/* =========================================================================== Return to Castle Wolfenstein multiplayer GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (“RTCW MP Source Code”). RTCW MP 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 3 of the License, or (at your option) any later version. RTCW MP 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 RTCW MP Source Code. If not, see . In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ /***************************************************************************** * name: files.c * * desc: handle based filesystem for Quake III Arena * * *****************************************************************************/ #include "../game/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 wolfconfig.cfg isn't present in it, or configs will never get loaded from disk! todo: downloading (outside fs?) game directory passing and restarting ============================================================================= */ // TTimo: moved to qcommon.h // NOTE: could really do with a cvar //#define BASEGAME "main" #define DEMOGAME "demomain" // 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 //DHM - Nerve :: Wolf Multiplayer demo checksum // NOTE TTimo: always needs the 'u' for unsigned int (gcc) #define DEMO_PAK_CHECKSUM 2031778175u #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 - 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 // ex: when fs_numServerPaks != 0, FS_FOpenFileRead won't load anything outside of pk3 except .cfg .menu .game .dat 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]; #ifdef FS_MISSING FILE* missingFiles = NULL; #endif /* ============== FS_Initialized ============== */ qboolean FS_Initialized() { 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 approved list } } return qfalse; // not on the pure server pak list } return qtrue; } /* ================= FS_LoadStack return load stack ================= */ int FS_LoadStack() { 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 ================= */ 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 ) { free( buf ); //DAJ free as well 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 -1; // strings not equal } } while ( c1 ); return 0; // 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_ShiftStr perform simple string shifting to avoid scanning from the exe ========== */ char *FS_ShiftStr( const char *string, int shift ) { static char buf[MAX_STRING_CHARS]; int i,l; l = strlen( string ); for ( i = 0; i < l; i++ ) { buf[i] = string[i] + shift; } buf[i] = '\0'; return 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; // see FS_FOpenFileRead_Filtered static int fs_filter_flag = 0; 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" ); } // TTimo - NOTE // when checking for file existence, it's probably safer to use FS_FileExists, as I'm not // sure this chunk of code is really up to date with everything 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] ) { if ( fs_filter_flag & FS_EXCLUDE_PK3 ) { 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! return qtrue; } pakFile = pakFile->next; } while ( pakFile != NULL ); } else if ( search->dir ) { if ( fs_filter_flag & FS_EXCLUDE_DIR ) { continue; } 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, "rtcwkey" ) ) { *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] ) { if ( fs_filter_flag & FS_EXCLUDE_PK3 ) { continue; } // 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; } } // for OS client/server interoperability, we expect binaries for .so and .dll to be in the same pk3 // so that when we reference the DLL files on any platform, this covers everyone else #if 0 // TTimo: use that stuff for shitted strings Com_Printf( "SYS_DLLNAME_QAGAME + %d: '%s'\n", SYS_DLLNAME_QAGAME_SHIFT, FS_ShiftStr( "qagame_mp_x86.dll" /*"qagame.mp.i386.so"*/, SYS_DLLNAME_QAGAME_SHIFT ) ); Com_Printf( "SYS_DLLNAME_CGAME + %d: '%s'\n", SYS_DLLNAME_CGAME_SHIFT, FS_ShiftStr( "cgame_mp_x86.dll" /*"cgame.mp.i386.so"*/, SYS_DLLNAME_CGAME_SHIFT ) ); Com_Printf( "SYS_DLLNAME_UI + %d: '%s'\n", SYS_DLLNAME_UI_SHIFT, FS_ShiftStr( "ui_mp_x86.dll" /*"ui.mp.i386.so"*/, SYS_DLLNAME_UI_SHIFT ) ); #endif // qagame dll if ( !( pak->referenced & FS_QAGAME_REF ) && FS_ShiftedStrStr( filename, SYS_DLLNAME_QAGAME, -SYS_DLLNAME_QAGAME_SHIFT ) ) { pak->referenced |= FS_QAGAME_REF; } // cgame dll if ( !( pak->referenced & FS_CGAME_REF ) && FS_ShiftedStrStr( filename, SYS_DLLNAME_CGAME, -SYS_DLLNAME_CGAME_SHIFT ) ) { pak->referenced |= FS_CGAME_REF; } // ui dll if ( !