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| //! A cross-platform interface to the filesystem. | |
| //! | |
| //! This module provides access to files in specific places: | |
| //! | |
| //! * The `resources/` subdirectory in the same directory as the | |
| //! program executable, if any, | |
| //! * The `resources.zip` file in the same | |
| //! directory as the program executable, if any, | |
| //! * The root folder of the game's "save" directory which is in a | |
| //! platform-dependent location, | |
| //! such as `~/.local/share/<gameid>/` on Linux. The `gameid` | |
| //! is the the string passed to | |
| //! [`ContextBuilder::new()`](../struct.ContextBuilder.html#method.new). | |
| //! Some platforms such as Windows also incorporate the `author` string into | |
| //! the path. | |
| //! | |
| //! These locations will be searched for files in the order listed, and the first file | |
| //! found used. That allows game assets to be easily distributed as an archive | |
| //! file, but locally overridden for testing or modding simply by putting | |
| //! altered copies of them in the game's `resources/` directory. It | |
| //! is loosely based off of the `PhysicsFS` library. | |
| //! | |
| //! See the source of the [`files` example](https://github.com/ggez/ggez/blob/master/examples/files.rs) for more details. | |
| //! | |
| //! Note that the file lookups WILL follow symlinks! This module's | |
| //! directory isolation is intended for convenience, not security, so | |
| //! don't assume it will be secure. | |
| use std::env; | |
| use std::fmt; | |
| use std::io; | |
| use std::path; | |
| use directories::ProjectDirs; | |
| use crate::conf; | |
| use crate::vfs::{self, VFS}; | |
| use crate::{Context, GameError, GameResult}; | |
| pub use crate::vfs::OpenOptions; | |
| const CONFIG_NAME: &str = "/conf.toml"; | |
| /// A structure that contains the filesystem state and cache. | |
| #[derive(Debug)] | |
| pub struct Filesystem { | |
| vfs: vfs::OverlayFS, | |
| resources_path: path::PathBuf, | |
| zip_path: path::PathBuf, | |
| user_config_path: path::PathBuf, | |
| user_data_path: path::PathBuf, | |
| } | |
| /// Represents a file, either in the filesystem, or in the resources zip file, | |
| /// or whatever. | |
| pub enum File { | |
| /// A wrapper for a VFile trait object. | |
| VfsFile(Box<dyn vfs::VFile>), | |
| } | |
| impl fmt::Debug for File { | |
| // Make this more useful? | |
| // But we can't seem to get a filename out of a file, | |
| // soooooo. | |
| fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result { | |
| match *self { | |
| File::VfsFile(ref _file) => write!(f, "VfsFile"), | |
| } | |
| } | |
| } | |
| impl io::Read for File { | |
| fn read(&mut self, buf: &mut [u8]) -> io::Result<usize> { | |
| match *self { | |
| File::VfsFile(ref mut f) => f.read(buf), | |
| } | |
| } | |
| } | |
| impl io::Write for File { | |
| fn write(&mut self, buf: &[u8]) -> io::Result<usize> { | |
| match *self { | |
| File::VfsFile(ref mut f) => f.write(buf), | |
| } | |
| } | |
| fn flush(&mut self) -> io::Result<()> { | |
| match *self { | |
| File::VfsFile(ref mut f) => f.flush(), | |
| } | |
| } | |
| } | |
| impl Filesystem { | |
| /// Create a new `Filesystem` instance, using the given `id` and (on | |
| /// some platforms) the `author` as a portion of the user | |
| /// directory path. This function is called automatically by | |
| /// ggez, the end user should never need to call it. | |
| pub fn new(id: &str, author: &str) -> GameResult<Filesystem> { | |
| let mut root_path = env::current_exe()?; | |
| // Ditch the filename (if any) | |
| if root_path.file_name().is_some() { | |
| let _ = root_path.pop(); | |
| } | |
| // Set up VFS to merge resource path, root path, and zip path. | |
| let mut overlay = vfs::OverlayFS::new(); | |
| let mut resources_path; | |
| let mut resources_zip_path; | |
| let user_data_path; | |
| let user_config_path; | |
| let project_dirs = match ProjectDirs::from("", author, id) { | |
