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filesystem: introduce new module, based on engine filesystem.
The goal is to share filesystem code between engine and utilities and provide C++ VFileSystem interface in the future
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/*
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filesystem.c - game filesystem based on DP fs
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Copyright (C) 2007 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#include "common.h"
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#include "library.h"
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fs_api_t g_fsapi;
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fs_globals_t *FI;
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static HINSTANCE fs_hInstance;
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static void FS_Rescan_f( void )
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{
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FS_Rescan();
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}
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static void FS_ClearPaths_f( void )
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{
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FS_ClearSearchPath();
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}
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static void FS_Path_f_( void )
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{
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FS_Path_f();
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}
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static fs_interface_t fs_memfuncs =
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{
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Con_Printf,
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Con_DPrintf,
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Con_Reportf,
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Sys_Error,
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_Mem_AllocPool,
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_Mem_FreePool,
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_Mem_Alloc,
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_Mem_Realloc,
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_Mem_Free,
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};
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static void FS_UnloadProgs( void )
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{
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COM_FreeLibrary( fs_hInstance );
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fs_hInstance = 0;
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}
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qboolean FS_LoadProgs( const char *name )
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{
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FSAPI GetFSAPI;
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fs_hInstance = COM_LoadLibrary( name, false, true );
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if( !fs_hInstance )
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{
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Host_Error( "FS_LoadProgs: can't load filesystem library %s: %s\n", name, COM_GetLibraryError() );
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return false;
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}
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if( !( GetFSAPI = (FSAPI)COM_GetProcAddress( fs_hInstance, GET_FS_API )))
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{
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FS_UnloadProgs();
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Host_Error( "FS_LoadProgs: can't find GetFSAPI entry point in %s\n", name );
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return false;
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}
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if( !GetFSAPI( FS_API_VERSION, &g_fsapi, &FI, &fs_memfuncs ))
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{
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FS_UnloadProgs();
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Host_Error( "FS_LoadProgs: can't initialize filesystem API: wrong version\n" );
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return false;
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}
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Con_DPrintf( "FS_LoadProgs: filesystem_stdio successfully loaded\n" );
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return true;
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}
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/*
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================
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FS_Init
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================
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*/
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void FS_Init( void )
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{
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qboolean hasBaseDir = false;
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qboolean hasGameDir = false;
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qboolean caseinsensitive = true;
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int i;
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string gamedir;
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Cmd_AddRestrictedCommand( "fs_rescan", FS_Rescan_f, "rescan filesystem search pathes" );
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Cmd_AddRestrictedCommand( "fs_path", FS_Path_f_, "show filesystem search pathes" );
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Cmd_AddRestrictedCommand( "fs_clearpaths", FS_ClearPaths_f, "clear filesystem search pathes" );
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#if !XASH_WIN32
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if( Sys_CheckParm( "-casesensitive" ) )
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caseinsensitive = false;
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#endif
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if( !Sys_GetParmFromCmdLine( "-game", gamedir ))
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Q_strncpy( gamedir, SI.basedirName, sizeof( gamedir )); // gamedir == basedir
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if( !FS_InitStdio( caseinsensitive, host.rootdir, SI.basedirName, gamedir, host.rodir ))
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{
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Host_Error( "Can't init filesystem_stdio!\n" );
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return;
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}
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if( !Sys_GetParmFromCmdLine( "-dll", SI.gamedll ))
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SI.gamedll[0] = 0;
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if( !Sys_GetParmFromCmdLine( "-clientlib", SI.clientlib ))
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SI.clientlib[0] = 0;
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}
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/*
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================
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FS_Shutdown
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================
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*/
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void FS_Shutdown( void )
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{
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int i;
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FS_ShutdownStdio();
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memset( &SI, 0, sizeof( sysinfo_t ));
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FS_UnloadProgs();
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}
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