//====== Copyright 1996-2004, Valve Corporation, All rights reserved. ======= // // Purpose: // //============================================================================= #undef PROTECTED_THINGS_ENABLE #undef PROTECT_FILEIO_FUNCTIONS #ifndef POSIX #undef fopen #endif #if defined( _WIN32 ) && !defined( _X360 ) #include #include #include #include #elif defined( POSIX ) #include #endif #include #include #include "tier1/strtools.h" #include "filesystem_init.h" #include "tier0/icommandline.h" #include "tier0/stacktools.h" #include "keyvalues.h" #include "appframework/iappsystemgroup.h" #include "tier1/smartptr.h" #if defined( _X360 ) #include "xbox\xbox_win32stubs.h" #endif #include "tier2/tier2.h" // memdbgon must be the last include file in a .cpp file!!! #include #if !defined( _X360 ) #define GAMEINFO_FILENAME "GameInfo.txt" #else // The .xtx file is a TCR requirement, as .txt files cannot live on the DVD. // The .xtx file only exists outside the zips (same as .txt and is made during the image build) and is read to setup the search paths. // So all other code should be able to safely expect gameinfo.txt after the zip is mounted as the .txt file exists inside the zips. // The .xtx concept is private and should only have to occurr here. As a safety measure, if the .xtx file is not found // a retry is made with the original .txt name #define GAMEINFO_FILENAME "gameinfo.xtx" #endif #define GAMEINFO_FILENAME_ALTERNATE "gameinfo.txt" static char g_FileSystemError[256]; static bool s_bUseVProjectBinDir = false; static FSErrorMode_t g_FileSystemErrorMode = FS_ERRORMODE_VCONFIG; // Call this to use a bin directory relative to VPROJECT void FileSystem_UseVProjectBinDir( bool bEnable ) { s_bUseVProjectBinDir = bEnable; } // This class lets you modify environment variables, and it restores the original value // when it goes out of scope. class CTempEnvVar { public: CTempEnvVar( const char *pVarName ) { m_bRestoreOriginalValue = true; m_pVarName = pVarName; const char *pValue = NULL; #ifdef _WIN32 // Use GetEnvironmentVariable instead of getenv because getenv doesn't pick up changes // to the process environment after the DLL was loaded. char szBuf[ 4096 ]; if ( GetEnvironmentVariable( m_pVarName, szBuf, sizeof( szBuf ) ) != 0) { pValue = szBuf; } #else // LINUX BUG: see above pValue = getenv( pVarName ); #endif if ( pValue ) { m_bExisted = true; m_OriginalValue.SetSize( strlen( pValue ) + 1 ); memcpy( m_OriginalValue.Base(), pValue, m_OriginalValue.Count() ); } else { m_bExisted = false; } } ~CTempEnvVar() { if ( m_bRestoreOriginalValue ) { // Restore the original value. if ( m_bExisted ) { SetValue( "%s", m_OriginalValue.Base() ); } else { ClearValue(); } } } void SetRestoreOriginalValue( bool bRestore ) { m_bRestoreOriginalValue = bRestore; } int GetValue(char *pszBuf, int nBufSize ) { if ( !pszBuf || ( nBufSize <= 0 ) ) return 0; #ifdef _WIN32 // Use GetEnvironmentVariable instead of getenv because getenv doesn't pick up changes // to the process environment after the DLL was loaded. return GetEnvironmentVariable( m_pVarName, pszBuf, nBufSize ); #else // LINUX BUG: see above const char *pszOut = getenv( m_pVarName ); if ( !pszOut ) { *pszBuf = '\0'; return 0; } Q_strncpy( pszBuf, pszOut, nBufSize ); return Q_strlen( pszBuf ); #endif } void SetValue( const char *pValue, ... ) { char valueString[4096]; va_list marker; va_start( marker, pValue ); Q_vsnprintf( valueString, sizeof( valueString ), pValue, marker ); va_end( marker ); #ifdef WIN32 char str[4096]; Q_snprintf( str, sizeof( str ), "%s=%s", m_pVarName, valueString ); _putenv( str ); #else setenv( m_pVarName, valueString, 1 ); #endif } void ClearValue() { #ifdef WIN32 char str[512]; Q_snprintf( str, sizeof( str ), "%s=", m_pVarName ); _putenv( str ); #else setenv( m_pVarName, "", 1 ); #endif } private: bool m_bRestoreOriginalValue; const char *m_pVarName; bool m_bExisted; CUtlVector m_OriginalValue; }; class CSteamEnvVars { public: CSteamEnvVars() : m_SteamAppId( "SteamAppId" ), m_SteamUserPassphrase( "SteamUserPassphrase" ), m_SteamAppUser( "SteamAppUser" ), m_Path( "path" ) { } void SetRestoreOriginalValue_ALL( bool bRestore ) { m_SteamAppId.SetRestoreOriginalValue( bRestore ); m_SteamUserPassphrase.SetRestoreOriginalValue( bRestore ); m_SteamAppUser.SetRestoreOriginalValue( bRestore ); m_Path.SetRestoreOriginalValue( bRestore ); } CTempEnvVar m_SteamAppId; CTempEnvVar m_SteamUserPassphrase; CTempEnvVar m_SteamAppUser; CTempEnvVar m_Path; }; // ---------------------------------------------------------------------------------------------------- // // Helpers. // ---------------------------------------------------------------------------------------------------- // void Q_getwd( char *out, int outSize ) { #if defined( _WIN32 ) || defined( WIN32 ) _getcwd( out, outSize ); Q_strncat( out, "\\", outSize, COPY_ALL_CHARACTERS ); #else getcwd( out, outSize ); strcat( out, "/" ); #endif Q_FixSlashes( out ); } // ---------------------------------------------------------------------------------------------------- // // Module interface. // ---------------------------------------------------------------------------------------------------- // CFSSearchPathsInit::CFSSearchPathsInit() { m_pDirectoryName = NULL; m_pLanguage = NULL; m_ModPath[0] = 0; } CFSSteamSetupInfo::CFSSteamSetupInfo() { m_pDirectoryName = NULL; m_bOnlyUseDirectoryName = false; m_bSteam = false; m_bToolsMode = true; m_bNoGameInfo = false; } CFSLoadModuleInfo::CFSLoadModuleInfo() { m_pFileSystemDLLName = NULL; m_pFileSystem = NULL; m_pModule = NULL; } CFSMountContentInfo::CFSMountContentInfo() { m_bToolsMode = true; m_pDirectoryName = NULL; m_pFileSystem = NULL; } const char *FileSystem_GetLastErrorString() { return g_FileSystemError; } void AddLanguageGameDir( IFileSystem *pFileSystem, const char *pLocation, const char *pLanguage ) { #if !defined( DEDICATED ) char temp[MAX_PATH]; Q_snprintf( temp, sizeof(temp), "%s_%s", pLocation, pLanguage ); pFileSystem->AddSearchPath( temp, "GAME", PATH_ADD_TO_TAIL ); if ( IsPC() && !pFileSystem->IsSteam() ) { // also look in "..