void FileSystem_SetupStandardDirectories( const char *pFilename, const char *pGameInfoPath ) { // Set qdir. if ( !pFilename ) { pFilename = "."; } Q_MakeAbsolutePath( qdir, sizeof( qdir ), pFilename, NULL ); Q_StripFilename( qdir ); Q_strlower( qdir ); if ( qdir[0] != 0 ) { Q_AppendSlash( qdir, sizeof( qdir ) ); } // Set gamedir. Q_MakeAbsolutePath( gamedir, sizeof( gamedir ), pGameInfoPath ); Q_AppendSlash( gamedir, sizeof( gamedir ) ); }
static void FileSystem_AddLoadedSearchPath( CFSSearchPathsInit &initInfo, const char *pPathID, bool *bFirstGamePath, const char *pBaseDir, const char *pLocation, bool bLowViolence ) { char fullLocationPath[MAX_PATH]; Q_MakeAbsolutePath( fullLocationPath, sizeof( fullLocationPath ), pLocation, pBaseDir ); // Now resolve any ./'s. V_FixSlashes( fullLocationPath ); if ( !V_RemoveDotSlashes( fullLocationPath ) ) Error( "FileSystem_AddLoadedSearchPath - Can't resolve pathname for '%s'", fullLocationPath ); // Add language, mod, and gamebin search paths automatically. if ( Q_stricmp( pPathID, "game" ) == 0 ) { // add the low violence path if ( bLowViolence ) { char szPath[MAX_PATH]; Q_snprintf( szPath, sizeof(szPath), "%s_lv", fullLocationPath ); initInfo.m_pFileSystem->AddSearchPath( szPath, pPathID, PATH_ADD_TO_TAIL ); } // add the language path if ( initInfo.m_pLanguage ) { AddLanguageGameDir( initInfo.m_pFileSystem, fullLocationPath, initInfo.m_pLanguage ); } if ( CommandLine()->FindParm( "-tempcontent" ) != 0 ) { char szPath[MAX_PATH]; Q_snprintf( szPath, sizeof(szPath), "%s_tempcontent", fullLocationPath ); initInfo.m_pFileSystem->AddSearchPath( szPath, pPathID, PATH_ADD_TO_TAIL ); } // mark the first "game" dir as the "MOD" dir if ( *bFirstGamePath ) { *bFirstGamePath = false; initInfo.m_pFileSystem->AddSearchPath( fullLocationPath, "MOD", PATH_ADD_TO_TAIL ); Q_strncpy( initInfo.m_ModPath, fullLocationPath, sizeof( initInfo.m_ModPath ) ); } // add the game bin AddGameBinDir( initInfo.m_pFileSystem, fullLocationPath ); } initInfo.m_pFileSystem->AddSearchPath( fullLocationPath, pPathID, PATH_ADD_TO_TAIL ); }
//----------------------------------------------------------------------------- // main application //----------------------------------------------------------------------------- int CHLModelViewerApp::Main() { g_pMaterialSystem->ModInit(); g_pSoundEmitterBase->ModInit(); g_pDataCache->SetSize( 64 * 1024 * 1024 ); //mx::setDisplayMode (0, 0, 0); g_MDLViewer = new MDLViewer (); g_MDLViewer->setMenuBar (g_MDLViewer->getMenuBar ()); g_pStudioModel->Init(); g_pStudioModel->ModelInit(); g_pStudioModel->ClearLookTargets( ); // Load up the initial model const char *pMdlName = NULL; int nParmCount = CommandLine()->ParmCount(); if ( nParmCount > 1 ) { pMdlName = CommandLine()->GetParm( nParmCount - 1 ); } if ( pMdlName && Q_stristr( pMdlName, ".mdl" ) ) { char absPath[MAX_PATH]; Q_MakeAbsolutePath( absPath, sizeof( absPath ), pMdlName ); if ( CommandLine()->FindParm( "-screenshot" ) ) { g_MDLViewer->SaveScreenShot( absPath ); } else if ( CommandLine()->FindParm( "-dump" ) ) { g_MDLViewer->DumpText( absPath ); } else { g_MDLViewer->LoadModelFile( absPath ); } } int nRetVal = mx::run (); g_pStudioModel->Shutdown(); g_pMaterialSystem->ModShutdown(); return nRetVal; }
