/** * Copyright (c) 2006-2015 LOVE Development Team * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. **/ #include #include #include #include "common/utf8.h" #include "common/b64.h" #include "Filesystem.h" #include "File.h" // PhysFS #ifdef LOVE_APPLE_USE_FRAMEWORKS #include #else #include #endif // For great CWD. (Current Working Directory) // Using this instead of boost::filesystem which totally // cramped our style. #ifdef LOVE_WINDOWS # include # include #else # include # include #endif #ifdef LOVE_IOS # include "common/ios.h" #endif #include #ifdef LOVE_ANDROID #include #include "common/android.h" #endif namespace { size_t getDriveDelim(const std::string &input) { for (size_t i = 0; i < input.size(); ++i) if (input[i] == '/' || input[i] == '\\') return i; // Something's horribly wrong return 0; } std::string getDriveRoot(const std::string &input) { return input.substr(0, getDriveDelim(input)+1); } std::string skipDriveRoot(const std::string &input) { return input.substr(getDriveDelim(input)+1); } std::string normalize(const std::string &input) { std::stringstream out; bool seenSep = false, isSep = false; for (size_t i = 0; i < input.size(); ++i) { isSep = (input[i] == LOVE_PATH_SEPARATOR[0]); if (!isSep || !seenSep) out << input[i]; seenSep = isSep; } return out.str(); } } namespace love { namespace filesystem { namespace physfs { Filesystem::Filesystem() : fused(false) , fusedSet(false) { requirePath = {"?.lua", "?/init.lua"}; } Filesystem::~Filesystem() { if (PHYSFS_isInit()) PHYSFS_deinit(); } const char *Filesystem::getName() const { return "love.filesystem.physfs"; } void Filesystem::init(const char *arg0) { if (!PHYSFS_init(arg0)) throw love::Exception("%s", PHYSFS_getLastError()); // Enable symlinks by default. Also fixes an issue in PhysFS 2.1-alpha. setSymlinksEnabled(true); } void Filesystem::setFused(bool fused) { if (fusedSet) return; this->fused = fused; fusedSet = true; } bool Filesystem::isFused() const { if (!fusedSet) return false; return fused; } bool Filesystem::setIdentity(const char *ident, bool appendToPath) { if (!PHYSFS_isInit()) return false; std::string old_save_path = save_path_full; // Store the save directory. save_identity = std::string(ident); // Generate the relative path to the game save folder. save_path_relative = std::string(LOVE_APPDATA_PREFIX LOVE_APPDATA_FOLDER LOVE_PATH_SEPARATOR) + save_identity; // Generate the full path to the game save folder. save_path_full = std::string(getAppdataDirectory()) + std::string(LOVE_PATH_SEPARATOR); if (fused) save_path_full += std::string(LOVE_APPDATA_PREFIX) + save_identity; else save_path_full += save_path_relative; save_path_full = normalize(save_path_full); #ifdef LOVE_ANDROID if (save_identity == "") save_identity = "unnamed"; std::string internal_storage_path = SDL_AndroidGetInternalStoragePath(); std::string save_directory = internal_storage_path + "/save"; save_path_full = std::string(SDL_AndroidGetInternalStoragePath()) + std::string("/save/") + save_identity; if (!love::android::directoryExists(save_path_full.c_str()) && !love::android::mkdir(save_path_full.c_str())) SDL_Log("Error: Could not create save directory %s!", save_path_full.c_str()); #endif // We now have something like: // save_identity: game // save_path_relative: ./LOVE/game // save_path_full: C:\Documents and Settings\user\Application Data/LOVE/game // We don't want old read-only save paths to accumulate when we set a new // identity. if (!old_save_path.empty()) { #ifdef LOVE_USE_PHYSFS_2_1 PHYSFS_unmount(old_save_path.c_str()); #else PHYSFS_removeFromSearchPath(old_save_path.c_str()); #endif } // Try to add the save directory to the search path. // (No error on fail, it means that the path doesn't exist). PHYSFS_mount(save_path_full.c_str(), nullptr, appendToPath); // HACK: This forces setupWriteDirectory to be called the next time a file // is opened for writing - otherwise it won't be called at all if it was // already called at least once before. PHYSFS_setWriteDir(nullptr); return true; } const char *Filesystem::getIdentity() const { return save_identity.c_str(); } bool