wraitii
87a2c3347f
This is the same commit as4bb31f084e
, reverted in5d1899785a
. Noted issues were fixed. Partial revert/fix of2f19cf86d3
and2567fee329
. 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.
153 lines
4.6 KiB
C++
153 lines
4.6 KiB
C++
/* Copyright (C) 2021 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "CacheLoader.h"
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#include "maths/MD5.h"
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#include "ps/CLogger.h"
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#include "ps/Util.h"
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#include <iomanip>
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CCacheLoader::CCacheLoader(PIVFS vfs, const std::wstring& fileExtension) :
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m_VFS(vfs), m_FileExtension(fileExtension)
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{
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}
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Status CCacheLoader::TryLoadingCached(const VfsPath& sourcePath, const MD5& initialHash, u32 version, VfsPath& loadPath)
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{
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VfsPath archiveCachePath = ArchiveCachePath(sourcePath);
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// Try the archive cache file first
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if (CanUseArchiveCache(sourcePath, archiveCachePath))
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{
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loadPath = archiveCachePath;
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return INFO::OK;
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}
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// Fail if no source or archive cache
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// Note: this is not always an error case, because for instance there
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// are some uncached .pmd/psa files in the game with no source .dae.
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// This test fails (correctly) in that valid situation, so it seems
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// best to leave the error handling to the caller.
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Status err = m_VFS->GetFileInfo(sourcePath, NULL);
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if (err < 0)
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{
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return err;
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}
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// Look for loose cache of source file
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VfsPath looseCachePath = LooseCachePath(sourcePath, initialHash, version);
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// If the loose cache file exists, use it
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if (m_VFS->GetFileInfo(looseCachePath, NULL) >= 0)
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{
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loadPath = looseCachePath;
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return INFO::OK;
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}
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// No cache - we'll need to regenerate it
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loadPath = looseCachePath;
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return INFO::SKIPPED;
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}
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bool CCacheLoader::CanUseArchiveCache(const VfsPath& sourcePath, const VfsPath& archiveCachePath)
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{
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// We want to use the archive cache whenever possible,
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// unless it's superseded by a source file that the user has edited
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size_t archiveCachePriority = 0;
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size_t sourcePriority = 0;
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bool archiveCacheExists = (m_VFS->GetFilePriority(archiveCachePath, &archiveCachePriority) >= 0);
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// Can't use it if there's no cache
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if (!archiveCacheExists)
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return false;
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bool sourceExists = (m_VFS->GetFilePriority(sourcePath, &sourcePriority) >= 0);
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// Must use the cache if there's no source
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if (!sourceExists)
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return true;
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// If source file is from a higher-priority mod than archive cache,
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// don't use the old cache
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if (archiveCachePriority < sourcePriority)
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return false;
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// If source file is more recent than the archive cache (i.e. the user has edited it),
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// don't use the old cache
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CFileInfo sourceInfo, archiveCacheInfo;
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if (m_VFS->GetFileInfo(sourcePath, &sourceInfo) >= 0 &&
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m_VFS->GetFileInfo(archiveCachePath, &archiveCacheInfo) >= 0)
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{
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const double howMuchNewer = difftime(sourceInfo.MTime(), archiveCacheInfo.MTime());
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const double threshold = 2.0; // FAT timestamp resolution [seconds]
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if (howMuchNewer > threshold)
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return false;
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}
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// Otherwise we can use the cache
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return true;
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}
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VfsPath CCacheLoader::ArchiveCachePath(const VfsPath& sourcePath) const
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{
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return sourcePath.ChangeExtension(sourcePath.Extension().string() + L".cached" + m_FileExtension);
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}
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VfsPath CCacheLoader::LooseCachePath(const VfsPath& sourcePath, const MD5& initialHash, u32 version)
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{
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CFileInfo fileInfo;
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if (m_VFS->GetFileInfo(sourcePath, &fileInfo) < 0)
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{
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debug_warn(L"source file disappeared"); // this should never happen
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return VfsPath();
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}
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u64 mtime = (u64)fileInfo.MTime() & ~1; // skip lowest bit, since zip and FAT don't preserve it
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u64 size = (u64)fileInfo.Size();
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// Construct a hash of the file data and settings.
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MD5 hash = initialHash;
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hash.Update((const u8*)&mtime, sizeof(mtime));
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hash.Update((const u8*)&size, sizeof(size));
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hash.Update((const u8*)&version, sizeof(version));
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// these are local cached files, so we don't care about endianness etc
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u8 digest[MD5::DIGESTSIZE];
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hash.Final(digest);
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// Get the mod path
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OsPath path;
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m_VFS->GetOriginalPath(sourcePath, path);
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return VfsPath("cache") /
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path_name_only(path.BeforeCommon(sourcePath).Parent().string().c_str()) /
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sourcePath.ChangeExtension(sourcePath.Extension().string() +
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L"." +
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// Use a short prefix of the full hash (we don't need high collision-resistance)
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wstring_from_utf8(Hexify(digest, 8)) +
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m_FileExtension);
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}
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