/** * vim: set ts=4 sw=4 tw=99 noet : * ============================================================================= * SourceMod (C)2004-2014 AlliedModders LLC. All rights reserved. * ============================================================================= * * This file is part of the SourceMod/SourcePawn SDK. * * This program is free software; you can redistribute it and/or modify it under * the terms of the GNU General Public License, version 3.0, as published by the * Free Software Foundation. * * 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 . * * As a special exception, AlliedModders LLC gives you permission to link the * code of this program (as well as its derivative works) to "Half-Life 2," the * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software * by the Valve Corporation. You must obey the GNU General Public License in * all respects for all other code used. Additionally, AlliedModders LLC grants * this exception to all derivative works. AlliedModders LLC defines further * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007), * or . * * Version: $Id$ */ #if defined _files_included #endinput #endif #define _files_included /** * @global All paths in SourceMod natives are relative to the mod folder * unless otherwise noted. * * Most functions in SourceMod (at least, ones that deal with direct * file manipulation) will support an alternate path specification. * * If the path starts with the string "file://" and the PathType is * not relative, then the "file://" portion is stripped off, and the * rest of the path is used without any modification (except for * correcting slashes). This can be used to override the path * builder to supply alternate absolute paths. Examples: * * file://C:/Temp/file.txt * file:///tmp/file.txt */ /** * File inode types. */ enum FileType: { FileType_Unknown = 0, /* Unknown file type (device/socket) */ FileType_Directory = 1, /* File is a directory */ FileType_File = 2, /* File is a file */ }; /** * File time modes. */ enum FileTimeMode: { FileTime_LastAccess = 0, /* Last access (does not work on FAT) */ FileTime_Created = 1, /* Creation (does not work on FAT) */ FileTime_LastChange = 2, /* Last modification */ }; #define PLATFORM_MAX_PATH 256 /**< Maximum path length. */ #define SEEK_SET 0 /**< Seek from start. */ #define SEEK_CUR 1 /**< Seek from current position. */ #define SEEK_END 2 /**< Seek from end position. */ /** * Path types. */ enum PathType: { Path_SM, /**< SourceMod root folder */ }; // A DirectoryListing iterates over the contents of a directory. To obtain a // DirectoryListing handle, call OpenDirectory(). methodmap DirectoryListing < Handle { // Reads the current directory entry as a local filename, then moves to the // next file. // // Note: Both the '.' and '..' automatic directory entries will be retrieved. // // @param buffer String buffer to hold directory name. // @param maxlength Maximum size of string buffer. // @param type Optional variable to store the file type. // @return True on success, false if there are no more files to read. public native bool GetNext(char[] buffer, int maxlength, FileType &type=FileType_Unknown); }; // A File object can be obtained by calling OpenFile(). File objects should be // closed with delete or Close(). Note that, "delete file" does not // actually a file, it just closes it. methodmap File < Handle { // Close the file handle. This is the same as using CloseHandle) or delete. public void Close() { CloseHandle(this); } // Reads a line of text from a file. // // @param buffer String buffer to hold the line. // @param maxlength Maximum size of string buffer. // @return True on success, false otherwise. public native bool ReadLine(char[] buffer, int maxlength); // Reads binary data from a file. // // @param items Array to store each item read. // @param num_items Number of items to read into the array. // @param size Size of each element, in bytes, to be read. // Valid sizes are 1, 2, or 4. // @return Number of elements read, or -1 on error. public native int Read(int[] items, int num_items, int size); // Reads a UTF8 or ANSI string from a file. // // @param buffer Buffer to store the string. // @param max_size Maximum size of the string buffer. // @param read_count If -1, reads until a null terminator is encountered in // the file. Otherwise, read_count bytes are read // into the buffer provided. In this case the buffer // is not explicitly null terminated, and the buffer // will contain any null terminators read from the file. // @return Number of characters written to the buffer, or -1 // if an error was encountered. // @error read_count > max_size. public native int ReadString(char[] buffer, int max_size, int read_count=-1); // Writes binary data to a file. // // @param items Array of items to write. The data is read directly. // That is, in 1 or 2-byte mode, the lower byte(s) in // each cell are used directly, rather than performing // any casts from a 4-byte number to a smaller number. // @param num_items Number of items in the array. // @param size Size of each item in the array in bytes. // Valid sizes are 1, 2, or 4. // @return True on success, false on error. public native bool Write(const int[] items, int num_items, int size); // Writes a binary string to a file. // // @param buffer String to write. // @param term True to append NUL terminator, false otherwise. // @return True on