( pak->referenced & FS_UI_REF ) && FS_ShiftedStrStr( filename, SYS_DLLNAME_UI, -SYS_DLLNAME_UI_SHIFT ) ) { pak->referenced |= FS_UI_REF; } #if !defined( PRE_RELEASE_DEMO ) && !defined( DO_LIGHT_DEDICATED ) // DHM -- Nerve :: Don't allow maps to be loaded from pak0 (singleplayer) if ( Q_stricmp( filename + l - 4, ".bsp" ) == 0 && Q_stricmp( pak->pakBasename, "pak0" ) == 0 ) { *file = 0; return -1; } #endif 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 ) { if ( fs_filter_flag & FS_EXCLUDE_DIR ) { continue; } // check a file in the directory tree // if we are running restricted, or if the filesystem is configured for pure (fs_numServerPaks) // the only files we will allow to come from the directory are .cfg files l = strlen( filename ); 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; } int FS_FOpenFileRead_Filtered( const char *qpath, fileHandle_t *file, qboolean uniqueFILE, int filter_flag ) { int ret; fs_filter_flag = filter_flag; ret = FS_FOpenFileRead( qpath, file, uniqueFILE ); fs_filter_flag = 0; return ret; } // TTimo // relevant to client only #if !defined( DEDICATED ) /* ================== FS_CL_ExtractFromPakFile NERVE - SMF - Extracts the latest file from a pak file. Compares packed file against extracted file. If no differences, does not copy. This is necessary for exe/dlls which may or may not be locked. NOTE TTimo: fullpath gives the full OS path to the dll that will potentially be loaded on win32 it's always in fs_basepath// on linux it can be in fs_homepath// or fs_basepath// the dll is extracted to fs_homepath (== fs_basepath on win32) if needed the return value doesn't tell wether file was extracted or not, it just says wether it's ok to continue (i.e. either the right file was extracted successfully, or it was already present) cvar_lastVersion is the optional name of a CVAR_ARCHIVE used to store the wolf version for the last extracted .so show_bug.cgi?id=463 ================== */ qboolean FS_CL_ExtractFromPakFile( const char *fullpath, const char *gamedir, const char *filename, const char *cvar_lastVersion ) { int srcLength; int destLength; unsigned char *srcData; unsigned char *destData; qboolean needToCopy; FILE *destHandle; needToCopy = qtrue; // read in compressed file srcLength = FS_ReadFile( filename, (void **)&srcData ); // if its not in the pak, we bail if ( srcLength == -1 ) { return qfalse; } // read in local file destHandle = fopen( fullpath, "rb" ); // if we have a local file, we need to compare the two if ( destHandle ) { fseek( destHandle, 0, SEEK_END ); destLength = ftell( destHandle ); fseek( destHandle, 0, SEEK_SET ); if ( destLength > 0 ) { destData = (unsigned char*)Z_Malloc( destLength ); fread( destData, 1, destLength, destHandle ); // compare files if ( destLength == srcLength ) { int i; for ( i = 0; i < destLength; i++ ) { if ( destData[i] != srcData[i] ) { break; } } if ( i == destLength ) { needToCopy = qfalse; } } Z_Free( destData ); // TTimo } fclose( destHandle ); } // write file if ( needToCopy ) { fileHandle_t f; // Com_DPrintf("FS_ExtractFromPakFile: FS_FOpenFileWrite '%s'\n", filename); f = FS_FOpenFileWrite( filename ); if ( !f ) { Com_Printf( "Failed to open %s\n", filename ); return qfalse; } FS_Write( srcData, srcLength, f ); FS_FCloseFile( f ); #ifdef __linux__ // show_bug.cgi?id=463 // need to keep track of what versions we extract if ( cvar_lastVersion ) { Cvar_Set( cvar_lastVersion, Cvar_VariableString( "version" ) ); } #endif } FS_FreeFile( srcData ); return qtrue; } #endif /* ============== FS_Delete TTimo - this was not in the 1.30 filesystem code using fs_homepath for the file to remove ============== */ int FS_Delete( char *filename ) { char *ospath; if ( !fs_searchpaths ) { Com_Error( ERR_FATAL, "Filesystem call made without initialization\n" ); } if ( !filename || filename[0] == 0 ) { return 0; } // for safety, only allow deletion from the save directory if ( Q_strncmp( filename, "save/", 5 ) != 0 ) { return 0; } ospath = FS_BuildOSPath( fs_homepath->string, fs_gamedir, filename ); if ( remove( ospath ) != -1 ) { // success return 1; } return 0; } /* ================= 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 ); } /* ================= FS_Seek ================= */ int FS_Seek( fileHandle_t f, long offset, int origin ) { int _origin; char foo[65536]; 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 ) { if ( offset == 0 && origin == FS_SEEK_SET ) { // set the file position in the zip file (also sets the current file