예제 #1
0
Status DeleteDirectory(const OsPath& path)
{
	// note: we have to recursively empty the directory before it can
	// be deleted (required by Windows and POSIX rmdir()).

	CFileInfos files; DirectoryNames subdirectoryNames;
	RETURN_STATUS_IF_ERR(GetDirectoryEntries(path, &files, &subdirectoryNames));

	// delete files
	for(size_t i = 0; i < files.size(); i++)
	{
		const OsPath pathname = path / files[i].Name();
		errno = 0;
		if(wunlink(pathname) != 0)
			WARN_RETURN(StatusFromErrno());
	}

	// recurse over subdirectoryNames
	for(size_t i = 0; i < subdirectoryNames.size(); i++)
		RETURN_STATUS_IF_ERR(DeleteDirectory(path / subdirectoryNames[i]));

	errno = 0;
	if(wrmdir(path) != 0)
		WARN_RETURN(StatusFromErrno());

	return INFO::OK;
}
예제 #2
0
void CTerrainTextureManager::RecurseDirectory(const CTerrainPropertiesPtr& parentProps, const VfsPath& path)
{
	//LOGMESSAGE("CTextureManager::RecurseDirectory(%s)", path.string8());

	CTerrainPropertiesPtr props;

	// Load terrains.xml first, if it exists
	VfsPath pathname = path / "terrains.xml";
	if (VfsFileExists(pathname))
		props = GetPropertiesFromFile(parentProps, pathname);
	
	// No terrains.xml, or read failures -> use parent props (i.e. 
	if (!props)
	{
		LOGMESSAGE("CTerrainTextureManager::RecurseDirectory(%s): no terrains.xml (or errors while loading) - using parent properties", path.string8());
		props = parentProps;
	}

	// Recurse once for each subdirectory
	DirectoryNames subdirectoryNames;
	(void)g_VFS->GetDirectoryEntries(path, 0, &subdirectoryNames);
	for (size_t i=0;i<subdirectoryNames.size();i++)
	{
		VfsPath subdirectoryPath = path / subdirectoryNames[i] / "";
		RecurseDirectory(props, subdirectoryPath);
	}

	LoadTextures(props, path);
}
예제 #3
0
///////////////////////////////////////////////////////////////////
// Generate list of available skies
std::vector<CStrW> SkyManager::GetSkySets() const
{
	std::vector<CStrW> skies;

	// Find all subdirectories in art/textures/skies

	const VfsPath path(L"art/textures/skies/");
	DirectoryNames subdirectories;
	if(g_VFS->GetDirectoryEntries(path, 0, &subdirectories) < 0)
	{
		LOGERROR(L"Error opening directory '%ls'", path.string().c_str());
		return std::vector<CStrW>(1, GetSkySet()); // just return what we currently have
	}

	for(size_t i = 0; i < subdirectories.size(); i++)
		skies.push_back(subdirectories[i].string());
	sort(skies.begin(), skies.end());

	return skies;
}
예제 #4
0
Status ForEachFile(const PIVFS& fs, const VfsPath& startPath, FileCallback cb, uintptr_t cbData, const wchar_t* pattern, size_t flags)
{
	// (declare here to avoid reallocations)
	CFileInfos files;
	DirectoryNames subdirectoryNames;

	// (a FIFO queue is more efficient than recursion because it uses less
	// stack space and avoids seeks due to breadth-first traversal.)
	std::queue<VfsPath> pendingDirectories;
	pendingDirectories.push(startPath/"");
	while(!pendingDirectories.empty())
	{
		const VfsPath& path = pendingDirectories.front();

		RETURN_STATUS_IF_ERR(fs->GetDirectoryEntries(path, &files, &subdirectoryNames));

		for(size_t i = 0; i < files.size(); i++)
		{
			const CFileInfo fileInfo = files[i];
			if(!match_wildcard(fileInfo.Name().string().c_str(), pattern))
				continue;

			const VfsPath pathname(path / fileInfo.Name());	// (CFileInfo only stores the name)
			RETURN_STATUS_IF_ERR(cb(pathname, fileInfo, cbData));
		}

		if(!(flags & DIR_RECURSIVE))
			break;

		for(size_t i = 0; i < subdirectoryNames.size(); i++)
			pendingDirectories.push(path / subdirectoryNames[i]/"");
		pendingDirectories.pop();
	}

	return INFO::OK;
}
예제 #5
0
/**
 * Returns a JS object containing a listing of available mods that
 * have a modname.json file in their modname folder. The returned
 * object looks like { modname1: json1, modname2: json2, ... } where
 * jsonN is the content of the modnameN/modnameN.json file as a JS
 * object.
 *
 * @return JS object with available mods as the keys of the modname.json
 *         properties.
 */
JS::Value JSI_Mod::GetAvailableMods(ScriptInterface::CxPrivate* pCxPrivate)
{
	ScriptInterface* scriptInterface = pCxPrivate->pScriptInterface;
	JSContext* cx = scriptInterface->GetContext();
	JSAutoRequest rq(cx);
	JS::RootedObject obj(cx, JS_NewObject(cx, nullptr, JS::NullPtr(), JS::NullPtr()));

	const Paths paths(g_args);

	// loop over all possible paths
	OsPath modPath = paths.RData()/"mods";
	OsPath modUserPath = paths.UserData()/"mods";

	DirectoryNames modDirs;
	DirectoryNames modDirsUser;

	GetDirectoryEntries(modPath, NULL, &modDirs);
	// Sort modDirs so that we can do a fast lookup below
	std::sort(modDirs.begin(), modDirs.end());

	PIVFS vfs = CreateVfs(1); // No cache needed; TODO but 0 crashes

	for (DirectoryNames::iterator iter = modDirs.begin(); iter != modDirs.end(); ++iter)
	{
		vfs->Clear();
		if (vfs->Mount(L"", modPath / *iter, VFS_MOUNT_MUST_EXIST) < 0)
			continue;

		CVFSFile modinfo;
		if (modinfo.Load(vfs, L"mod.json", false) != PSRETURN_OK)
			continue;

		JS::RootedValue json(cx);
		if (!scriptInterface->ParseJSON(modinfo.GetAsString(), &json))
			continue;

		// Valid mod, add it to our structure
		JS_SetProperty(cx, obj, utf8_from_wstring(iter->string()).c_str(), json);
	}

	GetDirectoryEntries(modUserPath, NULL, &modDirsUser);
	bool dev = InDevelopmentCopy();

	for (DirectoryNames::iterator iter = modDirsUser.begin(); iter != modDirsUser.end(); ++iter)
	{
		// If we are in a dev copy we do not mount mods in the user mod folder that
		// are already present in the mod folder, thus we skip those here.
		if (dev && std::binary_search(modDirs.begin(), modDirs.end(), *iter))
			continue;

		vfs->Clear();
		if (vfs->Mount(L"", modUserPath / *iter, VFS_MOUNT_MUST_EXIST) < 0)
			continue;

		CVFSFile modinfo;
		if (modinfo.Load(vfs, L"mod.json", false) != PSRETURN_OK)
			continue;

		JS::RootedValue json(cx);
		if (!scriptInterface->ParseJSON(modinfo.GetAsString(), &json))
			continue;

		// Valid mod, add it to our structure
		JS_SetProperty(cx, obj, utf8_from_wstring(iter->string()).c_str(), json);
	}

	return JS::ObjectValue(*obj);
}