mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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88 lines
4.2 KiB
C++
88 lines
4.2 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _CORE_VMS_H_
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#define _CORE_VMS_H_
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#include "core/volume.h"
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#include "core/util/tDictionary.h"
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namespace Torque
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{
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namespace FS
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{
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/// The VirtualMountSystem extend the mount system by allowing you to mount and access multiple filesystems
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/// on a single root. This allows you to mount multiple volume files on a single root without needing to
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/// change source paths that reference those volumes to use new roots. For instance, you could mount
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/// "missions1.zip" and "missions2.zip", on the same root "", and you could access files from either one.
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///
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/// If you need to mount a writeable filesystem on a VMS, you should mount it as the first filesystem on a root.
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/// File writes are handled as follows:
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/// 1) If you try to open a file for write, and it exists on one of the virtual mounts,
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/// that is the mount that will be used for writing. But if the filesystem is read-only then the writes
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/// will fail (and you will get appropriate error codes from your FileStream or whatever).
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/// 2) If you try to open a file for write that doesn't exist, the VMS falls back to the default MountSystem
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/// behavior, which is to use the first filesystem mounted on the root. If this filesystem happens to be
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/// writable, then you will be able to write to the file.
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/// 3) Nothing special is done for the WriteAppend case; that is, it follows the same logic as if you were
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/// just trying to Write the file.
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///
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/// Because of rule 1) above, you should take care that any files you need to write (such as prefs.cs), are not
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/// included in read-only zip archive files.
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class VirtualMountSystem : public MountSystem
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{
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typedef MountSystem Parent;
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public:
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VirtualMountSystem() : mUseParentFind(false) {}
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virtual ~VirtualMountSystem() { }
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virtual bool mount(String root, FileSystemRef fs);
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virtual bool mount(String root, const Path &path);
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virtual FileSystemRef unmount(String root);
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virtual bool unmount(FileSystemRef fs);
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virtual S32 findByPattern( const Path &inBasePath, const String &inFilePattern, bool inRecursive, Vector<String> &outList, bool includeDirs=false, bool multiMatch = true );
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virtual bool createPath(const Path& path);
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protected:
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virtual void _log(const String& msg);
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virtual FileSystemRef _removeMountFromList(String root);
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virtual FileSystemRef _getFileSystemFromList(const Path& path) const ;
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// Vector of file system refs
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typedef Vector<FileSystemRef> RootToFSVec;
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// map of path to list of file systems containing path
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typedef Map<String, Vector<FileSystemRef> > PathFSMap;
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// map of root to PathFSMap for that root
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//typedef Map<String, PathFSMap*> RootToPathFSMap;
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//RootToPathFSMap mMountMap;
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PathFSMap mRootMap;
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bool mUseParentFind; // this is needed because findByParent calls itself recursively and in some cases we don't want it to re-enter our version
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};
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}
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}
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#endif
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