[physfs] Getting every instance of overlapping files
Indy Sams
indy at driftsolutions.com
Mon Aug 25 17:03:13 EDT 2014
Hello Haydn,
You should just make your PHYSFS_openReadMulti function, if you copy/paste the existing PHYSFS_openRead function it will take you about 5-10 minutes to make. You'll just have to use a compiled in copy instead of the system copy of PhysFS if your program is Linux compatible.
Best regards,
Indy Sams
mailto:indy at driftsolutions.com
Monday, August 25, 2014, 4:28:32 PM, you wrote:
HH> PHYSFS_mount wont let me mount the same 'archiveFileName' twice,
HH> even if the 'mountPoint' is different.
HH> On Mon, Aug 25, 2014 at 2:21 PM, Edward Rudd <urkle at outoforder.cc> wrote:
HH>
HH> On Aug 25, 2014, at 4:04 PM, Haydn Harach <hharach at gmail.com> wrote:
HH> How can I load the archives in separate directories? Within each
HH> archive I have a "textures/" folder and a "maps/" folder. I want
HH> to keep the "maps/" folders separate so I can load a specific map
HH> from a specific archive, but I want everything in "textures/" to
HH> overlap and be overwritten as is the default behavior.
HH> You would use PHYSFS_mount and specify a subfolder for the second argument (mountPoint).. example
HH> PHYSFS_mount( archiveFileName, "/mods/mod1", 0);
HH> On Sat, Aug 23, 2014 at 7:37 PM, Haydn Harach <hharach at gmail.com> wrote:
HH>
HH>
HH> Ideally, what I want is a `PHYSFS_openReadMulti()` function,
HH> which returns an array of `PHYSFS_file*` pointers. I don't mind
HH> writing this function myself, as long as the underlying system is
HH> capable of it. It is open source, after all.
HH>
HH> On Sat, Aug 23, 2014 at 5:07 AM, Sik the hedgehog
HH> <sik.the.hedgehog at gmail.com> wrote:
HH>
HH> Then load the archives in separate directories and handle the
HH> overriding manually (using a wrapper function for opening files would
HH> be helpful here).
HH>
HH> 2014-08-23 6:37 GMT-03:00, Haydn Harach <hharach at gmail.com>:
HH>
>> Can't - I wont know exactly which files to load until run time (.map files
>> can refer to other .map files, and that information wont be known until the
>> player is in the .map).
>> On Sat, Aug 23, 2014 at 3:10 AM, Sik the hedgehog <
>> sik.the.hedgehog at gmail.com> wrote:
>>> Then just take the second option (load .map files when you just mount
>>> the archive, leave the .png files for after you've mounted
>>> everything).
>>> 2014-08-23 5:33 GMT-03:00, Haydn Harach <hharach at gmail.com>:
>>> > Problem is, I want .png files to be overwritten, but not .map files.
>>> When
>>> > the mod is loaded initially, it's just a big .zip archive, there could
>>> > be
>>> > .png or .map files within it's sub-directories.
>>> >
>>> >
>>> > On Sat, Aug 23, 2014 at 2:13 AM, Sik the hedgehog <
>>> > sik.the.hedgehog at gmail.com> wrote:
>>> >
>>> >> Two options:
>>> >>
>>> >> - Mount them in separate directories and just deal with the fact (I
>>> >> ended up doing this to prevent mods in my game from overwriting
>>> >> configuration and savegame files).
>>> >>
>>> >> - If the data is going to permanently stay in memory (i.e. you won't
>>> >> need to read the files after initially mounted), then load the files
>>> >> the moment you mount them (before mounting the subsequent archives).
>>> >> The obvious upshot is that if you want you can unmount them after
>>> >> loading (since the data is in RAM already).
>>> >> _______________________________________________
>>> >> physfs mailing list
>>> >> physfs at icculus.org
>>> >> http://icculus.org/mailman/listinfo/physfs
>>> >>
>>> >
>>> _______________________________________________
>>> physfs mailing list
>>> physfs at icculus.org
>>> http://icculus.org/mailman/listinfo/physfs
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