid download name %s\n", fs_serverReferencedPakNames[i]);
|
|
continue;
|
|
}
|
|
|
|
for ( sp = fs_searchpaths ; sp ; sp = sp->next ) {
|
|
if ( sp->pack && sp->pack->checksum == fs_serverReferencedPaks[i] ) {
|
|
havepak = qtrue; // This is it!
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( !havepak && fs_serverReferencedPakNames[i] && *fs_serverReferencedPakNames[i] ) {
|
|
// Don't got it
|
|
|
|
if (dlstring)
|
|
{
|
|
// We need this to make sure we won't hit the end of the buffer or the server could
|
|
// overwrite non-pk3 files on clients by writing so much crap into neededpaks that
|
|
// Q_strcat cuts off the .pk3 extension.
|
|
|
|
origpos += strlen(origpos);
|
|
|
|
// Remote name
|
|
Q_strcat( neededpaks, len, "@");
|
|
Q_strcat( neededpaks, len, fs_serverReferencedPakNames[i] );
|
|
Q_strcat( neededpaks, len, ".pk3" );
|
|
|
|
// Local name
|
|
Q_strcat( neededpaks, len, "@");
|
|
// Do we have one with the same name?
|
|
if ( FS_SV_FileExists( va( "%s.pk3", fs_serverReferencedPakNames[i] ) ) )
|
|
{
|
|
char st[MAX_ZPATH];
|
|
// We already have one called this, we need to download it to another name
|
|
// Make something up with the checksum in it
|
|
Com_sprintf( st, sizeof( st ), "%s.%08x.pk3", fs_serverReferencedPakNames[i], fs_serverReferencedPaks[i] );
|
|
Q_strcat( neededpaks, len, st );
|
|
}
|
|
else
|
|
{
|
|
Q_strcat( neededpaks, len, fs_serverReferencedPakNames[i] );
|
|
Q_strcat( neededpaks, len, ".pk3" );
|
|
}
|
|
|
|
// Find out whether it might have overflowed the buffer and don't add this file to the
|
|
// list if that is the case.
|
|
if(strlen(origpos) + (origpos - neededpaks) >= len - 1)
|
|
{
|
|
*origpos = '\0';
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Q_strcat( neededpaks, len, fs_serverReferencedPakNames[i] );
|
|
Q_strcat( neededpaks, len, ".pk3" );
|
|
// Do we have one with the same name?
|
|
if ( FS_SV_FileExists( va( "%s.pk3", fs_serverReferencedPakNames[i] ) ) )
|
|
{
|
|
Q_strcat( neededpaks, len, " (local file exists with wrong checksum)");
|
|
}
|
|
Q_strcat( neededpaks, len, "\n");
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( *neededpaks ) {
|
|
return qtrue;
|
|
}
|
|
|
|
return qfalse; // We have them all
|
|
}
|
|
|
|
/*
|
|
================
|
|
FS_Shutdown
|
|
|
|
Frees all resources.
|
|
================
|
|
*/
|
|
void FS_Shutdown( qboolean closemfp ) {
|
|
searchpath_t *p, *next;
|
|
int i;
|
|
|
|
for(i = 0; i < MAX_FILE_HANDLES; i++) {
|
|
if (fsh[i].fileSize) {
|
|
FS_FCloseFile(i);
|
|
}
|
|
}
|
|
|
|
// free everything
|
|
for(p = fs_searchpaths; p; p = next)
|
|
{
|
|
next = p->next;
|
|
|
|
if(p->pack)
|
|
FS_FreePak(p->pack);
|
|
if (p->dir)
|
|
Z_Free(p->dir);
|
|
|
|
Z_Free(p);
|
|
}
|
|
|
|
// any FS_ calls will now be an error until reinitialized
|
|
fs_searchpaths = NULL;
|
|
|
|
Cmd_RemoveCommand( "path" );
|
|
Cmd_RemoveCommand( "dir" );
|
|
Cmd_RemoveCommand( "fdir" );
|
|
Cmd_RemoveCommand( "touchFile" );
|
|
Cmd_RemoveCommand( "which" );
|
|
|
|
#ifdef FS_MISSING
|
|
if (closemfp) {
|
|
fclose(missingFiles);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
#ifndef STANDALONE
|
|
void Com_AppendCDKey( const char *filename );
|
|
void Com_ReadCDKey( const char *filename );
|
|
#endif
|
|
|
|
/*
|
|
================
|
|
FS_ReorderPurePaks
|
|
NOTE TTimo: the reordering that happens here is not reflected in the cvars (\cvarlist *pak*)
|
|
this can lead to misleading situations, see https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=540
|
|
================
|
|
*/
|
|
static void FS_ReorderPurePaks( void )
|
|
{
|
|
searchpath_t *s;
|
|
int i;
|
|
