Mounting multiple games: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (source-tags)
(Some extra clarification?)
 
(14 intermediate revisions by 5 users not shown)
Line 1: Line 1:
<div style="margin:1em auto;padding:.3em 1em;border:1px solid #B8B5A8;background:#E6E2D2;width:30em;min-height:26px;text-align:center;-moz-border-radius:.5em;-webkit-border-radius:.5em;border-radius:.5em;"><strong style="display:block;">This guide has partly been obsoleted by the Orange Box.</strong> Use gameinfo.txt's new [[Gameinfo.txt#Mounting content|<code>AdditonalContentID</code>]] feature instead.</div>
{{toc-right}}


Mounting additional content will not make other games weapons, NPCs and what not available, but allows you use the content, such as maps, models, textures.. The info_player_*** will not work (unless it's identical to the spawn-points in your mod), so you'll have to fix this in CBasePlayer::EntSelectSpawnPoint.
This code extends the Orange Box's [[AdditionalContentId]] system to support '''mounting of multiple [[GCF|Game Cache Files]] via the [[gameinfo.txt]]'''. It can be used with the Ep1 codebase too.


{{warning|Your mod will run regardless of whether or not the user owns the game that you mount content for. If the game isn't owned the content will not be mounted, and error signs will appear everywhere instead!}}
{{warning|Your mod will run regardless of whether or not the user owns the game that you mount content for. If the game isn't owned the content will not be mounted, and error signs and missing textures will appear everywhere instead!}}


= Mounting =
If the content you want to mount is required in order to play your mod properly, you may want to hard-code the ID instead of relying it to be in the [[gameinfo.txt]]. Remember when doing this that the int you pass to <code>filesystem->MountSteamContent()</code> must be negative!


== Scripted Mounting ==
{{note|1=The code below is version 2, and has ditched [http://developer.valvesoftware.com/w/index.php?title=Mounting_multiple_games&oldid=131419 the previous subkey approach]. It is not compatible with the <code>AdditionalContentId { 220,380 }</code> gameinfo.txt scheme.}}


This feature builds on top of Tony Sergis AdditionalAppId-code, but it can be used in older SDK versions, too.
== The code ==
This code needs to be added to both the client and the server.


This will however allow to mount multiple AppIds.
; Client
: Search ''cdll_client_int.cpp'' for <code>MountAdditionalContent()</code> and replace it. If it didn't already exist, add the code above <code>CHLClient::Init</code>, then call it from that function right before <code>if ( CommandLine()->FindParm( "-textmode" ) )</code>.
; Server
: Search ''gameinterface.cpp'' for <code>MountAdditionalContent()</code> and replace it. If it didn't already exist, add the code above <code>CServerGameDLL::DLLInit</code> and call before the <code>gpGlobals = pGlobals;</code> line in that func.


=== cdll_client_init.cpp - client ===
<source lang="cpp">
Search for the function "static void MountAdditionalContent()". If you don't have it, just add it right above CHLClient::Init.
static void MountAdditionalContent()
 
This is the code:
 
<source lang="cpp">static void MountAdditionalContent()
{
{
KeyValues *pMainFile, *pExtraContent, *pContentKey;
KeyValues *pMainFile = new KeyValues( "gameinfo.txt" );
bool bKVHack = true;
#ifndef _WINDOWS
int nExtraContentId;
// case sensitivity
 
pMainFile->LoadFromFile( filesystem, "GameInfo.txt", "MOD" );
pMainFile = new KeyValues( "gameinfo.txt" );
if (!pMainFile)
 
