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//! A cross-platform interface to the filesystem.
//!
//! This module provides access to files in specific places:
//!
//! * The `resources/` subdirectory in the same directory as the
//! program executable, if any,
//! * The `resources.zip` file in the same
//! directory as the program executable, if any,
//! * The root folder of the game's "save" directory which is in a
//! platform-dependent location,
//! such as `~/.local/share/<gameid>/` on Linux. The `gameid`
//! is the the string passed to
//! [`ContextBuilder::new()`](../struct.ContextBuilder.html#method.new).
//! Some platforms such as Windows also incorporate the `author` string into
//! the path.
//!
//! These locations will be searched for files in the order listed, and the first file
//! found used. That allows game assets to be easily distributed as an archive
//! file, but locally overridden for testing or modding simply by putting
//! altered copies of them in the game's `resources/` directory. It
//! is loosely based off of the `PhysicsFS` library.
//!
//! See the source of the [`files` example](https://github.com/ggez/ggez/blob/master/examples/files.rs) for more details.
//!
//! The names of `resources/` and `resources.zip` can be changed with the methods
//! [`resources_dir_name`](../struct.ContextBuilder.html#method.resources_dir_name)
//! and
//! [`resources_zip_name`](../struct.ContextBuilder.html#method.resources_zip_name)
//! of `ContextBuilder`.
//!
//! Note that the file lookups WILL follow symlinks! This module's
//! directory isolation is intended for convenience, not security, so
//! don't assume it will be secure.
use crate::{
conf,
vfs::{self, OverlayFS, VFS},
Context, GameError, GameResult,
};
use directories::ProjectDirs;
use std::{
env, io,
io::SeekFrom,
ops::DerefMut,
path,
sync::{Arc, Mutex},
};
pub use crate::vfs::OpenOptions;
const CONFIG_NAME: &str = "/conf.toml";
/// A structure that contains the filesystem state and cache.
#[derive(Debug)]
pub struct Filesystem {
vfs: Arc<Mutex<vfs::OverlayFS>>,
resources_dir: path::PathBuf,
zip_dir: path::PathBuf,
user_config_dir: path::PathBuf,
user_data_dir: path::PathBuf,
}
/// This is the same as [`std::clone::Clone`] but only accessible to ggez
/// via a non-public implementation.
///
/// We don't need to expose the fact that [`Filesystem`] can be cloned to user,
/// in case we want to change this in the future.
pub(crate) trait InternalClone {
fn clone(&self) -> Self;
}
impl InternalClone for Filesystem {
fn clone(&self) -> Self {
Filesystem {
vfs: self.vfs.clone(),
resources_dir: self.resources_dir.clone(),
zip_dir: self.zip_dir.clone(),
user_config_dir: self.user_config_dir.clone(),
user_data_dir: self.user_data_dir.clone(),
}
}
}
/// Represents a file, either in the filesystem, or in the resources zip file,
/// or whatever.
#[derive(Debug)]
pub enum File {
/// A wrapper for a VFile trait object.
VfsFile(Box<dyn vfs::VFile>),
}
impl io::Read for File {
fn read(&mut self, buf: &mut [u8]) -> io::Result<usize> {
match *self {
File::VfsFile(ref mut f) => f.read(buf),
}
}
}
impl io::Write for File {
fn write(&mut self, buf: &[u8]) -> io::Result<usize> {
match *self {
File::VfsFile(ref mut f) => f.write(buf),
}
}
fn flush(&mut self) -> io::Result<()> {
match *self {
File::VfsFile(ref mut f) => f.flush(),
}
}
}
impl io::Seek for File {
fn seek(&mut self, pos: SeekFrom) -> io::Result<u64> {
match *self {
File::VfsFile(ref mut f) => f.seek(pos),
}
}
}
impl Filesystem {
/// Create a new `Filesystem` instance, using the given `id` and (on
/// some platforms) the `author` as a portion of the user
/// directory path. This function is called automatically by
/// ggez, the end user should never need to call it.
pub fn new<P: AsRef<path::Path>, Q: AsRef<path::Path>>(
id: &str,
author: &str,
resources_dir_name: P,
resources_zip_name: Q,
) -> GameResult<Filesystem> {
Self::_new(
id,
author,
resources_dir_name.as_ref(),
resources_zip_name.as_ref(),
)
}
/// Actual implementation of `new`, without generics.
