2020-07-19 21:43:29 +02:00
|
|
|
#include <physfs.h>
|
|
|
|
#include <SDL.h>
|
2021-08-07 07:26:48 +02:00
|
|
|
#include <stdarg.h>
|
2020-01-01 21:29:24 +01:00
|
|
|
#include <stdio.h>
|
2020-07-19 21:43:29 +02:00
|
|
|
#include <tinyxml2.h>
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2022-12-01 07:30:16 +01:00
|
|
|
#include "Alloc.h"
|
Abstract binary blob loading to FileSystemUtils
This seems to be a comment left by Ethan that he never got around to. So
I did it for him.
What I've done is made it so FileSystemUtils.cpp knows what a binary
blob is, and moved the binary blob loading code directly to
FileSystemUtils.cpp. To do this, I removed the private access modifier
from binaryBlob - I don't think we'll need it, and anyways when we move
to C we can't use it.
Along the way, I also cleaned up the style of the function a bit - the
null termination offset is no longer hardcoded, and the function no
longer mixes code and declarations together in the same block.
I also noticed that when printing all the filenames at the end, a single
invalid header would stop the whole loop instead of just being skipped
over... this seems to be a bug to me, so I've made it so invalid headers
just get skipped over instead of stopping the whole loop.
In FileSystemUtils.h, I used a forward declaration. In hindsight,
incomplete forward declarations should basically always be done in
header files if possible, otherwise this introduces the possibility of
transitive includes - if a file includes this header and it does a full
include, the file is silently able to use the full header, whereas if
it's a forward declaration, then the moment the file tries to use the
full header it fails, and then it's forced to include the full header
for itself. But uh, that's a code cleanup for later.
2021-04-13 09:29:13 +02:00
|
|
|
#include "BinaryBlob.h"
|
2022-12-30 22:57:24 +01:00
|
|
|
#include "Constants.h"
|
Bail for all SDL_malloc() failures
Following Ethan's example of bailing (calling VVV_exit()) if
binaryBlob::unPackBinary() couldn't allocate memory, I've searched
through and found every SDL_malloc(), then made sure that if it returned
NULL, the caller would bail (because you can't do much when you're out
of memory).
There should probably be an error message printed when the process is
out of memory, but unPackBinary() doesn't print an error message for
being out of memory, so this can probably be added later. (Also we don't
really have a logging system, I'd like to have something like that added
in first before adding more messages.)
Also, this doesn't account for any allocators used by STL stuff, but
we're working on removing the STL, and allocation failure just results
in an abort anyway, so there's not really a problem there.
2021-02-16 04:00:18 +01:00
|
|
|
#include "Exit.h"
|
2020-06-01 01:31:02 +02:00
|
|
|
#include "Graphics.h"
|
2022-12-30 22:57:24 +01:00
|
|
|
#include "Localization.h"
|
Switch assets mounting to dedicated directory
This fixes an issue where you would be able to mount things other than
custom assets in per-level custom asset directories and zips.
To be fair, the effects of this issue were fairly limited - about the
only thing I could do with it was to override a user-made quicksave of a
custom level with one of my own. However, since the quicksave check
happens before assets are mounted, if the user didn't have an existing
quicksave then they wouldn't be able load my quicksave. Furthermore,
mounting things like settings.vvv simply doesn't work because assets
only get mounted when the level gets loaded, but the game only reads
from settings.vvv on startup.
Still, this is an issue, and just because it only has one effect doesn't
mean we should single-case patch that one effect only. So what can we
do?
I was thinking that we should (1) mount custom assets in a dedicated
directory, and then from there (2) mount each specific asset directly -
namely, mount the graphics/ and sounds/ folders, and mount the
vvvvvvmusic.vvv and mmmmmm.vvv files. For (1), assets are now mounted at
a (non-existent) location named .vvv-mnt/assets/. However, (2) doesn't
fully work due to how PhysFS works.
What DOES work is being able to mount the graphics/ and sounds/ folders,
but only if the custom assets directory is a directory. And, you
actually have to use the real directory where those graphics/ and
sounds/ folders are located, and not the mounted directory, because
PHYSFS_mount() only accepts real directories. (In which case why bother
mounting the directory in the first place if we have to use real
directories anyway?) So already this seems like having different
directory and zip mounting paths, which I don't want...
I tried to unify the directory and zip paths and get around the real
directory limitation. So for mounting each individual asset (i.e.
graphics/, sounds/, but especially vvvvvvmusic.vvv and mmmmmm.vvv), I
tried doing PHYSFS_openRead() followed by PHYSFS_mountHandle() with that
PHYSFS_File, but this simply doesn't work, because PHYSFS_mountHandle()
will always create a PHYSFS_Io object, and pass it to a PhysFS internal
helper function named openDirectory() which will only attempt to treat
it as a directory if the PHYSFS_Io* passed is NULL. Since
PHYSFS_mountHandle() always passes a non-NULL PHYSFS_Io*,
openDirectory() will always treat it like a zip file and never as a
directory - in contrast, PHYSFS_mount() will always pass a NULL
PHYSFS_Io* to openDirectory(), so PHYSFS_mount() is the only function
that works for mounting directories.
(And even if this did work, having to keep the file open (because of the
PHYSFS_openRead()) results in the user being unable to touch the file on
Windows until it gets closed, which I also don't want.)
As for zip files, PHYSFS_mount() works just fine on them, but then we
run into the issue of accessing the individual assets inside it. As
covered above, PHYSFS_mount() only accepts real directories, so we can't
use it to access the assets inside, but then if we do the
PHYSFS_openRead() and PHYSFS_mountHandle() approach,
PHYSFS_mountHandle() will treat the assets inside as zip files instead
of just mounting them normally!
So in short, PhysFS only seems to be able to mount directories and zip
files, and not any loose individual files (like vvvvvvmusic.vvv and
mmmmmm.vvv). Furthermore, directories inside directories works, but
directories inside zip files doesn't (only zip files inside zip files
work).
It seems like our asset paths don't really work well with PhysFS's
design. Currently, graphics/, sounds/, vvvvvvmusic.vvv, and mmmmmm.vvv
all live at the root directory of the VVVVVV folder. But what would work
better is if all of those items were organized into a subfolder, for
example, a folder named assets/. So the previous assets mounting system
before this patch would just have mounted assets/ and be done with it,
and there would be no risk of mounting extraneous files that could do
bad things. However, due to our unorganized asset paths, the previous
system has to mount assets at the root of the VVVVVV folder, which
invites the possibility of those extraneous bad files being mounted.
Well, we can't change the asset paths now, that would be a pretty big
API break (maybe it should be a 2.4 thing). So what can we do?
What I've done is, after mounting the assets at .vvv-mnt/assets/, when
the game loads an asset, it checks if there's an override available
inside .vvv-mnt/assets/, and if so, the game will load that asset
instead of the regular one. This is basically reimplementing what PhysFS
SHOULD be able to do for us, but can't. This fixes the issue of being
able to mount a quicksave for a custom level inside its asset directory.
I should also note, the unorganized asset paths issue also means that
for .zip files (which contain the level file), the level file itself is
also technically mounted at .vvv-mnt/assets/. This is harmless (because
when we load a level file, we never load it as an asset) but it's still
a bit ugly. Changing the asset paths now seems more and more like a good
thing to do...
2021-04-05 20:32:10 +02:00
|
|
|
#include "Maths.h"
|
2021-12-26 07:55:55 +01:00
|
|
|
#include "Screen.h"
|
Add zip structure checks for user friendliness
If a level zip is named LEVELNAME.zip, the level file inside it must
also be named LEVELNAME.vvvvvv, else custom assets won't work.
This is because when we mount the zip file, we simply add
LEVELNAME.vvvvvv to the levels directory. Then whenever we load
LEVELNAME.vvvvvv, we look at the filename, remove the extension, and
look for the assets inside the zip of the same name, LEVELNAME.zip.
As a result, if someone were to make a level zip with assets but
mismatch the filename, the assets wouldn't load. Furthermore, if someone
were to add extra levels in the same zip, they wouldn't have any assets
load for them as well, which could be confusing.
To make things crystal-clear to the user, we now filter out any zips
that have incorrect structures like that, and print a message to the
terminal. Unfortunately nothing gets shown for non-terminal users, but
at least doing this and filtering out the zips is less confusing than
letting them through but with the issues mentioned above.
2021-05-20 23:20:05 +02:00
|
|
|
#include "Unused.h"
|
2020-07-19 21:05:41 +02:00
|
|
|
#include "UtilityClass.h"
|
2022-12-30 22:57:24 +01:00
|
|
|
#include "VFormat.h"
|
2021-02-24 00:21:29 +01:00
|
|
|
#include "Vlogging.h"
|
2020-06-01 01:31:02 +02:00
|
|
|
|
2020-06-12 22:20:18 +02:00
|
|
|
/* These are needed for PLATFORM_* crap */
|
2020-01-01 21:29:24 +01:00
|
|
|
#if defined(_WIN32)
|
2022-08-29 18:42:26 +02:00
|
|
|
#define WIN32_LEAN_AND_MEAN
|
2020-01-01 21:29:24 +01:00
|
|
|
#include <windows.h>
|
|
|
|
#include <shlobj.h>
|
2021-09-24 08:26:00 +02:00
|
|
|
static int mkdir(char* path, int mode)
|
2021-04-12 18:58:24 +02:00
|
|
|
{
|
2021-09-07 03:56:39 +02:00
|
|
|
WCHAR utf16_path[MAX_PATH];
|
|
|
|
MultiByteToWideChar(CP_UTF8, 0, path, -1, utf16_path, MAX_PATH);
|
|
|
|
return CreateDirectoryW(utf16_path, NULL);
|
2021-04-12 18:58:24 +02:00
|
|
|
}
|
2021-09-02 19:19:51 +02:00
|
|
|
#elif defined(__EMSCRIPTEN__)
|
|
|
|
#include <limits.h>
|
|
|
|
#include <sys/stat.h>
|
|
|
|
#include <emscripten.h>
|
|
|
|
#define MAX_PATH PATH_MAX
|
|
|
|
#elif defined(__linux__) || defined(__APPLE__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__HAIKU__) || defined(__DragonFly__) || defined(__unix__)
|
2020-06-12 22:20:18 +02:00
|
|
|
#include <limits.h>
|
|
|
|
#include <sys/stat.h>
|
2020-01-01 21:29:24 +01:00
|
|
|
#define MAX_PATH PATH_MAX
|
|
|
|
#endif
|
|
|
|
|
2022-03-13 01:50:32 +01:00
|
|
|
static bool isInit = false;
|
|
|
|
|
2022-03-09 20:55:38 +01:00
|
|
|
static const char* pathSep = NULL;
|
|
|
|
static char* basePath = NULL;
|
2022-12-30 22:57:24 +01:00
|
|
|
static char writeDir[MAX_PATH] = {'\0'};
|
2021-01-10 18:14:37 +01:00
|
|
|
static char saveDir[MAX_PATH] = {'\0'};
|
|
|
|
static char levelDir[MAX_PATH] = {'\0'};
|
2022-12-30 22:57:24 +01:00
|
|
|
static char mainLangDir[MAX_PATH] = {'\0'};
|
|
|
|
static bool isMainLangDirFromRepo = false;
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2021-03-06 08:45:40 +01:00
|
|
|
static char assetDir[MAX_PATH] = {'\0'};
|
Switch assets mounting to dedicated directory
This fixes an issue where you would be able to mount things other than
custom assets in per-level custom asset directories and zips.
To be fair, the effects of this issue were fairly limited - about the
only thing I could do with it was to override a user-made quicksave of a
custom level with one of my own. However, since the quicksave check
happens before assets are mounted, if the user didn't have an existing
quicksave then they wouldn't be able load my quicksave. Furthermore,
mounting things like settings.vvv simply doesn't work because assets
only get mounted when the level gets loaded, but the game only reads
from settings.vvv on startup.
Still, this is an issue, and just because it only has one effect doesn't
mean we should single-case patch that one effect only. So what can we
do?
I was thinking that we should (1) mount custom assets in a dedicated
directory, and then from there (2) mount each specific asset directly -
namely, mount the graphics/ and sounds/ folders, and mount the
vvvvvvmusic.vvv and mmmmmm.vvv files. For (1), assets are now mounted at
a (non-existent) location named .vvv-mnt/assets/. However, (2) doesn't
fully work due to how PhysFS works.
What DOES work is being able to mount the graphics/ and sounds/ folders,
but only if the custom assets directory is a directory. And, you
actually have to use the real directory where those graphics/ and
sounds/ folders are located, and not the mounted directory, because
PHYSFS_mount() only accepts real directories. (In which case why bother
mounting the directory in the first place if we have to use real
directories anyway?) So already this seems like having different
directory and zip mounting paths, which I don't want...
I tried to unify the directory and zip paths and get around the real
directory limitation. So for mounting each individual asset (i.e.
graphics/, sounds/, but especially vvvvvvmusic.vvv and mmmmmm.vvv), I
tried doing PHYSFS_openRead() followed by PHYSFS_mountHandle() with that
PHYSFS_File, but this simply doesn't work, because PHYSFS_mountHandle()
will always create a PHYSFS_Io object, and pass it to a PhysFS internal
helper function named openDirectory() which will only attempt to treat
it as a directory if the PHYSFS_Io* passed is NULL. Since
PHYSFS_mountHandle() always passes a non-NULL PHYSFS_Io*,
openDirectory() will always treat it like a zip file and never as a
directory - in contrast, PHYSFS_mount() will always pass a NULL
PHYSFS_Io* to openDirectory(), so PHYSFS_mount() is the only function
that works for mounting directories.
(And even if this did work, having to keep the file open (because of the
PHYSFS_openRead()) results in the user being unable to touch the file on
Windows until it gets closed, which I also don't want.)
As for zip files, PHYSFS_mount() works just fine on them, but then we
run into the issue of accessing the individual assets inside it. As
covered above, PHYSFS_mount() only accepts real directories, so we can't
use it to access the assets inside, but then if we do the
PHYSFS_openRead() and PHYSFS_mountHandle() approach,
PHYSFS_mountHandle() will treat the assets inside as zip files instead
of just mounting them normally!
So in short, PhysFS only seems to be able to mount directories and zip
files, and not any loose individual files (like vvvvvvmusic.vvv and
mmmmmm.vvv). Furthermore, directories inside directories works, but
directories inside zip files doesn't (only zip files inside zip files
work).
It seems like our asset paths don't really work well with PhysFS's
design. Currently, graphics/, sounds/, vvvvvvmusic.vvv, and mmmmmm.vvv
all live at the root directory of the VVVVVV folder. But what would work
better is if all of those items were organized into a subfolder, for
example, a folder named assets/. So the previous assets mounting system
before this patch would just have mounted assets/ and be done with it,
and there would be no risk of mounting extraneous files that could do
bad things. However, due to our unorganized asset paths, the previous
system has to mount assets at the root of the VVVVVV folder, which
invites the possibility of those extraneous bad files being mounted.
