/* * VCMIDirs.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "VCMIDirs.h" #ifdef VCMI_IOS #include "iOS_utils.h" #elif defined(VCMI_ANDROID) #include "CAndroidVMHelper.h" #endif VCMI_LIB_NAMESPACE_BEGIN namespace bfs = boost::filesystem; bfs::path IVCMIDirs::userLogsPath() const { return userCachePath(); } bfs::path IVCMIDirs::userSavePath() const { return userDataPath() / "Saves"; } bfs::path IVCMIDirs::userExtractedPath() const { return userCachePath() / "extracted"; } bfs::path IVCMIDirs::fullLibraryPath(const std::string &desiredFolder, const std::string &baseLibName) const { return libraryPath() / desiredFolder / libraryName(baseLibName); } std::string IVCMIDirs::genHelpString() const { std::vector tempVec; for (const bfs::path & path : dataPaths()) tempVec.push_back(path.string()); const auto gdStringA = boost::algorithm::join(tempVec, ":"); return " game data: " + gdStringA + "\n" " libraries: " + libraryPath().string() + "\n" " server: " + serverPath().string() + "\n" "\n" " user data: " + userDataPath().string() + "\n" " user cache: " + userCachePath().string() + "\n" " user config: " + userConfigPath().string() + "\n" " user logs: " + userLogsPath().string() + "\n" " user saves: " + userSavePath().string() + "\n" " user extracted: " + userExtractedPath().string() + "\n"; } void IVCMIDirs::init() { // TODO: Log errors bfs::create_directories(userDataPath()); bfs::create_directories(userCachePath()); bfs::create_directories(userConfigPath()); bfs::create_directories(userLogsPath()); bfs::create_directories(userSavePath()); } #ifdef VCMI_WINDOWS #ifdef __MINGW32__ #define _WIN32_IE 0x0500 #ifndef CSIDL_MYDOCUMENTS #define CSIDL_MYDOCUMENTS CSIDL_PERSONAL #endif #endif // __MINGW32__ #include #include #include // Generates script file named _temp.bat in 'to' directory and runs it // Script will: // - Wait util 'exeName' ends. // - Copy all files from 'from' to 'to' // - Ask user to replace files existed in 'to'. // - Run 'exeName' // - Delete itself. bool StartBatchCopyDataProgram( const bfs::path& from, const bfs::path& to, const bfs::path& exeName, const bfs::path& currentPath = bfs::current_path()) { static const char base[] = "@echo off" "\n" "echo Preparing to move VCMI data system." "\n" ":CLIENT_RUNNING_LOOP" "\n" "TASKLIST | FIND /I %1% > nul" "\n" "IF ERRORLEVEL 1 (" "\n" "GOTO CLIENT_NOT_RUNNING" "\n" ") ELSE (" "\n" "echo %1% is still running..." "\n" "echo Waiting until process ends..." "\n" "ping 1.1.1.1 -n 1 -w 3000 > nul" "\n" // Sleep ~3 seconds. I love Windows :) "goto :CLIENT_RUNNING_LOOP" "\n" ")" "\n" ":CLIENT_NOT_RUNNING" "\n" "echo %1% turned off..." "\n" "echo Attempt to move datas." "\n" "echo From: %2%" "\n" "echo To: %4%" "\n" "echo Please resolve any conflicts..." "\n" "move /-Y %3% %4%" "\n" // Move all files from %3% to %4%. // /-Y ask what to do when file exists in %4% ":REMOVE_OLD_DIR" "\n" "rd %2% || rem" "\n" // Remove empty directory. Sets error flag if fail. "IF ERRORLEVEL 145 (" "\n" // Directory not empty "echo Directory %2% is not empty." "\n" "echo Please move rest of files manually now." "\n" "pause" "\n" // Press any key to continue... "goto REMOVE_OLD_DIR" "\n" ")" "\n" "echo Game data updated succefully." "\n" "echo Please update your shortcuts." "\n" "echo Press any key to start a game . . ." "\n" "pause > nul" "\n" "%5%" "\n" "del \"%%~f0\"&exit" "\n" // Script deletes itself ; const auto startGameString = bfs::equivalent(currentPath, from) ? (boost::format("start \"\" %1%") % (to / exeName)) : // Start game in new path. (boost::format("start \"\" /D %1% %2%") % currentPath % (to / exeName)); // Start game in 'currentPath" const bfs::path bathFilename = to / "_temp.bat"; bfs::ofstream bathFile(bathFilename, bfs::ofstream::trunc | bfs::ofstream::out); if (!bathFile.is_open()) return false; bathFile << (boost::format(base) % exeName % from % (from / "*.