mirror of
https://github.com/ZDoom/raze-gles.git
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1149b4f4aa
* saving of demos and savegames no longer mindlessly writes to the mod directory. All such access is now being rerouted through the special paths interface so that the game data can reside in write protected locations. * refactored all occurences of klistpath except fnlist_getnames. * do not allow CON scripts to write to arbitrary files. This is a massive exploit and can be used to cause real damage if someone knows how to play this thing - it's far easier than people may think! It will now write any such data to a special section in the main config which is safe and cannot be manipulated to write to random locations on the hard drive.
448 lines
No EOL
13 KiB
C++
448 lines
No EOL
13 KiB
C++
/*
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** i_specialpaths.cpp
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** Gets special system folders where data should be stored. (Windows version)
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**
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**---------------------------------------------------------------------------
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** Copyright 2013-2016 Randy Heit
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** Copyright 2016 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <windows.h>
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#include <lmcons.h>
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#include <shlobj.h>
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#include <Shlwapi.h>
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#include "i_specialpaths.h"
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#include "printf.h"
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#include "cmdlib.h"
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#include "i_findfile.h"
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#include "gamecontrol.h"
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#include "m_argv.h"
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//#include "version.h" // for GAMENAME
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// Stuff that needs to be set up later.
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extern FString progdir;
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static bool batchrun;
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#define GAMENAMELOWERCASE "demolition"
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#define GAMENAME "Demolition"
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#define GAME_DIR "demolition"
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// Vanilla MinGW does not have folder ids
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#if defined(__MINGW32__) && !defined(__MINGW64_VERSION_MAJOR)
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static const GUID FOLDERID_LocalAppData = { 0xf1b32785, 0x6fba, 0x4fcf, 0x9d, 0x55, 0x7b, 0x8e, 0x7f, 0x15, 0x70, 0x91 };
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static const GUID FOLDERID_RoamingAppData = { 0x3eb685db, 0x65f9, 0x4cf6, 0xa0, 0x3a, 0xe3, 0xef, 0x65, 0x72, 0x9f, 0x3d };
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static const GUID FOLDERID_SavedGames = { 0x4c5c32ff, 0xbb9d, 0x43b0, 0xb5, 0xb4, 0x2d, 0x72, 0xe5, 0x4e, 0xaa, 0xa4 };
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static const GUID FOLDERID_Documents = { 0xfdd39ad0, 0x238f, 0x46af, 0xad, 0xb4, 0x6c, 0x85, 0x48, 0x03, 0x69, 0xc7 };
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static const GUID FOLDERID_Pictures = { 0x33e28130, 0x4e1e, 0x4676, 0x83, 0x5a, 0x98, 0x39, 0x5c, 0x3b, 0xc3, 0xbb };
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#endif
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//===========================================================================
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//
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// IsProgramDirectoryWritable
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//
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// If the program directory is writable, then dump everything in there for
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// historical reasons. Otherwise, known folders get used instead.
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//
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//===========================================================================
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bool UseKnownFolders()
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{
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// Cache this value so the semantics don't change during a single run
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// of the program. (e.g. Somebody could add write access while the
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// program is running.)
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static int iswritable = -1;
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HANDLE file;
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if (iswritable >= 0)
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{
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return !iswritable;
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}
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std::wstring testpath = progdir.WideString() + L"writest";
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file = CreateFile(testpath.c_str(), GENERIC_READ | GENERIC_WRITE, 0, NULL,
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CREATE_ALWAYS,
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FILE_ATTRIBUTE_TEMPORARY | FILE_FLAG_DELETE_ON_CLOSE, NULL);
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if (file != INVALID_HANDLE_VALUE)
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{
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CloseHandle(file);
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if (!batchrun) Printf("Using program directory for storage\n");
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iswritable = true;
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return false;
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}
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if (!batchrun) Printf("Using known folders for storage\n");
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iswritable = false;
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return true;
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}
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//===========================================================================
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//
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// GetKnownFolder
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//
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// Returns the known_folder if SHGetKnownFolderPath is available, otherwise
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// returns the shell_folder using SHGetFolderPath.
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//
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//===========================================================================
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bool GetKnownFolder(int shell_folder, REFKNOWNFOLDERID known_folder, bool create, FString &path)
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{
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PWSTR wpath;
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if (FAILED(SHGetKnownFolderPath(known_folder, create ? KF_FLAG_CREATE : 0, NULL, &wpath)))
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{
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return false;
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}
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path = wpath;
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CoTaskMemFree(wpath);
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return true;
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}
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//===========================================================================
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//
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// M_GetAppDataPath Windows
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//
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// Returns the path for the AppData folder.
