vmap/radiant/environment.cpp

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2020-11-17 11:16:16 +00:00
/*
Copyright (C) 2001-2006, William Joseph.
All Rights Reserved.
This file is part of GtkRadiant.
GtkRadiant is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
GtkRadiant is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include "environment.h"
#include "globaldefs.h"
#include "stream/textstream.h"
#include "string/string.h"
#include "stream/stringstream.h"
#include "debugging/debugging.h"
#include "os/path.h"
#include "os/file.h"
#include "cmdlib.h"
int g_argc;
char const **g_argv;
void args_init(int argc, char const *argv[])
{
int i, j, k;
for (i = 1; i < argc; i++) {
for (k = i; k < argc; k++) {
if (argv[k] != 0) {
break;
}
}
if (k > i) {
k -= i;
for (j = i + k; j < argc; j++) {
argv[j - k] = argv[j];
}
argc -= k;
}
}
g_argc = argc;
g_argv = argv;
}
char const *gamedetect_argv_buffer[1024];
void gamedetect_found_game(char const *game, char *path)
{
int argc;
static char buf[128];
if (g_argv == gamedetect_argv_buffer) {
return;
}
globalOutputStream() << "Detected game " << game << " in " << path << "\n";
sprintf(buf, "-%s-EnginePath", game);
argc = 0;
gamedetect_argv_buffer[argc++] = "-global-gamefile";
gamedetect_argv_buffer[argc++] = game;
gamedetect_argv_buffer[argc++] = buf;
gamedetect_argv_buffer[argc++] = path;
if ((size_t) (argc + g_argc) >= sizeof(gamedetect_argv_buffer) / sizeof(*gamedetect_argv_buffer) - 1) {
g_argc = sizeof(gamedetect_argv_buffer) / sizeof(*gamedetect_argv_buffer) - g_argc - 1;
}
memcpy(gamedetect_argv_buffer + 4, g_argv, sizeof(*gamedetect_argv_buffer) * g_argc);
g_argc += argc;
g_argv = gamedetect_argv_buffer;
}
bool gamedetect_check_game(char const *gamefile, const char *checkfile1, const char *checkfile2,
char *buf /* must have 64 bytes free after bufpos */, int bufpos)
{
buf[bufpos] = '/';
strcpy(buf + bufpos + 1, checkfile1);
globalOutputStream() << "Checking for a game file in " << buf << "\n";
if (!file_exists(buf)) {
return false;
}
if (checkfile2) {
strcpy(buf + bufpos + 1, checkfile2);
globalOutputStream() << "Checking for a game file in " << buf << "\n";
if (!file_exists(buf)) {
return false;
}
}
buf[bufpos + 1] = 0;
gamedetect_found_game(gamefile, buf);
return true;
}
void gamedetect()
{
// if we're inside a Nexuiz install
// default to nexuiz.game (unless the user used an option to inhibit this)
bool nogamedetect = false;
int i;
for (i = 1; i < g_argc - 1; ++i) {
if (g_argv[i][0] == '-') {
if (!strcmp(g_argv[i], "-gamedetect")) {
nogamedetect = !strcmp(g_argv[i + 1], "false");
}
++i;
}
}
if (!nogamedetect) {
static char buf[1024 + 64];
strncpy(buf, environment_get_app_path(), sizeof(buf));
buf[sizeof(buf) - 1 - 64] = 0;
if (!strlen(buf)) {
return;
}
char *p = buf + strlen(buf) - 1; // point directly on the slash of get_app_path
while (p != buf) {
// we found nothing
// go backwards
--p;
while (p != buf && *p != '/' && *p != '\\') {
--p;
}
}
}
}
namespace {
CopiedString home_path;
CopiedString app_path;
}
const char *environment_get_home_path()
{
return home_path.c_str();
}
const char *environment_get_app_path()
{
return app_path.c_str();
}
bool portable_app_setup()
{
StringOutputStream confdir(256);
confdir << app_path.c_str() << "settings/";
if (file_exists(confdir.c_str())) {
home_path = confdir.c_str();
return true;
}
return false;
}
#if GDEF_OS_POSIX
#include <stdlib.h>
#include <pwd.h>
#include <unistd.h>
#include <glib.h>
const char *LINK_NAME =
#if GDEF_OS_LINUX
"/proc/self/exe"
#else // FreeBSD and OSX
"/proc/curproc/file"
#endif
;
/// brief Returns the filename of the executable belonging to the current process, or 0 if not found.
char const *getexename(char *buf)
{
/* Now read the symbolic link */
int ret = readlink(LINK_NAME, buf, PATH_MAX);
if (ret == -1) {
globalOutputStream() << "getexename: falling back to argv[0]: " << makeQuoted(g_argv[0]);
const char *path = realpath(g_argv[0], buf);
if (path == 0) {
/* In case of an error, leave the handling up to the caller */
return "";
}
}
/* Ensure proper NUL termination */
buf[ret] = 0;
/* delete the program name */
*(strrchr(buf, '/')) = '\0';
// NOTE: we build app path with a trailing '/'
// it's a general convention in Radiant to have the slash at the end of directories
if (buf[strlen(buf) - 1] != '/') {
strcat(buf, "/");
}
return buf;
}
void environment_init(int argc, char const *argv[])
{
// Give away unnecessary root privileges.
// Important: must be done before calling gtk_init().
char *loginname;
struct passwd *pw;
seteuid(getuid());
if (geteuid() == 0 && (loginname = getlogin()) != 0 &&
(pw = getpwnam(loginname)) != 0) {
setuid(pw->pw_uid);
}
args_init(argc, argv);
{
char real[PATH_MAX];
app_path = getexename(real);
ASSERT_MESSAGE(!string_empty(app_path.c_str()), "failed to deduce app path");
}
if (!portable_app_setup()) {
StringOutputStream home(256);
home << DirectoryCleaned(g_get_user_data_dir()) << "worldspawn/";
Q_mkdir(home.c_str());
home_path = home.c_str();
}
gamedetect();
}
#elif GDEF_OS_WINDOWS
#include <windows.h>
void environment_init( int argc, char const* argv[] ){
args_init( argc, argv );
// get path to the editor
char filename[MAX_PATH + 1];
GetModuleFileName( 0, filename, MAX_PATH );
char* last_separator = strrchr( filename, '\\' );
if ( last_separator != 0 ) {
*( last_separator + 1 ) = '\0';
} else {
filename[0] = '\0';
}
StringOutputStream app( 256 );
app << PathCleaned( filename );
app_path = app.c_str();
if ( !portable_app_setup() ) {
char *appdata = getenv( "APPDATA" );
StringOutputStream home( 256 );
if ( !appdata || string_empty( appdata ) ) {
ERROR_MESSAGE( "Application Data folder not available.\n"
"WorldSpawn will use C:\\ for user preferences.\n" );
home << "C:";
} else {
home << PathCleaned( appdata );
}
home << "/WorldSpawnSettings/";
Q_mkdir( home.c_str() );
home_path = home.c_str();
}
gamedetect();
}
#else
#error "unsupported platform"
#endif