\localization\" if not running Steam char baseDir[MAX_PATH]; char *tempPtr = NULL, *gameDir = NULL; Q_strncpy( baseDir, pLocation, sizeof(baseDir) ); tempPtr = Q_strstr( baseDir, "\\game\\" ); if ( tempPtr ) { gameDir = tempPtr + Q_strlen( "\\game\\" ); *tempPtr = 0; Q_snprintf( temp, sizeof(temp), "%s%clocalization%c%s_%s", baseDir, CORRECT_PATH_SEPARATOR, CORRECT_PATH_SEPARATOR, gameDir, pLanguage ); pFileSystem->AddSearchPath( temp, "GAME", PATH_ADD_TO_TAIL ); } } #endif } void AddGameBinDir( IFileSystem *pFileSystem, const char *pLocation ) { char temp[MAX_PATH]; Q_snprintf( temp, sizeof(temp), "%s%cbin", pLocation, CORRECT_PATH_SEPARATOR ); pFileSystem->AddSearchPath( temp, "GAMEBIN", PATH_ADD_TO_TAIL ); } KeyValues* ReadKeyValuesFile( const char *pFilename ) { MEM_ALLOC_CREDIT(); // Read in the gameinfo.txt file and null-terminate it. FILE *fp = fopen( pFilename, "rb" ); if ( !fp ) return NULL; CUtlVector buf; fseek( fp, 0, SEEK_END ); buf.SetSize( ftell( fp ) + 1 ); fseek( fp, 0, SEEK_SET ); fread( buf.Base(), 1, buf.Count()-1, fp ); fclose( fp ); buf[buf.Count()-1] = 0; KeyValues *kv = new KeyValues( "" ); if ( !kv->LoadFromBuffer( pFilename, buf.Base() ) ) { kv->deleteThis(); return NULL; } return kv; } static bool Sys_GetExecutableName( char *out, int len ) { #if defined( _WIN32 ) if ( !::GetModuleFileName( ( HINSTANCE )GetModuleHandle( NULL ), out, len ) ) { return false; } #else if ( CommandLine()->GetParm(0) ) { Q_MakeAbsolutePath( out, len, CommandLine()->GetParm(0) ); } else { return false; } #endif return true; } bool FileSystem_GetExecutableDir( char *exedir, int exeDirLen ) { exedir[0] = 0; if ( s_bUseVProjectBinDir ) { const char *pProject = GetVProjectCmdLineValue(); if ( !pProject ) { // Check their registry. pProject = getenv( GAMEDIR_TOKEN ); } if ( pProject ) { Q_snprintf( exedir, exeDirLen, "%s%c..%cbin", pProject, CORRECT_PATH_SEPARATOR, CORRECT_PATH_SEPARATOR ); return true; } return false; } if ( !Sys_GetExecutableName( exedir, exeDirLen ) ) return false; Q_StripFilename( exedir ); if ( IsX360() ) { // The 360 can have its exe and dlls reside on different volumes // use the optional basedir as the exe dir if ( CommandLine()->FindParm( "-basedir" ) ) { strcpy( exedir, CommandLine()->ParmValue( "-basedir", "" ) ); } } Q_FixSlashes( exedir ); // Return the bin directory as the executable dir if it's not in there // because that's really where we're running from... char ext[MAX_PATH]; Q_StrRight( exedir, 4, ext, sizeof( ext ) ); if ( ext[0] != CORRECT_PATH_SEPARATOR || Q_stricmp( ext+1, "bin" ) != 0 ) { Q_strncat( exedir, "\\bin", exeDirLen, COPY_ALL_CHARACTERS ); Q_FixSlashes( exedir ); } return true; } static bool FileSystem_GetBaseDir( char *baseDir, int baseDirLen ) { if ( FileSystem_GetExecutableDir( baseDir, baseDirLen ) ) { Q_StripFilename( baseDir ); return true; } return false; } void LaunchVConfig() { #if defined( _WIN32 ) && !defined( _X360 ) char vconfigExe[MAX_PATH]; FileSystem_GetExecutableDir( vconfigExe, sizeof( vconfigExe ) ); Q_AppendSlash( vconfigExe, sizeof( vconfigExe ) ); Q_strncat( vconfigExe, "vconfig.exe", sizeof( vconfigExe ), COPY_ALL_CHARACTERS ); char *argv[] = { vconfigExe, "-allowdebug", NULL }; _spawnv( _P_NOWAIT, vconfigExe, argv ); #elif defined( _X360 ) Msg( "Launching vconfig.exe not supported\n" ); #endif } const char* GetVProjectCmdLineValue() { return CommandLine()->ParmValue( "-vproject", CommandLine()->ParmValue( "-game" ) ); } FSReturnCode_t SetupFileSystemError( bool bRunVConfig, FSReturnCode_t retVal, const char *pMsg, ... ) { va_list marker; va_start( marker, pMsg ); Q_vsnprintf( g_FileSystemError, sizeof( g_FileSystemError ), pMsg, marker ); va_end( marker ); Warning( "%s\n", g_FileSystemError ); // Run vconfig? // Don't do it if they specifically asked for it not to, or if they manually specified a vconfig with -game or -vproject. if ( bRunVConfig && g_FileSystemErrorMode == FS_ERRORMODE_VCONFIG && !CommandLine()->FindParm( CMDLINEOPTION_NOVCONFIG ) && !GetVProjectCmdLineValue() ) { LaunchVConfig(); } if ( g_FileSystemErrorMode == FS_ERRORMODE_AUTO || g_FileSystemErrorMode == FS_ERRORMODE_VCONFIG ) { Error( "%s\n", g_FileSystemError ); } return retVal; } FSReturnCode_t LoadGameInfoFile( const char *pDirectoryName, KeyValues *&pMainFile, KeyValues *&pFileSystemInfo, KeyValues *&pSearchPaths ) { // If GameInfo.txt exists under pBaseDir, then this is their game directory. // All the filesystem mappings will be in this file. char gameinfoFilename[MAX_PATH]; Q_strncpy( gameinfoFilename, pDirectoryName, sizeof( gameinfoFilename ) ); Q_AppendSlash( gameinfoFilename, sizeof( gameinfoFilename ) ); Q_strncat( gameinfoFilename, GAMEINFO_FILENAME, sizeof( gameinfoFilename ), COPY_ALL_CHARACTERS ); Q_FixSlashes( gameinfoFilename ); pMainFile = ReadKeyValuesFile( gameinfoFilename ); if ( IsX360() && !pMainFile ) { // try again Q_strncpy( gameinfoFilename, pDirectoryName, sizeof( gameinfoFilename ) ); Q_AppendSlash( gameinfoFilename, sizeof( gameinfoFilename ) ); Q_strncat( gameinfoFilename, GAMEINFO_FILENAME_ALTERNATE, sizeof( gameinfoFilename ), COPY_ALL_CHARACTERS ); Q_FixSlashes( gameinfoFilename ); pMainFile = ReadKeyValuesFile( gameinfoFilename ); } if ( !pMainFile ) { return SetupFileSystemError( true, FS_MISSING_GAMEINFO_FILE, "%s is missing.", gameinfoFilename ); } pFileSystemInfo = pMainFile->FindKey( "FileSystem" ); if ( !pFileSystemInfo ) { pMainFile->deleteThis(); return SetupFileSystemError( true, FS_INVALID_GAMEINFO_FILE, "%s