Filesystem::setSource(const char *source) { if (!PHYSFS_isInit()) return false; // Check whether directory is already set. if (!game_source.empty()) return false; std::string new_search_path = source; #ifdef LOVE_ANDROID if (!love::android::createStorageDirectories()) SDL_Log("Error creating storage directories!"); char* game_archive_ptr = NULL; size_t game_archive_size = 0; bool archive_loaded = false; // try to load the game that was sent to LÖVE via a Intent archive_loaded = love::android::loadGameArchiveToMemory(love::android::getSelectedGameFile(), &game_archive_ptr, &game_archive_size); if (!archive_loaded) { // try to load the game in the assets/ folder archive_loaded = love::android::loadGameArchiveToMemory("game.love", &game_archive_ptr, &game_archive_size); } if (archive_loaded) { if (!PHYSFS_mountMemory(game_archive_ptr, game_archive_size, love::android::freeGameArchiveMemory, "archive.zip", "/", 0)) { SDL_Log("Mounting of in-memory game archive failed!"); love::android::freeGameArchiveMemory(game_archive_ptr); return false; } } else { // try to load the game in the directory that was sent to LÖVE via an // Intent ... std::string game_path = std::string(love::android::getSelectedGameFile()); if (game_path == "") { // ... or fall back to the game at /sdcard/lovegame game_path = "/sdcard/lovegame/"; } SDL_RWops *sdcard_main = SDL_RWFromFile(std::string(game_path + "main.lua").c_str(), "rb"); if (sdcard_main) { new_search_path = game_path; sdcard_main->close(sdcard_main); if (!PHYSFS_mount(new_search_path.c_str(), nullptr, 1)) { SDL_Log("mounting of %s failed", new_search_path.c_str()); return false; } } else { // Neither assets/game.love or /sdcard/lovegame was mounted // sucessfully, therefore simply fail. return false; } } #else // Add the directory. if (!PHYSFS_mount(new_search_path.c_str(), nullptr, 1)) return false; #endif // Save the game source. game_source = new_search_path; return true; } const char *Filesystem::getSource() const { return game_source.c_str(); } bool Filesystem::setupWriteDirectory() { if (!PHYSFS_isInit()) return false; // These must all be set. if (save_identity.empty() || save_path_full.empty() || save_path_relative.empty()) return false; // We need to make sure the write directory is created. To do that, we also // need to make sure all its parent directories are also created. std::string temp_writedir = getDriveRoot(save_path_full); std::string temp_createdir = skipDriveRoot(save_path_full); // On some sandboxed platforms, physfs will break when its write directory // is the root of the drive and it tries to create a folder (even if the // folder's path is in a writable location.) If the user's home folder is // in the save path, we'll try starting from there instead. if (save_path_full.find(getUserDirectory()) == 0) { temp_writedir = getUserDirectory(); temp_createdir = save_path_full.substr(getUserDirectory().length()); // Strip leading '/' characters from the path we want to create. size_t startpos = temp_createdir.find_first_not_of('/'); if (startpos != std::string::npos) temp_createdir = temp_createdir.substr(startpos); } // Set either '/' or the user's home as a writable directory. // (We must create the save folder before mounting it). if (!PHYSFS_setWriteDir(temp_writedir.c_str())) return false; // Create the save folder. (We're now "at" either '/' or the user's home). if (!createDirectory(temp_createdir.c_str())) { // Clear the write directory in case of error. PHYSFS_setWriteDir(nullptr); return false; } // Set the final write directory. if (!PHYSFS_setWriteDir(save_path_full.c_str())) return false; // Add the directory. (Will not be readded if already present). if (!PHYSFS_mount(save_path_full.c_str(), nullptr, 0)) { PHYSFS_setWriteDir(nullptr); // Clear the write directory in case of error. return false; } return true; } bool Filesystem::mount(const char *archive, const char *mountpoint, bool appendToPath) { if (!PHYSFS_isInit() || !archive) return false; std::string realPath; std::string sourceBase = getSourceBaseDirectory(); // Check whether the given archive