Well, we can't change the asset paths now, that would be a pretty big
API break (maybe it should be a 2.4 thing). So what can we do?
What I've done is, after mounting the assets at .vvv-mnt/assets/, when
the game loads an asset, it checks if there's an override available
inside .vvv-mnt/assets/, and if so, the game will load that asset
instead of the regular one. This is basically reimplementing what PhysFS
SHOULD be able to do for us, but can't. This fixes the issue of being
able to mount a quicksave for a custom level inside its asset directory.
I should also note, the unorganized asset paths issue also means that
for .zip files (which contain the level file), the level file itself is
also technically mounted at .vvv-mnt/assets/. This is harmless (because
when we load a level file, we never load it as an asset) but it's still
a bit ugly. Changing the asset paths now seems more and more like a good
thing to do...
2021-04-05 20:32:10 +02:00
|
|
|
static char virtualMountPath[MAX_PATH] = {'\0'};
|
2021-03-06 08:45:40 +01:00
|
|
|
|
2021-04-18 23:32:38 +02:00
|
|
|
static int PLATFORM_getOSDirectory(char* output, const size_t output_size);
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2021-02-23 03:31:19 +01:00
|
|
|
static void* bridged_malloc(PHYSFS_uint64 size)
|
|
|
|
{
|
2021-09-07 03:56:39 +02:00
|
|
|
return SDL_malloc(size);
|
2021-02-23 03:31:19 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
static void* bridged_realloc(void* ptr, PHYSFS_uint64 size)
|
|
|
|
{
|
2021-09-07 03:56:39 +02:00
|
|
|
return SDL_realloc(ptr, size);
|
2021-02-23 03:31:19 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
static const PHYSFS_Allocator allocator = {
|
2021-09-07 03:56:39 +02:00
|
|
|
NULL,
|
|
|
|
NULL,
|
|
|
|
bridged_malloc,
|
|
|
|
bridged_realloc,
|
|
|
|
SDL_free
|
2021-02-23 03:31:19 +01:00
|
|
|
};
|
|
|
|
|
2022-12-30 22:57:24 +01:00
|
|
|
void mount_pre_datazip(
|
|
|
|
char* out_path,
|
|
|
|
const char* real_dirname,
|
|
|
|
const char* mount_point,
|
|
|
|
const char* user_path
|
|
|
|
)
|
|
|
|
{
|
|
|
|
/* Find and mount a directory (like the main language directory) in front of data.zip.
|
|
|
|
* This directory, if not user-supplied, can be either next to data.zip,
|
|
|
|
* or otherwise in desktop_version/ if that's found in the base path.
|
|
|
|
*
|
|
|
|
* out_path is assumed to be either NULL, or MAX_PATH long. If it isn't, boom */
|
|
|
|
|
|
|
|
if (user_path != NULL)
|
|
|
|
{
|
|
|
|
if (PHYSFS_mount(user_path, mount_point, 1))
|
|
|
|
{
|
|
|
|
if (out_path != NULL)
|
|
|
|
{
|
|
|
|
SDL_strlcpy(out_path, user_path, MAX_PATH);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
vlog_warn("User-supplied %s directory is invalid!", real_dirname);
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Try to detect the directory, it's next to data.zip in distributed builds */
|
|
|
|
bool dir_found = false;
|
|
|
|
char buffer[MAX_PATH];
|
|
|
|
|
|
|
|
SDL_snprintf(buffer, sizeof(buffer), "%s%s%s",
|
|
|
|
basePath,
|
|
|
|
real_dirname,
|
|
|
|
pathSep
|
|
|
|
);
|
|
|
|
if (PHYSFS_mount(buffer, mount_point, 1))
|
|
|
|
{
|
|
|
|
dir_found = true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
/* If you're a developer, you probably want to use the language files/fonts
|
|
|
|
* from the repo, otherwise it's a pain to keep everything in sync.
|
|
|
|
* And who knows how deep in build folders our binary is. */
|
|
|
|
size_t buf_reserve = SDL_strlen(real_dirname)+1;
|
|
|
|
SDL_strlcpy(buffer, basePath, sizeof(buffer)-buf_reserve);
|
|
|
|
|
|
|
|
char needle[32];
|
|
|
|
SDL_snprintf(needle, sizeof(needle), "%sdesktop_version%s",
|
|
|
|
pathSep,
|
|
|
|
pathSep
|
|
|
|
);
|
|
|
|
|
|
|
|
/* We want the last match */
|
|
|
|
char* match_last = NULL;
|
|
|
|
char* match = buffer;
|
|
|
|
while ((match = SDL_strstr(match, needle)))
|
|
|
|
{
|
|
|
|
match_last = match;
|
|
|
|
match = &match[1];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (match_last != NULL)
|
|
|
|
{
|
|
|
|
/* strstr only gives us a pointer and not a remaining buffer length, but that's
|
|
|
|
* why we pretended the buffer was `buf_reserve` chars shorter than it was! */
|
|
|
|
SDL_strlcpy(&match_last[SDL_strlen(needle)], real_dirname, buf_reserve);
|
|
|
|
SDL_strlcat(buffer, pathSep, sizeof(buffer));
|
|
|
|
|
|
|
|
if (PHYSFS_mount(buffer, mount_point, 1))
|
|
|
|
{
|
|
|
|
dir_found = true;
|
|
|
|
|
|
|
|
if (SDL_strcmp(real_dirname, "lang") == 0)
|
|
|
|
{
|
|
|
|
loc::show_translator_menu = true;
|
|
|
|
isMainLangDirFromRepo = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (dir_found)
|
|
|
|
{
|
|
|
|
if (out_path != NULL)
|
|
|
|
{
|
|
|
|
SDL_strlcpy(out_path, buffer, MAX_PATH);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
vlog_warn("Cannot find the %s directory anywhere!", real_dirname);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int FILESYSTEM_init(char *argvZero, char* baseDir, char *assetsPath, char* langDir, char* fontsDir)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2021-09-07 03:56:39 +02:00
|
|
|
char output[MAX_PATH];
|
2022-03-09 20:55:38 +01:00
|
|
|
|
|
|
|
pathSep = PHYSFS_getDirSeparator();
|
2021-09-07 03:56:39 +02:00
|
|
|
|
|
|
|
PHYSFS_setAllocator(&allocator);
|
|
|
|
|
|
|
|
if (!PHYSFS_init(argvZero))
|
|
|
|
{
|
|
|
|
vlog_error(
|
|
|
|
"Unable to initialize PhysFS: %s",
|
|
|
|
PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode())
|
|
|
|
);
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
PHYSFS_permitSymbolicLinks(1);
|
|
|
|
|
|
|
|
/* Determine the OS user directory */
|
|
|
|
if (baseDir && baseDir[0] != '\0')
|
|
|
|
{
|
|
|
|
/* We later append to this path and assume it ends in a slash */
|
|
|
|
bool trailing_pathsep = SDL_strcmp(baseDir + SDL_strlen(baseDir) - SDL_strlen(pathSep), pathSep) == 0;
|
|
|
|
|
|
|
|
SDL_snprintf(output, sizeof(output), "%s%s",
|
|
|
|
baseDir,
|
|
|
|
!trailing_pathsep ? pathSep : ""
|
|
|
|
);
|
|
|
|
}
|
|
|
|
else if (!PLATFORM_getOSDirectory(output, sizeof(output)))
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Mount our base user directory */
|
2022-12-30 22:57:24 +01:00
|
|
|
SDL_strlcpy(writeDir, output, sizeof(writeDir));
|
|
|
|
if (!PHYSFS_mount(writeDir, NULL, 0))
|
2021-09-07 03:56:39 +02:00
|
|
|
{
|
|
|
|
vlog_error(
|
|
|
|
"Could not mount %s: %s",
|
2022-12-30 22:57:24 +01:00
|
|
|
writeDir,
|
2021-09-07 03:56:39 +02:00
|
|
|
PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode())
|
|
|
|
);
|
|
|
|
return 0;
|
|
|
|
}
|
2022-12-30 22:57:24 +01:00
|
|
|
if (!PHYSFS_setWriteDir(writeDir))
|
2021-09-07 03:56:39 +02:00
|
|
|
{
|
|
|
|
vlog_error(
|
|
|
|
"Could not set write dir to %s: %s",
|
2022-12-30 22:57:24 +01:00
|
|
|
writeDir,
|
2021-09-07 03:56:39 +02:00
|
|
|
PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode())
|
|
|
|
);
|
|
|
|
return 0;
|
|
|
|
}
|
2022-12-30 22:57:24 +01:00
|
|
|
vlog_info("Base directory: %s", writeDir);
|
2021-09-07 03:56:39 +02:00
|
|
|
|
|
|
|
/* Store full save directory */
|
|
|
|
SDL_snprintf(saveDir, sizeof(saveDir), "%s%s%s",
|
2022-12-30 22:57:24 +01:00
|
|
|
writeDir,
|
2021-09-07 03:56:39 +02:00
|
|
|
"saves",
|
|
|
|
pathSep
|
|
|
|
);
|
2021-09-24 08:26:28 +02:00
|
|
|
mkdir(saveDir, 0777);
|
2021-09-07 03:56:39 +02:00
|
|
|
vlog_info("Save directory: %s", saveDir);
|
|
|
|
|
|
|
|
/* Store full level directory */
|
|
|
|
SDL_snprintf(levelDir, sizeof(levelDir), "%s%s%s",
|
2022-12-30 22:57:24 +01:00
|
|
|
writeDir,
|
2021-09-07 03:56:39 +02:00
|
|
|
"levels",
|
|
|
|
pathSep
|
|
|
|
);
|
|
|
|
mkdir(levelDir, 0777);
|
|
|
|
vlog_info("Level directory: %s", levelDir);
|
|
|
|
|
|
|
|
basePath = SDL_GetBasePath();
|
|
|
|
|
|
|
|
if (basePath == NULL)
|
|
|
|
{
|
|
|
|
vlog_warn("Unable to determine base path, falling back to current directory");
|
|
|
|
basePath = SDL_strdup("./");
|
|
|
|
}
|
|
|
|
|
2022-12-30 22:57:24 +01:00
|
|
|
mount_pre_datazip(mainLangDir, "lang", "lang/", langDir);
|
|
|
|
vlog_info("Languages directory: %s", mainLangDir);
|
|
|
|
|
|
|
|
mount_pre_datazip(NULL, "fonts", "graphics/", fontsDir);
|
|
|
|
|
2021-09-07 03:56:39 +02:00
|
|
|
/* Mount the stock content last */
|
|
|
|
if (assetsPath)
|
|
|
|
{
|
|
|
|
SDL_strlcpy(output, assetsPath, sizeof(output));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
SDL_snprintf(output, sizeof(output), "%s%s",
|
|
|
|
basePath,
|
|
|
|
"data.zip"
|
|
|
|
);
|
|
|
|
}
|
|
|
|
if (!PHYSFS_mount(output, NULL, 1))
|
|
|
|
{
|
|
|
|
vlog_error("Error: data.zip missing!");
|
|
|
|
vlog_error("You do not have data.zip!");
|
|
|
|
vlog_error("Grab it from your purchased copy of the game,");
|
|
|
|
vlog_error("or get it from the free Make and Play Edition.");
|
|
|
|
|
|
|
|
SDL_ShowSimpleMessageBox(
|
|
|
|
SDL_MESSAGEBOX_ERROR,
|
|
|
|
"data.zip missing!",
|
|
|
|
"You do not have data.zip!"
|
|
|
|
"\n\nGrab it from your purchased copy of the game,"
|
|
|
|
"\nor get it from the free Make and Play Edition.",
|
|
|
|
NULL
|
|
|
|
);
|
2022-03-09 20:55:38 +01:00
|
|
|
return 0;
|
2021-09-07 03:56:39 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
SDL_snprintf(output, sizeof(output), "%s%s", basePath, "gamecontrollerdb.txt");
|
|
|
|
if (SDL_GameControllerAddMappingsFromFile(output) < 0)
|
|
|
|
{
|
|
|
|
vlog_info("gamecontrollerdb.txt not found!");
|
|
|
|
}
|
2022-03-13 01:50:32 +01:00
|
|
|
|
|
|
|
isInit = true;
|
2022-03-09 20:55:38 +01:00
|
|
|
return 1;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
2022-03-14 18:45:19 +01:00
|
|
|
bool FILESYSTEM_isInit(void)
|
|
|
|
{
|
|
|
|
return isInit;
|
|
|
|
}
|
|
|
|
|
2021-09-23 04:51:36 +02:00
|
|
|
static unsigned char* stdin_buffer = NULL;
|
|
|
|
static size_t stdin_length = 0;
|
|
|
|
|
Explicitly declare void for all void parameter functions (#628)
Apparently in C, if you have `void test();`, it's completely okay to do
`test(2);`. The function will take in the argument, but just discard it
and throw it away. It's like a trash can, and a rude one at that. If you
declare it like `void test(void);`, this is prevented.
This is not a problem in C++ - doing `void test();` and `test(2);` is
guaranteed to result in a compile error (this also means that right now,
at least in all `.cpp` files, nobody is ever calling a void parameter
function with arguments and having their arguments be thrown away).
However, we may not be using C++ in the future, so I just want to lay
down the precedent that if a function takes in no arguments, you must
explicitly declare it as such.
I would've added `-Wstrict-prototypes`, but it produces an annoying
warning message saying it doesn't work in C++ mode if you're compiling
in C++ mode. So it can be added later.
2021-02-25 23:23:59 +01:00
|
|
|
void FILESYSTEM_deinit(void)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2021-09-07 03:56:39 +02:00
|
|
|
if (PHYSFS_isInit())
|
|
|
|
{
|
|
|
|
PHYSFS_deinit();
|
|
|
|
}
|
2022-12-01 07:30:16 +01:00
|
|
|
VVV_free(stdin_buffer);
|
|
|
|
VVV_free(basePath);
|
2022-03-13 01:50:32 +01:00
|
|
|
isInit = false;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
Explicitly declare void for all void parameter functions (#628)
Apparently in C, if you have `void test();`, it's completely okay to do
`test(2);`. The function will take in the argument, but just discard it
and throw it away. It's like a trash can, and a rude one at that. If you
declare it like `void test(void);`, this is prevented.
This is not a problem in C++ - doing `void test();` and `test(2);` is
guaranteed to result in a compile error (this also means that right now,
at least in all `.cpp` files, nobody is ever calling a void parameter
function with arguments and having their arguments be thrown away).
However, we may not be using C++ in the future, so I just want to lay
down the precedent that if a function takes in no arguments, you must
explicitly declare it as such.
I would've added `-Wstrict-prototypes`, but it produces an annoying
warning message saying it doesn't work in C++ mode if you're compiling
in C++ mode. So it can be added later.
