//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include #include "interface.h" #include "tier0/icommandline.h" #include "filesystem_tools.h" #include "KeyValues.h" #include "tier1/utlbuffer.h" #include #include #include #include #include #include "ConfigManager.h" #include "SourceAppInfo.h" #include "steam/steam_api.h" extern CSteamAPIContext *steamapicontext; // memdbgon must be the last include file in a .cpp file!!! #include #define GAME_CONFIG_FILENAME "GameConfig.txt" #define TOKEN_SDK_VERSION "SDKVersion" // Version history: // 0 - Initial release // 1 - Versioning added, DoD configuration added // 2 - Ep1 added // 3 - Ep2, TF2, and Portal added // 4 - TF2 moved to its own engine #define SDK_LAUNCHER_VERSION 5 // Half-Life 2 defaultConfigInfo_t HL2Info = { "Half-Life 2", "hl2", "halflife2.fgd", "info_player_start", "hl2.exe", GetAppSteamAppId( k_App_HL2 ) }; // Counter-Strike: Source defaultConfigInfo_t CStrikeInfo = { "Counter-Strike: Source", "cstrike", "cstrike.fgd", "info_player_terrorist", "hl2.exe", GetAppSteamAppId( k_App_CSS ) }; //Half-Life 2: Deathmatch defaultConfigInfo_t HL2DMInfo = { "Half-Life 2: Deathmatch", "hl2mp", "hl2mp.fgd", "info_player_deathmatch", "hl2.exe", GetAppSteamAppId( k_App_HL2MP ) }; // Day of Defeat: Source defaultConfigInfo_t DODInfo = { "Day of Defeat: Source", "dod", "dod.fgd", "info_player_allies", "hl2.exe", GetAppSteamAppId( k_App_DODS ) }; // Half-Life 2 Episode 1 defaultConfigInfo_t Episode1Info = { "Half-Life 2: Episode One", "episodic", "halflife2.fgd", "info_player_start", "hl2.exe", GetAppSteamAppId( k_App_HL2_EP1 ) }; // Half-Life 2 Episode 2 defaultConfigInfo_t Episode2Info = { "Half-Life 2: Episode Two", "ep2", "halflife2.fgd", "info_player_start", "hl2.exe", GetAppSteamAppId( k_App_HL2_EP2 ) }; // Team Fortress 2 defaultConfigInfo_t TF2Info = { "Team Fortress 2", "tf", "tf.fgd", "info_player_teamspawn", "hl2.exe", GetAppSteamAppId( k_App_TF2 ) }; // Portal defaultConfigInfo_t PortalInfo = { "Portal", "portal", "portal.fgd", "info_player_start", "hl2.exe", GetAppSteamAppId( k_App_PORTAL ) }; // Portal defaultConfigInfo_t SourceTestInfo = { "SourceTest", "sourcetest", "halflife2.fgd", "info_player_start", "hl2.exe", 243730 }; //----------------------------------------------------------------------------- // Constructor //----------------------------------------------------------------------------- CGameConfigManager::CGameConfigManager( void ) : m_pData( NULL ), m_LoadStatus( LOADSTATUS_NONE ) { // Start with default directory GetModuleFileName( ( HINSTANCE )GetModuleHandle( NULL ), m_szBaseDirectory, sizeof( m_szBaseDirectory ) ); Q_StripLastDir( m_szBaseDirectory, sizeof( m_szBaseDirectory ) ); // Get rid of the filename. Q_StripTrailingSlash( m_szBaseDirectory ); m_eSDKEpoch = (eSDKEpochs) SDK_LAUNCHER_VERSION; } //----------------------------------------------------------------------------- // Destructor //----------------------------------------------------------------------------- CGameConfigManager::~CGameConfigManager( void ) { // Release the keyvalues if ( m_pData != NULL ) { m_pData->deleteThis(); } } //----------------------------------------------------------------------------- // Purpose: Config loading interface // Input : *baseDir - base directory for our file // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CGameConfigManager::LoadConfigs( const char *baseDir ) { return LoadConfigsInternal( baseDir, false ); } //----------------------------------------------------------------------------- // Purpose: Loads a file into the given utlbuffer. // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool ReadUtlBufferFromFile( CUtlBuffer &buffer, const char *szPath ) { struct _stat fileInfo; if ( _stat( szPath, &fileInfo ) == -1 ) { return false; } buffer.EnsureCapacity( fileInfo.st_size ); int nFile = _open( szPath, _O_BINARY | _O_RDONLY ); if ( nFile == -1 ) { return false; } if ( _read( nFile, buffer.Base(), fileInfo.st_size ) != fileInfo.st_size ) { _close( nFile ); return false; } _close( nFile ); buffer.SeekPut( CUtlBuffer::SEEK_HEAD, fileInfo.st_size ); return true; } //----------------------------------------------------------------------------- // Purpose: Loads a file into the given utlbuffer. // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool SaveUtlBufferToFile( CUtlBuffer &buffer, const char *szPath ) { int nFile = _open( szPath, _O_TEXT | _O_CREAT | _O_TRUNC | _O_RDWR, _S_IWRITE ); if ( nFile == -1 ) { return false; } int nSize = buffer.TellMaxPut(); if ( _write( nFile, buffer.Base(), nSize ) < nSize ) { _close( nFile ); return false; } _close( nFile ); return true; } //----------------------------------------------------------------------------- // Purpose: Load a game configuration file (with fail-safes) // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CGameConfigManager::LoadConfigsInternal( const char *baseDir, bool bRecursiveCall ) { // Init the config if it doesn't exist if ( !IsLoaded() ) { m_pData = new KeyValues( GAME_CONFIG_FILENAME ); if ( !IsLoaded() ) { m_LoadStatus = LOADSTATUS_ERROR; return false; } } // Clear it out m_pData->Clear(); // Build our default directory if ( baseDir != NULL && baseDir[0] != NULL ) { SetBaseDirectory( baseDir ); } // Make a full path name char szPath[MAX_PATH]; Q_snprintf( szPath, sizeof( szPath ), "%s\\%s", GetBaseDirectory(), GAME_CONFIG_FILENAME ); bool bLoaded = false; CUtlBuffer buffer( 0, 0, CUtlBuffer::TEXT_BUFFER ); if ( ReadUtlBufferFromFile( buffer, szPath ) ) { bLoaded = m_pData->LoadFromBuffer( szPath, buffer, NULL, NULL ); } if ( !bLoaded ) { // Attempt to re-create the configs if ( CreateAllDefaultConfigs() ) { // Only allow this once if ( !bRecursiveCall ) return LoadConfigsInternal( baseDir, true ); // Version the config. VersionConfig(); } m_LoadStatus = LOADSTATUS_ERROR; return false; } else { // Check to see if the gameconfig.txt is up to date. UpdateConfigsInternal(); } return true; } //----------------------------------------------------------------------------- // Purpose: Add to the current config. //----------------------------------------------------------------------------- void CGameConfigManager::UpdateConfigsInternal( void ) { // Check to a valid gameconfig.txt file buffer. if ( !IsLoaded() ) return; // Check for version first. If the version is up to date, it is assumed to be accurate if ( IsConfigCurrent() ) return; KeyValues *pGameBlock = GetGameBlock(); if ( !pGameBlock ) { // If we don't have a game block, reset the config file. ResetConfigs(); return; } KeyValues *pDefaultBlock = new KeyValues( "DefaultConfigs" ); if ( pDefaultBlock != NULL ) { // Compile our default configurations GetDefaultGameBlock( pDefaultBlock ); // Compare our default block to our current configs KeyValues *pNextSubKey = pDefaultBlock->GetFirstTrueSubKey(); while ( pNextSubKey != NULL ) { // If we already have the name, we don't care about it if ( pGameBlock->FindKey( pNextSubKey->GetName() ) ) { // Advance by one key pNextSubKey = pNextSubKey->GetNextTrueSubKey(); continue; } // Copy the data through to our game block KeyValues *pKeyCopy = pNextSubKey->MakeCopy(); pGameBlock->AddSubKey( pKeyCopy ); // Advance by one key pNextSubKey = pNextSubKey->GetNextTrueSubKey(); } // All done pDefaultBlock->deleteThis(); } // Save the new config. SaveConfigs(); // Add the new version as we have been updated. VersionConfig(); } //----------------------------------------------------------------------------- // Purpose: Update the gameconfig.txt version number. //----------------------------------------------------------------------------- void CGameConfigManager::VersionConfig( void ) { // Check to a valid gameconfig.txt file buffer. if ( !IsLoaded() ) return; // Look for the a version key value pair and update it. KeyValues *pKeyVersion = m_pData->FindKey( TOKEN_SDK_VERSION ); // Update the already existing version key value pair. if ( pKeyVersion ) { if ( pKeyVersion->GetInt() == m_eSDKEpoch ) return; m_pData->SetInt( TOKEN_SDK_VERSION, m_eSDKEpoch ); } // Create a new version key value pair. else { m_pData->SetInt( TOKEN_SDK_VERSION, m_eSDKEpoch ); } // Save the configuration. SaveConfigs(); } //----------------------------------------------------------------------------- // Purpose: Check to see if the version of the gameconfig.txt is up to date. //----------------------------------------------------------------------------- bool CGameConfigManager::IsConfigCurrent( void ) { // Check to a valid gameconfig.txt file buffer. if ( !IsLoaded() ) return false; KeyValues *pKeyValue = m_pData->FindKey( TOKEN_SDK_VERSION ); if ( !pKeyValue ) return false; int nVersion = pKeyValue->GetInt(); if ( nVersion == m_eSDKEpoch ) return true; return false; } //----------------------------------------------------------------------------- // Purpose: Get the base path for a default config's install (handling steam's paths) //----------------------------------------------------------------------------- void CGameConfigManager::GetRootGameDirectory( char *out, size_t outLen, const char *rootDir ) { Q_strncpy( out, rootDir, outLen ); } //----------------------------------------------------------------------------- // Purpose: Get the base path for a default config's content sources (handling steam's paths) //----------------------------------------------------------------------------- void CGameConfigManager::GetRootContentDirectory( char *out, size_t outLen, const char *rootDir ) { // Steam install is different if ( g_pFullFileSystem ) { Q_snprintf( out, outLen, "%s\\sourcesdk_content", rootDir ); } else { Q_snprintf( out, outLen, "%s\\content", rootDir ); } } // Default game configuration template const char szDefaultConfigText[] = "\"%gamename%\"\ {\ \"GameDir\" \"%gamedir%\"\ \"Hammer\"\ {\ \"TextureFormat\" \"5\"\ \"MapFormat\" \"4\"\ \"DefaultTextureScale\" \"0.250000\"\ \"DefaultLightmapScale\" \"16\"\ \"DefaultSolidEntity\" \"func_detail\"\ \"DefaultPointEntity\" \"%defaultpointentity%\"\ \"GameExeDir\" \"%gameexe%\"\ \"MapDir\" \"%gamemaps%\"\ \"CordonTexture\" \"tools\\toolsskybox\"\ \"MaterialExcludeCount\" \"0\"\ \"GameExe\" \"%gameEXE%\"\ \"BSP\" \"%bspdir%\"\ \"Vis\" \"%visdir%\"\ \"Light\" \"%lightdir%\"\ }}"; // NOTE: This function could use some re-write, it can't handle non-retail paths well //----------------------------------------------------------------------------- // Purpose: Add a templated default configuration with proper paths // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CGameConfigManager::AddDefaultConfig( const defaultConfigInfo_t &info, KeyValues *out, const char *rootDirectory, const char *gameExeDir ) { // NOTE: Freed by head keyvalue KeyValues *newConfig = new KeyValues( info.gameName ); if ( newConfig->LoadFromBuffer( "defaultcfg.txt", szDefaultConfigText ) == false ) return false; newConfig->SetName( info.gameName ); // Game's root directory (with special steam name handling) char rootGameDir[MAX_PATH]; GetRootGameDirectory( rootGameDir, sizeof( rootGameDir ), rootDirectory ); // Game's content directory char contentRootDir[MAX_PATH]; GetRootContentDirectory( contentRootDir, sizeof( contentRootDir ), rootDirectory ); char szPath[MAX_PATH]; // Game directory Q_snprintf( szPath, sizeof( szPath ), "%s\\%s", rootGameDir, info.gameDir ); if ( !g_pFullFileSystem->IsDirectory( szPath ) ) return false; newConfig->SetString( "GameDir", szPath ); // Create the Hammer portion of this block KeyValues *hammerBlock = newConfig->FindKey( "Hammer" ); if ( hammerBlock == NULL ) return false; hammerBlock->SetString( "GameExeDir", gameExeDir ); // Fill in the proper default point entity hammerBlock->SetString( "DefaultPointEntity", info.defaultPointEntity ); // Fill in the default VMF directory char contentMapDir[MAX_PATH]; Q_snprintf( contentMapDir, sizeof( contentMapDir ), "%s\\%s\\mapsrc", contentRootDir, info.gameDir ); hammerBlock->SetString( "MapDir", contentMapDir ); Q_snprintf( szPath, sizeof( szPath ), "%s\\%s\\maps", rootGameDir, info.gameDir ); hammerBlock->SetString( "BSPDir", szPath ); // Fill in the game executable Q_snprintf( szPath, sizeof( szPath ), "%s\\%s", gameExeDir, info.exeName ); hammerBlock->SetString( "GameEXE", szPath ); //Fill in game FGDs if ( info.FGD[0] != '\0' ) { Q_snprintf( szPath, sizeof( szPath ), "%s\\%s", GetBaseDirectory(), info.FGD ); hammerBlock->SetString( "GameData0", szPath ); } // Fill in the tools path Q_snprintf( szPath, sizeof( szPath ), "%s\\vbsp.exe", GetBaseDirectory() ); hammerBlock->SetString( "BSP", szPath ); Q_snprintf( szPath, sizeof( szPath ), "%s\\vvis.exe", GetBaseDirectory() ); hammerBlock->SetString( "Vis", szPath ); Q_snprintf( szPath, sizeof( szPath ), "%s\\vrad.exe", GetBaseDirectory() ); hammerBlock->SetString( "Light", szPath ); // Get our insertion point KeyValues *insertSpot = out->GetFirstTrueSubKey(); // Set this as the sub key if there's nothing already there if ( insertSpot == NULL ) { out->AddSubKey( newConfig ); } else { // Find the last subkey while ( insertSpot->GetNextTrueSubKey() ) { insertSpot = insertSpot->GetNextTrueSubKey(); } // Become a peer to it insertSpot->SetNextKey( newConfig ); } return true; } //----------------------------------------------------------------------------- // Purpose: Determines whether the requested appID is installed on this computer // Input : nAppID - ID to verify // Output : Returns true if installed, false if not. //----------------------------------------------------------------------------- bool CGameConfigManager::IsAppSubscribed( int nAppID ) { bool bIsSubscribed = false; if ( steamapicontext && steamapicontext->SteamApps() ) { // See if specified app is installed bIsSubscribed = steamapicontext->SteamApps()->BIsSubscribedApp( nAppID ); } else { // If we aren't running FileSystem Steam then we must be doing internal development. Give everything. bIsSubscribed = true; } return bIsSubscribed; } //----------------------------------------------------------------------------- // Purpose: Create default configurations for all Valve retail applications //----------------------------------------------------------------------------- bool CGameConfigManager::CreateAllDefaultConfigs( void ) { bool bRetVal = true; // Start our new block KeyValues *configBlock = new KeyValues( "Configs" ); KeyValues *gameBlock = configBlock->CreateNewKey(); gameBlock->SetName( "Games" ); GetDefaultGameBlock( gameBlock ); bRetVal = !gameBlock->IsEmpty(); // Make a full path name char szPath[MAX_PATH]; Q_snprintf( szPath, sizeof( szPath ), "%s\\%s", GetBaseDirectory(), GAME_CONFIG_FILENAME ); CUtlBuffer buffer; configBlock->RecursiveSaveToFile( buffer, 0 ); SaveUtlBufferToFile( buffer, szPath ); configBlock->deleteThis(); m_LoadStatus = LOADSTATUS_CREATED; return bRetVal; } //----------------------------------------------------------------------------- // Purpose: Load game information from an INI file //----------------------------------------------------------------------------- bool CGameConfigManager::ConvertGameConfigsINI( void ) { const char *iniFilePath = GetIniFilePath(); // Load our INI file int nNumConfigs = GetPrivateProfileInt( "Configs", "NumConfigs", 0, iniFilePath ); if ( nNumConfigs <= 0 ) return false; // Build a new keyvalue file KeyValues *headBlock = new KeyValues( "Configs" ); // Create the block for games KeyValues *gamesBlock = headBlock->CreateNewKey( ); gamesBlock->SetName( "Games" ); int i; int nStrlen; char szSectionName[MAX_PATH]; char textBuffer[MAX_PATH]; // Parse all the configs for ( int nConfig = 0; nConfig < nNumConfigs; nConfig++ ) { // Each came configuration is stored in a different section, named "GameConfig0..GameConfigN". // If the "Name" key exists in this section, try to load the configuration from this section. sprintf(szSectionName, "GameConfig%d", nConfig); int nCount = GetPrivateProfileString(szSectionName, "Name", "", textBuffer, sizeof(textBuffer), iniFilePath); if (nCount > 0) { // Make a new section KeyValues *subGame = gamesBlock->CreateNewKey(); subGame->SetName( textBuffer ); GetPrivateProfileString( szSectionName, "ModDir", "", textBuffer, sizeof(textBuffer), iniFilePath); // Add the mod dir subGame->SetString( "GameDir", textBuffer ); // Start a block for Hammer settings KeyValues *hammerBlock = subGame->CreateNewKey(); hammerBlock->SetName( "Hammer" ); i = 0; // Get all FGDs do { char szGameData[MAX_PATH]; sprintf( szGameData, "GameData%d", i ); nStrlen = GetPrivateProfileString( szSectionName, szGameData, "", textBuffer, sizeof(textBuffer), iniFilePath ); if ( nStrlen > 0 ) { hammerBlock->SetString( szGameData, textBuffer ); i++; } } while ( nStrlen > 0 ); hammerBlock->SetInt( "TextureFormat", GetPrivateProfileInt( szSectionName, "TextureFormat", 5 /*FIXME: tfVMT*/, iniFilePath ) ); hammerBlock->SetInt( "MapFormat", GetPrivateProfileInt( szSectionName, "MapFormat", 4 /*FIXME: mfHalfLife2*/, iniFilePath ) ); // Default texture scale GetPrivateProfileString( szSectionName, "DefaultTextureScale", "1", textBuffer, sizeof(textBuffer), iniFilePath ); float defaultTextureScale = (float) atof( textBuffer ); if ( defaultTextureScale == 0 ) { defaultTextureScale = 1.0f; } hammerBlock->SetFloat( "DefaultTextureScale", defaultTextureScale ); hammerBlock->SetInt( "DefaultLightmapScale", GetPrivateProfileInt( szSectionName, "DefaultLightmapScale", 16 /*FIXME: DEFAULT_LIGHTMAP_SCALE*/, iniFilePath ) ); GetPrivateProfileString( szSectionName, "GameExe", "", textBuffer, sizeof(textBuffer), iniFilePath ); hammerBlock->SetString( "GameExe", textBuffer ); GetPrivateProfileString( szSectionName, "DefaultSolidEntity", "", textBuffer, sizeof(textBuffer), iniFilePath ); hammerBlock->SetString( "DefaultSolidEntity", textBuffer ); GetPrivateProfileString( szSectionName, "DefaultPointEntity", "", textBuffer, sizeof(textBuffer), iniFilePath ); hammerBlock->SetString( "DefaultPointEntity", textBuffer ); GetPrivateProfileString( szSectionName, "BSP", "", textBuffer, sizeof(textBuffer), iniFilePath ); hammerBlock->SetString( "BSP", textBuffer ); GetPrivateProfileString( szSectionName, "Vis", "", textBuffer, sizeof(textBuffer), iniFilePath ); hammerBlock->SetString( "Vis", textBuffer ); GetPrivateProfileString( szSectionName, "Light", "", textBuffer, sizeof(textBuffer), iniFilePath ); hammerBlock->SetString( "Light", textBuffer ); GetPrivateProfileString( szSectionName, "GameExeDir", "", textBuffer, sizeof(textBuffer), iniFilePath ); hammerBlock->SetString( "GameExeDir", textBuffer ); GetPrivateProfileString( szSectionName, "MapDir", "", textBuffer, sizeof(textBuffer), iniFilePath ); hammerBlock->SetString( "MapDir", textBuffer ); GetPrivateProfileString( szSectionName, "BSPDir", "", textBuffer, sizeof(textBuffer), iniFilePath ); hammerBlock->SetString( "BSPDir", textBuffer ); GetPrivateProfileString( szSectionName, "CordonTexture", "", textBuffer, sizeof(textBuffer), iniFilePath ); hammerBlock->SetString( "CordonTexture", textBuffer ); GetPrivateProfileString( szSectionName, "MaterialExcludeCount", "0", textBuffer, sizeof(textBuffer), iniFilePath ); int materialExcludeCount = atoi( textBuffer ); hammerBlock->SetInt( "MaterialExcludeCount", materialExcludeCount ); char excludeDir[MAX_PATH]; // Write out all excluded directories for( i = 0; i < materialExcludeCount; i++ ) { sprintf( &excludeDir[0], "-MaterialExcludeDir%d", i ); GetPrivateProfileString( szSectionName, excludeDir, "", textBuffer, sizeof( textBuffer ), iniFilePath ); hammerBlock->SetString( excludeDir, textBuffer ); } } } // Make a full path name char szPath[MAX_PATH]; Q_snprintf( szPath, sizeof( szPath ), "%s\\%s", GetBaseDirectory(), GAME_CONFIG_FILENAME ); CUtlBuffer buffer; headBlock->RecursiveSaveToFile( buffer, 0 ); SaveUtlBufferToFile( buffer, szPath ); // Rename the old INI file char newFilePath[MAX_PATH]; Q_snprintf( newFilePath, sizeof( newFilePath ), "%s.OLD", iniFilePath ); rename( iniFilePath, newFilePath ); // Notify that we were converted m_LoadStatus = LOADSTATUS_CONVERTED; return true; } //----------------------------------------------------------------------------- // Purpose: Write out a game configuration file // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CGameConfigManager::SaveConfigs( const char *baseDir ) { if ( !IsLoaded() ) return false; // Build our default directory if ( baseDir != NULL && baseDir[0] != NULL ) { SetBaseDirectory( baseDir ); } // Make a full path name char szPath[MAX_PATH]; Q_strncpy( szPath, GetBaseDirectory(), sizeof(szPath) ); Q_AppendSlash( szPath, sizeof(szPath) ); Q_strncat( szPath, GAME_CONFIG_FILENAME, sizeof( szPath ), COPY_ALL_CHARACTERS ); CUtlBuffer buffer; m_pData->RecursiveSaveToFile( buffer, 0 ); return SaveUtlBufferToFile( buffer, szPath ); } //----------------------------------------------------------------------------- // Purpose: Find the directory our .exe is based out of //----------------------------------------------------------------------------- const char *CGameConfigManager::GetBaseDirectory( void ) { return m_szBaseDirectory; } //----------------------------------------------------------------------------- // Purpose: Find the root directory //----------------------------------------------------------------------------- const char *CGameConfigManager::GetRootDirectory( void ) { static char path[MAX_PATH] = {0}; if ( path[0] == 0 ) { Q_strncpy( path, GetBaseDirectory(), sizeof( path ) ); Q_StripLastDir( path, sizeof( path ) ); // Get rid of the 'bin' directory Q_StripTrailingSlash( path ); } return path; } //----------------------------------------------------------------------------- // Purpose: Returns the game configuation block //----------------------------------------------------------------------------- KeyValues *CGameConfigManager::GetGameBlock( void ) { if ( !IsLoaded() ) return NULL; return ( m_pData->FindKey( TOKEN_GAMES, true ) ); } //----------------------------------------------------------------------------- // Purpose: Returns a piece of the game configuation block of the given name // Input : *keyName - name of the block to return //----------------------------------------------------------------------------- KeyValues *CGameConfigManager::GetGameSubBlock( const char *keyName ) { if ( !IsLoaded() ) return NULL; KeyValues *pGameBlock = GetGameBlock(); if ( pGameBlock == NULL ) return NULL; // Return the data KeyValues *pSubBlock = pGameBlock->FindKey( keyName ); return pSubBlock; } //----------------------------------------------------------------------------- // Purpose: Get the gamecfg.ini file for conversion //----------------------------------------------------------------------------- const char *CGameConfigManager::GetIniFilePath( void ) { static char iniFilePath[MAX_PATH] = {0}; if ( iniFilePath[0] == 0 ) { Q_strncpy( iniFilePath, GetBaseDirectory(), sizeof( iniFilePath ) ); Q_strncat( iniFilePath, "\\gamecfg.ini", sizeof( iniFilePath ), COPY_ALL_CHARACTERS ); } return iniFilePath; } //----------------------------------------------------------------------------- // Purpose: Deletes the current config and recreates it with default values //----------------------------------------------------------------------------- bool CGameConfigManager::ResetConfigs( const char *baseDir /*= NULL*/ ) { // Build our default directory if ( baseDir != NULL && baseDir[0] != NULL ) { SetBaseDirectory( baseDir ); } // Make a full path name char szPath[MAX_PATH]; Q_snprintf( szPath, sizeof( szPath ), "%s\\%s", GetBaseDirectory(), GAME_CONFIG_FILENAME ); // Delete the file if ( unlink( szPath ) ) return false; // Load the file again (causes defaults to be created) if ( LoadConfigsInternal( baseDir, false ) == false ) return false; // Save it out return SaveConfigs( baseDir ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CGameConfigManager::SetBaseDirectory( const char *pDirectory ) { // Clear it if ( pDirectory == NULL || pDirectory[0] == '\0' ) { m_szBaseDirectory[0] = '\0'; return; } // Copy it Q_strncpy( m_szBaseDirectory, pDirectory, sizeof( m_szBaseDirectory ) ); Q_StripTrailingSlash( m_szBaseDirectory ); } //----------------------------------------------------------------------------- // Purpose: Create a block of keyvalues containing our default configurations // Output : A block of keyvalues //----------------------------------------------------------------------------- bool CGameConfigManager::GetDefaultGameBlock( KeyValues *pIn ) { CUtlVector defaultConfigs; // Add HL2 games to list defaultConfigs.AddToTail( HL2DMInfo ); defaultConfigs.AddToTail( HL2Info ); defaultConfigs.AddToTail( Episode1Info ); defaultConfigs.AddToTail( Episode2Info ); defaultConfigs.AddToTail( PortalInfo ); defaultConfigs.AddToTail( SourceTestInfo ); // Add TF2 games to list defaultConfigs.AddToTail( TF2Info ); defaultConfigs.AddToTail( DODInfo ); defaultConfigs.AddToTail( CStrikeInfo ); if ( pIn == NULL ) return false; char szPath[MAX_PATH]; // Add all default configs int nNumConfigs = defaultConfigs.Count(); for ( int i = 0; i < nNumConfigs; i++ ) { // If it's installed, add it if ( IsAppSubscribed( defaultConfigs[i].steamAppID ) ) { GetRootGameDirectory( szPath, sizeof( szPath ), GetRootDirectory() ); AddDefaultConfig( defaultConfigs[i], pIn, GetRootDirectory(), szPath ); } } return true; }