mirror of
https://github.com/love2d/love.git
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Initial Mercurial commit.
This commit is contained in:
@@ -0,0 +1,497 @@
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/**
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* Copyright (c) 2006-2009 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#include "Filesystem.h"
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// Physfs
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#include <physfs.h>
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namespace love
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{
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namespace filesystem
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{
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namespace physfs
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{
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Filesystem::Filesystem()
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: open_count(0), buffer(0)
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{
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// TODO: love.exe << fail
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if(!PHYSFS_init("love.exe"))
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throw Exception(PHYSFS_getLastError());
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}
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Filesystem::~Filesystem()
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{
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PHYSFS_deinit();
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}
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const char * Filesystem::getName() const
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{
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return "love.filesystem.physfs";
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}
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bool Filesystem::setIdentity( const char * ident )
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{
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// Check whether save directory is already set.
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if(!save_identity.empty() || PHYSFS_getWriteDir() != 0)
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return false;
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// Store the save directory.
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save_identity = std::string(ident);
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// Generate the relative path to the game save folder.
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save_path_relative = std::string(LOVE_APPDATA_FOLDER LOVE_PATH_SEPARATOR) + save_identity;
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// Generate the full path to the game save folder.
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save_path_full = std::string(getAppdataDirectory()) + std::string(LOVE_PATH_SEPARATOR);
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save_path_full += save_path_relative;
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std::cout << save_path_full << std::endl;
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// We now have something like:
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// save_identity: game
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// save_path_relative: ./LOVE/game
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// save_path_full: C:\Documents and Settings\user\Application Data/LOVE/game
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// Try to add the save directory to the search path.
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// (No error on fail, it means that the path doesn't exist).
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PHYSFS_addToSearchPath(save_path_full.c_str(), 1);
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return true;
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}
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bool Filesystem::setSource(const char * source)
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{
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// Check whether directory is already set.
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if(!game_source.empty())
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return false;
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// Add the directory.
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if(!PHYSFS_addToSearchPath(source, 0))
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return false;
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// Save the game source.
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game_source = std::string(source);
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return true;
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}
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bool Filesystem::setupWriteDirectory()
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{
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// These must all be set.
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if(save_identity.empty() || save_path_full.empty() || save_path_relative.empty())
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return false;
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// Set the appdata folder as writable directory.
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// (We must create the save folder before mounting it).
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if(!PHYSFS_setWriteDir(getAppdataDirectory()))
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return false;
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// Create the save folder. (We're now "at" %APPDATA%).
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if(!mkdir(save_path_relative.c_str()))
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{
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PHYSFS_setWriteDir(0); // Clear the write directory in case of error.
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return false;
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}
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// Set the final write directory.
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if(!PHYSFS_setWriteDir(save_path_full.c_str()))
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return false;
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// Add the directory. (Well not be readded if already present).
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if(!PHYSFS_addToSearchPath(save_path_full.c_str(), 1))
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{
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PHYSFS_setWriteDir(0); // Clear the write directory in case of error.
