raze-gles/source/core/initfs.cpp
Christoph Oelckers fc314b6616 - allow loading Zips where all content is in a subdirectory.
The same logic as in GZDoom applies: The root must not have any other content and the subdirectory must contain identifiable game content.
Some handling was also added to strip out macOS resource fork folders because they can contain data that can confuse file detection.
2021-04-06 01:06:03 +02:00

411 lines
12 KiB
C++

/*
** initfs.cpp
**
**---------------------------------------------------------------------------
** Copyright 1999-2016 Randy Heit
** Copyright 2002-2019 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
**
*/
#include "filesystem.h"
#include "cmdlib.h"
#include "zstring.h"
#include "gamecontrol.h"
#include "gameconfigfile.h"
#include "printf.h"
#include "m_argv.h"
#include "version.h"
#include "sc_man.h"
#include "v_video.h"
#include "v_text.h"
#include "findfile.h"
#include "palutil.h"
#include "startupinfo.h"
#ifndef PATH_MAX
#define PATH_MAX 260
#endif
static const char* validexts[] = { "*.grp", "*.zip", "*.pk3", "*.pk4", "*.7z", "*.pk7", "*.dat", "*.rff" };
//==========================================================================
//
//
//
//==========================================================================
static FString ParseGameInfo(TArray<FString>& pwads, const char* fn, const char* data, int size)
{
FScanner sc;
FString iwad;
int pos = 0;
const char* lastSlash = strrchr(fn, '/');
sc.OpenMem("GAMEINFO", data, size);
sc.SetCMode(true);
while (sc.GetToken())
{
sc.TokenMustBe(TK_Identifier);
FString nextKey = sc.String;
sc.MustGetToken('=');
if (!nextKey.CompareNoCase("GAME"))
{
sc.MustGetString();
iwad = sc.String;
}
else if (!nextKey.CompareNoCase("LOAD"))
{
do
{
sc.MustGetString();
// Try looking for the wad in the same directory as the .wad
// before looking for it in the current directory.
FString checkpath;
if (lastSlash != NULL)
{
checkpath = FString(fn, (lastSlash - fn) + 1);
checkpath += sc.String;
}
else
{
checkpath = sc.String;
}
if (!FileExists(checkpath))
{
pos += D_AddFile(pwads, sc.String, true, pos, GameConfig);
}
else
{
pos += D_AddFile(pwads, checkpath, true, pos, GameConfig);
}
} while (sc.CheckToken(','));
}
else if (!nextKey.CompareNoCase("STARTUPTITLE"))
{
sc.MustGetString();
GameStartupInfo.Name = sc.String;
}
else if (!nextKey.CompareNoCase("STARTUPCOLORS"))
{
sc.MustGetString();
GameStartupInfo.FgColor = V_GetColor(NULL, sc);
sc.MustGetStringName(",");
sc.MustGetString();
GameStartupInfo.BkColor = V_GetColor(NULL, sc);
}
else if (!nextKey.CompareNoCase("MODERN"))
{
sc.MustGetNumber();
GameStartupInfo.modern = sc.Number ? 1 : -1;
}
else
{
// Silently ignore unknown properties
do
{
sc.MustGetAnyToken();
} while (sc.CheckToken(','));
}
}
return iwad;
}
//==========================================================================
//
//
//
//==========================================================================
static FString CheckGameInfo(TArray<FString>& pwads)
{
// scan the list of WADs backwards to find the last one that contains a GAMEINFO lump
for (int i = pwads.Size() - 1; i >= 0; i--)
{
bool isdir = false;
FResourceFile* resfile;
const char* filename = pwads[i];
// Does this exist? If so, is it a directory?
if (!DirEntryExists(pwads[i], &isdir))
{
Printf(TEXTCOLOR_RED "Could not find %s\n", filename);
continue;
}
if (!isdir)
{
FileReader fr;
if (!fr.OpenFile(filename))
{
// Didn't find file
continue;
}
resfile = FResourceFile::OpenResourceFile(filename, fr, true);
}
else
resfile = FResourceFile::OpenDirectory(filename, true);
FName gameinfo = "GAMEINFO.TXT";
if (resfile != NULL)
{
uint32_t cnt = resfile->LumpCount();
for (int i = cnt - 1; i >= 0; i--)
{
FResourceLump* lmp = resfile->GetLump(i);
if (FName(lmp->getName(), true) == gameinfo)
{
// Found one!