searchpath_t **p_insert_index, // for linked list reordering
|
|
**p_previous; // when doing the scan
|
|
|
|
fs_reordered = qfalse;
|
|
|
|
// only relevant when connected to pure server
|
|
if ( !fs_numServerPaks )
|
|
return;
|
|
|
|
p_insert_index = &fs_searchpaths; // we insert in order at the beginning of the list
|
|
for ( i = 0 ; i < fs_numServerPaks ; i++ ) {
|
|
p_previous = p_insert_index; // track the pointer-to-current-item
|
|
for (s = *p_insert_index; s; s = s->next) {
|
|
// the part of the list before p_insert_index has been sorted already
|
|
if (s->pack && fs_serverPaks[i] == s->pack->checksum) {
|
|
fs_reordered = qtrue;
|
|
// move this element to the insert list
|
|
*p_previous = s->next;
|
|
s->next = *p_insert_index;
|
|
*p_insert_index = s;
|
|
// increment insert list
|
|
p_insert_index = &s->next;
|
|
break; // iterate to next server pack
|
|
}
|
|
p_previous = &s->next;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
FS_Startup
|
|
================
|
|
*/
|
|
static void FS_Startup( const char *gameName )
|
|
{
|
|
const char *homePath;
|
|
|
|
Com_Printf( "----- FS_Startup -----\n" );
|
|
|
|
fs_packFiles = 0;
|
|
|
|
fs_debug = Cvar_Get( "fs_debug", "0", 0 );
|
|
fs_basepath = Cvar_Get ("fs_basepath", Sys_DefaultInstallPath(), CVAR_INIT|CVAR_PROTECTED );
|
|
fs_basegame = Cvar_Get ("fs_basegame", "", CVAR_INIT );
|
|
homePath = Sys_DefaultHomePath();
|
|
if (!homePath || !homePath[0]) {
|
|
homePath = fs_basepath->string;
|
|
}
|
|
fs_homepath = Cvar_Get ("fs_homepath", homePath, CVAR_INIT|CVAR_PROTECTED );
|
|
fs_gamedirvar = Cvar_Get ("fs_game", "", CVAR_INIT|CVAR_SYSTEMINFO );
|
|
|
|
// add search path elements in reverse priority order
|
|
if (fs_basepath->string[0]) {
|
|
FS_AddGameDirectory( fs_basepath->string, gameName );
|
|
}
|
|
// fs_homepath is somewhat particular to *nix systems, only add if relevant
|
|
|
|
#ifdef MACOS_X
|
|
fs_apppath = Cvar_Get ("fs_apppath", Sys_DefaultAppPath(), CVAR_INIT|CVAR_PROTECTED );
|
|
// Make MacOSX also include the base path included with the .app bundle
|
|
if (fs_apppath->string[0])
|
|
FS_AddGameDirectory(fs_apppath->string, gameName);
|
|
#endif
|
|
|
|
// NOTE: same filtering below for mods and basegame
|
|
if (fs_homepath->string[0] && Q_stricmp(fs_homepath->string,fs_basepath->string)) {
|
|
FS_CreatePath ( fs_homepath->string );
|
|
FS_AddGameDirectory ( fs_homepath->string, gameName );
|
|
}
|
|
|
|
// check for additional base game so mods can be based upon other mods
|
|
if ( fs_basegame->string[0] && Q_stricmp( fs_basegame->string, gameName ) ) {
|
|
if (fs_basepath->string[0]) {
|
|
FS_AddGameDirectory(fs_basepath->string, fs_basegame->string);
|
|
}
|
|
if (fs_homepath->string[0] && Q_stricmp(fs_homepath->string,fs_basepath->string)) {
|
|
FS_AddGameDirectory(fs_homepath->string, fs_basegame->string);
|
|
}
|
|
}
|
|
|
|
// check for additional game folder for mods
|
|
if ( fs_gamedirvar->string[0] && Q_stricmp( fs_gamedirvar->string, gameName ) ) {
|
|
if (fs_basepath->string[0]) {
|
|
FS_AddGameDirectory(fs_basepath->string, fs_gamedirvar->string);
|
|
}
|
|
if (fs_homepath->string[0] && Q_stricmp(fs_homepath->string,fs_basepath->string)) {
|
|
FS_AddGameDirectory(fs_homepath->string, fs_gamedirvar->string);
|
|
}
|
|
}
|
|
|
|
#ifndef STANDALONE
|
|
if(!com_standalone->integer)
|
|
{
|
|
cvar_t *fs;
|
|
|
|
Com_ReadCDKey(BASEGAME);
|
|
fs = Cvar_Get ("fs_game", "", CVAR_INIT|CVAR_SYSTEMINFO );
|
|
if (fs && fs->string[0] != 0) {
|
|
Com_AppendCDKey( fs->string );
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// add our commands
|
|
Cmd_AddCommand ("path", FS_Path_f);
|
|
