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