| Some(dirs) => dirs, | |
| None => { | |
| return Err(GameError::FilesystemError(String::from( | |
| "No valid home directory path could be retrieved.", | |
| ))); | |
| } | |
| }; | |
| // <game exe root>/resources/ | |
| { | |
| resources_path = root_path.clone(); | |
| resources_path.push("resources"); | |
| trace!("Resources path: {:?}", resources_path); | |
| let physfs = vfs::PhysicalFS::new(&resources_path, true); | |
| overlay.push_back(Box::new(physfs)); | |
| } | |
| // <root>/resources.zip | |
| { | |
| resources_zip_path = root_path.clone(); | |
| resources_zip_path.push("resources.zip"); | |
| if resources_zip_path.exists() { | |
| trace!("Resources zip file: {:?}", resources_zip_path); | |
| let zipfs = vfs::ZipFS::new(&resources_zip_path)?; | |
| overlay.push_back(Box::new(zipfs)); | |
| } else { | |
| trace!("No resources zip file found"); | |
| } | |
| } | |
| // Per-user data dir, | |
| // ~/.local/share/whatever/ | |
| { | |
| user_data_path = project_dirs.data_local_dir(); | |
| trace!("User-local data path: {:?}", user_data_path); | |
| let physfs = vfs::PhysicalFS::new(&user_data_path, true); | |
| overlay.push_back(Box::new(physfs)); | |
| } | |
| // Writeable local dir, ~/.config/whatever/ | |
| // Save game dir is read-write | |
| { | |
| user_config_path = project_dirs.config_dir(); | |
| trace!("User-local configuration path: {:?}", user_config_path); | |
| let physfs = vfs::PhysicalFS::new(&user_config_path, false); | |
| overlay.push_back(Box::new(physfs)); | |
| } | |
| let fs = Filesystem { | |
| vfs: overlay, | |
| resources_path, | |
| zip_path: resources_zip_path, | |
| user_config_path: user_config_path.to_path_buf(), | |
| user_data_path: user_data_path.to_path_buf(), | |
| }; | |
| Ok(fs) | |
| } | |
| /// Opens the given `path` and returns the resulting `File` | |
| /// in read-only mode. | |
| pub(crate) fn open<P: AsRef<path::Path>>(&mut self, path: P) -> GameResult<File> { | |
| self.vfs.open(path.as_ref()).map(|f| File::VfsFile(f)) | |
| } | |
| /// Opens a file in the user directory with the given | |
| /// [`filesystem::OpenOptions`](struct.OpenOptions.html). | |
| /// Note that even if you open a file read-write, it can only | |
| /// write to files in the "user" directory. | |
| pub(crate) fn open_options<P: AsRef<path::Path>>( | |
| &mut self, | |
| path: P, | |
| options: OpenOptions, | |
| ) -> GameResult<File> { | |
| self.vfs | |
| .open_options(path.as_ref(), options) | |
| .map(|f| File::VfsFile(f)) | |
| .map_err(|e| { | |
| GameError::ResourceLoadError(format!( | |
| "Tried to open {:?} but got error: {:?}", | |
| path.as_ref(), | |
| e | |
| )) | |
| }) | |
| } | |
| /// Creates a new file in the user directory and opens it | |
| /// to be written to, truncating it if it already exists. | |
| pub(crate) fn create<P: AsRef<path::Path>>(&mut self, path: P) -> GameResult<File> { | |
| self.vfs.create(path.as_ref()).map(|f| File::VfsFile(f)) | |
| } | |
| /// Create an empty directory in the user dir | |
| /// with the given name. Any parents to that directory | |
| /// that do not exist will be created. | |
| pub(crate) fn create_dir<P: AsRef<path::Path>>(&mut self, path: P) -> GameResult<()> { | |
| self.vfs.mkdir(path.as_ref()) | |
| } | |
| /// Deletes the specified file in the user dir. | |
| pub(crate) fn delete<P: AsRef<path::Path>>(&mut self, path: P) -> GameResult<()> { | |
| self.vfs.rm(path.as_ref()) | |
| } | |
| /// Deletes the specified directory in the user dir, | |
| /// and all its contents! | |
| pub(crate) fn delete_dir<P: AsRef<path::Path>>(&mut self, path: P) -> GameResult<()> { | |
| self.vfs.rmrf(path.as_ref()) | |
| } | |
| /// Check whether a file or directory exists. | |
| pub(crate) fn exists<P: AsRef<path::Path>>(&self, path: P) -> bool { | |
| self.vfs.exists(path.as_ref()) | |
| } | |
| /// Check whether a path points at a file. | |
| pub(crate) fn is_file<P: AsRef<path::Path>>(&self, path: P) -> bool { | |
| self.vfs | |
