/
GameManager.cpp
449 lines (364 loc) · 12.6 KB
/
GameManager.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
#include "GameManager.h"
#include "i18n.h"
#include "iregistry.h"
#include "iradiant.h"
#include "imessagebus.h"
#include "ifiletypes.h"
#include "icommandsystem.h"
#include "itextstream.h"
#include "ifilesystem.h"
#include "ipreferencesystem.h"
#include "os/file.h"
#include "os/dir.h"
#include "os/path.h"
#include "os/fs.h"
#include "string/trim.h"
#include "string/convert.h"
#include "string/replace.h"
#include "string/predicate.h"
#include "string/split.h"
#include "string/case_conv.h"
#include "module/StaticModule.h"
#include "messages/GameConfigNeededMessage.h"
#include <sigc++/bind.h>
#include <fmt/format.h>
#include <iostream>
namespace game
{
namespace
{
const char* const GKEY_PREFAB_FOLDER = "/mapFormat/prefabFolder";
const char* const GKEY_MAPS_FOLDER = "/mapFormat/mapFolder";
const char* const PAK_ICON = "package.png";
}
Manager::Manager()
{}
const std::string& Manager::getName() const
{
static std::string _name(MODULE_GAMEMANAGER);
return _name;
}
const StringSet& Manager::getDependencies() const
{
static StringSet _dependencies;
if (_dependencies.empty())
{
_dependencies.insert(MODULE_XMLREGISTRY);
_dependencies.insert(MODULE_VIRTUALFILESYSTEM);
_dependencies.insert(MODULE_COMMANDSYSTEM);
_dependencies.insert(MODULE_PREFERENCESYSTEM);
_dependencies.insert(MODULE_FILETYPES);
}
return _dependencies;
}
void Manager::initialiseModule(const IApplicationContext& ctx)
{
// Scan the <applicationpath>/games folder for .game files
loadGameFiles(ctx.getRuntimeDataPath());
// Check if there's a saved game type in the registry,
// try to setup a default if nothing is found.
initialiseGameType();
// Try to retrieve a persisted game setup from the registry
GameConfiguration config = GameConfigUtil::LoadFromRegistry();
// Read command line parameters, these override any existing preference setting
// but only if we have a valid engine path
if (!config.enginePath.empty())
{
const auto& args = ctx.getCmdLineArgs();
for (const std::string& arg : args)
{
if (string::istarts_with(arg, "fs_game="))
{
rMessage() << "Found fs_game command line argument, overriding existing mod path." << std::endl;
// Remove starting slash from argument and convert to standard paths
config.modPath = os::standardPathWithSlash(config.enginePath) +
os::standardPath(string::trim_left_copy(arg.substr(8), "/"));
registry::setValue(RKEY_MOD_PATH, config.modPath);
}
else if (string::istarts_with(arg, "fs_game_base="))
{
rMessage() << "Found fs_game_base command line argument, overriding existing mod base path." << std::endl;
// Remove starting slash from argument and convert to standard paths
config.modBasePath = os::standardPathWithSlash(config.enginePath) +
os::standardPath(string::trim_left_copy(arg.substr(13), "/"));
registry::setValue(RKEY_MOD_BASE_PATH, config.modBasePath);
}
}
}
// Check validity of the saved game configuration
// and invoke the UI if it's not a valid one.
if (GameConfigUtil::PathsValid(config))
{
applyConfig(config);
}
else
{
// The UI will call applyConfig on its own
showGameSetupDialog();
}
// Add a legacy note to the preference dialog for folks who are looking for the old settings page
IPreferencePage& page = GlobalPreferenceSystem().getPage(_("Game"));
page.appendLabel(_("This page has been moved!\nPlease use the game settings dialog in the menu: File > Game/Project Setup..."));
}
const std::string& Manager::getModPath() const
{
// Return the fs_game path if available
return (!_config.modPath.empty()) ? _config.modPath : _config.modBasePath;
}
const std::string& Manager::getModBasePath() const
{
return _config.modBasePath;
}
IGamePtr Manager::currentGame()
{
if (_config.gameType.empty())
{
// No game type selected, bail out, the program will crash anyway on module load
throw std::runtime_error(_("GameManager: No game type selected, can't continue."));
}
return _games[_config.gameType];
}
const Manager::GameList& Manager::getSortedGameList()
{
return _sortedGames;
}
void Manager::initialiseGameType()
{
if (_games.empty())
{
// No game types available, bail out, the program would crash anyway on module load
throw std::runtime_error(_("GameManager: No valid game files found, can't continue."));
}
// Find the user's selected game from the XML registry, and attempt to find
// it in the set of available games.