*") % to % startGameString.str()).str(); bathFile.close(); std::system(("start \"Updating VCMI datas\" /D \"" + to.string() + "\" \"" + bathFilename.string() + '\"').c_str()); // start won't block std::system // /D start bat in other directory insteand of current directory. return true; } class VCMIDirsWIN32 final : public IVCMIDirs { public: bfs::path userDataPath() const override; bfs::path userCachePath() const override; bfs::path userConfigPath() const override; std::vector dataPaths() const override; bfs::path clientPath() const override; bfs::path mapEditorPath() const override; bfs::path serverPath() const override; bfs::path libraryPath() const override; bfs::path binaryPath() const override; std::string libraryName(const std::string& basename) const override; void init() override; protected: bfs::path oldUserDataPath() const; bfs::path oldUserSavePath() const; }; void VCMIDirsWIN32::init() { std::locale::global(boost::locale::generator().generate("en_US.UTF-8")); boost::filesystem::path::imbue(std::locale()); // Call base (init dirs) IVCMIDirs::init(); // Moves one directory (from) contents to another directory (to) // Shows user the "moving file dialog" and ask to resolve conflits. // If necessary updates current directory. auto moveDirIfExists = [](const bfs::path& from, const bfs::path& to) -> bool { if (!bfs::is_directory(from)) return true; // Nothing to do here. Flies away. if (bfs::is_empty(from)) { if (bfs::current_path() == from) bfs::current_path(to); bfs::remove(from); return true; // Nothing to do here. Flies away. } if (!bfs::is_directory(to)) { // IVCMIDirs::init() should create all destination directories. // TODO: Log fact, that we shouldn't be here. bfs::create_directories(to); } // Why the hell path strings should be end with double null :/ auto makeDoubleNulled = [](const bfs::path& path) -> std::unique_ptr { const std::wstring& pathStr = path.native(); std::unique_ptr result(new wchar_t[pathStr.length() + 2]); size_t i = 0; for (const wchar_t ch : pathStr) result[i++] = ch; result[i++] = L'\0'; result[i++] = L'\0'; return result; }; auto fromDNulled = makeDoubleNulled(from / L"*.*"); auto toDNulled = makeDoubleNulled(to); SHFILEOPSTRUCTW fileOp; fileOp.hwnd = GetConsoleWindow(); fileOp.wFunc = FO_MOVE; fileOp.pFrom = fromDNulled.get(); fileOp.pTo = toDNulled.get(); fileOp.fFlags = 0; fileOp.hNameMappings = nullptr; fileOp.lpszProgressTitle = nullptr; const int errorCode = SHFileOperationW(&fileOp); if (errorCode != 0) // TODO: Log error. User should try to move files. return false; else if (fileOp.fAnyOperationsAborted) // TODO: Log warn. User aborted operation. User should move files. return false; else if (!bfs::is_empty(from)) // TODO: Log warn. Some files not moved. User should try to move files. return false; if (bfs::current_path() == from) bfs::current_path(to); // TODO: Log fact that we moved files succefully. bfs::remove(from); return true; }; // Retrieves the fully qualified path for the file that contains the specified module. // The module must have been loaded by the current process. // If this parameter is nullptr, retrieves the path of the executable file of the current process. auto getModulePath = [](HMODULE hModule) -> bfs::path { wchar_t exePathW[MAX_PATH]; DWORD nSize = GetModuleFileNameW(hModule, exePathW, MAX_PATH); DWORD error = GetLastError(); // WARN: Windows XP don't set ERROR_INSUFFICIENT_BUFFER error. if (nSize != 0 && error != ERROR_INSUFFICIENT_BUFFER) return bfs::path(std::wstring(exePathW, nSize)); // TODO: Error handling return bfs::path(); }; // Moves one directory contents to another directory // Shows user the "moving file dialog" and ask to resolve conflicts. // It takes into account that 'from' path can contain current executable. // If necessary closes program and starts update script. auto advancedMoveDirIfExists = [getModulePath, moveDirIfExists](const bfs::path& from, const bfs::path& to) -> bool { const bfs::path executablePath = getModulePath(nullptr); // VCMI cann't determine executable path. // Use standard way to move directory and exit function. if (executablePath.empty()) return moveDirIfExists(from, to); const bfs::path executableName = executablePath.filename(); // Current executabl isn't in 'from' path. // Use standard way to move directory and exit function. if (!bfs::equivalent(executablePath, from / executableName)) return moveDirIfExists(from, to); // Try standard way to move directory. // I