2021-02-25 23:23:59 +01:00
|
|
|
char *FILESYSTEM_getUserSaveDirectory(void)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2021-09-07 03:56:39 +02:00
|
|
|
return saveDir;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
Explicitly declare void for all void parameter functions (#628)
Apparently in C, if you have `void test();`, it's completely okay to do
`test(2);`. The function will take in the argument, but just discard it
and throw it away. It's like a trash can, and a rude one at that. If you
declare it like `void test(void);`, this is prevented.
This is not a problem in C++ - doing `void test();` and `test(2);` is
guaranteed to result in a compile error (this also means that right now,
at least in all `.cpp` files, nobody is ever calling a void parameter
function with arguments and having their arguments be thrown away).
However, we may not be using C++ in the future, so I just want to lay
down the precedent that if a function takes in no arguments, you must
explicitly declare it as such.
I would've added `-Wstrict-prototypes`, but it produces an annoying
warning message saying it doesn't work in C++ mode if you're compiling
in C++ mode. So it can be added later.
2021-02-25 23:23:59 +01:00
|
|
|
char *FILESYSTEM_getUserLevelDirectory(void)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2021-09-07 03:56:39 +02:00
|
|
|
return levelDir;
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
2022-12-30 22:57:24 +01:00
|
|
|
char *FILESYSTEM_getUserMainLangDirectory(void)
|
|
|
|
{
|
|
|
|
return mainLangDir;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool FILESYSTEM_isMainLangDirFromRepo(void)
|
|
|
|
{
|
|
|
|
return isMainLangDirFromRepo;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool FILESYSTEM_restoreWriteDir(void)
|
|
|
|
{
|
|
|
|
return PHYSFS_setWriteDir(writeDir);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool FILESYSTEM_setLangWriteDir(void)
|
|
|
|
{
|
|
|
|
const char* realLangDir = PHYSFS_getRealDir("lang");
|
|
|
|
if (realLangDir == NULL || SDL_strcmp(mainLangDir, realLangDir) != 0)
|
|
|
|
{
|
|
|
|
vlog_error("Not setting language write dir: %s overrules %s when loading",
|
|
|
|
realLangDir, mainLangDir
|
|
|
|
);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
if (!PHYSFS_setWriteDir(mainLangDir))
|
|
|
|
{
|
|
|
|
FILESYSTEM_restoreWriteDir();
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool FILESYSTEM_isFileType(const char* filename, PHYSFS_FileType filetype)
|
2021-03-05 01:39:07 +01:00
|
|
|
{
|
2021-09-07 03:56:39 +02:00
|
|
|
PHYSFS_Stat stat;
|
|
|
|
|
|
|
|
bool success = PHYSFS_stat(filename, &stat);
|
|
|
|
|
|
|
|
if (!success)
|
|
|
|
{
|
|
|
|
vlog_error(
|
|
|
|
"Could not stat file: %s",
|
|
|
|
PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode())
|
|
|
|
);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* We unfortunately cannot follow symlinks (PhysFS limitation).
|
|
|
|
* Let the caller deal with them.
|
|
|
|
*/
|
2022-12-30 22:57:24 +01:00
|
|
|
return stat.filetype == filetype
|
2021-09-07 03:56:39 +02:00
|
|
|
|| stat.filetype == PHYSFS_FILETYPE_SYMLINK;
|
2021-03-05 01:39:07 +01:00
|
|
|
}
|
|
|
|
|
2022-12-30 22:57:24 +01:00
|
|
|
bool FILESYSTEM_isFile(const char* filename)
|
|
|
|
{
|
|
|
|
return FILESYSTEM_isFileType(filename, PHYSFS_FILETYPE_REGULAR);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool FILESYSTEM_isDirectory(const char* filename)
|
|
|
|
{
|
|
|
|
return FILESYSTEM_isFileType(filename, PHYSFS_FILETYPE_DIRECTORY);
|
|
|
|
}
|
|
|
|
|
2021-03-05 01:45:07 +01:00
|
|
|
bool FILESYSTEM_isMounted(const char* filename)
|
|
|
|
{
|
2021-09-07 03:56:39 +02:00
|
|
|
return PHYSFS_getMountPoint(filename) != NULL;
|
2021-03-05 01:45:07 +01:00
|
|
|
}
|
|
|
|
|
2021-08-18 18:52:38 +02:00
|
|
|
static bool FILESYSTEM_exists(const char *fname)
|
2020-06-01 01:31:02 +02:00
|
|
|
{
|
2021-09-07 03:56:39 +02:00
|
|
|
return PHYSFS_exists(fname);
|
2020-06-01 01:31:02 +02:00
|
|
|
}
|
|
|
|
|
2021-05-20 23:10:45 +02:00
|
|
|
static void generateBase36(char* string, const size_t string_size)
|
Switch assets mounting to dedicated directory
This fixes an issue where you would be able to mount things other than
custom assets in per-level custom asset directories and zips.
To be fair, the effects of this issue were fairly limited - about the
only thing I could do with it was to override a user-made quicksave of a
custom level with one of my own. However, since the quicksave check
happens before assets are mounted, if the user didn't have an existing
quicksave then they wouldn't be able load my quicksave. Furthermore,
mounting things like settings.vvv simply doesn't work because assets
only get mounted when the level gets loaded, but the game only reads
from settings.vvv on startup.
Still, this is an issue, and just because it only has one effect doesn't
mean we should single-case patch that one effect only. So what can we
do?
I was thinking that we should (1) mount custom assets in a dedicated
directory, and then from there (2) mount each specific asset directly -
namely, mount the graphics/ and sounds/ folders, and mount the
vvvvvvmusic.vvv and mmmmmm.vvv files. For (1), assets are now mounted at
a (non-existent) location named .vvv-mnt/assets/. However, (2) doesn't
fully work due to how PhysFS works.
What DOES work is being able to mount the graphics/ and sounds/ folders,
but only if the custom assets directory is a directory. And, you
actually have to use the real directory where those graphics/ and
sounds/ folders are located, and not the mounted directory, because
PHYSFS_mount() only accepts real directories. (In which case why bother
mounting the directory in the first place if we have to use real
directories anyway?) So already this seems like having different
directory and zip mounting paths, which I don't want...
I tried to unify the directory and zip paths and get around the real
directory limitation. So for mounting each individual asset (i.e.
graphics/, sounds/, but especially vvvvvvmusic.vvv and mmmmmm.vvv), I
tried doing PHYSFS_openRead() followed by PHYSFS_mountHandle() with that
PHYSFS_File, but this simply doesn't work, because PHYSFS_mountHandle()
will always create a PHYSFS_Io object, and pass it to a PhysFS internal
helper function named openDirectory() which will only attempt to treat
it as a directory if the PHYSFS_Io* passed is NULL. Since
PHYSFS_mountHandle() always passes a non-NULL PHYSFS_Io*,
openDirectory() will always treat it like a zip file and never as a
directory - in contrast, PHYSFS_mount() will always pass a NULL
PHYSFS_Io* to openDirectory(), so PHYSFS_mount() is the only function
that works for mounting directories.
(And even if this did work, having to keep the file open (because of the
PHYSFS_openRead()) results in the user being unable to touch the file on
Windows until it gets closed, which I also don't want.)
As for zip files, PHYSFS_mount() works just fine on them, but then we
run into the issue of accessing the individual assets inside it. As
covered above, PHYSFS_mount() only accepts real directories, so we can't
use it to access the assets inside, but then if we do the
PHYSFS_openRead() and PHYSFS_mountHandle() approach,
PHYSFS_mountHandle() will treat the assets inside as zip files instead
of just mounting them normally!
So in short, PhysFS only seems to be able to mount directories and zip
files, and not any loose individual files (like vvvvvvmusic.vvv and
mmmmmm.vvv). Furthermore, directories inside directories works, but
directories inside zip files doesn't (only zip files inside zip files
work).
It seems like our asset paths don't really work well with PhysFS's
design. Currently, graphics/, sounds/, vvvvvvmusic.vvv, and mmmmmm.vvv
all live at the root directory of the VVVVVV folder. But what would work
better is if all of those items were organized into a subfolder, for
example, a folder named assets/. So the previous assets mounting system
before this patch would just have mounted assets/ and be done with it,
and there would be no risk of mounting extraneous files that could do
bad things. However, due to our unorganized asset paths, the previous
system has to mount assets at the root of the VVVVVV folder, which
invites the possibility of those extraneous bad files being mounted.
Well, we can't change the asset paths now, that would be a pretty big
API break (maybe it should be a 2.4 thing). So what can we do?
What I've done is, after mounting the assets at .vvv-mnt/assets/, when
the game loads an asset, it checks if there's an override available
inside .vvv-mnt/assets/, and if so, the game will load that asset
instead of the regular one. This is basically reimplementing what PhysFS
SHOULD be able to do for us, but can't. This fixes the issue of being
able to mount a quicksave for a custom level inside its asset directory.
I should also note, the unorganized asset paths issue also means that
for .zip files (which contain the level file), the level file itself is
also technically mounted at .vvv-mnt/assets/. This is harmless (because
when we load a level file, we never load it as an asset) but it's still
a bit ugly. Changing the asset paths now seems more and more like a good
thing to do...
2021-04-05 20:32:10 +02:00
|
|
|
{
|
2021-09-07 03:56:39 +02:00
|
|
|
size_t i;
|
|
|
|
for (i = 0; i < string_size - 1; ++i)
|
|
|
|
{
|
|
|
|
/* a-z0-9 */
|
|
|
|
char randchar = fRandom() * 35;
|
|
|
|
if (randchar < 26)
|
|
|
|
{
|
|
|
|
randchar += 'a';
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
randchar -= 26;
|
|
|
|
randchar += '0';
|
|
|
|
}
|
|
|
|
string[i] = randchar;
|
|
|
|
}
|
|
|
|
string[string_size - 1] = '\0';
|
2021-05-20 23:10:45 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
static void generateVirtualMountPath(char* path, const size_t path_size)
|
|
|
|
{
|
2021-09-07 03:56:39 +02:00
|
|
|
char random_str[6 + 1];
|
|
|
|
generateBase36(random_str, sizeof(random_str));
|
|
|
|
SDL_snprintf(
|
|
|
|
path,
|
|
|
|
path_size,
|
|
|
|
".vvv-mnt-virtual-%s/custom-assets/",
|
|
|
|
random_str
|
|
|
|
);
|
Switch assets mounting to dedicated directory
This fixes an issue where you would be able to mount things other than
custom assets in per-level custom asset directories and zips.
To be fair, the effects of this issue were fairly limited - about the
only thing I could do with it was to override a user-made quicksave of a
custom level with one of my own. However, since the quicksave check
happens before assets are mounted, if the user didn't have an existing
quicksave then they wouldn't be able load my quicksave. Furthermore,
mounting things like settings.vvv simply doesn't work because assets
only get mounted when the level gets loaded, but the game only reads
from settings.vvv on startup.
Still, this is an issue, and just because it only has one effect doesn't
mean we should single-case patch that one effect only. So what can we
do?
I was thinking that we should (1) mount custom assets in a dedicated
directory, and then from there (2) mount each specific asset directly -
namely, mount the graphics/ and sounds/ folders, and mount the
vvvvvvmusic.vvv and mmmmmm.vvv files. For (1), assets are now mounted at
a (non-existent) location named .vvv-mnt/assets/. However, (2) doesn't
fully work due to how PhysFS works.
What DOES work is being able to mount the graphics/ and sounds/ folders,
but only if the custom assets directory is a directory. And, you
actually have to use the real directory where those graphics/ and
sounds/ folders are located, and not the mounted directory, because
PHYSFS_mount() only accepts real directories. (In which case why bother
mounting the directory in the first place if we have to use real
directories anyway?) So already this seems like having different
directory and zip mounting paths, which I don't want...
I tried to unify the directory and zip paths and get around the real
directory limitation. So for mounting each individual asset (i.e.
graphics/, sounds/, but especially vvvvvvmusic.vvv and mmmmmm.vvv), I
tried doing PHYSFS_openRead() followed by PHYSFS_mountHandle() with that
PHYSFS_File, but this simply doesn't work, because PHYSFS_mountHandle()
will always create a PHYSFS_Io object, and pass it to a PhysFS internal
helper function named openDirectory() which will only attempt to treat
it as a directory if the PHYSFS_Io* passed is NULL. Since
PHYSFS_mountHandle() always passes a non-NULL PHYSFS_Io*,
openDirectory() will always treat it like a zip file and never as a
directory - in contrast, PHYSFS_mount() will always pass a NULL
PHYSFS_Io* to openDirectory(), so PHYSFS_mount() is the only function
that works for mounting directories.
(And even if this did work, having to keep the file open (because of the
PHYSFS_openRead()) results in the user being unable to touch the file on
Windows until it gets closed, which I also don't want.)
As for zip files, PHYSFS_mount() works just fine on them, but then we
run into the issue of accessing the individual assets inside it. As
covered above, PHYSFS_mount() only accepts real directories, so we can't
use it to access the assets inside, but then if we do the
PHYSFS_openRead() and PHYSFS_mountHandle() approach,
PHYSFS_mountHandle() will treat the assets inside as zip files instead
of just mounting them normally!
So in short, PhysFS only seems to be able to mount directories and zip
files, and not any loose individual files (like vvvvvvmusic.vvv and
mmmmmm.vvv). Furthermore, directories inside directories works, but
directories inside zip files doesn't (only zip files inside zip files
work).
It seems like our asset paths don't really work well with PhysFS's
design. Currently, graphics/, sounds/, vvvvvvmusic.vvv, and mmmmmm.vvv
all live at the root directory of the VVVVVV folder. But what would work
better is if all of those items were organized into a subfolder, for
example, a folder named assets/. So the previous assets mounting system
before this patch would just have mounted assets/ and be done with it,
and there would be no risk of mounting extraneous files that could do
bad things. However, due to our unorganized asset paths, the previous
system has to mount assets at the root of the VVVVVV folder, which
invites the possibility of those extraneous bad files being mounted.
Well, we can't change the asset paths now, that would be a pretty big
API break (maybe it should be a 2.4 thing). So what can we do?
What I've done is, after mounting the assets at .vvv-mnt/assets/, when
the game loads an asset, it checks if there's an override available
inside .vvv-mnt/assets/, and if so, the game will load that asset
instead of the regular one. This is basically reimplementing what PhysFS
SHOULD be able to do for us, but can't. This fixes the issue of being
able to mount a quicksave for a custom level inside its asset directory.
I should also note, the unorganized asset paths issue also means that
for .zip files (which contain the level file), the level file itself is
also technically mounted at .vvv-mnt/assets/. This is harmless (because
when we load a level file, we never load it as an asset) but it's still
a bit ugly. Changing the asset paths now seems more and more like a good
thing to do...