is not a valid format.", gameinfoFilename ); } // Now read in all the search paths. pSearchPaths = pFileSystemInfo->FindKey( "SearchPaths" ); if ( !pSearchPaths ) { pMainFile->deleteThis(); return SetupFileSystemError( true, FS_INVALID_GAMEINFO_FILE, "%s is not a valid format.", gameinfoFilename ); } return FS_OK; } // checks the registry for the low violence setting // Check "HKEY_CURRENT_USER\Software\Valve\Source\Settings" and "User Token 2" or "User Token 3" bool IsLowViolenceBuild( void ) { #if defined( _LOWVIOLENCE ) // a low violence build can not be-undone return true; #endif // Users can opt into low violence mode on the command-line. if ( CommandLine()->FindParm( "-lv" ) != 0 ) return true; #if defined(_WIN32) HKEY hKey; char szValue[64]; unsigned long len = sizeof(szValue) - 1; bool retVal = false; if ( IsPC() && RegOpenKeyEx( HKEY_CURRENT_USER, "Software\\Valve\\Source\\Settings", NULL, KEY_READ, &hKey) == ERROR_SUCCESS ) { // User Token 2 if ( RegQueryValueEx( hKey, "User Token 2", NULL, NULL, (unsigned char*)szValue, &len ) == ERROR_SUCCESS ) { if ( Q_strlen( szValue ) > 0 ) { retVal = true; } } if ( !retVal ) { // reset "len" for the next check len = sizeof(szValue) - 1; // User Token 3 if ( RegQueryValueEx( hKey, "User Token 3", NULL, NULL, (unsigned char*)szValue, &len ) == ERROR_SUCCESS ) { if ( Q_strlen( szValue ) > 0 ) { retVal = true; } } } RegCloseKey(hKey); } return retVal; #elif POSIX return false; #elif #error "Fix me" #endif } static void FileSystem_AddLoadedSearchPath( CFSSearchPathsInit &initInfo, const char *pPathID, bool *bFirstGamePath, const char *pBaseDir, const char *pLocation, bool bLowViolence ) { char fullLocationPath[MAX_PATH]; Q_MakeAbsolutePath( fullLocationPath, sizeof( fullLocationPath ), pLocation, pBaseDir ); // Now resolve any ./'s. V_FixSlashes( fullLocationPath ); if ( !V_RemoveDotSlashes( fullLocationPath ) ) Error( "FileSystem_AddLoadedSearchPath - Can't resolve pathname for '%s'", fullLocationPath ); // Add language, mod, and gamebin search paths automatically. if ( Q_stricmp( pPathID, "game" ) == 0 ) { bool bDoAllPaths = true; #if defined( _X360 ) && defined( LEFT4DEAD ) // hl2 is a vestigal mistake due to shaders, xbox needs to prevent any search path bloat if ( V_stristr( fullLocationPath, "\\hl2" ) ) { bDoAllPaths = false; } #endif // add the language path, needs to be topmost, generally only contains audio // and the language localized movies (there are 2 version one normal, one LV) // this trumps the LV english movie as desired for the language if ( initInfo.m_pLanguage && bDoAllPaths ) { AddLanguageGameDir( initInfo.m_pFileSystem, fullLocationPath, initInfo.m_pLanguage ); } // next add the low violence path if ( bLowViolence && bDoAllPaths ) { char szPath[MAX_PATH]; Q_snprintf( szPath, sizeof(szPath), "%s_lv", fullLocationPath ); initInfo.m_pFileSystem->AddSearchPath( szPath, pPathID, PATH_ADD_TO_TAIL ); } if ( CommandLine()->FindParm( "-tempcontent" ) != 0 && bDoAllPaths ) { char szPath[MAX_PATH]; Q_snprintf( szPath, sizeof(szPath), "%s_tempcontent", fullLocationPath ); initInfo.m_pFileSystem->AddSearchPath( szPath, pPathID, PATH_ADD_TO_TAIL ); } // mark the first "game" dir as the "MOD" dir if ( *bFirstGamePath ) { *bFirstGamePath = false; initInfo.m_pFileSystem->AddSearchPath( fullLocationPath, "MOD", PATH_ADD_TO_TAIL ); Q_strncpy( initInfo.m_ModPath, fullLocationPath, sizeof( initInfo.m_ModPath ) ); } if ( bDoAllPaths ) { // add the game bin AddGameBinDir( initInfo.m_pFileSystem, fullLocationPath ); } } initInfo.m_pFileSystem->AddSearchPath( fullLocationPath, pPathID, PATH_ADD_TO_TAIL ); } bool FileSystem_IsHldsUpdateToolDedicatedServer() { // To determine this, we see if the directory our executable was launched from is "orangebox". // We only are under "orangebox" if we're run from hldsupdatetool. char baseDir[MAX_PATH]; if ( !FileSystem_GetBaseDir( baseDir, sizeof( baseDir ) ) ) return false; V_FixSlashes( baseDir ); V_StripTrailingSlash( baseDir ); const char *pLastDir = V_UnqualifiedFileName( baseDir ); return ( pLastDir && V_stricmp( pLastDir, "orangebox" ) == 0 ); } #ifdef ENGINE_DLL extern void FileSystem_UpdateAddonSearchPaths( IFileSystem *pFileSystem ); #endif FSReturnCode_t FileSystem_LoadSearchPaths( CFSSearchPathsInit &initInfo ) { if ( !initInfo.m_pFileSystem || !initInfo.m_pDirectoryName ) return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_LoadSearchPaths: Invalid parameters specified." ); KeyValues *pMainFile, *pFileSystemInfo, *pSearchPaths; FSReturnCode_t retVal = LoadGameInfoFile( initInfo.m_pDirectoryName, pMainFile, pFileSystemInfo, pSearchPaths ); if ( retVal != FS_OK ) return retVal; // All paths except those marked with |gameinfo_path| are relative to the base dir. char baseDir[MAX_PATH]; if ( !FileSystem_GetBaseDir( baseDir, sizeof( baseDir ) ) ) return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetBaseDir failed." ); initInfo.m_ModPath[0] = 0; #define GAMEINFOPATH_TOKEN "|gameinfo_path|" #define BASESOURCEPATHS_TOKEN "|all_source_engine_paths|" bool bLowViolence = IsLowViolenceBuild(); bool bFirstGamePath = true; for ( KeyValues *pCur=pSearchPaths->GetFirstValue(); pCur; pCur=pCur->GetNextValue() ) { const char *pPathID = pCur->GetName(); const char *pLocation = pCur->GetString(); if ( Q_stristr( pLocation, GAMEINFOPATH_TOKEN ) == pLocation ) { pLocation += strlen( GAMEINFOPATH_TOKEN ); FileSystem_AddLoadedSearchPath( initInfo, pPathID, &bFirstGamePath, initInfo.m_pDirectoryName, pLocation, bLowViolence ); } else if ( Q_stristr( pLocation, BASESOURCEPATHS_TOKEN ) == pLocation ) { // This is a special identifier that tells it to add the specified path for all source engine versions equal to or prior to this version. // So in Orange Box, if they specified: // |all_source_engine_paths|hl2 // it would add the ep2\hl2 folder and the base (ep1-era) hl2 folder. // // We need a special identifier in the gameinfo.txt here because the base hl2 folder exists in different places. // In the case of a game or a Steam-launched dedicated server, all the necessary prior engine content is mapped in with the Steam depots, // so we can just use the path as-is. // In the case of an hldsupdatetool dedicated server, the base hl2 folder is "..