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Author SHA1 Message Date
striker.sh
9188bd23d3 Support for OpenBSD
- use fseeko and ftello like FreeBSD in tinyxml2
- use current directory as basePath if NULL (OpenBSD doesn't actually support this feature it is disabled via a patch in their ports)
2021-06-13 10:48:20 -04:00
Misa
96660cd235 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.
2021-05-25 15:23:34 -04:00
Misa
153a5c4c3a Factor out "between" calculation to macro and func
FILESYSTEM_mountAssets() has a big comment describing the magic numbers
needed to grab FILENAME from a string that looks like
"levels/FILENAME.vvvvvv".

Instead of doing that (and having to write a comment every time the
similar happens), I've written a macro (and helper function) instead
that does the same thing, but clearly conveys the intent.

I mean, just look at the diff. Using VVV_between() is much better than
having to read that comment, and the corresponding SDL_strlcpy().
2021-05-25 15:23:34 -04:00
Misa
3bcb6938f7 Factor out base 36 generation to separate function
This is so it can be reused without having to copy-paste.

generateBase36() is guaranateed to completely initialize and
null-terminate the buffer that is passed in.
2021-05-25 15:23:34 -04:00
Misa
186f36beea Add error checking to base path setup
Previously, if the game couldn't set the write dir to the base
directory, or couldn't make the base directory, or couldn't calculate
the base directory, it would probably dereference NULL or read from
uninitialized memory or murder your family or something. But now, I've
eliminated the potential Undefined Behavior from the code dealing with
the base path.
2021-04-18 18:14:03 -04:00
Misa
2b4f3ab19e Pass size of output through instead of hardcoding it
Previously, this function had a bug due to failing to account for array
decay. My solution was to just repeat the MAX_PATH again. But in
hindsight I realize that's bad because it hardcodes it, and introduces
the opportunity for an error where we update the size of the original
path but not the size in the function.

So instead, just pass the size through to the function.
2021-04-18 18:14:03 -04:00
Misa
1191f425b3 Add NULL checks to FILESYSTEM_loadFileToMemory()
FILESYSTEM_loadFileToMemory() dereferenced pointers without checking if
they were valid... I don't know of any cases where they could have been
NULL, but better safe than sorry.
2021-04-18 15:01:43 -04:00
Misa
3ebdc1da89 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 15:01:43 -04:00
Misa
8c8118e43f Don't mix code and decls in loadFileToMemory()
My next commit will involve using goto to jump to the end of a function
to initialize the variables to NULL, but that results in a compiler
error if we have initializations in the middle of the function. We might
as well put all declarations at the top of each block anyway, to help
the move to C, so I'm doing this now.

Since the length variable in the STDIN block now overshadows the length
variable in the outer block, I've renamed the length variable in the
block to stdin_length.
2021-04-18 15:01:43 -04:00
Misa
a4999c5308 Fix music files not using virtual mount path
This fixes music files being unable to be mounted in per-level custom
assets, because they didn't use the virtual mount path. But now they do.
2021-04-13 10:02:40 -04:00
Misa
3f46c5ac5c 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 10:02:40 -04:00
Misa
a64f75a880 Fix isAssetMounted not using virtual mount path
Otherwise, it would report that tiles.png wasn't mounted when it was,
and recolor one-way tiles in levels that don't want their one-ways
recolored.
2021-04-13 10:02:40 -04:00
Misa
9b4691676f Factor out mount path calculation to separate function
This means we don't have to copy-paste the virtual mount path
calculation code.
2021-04-13 10:02:40 -04:00
Dav999-v
dbd9a114b6 Change mode in Windows-only mkdir to 0777
It's not really used because CreateDirectory doesn't support setting
chmod values, but it does clarify intent of the argument.