fn _new(
id: &str,
author: &str,
resources_dir_name: &path::Path,
resources_zip_name: &path::Path,
) -> GameResult<Filesystem> {
let mut root_path = env::current_exe()?;
// Ditch the filename (if any)
if root_path.file_name().is_some() {
let _ = root_path.pop();
}
// Set up VFS to merge resource path, root path, and zip path.
let mut overlay = vfs::OverlayFS::new();
let mut resources_path;
let mut resources_zip_path;
let user_data_path;
let user_config_path;
let project_dirs = match ProjectDirs::from("", author, id) {
Some(dirs) => dirs,
None => {
return Err(GameError::FilesystemError(String::from(
"No valid home directory path could be retrieved.",
)));
}
};
// <game exe root>/resources/
{
resources_path = root_path.clone();
resources_path.push(resources_dir_name);
trace!("Resources path: {:?}", resources_path);
let physfs = vfs::PhysicalFS::new(&resources_path, true);
overlay.push_back(Box::new(physfs));
}
// <root>/resources.zip
{
resources_zip_path = root_path;
resources_zip_path.push(resources_zip_name);
if resources_zip_path.exists() {
trace!("Resources zip file: {:?}", resources_zip_path);
let zipfs = vfs::ZipFS::new(&resources_zip_path)?;
overlay.push_back(Box::new(zipfs));
} else {
trace!("No resources zip file found");
}
}
// Per-user data dir,
// ~/.local/share/whatever/
{
user_data_path = project_dirs.data_local_dir();
trace!("User-local data path: {:?}", user_data_path);
let physfs = vfs::PhysicalFS::new(user_data_path, true);
overlay.push_back(Box::new(physfs));
}
// Writeable local dir, ~/.config/whatever/
// Save game dir is read-write
{
user_config_path = project_dirs.config_dir();
trace!("User-local configuration path: {:?}", user_config_path);
let physfs = vfs::PhysicalFS::new(user_config_path, false);
overlay.push_back(Box::new(physfs));
}
let fs = Filesystem {
vfs: Arc::new(Mutex::new(overlay)),
resources_dir: resources_path,
zip_dir: resources_zip_path,
user_config_dir: user_config_path.to_path_buf(),
user_data_dir: user_data_path.to_path_buf(),
};
Ok(fs)
}
fn vfs(&self) -> impl DerefMut<Target = OverlayFS> + '_ {
self.vfs.lock().unwrap()
}
/// Opens the given `path` and returns the resulting `File`
/// in read-only mode.
pub fn open<P: AsRef<path::Path>>(&self, path: P) -> GameResult<File> {
self.vfs().open(path.as_ref()).map(|f| File::VfsFile(f))
}
/// Opens a file in the user directory with the given
/// [`filesystem::OpenOptions`](struct.OpenOptions.html).
/// Note that even if you open a file read-write, it can only
/// write to files in the "user" directory.
pub fn open_options<P: AsRef<path::Path>>(
&self,
path: P,
options: OpenOptions,
) -> GameResult<File> {
self.vfs()
.open_options(path.as_ref(), options)
.map(|f| File::VfsFile(f))
.map_err(|e| {
GameError::ResourceLoadError(format!(
"Tried to open {:?} but got error: {:?}",
path.as_ref(),
e
))
})
}
/// Creates a new file in the user directory and opens it
/// to be written to, truncating it if it already exists.
pub fn create<P: AsRef<path::Path>>(&self, path: P) -> GameResult<File> {
self.vfs().create(path.as_ref()).map(|f| File::VfsFile(f))
}
/// Create an empty directory in the user dir
/// with the given name. Any parents to that directory
/// that do not exist will be created.
pub fn create_dir<P: AsRef<path::Path>>(&self, path: P) -> GameResult {
self.vfs().mkdir(path.as_ref())
}
/// Deletes the specified file in the user dir.
pub fn delete<P: AsRef<path::Path>>(&self, path: P) -> GameResult {
self.vfs().rm(path.as_ref())
}
/// Deletes the specified directory in the user dir,
/// and all its contents!
pub fn delete_dir<P: AsRef<path::Path>>(&self, path: P) -> GameResult {
self.vfs().rmrf(path.as_ref())
}
/// Check whether a file or directory exists.
pub fn exists<P: AsRef<path::Path>>(&self, path: P) -> bool {
self.vfs().exists(path.as_ref())
}
/// Check whether a path points at a file.
pub fn is_file<P: AsRef<path::Path>>(&self, path: P) -> bool {
self.vfs()
.metadata(path.as_ref())
.map(|m| m.is_file())
.unwrap_or(false)
}
/// Check whether a path points at a directory.
pub fn is_dir<P: AsRef<path::Path>>(&self, path: P) -> bool {
self.vfs()
.metadata(path.as_ref())
.map(|m| m.is_dir())
.unwrap_or(false)
}
/// Returns a list of all files and directories in the resource directory,
/// in no particular order.