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//
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//===========================================================================
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FString M_GetAppDataPath(bool create)
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{
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FString path;
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if (!GetKnownFolder(CSIDL_LOCAL_APPDATA, FOLDERID_LocalAppData, create, path))
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{ // Failed (e.g. On Win9x): use program directory
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path = progdir;
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}
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// Don't use GAME_DIR and such so that demolition and its child ports can
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// share the node cache.
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path += "/" GAMENAMELOWERCASE;
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path.Substitute("//", "/"); // needed because progdir ends with a slash.
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if (create)
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{
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CreatePath(path);
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}
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return path;
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}
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//===========================================================================
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//
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// M_GetAutoexecPath Windows
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//
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// Returns the expected location of autoexec.cfg.
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//
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//===========================================================================
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FString M_GetAutoexecPath()
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{
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return "$PROGDIR/autoexec.cfg";
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}
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//===========================================================================
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//
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// M_GetConfigPath Windows
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//
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// Returns the path to the config file. On Windows, this can vary for reading
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// vs writing. i.e. If $PROGDIR/demolition-<user>.ini does not exist, it will try
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// to read from $PROGDIR/demolition.ini, but it will never write to demolition.ini.
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//
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//===========================================================================
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FString M_GetConfigPath(bool for_reading)
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{
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FString path;
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HRESULT hr;
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path.Format("%s" GAMENAMELOWERCASE "_portable.ini", progdir.GetChars());
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if (FileExists(path))
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{
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return path;
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}
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path = "";
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// Construct a user-specific config name
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if (UseKnownFolders() && GetKnownFolder(CSIDL_APPDATA, FOLDERID_RoamingAppData, true, path))
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{
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path += "/" GAME_DIR;
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CreatePath(path);
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path += "/" GAMENAMELOWERCASE ".ini";
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}
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else
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{ // construct "$PROGDIR/demolition-$USER.ini"
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WCHAR uname[UNLEN+1];
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DWORD unamelen = UNLEN;
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path = progdir;
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hr = GetUserNameW(uname, &unamelen);
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if (SUCCEEDED(hr) && uname[0] != 0)
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{
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// Is it valid for a user name to have slashes?
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// Check for them and substitute just in case.
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auto probe = uname;
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while (*probe != 0)
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{
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if (*probe == '\\' || *probe == '/')
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*probe = '_';
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++probe;
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}
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path << GAMENAMELOWERCASE "-" << FString(uname) << ".ini";
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}
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else
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{ // Couldn't get user name, so just use demolition.ini
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path += GAMENAMELOWERCASE ".ini";
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}
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}
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// If we are reading the config file, check if it exists. If not, fallback
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// to $PROGDIR/demolition.ini
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if (for_reading)
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{
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if (!FileExists(path))
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{
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path = progdir;
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path << GAMENAMELOWERCASE ".ini";
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}
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}
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return path;
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}
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//===========================================================================
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//
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// M_GetScreenshotsPath Windows
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//
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// Returns the path to the default screenshots directory.
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//
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//===========================================================================
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// I'm not sure when FOLDERID_Screenshots was added, but it was probably
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// for Windows 8, since it's not in the v7.0 Windows SDK.
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static const GUID MyFOLDERID_Screenshots = { 0xb7bede81, 0xdf94, 0x4682, 0xa7, 0xd8, 0x57, 0xa5, 0x26, 0x20, 0xb8, 0x6f };
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FString M_GetScreenshotsPath()
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{
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FString path;
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if (!UseKnownFolders())
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{
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path << progdir << "/Screenshots/";
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}
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else if (GetKnownFolder(-1, MyFOLDERID_Screenshots, true, path))
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{
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path << "/" GAMENAME "/";
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}
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else if (GetKnownFolder(CSIDL_MYPICTURES, FOLDERID_Pictures, true, path))
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{
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path << "/Screenshots/" GAMENAME "/";
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}
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else
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{
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path << progdir << "/Screenshots/";
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}
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CreatePath(path);
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return path;
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}
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//===========================================================================
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//
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// M_GetSavegamesPath Windows
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//
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// Returns the path to the default save games directory.
