X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=fs.c;h=8f284b81921b44c54bd4b6475c6d26da07bf9bab;hb=8113139cb204c7e10f35bb748bc223a6200af2fa;hp=211e582bacc5d1dfbd99dd0041c5d654a4c1047b;hpb=89bfac1f61e3d88054eadad7d573d591ec9ae6d7;p=xonotic%2Fdarkplaces.git diff --git a/fs.c b/fs.c index 211e582b..8f284b81 100644 --- a/fs.c +++ b/fs.c @@ -249,7 +249,6 @@ FUNCTION PROTOTYPES void FS_Dir_f(void); void FS_Ls_f(void); -static const char *FS_FileExtension (const char *in); static searchpath_t *FS_FindFile (const char *name, int* index, qboolean quiet); static packfile_t* FS_AddFileToPack (const char* name, pack_t* pack, fs_offset_t offset, fs_offset_t packsize, @@ -273,7 +272,10 @@ searchpath_t *fs_searchpaths = NULL; char fs_gamedir[MAX_OSPATH]; char fs_basedir[MAX_OSPATH]; -qboolean fs_modified; // set true if using non-id files +// list of active game directories (empty if not running a mod) +#define MAX_GAMEDIRS 16 +int fs_numgamedirs = 0; +char fs_gamedirs[MAX_GAMEDIRS][MAX_QPATH]; cvar_t scr_screenshot_name = {0, "scr_screenshot_name","dp", "prefix name for saved screenshots (changes based on -game commandline, as well as which game mode is running)"}; @@ -977,7 +979,7 @@ void FS_AddGameDirectory (const char *dir) } } - // add any PK3 package in the director + // add any PK3 package in the directory for (current = list;current;current = current->next) { if (!strcasecmp(FS_FileExtension(current->text), "pk3")) @@ -986,6 +988,7 @@ void FS_AddGameDirectory (const char *dir) FS_AddPack_Fullpath(pakfile, NULL, false); } } + freedirectory(list); // Add the directory to the search path @@ -1025,7 +1028,7 @@ void FS_AddGameHierarchy (const char *dir) FS_FileExtension ============ */ -static const char *FS_FileExtension (const char *in) +const char *FS_FileExtension (const char *in) { const char *separator, *backslash, *colon, *dot; @@ -1045,6 +1048,253 @@ static const char *FS_FileExtension (const char *in) } +/* +============ +FS_FileWithoutPath +============ +*/ +const char *FS_FileWithoutPath (const char *in) +{ + const char *separator, *backslash, *colon; + + separator = strrchr(in, '/'); + backslash = strrchr(in, '\\'); + if (!separator || separator < backslash) + separator = backslash; + colon = strrchr(in, ':'); + if (!separator || separator < colon) + separator = colon; + return separator ? separator + 1 : in; +} + + +/* +================ +FS_ClearSearchPath +================ +*/ +void FS_ClearSearchPath (void) +{ + while (fs_searchpaths) + { + searchpath_t *search = fs_searchpaths; + fs_searchpaths = search->next; + if (search->pack) + { + if (search->pack->files) + Mem_Free(search->pack->files); + Mem_Free(search->pack); + } + Mem_Free(search); + } +} + + +/* +================ +FS_Rescan +================ +*/ +void FS_Rescan (void) +{ + int i; + qboolean fs_modified = false; + + FS_ClearSearchPath(); + + // add the game-specific paths + // gamedirname1 (typically id1) + FS_AddGameHierarchy (gamedirname1); + // update the com_modname (used for server info) + strlcpy(com_modname, gamedirname1, sizeof(com_modname)); + + // add the game-specific path, if any + // (only used for mission packs and the like, which should set fs_modified) + if (gamedirname2) + { + fs_modified = true; + FS_AddGameHierarchy (gamedirname2); + } + + // -game + // Adds basedir/gamedir as an override game + // LordHavoc: now supports multiple -game directories + // set the com_modname (reported in server info) + for (i = 0;i < fs_numgamedirs;i++) + { + fs_modified = true; + FS_AddGameHierarchy (fs_gamedirs[i]); + // update the com_modname (used server info) + strlcpy (com_modname, fs_gamedirs[i], sizeof (com_modname)); + } + + // set the default screenshot name to either the mod name or the + // gamemode screenshot name + if (strcmp(com_modname, gamedirname1)) + Cvar_SetQuick (&scr_screenshot_name, com_modname); + else + Cvar_SetQuick (&scr_screenshot_name, gamescreenshotname); + + // If "-condebug" is in the command line, remove the previous log file + if (COM_CheckParm ("-condebug") != 0) + unlink (va("%s/qconsole.log", fs_gamedir)); + + // look for the pop.lmp file and set registered to true if it is found + if ((gamemode == GAME_NORMAL || gamemode == GAME_HIPNOTIC || gamemode == GAME_ROGUE) && !FS_FileExists("gfx/pop.lmp")) + { + if (fs_modified) + Con_Print("Playing shareware version, with modification.\nwarning: most mods require full quake data.\n"); + else + Con_Print("Playing shareware version.\n"); + } + else + { + Cvar_Set ("registered", "1"); + if (gamemode == GAME_NORMAL || gamemode == GAME_HIPNOTIC || gamemode == GAME_ROGUE) + Con_Print("Playing registered version.\n"); + } +} + +void FS_Rescan_f(void) +{ + FS_Rescan(); +} + +/* +================ +FS_ChangeGameDirs +================ +*/ +extern void Host_SaveConfig_f (void); +extern void Host_LoadConfig_f (void); +qboolean FS_ChangeGameDirs(int numgamedirs, char gamedirs[][MAX_QPATH], qboolean complain, qboolean failmissing) +{ + int i; + + if (cls.state != ca_disconnected || sv.active) + { + if (complain) + Con_Printf("Can not change gamedir while client is connected or server is running!\n"); + return false; + } + + if (fs_numgamedirs == numgamedirs) + { + for (i = 0;i < numgamedirs;i++) + if (strcasecmp(fs_gamedirs[i], gamedirs[i])) + break; + if (i == numgamedirs) + return true; // already using this set of gamedirs, do nothing + } + + if (numgamedirs > MAX_GAMEDIRS) + { + if (complain) + Con_Printf("That is too many gamedirs (%i > %i)\n", numgamedirs, MAX_GAMEDIRS); + return false; // too many gamedirs + } + + for (i = 0;i < numgamedirs;i++) + { + // if string is nasty, reject it + if(FS_CheckNastyPath(gamedirs[i], true)) + { + if (complain) + Con_Printf("Nasty gamedir name rejected: %s\n", gamedirs[i]); + return false; // nasty gamedirs + } + } + + for (i = 0;i < numgamedirs;i++) + { + if (!FS_CheckGameDir(gamedirs[i]) && failmissing) + { + if (complain) + Con_Printf("Gamedir missing: %s%s/\n", fs_basedir, gamedirs[i]); + return false; // missing gamedirs + } + } + + Host_SaveConfig_f(); + + fs_numgamedirs = numgamedirs; + for (i = 0;i < fs_numgamedirs;i++) + strlcpy(fs_gamedirs[i], gamedirs[i], sizeof(fs_gamedirs[i])); + + // reinitialize filesystem to detect the new paks + FS_Rescan(); + + // exec the new config + Host_LoadConfig_f(); + + // reinitialize the loaded sounds + S_Reload_f(); + + // reinitialize renderer (this reloads hud/console background/etc) + R_Modules_Restart(); + + return true; +} + +/* +================ +FS_GameDir_f +================ +*/ +void FS_GameDir_f (void) +{ + int i; + int numgamedirs; + char gamedirs[MAX_GAMEDIRS][MAX_QPATH]; + + if (Cmd_Argc() < 2) + { + Con_Printf("gamedirs active:"); + for (i = 0;i < fs_numgamedirs;i++) + Con_Printf(" %s", fs_gamedirs[i]); + Con_Printf("\n"); + return; + } + + numgamedirs = Cmd_Argc() - 1; + if (numgamedirs > MAX_GAMEDIRS) + { + Con_Printf("Too many gamedirs (%i > %i)\n", numgamedirs, MAX_GAMEDIRS); + return; + } + + for (i = 0;i < numgamedirs;i++) + strlcpy(gamedirs[i], Cmd_Argv(i+1), sizeof(gamedirs[i])); + + // allow gamedir change during demo loop + if (cls.demoplayback) + CL_Disconnect(); + + if (cls.state != ca_disconnected || sv.active) + { + // actually, changing during game would work fine, but would be stupid + Con_Printf("Can not change gamedir while client is connected or server is running!\n"); + return; + } + + FS_ChangeGameDirs(numgamedirs, gamedirs, true, true); +} + + +/* +================ +FS_CheckGameDir +================ +*/ +qboolean FS_CheckGameDir(const char *gamedir) +{ + stringlist_t *list = listdirectory(va("%s%s/", fs_basedir, gamedir)); + if (list) + freedirectory(list); + return list != NULL; +} + + /* ================ FS_Init @@ -1053,7 +1303,6 @@ FS_Init void FS_Init (void) { int i; - searchpath_t *search; fs_mempool = Mem_AllocPool("file management", 0, NULL); @@ -1098,92 +1347,42 @@ void FS_Init (void) if (fs_basedir[0] && fs_basedir[strlen(fs_basedir) - 1] != '/' && fs_basedir[strlen(fs_basedir) - 1] != '\\') strlcat(fs_basedir, "/", sizeof(fs_basedir)); - // -path [] ... - // Fully specifies the exact search path, overriding the generated one -// COMMANDLINEOPTION: Filesystem: -path specifies the full search path manually, overriding the generated one, example: -path c:\quake\id1 c:\quake\pak0.pak