From f56bb35301836e56582a575a75864392a0177875 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B8rgen=20P=2E=20Tjern=C3=B8?= Date: Mon, 2 Dec 2013 19:31:46 -0800 Subject: Fix line endings. WHAMMY. --- mp/src/utils/common/filesystem_tools.cpp | 418 +++++++++++++++---------------- 1 file changed, 209 insertions(+), 209 deletions(-) (limited to 'mp/src/utils/common/filesystem_tools.cpp') diff --git a/mp/src/utils/common/filesystem_tools.cpp b/mp/src/utils/common/filesystem_tools.cpp index 9714c57a..b1306c59 100644 --- a/mp/src/utils/common/filesystem_tools.cpp +++ b/mp/src/utils/common/filesystem_tools.cpp @@ -1,209 +1,209 @@ -//========= Copyright Valve Corporation, All rights reserved. ============// -// -// Purpose: -// -//===========================================================================// - -#if defined( _WIN32 ) && !defined( _X360 ) -#include -#include -#include // _chmod -#elif _LINUX -#include -#endif - -#include -#include -#include "tier1/strtools.h" -#include "filesystem_tools.h" -#include "tier0/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 - - -// ---------------------------------------------------------------------------------------------------- // -// 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]; - -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 ) ); -} - - -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 ); - - FileSystem_SetupStandardDirectories( pFilename, loadModuleInfo.m_GameInfoPath ); - } - 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 ); -} +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//===========================================================================// + +#if defined( _WIN32 ) && !defined( _X360 ) +#include +#include +#include // _chmod +#elif _LINUX +#include +#endif + +#include +#include +#include "tier1/strtools.h" +#include "filesystem_tools.h" +#include "tier0/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 + + +// ---------------------------------------------------------------------------------------------------- // +// 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]; + +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 ) ); +} + + +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 ); + + FileSystem_SetupStandardDirectories( pFilename, loadModuleInfo.m_GameInfoPath ); + } + 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 ); +} -- cgit v1.2.3