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- unified saved games path handling for all platforms
The current game subdirectory is now created on all platforms Added support for -savedir command line switch for all platforms Removed save_dir CVAR in favor of cl_savedir which was available on Windows only Made cl_savedir CVAR global instead of different value per each game
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3 changed files with 34 additions and 30 deletions
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@ -47,13 +47,15 @@
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#include "quotemgr.h"
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#include "mapinfo.h"
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#include "v_video.h"
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#include "gamecontrol.h"
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#include "m_argv.h"
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static CompositeSavegameWriter savewriter;
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static FResourceFile *savereader;
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void LoadEngineState();
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void SaveEngineState();
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CVAR(String, save_dir, "", CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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CVAR(String, cl_savedir, "", CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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//=============================================================================
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//
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@ -344,14 +346,33 @@ int G_ValidateSavegame(FileReader &fr, FString *savetitle, bool formenu)
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FString G_BuildSaveName (const char *prefix)
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{
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FString name = *save_dir;
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if (name.IsEmpty())
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name = M_GetSavegamesPath();
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size_t len = name.Len();
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if (name[0] != '\0' && name[len-1] != '\\' && name[len-1] != '/')
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FString name;
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bool usefilter;
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if (const char *const dir = Args->CheckValue("-savedir"))
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{
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name << "/";
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name = dir;
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usefilter = false;
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}
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else
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{
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name = **cl_savedir ? cl_savedir : M_GetSavegamesPath();
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usefilter = true;
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}
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const size_t len = name.Len();
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if (len > 0)
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{
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name.Substitute("\\", "/");
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if (name[len - 1] != '/')
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name << '/';
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}
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if (usefilter)
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name << LumpFilter << '/';
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CreatePath(name);
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name << prefix;
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if (!strchr(prefix, '.')) name << SAVEGAME_EXT; // only add an extension if the prefix doesn't have one already.
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name = NicePath(name);
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@ -199,7 +199,6 @@ FString M_GetSavegamesPath()
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path += "/" GAME_DIR "/Savegames/";
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}
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CreatePath(path);
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return path;
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}
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@ -43,7 +43,6 @@
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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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@ -267,47 +266,32 @@ FString M_GetScreenshotsPath()
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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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if (!UseKnownFolders())
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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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path << progdir << "Save/";
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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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path << "/" GAMENAME "/";
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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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path << "/My Games/" GAMENAME "/";
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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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path << progdir << "Save/";
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}
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CreatePath(path);
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return path;
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}
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