[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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