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Diffstat (limited to 'ioq3-r437/src/qcommon/files.c')
-rw-r--r-- | ioq3-r437/src/qcommon/files.c | 3440 |
1 files changed, 3440 insertions, 0 deletions
diff --git a/ioq3-r437/src/qcommon/files.c b/ioq3-r437/src/qcommon/files.c new file mode 100644 index 00000000..ebf19b16 --- /dev/null +++ b/ioq3-r437/src/qcommon/files.c @@ -0,0 +1,3440 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +/***************************************************************************** + * name: files.c + * + * desc: handle based filesystem for Quake III Arena + * + * $Archive: /MissionPack/code/qcommon/files.c $ + * + *****************************************************************************/ + + +#include "q_shared.h" +#include "qcommon.h" +#include "unzip.h" + +/* +============================================================================= + +QUAKE3 FILESYSTEM + +All of Quake's data access is through a hierarchical file system, but the contents of +the file system can be transparently merged from several sources. + +A "qpath" is a reference to game file data. MAX_ZPATH is 256 characters, which must include +a terminating zero. "..", "\\", and ":" are explicitly illegal in qpaths to prevent any +references outside the quake directory system. + +The "base path" is the path to the directory holding all the game directories and usually +the executable. It defaults to ".", but can be overridden with a "+set fs_basepath c:\quake3" +command line to allow code debugging in a different directory. Basepath cannot +be modified at all after startup. Any files that are created (demos, screenshots, +etc) will be created reletive to the base path, so base path should usually be writable. + +The "cd path" is the path to an alternate hierarchy that will be searched if a file +is not located in the base path. A user can do a partial install that copies some +data to a base path created on their hard drive and leave the rest on the cd. Files +are never writen to the cd path. It defaults to a value set by the installer, like +"e:\quake3", but it can be overridden with "+set ds_cdpath g:\quake3". + +If a user runs the game directly from a CD, the base path would be on the CD. This +should still function correctly, but all file writes will fail (harmlessly). + +The "home path" is the path used for all write access. On win32 systems we have "base path" +== "home path", but on *nix systems the base installation is usually readonly, and +"home path" points to ~/.q3a or similar + +The user can also install custom mods and content in "home path", so it should be searched +along with "home path" and "cd path" for game content. + + +The "base game" is the directory under the paths where data comes from by default, and +can be either "baseq3" or "demoq3". + +The "current game" may be the same as the base game, or it may be the name of another +directory under the paths that should be searched for files before looking in the base game. +This is the basis for addons. + +Clients automatically set the game directory after receiving a gamestate from a server, +so only servers need to worry about +set fs_game. + +No other directories outside of the base game and current game will ever be referenced by +filesystem functions. + +To save disk space and speed loading, directory trees can be collapsed into zip files. +The files use a ".pk3" extension to prevent users from unzipping them accidentally, but +otherwise the are simply normal uncompressed zip files. A game directory can have multiple +zip files of the form "pak0.pk3", "pak1.pk3", etc. Zip files are searched in decending order +from the highest number to the lowest, and will always take precedence over the filesystem. +This allows a pk3 distributed as a patch to override all existing data. + +Because we will have updated executables freely available online, there is no point to +trying to restrict demo / oem versions of the game with code changes. Demo / oem versions +should be exactly the same executables as release versions, but with different data that +automatically restricts where game media can come from to prevent add-ons from working. + +After the paths are initialized, quake will look for the product.txt file. If not +found and verified, the game will run in restricted mode. In restricted mode, only +files contained in demoq3/pak0.pk3 will be available for loading, and only if the zip header is +verified to not have been modified. A single exception is made for q3config.cfg. Files +can still be written out in restricted mode, so screenshots and demos are allowed. +Restricted mode can be tested by setting "+set fs_restrict 1" on the command line, even +if there is a valid product.txt under the basepath or cdpath. + +If not running in restricted mode, and a file is not found in any local filesystem, +an attempt will be made to download it and save it under the base path. + +If the "fs_copyfiles" cvar is set to 1, then every time a file is sourced from the cd +path, it will be copied over to the base path. This is a development aid to help build +test releases and to copy working sets over slow network links. + +File search order: when FS_FOpenFileRead gets called it will go through the fs_searchpaths +structure and stop on the first successful hit. fs_searchpaths is built with successive +calls to FS_AddGameDirectory + +Additionaly, we search in several subdirectories: +current game is the current mode +base game is a variable to allow mods based on other mods +(such as baseq3 + missionpack content combination in a mod for instance) +BASEGAME is the hardcoded base game ("baseq3") + +e.g. the qpath "sound/newstuff/test.wav" would be searched for in the following places: + +home path + current game's zip files +home path + current game's directory +base path + current game's zip files +base path + current game's directory +cd path + current game's zip files +cd path + current game's directory + +home path + base game's zip file +home path + base game's directory +base path + base game's zip file +base path + base game's directory +cd path + base game's zip file +cd path + base game's directory + +home path + BASEGAME's zip file +home path + BASEGAME's directory +base path + BASEGAME's zip file +base path + BASEGAME's directory +cd path + BASEGAME's zip file +cd path + BASEGAME's directory + +server download, to be written to home path + current game's directory + + +The filesystem can be safely shutdown and reinitialized with different +basedir / cddir / game combinations, but all other subsystems that rely on it +(sound, video) must also be forced to restart. + +Because the same files are loaded by both the clip model (CM_) and renderer (TR_) +subsystems, a simple single-file caching scheme is used. The CM_ subsystems will +load the file with a request to cache. Only one file will be kept cached at a time, +so any models that are going to be referenced by both subsystems should alternate +between the CM_ load function and the ref load function. + +TODO: A qpath that starts with a leading slash will always refer to the base game, even if another +game is currently active. This allows character models, skins, and sounds to be downloaded +to a common directory no matter which game is active. + +How to prevent downloading zip files? +Pass pk3 file names in systeminfo, and download before FS_Restart()? + +Aborting a download disconnects the client from the server. + +How to mark files as downloadable? Commercial add-ons won't be downloadable. + +Non-commercial downloads will want to download the entire zip file. +the game would have to be reset to actually read the zip in + +Auto-update information + +Path separators + +Casing + + separate server gamedir and client gamedir, so if the user starts + a local game after having connected to a network game, it won't stick + with the network game. + + allow menu options for game selection? + +Read / write config to floppy option. + +Different version coexistance? + +When building a pak file, make sure a q3config.cfg isn't present in it, +or configs will never get loaded from disk! + + todo: + + downloading (outside fs?) + game directory passing and restarting + +============================================================================= + +*/ + +#define DEMOGAME "demota" + +// every time a new demo pk3 file is built, this checksum must be updated. +// the easiest way to get it is to just run the game and see what it spits out +#define DEMO_PAK_CHECKSUM 437558517u + +// if this is defined, the executable positively won't work with any paks other +// than the demo pak, even if productid is present. This is only used for our +// last demo release to prevent the mac and linux users from using the demo +// executable with the production windows pak before the mac/linux products +// hit the shelves a little later +// NOW defined in build files +//#define PRE_RELEASE_TADEMO + +#define MAX_ZPATH 256 +#define MAX_SEARCH_PATHS 4096 +#define MAX_FILEHASH_SIZE 1024 + +typedef struct fileInPack_s { + char *name; // name of the file + unsigned long pos; // file info position in zip + struct fileInPack_s* next; // next file in the hash +} fileInPack_t; + +typedef struct { + char pakFilename[MAX_OSPATH]; // c:\quake3\baseq3\pak0.pk3 + char pakBasename[MAX_OSPATH]; // pak0 + char pakGamename[MAX_OSPATH]; // baseq3 + unzFile handle; // handle to zip file + int checksum; // regular checksum + int pure_checksum; // checksum for pure + int numfiles; // number of files in pk3 + int referenced; // referenced file flags + int hashSize; // hash table size (power of 2) + fileInPack_t* *hashTable; // hash table + fileInPack_t* buildBuffer; // buffer with the filenames etc. +} pack_t; + +typedef struct { + char path[MAX_OSPATH]; // c:\quake3 + char gamedir[MAX_OSPATH]; // baseq3 +} directory_t; + +typedef struct searchpath_s { + struct searchpath_s *next; + + pack_t *pack; // only one of pack / dir will be non NULL + directory_t *dir; +} searchpath_t; + +static char fs_gamedir[MAX_OSPATH]; // this will be a single file name with no separators +static cvar_t *fs_debug; +static cvar_t *fs_homepath; +static cvar_t *fs_basepath; +static cvar_t *fs_basegame; +static cvar_t *fs_cdpath; +static cvar_t *fs_copyfiles; +static cvar_t *fs_gamedirvar; +static cvar_t *fs_restrict; +static searchpath_t *fs_searchpaths; +static int fs_readCount; // total bytes read +static int fs_loadCount; // total files read +static int fs_loadStack; // total files in memory +static int fs_packFiles; // total number of files in packs + +static int fs_fakeChkSum; +static int fs_checksumFeed; + +typedef union qfile_gus { + FILE* o; + unzFile z; +} qfile_gut; + +typedef struct qfile_us { + qfile_gut file; + qboolean unique; +} qfile_ut; + +typedef struct { + qfile_ut handleFiles; + qboolean handleSync; + int baseOffset; + int fileSize; + int zipFilePos; + qboolean