mirror of
https://github.com/kevinbentley/Descent3.git
synced 2025-12-19 17:37:42 -05:00
Implementing base directory populating on init
After initialization, we get following base directories list (in priority order): * Writable preference path * User defined paths (cmd-line and configuration) * Platform defined paths (such as /usr/share/Descent3 on Linux or Steam installation paths on all platforms (TBD)) * Directory of executable Removing `-setdir` and `-useexedir` as redundant (both can be replaced with `-additionaldir` option).
This commit is contained in:
committed by
Louis Gombert
parent
e511926408
commit
8800f1b4c7
@@ -103,6 +103,12 @@ if(FORCE_PORTABLE_INSTALL)
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set(CMAKE_INSTALL_LIBDIR ".")
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set(CMAKE_INSTALL_DATADIR ".")
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set(CMAKE_INSTALL_DOCDIR ".")
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set(D3_DATADIR "${CMAKE_INSTALL_DATADIR}")
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else()
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set(CMAKE_INSTALL_DATADIR "${CMAKE_INSTALL_DATADIR}/Descent3")
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# On system install files will go into /usr/share/Descent3
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set(D3_DATADIR "${CMAKE_INSTALL_FULL_DATADIR}/Descent3")
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endif()
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# Get info about multi-config environment
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@@ -294,6 +294,12 @@ if(WIN32)
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)
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endif()
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configure_file(
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${CMAKE_SOURCE_DIR}/lib/d3_platform_path.h.in
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${CMAKE_BINARY_DIR}/lib/d3_platform_path.h
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@ONLY
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)
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if(UNIX AND NOT APPLE)
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set(PLATFORM_LIBS m ${CMAKE_DL_LIBS})
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endif()
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@@ -921,6 +921,7 @@
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#include "init.h"
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#include "config.h"
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#include "3d.h"
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#include "d3_platform_path.h"
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#include "hlsoundlib.h"
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#include "manage.h"
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#include "bitmap.h"
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@@ -1004,6 +1005,9 @@ bool Running_editor = false; // didn't we have a variable like this somewhere
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static bool Init_in_editor = false;
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// Base directory from configuration path
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std::filesystem::path config_base_directory;
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// used to update load bar.
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static void SetInitMessageLength(const char *c, float amount); // portion of total bar to fill (0 to 1)
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extern void UpdateInitMessage(float amount); // amount is 0 to 1
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@@ -1196,6 +1200,9 @@ void SaveGameSettings() {
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Database->write("Default_pilot", Default_pilot.c_str(), strlen(Default_pilot.c_str()) + 1);
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else
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Database->write("Default_pilot", " ", 2);
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Database->write("GAME_base_directory", config_base_directory.u8string().c_str(),
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strlen(config_base_directory.u8string().c_str()) + 1);
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}
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/*
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@@ -1258,6 +1265,11 @@ void LoadGameSettings() {
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}
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}
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templen = TEMPBUFFERSIZE;
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if (Database->read("GAME_base_directory", tempbuffer, &templen)) {
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config_base_directory = tempbuffer;
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}
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templen = TEMPBUFFERSIZE;
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if (Database->read("RS_gamma", tempbuffer, &templen)) {
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Render_preferred_state.gamma = strtod(tempbuffer, &stoptemp);
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@@ -1392,45 +1404,58 @@ void LoadGameSettings() {
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I/O systems initialization
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*/
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void InitIOSystems(bool editor) {
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ddio_init_info io_info;
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// Read in stuff from the registry
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INIT_MESSAGE(("Reading settings."));
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LoadGameSettings();
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// Set the writable base directory
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int dirarg = FindArg("-setdir");
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int exedirarg = FindArg("-useexedir");
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std::filesystem::path writable_base_directory;
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if (dirarg) {
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writable_base_directory = GameArgs[dirarg + 1];
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} else if (exedirarg) {
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char exec_path[_MAX_PATH];
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memset(exec_path, 0, sizeof(exec_path));
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// Populate exec_path with the executable path
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if (!ddio_GetBinaryPath(exec_path, sizeof(exec_path))) {
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Error("Failed to get executable path\n");
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} else {
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std::filesystem::path executablePath(exec_path);
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writable_base_directory = executablePath.parent_path();
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LOG_INFO << "Using working directory of " << writable_base_directory;
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}
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} else {
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writable_base_directory = std::filesystem::current_path();
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/*
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* Populate base directories. In result, we have the following list of directories (in priority order):
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* - Writable preference path
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* - User defined paths (cmd-line and configuration)
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* - Platform defined paths (such as /usr/share/Descent3 on Linux or Steam installation paths)
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* - Directory of executable
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*/
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// Writable preference path
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std::filesystem::path pref_path = ddio_GetPrefPath(D3_PREF_ORG, D3_PREF_APP);
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if (pref_path.empty()) {
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Error("Failed to get preference path!");
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}
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LOG_INFO << "Setting writable preference path " << pref_path;
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cf_AddBaseDirectory(pref_path);
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ddio_SetWorkingDir(writable_base_directory.u8string().c_str());
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cf_AddBaseDirectory(writable_base_directory);
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// Set any additional base directories
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auto additionaldirarg = 0;
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// Additional paths
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int additionaldirarg = 0;
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while (0 != (additionaldirarg = FindArg("-additionaldir", additionaldirarg))) {
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const auto dir_to_add = GetArg(additionaldirarg + 1);
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if (dir_to_add == NULL) {
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LOG_WARNING