2021-04-05 20:32:10 +02:00
|
|
|
}
|
|
|
|
|
2022-12-30 22:57:24 +01:00
|
|
|
static char levelDirError[6*SCREEN_WIDTH_CHARS + 1] = {'\0'};
|
2021-08-18 19:02:06 +02:00
|
|
|
|
|
|
|
static bool levelDirHasError = false;
|
|
|
|
|
|
|
|
bool FILESYSTEM_levelDirHasError(void)
|
|
|
|
{
|
2021-09-07 03:56:39 +02:00
|
|
|
return levelDirHasError;
|
2021-08-18 19:02:06 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
void FILESYSTEM_clearLevelDirError(void)
|
|
|
|
{
|
2021-09-07 03:56:39 +02:00
|
|
|
levelDirHasError = false;
|
2021-08-18 19:02:06 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
const char* FILESYSTEM_getLevelDirError(void)
|
|
|
|
{
|
2021-09-07 03:56:39 +02:00
|
|
|
return levelDirError;
|
2021-08-18 19:02:06 +02:00
|
|
|
}
|
|
|
|
|
2022-12-30 23:28:58 +01:00
|
|
|
static void setLevelDirError(const char* text, const char* args_index, ...)
|
2021-08-18 19:02:06 +02:00
|
|
|
{
|
2021-09-07 03:56:39 +02:00
|
|
|
levelDirHasError = true;
|
2021-08-18 19:02:06 +02:00
|
|
|
|
2022-12-30 23:28:58 +01:00
|
|
|
va_list list;
|
|
|
|
va_start(list, args_index);
|
|
|
|
vformat_buf_valist(levelDirError, sizeof(levelDirError), text, args_index, list);
|
2021-09-07 03:56:39 +02:00
|
|
|
va_end(list);
|
2021-08-18 19:02:06 +02:00
|
|
|
|
2021-12-05 15:50:20 +01:00
|
|
|
vlog_error("%s", levelDirError);
|
2021-08-18 19:02:06 +02:00
|
|
|
}
|
|
|
|
|
2021-04-03 23:17:40 +02:00
|
|
|
static bool FILESYSTEM_mountAssetsFrom(const char *fname)
|
2020-06-01 01:31:02 +02:00
|
|
|
{
|
2021-09-07 03:56:39 +02:00
|
|
|
const char* real_dir = PHYSFS_getRealDir(fname);
|
|
|
|
char path[MAX_PATH];
|
|
|
|
|
|
|
|
if (real_dir == NULL)
|
|
|
|
{
|
|
|
|
setLevelDirError(
|
2022-12-30 23:28:58 +01:00
|
|
|
loc::gettext("Could not mount {path}: real directory doesn't exist"),
|
|
|
|
"path:str",
|
2021-09-07 03:56:39 +02:00
|
|
|
fname
|
|
|
|
);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
SDL_snprintf(path, sizeof(path), "%s/%s", real_dir, fname);
|
|
|
|
|
|
|
|
generateVirtualMountPath(virtualMountPath, sizeof(virtualMountPath));
|
|
|
|
|
|
|
|
if (!PHYSFS_mount(path, virtualMountPath, 0))
|
|
|
|
{
|
|
|
|
vlog_error(
|
|
|
|
"Error mounting %s: %s",
|
|
|
|
fname,
|
|
|
|
PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode())
|
|
|
|
);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
SDL_strlcpy(assetDir, path, sizeof(assetDir));
|
|
|
|
return true;
|
2020-06-01 01:31:02 +02:00
|
|
|
}
|
|
|
|
|
2021-03-05 01:05:06 +01:00
|
|
|
void FILESYSTEM_loadZip(const char* filename)
|
|
|
|
{
|
2021-09-07 03:56:39 +02:00
|
|
|
PHYSFS_File* zip = PHYSFS_openRead(filename);
|
2022-05-17 20:52:45 +02:00
|
|
|
if (zip == NULL)
|
|
|
|
{
|
|
|
|
vlog_error(
|
|
|
|
"Could not read zip %s: %s",
|
|
|
|
filename,
|
|
|
|
PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode())
|
|
|
|
);
|
|
|
|
}
|
2021-09-07 03:56:39 +02:00
|
|
|
|
|
|
|
if (!PHYSFS_mountHandle(zip, filename, "levels", 1))
|
|
|
|
{
|
|
|
|
vlog_error(
|
|
|
|
"Could not mount %s: %s",
|
|
|
|
filename,
|
|
|
|
PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode())
|
|
|
|
);
|
|
|
|
}
|
2021-03-05 01:05:06 +01:00
|
|
|
}
|
|
|
|
|
2021-08-07 05:57:34 +02:00
|
|
|
void FILESYSTEM_unmountAssets(void);
|
|
|
|
|
|
|
|
bool FILESYSTEM_mountAssets(const char* path)
|
2020-06-21 23:26:40 +02:00
|
|
|
{
|
2022-03-30 22:09:15 +02:00
|
|
|
const char* real_dir = PHYSFS_getRealDir(path);
|
2021-09-07 03:56:39 +02:00
|
|
|
|
2022-03-30 22:09:15 +02:00
|
|
|
if (real_dir != NULL &&
|
|
|
|
SDL_strncmp(real_dir, "levels/", sizeof("levels/") - 1) == 0 &&
|
|
|
|
endsWith(real_dir, ".zip"))
|
2021-09-07 03:56:39 +02:00
|
|
|
{
|
2022-03-30 22:09:15 +02:00
|
|
|
/* This is a level zip */
|
|
|
|
vlog_info("Asset directory is .zip at %s", real_dir);
|
2021-09-07 03:56:39 +02:00
|
|
|
|
2022-03-30 22:09:15 +02:00
|
|
|
if (!FILESYSTEM_mountAssetsFrom(real_dir))
|
2021-09-07 03:56:39 +02:00
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
MAYBE_FAIL(graphics.reloadresources());
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2022-03-30 22:09:15 +02:00
|
|
|
/* If it's not a zip, look for a level folder */
|
|
|
|
char filename[MAX_PATH];
|
|
|
|
char virtual_path[MAX_PATH];
|
|
|
|
|
|
|
|
VVV_between(path, "levels/", filename, ".vvvvvv");
|
|
|
|
|
2021-09-07 03:56:39 +02:00
|
|
|
SDL_snprintf(
|
|
|
|
virtual_path,
|
|
|
|
sizeof(virtual_path),
|
2022-03-25 18:58:12 +01:00
|
|
|
"levels/%s/",
|
2021-09-07 03:56:39 +02:00
|
|
|
filename
|
|
|
|
);
|
2022-03-30 22:09:15 +02:00
|
|
|
|
2021-09-07 03:56:39 +02:00
|
|
|
if (FILESYSTEM_exists(virtual_path))
|
|
|
|
{
|
2022-03-25 18:58:12 +01:00
|
|
|
vlog_info("Asset directory exists at %s", virtual_path);
|
2021-09-07 03:56:39 +02:00
|
|
|
|
|
|
|
if (!FILESYSTEM_mountAssetsFrom(virtual_path))
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
MAYBE_FAIL(graphics.reloadresources());
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2022-03-25 18:58:12 +01:00
|
|
|
/* Wasn't a level zip or folder! */
|
|
|
|
vlog_debug("Asset directory does not exist");
|
2021-09-07 03:56:39 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
2021-08-07 05:57:34 +02:00
|
|
|
|
|
|
|
fail:
|
2021-09-07 03:56:39 +02:00
|
|
|
FILESYSTEM_unmountAssets();
|
|
|
|
return false;
|
2020-06-21 23:26:40 +02:00
|
|
|
}
|
|
|
|
|
2021-04-03 21:48:47 +02:00
|
|
|
void FILESYSTEM_unmountAssets(void)
|
2020-06-01 01:31:02 +02:00
|
|
|
{
|
2021-09-07 03:56:39 +02:00
|
|
|
if (assetDir[0] != '\0')
|
|
|
|
{
|
|
|
|
vlog_info("Unmounting %s", assetDir);
|
|
|
|
PHYSFS_unmount(assetDir);
|
|
|
|
assetDir[0] = '\0';
|
|
|
|
graphics.reloadresources();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
vlog_debug("Cannot unmount when no asset directory is mounted");
|
|
|
|
}
|
2020-06-01 01:31:02 +02:00
|
|
|
}
|
|
|
|
|
2021-04-13 08:58:59 +02:00
|
|
|
static void getMountedPath(
|
2021-09-07 03:56:39 +02:00
|
|
|
char* buffer,
|
|
|
|
const size_t buffer_size,
|
|
|
|
const char* filename
|
2021-04-13 08:58:59 +02:00
|
|
|
) {
|
2021-09-07 03:56:39 +02:00
|
|
|
const char* path;
|
|
|
|
const bool assets_mounted = assetDir[0] != '\0';
|
|
|
|
char mounted_path[MAX_PATH];
|
|
|
|
|
|
|
|
if (assets_mounted)
|
|
|
|
{
|
|
|
|
SDL_snprintf(
|
|
|
|
mounted_path,
|
|
|
|
sizeof(mounted_path),
|
|
|
|
"%s%s",
|
|
|
|
virtualMountPath,
|
|
|
|
filename
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (assets_mounted && PHYSFS_exists(mounted_path))
|
|
|
|
{
|
|
|
|
path = mounted_path;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
path = filename;
|
|
|
|
}
|
|
|
|
|
|
|
|
SDL_strlcpy(buffer, path, buffer_size);
|
2021-04-13 08:58:59 +02:00
|
|
|
}
|
|
|
|
|
2021-03-06 19:48:02 +01:00
|
|
|
bool FILESYSTEM_isAssetMounted(const char* filename)
|
|
|
|
{
|
2021-09-07 03:56:39 +02:00
|
|
|
const char* realDir;
|
|
|
|
char path[MAX_PATH];
|
2021-03-06 19:48:02 +01:00
|
|
|
|
2021-09-07 03:56:39 +02:00
|
|
|
/* Fast path */
|
|
|
|
if (assetDir[0] == '\0')
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
2021-03-06 19:48:02 +01:00
|
|
|
|
2021-09-07 03:56:39 +02:00
|
|
|
getMountedPath(path, sizeof(path), filename);
|
2021-04-13 09:08:40 +02:00
|
|
|
|
2021-09-07 03:56:39 +02:00
|
|
|
realDir = PHYSFS_getRealDir(path);
|
2021-03-06 19:48:02 +01:00
|
|
|
|
2021-09-07 03:56:39 +02:00
|
|
|
if (realDir == NULL)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
2021-03-06 19:48:02 +01:00
|
|
|
|
2021-09-07 03:56:39 +02:00
|
|
|
return SDL_strcmp(assetDir, realDir) == 0;
|
2021-03-06 19:48:02 +01:00
|
|
|
}
|
|
|
|
|
2022-12-30 22:57:24 +01:00
|
|
|
bool FILESYSTEM_areAssetsInSameRealDir(const char* filenameA, const char* filenameB)
|
|
|
|
{
|
|
|
|
char pathA[MAX_PATH];
|
|
|
|
char pathB[MAX_PATH];
|
|
|
|
|
|
|
|
getMountedPath(pathA, sizeof(pathA), filenameA);
|
|
|
|
getMountedPath(pathB, sizeof(pathB), filenameB);
|
|
|
|
|
|
|
|
const char* realDirA = PHYSFS_getRealDir(pathA);
|
|
|
|
const char* realDirB = PHYSFS_getRealDir(pathB);
|
|
|
|
|
|
|
|
/* Both NULL, or both the same pointer? */
|
|
|
|
if (realDirA == realDirB)
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (realDirA == NULL || realDirB == NULL)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
return SDL_strcmp(realDirA, realDirB) == 0;
|
|
|
|
}
|
|
|
|
|
2021-09-23 04:51:36 +02:00
|
|
|
static void load_stdin(void)
|
|
|
|
{
|
|
|
|
size_t pos = 0;
|
|
|
|
/* A .vvvvvv file with nothing is at least 140K...
|
|
|
|
* initial size of 1K shouldn't hurt. */
|
|
|
|
#define INITIAL_SIZE 1024
|
|
|
|
size_t alloc_size = INITIAL_SIZE;
|
|
|
|
stdin_buffer = (unsigned char*) SDL_malloc(INITIAL_SIZE);
|
|
|
|
#undef INITIAL_SIZE
|
|
|
|
|
|
|
|
if (stdin_buffer == NULL)
|
|
|
|
{
|
|
|
|
VVV_exit(1);
|
|
|
|
}
|
|
|
|
|
|
|
|
while (true)
|
|
|
|
{
|
|
|
|
int ch = fgetc(stdin);
|
|
|
|
bool end = ch == EOF;
|
|
|
|
if (end)
|
|
|
|
{
|
|
|
|
/* Add null terminator. There's no observable change in
|
|
|
|
* behavior if addnull is always true, but not vice versa. */
|
|
|
|
ch = '\0';
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pos == alloc_size)
|
|
|
|
{
|
|
|
|
unsigned char *tmp;
|
|
|
|
alloc_size *= 2;
|
|
|
|
tmp = (unsigned char*) SDL_realloc((void*) stdin_buffer, alloc_size);
|
|
|
|
if (tmp == NULL)
|
|
|
|
{
|
|
|
|
VVV_exit(1);
|
|
|
|
}
|
|
|
|
stdin_buffer = tmp;
|
|
|
|
}
|
|
|
|
|
|
|
|
stdin_buffer[pos] = ch;
|
|
|
|
++pos;
|
|
|
|
|
|
|
|
if (end)
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
stdin_length = pos - 1;
|
|
|
|
}
|
|
|
|
|
2020-06-01 01:43:10 +02:00
|
|
|
void FILESYSTEM_loadFileToMemory(
|
2021-09-07 03:56:39 +02:00
|
|
|
const char *name,
|
|
|
|
unsigned char **mem,
|
|
|
|
size_t *len,
|
|
|
|
bool addnull
|
2020-06-01 01:43:10 +02:00
|
|
|
) {
|
2021-09-07 03:56:39 +02:00
|
|
|
PHYSFS_File *handle;
|
|
|
|
PHYSFS_sint64 length;
|
|
|
|
PHYSFS_sint64 success;
|
|
|
|
|
|
|
|
if (name == NULL || mem == NULL)
|
|
|
|
{
|
|
|
|
goto fail;
|
|
|
|
}
|
|
|
|
|
2022-08-04 02:30:23 +02:00
|
|
|
/* FIXME: Dumb hack to use `special/stdin.vvvvvv` here...
