#include "StdInc.h" #include "Filesystem.h" #include "CFileInfo.h" #include "CArchiveLoader.h" #include "CFilesystemLoader.h" #include "AdapterLoaders.h" #include "CZipLoader.h" //For filesystem initialization #include "../JsonNode.h" #include "../GameConstants.h" #include "../VCMIDirs.h" #include "../CStopWatch.h" CFilesystemList * CResourceHandler::resourceLoader = nullptr; CFilesystemList * CResourceHandler::initialLoader = nullptr; std::map CResourceHandler::knownLoaders = std::map(); CFilesystemGenerator::CFilesystemGenerator(std::string prefix): filesystem(new CFilesystemList()), prefix(prefix) { } CFilesystemGenerator::TLoadFunctorMap CFilesystemGenerator::genFunctorMap() { TLoadFunctorMap map; map["map"] = boost::bind(&CFilesystemGenerator::loadJsonMap, this, _1, _2); map["dir"] = boost::bind(&CFilesystemGenerator::loadDirectory, this, _1, _2); map["lod"] = boost::bind(&CFilesystemGenerator::loadArchive, this, _1, _2); map["snd"] = boost::bind(&CFilesystemGenerator::loadArchive, this, _1, _2); map["vid"] = boost::bind(&CFilesystemGenerator::loadArchive, this, _1, _2); map["zip"] = boost::bind(&CFilesystemGenerator::loadZipArchive, this, _1, _2); return map; } void CFilesystemGenerator::loadConfig(const JsonNode & config) { for(auto & mountPoint : config.Struct()) { for(auto & entry : mountPoint.second.Vector()) { CStopWatch timer; logGlobal->debugStream() << "\t\tLoading resource at " << prefix + entry["path"].String(); auto map = genFunctorMap(); auto functor = map.find(entry["type"].String()); if (functor != map.end()) { functor->second(mountPoint.first, entry); logGlobal->debugStream() << "Resource loaded in " << timer.getDiff() << " ms."; } else { logGlobal->errorStream() << "Unknown filesystem format: " << functor->first; } } } } CFilesystemList * CFilesystemGenerator::getFilesystem() { return filesystem; } void CFilesystemGenerator::loadDirectory(const std::string &mountPoint, const JsonNode & config) { std::string URI = prefix + config["path"].String(); int depth = 16; if (!config["depth"].isNull()) depth = config["depth"].Float(); ResourceID resID(URI, EResType::DIRECTORY); for(auto & loader : CResourceHandler::getInitial()->getResourcesWithName(resID)) { auto filename = loader->getResourceName(resID); filesystem->addLoader(new CFilesystemLoader(mountPoint, *filename, depth), false); } } void CFilesystemGenerator::loadZipArchive(const std::string &mountPoint, const JsonNode & config) { std::string URI = prefix + config["path"].String(); auto filename = CResourceHandler::getInitial()->getResourceName(ResourceID(URI, EResType::ARCHIVE_ZIP)); if (filename) filesystem->addLoader(new CZipLoader(mountPoint, *filename), false); } template void CFilesystemGenerator::loadArchive(const std::string &mountPoint, const JsonNode & config) { std::string URI = prefix + config["path"].String(); auto filename = CResourceHandler::getInitial()->getResourceName(ResourceID(URI, archiveType)); if (filename) filesystem->addLoader(new CArchiveLoader(mountPoint, *filename), false); } void CFilesystemGenerator::loadJsonMap(const std::string &mountPoint, const JsonNode & config) { std::string URI = prefix + config["path"].String(); auto filename = CResourceHandler::getInitial()->getResourceName(ResourceID(URI, EResType::TEXT)); if (filename) { auto configData = CResourceHandler::getInitial()->load(ResourceID(URI, EResType::TEXT))->readAll(); const JsonNode config((char*)configData.first.get(), configData.second); filesystem->addLoader(new CMappedFileLoader(mountPoint, config), false); } } void CResourceHandler::clear() { delete resourceLoader; delete initialLoader; } void CResourceHandler::initialize() { //recurse only into specific directories auto recurseInDir = [](std::string URI, int depth) { ResourceID ID(URI, EResType::DIRECTORY); for(auto & loader : initialLoader->getResourcesWithName(ID)) { auto filename = loader->getResourceName(ID); if (filename) { auto dir = new CFilesystemLoader(URI + "/", *filename, depth, true); initialLoader->addLoader(dir, false); } } }; //temporary filesystem that will be used to initialize main one. //used to solve several case-sensivity issues like Mp3 vs MP3 initialLoader = new CFilesystemList; for (auto & path : VCMIDirs::get().dataPaths()) initialLoader->addLoader(new CFilesystemLoader("", path, 0, true), false); if (VCMIDirs::get().dataPaths().back() != VCMIDirs::get().userDataPath()) initialLoader->addLoader(new CFilesystemLoader("", VCMIDirs::get().userDataPath(), 0, true), false); recurseInDir("CONFIG", 0);// look for configs recurseInDir("DATA", 0); // look for archives //TODO: improve mod loading process so depth 2 will no longer be needed recurseInDir("MODS", 2); // look for mods. Depth 2 is required for now but won't cause speed issues if no mods present } ISimpleResourceLoader * CResourceHandler::get() { return get(""); } ISimpleResourceLoader * CResourceHandler::get(std::string identifier) { return knownLoaders.at(identifier); } ISimpleResourceLoader * CResourceHandler::getInitial() { assert(initialLoader); return initialLoader; } void CResourceHandler::load(const std::string &fsConfigURI) { auto fsConfigData = initialLoader->load(ResourceID(fsConfigURI, EResType::TEXT))->readAll(); const JsonNode fsConfig((char*)fsConfigData.first.get(), fsConfigData.second); resourceLoader = new CFilesystemList(); knownLoaders[""] = resourceLoader; addFilesystem("core", createFileSystem("", fsConfig["filesystem"])); // hardcoded system-specific path, may not be inside any of data directories resourceLoader->addLoader(new CFilesystemLoader("SAVES/", VCMIDirs::get().userSavePath()), true); resourceLoader->addLoader(new CFilesystemLoader("CONFIG/", VCMIDirs::get().userConfigPath()), true); } void CResourceHandler::addFilesystem(const std::string & identifier, ISimpleResourceLoader * loader) { assert(knownLoaders.count(identifier) == 0); resourceLoader->addLoader(loader, false); knownLoaders[identifier] = loader; } ISimpleResourceLoader * CResourceHandler::createFileSystem(const std::string & prefix, const JsonNode &fsConfig) { CFilesystemGenerator generator(prefix); generator.loadConfig(fsConfig); return generator.getFilesystem(); } std::vector CResourceHandler::getAvailableMods() { static const std::string modDir = "MODS/"; auto list = initialLoader->getFilteredFiles([](const ResourceID & id) -> bool { return id.getType() == EResType::DIRECTORY && boost::range::count(id.getName(), '/') == 1 && boost::algorithm::starts_with(id.getName(), modDir); }); //storage for found mods std::vector foundMods; for (auto & entry : list) { std::string name = entry.getName(); name.erase(0, modDir.size()); //Remove path prefix if (name == "WOG") // check if wog is actually present. Hack-ish but better than crash { if (!initialLoader->existsResource(ResourceID("DATA/ZVS", EResType::DIRECTORY)) && !initialLoader->existsResource(ResourceID("MODS/WOG/DATA/ZVS", EResType::DIRECTORY))) { continue; } } if (!name.empty()) foundMods.push_back(name); } return foundMods; }