IFileSystem: Difference between revisions
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==Create Directory== | ==Create Directory== | ||
To create a directory you need to know two things; the '''relative path''' containing the new directory name and '''Path ID''' where the path will be created — called a Path ID because it does not appear to be possible to create a directory using anything other than a search path id. | To create a directory you need to know two things; the '''relative path''' (Can include folders, i.e. scripts/weapon.txt) containing the new directory name and '''Path ID''' where the path will be created — called a Path ID because it does not appear to be possible to create a directory using anything other than a search path id. | ||
===Default Path Ids=== | ===Default Path Ids=== | ||
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So in this example we open <code>mylog.log</code> in '''Append''' mode. Then we print the line <code>Logging A Test Line...</code> and close the file. | So in this example we open <code>mylog.log</code> in '''Append''' mode. Then we print the line <code>Logging A Test Line...</code> and close the file. | ||
FileHandle_t File; //file wer're reading | |||
File = filesystem->Open( "test/test.txt", "r", "MOD"); //opens a pre-made file in the MOD/test directory called test.txt | |||
int size = filesystem->Size(File); //gets the size of the file | |||
char *Raw = new char[ size + 1 ]; //makes a pointer array 1 bigger to sign | |||
filesystem->Read( Raw, size, File); // reads into the pointer array, the size of the file charecters, from the file | |||
Raw[size] = 0; //signs | |||
Msg(Raw); //outputs to the command line | |||
Toss this little bit of code into a function called by a ConCommand and it can spit out the contents of a file. | |||
==Search Files== | ==Search Files== |
Revision as of 12:07, 18 May 2008
Here you will find all the information you ever wanted to know about the File System in Source: how to open files, how to read files, how to create new directories and how to find a file on the local system.
Include
#include "Filesystem.h"
My Game Directory
This does not deal specifically with the filesystem, but you might find this useful for your project.
//Server char * pGameDir = new char[1024]; engine->GetGameDir(pGameDir, 1024); //Client const char *pGameDir = engine->GetGameDirectory();
Create Directory
To create a directory you need to know two things; the relative path (Can include folders, i.e. scripts/weapon.txt) containing the new directory name and Path ID where the path will be created — called a Path ID because it does not appear to be possible to create a directory using anything other than a search path id.
Default Path Ids
DEFAULT_WRITE_PATH
MOD
GAME
GAMEBIN
char * relpath = new char[1024]; Q_snprintf(relpath, 1024, "stuff\\%s", "newdirectory"); filesystem->CreateDirHierarchy( relpath, "MOD" );
This code will create a newdirectory
in your stuff
directory, which if does not exist will be created along with newdirectory
inside of your MOD directory.
Delete Directory
To remove a directory, first make sure to remove all the files in that directory. Then you can call this code:
#include "direct.h"
char *toRemove = new char[1096]; toRemove[0] = 0; #ifndef CLIENT_DLL char * pGameDir = new char[1024]; engine->GetGameDir(pGameDir, 1024); #else const char *pGameDir = engine->GetGameDirectory(); #endif Q_strcat(toRemove, pGameDir); //concatenate the rest of the directory name here _rmdir(toRemove);
Copy File

bool CopyFile(const char *from, const char *to) { Assert(from); Assert(to); CUtlBuffer buf; // Read in file to copy if(filesystem->ReadFile(from, "MOD", buf)) return filesystem->WriteFile(to, "MOD", buf); // Write out copy return false; }
File I/O
I/O Modes
r |
Open a text file for reading |
w |
Create a text file for writing |
a |
Append to a text file |
rb |
Open a binary file for reading |
wb |
Create a binary file for writing |
ab |
Append to a binary file |
r+ |
Open a text file for read/write |
w+ |
Create a text file for read/write |
a+ |
Append to or create a text file for read/write |
rb+ |
Open a binary file for read/write |
wb+ |
Create a binary file for read/write |
ab+ |
Append to or create a binary file for read/write |
FileHandle_t fh; fh = filesystem->Open( "mylog.log", "a", "MOD"); if (fh) { filesystem->FPrintf(fh, "%s", "Logging A Test Line..."); filesystem->Close(fh); }
or
FileHandle_t fh; fh = filesystem->Open( "mylog.log", "a", "MOD"); if (fh) { char* text = "Logging A Test Line..."; filesystem->Write(text, Q_strlen(text), fh); filesystem->Close(fh); }
So in this example we open mylog.log
in Append mode. Then we print the line Logging A Test Line...
and close the file.
FileHandle_t File; //file wer're reading File = filesystem->Open( "test/test.txt", "r", "MOD"); //opens a pre-made file in the MOD/test directory called test.txt int size = filesystem->Size(File); //gets the size of the file char *Raw = new char[ size + 1 ]; //makes a pointer array 1 bigger to sign filesystem->Read( Raw, size, File); // reads into the pointer array, the size of the file charecters, from the file Raw[size] = 0; //signs Msg(Raw); //outputs to the command line
Toss this little bit of code into a function called by a ConCommand and it can spit out the contents of a file.
Search Files
To iterate through a list of files in a given Path ID you would do the following.
FileFindHandle_t findHandle; const char *pFilename = filesystem->FindFirstEx( "*.*", "MOD", &findHandle ); while ( pFilename != NULL ) { pFilename = filesystem->FindNext( findHandle ); } filesystem->FindClose( findHandle );
*.*
is the wildcard to match the files against. "MOD"
is the Path ID.
The value in pFilename
for each filesystem->FindNext
is nothing but the file name (i.e. for maps/d1_trainstation_01.bsp
, pFilename
would be d1_trainstation_01
)
Mount Steam Application Content
The following code segment should be added to both CHLClient::Init
in src\cl_dll\cdll_client_int.cpp and CServerGameDLL::DLLInit
in src\dlls\GameInterface.cpp after filesystem
is initialized.
filesystem->AddSearchPath("path", "GAME"); if(filesystem->MountSteamContent(-id)==FILESYSTEM_MOUNT_FAILED) return false;
path should be retrieved from Game Name Abbreviations
id should be retrieved from Steam Application IDs
- is a negative sign (Subtract) and is required to mount content properly.