path is in the list of allowed full paths. auto it = std::find(allowedMountPaths.begin(), allowedMountPaths.end(), archive); if (it != allowedMountPaths.end()) realPath = *it; else if (isFused() && sourceBase.compare(archive) == 0) { // Special case: if the game is fused and the archive is the source's // base directory, mount it even though it's outside of the save dir. realPath = sourceBase; } else { // Not allowed for safety reasons. if (strlen(archive) == 0 || strstr(archive, "..") || strcmp(archive, "/") == 0) return false; const char *realDir = PHYSFS_getRealDir(archive); if (!realDir) return false; realPath = realDir; // Always disallow mounting of files inside the game source, since it // won't work anyway if the game source is a zipped .love file. if (realPath.find(game_source) == 0) return false; realPath += LOVE_PATH_SEPARATOR; realPath += archive; } if (realPath.length() == 0) return false; return PHYSFS_mount(realPath.c_str(), mountpoint, appendToPath) != 0; } bool Filesystem::unmount(const char *archive) { if (!PHYSFS_isInit() || !archive) return false; std::string realPath; std::string sourceBase = getSourceBaseDirectory(); // Check whether the given archive path is in the list of allowed full paths. auto it = std::find(allowedMountPaths.begin(), allowedMountPaths.end(), archive); if (it != allowedMountPaths.end()) realPath = *it; else if (isFused() && sourceBase.compare(archive) == 0) { // Special case: if the game is fused and the archive is the source's // base directory, unmount it even though it's outside of the save dir. realPath = sourceBase; } else { // Not allowed for safety reasons. if (strlen(archive) == 0 || strstr(archive, "..") || strcmp(archive, "/") == 0) return false; const char *realDir = PHYSFS_getRealDir(archive); if (!realDir) return false; realPath = realDir; realPath += LOVE_PATH_SEPARATOR; realPath += archive; } const char *mountPoint = PHYSFS_getMountPoint(realPath.c_str()); if (!mountPoint) return false; #ifdef LOVE_USE_PHYSFS_2_1 return PHYSFS_unmount(realPath.c_str()) != 0; #else return PHYSFS_removeFromSearchPath(realPath.c_str()) != 0; #endif } love::filesystem::File *Filesystem::newFile(const char *filename) const { return new File(filename); } FileData *Filesystem::newFileData(void *data, unsigned int size, const char *filename) const { FileData *fd = new FileData(size, std::string(filename)); // Copy the data into FileData. memcpy(fd->getData(), data, size); return fd; } FileData *Filesystem::newFileData(const char *b64, const char *filename) const { int size = (int) strlen(b64); int outsize = 0; char *dst = b64_decode(b64, size, outsize); FileData *fd = new FileData(outsize, std::string(filename)); // Copy the data into FileData. memcpy(fd->getData(), dst, outsize); delete [] dst; return fd; } const char *Filesystem::getWorkingDirectory() { if (cwd.empty()) { #ifdef LOVE_WINDOWS WCHAR w_cwd[LOVE_MAX_PATH]; _wgetcwd(w_cwd, LOVE_MAX_PATH); cwd = to_utf8(w_cwd); replace_char(cwd, '\\', '/'); #else char *cwd_char = new char[LOVE_MAX_PATH]; if (getcwd(cwd_char, LOVE_MAX_PATH)) cwd = cwd_char; // if getcwd fails, cwd_char (and thus cwd) will still be empty delete [] cwd_char; #endif } return cwd.c_str(); } std::string Filesystem::getUserDirectory() { #ifdef LOVE_IOS // PHYSFS_getUserDir doesn't give exactly the path we want on iOS. static std::string userDir = normalize(love::ios::getHomeDirectory()); #else static std::string userDir = normalize(PHYSFS_getUserDir()); #endif return userDir; } std::string Filesystem::getAppdataDirectory() { if (appdata.empty()) { #ifdef LOVE_WINDOWS wchar_t *w_appdata = _wgetenv(L"APPDATA"); appdata = to_utf8(w_appdata); replace_char(appdata, '\\', '/'); #elif defined(LOVE_MACOSX) std::string udir = getUserDirectory(); udir.append("/Library/Application Support"); appdata = normalize(udir); #elif defined(LOVE_IOS) appdata = normalize(love::ios::getAppdataDirectory()); #elif defined(LOVE_LINUX) char *xdgdatahome = getenv("XDG_DATA_HOME"); if (!xdgdatahome) appdata = normalize(std::string(getUserDirectory()) + "/.local/share/"); else appdata = xdgdatahome; #else appdata = getUserDirectory(); #endif } return appdata; } const char *Filesystem::getSaveDirectory() { return save_path_full.c_str(); } std::string Filesystem::getSourceBaseDirectory() const { size_t source_len = game_source.length(); if (source_len == 0) return ""; // FIXME: This doesn't take into account parent and current directory // symbols (i.e. '..' and '.') #ifdef LOVE_WINDOWS // In windows, delimiters can be either '/' or '\'. size_t base_end_pos = game_source.find_last_of("/\\", source_len - 2); #else size_t base_end_pos = game_source.find_last_of('/', source_len - 2); #endif if (base_end_pos == std::string::npos) return ""; // If the source is in the unix root (aka '/'), we want to keep the '/'. if (base_end_pos == 0) base_end_pos = 1; return game_source.substr(0, base_end_pos); } std::string Filesystem::getRealDirectory(const char *filename) const { const char *dir = PHYSFS_getRealDir(filename); if (dir == nullptr) throw love::Exception("File does not exist."); return std::string(dir); } bool Filesystem::isDirectory(const char *dir) const { #ifdef LOVE_USE_PHYSFS_2_1 PHYSFS_Stat stat = {}; if (PHYSFS_stat(dir, &stat)) return stat.filetype == PHYSFS_FILETYPE_DIRECTORY; else return false; #else return PHYSFS_isDirectory(dir) != 0; #endif } bool Filesystem::isFile(const char *file) const { return PHYSFS_exists(file) && !isDirectory(file); } bool Filesystem::createDirectory(const char *dir) { if (PHYSFS_getWriteDir() == 0 && !setupWriteDirectory()) return false; if (!PHYSFS_mkdir(dir)) return false; return true; } bool Filesystem::remove(const char *file) { if (PHYSFS_getWriteDir() == 0 && !setupWriteDirectory()) return false; if (!PHYSFS_delete(file)) return false; return true; } FileData *Filesystem::read(const char *filename, int64 size) const { File file(filename); file.open(File::MODE_READ); // close() is called in the File destructor. return file.read(size); } void Filesystem::write(const char *filename, const void *data, int64 size) const { File file(filename); file.open(File::MODE_WRITE); // close() is called in the File destructor. if (!file.write(data, size)) throw love::Exception("Data could not be written."); } void Filesystem::append(const char *filename, const void *data, int64 size) const { File file(filename); file.open(File::MODE_APPEND); // close() is called in the File destructor. if (!file.write(data, size)) throw love::Exception("Data could not be written."); } void Filesystem::getDirectoryItems(const char *dir, std::vector &items) { char **rc = PHYSFS_enumerateFiles(dir); for (char **i = rc; *i != 0; i++) items.push_back(*i); PHYSFS_freeList(rc); } int64 Filesystem::getLastModified(const char *filename) const { PHYSFS_sint64 time = -1; #ifdef LOVE_USE_PHYSFS_2_1 PHYSFS_Stat stat = {}; if (PHYSFS_stat(filename, &stat)) time = stat.modtime; #else time = PHYSFS_getLastModTime(filename); #endif if (time == -1) throw love::Exception("Could not determine file modification date."); return time; } int64 Filesystem::getSize(const char *filename) const { File file(filename); int64 size = file.getSize(); return size; } void Filesystem::setSymlinksEnabled(bool enable) { if (!enable) { PHYSFS_Version version = {}; PHYSFS_getLinkedVersion(&version); // FIXME: This is a workaround for a bug in PHYSFS_enumerateFiles in // PhysFS 2.1-alpha. if (version.major == 2 && version.minor == 1) return; } PHYSFS_permitSymbolicLinks(enable ? 1 : 0); } bool Filesystem::areSymlinksEnabled() const { return PHYSFS_symbolicLinksPermitted() != 0; } bool Filesystem::isSymlink(const char *filename) const { #ifdef LOVE_USE_PHYSFS_2_1 PHYSFS_Stat stat = {}; if (PHYSFS_stat(filename, &stat)) return stat.filetype == PHYSFS_FILETYPE_SYMLINK; else return false; #else return PHYSFS_isSymbolicLink(filename) != 0; #endif } std::vector &Filesystem::getRequirePath() { return requirePath; } void Filesystem::allowMountingForPath(const std::string &path) { if (std::find(allowedMountPaths.begin(), allowedMountPaths.end(), path) == allowedMountPaths.end()) allowedMountPaths.push_back(path); } } // physfs } // filesystem } // love