mirror of
https://github.com/ZDoom/raze-gles.git
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235 lines
6.2 KiB
C++
235 lines
6.2 KiB
C++
/*
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** i_steam.cpp
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**
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**---------------------------------------------------------------------------
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** Copyright 2013 Braden Obrzut
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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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*/
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#include <sys/stat.h>
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#include "sc_man.h"
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#include "cmdlib.h"
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#include "i_specialpaths.h"
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#include "engineerrors.h"
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static void PSR_FindEndBlock(FScanner &sc)
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{
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int depth = 1;
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do
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{
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if(sc.CheckToken('}'))
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--depth;
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else if(sc.CheckToken('{'))
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++depth;
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else
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sc.MustGetAnyToken();
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}
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while(depth);
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}
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static void PSR_SkipBlock(FScanner &sc)
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{
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sc.MustGetToken('{');
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PSR_FindEndBlock(sc);
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}
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static bool PSR_FindAndEnterBlock(FScanner &sc, const char* keyword)
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{
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// Finds a block with a given keyword and then enter it (opening brace)
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// Should be closed with PSR_FindEndBlock
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while(sc.GetToken())
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{
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if(sc.TokenType == '}')
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{
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sc.UnGet();
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return false;
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}
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sc.TokenMustBe(TK_StringConst);
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if(!sc.Compare(keyword))
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{
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if(!sc.CheckToken(TK_StringConst))
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PSR_SkipBlock(sc);
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}
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else
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{
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sc.MustGetToken('{');
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return true;
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}
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}
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return false;
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}
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static TArray<FString> PSR_ReadBaseInstalls(FScanner &sc)
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{
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TArray<FString> result;
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// Get a list of possible install directories.
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while(sc.GetToken())
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{
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if(sc.TokenType == '}')
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break;
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sc.TokenMustBe(TK_StringConst);
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FString key(sc.String);
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if(key.Left(18).CompareNoCase("BaseInstallFolder_") == 0)
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{
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sc.MustGetToken(TK_StringConst);
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result.Push(FString(sc.String) + "/steamapps/common");
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}
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else
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{
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if(sc.CheckToken('{'))
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PSR_FindEndBlock(sc);
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else
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sc.MustGetToken(TK_StringConst);
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}
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}
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return result;
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}
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static TArray<FString> ParseSteamRegistry(const char* path)
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{
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TArray<FString> dirs;
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// Read registry data
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FScanner sc;
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if (sc.OpenFile(path))
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{
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sc.SetCMode(true);
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// Find the SteamApps listing
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if (PSR_FindAndEnterBlock(sc, "InstallConfigStore"))
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{
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if (PSR_FindAndEnterBlock(sc, "Software"))
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{
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if (PSR_FindAndEnterBlock(sc, "Valve"))
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{
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if (PSR_FindAndEnterBlock(sc, "Steam"))
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{
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dirs = PSR_ReadBaseInstalls(sc);
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}
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PSR_FindEndBlock(sc);
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}
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PSR_FindEndBlock(sc);
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}
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PSR_FindEndBlock(sc);
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}
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}
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return dirs;
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}
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const char *AppInfo[] =
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{
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"Duke Nukem 3D/gameroot",
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"Duke Nukem 3D/gameroot/addons/dc",
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"Duke Nukem 3D/gameroot/addons/nw",
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"Duke Nukem 3D/gameroot/addons/vacation",
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"World War II GI/WW2GI",
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"Shadow Warrior Classic/gameroot",
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"Shadow Warrior Classic/gameroot/addons",
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"Shadow Warrior Original/gameroot",
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"Blood",
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"One Unit Whole Blood",
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"Nam/NAM",
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"Redneck Rampage/Redneck",
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"Redneck Rampage Rides Again/AGAIN",
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"Redneck Deer Huntin'/HUNTIN"
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#ifdef __APPLE__
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"Duke Nukem 3D/Duke Nukem 3D.app/drive_c/Program Files/Duke Nukem 3D",
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"Nam/Nam.app/Contents/Resources/Nam.boxer/C.harddisk/NAM",
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"Shadow Warrior DOS/Shadow Warrior.app/Contents/Resources/sw",
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"Redneck Rampage/Redneck Rampage.app/Contents/Resources/Redneck Rampage.boxer/C Redneck Rampage.harddisk",
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// macOS version of Redneck Rampage Rides Again is completely broken on Steam
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"Redneck Deer Huntin'/Redneck Deer Huntin.app/Contents/Resources/Redneck Deer Huntin.boxer/C.harddisk/INTRPLAY/HUNTIN"
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#endif
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};
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TArray<FString> I_GetSteamPath()
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{
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TArray<FString> result;
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TArray<FString> SteamInstallFolders;
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// Linux and OS X actually allow the user to install to any location, so
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// we need to figure out on an app-by-app basis where the game is installed.
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// To do so, we read the virtual registry.
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#ifdef __APPLE__
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const FString appSupportPath = M_GetMacAppSupportPath();
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FString regPath = appSupportPath + "/Steam/config/config.vdf";
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try
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{
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SteamInstallFolders = ParseSteamRegistry(regPath);
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}
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catch(class CRecoverableError& error)
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{
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// If we can't parse for some reason just pretend we can't find anything.
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return result;
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}
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SteamInstallFolders.Push(appSupportPath + "/Steam/SteamApps/common");
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#else
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char* home = getenv("HOME");
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if(home != NULL && *home != '\0')
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{
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FString regPath;
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regPath.Format("%s/.steam/config/config.vdf", home);
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// [BL] The config seems to have moved from the more modern .local to
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// .steam at some point. Not sure if it's just my setup so I guess we
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// can fall back on it?
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if(!FileExists(regPath))
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regPath.Format("%s/.local/share/Steam/config/config.vdf", home);
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try
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{
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SteamInstallFolders = ParseSteamRegistry(regPath);
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}
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catch(class CRecoverableError &error)
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{
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// If we can't parse for some reason just pretend we can't find anything.
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return result;
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}
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regPath.Format("%s/.local/share/Steam/SteamApps/common", home);
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SteamInstallFolders.Push(regPath);
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}
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#endif
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for(unsigned int i = 0;i < SteamInstallFolders.Size();++i)
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{
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for(unsigned int app = 0;app < countof(AppInfo);++app)
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{
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struct stat st;
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FString candidate(SteamInstallFolders[i] + "/" + AppInfo[app]);
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if(DirExists(candidate))
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result.Push(candidate);
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}
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}
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return result;
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}
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