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https://github.com/love2d/love-android.git
synced 2026-08-12 16:41:12 +02:00
Circumventing duplication of assets/game.love by mounting it from memory
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@@ -59,6 +59,53 @@ namespace
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}
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#ifdef LOVE_ANDROID
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void androidDeleteAssetGameMemory (void *ptr) {
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SDL_Log ("freeing memory for in-memory game.love");
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char *game_love_data = static_cast<char*>(ptr);
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delete[] game_love_data;
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}
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bool androidMountAssetGame () {
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SDL_Log ("Trying to mount assets/game.love");
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SDL_RWops *asset_game_file = SDL_RWFromFile("game.love", "rb");
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if (!asset_game_file) {
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SDL_Log ("Could not find assets/game.love");
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return false;
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}
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Sint64 file_size = asset_game_file->size(asset_game_file);
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if (file_size == 0) {
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SDL_Log ("Could not find valid game.love in assets. File has zero size.", (int) file_size);
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return false;
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}
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char *game_love_data = new char[file_size];
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if (!game_love_data) {
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SDL_Log ("Could not allocate memory for in-memory game archive");
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return false;
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}
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size_t bytes_copied = asset_game_file->read(asset_game_file, game_love_data, sizeof(char), (size_t) file_size);
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if (bytes_copied != file_size) {
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SDL_Log ("Only copied %d of %d bytes into in-memory game archive!", bytes_copied, file_size);
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delete[] game_love_data;
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return false;
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}
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bool result = false;
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if (PHYSFS_mountMemory (game_love_data, file_size, androidDeleteAssetGameMemory, "archive.zip", "/", 0)) {
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result = true;
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} else {
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SDL_Log ("Mounting of in-memory game archive failed!");
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}
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SDL_Log ("Mounting of in-memory game archive successful!");
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return result;
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}
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bool androidDirectoryExists(const char* path) {
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SDL_Log ("Checking directory exists for %s", path);
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struct stat s;
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@@ -106,69 +153,6 @@ namespace
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return true;
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}
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bool androidCopyGameFromAssets () {
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SDL_RWops *asset_game_file = SDL_RWFromFile("game.love", "rb");
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if (!asset_game_file) {
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SDL_Log ("Could not find game.love in assets.");
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return false;
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}
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Sint64 file_size = asset_game_file->size(asset_game_file);
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if (file_size == 0) {
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SDL_Log ("Could not find valid game.love in assets. File has zero size.", (int) file_size);
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return false;
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}
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SDL_Log ("Found game.love in assets. Size: %d", (int) file_size);
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std::string internal_storage_path = SDL_AndroidGetInternalStoragePath();
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std::string internal_game_file = internal_storage_path + "/game/game.love";
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SDL_RWops *storage_game_file = SDL_RWFromFile (internal_game_file.c_str(), "wb");
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if (!storage_game_file) {
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SDL_Log ("Error creating internal storage game file: %s", SDL_GetError());
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asset_game_file->close(asset_game_file);
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return false;
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}
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size_t buff_size = 128 * 1024;
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char *data_buffer = new char[buff_size];
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if (!data_buffer) {
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SDL_Log ("Error allocating memory for file copy buffer!");
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asset_game_file->close(asset_game_file);
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storage_game_file->close(storage_game_file);
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return false;
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}
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size_t bytes_copied = 0;
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while (bytes_copied != (size_t) file_size) {
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size_t bytes_read = asset_game_file->read(asset_game_file, data_buffer, sizeof(char), (size_t) buff_size);
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size_t bytes_written = storage_game_file->write(storage_game_file, data_buffer, sizeof(char), bytes_read);
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bytes_copied += bytes_written;
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SDL_Log ("Copied %d of %d bytes", bytes_copied, file_size);
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if (bytes_written != bytes_read) {
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SDL_Log ("Error copying asset game to internal storage: %s", SDL_GetError());
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asset_game_file->close(asset_game_file);
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storage_game_file->close(storage_game_file);
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return false;
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}
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}
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delete[] data_buffer;
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data_buffer = NULL;
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asset_game_file->close(asset_game_file);
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storage_game_file->close(storage_game_file);
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SDL_Log ("Copying of asset game to internal storage %s successful!", internal_game_file.c_str());
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return true;
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}
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#endif
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}
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@@ -302,24 +286,31 @@ bool Filesystem::setSource(const char *source)
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SDL_Log ("Error creating storage directories!");
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}
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if (androidCopyGameFromAssets())
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new_search_path = std::string(SDL_AndroidGetInternalStoragePath()) + std::string("/game/game.love");
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else {
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SDL_RWops *sdcard_main = SDL_RWFromFile("/sdcard/lovegame/main.lua", "rb");
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if (!androidMountAssetGame()) {
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SDL_RWops *sdcard_main = SDL_RWFromFile("/sdcard/lovegame/main.lua", "rb");
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if (sdcard_main) {
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SDL_Log ("using game from /sdcard/lovegame");
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new_search_path = "/sdcard/lovegame";
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sdcard_main->close(sdcard_main);
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}
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}
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#endif
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if (sdcard_main) {
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SDL_Log ("using game from /sdcard/lovegame");
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new_search_path = "/sdcard/lovegame";
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sdcard_main->close(sdcard_main);
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if (!PHYSFS_addToSearchPath(new_search_path.c_str(), 1)) {
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SDL_Log ("mounting of %s failed", new_search_path.c_str());
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return false;
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}
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} else {
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// Neither assets/game.love or /sdcard/lovegame was mounted
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// sucessfully, therefore simply fail.
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return false;
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}
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}
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#else
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// Add the directory.
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if (!PHYSFS_addToSearchPath(new_search_path.c_str(), 1)) {
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SDL_Log ("mounting of %s failed", new_search_path.c_str());
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return false;
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}
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#endif
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// Save the game source.
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game_source = new_search_path;
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