//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifdef _WIN32 #include <windows.h> #include <direct.h> #include <io.h> // _chmod #elif _LINUX #include <unistd.h> #endif #include <stdio.h> #include <sys/stat.h> #include "vstdlib/strtools.h" #include "filesystem_tools.h" #include "vstdlib/ICommandLine.h" #include "KeyValues.h" #include "tier2/tier2.h" #ifdef MPI #include "vmpi.h" #include "vmpi_tools_shared.h" #include "vmpi_filesystem.h" #endif // memdbgon must be the last include file in a .cpp file!!! #include <tier0/memdbgon.h> // ---------------------------------------------------------------------------------------------------- // // Module interface. // ---------------------------------------------------------------------------------------------------- // IBaseFileSystem *g_pFileSystem = NULL; // These are only used for tools that need the search paths that the engine's file system provides. CSysModule *g_pFullFileSystemModule = NULL; // --------------------------------------------------------------------------- // // These are the base paths that everything will be referenced relative to (textures especially) // All of these directories include the trailing slash // // --------------------------------------------------------------------------- // This is the the path of the initial source file (relative to the cwd) char qdir[1024]; // This is the base engine + mod-specific game dir (e.g. "c:\tf2\mytfmod\") char gamedir[1024]; bool FileSystem_Init_Normal( const char *pFilename, FSInitType_t initType, bool bOnlyUseDirectoryName ) { if ( initType == FS_INIT_FULL ) { // First, get the name of the module char fileSystemDLLName[MAX_PATH]; bool bSteam; if ( FileSystem_GetFileSystemDLLName( fileSystemDLLName, MAX_PATH, bSteam ) != FS_OK ) return false; // If we're under Steam we need extra setup to let us find the proper modules FileSystem_SetupSteamInstallPath(); // Next, load the module, call Connect/Init. CFSLoadModuleInfo loadModuleInfo; loadModuleInfo.m_pFileSystemDLLName = fileSystemDLLName; loadModuleInfo.m_pDirectoryName = pFilename; loadModuleInfo.m_bOnlyUseDirectoryName = bOnlyUseDirectoryName; loadModuleInfo.m_ConnectFactory = Sys_GetFactoryThis(); loadModuleInfo.m_bSteam = bSteam; loadModuleInfo.m_bToolsMode = true; if ( FileSystem_LoadFileSystemModule( loadModuleInfo ) != FS_OK ) return false; // Next, mount the content CFSMountContentInfo mountContentInfo; mountContentInfo.m_pDirectoryName= loadModuleInfo.m_GameInfoPath; mountContentInfo.m_pFileSystem = loadModuleInfo.m_pFileSystem; mountContentInfo.m_bToolsMode = true; if ( FileSystem_MountContent( mountContentInfo ) != FS_OK ) return false; // Finally, load the search paths. CFSSearchPathsInit searchPathsInit; searchPathsInit.m_pDirectoryName = loadModuleInfo.m_GameInfoPath; searchPathsInit.m_pFileSystem = loadModuleInfo.m_pFileSystem; if ( FileSystem_LoadSearchPaths( searchPathsInit ) != FS_OK ) return false; // Store the data we got from filesystem_init. g_pFileSystem = g_pFullFileSystem = loadModuleInfo.m_pFileSystem; g_pFullFileSystemModule = loadModuleInfo.m_pModule; FileSystem_AddSearchPath_Platform( g_pFullFileSystem, loadModuleInfo.m_GameInfoPath ); // Set qdir. if ( !pFilename ) pFilename = "."; Q_MakeAbsolutePath( qdir, sizeof( qdir ), pFilename, NULL ); Q_StripFilename( qdir ); strlwr( qdir ); if ( qdir[0] != 0 ) Q_AppendSlash( qdir, sizeof( qdir ) ); // Set gamedir. Q_MakeAbsolutePath( gamedir, sizeof( gamedir ), loadModuleInfo.m_GameInfoPath ); Q_AppendSlash( gamedir, sizeof( gamedir ) ); } else { if ( !Sys_LoadInterface( "filesystem_stdio", FILESYSTEM_INTERFACE_VERSION, &g_pFullFileSystemModule, (void**)&g_pFullFileSystem ) ) { return false; } if ( g_pFullFileSystem->Init() != INIT_OK ) return false; g_pFullFileSystem->RemoveAllSearchPaths(); g_pFullFileSystem->AddSearchPath( "../platform", "PLATFORM" ); g_pFullFileSystem->AddSearchPath( ".", "GAME" ); g_pFileSystem = g_pFullFileSystem; } return true; } bool FileSystem_Init( const char *pBSPFilename, int maxMemoryUsage, FSInitType_t initType, bool bOnlyUseFilename ) { Assert( CommandLine()->GetCmdLine() != NULL ); // Should have called CreateCmdLine by now. // If this app uses VMPI, then let VMPI intercept all filesystem calls. #if defined( MPI ) if ( g_bUseMPI ) { if ( g_bMPIMaster ) { if ( !FileSystem_Init_Normal( pBSPFilename, initType, bOnlyUseFilename ) ) return false; g_pFileSystem = g_pFullFileSystem = VMPI_FileSystem_Init( maxMemoryUsage, g_pFullFileSystem ); SendQDirInfo(); } else { g_pFileSystem = g_pFullFileSystem = VMPI_FileSystem_Init( maxMemoryUsage, NULL ); RecvQDirInfo(); } return true; } #endif return FileSystem_Init_Normal( pBSPFilename, initType, bOnlyUseFilename ); } void FileSystem_Term() { #if defined( MPI ) if ( g_bUseMPI ) { g_pFileSystem = g_pFullFileSystem = VMPI_FileSystem_Term(); } #endif if ( g_pFullFileSystem ) { g_pFullFileSystem->Shutdown(); g_pFullFileSystem = NULL; g_pFileSystem = NULL; } if ( g_pFullFileSystemModule ) { Sys_UnloadModule( g_pFullFileSystemModule ); g_pFullFileSystemModule = NULL; } } CreateInterfaceFn FileSystem_GetFactory() { #if defined( MPI ) if ( g_bUseMPI ) return VMPI_FileSystem_GetFactory(); #endif return Sys_GetFactory( g_pFullFileSystemModule ); } bool FileSystem_SetGame( const char *szModDir ) { g_pFullFileSystem->RemoveAllSearchPaths(); if ( FileSystem_SetBasePaths( g_pFullFileSystem ) != FS_OK ) return false; CFSSearchPathsInit fsInit; fsInit.m_pDirectoryName = szModDir; fsInit.m_pFileSystem = g_pFullFileSystem; return ( FileSystem_LoadSearchPaths( fsInit ) == FS_OK ); }
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |