Embed the game data so the disks are not needed at run time
build.rs unpacks the ADF images next to Cargo.toml (or in SKIDS_EMBED_DIR) with the same ADF/LHA readers the game uses and packs the files into the executable. At run time the built-in data loads first and anything given with --data, or found next to the executable, overrides it. The embed feature is on by default; builds without it behave as before and ask for --data. CI now runs the binary from an empty directory.
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+21
-13
@@ -30,9 +30,11 @@ USAGE:
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skids trace [--data DIR] --out FILE.png [--track N] [--seconds S]
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draw the computer cars' paths on a track
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The data directory should hold the Super Skidmarks ADF images (or the LHA
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archives from them, or extracted track/ and vehicles/ folders). It defaults to
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the current directory, then the directory the executable is in.
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The game data is built into the executable, so no disks are needed. --data
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adds to or overrides it with ADF images, LHA archives, or extracted track/,
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vehicles/ and palettes/ folders (e.g. disk 1, or real palettes). Without
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--data, a folder like that in the current directory or next to the
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executable is picked up automatically.
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CONTROLS:
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Player 1: arrow keys (or W A S D in one-player games)
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@@ -83,9 +85,12 @@ fn parse_args() -> Result<Args, String> {
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Ok(a)
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}
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fn find_data(explicit: Option<PathBuf>) -> PathBuf {
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if let Some(p) = explicit {
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return p;
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/// An explicit --data directory, or a nearby folder that looks like it holds
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/// game data (e.g. disk 1 dropped next to the executable). The built-in data
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/// is always loaded first, so finding nothing is fine.
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fn find_data(explicit: Option<PathBuf>) -> Option<PathBuf> {
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if explicit.is_some() {
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return explicit;
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}
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let looks_right = |d: &Path| {
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std::fs::read_dir(d).is_ok_and(|rd| {
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@@ -103,10 +108,7 @@ fn find_data(explicit: Option<PathBuf>) -> PathBuf {
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candidates.push(dir);
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}
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candidates.push(PathBuf::from("data"));
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candidates
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.into_iter()
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.find(|d| looks_right(d))
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.unwrap_or_else(|| PathBuf::from("."))
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candidates.into_iter().find(|d| looks_right(d))
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}
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fn main() -> ExitCode {
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@@ -125,7 +127,7 @@ fn main() -> ExitCode {
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}
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};
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let root = find_data(args.data.clone());
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let data = match GameData::load(&root) {
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let data = match GameData::load(root.as_deref()) {
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Ok(d) => d,
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Err(e) => {
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eprintln!("{e}");
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@@ -137,7 +139,7 @@ fn main() -> ExitCode {
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}
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let result = match args.cmd.as_str() {
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"info" => {
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info(&data);
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info(&data, root.as_deref());
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Ok(())
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}
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"extract" => extract(&data, args.out.as_deref()),
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@@ -155,7 +157,13 @@ fn main() -> ExitCode {
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}
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}
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fn info(data: &GameData) {
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fn info(data: &GameData, dir: Option<&Path>) {
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let built_in = data::embedded::files().len();
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match (built_in, dir) {
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(0, Some(d)) => println!("Data: {}", d.display()),
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(n, Some(d)) => println!("Data: built in ({n} files), plus {}", d.display()),
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(n, None) => println!("Data: built in ({n} files)"),
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}
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println!("Tracks:");
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for (f, s) in data.track_list() {
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let tf = &data.track_files[f];
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