c:\quake\pak1.pak (not recommended) - i = COM_CheckParm ("-path"); - if (i) - { - fs_modified = true; - while (++i < com_argc) - { - if (!com_argv[i] || com_argv[i][0] == '+' || com_argv[i][0] == '-') - break; - - if(!FS_AddPack_Fullpath(com_argv[i], NULL, false)) - { - search = (searchpath_t *)Mem_Alloc(fs_mempool, sizeof(searchpath_t)); - strlcpy (search->filename, com_argv[i], sizeof (search->filename)); - search->next = fs_searchpaths; - fs_searchpaths = search; - } - } - } - else - { - // add the game-specific paths - // gamedirname1 (typically id1) - FS_AddGameHierarchy (gamedirname1); - - // add the game-specific path, if any - if (gamedirname2) - { - fs_modified = true; - FS_AddGameHierarchy (gamedirname2); - } + if (!FS_CheckGameDir(gamedirname1)) + Sys_Error("base gamedir %s%s/ not found!\n", fs_basedir, gamedirname1); - // set the com_modname (reported in server info) - strlcpy(com_modname, gamedirname1, sizeof(com_modname)); + if (gamedirname2 && !FS_CheckGameDir(gamedirname2)) + Sys_Error("base gamedir %s%s/ not found!\n", fs_basedir, gamedirname2); - // -game - // Adds basedir/gamedir as an override game - // LordHavoc: now supports multiple -game directories - for (i = 1;i < com_argc;i++) + // -game + // Adds basedir/gamedir as an override game + // LordHavoc: now supports multiple -game directories + for (i = 1;i < com_argc && fs_numgamedirs < MAX_GAMEDIRS;i++) + { + if (!com_argv[i]) + continue; + if (!strcmp (com_argv[i], "-game") && i < com_argc-1) { - if (!com_argv[i]) - continue; - if (!strcmp (com_argv[i], "-game") && i < com_argc-1) - { - i++; - fs_modified = true; - FS_AddGameHierarchy (com_argv[i]); - // update the com_modname - strlcpy (com_modname, com_argv[i], sizeof (com_modname)); - } + i++; + if (FS_CheckNastyPath(com_argv[i], true)) + Sys_Error("-game %s%s/ is a dangerous/non-portable path\n", fs_basedir, com_argv[i]); + if (!FS_CheckGameDir(com_argv[i])) + Sys_Error("-game %s%s/ not found!\n", fs_basedir, com_argv[i]); + // add the gamedir to the list of active gamedirs + strlcpy (fs_gamedirs[fs_numgamedirs], com_argv[i], sizeof(fs_gamedirs[fs_numgamedirs])); + fs_numgamedirs++; } - - // If "-condebug" is in the command line, remove the previous log file - if (COM_CheckParm ("-condebug") != 0) - unlink (va("%s/qconsole.log", fs_gamedir)); } - // look for the pop.lmp file and set registered to true if it is found - if (gamemode == GAME_NORMAL && !FS_FileExists("gfx/pop.lmp")) - { - if (fs_modified) - Con_Print("Playing shareware version, with modification.\nwarning: most mods require full quake data.\n"); - else - Con_Print("Playing shareware version.\n"); - } - else - { - Cvar_Set ("registered", "1"); - if (gamemode == GAME_NORMAL || gamemode == GAME_HIPNOTIC || gamemode == GAME_ROGUE) - Con_Print("Playing registered version.\n"); - } - - // set the default screenshot name to either the mod name or the - // gamemode screenshot name - if (fs_modified) - Cvar_SetQuick (&scr_screenshot_name, com_modname); - else - Cvar_SetQuick (&scr_screenshot_name, gamescreenshotname); + // generate the searchpath + FS_Rescan(); } void FS_Init_Commands(void) { Cvar_RegisterVariable (&scr_screenshot_name); + Cmd_AddCommand ("gamedir", FS_GameDir_f, "changes active gamedir list (can take multiple arguments), not including base directory (example usage: gamedir ctf)"); + Cmd_AddCommand ("fs_rescan", FS_Rescan_f, "rescans filesystem for new pack archives and any other changes"); Cmd_AddCommand ("path", FS_Path_f, "print searchpath (game directories and archives)"); Cmd_AddCommand ("dir", FS_Dir_f, "list files in searchpath matching an * filename pattern, one per line"); Cmd_AddCommand ("ls", FS_Ls_f, "list files in searchpath matching an * filename pattern, multiple per line"); @@ -1307,7 +1506,7 @@ qfile_t *FS_OpenPackedFile (pack_t* pack, int pack_ind) if (lseek (pack->handle, pfile->offset, SEEK_SET) == -1) { Con_Printf ("FS_OpenPackedFile: can't lseek to %s in %s (offset: %d)\n", - pfile->name, pack->filename, pfile->offset); + pfile->name, pack->filename, (int) pfile->offset); return NULL; } @@ -1378,8 +1577,12 @@ Return true if the path should be rejected due to one of