Cmd_AddCommand ("dir", FS_Dir_f );
|
|
Cmd_AddCommand ("fdir", FS_NewDir_f );
|
|
Cmd_AddCommand ("touchFile", FS_TouchFile_f );
|
|
Cmd_AddCommand ("which", FS_Which_f );
|
|
|
|
// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=506
|
|
// reorder the pure pk3 files according to server order
|
|
FS_ReorderPurePaks();
|
|
|
|
// print the current search paths
|
|
FS_Path_f();
|
|
|
|
fs_gamedirvar->modified = qfalse; // We just loaded, it's not modified
|
|
|
|
Com_Printf( "----------------------\n" );
|
|
|
|
#ifdef FS_MISSING
|
|
if (missingFiles == NULL) {
|
|
missingFiles = Sys_FOpen( "\\missing.txt", "ab" );
|
|
}
|
|
#endif
|
|
Com_Printf( "%d files in pk3 files\n", fs_packFiles );
|
|
}
|
|
|
|
#ifndef STANDALONE
|
|
/*
|
|
===================
|
|
FS_CheckPak0
|
|
|
|
Check whether any of the original id pak files is present,
|
|
and start up in standalone mode, if there are none and a
|
|
different com_basegame was set.
|
|
Note: If you're building a game that doesn't depend on the
|
|
Q3 media pak0.pk3, you'll want to remove this by defining
|
|
STANDALONE in q_shared.h
|
|
===================
|
|
*/
|
|
static void FS_CheckPak0( void )
|
|
{
|
|
searchpath_t *path;
|
|
pack_t *curpack;
|
|
qboolean founddemo = qfalse;
|
|
unsigned int foundPak = 0, foundTA = 0;
|
|
|
|
for( path = fs_searchpaths; path; path = path->next )
|
|
{
|
|
const char* pakBasename = path->pack->pakBasename;
|
|
|
|
if(!path->pack)
|
|
continue;
|
|
|
|
curpack = path->pack;
|
|
|
|
if(!Q_stricmpn( curpack->pakGamename, "demoq3", MAX_OSPATH )
|
|
&& !Q_stricmpn( pakBasename, "pak0", MAX_OSPATH ))
|
|
{
|
|
if(curpack->checksum == DEMO_PAK0_CHECKSUM)
|
|
founddemo = qtrue;
|
|
}
|
|
|
|
else if(!Q_stricmpn( curpack->pakGamename, BASEGAME, MAX_OSPATH )
|
|
&& strlen(pakBasename) == 4 && !Q_stricmpn( pakBasename, "pak", 3 )
|
|
&& pakBasename[3] >= '0' && pakBasename[3] <= '0' + NUM_ID_PAKS - 1)
|
|
{
|
|
if( curpack->checksum != pak_checksums[pakBasename[3]-'0'] )
|
|
{
|
|
if(pakBasename[3] == '0')
|
|
{
|
|
Com_Printf("\n\n"
|
|
"**************************************************\n"
|
|
"WARNING: " BASEGAME "/pak0.pk3 is present but its checksum (%u)\n"
|
|
"is not correct. Please re-copy pak0.pk3 from your\n"
|
|
"legitimate Q3 CDROM.\n"
|
|
"**************************************************\n\n\n",
|
|
curpack->checksum );
|
|
}
|
|
else
|
|
{
|
|
Com_Printf("\n\n"
|
|
"**************************************************\n"
|
|
"WARNING: " BASEGAME "/pak%d.pk3 is present but its checksum (%u)\n"
|
|
"is not correct. Please re-install the point release\n"
|
|
"**************************************************\n\n\n",
|
|
pakBasename[3]-'0', curpack->checksum );
|
|
}
|
|
}
|
|
|
|
foundPak |= 1<<(pakBasename[3]-'0');
|
|
}
|
|
else if(!Q_stricmpn(curpack->pakGamename, BASETA, MAX_OSPATH)
|
|
&& strlen(pakBasename) == 4 && !Q_stricmpn(pakBasename, "pak", 3)
|
|
&& pakBasename[3] >= '0' && pakBasename[3] <= '0' + NUM_TA_PAKS - 1)
|
|
|
|
{
|
|
if(curpack->checksum != missionpak_checksums[pakBasename[3]-'0'])
|
|
{
|
|
Com_Printf("\n\n"
|
|
"**************************************************\n"
|
|
"WARNING: " BASETA "/pak%d.pk3 is present but its checksum (%u)\n"
|
|
"is not correct. Please re-install Team Arena\n"
|
|
"**************************************************\n\n\n",
|
|
pakBasename[3]-'0', curpack->checksum );
|
|
}
|
|
|
|
foundTA |= 1 << (pakBasename[3]-'0');
|
|
}
|
|
else
|
|
{
|
|
int index;
|
|
|
|
// Finally check whether this pak's checksum is listed because the user tried
|
|
// to trick us by renaming the file, and set foundPak's highest bit to indicate this case.