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return false;
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}
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return true;
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}
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File * Filesystem::newFile(const char *filename)
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{
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return new File(filename);
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}
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FileData * Filesystem::newFileData(void * data, int size, const char * filename)
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{
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FileData * fd = new FileData(size, std::string(filename));
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// Copy the data into
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memcpy(fd->getData(), data, size);
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return fd;
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}
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const char * Filesystem::getWorkingDirectory()
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{
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#ifdef LOVE_WINDOWS
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_getcwd(cwdbuffer, _MAX_PATH);
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#else
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char * temp = getcwd(cwdbuffer, MAXPATHLEN);
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if(temp == 0)
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return 0;
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#endif
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return cwdbuffer;
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}
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const char * Filesystem::getUserDirectory()
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{
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return PHYSFS_getUserDir();
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}
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const char * Filesystem::getAppdataDirectory()
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{
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#ifdef LOVE_WINDOWS
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return getenv("APPDATA");
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#else
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return getUserDirectory();
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#endif
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}
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const char * Filesystem::getSaveDirectory()
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{
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return save_path_full.c_str();
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}
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bool Filesystem::exists(const char * file)
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{
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if(PHYSFS_exists(file))
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return true;
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return false;
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}
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bool Filesystem::isDirectory(const char * file)
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{
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if(PHYSFS_isDirectory(file))
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return true;
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return false;
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}
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bool Filesystem::isFile(const char * file)
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{
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return exists(file) && !isDirectory(file);
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}
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bool Filesystem::mkdir(const char * file)
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{
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if(PHYSFS_getWriteDir() == 0 && !setupWriteDirectory())
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return false;
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if(!PHYSFS_mkdir(file))
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return false;
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return true;
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}
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bool Filesystem::remove(const char * file)
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{
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if(PHYSFS_getWriteDir() == 0 && !setupWriteDirectory())
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return false;
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if(!PHYSFS_delete(file))
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return false;
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return true;
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}
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int Filesystem::read(lua_State * L)
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{
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// The file to read from. The file must either be created
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// on-the-fly, or passed as a parameter.
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File * file;
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if(lua_isstring(L, 1))
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{
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// Create the file.
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file = newFile(lua_tostring(L, 1));
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file->open(File::READ);
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}
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else
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return luaL_error(L, "Expected filename.");
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// Optionally, the caller can specify whether to read
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// the whole file, or just a part of it.
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int count = luaL_optint(L, 2, file->getSize());
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// Read the data.
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Data * data = file->read(count);
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// Error check.
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if(data == 0)
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return luaL_error(L, "File could not be read.");
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// Close and delete the file, if we created it.
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// (I.e. if the first parameter is a string).
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if(lua_isstring(L, 1))
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file->release();
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// Push the string.
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lua_pushlstring(L, (char*)data->getData(), data->getSize());
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// Push the size.
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lua_pushinteger(L, data->getSize());
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// Lua has a copy now, so we can free it.
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data->release();
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return 2;
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}
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int Filesystem::write(lua_State * L)
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{
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// The file to write to. The file must either be created
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// on-the-fly, or passed as a parameter.
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File * file;
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// We know for sure that the second parameter must be a
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// a string, so let's check that first.
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if(!lua_isstring(L, 2))
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return luaL_error(L, "Second argument must be a string.");
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// The third paramter must be a number to indicate the size of
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// the data.
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if(!lua_isnumber(L, 3))
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return luaL_error(L, "Third argument must be a number.");
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if(lua_isstring(L, 1))
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{
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// Create the file.
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file = newFile(lua_tostring(L, 1));
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}
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else
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return luaL_error(L, "Expected filename.");
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// Get the current mode of the file.
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File::Mode mode = file->getMode();
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if(mode == File::CLOSED)
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{
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// It should be possible to use append mode, but
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// normal File::Mode::Write is the default.
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int mode = luaL_optint(L, 4, File::WRITE);
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// Open the file.
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if(!file->open((File::Mode)mode))
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return luaL_error(L, "Could not open file.");
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}
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size_t length = 0;
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const char * input = lua_tolstring(L, 2, &length);
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// Get how much we should write. Length of string default.
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length = luaL_optint(L, 3, length);
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// Write the data.
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bool success = file->write(input, length);
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// Close and delete the file, if we created
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// it in this function.
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if(lua_isstring(L, 1))
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{
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// Kill the file if "we" created it.
