VirtualFileSystem: Difference between revisions
| Line 22: | Line 22: | ||
=Engine Read Files= | =Engine Read Files= | ||
The engine access a few files directly, most of them are lua files which access other files themselves. | The engine access a few files directly, most of them are lua files which access other files themselves. | ||
Here the list of files that must exist in the VFS (some of them don't have to be in the game/map archive cause there are fallback | Here the list of files that must exist in the VFS (some of them don't have to be in the game/map archive cause there are fallback solutions in springcontent.sdz & maphelper.sdz): | ||
* ./ | * ./ | ||
Revision as of 23:37, 17 April 2011
Development < VirtualFileSystem
VFS
The Virtual File System is an unified layer to access the different archives used at runtime. So you can access map, game & config files via the same interface.
Archive Hierarchy
When loading a new archive (sdz, sd7, sdd) it overrides existing file references in the VFS, so the order archives are loaded is very important. So here it is:
- game
- springcontent.sdz
- game dependencies
- game archive itself
- map
- maphelper.sdz
- map dependencies
- map archive itself
- raw fs (only for unsynced data)
Extra Informations
Spring's VFS is lowercase only. Also it is extremely recommended to use linux style path separators, e.g. "foo/bar.txt" and not "foo\bar.txt".
Engine Read Files
The engine access a few files directly, most of them are lua files which access other files themselves. Here the list of files that must exist in the VFS (some of them don't have to be in the game/map archive cause there are fallback solutions in springcontent.sdz & maphelper.sdz):
- ./
- anims/
- gamedata/
- luagaia/
- main.lua
- draw.lua
- luarules/
- main.lua
- draw.lua
- luaui/
- main.lua
- shaders/
- ?
- luaai.lua
- mapinfo.lua
- mapoptions.lua
- modinfo.lua
- modoptions.lua
- validmaps.lua