1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223
|
/* Copyright (C) 2012 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 "Paths.h"
#include "lib/file/file_system.h"
#include "lib/sysdep/sysdep.h" // sys_get_executable_name
#include "lib/sysdep/filesystem.h" // wrealpath
#if OS_WIN
# include "lib/sysdep/os/win/wutil.h" // wutil_*Path
#elif OS_MACOSX
# include "lib/sysdep/os/osx/osx_paths.h"
# include "lib/sysdep/os/osx/osx_bundle.h"
#endif
#include "ps/CLogger.h"
Paths::Paths(const CmdLineArgs& args)
{
m_root = Root(args.GetArg0());
m_rdata = RootData(args.GetArg0());
const char* subdirectoryName = args.Has("writableRoot")? 0 : "0ad";
if(!subdirectoryName)
{
// Note: if writableRoot option is passed to the game, then
// all the data is a subdirectory of the root
m_gameData = m_rdata;
m_userData = m_gameData;
m_config = m_gameData / "config"/"";
m_cache = m_gameData / "cache"/"";
m_logs = m_root / "logs"/"";
}
else // OS-specific path handling
{
#if OS_ANDROID
const OsPath appdata = OsPath("/sdcard/0ad/appdata");
// We don't make the game vs. user data distinction on Android
m_gameData = appdata/"data"/"";
m_userData = m_gameData;
m_config = appdata/"config"/"";
m_cache = appdata/"cache"/"";
m_logs = appdata/"logs"/"";
#elif OS_WIN
/* For reasoning behind our Windows paths, see the discussion here:
* http://www.wildfiregames.com/forum/index.php?showtopic=14759
*
* Summary:
* 1. Local appdata: for bulky unfriendly data like the cache,
* which can be recreated if deleted; doesn't need backing up.
* 2. Roaming appdata: for slightly less unfriendly data like config
* files that might theoretically be shared between different
* machines on a domain.
* 3. Personal / My Documents: for data explicitly created by the user,
* and which should be visible and easily accessed. We use a non-
* localized My Games subfolder for improved organization.
*/
// %localappdata%/0ad/
const OsPath localAppdata = wutil_LocalAppdataPath() / subdirectoryName/"";
// %appdata%/0ad/
const OsPath roamingAppData = wutil_RoamingAppdataPath() / subdirectoryName/"";
// My Documents/My Games/0ad/
const OsPath personalData = wutil_PersonalPath() / "My Games" / subdirectoryName/"";
m_cache = localAppdata / "cache"/"";
m_gameData = roamingAppData / "data"/"";
m_userData = personalData/"";
m_config = roamingAppData / "config"/"";
m_logs = localAppdata / "logs"/"";
#elif OS_MACOSX
/* For reasoning behind our OS X paths, see the discussion here:
* http://www.wildfiregames.com/forum/index.php?showtopic=15511
*
* Summary:
* 1. Application Support: most data associated with the app
* should be stored here, with few exceptions (e.g. temporary
* data, cached data, and managed media files).
* 2. Caches: used for non-critial app data that can be easily
* regenerated if this directory is deleted. It is not
* included in backups by default.
*
* Note: the paths returned by osx_Get*Path are not guaranteed to exist,
* but that's OK since we always create them on demand.
*/
// We probably want to use the same subdirectoryName regardless
// of whether running a bundle or from SVN. Apple recommends using
// company name, bundle name or bundle identifier.
OsPath appSupportPath; // ~/Library/Application Support/0ad
OsPath cachePath; // ~/Library/Caches/0ad
{
std::string path = osx_GetAppSupportPath();
ENSURE(!path.empty());
appSupportPath = OsPath(path) / subdirectoryName;
}
{
std::string path = osx_GetCachesPath();
ENSURE(!path.empty());
cachePath = OsPath(path) / subdirectoryName;
}
// We don't make the game vs. user data distinction on OS X
m_gameData = appSupportPath /"";
m_userData = m_gameData;
m_cache = cachePath/"";
m_config = appSupportPath / "config"/"";
m_logs = appSupportPath / "logs"/"";
#else // OS_UNIX
const char* envHome = getenv("HOME");
ENSURE(envHome);
const OsPath home(envHome);
const OsPath xdgData = XDG_Path("XDG_DATA_HOME", home, home/".local/share/") / subdirectoryName;
const OsPath xdgConfig = XDG_Path("XDG_CONFIG_HOME", home, home/".config/" ) / subdirectoryName;
const OsPath xdgCache = XDG_Path("XDG_CACHE_HOME", home, home/".cache/" ) / subdirectoryName;
// We don't make the game vs. user data distinction on Unix
m_gameData = xdgData/"";
m_userData = m_gameData;
m_cache = xdgCache/"";
m_config = xdgConfig / "config"/"";
m_logs = xdgConfig / "logs"/"";
#endif
}
}
/*static*/ OsPath Paths::Root(const OsPath& argv0)
{
#if OS_ANDROID
return OsPath("/sdcard/0ad"); // TODO: this is kind of bogus
#else
// get full path to executable
OsPath pathname = sys_ExecutablePathname(); // safe, but requires OS-specific implementation
if(pathname.empty()) // failed, use argv[0] instead
{
errno = 0;
pathname = wrealpath(argv0);
if(pathname.empty())
WARN_IF_ERR(StatusFromErrno());
}
// make sure it's valid
if(!FileExists(pathname))
{
LOGERROR("Cannot find executable (expected at '%s')", pathname.string8());
WARN_IF_ERR(StatusFromErrno());
}
for(size_t i = 0; i < 2; i++) // remove "system/name.exe"
pathname = pathname.Parent();
return pathname;
#endif
}
/*static*/ OsPath Paths::RootData(const OsPath& argv0)
{
#ifdef INSTALLED_DATADIR
UNUSED2(argv0);
return OsPath(STRINGIZE(INSTALLED_DATADIR))/"";
#else
# if OS_MACOSX
if (osx_IsAppBundleValid())
{
debug_printf("Valid app bundle detected\n");
std::string resourcesPath = osx_GetBundleResourcesPath();
// Ensure we have a valid resources path
ENSURE(!resourcesPath.empty());
return OsPath(resourcesPath)/"data"/"";
}
# endif // OS_MACOSX
return Root(argv0)/"data"/"";
#endif // INSTALLED_DATADIR
}
/*static*/ OsPath Paths::XDG_Path(const char* envname, const OsPath& home, const OsPath& defaultPath)
{
const char* path = getenv(envname);
// Use if set and non-empty
if(path && path[0] != '\0')
{
if(path[0] != '/') // relative to $HOME
return home / path/"";
return OsPath(path)/"";
}
return defaultPath/"";
}
|