FString iwad = ParseGameInfo(pwads, resfile->FileName, (const char*)lmp->Lock(), lmp->LumpSize);
delete resfile;
return iwad;
}
}
delete resfile;
}
}
return "";
}
//==========================================================================
//
//
//
//==========================================================================
FString GetGameFronUserFiles()
{
TArray<FString> Files;
if (userConfig.AddFilesPre) for (auto& file : *userConfig.AddFilesPre)
{
D_AddFile(Files, file, true, -1, GameConfig);
}
if (userConfig.AddFiles)
{
for (auto& file : *userConfig.AddFiles)
{
D_AddFile(Files, file, true, -1, GameConfig);
}
// Finally, if the last entry in the chain is a directory, it's being considered the mod directory, and all GRPs inside need to be loaded, too.
if (userConfig.AddFiles->NumArgs() > 0)
{
auto fn = (*userConfig.AddFiles)[userConfig.AddFiles->NumArgs() - 1];
bool isdir = false;
if (DirEntryExists(fn, &isdir) && isdir)
{
// Insert the GRPs before this entry itself.
FString lastfn;
Files.Pop(lastfn);
for (auto ext : validexts)
{
D_AddDirectory(Files, fn, ext, GameConfig);
}
Files.Push(lastfn);
}
}
}
return CheckGameInfo(Files);
}
//==========================================================================
//
// Deletes unwanted content from the main game files
//
//==========================================================================
static void DeleteStuff(FileSystem &fileSystem, const TArray<FString>& deletelumps, int numgamefiles)
{
// This must account for the game directory being inserted at index 2.
// Deletion may only occur in the main game file, the directory and the add-on, there are no secondary dependencies, i.e. more than two game files.
numgamefiles++;
for (auto str : deletelumps)
{
FString renameTo;
auto ndx = str.IndexOf("*");
if (ndx >= 0)
{
renameTo = FName(str.Mid(ndx + 1)).GetChars();
str.Truncate(ndx);
}
for (uint32_t i = 0; i < fileSystem.GetNumEntries(); i++)
{
int cf = fileSystem.GetFileContainer(i);
auto fname = fileSystem.GetFileFullName(i, false);
if (cf >= 1 && cf <= numgamefiles && !str.CompareNoCase(fname))
{
fileSystem.RenameFile(i, renameTo);
}
}
}
}
//==========================================================================
//
//
//
//==========================================================================
const char* iwad_folders[13] = { "textures/", "hires/", "sounds/", "music/", "maps/" };
const char* iwad_reserved_duke[12] = { ".map", ".con", "menudef", "gldefs", "zscript", "maps/", nullptr };
const char* iwad_reserved_blood[12] = { ".map", ".ini", "menudef", "gldefs", "zscript", "maps/", nullptr };
const char* iwad_reserved_sw[12] = { ".map", "swcustom.txt", "menudef", "gldefs", "zscript", "maps/", nullptr };
const char* iwad_reserved_ex[12] = { ".map", "menudef", "gldefs", "zscript", "maps/", nullptr };
const char** iwad_reserved()
{
return (g_gameType & GAMEFLAG_PSEXHUMED) ? iwad_reserved_ex :
(g_gameType & GAMEFLAG_SW) ? iwad_reserved_sw :
(g_gameType & GAMEFLAG_BLOOD) ? iwad_reserved_blood : iwad_reserved_duke;
}
void InitFileSystem(TArray<GrpEntry>& groups)
{
TArray<int> dependencies;
TArray<FString> Files;
// First comes the engine's own stuff.
FString baseres = progdir + ENGINERES_FILE;
D_AddFile(Files, baseres, true, -1, GameConfig);
bool insertdirectoriesafter = Args->CheckParm("-insertdirafter");
int i = groups.Size()-1;
FString fn;
for (auto &grp : groups)
{
// Add all dependencies, plus the directory of the base dependency.
