iw4x-client/src/Components/Modules/FileSystem.cpp

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#include "STDInclude.hpp"
namespace Components
{
void FileSystem::File::Read()
{
char* buffer = nullptr;
int size = Game::FS_ReadFile(this->FilePath.data(), &buffer);
this->Buffer.clear();
if (size < 0)
{
if (buffer)
{
Game::FS_FreeFile(buffer);
}
}
else
{
this->Buffer.append(buffer, size);
Game::FS_FreeFile(buffer);
}
}
void FileSystem::FileWriter::Write(std::string data)
{
if (this->Handle)
{
Game::FS_Write(data.data(), data.size(), this->Handle);
}
}
void FileSystem::FileWriter::Open()
{
this->Handle = Game::FS_FOpenFileWrite(this->FilePath.data());
}
void FileSystem::FileWriter::Close()
{
if (this->Handle)
{
Game::FS_FCloseFile(this->Handle);
}
}
std::vector<std::string> FileSystem::GetFileList(std::string path, std::string extension)
{
std::vector<std::string> fileList;
int numFiles = 0;
char** files = Game::FS_GetFileList(path.data(), extension.data(), Game::FS_LIST_PURE_ONLY, &numFiles, 0);
if (files)
{
for (int i = 0; i < numFiles; ++i)
{
if (files[i])
{
fileList.push_back(files[i]);
}
}
Game::FS_FreeFileList(files);
}
return fileList;
}
std::vector<std::string> FileSystem::GetSysFileList(std::string path, std::string extension, bool folders)
{
std::vector<std::string> fileList;
int numFiles = 0;
char** files = Game::Sys_ListFiles(path.data(), extension.data(), NULL, &numFiles, folders);
if (files)
{
for (int i = 0; i < numFiles; ++i)
{
if (files[i])
{
fileList.push_back(files[i]);
}
}
Game::Sys_FreeFileList(files);
}
return fileList;
}
void FileSystem::DeleteFile(std::string folder, std::string file)
{
char path[MAX_PATH] = { 0 };
Game::FS_BuildPathToFile(Dvar::Var("fs_basepath").Get<const char*>(), reinterpret_cast<char*>(0x63D0BB8), Utils::String::VA("%s/%s", folder.data(), file.data()), reinterpret_cast<char**>(&path));
Game::FS_Remove(path);
}
void FileSystem::RegisterFolder(const char* folder)
{
std::string fs_cdpath = Dvar::Var("fs_cdpath").Get<std::string>();
std::string fs_basepath = Dvar::Var("fs_basepath").Get<std::string>();
std::string fs_homepath = Dvar::Var("fs_homepath").Get<std::string>();
if (!fs_cdpath.empty()) Game::FS_AddLocalizedGameDirectory(fs_cdpath.data(), folder);
if (!fs_basepath.empty()) Game::FS_AddLocalizedGameDirectory(fs_basepath.data(), folder);
if (!fs_homepath.empty()) Game::FS_AddLocalizedGameDirectory(fs_homepath.data(), folder);
}
void FileSystem::RegisterFolders()
{
FileSystem::RegisterFolder("userraw");
}
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__declspec(naked) void FileSystem::StartupStub()
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{
__asm
{
push esi
call FileSystem::RegisterFolders
pop esi
mov edx, ds:63D0CC0h
mov eax, 48264Dh
jmp eax
}
}
int FileSystem::ExecIsFSStub(const char* execFilename)
{
return !File(execFilename).Exists();
}
FileSystem::FileSystem()
{
// Filesystem config checks
Utils::Hook(0x6098FD, FileSystem::ExecIsFSStub, HOOK_CALL).Install()->Quick();
// Register additional folders
Utils::Hook(0x482647, FileSystem::StartupStub, HOOK_JUMP).Install()->Quick();
// exec whitelist removal (YAYFINITY WARD)
Utils::Hook::Nop(0x609685, 5);
Utils::Hook::Nop(0x60968C, 2);
// ignore 'no iwd files found in main'
Utils::Hook::Nop(0x642A4B, 5);
// Ignore bad magic, when trying to free hunk when it's already cleared
Utils::Hook::Set<WORD>(0x49AACE, 0xC35E);
}
}