info) unzSetCurrentFileInfoPosition( fsh[f].handleFiles.file.z, fsh[f].zipFilePos ); return unzOpenCurrentFile( fsh[f].handleFiles.file.z ); } else if ( offset < 65536 ) { // set the file position in the zip file (also sets the current file info) unzSetCurrentFileInfoPosition( fsh[f].handleFiles.file.z, fsh[f].zipFilePos ); unzOpenCurrentFile( fsh[f].handleFiles.file.z ); return FS_Read( foo, offset, f ); } else { Com_Error( ERR_FATAL, "ZIP FILE FSEEK NOT YET IMPLEMENTED\n" ); return -1; } } 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 ) ); // TTimo: DO_LIGHT_DEDICATED // curious about the size of those //Com_DPrintf("Com_BlockChecksumKey: %s %u\n", pack->pakBasename, 4 * fs_numHeaderLongs); // cumulated for light dedicated: 21558 bytes 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 ); // DHM - Nerve :: Don't add blank paths (root) if ( fs_cdpath->string[0] ) { 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, "main" ) && 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 [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 \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 \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]; // JPW NERVE char mpsppakfilestring[4]; sprintf( mpsppakfilestring,"msp" ); // jpw // 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]; // JPW NERVE KLUDGE: sorry, temp mod mp_* to _p_* so "mp_pak*" gets alphabetically sorted before "pak*" if ( !Q_strncmp( sorted[i],"mp_",3 ) ) { memcpy( sorted[i],"zz",2 ); } // jpw } qsort( sorted, numfiles, 4, paksort ); for ( i = 0 ; i < numfiles ; i++ ) { if ( Q_strncmp( sorted[i],"sp_",3 ) ) { // JPW NERVE -- exclude sp_* // JPW NERVE KLUDGE: fix filenames broken in mp/sp/pak sort above if ( !Q_strncmp( sorted[i],"zz_",3 ) ) { memcpy( sorted[i],"mp",2 ); } // jpw 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; if ( !FS_FilenameCompare( pak, va( "%s/mp_bin", base ) ) ) { return qtrue; } for ( i = 0; i < NUM_ID_PAKS; i++ ) { if ( !FS_FilenameCompare( pak, va( "%s/pak%d", base, i ) ) ) { break; } // JPW NERVE -- this fn prevents external sources from downloading/overwriting official files, so exclude both SP and MP files from this list as well if ( !FS_FilenameCompare( pak, va( "%s/mp_pak%d",base,i ) ) ) { break; } if ( !FS_FilenameCompare( pak, va( "%s/sp_pak%d",base,i ) ) ) { break; } // jpw } 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], "main" ) ) { 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 ) { Com_Printf( "Need paks: %s\n", 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 } /* ================ FS_ReorderPurePaks NOTE TTimo: the reordering that happens here is not reflected in the cvars (\cvarlist *pak*) this can lead to misleading situations, see show_bug.cgi?id=540 ================ */ static void FS_ReorderPurePaks() { 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( BASEGAME ); 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 ); // 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; #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 // NO RESTRICTIONS IN RETAIL GAME return; } #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 ); #ifdef PRE_RELEASE_DEMO FS_Startup( DEMOGAME ); #else FS_Startup( BASEGAME ); #endif // 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 NOTE TTimo: this is not used in RTCW so far ===================== */ 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; } #if !defined( DO_LIGHT_DEDICATED ) /* ===================== 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 ) ); } // DO_LIGHT_DEDICATED // only comment out when you need a new pure checksums string //Com_DPrintf("FS_LoadPakPureChecksums: %s\n", info); 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_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_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 ..." NOTE TTimo - DO_LIGHT_DEDICATED this function is only used by the client to build the string sent back to server we don't have any need of overriding it for light, but it's useless in dedicated ===================== */ 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; } #else // DO_LIGHT_DEDICATED implementation follows /* ========================================================================================= DO_LIGHT_DEDICATED, general notes we are going to fake the checksums sent to the clients that only matters to the pk3 we have replaced by their lighter version, currently: Cvar_Set2: sv_pakNames mp_pakmaps0 mp_pak2 mp_pak1 mp_pak0 pak0 Cvar_Set2: sv_paks -1153491798 125907563 -1023558518 764840216 