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init.lua
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init.lua
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-- START OF COPY --
-- in an ideal world this file would be loaded (using dofile) by the other
-- initialisation files to prevent code duplication. However, as it stands
-- we can not load in additional init files with the current deployment
-- system and therefore we copy/paste this section into the other init files.
-- imports fa_path to determine where it is installed
dofile(InitFileDir .. '/../fa_path.lua')
LOG("Client version: " .. tostring(ClientVersion))
LOG("Game version: " .. tostring(GameVersion))
LOG("Game type: " .. tostring(GameType))
-------------------------------------------------------------------------------
--#region Adjust process affinity and prioritity
-- The rendering thread appears to pin itself to the first computing unit of
-- a computer. The first computing unit is often also used by othersoftware,
-- including the OS. Through empirical research the framerate of the game is a
-- lot more consistent when we do not give it access to the first computing
-- unit.
-- That is what this section helps us do. The game functions best when it has
-- at least four computing units available. If we detect someone has 6 or more
-- computing units then we take the game off the first compute unit.
-- Note that we can not make the distinction between real computing units and
-- computing units that originate from technology such as hyperthreading.
local SetProcessPriority = rawget(_G, "SetProcessPriority")
local GetProcessAffinityMask = rawget(_G, "GetProcessAffinityMask")
local SetProcessAffinityMask = rawget(_G, "SetProcessAffinityMask")
if SetProcessPriority and GetProcessAffinityMask and SetProcessAffinityMask then
-- priority values can be found at:
-- - https://learn.microsoft.com/en-us/windows/win32/api/processthreadsapi/nf-processthreadsapi-setpriorityclass
local success = SetProcessPriority(0x00000080)
if success then
LOG("Process - priority set to: 'high'")
else
LOG("Process - Failed to adjust process priority, this may impact your framerate")
end
-- affinity values acts like a bit mask, we retrieve the mask and shift it if we think there are sufficient computing units
local success, processAffinityMask, systemAffinityMask = GetProcessAffinityMask();
if success then
-- system has 24 (logical) computing units or more, skip the first two computing units and all cores beyond the first 24. We need
-- to do this because of floating point imprecision - we simply can't deduct a few digits to prevent using the first two cores
if systemAffinityMask >= 16777215 then
processAffinityMask = 16777212 -- 2 ^ 24 - 3 - 1
-- system has 6 (logical) computing units or more, skip first two computing units
elseif (systemAffinityMask >= 63) then
processAffinityMask = systemAffinityMask - 3 -- (2 ^ 6 - 1) - 3
end
-- update the afinity mask
if processAffinityMask != systemAffinityMask then
local success = SetProcessAffinityMask(processAffinityMask);
if success then
LOG("Process - affinity set to: " .. tostring(processAffinityMask))
else
LOG("Process - Failed to adjust the process affinity, this may impact your framerate")
end
else
LOG("Process - Failed to update the process affinity, this may impact your framerate")
end
else
LOG("Process - Failed to retrieve the process affinity, this may impact your framerate")
end
else
LOG("Process - Failed to find process priority and affinity related functions, this may impact your framerate")
end
--#endregion
-- upvalued performance
local dofile = dofile
local StringFind = string.find
local StringGsub = string.gsub
local StringSub = string.sub
local StringLower = string.lower
local IoDir = io.dir
local TableInsert = table.insert
local TableGetn = table.getn
-- read by the engine to determine where to find assets
path = {}
-- read by the engine to determine hook folders
hook = {
'/schook'
}
-- read by the engine to determine supported protocols