|
|
|
|
* This is also checked elsewhere... grep for `special/stdin`! */
|
2021-09-07 03:56:39 +02:00
|
|
|
if (SDL_strcmp(name, "levels/special/stdin.vvvvvv") == 0)
|
|
|
|
{
|
|
|
|
// this isn't *technically* necessary when piping directly from a file, but checking for that is annoying
|
2021-09-23 04:51:36 +02:00
|
|
|
if (stdin_buffer == NULL)
|
2021-09-07 03:56:39 +02:00
|
|
|
{
|
2021-09-23 04:51:36 +02:00
|
|
|
load_stdin();
|
2021-09-07 03:56:39 +02:00
|
|
|
}
|
|
|
|
|
2021-09-23 04:51:36 +02:00
|
|
|
*mem = (unsigned char*) SDL_malloc(stdin_length + 1); /* + 1 for null */
|
|
|
|
if (*mem == NULL)
|
2021-09-07 03:56:39 +02:00
|
|
|
{
|
2021-09-23 04:51:36 +02:00
|
|
|
VVV_exit(1);
|
2021-09-07 03:56:39 +02:00
|
|
|
}
|
|
|
|
|
2021-09-23 04:51:36 +02:00
|
|
|
if (len != NULL)
|
2021-09-07 03:56:39 +02:00
|
|
|
{
|
2021-09-23 04:51:36 +02:00
|
|
|
*len = stdin_length;
|
2021-09-07 03:56:39 +02:00
|
|
|
}
|
2021-09-23 04:51:36 +02:00
|
|
|
|
|
|
|
SDL_memcpy((void*) *mem, (void*) stdin_buffer, stdin_length + 1);
|
2021-09-07 03:56:39 +02:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
handle = PHYSFS_openRead(name);
|
|
|
|
if (handle == NULL)
|
|
|
|
{
|
2022-05-17 20:52:45 +02:00
|
|
|
vlog_debug(
|
|
|
|
"Could not read file %s: %s",
|
|
|
|
name,
|
|
|
|
PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode())
|
|
|
|
);
|
2021-09-07 03:56:39 +02:00
|
|
|
goto fail;
|
|
|
|
}
|
|
|
|
length = PHYSFS_fileLength(handle);
|
|
|
|
if (len != NULL)
|
|
|
|
{
|
|
|
|
if (length < 0)
|
|
|
|
{
|
|
|
|
length = 0;
|
|
|
|
}
|
|
|
|
*len = length;
|
|
|
|
}
|
|
|
|
if (addnull)
|
|
|
|
{
|
|
|
|
*mem = (unsigned char *) SDL_malloc(length + 1);
|
|
|
|
if (*mem == NULL)
|
|
|
|
{
|
|
|
|
VVV_exit(1);
|
|
|
|
}
|
|
|
|
(*mem)[length] = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
*mem = (unsigned char*) SDL_malloc(length);
|
|
|
|
if (*mem == NULL)
|
|
|
|
{
|
|
|
|
VVV_exit(1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
success = PHYSFS_readBytes(handle, *mem, length);
|
|
|
|
if (success == -1)
|
|
|
|
{
|
2022-12-01 07:30:16 +01:00
|
|
|
VVV_free(*mem);
|
2021-09-07 03:56:39 +02:00
|
|
|
}
|
|
|
|
PHYSFS_close(handle);
|
|
|
|
return;
|
Transfer param init responsibility to loadFileToMemory
So, the codebase was kind of undecided about who is responsible for
initializing the parameters passed to FILESYSTEM_loadFileToMemory() - is
it the caller? Is it FILESYSTEM_loadFileToMemory()? Sometimes callers
would initialize one variable but not the other, and it was always a
toss-up whether or not FILESYSTEM_loadFileToMemory() would end up
initializing everything in the end.
All of this is to say that the game dereferences an uninitialized
pointer if it can't load a sound effect. Which is bad. Now, I could
either fix that single case, or fix every case. Judging by the title of
this commit, you can infer that I decided to fix every case - fixing
every case means not just all cases that currently exist (which, as far
as I know, is only the sound effect one), but all cases that could exist
in the future.
So, FILESYSTEM_loadFileToMemory() is now guaranteed to initialize its
parameters even if the file fails to be loaded. This is better than
passing the responsibility to the caller anyway, because if the caller
initialized it, then that would be wasted work if the file succeeds
anyway because FILESYSTEM_loadFileToMemory() will overwrite it, and if
the file fails to load, well that's when the variables get initialized
anyway.
2021-04-18 19:35:36 +02:00
|
|
|
|
|
|
|
fail:
|
2021-09-07 03:56:39 +02:00
|
|
|
if (mem != NULL)
|
|
|
|
{
|
|
|
|
*mem = NULL;
|
|
|
|
}
|
|
|
|
if (len != NULL)
|
|
|
|
{
|
|
|
|
*len = 0;
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
2021-04-05 09:53:04 +02:00
|
|
|
void FILESYSTEM_loadAssetToMemory(
|
2021-09-07 03:56:39 +02:00
|
|
|
const char* name,
|
|
|
|
unsigned char** mem,
|
|
|
|
size_t* len,
|
|
|
|
const bool addnull
|
2021-04-05 09:53:04 +02:00
|
|
|
) {
|
2021-09-07 03:56:39 +02:00
|
|
|
char path[MAX_PATH];
|
2021-04-05 09:53:04 +02:00
|
|
|
|
2021-09-07 03:56:39 +02:00
|
|
|
getMountedPath(path, sizeof(path), name);
|
2021-04-05 09:53:04 +02:00
|
|
|
|
2021-09-07 03:56:39 +02:00
|
|
|
FILESYSTEM_loadFileToMemory(path, mem, len, addnull);
|
2021-04-05 09:53:04 +02:00
|
|
|
}
|
|
|
|
|
Abstract binary blob loading to FileSystemUtils
This seems to be a comment left by Ethan that he never got around to. So
I did it for him.
What I've done is made it so FileSystemUtils.cpp knows what a binary
blob is, and moved the binary blob loading code directly to
FileSystemUtils.cpp. To do this, I removed the private access modifier
from binaryBlob - I don't think we'll need it, and anyways when we move
to C we can't use it.
Along the way, I also cleaned up the style of the function a bit - the
null termination offset is no longer hardcoded, and the function no
longer mixes code and declarations together in the same block.
I also noticed that when printing all the filenames at the end, a single
invalid header would stop the whole loop instead of just being skipped
over... this seems to be a bug to me, so I've made it so invalid headers
just get skipped over instead of stopping the whole loop.
In FileSystemUtils.h, I used a forward declaration. In hindsight,
incomplete forward declarations should basically always be done in
header files if possible, otherwise this introduces the possibility of
transitive includes - if a file includes this header and it does a full
include, the file is silently able to use the full header, whereas if
it's a forward declaration, then the moment the file tries to use the
full header it fails, and then it's forced to include the full header
for itself. But uh, that's a code cleanup for later.
2021-04-13 09:29:13 +02:00
|
|
|
bool FILESYSTEM_loadBinaryBlob(binaryBlob* blob, const char* filename)
|
|
|
|
{
|
2021-09-07 03:56:39 +02:00
|
|
|
PHYSFS_sint64 size;
|
|
|
|
PHYSFS_File* handle;
|
|
|
|
int valid, offset;
|
|
|
|
size_t i;
|
|
|
|
char path[MAX_PATH];
|
|
|
|
|
|
|
|
if (blob == NULL || filename == NULL)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
getMountedPath(path, sizeof(path), filename);
|
|
|
|
|
|
|
|
handle = PHYSFS_openRead(path);
|
|
|
|
if (handle == NULL)
|
|
|
|
{
|
2022-05-17 20:52:45 +02:00
|
|
|
vlog_debug(
|
|
|
|
"Could not read binary blob %s: %s",
|
|
|
|
filename,
|
|
|
|
PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode())
|
|
|
|
);
|
2021-09-07 03:56:39 +02:00
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
size = PHYSFS_fileLength(handle);
|
|
|
|
|
|
|
|
PHYSFS_readBytes(
|
|
|
|
handle,
|
|
|
|
&blob->m_headers,
|
|
|
|
sizeof(blob->m_headers)
|
|
|
|
);
|
|
|
|
|
|
|
|
valid = 0;
|
|
|
|
offset = sizeof(blob->m_headers);
|
|
|
|
|
|
|
|
for (i = 0; i < SDL_arraysize(blob->m_headers); ++i)
|
|
|
|
{
|
|
|
|
resourceheader* header = &blob->m_headers[i];
|
|
|
|
char** memblock = &blob->m_memblocks[i];
|
|
|
|
|
|
|
|
/* Name can be stupid, just needs to be terminated */
|
|
|
|
static const size_t last_char = sizeof(header->name) - 1;
|
|
|
|
header->name[last_char] = '\0';
|
|
|
|
|
|
|
|
if (header->valid & ~0x1 || !header->valid)
|
|
|
|
{
|
|
|
|
goto fail; /* Must be EXACTLY 1 or 0 */
|
|
|
|
}
|
|
|
|
if (header->size < 1)
|
|
|
|
{
|
|
|
|
goto fail; /* Must be nonzero and positive */
|
|
|
|
}
|
|
|
|
if (offset + header->size > size)
|
|
|
|
{
|
|
|
|
goto fail; /* Bogus size value */
|
|
|
|
}
|
|
|
|
|
|
|
|
PHYSFS_seek(handle, offset);
|
|
|
|
*memblock = (char*) SDL_malloc(header->size);
|
|
|
|
if (*memblock == NULL)
|
|
|
|
{
|
|
|
|
VVV_exit(1); /* Oh god we're out of memory, just bail */
|
|
|
|
}
|
|
|
|
PHYSFS_readBytes(handle, *memblock, header->size);
|
|
|
|
offset += header->size;
|
|
|
|
valid += 1;
|
|
|
|
|
|
|
|
continue;
|
Abstract binary blob loading to FileSystemUtils
This seems to be a comment left by Ethan that he never got around to. So
I did it for him.
What I've done is made it so FileSystemUtils.cpp knows what a binary
blob is, and moved the binary blob loading code directly to
FileSystemUtils.cpp. To do this, I removed the private access modifier
from binaryBlob - I don't think we'll need it, and anyways when we move
to C we can't use it.
Along the way, I also cleaned up the style of the function a bit - the
null termination offset is no longer hardcoded, and the function no
longer mixes code and declarations together in the same block.
I also noticed that when printing all the filenames at the end, a single
invalid header would stop the whole loop instead of just being skipped
over... this seems to be a bug to me, so I've made it so invalid headers
just get skipped over instead of stopping the whole loop.
In FileSystemUtils.h, I used a forward declaration. In hindsight,
incomplete forward declarations should basically always be done in
header files if possible, otherwise this introduces the possibility of
transitive includes - if a file includes this header and it does a full
include, the file is silently able to use the full header, whereas if
it's a forward declaration, then the moment the file tries to use the
full header it fails, and then it's forced to include the full header
for itself. But uh, that's a code cleanup for later.
2021-04-13 09:29:13 +02:00
|
|
|
fail:
|
2021-09-07 03:56:39 +02:00
|
|
|
header->valid = false;
|
|
|
|
}
|
Abstract binary blob loading to FileSystemUtils
This seems to be a comment left by Ethan that he never got around to. So
I did it for him.
What I've done is made it so FileSystemUtils.cpp knows what a binary
blob is, and moved the binary blob loading code directly to
FileSystemUtils.cpp. To do this, I removed the private access modifier
from binaryBlob - I don't think we'll need it, and anyways when we move
to C we can't use it.
Along the way, I also cleaned up the style of the function a bit - the
null termination offset is no longer hardcoded, and the function no
longer mixes code and declarations together in the same block.
I also noticed that when printing all the filenames at the end, a single
invalid header would stop the whole loop instead of just being skipped
over... this seems to be a bug to me, so I've made it so invalid headers
just get skipped over instead of stopping the whole loop.
In FileSystemUtils.h, I used a forward declaration. In hindsight,
incomplete forward declarations should basically always be done in
header files if possible, otherwise this introduces the possibility of
transitive includes - if a file includes this header and it does a full
include, the file is silently able to use the full header, whereas if
it's a forward declaration, then the moment the file tries to use the
full header it fails, and then it's forced to include the full header
for itself. But uh, that's a code cleanup for later.
2021-04-13 09:29:13 +02:00
|
|
|
|
2021-09-07 03:56:39 +02:00
|
|
|
PHYSFS_close(handle);
|
Abstract binary blob loading to FileSystemUtils
This seems to be a comment left by Ethan that he never got around to. So
I did it for him.
What I've done is made it so FileSystemUtils.cpp knows what a binary
blob is, and moved the binary blob loading code directly to
FileSystemUtils.cpp. To do this, I removed the private access modifier
from binaryBlob - I don't think we'll need it, and anyways when we move
to C we can't use it.
Along the way, I also cleaned up the style of the function a bit - the
null termination offset is no longer hardcoded, and the function no
longer mixes code and declarations together in the same block.
I also noticed that when printing all the filenames at the end, a single
invalid header would stop the whole loop instead of just being skipped
over... this seems to be a bug to me, so I've made it so invalid headers
just get skipped over instead of stopping the whole loop.
In FileSystemUtils.h, I used a forward declaration. In hindsight,
incomplete forward declarations should basically always be done in
header files if possible, otherwise this introduces the possibility of
transitive includes - if a file includes this header and it does a full
include, the file is silently able to use the full header, whereas if
it's a forward declaration, then the moment the file tries to use the
full header it fails, and then it's forced to include the full header
for itself. But uh, that's a code cleanup for later.
2021-04-13 09:29:13 +02:00
|
|
|
|
2021-09-07 03:56:39 +02:00
|
|
|
if (valid == 0)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
2020-07-30 23:08:27 +02:00
|
|
|
|
2021-09-07 03:56:39 +02:00
|
|
|
vlog_debug("The complete reloaded file size: %lli", size);
|
Abstract binary blob loading to FileSystemUtils
This seems to be a comment left by Ethan that he never got around to. So
I did it for him.
What I've done is made it so FileSystemUtils.cpp knows what a binary
blob is, and moved the binary blob loading code directly to
FileSystemUtils.cpp. To do this, I removed the private access modifier
from binaryBlob - I don't think we'll need it, and anyways when we move
to C we can't use it.
Along the way, I also cleaned up the style of the function a bit - the
null termination offset is no longer hardcoded, and the function no
longer mixes code and declarations together in the same block.
I also noticed that when printing all the filenames at the end, a single
invalid header would stop the whole loop instead of just being skipped
over... this seems to be a bug to me, so I've made it so invalid headers
just get skipped over instead of stopping the whole loop.
In FileSystemUtils.h, I used a forward declaration. In hindsight,
incomplete forward declarations should basically always be done in
header files if possible, otherwise this introduces the possibility of
transitive includes - if a file includes this header and it does a full
include, the file is silently able to use the full header, whereas if
it's a forward declaration, then the moment the file tries to use the
full header it fails, and then it's forced to include the full header
for itself. But uh, that's a code cleanup for later.