|
|
|
|
for(index = 0; index < ARRAY_LEN(pak_checksums); index++)
|
|
{
|
|
if(curpack->checksum == pak_checksums[index])
|
|
{
|
|
Com_Printf("\n\n"
|
|
"**************************************************\n"
|
|
"WARNING: %s is renamed pak file %s%cpak%d.pk3\n"
|
|
"Running in standalone mode won't work\n"
|
|
"Please rename, or remove this file\n"
|
|
"**************************************************\n\n\n",
|
|
curpack->pakFilename, BASEGAME, PATH_SEP, index);
|
|
|
|
|
|
foundPak |= 0x80000000;
|
|
}
|
|
}
|
|
|
|
for(index = 0; index < ARRAY_LEN(missionpak_checksums); index++)
|
|
{
|
|
if(curpack->checksum == missionpak_checksums[index])
|
|
{
|
|
Com_Printf("\n\n"
|
|
"**************************************************\n"
|
|
"WARNING: %s is renamed pak file %s%cpak%d.pk3\n"
|
|
"Running in standalone mode won't work\n"
|
|
"Please rename, or remove this file\n"
|
|
"**************************************************\n\n\n",
|
|
curpack->pakFilename, BASETA, PATH_SEP, index);
|
|
|
|
foundTA |= 0x80000000;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if(!foundPak && !foundTA && Q_stricmp(com_basegame->string, BASEGAME))
|
|
{
|
|
Cvar_Set("com_standalone", "1");
|
|
}
|
|
else
|
|
Cvar_Set("com_standalone", "0");
|
|
|
|
if(!com_standalone->integer)
|
|
{
|
|
if(!(foundPak & 0x01))
|
|
{
|
|
if(founddemo)
|
|
{
|
|
Com_Printf( "\n\n"
|
|
"**************************************************\n"
|
|
"WARNING: It looks like you're using pak0.pk3\n"
|
|
"from the demo. This may work fine, but it is not\n"
|
|
"guaranteed or supported.\n"
|
|
"**************************************************\n\n\n" );
|
|
|
|
foundPak |= 0x01;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
if(!com_standalone->integer && (foundPak & 0x1ff) != 0x1ff)
|
|
{
|
|
char errorText[MAX_STRING_CHARS] = "";
|
|
|
|
if((foundPak & 0x01) != 0x01)
|
|
{
|
|
Q_strcat(errorText, sizeof(errorText),
|
|
"\"pak0.pk3\" is missing. Please copy it "
|
|
"from your legitimate Q3 CDROM. ");
|
|
}
|
|
|
|
if((foundPak & 0x1fe) != 0x1fe)
|
|
{
|
|
Q_strcat(errorText, sizeof(errorText),
|
|
"Point Release files are missing. Please "
|
|
"re-install the 1.32 point release. ");
|
|
}
|
|
|
|
Q_strcat(errorText, sizeof(errorText),
|
|
va("Also check that your ioq3 executable is in "
|
|
"the correct place and that every file "
|
|
"in the \"%s\" directory is present and readable", BASEGAME));
|
|
|
|
Com_Error(ERR_FATAL, "%s", errorText);
|
|
}
|
|
|
|
if(!com_standalone->integer && foundTA && (foundTA & 0x0f) != 0x0f)
|
|
{
|
|
char errorText[MAX_STRING_CHARS] = "";
|
|
|
|
if((foundTA & 0x01) != 0x01)
|
|
{
|
|
Com_sprintf(errorText, sizeof(errorText),
|
|
"\"" BASETA "%cpak0.pk3\" is missing. Please copy it "
|
|
"from your legitimate Quake 3 Team Arena CDROM. ", PATH_SEP);
|
|
}
|
|
|
|
if((foundTA & 0x0e) != 0x0e)
|
|
{
|
|
Q_strcat(errorText, sizeof(errorText),
|
|
"Team Arena Point Release files are missing. Please "
|
|
"re-install the latest Team Arena point release.");
|
|
}
|
|
|
|
Com_Error(ERR_FATAL, "%s", errorText);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
=====================
|
|
FS_LoadedPakChecksums
|
|
|
|
Returns a space separated string containing the checksums of all loaded pk3 files.