#endif
if ( pMainFile->LoadFromFile( filesystem, VarArgs("%s/gameinfo.txt", engine->GetGameDirectory()), "MOD" ) )
pMainFile->LoadFromFile( filesystem, "gameinfo.txt", "MOD" );
{
pExtraContent = pMainFile->FindKey( "FileSystem" );
if ( pExtraContent )
{
pExtraContent = pExtraContent->FindKey( "AdditionalContentId" );
if ( pExtraContent )
{
pContentKey = pExtraContent->GetFirstSubKey();
if ( pContentKey )
{
do {
//HACK: key and value cannot be accesed uniformly
if( bKVHack )
nExtraContentId = V_atoi( pContentKey->GetName() );
else
nExtraContentId = pContentKey->GetInt();
 
if ( nExtraContentId == 0 )
{
if( !bKVHack && !pContentKey->GetNextKey() )
{
//the KeyValues will have been complaining about a missing key
Msg( "(Client) Dear user, this code has detected, that you've received one KeyValues Error in the console. Do not worry about it.\n" );
break;
}
Warning( "(Client) Extra content appId \'%s\' is no integer\n", bKVHack ? pContentKey->GetName() : pContentKey->GetString() );
}
else if ( nExtraContentId == INT_MAX || nExtraContentId == INT_MIN )
Warning( "(Client) Extra content appId \'%s\' is out of range\n", bKVHack ? pContentKey->GetName() : pContentKey->GetString() );
else if ( filesystem->MountSteamContent( -abs( nExtraContentId ) ) != FILESYSTEM_MOUNT_OK )
Warning( "(Client) Unable to mount extra content with appId: %i\n", nExtraContentId );
else
DevMsg( "(Client) Successfully mounted extra content with appId: %i\n", nExtraContentId );
 
//HACK
if( bKVHack ) {
bKVHack = false;
continue;
}
else
bKVHack = true;
 
pContentKey = pContentKey->GetNextKey();
} while( pContentKey );
}
else
{
nExtraContentId = pExtraContent->GetInt();
if ( !nExtraContentId )
Warning( "(Client) AdditionalContentId specified with invalid appId: %s\n", pExtraContent->GetString() );
else if ( filesystem->MountSteamContent( -abs( nExtraContentId ) ) != FILESYSTEM_MOUNT_OK )
Warning( "(Client) Unable to mount extra content with appId: %i\n", nExtraContentId );
else
DevMsg( "(Client) Successfully mounted extra content with appId: %i\n", nExtraContentId );
}
}
}
}
pMainFile->deleteThis();
}</source>
 
If you did not have this function before, then call this function in CHLClient::Init right before
<source lang="cpp">if ( CommandLine()->FindParm( "-textmode" ) )
g_bTextMode = true;</source>
 
=== gameinterface.cpp - server ===
Again, search for the function "static void MountAdditionalContent()" and if you don't have it, just add it right above CServerGameDLL::DLLInit.
 
This is the code:
 
<source lang="cpp">static void MountAdditionalContent()
{
KeyValues *pMainFile, *pExtraContent, *pContentKey;
bool bFileFound, bKVHack = true;
int nExtraContentId;
char gamePath[256];
 
engine->GetGameDir( gamePath, 256 );
Q_StripTrailingSlash( gamePath );
pMainFile = new KeyValues( "gameinfo.txt" );
if (pMainFile)
 
//On linux because of case sensitiviy we need to check for both.
#ifdef _LINUX
bFileFound = pMainFile->LoadFromFile( filesystem, UTIL_VarArgs("%s/GameInfo.txt", gamePath), "MOD" );
if ( !bFileFound )
#endif
bFileFound = pMainFile->LoadFromFile( filesystem, UTIL_VarArgs("%s/gameinfo.txt", gamePath), "MOD" );
if ( bFileFound )
{
{
pExtraContent = pMainFile->FindKey( "FileSystem" );
KeyValues* pFileSystemInfo = pMainFile->FindKey( "FileSystem" );
if ( pExtraContent )
if (pFileSystemInfo)
{
for ( KeyValues *pKey = pFileSystemInfo->GetFirstSubKey(); pKey; pKey = pKey->GetNextKey() )
pExtraContent = pExtraContent->FindKey( "AdditionalContentId" );
if ( pExtraContent )
{
{
pContentKey = pExtraContent->GetFirstSubKey();
if ( strcmp(pKey->GetName(),"AdditionalContentId") == 0 )
if ( pContentKey )
{
{
do {
int appid = abs(pKey->GetInt());
//HACK: key and value cannot be accesed uniformly
if (appid)
if( bKVHack )
if( filesystem->MountSteamContent(-appid) != FILESYSTEM_MOUNT_OK )
nExtraContentId = V_atoi( pContentKey->GetName() );
Warning("Unable to mount extra content with appId: %i\n", appid);
else
nExtraContentId = pContentKey->GetInt();
 