the following: or are just not a good idea for a mod to be using. ==================== */ -int FS_CheckNastyPath (const char *path) +int FS_CheckNastyPath (const char *path, qboolean isgamedir) { + // all: never allow an empty path, as for gamedir it would access the parent directory and a non-gamedir path it is just useless + if (!path[0]) + return 2; + // Windows: don't allow \ in filenames (windows-only), period. // (on Windows \ is a directory separator, but / is also supported) if (strstr(path, "\\")) @@ -1396,14 +1599,34 @@ int FS_CheckNastyPath (const char *path) if (strstr(path, "//")) return 1; // non-portable attempt to go to parent directory - // all: don't allow going to current directory (./) or parent directory (../ or /../) - if (strstr(path, "./")) + // all: don't allow going to parent directory (../ or /../) + if (strstr(path, "..")) return 2; // attempt to go outside the game directory // Windows and UNIXes: don't allow absolute paths if (path[0] == '/') return 2; // attempt to go outside the game directory + // all: don't allow . characters before the last slash (it should only be used in filenames, not path elements), this catches all imaginable cases of ./, ../, .../, etc + if (strchr(path, '.')) + { + if (isgamedir) + { + // gamedir is entirely path elements, so simply forbid . entirely + return 2; + } + if (strchr(path, '.') < strrchr(path, '/')) + return 2; // possible attempt to go outside the game directory + } + + // all: forbid trailing slash on gamedir + if (isgamedir && path[strlen(path)-1] == '/') + return 2; + + // all: forbid leading dot on any filename for any reason + if (strstr(path, "/.")) + return 2; // attempt to go outside the game directory + // after all these checks we're pretty sure it's a / separated filename // and won't do much if any harm return false; @@ -1539,7 +1762,7 @@ Open a file. The syntax is the same as fopen */ qfile_t* FS_Open (const char* filepath, const char* mode, qboolean quiet, qboolean nonblocking) { - if (FS_CheckNastyPath(filepath)) + if (FS_CheckNastyPath(filepath, false)) { Con_Printf("FS_Open(\"%s\", \"%s\", %s): nasty filename rejected\n", filepath, mode, quiet ? "true" : "false"); return NULL; @@ -1999,6 +2222,19 @@ fs_offset_t FS_Tell (qfile_t* file) } +/* +==================== +FS_FileSize + +Give the total size of a file +==================== +*/ +fs_offset_t FS_FileSize (qfile_t* file) +{ + return file->real_length; +} + + /* ==================== FS_Purge @@ -2439,3 +2675,78 @@ const char *FS_WhichPack(const char *filename) else return 0; } + +/* +==================== +FS_IsRegisteredQuakePack + +Look for a proof of purchase file file in the requested package + +If it is found, this file should NOT be downloaded. +==================== +*/ +qboolean FS_IsRegisteredQuakePack(const char *name) +{ + searchpath_t *search; + pack_t *pak; + + // search through the path, one element at a time + for (search = fs_searchpaths;search;search = search->next) + { + if (search->pack && !strcasecmp(FS_FileWithoutPath(search->filename), name)) + { + int (*strcmp_funct) (const char* str1, const char* str2); + int left, right, middle; + + pak = search->pack; + strcmp_funct = pak->ignorecase ? strcasecmp : strcmp; + + // Look for the file (binary search) + left = 0; + right = pak->numfiles - 1; + while (left <= right) + { + int diff; + + middle = (left + right) / 2; + diff = !strcmp_funct (pak->files[middle].name, "gfx/pop.lmp"); + + // Found it + if (!diff) + return true; + + // If we're too far in the list + if (diff > 0) + right = middle - 1; + else + left = middle + 1; + } + + // we found the requested pack but it is not registered quake + return false; + } + } + + return false; +} + +int FS_CRCFile(const char *filename, size_t *filesizepointer) +{ + int crc = -1; + unsigned char *filedata; + fs_offset_t filesize; + if (filesizepointer) + *filesizepointer = 0; + if (!filename || !*filename) + return crc; + filedata = FS_LoadFile(filename, tempmempool, true, &filesize); + if (filedata) + { + if (filesizepointer) + *filesizepointer = filesize; + crc = CRC_Block(filedata, filesize); + Mem_Free(filedata); + } + return crc; +} +