zipFile; + qboolean streamed; + char name[MAX_ZPATH]; +} fileHandleData_t; + +static fileHandleData_t fsh[MAX_FILE_HANDLES]; + +// TTimo - https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=540 +// wether we did a reorder on the current search path when joining the server +static qboolean fs_reordered; + +// never load anything from pk3 files that are not present at the server when pure +static int fs_numServerPaks; +static int fs_serverPaks[MAX_SEARCH_PATHS]; // checksums +static char *fs_serverPakNames[MAX_SEARCH_PATHS]; // pk3 names + +// only used for autodownload, to make sure the client has at least +// all the pk3 files that are referenced at the server side +static int fs_numServerReferencedPaks; +static int fs_serverReferencedPaks[MAX_SEARCH_PATHS]; // checksums +static char *fs_serverReferencedPakNames[MAX_SEARCH_PATHS]; // pk3 names + +// last valid game folder used +char lastValidBase[MAX_OSPATH]; +char lastValidGame[MAX_OSPATH]; + +// productId: This file is copyright 1999 Id Software, and may not be duplicated except during a licensed installation of the full commercial version of Quake 3:Arena +static byte fs_scrambledProductId[152] = { +220, 129, 255, 108, 244, 163, 171, 55, 133, 65, 199, 36, 140, 222, 53, 99, 65, 171, 175, 232, 236, 193, 210, 250, 169, 104, 231, 231, 21, 201, 170, 208, 135, 175, 130, 136, 85, 215, 71, 23, 96, 32, 96, 83, 44, 240, 219, 138, 184, 215, 73, 27, 196, 247, 55, 139, 148, 68, 78, 203, 213, 238, 139, 23, 45, 205, 118, 186, 236, 230, 231, 107, 212, 1, 10, 98, 30, 20, 116, 180, 216, 248, 166, 35, 45, 22, 215, 229, 35, 116, 250, 167, 117, 3, 57, 55, 201, 229, 218, 222, 128, 12, 141, 149, 32, 110, 168, 215, 184, 53, 31, 147, 62, 12, 138, 67, 132, 54, 125, 6, 221, 148, 140, 4, 21, 44, 198, 3, 126, 12, 100, 236, 61, 42, 44, 251, 15, 135, 14, 134, 89, 92, 177, 246, 152, 106, 124, 78, 118, 80, 28, 42 +}; + +#ifdef FS_MISSING +FILE* missingFiles = NULL; +#endif + +/* +============== +FS_Initialized +============== +*/ + +qboolean FS_Initialized( void ) { + return (fs_searchpaths != NULL); +} + +/* +================= +FS_PakIsPure +================= +*/ +qboolean FS_PakIsPure( pack_t *pack ) { + int i; + + if ( fs_numServerPaks ) { + for ( i = 0 ; i < fs_numServerPaks ; i++ ) { + // FIXME: also use hashed file names + // NOTE TTimo: a pk3 with same checksum but different name would be validated too + // I don't see this as allowing for any exploit, it would only happen if the client does manips of it's file names 'not a bug' + if ( pack->checksum == fs_serverPaks[i] ) { + return qtrue; // on the aproved list + } + } + return qfalse; // not on the pure server pak list + } + return qtrue; +} + + +/* +================= +FS_LoadStack +return load stack +================= +*/ +int FS_LoadStack( void ) +{ + return fs_loadStack; +} + +/* +================ +return a hash value for the filename +================ +*/ +static long FS_HashFileName( const char *fname, int hashSize ) { + int i; + long hash; + char letter; + + hash = 0; + i = 0; + while (fname[i] != '\0') { + letter = tolower(fname[i]); + if (letter =='.') break; // don't include extension + if (letter =='\\') letter = '/'; // damn path names + if (letter == PATH_SEP) letter = '/'; // damn path names + hash+=(long)(letter)*(i+119); + i++; + } + hash = (hash ^ (hash >> 10) ^ (hash >> 20)); + hash &= (hashSize-1); + return hash; +} + +static fileHandle_t FS_HandleForFile(void) { + int i; + + for ( i = 1 ; i < MAX_FILE_HANDLES ; i++ ) { + if ( fsh[i].handleFiles.file.o == NULL ) { + return i; + } + } + Com_Error( ERR_DROP, "FS_HandleForFile: none free" ); + return 0; +} + +static FILE *FS_FileForHandle( fileHandle_t f ) { + if ( f < 0 || f > MAX_FILE_HANDLES ) { + Com_Error( ERR_DROP, "FS_FileForHandle: out of reange" ); + } + if (fsh[f].zipFile == qtrue) { + Com_Error( ERR_DROP, "FS_FileForHandle: can't get FILE on zip file" ); + } + if ( ! fsh[f].handleFiles.file.o ) { + Com_Error( ERR_DROP, "FS_FileForHandle: NULL" ); + } + + return fsh[f].handleFiles.file.o; +} + +void FS_ForceFlush( fileHandle_t f ) { + FILE *file; + + file = FS_FileForHandle(f); + setvbuf( file, NULL, _IONBF, 0 ); +} + +/* +================ +FS_filelength + +If this is called on a non-unique FILE (from a pak file), +it will return the size of the pak file, not the expected +size of the file. +================ +*/ +int FS_filelength( fileHandle_t f ) { + int pos; + int end; + FILE* h; + + h = FS_FileForHandle(f); + pos = ftell (h); + fseek (h, 0, SEEK_END); + end = ftell (h); + fseek (h, pos, SEEK_SET); + + return end; +} + +/* +==================== +FS_ReplaceSeparators + +Fix things up differently for win/unix/mac +==================== +*/ +static void FS_ReplaceSeparators( char *path ) { + char *s; + + for ( s = path ; *s ; s++ ) { + if ( *s == '/' || *s == '\\' ) { + *s = PATH_SEP; + } + } +} + +/* +=================== +FS_BuildOSPath + +Qpath may have either forward or backwards slashes +=================== +*/ +char *FS_BuildOSPath( const char *base, const char *game, const char *qpath ) { + char temp[MAX_OSPATH]; + static char ospath[2][MAX_OSPATH]; + static int toggle; + + toggle ^= 1; // flip-flop to allow two returns without clash + + if( !game || !game[0] ) { + game = fs_gamedir; + } + + Com_sprintf( temp, sizeof(temp), "/%s/%s", game, qpath ); + FS_ReplaceSeparators( temp ); + Com_sprintf( ospath[toggle], sizeof( ospath[0] ), "%s%s", base, temp ); + + return ospath[toggle]; +} + + +/* +============ +FS_CreatePath + +Creates any directories needed to store the given filename +============ +*/ +static qboolean FS_CreatePath (char *OSPath) { + char *ofs; + + // make absolutely sure that it can't back up the path + // FIXME: is c: allowed??? + if ( strstr( OSPath, ".." ) || strstr( OSPath, "::" ) ) { + Com_Printf( "WARNING: refusing to create relative path \"%s\"\n", OSPath ); + return qtrue; + } + + for (ofs = OSPath+1 ; *ofs ; ofs++) { + if (*ofs == PATH_SEP) { + // create the directory + *ofs = 0; + Sys_Mkdir (OSPath); + *ofs = PATH_SEP; + } + } + return qfalse; +} + +/* +================= +FS_CopyFile + +Copy a fully specified file from one place to another +================= +*/ +static void FS_CopyFile( char *fromOSPath, char *toOSPath ) { + FILE *f; + int len; + byte *buf; + + Com_Printf( "copy %s to %s\n", fromOSPath, toOSPath ); + + if (strstr(fromOSPath, "journal.dat") || strstr(fromOSPath, "journaldata.dat")) { + Com_Printf( "Ignoring journal files\n"); + return; + } + + f = fopen( fromOSPath, "rb" ); + if ( !f ) { + return; + } + fseek (f, 0, SEEK_END); + len = ftell (f); + fseek (f, 0, SEEK_SET); + + // we are using direct malloc instead of Z_Malloc here, so it + // probably won't work on a mac... Its only for developers anyway... + buf = malloc( len ); + if (fread( buf, 1, len, f ) != len) + Com_Error( ERR_FATAL, "Short read in FS_Copyfiles()\n" ); + fclose( f ); + + if( FS_CreatePath( toOSPath ) ) { + return; + } + + f = fopen( toOSPath, "wb" ); + if ( !f ) { + return; + } + if (fwrite( buf, 1, len, f ) != len) + Com_Error( ERR_FATAL, "Short write in FS_Copyfiles()\n" ); + fclose( f ); + free( buf ); +} + +/* +=========== +FS_Remove + +=========== +*/ +static void FS_Remove( const char *osPath ) { + remove( osPath ); +} + +/* +================ +FS_FileExists + +Tests if the file exists in the current gamedir, this DOES NOT +search the paths. This is to determine if opening a file to write +(which always goes into the current gamedir) will cause any overwrites. +NOTE TTimo: this goes with FS_FOpenFileWrite for opening the file afterwards +================ +*/ +qboolean FS_FileExists( const char *file ) +{ + FILE *f; + char *testpath; + + testpath = FS_BuildOSPath( fs_homepath->string, fs_gamedir, file ); + + f = fopen( testpath, "rb" ); + if (f) { + fclose( f ); + return qtrue; + } + return qfalse; +} + +/* +================ +FS_SV_FileExists + +Tests if the file exists +================ +*/ +qboolean FS_SV_FileExists( const char *file ) +{ + FILE *f; + char *testpath; + + testpath = FS_BuildOSPath( fs_homepath->string, file, ""); + testpath[strlen(testpath)-1] = '\0'; + + f = fopen( testpath, "rb" ); + if (f) { + fclose( f ); + return qtrue; + } + return qfalse; +} + + +/* +=========== +FS_SV_FOpenFileWrite + +=========== +*/ +fileHandle_t FS_SV_FOpenFileWrite( const char *filename ) { + char *ospath; + fileHandle_t f; + + if ( !fs_searchpaths ) { + Com_Error( ERR_FATAL, "Filesystem call made without initialization\n" ); + } + + ospath = FS_BuildOSPath( fs_homepath->string, filename, "" ); + ospath[strlen(ospath)-1] = '\0'; + + f = FS_HandleForFile(); + fsh[f].zipFile = qfalse; + + if ( fs_debug->integer ) { + Com_Printf( "FS_SV_FOpenFileWrite: %s\n", ospath ); + } + + if( FS_CreatePath( ospath ) ) { + return 0; + } + + Com_DPrintf( "writing to: %s\n", ospath ); + fsh[f].handleFiles.file.o = fopen( ospath, "wb" ); + + Q_strncpyz( fsh[f].name, filename, sizeof( fsh[f].name ) ); + + fsh[f].handleSync = qfalse; + if (!fsh[f].handleFiles.file.o) { + f = 0; + } + return f; +} + +/* +=========== +FS_SV_FOpenFileRead +search for a file somewhere below the home path, base path or cd path +we search in that order, matching FS_SV_FOpenFileRead order +=========== +*/ +int FS_SV_FOpenFileRead( const char *filename, fileHandle_t *fp ) { + char *ospath; + fileHandle_t f = 0; + + if ( !fs_searchpaths ) { + Com_Error( ERR_FATAL, "Filesystem call made without initialization\n" ); + } + + f = FS_HandleForFile(); + fsh[f].zipFile = qfalse; + + Q_strncpyz( fsh[f].name, filename, sizeof( fsh[f].name ) ); + + // don't let sound stutter + S_ClearSoundBuffer(); + + // search homepath + ospath = FS_BuildOSPath( fs_homepath->string, filename, "" ); + // remove trailing slash + ospath[strlen(ospath)-1] = '\0'; + + if ( fs_debug->integer ) { + Com_Printf( "FS_SV_FOpenFileRead (fs_homepath): %s\n", ospath ); + } + + fsh[f].handleFiles.file.o = fopen( ospath, "rb" ); + fsh[f].handleSync = qfalse; + if (!fsh[f].handleFiles.file.o) + { + // NOTE TTimo on non *nix systems, fs_homepath == fs_basepath, might want to avoid + if (Q_stricmp(fs_homepath->string,fs_basepath->string)) + { + // search basepath + ospath = FS_BuildOSPath( fs_basepath->string, filename, "" ); + ospath[strlen(ospath)-1] = '\0'; + + if ( fs_debug->integer ) + { + Com_Printf( "FS_SV_FOpenFileRead (fs_basepath): %s\n", ospath ); + } + + fsh[f].handleFiles.file.o = fopen( ospath, "rb" ); + fsh[f].handleSync = qfalse; + + if ( !fsh[f].handleFiles.file.o ) + { + f = 0; + } + } + } + + if (!fsh[f].handleFiles.file.o) { + // search cd path + ospath = FS_BuildOSPath( fs_cdpath->string, filename, "" ); + ospath[strlen(ospath)-1] = '\0'; + + if (fs_debug->integer) + { + Com_Printf( "FS_SV_FOpenFileRead (fs_cdpath) : %s\n", ospath ); + } + + fsh[f].handleFiles.file.o = fopen( ospath, "rb" ); + fsh[f].handleSync = qfalse; + + if( !fsh[f].handleFiles.file.o ) { + f = 0; + } + } + + *fp = f; + if (f) { + return FS_filelength(f); + } + return 0; +} + + +/* +=========== +FS_SV_Rename + +=========== +*/ +void FS_SV_Rename( const char *from, const char *to ) { + char *from_ospath, *to_ospath; + + if ( !fs_searchpaths ) { + Com_Error( ERR_FATAL, "Filesystem call made without initialization\n" ); + } + + // don't let sound stutter + S_ClearSoundBuffer(); + + from_ospath = FS_BuildOSPath( fs_homepath->string, from, "" ); + to_ospath = FS_BuildOSPath( fs_homepath->string, to, "" ); + from_ospath[strlen(from_ospath)-1] = '\0'; + to_ospath[strlen(to_ospath)-1] = '\0'; + + if ( fs_debug->integer ) { + Com_Printf( "FS_SV_Rename: %s --> %s\n", from_ospath, to_ospath ); + } + + if (rename( from_ospath, to_ospath )) { + // Failed, try copying it and deleting the original + FS_CopyFile ( from_ospath, to_ospath ); + FS_Remove ( from_ospath ); + } +} + + + +/* +=========== +FS_Rename + +=========== +*/ +void FS_Rename( const char *from, const char *to ) { + char *from_ospath, *to_ospath; + + if ( !fs_searchpaths ) { + Com_Error( ERR_FATAL, "Filesystem call made without initialization\n" ); + } + + // don't let sound stutter + S_ClearSoundBuffer(); + + from_ospath = FS_BuildOSPath( fs_homepath->string, fs_gamedir, from ); + to_ospath = FS_BuildOSPath( fs_homepath->string, fs_gamedir, to ); + + if ( fs_debug->integer ) { + Com_Printf( "FS_Rename: %s --> %s\n", from_ospath, to_ospath ); + } + + if (rename( from_ospath, to_ospath )) { + // Failed, try copying it and deleting the original + FS_CopyFile ( from_ospath, to_ospath ); + FS_Remove ( from_ospath ); + } +} + +/* +============== +FS_FCloseFile + +If the FILE pointer is an open pak file, leave it open. + +For some reason, other dll's can't just cal fclose() +on files returned by FS_FOpenFile... +============== +*/ +void FS_FCloseFile( fileHandle_t f ) { + if ( !fs_searchpaths ) { + Com_Error( ERR_FATAL, "Filesystem call made without initialization\n" ); + } + + if (fsh[f].streamed) { + Sys_EndStreamedFile(f); + } + if (fsh[f].zipFile == qtrue) { + unzCloseCurrentFile( fsh[f].handleFiles.file.z ); + if ( fsh[f].handleFiles.unique ) { + unzClose( fsh[f].handleFiles.file.z ); + } + Com_Memset( &fsh[f], 0, sizeof( fsh[f] ) ); + return; + } + + // we didn't find it as a pak, so close it as a unique file + if (fsh[f].handleFiles.file.o) { + fclose (fsh[f].handleFiles.file.o); + } + Com_Memset( &fsh[f], 0, sizeof( fsh[f] ) ); +} + +/* +=========== +FS_FOpenFileWrite + +=========== +*/ +fileHandle_t FS_FOpenFileWrite( const char *filename ) { + char *ospath; + fileHandle_t f; + + if ( !fs_searchpaths ) { + Com_Error( ERR_FATAL, "Filesystem call made without initialization\n" ); + } + + f = FS_HandleForFile(); + fsh[f].zipFile = qfalse; + + ospath = FS_BuildOSPath( fs_homepath->string, fs_gamedir, filename ); + + if ( fs_debug->integer ) { + Com_Printf( "FS_FOpenFileWrite: %s\n", ospath ); + } + + if( FS_CreatePath( ospath ) ) { + return 0; + } + + // enabling the following line causes a recursive function call loop + // when running with +set logfile 1 +set developer 1 + //Com_DPrintf( "writing to: %s\n", ospath ); + fsh[f].handleFiles.file.o = fopen( ospath, "wb" ); + + Q_strncpyz( fsh[f].name, filename, sizeof( fsh[f].name ) ); + + fsh[f].handleSync = qfalse; + if (!fsh[f].handleFiles.file.o) { + f = 0; + } + return f; +} + +/* +=========== +FS_FOpenFileAppend + +=========== +*/ +fileHandle_t FS_FOpenFileAppend( const char *filename ) { + char *ospath; + fileHandle_t f; + + if ( !fs_searchpaths ) { + Com_Error( ERR_FATAL, "Filesystem call made without initialization\n" ); + } + + f = FS_HandleForFile(); + fsh[f].zipFile = qfalse; + + Q_strncpyz( fsh[f].name, filename, sizeof( fsh[f].name ) ); + + // don't let sound stutter + S_ClearSoundBuffer(); + + ospath = FS_BuildOSPath( fs_homepath->string, fs_gamedir, filename ); + + if ( fs_debug->integer ) { + Com_Printf( "FS_FOpenFileAppend: %s\n", ospath ); + } + + if( FS_CreatePath( ospath ) ) { + return 0; + } + + fsh[f].handleFiles.file.o = fopen( ospath, "ab" ); + fsh[f].handleSync = qfalse; + if (!fsh[f].handleFiles.file.o) { + f = 0; + } + return f; +} + +/* +=========== +FS_FilenameCompare + +Ignore case and seprator char distinctions +=========== +*/ +qboolean FS_FilenameCompare( const char *s1, const char *s2 ) { + int c1, c2; + + do { + c1 = *s1++; + c2 = *s2++; + + if (c1 >= 'a' && c1 <= 'z') { + c1 -= ('a' - 'A'); + } + if (c2 >= 'a' && c2 <= 'z') { + c2 -= ('a' - 'A'); + } + + if ( c1 == '\\' || c1 == ':' ) { + c1 = '/'; + } + if ( c2 == '\\' || c2 == ':' ) { + c2 = '/'; + } + + if (c1 != c2) { + return qtrue; // strings not equal + } + } while (c1); + + return qfalse; // strings are equal +} + +/* +=========== +FS_ShiftedStrStr +=========== +*/ +char *FS_ShiftedStrStr(const char *string, const char *substring, int shift) { + char buf[MAX_STRING_TOKENS]; + int i; + + for (i = 0; substring[i]; i++) { + buf[i] = substring[i] + shift; + } + buf[i] = '\0'; + return strstr(string, buf); +} + +/* +=========== +FS_FOpenFileRead + +Finds the file in the search path. +Returns filesize and an open FILE pointer. +Used for streaming data out of either a +separate file or a ZIP file. +=========== +*/ +extern qboolean com_fullyInitialized; + +int FS_FOpenFileRead( const char *filename, fileHandle_t *file, qboolean uniqueFILE ) { + searchpath_t *search; + char *netpath; + pack_t *pak; + fileInPack_t *pakFile; + directory_t *dir; + long hash; + unz_s *zfi; + FILE *temp; + int l; + char demoExt[16]; + + hash = 0; + + if ( !fs_searchpaths ) { + Com_Error( ERR_FATAL, "Filesystem call made without initialization\n" ); + } + + if ( file == NULL ) { + // just wants to see if file is there + for ( search = fs_searchpaths ; search ; search = search->next ) { + // + if ( search->pack ) { + hash = FS_HashFileName(filename, search->pack->hashSize); + } + // is the element a pak file? + if ( search->pack && search->pack->hashTable[hash] ) { + // look through all the pak file elements + pak = search->pack; + pakFile = pak->hashTable[hash]; + do { + // case and separator insensitive comparisons + if ( !FS_FilenameCompare( pakFile->name, filename ) ) { + // found it! + return qtrue; + } + pakFile = pakFile->next; + } while(pakFile != NULL); + } else if ( search->dir ) { + dir = search->dir; + + netpath = FS_BuildOSPath( dir->path, dir->gamedir, filename ); + temp = fopen (netpath, "rb"); + if ( !temp ) { + continue; + } + fclose(temp); + return qtrue; + } + } + return qfalse; + } + + if ( !filename ) { + Com_Error( ERR_FATAL, "FS_FOpenFileRead: NULL 'filename' parameter passed\n" ); + } + + Com_sprintf (demoExt, sizeof(demoExt), ".dm_%d",PROTOCOL_VERSION ); + // qpaths are not supposed to have a leading slash + if ( filename[0] == '/' || filename[0] == '\\' ) { + filename++; + } + + // make absolutely sure that it can't back up the path. + // The searchpaths do guarantee that something will always + // be prepended, so we don't need to worry about "c:" or "//limbo" + if ( strstr( filename, ".." ) || strstr( filename, "::" ) ) { + *file = 0; + return -1; + } + + // make sure the q3key file is only readable by the quake3.exe at initialization + // any other time the key should only be accessed in memory using the provided functions + if( com_fullyInitialized && strstr( filename, "q3key" ) ) { + *file = 0; + return -1; + } + + // + // search through the path, one element at a time + // + + *file = FS_HandleForFile(); + fsh[*file].handleFiles.unique = uniqueFILE; + + for ( search = fs_searchpaths ; search ; search = search->next ) { + // + if ( search->pack ) { + hash = FS_HashFileName(filename, search->pack->hashSize); + } + // is the element a pak file? + if ( search->pack && search->pack->hashTable[hash] ) { + // disregard if it doesn't match one of the allowed pure pak files + if ( !FS_PakIsPure(search->pack) ) { + continue; + } + + // look through all the pak file elements + pak = search->pack; + pakFile = pak->hashTable[hash]; + do { + // case and separator insensitive comparisons + if ( !FS_FilenameCompare( pakFile->name, filename ) ) { + // found it! + + // mark the pak as having been referenced and mark specifics on cgame and ui + // shaders, txt, arena files by themselves do not count as a reference as + // these are loaded from all pk3s + // from every pk3 file.. + l = strlen( filename ); + if ( !(pak->referenced & FS_GENERAL_REF)) { + if ( Q_stricmp(filename + l - 7, ".shader") != 0 && + Q_stricmp(filename + l - 4, ".txt") != 0 && + Q_stricmp(filename + l - 4, ".cfg") != 0 && + Q_stricmp(filename + l - 7, ".config") != 0 && + strstr(filename, "levelshots") == NULL && + Q_stricmp(filename + l - 4, ".bot") != 0 && + Q_stricmp(filename + l - 6, ".arena") != 0 && + Q_stricmp(filename + l - 5, ".menu") != 0) { + pak->referenced |= FS_GENERAL_REF; + } + } + + // qagame.qvm - 13 + // dTZT`X!di` + if (!(pak->referenced & FS_QAGAME_REF) && FS_ShiftedStrStr(filename, "dTZT`X!di`", 13)) { + pak->referenced |= FS_QAGAME_REF; + } + // cgame.qvm - 7 + // \`Zf^'jof + if (!(pak->referenced & FS_CGAME_REF) && FS_ShiftedStrStr(filename , "\\`Zf^'jof", 7)) { + pak->referenced |= FS_CGAME_REF; + } + // ui.qvm - 5 + // pd)lqh + if (!(pak->referenced & FS_UI_REF) && FS_ShiftedStrStr(filename , "pd)lqh", 5)) { + pak->referenced |= FS_UI_REF; + } + + if ( uniqueFILE ) { + // open a new file on the pakfile + fsh[*file].handleFiles.file.z = unzReOpen (pak->pakFilename, pak->handle); + if (fsh[*file].handleFiles.file.z == NULL) { + Com_Error (ERR_FATAL, "Couldn't reopen %s", pak->pakFilename); + } + } else { + fsh[*file].handleFiles.file.z = pak->handle; + } + Q_strncpyz( fsh[*file].name, filename, sizeof( fsh[*file].name ) ); + fsh[*file].zipFile = qtrue; + zfi = (unz_s *)fsh[*file].handleFiles.file.z; + // in case the file was new + temp = zfi->file; + // set the file position in the zip file (also sets the current file info) + unzSetCurrentFileInfoPosition(pak->handle, pakFile->pos); + // copy the file info into the unzip structure + Com_Memcpy( zfi, pak->handle, sizeof(unz_s) ); + // we copy this back into the structure + zfi->file = temp; + // open the file in the zip + unzOpenCurrentFile( fsh[*file].handleFiles.file.z ); + fsh[*file].zipFilePos = pakFile->pos; + + if ( fs_debug->integer ) { + Com_Printf( "FS_FOpenFileRead: %s (found in '%s')\n", + filename, pak->pakFilename ); + } + return zfi->cur_file_info.uncompressed_size; + } + pakFile = pakFile->next; + } while(pakFile != NULL); + } else if ( search->dir ) { + // check a file in the directory tree + + // if we are running restricted, the only files we + // will allow to come from the directory are .cfg files + l = strlen( filename ); + // FIXME TTimo I'm not sure about the fs_numServerPaks test + // if you are using FS_ReadFile to find out if a file exists, + // this test can make the search fail although the file is in the directory + // I had the problem on https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=8 + // turned out I used FS_FileExists instead + if ( fs_restrict->integer || fs_numServerPaks ) { + + if ( Q_stricmp( filename + l - 4, ".cfg" ) // for config files + && Q_stricmp( filename + l - 5, ".menu" ) // menu files + && Q_stricmp( filename + l - 5, ".game" ) // menu files + && Q_stricmp( filename + l - strlen(demoExt), demoExt ) // menu files + && Q_stricmp( filename + l - 4, ".dat" ) ) { // for journal files + continue; + } + } + + dir = search->dir; + + netpath = FS_BuildOSPath( dir->path, dir->gamedir, filename ); + fsh[*file].handleFiles.file.o = fopen (netpath, "rb"); + if ( !fsh[*file].handleFiles.file.o ) { + continue; + } + + if ( Q_stricmp( filename + l - 4, ".cfg" ) // for config files + && Q_stricmp( filename + l - 5, ".menu" ) // menu files + && Q_stricmp( filename + l - 5, ".game" ) // menu files + && Q_stricmp( filename + l - strlen(demoExt), demoExt ) // menu files + && Q_stricmp( filename + l - 4, ".dat" ) ) { // for journal files + fs_fakeChkSum = random(); + } + + Q_strncpyz( fsh[*file].name, filename, sizeof( fsh[*file].name ) ); + fsh[*file].zipFile = qfalse; + if ( fs_debug->integer ) { + Com_Printf( "FS_FOpenFileRead: %s (found in '%s/%s')\n", filename, + dir->path, dir->gamedir ); + } + + // if we are getting it from the cdpath, optionally copy it + // to the basepath + if ( fs_copyfiles->integer && !Q_stricmp( dir->path, fs_cdpath->string ) ) { + char *copypath; + + copypath = FS_BuildOSPath( fs_basepath->string, dir->gamedir, filename ); + FS_CopyFile( netpath, copypath ); + } + + return FS_filelength (*file); + } + } + + Com_DPrintf ("Can't find %s\n", filename); +#ifdef FS_MISSING + if (missingFiles) { + fprintf(missingFiles, "%s\n", filename); + } +#endif + *file = 0; + return -1; +} + + +/* +================= +FS_Read + +Properly handles partial reads +================= +*/ +int FS_Read2( void *buffer, int len, fileHandle_t f ) { + if ( !fs_searchpaths ) { + Com_Error( ERR_FATAL, "Filesystem call made without initialization\n" ); + } + + if ( !f ) { + return 0; + } + if (fsh[f].streamed) { + int r; + fsh[f].streamed = qfalse; + r = Sys_StreamedRead( buffer, len, 1, f); + fsh[f].streamed = qtrue; + return r; + } else { + return FS_Read( buffer, len, f); + } +} + +int FS_Read( void *buffer, int len, fileHandle_t f ) { + int block, remaining; + int read; + byte *buf; + int tries; + + if ( !fs_searchpaths ) { + Com_Error( ERR_FATAL, "Filesystem call made without initialization\n" ); + } + + if ( !f ) { + return 0; + } + + buf = (byte *)buffer; + fs_readCount += len; + + if (fsh[f].zipFile == qfalse) { + remaining = len; + tries = 0; + while (remaining) { + block = remaining; + read = fread (buf, 1, block, fsh[f].handleFiles.file.o); + if (read == 0) { + // we might have been trying to read from a CD, which + // sometimes returns a 0 read on windows + if (!tries) { + tries = 1; + } else { + return len-remaining; //Com_Error (ERR_FATAL, "FS_Read: 0 bytes read"); + } + } + + if (read == -1) { + Com_Error (ERR_FATAL, "FS_Read: -1 bytes read"); + } + + remaining -= read; + buf += read; + } + return len; + } else { + return unzReadCurrentFile(fsh[f].handleFiles.file.z, buffer, len); + } +} + +/* +================= +FS_Write + +Properly handles partial writes +================= +*/ +int FS_Write( const void *buffer, int len, fileHandle_t h ) { + int block, remaining; + int written; + byte *buf; + int tries; + FILE *f; + + if ( !fs_searchpaths ) { + Com_Error( ERR_FATAL, "Filesystem call made without initialization\n" ); + } + + if ( !h ) { + return 0; + } + + f = FS_FileForHandle(h); + buf = (byte *)buffer; + + remaining = len; + tries = 0; + while (remaining) { + block = remaining; + written = fwrite (buf, 1, block, f); + if (written == 0) { + if (!tries) { + tries = 1; + } else { + Com_Printf( "FS_Write: 0 bytes written\n" ); + return 0; + } + } + + if (written == -1) { + Com_Printf( "FS_Write: -1 bytes written\n" ); + return 0; + } + + remaining -= written; + buf += written; + } + if ( fsh[h].handleSync ) { + fflush( f ); + } + return len; +} + +void QDECL FS_Printf( fileHandle_t h, const char *fmt, ... ) { + va_list argptr; + char msg[MAXPRINTMSG]; + + va_start (argptr,fmt); + Q_vsnprintf (msg, sizeof(msg), fmt, argptr); + va_end (argptr); + + FS_Write(msg, strlen(msg), h); +} + +#define PK3_SEEK_BUFFER_SIZE 65536 + +/* +================= +FS_Seek + +================= +*/ +int FS_Seek( fileHandle_t f, long offset, int origin ) { + int _origin; + + if ( !fs_searchpaths ) { + Com_Error( ERR_FATAL, "Filesystem call made without initialization\n" ); + return -1; + } + + if (fsh[f].streamed) { + fsh[f].streamed = qfalse; + Sys_StreamSeek( f, offset, origin ); + fsh[f].streamed = qtrue; + } + + if (fsh[f].zipFile == qtrue) { + //FIXME: this is incomplete and really, really + //crappy (but better than what was here before) + byte buffer[PK3_SEEK_BUFFER_SIZE]; + int remainder = offset; + + if( offset < 0 || origin == FS_SEEK_END ) { + Com_Error( ERR_FATAL, "Negative offsets and FS_SEEK_END not implemented " + "for FS_Seek on pk3 file contents\n" ); + return -1; + } + + switch( origin ) { + case FS_SEEK_SET: + unzSetCurrentFileInfoPosition(fsh[f].handleFiles.file.z, fsh[f].zipFilePos); + unzOpenCurrentFile(fsh[f].handleFiles.file.z); + //fallthrough + + case FS_SEEK_CUR: + while( remainder > PK3_SEEK_BUFFER_SIZE ) { + FS_Read( buffer, PK3_SEEK_BUFFER_SIZE, f ); + remainder -= PK3_SEEK_BUFFER_SIZE; + } + FS_Read( buffer, remainder, f ); + return offset; + break; + + default: + Com_Error( ERR_FATAL, "Bad origin in FS_Seek\n" ); + return -1; + break; + } + } else { + FILE *file; + file = FS_FileForHandle(f); + switch( origin ) { + case FS_SEEK_CUR: + _origin = SEEK_CUR; + break; + case FS_SEEK_END: + _origin = SEEK_END; + break; + case FS_SEEK_SET: + _origin = SEEK_SET; + break; + default: + _origin = SEEK_CUR; + Com_Error( ERR_FATAL, "Bad origin in FS_Seek\n" ); + break; + } + + return fseek( file, offset, _origin ); + } +} + + +/* +====================================================================================== + +CONVENIENCE FUNCTIONS FOR ENTIRE FILES + +====================================================================================== +*/ + +int FS_FileIsInPAK(const char *filename, int *pChecksum ) { + searchpath_t *search; + pack_t *pak; + fileInPack_t *pakFile; + long hash = 0; + + if ( !fs_searchpaths ) { + Com_Error( ERR_FATAL, "Filesystem call made without initialization\n" ); + } + + if ( !filename ) { + Com_Error( ERR_FATAL, "FS_FOpenFileRead: NULL 'filename' parameter passed\n" ); + } + + // qpaths are not supposed to have a leading slash + if ( filename[0] == '/' || filename[0] == '\\' ) { + filename++; + } + + // make absolutely sure that it can't back up the path. + // The searchpaths do guarantee that something will always + // be prepended, so we don't need to worry about "c:" or "//limbo" + if ( strstr( filename, ".." ) || strstr( filename, "::" ) ) { + return -1; + } + + // + // search through the path, one element at a time + // + + for ( search = fs_searchpaths ; search ; search = search->next ) { + // + if (search->pack) { + hash = FS_HashFileName(filename, search->pack->hashSize); + } + // is the element a pak file? + if ( search->pack && search->pack->hashTable[hash] ) { + // disregard if it doesn't match one of the allowed pure pak files + if ( !FS_PakIsPure(search->pack) ) { + continue; + } + + // look through all the pak file elements + pak = search->pack; + pakFile = pak->hashTable[hash]; + do { + // case and separator insensitive comparisons + if ( !FS_FilenameCompare( pakFile->name, filename ) ) { + if (pChecksum) { + *pChecksum = pak->pure_checksum; + } + return 1; + } + pakFile = pakFile->next; + } while(pakFile != NULL); + } + } + return -1; +} + +/* +============ +FS_ReadFile + +Filename are relative to the quake search path +a null buffer will just return the file length without loading +============ +*/ +int FS_ReadFile( const char *qpath, void **buffer ) { + fileHandle_t h; + byte* buf; + qboolean isConfig; + int len; + + if ( !fs_searchpaths ) { + Com_Error( ERR_FATAL, "Filesystem call made without initialization\n" ); + } + + if ( !qpath || !qpath[0] ) { + Com_Error( ERR_FATAL, "FS_ReadFile with empty name\n" ); + } + + buf = NULL; // quiet compiler warning + + // if this is a .cfg file and we are playing back a journal, read + // it from the journal file + if ( strstr( qpath, ".cfg" ) ) { + isConfig = qtrue; + if ( com_journal && com_journal->integer == 2 ) { + int r; + + Com_DPrintf( "Loading %s from journal file.\n", qpath ); + r = FS_Read( &len, sizeof( len ), com_journalDataFile ); + if ( r != sizeof( len ) ) { + if (buffer != NULL) *buffer = NULL; + return -1; + } + // if the file didn't exist when the journal was created + if (!len) { + if (buffer == NULL) { + return 1; // hack for old journal files + } + *buffer = NULL; + return -1; + } + if (buffer == NULL) { + return len; + } + + buf = Hunk_AllocateTempMemory(len+1); + *buffer = buf; + + r = FS_Read( buf, len, com_journalDataFile ); + if ( r != len ) { + Com_Error( ERR_FATAL, "Read from journalDataFile failed" ); + } + + fs_loadCount++; + fs_loadStack++; + + // guarantee that it will have a trailing 0 for string operations + buf[len] = 0; + + return len; + } + } else { + isConfig = qfalse; + } + + // look for it in the filesystem or pack files + len = FS_FOpenFileRead( qpath, &h, qfalse ); + if ( h == 0 ) { + if ( buffer ) { + *buffer = NULL; + } + // if we are journalling and it is a config file, write a zero to the journal file + if ( isConfig && com_journal && com_journal->integer == 1 ) { + Com_DPrintf( "Writing zero for %s to journal file.\n", qpath ); + len = 0; + FS_Write( &len, sizeof( len ), com_journalDataFile ); + FS_Flush( com_journalDataFile ); + } + return -1; + } + + if ( !buffer ) { + if ( isConfig && com_journal && com_journal->integer == 1 ) { + Com_DPrintf( "Writing len for %s to journal file.\n", qpath ); + FS_Write( &len, sizeof( len ), com_journalDataFile ); + FS_Flush( com_journalDataFile ); + } + FS_FCloseFile( h); + return len; + } + + fs_loadCount++; + fs_loadStack++; + + buf = Hunk_AllocateTempMemory(len+1); + *buffer = buf; + + FS_Read (buf, len, h); + + // guarantee that it will have a trailing 0 for string operations + buf[len] = 0; + FS_FCloseFile( h ); + + // if we are journalling and it is a config file, write it to the journal file + if ( isConfig && com_journal && com_journal->integer == 1 ) { + Com_DPrintf( "Writing %s to journal file.