//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT Copyright (C) 2019 Christoph Oelckers This is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program 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 this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- // // Search path management. Scan all directories for potential game content and return a list with all proper matches // #include #include "m_crc32.h" #include "i_specialpaths.h" #include "compat.h" #include "gameconfigfile.h" #include "cmdlib.h" #include "utf8.h" #include "sc_man.h" #include "resourcefile.h" #include "printf.h" #include "common.h" #include "gamecontrol.h" #include "filesystem/filesystem.h" namespace fs = std::filesystem; int g_gameType; fs::path AbsolutePath(const char* path) { FString dirpath = MakeUTF8(path); // convert into clean UTF-8 - the input here may easily be 8 bit encoded. fs::path fpath = fs::u8path(dirpath.GetChars()); return fs::absolute(fpath); } void AddSearchPath(TArray& searchpaths, const char* path) { try { auto fpath = AbsolutePath(path); if (fs::is_directory(fpath)) { FString apath = fpath.u8string().c_str(); if (searchpaths.Find(apath) == searchpaths.Size()) searchpaths.Push(apath); } } catch (fs::filesystem_error &) { } } #ifndef _WIN32 //------------------------------------------------------------------------- // // // //------------------------------------------------------------------------- static void G_AddSteamPaths(TArray &searchpaths, const char *basepath) { FString path; // Duke Nukem 3D: Megaton Edition (Steam) path.Format("%s/steamapps/common/Duke Nukem 3D/gameroot", basepath); AddSearchPath(searchpaths, path); path.Format("%s/steamapps/common/Duke Nukem 3D/gameroot/addons/dc", basepath); AddSearchPath(searchpaths, path); path.Format("%s/steamapps/common/Duke Nukem 3D/gameroot/addons/nw", basepath); AddSearchPath(searchpaths, path); path.Format("%s/steamapps/common/Duke Nukem 3D/gameroot/addons/vacation", basepath); AddSearchPath(searchpaths, path); // Duke Nukem 3D (3D Realms Anthology (Steam) / Kill-A-Ton Collection 2015) #ifdef __APPLE__ path.Format("%s/steamapps/common/Duke Nukem 3D/Duke Nukem 3D.app/drive_c/Program Files/Duke Nukem 3D", basepath); AddSearchPath(searchpaths, path); #endif // NAM (Steam) #ifdef __APPLE__ path.Format("%s/steamapps/common/Nam/Nam.app/Contents/Resources/Nam.boxer/C.harddisk/NAM", basepath); #else path.Format("%s/steamapps/common/Nam/NAM", basepath); #endif AddSearchPath(searchpaths, path); // WWII GI (Steam) path.Format("%s/steamapps/common/World War II GI/WW2GI", basepath); AddSearchPath(searchpaths, path); // Shadow Warrior Classic Redux - Steam static char const s_SWCR_Steam[] = "steamapps/common/Shadow Warrior Classic/gameroot"; path.Format("%s/%s", basepath, s_SWCR_Steam); AddSearchPath(searchpaths, path); //path.Format("%s/%s/addons", basepath, s_SWCR_Steam); //AddSearchPath(searchpaths, path); //path.Format("%s/%s/classic/MUSIC", basepath, s_SWCR_Steam); //AddSearchPath(searchpaths, path); // Shadow Warrior Classic (1997) - Steam static char const s_SWC_Steam[] = "steamapps/common/Shadow Warrior Original/gameroot"; path.Format("%s/%s", basepath, s_SWC_Steam); AddSearchPath(searchpaths, path); //path.Format("%s/%s/MUSIC", basepath, s_SWC_Steam); //AddSearchPath(searchpaths, path); // Shadow Warrior (Classic) - 3D Realms Anthology - Steam #if defined EDUKE32_OSX path.Format("%s/steamapps/common/Shadow Warrior DOS/Shadow Warrior.app/Contents/Resources/sw", basepath); AddSearchPath(searchpaths, path); #endif } static TArray* g_searchpaths; static void AddAnItem(const char* item) { AddSearchPath(*g_searchpaths, item); } #ifndef __APPLE__ //------------------------------------------------------------------------- // // // //------------------------------------------------------------------------- void