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.
This commit is contained in:
2026-10-19 18:45:01 +00:00
parent f88ba23282
commit bfaa1a287b
7 changed files with 186 additions and 34 deletions
+6 -3
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@@ -31,11 +31,14 @@ jobs:
run: cargo test --release
- name: Build
run: cargo build --release
- name: Check against the game data
- name: Check the binary runs without the disks
shell: bash
run: |
./target/release/${{ matrix.bin }} info --data .
./target/release/${{ matrix.bin }} bench --data . --seconds 60
mkdir -p "$RUNNER_TEMP/standalone"
cp target/release/${{ matrix.bin }} "$RUNNER_TEMP/standalone/"
cd "$RUNNER_TEMP/standalone"
./${{ matrix.bin }} info
./${{ matrix.bin }} bench --seconds 60
- uses: actions/upload-artifact@v4
with:
name: ${{ matrix.artifact }}
+4 -1
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@@ -8,10 +8,13 @@ readme = "README.md"
repository = "https://github.com/andydixon/skids"
[features]
default = ["audio"]
default = ["audio", "embed"]
# Procedural engine/skid sound via cpal. Disable with --no-default-features
# on Linux machines without the ALSA development headers.
audio = ["dep:cpal"]
# Build the game data from the ADF images next to Cargo.toml (or in
# SKIDS_EMBED_DIR) into the executable, so it runs without the disks.
embed = []
[dependencies]
minifb = "0.28"
+23 -7
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@@ -3,10 +3,14 @@
A cross-platform (Windows, macOS, Linux) engine written in Rust that plays
*Super Skidmarks* (Acid Software, 1995) on the original Amiga data.
It reads the game's ADF disk images directly: it unpacks the LHA archives
on them, decrunches the CrunchMania-packed files, and decodes the planar
track graphics and AGA sprite banks. No game assets are compiled into the
program; you supply the disks.
At build time it reads the game's ADF disk images from this repository:
it unpacks the LHA archives on them and builds the game files into the
executable. At run time it decrunches the CrunchMania-packed files and
decodes the planar track graphics and AGA sprite banks. The finished
program is a single self-contained file, with no disks needed to play.
Because the binary carries the original game data, anyone you give a build
to also gets the game data.
## What works
@@ -44,11 +48,17 @@ far.
## Running
```sh
cargo run --release -- --data /path/to/adfs
cargo run --release
```
Without `--data`, the game looks in the current directory and then next to
the executable, so running it from this repository's root just works.
The built executable (`target/release/skids`, or `skids.exe` on Windows)
runs on its own from anywhere.
`--data DIR` adds to or overrides the built-in data with more ADF images,
LHA archives, or extracted `track/`, `vehicles/` and `palettes/` folders.
Without `--data`, a folder like that in the current directory or next to
the executable is picked up automatically. That means dropping disk 1 or
real palette files next to the game just works.
| Action | Player 1 | Player 2 |
|-------------|---------------------------------------|----------|
@@ -79,12 +89,18 @@ You need a stable Rust toolchain.
without sound (no ALSA needed), use `cargo build --release --no-default-features`.
- **macOS / Windows:** `cargo build --release` works as is.
The build embeds the data from the `*.adf` files next to `Cargo.toml`. To
use images from somewhere else, set `SKIDS_EMBED_DIR=/path/to/adfs`. To
build without embedding, so the game needs `--data` at run time, use
`--no-default-features --features audio`.
GitHub Actions builds all three platforms on every push
(`.github/workflows/build.yml`).
## Layout
```
build.rs unpacks the ADFs and embeds the game files at build time
src/formats/ ADF (OFS/FFS), LHA and CrunchMania readers
src/data/ track, vehicle and palette decoding; locating the game files
src/game/ physics, AI and race rules
+84
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@@ -0,0 +1,84 @@
//! Embeds the game data in the executable so it runs without the disks.
//!
//! The ADF images next to Cargo.toml (or in `SKIDS_EMBED_DIR`) are unpacked
//! at build time and the files inside their LHA archives are packed into
//! `$OUT_DIR/embedded.bin`, which `src/data/embedded.rs` includes. If no
//! images are found the pack is empty and the game asks for `--data`.
//! Disable with `--no-default-features --features audio`.