///
/// Lists the base directory if an empty path is given.
pub fn read_dir<P: AsRef<path::Path>>(
&self,
path: P,
) -> GameResult<Box<dyn Iterator<Item = path::PathBuf>>> {
let itr = self.vfs().read_dir(path.as_ref())?.map(|fname| {
fname.expect("Could not read file in read_dir()? Should never happen, I hope!")
});
Ok(Box::new(itr))
}
fn write_to_string(&self) -> String {
use std::fmt::Write;
let mut s = String::new();
for vfs in self.vfs().roots() {
write!(s, "Source {vfs:?}").expect("Could not write to string; should never happen?");
match vfs.read_dir(path::Path::new("/")) {
Ok(files) => {
for itm in files {
write!(s, " {itm:?}")
.expect("Could not write to string; should never happen?");
}
}
Err(e) => write!(s, " Could not read source: {e:?}")
.expect("Could not write to string; should never happen?"),
}
}
s
}
/// Prints the contents of all data directories
/// to standard output. Useful for debugging.
pub fn print_all(&self) {
println!("{}", self.write_to_string());
}
/// Outputs the contents of all data directories,
/// using the "info" log level of the [`log`](https://docs.rs/log/) crate.
/// Useful for debugging.
pub fn log_all(&self) {
info!("{}", self.write_to_string());
}
/// Adds the given (absolute) path to the list of directories
/// it will search to look for resources.
///
/// You probably shouldn't use this in the general case, since it is
/// harder than it looks to make it bulletproof across platforms.
/// But it can be very nice for debugging and dev purposes, such as
/// by pushing `$CARGO_MANIFEST_DIR/resources` to it
pub fn mount(&self, path: &path::Path, readonly: bool) {
let physfs = vfs::PhysicalFS::new(path, readonly);
trace!("Mounting new path: {:?}", physfs);
self.vfs().push_back(Box::new(physfs));
}
/// Adds any object that implements Read + Seek as a zip file.
///
/// Note: This is not intended for system files for the same reasons as
/// for `.mount()`. Rather, it can be used to read zip files from sources
/// such as `std::io::Cursor::new(includes_bytes!(...))` in order to embed
/// resources into the game's executable.
pub fn add_zip_file<R: io::Read + io::Seek + 'static>(&self, reader: R) -> GameResult {
let zipfs = vfs::ZipFS::from_read(reader)?;
trace!("Adding zip file from reader");
self.vfs().push_back(Box::new(zipfs));
Ok(())
}
/// Looks for a file named `/conf.toml` in any resource directory and
/// loads it if it finds it.
/// If it can't read it for some reason, returns an error.
pub fn read_config(&self) -> GameResult<conf::Conf> {
let conf_path = path::Path::new(CONFIG_NAME);
if self.is_file(conf_path) {
let mut file = self.open(conf_path)?;
let c = conf::Conf::from_toml_file(&mut file)?;
Ok(c)
} else {
Err(GameError::ConfigError(String::from(
"Config file not found",
)))
}
}
/// Takes a `Conf` object and saves it to the user directory,
/// overwriting any file already there.
pub fn write_config(&self, conf: &conf::Conf) -> GameResult {
let conf_path = path::Path::new(CONFIG_NAME);
let mut file = self.create(conf_path)?;
conf.to_toml_file(&mut file)?;
if self.is_file(conf_path) {
Ok(())
} else {
Err(GameError::ConfigError(format!(
"Failed to write config file at {}",
conf_path.to_string_lossy()
)))
}
}
/// Returns the full path to the resource directory
/// (even if it doesn't exist)
pub fn resources_dir(&self) -> &path::Path {
&self.resources_dir
}
/// Get a reference to the filesystem's zip dir.
pub fn zip_dir(&self) -> &path::Path {
&self.zip_dir
}
/// Return the full path to the user config directory.
pub fn user_config_dir(&self) -> &path::Path {
&self.user_config_dir
}
/// Return the full path to the user data directory.
pub fn user_data_dir(&self) -> &path::Path {
&self.user_data_dir
}
}
/// Opens the given path and returns the resulting `File`
/// in read-only mode.
#[deprecated(since = "0.8.0", note = "Use `ctx.fs.open` instead")]
pub fn open<P: AsRef<path::Path>>(ctx: &Context, path: P) -> GameResult<File> {
ctx.fs.open(path)
}
/// Opens a file in the user directory with the given `filesystem::OpenOptions`.
