Line data Source code
1 : /* Copyright (C) 2012 Wildfire Games.
2 : * This file is part of 0 A.D.
3 : *
4 : * 0 A.D. is free software: you can redistribute it and/or modify
5 : * it under the terms of the GNU General Public License as published by
6 : * the Free Software Foundation, either version 2 of the License, or
7 : * (at your option) any later version.
8 : *
9 : * 0 A.D. is distributed in the hope that it will be useful,
10 : * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 : * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 : * GNU General Public License for more details.
13 : *
14 : * You should have received a copy of the GNU General Public License
15 : * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
16 : */
17 :
18 : #include "precompiled.h"
19 : #include "Paths.h"
20 :
21 : #include "lib/file/file_system.h"
22 : #include "lib/sysdep/sysdep.h" // sys_get_executable_name
23 : #include "lib/sysdep/filesystem.h" // wrealpath
24 : #if OS_WIN
25 : # include "lib/sysdep/os/win/wutil.h" // wutil_*Path
26 : #elif OS_MACOSX
27 : # include "lib/sysdep/os/osx/osx_paths.h"
28 : # include "lib/sysdep/os/osx/osx_bundle.h"
29 : #endif
30 : #include "ps/CLogger.h"
31 :
32 :
33 0 : Paths::Paths(const CmdLineArgs& args)
34 : {
35 0 : m_root = Root(args.GetArg0());
36 :
37 0 : m_rdata = RootData(args.GetArg0());
38 :
39 0 : const char* subdirectoryName = args.Has("writableRoot")? 0 : "0ad";
40 :
41 0 : if(!subdirectoryName)
42 : {
43 : // Note: if writableRoot option is passed to the game, then
44 : // all the data is a subdirectory of the root
45 0 : m_gameData = m_rdata;
46 0 : m_userData = m_gameData;
47 0 : m_config = m_gameData / "config"/"";
48 0 : m_cache = m_gameData / "cache"/"";
49 0 : m_logs = m_root / "logs"/"";
50 : }
51 : else // OS-specific path handling
52 : {
53 :
54 : #if OS_ANDROID
55 :
56 : const OsPath appdata = OsPath("/sdcard/0ad/appdata");
57 :
58 : // We don't make the game vs. user data distinction on Android
59 : m_gameData = appdata/"data"/"";
60 : m_userData = m_gameData;
61 : m_config = appdata/"config"/"";
62 : m_cache = appdata/"cache"/"";
63 : m_logs = appdata/"logs"/"";
64 :
65 : #elif OS_WIN
66 :
67 : /* For reasoning behind our Windows paths, see the discussion here:
68 : * http://www.wildfiregames.com/forum/index.php?showtopic=14759
69 : *
70 : * Summary:
71 : * 1. Local appdata: for bulky unfriendly data like the cache,
72 : * which can be recreated if deleted; doesn't need backing up.
73 : * 2. Roaming appdata: for slightly less unfriendly data like config
74 : * files that might theoretically be shared between different
75 : * machines on a domain.
76 : * 3. Personal / My Documents: for data explicitly created by the user,
77 : * and which should be visible and easily accessed. We use a non-
78 : * localized My Games subfolder for improved organization.
79 : */
80 :
81 : // %localappdata%/0ad/
82 : const OsPath localAppdata = wutil_LocalAppdataPath() / subdirectoryName/"";
83 : // %appdata%/0ad/
84 : const OsPath roamingAppData = wutil_RoamingAppdataPath() / subdirectoryName/"";
85 : // My Documents/My Games/0ad/
86 : const OsPath personalData = wutil_PersonalPath() / "My Games" / subdirectoryName/"";
87 :
88 : m_cache = localAppdata / "cache"/"";
89 : m_gameData = roamingAppData / "data"/"";
90 : m_userData = personalData/"";
91 : m_config = roamingAppData / "config"/"";
92 : m_logs = localAppdata / "logs"/"";
93 :
94 : #elif OS_MACOSX
95 :
96 : /* For reasoning behind our OS X paths, see the discussion here:
97 : * http://www.wildfiregames.com/forum/index.php?showtopic=15511
98 : *
99 : * Summary:
100 : * 1. Application Support: most data associated with the app
101 : * should be stored here, with few exceptions (e.g. temporary
102 : * data, cached data, and managed media files).
103 : * 2. Caches: used for non-critial app data that can be easily
104 : * regenerated if this directory is deleted. It is not
105 : * included in backups by default.
106 : *
107 : * Note: the paths returned by osx_Get*Path are not guaranteed to exist,
108 : * but that's OK since we always create them on demand.