G_AddExternalSearchPaths(TArray &searchpaths) { FString path; char *homepath = Bgethomedir(); path.Format("%s/.steam/steam", homepath); G_AddSteamPaths(searchpaths, buf); path.Format("%s/.steam/steam/steamapps/libraryfolders.vdf", homepath); g_searchpaths = &searchpaths; G_ParseSteamKeyValuesForPaths(searchpaths, buf, AddAnItem); } #else //------------------------------------------------------------------------- // // // //------------------------------------------------------------------------- void G_AddExternalSearchPaths(TArray &searchpaths) { char *applications[] = { osx_getapplicationsdir(0), osx_getapplicationsdir(1) }; char *support[] = { osx_getsupportdir(0), osx_getsupportdir(1) }; FString path; char buf[BMAX_PATH]; int32_t i; g_searchpaths = &searchpaths; for (i = 0; i < 2; i++) { path.Format("%s/Steam", support[i]); G_AddSteamPaths(searchpaths, buf); path.Format("%s/Steam/steamapps/libraryfolders.vdf", support[i]); G_ParseSteamKeyValuesForPaths(searchpaths, buf, AddAnItem); // Duke Nukem 3D: Atomic Edition (GOG.com) path.Format("%s/Duke Nukem 3D.app/Contents/Resources/Duke Nukem 3D.boxer/C.harddisk", applications[i]); AddSearchPath(searchpaths, path); // Shadow Warrior Classic Complete - GOG.com static char const s_SWC_GOG[] = "Shadow Warrior Complete/Shadow Warrior.app/Contents/Resources/Shadow Warrior.boxer/C swarrior_files.harddisk"; path.Format("%s/%s", applications[i], s_SWC_GOG); AddSearchPath(searchpaths, path); //path.Format("%s/%s/MUSIC", applications[i], s_SWC_GOG); //addsearchpath(buf); // Shadow Warrior Classic Redux - GOG.com static char const s_SWCR_GOG[] = "Shadow Warrior Classic Redux/Shadow Warrior Classic Redux.app/Contents/Resources/gameroot"; path.Format("%s/%s", applications[i], s_SWCR_GOG); AddSearchPath(searchpaths, path); //path.Format("%s/%s/music", applications[i], s_SWCR_GOG); //addsearchpath(buf); } for (i = 0; i < 2; i++) { Xfree(applications[i]); Xfree(support[i]); } } #endif #else //------------------------------------------------------------------------- // // // //------------------------------------------------------------------------- void G_AddExternalSearchPaths(TArray &searchpaths) { char buf[BMAX_PATH] = {0}; DWORD bufsize; // Duke Nukem 3D: 20th Anniversary World Tour (Steam) bufsize = sizeof(buf); if (Paths_ReadRegistryValue(R"(SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 434050)", "InstallLocation", buf, &bufsize)) { AddSearchPath(searchpaths, buf); } // Duke Nukem 3D: Megaton Edition (Steam) bufsize = sizeof(buf); if (Paths_ReadRegistryValue(R"(SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 225140)", "InstallLocation", buf, &bufsize)) { char * const suffix = buf + bufsize - 1; size_t const remaining = sizeof(buf) - bufsize; strncpy(suffix, "/gameroot", remaining); AddSearchPath(searchpaths, buf); strncpy(suffix, "/gameroot/addons/dc", remaining); AddSearchPath(searchpaths, buf); strncpy(suffix, "/gameroot/addons/nw", remaining); AddSearchPath(searchpaths, buf); strncpy(suffix, "/gameroot/addons/vacation", remaining); AddSearchPath(searchpaths, buf); } // Duke Nukem 3D (3D Realms Anthology (Steam) / Kill-A-Ton Collection 2015) bufsize = sizeof(buf); if (Paths_ReadRegistryValue(R"(SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 359850)", "InstallLocation", buf, &bufsize)) { char * const suffix = buf + bufsize - 1; size_t const remaining = sizeof(buf) - bufsize; strncpy(suffix, "/Duke Nukem 3D", remaining); AddSearchPath(searchpaths, buf); } // Duke Nukem 3D: Atomic Edition (GOG.com) bufsize = sizeof(buf); if (Paths_ReadRegistryValue("SOFTWARE\\GOG.com\\GOGDUKE3D", "PATH", buf, &bufsize)) { AddSearchPath(searchpaths, buf); } // Duke Nukem 3D (3D Realms Anthology) bufsize = sizeof(buf); if (Paths_ReadRegistryValue("SOFTWARE\\3DRealms\\Duke Nukem 3D", NULL, buf, &bufsize)) { char * const suffix = buf + bufsize - 1; size_t const remaining = sizeof(buf) - bufsize; strncpy(suffix, "/Duke Nukem 3D", remaining); AddSearchPath(searchpaths, buf); } // 3D Realms Anthology bufsize = sizeof(buf); if (Paths_ReadRegistryValue("SOFTWARE\\3DRealms\\Anthology", NULL, buf, &bufsize)) { char * const suffix = buf + bufsize - 1; size_t const remaining = sizeof(buf) - bufsize; strncpy(suffix, "/Duke Nukem 3D", remaining); AddSearchPath(searchpaths, buf); } // NAM (Steam) bufsize = sizeof(buf); if (Paths_ReadRegistryValue(R"(SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 329650)", "InstallLocation", buf, &bufsize)) { char * const suffix = buf + bufsize - 1; size_t const remaining = sizeof(buf) - bufsize; strncpy(suffix, "/NAM", remaining); AddSearchPath(searchpaths, buf); } // WWII GI (Steam) bufsize = sizeof(buf); if (Paths_ReadRegistryValue(R"(SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 376750)", "InstallLocation", buf, &bufsize)) { char * const suffix = buf + bufsize - 1; size_t const remaining = sizeof(buf) - bufsize; strncpy(suffix, "/WW2GI", remaining); AddSearchPath(searchpaths, buf); } // Redneck Rampage (GOG.com) bufsize = sizeof(buf); if (Paths_ReadRegistryValue("SOFTWARE\\GOG.com\\GOGREDNECKRAMPAGE", "PATH", buf, &bufsize)) { AddSearchPath(searchpaths, buf); } // Redneck Rampage Rides Again (GOG.com) bufsize = sizeof(buf); if (Paths_ReadRegistryValue("SOFTWARE\\GOG.com\\GOGCREDNECKRIDESAGAIN", "PATH", buf, &bufsize)) { AddSearchPath(searchpaths, buf); } // Blood: One Unit Whole Blood (Steam) bufsize = sizeof(buf); if (Paths_ReadRegistryValue(R"(SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 299030)", "InstallLocation", buf, &bufsize)) { AddSearchPath(searchpaths, buf); } // Blood: One Unit Whole Blood (GOG.com) bufsize = sizeof(buf); if (Paths_ReadRegistryValue("SOFTWARE\\GOG.com\\GOGONEUNITONEBLOOD", "PATH", buf, &bufsize)) { AddSearchPath(searchpaths, buf); } // Blood: Fresh Supply (Steam) bufsize = sizeof(buf); if (Paths_ReadRegistryValue(R"(SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 1010750)", "InstallLocation", buf, &bufsize)) { AddSearchPath(searchpaths, buf); strncat(buf, R"(\addons\Cryptic Passage)", 23); AddSearchPath(searchpaths, buf); } // Blood: Fresh Supply (GOG.com) bufsize = sizeof(buf); if (Paths_ReadRegistryValue(R"(SOFTWARE\Wow6432Node\GOG.com\Games\1374469660)", "path", buf, &bufsize)) { AddSearchPath(searchpaths, buf); strncat(buf, R"(\addons\Cryptic Passage)", 23); AddSearchPath(searchpaths, buf); } bufsize = sizeof(buf); if (Paths_ReadRegistryValue(R"(SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 225160)", "InstallLocation", buf, &bufsize)) { char* const suffix = buf + bufsize - 1; size_t const remaining = sizeof(buf) - bufsize; strncpy(suffix, "/gameroot", remaining); AddSearchPath(searchpaths, buf); //strncpy(suffix, "/gameroot/addons", remaining); //addsearchpath_user(buf, SEARCHPATH_REMOVE); //strncpy(suffix, "/gameroot/classic/MUSIC", remaining); //addsearchpath(buf); } // Shadow Warrior Classic (1997) - Steam bufsize = sizeof(buf); if (Paths_ReadRegistryValue(R"(SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 238070)", "InstallLocation", buf, &bufsize)) { char* const suffix = buf + bufsize - 1; DWORD const remaining = sizeof(buf) - bufsize; strncpy(suffix, "/gameroot", remaining); AddSearchPath(searchpaths, buf); //strncpy(suffix, "/gameroot/MUSIC", remaining); //addsearchpath(buf); } // Shadow Warrior (Classic) - 3D Realms Anthology - Steam bufsize = sizeof(buf); if (Paths_ReadRegistryValue(R"(SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 358400)", "InstallLocation", buf, &bufsize)) { char* const