std::string gameType = registry::getValue<std::string>(RKEY_GAME_TYPE);
GameMap::const_iterator i = _games.find(gameType);
if (gameType.empty() || i == _games.end())
{
// We have at least one game type available, select the first
// Store the name of the only game into the Registry
rMessage() << "No game selected, will choose the highest ranked one." << std::endl;
if (_sortedGames.empty())
{
throw std::runtime_error("GameManager: Sorted game list is empty, can't continue.");
}
registry::setValue(RKEY_GAME_TYPE, _sortedGames.front()->getKeyValue("name"));
}
// Load the value from the registry, there should be one selected at this point
_config.gameType = registry::getValue<std::string>(RKEY_GAME_TYPE);
// The game type should be selected now
if (!_config.gameType.empty())
{
rMessage() << "GameManager: Selected game type: " << _config.gameType << std::endl;
}
else
{
// No game type selected, bail out, the program would crash anyway on module load
throw std::runtime_error(_("No game type selected."));
}
}
std::string Manager::getUserEnginePath()
{
#if defined(POSIX)
// First check for a local copy of the game tree, e.g. ~/.doom3
std::string localGamePrefix = currentGame()->getKeyValue("prefix");
if (!localGamePrefix.empty())
{
std::string homeDir = getenv("HOME");
fs::path localPath = fs::path(homeDir) / localGamePrefix;
if (fs::exists(localPath))
{
return os::standardPathWithSlash(localPath);
}
}
#endif
// Otherwise (Windows, or no local mod path found) return the regular engine path
return _config.enginePath;
}
void Manager::applyConfig(const GameConfiguration& config)
{
if (!GameConfigUtil::PathsValid(config))
{
rError() << "GameManager: Cannot apply invalid configuration, paths not valid" << std::endl;
return;
}
// Store the configuration, and persist it to the registry
_config = config;
GameConfigUtil::SaveToRegistry(_config);
// Extract the fs_game / fs_game_base settings from the mod path
std::string fsGame = os::getRelativePath(_config.modPath, _config.enginePath);
string::trim_right(fsGame, "/");
std::string fsGameBase = os::getRelativePath(_config.modBasePath, _config.enginePath);
string::trim_right(fsGameBase, "/");
registry::setValue(RKEY_FS_GAME, fsGame);
registry::setValue(RKEY_FS_GAME_BASE, fsGameBase);
// Instruct the VFS about our search paths
initialiseVfs();
}
void Manager::showGameSetupDialog()
{
// Paths not valid, dispatch a message
ConfigurationNeeded message;
GlobalRadiantCore().getMessageBus().sendMessage(message);
if (message.isHandled())
{
applyConfig(message.getConfig());
}
else
{
throw std::runtime_error(_("No valid game configuration found, cannot continue."));
}
}
void Manager::setMapAndPrefabPaths(const std::string& baseGamePath)
{
// Construct the map path and make sure the folder exists
// Get the maps folder (e.g. "maps/")
std::string mapFolder = currentGame()->getLocalXPath(GKEY_MAPS_FOLDER)[0].getAttributeValue("value");
if (mapFolder.empty())
{
mapFolder = "maps/";
}
if (_config.modPath.empty() && _config.modBasePath.empty())
{
_mapPath = baseGamePath + mapFolder;
}
else if (!_config.modPath.empty())
{
_mapPath = _config.modPath + mapFolder;
}
else // _config.modBasePath is not empty
{
_mapPath = _config.modBasePath + mapFolder;
}
rMessage() << "GameManager: Map path set to " << _mapPath << std::endl;
os::makeDirectory(_mapPath);
// Setup the prefab path
_prefabPath = _mapPath;
std::string pfbFolder = currentGame()->getLocalXPath(GKEY_PREFAB_FOLDER)[0].getAttributeValue("value");
// Replace the "maps/" with "prefabs/"
string::replace_last(_prefabPath, mapFolder, pfbFolder);
// Store the path into the registry
rMessage() << "GameManager: Prefab path set to " << _prefabPath << std::endl;
}
void Manager::initialiseVfs()
{
// Ensure that all paths are normalised
GameConfigUtil::EnsurePathsNormalised(_config);
// The list of paths which will be passed to the VFS init method
vfs::SearchPaths vfsSearchPaths;
vfs::VirtualFileSystem::ExtensionSet extensions;
