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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef plStreamSource_h_inc
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#define plStreamSource_h_inc
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#include "hsStream.h"
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#include "hsStlUtils.h"
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// A class for holding and accessing file streams. The preloader will insert
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// files in here once they are loaded. In internal builds, if a requested file
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// is not found, it will be retrieved from disk.
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class plStreamSource
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{
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private:
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struct fileData
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{
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std::wstring fFilename; // includes path
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std::wstring fDir; // parent directory
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std::wstring fExt;
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hsStream* fStream; // we own this pointer, so clean it up
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};
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std::map<std::wstring, fileData> fFileData; // key is filename
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void ICleanup(); // closes all file pointers and cleans up after itself
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void IBreakupFilename(std::wstring filename, std::wstring& dir, std::wstring& ext);
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plStreamSource() {}
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public:
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~plStreamSource() {ICleanup();}
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// Force a cleanup of all data (some apps need to get at those file again, and they can't while we have them open)
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void Cleanup() {ICleanup();}
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// File access functions
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hsStream* GetFile(std::wstring filename); // internal builds will read from disk if it doesn't exist
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std::vector<std::wstring> GetListOfNames(std::wstring dir, std::wstring ext); // internal builds merge from disk
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// For other classes to insert files (takes ownership of the stream if successful)
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bool InsertFile(std::wstring filename, hsStream* stream);
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// Instance handling
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static plStreamSource* GetInstance();
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};
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#endif // plStreamSource_h_inc
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