Co-authored-by: Ethan Lee <flibitijibibo@gmail.com>
2021-04-12 13:25:27 -04:00
Dav999-v
274ae98915 Re-fix handling filepaths with non-ASCII characters on Windows
In #52 I fixed VVVVVV not being able to handle filepaths with non-ASCII
characters on Windows. 2f0a0bce4c and
aa5c2d9dc2 reintroduce this problem,
however, by reverting the definition of mkdir to how it was before the
fix and using the non-Unicode version of CreateDirectory. And I can
confirm that VVVVVV indeed doesn't make its folder anymore with a
Windows username of "тест". This commit fixes that issue.
2021-04-12 13:25:27 -04:00
Ethan Lee
aa5c2d9dc2 Move first CreateDirectory to getOSDirectory, avoids redundancy on non-Win32 2021-04-11 11:55:35 -04:00
Ethan Lee
2e630ce06c Forgot a 0... 2021-04-11 11:44:56 -04:00
Ethan Lee
2f0a0bce4c Revert to my old userdata folder creation code.
PhysFS requires a write dir to create a directory, so the first PHYSFS_mkdir
never could have worked. Because of that we need to go back to the old mkdir,
and since we're bringing that back we can reuse it for saves/levels, because we
know it works and we don't have to worry about middlewares ruining anything.
2021-04-11 11:32:29 -04:00
Ethan Lee
aa97a5d6a1 Revert "Only migrate savedata if "saves" was created", need this for levels too
This reverts commit fcb09f85cb.
2021-04-11 11:26:11 -04:00
Ethan Lee
fcb09f85cb
Only migrate savedata if "saves" was created 2021-04-11 11:19:49 -04:00
Misa
300f1b7919 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 16:39:37 -04:00
Misa
798bf9e490 Add filename to mountAssetsFrom() error message
This will clarify which directory, exactly, failed to mount. I know it
gets printed earlier in the mounting process, but it can't hurt to print
it twice, just to be sure. Also this is for consistency.
2021-04-05 16:39:37 -04:00
Misa
72ae6921ea Add FILESYSTEM_loadAssetToMemory()
This is currently just a wrapper around FILESYSTEM_loadFileToMemory(),
but assets are supposed to use this function instead of the regular one.
2021-04-05 16:39:37 -04:00
Misa
a11920e1a9 Remove redundant getDirSeparator() calls in init()
PHYSFS_getDirSeparator() already gets called and stored in pathSep at
the top of FILESYSTEM_init(). So clearly, two people worked on this
function and forgot that both pieces of code existed at the same time
(or it was one person independently forgetting both).
2021-04-05 16:39:37 -04:00
Misa
34ec943b5c Remove getDirSeparator() usage from mountAssetsFrom()
PhysFS uses platform-independent notation, so we really don't need to
care about getting the correct dir separator here. Especially since we
don't ever do so anywhere else (e.g. load/saveTiXml2Document()), either.
2021-04-05 16:39:37 -04:00
Misa
d95ba3a8b3 Rename FILESYSTEM_mount() to FILESYSTEM_mountAssetsFrom()
This is to make it clear that this is not a general-purpose mounting
function; it is a helper function for FILESYSTEM_mountAssets()
specifically for treating a directory or file as an assets directory,
and mounting assets from there.
2021-04-05 16:39:37 -04:00
Misa
43692388c0 Use FILESYSTEM_mount() when mounting zips
There's no reason to handle mounting .zip files differently than
mounting a directory... we already mount .data.zip files using
FILESYSTEM_mount(), so why go through the trouble of opening a .zip
manually (which means on Windows the .zip can't be touched for the
duration of playing the custom level), making up a place to mount it at,
and then mount that made-up name, instead of just using
FILESYSTEM_mount()?

Whoever cobbled this asset mounting thing together really didn't fully
understand what they were doing.
2021-04-05 16:39:37 -04:00
Misa
a8a09a207f Properly camel-case FILESYSTEM_[un]mountassets()
They are now camel-cased to be consistent with the rest of the
filesystem functions.
2021-04-05 16:39:37 -04:00
Misa
9c8ecdb0f4 Return early if FILESYSTEM_mountassets() fails
This way, we avoid the unnecessary graphics.reloadresources() call - if
we can't mount assets, why bother reloading resources?

The return type of FILESYSTEM_mount() has been changed from void to bool
to indicate success, accomodating its callers accordingly.
2021-04-05 16:39:37 -04:00
Misa
1e375f9ecf Un-export FILESYSTEM_mount()
This function is never used outside of FileSystemUtils.cpp; there is no
reason to export it.
2021-04-05 16:39:37 -04:00
Misa
a405635cb2 Replace other usage of PHYSFS_getBaseDir() with SDL_GetBasePath()
Ethan, you forgot this other one.

