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