IFileSystem: Difference between revisions
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'''<tt>-</tt>''' is a negative sign (Subtract) and is required to mount content properly. | '''<tt>-</tt>''' is a negative sign (Subtract) and is required to mount content properly. | ||
==Interface Details== | |||
The IFileSystem interface provides routines for accessing content on both the local drives, and in packages. | |||
===Search Paths=== | |||
File paths are usually formated as a relative path to the current folder. For example: | |||
.\materials\Brick\brickfloor001a.vtf | |||
Content from several sources is merged into this common root folder using search paths. This provides usefull, however complex to the uninitiated, behaviour for accessing content. While the file used as example above originates from the <code>source 2007 shared material.gcf</code>, not all files found in the <code>.\materials</code> folder will originate from the same place. Another example: | |||
.\materials\myCustomMadeTexture.vtf | |||
This file most likely would reside on the harddisk, in a mod folder, under it's materials directory. The full path may be something like this: | |||
C:\Program Files\Steam\SteamApps\SourceMods\MyMod\Materials\myCustomMadeTexture.vtf | |||
The IFileSystem function GetSearchPaths retrieves a list of the search paths used to achieve this behaviour. Typical paths that would be returned: | |||
c:\program files\steam\steamapps\sourcemods\mymod | |||
C:\program files\steam\steamapps\''username''\sourcesdk\bin\orangebox\hl2 | |||
When the calling application attempts to open <code>.\materials\myCustomMadeTexture.vtf</code>, this first search path allows it to be interpreted as the full path. There may be many more search paths than these two. Which ever search path first finds an existing file, is the search path that is used. Hence, the order of the search paths is significant, and the GetSearchPaths function returns them in the correct order. | |||
While this makes clear how hard disk files are found, the matter of mounted content requires further explanation. | |||
===Mounted Content=== | |||
The second search path example above is what allows mounted content to be found. If one examines this folder on their hard disk, they will find little there. However, the steam file system can mount content (typically based on AppId) as paths in the local file system. When the IFileSystem is created, the content is mounted to the ''current directory'' of the calling code. Note, however that this directory should NOT be <code>...\orangebox\hl2<code>. This is because the ''root'' of the associated packs are mounted to the current directory. GCFs such as the <code>source 2007 shared material.gcf</code> contain a folder called hl2 inside their root. When the GCF is mounted, this hl2 folder inside the gcf becomes <code>...orangebox\hl2</code>. Therefore, when the IFileSystem is Loaded/Connected, the current directory should first be changed to: | |||
C:\program files\steam\steamapps\''username''\sourcesdk\bin\orangebox | |||
Or the appropriate path for the version of the source SDK being used. | |||
===Instantiating an IFileSystem=== | |||
Though the IFileSystem interface cannot itself be instantiated, the closed source class that implements it can be, which provides us with a working IFileSystem. Several steps must be taken to retrieve an IFileSystem that functions as expected (functions at all). | |||
Information that must be known: | |||
* Whether steam is running or not | |||
* The game directory (for example: c:\program files\steam\steamapps\sourcemods\mymod) | |||
* the SDK base directory (C:\program files\steam\steamapps\''username''\sourcesdk\bin\orangebox) | |||
* Whether or not to mount ExtraAppId | |||
=====Is Steam Running?===== | |||
The easiest way to do this is to check for steam.exe as a running process. However, this is not the safest way to allow the application to proceed. (For more details, see [http://ducttape.cvs.sourceforge.net/viewvc/ducttape/DuctTape/SteamFS/SteamFS/API.cpp?revision=1.3&view=markup Api.cpp] API::FileSystemReady in the DuctTape project). If Steam is not ready to provide the file system interface, the calling application will terminate immediately with a message printed to the debug output: "steam is not running" | |||
=====Preparing the Runtime Environment===== | |||
* The location of <code>steam.dll</code> must be in the <code>path</code> environment variable. | |||
* If steam is an NT service (running in Vista) then the SteamAppUser environment variable must be set to the users name. This can be retrieved from the AutoLoginUser key in file: | |||
''steam install path''\config\SteamAppData.vdf | |||
* The SteamAppId environment variable must be set to the AppId found in the mods/games gameinfo.txt | |||
* Set the sourcesdk environment variable to the SDK base directory | |||
* Change the current directory to the SDK base directory | |||
=====Loading the FileSystem Module===== | |||
The full path of filesystem_steam.dll must be determined, which resides in the source sdk's bin directory (orangebox\bin). This file must be used from this location, or mounted content will not be retrievable. | |||
* Call the Sys_LoadInterface function. It returns true on success: | |||
CSysModule** module; | |||
IFileSystem* fileSystem; | |||
Sys_LoadInterface(''fullPathToFileSystemDLL'', "VFileSystem017", module, (void**)&fileSystem); | |||
* Connect the file system. It returns true on success: | |||
fileSystem->Connect(Sys_GetFactoryThis()); | |||
* Initialize the files system. It returns INIT_OK on success. | |||
fileSystem->Init(); | |||
* At this point, current directory can be restored. | |||
=====Mount the extra content===== | |||
If SDK extra content is to be mounted, the ToolsAppID must be retrieved from gameinfo.txt. Currently it is 211. | |||
fileSystem->MounteSteamContent(toolsAppId); | |||
=====Load Search Paths===== | |||
The search paths must be loaded from gameinfo.txt. For a thorough example of how this is to be done, see [http://ducttape.cvs.sourceforge.net/viewvc/ducttape/DuctTape/SteamFS/SteamFS/filesystem_init.cpp?revision=1.10&view=markup filesystem_init.cpp] FileSystem_LoadSearchPaths in the DuctTape project. A simple explanation of how search paths are loaded can be found in the unmodified gameinfo.txt of a new mod. | |||
==See Also== | ==See Also== | ||
* [[Mounting Other Content]] | * [[Mounting Other Content]] | ||
[[Category:Programming]][[Category:Interfaces]] | [[Category:Programming]][[Category:Interfaces]] |
Revision as of 18:18, 6 January 2009
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]; V_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 V_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, V_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.