\..\hl2" (since we're up in the 'orangebox' folder). pLocation += strlen( BASESOURCEPATHS_TOKEN ); // Add the Orange-box path (which also will include whatever the depots mapped in as well if we're // running a Steam-launched app). FileSystem_AddLoadedSearchPath( initInfo, pPathID, &bFirstGamePath, baseDir, pLocation, bLowViolence ); if ( FileSystem_IsHldsUpdateToolDedicatedServer() ) { // If we're using the hldsupdatetool dedicated server, then go up a directory to get the ep1-era files too. char ep1EraPath[MAX_PATH]; V_snprintf( ep1EraPath, sizeof( ep1EraPath ), "..%c%s", CORRECT_PATH_SEPARATOR, pLocation ); FileSystem_AddLoadedSearchPath( initInfo, pPathID, &bFirstGamePath, baseDir, ep1EraPath, bLowViolence ); } } else { FileSystem_AddLoadedSearchPath( initInfo, pPathID, &bFirstGamePath, baseDir, pLocation, bLowViolence ); } } pMainFile->deleteThis(); // // Set up search paths for add-ons // if ( IsPC() ) { #ifdef ENGINE_DLL FileSystem_UpdateAddonSearchPaths( initInfo.m_pFileSystem ); #endif } // these specialized tool paths are not used on 360 and cause a costly constant perf tax, so inhibited if ( IsPC() ) { // Create a content search path based on the game search path const char *pGameRoot = getenv( GAMEROOT_TOKEN ); const char *pContentRoot = getenv( CONTENTROOT_TOKEN ); if ( pGameRoot && pContentRoot ) { int nLen = initInfo.m_pFileSystem->GetSearchPath( "GAME", false, NULL, 0 ); char *pSearchPath = (char*)stackalloc( nLen * sizeof(char) ); initInfo.m_pFileSystem->GetSearchPath( "GAME", false, pSearchPath, nLen ); char *pPath = pSearchPath; while( pPath ) { char *pSemiColon = strchr( pPath, ';' ); if ( pSemiColon ) { *pSemiColon = 0; } Q_StripTrailingSlash( pPath ); Q_FixSlashes( pPath ); const char *pCurPath = pPath; pPath = pSemiColon ? pSemiColon + 1 : NULL; char pRelativePath[MAX_PATH]; char pContentPath[MAX_PATH]; if ( !Q_MakeRelativePath( pCurPath, pGameRoot, pRelativePath, sizeof(pRelativePath) ) ) continue; Q_ComposeFileName( pContentRoot, pRelativePath, pContentPath, sizeof(pContentPath) ); initInfo.m_pFileSystem->AddSearchPath( pContentPath, "CONTENT" ); } // Add the "platform" directory as a game searchable path char pPlatformPath[MAX_PATH]; Q_ComposeFileName( pGameRoot, "platform", pPlatformPath, sizeof(pPlatformPath) ); initInfo.m_pFileSystem->AddSearchPath( pPlatformPath, "GAME", PATH_ADD_TO_TAIL ); initInfo.m_pFileSystem->AddSearchPath( pContentRoot, "CONTENTROOT" ); initInfo.m_pFileSystem->AddSearchPath( pGameRoot, "GAMEROOT" ); } else { // Come up with some reasonable default int nLen = initInfo.m_pFileSystem->GetSearchPath( "MOD", false, NULL, 0 ); char *pSearchPath = (char*)stackalloc( nLen * sizeof(char) ); initInfo.m_pFileSystem->GetSearchPath( "MOD", false, pSearchPath, nLen ); char *pSemiColon = strchr( pSearchPath, ';' ); if ( pSemiColon ) { *pSemiColon = 0; } char pGameRootPath[MAX_PATH]; Q_strncpy( pGameRootPath, pSearchPath, sizeof(pGameRootPath) ); Q_StripTrailingSlash( pGameRootPath ); Q_StripFilename( pGameRootPath ); char pContentRootPath[MAX_PATH]; Q_strncpy( pContentRootPath, pGameRootPath, sizeof(pContentRootPath) ); char *pGame = Q_stristr( pContentRootPath, "game" ); if ( pGame ) { Q_strcpy( pGame, "content" ); } initInfo.m_pFileSystem->AddSearchPath( pContentRootPath, "CONTENTROOT" ); initInfo.m_pFileSystem->AddSearchPath( pGameRootPath, "GAMEROOT" ); } // Also, mark specific path IDs as "by request only". That way, we won't waste time searching in them // when people forget to specify a search path. initInfo.m_pFileSystem->MarkPathIDByRequestOnly( "contentroot", true ); initInfo.m_pFileSystem->MarkPathIDByRequestOnly( "gameroot", true ); initInfo.m_pFileSystem->MarkPathIDByRequestOnly( "content", true ); } // Also, mark specific path IDs as "by request only". That way, we won't waste time searching in them // when people forget to specify a search path. initInfo.m_pFileSystem->MarkPathIDByRequestOnly( "executable_path", true ); initInfo.m_pFileSystem->MarkPathIDByRequestOnly( "gamebin", true ); initInfo.m_pFileSystem->MarkPathIDByRequestOnly( "mod", true ); // Add the write path last. if ( initInfo.m_ModPath[0] != 0 ) { initInfo.m_pFileSystem->AddSearchPath( initInfo.m_ModPath, "DEFAULT_WRITE_PATH", PATH_ADD_TO_TAIL ); } #ifdef _DEBUG initInfo.m_pFileSystem->PrintSearchPaths(); #endif #if defined( ENABLE_RUNTIME_STACK_TRANSLATION ) && !defined( _X360 ) //copy search paths to stack tools so it can grab pdb's from all over. But only on P4 or Steam Beta builds if( (CommandLine()->FindParm( "-steam" ) == 0) || //not steam (CommandLine()->FindParm( "-internalbuild" ) != 0) ) //steam beta is ok { char szSearchPaths[4096]; //int CBaseFileSystem::GetSearchPath( const char *pathID, bool bGetPackFiles, char *pPath, int nMaxLen ) int iLength1 = initInfo.m_pFileSystem->GetSearchPath( "EXECUTABLE_PATH", false, szSearchPaths, 4096 ); if( iLength1 == 1 ) iLength1 = 0; int iLength2 = initInfo.m_pFileSystem->GetSearchPath( "GAMEBIN", false, szSearchPaths + iLength1, 4096 - iLength1 ); if( (iLength2 > 1) && (iLength1 > 1) ) { szSearchPaths[iLength1 - 1] = ';'; //replace first null terminator } const char *szAdditionalPath = CommandLine()->ParmValue( "-AdditionalPDBSearchPath" ); if( szAdditionalPath && szAdditionalPath[0] ) { int iLength = iLength1; if( iLength2 > 1 ) iLength += iLength2; if( iLength != 0 ) { szSearchPaths[iLength - 1] = ';'; //replaces null terminator } V_strncpy( &szSearchPaths[iLength], szAdditionalPath, 4096 - iLength ); } //Append the perforce symbol server last. Documentation says that "srv*\\perforce\symbols" should work, but it doesn't. //"symsrv*symsrv.dll*\\perforce\symbols" which the docs say is the same statement, works. { V_strncat( szSearchPaths, ";symsrv*symsrv.dll*\\\\perforce\\symbols", 4096 ); } SetStackTranslationSymbolSearchPath( szSearchPaths ); //MessageBox( NULL, szSearchPaths, "Search Paths", 0 ); } #endif return FS_OK; } bool DoesFileExistIn( const char *pDirectoryName, const char *pFilename ) { char filename[MAX_PATH]; Q_strncpy( filename, pDirectoryName, sizeof( filename ) ); Q_AppendSlash( filename, sizeof( filename ) ); Q_strncat( filename, pFilename, sizeof( filename ), COPY_ALL_CHARACTERS ); Q_FixSlashes( filename ); bool bExist = ( _access( filename, 0 ) == 0 ); return ( bExist ); } namespace { SuggestGameInfoDirFn_t & GetSuggestGameInfoDirFn( void ) { static SuggestGameInfoDirFn_t s_pfnSuggestGameInfoDir = NULL; return s_pfnSuggestGameInfoDir; } }; // `anonymous` namespace SuggestGameInfoDirFn_t SetSuggestGameInfoDirFn( SuggestGameInfoDirFn_t pfnNewFn ) { SuggestGameInfoDirFn_t &rfn = GetSuggestGameInfoDirFn(); SuggestGameInfoDirFn_t pfnOldFn = rfn; rfn = pfnNewFn; return pfnOldFn; } static FSReturnCode_t TryLocateGameInfoFile( char *pOutDir, int outDirLen, bool bBubbleDir ) { // Retain a copy of suggested path for further attempts CArrayAutoPtr < char > spchCopyNameBuffer( new char [ outDirLen ] ); Q_strncpy( spchCopyNameBuffer.Get(), pOutDir, outDirLen ); spchCopyNameBuffer[ outDirLen - 1 ] = 0; // Make appropriate slashes ('/' - Linux style) for ( char *pchFix = spchCopyNameBuffer.Get(), *pchEnd = pchFix + outDirLen; pchFix < pchEnd; ++ pchFix ) { if ( '\\' == *pchFix ) { *pchFix = '/'; } } // Have a look in supplied path do { if ( DoesFileExistIn( pOutDir, GAMEINFO_FILENAME ) ) { return FS_OK; } if ( IsX360() && DoesFileExistIn( pOutDir, GAMEINFO_FILENAME_ALTERNATE ) ) { return FS_OK; } } while ( bBubbleDir && Q_StripLastDir( pOutDir, outDirLen ) ); // Make an attempt to resolve from "content -> game" directory Q_strncpy( pOutDir, spchCopyNameBuffer.Get(), outDirLen ); pOutDir[ outDirLen - 1 ] = 0; if ( char *pchContentFix = Q_stristr( pOutDir, "/content/" ) ) { sprintf( pchContentFix, "/game/" ); memmove( pchContentFix + 6, pchContentFix + 9, pOutDir + outDirLen - (pchContentFix + 9) ); // Try in the mapped "game" directory do { if ( DoesFileExistIn( pOutDir, GAMEINFO_FILENAME ) ) { return FS_OK; } if ( IsX360() && DoesFileExistIn( pOutDir, GAMEINFO_FILENAME_ALTERNATE ) ) { return FS_OK; } } while ( bBubbleDir && Q_StripLastDir( pOutDir, outDirLen ) ); } // Could not find it here return FS_MISSING_GAMEINFO_FILE; } FSReturnCode_t LocateGameInfoFile( const CFSSteamSetupInfo &fsInfo, char *pOutDir, int outDirLen ) { // Engine and Hammer don't want to search around for it. if ( fsInfo.m_bOnlyUseDirectoryName ) { if ( !fsInfo.m_pDirectoryName ) return SetupFileSystemError( false, FS_MISSING_GAMEINFO_FILE, "bOnlyUseDirectoryName=1 and pDirectoryName=NULL." ); bool bExists = DoesFileExistIn( fsInfo.m_pDirectoryName, GAMEINFO_FILENAME ); if ( IsX360() && !bExists ) { bExists = DoesFileExistIn( fsInfo.m_pDirectoryName, GAMEINFO_FILENAME_ALTERNATE ); } if ( !bExists ) { if ( IsX360() && CommandLine()->FindParm( "-basedir" ) ) { char basePath[MAX_PATH]; strcpy( basePath, CommandLine()->ParmValue( "-basedir", "" ) ); Q_AppendSlash( basePath, sizeof( basePath ) ); Q_strncat( basePath, fsInfo.m_pDirectoryName, sizeof( basePath ), COPY_ALL_CHARACTERS ); if ( DoesFileExistIn( basePath, GAMEINFO_FILENAME ) ) { Q_strncpy( pOutDir, basePath, outDirLen ); return FS_OK; } if ( IsX360() && DoesFileExistIn( basePath, GAMEINFO_FILENAME_ALTERNATE ) ) { Q_strncpy( pOutDir, basePath, outDirLen ); return FS_OK; } } return SetupFileSystemError( true, FS_MISSING_GAMEINFO_FILE, "Setup file '%s' doesn't exist in subdirectory '%s'.\nCheck your -game parameter or VCONFIG setting.", GAMEINFO_FILENAME, fsInfo.m_pDirectoryName ); } Q_strncpy( pOutDir, fsInfo.m_pDirectoryName, outDirLen ); return FS_OK; } // First, check for overrides on the command line or environment variables. const char *pProject = GetVProjectCmdLineValue(); if ( pProject ) { if ( DoesFileExistIn( pProject, GAMEINFO_FILENAME ) ) { Q_MakeAbsolutePath( pOutDir, outDirLen, pProject ); return FS_OK; } if ( IsX360() && DoesFileExistIn( pProject, GAMEINFO_FILENAME_ALTERNATE ) ) { Q_MakeAbsolutePath( pOutDir, outDirLen, pProject ); return FS_OK; } if ( IsX360() && CommandLine()->FindParm( "-basedir" ) ) { char basePath[MAX_PATH]; strcpy( basePath, CommandLine()->ParmValue( "-basedir", "" ) ); Q_AppendSlash( basePath, sizeof( basePath ) ); Q_strncat( basePath, pProject, sizeof( basePath ), COPY_ALL_CHARACTERS ); if ( DoesFileExistIn( basePath, GAMEINFO_FILENAME ) ) { Q_strncpy( pOutDir, basePath, outDirLen ); return FS_OK; } if ( DoesFileExistIn( basePath, GAMEINFO_FILENAME_ALTERNATE ) ) { Q_strncpy( pOutDir, basePath, outDirLen ); return FS_OK; } } if ( fsInfo.m_bNoGameInfo ) { // fsInfo.m_bNoGameInfo is set by the Steam dedicated server, before it knows which mod to use. // Steam dedicated server doesn't need a gameinfo.txt, because we'll ask which mod to use, even if // -game is supplied on the command line. Q_strncpy( pOutDir, "", outDirLen ); return FS_OK; } else { // They either specified vproject on the command line or it's in their registry. Either way, // we don't want to continue if they've specified it but it's not valid. goto ShowError; } } if ( fsInfo.m_bNoGameInfo ) { Q_strncpy( pOutDir, "", outDirLen ); return FS_OK; } // Ask the application if it can provide us with a game info directory { bool bBubbleDir = true; SuggestGameInfoDirFn_t pfnSuggestGameInfoDirFn = GetSuggestGameInfoDirFn(); if ( pfnSuggestGameInfoDirFn && ( * pfnSuggestGameInfoDirFn )( &fsInfo, pOutDir, outDirLen, &bBubbleDir ) && FS_OK == TryLocateGameInfoFile( pOutDir, outDirLen, bBubbleDir ) ) return FS_OK; } // Try to use the environment variable / registry if ( ( pProject = getenv( GAMEDIR_TOKEN ) ) != NULL && ( Q_MakeAbsolutePath( pOutDir, outDirLen, pProject ), 1 ) && FS_OK == TryLocateGameInfoFile( pOutDir, outDirLen, false ) ) return FS_OK; if ( IsPC() ) { Warning( "Warning: falling back to auto detection of vproject directory.