|
|
Servers with sv_pure set will get this string and pass it to clients.
|
|
=====================
|
|
*/
|
|
const char *FS_LoadedPakChecksums( void ) {
|
|
static char info[BIG_INFO_STRING];
|
|
searchpath_t *search;
|
|
|
|
info[0] = 0;
|
|
|
|
for ( search = fs_searchpaths ; search ; search = search->next ) {
|
|
// is the element a pak file?
|
|
if ( !search->pack ) {
|
|
continue;
|
|
}
|
|
|
|
Q_strcat( info, sizeof( info ), va("%i ", search->pack->checksum ) );
|
|
}
|
|
|
|
return info;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
FS_LoadedPakNames
|
|
|
|
Returns a space separated string containing the names of all loaded pk3 files.
|
|
Servers with sv_pure set will get this string and pass it to clients.
|
|
=====================
|
|
*/
|
|
const char *FS_LoadedPakNames( void ) {
|
|
static char info[BIG_INFO_STRING];
|
|
searchpath_t *search;
|
|
|
|
info[0] = 0;
|
|
|
|
for ( search = fs_searchpaths ; search ; search = search->next ) {
|
|
// is the element a pak file?
|
|
if ( !search->pack ) {
|
|
continue;
|
|
}
|
|
|
|
if (*info) {
|
|
Q_strcat(info, sizeof( info ), " " );
|
|
}
|
|
Q_strcat( info, sizeof( info ), search->pack->pakBasename );
|
|
}
|
|
|
|
return info;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
FS_LoadedPakPureChecksums
|
|
|
|
Returns a space separated string containing the pure checksums of all loaded pk3 files.
|
|
Servers with sv_pure use these checksums to compare with the checksums the clients send
|
|
back to the server.
|
|
=====================
|
|
*/
|
|
const char *FS_LoadedPakPureChecksums( void ) {
|
|
static char info[BIG_INFO_STRING];
|
|
searchpath_t *search;
|
|
|
|
info[0] = 0;
|
|
|
|
for ( search = fs_searchpaths ; search ; search = search->next ) {
|
|
// is the element a pak file?
|
|
if ( !search->pack ) {
|
|
continue;
|
|
}
|
|
|
|
Q_strcat( info, sizeof( info ), va("%i ", search->pack->pure_checksum ) );
|
|
}
|
|
|
|
return info;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
FS_ReferencedPakChecksums
|
|
|
|
Returns a space separated string containing the checksums of all referenced pk3 files.
|
|
The server will send this to the clients so they can check which files should be auto-downloaded.
|
|
=====================
|
|
*/
|
|
const char *FS_ReferencedPakChecksums( void ) {
|
|
static char info[BIG_INFO_STRING];
|
|
searchpath_t *search;
|
|
|
|
info[0] = 0;
|
|
|
|
|
|
for ( search = fs_searchpaths ; search ; search = search->next ) {
|
|
// is the element a pak file?
|
|
if ( search->pack ) {
|
|
if (search->pack->referenced || Q_stricmpn(search->pack->pakGamename, com_basegame->string, strlen(com_basegame->string))) {
|
|
Q_strcat( info, sizeof( info ), va("%i ", search->pack->checksum ) );
|
|
}
|
|
}
|
|
}
|
|
|
|
return info;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
FS_ReferencedPakPureChecksums
|
|
|
|
Returns a space separated string containing the pure checksums of all referenced pk3 files.
|
|
Servers with sv_pure set will get this string back from clients for pure validation
|
|
|
|
The string has a specific order, "cgame ui @ ref1 ref2 ref3 ..."
