/* * FS.java * Copyright (C) 2003 * * $Id: FS.java,v 1.3 2004-07-09 06:50:49 hzi Exp $ */ /* Copyright (C) 1997-2001 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ package jake2.qcommon; import jake2.Globals; import jake2.game.Cmd; import jake2.game.cvar_t; import jake2.sys.Sys; import java.io.*; import java.nio.ByteOrder; import java.util.*; import javax.imageio.stream.FileImageInputStream; /** * FS * * @author cwei */ public final class FS extends Globals { /* ============================================================================= QUAKE FILESYSTEM ============================================================================= */ public static class packfile_t { static final int SIZE = 64; static final int NAME_SIZE = 56; String name; // char name[56] int filepos, filelen; public String toString() { return name + " [ length: " + filelen + " pos: " + filepos + " ]"; } } public static class pack_t { String filename; RandomAccessFile handle; int numfiles; Hashtable files; // with packfile_t entries } public static String fs_gamedir; public static cvar_t fs_basedir; public static cvar_t fs_cddir; public static cvar_t fs_gamedirvar; public static class filelink_t { String from; int fromlength; String to; } public static List fs_links = new LinkedList(); // with filelink_t entries public static class searchpath_t { String filename; pack_t pack; // only one of filename / pack will be used searchpath_t next; } public static searchpath_t fs_searchpaths; public static searchpath_t fs_base_searchpaths; // without gamedirs /* All of Quake's data access is through a hierchal file system, but the contents of the file system can be transparently merged from several sources. The "base directory" is the path to the directory holding the quake.exe and all game directories. The sys_* files pass this to host_init in quakeparms_t->basedir. This can be overridden with the "-basedir" command line parm to allow code debugging in a different directory. The base directory is only used during filesystem initialization. The "game directory" is the first tree on the search path and directory that all generated files (savegames, screenshots, demos, config files) will be saved to. This can be overridden with the "-game" command line parameter. The game directory can never be changed while quake is executing. This is a precacution against having a malicious server instruct clients to write files over areas they shouldn't. */ /* ============ FS_CreatePath Creates any directories needed to store the given filename ============ */ public static void CreatePath(String path) { int index = path.lastIndexOf('/'); // -1 if not found and 0 means write to root if (index > 0) { File f = new File(path.substring(0, index)); if (!f.mkdirs()) { Com.Printf("can't create path \"" + path + '"' + "\n" ); } } } /* ============== FS_FCloseFile For some reason, other dll's can't just call fclose() on files returned by FS_FOpenFile... ============== */ public static void FCloseFile(RandomAccessFile file) throws IOException { file.close(); } public static void FCloseFile(InputStream stream) throws IOException { stream.close(); } public static int FileLength(String filename) { searchpath_t search; String netpath; pack_t pak; int i; filelink_t link; file_from_pak = 0; // check for links first for (Iterator it = fs_links.iterator(); it.hasNext();) { link = (filelink_t) it.next(); if (filename.regionMatches(0, link.from, 0, link.fromlength)) { netpath = link.to + filename.substring(link.fromlength); File file = new File(netpath); if (file.canRead()) { Com.DPrintf("link file: " + netpath + '\n'); return (int) file.length(); } return -1; } } // search through the path, one element at a time for (search = fs_searchpaths; search != null; search = search.next) { // is the element a pak file? if (search.pack != null) { // look through all the pak file elements pak = search.pack; filename = filename.toLowerCase(); packfile_t entry = (packfile_t) pak.files.get(filename); if (entry != null) { // found it! file_from_pak = 1; Com.DPrintf("PackFile: " + pak.filename + " : " + filename + '\n'); // open a new file on the pakfile File file = new File(pak.filename); if (!file.canRead()) { Com.Error(Globals.ERR_FATAL, "Couldn't reopen " + pak.filename); } return entry.filelen; } } else { // check a file in the directory tree netpath = search.filename + '/' + filename; File file = new File(netpath); if (!file.canRead()) continue; Com.DPrintf("FindFile: " + netpath + '\n'); return (int) file.length(); } } Com.DPrintf("FindFile: can't find " + filename + '\n'); return -1; } /* =========== FS_FOpenFile Finds the file in the search path. returns filesize and an open FILE * Used for streaming data out of either a pak file or a seperate file. =========== */ public static int file_from_pak = 0; public static RandomAccessFile FOpenFile(String filename) throws IOException { searchpath_t search; String netpath; pack_t pak; int i; filelink_t link; File file = null; file_from_pak = 0; // check for links first for (Iterator it = fs_links.iterator(); it.hasNext();) { link = (filelink_t) it.next(); // if (!strncmp (filename, link->from, link->fromlength)) if (filename.regionMatches(0, link.from, 0, link.fromlength)) { netpath = link.to + filename.substring(link.fromlength); file = new File(netpath); if (file.canRead()) { //Com.DPrintf ("link file: " + netpath +'\n'); return new RandomAccessFile(file, "r"); } return null; } } // // search through the path, one element at a time // for (search = fs_searchpaths; search != null; search = search.next) { // is the element a pak file? if (search.pack != null) { // look through all the pak file elements pak = search.pack; filename = filename.toLowerCase(); packfile_t entry = (packfile_t) pak.files.get(filename); if (entry != null) { // found it! file_from_pak = 1; //Com.DPrintf ("PackFile: " + pak.filename + " : " + filename + '\n'); file = new File(pak.filename); if (!file.canRead()) Com.Error(Globals.ERR_FATAL, "Couldn't reopen " + pak.filename); if (pak.handle == null || !pak.handle.getFD().valid()) { // hold the pakfile handle open pak.handle = new RandomAccessFile(pak.filename, "r"); } // open a new file on the pakfile RandomAccessFile raf = new RandomAccessFile(file, "r"); raf.seek(entry.filepos); return raf; } } else { // check a file in the directory tree netpath = search.filename + '/' + filename; file = new File(netpath); if (!file.canRead()) continue; //Com.DPrintf("FindFile: " + netpath +'\n'); return new RandomAccessFile(file, "r"); } } //Com.DPrintf ("FindFile: can't find " + filename + '\n'); return null; } /* ================= FS_ReadFile Properly handles partial reads ================= */ public static final int MAX_READ = 0x10000; // read in blocks of 64k public static void Read(byte[] buffer, int len, RandomAccessFile f) { int block, remaining; int offset = 0; int read = 0; boolean tries = true; // read in chunks for progress bar remaining = len; while (remaining != 0) { block = Math.min(remaining, MAX_READ); try { read = f.read(buffer, offset, block); } catch (IOException e) { Com.Error(Globals.ERR_FATAL, e.toString()); } if (read == 0) { Com.Error(Globals.ERR_FATAL, "FS_Read: 0 bytes read"); } else if (read == -1) { Com.Error(Globals.ERR_FATAL, "FS_Read: -1 bytes read"); } // // do some progress bar thing here... // remaining -= read; offset += read; } } /* ============ FS_LoadFile Filename are reletive to the quake search path a null buffer will just return the file length without loading ============ */ public static byte[] LoadFile(String path) { RandomAccessFile file; byte[] buf = null; int len = 0; // TODO bughack for bad strings (fuck \0) int index = path.indexOf('\0'); if (index != -1) path = path.substring(0, index); // look for it in the filesystem or pack files len = FileLength(path); if (len < 1) return null; try { file = FOpenFile(path); //Read(buf = new byte[len], len, h); buf = new byte[len]; file.readFully(buf); file.close(); } catch (IOException e) { Com.Error(Globals.ERR_FATAL, e.toString()); } return buf; } /* ============= FS_FreeFile ============= */ public static void FreeFile(byte[] buffer) { buffer = null; } static final int IDPAKHEADER = (('K' << 24) + ('C' << 16) + ('A' << 8) + 'P'); static class dpackheader_t { int ident; // == IDPAKHEADER int dirofs; int dirlen; } static final int MAX_FILES_IN_PACK = 4096; /* ================= FS_LoadPackFile Takes an explicit (not game tree related) path to a pak file. Loads the header and directory, adding the files at the beginning of the list so they override previous pack files. ================= */ static pack_t LoadPackFile(String packfile) { dpackheader_t header; Hashtable newfiles; int numpackfiles = 0; pack_t pack = null; RandomAccessFile