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//
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//===========================================================================
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CVAR(String, cl_savedir, "", CVAR_ARCHIVE)
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FString M_GetSavegamesPath()
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{
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FString path;
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auto dir = Args->CheckValue("-savedir");
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if (dir)
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{
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path = dir;
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path.Substitute("\\", "/");
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if (path[path.Len() - 1] != '/') path << '/';
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}
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else if (*cl_savedir)
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{
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path = cl_savedir;
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path.Substitute("\\", "/");
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if (path[path.Len() - 1] != '/') path << '/';
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path << LumpFilter << '/';
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}
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else if (!UseKnownFolders())
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{
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path << progdir << "Save/" << LumpFilter << "/";
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}
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// Try standard Saved Games folder
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else if (GetKnownFolder(-1, FOLDERID_SavedGames, true, path))
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{
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path << "/" GAMENAME "/" << LumpFilter << "/";
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}
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// Try defacto My Documents/My Games folder
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else if (GetKnownFolder(CSIDL_PERSONAL, FOLDERID_Documents, true, path))
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{
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// I assume since this isn't a standard folder, it doesn't have
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// a localized name either.
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path << "/My Games/" GAMENAME "/" << LumpFilter << "/";
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}
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else
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{
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path << progdir << "Save/" << LumpFilter << "/";
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}
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CreatePath(path);
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return path;
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}
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//===========================================================================
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//
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// M_GetDocumentsPath Windows
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//
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// Returns the path to the default documents directory.
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//
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//===========================================================================
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FString M_GetDocumentsPath()
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{
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FString path;
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// A portable INI means that this storage location should also be portable.
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path.Format("%s" GAMENAME "_portable.ini", progdir.GetChars());
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if (FileExists(path))
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{
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return progdir;
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}
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if (!UseKnownFolders())
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{
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return progdir;
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}
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// Try defacto My Documents/My Games folder
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else if (GetKnownFolder(CSIDL_PERSONAL, FOLDERID_Documents, true, path))
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{
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// I assume since this isn't a standard folder, it doesn't have
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// a localized name either.
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path << "/My Games/" GAMENAME "/";
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CreatePath(path);
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}
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else
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{
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path = progdir;
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}
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return path;
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}
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//===========================================================================
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//
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// M_GetDocumentsPath Windows
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//
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// Returns the path to the default documents directory.
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//
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//===========================================================================
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FString M_GetDemoPath()
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{
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FString path;
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// A portable INI means that this storage location should also be portable.
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path.Format("%s" GAMENAME "_portable.ini", progdir.GetChars());
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if (FileExists(path) || !UseKnownFolders())
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{
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path << progdir << "Demos/" << LumpFilter << '/';
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}
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else
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// Try defacto My Documents/My Games folder
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if (GetKnownFolder(CSIDL_PERSONAL, FOLDERID_Documents, true, path))
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{
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// I assume since this isn't a standard folder, it doesn't have
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// a localized name either.
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path << "/My Games/" GAMENAME "/" << LumpFilter << '/';
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}
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else
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{
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path << progdir << "Demos/" << LumpFilter << '/';
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}
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CreatePath(path);
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return path;
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}
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//==========================================================================
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//
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// I_FindFirst
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//
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// Start a pattern matching sequence.
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//
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//==========================================================================
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void *I_FindFirst(const char *filespec, findstate_t *fileinfo)
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{
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static_assert(sizeof(WIN32_FIND_DATAW) == sizeof(fileinfo->FindData), "Findata size mismatch");
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auto widespec = WideString(filespec);
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fileinfo->UTF8Name = "";
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return FindFirstFileW(widespec.c_str(), (LPWIN32_FIND_DATAW)&fileinfo->FindData);
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}
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//==========================================================================
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//
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// I_FindNext
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//
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// Return the next file in a pattern matching sequence.
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//
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//==========================================================================
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int I_FindNext(void *handle, findstate_t *fileinfo)
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{
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fileinfo->UTF8Name = "";
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return !FindNextFileW((HANDLE)handle, (LPWIN32_FIND_DATAW)&fileinfo->FindData);
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}
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//==========================================================================
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//
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// I_FindClose
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//
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// Finish a pattern matching sequence.
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//
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//==========================================================================
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int I_FindClose(void *handle)
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{
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return FindClose((HANDLE)handle);
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}
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//==========================================================================
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//
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// I_FindName
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//
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// Returns the name for an entry
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//
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//==========================================================================
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const char *I_FindName(findstate_t *fileinfo)
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{
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if (fileinfo->UTF8Name.IsEmpty()) fileinfo->UTF8Name = fileinfo->FindData.Name;
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return fileinfo->UTF8Name.GetChars();
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}
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