Build a raw search path at startup. Use it to build the actual paths.

A new linked list fs_rawPath with nodes of type fsRawPath_t is added.
The new function FS_BuildRawPath() fills it at filesystem initialization
with the raw search path directories. Later FS_BuildGenericSearchPath()
and FS_BuildGameSpecificSearchPath() use it to derive the actual search
directories.
This commit is contained in:
Yamagi Burmeister 2017-07-23 09:52:32 +02:00
parent e4b9f6884f
commit 3ba9729946

View file

@ -123,6 +123,21 @@ cvar_t *fs_debug;
fsHandle_t *FS_GetFileByHandle(fileHandle_t f);
// --------
// Raw search path, the actual search
// bath is build from this one.
typedef struct fsRawPath_s {
char path[MAX_OSPATH];
qboolean create;
qboolean screenshot;
struct fsRawPath_s *next;
} fsRawPath_t;
fsRawPath_t *fs_rawPath;
// --------
/*
* All of Quake's data access is through a hierchal file system, but the
* contents of the file system can be transparently merged from several
@ -1374,47 +1389,22 @@ void FS_BuildGenericSearchPath(void) {
// a maximum path size of 4096...
char path[MAX_OSPATH];
// The CD must be the last directory of the path,
// otherwise we cannot be sure that the game won't
// stream the videos from the CD.
if (fs_cddir->string[0] != '\0') {
Com_sprintf(path, sizeof(path), "%s/%s", fs_cddir->string, BASEDIRNAME);
FS_AddDirToSearchPath(path, false);
}
fsRawPath_t *search = fs_rawPath;
// Add $basedir/baseq2
Com_sprintf(path, sizeof(path), "%s/%s", fs_basedir->string, BASEDIRNAME);
FS_AddDirToSearchPath(path, false);
// Add SYSTEMDIR/baseq2
#ifdef SYSTEMWIDE
Com_sprintf(path, sizeof(path), "%s/%s", SYSTEMDIR, BASEDIRNAME);
FS_AddDirToSearchPath(path, false);
#endif
// Add $binarydir/baseq2
const char *binarydir = Sys_GetBinaryDir();
if(!binarydir[0] == '\0')
{
Com_sprintf(path, sizeof(path), "%s/%s", binarydir, BASEDIRNAME);
FS_AddDirToSearchPath(path, false);
}
// Add $HOME/.yq2/baseq2
// (MUST be the last dir!)
const char *homedir = Sys_GetHomeDir();
if (homedir != NULL) {
Com_sprintf(path, sizeof(path), "%s/%s", homedir, BASEDIRNAME);
FS_AddDirToSearchPath(path, true);
while (search != NULL) {
Com_sprintf(path, sizeof(path), "%s/%s", search->path, BASEDIRNAME);
FS_AddDirToSearchPath(path, search->create);
// We need to create the screenshot directory since the
// render dll doesn't link the filesystem stuff.
Com_sprintf(path, sizeof(path), "%s/%s/scrnshot", homedir, BASEDIRNAME);
if (search->screenshot) {
Com_sprintf(path, sizeof(path), "%s/%s/scrnshot", search->path, BASEDIRNAME);
Sys_Mkdir(path);
}
search = search->next;
}
// Until here we've added the generic directories to the
// search path. Save the current head node so we can
// distinguish generic and specialized directories.
@ -1424,8 +1414,12 @@ void FS_BuildGenericSearchPath(void) {
void
FS_BuildGameSpecificSearchPath(char *dir)
{
// We may not use the va() function from shared.c
// since it's buffersize is 1024 while most OS have
// a maximum path size of 4096...
char path[MAX_OSPATH];
int i;
fsRawPath_t *search;
fsSearchPath_t *next;
// This is against PEBCAK. The user may give us paths like
@ -1503,51 +1497,74 @@ FS_BuildGameSpecificSearchPath(char *dir)
// TODO: Set fs_gamedir
} else {
Cvar_FullSet("gamedir", dir, CVAR_SERVERINFO | CVAR_NOSET);
search = fs_rawPath;
// The CD must be the last directory of the path,
// otherwise we cannot be sure that the game won't
// stream the videos from the CD.
if (fs_cddir->string[0] == '\0')
{
Com_sprintf(path, sizeof(path), "%s/%s", fs_cddir->string, dir);
FS_AddDirToSearchPath(path, false);
while (search != NULL) {
Com_sprintf(path, sizeof(path), "%s/%s", search->path, dir);
FS_AddDirToSearchPath(path, search->create);
// We need to create the screenshot directory since the
// render dll doesn't link the filesystem stuff.
if (search->screenshot) {
Com_sprintf(path, sizeof(path), "%s/%s/scrnshot", search->path, dir);
Sys_Mkdir(path);
}
// Add $basedir/$game
Com_sprintf(path, sizeof(path), "%s/%s", fs_basedir->string, dir);
FS_AddDirToSearchPath(path, false);
// Add SYSTEMDIR/$game
#ifdef SYSTEMWIDE
Com_sprintf(path, sizeof(path), "%s/%s", SYSTEMDIR, dir);
FS_AddDirToSearchPath(path, false);
#endif
// Add $binarydir/$game
const char *binarydir = Sys_GetBinaryDir();
if(!binarydir[0] == '\0')
{
Com_sprintf(path, sizeof(path), "%s/%s", binarydir, dir);
FS_AddDirToSearchPath(path, false);
search = search->next;
}
}
}
// Add $HOME/.yq2/$game
// --------
void FS_AddDirToRawPath (const char *dir, qboolean create, qboolean screenshot) {
fsRawPath_t *search;
// Add the directory
search = Z_Malloc(sizeof(fsRawPath_t));
Q_strlcpy(search->path, dir, sizeof(search->path));
search->create = create;
search->screenshot = screenshot;
search->next = fs_rawPath;
fs_rawPath = search;
}
void FS_BuildRawPath(void) {
// Add $HOME/.yq2/baseq2
// (MUST be the last dir!)
const char *homedir = Sys_GetHomeDir();
if (homedir != NULL) {
Com_sprintf(path, sizeof(path), "%s/%s", homedir, dir);
FS_AddDirToSearchPath(path, true);
FS_AddDirToRawPath(homedir, true, true);
}
// We need to create the screenshot directory since the
// render dll doesn't link the filesystem stuff.
Com_sprintf(path, sizeof(path), "%s/%s/scrnshot", homedir, dir);
Sys_Mkdir(path);
}
// Add $binarydir/baseq2
const char *binarydir = Sys_GetBinaryDir();
if(!binarydir[0] == '\0')
{
FS_AddDirToRawPath(binarydir, false, false);
}
// Add $basedir/
FS_AddDirToRawPath(fs_basedir->string, false, false);
// Add SYSTEMDIR/baseq2
#ifdef SYSTEMWIDE
FS_AddDirToRawPath(SYSTEMDIR, false);
#endif
// The CD must be the last directory of the path,
// otherwise we cannot be sure that the game won't
// stream the videos from the CD.
if (fs_cddir->string[0] != '\0') {
FS_AddDirToRawPath(fs_cddir->string, false, false);
}
}
// --------
void
FS_InitFilesystem(void)
{
@ -1563,6 +1580,7 @@ FS_InitFilesystem(void)
fs_debug = Cvar_Get("fs_debug", "0", 0);
// Build search path
FS_BuildRawPath();
FS_BuildGenericSearchPath();
if (fs_gamedirvar->string[0] != '\0')