// Directories of addon content are not added if they differ from the main directory.
// Also, the directory is inserted after the base dependency, allowing the addons to override directory content.
// This can be overridden via command line switch if needed.
if (!grp.FileInfo.loaddirectory && grp.FileName.IsNotEmpty())
{
D_AddFile(Files, grp.FileName, true, -1, GameConfig);
fn = ExtractFilePath(grp.FileName);
if (fn.Len() > 0 && fn.Back() != '/') fn += '/';
}
for (auto& fname : grp.FileInfo.loadfiles)
{
FString newname = fn + fname;
D_AddFile(Files, newname, true, -1, GameConfig);
}
bool insert = (!insertdirectoriesafter && &grp == &groups[0]) || (insertdirectoriesafter && &grp == &groups.Last());
// Add the game's main directory in the proper spot.
if (insert)
{
// Build's original 'file system' loads all GRPs before the first external directory.
// Do this only if explicitly requested because this severely limits the usability of GRP files.
if (insertdirectoriesafter && userConfig.AddFilesPre) for (auto& file : *userConfig.AddFilesPre)
{
D_AddFile(Files, file, true, -1, GameConfig);
}
D_AddFile(Files, fn, true, -1, GameConfig);
}
i--;
}
fileSystem.SetMaxIwadNum(Files.Size() - 1);
D_AddConfigFiles(Files, "Global.Autoload", "*.grp", GameConfig);
long len;
int lastpos = 0;
while (lastpos < LumpFilter.Len() && (len = strcspn(LumpFilter.GetChars() + lastpos, ".")) > 0)
{
auto file = LumpFilter.Left(len + lastpos) + ".Autoload";
D_AddConfigFiles(Files, file, "*.grp", GameConfig);
lastpos += len + 1;
}
if (!insertdirectoriesafter && userConfig.AddFilesPre) for (auto& file : *userConfig.AddFilesPre)
{
D_AddFile(Files, file, true, -1, GameConfig);
}
if (userConfig.AddFiles)
{
for (auto& file : *userConfig.AddFiles)
{
D_AddFile(Files, file, true, -1, GameConfig);
}
// Finally, if the last entry in the chain is a directory, it's being considered the mod directory, and all GRPs inside need to be loaded, too.
if (userConfig.AddFiles->NumArgs() > 0)
{
auto fn = (*userConfig.AddFiles)[userConfig.AddFiles->NumArgs() - 1];
bool isdir = false;
if (DirEntryExists(fn, &isdir) && isdir)
{
// Insert the GRPs before this entry itself.
FString lastfn;
Files.Pop(lastfn);
for (auto ext : validexts)
{
D_AddDirectory(Files, fn, ext, GameConfig);
}
Files.Push(lastfn);
}
}
}
TArray<FString> todelete;
for (auto& g : groups)
{
todelete.Append(g.FileInfo.tobedeleted);
}
todelete.Append(userConfig.toBeDeleted);
LumpFilterInfo lfi;
for (auto p : iwad_folders) lfi.reservedFolders.Push(p);
for (auto p = iwad_reserved(); *p; p++) lfi.requiredPrefixes.Push(*p);
lfi.dotFilter = LumpFilter;
if (g_gameType & (GAMEFLAG_DUKE | GAMEFLAG_NAM | GAMEFLAG_NAPALM | GAMEFLAG_WW2GI | GAMEFLAG_RRALL)) lfi.gameTypeFilter.Push("DukeEngine");
lfi.postprocessFunc = [&]()
{
DeleteStuff(fileSystem, todelete, groups.Size());
};
fileSystem.InitMultipleFiles(Files, false, &lfi);
if (Args->CheckParm("-dumpfs"))
{
FILE* f = fopen("filesystem.dir", "wb");
for (int i = 0; i < fileSystem.GetNumEntries(); i++)
{
auto fd = fileSystem.GetFileAt(i);
fprintf(f, "%.50s %60s %d\n", fd->getName(), fileSystem.GetResourceFileFullName(fileSystem.GetFileContainer(i)), fd->Size());
}
fclose(f);
}
}