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https://gitea.wildfiregames.com/0ad/0ad
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Avoid cases of filenames Update years in terms and other legal(ish) documents Don't update years in license headers, since change is not meaningful Will add linter rule in seperate commit Happy recompiling everyone! Original Patch By: Nescio Comment By: Gallaecio Differential Revision: D2620 This was SVN commit r27786.
223 lines
6.6 KiB
C++
223 lines
6.6 KiB
C++
/* Copyright (C) 2012 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "Paths.h"
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#include "lib/file/file_system.h"
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#include "lib/sysdep/sysdep.h" // sys_get_executable_name
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#include "lib/sysdep/filesystem.h" // wrealpath
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#if OS_WIN
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# include "lib/sysdep/os/win/wutil.h" // wutil_*Path
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#elif OS_MACOSX
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# include "lib/sysdep/os/osx/osx_paths.h"
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# include "lib/sysdep/os/osx/osx_bundle.h"
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#endif
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#include "ps/CLogger.h"
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Paths::Paths(const CmdLineArgs& args)
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{
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m_root = Root(args.GetArg0());
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m_rdata = RootData(args.GetArg0());
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const char* subdirectoryName = args.Has("writableRoot")? 0 : "0ad";
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if(!subdirectoryName)
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{
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// Note: if writableRoot option is passed to the game, then
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// all the data is a subdirectory of the root
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m_gameData = m_rdata;
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m_userData = m_gameData;
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m_config = m_gameData / "config"/"";
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m_cache = m_gameData / "cache"/"";
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m_logs = m_root / "logs"/"";
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}
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else // OS-specific path handling
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{
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#if OS_ANDROID
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const OsPath appdata = OsPath("/sdcard/0ad/appdata");
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// We don't make the game vs. user data distinction on Android
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m_gameData = appdata/"data"/"";
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m_userData = m_gameData;
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m_config = appdata/"config"/"";
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m_cache = appdata/"cache"/"";
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m_logs = appdata/"logs"/"";
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#elif OS_WIN
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/* For reasoning behind our Windows paths, see the discussion here:
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* http://www.wildfiregames.com/forum/index.php?showtopic=14759
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*
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* Summary:
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* 1. Local appdata: for bulky unfriendly data like the cache,
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* which can be recreated if deleted; doesn't need backing up.
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* 2. Roaming appdata: for slightly less unfriendly data like config
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* files that might theoretically be shared between different
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* machines on a domain.
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* 3. Personal / My Documents: for data explicitly created by the user,
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* and which should be visible and easily accessed. We use a non-
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* localized My Games subfolder for improved organization.
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*/
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// %localappdata%/0ad/
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const OsPath localAppdata = wutil_LocalAppdataPath() / subdirectoryName/"";
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// %appdata%/0ad/
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const OsPath roamingAppData = wutil_RoamingAppdataPath() / subdirectoryName/"";
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// My Documents/My Games/0ad/
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const OsPath personalData = wutil_PersonalPath() / "My Games" / subdirectoryName/"";
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m_cache = localAppdata / "cache"/"";
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m_gameData = roamingAppData / "data"/"";
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m_userData = personalData/"";
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m_config = roamingAppData / "config"/"";
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m_logs = localAppdata / "logs"/"";
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#elif OS_MACOSX
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/* For reasoning behind our OS X paths, see the discussion here:
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* http://www.wildfiregames.com/forum/index.php?showtopic=15511
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*
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* Summary:
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* 1. Application Support: most data associated with the app
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* should be stored here, with few exceptions (e.g. temporary
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* data, cached data, and managed media files).
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* 2. Caches: used for non-critial app data that can be easily
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* regenerated if this directory is deleted. It is not
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* included in backups by default.
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*
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* Note: the paths returned by osx_Get*Path are not guaranteed to exist,
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* but that's OK since we always create them on demand.
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*/
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// We probably want to use the same subdirectoryName regardless
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// of whether running a bundle or from SVN. Apple recommends using
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// company name, bundle name or bundle identifier.
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OsPath appSupportPath; // ~/Library/Application Support/0ad
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OsPath cachePath; // ~/Library/Caches/0ad
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{
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std::string path = osx_GetAppSupportPath();
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ENSURE(!path.empty());
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appSupportPath = OsPath(path) / subdirectoryName;
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}
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{
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std::string path = osx_GetCachesPath();
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ENSURE(!path.empty());
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cachePath = OsPath(path) / subdirectoryName;
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}
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// We don't make the game vs. user data distinction on OS X
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m_gameData = appSupportPath /"";
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m_userData = m_gameData;
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m_cache = cachePath/"";
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m_config = appSupportPath / "config"/"";
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m_logs = appSupportPath / "logs"/"";
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#else // OS_UNIX
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const char* envHome = getenv("HOME");
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ENSURE(envHome);
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const OsPath home(envHome);
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const OsPath xdgData = XDG_Path("XDG_DATA_HOME", home, home/".local/share/") / subdirectoryName;
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const OsPath xdgConfig = XDG_Path("XDG_CONFIG_HOME", home, home/".config/" ) / subdirectoryName;
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const OsPath xdgCache = XDG_Path("XDG_CACHE_HOME", home, home/".cache/" ) / subdirectoryName;
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// We don't make the game vs. user data distinction on Unix
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m_gameData = xdgData/"";
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m_userData = m_gameData;
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m_cache = xdgCache/"";
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m_config = xdgConfig / "config"/"";
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m_logs = xdgConfig / "logs"/"";
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#endif
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}
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}
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/*static*/ OsPath Paths::Root(const OsPath& argv0)
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{
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#if OS_ANDROID
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return OsPath("/sdcard/0ad"); // TODO: this is kind of bogus
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#else
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// get full path to executable
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OsPath pathname = sys_ExecutablePathname(); // safe, but requires OS-specific implementation
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if(pathname.empty()) // failed, use argv[0] instead
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{
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errno = 0;
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pathname = wrealpath(argv0);
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if(pathname.empty())
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WARN_IF_ERR(StatusFromErrno());
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}
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// make sure it's valid
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if(!FileExists(pathname))
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{
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LOGERROR("Cannot find executable (expected at '%s')", pathname.string8());
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WARN_IF_ERR(StatusFromErrno());
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}
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for(size_t i = 0; i < 2; i++) // remove "system/name.exe"
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pathname = pathname.Parent();
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return pathname;
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#endif
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}
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/*static*/ OsPath Paths::RootData(const OsPath& argv0)
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{
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#ifdef INSTALLED_DATADIR
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UNUSED2(argv0);
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return OsPath(STRINGIZE(INSTALLED_DATADIR))/"";
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#else
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# if OS_MACOSX
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if (osx_IsAppBundleValid())
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{
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debug_printf("Valid app bundle detected\n");
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std::string resourcesPath = osx_GetBundleResourcesPath();
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// Ensure we have a valid resources path
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ENSURE(!resourcesPath.empty());
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return OsPath(resourcesPath)/"data"/"";
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}
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# endif // OS_MACOSX
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return Root(argv0)/"data"/"";
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#endif // INSTALLED_DATADIR
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}
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/*static*/ OsPath Paths::XDG_Path(const char* envname, const OsPath& home, const OsPath& defaultPath)
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{
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const char* path = getenv(envname);
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// Use if set and non-empty
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if(path && path[0] != '\0')
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{
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if(path[0] != '/') // relative to $HOME
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return home / path/"";
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return OsPath(path)/"";
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}
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return defaultPath/"";
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}
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