| .metadata(path.as_ref()) | |
| .map(|m| m.is_file()) | |
| .unwrap_or(false) | |
| } | |
| /// Check whether a path points at a directory. | |
| pub(crate) fn is_dir<P: AsRef<path::Path>>(&self, path: P) -> bool { | |
| self.vfs | |
| .metadata(path.as_ref()) | |
| .map(|m| m.is_dir()) | |
| .unwrap_or(false) | |
| } | |
| /// Returns a list of all files and directories in the resource directory, | |
| /// in no particular order. | |
| /// | |
| /// Lists the base directory if an empty path is given. | |
| pub(crate) fn read_dir<P: AsRef<path::Path>>( | |
| &mut self, | |
| path: P, | |
| ) -> GameResult<Box<dyn Iterator<Item = path::PathBuf>>> { | |
| let itr = self.vfs.read_dir(path.as_ref())?.map(|fname| { | |
| fname.expect("Could not read file in read_dir()? Should never happen, I hope!") | |
| }); | |
| Ok(Box::new(itr)) | |
| } | |
| fn write_to_string(&mut self) -> String { | |
| use std::fmt::Write; | |
| let mut s = String::new(); | |
| for vfs in self.vfs.roots() { | |
| write!(s, "Source {:?}", vfs).expect("Could not write to string; should never happen?"); | |
| match vfs.read_dir(path::Path::new("/")) { | |
| Ok(files) => { | |
| for itm in files { | |
| write!(s, " {:?}", itm) | |
| .expect("Could not write to string; should never happen?"); | |
| } | |
| } | |
| Err(e) => write!(s, " Could not read source: {:?}", e) | |
| .expect("Could not write to string; should never happen?"), | |
| } | |
| } | |
| s | |
| } | |
| /// Prints the contents of all data directories | |
| /// to standard output. Useful for debugging. | |
| pub(crate) fn print_all(&mut self) { | |
| println!("{}", self.write_to_string()); | |
| } | |
| /// Outputs the contents of all data directories, | |
| /// using the "info" log level of the [`log`](https://docs.rs/log/) crate. | |
| /// Useful for debugging. | |
| pub(crate) fn log_all(&mut self) { | |
| info!("{}", self.write_to_string()); | |
| } | |
| /// Adds the given (absolute) path to the list of directories | |
| /// it will search to look for resources. | |
| /// | |
| /// You probably shouldn't use this in the general case, since it is | |
| /// harder than it looks to make it bulletproof across platforms. | |
| /// But it can be very nice for debugging and dev purposes, such as | |
| /// by pushing `$CARGO_MANIFEST_DIR/resources` to it | |
| pub(crate) fn mount(&mut self, path: &path::Path, readonly: bool) { | |
| let physfs = vfs::PhysicalFS::new(path, readonly); | |
| trace!("Mounting new path: {:?}", physfs); | |
| self.vfs.push_back(Box::new(physfs)); | |
| } | |
| /// Adds any object that implements Read + Seek as a zip file. | |
| /// | |
| /// Note: This is not intended for system files for the same reasons as | |
| /// for `.mount()`. Rather, it can be used to read zip files from sources | |
| /// such as `std::io::Cursor::new(includes_bytes!(...))` in order to embed | |
| /// resources into the game's executable. | |
| pub(crate) fn add_zip_file<R: io::Read + io::Seek + 'static>( | |
| &mut self, | |
| reader: R, | |
| ) -> GameResult<()> { | |
| let zipfs = vfs::ZipFS::from_read(reader)?; | |
| trace!("Adding zip file from reader"); | |
| self.vfs.push_back(Box::new(zipfs)); | |
| Ok(()) | |
| } | |
| /// Looks for a file named `/conf.toml` in any resource directory and | |
| /// loads it if it finds it. | |
| /// If it can't read it for some reason, returns an error. | |
| pub(crate) fn read_config(&mut self) -> GameResult<conf::Conf> { | |
| let conf_path = path::Path::new(CONFIG_NAME); | |
| if self.is_file(conf_path) { | |
| let mut file = self.open(conf_path)?; | |
| let c = conf::Conf::from_toml_file(&mut file)?; | |
| Ok(c) | |
| } else { | |
| Err(GameError::ConfigError(String::from( | |
| "Config file not found", | |
| ))) | |
| } | |
| } | |
| /// Takes a `Conf` object and saves it to the user directory, | |
| /// overwriting any file already there. | |
| pub(crate) fn write_config(&mut self, conf: &conf::Conf) -> GameResult<()> { | |