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<< "-additionaldir was at the end of the argument list. It should never be at the end of the argument list.";
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if (dir_to_add == nullptr) {
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LOG_WARNING << "-additionaldir requires directory path as value.";
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break;
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} else {
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cf_AddBaseDirectory(std::filesystem::path(dir_to_add));
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cf_AddBaseDirectory(dir_to_add);
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additionaldirarg += 2;
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}
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}
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// Path from configuration
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if (!config_base_directory.empty()) {
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cf_AddBaseDirectory(config_base_directory);
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}
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// Platform dependent paths
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std::filesystem::path platform_dir = std::filesystem::canonical(D3_DATADIR);
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cf_AddBaseDirectory(platform_dir);
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// TODO: add Steam/registry locations
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// Add path of executable
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std::filesystem::path exec_path = ddio_GetBasePath();
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// Populate exec_path with the executable path
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if (exec_path.empty() || exec_path == platform_dir) {
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LOG_DEBUG << "Skipping adding executable path (empty or redundant path).";
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} else {
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cf_AddBaseDirectory(exec_path);
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}
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LOG_INFO << "Base directories: " << cf_LocateMultiplePaths("");
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Descent->set_defer_handler(D3DeferHandler);
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@@ -1447,6 +1472,7 @@ void InitIOSystems(bool editor) {
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#endif
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// do io init stuff
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ddio_init_info io_info{};
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io_info.obj = Descent;
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INIT_MESSAGE(("Initializing DDIO systems."));
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@@ -1461,10 +1487,6 @@ void InitIOSystems(bool editor) {
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RTI_MATCENFRAMETIME);
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RTP_ENABLEFLAGS(RTI_OBJFRAMETIME | RTI_AIFRAMETIME | RTI_PROCESSKEYTIME);
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// Read in stuff from the registry
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INIT_MESSAGE(("Reading settings."));
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LoadGameSettings();
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// Setup temp directory
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INIT_MESSAGE(("Setting up temp directory."));
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SetupTempDirectory();
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@@ -54,13 +54,10 @@ struct library {
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FILE *file = nullptr; // pointer to file for this lib, if no one using it
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};
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/* The "root" directories of the D3 file tree
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*
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* Directories that come later in the list override directories that come
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* earlier in the list. For example, if Base_directories[0] / "d3.hog" exists
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* and Base_directories[1] / "d3.hog" also exists, then the one in
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* Base_directories[1] will get used. The one in Base_directories[0] will be
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* ignored.
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/*
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* List of base directories of the D3 file tree.
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* Directories at the top of the list have higher priority.
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* First entry should be a writable directory.
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*/
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std::vector<std::filesystem::path> Base_directories = {};
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@@ -82,7 +79,7 @@ const char *eof_error = "Unexpected end of file";
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* from this module.
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*/
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void cf_AddBaseDirectory(const std::filesystem::path &base_directory) {
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if (std::filesystem::exists(base_directory)) {
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if (std::filesystem::exists(base_directory) && std::filesystem::is_directory(base_directory)) {
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Base_directories.push_back(base_directory);
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} else {
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LOG_WARNING << "Ignoring nonexistent base directory: " << base_directory;
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28
lib/d3_platform_path.h.in
Normal file
28
lib/d3_platform_path.h.in
Normal file
@@ -0,0 +1,28 @@
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/*
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* Descent 3
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* Copyright (C) 2024 Descent Developers
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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// Platform-specific compile-time defined location of data files
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#define D3_DATADIR "@D3_DATADIR@"
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// Part of preference path (organization)
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#define D3_PREF_ORG "Outrage Entertainment"
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// Part of preference path (application)
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#define D3_PREF_APP "Descent 3"
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@@ -19,6 +19,7 @@ target_include_directories(linux PUBLIC
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$<BUILD_INTERFACE:
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${PROJECT_SOURCE_DIR}/linux
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>
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${PROJECT_BINARY_DIR}/lib
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${SDL3_INCLUDE_DIRS}
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)
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target_link_libraries(linux PRIVATE
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@@ -55,6 +55,8 @@
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#endif
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#include "appdatabase.h"
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#include "d3_platform_path.h"
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#include "ddio.h"
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#include "linux/lnxdatabase.h"
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#include "log.h"
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#include "pserror.h"
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@@ -68,13 +70,12 @@ oeLnxAppDatabase::oeLnxAppDatabase() {
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// Open up the database file, for reading, read in all data and keep it in memory
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// then close the database
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const char* prefPath = SDL_GetPrefPath("Outrage Entertainment", "Descent 3");
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if (prefPath == nullptr) {
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std::filesystem::path prefPath = ddio_GetPrefPath(D3_PREF_ORG, D3_PREF_APP);
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if (prefPath.empty()) {
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LOG_FATAL << "Couldn't find preference directory!";
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exit(43);
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}
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std::filesystem::path fileName = std::filesystem::path(prefPath) / REGISTRY_FILENAME;
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SDL_free((void *)prefPath);
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std::filesystem::path fileName = prefPath / REGISTRY_FILENAME;
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database = new CRegistry(fileName.u8string().c_str());
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database->Import();
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