source/code/os.cpp
browsing at commit = f65ed23e760ab1682ad8a9ee70d3db6f7d7ab28e
/*
===========================================================================
blockattack - Block Attack - Rise of the Blocks
Copyright (C) 2005-2015 Poul Sander
This program 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.
This program 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 this program. If not, see http://www.gnu.org/licenses/
Source information and contacts persons can be found at
https://blockattack.net
===========================================================================
*/
#include "os.hpp"
#include <iostream>
#include <filesystem>
#include <system_error>
#include <physfs.h>
#include "platform_folders.h"
#include "version.h"
#include "common.h"
#if defined(__unix__)
#include <pwd.h>
#include <unistd.h>
#endif
#include <dirent.h>
static sago::PlatformFolders pf;
static std::string overrideSavePath = "";
/**
* Returns the path to where all settings must be saved.
* On unix-like systems this is the home-folder under: ~/.local/share/GAMENAME
* In Windows it is My Documents/My Games
* Consider changing this for Vista that has a special save games folder
*/
std::string getPathToSaveFiles() {
if (overrideSavePath.length() > 0) {
return overrideSavePath;
}
return pf.getSaveGamesFolder1()+"/"+GAMENAME;
}
std::string getPathToStateFiles() {
return getPathToSaveFiles()+"/state";
}
void setPathToSaveFiles(const std::string& path) {
overrideSavePath = path;
}
#if defined(_WIN32)
#include "shlwapi.h"
static std::wstring win32_utf8_to_utf16(const char* str) {
std::wstring res;
// If the 6th parameter is 0 then WideCharToMultiByte returns the number of bytes needed to store the result.
int actualSize = MultiByteToWideChar(CP_UTF8, 0, str, -1, nullptr, 0);
if (actualSize > 0) {
//If the converted UTF-8 string could not be in the initial buffer. Allocate one that can hold it.
std::vector<wchar_t> buffer(actualSize);
actualSize = MultiByteToWideChar(CP_UTF8, 0, str, -1, &buffer[0], buffer.size());
res = buffer.data();
}
if (actualSize == 0) {
// WideCharToMultiByte return 0 for errors.
const std::string errorMsg = "UTF8 to UTF16 failed with error code: " + GetLastError();
throw std::runtime_error(errorMsg.c_str());
}
return res;
}
#endif
std::string defaultPlayerName() {
std::string ret;
#if defined(_WIN32)
wchar_t win_buffer[50];
DWORD win_buffer_size = sizeof(win_buffer);
bool success = GetUserNameW(win_buffer, &win_buffer_size);
if (success) {
ret = sago::internal::win32_utf16_to_utf8(win_buffer);
}
#endif
#if defined(__unix__) && !defined(__EMSCRIPTEN__)
int uid = getuid();
struct passwd* pw = getpwuid(uid);
if (pw && pw->pw_gecos) {
ret = pw->pw_gecos;
ret = ret.substr(0, ret.find_first_of(',',0));
}
if (pw && pw->pw_name && ret.empty()) {
ret = pw->pw_name;
}
#endif
if (ret.empty()) {
ret = _("Player 1");
}
return ret;
}
bool OsPathIsRelative(const std::string& path) {
#if defined(_WIN32)
return PathIsRelativeW(win32_utf8_to_utf16(path.c_str()).c_str());
#else
return path[0] != '/';
#endif
}
void OsCreateFolder(const std::string& path) {
#if defined(_WIN32)
//Now for Windows Vista+
std::vector<std::string> element_vector;
std::string new_path = path;
replace_all(new_path, "/", "\\");
size_t pos = new_path.find("\\");
while ( pos != std::string::npos) {
std::string part_of_path = new_path.substr(0, pos);
CreateDirectoryW(win32_utf8_to_utf16(part_of_path.c_str()).c_str(), NULL);
pos = new_path.find("\\",pos+1);
}
CreateDirectoryW(win32_utf8_to_utf16(path.c_str()).c_str(), NULL);
#else
std::error_code ec;
std::filesystem::create_directories(path, ec);
if (ec) {
std::cerr << "Failed to create: " << path+"/" << " (" << ec.message() << ")\n";
}
#endif
}
#if defined(__EMSCRIPTEN__)
#include <emscripten.h>
// Mounts IndexedDB-backed storage at the save folder and pulls the stored
// files in. Must run before PhysFS gets its write dir so every existing
// write path (PhysFS and std::ofstream) lands in persistent storage.
// A failed mount is only logged: the folder still exists in the in-memory
// file system, so the game runs but nothing survives a reload.
EM_ASYNC_JS(int, os_web_mount_idbfs, (const char* cpath), {
const path = UTF8ToString(cpath);
try {
FS.mkdirTree(path);
FS.mount(FS.filesystems.IDBFS, {}, path);
await new Promise((resolve, reject) => FS.syncfs(true, (err) => err ? reject(err) : resolve()));
return 0;
}
catch (e) {
console.error('Persistent storage unavailable, saves will not survive a reload: ' + e);
return -1;
}
});
#endif
void OsMountPersistentStorage() {
#if defined(__EMSCRIPTEN__)
os_web_mount_idbfs(getPathToSaveFiles().c_str());
#endif
}
void OsCreateSaveFolder() {
std::string path = getPathToSaveFiles();
OsCreateFolder(path+"/mods");
}
std::vector<std::string> OsGetDirFileList(const std::string& path) {
//At the moment dirent.h is used for all OS. Should have a Unicode version on Windows.
std::vector<std::string> ret;
DIR* dir = opendir(path.c_str());
if (dir) {
struct dirent* ent;
while ((ent = readdir (dir)) ) {
if (ent->d_name[0] == '.') {
continue;
}
ret.push_back(ent->d_name);
}
closedir (dir);
}
else {
std::cerr << "Failed to list: " << path+"/" << "\n";
}
return ret;
}