| let conf_path = path::Path::new(CONFIG_NAME); | |
| let mut file = self.create(conf_path)?; | |
| conf.to_toml_file(&mut file)?; | |
| if self.is_file(conf_path) { | |
| Ok(()) | |
| } else { | |
| Err(GameError::ConfigError(format!( | |
| "Failed to write config file at {}", | |
| conf_path.to_string_lossy() | |
| ))) | |
| } | |
| } | |
| } | |
| /// Opens the given path and returns the resulting `File` | |
| /// in read-only mode. | |
| pub fn open<P: AsRef<path::Path>>(ctx: &mut Context, path: P) -> GameResult<File> { | |
| ctx.filesystem.open(path) | |
| } | |
| /// Opens a file in the user directory with the given `filesystem::OpenOptions`. | |
| /// Note that even if you open a file read-only, it can only access | |
| /// files in the user directory. | |
| pub fn open_options<P: AsRef<path::Path>>( | |
| ctx: &mut Context, | |
| path: P, | |
| options: OpenOptions, | |
| ) -> GameResult<File> { | |
| ctx.filesystem.open_options(path, options) | |
| } | |
| /// Creates a new file in the user directory and opens it | |
| /// to be written to, truncating it if it already exists. | |
| pub fn create<P: AsRef<path::Path>>(ctx: &mut Context, path: P) -> GameResult<File> { | |
| ctx.filesystem.create(path) | |
| } | |
| /// Create an empty directory in the user dir | |
| /// with the given name. Any parents to that directory | |
| /// that do not exist will be created. | |
| pub fn create_dir<P: AsRef<path::Path>>(ctx: &mut Context, path: P) -> GameResult { | |
| ctx.filesystem.create_dir(path.as_ref()) | |
| } | |
| /// Deletes the specified file in the user dir. | |
| pub fn delete<P: AsRef<path::Path>>(ctx: &mut Context, path: P) -> GameResult { | |
| ctx.filesystem.delete(path.as_ref()) | |
| } | |
| /// Deletes the specified directory in the user dir, | |
| /// and all its contents! | |
| pub fn delete_dir<P: AsRef<path::Path>>(ctx: &mut Context, path: P) -> GameResult { | |
| ctx.filesystem.delete_dir(path.as_ref()) | |
| } | |
| /// Check whether a file or directory exists. | |
| pub fn exists<P: AsRef<path::Path>>(ctx: &Context, path: P) -> bool { | |
| ctx.filesystem.exists(path.as_ref()) | |
| } | |
| /// Check whether a path points at a file. | |
| pub fn is_file<P: AsRef<path::Path>>(ctx: &Context, path: P) -> bool { | |
| ctx.filesystem.is_file(path) | |
| } | |
| /// Check whether a path points at a directory. | |
| pub fn is_dir<P: AsRef<path::Path>>(ctx: &Context, path: P) -> bool { | |
| ctx.filesystem.is_dir(path) | |
| } | |
| /// Return the full path to the user data directory | |
| pub fn user_data_dir(ctx: &Context) -> &path::Path { | |
| &ctx.filesystem.user_data_path | |
| } | |
| /// Return the full path to the user config directory | |
| pub fn user_config_dir(ctx: &Context) -> &path::Path { | |
| &ctx.filesystem.user_config_path | |
| } | |
| /// Returns the full path to the resource directory | |
| /// (even if it doesn't exist) | |
| pub fn resources_dir(ctx: &Context) -> &path::Path { | |
| &ctx.filesystem.resources_path | |
| } | |
| /// Returns a list of all files and directories in the resource directory, | |
| /// in no particular order. | |
| /// | |
| /// Lists the base directory if an empty path is given. | |
| pub fn read_dir<P: AsRef<path::Path>>( | |
| ctx: &mut Context, | |
| path: P, | |
| ) -> GameResult<Box<dyn Iterator<Item = path::PathBuf>>> { | |
| ctx.filesystem.read_dir(path) | |
| } | |
| /// Prints the contents of all data directories. | |
| /// Useful for debugging. | |
| pub fn print_all(ctx: &mut Context) { | |
| ctx.filesystem.print_all() | |
| } | |
| /// Outputs the contents of all data directories, | |
| /// using the "info" log level of the `log` crate. | |
| /// Useful for debugging. | |
| /// | |
| /// See the [`logging` example](https://github.com/ggez/ggez/blob/master/examples/eventloop.rs) | |
| /// for how to collect log information. | |
| pub fn log_all(ctx: &mut Context) { | |
| ctx.filesystem.log_all() | |
| } | |
| /// Adds the given (absolute) path to the list of directories | |