if ( nExtraContentId == 0 )
{
if( !bKVHack && !pContentKey->GetNextKey() )
{
//the KeyValues will have been complaining about a missing key
Msg( "(Server) Dear user, this code has detected, that you've received one KeyValues Error in the console. Do not worry about it.\n" );
break;
}
Warning( "(Server) Extra content appId \'%s\' is no integer\n", bKVHack ? pContentKey->GetName() : pContentKey->GetString() );
}
else if ( nExtraContentId == INT_MAX || nExtraContentId == INT_MIN )
Warning( "(Server) Extra content appId \'%s\' is out of range\n", bKVHack ? pContentKey->GetName() : pContentKey->GetString() );
else if ( filesystem->MountSteamContent( -abs( nExtraContentId ) ) != FILESYSTEM_MOUNT_OK )
Warning( "(Server) Unable to mount extra content with appId: %i\n", nExtraContentId );
else
DevMsg( "(Server) Successfully mounted extra content with appId: %i\n", nExtraContentId );
 
//HACK
if( bKVHack ) {
bKVHack = false;
continue;
}
else
bKVHack = true;
 
pContentKey = pContentKey->GetNextKey();
} while( pContentKey );
}
else
{
nExtraContentId = pExtraContent->GetInt();
if ( nExtraContentId == 0 )
Warning( "(Server) AdditionalContentId specified with invalid appId: %s\n", pExtraContent->GetString() );
else if ( filesystem->MountSteamContent( -abs( nExtraContentId ) ) != FILESYSTEM_MOUNT_OK )
Warning( "(Server) Unable to mount extra content with appId: %i\n", nExtraContentId );
else
DevMsg( "(Server) Successfully mounted extra content with appId: %i\n", nExtraContentId );
}
}
}
}
}
}
}
pMainFile->deleteThis();
pMainFile->deleteThis();
}</source>
}
</source>


If you did not have this function before, then call this function in CServerGameDLL::DLLInit right before
== Implementing in gameinfo.txt ==
<source lang="cpp">gpGlobals = pGlobals;</source>
Now you can mount content by adding something like this after the ToolsAppId:


=== gameinfo.txt - scripting ===
AdditionalContentId 220 //HL2
Now you can mount content by adding this after the ToolsAppId
AdditionalContentId 240 //CS Source
  AdditionalContentId
AdditionalContentId 280 //HL Source
  {
AdditionalContentId 320 //HL2 Deatmatch
    220 //HL2
AdditionalContentId 340 //HL2 Lost Coast
    240 //CS:S
AdditionalContentId 360 //HL Deathmatch: Source
    280 //HL:S
AdditionalContentId 380 //Ep1
    320 //HL2:DM
AdditionalContentId 400 //Portal
    340 //HL2:LC
AdditionalContentId 420 //Ep2
    360 //HL:SDM
AdditionalContentId 440 //TF2
    380 //Ep1
    400 //Portal
    420 //Ep2
    440 //TF2
  }


Add/Remove what you need/don't need. The code also allowed 'old-style' mounting with a single Id
Don't forget to add the relevant [[Gameinfo.txt#SearchPaths|SearchPaths]] too.


<code>AdditionalContentId 220</code>
{{note|With the {{l4dbranch|2}} Valve has switched from the [[GCF]] file system to the [[VPK]] format. GCF engine branches cannot mount VPK content, nor the other way around.}}
 
=== Bugs ===


== Bugs ==
Really big numbers will crash the game with an Error-Dialog by Valve. You could check if the value is within a certain range to stop this from happening, but I think the user will get by himself that this value cannot be mounted.
Really big numbers will crash the game with an Error-Dialog by Valve. You could check if the value is within a certain range to stop this from happening, but I think the user will get by himself that this value cannot be mounted.