1886207346 all the files above have their 'server required' content collapsed into a single pak0.pk3 the other .pk3 files should be handled as usual more details are in unix/dedicated-only.txt ========================================================================================= */ // our target faked checksums // those don't need to be encrypted or anything, that's what you see in the +set developer 1 static const char* pak_checksums = "-137448799 131270674 125907563 -1023558518 764840216 1886207346"; static const char* pak_names = "mp_pak4 mp_pak3 mp_pak2 mp_pak1 mp_pak0 pak0"; /* this is the pure checksum string for a constant value of fs_checksumFeed we have choosen (see SV_SpawnServer) to obtain the new string for a different fs_checksumFeed value, run a regular server and enable the relevant verbosity code in SV_SpawnServer and FS_LoadedPakPureChecksums (the full server version of course) NOTE: if you have an mp_bin in the middle, you need to take out it's checksum (we keep mp_bin out of the faked stuff because we don't want to have to update those feeds too often heh) once you have the clear versions, you can shift them by commenting out the code chunk in FS_RandChecksumFeed you need to use the right line in FS_LoadedPakPureChecksums wether you are running on clear strings, or shifted ones */ /* // clear checksums, rebuild those from a regular server and you will shift them next static const int feeds[5] = { 0xd6009839, 0x636bb1d5, 0x198df4c9, 0x7ffa631b, 0x8f89a69e }; static const char* pak_purechecksums[5] = { "943814896 694898104 1407923890 242847633 1117823230 -1543700213", "-111135514 976363775 -1066586315 -509503305 226888806 623380740", "465689568 1394972621 1593048073 488347192 -238809598 -396332776", "-2000534548 253432450 -1505880367 682854303 -1183636432 -1745648892", "-588301396 -637070806 -49124646 831116909 -666702847 1152718748" }; */ static const int feeds[5] = { 0xd6009839, 0x636bb1d5, 0x198df4c9, 0x7ffa631b, 0x8f89a69e }; // shifted strings, so that it's not directly scannable from exe // see FS_RandChecksumFeed to generate them static const char* pak_purechecksums[5] = { "FA@E>AEFC-CFAEFE>=A->A=DF?@EF=-?A?EADC@@->>>DE?@?@=-:>BA@D==?>@", ";????ACC?B.GEDADAEEC.;?>DDCFDA?C.;C>GC>AA>C.@@DFFFF>D.D@AAF>EB>", "CEDEGHDEG/@BHCHFAEA@/@DHB?CG?FB/CGGBCF@HA/FIIDABDJG1>GDHAHAIAG1>EJBCEGEG1IDBBBGJAJ1>GGGHACIEH1BBFCHBIHEI" }; // counter to walk through the randomized list static int feed_index = -1; static int lookup_randomized[5] = { 0, 1, 2, 3, 4 }; /* ===================== randomize the order of the 5 checksums we rely on 5 random swaps of the table ===================== */ void FS_InitRandomFeed() { int i, swap, aux; for ( i = 0; i < 5; i++ ) { swap = (int)( 5.0 * rand() / ( RAND_MAX + 1.0 ) ); aux = lookup_randomized[i]; lookup_randomized[i] = lookup_randomized[swap]; lookup_randomized[swap] = aux; } } /* ===================== FS_RandChecksumFeed Return a random checksum feed among our list we keep the seed and use it when requested for the pure checksum ===================== */ int FS_RandChecksumFeed() { /* // use this to dump shifted versions of the pure checksum strings int i; for(i=0;i<5;i++) { Com_Printf("FS_RandChecksumFeed: %s\n", FS_ShiftStr(pak_purechecksums[i], 13+i)); } */ if ( feed_index == -1 ) { FS_InitRandomFeed(); } feed_index = ( feed_index + 1 ) % 5; return feeds[lookup_randomized[feed_index]]; } /* ===================== 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. DO_LIGHT_DEDICATED: drop lightweight pak0 checksum, put the faked pk3s checksums instead ===================== */ 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; } if ( strcmp( search->pack->pakBasename,"pak0" ) ) { // this is a regular pk3 Q_strcat( info, sizeof( info ), va( "%i ", search->pack->checksum ) ); } else { // this is the light pk3 Q_strcat( info, sizeof( info ), va( "%s ", pak_checksums ) ); } } 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. DO_LIGHT_DEDICATED: drop lightweight pak0 name, put the faked pk3s names instead ===================== */ 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 ), " " ); } if ( strcmp( search->pack->pakBasename,"pak0" ) ) { // regular pk3 Q_strcat( info, sizeof( info ), search->pack->pakBasename ); } else { // light pk3 Q_strcat( info, sizeof( info ), pak_names ); } } 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. DO_LIGHT_DEDICATED: FS_LoadPakChecksums to send the pak string to the client FS_LoadPakPureChecksums is used locally to compare against what the client sends