protocols = {
'http',
'https',
'mailto',
'ventrilo',
'teamspeak',
'daap',
'im',
}
-- upvalued for performance
local UpvaluedPath = path
local UpvaluedPathNext = 1
--- Lowers the strings of a hash-based table, crashes when other type of keys are used (integers, for example)
local function LowerHashTable(t)
local o = { }
for k, v in t do
o[StringLower(k)] = v
end
return o
end
-- mods that have been integrated, based on folder name
local integratedMods = { }
integratedMods["nvidia fix"] = true
integratedMods = LowerHashTable(integratedMods)
-- take care that the folder name is properly spelled and Capitalized
-- deprecatedMods["Mod Folder Name"] = deprecation status
-- true: deprecated regardless of mod version
-- versionstring: lower or equal version numbers are deprecated, eg: "3.10"
local deprecatedMods = {}
-- mods that are deprecated, based on mod folder name
deprecatedMods["simspeed++"] = true
deprecatedMods["#quality of performance 2022"] = true
deprecatedMods["em"] = "11"
-- as per #4119 the control groups (called selection sets in code) are completely overhauled and extended feature-wise,
-- because of that these mods are no longer viable / broken / integrated
deprecatedMods["group_split"] = "0.1"
deprecatedMods["Control Group Zoom Mod"] = "2"
deprecatedMods["additionalControlGroupStuff"] = true
-- as per #4124 the cursor and command interactions are complete overhauled and extended feature-wise,
-- because of that these mods are no longer viable / broken / integrated
deprecatedMods["additionalCameraStuff"] = "3"
deprecatedMods["RUI"] = "1.0"
-- as per #4232 the reclaim view is completely overhauled
deprecatedMods["Advanced Reclaim&Selection Info"] = "1"
deprecatedMods["AdvancedReclaimInfo"] = "1"
deprecatedMods["BetterReclaimView"] = "2"
deprecatedMods["disableReclaimUI"] = "2"
deprecatedMods["DynamicReclaimGrouping"] = "1"
deprecatedMods["EzReclaim"] = "1.0"
deprecatedMods["OnScreenReclaimCounter"] = "8"
deprecatedMods["ORV"] = "1"
deprecatedMods["SmartReclaimSupport"] = "3"
deprecatedMods["DrimsUIPack"] = "3"
deprecatedMods["Rheclaim"] = "2"
-- convert all mod folder name keys to lower case to prevent typos
deprecatedMods = LowerHashTable(deprecatedMods)
-- typical FA packages
local allowedAssetsScd = { }
allowedAssetsScd["units.scd"] = true
allowedAssetsScd["textures.scd"] = true
allowedAssetsScd["skins.scd"] = true
allowedAssetsScd["schook.scd"] = false -- completely embedded in the repository
allowedAssetsScd["props.scd"] = true
allowedAssetsScd["projectiles.scd"] = true
allowedAssetsScd["objects.scd"] = true
allowedAssetsScd["moholua.scd"] = false -- completely embedded in the repository
allowedAssetsScd["mohodata.scd"] = false -- completely embedded in the repository
allowedAssetsScd["mods.scd"] = true
allowedAssetsScd["meshes.scd"] = true
allowedAssetsScd["lua.scd"] = false -- completely embedded in the repository
allowedAssetsScd["loc_us.scd"] = true
allowedAssetsScd["loc_es.scd"] = true
allowedAssetsScd["loc_fr.scd"] = true
allowedAssetsScd["loc_it.scd"] = true
allowedAssetsScd["loc_de.scd"] = true
allowedAssetsScd["loc_ru.scd"] = true
allowedAssetsScd["loc_cz.scd"] = true
allowedAssetsScd["loc_cn.scd"] = true
allowedAssetsScd["loc_pl.scd"] = true
allowedAssetsScd["env.scd"] = true
allowedAssetsScd["effects.scd"] = true
allowedAssetsScd["editor.scd"] = false -- Unused
allowedAssetsScd["ambience.scd"] = false -- Empty
allowedAssetsScd["sc_music.scd"] = true
allowedAssetsScd = LowerHashTable(allowedAssetsScd)
-- default wave banks to prevent collisions
local soundsBlocked = { }
local faSounds = IoDir(fa_path .. '/sounds/*')
for k, v in faSounds do
if v == '.' or v == '..' then
continue
end
soundsBlocked[StringLower(v)] = "FA installation"
end
-- default movie files to prevent collisions
local moviesBlocked = { }
local faMovies = IoDir(fa_path .. '/movies/*')
for k, v in faMovies do
if v == '.' or v == '..' then
continue
end
moviesBlocked[StringLower(v)] = "FA installation"
end
--- Mounts a directory or scd / zip file.