A KeyValues-error will appear in the console when you mount an uneven number of games. Nope, neither me ([[User:Z33ky|z33ky]]) or Valve think it's unlucky to do that (or maybe I do..!), it's rather that the KeyValues-class will expect a value, when there is none left. You can fix this by modifying KeyValues::RecursiveLoadFromBuffer in tier1/KeyValues.cpp, compiling a new tier1.lib and link against that. You can either silently ignore that error (which means that it will be ignored for other KeyValues-buffers as well!) or think of how to ignore that error properly.
{{confirm|filesystem->MountSteamContent returns FILESYSTEM_MOUNT_OK, even if the content is not available. There's nothing you can do about it, apart from poking some guy from Valvesoftware.}}
 
An alternative is to load the file contents into a buffer yourself, checking that out and cheating another value in, so the KeyValues-parser is happy when you then do LoadFromBuffer.
 
I ([[User:Z33ky|z33ky]]) decided not to do that so I don't have to merge that code and compile a new tier1.lib or copy it over when I port my code to an updated SDK version. And I found the alternative too messy for this little draw-back; it's probably the better way to go if you really don't want that error to show up though. Currently, the code simply tells the user not to worry about it.
 
== Hard-coded Mounting ==
 
The following short section of code allows you to mount additional files from the following games:
* '''Counter Strike Source,'''
* '''Hl2MP,'''
* '''Episode 1,'''
* '''Episode 2,'''
* '''Team Fortress 2'''
* '''Portal'''
* '''Day of Defeat Source,'''
* '''Half Life 2 (fixes),'''
 
Firstly for cdll_client_int.cpp (CLIENTSIDE)
 
After the big list of conditions to return false in CHLClient::Init - and paste this:
 
  filesystem->AddSearchPath("hl2mp", "GAME");
  filesystem->AddSearchPath("hl2", "GAME");
  filesystem->AddSearchPath("episodic", "GAME");
  filesystem->AddSearchPath("dod", "GAME");
  filesystem->AddSearchPath("cstrike", "GAME");
  filesystem->AddSearchPath("tf", "GAME");
  filesystem->AddSearchPath("portal", "GAME");
  filesystem->AddSearchPath("ep2", "GAME");
  filesystem->AddSearchPath("hl1", "GAME");
  filesystem->AddSearchPath("hl1mp", "GAME");
  filesystem->AddSearchPath("lostcoast", "GAME");
  filesystem->MountSteamContent(-220);  //Half-Life 2
  filesystem->MountSteamContent(-320);  //Half-Life 2: Deathmatch
  filesystem->MountSteamContent(-380);  //Half-Life 2: Episode One
  filesystem->MountSteamContent(-300);  //Day of Defeat: Source
  filesystem->MountSteamContent(-240);  //Counter-Strike: Source
  filesystem->MountSteamContent(-440);  //Team Fortress 2
  filesystem->MountSteamContent(-400);  //Portal
  filesystem->MountSteamContent(-420);  //Half-Life 2: Episode Two
  filesystem->MountSteamContent(-280);  //Half-Life: Source
  filesystem->MountSteamContent(-360);  //Half-Life: Source Deathmatch
  filesystem->MountSteamContent(-340);  //Half-Life 2: Lost Coast
 
{{note|The above code mounts all Source games. Simply comment out the games you don't want to mount, if any.}}
 
Now open GameInterface.cpp (SERVERSIDE)
 
After the list of conditions to return false in CServerGameDLL::DLLInit - and paste the same code above.
 
Compile or rebuild and run your game.
 