|
|
=====================
|
|
*/
|
|
const char *FS_ReferencedPakPureChecksums( void ) {
|
|
static char info[BIG_INFO_STRING];
|
|
searchpath_t *search;
|
|
int nFlags, numPaks, checksum;
|
|
|
|
info[0] = 0;
|
|
|
|
checksum = fs_checksumFeed;
|
|
numPaks = 0;
|
|
for (nFlags = FS_CGAME_REF; nFlags; nFlags = nFlags >> 1) {
|
|
if (nFlags & FS_GENERAL_REF) {
|
|
// add a delimter between must haves and general refs
|
|
//Q_strcat(info, sizeof(info), "@ ");
|
|
info[strlen(info)+1] = '\0';
|
|
info[strlen(info)+2] = '\0';
|
|
info[strlen(info)] = '@';
|
|
info[strlen(info)] = ' ';
|
|
}
|
|
for ( search = fs_searchpaths ; search ; search = search->next ) {
|
|
// is the element a pak file and has it been referenced based on flag?
|
|
if ( search->pack && (search->pack->referenced & nFlags)) {
|
|
Q_strcat( info, sizeof( info ), va("%i ", search->pack->pure_checksum ) );
|
|
if (nFlags & (FS_CGAME_REF | FS_UI_REF)) {
|
|
break;
|
|
}
|
|
checksum ^= search->pack->pure_checksum;
|
|
numPaks++;
|
|
}
|
|
}
|
|
}
|
|
// last checksum is the encoded number of referenced pk3s
|
|
checksum ^= numPaks;
|
|
Q_strcat( info, sizeof( info ), va("%i ", checksum ) );
|
|
|
|
return info;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
FS_ReferencedPakNames
|
|
|
|
Returns a space separated string containing the names of all referenced pk3 files.
|
|
The server will send this to the clients so they can check which files should be auto-downloaded.
|
|
=====================
|
|
*/
|
|
const char *FS_ReferencedPakNames( void ) {
|
|
static char info[BIG_INFO_STRING];
|
|
searchpath_t *search;
|
|
|
|
info[0] = 0;
|
|
|
|
// we want to return ALL pk3's from the fs_game path
|
|
// and referenced one's from baseq3
|
|
for ( search = fs_searchpaths ; search ; search = search->next ) {
|
|
// is the element a pak file?
|
|
if ( search->pack ) {
|
|
if (search->pack->referenced || Q_stricmpn(search->pack->pakGamename, com_basegame->string, strlen(com_basegame->string))) {
|
|
if (*info) {
|
|
Q_strcat(info, sizeof( info ), " " );
|
|
}
|
|
Q_strcat( info, sizeof( info ), search->pack->pakGamename );
|
|
Q_strcat( info, sizeof( info ), "/" );
|
|
Q_strcat( info, sizeof( info ), search->pack->pakBasename );
|
|
}
|
|
}
|
|
}
|
|
|
|
return info;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
FS_ClearPakReferences
|
|
=====================
|
|
*/
|
|
void FS_ClearPakReferences( int flags ) {
|
|
searchpath_t *search;
|
|
|
|
if ( !flags ) {
|
|
flags = -1;
|
|
}
|
|
for ( search = fs_searchpaths; search; search = search->next ) {
|
|
// is the element a pak file and has it been referenced?
|
|
if ( search->pack ) {
|
|
search->pack->referenced &= ~flags;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=====================
|
|
FS_PureServerSetLoadedPaks
|
|
|
|
If the string is empty, all data sources will be allowed.
|
|
If not empty, only pk3 files that match one of the space
|
|
separated checksums will be checked for files, with the
|
|
exception of .cfg and .dat files.
|
|
=====================
|
|
*/
|
|
void FS_PureServerSetLoadedPaks( const char *pakSums, const char *pakNames ) {
|
|
int i, c, d;
|
|
|
|
Cmd_TokenizeString( pakSums );
|
|
|
|
c = Cmd_Argc();
|
|
if ( c > MAX_SEARCH_PATHS ) {
|
|
c = MAX_SEARCH_PATHS;
|
|
}
|
|
|
|
fs_numServerPaks = c;
|
|
|
|
for ( i = 0 ; i < c ; i++ ) {
|
|
fs_serverPaks[i] = atoi( Cmd_Argv( i ) );
|
|
}
|
|
|
|
if (fs_numServerPaks) {
|
|
Com_DPrintf( "Connected to a pure server.\n" );
|
|
}
|
|
else
|
|
{
|
|
if (fs_reordered)
|
|
{
|
|
// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=540
|
|
// force a restart to make sure the search order will be correct
|
|
Com_DPrintf( "FS search reorder is required\n" );
|
|
FS_Restart(fs_checksumFeed);
|
|
return;
|
|
}
|
|
}
|
|
|
|
for ( i = 0 ; i < c ; i++ ) {
|
|
if (fs_serverPakNames[i]) {
|
|
Z_Free(fs_serverPakNames[i]);
|
|
}
|
|
fs_serverPakNames[i] = NULL;
|
|
}
|
|
if ( pakNames && *pakNames ) {
|
|
Cmd_TokenizeString( pakNames );
|
|
|
|
d = Cmd_Argc();
|
|
if ( d > MAX_SEARCH_PATHS ) {
|
|
d = MAX_SEARCH_PATHS;
|
|
}
|
|
|
|
for ( i = 0 ; i < d ; i++ ) {
|
|
fs_serverPakNames[i] = CopyString( Cmd_Argv( i ) );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
FS_PureServerSetReferencedPaks
|
|
|
|
The checksums and names of the pk3 files referenced at the server
|
|
are sent to the client and stored here. The client will use these
|
|
checksums to see if any pk3 files need to be auto-downloaded.