don't know how other systems, but Windows 8.1 allow to move running executable. if (moveDirIfExists(from, to)) return true; // Start copying script and exit program. if (StartBatchCopyDataProgram(from, to, executableName)) exit(ERROR_SUCCESS); // Everything failed :C return false; }; moveDirIfExists(oldUserSavePath(), userSavePath()); advancedMoveDirIfExists(oldUserDataPath(), userDataPath()); } bfs::path VCMIDirsWIN32::userDataPath() const { wchar_t profileDir[MAX_PATH]; if (SHGetSpecialFolderPathW(nullptr, profileDir, CSIDL_MYDOCUMENTS, FALSE) != FALSE) return bfs::path(profileDir) / "My Games" / "vcmi"; return "."; } bfs::path VCMIDirsWIN32::oldUserDataPath() const { wchar_t profileDir[MAX_PATH]; if (SHGetSpecialFolderPathW(nullptr, profileDir, CSIDL_PROFILE, FALSE) == FALSE) // WinAPI way failed { #if defined(_MSC_VER) && _MSC_VER >= 1700 wchar_t* buffer; size_t bufferSize; errno_t result = _wdupenv_s(&buffer, &bufferSize, L"userprofile"); if (result == 0) { bfs::path result(std::wstring(buffer, bufferSize)); free(buffer); return result; } #else const char* profileDirA; if ((profileDirA = std::getenv("userprofile"))) // STL way succeed return bfs::path(profileDirA) / "vcmi"; #endif else return "."; // Every thing failed, return current directory. } else return bfs::path(profileDir) / "vcmi"; //return dataPaths()[0] ???; } bfs::path VCMIDirsWIN32::oldUserSavePath() const { return userDataPath() / "Games"; } bfs::path VCMIDirsWIN32::userCachePath() const { return userDataPath(); } bfs::path VCMIDirsWIN32::userConfigPath() const { return userDataPath() / "config"; } std::vector VCMIDirsWIN32::dataPaths() const { return std::vector(1, bfs::path(".")); } bfs::path VCMIDirsWIN32::clientPath() const { return binaryPath() / "VCMI_client.exe"; } bfs::path VCMIDirsWIN32::mapEditorPath() const { return binaryPath() / "VCMI_mapeditor.exe"; } bfs::path VCMIDirsWIN32::serverPath() const { return binaryPath() / "VCMI_server.exe"; } bfs::path VCMIDirsWIN32::libraryPath() const { return "."; } bfs::path VCMIDirsWIN32::binaryPath() const { return "."; } std::string VCMIDirsWIN32::libraryName(const std::string& basename) const { return basename + ".dll"; } #elif defined(VCMI_UNIX) class IVCMIDirsUNIX : public IVCMIDirs { public: bfs::path clientPath() const override; bfs::path mapEditorPath() const override; bfs::path serverPath() const override; virtual bool developmentMode() const; }; bool IVCMIDirsUNIX::developmentMode() const { // We want to be able to run VCMI from single directory. E.g to run from build output directory const bool result = bfs::exists("AI") && bfs::exists("config") && bfs::exists("Mods") && bfs::exists("vcmiclient"); return result; } bfs::path IVCMIDirsUNIX::clientPath() const { return binaryPath() / "vcmiclient"; } bfs::path IVCMIDirsUNIX::mapEditorPath() const { return binaryPath() / "vcmieditor"; } bfs::path IVCMIDirsUNIX::serverPath() const { return binaryPath() / "vcmiserver"; } #ifdef VCMI_APPLE class VCMIDirsApple : public IVCMIDirsUNIX { public: bfs::path userConfigPath() const override; std::string libraryName(const std::string& basename) const override; }; bfs::path VCMIDirsApple::userConfigPath() const { return userDataPath() / "config"; } std::string VCMIDirsApple::libraryName(const std::string& basename) const { return "lib" + basename + ".dylib"; } #ifdef VCMI_IOS class VCMIDirsIOS final : public VCMIDirsApple { public: bfs::path userDataPath() const override; bfs::path userCachePath() const override; bfs::path userLogsPath() const override; std::vector dataPaths() const override; bfs::path libraryPath() const override; bfs::path fullLibraryPath(const std::string & desiredFolder, const std::string & baseLibName) const override; bfs::path binaryPath() const override; }; bfs::path VCMIDirsIOS::userDataPath() const { return {iOS_utils::documentsPath()}; } bfs::path VCMIDirsIOS::userCachePath() const { return {iOS_utils::cachesPath()}; } bfs::path VCMIDirsIOS::userLogsPath() const { return {iOS_utils::documentsPath()}; } std::vector VCMIDirsIOS::dataPaths() const { std::vector paths; paths.reserve(4); #ifdef VCMI_IOS_SIM paths.emplace_back(iOS_utils::hostApplicationSupportPath()); #endif