static bool Sys_GetExecutableName( char *out, int len ) { #if defined( _WIN32 ) if ( !::GetModuleFileName( ( HINSTANCE )GetModuleHandle( NULL ), out, len ) ) { return false; } #else if ( CommandLine()->GetParm(0) ) { Q_MakeAbsolutePath( out, len, CommandLine()->GetParm(0) ); } else { return false; } #endif return true; }
static bool CHLModelViewerApp_SuggestGameInfoDirFn( CFSSteamSetupInfo const *pFsSteamSetupInfo, char *pchPathBuffer, int nBufferLength, bool *pbBubbleDirectories ) { const char *pMdlName = NULL; int nParmCount = CommandLine()->ParmCount(); if ( nParmCount > 1 ) { pMdlName = CommandLine()->GetParm( nParmCount - 1 ); } if ( pMdlName && Q_stristr( pMdlName, ".mdl" ) ) { Q_MakeAbsolutePath( pchPathBuffer, nBufferLength, pMdlName ); if ( pbBubbleDirectories ) *pbBubbleDirectories = true; return true; } return false; }
//----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- static bool CHLSceneViewerApp_SuggestGameInfoDirFn( CFSSteamSetupInfo const *pFsSteamSetupInfo, char *pchPathBuffer, int nBufferLength, bool *pbBubbleDirectories ) { const char *pFilename = NULL; const int nParmCount = CommandLine()->ParmCount(); char pchTmpBuf[ MAX_PATH ]; for ( int nPi = 0; nPi < nParmCount; ++nPi ) { pFilename = CommandLine()->GetParm( nParmCount - 1 ); Q_MakeAbsolutePath( pchTmpBuf, sizeof( pchTmpBuf ), pFilename ); if ( _access( pchTmpBuf, 04 ) == 0 ) { Q_strncpy( pchPathBuffer, pchTmpBuf, nBufferLength ); if ( pbBubbleDirectories ) *pbBubbleDirectories = true; return true; } } return false; }
FSReturnCode_t LocateGameInfoFile( const CFSSteamSetupInfo &fsInfo, char *pOutDir, int outDirLen ) { // Engine and Hammer don't want to search around for it. if ( fsInfo.m_bOnlyUseDirectoryName ) { if ( !fsInfo.m_pDirectoryName ) return SetupFileSystemError( false, FS_MISSING_GAMEINFO_FILE, "bOnlyUseDirectoryName=1 and pDirectoryName=NULL." ); bool bExists = DoesFileExistIn( fsInfo.m_pDirectoryName, GAMEINFO_FILENAME ); if ( IsX360() && !bExists ) { bExists = DoesFileExistIn( fsInfo.m_pDirectoryName, GAMEINFO_FILENAME_ALTERNATE ); } if ( !bExists ) { if ( IsX360() && CommandLine()->FindParm( "-basedir" ) ) { char basePath[MAX_PATH]; strcpy( basePath, CommandLine()->ParmValue( "-basedir", "" ) ); Q_AppendSlash( basePath, sizeof( basePath ) ); Q_strncat( basePath, fsInfo.m_pDirectoryName, sizeof( basePath ), COPY_ALL_CHARACTERS ); if ( DoesFileExistIn( basePath, GAMEINFO_FILENAME ) ) { Q_strncpy( pOutDir, basePath, outDirLen ); return FS_OK; } if ( IsX360() && DoesFileExistIn( basePath, GAMEINFO_FILENAME_ALTERNATE ) ) { Q_strncpy( pOutDir, basePath, outDirLen ); return FS_OK; } } return SetupFileSystemError( true, FS_MISSING_GAMEINFO_FILE, "Setup file '%s' doesn't exist in subdirectory '%s'.\nCheck your -game parameter or VCONFIG setting.", GAMEINFO_FILENAME, fsInfo.m_pDirectoryName ); } Q_strncpy( pOutDir, fsInfo.m_pDirectoryName, outDirLen ); return FS_OK; } // First, check for overrides on the command line or environment variables. const char *pProject = GetVProjectCmdLineValue(); if ( pProject ) { if ( DoesFileExistIn( pProject, GAMEINFO_FILENAME ) ) { Q_MakeAbsolutePath( pOutDir, outDirLen, pProject ); return FS_OK; } if ( IsX360() && DoesFileExistIn( pProject, GAMEINFO_FILENAME_ALTERNATE ) ) { Q_MakeAbsolutePath( pOutDir, outDirLen, pProject ); return FS_OK; } if ( IsX360() && CommandLine()->FindParm( "-basedir" ) ) { char