/// Note that even if you open a file read-only, it can only access
/// files in the user directory.
#[deprecated(note = "Use `ctx.fs.open_options` instead")]
pub fn open_options<P: AsRef<path::Path>>(
ctx: &Context,
path: P,
options: OpenOptions,
) -> GameResult<File> {
ctx.fs.open_options(path, options)
}
/// Creates a new file in the user directory and opens it
/// to be written to, truncating it if it already exists.
#[deprecated(since = "0.8.0", note = "Use `ctx.fs.create` instead")]
pub fn create<P: AsRef<path::Path>>(ctx: &Context, path: P) -> GameResult<File> {
ctx.fs.create(path)
}
/// Create an empty directory in the user dir
/// with the given name. Any parents to that directory
/// that do not exist will be created.
#[deprecated(since = "0.8.0", note = "Use `ctx.fs.create_dir` instead")]
pub fn create_dir<P: AsRef<path::Path>>(ctx: &Context, path: P) -> GameResult {
ctx.fs.create_dir(path.as_ref())
}
/// Deletes the specified file in the user dir.
#[deprecated(since = "0.8.0", note = "Use `ctx.fs.delete` instead")]
pub fn delete<P: AsRef<path::Path>>(ctx: &Context, path: P) -> GameResult {
ctx.fs.delete(path.as_ref())
}
/// Deletes the specified directory in the user dir,
/// and all its contents!
#[deprecated(since = "0.8.0", note = "Use `ctx.fs.delete_dir` instead")]
pub fn delete_dir<P: AsRef<path::Path>>(ctx: &Context, path: P) -> GameResult {
ctx.fs.delete_dir(path.as_ref())
}
/// Check whether a file or directory exists.
#[deprecated(since = "0.8.0", note = "Use `ctx.fs.exists` instead")]
pub fn exists<P: AsRef<path::Path>>(ctx: &Context, path: P) -> bool {
ctx.fs.exists(path.as_ref())
}
/// Check whether a path points at a file.
#[deprecated(since = "0.8.0", note = "Use `ctx.fs.is_file` instead")]
pub fn is_file<P: AsRef<path::Path>>(ctx: &Context, path: P) -> bool {
ctx.fs.is_file(path)
}
/// Check whether a path points at a directory.
#[deprecated(since = "0.8.0", note = "Use `ctx.fs.is_dir` instead")]
pub fn is_dir<P: AsRef<path::Path>>(ctx: &Context, path: P) -> bool {
ctx.fs.is_dir(path)
}
/// Return the full path to the user data directory.
#[deprecated(since = "0.8.0", note = "Use `ctx.fs.user_data_dir` instead")]
pub fn user_data_dir(ctx: &Context) -> &path::Path {
ctx.fs.user_data_dir()
}
/// Return the full path to the user config directory.
#[deprecated(since = "0.8.0", note = "Use `ctx.fs.user_config_dir` instead")]
pub fn user_config_dir(ctx: &Context) -> &path::Path {
ctx.fs.user_config_dir()
}
/// Returns the full path to the resource directory
/// (even if it doesn't exist)
#[deprecated(since = "0.8.0", note = "Use `ctx.fs.resources_dir` instead")]
pub fn resources_dir(ctx: &Context) -> &path::Path {
ctx.fs.resources_dir()
}
/// Return the full path to the user data directory
#[deprecated(since = "0.8.0", note = "Use `ctx.fs.zip_dir` instead")]
pub fn zip_dir(ctx: &Context) -> &path::Path {
ctx.fs.zip_dir()
}
/// Returns a list of all files and directories in the resource directory,
/// in no particular order.
///
/// Lists the base directory if an empty path is given.
#[deprecated(since = "0.8.0", note = "Use `ctx.fs.read_dir` instead")]
pub fn read_dir<P: AsRef<path::Path>>(
ctx: &Context,
path: P,
) -> GameResult<Box<dyn Iterator<Item = path::PathBuf>>> {
ctx.fs.read_dir(path)
}
/// Prints the contents of all data directories.
/// Useful for debugging.
#[deprecated(since = "0.8.0", note = "Use `ctx.fs.print_all` instead")]
pub fn print_all(ctx: &Context) {
ctx.fs.print_all()
}
/// Outputs the contents of all data directories,
/// using the "info" log level of the `log` crate.
/// Useful for debugging.
