From 28e5cc536aa28a5b5ccad032da524d5a99d6cce3 Mon Sep 17 00:00:00 2001 From: Randy Heit Date: Thu, 29 Aug 2013 21:16:11 -0500 Subject: [PATCH 1/4] Add some awareness of short file names - Added I_GetLongPathName(). It wraps the Win32 API's GetLongPathName(). DArgs::CollectFiles() now calls this for every argument it processes, so any arguments passed using short file names will be converted to long file names. This is mainly of interest so that savegames will never record the short file name, which can change based on what else is in the directory. --- src/m_argv.cpp | 9 +++++++++ src/win32/i_system.cpp | 28 ++++++++++++++++++++++++++++ src/win32/i_system.h | 3 +++ 3 files changed, 40 insertions(+) diff --git a/src/m_argv.cpp b/src/m_argv.cpp index 54d9ffda46..816a2d54c0 100644 --- a/src/m_argv.cpp +++ b/src/m_argv.cpp @@ -35,6 +35,7 @@ #include #include "m_argv.h" #include "cmdlib.h" +#include "i_system.h" IMPLEMENT_CLASS (DArgs) @@ -391,6 +392,14 @@ void DArgs::CollectFiles(const char *param, const char *extension) } } + // Optional: Replace short path names with long path names +#ifdef _WIN32 + for (i = 0; i < work.Size(); ++i) + { + work[i] = I_GetLongPathName(work[i]); + } +#endif + // Step 3: Add work back to Argv, as long as it's non-empty. if (work.Size() > 0) { diff --git a/src/win32/i_system.cpp b/src/win32/i_system.cpp index b5843ec7a5..a82cb65f9c 100644 --- a/src/win32/i_system.cpp +++ b/src/win32/i_system.cpp @@ -1569,3 +1569,31 @@ unsigned int I_MakeRNGSeed() CryptReleaseContext(prov, 0); return seed; } + +//========================================================================== +// +// I_GetLongPathName +// +// Returns the long version of the path, or the original if there isn't +// anything worth changing. +// +//========================================================================== + +FString I_GetLongPathName(FString shortpath) +{ + DWORD buffsize = GetLongPathName(shortpath.GetChars(), NULL, 0); + if (buffsize == 0) + { // nothing to change (it doesn't exist, maybe?) + return shortpath; + } + TCHAR *buff = new TCHAR[buffsize]; + DWORD buffsize2 = GetLongPathName(shortpath.GetChars(), buff, buffsize); + if (buffsize2 >= buffsize) + { // Failure! Just return the short path + delete[] buff; + return shortpath; + } + FString longpath(buff, buffsize2); + delete[] buff; + return longpath; +} diff --git a/src/win32/i_system.h b/src/win32/i_system.h index 6bafdc01c3..9fbf2db5cb 100644 --- a/src/win32/i_system.h +++ b/src/win32/i_system.h @@ -155,6 +155,9 @@ typedef _W64 long WLONG_PTR; typedef long WLONG_PTR; #endif +// Wrapper for GetLongPathName +FString I_GetLongPathName(FString shortpath); + // Directory searching routines // Mirror WIN32_FIND_DATAA in From aac0de3e48f3d869ed3fce584cab42e68cfb3d0b Mon Sep 17 00:00:00 2001 From: Randy Heit Date: Thu, 29 Aug 2013 21:40:01 -0500 Subject: [PATCH 2/4] Fixed: Make A_SetTics work with weapons. - When A_SetTics is called from a weapon, we need to set the tics for the psprite instead of the actor itself. --- src/thingdef/thingdef_codeptr.cpp | 12 ++++++++++++ 1 file changed, 12 insertions(+) diff --git a/src/thingdef/thingdef_codeptr.cpp b/src/thingdef/thingdef_codeptr.cpp index 456a1d6e37..ee3e4ee2f0 100644 --- a/src/thingdef/thingdef_codeptr.cpp +++ b/src/thingdef/thingdef_codeptr.cpp @@ -4935,6 +4935,18 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetTics) ACTION_PARAM_START(1); ACTION_PARAM_INT(tics_to_set, 0); + if (stateowner != self && self->player != NULL) + { // Is this a weapon? Need to check psp states for a match, then. Blah. + for (int i = 0; i < NUMPSPRITES; ++i) + { + if (self->player->psprites[i].state == CallingState) + { + self->player->psprites[i].tics = tics_to_set; + return; + } + } + } + // Just set tics for self. self->tics = tics_to_set; } From 7143ae49e1f4048f74000bd8390c351cecc1c719 Mon Sep 17 00:00:00 2001 From: Randy Heit Date: Thu, 29 Aug 2013 21:45:37 -0500 Subject: [PATCH 3/4] Fixed: CheckPlayerCamera not sync safe - If a player is spying through another player, CheckPlayerCamera