2021-04-13 09:29:13 +02:00
|
|
|
|
2021-09-07 03:56:39 +02:00
|
|
|
for (i = 0; i < SDL_arraysize(blob->m_headers); ++i)
|
|
|
|
{
|
|
|
|
const resourceheader* header = &blob->m_headers[i];
|
Abstract binary blob loading to FileSystemUtils
This seems to be a comment left by Ethan that he never got around to. So
I did it for him.
What I've done is made it so FileSystemUtils.cpp knows what a binary
blob is, and moved the binary blob loading code directly to
FileSystemUtils.cpp. To do this, I removed the private access modifier
from binaryBlob - I don't think we'll need it, and anyways when we move
to C we can't use it.
Along the way, I also cleaned up the style of the function a bit - the
null termination offset is no longer hardcoded, and the function no
longer mixes code and declarations together in the same block.
I also noticed that when printing all the filenames at the end, a single
invalid header would stop the whole loop instead of just being skipped
over... this seems to be a bug to me, so I've made it so invalid headers
just get skipped over instead of stopping the whole loop.
In FileSystemUtils.h, I used a forward declaration. In hindsight,
incomplete forward declarations should basically always be done in
header files if possible, otherwise this introduces the possibility of
transitive includes - if a file includes this header and it does a full
include, the file is silently able to use the full header, whereas if
it's a forward declaration, then the moment the file tries to use the
full header it fails, and then it's forced to include the full header
for itself. But uh, that's a code cleanup for later.
2021-04-13 09:29:13 +02:00
|
|
|
|
2021-09-07 03:56:39 +02:00
|
|
|
if (!header->valid)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
Abstract binary blob loading to FileSystemUtils
This seems to be a comment left by Ethan that he never got around to. So
I did it for him.
What I've done is made it so FileSystemUtils.cpp knows what a binary
blob is, and moved the binary blob loading code directly to
FileSystemUtils.cpp. To do this, I removed the private access modifier
from binaryBlob - I don't think we'll need it, and anyways when we move
to C we can't use it.
Along the way, I also cleaned up the style of the function a bit - the
null termination offset is no longer hardcoded, and the function no
longer mixes code and declarations together in the same block.
I also noticed that when printing all the filenames at the end, a single
invalid header would stop the whole loop instead of just being skipped
over... this seems to be a bug to me, so I've made it so invalid headers
just get skipped over instead of stopping the whole loop.
In FileSystemUtils.h, I used a forward declaration. In hindsight,
incomplete forward declarations should basically always be done in
header files if possible, otherwise this introduces the possibility of
transitive includes - if a file includes this header and it does a full
include, the file is silently able to use the full header, whereas if
it's a forward declaration, then the moment the file tries to use the
full header it fails, and then it's forced to include the full header
for itself. But uh, that's a code cleanup for later.
2021-04-13 09:29:13 +02:00
|
|
|
|
2021-09-07 03:56:39 +02:00
|
|
|
vlog_debug("%s unpacked", header->name);
|
|
|
|
}
|
Abstract binary blob loading to FileSystemUtils
This seems to be a comment left by Ethan that he never got around to. So
I did it for him.
What I've done is made it so FileSystemUtils.cpp knows what a binary
blob is, and moved the binary blob loading code directly to
FileSystemUtils.cpp. To do this, I removed the private access modifier
from binaryBlob - I don't think we'll need it, and anyways when we move
to C we can't use it.
Along the way, I also cleaned up the style of the function a bit - the
null termination offset is no longer hardcoded, and the function no
longer mixes code and declarations together in the same block.
I also noticed that when printing all the filenames at the end, a single
invalid header would stop the whole loop instead of just being skipped
over... this seems to be a bug to me, so I've made it so invalid headers
just get skipped over instead of stopping the whole loop.
In FileSystemUtils.h, I used a forward declaration. In hindsight,
incomplete forward declarations should basically always be done in
header files if possible, otherwise this introduces the possibility of
transitive includes - if a file includes this header and it does a full
include, the file is silently able to use the full header, whereas if
it's a forward declaration, then the moment the file tries to use the
full header it fails, and then it's forced to include the full header
for itself. But uh, that's a code cleanup for later.
2021-04-13 09:29:13 +02:00
|
|
|
|
2021-09-07 03:56:39 +02:00
|
|
|
return true;
|
Abstract binary blob loading to FileSystemUtils
This seems to be a comment left by Ethan that he never got around to. So
I did it for him.
What I've done is made it so FileSystemUtils.cpp knows what a binary
blob is, and moved the binary blob loading code directly to
FileSystemUtils.cpp. To do this, I removed the private access modifier
from binaryBlob - I don't think we'll need it, and anyways when we move
to C we can't use it.
Along the way, I also cleaned up the style of the function a bit - the
null termination offset is no longer hardcoded, and the function no
longer mixes code and declarations together in the same block.
I also noticed that when printing all the filenames at the end, a single
invalid header would stop the whole loop instead of just being skipped
over... this seems to be a bug to me, so I've made it so invalid headers
just get skipped over instead of stopping the whole loop.
In FileSystemUtils.h, I used a forward declaration. In hindsight,
incomplete forward declarations should basically always be done in
header files if possible, otherwise this introduces the possibility of
transitive includes - if a file includes this header and it does a full
include, the file is silently able to use the full header, whereas if
it's a forward declaration, then the moment the file tries to use the
full header it fails, and then it's forced to include the full header
for itself. But uh, that's a code cleanup for later.
2021-04-13 09:29:13 +02:00
|
|
|
}
|
|
|
|
|
2021-09-02 19:19:51 +02:00
|
|
|
bool FILESYSTEM_saveTiXml2Document(const char *name, tinyxml2::XMLDocument& doc, bool sync /*= true*/)
|
2020-06-03 18:54:05 +02:00
|
|
|
{
|
2022-03-13 01:50:32 +01:00
|
|
|
if (!isInit)
|
|
|
|
{
|
|
|
|
vlog_warn("Filesystem not initialized! Not writing just to be safe.");
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2021-09-07 03:56:39 +02:00
|
|
|
/* XMLDocument.SaveFile doesn't account for Unicode paths, PHYSFS does */
|
|
|
|
tinyxml2::XMLPrinter printer;
|
|
|
|
doc.Print(&printer);
|
|
|
|
PHYSFS_File* handle = PHYSFS_openWrite(name);
|
|
|
|
if (handle == NULL)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
PHYSFS_writeBytes(handle, printer.CStr(), printer.CStrSize() - 1); // subtract one because CStrSize includes terminating null
|
|
|
|
PHYSFS_close(handle);
|
2021-09-02 19:19:51 +02:00
|
|
|
|
|
|
|
#ifdef __EMSCRIPTEN__
|
2021-09-07 03:56:39 +02:00
|
|
|
if (sync)
|
|
|
|
{
|
|
|
|
EM_ASM(FS.syncfs(false, function(err)
|
|
|
|
{
|
|
|
|
if (err)
|
|
|
|
{
|
|
|
|
console.warn("Error saving:", err);
|
|
|
|
alert("Error saving. Check console for more information.");
|
|
|
|
}
|
|
|
|
}));
|
|
|
|
}
|
2021-09-08 20:43:23 +02:00
|
|
|
#else
|
|
|
|
UNUSED(sync);
|
2021-09-02 19:19:51 +02:00
|
|
|
#endif
|
|
|
|
|
2021-09-07 03:56:39 +02:00
|
|
|
return true;
|
2020-06-03 18:54:05 +02:00
|
|
|
}
|
|
|
|
|
2020-06-03 19:00:53 +02:00
|
|
|
bool FILESYSTEM_loadTiXml2Document(const char *name, tinyxml2::XMLDocument& doc)
|
|
|
|
{
|
2021-09-07 03:56:39 +02:00
|
|
|
/* XMLDocument.LoadFile doesn't account for Unicode paths, PHYSFS does */
|
|
|
|
unsigned char *mem;
|
|
|
|
FILESYSTEM_loadFileToMemory(name, &mem, NULL, true);
|
|
|
|
if (mem == NULL)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
doc.Parse((const char*) mem);
|
2022-12-01 07:30:16 +01:00
|
|
|
VVV_free(mem);
|
2021-09-07 03:56:39 +02:00
|
|
|
return true;
|
2020-06-03 19:00:53 +02:00
|
|
|
}
|
|
|
|
|
2022-12-30 22:57:24 +01:00
|
|
|
bool FILESYSTEM_loadAssetTiXml2Document(const char *name, tinyxml2::XMLDocument& doc)
|
|
|
|
{
|
|
|
|
/* Same as FILESYSTEM_loadTiXml2Document except for possible custom assets */
|
|
|
|
unsigned char *mem;
|
|
|
|
FILESYSTEM_loadAssetToMemory(name, &mem, NULL, true);
|
|
|
|
if (mem == NULL)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
doc.Parse((const char*) mem);
|
|
|
|
VVV_free(mem);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2021-08-19 09:23:51 +02:00
|
|
|
struct CallbackWrapper
|
|
|
|
{
|
2021-09-07 03:56:39 +02:00
|
|
|
void (*callback)(const char* filename);
|
2021-08-19 09:23:51 +02:00
|
|
|
};
|
|
|
|
|
Refactor level dir listing to not use STL data marshalling
Note that level dir listing still uses plenty of STL (including the end
product - the `LevelMetaData` struct - which, for the purposes of 2.3,
is okay enough (2.4 should remove STL usage entirely)); it's just that
the initial act of iterating over the levels directory no longer takes
four or SIX(!!!) heap allocations (not counting reallocations and other
heap allocations this patch does not remove), and no longer does any
data marshalling.
Like text splitting, and binary blob extra indice grabbing, the current
approach that FILESYSTEM_getLevelDirFileNames() uses is a temporary
std::vector of std::strings as a middleman to store all the filenames,
and the game iterates over that std::vector to grab each level metadata.
Except, it's even worse in this case, because PHYSFS_enumerateFiles()
ALREADY does a heap allocation. Oh, and
FILESYSTEM_getLevelDirFileNames() gets called two or three times. Yeah,
let me explain:
1. FILESYSTEM_getLevelDirFileNames() calls PHYSFS_enumerateFiles().
2. PHYSFS_enumerateFiles() allocates an array of pointers to arrays of
chars on the heap. For each filename, it will:
a. Allocate an array of chars for the filename.
b. Reallocate the array of pointers to add the pointer to the above
char array.
(In this step, it also inserts the filename in alphabetically -
without any further allocations, as far as I know - but this is a
COMPLETELY unnecessary step, because we are going to sort the list
of levels by ourselves via the metadata title in the end anyways.)
3. FILESYSTEM_getLevelDirFileNames() iterates over the PhysFS list, and
allocates an std::vector on the heap to shove the list into. Then,
for each filename, it will:
a. Allocate an std::string, initialized to "levels/".
b. Append the filename to the std::string above. This will most
likely require a re-allocation.
c. Duplicate the std::string - which requires allocating more memory
again - to put it into the std::vector.
(Compared to the PhysFS list above, the std::vector does less
reallocations; it however will still end up reallocating a certain
amount of times in the end.)
4. FILESYSTEM_getLevelDirFileNames() will free the PhysFS list.
5. Then to get the std::vector<std::string> back to the caller, we end
up having to reallocate the std::vector again - reallocating every
single std::string inside it, too - to give it back to the caller.
And to top it all off, FILESYSTEM_getLevelDirFileNames() is guaranteed
to either be called two times, or three times. This is because
editorclass::getDirectoryData() will call editorclass::loadZips(), which
will unconditionally call FILESYSTEM_getLevelDirFileNames(), then call
it AGAIN if a zip was found. Then once the function returns,
getDirectoryData() will still unconditionally call
FILESYSTEM_getLevelDirFileNames(). This smells like someone bolting
something on without regard for the whole picture of the system, but
whatever; I can clean up their mess just fine.
So, what do I do about this? Well, just like I did with text splitting
and binary blob extras, make the final for-loop - the one that does the
actual metadata parsing - more immediate.
So how do I do that? Well, PhysFS has a function named
PHYSFS_enumerate(). PHYSFS_enumerateFiles(), in fact, uses this function
internally, and is basically just a wrapper with some allocation and
alphabetization.
PHYSFS_enumerate() takes in a pointer to a function, which it will call
for every single entry that it iterates over. It also lets you pass in
another arbitrary pointer that it leaves alone, which I use to pass
through a function pointer that is the actual callback.
So to clarify, there are two callbacks - one callback is passed through
into another callback that gets passed through to PHYSFS_enumerate().
The callback that gets passed to PHYSFS_enumerate() is always the same,
but the callback that gets passed through the callback can be different
(if you look at the calling code, you can see that one caller passes
through a normal level metadata callback; the other passes through a zip
file callback).
Furthermore, I've also cleaned it up so that if editorclass::loadZips()
finds a zip file, it won't iterate over all the files in the levels
directory a third time. Instead, the level directory only gets iterated
over twice - once to check for zips, and another to load every level
plus all zips; the second time is when all the heap allocations happen.
And with that, level list loading now uses less STL templated stuff and
much less heap allocations.
Also, ed.directoryList basically has no reason to exist other than being
a temporary std::vector, so I've removed it. This further decreases
memory usage, depending on how many levels you have in your levels
folder (I know that I usually have a lot and don't really ever clean it
up, lol).
Lastly, in the callback passed to PhysFS, `builtLocation` is actually no
longer hardcoded to just the `levels` directory, since instead we now
use the `origdir` variable that PhysFS passes us. So that's good, too.
2021-02-19 03:42:13 +01:00
|
|
|
static PHYSFS_EnumerateCallbackResult enumerateCallback(
|
2021-09-07 03:56:39 +02:00
|
|
|
void* data,
|
|
|
|
const char* origdir,
|
|
|
|
const char* filename
|
Refactor level dir listing to not use STL data marshalling
Note that level dir listing still uses plenty of STL (including the end
product - the `LevelMetaData` struct - which, for the purposes of 2.3,
is okay enough (2.4 should remove STL usage entirely)); it's just that
the initial act of iterating over the levels directory no longer takes
four or SIX(!!!) heap allocations (not counting reallocations and other
heap allocations this patch does not remove), and no longer does any
data marshalling.
Like text splitting, and binary blob extra indice grabbing, the current
approach that FILESYSTEM_getLevelDirFileNames() uses is a temporary
std::vector of std::strings as a middleman to store all the filenames,
and the game iterates over that std::vector to grab each level metadata.
Except, it's even worse in this case, because PHYSFS_enumerateFiles()
ALREADY does a heap allocation. Oh, and
FILESYSTEM_getLevelDirFileNames() gets called two or three times. Yeah,
let me explain:
1. FILESYSTEM_getLevelDirFileNames() calls PHYSFS_enumerateFiles().
2. PHYSFS_enumerateFiles() allocates an array of pointers to arrays of
chars on the heap. For each filename, it will:
a. Allocate an array of chars for the filename.
b. Reallocate the array of pointers to add the pointer to the above
char array.
