コード例 #1
0
ファイル: hpak.c プロジェクト: DavidKnight247/xash3d
void HPAK_CheckSize( const char *filename )
{
	string	pakname;
	int	maxsize;

	maxsize = hpk_maxsize->integer;
	if( maxsize <= 0 ) return;

	if( !filename || !filename[0] ) return;
	Q_strncpy( pakname, filename, sizeof( pakname ));
	FS_StripExtension( pakname );
	FS_DefaultExtension( pakname, ".hpk" );

	if( FS_FileSize( pakname, false ) > ( maxsize * 1000000 ))
		MsgDev( D_ERROR, "HPAK_CheckSize: %s is too large.\n", filename );
}
コード例 #2
0
ファイル: net_chan.cpp プロジェクト: Chuvi-w/rehlds
int Netchan_CreateFileFragments(qboolean server, netchan_t *chan, const char *filename)
#ifdef REHLDS_FIXES
{
	if (!server)
		return Netchan_CreateFileFragments_(server, chan, filename);

	if (!FS_FileExists(filename))
		return FALSE;
	if (FS_FileSize(filename) > sv_filetransfermaxsize.value)
		return FALSE;

	auto wait = (fragbufwaiting_t *)Mem_ZeroMalloc(sizeof(fragbufwaiting_t));

	auto buf = Netchan_AllocFragbuf();
	buf->bufferid = 1;
	buf->isbuffer = false;
	buf->isfile = true;
	Q_strncpy(buf->filename, filename, sizeof(buf->filename));
	buf->filename[sizeof(buf->filename) - 1] = '\0';

	Netchan_AddFragbufToTail(wait, buf);

	if (!chan->waitlist[FRAG_FILE_STREAM])
	{
		chan->waitlist[FRAG_FILE_STREAM] = wait;
	}
	else
	{
		auto p = chan->waitlist[FRAG_FILE_STREAM];
		while (p->next)
			p = p->next;

		p->next = wait;
	}

	return TRUE;
}
コード例 #3
0
ファイル: con_utils.c プロジェクト: ShaunNoWay/xash3d
qboolean Cmd_CheckMapsList_R( qboolean fRefresh, qboolean onlyingamedir )
{
	byte	buf[MAX_SYSPATH];
	char	*buffer;
	string	result;
	int	i, size;
	search_t	*t;
	file_t	*f;

	if( FS_FileSize( "maps.lst", onlyingamedir ) > 0 && !fRefresh )
	{
		MsgDev( D_NOTE, "maps.lst is exist: %s\n", onlyingamedir ? "basedir" : "gamedir" );
		return true; // exist 
	}

	t = FS_Search( "maps/*.bsp", false, onlyingamedir );

	if( !t )
	{
		if( onlyingamedir )
		{
			// mod doesn't contain any maps (probably this is a bot)
			return Cmd_CheckMapsList_R( fRefresh, false );
		}

		return false;
	}

	buffer = Mem_Alloc( host.mempool, t->numfilenames * 2 * sizeof( result ));

	for( i = 0; i < t->numfilenames; i++ )
	{
		char		*ents = NULL, *pfile;
		int		ver = -1, lumpofs = 0, lumplen = 0;
		string		mapname, message, entfilename;
		const char	*ext = FS_FileExtension( t->filenames[i] ); 

		if( Q_stricmp( ext, "bsp" )) continue;
		f = FS_Open( t->filenames[i], "rb", onlyingamedir );
		FS_FileBase( t->filenames[i], mapname );

		if( f )
		{
			int	num_spawnpoints = 0;
			dheader_t	*header;

			Q_memset( buf, 0, MAX_SYSPATH );
			FS_Read( f, buf, MAX_SYSPATH );
			ver = *(uint *)buf;
                              
			switch( ver )
			{
			case Q1BSP_VERSION:
			case HLBSP_VERSION:
			case XTBSP_VERSION:
				header = (dheader_t *)buf;
				if( header->lumps[LUMP_ENTITIES].fileofs <= 1024 )
				{
					lumpofs = header->lumps[LUMP_PLANES].fileofs;
					lumplen = header->lumps[LUMP_PLANES].filelen;
				}
				else
				{
					lumpofs = header->lumps[LUMP_ENTITIES].fileofs;
					lumplen = header->lumps[LUMP_ENTITIES].filelen;
				}
				break;
			}