will return the TID of the player you are "spying", but as coopspy isn't a net command, this wont be reflected by all nodes. So to fix this, CheckPlayerCamera now returns -1 if a player's camera is that of any player at all. (thanks edward850) --- src/p_acs.cpp | 2 +- src/thingdef/thingdef_codeptr.cpp | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/src/p_acs.cpp b/src/p_acs.cpp index dc696ca45f..b707f4444c 100644 --- a/src/p_acs.cpp +++ b/src/p_acs.cpp @@ -8394,7 +8394,7 @@ scriptwait: { int playernum = STACK(1); - if (playernum < 0 || playernum >= MAXPLAYERS || !playeringame[playernum] || players[playernum].camera == NULL) + if (playernum < 0 || playernum >= MAXPLAYERS || !playeringame[playernum] || players[playernum].camera == NULL || players[playernum].camera->player != NULL) { STACK(1) = -1; } diff --git a/src/thingdef/thingdef_codeptr.cpp b/src/thingdef/thingdef_codeptr.cpp index ee3e4ee2f0..f5ef45f45c 100644 --- a/src/thingdef/thingdef_codeptr.cpp +++ b/src/thingdef/thingdef_codeptr.cpp @@ -4935,7 +4935,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetTics) ACTION_PARAM_START(1); ACTION_PARAM_INT(tics_to_set, 0); - if (stateowner != self && self->player != NULL) + if (stateowner != self && self->player != NULL && stateowner->IsKindOf(RUNTIME_CLASS(AWeapon))) { // Is this a weapon? Need to check psp states for a match, then. Blah. for (int i = 0; i < NUMPSPRITES; ++i) { From 0f0d9da839742701da4998a51ddc3850282e0530 Mon Sep 17 00:00:00 2001 From: Randy Heit Date: Thu, 29 Aug 2013 22:22:30 -0500 Subject: [PATCH 4/4] Reset FirstFreeEntry in ACSStringPool::ReadStrings() - Fixed: When an ACS string pool was read from a savegame, FirstFreeEntry would not be updatedt, except by the Clear() function. This left FirstFreeEntry at 0, which meant the next string added to the pool would always go in slot 0, whether it was free or not. --- src/p_acs.cpp | 25 ++++++++++++++++++++----- src/p_acs.h | 1 + 2 files changed, 21 insertions(+), 5 deletions(-) diff --git a/src/p_acs.cpp b/src/p_acs.cpp index b707f4444c..32a70cd153 100644 --- a/src/p_acs.cpp +++ b/src/p_acs.cpp @@ -575,11 +575,7 @@ int ACSStringPool::InsertString(FString &str, unsigned int h, unsigned int bucke } else { // Scan for the next free entry - unsigned int i; - for (i = FirstFreeEntry + 1; i < Pool.Size() && Pool[i].Next != FREE_ENTRY; ++i) - { - } - FirstFreeEntry = i; + FindFirstFreeEntry(FirstFreeEntry + 1); } PoolEntry *entry = &Pool[index]; entry->Str = str; @@ -590,6 +586,23 @@ int ACSStringPool::InsertString(FString &str, unsigned int h, unsigned int bucke return index | STRPOOL_LIBRARYID_OR; } +//============================================================================ +// +// ACSStringPool :: FindFirstFreeEntry +// +// Finds the first free entry, starting at base. +// +//============================================================================ + +void ACSStringPool::FindFirstFreeEntry(unsigned base) +{ + while (base < Pool.Size() && Pool[base].Next != FREE_ENTRY) + { + base++; + } + FirstFreeEntry = base; +} + //============================================================================ // // ACSStringPool :: ReadStrings @@ -638,6 +651,7 @@ void ACSStringPool::ReadStrings(PNGHandle *png, DWORD id) { delete[] str; } + FindFirstFreeEntry(0); } } @@ -690,6 +704,7 @@ void ACSStringPool::Dump() const Printf("%4u. (%2d) \"%s\"\n", i, Pool[i].LockCount, Pool[i].Str.GetChars()); } } + Printf("First free %u\n", FirstFreeEntry); } //============================================================================ diff --git a/src/p_acs.h b/src/p_acs.h index 1a0fb3f60c..ec41ab886c 100644 --- a/src/p_acs.h +++ b/src/p_acs.h @@ -100,6 +100,7 @@ public: private: int FindString(const char *str, size_t len, unsigned int h, unsigned int bucketnum); int InsertString(FString &str, unsigned int h, unsigned int bucketnum, const SDWORD *stack, int stackdepth); + void FindFirstFreeEntry(unsigned int base); enum { NUM_BUCKETS = 251 }; enum { FREE_ENTRY = 0xFFFFFFFE }; // Stored in PoolEntry's Next field