{{tip|This works in debug mode. (By keeping the - sign in front of the app number.}}
 
=== Add Order ===
You can also select how the path should be added to the directory table, to affect the priority given to files of the same name:
 
filesystem->AddSearchPath("dod", "GAME", PATH_ADD_TO_TAIL); //Add to the Tail
filesystem->AddSearchPath("dod", "GAME", PATH_ADD_TO_HEAD); //Add to the Head
 
== Bugs ==


filesystem->MountSteamContent returns FILESYSTEM_MOUNT_OK, even if the content is not available. There's nothing you can do about it, apart from poking some guy from Valvesoftware.
== See also ==


= See also =
* [[IFileSystem]]
* [[IFileSystem]]
* [[IFileSystem#Mount_Steam_Application_Content|Mount Steam Application Content]]
* [[Gameinfo.txt]]
* [[Steam_Application_IDs]]
* [[Steam Application IDs]]


[[Category:Programming]]
[[Category:Programming]]
[[Category:Tutorials]]
[[Category:Tutorials]]

Latest revision as of 01:25, 10 March 2025

This code extends the Orange Box's AdditionalContentId system to support mounting of multiple Game Cache Files via the gameinfo.txt. It can be used with the Ep1 codebase too.

Warning.pngWarning:Your mod will run regardless of whether or not the user owns the game that you mount content for. If the game isn't owned the content will not be mounted, and error signs and missing textures will appear everywhere instead!

If the content you want to mount is required in order to play your mod properly, you may want to hard-code the ID instead of relying it to be in the gameinfo.txt. Remember when doing this that the int you pass to filesystem->MountSteamContent() must be negative!

Note.pngNote:The code below is version 2, and has ditched the previous subkey approach. It is not compatible with the AdditionalContentId { 220,380 } gameinfo.txt scheme.

The code

This code needs to be added to both the client and the server.

Client
Search cdll_client_int.cpp for MountAdditionalContent() and replace it. If it didn't already exist, add the code above CHLClient::Init, then call it from that function right before if ( CommandLine()->FindParm( "-textmode" ) ).
Server
Search gameinterface.cpp for MountAdditionalContent() and replace it. If it didn't already exist, add the code above CServerGameDLL::DLLInit and call before the gpGlobals = pGlobals; line in that func.
static void MountAdditionalContent()
{
	KeyValues *pMainFile = new KeyValues( "gameinfo.txt" );
#ifndef _WINDOWS
	// case sensitivity
	pMainFile->LoadFromFile( filesystem, "GameInfo.txt", "MOD" );
	if (!pMainFile)
#endif
	pMainFile->LoadFromFile( filesystem, "gameinfo.txt", "MOD" );
	
	if (pMainFile)
	{
		KeyValues* pFileSystemInfo = pMainFile->FindKey( "FileSystem" );
		if (pFileSystemInfo)
			for ( KeyValues *pKey = pFileSystemInfo->GetFirstSubKey(); pKey; pKey = pKey->GetNextKey() )
			{
				if ( strcmp(pKey->GetName(),"AdditionalContentId") == 0 )
				{
					int appid = abs(pKey->GetInt());
					if (appid)
						if( filesystem->MountSteamContent(-appid) != FILESYSTEM_MOUNT_OK )
							Warning("Unable to mount extra content with appId: %i\n", appid);
				}
			}
	}	
	pMainFile->deleteThis();
}

Implementing in gameinfo.txt

Now you can mount content by adding something like this after the ToolsAppId:

AdditionalContentId 220 //HL2
AdditionalContentId 240 //CS Source
AdditionalContentId 280 //HL Source
AdditionalContentId 320 //HL2 Deatmatch
AdditionalContentId 340 //HL2 Lost Coast
AdditionalContentId 360 //HL Deathmatch: Source
AdditionalContentId 380 //Ep1
AdditionalContentId 400 //Portal
AdditionalContentId 420 //Ep2
AdditionalContentId 440 //TF2

Don't forget to add the relevant SearchPaths too.

Note.pngNote:With the Left 4 Dead engine branch Left 4 Dead engine branch Valve has switched from the GCF file system to the VPK format. GCF engine branches cannot mount VPK content, nor the other way around.

Bugs

Really big numbers will crash the game with an Error-Dialog by Valve. You could check if the value is within a certain range to stop this from happening, but I think the user will get by himself that this value cannot be mounted.

Confirm:filesystem->MountSteamContent returns FILESYSTEM_MOUNT_OK, even if the content is not available. There's nothing you can do about it, apart from poking some guy from Valvesoftware.

See also