success, false on error. public native bool WriteString(const char[] buffer, bool term); // Writes a line of text to a text file. A newline is automatically appended. // // @param hndl Handle to the file. // @param format Formatting rules. // @param ... Variable number of format parameters. // @return True on success, false otherwise. public native bool WriteLine(const char[] format, any:...); // Reads a single int8 (byte) from a file. The returned value is sign- // extended to an int32. // // @param data Variable to store the data read. // @return True on success, false on failure. public native bool ReadInt8(int &data); // Reads a single uint8 (unsigned byte) from a file. The returned value is // zero-extended to an int32. // // @param data Variable to store the data read. // @return True on success, false on failure. public native bool ReadUint8(int &data); // Reads a single int16 (short) from a file. The value is sign-extended to // an int32. // // @param data Variable to store the data read. // @return True on success, false on failure. public native bool ReadInt16(int &data); // Reads a single unt16 (unsigned short) from a file. The value is zero- // extended to an int32. // // @param data Variable to store the data read. // @return True on success, false on failure. public native bool ReadUint16(int &data); // Reads a single int32 (int/cell) from a file. // // @param data Variable to store the data read. // @return True on success, false on failure. public native bool ReadInt32(int &data); // Writes a single int8 (byte) to a file. // // @param data Data to write (truncated to an int8). // @return True on success, false on failure. public native bool WriteInt8(int data); // Writes a single int16 (short) to a file. // // @param data Data to write (truncated to an int16). // @return True on success, false on failure. public native bool WriteInt16(int data); // Writes a single int32 (int/cell) to a file. // // @param data Data to write. // @return True on success, false on failure. public native bool WriteInt32(int data); // Tests if the end of file has been reached. // // @return True if end of file has been reached, false otherwise. public native bool EndOfFile(); // Sets the file position indicator. // // @param position Position relative to what is specified in whence. // @param where SEEK_ constant value of where to see from. // @return True on success, false otherwise. public native bool Seek(int position, int where); // Get the current position in the file; returns -1 on failure. property int Position { public native get(); } } /** * Builds a path relative to the SourceMod folder. This should be used instead of * directly referencing addons/sourcemod, in case users change the name of their * folder layout. * * @param type Type of path to build as the base. * @param buffer Buffer to store the path. * @param maxlength Maximum length of buffer. * @param fmt Format string. * @param ... Format arguments. * @return Number of bytes written to buffer (not including null terminator). */ native int BuildPath(PathType type, char[] buffer, int maxlength, const char[] fmt, any:...); /** * Opens a directory/folder for contents enumeration. * * @note Directories are closed with CloseHandle() or delete. * @note Directories Handles can be cloned. * @note OpenDirectory() supports the "file://" notation. * * @param path Path to open. * @param use_valve_fs If true, the Valve file system will be used instead. * This can be used to find files existing in any of * the Valve search paths, rather than solely files * existing directly in the gamedir. * @param valve_path_id If use_valve_fs, a search path from gameinfo or NULL_STRING for all search paths. * @return A Handle to the directory, null on error. */ native DirectoryListing OpenDirectory(const char[] path, bool use_valve_fs=false, const char[] valve_path_id="GAME"); /** * Reads the current directory entry as a local filename, then moves to the next file. * * @note Contents of buffers are undefined when returning false. * @note Both the '.' and '..' automatic directory entries will be retrieved for Windows and Linux. * * @param dir Handle to a directory. * @param buffer String buffer to hold directory name. * @param maxlength Maximum size of string buffer. * @param type Optional variable to store the file type. * @return True on success, false if there are no more files to read. * @error Invalid or corrupt Handle. */ native bool ReadDirEntry(Handle dir, char[] buffer, int maxlength, FileType &type=FileType_Unknown); /** * Opens or creates a file, returning a File handle on success. File handles * should be closed with delete or CloseHandle(). * * The open mode may be one of the following strings: * "r": Open an existing file for reading. * "w": Create a file for writing, or truncate (delete the contents of) an * existing file and then open it for writing. * "a": Create a file for writing, or open an existing file such that writes * will be appended to the end. * "r+": Open an existing file for both reading and writing. * "w+": Create a file for reading and writing, or truncate an existing file * and then open it for reading and writing. * "a+": Create a file for both reading and writing, or open an existing file * such that writes will be appended to the end. * * The open mode may also contain an additional character after "r", "w", or "a", * but before any "+" sign. This character may be "b" (indicating binary mode) or * "t" (indicating text mode). By default, "text" mode is implied. On Linux and * Mac, this has no distinction from binary mode. On Windows, it causes the '\n' * character (0xA) to be written as "\r\n" (0xD, 0xA). * * Example: "rb" opens a binary file for writing; "at" opens a text file for * appending. * * @param file File to open. * @param mode Open mode. * @param use_valve_fs If true, the Valve file system will be used instead. * This can be used to find files existing in valve * search paths, rather than solely files existing directly * in the gamedir. * @param valve_path_id If use_valve_fs, a search path from gameinfo or NULL_STRING for all search paths. * @return A File handle, or null if the file could not be opened. */ native File OpenFile(const char[] file, const char[] mode, bool use_valve_fs=false, const char[] valve_path_id="GAME"); /** * Deletes a file. * * @param path Path of the file to delete. * @param use_valve_fs If true, the Valve file system will be used instead. * This can be used to delete files existing in the Valve * search path, rather than solely files existing directly * in the gamedir. * @param valve_path_id If use_valve_fs, a search path from gameinfo or NULL_STRING for all search paths. * @return True on success, false on failure or if file not immediately removed. */ native bool DeleteFile(const char[] path, bool use_valve_fs=false, const char[] valve_path_id="DEFAULT_WRITE_PATH"); /** * Reads a line from a text file. * * @param hndl Handle to the file. * @param buffer String buffer to hold the line. * @param maxlength Maximum size of string buffer. * @return True on success, false otherwise. */ native bool ReadFileLine(Handle hndl, char[] buffer, int maxlength); /** * Reads binary data from a file. * * @param hndl Handle to the file. * @param items Array to store each item read. * @param num_items Number of items to read into the array. * @param size Size of each element, in bytes, to be read. * Valid sizes are 1, 2, or 4. * @return Number of elements read, or -1 on error. */ native int ReadFile(Handle hndl, int[] items, int num_items, int size); /** * Reads a UTF8 or ANSI string from a file. * * @param hndl Handle to the file. * @param buffer Buffer to store the string. * @param max_size Maximum size of the string buffer. * @param read_count If -1, reads until a null terminator is encountered in * the file. Otherwise, read_count bytes are read * into the buffer provided. In this case the buffer * is not explicitly null terminated, and the buffer * will contain any null terminators read from the file. * @return Number of characters written to the buffer, or -1 * if an error was encountered. * @error Invalid Handle, or read_count > max_size. */ native int ReadFileString(Handle hndl, char[] buffer, int max_size, int read_count=-1); /** * Writes binary data to a file. * * @param hndl Handle to the file. * @param items Array of items to write. The data is read directly. * That is, in 1 or 2-byte mode, the lower byte(s) in * each cell are used directly, rather than performing * any casts from a 4-byte number to a smaller number. * @param num_items Number of items in the array. * @param size Size of each item in the array in bytes. * Valid sizes are 1, 2, or 4. * @return True on success, false on error. * @error Invalid Handle. */ native bool WriteFile(Handle hndl, const int[] items, int num_items, int size); /** * Writes a binary string to a file. * * @param hndl Handle to th efile. * @param buffer String to write. * @param term True to append NUL terminator, false otherwise. * @return True on success, false on error. * @error Invalid Handle. */ native bool WriteFileString(Handle hndl, const char[] buffer, bool term); /** * Writes a line of text to a text file. A newline is automatically appended. * * @param hndl Handle to the file. * @param format Formatting rules. * @param ... Variable number of format parameters. * @return True on success, false otherwise. * @error Invalid Handle. */ native bool WriteFileLine(Handle hndl, const char[] format, any:...); /** * Reads a single binary cell from a file. * * @param hndl Handle to the file. * @param data Variable to store the data read. * @param size Size of the data to read in bytes. Valid * sizes are 1, 2, or 4 bytes. * @return Number of elements read (max 1), or -1 on error. * @error Invalid Handle. */ stock int ReadFileCell(Handle hndl, int &data, int size) { int ret; int array[1]; if ((ret = ReadFile(hndl, array, 1, size)) == 1) data = array[0]; return ret; } /** * Writes a single binary cell to a file. * * @param hndl Handle to the file. * @param data Cell to write to the file. * @param size Size of the data to read in bytes. Valid * sizes are 1, 2, or 4 bytes. If the size * is less than 4 bytes, the data is truncated * rather than casted. That is, only the lower * bits will be read. * @return True on success, false on error. * @error Invalid Handle. */ stock bool WriteFileCell(Handle hndl, int data, int size) { int array[1]; array[0] = data; return WriteFile(hndl, array, 1, size); } /** * Tests if the end of file has been reached. * * @param file Handle to the file. * @return True if end of file has been reached, false otherwise. * @error Invalid Handle. */ native bool IsEndOfFile(Handle file); /** * Sets the file position indicator. * * @param file Handle to the