109 : */
110 :
111 : // We probably want to use the same subdirectoryName regardless
112 : // of whether running a bundle or from SVN. Apple recommends using
113 : // company name, bundle name or bundle identifier.
114 : OsPath appSupportPath; // ~/Library/Application Support/0ad
115 : OsPath cachePath; // ~/Library/Caches/0ad
116 :
117 : {
118 : std::string path = osx_GetAppSupportPath();
119 : ENSURE(!path.empty());
120 : appSupportPath = OsPath(path) / subdirectoryName;
121 : }
122 : {
123 : std::string path = osx_GetCachesPath();
124 : ENSURE(!path.empty());
125 : cachePath = OsPath(path) / subdirectoryName;
126 : }
127 :
128 : // We don't make the game vs. user data distinction on OS X
129 : m_gameData = appSupportPath /"";
130 : m_userData = m_gameData;
131 : m_cache = cachePath/"";
132 : m_config = appSupportPath / "config"/"";
133 : m_logs = appSupportPath / "logs"/"";
134 :
135 : #else // OS_UNIX
136 :
137 0 : const char* envHome = getenv("HOME");
138 0 : ENSURE(envHome);
139 0 : const OsPath home(envHome);
140 0 : const OsPath xdgData = XDG_Path("XDG_DATA_HOME", home, home/".local/share/") / subdirectoryName;
141 0 : const OsPath xdgConfig = XDG_Path("XDG_CONFIG_HOME", home, home/".config/" ) / subdirectoryName;
142 0 : const OsPath xdgCache = XDG_Path("XDG_CACHE_HOME", home, home/".cache/" ) / subdirectoryName;
143 :
144 : // We don't make the game vs. user data distinction on Unix
145 0 : m_gameData = xdgData/"";
146 0 : m_userData = m_gameData;
147 0 : m_cache = xdgCache/"";
148 0 : m_config = xdgConfig / "config"/"";
149 0 : m_logs = xdgConfig / "logs"/"";
150 :
151 : #endif
152 : }
153 0 : }
154 :
155 :
156 0 : /*static*/ OsPath Paths::Root(const OsPath& argv0)
157 : {
158 : #if OS_ANDROID
159 : return OsPath("/sdcard/0ad"); // TODO: this is kind of bogus
160 : #else
161 :
162 : // get full path to executable
163 0 : OsPath pathname = sys_ExecutablePathname(); // safe, but requires OS-specific implementation
164 0 : if(pathname.empty()) // failed, use argv[0] instead
165 : {
166 0 : errno = 0;
167 0 : pathname = wrealpath(argv0);
168 0 : if(pathname.empty())
169 0 : WARN_IF_ERR(StatusFromErrno());
170 : }
171 :
172 : // make sure it's valid
173 0 : if(!FileExists(pathname))
174 : {
175 0 : LOGERROR("Cannot find executable (expected at '%s')", pathname.string8());
176 0 : WARN_IF_ERR(StatusFromErrno());
177 : }
178 :
179 0 : for(size_t i = 0; i < 2; i++) // remove "system/name.exe"
180 0 : pathname = pathname.Parent();
181 0 : return pathname;
182 :
183 : #endif
184 : }
185 :
186 0 : /*static*/ OsPath Paths::RootData(const OsPath& argv0)
187 : {
188 :
189 : #ifdef INSTALLED_DATADIR
190 : UNUSED2(argv0);
191 : return OsPath(STRINGIZE(INSTALLED_DATADIR))/"";
192 : #else
193 :
194 : # if OS_MACOSX
195 : if (osx_IsAppBundleValid())
196 : {
197 : debug_printf("Valid app bundle detected\n");
198 :
199 : std::string resourcesPath = osx_GetBundleResourcesPath();
200 : // Ensure we have a valid resources path
201 : ENSURE(!resourcesPath.empty());
202 :
203 : return OsPath(resourcesPath)/"data"/"";
204 : }
205 : # endif // OS_MACOSX
206 :
207 0 : return Root(argv0)/"data"/"";
208 :
209 : #endif // INSTALLED_DATADIR
210 : }
211 :
212 0 : /*static*/ OsPath Paths::XDG_Path(const char* envname, const OsPath& home, const OsPath& defaultPath)
213 : {
214 0 : const char* path = getenv(envname);
215 : // Use if set and non-empty
216 0 : if(path && path[0] != '\0')
217 : {
218 0 : if(path[0] != '/') // relative to $HOME
219 0 : return home / path/"";
220 0 : return OsPath(path)/"";
221 : }
222 0 : return defaultPath/"";
223 3 : }
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