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

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#include "STDInclude.hpp"
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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);
}
}
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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_ListFiles(path.data(), extension.data(), Game::FS_LIST_PURE_ONLY, &numFiles, 0);
if (files)
{
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for (int i = 0; i < numFiles; ++i)
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{
if (files[i])
{
fileList.push_back(files[i]);
}
}
Game::FS_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::VA("%s/%s", folder.data(), file.data()), reinterpret_cast<char**>(&path));
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Game::FS_Remove(path);
}
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int FileSystem::ExecIsFSStub(const char* execFilename)
{
return !File(execFilename).Exists();
}
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FileSystem::FileSystem()
{
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// Filesystem config checks
Utils::Hook(0x6098FD, FileSystem::ExecIsFSStub, HOOK_CALL).Install()->Quick();
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// exec whitelist removal (YAYFINITY WARD)
Utils::Hook::Nop(0x609685, 5);
Utils::Hook::Nop(0x60968C, 2);
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// ignore 'no iwd files found in main'
Utils::Hook::Nop(0x642A4B, 5);
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// Ignore bad magic, when trying to free hunk when it's already cleared
Utils::Hook::Set<WORD>(0x49AACE, 0xC35E);
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}
}