file. * @param position Position relative to what is specified in whence. * @param where SEEK_ constant value of where to see from. * @return True on success, false otherwise. * @error Invalid Handle. */ native bool FileSeek(Handle file, int position, int where); /** * Get current position in the file. * * @param file Handle to the file. * @return Value for the file position indicator. * @error Invalid Handle. */ native int FilePosition(Handle file); /** * Checks if a file exists. * * @param path Path to the file. * @param use_valve_fs If true, the Valve file system will be used instead. * This can be used to find files existing in any of * the Valve search paths, rather than solely files * existing directly in the gamedir. * @param valve_path_id If use_valve_fs, a search path from gameinfo or NULL_STRING for all search paths. * @return True if the file exists, false otherwise. */ native bool FileExists(const char[] path, bool use_valve_fs=false, const char[] valve_path_id="GAME"); /** * Renames a file. * * @param newpath New path to the file. * @param oldpath Path to the existing file. * @param use_valve_fs If true, the Valve file system will be used instead. * This can be used to rename files in the game's * Valve search paths, rather than directly in the gamedir. * @param valve_path_id If use_valve_fs, a search path from gameinfo or NULL_STRING for all search paths. * @return True on success or use_valve_fs specified, false otherwise. */ native bool RenameFile(const char[] newpath, const char[] oldpath, bool use_valve_fs=false, const char[] valve_path_id="DEFAULT_WRITE_PATH"); /** * Checks if a directory exists. * * @param path Path to the directory. * @param use_valve_fs If true, the Valve file system will be used instead. * This can be used to find files existing in any of * the Valve search paths, rather than solely files * existing directly in the gamedir. * @param valve_path_id If use_valve_fs, a search path from gameinfo or NULL_STRING for all search paths. * @return True if the directory exists, false otherwise. */ native bool DirExists(const char[] path, bool use_valve_fs=false, const char[] valve_path_id="GAME"); /** * Get the file size in bytes. * * @param path Path to the file. * @param use_valve_fs If true, the Valve file system will be used instead. * This can be used to find files existing in any of * the Valve search paths, rather than solely files * existing directly in the gamedir. * @param valve_path_id If use_valve_fs, a search path from gameinfo or NULL_STRING for all search paths. * @return File size in bytes, -1 if file not found. */ native int FileSize(const char[] path, bool use_valve_fs=false, const char[] valve_path_id="GAME"); /** * Flushes a file's buffered output; any buffered output * is immediately written to the file. * * @param file Handle to the file. * @return True on success or use_valve_fs specified with OpenFile, * otherwise false on failure. */ native bool FlushFile(Handle file); /** * Removes a directory. * @note On most Operating Systems you cannot remove a directory which has files inside it. * * @param path Path to the directory. * @return True on success, false otherwise. */ native bool RemoveDir(const char[] path); #define FPERM_U_READ 0x0100 /* User can read. */ #define FPERM_U_WRITE 0x0080 /* User can write. */ #define FPERM_U_EXEC 0x0040 /* User can exec. */ #define FPERM_G_READ 0x0020 /* Group can read. */ #define FPERM_G_WRITE 0x0010 /* Group can write. */ #define FPERM_G_EXEC 0x0008 /* Group can exec. */ #define FPERM_O_READ 0x0004 /* Anyone can read. */ #define FPERM_O_WRITE 0x0002 /* Anyone can write. */ #define FPERM_O_EXEC 0x0001 /* Anyone can exec. */ /** * Creates a directory. * * @param path Path to create. * @param mode Permissions (default is o=rx,g=rx,u=rwx). Note that folders must have * the execute bit set on Linux. On Windows, the mode is ignored. * @param use_valve_fs If true, the Valve file system will be used instead. * This can be used to create folders in the game's * Valve search paths, rather than directly in the gamedir. * @param valve_path_id If use_valve_fs, a search path from gameinfo or NULL_STRING for default. * In this case, mode is ignored. */ native bool CreateDirectory(const char[] path, int mode, bool use_valve_fs=false, const char[] valve_path_id="DEFAULT_WRITE_PATH"); /** * Changes a file or directories permissions. * * @param path Path to the file. * @param mode Permissions to set. * @return True on success, false otherwise. */ native bool SetFilePermissions(const String:path[], int mode); /** * Returns a file timestamp as a unix timestamp. * * @param file File name. * @param tmode Time mode. * @return Time value, or -1 on failure. */ native GetFileTime(const char[] file, FileTimeMode tmode); /** * Same as LogToFile(), except uses an open file Handle. The file must * be opened in text appending mode. * * @param hndl Handle to the file. * @param message Message format. * @param ... Message format parameters. * @error Invalid Handle. */ native void LogToOpenFile(Handle hndl, const char[] message, any:...); /** * Same as LogToFileEx(), except uses an open file Handle. The file must * be opened in text appending mode. * * @param hndl Handle to the file. * @param message Message format. * @param ... Message format parameters. * @error Invalid Handle. */ native void LogToOpenFileEx(Handle hndl, const char[] message, any:...);