#[path = "src/formats/mod.rs"]
#[allow(dead_code)]
mod formats;
use formats::{adf::Adf, lha};
use std::env;
use std::fs;
use std::path::PathBuf;
fn main() {
println!("cargo:rerun-if-changed=build.rs");
println!("cargo:rerun-if-env-changed=SKIDS_EMBED_DIR");
let out = PathBuf::from(env::var("OUT_DIR").unwrap()).join("embedded.bin");
let mut files: Vec<(String, Vec<u8>)> = Vec::new();
if env::var_os("CARGO_FEATURE_EMBED").is_some() {
let dir = env::var_os("SKIDS_EMBED_DIR")
.map(PathBuf::from)
.unwrap_or_else(|| PathBuf::from(env::var("CARGO_MANIFEST_DIR").unwrap()));
println!("cargo:rerun-if-changed={}", dir.display());
let mut images: Vec<PathBuf> = fs::read_dir(&dir)
.map(|rd| rd.flatten().map(|e| e.path()).collect())
.unwrap_or_default();
images.retain(|p| p.extension().is_some_and(|e| e.eq_ignore_ascii_case("adf")));
images.sort();
for image in images {
println!("cargo:rerun-if-changed={}", image.display());
let name = image.display().to_string();
let disk = match fs::read(&image)
.map_err(|e| e.to_string())
.and_then(|d| Adf::open(d).map_err(|e| e.to_string()))
.and_then(|a| a.files().map_err(|e| e.to_string()))
{
Ok(f) => f,
Err(e) => {
println!("cargo:warning=skipping {name}: {e}");
continue;
}
};
for f in disk {
if !f.path.to_lowercase().ends_with(".lha") {
files.push((f.path, f.data));
continue;
}
match lha::parse(&f.data) {
Ok(entries) => {
for e in entries {
if let Some(d) = e.data {
files.push((e.path, d));
}
}
}
Err(e) => println!("cargo:warning=skipping {name}/{}: {e}", f.path),
}
}
}
if files.is_empty() {
println!(
"cargo:warning=no Super Skidmarks ADF images in {}; the game will need --data",
dir.display()
);
}
}
// Pack: "SKIDPAK1", u32 count, then per file u16 name length, name,
// u32 data length, data. All little-endian.
let mut pack = b"SKIDPAK1".to_vec();
pack.extend_from_slice(&(files.len() as u32).to_le_bytes());
for (name, data) in &files {
pack.extend_from_slice(&(name.len() as u16).to_le_bytes());
pack.extend_from_slice(name.as_bytes());
pack.extend_from_slice(&(data.len() as u32).to_le_bytes());
pack.extend_from_slice(data);
}
fs::write(out, pack).unwrap();
}
+25
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@@ -0,0 +1,25 @@
//! Game files built into the executable by `build.rs`.
static PACK: &[u8] = include_bytes!(concat!(env!("OUT_DIR"), "/embedded.bin"));
/// Every embedded file as (archive path, contents). Empty when the build
/// found no disk images.
pub fn files() -> Vec<(String, &'static [u8])> {
parse(PACK).unwrap_or_default()
}
fn parse(d: &'static [u8]) -> Option<Vec<(String, &'static [u8])>> {
let rest = d.strip_prefix(b"SKIDPAK1")?;
let (count, mut rest) = rest.split_at_checked(4)?;
let count = u32::from_le_bytes(count.try_into().ok()?);
let mut out = Vec::with_capacity(count as usize);
for _ in 0..count {
let (len, r) = rest.split_at_checked(2)?;
let (name, r) = r.split_at_checked(u16::from_le_bytes(len.try_into().ok()?) as usize)?;
let (len, r) = r.split_at_checked(4)?;
let (data, r) = r.split_at_checked(u32::from_le_bytes(len.try_into().ok()?) as usize)?;
out.push((String::from_utf8_lossy(name).into_owned(), data));
rest = r;
}
Some(out)
}
+23 -10
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@@ -1,9 +1,12 @@
//! Locates and decodes the original game data.
//!
//! Data can be supplied as the original ADF images, as the LHA archives taken
//! off them, or as an already-extracted directory tree containing `track/` and
//! `vehicles/`. Nothing from the original game is embedded in this program.
//! The default build embeds the data from the ADF images it was built
//! alongside (see `build.rs`), so no disks are needed at run time. Extra or
//! replacement data can still be supplied as ADF images, the LHA archives
//! from them, or an extracted tree with `track/`, `vehicles/` and `palettes/`.
