register fs game path on fs startup [skip ci]
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df2900e1b2
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@ -108,28 +108,6 @@ namespace command
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parsed = true;
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}
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void register_fs_game_path()
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{
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static const auto* fs_game = game::Dvar_FindVar("fs_game");
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const auto new_mod_path = fs_game->current.string;
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// check if the last saved fs_game value isn't empty and if it doesn't equal the new fs_game
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if (!saved_fs_game.empty() && saved_fs_game != new_mod_path)
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{
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// unregister path to be used as a fs directory
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filesystem::unregister_path(saved_fs_game);
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}
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if (new_mod_path && !new_mod_path[0])
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{
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return;
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}
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// register fs_game value as a fs directory used for many things
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filesystem::register_path(new_mod_path);
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saved_fs_game = new_mod_path;
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}
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void parse_startup_variables()
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{
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auto& com_num_console_lines = *reinterpret_cast<int*>(0x35634B8_b);
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@ -417,24 +395,6 @@ namespace command
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? "^2on"
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: "^1off"));
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}
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void monitor_fs_game_values()
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{
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dvars::callback::on_register("fs_game", []()
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{
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register_fs_game_path();
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});
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// it might be overdone to change the filesystem path on every new value change, but to be fair,
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// for the mods that don't need full restarts, this is good because it'll adjust and work like so
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// in my opinion, this is fine. if a user tries to modify the dvar themselves, they'll have problems
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// but i seriously doubt it'll be bad.
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dvars::callback::on_new_value("fs_game", []()
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{
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console::warn("fs_game value changed, filesystem paths will be adjusted to new dvar value.");
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register_fs_game_path();
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});
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}
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}
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void read_startup_variable(const std::string& dvar)
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@ -597,13 +557,42 @@ namespace command
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}
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}
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void register_fs_game_path()
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{
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const auto* fs_game = game::Dvar_FindVar("fs_game");
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const auto new_mod_path = fs_game->current.string;
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// check if the last saved fs_game value isn't empty and if it doesn't equal the new fs_game
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if (!saved_fs_game.empty() && saved_fs_game != new_mod_path)
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{
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// unregister path to be used as a fs directory
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filesystem::unregister_path(saved_fs_game);
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}
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if (new_mod_path && !new_mod_path[0])
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{
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return;
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}
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// register fs_game value as a fs directory used for many things
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filesystem::register_path(new_mod_path);
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saved_fs_game = new_mod_path;
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}
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class component final : public component_interface
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{
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public:
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void post_unpack() override
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{
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// monitor fs_game register and new value changes to adjust our paths for searching
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monitor_fs_game_values();
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// it might be overdone to change the filesystem path on every new value change, but to be fair,
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// for the mods that don't need full restarts, this is good because it'll adjust and work like so
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// in my opinion, this is fine. if a user tries to modify the dvar themselves, they'll have problems
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// but i seriously doubt it'll be bad.
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dvars::callback::on_new_value("fs_game", []()
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{
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console::warn("fs_game value changed, filesystem paths will be adjusted to new dvar value.");
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register_fs_game_path();
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});
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if (game::environment::is_sp())
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{
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@ -49,4 +49,6 @@ namespace command
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void add_sv(const char* name, std::function<void(int, const params_sv&)> callback);
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void execute(std::string command, bool sync = false);
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void register_fs_game_path();
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}
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@ -171,8 +171,8 @@ namespace fastfiles
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utils::hook::detour sys_createfile_hook;
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HANDLE sys_create_file_stub(game::Sys_Folder folder, const char* base_filename)
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{
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static const auto* fs_basepath = game::Dvar_FindVar("fs_basepath");
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static const auto* fs_game = game::Dvar_FindVar("fs_game");
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const auto* fs_basepath = game::Dvar_FindVar("fs_basepath");
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const auto* fs_game = game::Dvar_FindVar("fs_game");
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std::string dir = fs_basepath ? fs_basepath->current.string : "";
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std::string mod_dir = fs_game ? fs_game->current.string : "";
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@ -1,6 +1,7 @@
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#include <std_include.hpp>
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#include "loader/component_loader.hpp"
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#include "command.hpp"
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#include "console.hpp"
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#include "filesystem.hpp"
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#include "localized_strings.hpp"
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@ -46,6 +47,8 @@ namespace filesystem
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filesystem::register_path(L"h1-mod");
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fs_startup_hook.invoke<void>(name);
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command::register_fs_game_path();
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}
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std::vector<std::filesystem::path> get_paths(const std::filesystem::path& path)
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