string::split(extensions, currentGame()->getKeyValue("archivetypes"), " ");
for (const auto& extension : extensions)
{
auto extLower = string::to_lower_copy(extension);
GlobalFiletypes().registerPattern(filetype::TYPE_PAK,
FileTypePattern(fmt::format(_("{0} File"), string::to_upper_copy(extension)), extLower, "*." + extLower, PAK_ICON));
}
if (!_config.modPath.empty())
{
// We have a MOD, register this directory first
vfsSearchPaths.insertIfNotExists(_config.modPath);
#ifdef POSIX
std::string fsGame = os::getRelativePath(_config.modPath, _config.enginePath);
// On Linux, the above was in ~/.doom3/, search the engine mod path as well
std::string baseModPath = os::standardPathWithSlash(_config.enginePath + fsGame);
vfsSearchPaths.insertIfNotExists(baseModPath);
#endif
}
if (!_config.modBasePath.empty())
{
// We have a MOD base, register this directory as second
vfsSearchPaths.insertIfNotExists(_config.modBasePath);
#ifdef POSIX
std::string fsGameBase = os::getRelativePath(_config.modBasePath, _config.enginePath);
// On Linux, the above was in ~/.doom3/, search the engine mod base path as well
std::string baseModPath = os::standardPathWithSlash(_config.enginePath + fsGameBase);
vfsSearchPaths.insertIfNotExists(baseModPath);
#endif
}
// On UNIX this is the user-local enginepath, e.g. ~/.doom3/base/
// On Windows this will be the same as global engine path
std::string userBasePath = os::standardPathWithSlash(
getUserEnginePath() + // ~/.doom3
currentGame()->getKeyValue("basegame") // base
);
vfsSearchPaths.insertIfNotExists(userBasePath);
// Register the base game folder (/usr/local/games/doom3/<basegame>) last
// This will always be searched, but *after* the other paths
std::string baseGame = os::standardPathWithSlash(
_config.enginePath + currentGame()->getKeyValue("basegame")
);
vfsSearchPaths.insertIfNotExists(baseGame);
// Update map and prefab paths
setMapAndPrefabPaths(userBasePath);
// Initialise the filesystem, if we were initialised before
GlobalFileSystem().initialise(vfsSearchPaths, extensions);
}
const Manager::PathList& Manager::getVFSSearchPaths() const
{
return GlobalFileSystem().getVfsSearchPaths();
}
const std::string& Manager::getMapPath()
{
return _mapPath;
}
const std::string& Manager::getPrefabPath()
{
return _prefabPath;
}
const std::string& Manager::getEnginePath() const
{
return _config.enginePath;
}
void Manager::loadGameFiles(const std::string& appPath)
{
std::string gamePath = appPath + "games/";
rMessage() << "GameManager: Scanning for game description files: " << gamePath << std::endl;
try
{
// Invoke a functor on every file in the games/ dir,
// function gets called with the file (without path)
os::foreachItemInDirectory(gamePath, [&](const fs::path& file)
{
if (string::to_lower_copy(file.extension().string()) != Game::FILE_EXTENSION)
{
// Don't process files not ending with .game
return;
}
// Create a new Game object
GamePtr newGame = std::make_shared<Game>(gamePath, file.filename().string());
std::string gameName = newGame->getName();
if (!gameName.empty())
{
// Store the game into the map
_games[gameName] = newGame;
}
});
rMessage() << "GameManager: Found game definitions: " << std::endl;
for (GameMap::value_type& pair : _games)
{
rMessage() << " " << pair.first << std::endl;
}
// Populate the sorted games list
_sortedGames.clear();
// Sort the games by their index
std::multimap<int, GamePtr> sortedGameMap;
for (const GameMap::value_type& pair : _games)
{
int index = string::convert<int>(pair.second->getKeyValue("index"), 9999);
sortedGameMap.insert(std::make_pair(index, pair.second));
}
for (const auto& pair : sortedGameMap)
{
_sortedGames.push_back(pair.second);
}
rMessage() << std::endl;
}
catch (os::DirectoryNotFoundException&)
{
rError() << "Could not find directory with game files in " << gamePath << std::endl;
}
}
// The static module definition (self-registers)
module::StaticModuleRegistration<Manager> gameManagerModule;
} // namespace game