(In this step, it also inserts the filename in alphabetically -
without any further allocations, as far as I know - but this is a
COMPLETELY unnecessary step, because we are going to sort the list
of levels by ourselves via the metadata title in the end anyways.)
3. FILESYSTEM_getLevelDirFileNames() iterates over the PhysFS list, and
allocates an std::vector on the heap to shove the list into. Then,
for each filename, it will:
a. Allocate an std::string, initialized to "levels/".
b. Append the filename to the std::string above. This will most
likely require a re-allocation.
c. Duplicate the std::string - which requires allocating more memory
again - to put it into the std::vector.
(Compared to the PhysFS list above, the std::vector does less
reallocations; it however will still end up reallocating a certain
amount of times in the end.)
4. FILESYSTEM_getLevelDirFileNames() will free the PhysFS list.
5. Then to get the std::vector<std::string> back to the caller, we end
up having to reallocate the std::vector again - reallocating every
single std::string inside it, too - to give it back to the caller.
And to top it all off, FILESYSTEM_getLevelDirFileNames() is guaranteed
to either be called two times, or three times. This is because
editorclass::getDirectoryData() will call editorclass::loadZips(), which
will unconditionally call FILESYSTEM_getLevelDirFileNames(), then call
it AGAIN if a zip was found. Then once the function returns,
getDirectoryData() will still unconditionally call
FILESYSTEM_getLevelDirFileNames(). This smells like someone bolting
something on without regard for the whole picture of the system, but
whatever; I can clean up their mess just fine.
So, what do I do about this? Well, just like I did with text splitting
and binary blob extras, make the final for-loop - the one that does the
actual metadata parsing - more immediate.
So how do I do that? Well, PhysFS has a function named
PHYSFS_enumerate(). PHYSFS_enumerateFiles(), in fact, uses this function
internally, and is basically just a wrapper with some allocation and
alphabetization.
PHYSFS_enumerate() takes in a pointer to a function, which it will call
for every single entry that it iterates over. It also lets you pass in
another arbitrary pointer that it leaves alone, which I use to pass
through a function pointer that is the actual callback.
So to clarify, there are two callbacks - one callback is passed through
into another callback that gets passed through to PHYSFS_enumerate().
The callback that gets passed to PHYSFS_enumerate() is always the same,
but the callback that gets passed through the callback can be different
(if you look at the calling code, you can see that one caller passes
through a normal level metadata callback; the other passes through a zip
file callback).
Furthermore, I've also cleaned it up so that if editorclass::loadZips()
finds a zip file, it won't iterate over all the files in the levels
directory a third time. Instead, the level directory only gets iterated
over twice - once to check for zips, and another to load every level
plus all zips; the second time is when all the heap allocations happen.
And with that, level list loading now uses less STL templated stuff and
much less heap allocations.
Also, ed.directoryList basically has no reason to exist other than being
a temporary std::vector, so I've removed it. This further decreases
memory usage, depending on how many levels you have in your levels
folder (I know that I usually have a lot and don't really ever clean it
up, lol).
Lastly, in the callback passed to PhysFS, `builtLocation` is actually no
longer hardcoded to just the `levels` directory, since instead we now
use the `origdir` variable that PhysFS passes us. So that's good, too.
2021-02-19 03:42:13 +01:00
|
|
|
) {
|
2021-09-07 03:56:39 +02:00
|
|
|
struct CallbackWrapper* wrapper = (struct CallbackWrapper*) data;
|
|
|
|
void (*callback)(const char*) = wrapper->callback;
|
|
|
|
char builtLocation[MAX_PATH];
|
Refactor level dir listing to not use STL data marshalling
Note that level dir listing still uses plenty of STL (including the end
product - the `LevelMetaData` struct - which, for the purposes of 2.3,
is okay enough (2.4 should remove STL usage entirely)); it's just that
the initial act of iterating over the levels directory no longer takes
four or SIX(!!!) heap allocations (not counting reallocations and other
heap allocations this patch does not remove), and no longer does any
data marshalling.
Like text splitting, and binary blob extra indice grabbing, the current
approach that FILESYSTEM_getLevelDirFileNames() uses is a temporary
std::vector of std::strings as a middleman to store all the filenames,
and the game iterates over that std::vector to grab each level metadata.
Except, it's even worse in this case, because PHYSFS_enumerateFiles()
ALREADY does a heap allocation. Oh, and
FILESYSTEM_getLevelDirFileNames() gets called two or three times. Yeah,
let me explain:
1. FILESYSTEM_getLevelDirFileNames() calls PHYSFS_enumerateFiles().
2. PHYSFS_enumerateFiles() allocates an array of pointers to arrays of
chars on the heap. For each filename, it will:
a. Allocate an array of chars for the filename.
b. Reallocate the array of pointers to add the pointer to the above
char array.
(In this step, it also inserts the filename in alphabetically -
without any further allocations, as far as I know - but this is a
COMPLETELY unnecessary step, because we are going to sort the list
of levels by ourselves via the metadata title in the end anyways.)
3. FILESYSTEM_getLevelDirFileNames() iterates over the PhysFS list, and
allocates an std::vector on the heap to shove the list into. Then,
for each filename, it will:
a. Allocate an std::string, initialized to "levels/".
b. Append the filename to the std::string above. This will most
likely require a re-allocation.
c. Duplicate the std::string - which requires allocating more memory
again - to put it into the std::vector.
(Compared to the PhysFS list above, the std::vector does less
reallocations; it however will still end up reallocating a certain
amount of times in the end.)
4. FILESYSTEM_getLevelDirFileNames() will free the PhysFS list.
5. Then to get the std::vector<std::string> back to the caller, we end
up having to reallocate the std::vector again - reallocating every
single std::string inside it, too - to give it back to the caller.
And to top it all off, FILESYSTEM_getLevelDirFileNames() is guaranteed
to either be called two times, or three times. This is because
editorclass::getDirectoryData() will call editorclass::loadZips(), which
will unconditionally call FILESYSTEM_getLevelDirFileNames(), then call
it AGAIN if a zip was found. Then once the function returns,
getDirectoryData() will still unconditionally call
FILESYSTEM_getLevelDirFileNames(). This smells like someone bolting
something on without regard for the whole picture of the system, but
whatever; I can clean up their mess just fine.
So, what do I do about this? Well, just like I did with text splitting
and binary blob extras, make the final for-loop - the one that does the
actual metadata parsing - more immediate.
So how do I do that? Well, PhysFS has a function named
PHYSFS_enumerate(). PHYSFS_enumerateFiles(), in fact, uses this function
internally, and is basically just a wrapper with some allocation and
alphabetization.
PHYSFS_enumerate() takes in a pointer to a function, which it will call
for every single entry that it iterates over. It also lets you pass in
another arbitrary pointer that it leaves alone, which I use to pass
through a function pointer that is the actual callback.
So to clarify, there are two callbacks - one callback is passed through
into another callback that gets passed through to PHYSFS_enumerate().
The callback that gets passed to PHYSFS_enumerate() is always the same,
but the callback that gets passed through the callback can be different
(if you look at the calling code, you can see that one caller passes
through a normal level metadata callback; the other passes through a zip
file callback).
Furthermore, I've also cleaned it up so that if editorclass::loadZips()
finds a zip file, it won't iterate over all the files in the levels
directory a third time. Instead, the level directory only gets iterated
over twice - once to check for zips, and another to load every level
plus all zips; the second time is when all the heap allocations happen.
And with that, level list loading now uses less STL templated stuff and
much less heap allocations.
Also, ed.directoryList basically has no reason to exist other than being
a temporary std::vector, so I've removed it. This further decreases
memory usage, depending on how many levels you have in your levels
folder (I know that I usually have a lot and don't really ever clean it
up, lol).
Lastly, in the callback passed to PhysFS, `builtLocation` is actually no
longer hardcoded to just the `levels` directory, since instead we now
use the `origdir` variable that PhysFS passes us. So that's good, too.
2021-02-19 03:42:13 +01:00
|
|
|
|
2021-09-07 03:56:39 +02:00
|
|
|
SDL_snprintf(
|
|
|
|
builtLocation,
|
|
|
|
sizeof(builtLocation),
|
|
|
|
"%s/%s",
|
|
|
|
origdir,
|
|
|
|
filename
|
|
|
|
);
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2021-09-07 03:56:39 +02:00
|
|
|
callback(builtLocation);
|
2020-01-01 21:29:24 +01:00
|
|
|
|
2021-09-07 03:56:39 +02:00
|
|
|
return PHYSFS_ENUM_OK;
|
Refactor level dir listing to not use STL data marshalling
Note that level dir listing still uses plenty of STL (including the end
product - the `LevelMetaData` struct - which, for the purposes of 2.3,
is okay enough (2.4 should remove STL usage entirely)); it's just that
the initial act of iterating over the levels directory no longer takes
four or SIX(!!!) heap allocations (not counting reallocations and other
heap allocations this patch does not remove), and no longer does any
data marshalling.
Like text splitting, and binary blob extra indice grabbing, the current
approach that FILESYSTEM_getLevelDirFileNames() uses is a temporary
std::vector of std::strings as a middleman to store all the filenames,
and the game iterates over that std::vector to grab each level metadata.
Except, it's even worse in this case, because PHYSFS_enumerateFiles()
ALREADY does a heap allocation. Oh, and
FILESYSTEM_getLevelDirFileNames() gets called two or three times. Yeah,
let me explain:
1. FILESYSTEM_getLevelDirFileNames() calls PHYSFS_enumerateFiles().
2. PHYSFS_enumerateFiles() allocates an array of pointers to arrays of
chars on the heap. For each filename, it will:
a. Allocate an array of chars for the filename.
b. Reallocate the array of pointers to add the pointer to the above
char array.
(In this step, it also inserts the filename in alphabetically -
without any further allocations, as far as I know - but this is a
COMPLETELY unnecessary step, because we are going to sort the list
of levels by ourselves via the metadata title in the end anyways.)
3. FILESYSTEM_getLevelDirFileNames() iterates over the PhysFS list, and
allocates an std::vector on the heap to shove the list into. Then,
for each filename, it will:
a. Allocate an std::string, initialized to "levels/".
b. Append the filename to the std::string above. This will most
likely require a re-allocation.
c. Duplicate the std::string - which requires allocating more memory
again - to put it into the std::vector.
(Compared to the PhysFS list above, the std::vector does less
reallocations; it however will still end up reallocating a certain
amount of times in the end.)
4. FILESYSTEM_getLevelDirFileNames() will free the PhysFS list.
5. Then to get the std::vector<std::string> back to the caller, we end
up having to reallocate the std::vector again - reallocating every
single std::string inside it, too - to give it back to the caller.
And to top it all off, FILESYSTEM_getLevelDirFileNames() is guaranteed
to either be called two times, or three times. This is because
editorclass::getDirectoryData() will call editorclass::loadZips(), which
will unconditionally call FILESYSTEM_getLevelDirFileNames(), then call
it AGAIN if a zip was found. Then once the function returns,
getDirectoryData() will still unconditionally call
FILESYSTEM_getLevelDirFileNames(). This smells like someone bolting
something on without regard for the whole picture of the system, but
whatever; I can clean up their mess just fine.
So, what do I do about this? Well, just like I did with text splitting
and binary blob extras, make the final for-loop - the one that does the
actual metadata parsing - more immediate.
So how do I do that? Well, PhysFS has a function named
PHYSFS_enumerate(). PHYSFS_enumerateFiles(), in fact, uses this function
internally, and is basically just a wrapper with some allocation and
alphabetization.
PHYSFS_enumerate() takes in a pointer to a function, which it will call
for every single entry that it iterates over. It also lets you pass in
another arbitrary pointer that it leaves alone, which I use to pass
through a function pointer that is the actual callback.
So to clarify, there are two callbacks - one callback is passed through
into another callback that gets passed through to PHYSFS_enumerate().
The callback that gets passed to PHYSFS_enumerate() is always the same,
but the callback that gets passed through the callback can be different
(if you look at the calling code, you can see that one caller passes
through a normal level metadata callback; the other passes through a zip
file callback).
Furthermore, I've also cleaned it up so that if editorclass::loadZips()
finds a zip file, it won't iterate over all the files in the levels
directory a third time. Instead, the level directory only gets iterated
over twice - once to check for zips, and another to load every level
plus all zips; the second time is when all the heap allocations happen.
And with that, level list loading now uses less STL templated stuff and
much less heap allocations.
Also, ed.directoryList basically has no reason to exist other than being
a temporary std::vector, so I've removed it. This further decreases
memory usage, depending on how many levels you have in your levels
folder (I know that I usually have a lot and don't really ever clean it
up, lol).
Lastly, in the callback passed to PhysFS, `builtLocation` is actually no
longer hardcoded to just the `levels` directory, since instead we now
use the `origdir` variable that PhysFS passes us. So that's good, too.
2021-02-19 03:42:13 +01:00
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
|
Refactor level dir listing to not use STL data marshalling
Note that level dir listing still uses plenty of STL (including the end
product - the `LevelMetaData` struct - which, for the purposes of 2.3,
is okay enough (2.4 should remove STL usage entirely)); it's just that
the initial act of iterating over the levels directory no longer takes
four or SIX(!!!) heap allocations (not counting reallocations and other
heap allocations this patch does not remove), and no longer does any
data marshalling.
Like text splitting, and binary blob extra indice grabbing, the current
approach that FILESYSTEM_getLevelDirFileNames() uses is a temporary
std::vector of std::strings as a middleman to store all the filenames,
and the game iterates over that std::vector to grab each level metadata.
Except, it's even worse in this case, because PHYSFS_enumerateFiles()
ALREADY does a heap allocation. Oh, and
FILESYSTEM_getLevelDirFileNames() gets called two or three times. Yeah,
let me explain:
1. FILESYSTEM_getLevelDirFileNames() calls PHYSFS_enumerateFiles().
2. PHYSFS_enumerateFiles() allocates an array of pointers to arrays of
chars on the heap. For each filename, it will:
a. Allocate an array of chars for the filename.
b. Reallocate the array of pointers to add the pointer to the above
char array.
(In this step, it also inserts the filename in alphabetically -
without any further allocations, as far as I know - but this is a
COMPLETELY unnecessary step, because we are going to sort the list
of levels by ourselves via the metadata title in the end anyways.)
3. FILESYSTEM_getLevelDirFileNames() iterates over the PhysFS list, and
allocates an std::vector on the heap to shove the list into. Then,
for each filename, it will:
a. Allocate an std::string, initialized to "levels/".
b. Append the filename to the std::string above. This will most
likely require a re-allocation.
c. Duplicate the std::string - which requires allocating more memory
again - to put it into the std::vector.
(Compared to the PhysFS list above, the std::vector does less
reallocations; it however will still end up reallocating a certain
amount of times in the end.)
