raze/source/platform/posix/i_steam.cpp

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