file; FileImageInputStream packhandle; // unsigned checksum; // try { packhandle = new FileImageInputStream(file = new RandomAccessFile(packfile, "r")); packhandle.setByteOrder(ByteOrder.LITTLE_ENDIAN); if (packhandle.length() < 1) return null; // header = new dpackheader_t(); header.ident = packhandle.readInt(); header.dirofs = packhandle.readInt(); header.dirlen = packhandle.readInt(); if (header.ident != IDPAKHEADER) Com.Error(Globals.ERR_FATAL, packfile + " is not a packfile"); numpackfiles = header.dirlen / packfile_t.SIZE; if (numpackfiles > MAX_FILES_IN_PACK) Com.Error(Globals.ERR_FATAL, packfile + " has " + numpackfiles + " files"); newfiles = new Hashtable(numpackfiles); packhandle.seek(header.dirofs); // buffer for C-Strings char[56] byte[] text = new byte[packfile_t.NAME_SIZE]; // parse the directory packfile_t entry = null; for (int i = 0; i < numpackfiles; i++) { packhandle.readFully(text); entry = new packfile_t(); entry.name = new String(text).trim(); entry.filepos = packhandle.readInt(); entry.filelen = packhandle.readInt(); newfiles.put(entry.name.toLowerCase(), entry); //logger.log(Level.FINEST, i + ".\t" + entry); } } catch (IOException e) { //logger.log(Level.WARNING, e.toString()); return null; } pack = new pack_t(); pack.filename = new String(packfile); pack.handle = file; pack.numfiles = numpackfiles; pack.files = newfiles; Com.Printf("Added packfile " + packfile + " (" + numpackfiles + " files)\n"); return pack; } /* ================ FS_AddGameDirectory Sets fs_gamedir, adds the directory to the head of the path, then loads and adds pak1.pak pak2.pak ... ================ */ static void AddGameDirectory(String dir) { int i; searchpath_t search; pack_t pak; String pakfile; fs_gamedir = new String(dir); // // add the directory to the search path // search = new searchpath_t(); search.filename = new String(dir); search.next = fs_searchpaths; fs_searchpaths = search; // // add any pak files in the format pak0.pak pak1.pak, ... // for (i = 0; i < 10; i++) { pakfile = dir + "/pak" + i + ".pak"; if (!(new File(pakfile).canRead())) continue; pak = LoadPackFile(pakfile); if (pak == null) continue; search = new searchpath_t(); search.pack = pak; search.filename = ""; search.next = fs_searchpaths; fs_searchpaths = search; } } /* ============ FS_Gamedir Called to find where to write a file (demos, savegames, etc) ============ */ public static String Gamedir() { return (fs_gamedir != null) ? fs_gamedir : Globals.BASEDIRNAME; } /* ============= FS_ExecAutoexec ============= */ public static void ExecAutoexec() { String dir; String name; dir = Cvar.VariableString("gamedir"); if (dir != null && dir.length() > 0) { name = fs_basedir.string + '/' + dir + "/autoexec.cfg"; } else { name = fs_basedir.string + '/' + Globals.BASEDIRNAME + "/autoexec.cfg"; } int canthave = Globals.SFF_SUBDIR | Globals.SFF_HIDDEN | Globals.SFF_SYSTEM; if (Sys.FindAll(name, 0, canthave) != null) { Cbuf.AddText("exec autoexec.cfg\n"); } } /* ================ FS_SetGamedir Sets the gamedir and path to a different directory. ================ */ public static void SetGamedir(String dir) { searchpath_t next; // if (strstr(dir, "..") || strstr(dir, "/") // || strstr(dir, "\\") || strstr(dir, ":") ) if (dir.indexOf("..") != -1 || dir.indexOf("/") != -1 || dir.indexOf("\\") != -1 || dir.indexOf(":") != -1) { Com.Printf("Gamedir should be a single filename, not a path\n"); return; } // // free up any current game dir info // while (fs_searchpaths != fs_base_searchpaths) { if (fs_searchpaths.pack != null) { try { fs_searchpaths.pack.handle.close(); } catch (IOException e) { //logger.log(Level.WARNING, e.toString()); } // clear the hashtable fs_searchpaths.pack.files.clear(); fs_searchpaths.pack.files = null; fs_searchpaths.pack = null; } next = fs_searchpaths.next; fs_searchpaths = null; fs_searchpaths = next; } // // flush all data, so it will be forced to reload // if ((Globals.dedicated != null) && (Globals.dedicated.value == 0.0f)) Cbuf.AddText("vid_restart\nsnd_restart\n"); fs_gamedir = fs_basedir.string + '/' + dir; if (!dir.equals(Globals.BASEDIRNAME) || (dir.length() == 0)) { Cvar.FullSet("gamedir", "", CVAR_SERVERINFO | CVAR_NOSET); Cvar.FullSet("game", "", CVAR_LATCH | CVAR_SERVERINFO); } else { Cvar.FullSet("gamedir", dir, CVAR_SERVERINFO | CVAR_NOSET); if (fs_cddir.string != null && fs_cddir.string.length() > 