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Allow merged games marked as 'release' to have their save dir directly in the appdata dir
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@@ -34,7 +34,7 @@ namespace filesystem
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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), isInited(false)
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: open_count(0), buffer(0), isInited(false), release(false), releaseSet(false)
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{
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}
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@@ -59,6 +59,14 @@ namespace physfs
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isInited = true;
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}
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void Filesystem::setRelease(bool release)
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{
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if (releaseSet)
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return;
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this->release = release;
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releaseSet = true;
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}
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bool Filesystem::setIdentity( const char * ident )
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{
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if(!isInited)
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@@ -68,11 +76,14 @@ namespace physfs
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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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save_path_relative = std::string(LOVE_APPDATA_PREFIX 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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if (release)
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save_path_full += std::string(LOVE_APPDATA_PREFIX) + save_identity;
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else
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save_path_full += save_path_relative;
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// We now have something like:
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// save_identity: game
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@@ -120,7 +131,13 @@ namespace physfs
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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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bool success = false;
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if (release)
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success = mkdir(save_identity.c_str());
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else
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success = mkdir(save_path_relative.c_str());
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if(!success)
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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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@@ -46,6 +46,7 @@
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// In Windows, we would like to use "LOVE" as the
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// application folder, but in Linux, we like .love.
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#define LOVE_APPDATA_PREFIX ""
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#ifdef LOVE_WINDOWS
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# define LOVE_APPDATA_FOLDER "LOVE"
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# define LOVE_PATH_SEPARATOR "/"
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@@ -56,7 +57,8 @@
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# elif defined(LOVE_LINUX)
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# define LOVE_APPDATA_FOLDER "love"
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# else
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# define LOVE_APPDATA_FOLDER ".love"
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# define LOVE_APPDATA_PREFIX "."
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# define LOVE_APPDATA_FOLDER "love"
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# endif
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# define LOVE_PATH_SEPARATOR "/"
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# define LOVE_MAX_PATH MAXPATHLEN
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@@ -99,6 +101,11 @@ namespace physfs
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// Workaround for machines without PhysFS 2.0
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bool isInited;
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// Allow saving outside of the LOVE_APPDATA_FOLDER
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// for release 'builds'
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bool release;
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bool releaseSet;
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protected:
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public:
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@@ -111,6 +118,8 @@ namespace physfs
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void init(const char * arg0);
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void setRelease(bool release);
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/**
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* This sets up the save directory. If the
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* it is already set up, nothing happens.
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@@ -52,6 +52,14 @@ namespace physfs
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return 0;
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}
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int w_setRelease(lua_State * L)
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{
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// no error checking needed, everything, even nothing
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// can be converted to a boolean
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instance->setRelease(lua_toboolean(L, 1));
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return 0;
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}
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int w_setIdentity(lua_State * L)
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{
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const char * arg = luaL_checkstring(L, 1);
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@@ -290,6 +298,7 @@ namespace physfs
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// List of functions to wrap.
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static const luaL_Reg functions[] = {
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{ "init", w_init },
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{ "setRelease", w_setRelease },
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{ "setIdentity", w_setIdentity },
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{ "setSource", w_setSource },
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{ "newFile", w_newFile },
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@@ -34,6 +34,7 @@ namespace physfs
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{
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bool hack_setupWriteDirectory();
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int w_init(lua_State * L);
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int w_setRelease(lua_State * L);
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int w_setIdentity(lua_State * L);
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int w_setSource(lua_State * L);
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int w_newFile(lua_State * L);
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@@ -182,6 +182,8 @@ function love.createhandlers()
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end
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local is_fused_game = false
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-- This can't be overriden.
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function love.boot()
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@@ -198,6 +200,7 @@ function love.boot()
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-- Is this one of those fancy "fused" games?
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local can_has_game = pcall(love.filesystem.setSource, arg0)
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is_fused_game = can_has_game
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if not can_has_game and o.game.set and o.game.arg[1] then
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local full_source = love.path.getfull(o.game.arg[1])
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@@ -297,9 +300,11 @@ function love.init()
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love.graphics.setCaption(c.title)
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end
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if love.filesystem and c.identity then love.filesystem.setIdentity(c.identity) end
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if love.filesystem and love.filesystem.exists("main.lua") then require("main.lua") end
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if love.filesystem then
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love.filesystem.setRelease(c.release and is_fused_game)
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if c.identity then love.filesystem.setIdentity(c.identity) end
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if love.filesystem.exists("main.lua") then require("main.lua") end
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end
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if no_game_code then
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error("No code to run\nYour game might be packaged incorrectly\nMake sure main.lua is at the top level of the zip")
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+1869
-1863
File diff suppressed because it is too large
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