iw4x-client/src/Components/Modules/FileSystem.cpp
2017-01-19 22:55:15 +01:00

325 lines
8.1 KiB
C++

#include "STDInclude.hpp"
namespace Components
{
std::mutex FileSystem::Mutex;
std::recursive_mutex FileSystem::FSMutex;
Utils::Memory::Allocator FileSystem::MemAllocator;
void FileSystem::File::read()
{
char* _buffer = nullptr;
int size = Game::FS_ReadFile(this->filePath.data(), &_buffer);
this->buffer.clear();
if (size >= 0)
{
this->buffer.append(_buffer, size);
Game::FS_FreeFile(_buffer);
}
}
void FileSystem::RawFile::read()
{
this->buffer.clear();
Game::RawFile* rawfile = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_RAWFILE, this->filePath.data()).rawfile;
if (!rawfile || Game::DB_IsXAssetDefault(Game::XAssetType::ASSET_TYPE_RAWFILE, this->filePath.data())) return;
this->buffer.resize(Game::DB_GetRawFileLen(rawfile));
Game::DB_GetRawBuffer(rawfile, const_cast<char*>(this->buffer.data()), this->buffer.size());
}
FileSystem::FileReader::FileReader(std::string file) : name(file), handle(0)
{
this->size = Game::FS_FOpenFileReadCurrentThread(this->name.data(), &this->handle);
}
FileSystem::FileReader::~FileReader()
{
if (this->exists() && this->handle)
{
Game::FS_FCloseFile(this->handle);
}
}
bool FileSystem::FileReader::exists()
{
return (this->size >= 0 && this->handle);
}
std::string FileSystem::FileReader::getName()
{
return this->name;
}
int FileSystem::FileReader::getSize()
{
return this->size;
}
std::string FileSystem::FileReader::getBuffer()
{
Utils::Memory::Allocator allocator;
if (!this->exists()) return std::string();
int position = Game::FS_FTell(this->handle);
this->seek(0, FS_SEEK_SET);
char* buffer = allocator.allocateArray<char>(this->size);
if (!this->read(buffer, this->size))
{
this->seek(position, FS_SEEK_SET);
return std::string();
}
this->seek(position, FS_SEEK_SET);
return std::string(buffer, this->size);
}
bool FileSystem::FileReader::read(void* buffer, size_t _size)
{
if (!this->exists() || static_cast<size_t>(this->size) < _size || Game::FS_Read(buffer, _size, this->handle) != static_cast<int>(_size))
{
return false;
}
return true;
}
void FileSystem::FileReader::seek(int offset, int origin)
{
if (this->exists())
{
Game::FS_Seek(this->handle, offset, origin);
}
}
void FileSystem::FileWriter::write(std::string data)
{
if (this->handle)
{
Game::FS_Write(data.data(), data.size(), this->handle);
}
}
void FileSystem::FileWriter::open(bool append)
{
if (append)
{
this->handle = Game::FS_FOpenFileAppend(this->filePath.data());
}
else
{
this->handle = Game::FS_FOpenFileWrite(this->filePath.data());
}
}
void FileSystem::FileWriter::close()
{
if (this->handle)
{
Game::FS_FCloseFile(this->handle);
this->handle = 0;
}
}
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);
}
int FileSystem::ReadFile(const char* path, char** buffer)
{
if (!buffer) return -1;
else *buffer = nullptr;
if (!path) return -1;
std::lock_guard<std::mutex> _(FileSystem::Mutex);
FileSystem::FileReader reader(path);
int size = reader.getSize();
if (reader.exists() && size >= 0)
{
*buffer = FileSystem::AllocateFile(size + 1);
if (reader.read(*buffer, size)) return size;
FileSystem::FreeFile(*buffer);
*buffer = nullptr;
}
return -1;
}
char* FileSystem::AllocateFile(int size)
{
return FileSystem::MemAllocator.allocateArray<char>(size);
}
void FileSystem::FreeFile(void* buffer)
{
FileSystem::MemAllocator.free(buffer);
}
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()
{
if (ZoneBuilder::IsEnabled())
{
FileSystem::RegisterFolder("zonedata");
}
FileSystem::RegisterFolder("userraw");
}
__declspec(naked) void FileSystem::StartupStub()
{
__asm
{
pushad
push esi
call FileSystem::RegisterFolders
pop esi
popad
mov edx, ds:63D0CC0h
push 48264Dh
retn
}
}
int FileSystem::ExecIsFSStub(const char* execFilename)
{
return !File(execFilename).exists();
}
void FileSystem::FsStartupSync(const char* a1)
{
std::lock_guard<std::recursive_mutex> _(FileSystem::FSMutex);
return Utils::Hook::Call<void(const char*)>(0x4823A0)(a1); // FS_Startup
}
void FileSystem::FsRestartSync(int a1, int a2)
{
std::lock_guard<std::recursive_mutex> _(FileSystem::FSMutex);
return Utils::Hook::Call<void(int, int)>(0x461A50)(a1, a2); // FS_Restart
}
void FileSystem::DelayLoadImagesSync()
{
std::lock_guard<std::recursive_mutex> _(FileSystem::FSMutex);
return Utils::Hook::Call<void()>(0x494060)(); // DB_LoadDelayedImages
}
int FileSystem::LoadTextureSync(Game::GfxImageLoadDef **loadDef, Game::GfxImage *image)
{
std::lock_guard<std::recursive_mutex> _(FileSystem::FSMutex);
return Game::Load_Texture(loadDef, image);
}
FileSystem::FileSystem()
{
FileSystem::MemAllocator.clear();
// Thread safe file system interaction
Utils::Hook(0x4F4BFF, FileSystem::AllocateFile, HOOK_CALL).install()->quick();
//Utils::Hook(Game::FS_ReadFile, FileSystem::ReadFile, HOOK_JUMP).install()->quick();
Utils::Hook(Game::FS_FreeFile, FileSystem::FreeFile, HOOK_JUMP).install()->quick();
// 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);
// Synchronize filesystem starts
Utils::Hook(0x4290C6, FileSystem::FsStartupSync, HOOK_CALL).install()->quick(); // FS_InitFilesystem
Utils::Hook(0x461A88, FileSystem::FsStartupSync, HOOK_CALL).install()->quick(); // FS_Restart
// Synchronize filesystem restarts
Utils::Hook(0x4A745B, FileSystem::FsRestartSync, HOOK_CALL).install()->quick(); // SV_SpawnServer
Utils::Hook(0x4C8609, FileSystem::FsRestartSync, HOOK_CALL).install()->quick(); // FS_ConditionalRestart
Utils::Hook(0x5AC68E, FileSystem::FsRestartSync, HOOK_CALL).install()->quick(); // CL_ParseServerMessage
// Synchronize db image loading
Utils::Hook(0x415AB8, FileSystem::DelayLoadImagesSync, HOOK_CALL).install()->quick();
Utils::Hook(0x4D32BC, FileSystem::LoadTextureSync, HOOK_CALL).install()->quick();
}
FileSystem::~FileSystem()
{
assert(FileSystem::MemAllocator.empty());
}
}