0) AddGameDirectory(fs_cddir.string + '/' + dir); AddGameDirectory(fs_basedir.string + '/' + dir); } } /* ================ FS_Link_f Creates a filelink_t ================ */ public static void Link_f() { filelink_t entry = null; if (Cmd.Argc() != 3) { Com.Printf("USAGE: link \n"); return; } // see if the link already exists for (Iterator it = fs_links.iterator(); it.hasNext();) { entry = (filelink_t) it.next(); if (entry.from.equals(Cmd.Argv(1))) { if (Cmd.Argv(2).length() < 1) { // delete it it.remove(); return; } entry.to = new String(Cmd.Argv(2)); return; } } // create a new link if the is not empty if (Cmd.Argv(2).length() > 0) { entry = new filelink_t(); entry.from = new String(Cmd.Argv(1)); entry.fromlength = entry.from.length(); entry.to = new String(Cmd.Argv(2)); fs_links.add(entry); } } /* ** FS_ListFiles */ public static String[] ListFiles(String findname, int musthave, int canthave) { String[] list = null; File[] files = Sys.FindAll(findname, musthave, canthave); if (files != null) { list = new String[files.length]; for (int i = 0; i < files.length; i++) { list[i] = files[i].getPath(); } } return list; } /* ** FS_Dir_f */ public static void Dir_f() { String path = null; String findname = null; String wildcard = "*.*"; String[] dirnames; if (Cmd.Argc() != 1) { wildcard = Cmd.Argv(1); } while ((path = NextPath(path)) != null) { String tmp = findname; findname = path + '/' + wildcard; if (tmp != null) tmp.replaceAll("\\\\", "/"); Com.Printf("Directory of " + findname + '\n'); Com.Printf("----\n"); dirnames = ListFiles(findname, 0, 0); if (dirnames != null) { int index = 0; for (int i = 0; i < dirnames.length; i++) { if ((index = dirnames[i].lastIndexOf('/')) > 0) { Com.Printf(dirnames[i].substring(index + 1, dirnames[i].length()) + '\n'); } else { Com.Printf(dirnames[i] + '\n'); } } } Com.Printf("\n"); } } /* ============ FS_Path_f ============ */ public static void Path_f() { searchpath_t s; filelink_t link; Com.Printf("Current search path:\n"); for (s = fs_searchpaths; s != null; s = s.next) { if (s == fs_base_searchpaths) Com.Printf("----------\n"); if (s.pack != null) Com.Printf(s.pack.filename + " (" + s.pack.numfiles + " files)\n"); else Com.Printf(s.filename + '\n'); } Com.Printf("\nLinks:\n"); for (Iterator it = fs_links.iterator(); it.hasNext();) { link = (filelink_t) it.next(); Com.Printf(link.from + " : " + link.to + '\n'); } } /* ================ FS_NextPath Allows enumerating all of the directories in the search path ================ */ public static String NextPath(String prevpath) { searchpath_t s; String prev; if (prevpath == null || prevpath.length() == 0) return fs_gamedir; prev = fs_gamedir; for (s = fs_searchpaths; s != null; s = s.next) { if (s.pack != null) continue; if (prevpath == prev) return s.filename; prev = s.filename; } return null; } /* ================ FS_InitFilesystem ================ */ public static void InitFilesystem() { Cmd.AddCommand("path", new xcommand_t() { public void execute() { Path_f(); } }); Cmd.AddCommand("link", new xcommand_t() { public void execute( ) { Link_f(); } }); Cmd.AddCommand("dir", new xcommand_t() { public void execute() { Dir_f(); } }); // // basedir // allows the game to run from outside the data tree // fs_basedir = Cvar.Get("basedir", ".", CVAR_NOSET); // // cddir // Logically concatenates the cddir after the basedir for // allows the game to run from outside the data tree // // TODO zur zeit wird auf baseq2 mit ../../ zugegriffen, sonst "" fs_cddir = Cvar.Get("cddir", "../..", CVAR_NOSET); if (fs_cddir.string.length() > 0) AddGameDirectory(fs_cddir.string + '/' + Globals.BASEDIRNAME); // // start up with baseq2 by default // AddGameDirectory(fs_basedir.string + '/' + Globals.BASEDIRNAME); // any set gamedirs will be freed up to here fs_base_searchpaths = fs_searchpaths; // check for game override fs_gamedirvar = Cvar.Get("game", "", CVAR_LATCH | CVAR_SERVERINFO); if (fs_gamedirvar.string.length() > 0) SetGamedir(fs_gamedirvar.string); } // RAFAEL /* Developer_searchpath */ public static int Developer_searchpath(int who) { int ch; // PMM - warning removal // char *start; searchpath_t s; if (who == 1) // xatrix ch = 'x'; else if (who == 2) ch = 'r'; for (s = fs_searchpaths; s != null; s = s.next) { if (s.filename.indexOf("xatrix") != -1) return 1; if (s.filename.indexOf("rogue") != -1) return 2; } return 0; } }