| /// it will search to look for resources. | |
| /// | |
| /// You probably shouldn't use this in the general case, since it is | |
| /// harder than it looks to make it bulletproof across platforms. | |
| /// But it can be very nice for debugging and dev purposes, such as | |
| /// by pushing `$CARGO_MANIFEST_DIR/resources` to it | |
| pub fn mount(ctx: &mut Context, path: &path::Path, readonly: bool) { | |
| ctx.filesystem.mount(path, readonly) | |
| } | |
| /// Looks for a file named `/conf.toml` in any resource directory and | |
| /// loads it if it finds it. | |
| /// If it can't read it for some reason, returns an error. | |
| pub fn read_config(ctx: &mut Context) -> GameResult<conf::Conf> { | |
| ctx.filesystem.read_config() | |
| } | |
| /// Takes a `Conf` object and saves it to the user directory, | |
| /// overwriting any file already there. | |
| pub fn write_config(ctx: &mut Context, conf: &conf::Conf) -> GameResult { | |
| ctx.filesystem.write_config(conf) | |
| } | |
| #[cfg(test)] | |
| mod tests { | |
| use crate::conf; | |
| use crate::error::*; | |
| use crate::filesystem::*; | |
| use std::io::{Read, Write}; | |
| use std::path; | |
| fn dummy_fs_for_tests() -> Filesystem { | |
| let mut path = path::PathBuf::from(env!("CARGO_MANIFEST_DIR")); | |
| path.push("resources"); | |
| let physfs = vfs::PhysicalFS::new(&path, false); | |
| let mut ofs = vfs::OverlayFS::new(); | |
| ofs.push_front(Box::new(physfs)); | |
| Filesystem { | |
| vfs: ofs, | |
| resources_path: "".into(), | |
| zip_path: "".into(), | |
| user_config_path: "".into(), | |
| user_data_path: "".into(), | |
| } | |
| } | |
| #[test] | |
| fn headless_test_file_exists() { | |
| let f = dummy_fs_for_tests(); | |
| let tile_file = path::Path::new("/tile.png"); | |
| assert!(f.exists(tile_file)); | |
| assert!(f.is_file(tile_file)); | |
| let tile_file = path::Path::new("/oglebog.png"); | |
| assert!(!f.exists(tile_file)); | |
| assert!(!f.is_file(tile_file)); | |
| assert!(!f.is_dir(tile_file)); | |
| } | |
| #[test] | |
| fn headless_test_read_dir() { | |
| let mut f = dummy_fs_for_tests(); | |
| let dir_contents_size = f.read_dir("/").unwrap().count(); | |
| assert!(dir_contents_size > 0); | |
| } | |
| #[test] | |
| fn headless_test_create_delete_file() { | |
| let mut fs = dummy_fs_for_tests(); | |
| let test_file = path::Path::new("/testfile.txt"); | |
| let bytes = "test".as_bytes(); | |
| { | |
| let mut file = fs.create(test_file).unwrap(); | |
| let _ = file.write(bytes).unwrap(); | |
| } | |
| { | |
| let mut buffer = Vec::new(); | |
| let mut file = fs.open(test_file).unwrap(); | |
| let _ = file.read_to_end(&mut buffer).unwrap(); | |
| assert_eq!(bytes, buffer.as_slice()); | |
| } | |
| fs.delete(test_file).unwrap(); | |
| } | |
| #[test] | |
| fn headless_test_file_not_found() { | |
| let mut fs = dummy_fs_for_tests(); | |
| { | |
| let rel_file = "testfile.txt"; | |
| match fs.open(rel_file) { | |
| Err(GameError::ResourceNotFound(_, _)) => (), | |
| Err(e) => panic!("Invalid error for opening file with relative path: {:?}", e), | |
| Ok(f) => panic!("Should have gotten an error but instead got {:?}!", f), | |
| } | |
| } | |
| { | |
| // This absolute path should work on Windows too since we | |
| // completely remove filesystem roots. | |
| match fs.open("/ooglebooglebarg.txt") { | |
| Err(GameError::ResourceNotFound(_, _)) => (), | |
| Err(e) => panic!("Invalid error for opening nonexistent file: {}", e), | |
| Ok(f) => panic!("Should have gotten an error but instead got {:?}", f), | |
| } | |
| } | |
| } | |
| #[test] | |
| fn headless_test_write_config() { | |
| let mut f = dummy_fs_for_tests(); | |
| let conf = conf::Conf::new(); | |
| // The config file should end up in | |
| // the resources directory with this | |
| match f.write_config(&conf) { | |
| Ok(_) => (), | |
| Err(e) => panic!("{:?}", e), | |
| } | |
| // Remove the config file! | |
| f.delete(CONFIG_NAME).unwrap(); | |
| } | |
| } |