I do have to rejiggle the control flow of the function a bit, so it
doesn't leak memory upon failure. (Although the SDL message box leaks
memory anyway because of X11 so... whatever.) Also, there's a NULL check
for if SDL_GetBasePath() fails now.
2021-03-31 02:51:52 -04:00
Ethan Lee
4c4f8de0d5 Fix leaking GetBasePath result 2021-03-31 02:43:15 -04:00
Ethan Lee
b87f6e487a Use SDL_GetBashPath instead of PHYSFS_getBaseDir, latter is made of fail on macOS 2021-03-30 12:18:09 -04:00
Misa
c1572de9e2 Make one-way recolors check for specific files
So, 2.3 added recoloring one-way tiles to no longer make them be always
yellow. However, custom levels that retexture the one-way tiles might
not want them to be recolored. So, if there are ANY custom assets
mounted, then the one-ways will not be recolored. However, if the XML
has a <onewaycol_override>1</onewaycol_override> tag, then the one-way
will be recolored again anyways.

When I added one-way recoloring, I didn't intend for any custom asset to
disable the recoloring; I only did it because I couldn't find a way to
check if a specific file was customized by the custom level or not.

However, I have figured out how to do so, and so now tiles.png one-way
recolors will only be disabled if there's a custom tiles.png, and
tiles2.png one-way recolors will only be disabled if there's a custom
tiles2.png.

In order to make sure we're not calling PhysFS functions on every single
deltaframe, I've added caching variables, tiles1_mounted and
tiles2_mounted, to Graphics; these get assigned every time
reloadresources() is called.
2021-03-06 16:00:57 -05:00
Misa
34865a8ef1 Add FILESYSTEM_isAssetMounted()
This function will check if a specific file is a mounted per-level
custom asset, instead of being a variable that's true if ANY file is a
mounted asset.
2021-03-06 16:00:57 -05:00
Misa
b4dd516d7d Move assetdir off of Graphics
It's only used in FileSystemUtils and never anywhere else, especially
not Graphics. Why is this on Graphics again?

It's now a static variable inside FileSystemUtils. It has also been
renamed to assetDir for consistency with saveDir and levelDir. Also,
it's a C string now, and is no longer an STL string.
2021-03-06 16:00:57 -05:00
Misa
9e4076a418 Add FILESYSTEM_isMounted()
This returns if the file given is mounted or not. 2.3 added level zip
support, so whenever the game loads level metadata, it will mount any
zip files in the levels directory; this function can be used to check if
any of those files have been mounted, and ignore them if so.
2021-03-04 20:07:47 -05:00
Misa
838ffbe68f Add FILESYSTEM_isFile()
This function will be used to differentiate files from directories.

Or at least that was the hope. Symlink support was added in 2.3, but it
doesn't seem like PHYSFS_stat() lets you follow the symlink to check if
what it points to is itself a file or directory. And there doesn't seem
to be any function to follow the symlink yourself...

So for now, this function considers symlinks to directories to be files.
2021-03-04 20:07:47 -05:00
Misa
d938a18504 Abstract zip loading to FileSystemUtils
editor.cpp no longer calls PhysFS functions directly; its physfs.h
include can now be dropped.
2021-03-04 19:10:53 -05:00
Misa
7316833f95 Fix return value of PHYSFS_readBytes() being stored in a smaller size
PHYSFS_readBytes() returns a PHYSFS_sint64, but we forcefully shove it
into a 32-bit signed integer.

Fixing the type of this doesn't have any immediate consequences, but
it's good for the future in case we want to use the return value for
files bigger than 2 gigabytes; it doesn't harm us in any way, and it's
just better housekeeping.
2021-03-04 18:22:31 -05:00
Misa
5af570e75b Set length to 0 if PHYSFS_fileLength() is negative
PHYSFS_fileLength() returns -1 if the file size can't be determined. I'm
going to set it to 0 instead, because it seems like that's more
well-behaved with consumers.

Take lodepng_decode24() or lodepng_decode32(), for example - from a
quick glance at the source, it only takes in a size_t (an unsigned
integer) for the filesize, and one of the first things it does is malloc
with the given filesize. If the -1 turns into SIZE_MAX and LodePNG
attempts to allocate that many bytes... well, I don't know of any
systems that have 18 exabytes of memory. So that seems pretty bad.
2021-03-04 18:22:31 -05:00
Misa
888844cd3a Fix return value of PHYSFS_fileLength() being stored in a smaller size
The function returns a PHYSFS_sint64, but we forcefully shove it into a
PHYSFS_uint32. This means we throw away all the negative numbers, which
is bad because the function returns -1 if the size of the file can't be
determined; plus, we also throw away 32 bits of information, reducing
our range of supported file sizes from 9 exabytes to 4 gigabytes.