			Q_strncpy( entfilename, t->filenames[i], sizeof( entfilename ));
			FS_StripExtension( entfilename );
			FS_DefaultExtension( entfilename, ".ent" );
			ents = FS_LoadFile( entfilename, NULL, true );

			if( !ents && lumplen >= 10 )
			{
				FS_Seek( f, lumpofs, SEEK_SET );
				ents = (char *)Mem_Alloc( host.mempool, lumplen + 1 );
				FS_Read( f, ents, lumplen );
			}

			if( ents )
			{
				// if there are entities to parse, a missing message key just
				// means there is no title, so clear the message string now
				char	token[2048];
				qboolean	worldspawn = true;

				Q_strncpy( message, "No Title", MAX_STRING );
				pfile = ents;

				while(( pfile = COM_ParseFile( pfile, token )) != NULL )
				{
					if( token[0] == '}' && worldspawn )
						worldspawn = false;
					else if( !Q_strcmp( token, "message" ) && worldspawn )
					{
						// get the message contents
						pfile = COM_ParseFile( pfile, message );
					}
					else if( !Q_strcmp( token, "classname" ))
					{
						pfile = COM_ParseFile( pfile, token );
						if( !Q_strcmp( token, GI->mp_entity ))
							num_spawnpoints++;
					}
					if( num_spawnpoints ) break; // valid map
				}
				Mem_Free( ents );
			}

			if( f ) FS_Close( f );

			if( num_spawnpoints )
			{
				// format: mapname "maptitle"\n
				Q_sprintf( result, "%s \"%s\"\n", mapname, message );
				Q_strcat( buffer, result ); // add new string
			}
		}
	}

	if( t ) Mem_Free( t ); // free search result
	size = Q_strlen( buffer );

	if( !size )
	{
          	if( buffer ) Mem_Free( buffer );

		if( onlyingamedir )
			return Cmd_CheckMapsList_R( fRefresh, false );
		return false;
	}

	// write generated maps.lst
	if( FS_WriteFile( "maps.lst", buffer, Q_strlen( buffer )))
	{
          	if( buffer ) Mem_Free( buffer );
		return true;
	}
	return false;
}
コード例 #4
0
/* DESCRIPTION: COM_FileSize
// LOCATION: who cares
// PATH: here and there
//
// Gets a file's size.  Hey!  There's an FS function that does that.
*/
HLDS_DLLEXPORT int COM_FileSize(char *filename) {

   return(FS_FileSize(filename));
}
コード例 #5
0
ファイル: common.c プロジェクト: bmk10/sing-engine
/*
=============
COM_FileSize

=============
*/
int COM_FileSize( const char *filename )
{
	return FS_FileSize( filename, false );
}
コード例 #6
0
ファイル: net_chan.c プロジェクト: ShaunNoWay/xash3d
/*
==============================
Netchan_CreateFileFragments

==============================
*/
int Netchan_CreateFileFragments( qboolean server, netchan_t *chan, const char *filename )
{
	int		chunksize;
	int		send, pos;
	int		remaining;
	int		bufferid = 1;
	int		filesize = 0;
	qboolean		firstfragment = true;
	fragbufwaiting_t	*wait, *p;
	fragbuf_t		*buf;
	
	chunksize = bound( 16, net_blocksize->integer, 512 );
	filesize = FS_FileSize( filename, false );

	if( filesize <= 0 )
	{
		MsgDev( D_WARN, "Unable to open %s for transfer\n", filename );
		return 0;
	}

	wait = (fragbufwaiting_t *)Mem_Alloc( net_mempool, sizeof( fragbufwaiting_t ));
	remaining = filesize;
	pos = 0;

	while( remaining > 0 )
	{
		send = min( remaining, chunksize );

		buf = Netchan_AllocFragbuf();
		buf->bufferid = bufferid++;

		// copy in data
		BF_Clear( &buf->frag_message );

		if( firstfragment )
		{
			firstfragment = false;

			// Write filename
			BF_WriteString( &buf->frag_message, filename );

			// Send a bit less on first package
			send -= BF_GetNumBytesWritten( &buf->frag_message );
		}

		buf->isfile = true;
		buf->size = send;
		buf->foffset = pos;
		Q_strncpy( buf->filename, filename, sizeof( buf->filename ));

		pos += send;
		remaining -= send;

		Netchan_AddFragbufToTail( wait, buf );
	}

	// now add waiting list item to end of buffer queue
	if( !chan->waitlist[FRAG_FILE_STREAM] )
	{
		chan->waitlist[FRAG_FILE_STREAM] = wait;
	}
	else
	{
		p = chan->waitlist[FRAG_FILE_STREAM];
		while( p->next )
		{
			p = p->next;
		}

		p->next = wait;
	}

	return 1;
}