shadPS4/src/common/path_util.cpp

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <unordered_map>
#include "common/logging/log.h"
#include "common/path_util.h"
#include "common/scope_exit.h"
#ifdef __APPLE__
#include <CoreFoundation/CFBundle.h>
#include <dlfcn.h>
#include <sys/param.h>
#endif
#ifndef MAX_PATH
#ifdef _WIN32
// This is the maximum number of UTF-16 code units permissible in Windows file paths
#define MAX_PATH 260
#else
// This is the maximum number of UTF-8 code units permissible in all other OSes' file paths
#define MAX_PATH 1024
#endif
#endif
#ifdef ENABLE_QT_GUI
#include <QString>
#endif
namespace Common::FS {
namespace fs = std::filesystem;
#ifdef __APPLE__
using IsTranslocatedURLFunc = Boolean (*)(CFURLRef path, bool* isTranslocated,
CFErrorRef* __nullable error);
using CreateOriginalPathForURLFunc = CFURLRef __nullable (*)(CFURLRef translocatedPath,
CFErrorRef* __nullable error);
static CFURLRef UntranslocateBundlePath(const CFURLRef bundle_path) {
if (void* security_handle =
dlopen("/System/Library/Frameworks/Security.framework/Security", RTLD_LAZY)) {
SCOPE_EXIT {
dlclose(security_handle);
};
const auto IsTranslocatedURL = reinterpret_cast<IsTranslocatedURLFunc>(
dlsym(security_handle, "SecTranslocateIsTranslocatedURL"));
const auto CreateOriginalPathForURL = reinterpret_cast<CreateOriginalPathForURLFunc>(
dlsym(security_handle, "SecTranslocateCreateOriginalPathForURL"));
bool is_translocated = false;
if (IsTranslocatedURL && CreateOriginalPathForURL &&
IsTranslocatedURL(bundle_path, &is_translocated, nullptr) && is_translocated) {
return CreateOriginalPathForURL(bundle_path, nullptr);
}
}
return nullptr;
}
static std::filesystem::path GetBundleParentDirectory() {
if (CFBundleRef bundle_ref = CFBundleGetMainBundle()) {
if (CFURLRef bundle_url_ref = CFBundleCopyBundleURL(bundle_ref)) {
SCOPE_EXIT {
CFRelease(bundle_url_ref);
};
CFURLRef untranslocated_url_ref = UntranslocateBundlePath(bundle_url_ref);
SCOPE_EXIT {
if (untranslocated_url_ref) {
CFRelease(untranslocated_url_ref);
}
};
char app_bundle_path[MAXPATHLEN];
if (CFURLGetFileSystemRepresentation(
untranslocated_url_ref ? untranslocated_url_ref : bundle_url_ref, true,
reinterpret_cast<u8*>(app_bundle_path), sizeof(app_bundle_path))) {
std::filesystem::path bundle_path{app_bundle_path};
return bundle_path.parent_path();
}
}
}
return std::filesystem::current_path();
}
#endif
static auto UserPaths = [] {
#ifdef __APPLE__
// Set the current path to the directory containing the app bundle.
std::filesystem::current_path(GetBundleParentDirectory());
#endif
// Try the portable user directory first.
auto user_dir = std::filesystem::current_path() / PORTABLE_DIR;
if (!std::filesystem::exists(user_dir)) {
// If it doesn't exist, use the standard path for the platform instead.
// NOTE: On Windows we currently just create the portable directory instead.
#ifdef __APPLE__
user_dir =
std::filesystem::path(getenv("HOME")) / "Library" / "Application Support" / "shadPS4";
#elif defined(__linux__)
const char* xdg_data_home = getenv("XDG_DATA_HOME");
if (xdg_data_home != nullptr && strlen(xdg_data_home) > 0) {
user_dir = std::filesystem::path(xdg_data_home) / "shadPS4";
} else {
user_dir = std::filesystem::path(getenv("HOME")) / ".local" / "share" / "shadPS4";
}
#endif
}
std::unordered_map<PathType, fs::path> paths;
const auto create_path = [&](PathType shad_path, const fs::path& new_path) {
std::filesystem::create_directory(new_path);
paths.insert_or_assign(shad_path, new_path);
};
create_path(PathType::UserDir, user_dir);
create_path(PathType::LogDir, user_dir / LOG_DIR);
create_path(PathType::ScreenshotsDir, user_dir / SCREENSHOTS_DIR);
create_path(PathType::ShaderDir, user_dir / SHADER_DIR);
create_path(PathType::SaveDataDir, user_dir / SAVEDATA_DIR);
create_path(PathType::GameDataDir, user_dir / GAMEDATA_DIR);
create_path(PathType::TempDataDir, user_dir / TEMPDATA_DIR);
create_path(PathType::SysModuleDir, user_dir / SYSMODULES_DIR);
create_path(PathType::DownloadDir, user_dir / DOWNLOAD_DIR);
create_path(PathType::CapturesDir, user_dir / CAPTURES_DIR);
create_path(PathType::CheatsDir, user_dir / CHEATS_DIR);
create_path(PathType::PatchesDir, user_dir / PATCHES_DIR);
create_path(PathType::MetaDataDir, user_dir / METADATA_DIR);
return paths;
}();
bool ValidatePath(const fs::path& path) {
if (path.empty()) {
LOG_ERROR(Common_Filesystem, "Input path is empty, path={}", PathToUTF8String(path));
return false;
}
#ifdef _WIN32
if (path.u16string().size() >= MAX_PATH) {
LOG_ERROR(Common_Filesystem, "Input path is too long, path={}", PathToUTF8String(path));
return false;
}
#else
if (path.u8string().size() >= MAX_PATH) {
LOG_ERROR(Common_Filesystem, "Input path is too long, path={}", PathToUTF8String(path));
return false;
}
#endif
return true;
}
std::string PathToUTF8String(const std::filesystem::path& path) {
const auto u8_string = path.u8string();
return std::string{u8_string.begin(), u8_string.end()};
}
const fs::path& GetUserPath(PathType shad_path) {
return UserPaths.at(shad_path);
}
std::string GetUserPathString(PathType shad_path) {
return PathToUTF8String(GetUserPath(shad_path));
}
void SetUserPath(PathType shad_path, const fs::path& new_path) {
if (!std::filesystem::is_directory(new_path)) {
LOG_ERROR(Common_Filesystem, "Filesystem object at new_path={} is not a directory",
PathToUTF8String(new_path));
return;
}
UserPaths.insert_or_assign(shad_path, new_path);
}
#ifdef ENABLE_QT_GUI
void PathToQString(QString& result, const std::filesystem::path& path) {
#ifdef _WIN32
result = QString::fromStdWString(path.wstring());
#else
result = QString::fromStdString(path.string());
#endif
}
std::filesystem::path PathFromQString(const QString& path) {
#ifdef _WIN32
return std::filesystem::path(path.toStdWString());
#else
return std::filesystem::path(path.toStdString());
#endif
}
#endif
} // namespace Common::FS