\n", qpath ); + FS_Write( &len, sizeof( len ), com_journalDataFile ); + FS_Write( buf, len, com_journalDataFile ); + FS_Flush( com_journalDataFile ); + } + return len; +} + +/* +============= +FS_FreeFile +============= +*/ +void FS_FreeFile( void *buffer ) { + if ( !fs_searchpaths ) { + Com_Error( ERR_FATAL, "Filesystem call made without initialization\n" ); + } + if ( !buffer ) { + Com_Error( ERR_FATAL, "FS_FreeFile( NULL )" ); + } + fs_loadStack--; + + Hunk_FreeTempMemory( buffer ); + + // if all of our temp files are free, clear all of our space + if ( fs_loadStack == 0 ) { + Hunk_ClearTempMemory(); + } +} + +/* +============ +FS_WriteFile + +Filename are reletive to the quake search path +============ +*/ +void FS_WriteFile( const char *qpath, const void *buffer, int size ) { + fileHandle_t f; + + if ( !fs_searchpaths ) { + Com_Error( ERR_FATAL, "Filesystem call made without initialization\n" ); + } + + if ( !qpath || !buffer ) { + Com_Error( ERR_FATAL, "FS_WriteFile: NULL parameter" ); + } + + f = FS_FOpenFileWrite( qpath ); + if ( !f ) { + Com_Printf( "Failed to open %s\n", qpath ); + return; + } + + FS_Write( buffer, size, f ); + + FS_FCloseFile( f ); +} + + + +/* +========================================================================== + +ZIP FILE LOADING + +========================================================================== +*/ + +/* +================= +FS_LoadZipFile + +Creates a new pak_t in the search chain for the contents +of a zip file. +================= +*/ +static pack_t *FS_LoadZipFile( char *zipfile, const char *basename ) +{ + fileInPack_t *buildBuffer; + pack_t *pack; + unzFile uf; + int err; + unz_global_info gi; + char filename_inzip[MAX_ZPATH]; + unz_file_info file_info; + int i, len; + long hash; + int fs_numHeaderLongs; + int *fs_headerLongs; + char *namePtr; + + fs_numHeaderLongs = 0; + + uf = unzOpen(zipfile); + err = unzGetGlobalInfo (uf,&gi); + + if (err != UNZ_OK) + return NULL; + + fs_packFiles += gi.number_entry; + + len = 0; + unzGoToFirstFile(uf); + for (i = 0; i < gi.number_entry; i++) + { + err = unzGetCurrentFileInfo(uf, &file_info, filename_inzip, sizeof(filename_inzip), NULL, 0, NULL, 0); + if (err != UNZ_OK) { + break; + } + len += strlen(filename_inzip) + 1; + unzGoToNextFile(uf); + } + + buildBuffer = Z_Malloc( (gi.number_entry * sizeof( fileInPack_t )) + len ); + namePtr = ((char *) buildBuffer) + gi.number_entry * sizeof( fileInPack_t ); + fs_headerLongs = Z_Malloc( gi.number_entry * sizeof(int) ); + + // get the hash table size from the number of files in the zip + // because lots of custom pk3 files have less than 32 or 64 files + for (i = 1; i <= MAX_FILEHASH_SIZE; i <<= 1) { + if (i > gi.number_entry) { + break; + } + } + + pack = Z_Malloc( sizeof( pack_t ) + i * sizeof(fileInPack_t *) ); + pack->hashSize = i; + pack->hashTable = (fileInPack_t **) (((char *) pack) + sizeof( pack_t )); + for(i = 0; i < pack->hashSize; i++) { + pack->hashTable[i] = NULL; + } + + Q_strncpyz( pack->pakFilename, zipfile, sizeof( pack->pakFilename ) ); + Q_strncpyz( pack->pakBasename, basename, sizeof( pack->pakBasename ) ); + + // strip .pk3 if needed + if ( strlen( pack->pakBasename ) > 4 && !Q_stricmp( pack->pakBasename + strlen( pack->pakBasename ) - 4, ".pk3" ) ) { + pack->pakBasename[strlen( pack->pakBasename ) - 4] = 0; + } + + pack->handle = uf; + pack->numfiles = gi.number_entry; + unzGoToFirstFile(uf); + + for (i = 0; i < gi.number_entry; i++) + { + err = unzGetCurrentFileInfo(uf, &file_info, filename_inzip, sizeof(filename_inzip), NULL, 0, NULL, 0); + if (err != UNZ_OK) { + break; + } + if (file_info.uncompressed_size > 0) { + fs_headerLongs[fs_numHeaderLongs++] = LittleLong(file_info.crc); + } + Q_strlwr( filename_inzip ); + hash = FS_HashFileName(filename_inzip, pack->hashSize); + buildBuffer[i].name = namePtr; + strcpy( buildBuffer[i].name, filename_inzip ); + namePtr += strlen(filename_inzip) + 1; + // store the file position in the zip + unzGetCurrentFileInfoPosition(uf, &buildBuffer[i].pos); + // + buildBuffer[i].next = pack->hashTable[hash]; + pack->hashTable[hash] = &buildBuffer[i]; + unzGoToNextFile(uf); + } + + pack->checksum = Com_BlockChecksum( fs_headerLongs, 4 * fs_numHeaderLongs ); + pack->pure_checksum = Com_BlockChecksumKey( fs_headerLongs, 4 * fs_numHeaderLongs, LittleLong(fs_checksumFeed) ); + pack->checksum = LittleLong( pack->checksum ); + pack->pure_checksum = LittleLong( pack->pure_checksum ); + + Z_Free(fs_headerLongs); + + pack->buildBuffer = buildBuffer; + return pack; +} + +/* +================================================================================= + +DIRECTORY SCANNING FUNCTIONS + +================================================================================= +*/ + +#define MAX_FOUND_FILES 0x1000 + +static int FS_ReturnPath( const char *zname, char *zpath, int *depth ) { + int len, at, newdep; + + newdep = 0; + zpath[0] = 0; + len = 0; + at = 0; + + while(zname[at] != 0) + { + if (zname[at]=='/' || zname[at]=='\\') { + len = at; + newdep++; + } + at++; + } + strcpy(zpath, zname); + zpath[len] = 0; + *depth = newdep; + + return len; +} + +/* +================== +FS_AddFileToList +================== +*/ +static int FS_AddFileToList( char *name, char *list[MAX_FOUND_FILES], int nfiles ) { + int i; + + if ( nfiles == MAX_FOUND_FILES - 1 ) { + return nfiles; + } + for ( i = 0 ; i < nfiles ; i++ ) { + if ( !Q_stricmp( name, list[i] ) ) { + return nfiles; // allready in list + } + } + list[nfiles] = CopyString( name ); + nfiles++; + + return nfiles; +} + +/* +=============== +FS_ListFilteredFiles + +Returns a uniqued list of files that match the given criteria +from all search paths +=============== +*/ +char **FS_ListFilteredFiles( const char *path, const char *extension, char *filter, int *numfiles ) { + int nfiles; + char **listCopy; + char *list[MAX_FOUND_FILES]; + searchpath_t *search; + int i; + int pathLength; + int extensionLength; + int length, pathDepth, temp; + pack_t *pak; + fileInPack_t *buildBuffer; + char zpath[MAX_ZPATH]; + + if ( !fs_searchpaths ) { + Com_Error( ERR_FATAL, "Filesystem call made without initialization\n" ); + } + + if ( !path ) { + *numfiles = 0; + return NULL; + } + if ( !extension ) { + extension = ""; + } + + pathLength = strlen( path ); + if ( path[pathLength-1] == '\\' || path[pathLength-1] == '/' ) { + pathLength--; + } + extensionLength = strlen( extension ); + nfiles = 0; + FS_ReturnPath(path, zpath, &pathDepth); + + // + // search through the path, one element at a time, adding to list + // + for (search = fs_searchpaths ; search ; search = search->next) { + // is the element a pak file? + if (search->pack) { + + //ZOID: If we are pure, don't search for files on paks that + // aren't on the pure list + if ( !FS_PakIsPure(search->pack) ) { + continue; + } + + // look through all the pak file elements + pak = search->pack; + buildBuffer = pak->buildBuffer; + for (i = 0; i < pak->numfiles; i++) { + char *name; + int zpathLen, depth; + + // check for directory match + name = buildBuffer[i].name; + // + if (filter) { + // case insensitive + if (!Com_FilterPath( filter, name, qfalse )) + continue; + // unique the match + nfiles = FS_AddFileToList( name, list, nfiles ); + } + else { + + zpathLen = FS_ReturnPath(name, zpath, &depth); + + if ( (depth-pathDepth)>2 || pathLength > zpathLen || Q_stricmpn( name, path, pathLength ) ) { + continue; + } + + // check for extension match + length = strlen( name ); + if ( length < extensionLength ) { + continue; + } + + if ( Q_stricmp( name + length - extensionLength, extension ) ) { + continue; + } + // unique the match + + temp = pathLength; + if (pathLength) { + temp++; // include the '/' + } + nfiles = FS_AddFileToList( name + temp, list, nfiles ); + } + } + } else if (search->dir) { // scan for files in the filesystem + char *netpath; + int numSysFiles; + char **sysFiles; + char *name; + + // don't scan directories for files if we are pure or restricted + if ( fs_restrict->integer || fs_numServerPaks ) { + continue; + } else { + netpath = FS_BuildOSPath( search->dir->path, search->dir->gamedir, path ); + sysFiles = Sys_ListFiles( netpath, extension, filter, &numSysFiles, qfalse ); + for ( i = 0 ; i < numSysFiles ; i++ ) { + // unique the match + name = sysFiles[i]; + nfiles = FS_AddFileToList( name, list, nfiles ); + } + Sys_FreeFileList( sysFiles ); + } + } + } + + // return a copy of the list + *numfiles = nfiles; + + if ( !nfiles ) { + return NULL; + } + + listCopy = Z_Malloc( ( nfiles + 1 ) * sizeof( *listCopy ) ); + for ( i = 0 ; i < nfiles ; i++ ) { + listCopy[i] = list[i]; + } + listCopy[i] = NULL; + + return listCopy; +} + +/* +================= +FS_ListFiles +================= +*/ +char **FS_ListFiles( const char *path, const char *extension, int *numfiles ) { + return FS_ListFilteredFiles( path, extension, NULL, numfiles ); +} + +/* +================= +FS_FreeFileList +================= +*/ +void FS_FreeFileList( char **list ) { + int i; + + if ( !fs_searchpaths ) { + Com_Error( ERR_FATAL, "Filesystem call made without initialization\n" ); + } + + if ( !list ) { + return; + } + + for ( i = 0 ; list[i] ; i++ ) { + Z_Free( list[i] ); + } + + Z_Free( list ); +} + + +/* +================ +FS_GetFileList +================ +*/ +int FS_GetFileList( const char *path, const char *extension, char *listbuf, int bufsize ) { + int nFiles, i, nTotal, nLen; + char **pFiles = NULL; + + *listbuf = 0; + nFiles = 0; + nTotal = 0; + + if (Q_stricmp(path, "$modlist") == 0) { + return FS_GetModList(listbuf, bufsize); + } + + pFiles = FS_ListFiles(path, extension, &nFiles); + + for (i =0; i < nFiles; i++) { + nLen = strlen(pFiles[i]) + 1; + if (nTotal + nLen + 1 < bufsize) { + strcpy(listbuf, pFiles[i]); + listbuf += nLen; + nTotal += nLen; + } + else { + nFiles = i; + break; + } + } + + FS_FreeFileList(pFiles); + + return nFiles; +} + +/* +======================= +Sys_ConcatenateFileLists + +mkv: Naive implementation. Concatenates three lists into a + new list, and frees the old lists from the heap. +bk001129 - from cvs1.17 (mkv) + +FIXME TTimo those two should move to common.c next to Sys_ListFiles +======================= + */ +static unsigned int Sys_CountFileList(char **list) +{ + int i = 0; + + if (list) + { + while (*list) + { + list++; + i++; + } + } + return i; +} + +static char** Sys_ConcatenateFileLists( char **list0, char **list1, char **list2 ) +{ + int totalLength = 0; + char** cat = NULL, **dst, **src; + + totalLength += Sys_CountFileList(list0); + totalLength += Sys_CountFileList(list1); + totalLength += Sys_CountFileList(list2); + + /* Create new list. */ + dst = cat = Z_Malloc( ( totalLength + 1 ) * sizeof( char* ) ); + + /* Copy over lists. */ + if (list0) + { + for (src = list0; *src; src++, dst++) + *dst = *src; + } + if (list1) + { + for (src = list1; *src; src++, dst++) + *dst = *src; + } + if (list2) + { + for (src = list2; *src; src++, dst++) + *dst = *src; + } + + // Terminate the list + *dst = NULL; + + // Free our old lists. + // NOTE: not freeing their content, it's been merged in dst and still being used + if (list0) Z_Free( list0 ); + if (list1) Z_Free( list1 ); + if (list2) Z_Free( list2 ); + + return cat; +} + +/* +================ +FS_GetModList + +Returns a list of mod directory names +A mod directory is a peer to baseq3 with a pk3 in it +The directories are searched in base path, cd path and home path +================ +*/ +int FS_GetModList( char *listbuf, int bufsize ) { + int nMods, i, j, nTotal, nLen, nPaks, nPotential, nDescLen; + char **pFiles = NULL; + char **pPaks = NULL; + char *name, *path; + char descPath[MAX_OSPATH]; + fileHandle_t descHandle; + + int dummy; + char **pFiles0 = NULL; + char **pFiles1 = NULL; + char **pFiles2 = NULL; + qboolean bDrop = qfalse; + + *listbuf = 0; + nMods = nPotential = nTotal = 0; + + pFiles0 = Sys_ListFiles( fs_homepath->string, NULL, NULL, &dummy, qtrue ); + pFiles1 = Sys_ListFiles( fs_basepath->string, NULL, NULL, &dummy, qtrue ); + pFiles2 = Sys_ListFiles( fs_cdpath->string, NULL, NULL, &dummy, qtrue ); + // we searched for mods in the three paths + // it is likely that we have duplicate names now, which we will cleanup below + pFiles = Sys_ConcatenateFileLists( pFiles0, pFiles1, pFiles2 ); + nPotential = Sys_CountFileList(pFiles); + + for ( i = 0 ; i < nPotential ; i++ ) { + name = pFiles[i]; + // NOTE: cleaner would involve more changes + // ignore duplicate mod directories + if (i!