- reduce backend's dependency on game state by using callbacks.
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721b857e5e
commit
56f2b2ac56
29 changed files with 289 additions and 276 deletions
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@ -36,10 +36,11 @@
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#include <windows.h>
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#include <lmcons.h>
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#include <shlobj.h>
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#include <Shlwapi.h>
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#include "printf.h"
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#include "cmdlib.h"
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#include "doomtype.h"
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#include "m_misc.h"
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#include "findfile.h"
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#include "version.h" // for GAMENAME
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// Vanilla MinGW does not have folder ids
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@ -65,7 +66,7 @@ bool UseKnownFolders()
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// Cache this value so the semantics don't change during a single run
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// of the program. (e.g. Somebody could add write access while the
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// program is running.)
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static INTBOOL iswritable = -1;
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static int iswritable = -1;
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HANDLE file;
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if (iswritable >= 0)
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@ -125,8 +126,6 @@ FString M_GetAppDataPath(bool create)
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{ // Failed (e.g. On Win9x): use program directory
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path = progdir;
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}
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// Don't use GAME_DIR and such so that ZDoom and its child ports can
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// share the node cache.
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path += "/" GAMENAMELOWERCASE;
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path.Substitute("//", "/"); // needed because progdir ends with a slash.
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if (create)
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@ -176,33 +175,13 @@ FString M_GetAutoexecPath()
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return "$PROGDIR/autoexec.cfg";
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}
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//===========================================================================
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//
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// M_GetCajunPath Windows
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//
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// Returns the location of the Cajun Bot definitions.
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//
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//===========================================================================
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FString M_GetCajunPath(const char *botfilename)
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{
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FString path;
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path << progdir << "zcajun/" << botfilename;
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if (!FileExists(path))
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{
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path = "";
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}
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return path;
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}
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//===========================================================================
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//
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// M_GetConfigPath Windows
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//
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// Returns the path to the config file. On Windows, this can vary for reading
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// vs writing. i.e. If $PROGDIR/zdoom-<user>.ini does not exist, it will try
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// to read from $PROGDIR/zdoom.ini, but it will never write to zdoom.ini.
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// vs writing. i.e. If the user specific ini does not exist, it will try
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// to read from a neutral version, but never write to it.
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//
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//===========================================================================
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@ -211,7 +190,7 @@ FString M_GetConfigPath(bool for_reading)
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FString path;
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HRESULT hr;
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path.Format("%s" GAMENAME "_portable.ini", progdir.GetChars());
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path.Format("%s" GAMENAMELOWERCASE "_portable.ini", progdir.GetChars());
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if (FileExists(path))
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{
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return path;
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@ -226,12 +205,12 @@ FString M_GetConfigPath(bool for_reading)
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path += "/" GAMENAMELOWERCASE ".ini";
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}
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else
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{ // construct "$PROGDIR/zdoom-$USER.ini"
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TCHAR uname[UNLEN+1];
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DWORD unamelen = countof(uname);
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{ // construct "$PROGDIR/-$USER.ini"
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WCHAR uname[UNLEN+1];
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DWORD unamelen = UNLEN;
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path = progdir;
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hr = GetUserName(uname, &unamelen);
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hr = GetUserNameW(uname, &unamelen);
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if (SUCCEEDED(hr) && uname[0] != 0)
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{
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// Is it valid for a user name to have slashes?
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@ -246,13 +225,13 @@ FString M_GetConfigPath(bool for_reading)
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path << GAMENAMELOWERCASE "-" << FString(uname) << ".ini";
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}
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else
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{ // Couldn't get user name, so just use zdoom.ini
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{ // Couldn't get user name, so just use base version.
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path += GAMENAMELOWERCASE ".ini";
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}
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}
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// If we are reading the config file, check if it exists. If not, fallback
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// to $PROGDIR/zdoom.ini
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// to base version.
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if (for_reading)
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{
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if (!FileExists(path))
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@ -283,19 +262,19 @@ FString M_GetScreenshotsPath()
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if (!UseKnownFolders())
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{
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return progdir;
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path << progdir << "/Screenshots/";
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}
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else if (GetKnownFolder(-1, MyFOLDERID_Screenshots, true, path))
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{
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path << "/" GAMENAME;
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path << "/" GAMENAME "/";
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}
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else if (GetKnownFolder(CSIDL_MYPICTURES, FOLDERID_Pictures, true, path))
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{
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path << "/Screenshots/" GAMENAME;
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path << "/Screenshots/" GAMENAME "/";
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}
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else
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{
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return progdir;
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path << progdir << "/Screenshots/";
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}
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CreatePath(path);
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return path;
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@ -315,25 +294,25 @@ FString M_GetSavegamesPath()
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if (!UseKnownFolders())
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{
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return progdir;
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path << progdir << "Save/";
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}
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// Try standard Saved Games folder
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else if (GetKnownFolder(-1, FOLDERID_SavedGames, true, path))
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{
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path << "/" GAMENAME;
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path << "/" GAMENAME "/";
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}
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// Try defacto My Documents/My Games folder
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else if (GetKnownFolder(CSIDL_PERSONAL, FOLDERID_Documents, true, path))
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{
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// I assume since this isn't a standard folder, it doesn't have
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// a localized name either.
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path << "/My Games/" GAMENAME;
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CreatePath(path);
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path << "/My Games/" GAMENAME "/";
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}
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else
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{
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path = progdir;
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path << progdir << "Save/";
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}
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return path;
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}
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@ -365,7 +344,7 @@ FString M_GetDocumentsPath()
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{
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// I assume since this isn't a standard folder, it doesn't have
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// a localized name either.
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path << "/My Games/" GAMENAME;
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path << "/My Games/" GAMENAME "/";
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CreatePath(path);
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}
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else
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@ -374,3 +353,55 @@ FString M_GetDocumentsPath()
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}
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return path;
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}
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//===========================================================================
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//
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// M_GetDemoPath Windows
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//
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// Returns the path to the default demp directory.
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//
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//===========================================================================
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FString M_GetDemoPath()
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{
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FString path;
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// A portable INI means that this storage location should also be portable.
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FStringf inipath("%s" GAMENAME "_portable.ini", progdir.GetChars());
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if (FileExists(inipath) || !UseKnownFolders())
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{
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path << progdir << "Demos/";
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}
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else
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// Try defacto My Documents/My Games folder
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if (GetKnownFolder(CSIDL_PERSONAL, FOLDERID_Documents, true, path))
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{
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// I assume since this isn't a standard folder, it doesn't have
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// a localized name either.
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path << "/My Games/" GAMENAME "/";
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}
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else
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{
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path << progdir << "Demos/";
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}
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return path;
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}
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//===========================================================================
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//
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// M_NormalizedPath
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//
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// Normalizes the given path and returns the result.
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//
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//===========================================================================
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FString M_GetNormalizedPath(const char* path)
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{
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std::wstring wpath = WideString(path);
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wchar_t buffer[MAX_PATH];
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GetFullPathNameW(wpath.c_str(), MAX_PATH, buffer, nullptr);
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FString result(buffer);
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FixPathSeperator(result);
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return result;
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}
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