4. FILESYSTEM_getLevelDirFileNames() will free the PhysFS list.
5. Then to get the std::vector<std::string> back to the caller, we end
up having to reallocate the std::vector again - reallocating every
single std::string inside it, too - to give it back to the caller.
And to top it all off, FILESYSTEM_getLevelDirFileNames() is guaranteed
to either be called two times, or three times. This is because
editorclass::getDirectoryData() will call editorclass::loadZips(), which
will unconditionally call FILESYSTEM_getLevelDirFileNames(), then call
it AGAIN if a zip was found. Then once the function returns,
getDirectoryData() will still unconditionally call
FILESYSTEM_getLevelDirFileNames(). This smells like someone bolting
something on without regard for the whole picture of the system, but
whatever; I can clean up their mess just fine.
So, what do I do about this? Well, just like I did with text splitting
and binary blob extras, make the final for-loop - the one that does the
actual metadata parsing - more immediate.
So how do I do that? Well, PhysFS has a function named
PHYSFS_enumerate(). PHYSFS_enumerateFiles(), in fact, uses this function
internally, and is basically just a wrapper with some allocation and
alphabetization.
PHYSFS_enumerate() takes in a pointer to a function, which it will call
for every single entry that it iterates over. It also lets you pass in
another arbitrary pointer that it leaves alone, which I use to pass
through a function pointer that is the actual callback.
So to clarify, there are two callbacks - one callback is passed through
into another callback that gets passed through to PHYSFS_enumerate().
The callback that gets passed to PHYSFS_enumerate() is always the same,
but the callback that gets passed through the callback can be different
(if you look at the calling code, you can see that one caller passes
through a normal level metadata callback; the other passes through a zip
file callback).
Furthermore, I've also cleaned it up so that if editorclass::loadZips()
finds a zip file, it won't iterate over all the files in the levels
directory a third time. Instead, the level directory only gets iterated
over twice - once to check for zips, and another to load every level
plus all zips; the second time is when all the heap allocations happen.
And with that, level list loading now uses less STL templated stuff and
much less heap allocations.
Also, ed.directoryList basically has no reason to exist other than being
a temporary std::vector, so I've removed it. This further decreases
memory usage, depending on how many levels you have in your levels
folder (I know that I usually have a lot and don't really ever clean it
up, lol).
Lastly, in the callback passed to PhysFS, `builtLocation` is actually no
longer hardcoded to just the `levels` directory, since instead we now
use the `origdir` variable that PhysFS passes us. So that's good, too.
2021-02-19 03:42:13 +01:00
|
|
|
void FILESYSTEM_enumerateLevelDirFileNames(
|
2021-09-07 03:56:39 +02:00
|
|
|
void (*callback)(const char* filename)
|
Refactor level dir listing to not use STL data marshalling
Note that level dir listing still uses plenty of STL (including the end
product - the `LevelMetaData` struct - which, for the purposes of 2.3,
is okay enough (2.4 should remove STL usage entirely)); it's just that
the initial act of iterating over the levels directory no longer takes
four or SIX(!!!) heap allocations (not counting reallocations and other
heap allocations this patch does not remove), and no longer does any
data marshalling.
Like text splitting, and binary blob extra indice grabbing, the current
approach that FILESYSTEM_getLevelDirFileNames() uses is a temporary
std::vector of std::strings as a middleman to store all the filenames,
and the game iterates over that std::vector to grab each level metadata.
Except, it's even worse in this case, because PHYSFS_enumerateFiles()
ALREADY does a heap allocation. Oh, and
FILESYSTEM_getLevelDirFileNames() gets called two or three times. Yeah,
let me explain:
1. FILESYSTEM_getLevelDirFileNames() calls PHYSFS_enumerateFiles().
2. PHYSFS_enumerateFiles() allocates an array of pointers to arrays of
chars on the heap. For each filename, it will:
a. Allocate an array of chars for the filename.
b. Reallocate the array of pointers to add the pointer to the above
char array.
(In this step, it also inserts the filename in alphabetically -
without any further allocations, as far as I know - but this is a
COMPLETELY unnecessary step, because we are going to sort the list
of levels by ourselves via the metadata title in the end anyways.)
3. FILESYSTEM_getLevelDirFileNames() iterates over the PhysFS list, and
allocates an std::vector on the heap to shove the list into. Then,
for each filename, it will:
a. Allocate an std::string, initialized to "levels/".
b. Append the filename to the std::string above. This will most
likely require a re-allocation.
c. Duplicate the std::string - which requires allocating more memory
again - to put it into the std::vector.
(Compared to the PhysFS list above, the std::vector does less
reallocations; it however will still end up reallocating a certain
amount of times in the end.)
4. FILESYSTEM_getLevelDirFileNames() will free the PhysFS list.
5. Then to get the std::vector<std::string> back to the caller, we end
up having to reallocate the std::vector again - reallocating every
single std::string inside it, too - to give it back to the caller.
And to top it all off, FILESYSTEM_getLevelDirFileNames() is guaranteed
to either be called two times, or three times. This is because
editorclass::getDirectoryData() will call editorclass::loadZips(), which
will unconditionally call FILESYSTEM_getLevelDirFileNames(), then call
it AGAIN if a zip was found. Then once the function returns,
getDirectoryData() will still unconditionally call
FILESYSTEM_getLevelDirFileNames(). This smells like someone bolting
something on without regard for the whole picture of the system, but
whatever; I can clean up their mess just fine.
So, what do I do about this? Well, just like I did with text splitting
and binary blob extras, make the final for-loop - the one that does the
actual metadata parsing - more immediate.
So how do I do that? Well, PhysFS has a function named
PHYSFS_enumerate(). PHYSFS_enumerateFiles(), in fact, uses this function
internally, and is basically just a wrapper with some allocation and
alphabetization.
PHYSFS_enumerate() takes in a pointer to a function, which it will call
for every single entry that it iterates over. It also lets you pass in
another arbitrary pointer that it leaves alone, which I use to pass
through a function pointer that is the actual callback.
So to clarify, there are two callbacks - one callback is passed through
into another callback that gets passed through to PHYSFS_enumerate().
The callback that gets passed to PHYSFS_enumerate() is always the same,
but the callback that gets passed through the callback can be different
(if you look at the calling code, you can see that one caller passes
through a normal level metadata callback; the other passes through a zip
file callback).
Furthermore, I've also cleaned it up so that if editorclass::loadZips()
finds a zip file, it won't iterate over all the files in the levels
directory a third time. Instead, the level directory only gets iterated
over twice - once to check for zips, and another to load every level
plus all zips; the second time is when all the heap allocations happen.
And with that, level list loading now uses less STL templated stuff and
much less heap allocations.
Also, ed.directoryList basically has no reason to exist other than being
a temporary std::vector, so I've removed it. This further decreases
memory usage, depending on how many levels you have in your levels
folder (I know that I usually have a lot and don't really ever clean it
up, lol).
Lastly, in the callback passed to PhysFS, `builtLocation` is actually no
longer hardcoded to just the `levels` directory, since instead we now
use the `origdir` variable that PhysFS passes us. So that's good, too.
2021-02-19 03:42:13 +01:00
|
|
|
) {
|
2021-09-07 03:56:39 +02:00
|
|
|
int success;
|
|
|
|
struct CallbackWrapper wrapper = {callback};
|
|
|
|
|
|
|
|
success = PHYSFS_enumerate("levels", enumerateCallback, (void*) &wrapper);
|
|
|
|
|
|
|
|
if (success == 0)
|
|
|
|
{
|
|
|
|
vlog_error(
|
|
|
|
"Could not get list of levels: %s",
|
|
|
|
PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode())
|
|
|
|
);
|
|
|
|
}
|
2020-01-01 21:29:24 +01:00
|
|
|
}
|
|
|
|
|
2022-12-30 22:57:24 +01:00
|
|
|
std::vector<std::string> FILESYSTEM_getLanguageCodes(void)
|
|
|
|
{
|
|
|
|
std::vector<std::string> list;
|
|
|
|
char** fileList = PHYSFS_enumerateFiles("lang");
|
|
|
|
char** item;
|
|
|
|
|
|
|
|
for (item = fileList; *item != NULL; item++)
|
|
|
|
{
|
|
|
|
char fullName[128];
|
|
|
|
SDL_snprintf(fullName, sizeof(fullName), "lang/%s", *item);
|
|
|
|
|
|
|
|
if (FILESYSTEM_isDirectory(fullName) && *item[0] != '.')
|
|
|
|
{
|
|
|
|
list.push_back(*item);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
PHYSFS_freeList(fileList);
|
|
|
|
|
|
|
|
return list;
|
|
|
|
}
|
|
|
|
|
2021-04-18 23:32:38 +02:00
|
|
|
static int PLATFORM_getOSDirectory(char* output, const size_t output_size)
|
2020-01-01 21:29:24 +01:00
|
|
|
{
|
2020-01-11 17:29:07 +01:00
|
|
|
#ifdef _WIN32
|
2021-09-07 03:56:39 +02:00
|
|
|
/* This block is here for compatibility, do not touch it! */
|
|
|
|
WCHAR utf16_path[MAX_PATH];
|
|
|
|
HRESULT retcode = SHGetFolderPathW(
|
|
|
|
NULL,
|
|
|
|
CSIDL_PERSONAL,
|
|
|
|
NULL,
|
|
|
|
SHGFP_TYPE_CURRENT,
|
|
|
|
utf16_path
|
|
|
|
);
|
|
|
|
int num_bytes;
|
|
|
|
|
|
|
|
if (FAILED(retcode))
|
|
|
|
{
|
|
|
|
vlog_error(
|
|
|
|
"Could not get OS directory: SHGetFolderPathW returned 0x%08x",
|
|
|
|
retcode
|
|
|
|
);
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
num_bytes = WideCharToMultiByte(
|
|
|
|
CP_UTF8,
|
|
|
|
0,
|
|
|
|
utf16_path,
|
|
|
|
-1,
|
|
|
|
output,
|
|
|
|
output_size,
|
|
|
|
NULL,
|
|
|
|
NULL
|
|
|
|
);
|
|
|
|
if (num_bytes == 0)
|
|
|
|
{
|
|
|
|
vlog_error(
|
|
|
|
"Could not get OS directory: UTF-8 conversion failed with %d",
|
|
|
|
GetLastError()
|
|
|
|
);
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
SDL_strlcat(output, "\\VVVVVV\\", MAX_PATH);
|
|
|
|
mkdir(output, 0777);
|
|
|
|
return 1;
|
2020-01-01 21:29:24 +01:00
|
|
|
#else
|
2021-09-07 03:56:39 +02:00
|
|
|
const char* prefDir = PHYSFS_getPrefDir("distractionware", "VVVVVV");
|
|
|
|
if (prefDir == NULL)
|
|
|
|
{
|
|
|
|
vlog_error(
|
|
|
|
"Could not get OS directory: %s",
|
|
|
|
PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode())
|
|
|
|
);
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
SDL_strlcpy(output, prefDir, output_size);
|
|
|
|
return 1;
|
2020-01-01 21:29:24 +01:00
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
Explicitly declare void for all void parameter functions (#628)
Apparently in C, if you have `void test();`, it's completely okay to do
`test(2);`. The function will take in the argument, but just discard it
and throw it away. It's like a trash can, and a rude one at that. If you
declare it like `void test(void);`, this is prevented.
This is not a problem in C++ - doing `void test();` and `test(2);` is
guaranteed to result in a compile error (this also means that right now,
at least in all `.cpp` files, nobody is ever calling a void parameter
function with arguments and having their arguments be thrown away).
However, we may not be using C++ in the future, so I just want to lay
down the precedent that if a function takes in no arguments, you must
explicitly declare it as such.
I would've added `-Wstrict-prototypes`, but it produces an annoying
warning message saying it doesn't work in C++ mode if you're compiling
in C++ mode. So it can be added later.
2021-02-25 23:23:59 +01:00
|
|
|
bool FILESYSTEM_openDirectoryEnabled(void)
|
2020-04-18 03:48:55 +02:00
|
|
|
{
|
2021-12-26 07:55:55 +01:00
|
|
|
return !gameScreen.isForcedFullscreen();
|
2020-04-18 03:48:55 +02:00
|
|
|
}
|
|
|
|
|
2021-03-31 20:01:58 +02:00
|
|
|
#if defined(__EMSCRIPTEN__)
|
|
|
|
bool FILESYSTEM_openDirectory(const char *dname)
|
|
|
|
{
|
2021-09-07 03:56:39 +02:00
|
|
|
return false;
|
2021-03-31 20:01:58 +02:00
|
|
|
}
|
|
|
|
#else
|
2020-04-18 03:48:55 +02:00
|
|
|
bool FILESYSTEM_openDirectory(const char *dname)
|
|
|
|
{
|
2021-09-07 03:56:39 +02:00
|
|
|
char url[MAX_PATH];
|
|
|
|
SDL_snprintf(url, sizeof(url), "file://%s", dname);
|
|
|
|
if (SDL_OpenURL(url) == -1)
|
|
|
|
{
|
|
|
|
vlog_error("Error opening directory: %s", SDL_GetError());
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
return true;
|
2020-04-18 03:48:55 +02:00
|
|
|
}
|
2021-03-31 20:01:58 +02:00
|
|
|
#endif
|
2020-04-26 22:22:26 +02:00
|
|
|
|
|
|
|
bool FILESYSTEM_delete(const char *name)
|
|
|
|
{
|
2021-09-07 03:56:39 +02:00
|
|
|
return PHYSFS_delete(name) != 0;
|
2020-04-26 22:22:26 +02:00
|
|
|
}
|
2021-08-12 05:54:02 +02:00
|
|
|
|
|
|
|
static void levelSaveCallback(const char* filename)
|
|
|
|
{
|
2021-09-07 03:56:39 +02:00
|
|
|
if (endsWith(filename, ".vvvvvv.vvv"))
|
|
|
|
{
|
|
|
|
if (!FILESYSTEM_delete(filename))
|
|
|
|
{
|
|
|
|
vlog_error("Error deleting %s", filename);
|
|
|
|
}
|
|
|
|
}
|
2021-08-12 05:54:02 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
void FILESYSTEM_deleteLevelSaves(void)
|
|
|
|
{
|
2021-09-07 03:56:39 +02:00
|
|
|
int success;
|
|
|
|
struct CallbackWrapper wrapper = {levelSaveCallback};
|
|
|
|
|
|
|
|
success = PHYSFS_enumerate(
|
|
|
|
"saves",
|
|
|
|
enumerateCallback,
|
|
|
|
(void*) &wrapper
|
|
|
|
);
|
|
|
|
|
|
|
|
if (success == 0)
|
|
|
|
{
|
|
|
|
vlog_error(
|
|
|
|
"Could not enumerate saves/: %s",
|
|
|
|
PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode())
|
|
|
|
);
|
|
|
|
}
|
2021-08-12 05:54:02 +02:00
|
|
|
}
|