/* ** i_specialpaths.cpp ** Gets special system folders where data should be stored. (Windows version) ** **--------------------------------------------------------------------------- ** Copyright 2013-2016 Randy Heit ** Copyright 2016 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 #include #include #include #include #include "i_specialpaths.h" #include "printf.h" #include "cmdlib.h" #include "findfile.h" #include "version.h" // for GAMENAME #include "gstrings.h" #include "i_mainwindow.h" #include "engineerrors.h" static int isportable = -1; //=========================================================================== // // IsProgramDirectoryWritable // // If the program directory is writable, then dump everything in there for // historical reasons. Otherwise, known folders get used instead. // //=========================================================================== bool IsPortable() { // Cache this value so the semantics don't change during a single run // of the program. (e.g. Somebody could add write access while the // program is running.) HANDLE file; if (isportable >= 0) { return !!isportable; } // Consider 'Program Files' read only without actually checking. bool found = false; for (auto p : { L"ProgramFiles", L"ProgramFiles(x86)" }) { wchar_t buffer1[256]; if (GetEnvironmentVariable(p, buffer1, 256)) { FString envpath(buffer1); FixPathSeperator(envpath); if (progdir.MakeLower().IndexOf(envpath.MakeLower()) == 0) { isportable = false; return false; } } } // A portable INI means that this storage location should also be portable if the file can be written to. FStringf path("%s" GAMENAMELOWERCASE "_portable.ini", progdir.GetChars()); if (FileExists(path)) { file = CreateFile(path.WideString().c_str(), GENERIC_READ | GENERIC_WRITE, 0, NULL, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, NULL); if (file != INVALID_HANDLE_VALUE) { CloseHandle(file); if (!batchrun) Printf("Using portable configuration\n"); isportable = true; return true; } } isportable = false; return false; } //=========================================================================== // // GetKnownFolder // // Returns the known_folder from SHGetKnownFolderPath // //=========================================================================== FString GetKnownFolder(int shell_folder, REFKNOWNFOLDERID known_folder, bool create) { PWSTR wpath; if (FAILED(SHGetKnownFolderPath(known_folder, create ? KF_FLAG_CREATE : 0, NULL, &wpath))) { // This should never be triggered unless the OS was compromised I_FatalError("Unable to retrieve known folder."); } FString path = FString(wpath); FixPathSeperator(path); CoTaskMemFree(wpath); return path; } //=========================================================================== // // M_GetAppDataPath Windows // // Returns the path for the AppData folder. // //=========================================================================== FString M_GetAppDataPath(bool create) { FString path = GetKnownFolder(CSIDL_LOCAL_APPDATA, FOLDERID_LocalAppData, create); path += "/" GAMENAMELOWERCASE; if (create) { CreatePath(path.GetChars()); } return path; } //=========================================================================== // // M_GetCachePath Windows // // Returns the path for cache GL nodes. // //=========================================================================== FString M_GetCachePath(bool create) { FString path = GetKnownFolder(CSIDL_LOCAL_APPDATA, FOLDERID_LocalAppData, create); // Don't use GAME_DIR and such so that ZDoom and its child ports can // share the node cache. path += "/zdoom/cache"; if (create) { CreatePath(path.GetChars()); } return path; } //=========================================================================== // // M_GetAutoexecPath Windows // // Returns the expected location of autoexec.cfg. // //=========================================================================== FString M_GetAutoexecPath() { return "$PROGDIR/autoexec.cfg"; } //=========================================================================== // // M_GetOldConfigPath // // Check if we have a config in a place that's no longer used. // //=========================================================================== FString M_GetOldConfigPath(int& type) { FString path; HRESULT hr; // construct "$PROGDIR/-$USER.ini" WCHAR uname[UNLEN + 1]; DWORD unamelen = UNLEN; path = progdir; hr = GetUserNameW(uname, &unamelen); if (SUCCEEDED(hr) && uname[0] != 0) { // Is it valid for a user name to have slashes? // Check for them and substitute just in case. auto probe = uname; while (*probe != 0) { if (*probe == '\\' || *probe == '/') *probe = '_'; ++probe; } path << GAMENAMELOWERCASE "-" << FString(uname) << ".ini"; type = 0; if (FileExists(path)) return path; } // Check in app data where this was previously stored. // We actually prefer to store the config in a more visible place so this is no longer used. path = GetKnownFolder(CSIDL_APPDATA, FOLDERID_RoamingAppData, true); path += "/" GAME_DIR "/" GAMENAMELOWERCASE ".ini"; type = 1; if (FileExists(path)) return path; return ""; } //=========================================================================== // // M_MigrateOldConfig // // Ask the user what to do with their old config. // //=========================================================================== int M_MigrateOldConfig() { int selection = IDCANCEL; auto globalstr = L"Move to Users/ folder"; auto portablestr = L"Convert to portable installation"; auto cancelstr = L"Cancel"; auto