|
|
=====================
|
|
*/
|
|
void FS_PureServerSetReferencedPaks( const char *pakSums, const char *pakNames ) {
|
|
int i, c, d = 0;
|
|
|
|
Cmd_TokenizeString( pakSums );
|
|
|
|
c = Cmd_Argc();
|
|
if ( c > MAX_SEARCH_PATHS ) {
|
|
c = MAX_SEARCH_PATHS;
|
|
}
|
|
|
|
for ( i = 0 ; i < c ; i++ ) {
|
|
fs_serverReferencedPaks[i] = atoi( Cmd_Argv( i ) );
|
|
}
|
|
|
|
for (i = 0 ; i < ARRAY_LEN(fs_serverReferencedPakNames); i++)
|
|
{
|
|
if(fs_serverReferencedPakNames[i])
|
|
Z_Free(fs_serverReferencedPakNames[i]);
|
|
|
|
fs_serverReferencedPakNames[i] = NULL;
|
|
}
|
|
|
|
if ( pakNames && *pakNames ) {
|
|
Cmd_TokenizeString( pakNames );
|
|
|
|
d = Cmd_Argc();
|
|
|
|
if(d > c)
|
|
d = c;
|
|
|
|
for ( i = 0 ; i < d ; i++ ) {
|
|
fs_serverReferencedPakNames[i] = CopyString( Cmd_Argv( i ) );
|
|
}
|
|
}
|
|
|
|
// ensure that there are as many checksums as there are pak names.
|
|
if(d < c)
|
|
c = d;
|
|
|
|
fs_numServerReferencedPaks = c;
|
|
}
|
|
|
|
/*
|
|
================
|
|
FS_InitFilesystem
|
|
|
|
Called only at inital startup, not when the filesystem
|
|
is resetting due to a game change
|
|
================
|
|
*/
|
|
void FS_InitFilesystem( void ) {
|
|
// allow command line parms to override our defaults
|
|
// we have to specially handle this, because normal command
|
|
// line variable sets don't happen until after the filesystem
|
|
// has already been initialized
|
|
Com_StartupVariable("fs_basepath");
|
|
Com_StartupVariable("fs_homepath");
|
|
Com_StartupVariable("fs_game");
|
|
|
|
if(!FS_FilenameCompare(Cvar_VariableString("fs_game"), com_basegame->string))
|
|
Cvar_Set("fs_game", "");
|
|
|
|
// try to start up normally
|
|
FS_Startup(com_basegame->string);
|
|
|
|
#ifndef STANDALONE
|
|
FS_CheckPak0( );
|
|
#endif
|
|
|
|
// 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" );
|
|
}
|
|
|
|
Q_strncpyz(lastValidBase, fs_basepath->string, sizeof(lastValidBase));
|
|
Q_strncpyz(lastValidGame, fs_gamedirvar->string, sizeof(lastValidGame));
|
|
}
|
|
|
|
|
|
/*
|
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================
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FS_Restart
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================
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*/
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void FS_Restart( int checksumFeed ) {
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// free anything we currently have loaded
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FS_Shutdown(qfalse);
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// set the checksum feed
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fs_checksumFeed = checksumFeed;
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// clear pak references
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FS_ClearPakReferences(0);
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// try to start up normally
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FS_Startup(com_basegame->string);
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#ifndef STANDALONE
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FS_CheckPak0( );
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#endif
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// if we can't find default.cfg, assume that the paths are
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// busted and error out now, rather than getting an unreadable
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// graphics screen when the font fails to load
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if ( FS_ReadFile( "default.cfg", NULL ) <= 0 ) {
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// this might happen when connecting to a pure server not using BASEGAME/pak0.pk3
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// (for instance a TA demo server)
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if (lastValidBase[0]) {
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FS_PureServerSetLoadedPaks("", "");
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Cvar_Set("fs_basepath", lastValidBase);
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Cvar_Set("fs_game", lastValidGame);
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lastValidBase[0] = '\0';
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lastValidGame[0] = '\0';
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FS_Restart(checksumFeed);
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Com_Error( ERR_DROP, "Invalid game folder" );
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return;
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}
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Com_Error( ERR_FATAL, "Couldn't load default.cfg" );
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}
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if ( Q_stricmp(fs_gamedirvar->string, lastValidGame) ) {
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// skip the q3config.cfg if "safe" is on the command line
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if ( !Com_SafeMode() ) {
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Cbuf_AddText ("exec " Q3CONFIG_CFG "\n");
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}
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}
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Q_strncpyz(lastValidBase, fs_basepath->string, sizeof(lastValidBase));
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Q_strncpyz(lastValidGame, fs_gamedirvar->string, sizeof(lastValidGame));
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}
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/*
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=================
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FS_ConditionalRestart
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Restart if necessary
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Return qtrue if restarting due to game directory changed, qfalse otherwise
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=================
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*/
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qboolean FS_ConditionalRestart(int checksumFeed, qboolean disconnect)
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{
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if(fs_gamedirvar->modified)
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{
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if(FS_FilenameCompare(lastValidGame, fs_gamedirvar->string) &&
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(*lastValidGame || FS_FilenameCompare(fs_gamedirvar->string, com_basegame->string)) &&
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(*fs_gamedirvar->string || FS_FilenameCompare(lastValidGame, com_basegame->string)))
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{
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Com_GameRestart(checksumFeed, disconnect);
