mirror of
https://github.com/BeamMP/BeamMP-Launcher.git
synced 2026-02-16 02:30:44 +00:00
Remove registry check and add support for new ini file
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@@ -54,10 +54,10 @@ std::filesystem::path GetGamePath() {
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debug("Successfully parsed startup.ini");
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std::wstring userPath;
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if (ini.contains("filesystem") && ini["filesystem"].contains("UserPath"))
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userPath = Utils::ToWString(ini["filesystem"]["UserPath"]);
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if (ini.contains("filesystem") && std::get<std::map<std::string, std::string>>(ini["filesystem"]).contains("UserPath"))
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userPath = Utils::ToWString(std::get<std::map<std::string, std::string>>(ini["filesystem"])["UserPath"]);
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if (!userPath.empty())
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if (!userPath.empty() && Path.empty())
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if (userPath = Utils::ExpandEnvVars(userPath); std::filesystem::exists(userPath)) {
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Path = userPath;
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debug(L"Using custom user folder path from startup.ini: " + Path.wstring());
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@@ -66,32 +66,54 @@ std::filesystem::path GetGamePath() {
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}
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if (Path.empty()) {
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HKEY hKey;
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LPCTSTR sk = "Software\\BeamNG\\BeamNG.drive";
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LONG openRes = RegOpenKeyEx(HKEY_CURRENT_USER, sk, 0, KEY_ALL_ACCESS, &hKey);
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if (openRes != ERROR_SUCCESS) {
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fatal("Please launch the game at least once!");
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wchar_t* appDataPath = new wchar_t[MAX_PATH];
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HRESULT result = SHGetFolderPathW(NULL, CSIDL_LOCAL_APPDATA, NULL, 0, appDataPath);
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if (!SUCCEEDED(result)) {
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fatal("Cannot get Local Appdata directory");
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}
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auto BeamNGAppdataPath = std::filesystem::path(appDataPath) / "BeamNG";
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if (const auto beamngIniPath = BeamNGAppdataPath / "BeamNG.Drive.ini"; exists(beamngIniPath)) {
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if (std::ifstream beamngIni(beamngIniPath); beamngIni.is_open()) {
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std::string contents((std::istreambuf_iterator(beamngIni)), std::istreambuf_iterator<char>());
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beamngIni.close();
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auto ini = Utils::ParseINI(contents);
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if (ini.empty())
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warn("Failed to parse BeamNG.Drive.ini");
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else
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debug("Successfully parsed BeamNG.Drive.ini");
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std::wstring userPath;
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if (ini.contains("userFolder")) {
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userPath = Utils::ToWString(std::get<std::string>(ini["userFolder"]));
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userPath.erase(0, userPath.find_first_not_of(L" \t"));
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}
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if (!userPath.empty() && Path.empty())
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if (userPath = std::filesystem::path(Utils::ExpandEnvVars(userPath)); std::filesystem::exists(userPath)) {
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Path = userPath;
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debug(L"Using custom user folder path from BeamNG.Drive.ini: " + Path.wstring());
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} else
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warn(L"Found custom user folder path (" + userPath + L") in BeamNG.Drive.ini but it doesn't exist, skipping");
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}
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}
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Path = QueryKey(hKey, 4);
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if (Path.empty()) {
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wchar_t* appDataPath = new wchar_t[MAX_PATH];
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HRESULT result = SHGetFolderPathW(NULL, CSIDL_LOCAL_APPDATA, NULL, 0, appDataPath);
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if (!SUCCEEDED(result)) {
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fatal("Cannot get Local Appdata directory");
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}
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Path = std::filesystem::path(appDataPath) / "BeamNG.drive";
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delete[] appDataPath;
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Path = BeamNGAppdataPath / "BeamNG.drive";
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}
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delete[] appDataPath;
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}
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}
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std::string Ver = CheckVer(GetGameDir());
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Ver = Ver.substr(0, Ver.find('.', Ver.find('.') + 1));
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Path /= Utils::ToWString(Ver);
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Path /= Utils::ToWString("current");
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return Path;
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}
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#elif defined(__linux__)
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