1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-10 09:50:17 +02:00
vcmi/lib/filesystem/Filesystem.cpp
Ivan Savenko 29d655c621 Trying to organize mod handler a bit better.
- vcmi will now generate checksum for base game (H3 data)
- only text files in Data in config directories affect checksum
2013-11-11 20:11:51 +00:00

227 lines
7.0 KiB
C++

#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;
CFilesystemList * CResourceHandler::coreDataLoader = nullptr;
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<EResType::ARCHIVE_LOD>, this, _1, _2);
map["snd"] = boost::bind(&CFilesystemGenerator::loadArchive<EResType::ARCHIVE_SND>, this, _1, _2);
map["vid"] = boost::bind(&CFilesystemGenerator::loadArchive<EResType::ARCHIVE_VID>, 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<EResType::Type archiveType>
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
}
CFilesystemList * CResourceHandler::get()
{
assert(resourceLoader);
return resourceLoader;
}
CFilesystemList * CResourceHandler::getInitial()
{
assert(initialLoader);
return initialLoader;
}
CFilesystemList * CResourceHandler::getCoreData()
{
assert(coreDataLoader);
return coreDataLoader;
}
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);
coreDataLoader = createFileSystem("", fsConfig["filesystem"]);
resourceLoader = new CFilesystemList();
resourceLoader->addLoader(coreDataLoader, false);
// 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);
}
CFilesystemList * CResourceHandler::createFileSystem(const std::string & prefix, const JsonNode &fsConfig)
{
CFilesystemGenerator generator(prefix);
generator.loadConfig(fsConfig);
return generator.getFilesystem();
}
std::vector<std::string> 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<std::string> 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;
}