=0) { + bDrop = qfalse; + for(j=0; j<i; j++) + { + if (Q_stricmp(pFiles[j],name)==0) { + // this one can be dropped + bDrop = qtrue; + break; + } + } + } + if (bDrop) { + continue; + } + // we drop "baseq3" "." and ".." + if (Q_stricmp(name, "baseq3") && Q_stricmpn(name, ".", 1)) { + // now we need to find some .pk3 files to validate the mod + // NOTE TTimo: (actually I'm not sure why .. what if it's a mod under developement with no .pk3?) + // we didn't keep the information when we merged the directory names, as to what OS Path it was found under + // so it could be in base path, cd path or home path + // we will try each three of them here (yes, it's a bit messy) + path = FS_BuildOSPath( fs_basepath->string, name, "" ); + nPaks = 0; + pPaks = Sys_ListFiles(path, ".pk3", NULL, &nPaks, qfalse); + Sys_FreeFileList( pPaks ); // we only use Sys_ListFiles to check wether .pk3 files are present + + /* Try on cd path */ + if( nPaks <= 0 ) { + path = FS_BuildOSPath( fs_cdpath->string, name, "" ); + nPaks = 0; + pPaks = Sys_ListFiles( path, ".pk3", NULL, &nPaks, qfalse ); + Sys_FreeFileList( pPaks ); + } + + /* try on home path */ + if ( nPaks <= 0 ) + { + path = FS_BuildOSPath( fs_homepath->string, name, "" ); + nPaks = 0; + pPaks = Sys_ListFiles( path, ".pk3", NULL, &nPaks, qfalse ); + Sys_FreeFileList( pPaks ); + } + + if (nPaks > 0) { + nLen = strlen(name) + 1; + // nLen is the length of the mod path + // we need to see if there is a description available + descPath[0] = '\0'; + strcpy(descPath, name); + strcat(descPath, "/description.txt"); + nDescLen = FS_SV_FOpenFileRead( descPath, &descHandle ); + if ( nDescLen > 0 && descHandle) { + FILE *file; + file = FS_FileForHandle(descHandle); + Com_Memset( descPath, 0, sizeof( descPath ) ); + nDescLen = fread(descPath, 1, 48, file); + if (nDescLen >= 0) { + descPath[nDescLen] = '\0'; + } + FS_FCloseFile(descHandle); + } else { + strcpy(descPath, name); + } + nDescLen = strlen(descPath) + 1; + + if (nTotal + nLen + 1 + nDescLen + 1 < bufsize) { + strcpy(listbuf, name); + listbuf += nLen; + strcpy(listbuf, descPath); + listbuf += nDescLen; + nTotal += nLen + nDescLen; + nMods++; + } + else { + break; + } + } + } + } + Sys_FreeFileList( pFiles ); + + return nMods; +} + + + + +//============================================================================ + +/* +================ +FS_Dir_f +================ +*/ +void FS_Dir_f( void ) { + char *path; + char *extension; + char **dirnames; + int ndirs; + int i; + + if ( Cmd_Argc() < 2 || Cmd_Argc() > 3 ) { + Com_Printf( "usage: dir <directory> [extension]\n" ); + return; + } + + if ( Cmd_Argc() == 2 ) { + path = Cmd_Argv( 1 ); + extension = ""; + } else { + path = Cmd_Argv( 1 ); + extension = Cmd_Argv( 2 ); + } + + Com_Printf( "Directory of %s %s\n", path, extension ); + Com_Printf( "---------------\n" ); + + dirnames = FS_ListFiles( path, extension, &ndirs ); + + for ( i = 0; i < ndirs; i++ ) { + Com_Printf( "%s\n", dirnames[i] ); + } + FS_FreeFileList( dirnames ); +} + +/* +=========== +FS_ConvertPath +=========== +*/ +void FS_ConvertPath( char *s ) { + while (*s) { + if ( *s == '\\' || *s == ':' ) { + *s = '/'; + } + s++; + } +} + +/* +=========== +FS_PathCmp + +Ignore case and seprator char distinctions +=========== +*/ +int FS_PathCmp( const char *s1, const char *s2 ) { + int c1, c2; + + do { + c1 = *s1++; + c2 = *s2++; + + if (c1 >= 'a' && c1 <= 'z') { + c1 -= ('a' - 'A'); + } + if (c2 >= 'a' && c2 <= 'z') { + c2 -= ('a' - 'A'); + } + + if ( c1 == '\\' || c1 == ':' ) { + c1 = '/'; + } + if ( c2 == '\\' || c2 == ':' ) { + c2 = '/'; + } + + if (c1 < c2) { + return -1; // strings not equal + } + if (c1 > c2) { + return 1; + } + } while (c1); + + return 0; // strings are equal +} + +/* +================ +FS_SortFileList +================ +*/ +void FS_SortFileList(char **filelist, int numfiles) { + int i, j, k, numsortedfiles; + char **sortedlist; + + sortedlist = Z_Malloc( ( numfiles + 1 ) * sizeof( *sortedlist ) ); + sortedlist[0] = NULL; + numsortedfiles = 0; + for (i = 0; i < numfiles; i++) { + for (j = 0; j < numsortedfiles; j++) { + if (FS_PathCmp(filelist[i], sortedlist[j]) < 0) { + break; + } + } + for (k = numsortedfiles; k > j; k--) { + sortedlist[k] = sortedlist[k-1]; + } + sortedlist[j] = filelist[i]; + numsortedfiles++; + } + Com_Memcpy(filelist, sortedlist, numfiles * sizeof( *filelist ) ); + Z_Free(sortedlist); +} + +/* +================ +FS_NewDir_f +================ +*/ +void FS_NewDir_f( void ) { + char *filter; + char **dirnames; + int ndirs; + int i; + + if ( Cmd_Argc() < 2 ) { + Com_Printf( "usage: fdir <filter>\n" ); + Com_Printf( "example: fdir *q3dm*.bsp\n"); + return; + } + + filter = Cmd_Argv( 1 ); + + Com_Printf( "---------------\n" ); + + dirnames = FS_ListFilteredFiles( "", "", filter, &ndirs ); + + FS_SortFileList(dirnames, ndirs); + + for ( i = 0; i < ndirs; i++ ) { + FS_ConvertPath(dirnames[i]); + Com_Printf( "%s\n", dirnames[i] ); + } + Com_Printf( "%d files listed\n", ndirs ); + FS_FreeFileList( dirnames ); +} + +/* +============ +FS_Path_f + +============ +*/ +void FS_Path_f( void ) { + searchpath_t *s; + int i; + + Com_Printf ("Current search path:\n"); + for (s = fs_searchpaths; s; s = s->next) { + if (s->pack) { + Com_Printf ("%s (%i files)\n", s->pack->pakFilename, s->pack->numfiles); + if ( fs_numServerPaks ) { + if ( !FS_PakIsPure(s->pack) ) { + Com_Printf( " not on the pure list\n" ); + } else { + Com_Printf( " on the pure list\n" ); + } + } + } else { + Com_Printf ("%s/%s\n", s->dir->path, s->dir->gamedir ); + } + } + + + Com_Printf( "\n" ); + for ( i = 1 ; i < MAX_FILE_HANDLES ; i++ ) { + if ( fsh[i].handleFiles.file.o ) { + Com_Printf( "handle %i: %s\n", i, fsh[i].name ); + } + } +} + +/* +============ +FS_TouchFile_f + +The only purpose of this function is to allow game script files to copy +arbitrary files furing an "fs_copyfiles 1" run. +============ +*/ +void FS_TouchFile_f( void ) { + fileHandle_t f; + + if ( Cmd_Argc() != 2 ) { + Com_Printf( "Usage: touchFile <file>\n" ); + return; + } + + FS_FOpenFileRead( Cmd_Argv( 1 ), &f, qfalse ); + if ( f ) { + FS_FCloseFile( f ); + } +} + +//=========================================================================== + + +static int QDECL paksort( const void *a, const void *b ) { + char *aa, *bb; + + aa = *(char **)a; + bb = *(char **)b; + + return FS_PathCmp( aa, bb ); +} + +/* +================ +FS_AddGameDirectory + +Sets fs_gamedir, adds the directory to the head of the path, +then loads the zip headers +================ +*/ +#define MAX_PAKFILES 1024 +static void FS_AddGameDirectory( const char *path, const char *dir ) { + searchpath_t *sp; + int i; + searchpath_t *search; + pack_t *pak; + char *pakfile; + int numfiles; + char **pakfiles; + char *sorted[MAX_PAKFILES]; + + // this fixes the case where fs_basepath is the same as fs_cdpath + // which happens on full installs + for ( sp = fs_searchpaths ; sp ; sp = sp->next ) { + if ( sp->dir && !Q_stricmp(sp->dir->path, path) && !Q_stricmp(sp->dir->gamedir, dir)) { + return; // we've already got this one + } + } + + Q_strncpyz( fs_gamedir, dir, sizeof( fs_gamedir ) ); + + // + // add the directory to the search path + // + search = Z_Malloc (sizeof(searchpath_t)); + search->dir = Z_Malloc( sizeof( *search->dir ) ); + + Q_strncpyz( search->dir->path, path, sizeof( search->dir->path ) ); + Q_strncpyz( search->dir->gamedir, dir, sizeof( search->dir->gamedir ) ); + search->next = fs_searchpaths; + fs_searchpaths = search; + + // find all pak files in this directory + pakfile = FS_BuildOSPath( path, dir, "" ); + pakfile[ strlen(pakfile) - 1 ] = 0; // strip the trailing slash + + pakfiles = Sys_ListFiles( pakfile, ".pk3", NULL, &numfiles, qfalse ); + + // sort them so that later alphabetic matches override + // earlier ones. This makes pak1.pk3 override pak0.pk3 + if ( numfiles > MAX_PAKFILES ) { + numfiles = MAX_PAKFILES; + } + for ( i = 0 ; i < numfiles ; i++ ) { + sorted[i] = pakfiles[i]; + } + + qsort( sorted, numfiles, sizeof(char*), paksort ); + + for ( i = 0 ; i < numfiles ; i++ ) { + pakfile = FS_BuildOSPath( path, dir, sorted[i] ); + if ( ( pak = FS_LoadZipFile( pakfile, sorted[i] ) ) == 0 ) + continue; + // store the game name for downloading + strcpy(pak->pakGamename, dir); + + search = Z_Malloc (sizeof(searchpath_t)); + search->pack = pak; + search->next = fs_searchpaths; + fs_searchpaths = search; + } + + // done + Sys_FreeFileList( pakfiles ); +} + +/* +================ +FS_idPak +================ +*/ +qboolean FS_idPak( char *pak, char *base ) { + int i; + + for (i = 0; i < NUM_ID_PAKS; i++) { + if ( !FS_FilenameCompare(pak, va("%s/pak%d", base, i)) ) { + break; + } + } + if (i < NUM_ID_PAKS) { + return qtrue; + } + return qfalse; +} + +/* +================ +FS_ComparePaks + +---------------- +dlstring == qtrue + +Returns a list of pak files that we should download from the server. They all get stored +in the current gamedir and an FS_Restart will be fired up after we download them all. + +The string is the format: + +@remotename@localname [repeat] + +static int fs_numServerReferencedPaks; +static int fs_serverReferencedPaks[MAX_SEARCH_PATHS]; +static char *fs_serverReferencedPakNames[MAX_SEARCH_PATHS]; + +---------------- +dlstring == qfalse + +we are not interested in a download string format, we want something human-readable +(this is used for diagnostics while connecting to a pure server) + +================ +*/ +qboolean FS_ComparePaks( char *neededpaks, int len, qboolean dlstring ) { + searchpath_t *sp; + qboolean havepak, badchecksum; + int i; + + if ( !fs_numServerReferencedPaks ) { + return qfalse; // Server didn't send any pack information along + } + + *neededpaks = 0; + + for ( i = 0 ; i < fs_numServerReferencedPaks ; i++ ) { + // Ok, see if we have this pak file + badchecksum = qfalse; + havepak = qfalse; + + // never autodownload any of the id paks + if ( FS_idPak(fs_serverReferencedPakNames[i], "baseq3") || FS_idPak(fs_serverReferencedPakNames[i], "missionpack") ) { + continue; + } + + for ( sp = fs_searchpaths ; sp ; sp = sp->next ) { + if ( sp->pack && sp->pack->checksum == fs_serverReferencedPaks[i] ) { + havepak = qtrue; // This is it! + break; + } + } + + if ( !havepak && fs_serverReferencedPakNames[i] && *fs_serverReferencedPakNames[i] ) { + // Don't got it + + if (dlstring) + { + // Remote name + Q_strcat( neededpaks, len, "@"); + Q_strcat( neededpaks, len, fs_serverReferencedPakNames[i] ); + Q_strcat( neededpaks, len, ".pk3" ); + + // Local name + Q_strcat( neededpaks, len, "@"); + // Do we have one with the same name? + if ( FS_SV_FileExists( va( "%s.pk3", fs_serverReferencedPakNames[i] ) ) ) + { + char st[MAX_ZPATH]; + // We already have one called this, we need to download it to another name + // Make something up with the checksum in it + Com_sprintf( st, sizeof( st ), "%s.