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return qtrue;
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}
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else
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fs_gamedirvar->modified = qfalse;
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}
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if(checksumFeed != fs_checksumFeed)
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FS_Restart(checksumFeed);
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else if(fs_numServerPaks && !fs_reordered)
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FS_ReorderPurePaks();
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return qfalse;
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}
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/*
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========================================================================================
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Handle based file calls for virtual machines
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========================================================================================
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*/
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int FS_FOpenFileByMode( const char *qpath, fileHandle_t *f, fsMode_t mode ) {
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int r;
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qboolean sync;
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sync = qfalse;
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switch( mode ) {
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case FS_READ:
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r = FS_FOpenFileRead( qpath, f, qtrue );
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break;
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case FS_WRITE:
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*f = FS_FOpenFileWrite( qpath );
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r = 0;
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if (*f == 0) {
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r = -1;
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}
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break;
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case FS_APPEND_SYNC:
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sync = qtrue;
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case FS_APPEND:
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*f = FS_FOpenFileAppend( qpath );
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r = 0;
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if (*f == 0) {
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r = -1;
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}
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break;
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default:
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Com_Error( ERR_FATAL, "FS_FOpenFileByMode: bad mode" );
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return -1;
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}
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if (!f) {
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return r;
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}
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if ( *f ) {
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fsh[*f].fileSize = r;
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fsh[*f].streamed = qfalse;
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if (mode == FS_READ) {
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fsh[*f].streamed = qtrue;
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}
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}
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fsh[*f].handleSync = sync;
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return r;
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}
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int FS_FTell( fileHandle_t f ) {
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int pos;
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if (fsh[f].zipFile == qtrue) {
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pos = unztell(fsh[f].handleFiles.file.z);
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} else {
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pos = ftell(fsh[f].handleFiles.file.o);
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}
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return pos;
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}
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void FS_Flush( fileHandle_t f ) {
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fflush(fsh[f].handleFiles.file.o);
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}
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void FS_FilenameCompletion( const char *dir, const char *ext,
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qboolean stripExt, void(*callback)(const char *s), qboolean allowNonPureFilesOnDisk ) {
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char **filenames;
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int nfiles;
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int i;
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char filename[ MAX_STRING_CHARS ];
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filenames = FS_ListFilteredFiles( dir, ext, NULL, &nfiles, allowNonPureFilesOnDisk );
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FS_SortFileList( filenames, nfiles );
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for( i = 0; i < nfiles; i++ ) {
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FS_ConvertPath( filenames[ i ] );
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Q_strncpyz( filename, filenames[ i ], MAX_STRING_CHARS );
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if( stripExt ) {
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COM_StripExtension(filename, filename, sizeof(filename));
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}
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callback( filename );
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}
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FS_FreeFileList( filenames );
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}
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const char *FS_GetCurrentGameDir(void)
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{
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if(fs_gamedirvar->string[0])
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return fs_gamedirvar->string;
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return com_basegame->string;
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}
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