basePath[MAX_PATH]; strcpy( basePath, CommandLine()->ParmValue( "-basedir", "" ) ); Q_AppendSlash( basePath, sizeof( basePath ) ); Q_strncat( basePath, pProject, sizeof( basePath ), COPY_ALL_CHARACTERS ); if ( DoesFileExistIn( basePath, GAMEINFO_FILENAME ) ) { Q_strncpy( pOutDir, basePath, outDirLen ); return FS_OK; } if ( DoesFileExistIn( basePath, GAMEINFO_FILENAME_ALTERNATE ) ) { Q_strncpy( pOutDir, basePath, outDirLen ); return FS_OK; } } if ( fsInfo.m_bNoGameInfo ) { // fsInfo.m_bNoGameInfo is set by the Steam dedicated server, before it knows which mod to use. // Steam dedicated server doesn't need a gameinfo.txt, because we'll ask which mod to use, even if // -game is supplied on the command line. Q_strncpy( pOutDir, "", outDirLen ); return FS_OK; } else { // They either specified vproject on the command line or it's in their registry. Either way, // we don't want to continue if they've specified it but it's not valid. goto ShowError; } } if ( fsInfo.m_bNoGameInfo ) { Q_strncpy( pOutDir, "", outDirLen ); return FS_OK; } // Ask the application if it can provide us with a game info directory { bool bBubbleDir = true; SuggestGameInfoDirFn_t pfnSuggestGameInfoDirFn = GetSuggestGameInfoDirFn(); if ( pfnSuggestGameInfoDirFn && ( * pfnSuggestGameInfoDirFn )( &fsInfo, pOutDir, outDirLen, &bBubbleDir ) && FS_OK == TryLocateGameInfoFile( pOutDir, outDirLen, bBubbleDir ) ) return FS_OK; } // Try to use the environment variable / registry if ( ( pProject = getenv( GAMEDIR_TOKEN ) ) != NULL && ( Q_MakeAbsolutePath( pOutDir, outDirLen, pProject ), 1 ) && FS_OK == TryLocateGameInfoFile( pOutDir, outDirLen, false ) ) return FS_OK; if ( IsPC() ) { Warning( "Warning: falling back to auto detection of vproject directory.\n" ); // Now look for it in the directory they passed in. if ( fsInfo.m_pDirectoryName ) Q_MakeAbsolutePath( pOutDir, outDirLen, fsInfo.m_pDirectoryName ); else Q_MakeAbsolutePath( pOutDir, outDirLen, "." ); if ( FS_OK == TryLocateGameInfoFile( pOutDir, outDirLen, true ) ) return FS_OK; // Use the CWD Q_getwd( pOutDir, outDirLen ); if ( FS_OK == TryLocateGameInfoFile( pOutDir, outDirLen, true ) ) return FS_OK; } ShowError: return SetupFileSystemError( true, FS_MISSING_GAMEINFO_FILE, "Unable to find %s. Solutions:\n\n" "1. Read http://www.valve-erc.com/srcsdk/faq.html#NoGameDir\n" "2. Run vconfig to specify which game you're working on.\n" "3. Add -game <path> on the command line where <path> is the directory that %s is in.\n", GAMEINFO_FILENAME, GAMEINFO_FILENAME ); }
static void FileSystem_AddLoadedSearchPath( CFSSearchPathsInit &initInfo, const char *pPathID, bool *bFirstGamePath, const char *pBaseDir, const char *pLocation, bool bLowViolence ) { char fullLocationPath[MAX_PATH]; Q_MakeAbsolutePath( fullLocationPath, sizeof( fullLocationPath ), pLocation, pBaseDir ); // Now resolve any ./'s. V_FixSlashes( fullLocationPath ); if ( !V_RemoveDotSlashes( fullLocationPath ) ) Error( "FileSystem_AddLoadedSearchPath - Can't resolve pathname for '%s'", fullLocationPath ); // Add language, mod, and gamebin search paths automatically. if ( Q_stricmp( pPathID, "game" ) == 0 ) { bool bDoAllPaths = true; #if defined( _X360 ) && defined( LEFT4DEAD ) // hl2 is a vestigal mistake due to shaders, xbox needs to prevent any search path bloat