Interface Details
The IFileSystem interface provides routines for accessing content on both the local drives, and in packages.
Search Paths
File paths are usually formated as a relative path to the current folder. For example:
.\materials\Brick\brickfloor001a.vtf
Content from several sources is merged into this common root folder using search paths. This provides usefull, however complex to the uninitiated, behaviour for accessing content. While the file used as example above originates from the source 2007 shared material.gcf
, not all files found in the .\materials
folder will originate from the same place. Another example:
.\materials\myCustomMadeTexture.vtf
This file most likely would reside on the harddisk, in a mod folder, under it's materials directory. The full path may be something like this:
C:\Program Files\Steam\SteamApps\SourceMods\MyMod\Materials\myCustomMadeTexture.vtf
The IFileSystem function GetSearchPaths retrieves a list of the search paths used to achieve this behaviour. Typical paths that would be returned:
c:\program files\steam\steamapps\sourcemods\mymod C:\program files\steam\steamapps\username\sourcesdk\bin\orangebox\hl2
When the calling application attempts to open .\materials\myCustomMadeTexture.vtf
, this first search path allows it to be interpreted as the full path. There may be many more search paths than these two. Which ever search path first finds an existing file, is the search path that is used. Hence, the order of the search paths is significant, and the GetSearchPaths function returns them in the correct order.
While this makes clear how hard disk files are found, the matter of mounted content requires further explanation.
Mounted Content
The second search path example above is what allows mounted content to be found. If one examines this folder on their hard disk, they will find little there. However, the steam file system can mount content (typically based on AppId) as paths in the local file system. When the IFileSystem is created, the content is mounted to the current directory of the calling code. Note, however that this directory should NOT be ...\orangebox\hl2
. This is because the root of the associated packs are mounted to the current directory. GCFs such as the
source 2007 shared material.gcf
contain a folder called hl2 inside their root. When the GCF is mounted, this hl2 folder inside the gcf becomes ...orangebox\hl2
. Therefore, when the IFileSystem is Loaded/Connected, the current directory should first be changed to:
C:\program files\steam\steamapps\username\sourcesdk\bin\orangebox
Or the appropriate path for the version of the source SDK being used.
Instantiating an IFileSystem
Though the IFileSystem interface cannot itself be instantiated, the closed source class that implements it can be, which provides us with a working IFileSystem. Several steps must be taken to retrieve an IFileSystem that functions as expected (functions at all).
Information that must be known:
- Whether steam is running or not
- The game directory (for example: c:\program files\steam\steamapps\sourcemods\mymod)
- the SDK base directory (C:\program files\steam\steamapps\username\sourcesdk\bin\orangebox)
- Whether or not to mount ExtraAppId
Is Steam Running?
The easiest way to do this is to check for steam.exe as a running process. However, this is not the safest way to allow the application to proceed. (For more details, see Api.cpp API::FileSystemReady in the DuctTape project). If Steam is not ready to provide the file system interface, the calling application will terminate immediately with a message printed to the debug output: "steam is not running"
Preparing the Runtime Environment
- The location of
steam.dll
must be in the path
environment variable.
- If steam is an NT service (running in Vista) then the SteamAppUser environment variable must be set to the users name. This can be retrieved from the AutoLoginUser key in file:
steam install path\config\SteamAppData.vdf
- The SteamAppId environment variable must be set to the AppId found in the mods/games gameinfo.txt
- Set the sourcesdk environment variable to the SDK base directory
- Change the current directory to the SDK base directory
Loading the FileSystem Module
The full path of filesystem_steam.dll must be determined, which resides in the source sdk's bin directory (orangebox\bin). This file must be used from this location, or mounted content will not be retrievable.
- Call the Sys_LoadInterface function. It returns true on success:
CSysModule** module;
IFileSystem* fileSystem;
Sys_LoadInterface(fullPathToFileSystemDLL, "VFileSystem017", module, (void**)&fileSystem);
- Connect the file system. It returns true on success:
fileSystem->Connect(Sys_GetFactoryThis());
- Initialize the files system. It returns INIT_OK on success.
fileSystem->Init();
- At this point, current directory can be restored.
Mount the extra content
If SDK extra content is to be mounted, the ToolsAppID must be retrieved from gameinfo.txt. Currently it is 211.
fileSystem->MounteSteamContent(toolsAppId);
Load Search Paths
The search paths must be loaded from gameinfo.txt. For a thorough example of how this is to be done, see filesystem_init.cpp FileSystem_LoadSearchPaths in the DuctTape project. A simple explanation of how search paths are loaded can be found in the unmodified gameinfo.txt of a new mod.
See Also