mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-17 13:53:57 -07:00
This is the same commit as4bb31f084e, reverted in5d1899785a. Noted issues were fixed. Partial revert/fix of2f19cf86d3and2567fee329. Before this diff, it was possible for a mod containing a cache/ or a config/ folder to get written to incorrectly. The issue is VFS can map multiple directories to one 'virtual' path, for reading mods. However, writing data is problematic: which path to choose? The only viable solution is to use a path relative to the highest priority directory encountered in the VFS path, or write paths could be 'hijacked' by lower-priority mods. This fixes these issues by: - Adding a new lookup mode ('Real-path') that explicitly picks the real path relative to the highest-priority subdirectory in the VFS Path. - Preventing overwriting a real directory with a lower priority one in general. - Revert c0c8132dd4's GetRealPath change, re-introducing the function as GetOriginalPath. This also cleans up some duplication that led to empty mod folders in the user mod path, and cleans up loading the 'user' mod. It also makes it explicit that a directory must be passed to Mount(). Note that the new 'realpath' lookup can still be somewhat complex with many mount points at various hierarchy levels, but it is at least predictable/deterministic without having to be careful about populating order. Fixes #2553 Differential Revision: https://code.wildfiregames.com/D3728 This was SVN commit r25107.
196 lines
6.7 KiB
C++
196 lines
6.7 KiB
C++
/* Copyright (C) 2021 Wildfire Games.
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*
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* Permission is hereby granted, free of charge, to any person obtaining
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* a copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/*
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* populate VFS directories with files
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*/
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#include "precompiled.h"
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#include "lib/file/vfs/vfs_populate.h"
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#include "lib/file/archive/archive_zip.h"
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#include "lib/file/vfs/vfs_tree.h"
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#include "lib/file/vfs/vfs_lookup.h"
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#include "lib/file/vfs/vfs.h" // error codes
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struct CompareFileInfoByName
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{
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bool operator()(const CFileInfo& a, const CFileInfo& b)
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{
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return a.Name() < b.Name();
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}
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};
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// helper class that allows breaking up the logic into sub-functions without
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// always having to pass directory/realDirectory as parameters.
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class PopulateHelper
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{
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NONCOPYABLE(PopulateHelper);
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public:
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PopulateHelper(VfsDirectory* directory, const PRealDirectory& realDirectory)
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: m_directory(directory), m_realDirectory(realDirectory)
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{
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}
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Status AddEntries() const
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{
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CFileInfos files; files.reserve(500);
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DirectoryNames subdirectoryNames; subdirectoryNames.reserve(50);
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RETURN_STATUS_IF_ERR(GetDirectoryEntries(m_realDirectory->Path(), &files, &subdirectoryNames));
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// Since .DELETED files only remove files in lower priority mods
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// loose files and archive files have no conflicts so we do not need
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// to sort them.
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// We add directories after they might have been removed by .DELETED
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// files (as they did not contain any files at that point). The order
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// of GetDirectoryEntries is undefined, but that does not really matter (TODO really?)
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// so we do not need to sort its output.