//! Files on disk override the built-in ones.
pub mod embedded;
pub mod palette;
pub mod track;
pub mod vehicle;
@@ -25,12 +28,18 @@ pub struct FileSet {
}
impl FileSet {
pub fn scan(root: &Path) -> FileSet {
pub fn embedded() -> FileSet {
let mut fs_ = FileSet::default();
fs_.scan_dir(root, 0);
for (path, data) in embedded::files() {
fs_.add(&path, data.to_vec());
}
fs_
}
pub fn scan(&mut self, root: &Path) {
self.scan_dir(root, 0);
}
fn scan_dir(&mut self, dir: &Path, depth: usize) {
let Ok(rd) = fs::read_dir(dir) else {
self.warnings
@@ -116,8 +125,12 @@ pub struct GameData {
}
impl GameData {
pub fn load(root: &Path) -> Result<GameData, String> {
let files = FileSet::scan(root);
/// Loads the built-in data, overlaid with whatever is under `dir`.
pub fn load(dir: Option<&Path>) -> Result<GameData, String> {
let mut files = FileSet::embedded();
if let Some(dir) = dir {
files.scan(dir);
}
let mut warnings = files.warnings.clone();
let mut track_files = Vec::new();
@@ -145,9 +158,9 @@ impl GameData {
if track_files.is_empty() || vehicles.is_empty() {
return Err(format!(
"no usable game data under {} (found {} track files, {} vehicles).\n\
Point --data at a folder containing the Super Skidmarks ADF images.{}",
root.display(),
"no usable game data (found {} track files, {} vehicles).\n\
This build has no data built in: point --data at a folder containing the \
Super Skidmarks ADF images, or rebuild with the images next to Cargo.toml.{}",
track_files.len(),
vehicles.len(),
if warnings.is_empty() {
+21 -13
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@@ -30,9 +30,11 @@ USAGE:
skids trace [--data DIR] --out FILE.png [--track N] [--seconds S]
draw the computer cars' paths on a track
The data directory should hold the Super Skidmarks ADF images (or the LHA
archives from them, or extracted track/ and vehicles/ folders). It defaults to
the current directory, then the directory the executable is in.
The game data is built into the executable, so no disks are needed. --data
adds to or overrides it with ADF images, LHA archives, or extracted track/,
vehicles/ and palettes/ folders (e.g. disk 1, or real palettes). Without
--data, a folder like that in the current directory or next to the
executable is picked up automatically.
CONTROLS:
Player 1: arrow keys (or W A S D in one-player games)
@@ -83,9 +85,12 @@ fn parse_args() -> Result<Args, String> {
Ok(a)
}
fn find_data(explicit: Option<PathBuf>) -> PathBuf {
if let Some(p) = explicit {
return p;
/// An explicit --data directory, or a nearby folder that looks like it holds
/// game data (e.g. disk 1 dropped next to the executable). The built-in data
/// is always loaded first, so finding nothing is fine.
fn find_data(explicit: Option<PathBuf>) -> Option<PathBuf> {
if explicit.is_some() {
return explicit;
}
let looks_right = |d: &Path| {
std::fs::read_dir(d).is_ok_and(|rd| {
@@ -103,10 +108,7 @@ fn find_data(explicit: Option<PathBuf>) -> PathBuf {
candidates.push(dir);
}
candidates.push(PathBuf::from("data"));
candidates
.into_iter()
.find(|d| looks_right(d))
.unwrap_or_else(|| PathBuf::from("."))
candidates.into_iter().find(|d| looks_right(d))
}
fn main() -> ExitCode {
@@ -125,7 +127,7 @@ fn main() -> ExitCode {
}
};
let root = find_data(args.data.clone());
let data = match GameData::load(&root) {
let data = match GameData::load(root.as_deref()) {
Ok(d) => d,
Err(e) => {
eprintln!("{e}");
@@ -137,7 +139,7 @@ fn main() -> ExitCode {
}
let result = match args.cmd.as_str() {
"info" => {
info(&data);
info(&data, root.as_deref());
Ok(())
}
"extract" => extract(&data, args.out.as_deref()),
@@ -155,7 +157,13 @@ fn main() -> ExitCode {
}
}
fn info(data: &GameData) {
fn info(data: &GameData, dir: Option<&Path>) {
let built_in = data::embedded::files().len();
match (built_in, dir) {
(0, Some(d)) => println!("Data: {}", d.display()),
(n, Some(d)) => println!("Data: built in ({n} files), plus {}", d.display()),
(n, None) => println!("Data: built in ({n} files)"),
}
println!("Tracks:");
for (f, s) in data.track_list() {
let tf = &data.track_files[f];