titlestr = L"Migrate existing configuration"; auto infostr = L"" GAMENAME " found a user specific config in the game folder"; const TASKDIALOG_BUTTON buttons[] = { {IDYES, globalstr}, {IDNO, portablestr}, {IDCANCEL, cancelstr} }; TASKDIALOGCONFIG taskDialogConfig = {}; taskDialogConfig.cbSize = sizeof(TASKDIALOGCONFIG); taskDialogConfig.pszMainIcon = TD_WARNING_ICON; taskDialogConfig.pButtons = buttons; taskDialogConfig.cButtons = countof(buttons); taskDialogConfig.pszWindowTitle = titlestr; taskDialogConfig.pszContent = infostr; taskDialogConfig.hwndParent = mainwindow.GetHandle(); taskDialogConfig.dwFlags = TDF_USE_COMMAND_LINKS; TaskDialogIndirect(&taskDialogConfig, &selection, NULL, NULL); if (selection == IDYES || selection == IDNO) return selection; throw CExitEvent(3); } //=========================================================================== // // M_GetConfigPath Windows // // Returns the path to the config file. On Windows, this can vary for reading // vs writing. i.e. If the user specific ini does not exist, it will try // to read from a neutral version, but never write to it. // //=========================================================================== FString M_GetConfigPath(bool for_reading) { if (IsPortable()) { return FStringf("%s" GAMENAMELOWERCASE "_portable.ini", progdir.GetChars()); } // Construct a user-specific config name FString path = GetKnownFolder(CSIDL_APPDATA, FOLDERID_Documents, true); path += "/My Games/" GAME_DIR; CreatePath(path.GetChars()); path += "/" GAMENAMELOWERCASE ".ini"; if (!for_reading || FileExists(path)) return path; // No config was found in the accepted locations. // Look in previously valid places to see if we have something we can migrate int type = 0; FString oldpath = M_GetOldConfigPath(type); if (!oldpath.IsEmpty()) { if (type == 0) { // If we find a local per-user config, ask the user what to do with it. int action = M_MigrateOldConfig(); if (action == IDNO) { path.Format("%s" GAMENAMELOWERCASE "_portable.ini", progdir.GetChars()); isportable = true; } } bool res = MoveFileExW(WideString(oldpath.GetChars()).c_str(), WideString(path.GetChars()).c_str(), MOVEFILE_COPY_ALLOWED); if (res) return path; else return oldpath; // if we cannot move, just use the config where it was. It won't be written back, though and never be used again if a new one gets saved. } // Fall back to the global template if nothing was found. // If we are reading the config file, check if it exists. If not, fallback to base version. if (for_reading) { if (!FileExists(path)) { path = progdir; path << GAMENAMELOWERCASE ".ini"; } } return path; } //=========================================================================== // // M_GetScreenshotsPath Windows // // Returns the path to the default screenshots directory. // //=========================================================================== FString M_GetScreenshotsPath() { FString path; if (IsPortable()) { path << progdir << "Screenshots/"; } else if (IsWindows8OrGreater()) { path = GetKnownFolder(-1, FOLDERID_Screenshots, true); path << "/" GAMENAME "/"; } else { path = GetKnownFolder(CSIDL_MYPICTURES, FOLDERID_Pictures, true); path << "/Screenshots/" GAMENAME "/"; } CreatePath(path.GetChars()); return path; } //=========================================================================== // // M_GetSavegamesPath Windows // // Returns the path to the default save games directory. // //=========================================================================== FString M_GetSavegamesPath() { FString path; if (IsPortable()) { path << progdir << "Save/"; } // Try standard Saved Games folder else { path = GetKnownFolder(-1, FOLDERID_SavedGames, true); path << "/" GAMENAME "/"; } return path; } //=========================================================================== // // M_GetDocumentsPath Windows // // Returns the path to the default documents directory. // //=========================================================================== FString M_GetDocumentsPath() { FString path; if (IsPortable()) { return progdir; } // Try defacto My Documents/My Games folder else { // I assume since this isn't a standard folder, it doesn't have a localized name either. path = GetKnownFolder(CSIDL_PERSONAL, FOLDERID_Documents, true); path << "/My Games/" GAMENAME "/"; CreatePath(path.GetChars()); } return path; } //=========================================================================== // // M_GetDemoPath Windows // // Returns the path to the default demp directory. // //=========================================================================== FString M_GetDemoPath() { FString path; // A portable INI means that this storage location should also be portable. if (IsPortable()) { path << progdir << "Demos/"; } else // Try defacto My Documents/My Games folder { // I assume since this isn't a standard folder, it doesn't have a localized name either. path = GetKnownFolder(CSIDL_PERSONAL, FOLDERID_Documents, true); path << "/My Games/" GAMENAME "/"; } return path; } //=========================================================================== // // M_NormalizedPath // // Normalizes the given path and returns the result. // //=========================================================================== FString M_GetNormalizedPath(const char* path) { std::wstring wpath = WideString(path); wchar_t buffer[MAX_PATH]; GetFullPathNameW(wpath.c_str(), MAX_PATH, buffer, nullptr); FString result(buffer); FixPathSeperator(result); return result; }