File size support is only as good as the weakeast link, and it looks
like one of the consumers of FILESYSTEM_loadFileToMemory(),
SDL_RWFromConstMem(), only takes in a signed 32-bit integer of size;
however, I would still like to do at least the bare minimum to support
as many file sizes as we can, and changing types around is one of those
bare minimums.
2021-03-04 18:22:31 -05:00
Misa
9997b28757 Add comment to magic numbers in FILESYSTEM_mountassets()
Now you know why there's a 7, a 14, and a 1 in the first SDL_strlcpy()
of the function.
2021-02-27 01:40:05 -05:00
Misa
57df734b1c Remove "data" checks from FILESYSTEM_mountassets()
After reasoning about it for a bit, there's no reason for these checks
to be here. `zip_normal` will either be
/home/infoteddy/.local/share/VVVVVV/levels if the asset directory is a
directory, or levels/levelname.zip if the asset directory is inside the
same zip as the level is. I don't see how they could ever be data.zip.

My guess is because of the VCE bug where it messed up its search path,
and before that bug was fixed, it had to be worked around here by
explicitly blacklisting data.zip here. When the assets mounting stuff
was ported from VCE to vanilla, vanilla didn't have the problem, and so
this data.zip blacklisting stuff was unnecessary.

Either way, I see no reason for this, so I'm going to remove it.
2021-02-27 01:40:05 -05:00
Misa
b2e748cad1 Refactor FILESYSTEM_mount[assets] to not use the STL
There is no need to use heap-allocated strings here, so I've refactored
them out. I've also cleaned up both of the functions a bit, because the
line spacing of the previous version was completely non-existent, brace
style was same-line instead of next-line, and the variable names were a
bit misleading (in FILESYSTEM_mountassets(), there is a `zippath` AND a
`zip_path`, which are two completely different variables).

Also, FILESYSTEM_mount() now prints an error message and bails if
PHYSFS_getRealDir() returns NULL, whereas it didn't do that before.
2021-02-27 01:40:05 -05:00
Misa
452ef3b511 Rename FILESYSTEM_directoryExists() to FILESYSTEM_exists()
The function is literally just an alias for PHYSFS_exists(), which does
not exclusively check for directories. Plus, the function is also used
to check if a non-directory file exists. Why is this function named
"directoryExists"?!
2021-02-27 01:40:05 -05:00
Misa
f372c22ce2 Don't export FILESYSTEM_directoryExists()
This function is never used outside of FileSystemUtils.cpp, so there's
no reason to export it.
2021-02-27 01:40:05 -05:00
Misa
c27bbaaecc Fix up log messages in FILESYSTEM_mountassets()
The info message when a .data.zip file is mounted is now differentiated
from the message when an actual directory is mounted (the .data.zip
message specifies ".data.zip").

The error message for an error occurring when loading or mounting a .zip
is now capitalized.

The "Custom asset directory does not exist" now uses puts(), because
there's no need to use printf() here.
2021-02-27 01:40:05 -05:00
Misa
5d4c1b7e9d Refactor endsWith() to not use the STL
There's not really any reason for this function to use heap-allocated
strings. So I've refactored it to not do that.

I would've used SDL_strrstr(), if it existed. It does not appear to
exist. But that's okay.
2021-02-27 01:40:05 -05:00
Misa
4a8c0a38ee Use SDL allocators for PhysFS
PhysFS by default just uses system malloc(), realloc(), and free(); it
provides a way to change them, with a struct named PHYSFS_Allocator and
a function named PHYSFS_setAllocator().

According to PhysFS docs, this function should be called before
PHYSFS_init(), which is why this allocator stuff is handled in
FileSystemUtils.cpp.

Also, I've had to make two "bridge" functions, because PHYSFS_Allocator
wants pointers to functions taking in `PHYSFS_uint64`s, not `size_t`s.
2021-02-25 19:39:23 -05:00