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forked from 0ad/0ad
0ad/source/ps/CacheLoader.cpp
wraitii 87a2c3347f Make real directory paths on the VFS predictable (retry)
This is the same commit as 4bb31f084e, reverted in 5d1899785a. Noted
issues were fixed.

Partial revert/fix of 2f19cf86d3 and 2567fee329.

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.
2021-03-23 12:46:59 +00:00

153 lines
4.6 KiB
C++

/* Copyright (C) 2021 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 "CacheLoader.h"
#include "maths/MD5.h"
#include "ps/CLogger.h"
#include "ps/Util.h"
#include <iomanip>
CCacheLoader::CCacheLoader(PIVFS vfs, const std::wstring& fileExtension) :
m_VFS(vfs), m_FileExtension(fileExtension)
{
}
Status CCacheLoader::TryLoadingCached(const VfsPath& sourcePath, const MD5& initialHash, u32 version, VfsPath& loadPath)
{
VfsPath archiveCachePath = ArchiveCachePath(sourcePath);
// Try the archive cache file first
if (CanUseArchiveCache(sourcePath, archiveCachePath))
{
loadPath = archiveCachePath;
return INFO::OK;
}
// Fail if no source or archive cache
// Note: this is not always an error case, because for instance there
// are some uncached .pmd/psa files in the game with no source .dae.
// This test fails (correctly) in that valid situation, so it seems
// best to leave the error handling to the caller.
Status err = m_VFS->GetFileInfo(sourcePath, NULL);
if (err < 0)
{
return err;
}
// Look for loose cache of source file
VfsPath looseCachePath = LooseCachePath(sourcePath, initialHash, version);
// If the loose cache file exists, use it
if (m_VFS->GetFileInfo(looseCachePath, NULL) >= 0)
{
loadPath = looseCachePath;
return INFO::OK;
}
// No cache - we'll need to regenerate it
loadPath = looseCachePath;
return INFO::SKIPPED;
}
bool CCacheLoader::CanUseArchiveCache(const VfsPath& sourcePath, const VfsPath& archiveCachePath)
{
// We want to use the archive cache whenever possible,
// unless it's superseded by a source file that the user has edited
size_t archiveCachePriority = 0;
size_t sourcePriority = 0;
bool archiveCacheExists = (m_VFS->GetFilePriority(archiveCachePath, &archiveCachePriority) >= 0);
// Can't use it if there's no cache
if (!archiveCacheExists)
return false;
bool sourceExists = (m_VFS->GetFilePriority(sourcePath, &sourcePriority) >= 0);
// Must use the cache if there's no source
if (!sourceExists)
return true;
// If source file is from a higher-priority mod than archive cache,
// don't use the old cache
if (archiveCachePriority < sourcePriority)
return false;
// If source file is more recent than the archive cache (i.e. the user has edited it),
// don't use the old cache
CFileInfo sourceInfo, archiveCacheInfo;
if (m_VFS->GetFileInfo(sourcePath, &sourceInfo) >= 0 &&
m_VFS->GetFileInfo(archiveCachePath, &archiveCacheInfo) >= 0)
{
const double howMuchNewer = difftime(sourceInfo.MTime(), archiveCacheInfo.MTime());
const double threshold = 2.0; // FAT timestamp resolution [seconds]
if (howMuchNewer > threshold)
return false;
}
// Otherwise we can use the cache
return true;
}
VfsPath CCacheLoader::ArchiveCachePath(const VfsPath& sourcePath) const
{
return sourcePath.ChangeExtension(sourcePath.Extension().string() + L".cached" + m_FileExtension);
}
VfsPath CCacheLoader::LooseCachePath(const VfsPath& sourcePath, const MD5& initialHash, u32 version)
{
CFileInfo fileInfo;
if (m_VFS->GetFileInfo(sourcePath, &fileInfo) < 0)
{
debug_warn(L"source file disappeared"); // this should never happen
return VfsPath();
}
u64 mtime = (u64)fileInfo.MTime() & ~1; // skip lowest bit, since zip and FAT don't preserve it
u64 size = (u64)fileInfo.Size();
// Construct a hash of the file data and settings.
MD5 hash = initialHash;
hash.Update((const u8*)&mtime, sizeof(mtime));
hash.Update((const u8*)&size, sizeof(size));
hash.Update((const u8*)&version, sizeof(version));
// these are local cached files, so we don't care about endianness etc
u8 digest[MD5::DIGESTSIZE];
hash.Final(digest);
// Get the mod path
OsPath path;
m_VFS->GetOriginalPath(sourcePath, path);
return VfsPath("cache") /
path_name_only(path.BeforeCommon(sourcePath).Parent().string().c_str()) /
sourcePath.ChangeExtension(sourcePath.Extension().string() +
L"." +
// Use a short prefix of the full hash (we don't need high collision-resistance)
wstring_from_utf8(Hexify(digest, 8)) +
m_FileExtension);
}