paths.emplace_back(userDataPath()); paths.emplace_back(iOS_utils::documentsPath()); paths.emplace_back(binaryPath()); return paths; } bfs::path VCMIDirsIOS::fullLibraryPath(const std::string & desiredFolder, const std::string & baseLibName) const { // iOS has flat libs directory structure return libraryPath() / libraryName(baseLibName); } bfs::path VCMIDirsIOS::libraryPath() const { return {iOS_utils::frameworksPath()}; } bfs::path VCMIDirsIOS::binaryPath() const { return {iOS_utils::bundlePath()}; } #elif defined(VCMI_MAC) class VCMIDirsOSX final : public VCMIDirsApple { public: bfs::path userDataPath() const override; bfs::path userCachePath() const override; bfs::path userLogsPath() const override; std::vector dataPaths() const override; bfs::path libraryPath() const override; bfs::path binaryPath() const override; void init() override; }; void VCMIDirsOSX::init() { // Call base (init dirs) IVCMIDirsUNIX::init(); auto moveDirIfExists = [](const bfs::path& from, const bfs::path& to) { if (!bfs::is_directory(from)) return; // Nothing to do here. Flies away. if (bfs::is_empty(from)) { bfs::remove(from); return; // Nothing to do here. Flies away. } if (!bfs::is_directory(to)) { // IVCMIDirs::init() should create all destination directories. // TODO: Log fact, that we shouldn't be here. bfs::create_directories(to); } for (bfs::directory_iterator file(from); file != bfs::directory_iterator(); ++file) { const bfs::path& srcFilePath = file->path(); const bfs::path dstFilePath = to / srcFilePath.filename(); // TODO: Aplication should ask user what to do when file exists: // replace/ignore/stop process/replace all/ignore all if (!bfs::exists(dstFilePath)) bfs::rename(srcFilePath, dstFilePath); } if (!bfs::is_empty(from)); // TODO: Log warn. Some files not moved. User should try to move files. else bfs::remove(from); }; moveDirIfExists(userDataPath() / "Games", userSavePath()); } bfs::path VCMIDirsOSX::userDataPath() const { // This is Cocoa code that should be normally used to get path to Application Support folder but can't use it here for now... // NSArray* urls = [[NSFileManager defaultManager] URLsForDirectory:NSApplicationSupportDirectory inDomains:NSUserDomainMask]; // UserPath = path([urls[0] path] + "/vcmi").string(); // ...so here goes a bit of hardcode instead const char* homeDir = getenv("HOME"); // Should be std::getenv? if (homeDir == nullptr) homeDir = "."; return bfs::path(homeDir) / "Library" / "Application Support" / "vcmi"; } bfs::path VCMIDirsOSX::userCachePath() const { return userDataPath(); } bfs::path VCMIDirsOSX::userLogsPath() const { // TODO: use proper objc code from Foundation framework if(const auto homeDir = std::getenv("HOME")) return bfs::path{homeDir} / "Library" / "Logs" / "vcmi"; return IVCMIDirsUNIX::userLogsPath(); } std::vector VCMIDirsOSX::dataPaths() const { std::vector ret; //FIXME: need some proper codepath for detecting running from build output directory if(developmentMode()) { ret.push_back("."); } else { ret.push_back("../Resources/Data"); } return ret; } bfs::path VCMIDirsOSX::libraryPath() const { return "."; } bfs::path VCMIDirsOSX::binaryPath() const { return "."; } #endif // VCMI_IOS, VCMI_MAC #elif defined(VCMI_ANDROID) class VCMIDirsAndroid : public IVCMIDirsUNIX { std::string basePath; std::string internalPath; std::string nativePath; public: std::string libraryName(const std::string & basename) const override; bfs::path fullLibraryPath(const std::string & desiredFolder, const std::string & baseLibName) const override; bfs::path binaryPath() const override; bfs::path libraryPath() const override; bfs::path userDataPath() const override; bfs::path userCachePath() const override; bfs::path userConfigPath() const override; std::vector dataPaths() const override; void init() override; }; std::string VCMIDirsAndroid::libraryName(const std::string & basename) const { return "lib" + basename + ".so"; } bfs::path VCMIDirsAndroid::binaryPath() const { return "."; } bfs::path VCMIDirsAndroid::libraryPath() const { return nativePath; } bfs::path VCMIDirsAndroid::userDataPath() const { return basePath; } bfs::path VCMIDirsAndroid::userCachePath() const { return userDataPath() / "cache"; } bfs::path VCMIDirsAndroid::userConfigPath() const { return userDataPath() / "config"; } bfs::path VCMIDirsAndroid::fullLibraryPath(const std::string & desiredFolder, const std::string & baseLibName) const { // ignore passed folder (all libraries in android are dumped into a single folder) return libraryPath() / libraryName(baseLibName); } std::vector VCMIDirsAndroid::dataPaths() const { return { internalPath, userDataPath(), }; } void VCMIDirsAndroid::init() { // asks java code to retrieve needed paths from environment CAndroidVMHelper envHelper; basePath = envHelper.callStaticStringMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "dataRoot"); internalPath = envHelper.callStaticStringMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "internalDataRoot"); nativePath = envHelper.callStaticStringMethod(CAndroidVMHelper::NATIVE_METHODS_DEFAULT_CLASS, "nativePath"); IVCMIDirsUNIX::init(); } #elif defined(VCMI_XDG) class VCMIDirsXDG : public IVCMIDirsUNIX { public: bfs::path userDataPath() const override; bfs::path userCachePath() const override; bfs::path userConfigPath() const override; std::vector dataPaths() const override; bfs::path libraryPath() const override; bfs::path binaryPath() const override; std::string libraryName(const std::string& basename) const override; }; bfs::path VCMIDirsXDG::userDataPath() const { // $XDG_DATA_HOME, default: $HOME/.local/share const char* homeDir; if((homeDir = getenv("XDG_DATA_HOME"))) return bfs::path(homeDir) / "vcmi"; else if((homeDir = getenv("HOME"))) return bfs::path(homeDir) / ".local" / "share" / "vcmi"; else return "."; } bfs::path VCMIDirsXDG::userCachePath() const { // $XDG_CACHE_HOME, default: $HOME/.cache const char * tempResult; if ((tempResult = getenv("XDG_CACHE_HOME"))) return bfs::path(tempResult) / "vcmi"; else if ((tempResult = getenv("HOME"))) return bfs::path(tempResult) / ".cache" / "vcmi"; else return "."; } bfs::path VCMIDirsXDG::userConfigPath() const { // $XDG_CONFIG_HOME, default: $HOME/.config const char * tempResult = getenv("XDG_CONFIG_HOME"); if (tempResult) return bfs::path(tempResult) / "vcmi"; tempResult = getenv("HOME"); if (tempResult) return bfs::path(tempResult) / ".config" / "vcmi"; return "."; } std::vector VCMIDirsXDG::dataPaths() const { // $XDG_DATA_DIRS, default: /usr/local/share/:/usr/share/ // construct list in reverse. // in specification first directory has highest priority // in vcmi fs last directory has highest priority std::vector ret; if(developmentMode()) { //For now we'll disable usage of system directories when VCMI running from bin directory ret.emplace_back("."); } else { ret.emplace_back(M_DATA_DIR); const char * tempResult; if((tempResult = getenv("XDG_DATA_DIRS")) != nullptr) { std::string dataDirsEnv = tempResult; std::vector dataDirs; boost::split(dataDirs, dataDirsEnv, boost::is_any_of(":")); for (auto & entry : boost::adaptors::reverse(dataDirs)) ret.push_back(bfs::path(entry) / "vcmi"); } else { ret.push_back(bfs::path("/usr/share") / "vcmi"); ret.push_back(bfs::path("/usr/local/share") / "vcmi"); } // Debian and other distributions might want to use it while it's not part of XDG ret.push_back(bfs::path("/usr/share/games") / "vcmi"); } return ret; } bfs::path VCMIDirsXDG::libraryPath() const { if(developmentMode()) return "."; else return M_LIB_DIR; } bfs::path VCMIDirsXDG::binaryPath() const { if(developmentMode()) return "."; else return M_BIN_DIR; } std::string VCMIDirsXDG::libraryName(const std::string& basename) const { return "lib" + basename + ".so"; } #endif // VCMI_APPLE, VCMI_ANDROID, VCMI_XDG #endif // VCMI_WINDOWS, VCMI_UNIX // Getters for interfaces are separated for clarity. namespace VCMIDirs { const IVCMIDirs& get() { #ifdef VCMI_WINDOWS static VCMIDirsWIN32 singleton; #elif defined(VCMI_ANDROID) static VCMIDirsAndroid singleton; #elif defined(VCMI_XDG) static VCMIDirsXDG singleton; #elif defined(VCMI_MAC) static VCMIDirsOSX singleton; #elif defined(VCMI_IOS) static VCMIDirsIOS singleton; #endif static std::once_flag flag; std::call_once(flag, [] { singleton.init(); }); return singleton; } } VCMI_LIB_NAMESPACE_END