\n" ); // Now look for it in the directory they passed in. if ( fsInfo.m_pDirectoryName ) Q_MakeAbsolutePath( pOutDir, outDirLen, fsInfo.m_pDirectoryName ); else Q_MakeAbsolutePath( pOutDir, outDirLen, "." ); if ( FS_OK == TryLocateGameInfoFile( pOutDir, outDirLen, true ) ) return FS_OK; // Use the CWD Q_getwd( pOutDir, outDirLen ); if ( FS_OK == TryLocateGameInfoFile( pOutDir, outDirLen, true ) ) return FS_OK; } ShowError: return SetupFileSystemError( true, FS_MISSING_GAMEINFO_FILE, "Unable to find %s. Solutions:\n\n" "1. Read http://www.valve-erc.com/srcsdk/faq.html#NoGameDir\n" "2. Run vconfig to specify which game you're working on.\n" "3. Add -game on the command line where is the directory that %s is in.\n", GAMEINFO_FILENAME, GAMEINFO_FILENAME ); } bool DoesPathExistAlready( const char *pPathEnvVar, const char *pTestPath ) { // Fix the slashes in the input arguments. char correctedPathEnvVar[8192], correctedTestPath[MAX_PATH]; Q_strncpy( correctedPathEnvVar, pPathEnvVar, sizeof( correctedPathEnvVar ) ); Q_FixSlashes( correctedPathEnvVar ); pPathEnvVar = correctedPathEnvVar; Q_strncpy( correctedTestPath, pTestPath, sizeof( correctedTestPath ) ); Q_FixSlashes( correctedTestPath ); if ( strlen( correctedTestPath ) > 0 && PATHSEPARATOR( correctedTestPath[strlen(correctedTestPath)-1] ) ) correctedTestPath[ strlen(correctedTestPath) - 1 ] = 0; pTestPath = correctedTestPath; const char *pCurPos = pPathEnvVar; while ( 1 ) { const char *pTestPos = Q_stristr( pCurPos, pTestPath ); if ( !pTestPos ) return false; // Ok, we found pTestPath in the path, but it's only valid if it's followed by an optional slash and a semicolon. pTestPos += strlen( pTestPath ); if ( pTestPos[0] == 0 || pTestPos[0] == ';' || (PATHSEPARATOR( pTestPos[0] ) && pTestPos[1] == ';') ) return true; // Advance our marker.. pCurPos = pTestPos; } } FSReturnCode_t SetSteamInstallPath( char *steamInstallPath, int steamInstallPathLen, CSteamEnvVars &steamEnvVars, bool bErrorsAsWarnings ) { if ( IsConsole() ) { // consoles don't use steam return FS_MISSING_STEAM_DLL; } if ( IsPosix() ) return FS_OK; // under posix the content does not live with steam.dll up the path, rely on the environment already being set by steam // Start at our bin directory and move up until we find a directory with steam.dll in it. char executablePath[MAX_PATH]; if ( !FileSystem_GetExecutableDir( executablePath, sizeof( executablePath ) ) ) { if ( bErrorsAsWarnings ) { Warning( "SetSteamInstallPath: FileSystem_GetExecutableDir failed.\n" ); return FS_INVALID_PARAMETERS; } else { return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetExecutableDir failed." ); } } Q_strncpy( steamInstallPath, executablePath, steamInstallPathLen ); #ifdef WIN32 const char *pchSteamDLL = "steam.dll"; #elif defined(OSX) // under osx the bin lives in the bin/ folder, so step back one Q_StripLastDir( steamInstallPath, steamInstallPathLen ); const char *pchSteamDLL = "libsteam.dylib"; #elif defined(LINUX) // under linux the bin lives in the bin/ folder, so step back one Q_StripLastDir( steamInstallPath, steamInstallPathLen ); const char *pchSteamDLL = "libsteam.so"; #else #error #endif while ( 1 ) { // Ignore steamapp.cfg here in case they're debugging. We still need to know the real steam path so we can find their username. // find if ( DoesFileExistIn( steamInstallPath, pchSteamDLL ) && !DoesFileExistIn( steamInstallPath, "steamapp.cfg" ) ) break; if ( !Q_StripLastDir( steamInstallPath, steamInstallPathLen ) ) { if ( bErrorsAsWarnings ) { Warning( "Can't find %s relative to executable path: %s.\n", pchSteamDLL, executablePath ); return FS_MISSING_STEAM_DLL; } else { return SetupFileSystemError( false, FS_MISSING_STEAM_DLL, "Can't find %s relative to executable path: %s.", pchSteamDLL, executablePath ); } } } // Also, add the install path to their PATH environment variable, so filesystem_steam.dll can get to steam.dll. char szPath[ 8192 ]; steamEnvVars.m_Path.GetValue( szPath, sizeof( szPath ) ); if ( !DoesPathExistAlready( szPath, steamInstallPath ) ) { #ifdef WIN32 #define PATH_SEP ";" #else #define PATH_SEP ":" #endif steamEnvVars.m_Path.SetValue( "%s%s%s", szPath, PATH_SEP, steamInstallPath ); } return FS_OK; } FSReturnCode_t GetSteamCfgPath( char *steamCfgPath, int steamCfgPathLen ) { steamCfgPath[0] = 0; char executablePath[MAX_PATH]; if ( !FileSystem_GetExecutableDir( executablePath, sizeof( executablePath ) ) ) { return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetExecutableDir failed." ); } Q_strncpy( steamCfgPath, executablePath, steamCfgPathLen ); while ( 1 ) { if ( DoesFileExistIn( steamCfgPath, "steam.cfg" ) ) break; if ( !Q_StripLastDir( steamCfgPath, steamCfgPathLen) ) { // the file isnt found, thats ok, its not mandatory return FS_OK; } } Q_AppendSlash( steamCfgPath, steamCfgPathLen ); Q_strncat( steamCfgPath, "steam.cfg", steamCfgPathLen, COPY_ALL_CHARACTERS ); return FS_OK; } void SetSteamAppUser( KeyValues *pSteamInfo, const char *steamInstallPath, CSteamEnvVars &steamEnvVars ) { // Always inherit the Steam user if it's already set, since it probably means we (or the // the app that launched