register fs game path on fs startup [skip ci]

This commit is contained in:
m 2022-09-09 20:38:04 -05:00
parent 4117361706
commit 9fcf994b35
4 changed files with 38 additions and 44 deletions

View File

@ -108,28 +108,6 @@ namespace command
parsed = true;
}
void register_fs_game_path()
{
static const auto* fs_game = game::Dvar_FindVar("fs_game");
const auto new_mod_path = fs_game->current.string;
// check if the last saved fs_game value isn't empty and if it doesn't equal the new fs_game
if (!saved_fs_game.empty() && saved_fs_game != new_mod_path)
{
// unregister path to be used as a fs directory
filesystem::unregister_path(saved_fs_game);
}
if (new_mod_path && !new_mod_path[0])
{
return;
}
// register fs_game value as a fs directory used for many things
filesystem::register_path(new_mod_path);
saved_fs_game = new_mod_path;
}
void parse_startup_variables()
{
auto& com_num_console_lines = *reinterpret_cast<int*>(0x35634B8_b);
@ -417,24 +395,6 @@ namespace command
? "^2on"
: "^1off"));
}
void monitor_fs_game_values()
{
dvars::callback::on_register("fs_game", []()
{
register_fs_game_path();
});
// it might be overdone to change the filesystem path on every new value change, but to be fair,
// for the mods that don't need full restarts, this is good because it'll adjust and work like so
// in my opinion, this is fine. if a user tries to modify the dvar themselves, they'll have problems
// but i seriously doubt it'll be bad.
dvars::callback::on_new_value("fs_game", []()
{
console::warn("fs_game value changed, filesystem paths will be adjusted to new dvar value.");
register_fs_game_path();
});
}
}
void read_startup_variable(const std::string& dvar)
@ -597,13 +557,42 @@ namespace command
}
}
void register_fs_game_path()
{
const auto* fs_game = game::Dvar_FindVar("fs_game");
const auto new_mod_path = fs_game->current.string;
// check if the last saved fs_game value isn't empty and if it doesn't equal the new fs_game
if (!saved_fs_game.empty() && saved_fs_game != new_mod_path)
{
// unregister path to be used as a fs directory
filesystem::unregister_path(saved_fs_game);
}
if (new_mod_path && !new_mod_path[0])
{
return;
}
// register fs_game value as a fs directory used for many things
filesystem::register_path(new_mod_path);
saved_fs_game = new_mod_path;
}
class component final : public component_interface
{
public:
void post_unpack() override
{
// monitor fs_game register and new value changes to adjust our paths for searching
monitor_fs_game_values();
// it might be overdone to change the filesystem path on every new value change, but to be fair,
// for the mods that don't need full restarts, this is good because it'll adjust and work like so
// in my opinion, this is fine. if a user tries to modify the dvar themselves, they'll have problems
// but i seriously doubt it'll be bad.
dvars::callback::on_new_value("fs_game", []()
{
console::warn("fs_game value changed, filesystem paths will be adjusted to new dvar value.");
register_fs_game_path();
});
if (game::environment::is_sp())
{

View File

@ -49,4 +49,6 @@ namespace command
void add_sv(const char* name, std::function<void(int, const params_sv&)> callback);
void execute(std::string command, bool sync = false);
void register_fs_game_path();
}

View File

@ -171,8 +171,8 @@ namespace fastfiles
utils::hook::detour sys_createfile_hook;
HANDLE sys_create_file_stub(game::Sys_Folder folder, const char* base_filename)
{
static const auto* fs_basepath = game::Dvar_FindVar("fs_basepath");
static const auto* fs_game = game::Dvar_FindVar("fs_game");
const auto* fs_basepath = game::Dvar_FindVar("fs_basepath");
const auto* fs_game = game::Dvar_FindVar("fs_game");
std::string dir = fs_basepath ? fs_basepath->current.string : "";
std::string mod_dir = fs_game ? fs_game->current.string : "";

View File

@ -1,6 +1,7 @@
#include <std_include.hpp>
#include "loader/component_loader.hpp"
#include "command.hpp"
#include "console.hpp"
#include "filesystem.hpp"
#include "localized_strings.hpp"
@ -46,6 +47,8 @@ namespace filesystem
filesystem::register_path(L"h1-mod");
fs_startup_hook.invoke<void>(name);
command::register_fs_game_path();
}
std::vector<std::filesystem::path> get_paths(const std::filesystem::path& path)