if ( V_stristr( fullLocationPath, "\\hl2" ) ) { bDoAllPaths = false; } #endif // add the language path, needs to be topmost, generally only contains audio // and the language localized movies (there are 2 version one normal, one LV) // this trumps the LV english movie as desired for the language if ( initInfo.m_pLanguage && bDoAllPaths ) { AddLanguageGameDir( initInfo.m_pFileSystem, fullLocationPath, initInfo.m_pLanguage ); } // next add the low violence path if ( bLowViolence && bDoAllPaths ) { char szPath[MAX_PATH]; Q_snprintf( szPath, sizeof(szPath), "%s_lv", fullLocationPath ); initInfo.m_pFileSystem->AddSearchPath( szPath, pPathID, PATH_ADD_TO_TAIL ); } if ( CommandLine()->FindParm( "-tempcontent" ) != 0 && bDoAllPaths ) { char szPath[MAX_PATH]; Q_snprintf( szPath, sizeof(szPath), "%s_tempcontent", fullLocationPath ); initInfo.m_pFileSystem->AddSearchPath( szPath, pPathID, PATH_ADD_TO_TAIL ); } // mark the first "game" dir as the "MOD" dir if ( *bFirstGamePath ) { *bFirstGamePath = false; initInfo.m_pFileSystem->AddSearchPath( fullLocationPath, "MOD", PATH_ADD_TO_TAIL ); Q_strncpy( initInfo.m_ModPath, fullLocationPath, sizeof( initInfo.m_ModPath ) ); } if ( bDoAllPaths ) { // add the game bin AddGameBinDir( initInfo.m_pFileSystem, fullLocationPath ); } } initInfo.m_pFileSystem->AddSearchPath( fullLocationPath, pPathID, PATH_ADD_TO_TAIL ); }
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; }
/** * Takes a data stream compressed with bzip2, and writes it out to disk, uncompresses it, and deletes the * compressed version. */ static bool DecompressBZipToDisk( const char *outFilename, const char *srcFilename, char *data, int bytesTotal ) { if ( g_pFileSystem->FileExists( outFilename ) || !data || bytesTotal < 1 ) { return false; } // Create the subdirs char * tmpDir = CloneString( outFilename ); COM_CreatePath( tmpDir ); delete[] tmpDir; // open the file for writing char fullSrcPath[MAX_PATH]; Q_MakeAbsolutePath( fullSrcPath, sizeof( fullSrcPath ), srcFilename, com_gamedir ); if ( !g_pFileSystem->FileExists( fullSrcPath ) ) { // Write out the .bz2 file, for simplest decompression FileHandle_t ifp = g_pFileSystem->Open( fullSrcPath, "wb" ); if ( !ifp ) { return false; } int bytesWritten = g_pFileSystem->Write( data, bytesTotal, ifp ); g_pFileSystem->Close( ifp ); if ( bytesWritten != bytesTotal ) { // couldn't write out all of the .bz2 file g_pFileSystem->RemoveFile( srcFilename ); return false; } } // Prepare the uncompressed filehandle FileHandle_t ofp = g_pFileSystem->Open( outFilename, "wb" ); if ( !ofp ) { g_pFileSystem->RemoveFile( srcFilename ); return false; } // And decompress! const int OutBufSize = 65536; char buf[ OutBufSize ]; BZFILE *bzfp = BZ2_bzopen( fullSrcPath, "rb" ); while ( 1 ) { int bytesRead = BZ2_bzread( bzfp, buf, OutBufSize ); if ( bytesRead < 0 ) { break; // error out } if ( bytesRead > 0 ) { int bytesWritten = g_pFileSystem->Write( buf, bytesRead, ofp ); if ( bytesWritten != bytesRead ) { break; // error out } } else { g_pFileSystem->Close( ofp ); BZ2_bzclose( bzfp ); g_pFileSystem->RemoveFile( srcFilename ); return true; } } // We failed somewhere, so clean up and exit g_pFileSystem->Close( ofp ); BZ2_bzclose( bzfp ); g_pFileSystem->RemoveFile( srcFilename ); g_pFileSystem->RemoveFile( outFilename ); return false; }