%08x.pk3", fs_serverReferencedPakNames[i], fs_serverReferencedPaks[i] ); + Q_strcat( neededpaks, len, st ); + } else + { + Q_strcat( neededpaks, len, fs_serverReferencedPakNames[i] ); + Q_strcat( neededpaks, len, ".pk3" ); + } + } + else + { + Q_strcat( neededpaks, len, fs_serverReferencedPakNames[i] ); + Q_strcat( neededpaks, len, ".pk3" ); + // Do we have one with the same name? + if ( FS_SV_FileExists( va( "%s.pk3", fs_serverReferencedPakNames[i] ) ) ) + { + Q_strcat( neededpaks, len, " (local file exists with wrong checksum)"); + } + Q_strcat( neededpaks, len, "\n"); + } + } + } + + if ( *neededpaks ) { + return qtrue; + } + + return qfalse; // We have them all +} + +/* +================ +FS_Shutdown + +Frees all resources and closes all files +================ +*/ +void FS_Shutdown( qboolean closemfp ) { + searchpath_t *p, *next; + int i; + + for(i = 0; i < MAX_FILE_HANDLES; i++) { + if (fsh[i].fileSize) { + FS_FCloseFile(i); + } + } + + // free everything + for ( p = fs_searchpaths ; p ; p = next ) { + next = p->next; + + if ( p->pack ) { + unzClose(p->pack->handle); + Z_Free( p->pack->buildBuffer ); + Z_Free( p->pack ); + } + if ( p->dir ) { + Z_Free( p->dir ); + } + Z_Free( p ); + } + + // any FS_ calls will now be an error until reinitialized + fs_searchpaths = NULL; + + Cmd_RemoveCommand( "path" ); + Cmd_RemoveCommand( "dir" ); + Cmd_RemoveCommand( "fdir" ); + Cmd_RemoveCommand( "touchFile" ); + +#ifdef FS_MISSING + if (closemfp) { + fclose(missingFiles); + } +#endif +} + +void Com_AppendCDKey( const char *filename ); +void Com_ReadCDKey( const char *filename ); + +/* +================ +FS_ReorderPurePaks +NOTE TTimo: the reordering that happens here is not reflected in the cvars (\cvarlist *pak*) + this can lead to misleading situations, see https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=540 +================ +*/ +static void FS_ReorderPurePaks( void ) +{ + searchpath_t *s; + int i; + searchpath_t **p_insert_index, // for linked list reordering + **p_previous; // when doing the scan + + // only relevant when connected to pure server + if ( !fs_numServerPaks ) + return; + + fs_reordered = qfalse; + + p_insert_index = &fs_searchpaths; // we insert in order at the beginning of the list + for ( i = 0 ; i < fs_numServerPaks ; i++ ) { + p_previous = p_insert_index; // track the pointer-to-current-item + for (s = *p_insert_index; s; s = s->next) { + // the part of the list before p_insert_index has been sorted already + if (s->pack && fs_serverPaks[i] == s->pack->checksum) { + fs_reordered = qtrue; + // move this element to the insert list + *p_previous = s->next; + s->next = *p_insert_index; + *p_insert_index = s; + // increment insert list + p_insert_index = &s->next; + break; // iterate to next server pack + } + p_previous = &s->next; + } + } +} + +/* +================ +FS_Startup +================ +*/ +static void FS_Startup( const char *gameName ) { + const char *homePath; + cvar_t *fs; + + Com_Printf( "----- FS_Startup -----\n" ); + + fs_debug = Cvar_Get( "fs_debug", "0", 0 ); + fs_copyfiles = Cvar_Get( "fs_copyfiles", "0", CVAR_INIT ); + fs_cdpath = Cvar_Get ("fs_cdpath", Sys_DefaultCDPath(), CVAR_INIT ); + fs_basepath = Cvar_Get ("fs_basepath", Sys_DefaultInstallPath(), CVAR_INIT ); + fs_basegame = Cvar_Get ("fs_basegame", "", CVAR_INIT ); + homePath = Sys_DefaultHomePath(); + if (!homePath || !homePath[0]) { + homePath = fs_basepath->string; + } + fs_homepath = Cvar_Get ("fs_homepath", homePath, CVAR_INIT ); + fs_gamedirvar = Cvar_Get ("fs_game", "", CVAR_INIT|CVAR_SYSTEMINFO ); + fs_restrict = Cvar_Get ("fs_restrict", "", CVAR_INIT ); + + // add search path elements in reverse priority order + if (fs_cdpath->string[0]) { + FS_AddGameDirectory( fs_cdpath->string, gameName ); + } + if (fs_basepath->string[0]) { + FS_AddGameDirectory( fs_basepath->string, gameName ); + } + // fs_homepath is somewhat particular to *nix systems, only add if relevant + // NOTE: same filtering below for mods and basegame + if (fs_basepath->string[0] && Q_stricmp(fs_homepath->string,fs_basepath->string)) { + FS_AddGameDirectory ( fs_homepath->string, gameName ); + } + + // check for additional base game so mods can be based upon other mods + if ( fs_basegame->string[0] && !Q_stricmp( gameName, BASEGAME ) && Q_stricmp( fs_basegame->string, gameName ) ) { + if (fs_cdpath->string[0]) { + FS_AddGameDirectory(fs_cdpath->string, fs_basegame->string); + } + if (fs_basepath->string[0]) { + FS_AddGameDirectory(fs_basepath->string, fs_basegame->string); + } + if (fs_homepath->string[0] && Q_stricmp(fs_homepath->string,fs_basepath->string)) { + FS_AddGameDirectory(fs_homepath->string, fs_basegame->string); + } + } + + // check for additional game folder for mods + if ( fs_gamedirvar->string[0] && !Q_stricmp( gameName, BASEGAME ) && Q_stricmp( fs_gamedirvar->string, gameName ) ) { + if (fs_cdpath->string[0]) { + FS_AddGameDirectory(fs_cdpath->string, fs_gamedirvar->string); + } + if (fs_basepath->string[0]) { + FS_AddGameDirectory(fs_basepath->string, fs_gamedirvar->string); + } + if (fs_homepath->string[0] && Q_stricmp(fs_homepath->string,fs_basepath->string)) { + FS_AddGameDirectory(fs_homepath->string, fs_gamedirvar->string); + } + } + + Com_ReadCDKey( "baseq3" ); + fs = Cvar_Get ("fs_game", "", CVAR_INIT|CVAR_SYSTEMINFO ); + if (fs && fs->string[0] != 0) { + Com_AppendCDKey( fs->string ); + } + + // add our commands + Cmd_AddCommand ("path", FS_Path_f); + Cmd_AddCommand ("dir", FS_Dir_f ); + Cmd_AddCommand ("fdir", FS_NewDir_f ); + Cmd_AddCommand ("touchFile", FS_TouchFile_f ); + + // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=506 + // reorder the pure pk3 files according to server order + FS_ReorderPurePaks(); + + // print the current search paths + FS_Path_f(); + + fs_gamedirvar->modified = qfalse; // We just loaded, it's not modified + + Com_Printf( "----------------------\n" ); + +#ifdef FS_MISSING + if (missingFiles == NULL) { + missingFiles = fopen( "\\missing.txt", "ab" ); + } +#endif + Com_Printf( "%d files in pk3 files\n", fs_packFiles ); +} + + +/* +=================== +FS_SetRestrictions + +Looks for product keys and restricts media add on ability +if the full version is not found +=================== +*/ +static void FS_SetRestrictions( void ) { + searchpath_t *path; + char *productId; + + return; + +#ifndef PRE_RELEASE_DEMO + + // if fs_restrict is set, don't even look for the id file, + // which allows the demo release to be tested even if + // the full game is present + if ( !fs_restrict->integer ) { + // look for the full game id + FS_ReadFile( "productid.txt", (void **)&productId ); + if ( productId ) { + // check against the hardcoded string + int seed, i; + + seed = 5000; + for ( i = 0 ; i < sizeof( fs_scrambledProductId ) ; i++ ) { + if ( ( fs_scrambledProductId[i] ^ (seed&255) ) != productId[i] ) { + break; + } + seed = (69069 * seed + 1); + } + + FS_FreeFile( productId ); + + if ( i == sizeof( fs_scrambledProductId ) ) { + return; // no restrictions + } + Com_Error( ERR_FATAL, "Invalid product identification" ); + } + } +#endif + Cvar_Set( "fs_restrict", "1" ); + + Com_Printf( "\nRunning in restricted demo mode.\n\n" ); + + // restart the filesystem with just the demo directory + FS_Shutdown(qfalse); + FS_Startup( DEMOGAME ); + + // make sure that the pak file has the header checksum we expect + for ( path = fs_searchpaths ; path ; path = path->next ) { + if ( path->pack ) { + // a tiny attempt to keep the checksum from being scannable from the exe + if ( (path->pack->checksum ^ 0x02261994u) != (DEMO_PAK_CHECKSUM ^ 0x02261994u) ) { + Com_Error( ERR_FATAL, "Corrupted pak0.pk3: %u", path->pack->checksum ); + } + } + } +} + +/* +===================== +FS_GamePureChecksum + +Returns the checksum of the pk3 from which the server loaded the qagame.qvm +===================== +*/ +const char *FS_GamePureChecksum( void ) { + static char info[MAX_STRING_TOKENS]; + searchpath_t *search; + + info[0] = 0; + + for ( search = fs_searchpaths ; search ; search = search->next ) { + // is the element a pak file? + if ( search->pack ) { + if (search->pack->referenced & FS_QAGAME_REF) { + Com_sprintf(info, sizeof(info), "%d", search->pack->checksum); + } + } + } + + return info; +} + +/* +===================== +FS_LoadedPakChecksums + +Returns a space separated string containing the checksums of all loaded pk3 files. +Servers with sv_pure set will get this string and pass it to clients. +===================== +*/ +const char *FS_LoadedPakChecksums( void ) { + static char info[BIG_INFO_STRING]; + searchpath_t *search; + + info[0] = 0; + + for ( search = fs_searchpaths ; search ; search = search->next ) { + // is the element a pak file? + if ( !search->pack ) { + continue; + } + + Q_strcat( info, sizeof( info ), va("%i ", search->pack->checksum ) ); + } + + return info; +} + +/* +===================== +FS_LoadedPakNames + +Returns a space separated string containing the names of all loaded pk3 files. +Servers with sv_pure set will get this string and pass it to clients. +===================== +*/ +const char *FS_LoadedPakNames( void ) { + static char info[BIG_INFO_STRING]; + searchpath_t *search; + + info[0] = 0; + + for ( search = fs_searchpaths ; search ; search = search->next ) { + // is the element a pak file? + if ( !search->pack ) { + continue; + } + + if (*info) { + Q_strcat(info, sizeof( info ), " " ); + } + Q_strcat( info, sizeof( info ), search->pack->pakBasename ); + } + + return info; +} + +/* +===================== +FS_LoadedPakPureChecksums + +Returns a space separated string containing the pure checksums of all loaded pk3 files. +Servers with sv_pure use these checksums to compare with the checksums the clients send +back to the server. +===================== +*/ +const char *FS_LoadedPakPureChecksums( void ) { + static char info[BIG_INFO_STRING]; + searchpath_t *search; + + info[0] = 0; + + for ( search = fs_searchpaths ; search ; search = search->next ) { + // is the element a pak file? + if ( !search->pack ) { + continue; + } + + Q_strcat( info, sizeof( info ), va("%i ", search->pack->pure_checksum ) ); + } + + return info; +} + +/* +===================== +FS_ReferencedPakChecksums + +Returns a space separated string containing the checksums of all referenced pk3 files. +The server will send this to the clients so they can check which files should be auto-downloaded. +===================== +*/ +const char *FS_ReferencedPakChecksums( void ) { + static char info[BIG_INFO_STRING]; + searchpath_t *search; + + info[0] = 0; + + + for ( search = fs_searchpaths ; search ; search = search->next ) { + // is the element a pak file? + if ( search->pack ) { + if (search->pack->referenced || Q_stricmpn(search->pack->pakGamename, BASEGAME, strlen(BASEGAME))) { + Q_strcat( info, sizeof( info ), va("%i ", search->pack->checksum ) ); + } + } + } + + return info; +} + +/* +===================== +FS_ReferencedPakPureChecksums + +Returns a space separated string containing the pure checksums of all referenced pk3 files. +Servers with sv_pure set will get this string back from clients for pure validation + +The string has a specific order, "cgame ui @ ref1 ref2 ref3 ..." +===================== +*/ +const char *FS_ReferencedPakPureChecksums( void ) { + static char info[BIG_INFO_STRING]; + searchpath_t *search; + int nFlags, numPaks, checksum; + + info[0] = 0; + + checksum = fs_checksumFeed; + numPaks = 0; + for (nFlags = FS_CGAME_REF; nFlags; nFlags = nFlags >> 1) { + if (nFlags & FS_GENERAL_REF) { + // add a delimter between must haves and general refs + //Q_strcat(info, sizeof(info), "@ "); + info[strlen(info)+1] = '\0'; + info[strlen(info)+2] = '\0'; + info[strlen(info)] = '@'; + info[strlen(info)] = ' '; + } + for ( search = fs_searchpaths ; search ; search = search->next ) { + // is the element a pak file and has it been referenced based on flag? + if ( search->pack && (search->pack->referenced & nFlags)) { + Q_strcat( info, sizeof( info ), va("%i ", search->pack->pure_checksum ) ); + if (nFlags & (FS_CGAME_REF | FS_UI_REF)) { + break; + } + checksum ^= search->pack->pure_checksum; + numPaks++; + } + } + if (fs_fakeChkSum != 0) { + // only added if a non-pure file is referenced + Q_strcat( info, sizeof( info ), va("%i ", fs_fakeChkSum ) ); + } + } + // last checksum is the encoded number of referenced pk3s + checksum ^= numPaks; + Q_strcat( info, sizeof( info ), va("%i ", checksum ) ); + + return info; +} + +/* +===================== +FS_ReferencedPakNames + +Returns a space separated string containing the names of all referenced pk3 files. +The server will send this to the clients so they can check which files should be auto-downloaded. +===================== +*/ +const char *FS_ReferencedPakNames( void ) { + static char info[BIG_INFO_STRING]; + searchpath_t *search; + + info[0] = 0; + + // we want to return ALL pk3's from the fs_game path + // and referenced one's from baseq3 + for ( search = fs_searchpaths ; search ; search = search->next ) { + // is the element a pak file? + if ( search->pack ) { + if (*info) { + Q_strcat(info, sizeof( info ), " " ); + } + if (search->pack->referenced || Q_stricmpn(search->pack->pakGamename, BASEGAME, strlen(BASEGAME))) { + Q_strcat( info, sizeof( info ), search->pack->pakGamename ); + Q_strcat( info, sizeof( info ), "/" ); + Q_strcat( info, sizeof( info ), search->pack->pakBasename ); + } + } + } + + return info; +} + +/* +===================== +FS_ClearPakReferences +===================== +*/ +void FS_ClearPakReferences( int flags ) { + searchpath_t *search; + + if ( !flags ) { + flags = -1; + } + for ( search = fs_searchpaths; search; search = search->next ) { + // is the element a pak file and has it been referenced? + if ( search->pack ) { + search->pack->referenced &= ~flags; + } + } +} + + +/* +===================== +FS_PureServerSetLoadedPaks + +If the string is empty, all data sources will be allowed. +If not empty, only pk3 files that match one of the space +separated checksums will be checked for files, with the +exception of .cfg and .dat files. +===================== +*/ +void FS_PureServerSetLoadedPaks( const char *pakSums, const char *pakNames ) { + int i, c, d; + + Cmd_TokenizeString( pakSums ); + + c = Cmd_Argc(); + if ( c > MAX_SEARCH_PATHS ) { + c = MAX_SEARCH_PATHS; + } + + fs_numServerPaks = c; + + for ( i = 0 ; i < c ; i++ ) { + fs_serverPaks[i] = atoi( Cmd_Argv( i ) ); + } + + if (fs_numServerPaks) { + Com_DPrintf( "Connected to a pure server.\n" ); + } + else + { + if (fs_reordered) + { + // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=540 + // force a restart to make sure the search order will be correct + Com_DPrintf( "FS search reorder is required\n" ); + FS_Restart(fs_checksumFeed); + return; + } + } + + for ( i = 0 ; i < c ; i++ ) { + if (fs_serverPakNames[i]) { + Z_Free(fs_serverPakNames[i]); + } + fs_serverPakNames[i] = NULL; + } + if ( pakNames && *pakNames ) { + Cmd_TokenizeString( pakNames ); + + d = Cmd_Argc(); + if ( d > MAX_SEARCH_PATHS ) { + d = MAX_SEARCH_PATHS; + } + + for ( i = 0 ; i < d ; i++ ) { + fs_serverPakNames[i] = CopyString( Cmd_Argv( i ) ); + } + } +} + +/* +===================== +FS_PureServerSetReferencedPaks + +The checksums and names of the pk3 files referenced at the server +are sent to the client and stored here. The client will use these +checksums to see if any pk3 files need to be auto-downloaded. +===================== +*/ +void FS_PureServerSetReferencedPaks( const char *pakSums, const char *pakNames ) { + int i, c, d; + + Cmd_TokenizeString( pakSums ); + + c = Cmd_Argc(); + if ( c > MAX_SEARCH_PATHS ) { + c = MAX_SEARCH_PATHS; + } + + fs_numServerReferencedPaks = c; + + for ( i = 0 ; i < c ; i++ ) { + fs_serverReferencedPaks[i] = atoi( Cmd_Argv( i ) ); + } + + for ( i = 0 ; i < c ; i++ ) { + if (fs_serverReferencedPakNames[i]) { + Z_Free(fs_serverReferencedPakNames[i]); + } + fs_serverReferencedPakNames[i] = NULL; + } + if ( pakNames && *pakNames ) { + Cmd_TokenizeString( pakNames ); + + d = Cmd_Argc(); + if ( d > MAX_SEARCH_PATHS ) { + d = MAX_SEARCH_PATHS; + } + + for ( i = 0 ; i < d ; i++ ) { + fs_serverReferencedPakNames[i] = CopyString( Cmd_Argv( i ) ); + } + } +} + +/* +================ +FS_InitFilesystem + +Called only at inital startup, not when the filesystem +is resetting due to a game change +================ +*/ +void FS_InitFilesystem( void ) { + // allow command line parms to override our defaults + // we have to specially handle this, because normal command + // line variable sets don't happen until after the filesystem + // has already been initialized + Com_StartupVariable( "fs_cdpath" ); + Com_StartupVariable( "fs_basepath" ); + Com_StartupVariable( "fs_homepath" ); + Com_StartupVariable( "fs_game" ); + Com_StartupVariable( "fs_copyfiles" ); + Com_StartupVariable( "fs_restrict" ); + + // try to start up normally + FS_Startup( BASEGAME ); + + // see if we are going to allow add-ons + FS_SetRestrictions(); + + // if we can't find default.cfg, assume that the paths are + // busted and error out now, rather than getting an unreadable + // graphics screen when the font fails to load + if ( FS_ReadFile( "default.cfg", NULL ) <= 0 ) { + Com_Error( ERR_FATAL, "Couldn't load default.cfg" ); + // bk001208 - SafeMode see below, FIXME? + } + + Q_strncpyz(lastValidBase, fs_basepath->string, sizeof(lastValidBase)); + Q_strncpyz(lastValidGame, fs_gamedirvar->string, sizeof(lastValidGame)); + + // bk001208 - SafeMode see below, FIXME? +} + + +/* +================ +FS_Restart +================ +*/ +void FS_Restart( int checksumFeed ) { + + // free anything we currently have loaded + FS_Shutdown(qfalse); + + // set the checksum feed + fs_checksumFeed = checksumFeed; + + // clear pak references + FS_ClearPakReferences(0); + + // try to start up normally + FS_Startup( BASEGAME ); + + // see if we are going to allow add-ons + FS_SetRestrictions(); + + // if we can't find default.cfg, assume that the paths are + // busted and error out now, rather than getting an unreadable + // graphics screen when the font fails to load + if ( FS_ReadFile( "default.cfg", NULL ) <= 0 ) { + // this might happen when connecting to a pure server not using BASEGAME/pak0.pk3 + // (for instance a TA demo server) + if (lastValidBase[0]) { + FS_PureServerSetLoadedPaks("", ""); + Cvar_Set("fs_basepath", lastValidBase); + Cvar_Set("fs_gamedirvar", lastValidGame); + lastValidBase[0] = '\0'; + lastValidGame[0] = '\0'; + Cvar_Set( "fs_restrict", "0" ); + FS_Restart(checksumFeed); + Com_Error( ERR_DROP, "Invalid game folder\n" ); + return; + } + Com_Error( ERR_FATAL, "Couldn't load default.cfg" ); + } + + // bk010116 - new check before safeMode + if ( Q_stricmp(fs_gamedirvar->string, lastValidGame) ) { + // skip the q3config.cfg if "safe" is on the command line + if ( !Com_SafeMode() ) { + Cbuf_AddText ("exec q3config.cfg\n"); + } + } + + Q_strncpyz(lastValidBase, fs_basepath->string, sizeof(lastValidBase)); + Q_strncpyz(lastValidGame, fs_gamedirvar->string, sizeof(lastValidGame)); + +} + +/* +================= +FS_ConditionalRestart +restart if necessary +================= +*/ +qboolean FS_ConditionalRestart( int checksumFeed ) { + if( fs_gamedirvar->modified || checksumFeed != fs_checksumFeed ) { + FS_Restart( checksumFeed ); + return qtrue; + } + return qfalse; +} + +/* +======================================================================================== + +Handle based file calls for virtual machines + +======================================================================================== +*/ + +int FS_FOpenFileByMode( const char *qpath, fileHandle_t *f, fsMode_t mode ) { + int r; + qboolean sync; + + sync = qfalse; + + switch( mode ) { + case FS_READ: + r = FS_FOpenFileRead( qpath, f, qtrue ); + break; + case FS_WRITE: + *f = FS_FOpenFileWrite( qpath ); + r = 0; + if (*f == 0) { + r = -1; + } + break; + case FS_APPEND_SYNC: + sync = qtrue; + case FS_APPEND: + *f = FS_FOpenFileAppend( qpath ); + r = 0; + if (*f == 0) { + r = -1; + } + break; + default: + Com_Error( ERR_FATAL, "FSH_FOpenFile: bad mode" ); + return -1; + } + + if (!f) { + return r; + } + + if ( *f ) { + if (fsh[*f].zipFile == qtrue) { + fsh[*f].baseOffset = unztell(fsh[*f].handleFiles.file.z); + } else { + fsh[*f].baseOffset = ftell(fsh[*f].handleFiles.file.o); + } + fsh[*f].fileSize = r; + fsh[*f].streamed = qfalse; + + if (mode == FS_READ) { + Sys_BeginStreamedFile( *f, 0x4000 ); + fsh[*f].streamed = qtrue; + } + } + fsh[*f].handleSync = sync; + + return r; +} + +int FS_FTell( fileHandle_t f ) { + int pos; + if (fsh[f].zipFile == qtrue) { + pos = unztell(fsh[f].handleFiles.file.z); + } else { + pos = ftell(fsh[f].handleFiles.file.o); + } + return pos; +} + +void FS_Flush( fileHandle_t f ) { + fflush(fsh[f].handleFiles.file.o); +} + |