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file->close();
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file->release();
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}
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if(!success)
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return luaL_error(L, "Data could not be written.");
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lua_pushboolean(L, success);
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return 1;
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}
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int Filesystem::enumerate(lua_State * L)
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{
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int n = lua_gettop(L);
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if( n != 1 )
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return luaL_error(L, "Function requires a single parameter.");
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int type = lua_type(L, 1);
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if(type != LUA_TSTRING)
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return luaL_error(L, "Function requires parameter of type string.");
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const char * dir = lua_tostring(L, 1);
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char **rc = PHYSFS_enumerateFiles(dir);
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char **i;
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int index = 1;
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lua_newtable(L);
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for (i = rc; *i != 0; i++)
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{
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lua_pushinteger(L, index);
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lua_pushstring(L, *i);
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lua_settable(L, -3);
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index++;
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}
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PHYSFS_freeList(rc);
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return 1;
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}
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int Filesystem::lines(lua_State * L)
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{
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File * file;
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if(lua_isstring(L, 1))
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{
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file = newFile(lua_tostring(L, 1));
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if(!file->open(File::READ))
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return luaL_error(L, "Could not open file %s.\n", lua_tostring(L, 1));
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lua_pop(L, 1);
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luax_newtype(L, "File", LOVE_FILESYSTEM_FILE_BITS, file, false);
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lua_pushboolean(L, 1); // 1 = autoclose.
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}
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else
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return luaL_error(L, "Expected filename.");
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// Reset the file position.
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if(!file->seek(0))
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return luaL_error(L, "File does not appear to be open.\n");
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lua_pushcclosure(L, lines_i, 2);
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return 1;
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}
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int Filesystem::lines_i(lua_State * L)
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{
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// We're using a 1k buffer.
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const static int bufsize = 8;
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static char buf[bufsize];
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File * file = luax_checktype<File>(L, lua_upvalueindex(1), "File", LOVE_FILESYSTEM_FILE_BITS);
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int close = (int)lua_tointeger(L, lua_upvalueindex(2));
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// Find the next newline.
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// pos must be at the start of the line we're trying to find.
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int pos = file->tell();
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int newline = -1;
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int totalread = 0;
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while(!file->eof())
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{
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int current = file->tell();
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int read = file->read(buf, bufsize);
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totalread += read;
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if(read < 0)
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return luaL_error(L, "Readline failed!");
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for(int i = 0;i<read;i++)
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{
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if(buf[i] == '\n')
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{
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newline = current+i;
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break;
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}
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}
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if(newline > 0)
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break;
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}
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// Special case for the last "line".
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if(newline <= 0 && file->eof() && totalread > 0)
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newline = pos + totalread;
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// We've got a newline.
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if(newline > 0)
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{
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// Ok, we've got a line.
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int linesize = (newline-pos);
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// Allocate memory for the string.
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char * str = new char[linesize];
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// Read it.
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file->seek(pos);
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if(file->read(str, linesize) == -1)
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return luaL_error(L, "Read error.");
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if(str[linesize-1]=='\r')
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linesize -= 1;
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lua_pushlstring(L, str, linesize);
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// Free the memory. Lua has a copy now.
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delete[] str;
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// Set the beginning of the next line.
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if(!file->eof())
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file->seek(newline+1);
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return 1;
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}
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if(close)
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{
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file->close();
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file->release();
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}
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// else: (newline <= 0)
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return 0;
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}
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int Filesystem::load(lua_State * L)
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{
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// Need only one arg.
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luax_assert_argc(L, 1, 1);
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// Must be string.
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if(!lua_isstring(L, -1))
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return luaL_error(L, "The argument must be a string.");
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const char * filename = lua_tostring(L, -1);
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// The file must exist.
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if(!exists(filename))
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return luaL_error(L, "File %s does not exist.", filename);
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// Create the file.
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File * file = newFile(filename);
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file->open(File::READ);
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// Get the data from the file.
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Data * data = file->read();
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int status = luaL_loadbuffer(L, (const char *)data->getData(), data->getSize(), filename);
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data->release();
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file->release();
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// Load the chunk, but don't run it.
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switch (status)
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{
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case LUA_ERRMEM:
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return luaL_error(L, "Memory allocation error: %s\n", lua_tostring(L, -1));
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case LUA_ERRSYNTAX:
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return luaL_error(L, "Syntax error: %s\n", lua_tostring(L, -1));
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default: // success
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return 1;
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}
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}
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} // physfs
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} // filesystem
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||||
} // love
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||||
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