us) were launched from Steam. char appUser[MAX_PATH]; if ( steamEnvVars.m_SteamAppUser.GetValue( appUser, sizeof( appUser ) ) ) return; const char *pTempAppUser = NULL; if ( pSteamInfo && (pTempAppUser = pSteamInfo->GetString( "SteamAppUser", NULL )) != NULL ) { Q_strncpy( appUser, pTempAppUser, sizeof( appUser ) ); } else { // They don't have SteamInfo.txt, or it's missing SteamAppUser. Try to figure out the user // by looking in \config\SteamAppData.vdf. char fullFilename[MAX_PATH]; Q_strncpy( fullFilename, steamInstallPath, sizeof( fullFilename ) ); Q_AppendSlash( fullFilename, sizeof( fullFilename ) ); Q_strncat( fullFilename, "config\\SteamAppData.vdf", sizeof( fullFilename ), COPY_ALL_CHARACTERS ); KeyValues *pSteamAppData = ReadKeyValuesFile( fullFilename ); if ( !pSteamAppData || (pTempAppUser = pSteamAppData->GetString( "AutoLoginUser", NULL )) == NULL ) { Error( "Can't find steam app user info." ); } Q_strncpy( appUser, pTempAppUser, sizeof( appUser ) ); pSteamAppData->deleteThis(); } Q_strlower( appUser ); steamEnvVars.m_SteamAppUser.SetValue( "%s", appUser ); } void SetSteamUserPassphrase( KeyValues *pSteamInfo, CSteamEnvVars &steamEnvVars ) { // Always inherit the passphrase if it's already set, since it probably means we (or the // the app that launched us) were launched from Steam. char szPassPhrase[ MAX_PATH ]; if ( steamEnvVars.m_SteamUserPassphrase.GetValue( szPassPhrase, sizeof( szPassPhrase ) ) ) return; // SteamUserPassphrase. const char *pStr; if ( pSteamInfo && (pStr = pSteamInfo->GetString( "SteamUserPassphrase", NULL )) != NULL ) { steamEnvVars.m_SteamUserPassphrase.SetValue( "%s", pStr ); } } void SetSteamAppId( KeyValues *pFileSystemInfo, const char *pGameInfoDirectory, CSteamEnvVars &steamEnvVars ) { // SteamAppId is in gameinfo.txt->FileSystem->FileSystemInfo_Steam->SteamAppId. int iAppId = pFileSystemInfo->GetInt( "SteamAppId", -1 ); if ( iAppId == -1 ) Error( "Missing SteamAppId in %s\\%s.", pGameInfoDirectory, GAMEINFO_FILENAME ); steamEnvVars.m_SteamAppId.SetValue( "%d", iAppId ); } FSReturnCode_t SetupSteamStartupEnvironment( KeyValues *pFileSystemInfo, const char *pGameInfoDirectory, CSteamEnvVars &steamEnvVars ) { // Ok, we're going to run Steam. See if they have SteamInfo.txt. If not, we'll try to deduce what we can. char steamInfoFile[MAX_PATH]; Q_strncpy( steamInfoFile, pGameInfoDirectory, sizeof( steamInfoFile ) ); Q_AppendSlash( steamInfoFile, sizeof( steamInfoFile ) ); Q_strncat( steamInfoFile, "steaminfo.txt", sizeof( steamInfoFile ), COPY_ALL_CHARACTERS ); KeyValues *pSteamInfo = ReadKeyValuesFile( steamInfoFile ); char steamInstallPath[MAX_PATH]; FSReturnCode_t ret = SetSteamInstallPath( steamInstallPath, sizeof( steamInstallPath ), steamEnvVars, false ); if ( ret != FS_OK ) return ret; SetSteamAppUser( pSteamInfo, steamInstallPath, steamEnvVars ); SetSteamUserPassphrase( pSteamInfo, steamEnvVars ); SetSteamAppId( pFileSystemInfo, pGameInfoDirectory, steamEnvVars ); if ( pSteamInfo ) pSteamInfo->deleteThis(); return FS_OK; } FSReturnCode_t GetSteamExtraAppId( const char *pDirectoryName, int *nExtraAppId ) { // Now, load gameinfo.txt (to make sure it's there) KeyValues *pMainFile, *pFileSystemInfo, *pSearchPaths; FSReturnCode_t ret = LoadGameInfoFile( pDirectoryName, pMainFile, pFileSystemInfo, pSearchPaths ); if ( ret != FS_OK ) return ret; *nExtraAppId = pFileSystemInfo->GetInt( "ToolsAppId", -1 ); pMainFile->deleteThis(); return FS_OK; } FSReturnCode_t FileSystem_SetBasePaths( IFileSystem *pFileSystem ) { pFileSystem->RemoveSearchPaths( "EXECUTABLE_PATH" ); char executablePath[MAX_PATH]; if ( !FileSystem_GetExecutableDir( executablePath, sizeof( executablePath ) ) ) return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetExecutableDir failed." ); pFileSystem->AddSearchPath( executablePath, "EXECUTABLE_PATH" ); return FS_OK; } //----------------------------------------------------------------------------- // Returns the name of the file system DLL to use //----------------------------------------------------------------------------- FSReturnCode_t FileSystem_GetFileSystemDLLName( char *pFileSystemDLL, int nMaxLen, bool &bSteam ) { bSteam = false; // Inside of here, we don't have a filesystem yet, so we have to assume that the filesystem_stdio or filesystem_steam // is in this same directory with us. char executablePath[MAX_PATH]; if ( !FileSystem_GetExecutableDir( executablePath, sizeof( executablePath ) ) ) return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetExecutableDir failed." ); #if defined( _WIN32 ) Q_snprintf( pFileSystemDLL, nMaxLen, "%s%cfilesystem_stdio.dll", executablePath, CORRECT_PATH_SEPARATOR ); #elif defined( POSIX ) Q_snprintf( pFileSystemDLL, nMaxLen, "%s%cfilesystem_stdio", executablePath, CORRECT_PATH_SEPARATOR ); struct stat statBuf; if ( CommandLine()->FindParm( "-steam" ) || CommandLine()->FindParm( "-steamlocal" ) || stat( pFileSystemDLL, &statBuf ) != 0 ) { Q_snprintf( pFileSystemDLL, nMaxLen, "%s%cfilesystem_steam.dylib", executablePath, CORRECT_PATH_SEPARATOR ); bSteam = true; } #else #error "define a filesystem dll name" #endif return FS_OK; } //----------------------------------------------------------------------------- // Sets up the steam.dll install path in our PATH env var (so you can then just // LoadLibrary() on filesystem_steam.dll without having to copy steam.dll anywhere special ) //----------------------------------------------------------------------------- FSReturnCode_t FileSystem_SetupSteamInstallPath() { CSteamEnvVars steamEnvVars; char steamInstallPath[MAX_PATH]; FSReturnCode_t ret = SetSteamInstallPath( steamInstallPath, sizeof( steamInstallPath ), steamEnvVars, true ); steamEnvVars.m_Path.SetRestoreOriginalValue( false ); // We want to keep the change to the path going forward. return ret; } //----------------------------------------------------------------------------- // Sets up the steam environment + gets back the gameinfo.txt path //----------------------------------------------------------------------------- FSReturnCode_t FileSystem_SetupSteamEnvironment( CFSSteamSetupInfo &fsInfo ) { // First, locate the directory with gameinfo.txt. FSReturnCode_t ret = LocateGameInfoFile( fsInfo, fsInfo.m_GameInfoPath, sizeof( fsInfo.m_GameInfoPath ) ); if ( ret != FS_OK ) return ret; // This is so that processes spawned by this application will have the same VPROJECT #ifdef WIN32 char pEnvBuf[MAX_PATH+32]; Q_snprintf( pEnvBuf, sizeof(pEnvBuf), "%s=%s", GAMEDIR_TOKEN, fsInfo.m_GameInfoPath ); _putenv( pEnvBuf ); #else setenv( GAMEDIR_TOKEN, fsInfo.m_GameInfoPath, 1 ); #endif CSteamEnvVars steamEnvVars; if ( fsInfo.m_bSteam ) { if ( fsInfo.m_bToolsMode ) { // Now, load gameinfo.txt (to make sure it's there) KeyValues *pMainFile, *pFileSystemInfo, *pSearchPaths; ret = LoadGameInfoFile( fsInfo.m_GameInfoPath, pMainFile, pFileSystemInfo, pSearchPaths ); if ( ret != FS_OK ) return ret; // Setup all the environment variables related to Steam so filesystem_steam.dll knows how to initialize Steam. ret = SetupSteamStartupEnvironment( pFileSystemInfo, fsInfo.m_GameInfoPath, steamEnvVars ); if ( ret != FS_OK ) return ret; steamEnvVars.m_SteamAppId.SetRestoreOriginalValue( false ); // We want to keep the change to the path going forward. // We're done with main file pMainFile->deleteThis(); } else if ( fsInfo.m_bSetSteamDLLPath ) { // This is used by the engine to automatically set the path to their steam.dll when running the engine, // so they can debug it without having to copy steam.dll up into their hl2.exe folder. char steamInstallPath[MAX_PATH]; ret = SetSteamInstallPath( steamInstallPath, sizeof( steamInstallPath ), steamEnvVars, true ); steamEnvVars.m_Path.SetRestoreOriginalValue( false ); // We want to keep the change to the path going forward. } } return FS_OK; } //----------------------------------------------------------------------------- // Loads the file system module //----------------------------------------------------------------------------- FSReturnCode_t FileSystem_LoadFileSystemModule( CFSLoadModuleInfo &fsInfo ) { // First, locate the directory with gameinfo.txt. FSReturnCode_t ret = FileSystem_SetupSteamEnvironment( fsInfo ); if ( ret != FS_OK ) return ret; // Now that the environment is setup, load the filesystem module. if ( !Sys_LoadInterface( fsInfo.m_pFileSystemDLLName, FILESYSTEM_INTERFACE_VERSION, &fsInfo.m_pModule, (void**)&fsInfo.m_pFileSystem ) ) { return SetupFileSystemError( false, FS_UNABLE_TO_INIT, "Can't load %s.", fsInfo.m_pFileSystemDLLName ); } if ( !fsInfo.m_pFileSystem->Connect( fsInfo.m_ConnectFactory ) ) return SetupFileSystemError( false, FS_UNABLE_TO_INIT, "%s IFileSystem::Connect failed.", fsInfo.m_pFileSystemDLLName ); if ( fsInfo.m_pFileSystem->Init() != INIT_OK ) return SetupFileSystemError( false, FS_UNABLE_TO_INIT, "%s IFileSystem::Init failed.", fsInfo.m_pFileSystemDLLName ); return FS_OK; } //----------------------------------------------------------------------------- // Mounds a particular steam cache //----------------------------------------------------------------------------- FSReturnCode_t FileSystem_MountContent( CFSMountContentInfo &mountContentInfo ) { // This part is Steam-only. if ( mountContentInfo.m_pFileSystem->IsSteam() ) { // Find out the "extra app id". This is for tools, which want to mount a base app's filesystem // like HL2, then mount the SDK content (tools materials and models, etc) in addition. int nExtraAppId = -1; if ( mountContentInfo.m_bToolsMode ) { FSReturnCode_t ret = GetSteamExtraAppId( mountContentInfo.m_pDirectoryName, &nExtraAppId ); if ( ret != FS_OK ) return ret; } // Set our working directory temporarily so Steam can remember it. // This is what Steam strips off absolute filenames like c:\program files\valve\steam\steamapps\username\sourcesdk // to get to the relative part of the path. char baseDir[MAX_PATH], oldWorkingDir[MAX_PATH]; if ( !FileSystem_GetBaseDir( baseDir, sizeof( baseDir ) ) ) return SetupFileSystemError( false, FS_INVALID_PARAMETERS, "FileSystem_GetBaseDir failed." ); Q_getwd( oldWorkingDir, sizeof( oldWorkingDir ) ); _chdir( baseDir ); // Filesystem_tools needs to add dependencies in here beforehand. FilesystemMountRetval_t retVal = mountContentInfo.m_pFileSystem->MountSteamContent( nExtraAppId ); _chdir( oldWorkingDir ); if ( retVal != FILESYSTEM_MOUNT_OK ) return SetupFileSystemError( true, FS_UNABLE_TO_INIT, "Unable to mount Steam content in the file system" ); } return FileSystem_SetBasePaths( mountContentInfo.m_pFileSystem ); } void FileSystem_SetErrorMode( FSErrorMode_t errorMode ) { g_FileSystemErrorMode = errorMode; } void FileSystem_ClearSteamEnvVars() { CSteamEnvVars envVars; // Change the values and don't restore the originals. envVars.m_SteamAppId.SetValue( "" ); envVars.m_SteamUserPassphrase.SetValue( "" ); envVars.m_SteamAppUser.SetValue( "" ); envVars.SetRestoreOriginalValue_ALL( false ); } //----------------------------------------------------------------------------- // Adds the platform folder to the search path. //----------------------------------------------------------------------------- void FileSystem_AddSearchPath_Platform( IFileSystem *pFileSystem, const char *szGameInfoPath ) { char platform[MAX_PATH]; if ( pFileSystem->IsSteam() ) { // Steam doesn't support relative paths Q_strncpy( platform, "platform", MAX_PATH ); } else { Q_strncpy( platform, szGameInfoPath, MAX_PATH ); Q_StripTrailingSlash( platform ); Q_strncat( platform, "/../platform", MAX_PATH, MAX_PATH ); } pFileSystem->AddSearchPath( platform, "PLATFORM" ); }