///
/// See the [`logging` example](https://github.com/ggez/ggez/blob/master/examples/eventloop.rs)
/// for how to collect log information.
#[deprecated(since = "0.8.0", note = "Use `ctx.fs.log_all` instead")]
pub fn log_all(ctx: &Context) {
ctx.fs.log_all()
}
/// Adds the given (absolute) path to the list of directories
/// it will search to look for resources.
///
/// You probably shouldn't use this in the general case, since it is
/// harder than it looks to make it bulletproof across platforms.
/// But it can be very nice for debugging and dev purposes, such as
/// by pushing `$CARGO_MANIFEST_DIR/resources` to it
#[deprecated(since = "0.8.0", note = "Use `ctx.fs.mount` instead")]
pub fn mount(ctx: &mut Context, path: &path::Path, readonly: bool) {
ctx.fs.mount(path, readonly)
}
/// Looks for a file named `/conf.toml` in any resource directory and
/// loads it if it finds it.
/// If it can't read it for some reason, returns an error.
#[deprecated(since = "0.8.0", note = "Use `ctx.fs.read_config` instead")]
pub fn read_config(ctx: &Context) -> GameResult<conf::Conf> {
ctx.fs.read_config()
}
/// Takes a `Conf` object and saves it to the user directory,
/// overwriting any file already there.
#[deprecated(since = "0.8.0", note = "Use `ctx.fs.write_config` instead")]
pub fn write_config(ctx: &Context, conf: &conf::Conf) -> GameResult {
ctx.fs.write_config(conf)
}
#[cfg(test)]
mod tests {
use crate::conf;
use crate::error::GameError;
use crate::filesystem::{env, vfs, Arc, Filesystem, Mutex, CONFIG_NAME};
use std::io::{Read, Write};
use std::path;
fn dummy_fs_for_tests() -> Filesystem {
let mut path = path::PathBuf::from(env!("CARGO_MANIFEST_DIR"));
path.push("resources");
let physfs = vfs::PhysicalFS::new(&path, false);
let mut ofs = vfs::OverlayFS::new();
ofs.push_front(Box::new(physfs));
Filesystem {
vfs: Arc::new(Mutex::new(ofs)),
resources_dir: "".into(),
zip_dir: "".into(),
user_config_dir: "".into(),
user_data_dir: "".into(),
}
}
#[test]
fn headless_test_file_exists() {
let f = dummy_fs_for_tests();
let tile_file = path::Path::new("/tile.png");
assert!(f.exists(tile_file));
assert!(f.is_file(tile_file));
let tile_file = path::Path::new("/oglebog.png");
assert!(!f.exists(tile_file));
assert!(!f.is_file(tile_file));
assert!(!f.is_dir(tile_file));
}
#[test]
fn headless_test_read_dir() {
let f = dummy_fs_for_tests();
let dir_contents_size = f.read_dir("/").unwrap().count();
assert!(dir_contents_size > 0);
}
#[test]
fn headless_test_create_delete_file() {
let fs = dummy_fs_for_tests();
let test_file = path::Path::new("/testfile.txt");
let bytes = b"test";
{
let mut file = fs.create(test_file).unwrap();
let _ = file.write(bytes).unwrap();
}
{
let mut buffer = Vec::new();
let mut file = fs.open(test_file).unwrap();
let _ = file.read_to_end(&mut buffer).unwrap();
assert_eq!(bytes, buffer.as_slice());
}
fs.delete(test_file).unwrap();
}
#[test]
fn headless_test_file_not_found() {
let fs = dummy_fs_for_tests();
{
let rel_file = "testfile.txt";
match fs.open(rel_file) {
Err(GameError::ResourceNotFound(_, _)) => (),
Err(e) => panic!("Invalid error for opening file with relative path: {e:?}"),
Ok(f) => panic!("Should have gotten an error but instead got {f:?}!"),
}
}
{
// This absolute path should work on Windows too since we
// completely remove filesystem roots.
match fs.open("/ooglebooglebarg.txt") {
Err(GameError::ResourceNotFound(_, _)) => (),
Err(e) => panic!("Invalid error for opening nonexistent file: {e}"),
Ok(f) => panic!("Should have gotten an error but instead got {f:?}"),
}
}
}
#[test]
fn headless_test_write_config() {
let f = dummy_fs_for_tests();
let conf = conf::Conf::new();
// The config file should end up in
// the resources directory with this
match f.write_config(&conf) {
Ok(_) => (),
Err(e) => panic!("{e:?}"),
}
// Remove the config file!
f.delete(CONFIG_NAME).unwrap();
}
}