suffix = buf + bufsize - 1; DWORD const remaining = sizeof(buf) - bufsize; strncpy(suffix, "/Shadow Warrior", remaining); AddSearchPath(searchpaths, buf); } // Shadow Warrior Classic Complete - GOG.com bufsize = sizeof(buf); if (Paths_ReadRegistryValue("SOFTWARE\\GOG.com\\GOGSHADOWARRIOR", "PATH", buf, &bufsize)) { AddSearchPath(searchpaths, buf); } // Shadow Warrior - 3D Realms Anthology bufsize = sizeof(buf); if (Paths_ReadRegistryValue("SOFTWARE\\3DRealms\\Shadow Warrior", NULL, buf, &bufsize)) { char* const suffix = buf + bufsize - 1; DWORD const remaining = sizeof(buf) - bufsize; strncpy(suffix, "/Shadow Warrior", remaining); AddSearchPath(searchpaths, buf); } // 3D Realms Anthology bufsize = sizeof(buf); if (Paths_ReadRegistryValue("SOFTWARE\\3DRealms\\Anthology", NULL, buf, &bufsize)) { char* const suffix = buf + bufsize - 1; DWORD const remaining = sizeof(buf) - bufsize; strncpy(suffix, "/Shadow Warrior", remaining); AddSearchPath(searchpaths, buf); } } #endif //========================================================================== // // // //========================================================================== void CollectSubdirectories(TArray &searchpath, const char *dirmatch) { try { FString dirpath = MakeUTF8(dirmatch); // convert into clean UTF-8 dirpath.Truncate(dirpath.Len() - 2); // remove the '/*' fs::path path = AbsolutePath(dirpath.GetChars()); if (fs::exists(path) && fs::is_directory(path)) { for (const auto& entry : fs::directory_iterator(path)) { if (fs::is_directory(entry.status())) { FString newdir = absolute(entry.path()).u8string().c_str(); if (searchpath.Find(newdir) == searchpath.Size()) searchpath.Push(newdir); } } } } catch (fs::filesystem_error &) { // Just ignore this path if it caused an error. } } //========================================================================== // // CollectSearchPaths // // collect all paths in a local array for easier management // //========================================================================== TArray CollectSearchPaths() { TArray searchpaths; if (GameConfig->SetSection("GameSearch.Directories")) { const char *key; const char *value; while (GameConfig->NextInSection(key, value)) { if (stricmp(key, "Path") == 0) { FString nice = NicePath(value); if (nice.Len() > 0) { #ifdef _WIN32 if (isalpha(nice[0] && nice[1] == ':' && nice[2] != '/')) continue; // ignore drive relative paths because they are meaningless. #endif // A path ending with "/*" means to add all subdirectories. if (nice[nice.Len()-2] == '/' && nice[nice.Len()-1] == '*') { CollectSubdirectories(searchpaths, nice); } // Checking Steam via a list entry allows easy removal if not wanted. else if (nice.CompareNoCase("$STEAM") == 0) { G_AddExternalSearchPaths(searchpaths); } else { AddSearchPath(searchpaths, nice); } } } } } // Unify and remove trailing slashes for (auto &str : searchpaths) { str.Substitute("\\", "/"); str.Substitute("//", "/"); // Double slashes can happen when constructing paths so just get rid of them here. if (str.Back() == '/') str.Truncate(str.Len() - 1); } return searchpaths; } //========================================================================== // // // //========================================================================== struct FileEntry { FString FileName; uintmax_t FileLength; uint64_t FileTime; uint32_t CRCValue; uint32_t Index; }; TArray CollectAllFilesInSearchPath() { uint32_t index = 0; TArray filelist; if (userConfig.gamegrp.IsNotEmpty()) { // If the user specified a file on the command line, insert that first, if found. FileReader fr; if (fr.OpenFile(userConfig.gamegrp)) { FileEntry fe = { userConfig.gamegrp, (uintmax_t)fr.GetLength(), 0, 0, index++ }; filelist.Push(fe); } } auto paths = CollectSearchPaths(); for(auto &path : paths) { auto fpath = fs::u8path(path.GetChars()); if (fs::exists(fpath) && fs::is_directory(fpath)) { for (const auto& entry : fs::directory_iterator(fpath)) { if (fs::is_regular_file(entry.status())) { filelist.Reserve(1); auto& flentry = filelist.Last(); flentry.FileName = absolute(entry.path()).u8string().c_str(); flentry.FileLength = entry.file_size(); flentry.FileTime = entry.last_write_time().time_since_epoch().count(); flentry.Index = index++; // to preserve order when working on the list. } } } } return filelist; } //========================================================================== // // // //========================================================================== static TArray LoadCRCCache(void) { auto cachepath = M_GetAppDataPath(false) + "/grpcrccache.txt"; FScanner sc; TArray crclist; try { sc.OpenFile(cachepath); while (sc.GetString()) { crclist.Reserve(1); auto &flentry = crclist.Last(); flentry.FileName = sc.String; sc.MustGetNumber(); flentry.FileLength = sc.BigNumber; sc.MustGetNumber(); flentry.FileTime = sc.BigNumber; sc.MustGetNumber(); flentry.CRCValue = (unsigned)sc.BigNumber; } } catch (std::runtime_error &err) { // If there's a parsing error, return what we got and discard the rest. OutputDebugStringA(err.what()); } return crclist; } //========================================================================== // // // //========================================================================== void SaveCRCs(TArray& crclist) { auto cachepath = M_GetAppDataPath(true) + "/grpcrccache.txt"; FileWriter* fw = FileWriter::Open(cachepath); if (fw) { for (auto& crc : crclist) { FStringf line("\"%s\" %llu %llu %u\n", crc.FileName.GetChars(), (long long)crc.FileLength, (long long)crc.FileTime, crc.CRCValue); fw->Write(line.GetChars(), line.Len()); } delete fw; } } //========================================================================== // // // //========================================================================== static TArray ParseGrpInfo(const char *fn, FileReader &fr, TMap &CRCMap) { TArray groups; TMap FlagMap; FlagMap.Insert("GAMEFLAG_DUKE", GAMEFLAG_DUKE); FlagMap.Insert("GAMEFLAG_NAM", GAMEFLAG_NAM); FlagMap.Insert("GAMEFLAG_NAPALM", GAMEFLAG_NAPALM); FlagMap.Insert("GAMEFLAG_WW2GI", GAMEFLAG_WW2GI); FlagMap.Insert("GAMEFLAG_ADDON", GAMEFLAG_ADDON); FlagMap.Insert("GAMEFLAG_SHAREWARE", GAMEFLAG_SHAREWARE); FlagMap.Insert("GAMEFLAG_DUKEBETA", GAMEFLAG_DUKEBETA); // includes 0x20 since it's a shareware beta FlagMap.Insert("GAMEFLAG_FURY", GAMEFLAG_FURY); FlagMap.Insert("GAMEFLAG_RR", GAMEFLAG_RR); FlagMap.Insert("GAMEFLAG_RRRA", GAMEFLAG_RRRA); FlagMap.Insert("GAMEFLAG_BLOOD", GAMEFLAG_BLOOD); FScanner sc; auto mem = fr.Read(); sc.OpenMem(fn, (const char *)mem.Data(), mem.Size()); while (sc.GetToken()) { sc.TokenMustBe(TK_Identifier); if (sc.Compare("CRC")) { sc.MustGetToken('{'); while (!sc.CheckToken('}')) { sc.MustGetToken(TK_Identifier); FString key = sc.String; sc.MustGetToken(TK_IntConst); if (sc.BigNumber < 0 || sc.BigNumber >= UINT_MAX) { sc.ScriptError("CRC hash %s out of range", sc.String); } CRCMap.Insert(key, (uint32_t)sc.BigNumber); } } else if (sc.Compare("grpinfo")) { groups.Reserve(1); auto& grp = groups.Last(); sc.MustGetToken('{'); while (!sc.CheckToken('}')) { sc.MustGetToken(TK_Identifier); if (sc.Compare("name")) { sc.MustGetToken(TK_StringConst); grp.name = sc.String; } else if (sc.Compare("scriptname")) { sc.MustGetToken(TK_StringConst); grp.scriptname = sc.String; } else if (sc.Compare("loaddirectory")) { // Only load the directory, but not the file. grp.loaddirectory = true; } else if (sc.Compare("defname")) { sc.MustGetToken(TK_StringConst); grp.defname = sc.String; } else if (sc.Compare("rtsname")) { sc.MustGetToken(TK_StringConst); grp.rtsname = sc.String; } else if (sc.Compare("gamefilter")) { sc.MustGetToken(TK_StringConst); grp.gamefilter = sc.String; } else if (sc.Compare("crc")) { sc.MustGetAnyToken(); if (sc.TokenType == TK_IntConst) { grp.CRC = (uint32_t)sc.BigNumber; } else if (sc.TokenType == '-') { sc.MustGetToken(TK_IntConst); grp.CRC = (uint32_t)-sc.BigNumber; } else if (sc.TokenType == TK_Identifier) { auto ip = CRCMap.CheckKey(sc.String); if (ip) grp.CRC = *ip; else sc.ScriptError("Unknown CRC value %s", sc.String); } else sc.TokenMustBe(TK_IntConst); } else if (sc.Compare("dependency")) { sc.MustGetAnyToken(); if (sc.TokenType == TK_IntConst) { grp.dependencyCRC = (uint32_t)sc.BigNumber; } else if (sc.TokenType == '-') { sc.MustGetToken(TK_IntConst); grp.dependencyCRC = (uint32_t)-sc.BigNumber; } else if (sc.TokenType == TK_Identifier) { auto ip = CRCMap.CheckKey(sc.String); if (ip) grp.dependencyCRC = *ip; else sc.ScriptError("Unknown CRC value %s", sc.String); } else sc.TokenMustBe(TK_IntConst); } else if (sc.Compare("size")) { sc.MustGetToken(TK_IntConst); grp.size = sc.BigNumber; } else if (sc.Compare("flags")) { do { sc.MustGetAnyToken(); if (sc.TokenType == TK_IntConst) { grp.flags |= sc.Number; } else if (sc.TokenType == TK_Identifier) { auto ip = FlagMap.CheckKey(sc.String); if (ip) grp.flags |= *ip; else sc.ScriptError("Unknown flag value %s", sc.String); } else sc.TokenMustBe(TK_IntConst); } while (sc.CheckToken('|')); } else if (sc.Compare("mustcontain")) { do { sc.MustGetToken(TK_StringConst); grp.mustcontain.Push(sc.String); } while (sc.CheckToken(',')); } else if (sc.Compare("loadgrp")) { do { sc.MustGetToken(TK_StringConst); grp.loadfiles.Push(sc.String); } while (sc.CheckToken(',')); } else if (sc.Compare("loadart")) { do { sc.MustGetToken(TK_StringConst); grp.loadfiles.Push(sc.String); } while (sc.CheckToken(',')); } else sc.ScriptError(nullptr); } } else sc.ScriptError(nullptr); } return groups; } //========================================================================== // // // //========================================================================== TArray ParseAllGrpInfos(TArray& filelist) { TArray groups; TMap CRCMap; extern FString progdir; // This opens the base resource only for reading the grpinfo from it which we need before setting up the game state. std::unique_ptr engine_res; FString baseres = progdir + "demolition.pk3"; engine_res.reset(FResourceFile::OpenResourceFile(baseres, true, true)); if (engine_res) { auto basegrp = engine_res->FindLump("demolition/demolition.grpinfo"); if (basegrp) { auto fr = basegrp->NewReader(); if (fr.isOpen()) { groups = ParseGrpInfo("demolition/demolition.grpinfo", fr, CRCMap); } } } for (auto& entry : filelist) { auto lowerstr = entry.FileName.MakeLower(); if (lowerstr.Len() >= 8) { const char* exten = lowerstr.GetChars() + lowerstr.Len() - 8; if (!stricmp(exten, ".grpinfo")) { // parse it. FileReader fr; if (fr.OpenFile(entry.FileName)) { auto g = ParseGrpInfo(entry.FileName, fr, CRCMap); groups.Append(g); } } } } return groups; } //========================================================================== // // // //========================================================================== void GetCRC(FileEntry *entry, TArray &CRCCache) { for (auto &ce : CRCCache) { // File size, modification date snd name all must match exactly to pick an entry. if (entry->FileLength == ce.FileLength && entry->FileTime == ce.FileTime && entry->FileName.Compare(ce.FileName) == 0) { entry->CRCValue = ce.CRCValue; return; } } FileReader f; if (f.OpenFile(entry->FileName)) { TArray buffer(65536, 1); uint32_t crcval = 0; size_t b; do { b = f.Read(buffer.Data(), buffer.Size()); if (b > 0) crcval = AddCRC32(crcval, buffer.Data(), b); } while (b == buffer.Size()); entry->CRCValue = crcval; CRCCache.Push(*entry); } } GrpInfo *IdentifyGroup(FileEntry *entry, TArray &groups) { for (auto g : groups) { if (entry->FileLength == g->size && entry->CRCValue == g->CRC) return g; } return nullptr; } //========================================================================== // // // //========================================================================== TArray GrpScan() { TArray foundGames; TArray sortedFileList; TArray sortedGroupList; auto allFiles = CollectAllFilesInSearchPath(); auto allGroups = ParseAllGrpInfos(allFiles); auto cachedCRCs = LoadCRCCache(); auto numCRCs = cachedCRCs.Size(); // Remove all unnecessary content from the file list. Since this contains all data from the search path's directories it can be quite large. // Sort both lists by file size so that we only need to pass over each list once to weed out all unrelated content. Go backward to avoid too much item movement // (most will be deleted anyway.) for (auto& f : allFiles) sortedFileList.Push(&f); for (auto& g : allGroups) sortedGroupList.Push(&g); std::sort(sortedFileList.begin(), sortedFileList.end(), [](FileEntry* lhs, FileEntry* rhs) { return lhs->FileLength < rhs->FileLength; }); std::sort(sortedGroupList.begin(), sortedGroupList.end(), [](GrpInfo* lhs, GrpInfo* rhs) { return lhs->size < rhs->size; }); int findex = sortedFileList.Size() - 1; int gindex = sortedGroupList.Size() - 1; while (findex > 0 && gindex > 0) { if (sortedFileList[findex]->FileLength > sortedGroupList[gindex]->size) { // File is larger than the largest known group so it cannot be a candidate. sortedFileList.Delete(findex--); } else if (sortedFileList[findex]->FileLength < sortedGroupList[gindex]->size) { // The largest available file is smaller than this group so we cannot possibly have it. sortedGroupList.Delete(gindex--); } else { findex--; gindex--; // We found a matching file. Skip over all other entries of the same size so we can analyze those later as well while (findex > 0 && sortedFileList[findex]->FileLength == sortedFileList[findex + 1]->FileLength) findex--; while (gindex > 0 && sortedGroupList[gindex]->size == sortedGroupList[gindex + 1]->size) gindex--; } } sortedFileList.Delete(0, findex + 1); sortedGroupList.Delete(0, gindex + 1); if (sortedGroupList.Size() == 0 || sortedFileList.Size() == 0) return foundGames; for (auto entry : sortedFileList) { GetCRC(entry, cachedCRCs); auto grp = IdentifyGroup(entry, sortedGroupList); if (grp) { foundGames.Reserve(1); auto& fg = foundGames.Last(); fg.FileInfo = *grp; fg.FileName = entry->FileName; fg.FileIndex = entry->Index; } } // We must check for all addons if their dependency is present. for (int i = foundGames.Size() - 1; i >= 0; i--) { auto crc = foundGames[i].FileInfo.dependencyCRC; if (crc != 0) { bool found = false; for (auto& fg : foundGames) { if (fg.FileInfo.CRC == crc) { found = true; break; } } if (!found) foundGames.Delete(i); // Dependent add-on without dependency cannot be played. } } // return everything to its proper order (using qsort because sorting an array of complex structs with std::sort is a messy affair.) qsort(foundGames.Data(), foundGames.Size(), sizeof(foundGames[0]), [](const void* a, const void* b)->int { auto A = (const GrpEntry*)a; auto B = (const GrpEntry*)b; return (int)A->FileIndex - (int)B->FileIndex; }); // Finally, scan the list for duplicstes. Only the first occurence should count. for (unsigned i = 0; i < foundGames.Size(); i++) { for (unsigned j = foundGames.Size(); j > i; j--) { if (foundGames[i].FileInfo.CRC == foundGames[j].FileInfo.CRC) foundGames.Delete(j); } } // new CRCs got added so save the list. if (cachedCRCs.Size() > numCRCs) { SaveCRCs(cachedCRCs); } // Do we have anything left? If not, error out if (foundGames.Size() == 0) { I_Error("No supported games found. Please check your search paths."); } return foundGames; } //========================================================================== // // Fallback in case nothing got defined. // Also used by 'includedefault' which forces this to be statically defined // (and which shouldn't be used to begin with because there are no default DEFs!) // //========================================================================== const char* G_DefaultDefFile(void) { if (g_gameType & GAMEFLAG_BLOOD) return "blood.def"; if (g_gameType & GAMEFLAG_DUKE) return "duke3d.def"; if (g_gameType & GAMEFLAG_RRRA) return "rrra.def"; if (g_gameType & GAMEFLAG_RR) return "rr.def"; if (g_gameType & GAMEFLAG_WW2GI) return "ww2gi.def"; if (g_gameType & GAMEFLAG_SW) return "sw.def"; if (g_gameType & GAMEFLAG_NAM) return fileSystem.FindFile("nam.def") ? "nam.def" : "napalm.def"; if (g_gameType & GAMEFLAG_NAPALM) return fileSystem.FindFile("napalm.def") ? "napalm.def" : "nam.def"; return "duke3d.def"; } const char* G_DefFile(void) { return userConfig.DefaultDef.IsNotEmpty() ? userConfig.DefaultDef.GetChars() : G_DefaultDefFile(); } //========================================================================== // // Fallback in case nothing got defined. // Also used by 'includedefault' which forces this to be statically defined // //========================================================================== const char* G_DefaultConFile(void) { if (g_gameType & GAMEFLAG_BLOOD) return "blood.ini"; // Blood doesn't have CON files but the common code treats its INI files the same, so return that here. if (g_gameType & GAMEFLAG_WW2GI) { if (fileSystem.FindFile("ww2gi.con")) return "ww2gi.con"; } if (g_gameType & GAMEFLAG_SW) return nullptr; // SW has no scripts of any kind (todo: Make Blood's INI files usable here for map definitions) if (g_gameType & GAMEFLAG_NAM) { if (fileSystem.FindFile("nam.def")) return "nam.def"; if (fileSystem.FindFile("napalm.def")) return "napalm.def"; } if (g_gameType & GAMEFLAG_NAPALM) { if (fileSystem.FindFile("napalm.def")) return "napalm.def"; if (fileSystem.FindFile("nam.def")) return "nam.def"; } // the other games only use game.con. return "game.con"; } const char* G_ConFile(void) { return userConfig.DefaultCon.IsNotEmpty() ? userConfig.DefaultCon.GetChars() : G_DefaultConFile(); } #if 0 // Should this be added to the game data collector? bool AddINIFile(const char* pzFile, bool bForce = false) { char* pzFN; struct Bstat st; static INICHAIN* pINIIter = NULL; if (!bForce) { if (findfrompath(pzFile, &pzFN)) return false; // failed to resolve the filename if (Bstat(pzFN, &st)) { Bfree(pzFN); return false; } // failed to stat the file Bfree(pzFN); IniFile* pTempIni = new IniFile(pzFile); if (!pTempIni->FindSection("Episode1")) { delete pTempIni; return false; } delete pTempIni; } if (!pINIChain) pINIIter = pINIChain = new INICHAIN; else pINIIter = pINIIter->pNext = new INICHAIN; pINIIter->pNext = NULL; pINIIter->pDescription = NULL; Bstrncpy(pINIIter->zName, pzFile, BMAX_PATH); for (int i = 0; i < ARRAY_SSIZE(gINIDescription); i++) { if (!Bstrncasecmp(pINIIter->zName, gINIDescription[i].pzFilename, BMAX_PATH)) { pINIIter->pDescription = &gINIDescription[i]; break; } } return true; } void ScanINIFiles(void) { nINICount = 0; BUILDVFS_FIND_REC* pINIList = klistpath("/", "*.ini", BUILDVFS_FIND_FILE); pINIChain = NULL; if (bINIOverride || !pINIList) { AddINIFile(BloodIniFile, true); } for (auto pIter = pINIList; pIter; pIter = pIter->next) { AddINIFile(pIter->name); } klistfree(pINIList); pINISelected = pINIChain; for (auto pIter = pINIChain; pIter; pIter = pIter->pNext) { if (!Bstrncasecmp(BloodIniFile, pIter->zName, BMAX_PATH)) { pINISelected = pIter; break; } } #endif