back the pure_checksums are computed by Com_MemoryBlockChecksum with a random key (fs_checksumFeed) since we can't do this on restricted server, we always use the same fs_checksumFeed value drop lightweight pak0 checksum, put the faked pk3s pure checksums instead ===================== */ 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; } if ( strcmp( search->pack->pakBasename,"pak0" ) ) { // this is a regular pk3 Q_strcat( info, sizeof( info ), va( "%i ", search->pack->pure_checksum ) ); } else { // this is the light pk3 // use this if you are running on shifted strings Q_strcat( info, sizeof( info ), va( "%s ", FS_ShiftStr( pak_purechecksums[lookup_randomized[feed_index]], -13 - lookup_randomized[feed_index] ) ) ); // use this if you are running on clear checksum strings instead of shifted ones //Q_strcat( info, sizeof( info ), va("%s ", pak_purechecksums[lookup_randomized[feed_index]] ) ); } } 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. DO_LIGHT_DEDICATED: don't send the checksum of pak0 (even if it's referenced) NOTE: do we need to fake referenced paks too? those are Id paks, so you can't download them mp_pakmaps0 would be a worthy candidate for download though, but we don't have it anyway the only thing if we omit sending of some referenced stuff, you don't get the console message that says "you're missing this" ===================== */ 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 ) { if ( strcmp( search->pack->pakBasename, "pak0" ) ) { // this is not the light pk3 Q_strcat( info, sizeof( info ), va( "%i ", search->pack->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. DO_LIGHT_DEDICATED: don't send pak0 see above for details ===================== */ 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 ) { if ( strcmp( search->pack->pakBasename, "pak0" ) ) { // this is not the light pk3 Q_strcat( info, sizeof( info ), search->pack->pakGamename ); Q_strcat( info, sizeof( info ), "/" ); Q_strcat( info, sizeof( info ), search->pack->pakBasename ); } } } } return info; } #endif /* ===================== 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 ) { // 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(); #ifndef UPDATE_SERVER // 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 ) { // TTimo - added some verbosity, 'couldn't load default.cfg' confuses the hell out of users Com_Error( ERR_FATAL, "Couldn't load default.cfg - I am missing essential files - verify your installation?" ); } #endif Q_strncpyz( lastValidBase, fs_basepath->string, sizeof( lastValidBase ) ); Q_strncpyz( lastValidGame, fs_gamedirvar->string, sizeof( lastValidGame ) ); } /* ================ 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 wolfconfig.cfg if "safe" is on the command line if ( !Com_SafeMode() ) { Cbuf_AddText( "exec wolfconfig_mp.cfg\n" ); } } Q_strncpyz( lastValidBase, fs_basepath->string, sizeof( lastValidBase ) ); Q_strncpyz( lastValidGame, fs_gamedirvar->string, sizeof( lastValidGame ) ); } /* ================= FS_ConditionalRestart restart if necessary FIXME TTimo this doesn't catch all cases where an FS_Restart is necessary see show_bug.cgi?id=478 ================= */ 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: #ifdef __MACOS__ //DAJ MacOS file typing { extern _MSL_IMP_EXP_C long _fcreator, _ftype; _ftype = 'WlfB'; _fcreator = 'WlfM'; } #endif *f = FS_FOpenFileWrite( qpath ); r = 0; if ( *f == 0 ) { r = -1; } break; case FS_APPEND_SYNC: sync = qtrue; case FS_APPEND: #ifdef __MACOS__ //DAJ MacOS file typing { extern _MSL_IMP_EXP_C long _fcreator, _ftype; _ftype = 'WlfB'; _fcreator = 'WlfM'; } #endif *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; // uncommenting this makes fs_reads // use the background threads -- // MAY be faster for loading levels depending on the use of file io // q3a not faster // wolf not faster // 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 ); } // CVE-2006-2082 // compared requested pak against the names as we built them in FS_ReferencedPakNames qboolean FS_VerifyPak( const char *pak ) { char teststring[ BIG_INFO_STRING ]; searchpath_t *search; for ( search = fs_searchpaths ; search ; search = search->next ) { if ( search->pack ) { Q_strncpyz( teststring, search->pack->pakGamename, sizeof( teststring ) ); Q_strcat( teststring, sizeof( teststring ), "/" ); Q_strcat( teststring, sizeof( teststring ), search->pack->pakBasename ); Q_strcat( teststring, sizeof( teststring ), ".pk3" ); if ( !Q_stricmp( teststring, pak ) ) { return qtrue; } } } return qfalse; }