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RETURN_STATUS_IF_ERR(AddFiles(files));
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AddSubdirectories(subdirectoryNames);
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return INFO::OK;
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}
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private:
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void AddFile(const CFileInfo& fileInfo) const
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{
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const VfsPath name = fileInfo.Name();
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const VfsFile file(name, (size_t)fileInfo.Size(), fileInfo.MTime(), m_realDirectory->Priority(), m_realDirectory);
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if(name.Extension() == L".DELETED")
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{
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m_directory->DeleteSubtree(file);
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if(!(m_realDirectory->Flags() & VFS_MOUNT_KEEP_DELETED))
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return;
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}
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m_directory->AddFile(file);
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}
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static void AddArchiveFile(const VfsPath& pathname, const CFileInfo& fileInfo, PIArchiveFile archiveFile, uintptr_t cbData)
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{
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PopulateHelper* this_ = (PopulateHelper*)cbData;
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// (we have to create missing subdirectoryNames because archivers
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// don't always place directory entries before their files)
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const size_t flags = VFS_LOOKUP_ADD|VFS_LOOKUP_SKIP_POPULATE;
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VfsDirectory* directory;
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WARN_IF_ERR(vfs_Lookup(pathname, this_->m_directory, directory, 0, flags));
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const VfsPath name = fileInfo.Name();
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const VfsFile file(name, (size_t)fileInfo.Size(), fileInfo.MTime(), this_->m_realDirectory->Priority(), archiveFile);
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if(name.Extension() == L".DELETED")
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{
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directory->DeleteSubtree(file);
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if(!(this_->m_realDirectory->Flags() & VFS_MOUNT_KEEP_DELETED))
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return;
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}
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directory->AddFile(file);
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}
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Status AddFiles(const CFileInfos& files) const
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{
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const OsPath path(m_realDirectory->Path());
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for(size_t i = 0; i < files.size(); i++)
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{
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const OsPath pathname = path / files[i].Name();
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if(pathname.Extension() == L".zip")
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{
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PIArchiveReader archiveReader = CreateArchiveReader_Zip(pathname);
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// archiveReader == nullptr if file could not be opened (e.g. because
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// archive is currently open in another program)
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if(archiveReader)
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RETURN_STATUS_IF_ERR(archiveReader->ReadEntries(AddArchiveFile, (uintptr_t)this));
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}
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else // regular (non-archive) file
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AddFile(files[i]);
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}
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return INFO::OK;
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}
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void AddSubdirectories(const DirectoryNames& subdirectoryNames) const
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{
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for(size_t i = 0; i < subdirectoryNames.size(); i++)
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{
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// skip version control directories - this avoids cluttering the
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// VFS with hundreds of irrelevant files.
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if(subdirectoryNames[i] == L".svn" || subdirectoryNames[i] == L".git")
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continue;
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VfsDirectory* subdirectory = m_directory->AddSubdirectory(subdirectoryNames[i]);
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PRealDirectory realDirectory = CreateRealSubdirectory(m_realDirectory, subdirectoryNames[i]);
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vfs_Attach(subdirectory, realDirectory);
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}
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}
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VfsDirectory* const m_directory;
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PRealDirectory m_realDirectory;
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};
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Status vfs_Populate(VfsDirectory* directory)
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{
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if(!directory->ShouldPopulate())
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return INFO::OK;
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const PRealDirectory& realDirectory = directory->AssociatedDirectory();
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if(realDirectory->Flags() & VFS_MOUNT_WATCH)
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realDirectory->Watch();
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PopulateHelper helper(directory, realDirectory);
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RETURN_STATUS_IF_ERR(helper.AddEntries());
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return INFO::OK;
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}
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Status vfs_Attach(VfsDirectory* directory, const PRealDirectory& realDirectory)
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{
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PRealDirectory existingRealDir = directory->AssociatedDirectory();
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// Don't allow replacing the real directory by a lower-priority one.
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if (!existingRealDir || existingRealDir->Priority() < realDirectory->Priority())
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{
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// This ordering is peculiar but useful, as it "defers" the population call.
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// If there is already a real directory, we will replace it (and lose track of it),
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// so we'll populate it right away, but the 'new' real directory can wait until we access it.
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RETURN_STATUS_IF_ERR(vfs_Populate(directory));
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directory->SetAssociatedDirectory(realDirectory);
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return INFO::OK;
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}
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// We are attaching a lower-priority real directory.
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// Because of deferred population, we need to immediately populate this new directory.
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bool shouldPop = directory->ShouldPopulate();
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// This sets "should populate" to true, so the vfs_Populate call below immediately populates.
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directory->SetAssociatedDirectory(realDirectory);
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RETURN_STATUS_IF_ERR(vfs_Populate(directory));
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// Reset to the higher priority realDirectory, which resets ShouldPopulate to true.
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directory->SetAssociatedDirectory(existingRealDir);
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// Avoid un-necessary repopulation by clearing the flag.
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if (!shouldPop)
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directory->ShouldPopulate();
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return INFO::OK;
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}
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