-- @param dir The absolute path to the directory
-- @param mountpoint The path to use in the game (e.g., /maps/...)
local function MountDirectory(dir, mountpoint)
UpvaluedPath[UpvaluedPathNext] = {
dir = dir,
mountpoint = mountpoint
}
UpvaluedPathNext = UpvaluedPathNext + 1
end
--- Mounts all allowed content in a directory, including scd and zip files, directly.
-- @param dir The absolute path to the directory
-- @param mountpoint The path to use in the game (e.g., /maps/...)
local function MountAllowedContent(dir, pattern, allowedAssets)
for _,entry in IoDir(dir .. pattern) do
if entry != '.' and entry != '..' then
local mp = StringLower(entry)
if (not allowedAssets) or allowedAssets[mp] then
LOG("mounting content: " .. entry)
MountDirectory(dir .. "/" .. entry, '/')
end
end
end
end
--- Keep track of what maps are loaded to prevent collisions
local loadedMaps = { }
--- A helper function that loads in additional content for maps.
-- @param mountpoint The root folder to look for content in.
local function MountMapContent(dir)
-- look for all directories / maps at the mount point
for _, map in IoDir(dir .. '/*') do
-- prevent capital letters messing things up
map = StringLower(map)
-- do not do anything with the current / previous directory
if map == '.' or map == '..' then
continue
end
-- do not load archives as maps
local extension = StringSub(map, -4)
if extension == ".zip" or extension == ".scd" or extension == ".rar" then
LOG("Prevented loading a map inside a zip / scd / rar file: " .. dir .. "/" .. map)
continue
end
-- check if the folder contains map required map files
local scenarioFile = false
local scmapFile = false
local saveFile = false
local scriptFile = false
for _, file in IoDir(dir .. "/" .. map .. "/*") do
if StringSub(file, -13) == '_scenario.lua' then
scenarioFile = file
elseif StringSub(file, -11) == '_script.lua' then
scriptFile = file
elseif StringSub(file, -9) == '_save.lua' then
saveFile = file
elseif StringSub(file, -6) == '.scmap' then
scmapFile = file
end
end
-- check if it has a scenario file
if not scenarioFile then
LOG("Prevented loading a map with no scenario file: " .. dir .. "/" .. map)
continue
end
if not scmapFile then
LOG("Prevented loading a map with no scmap file: " .. dir .. "/" .. map)
continue
end
if not saveFile then
LOG("Prevented loading a map with no save file: " .. dir .. "/" .. map)
continue
end
if not scriptFile then
LOG("Prevented loading a map with no script file: " .. dir .. "/" .. map)
continue
end
-- tried to load in the scenario file, but in all cases it pollutes the global scope and we can't have that
-- https://stackoverflow.com/questions/9540732/loadfile-without-polluting-global-environment
-- do not load maps twice
if loadedMaps[map] then
LOG("Prevented loading a map twice: " .. map)
continue
end
-- consider this one loaded
loadedMaps[map] = true
-- mount the map
MountDirectory(dir .. "/" .. map, "/maps/" .. map)
-- look at each directory inside this map
for _, folder in IoDir(dir .. '/' .. map .. '/*') do
-- do not do anything with the current / previous directory
if folder == '.' or folder == '..' then
continue
end
if folder == 'movies' then
-- find conflicting files
local conflictingFiles = { }
for _, file in IoDir(dir .. '/' .. map .. '/movies/*') do
if not (file == '.' or file == '..') then
local identifier = StringLower(file)
if moviesBlocked[identifier] then
TableInsert(conflictingFiles, { file = file, conflict = moviesBlocked[identifier] })
else
moviesBlocked[identifier] = StringLower(map)
end
end
end
-- report them if they exist and do not mount
if TableGetn(conflictingFiles) > 0 then
LOG("Found conflicting movie banks for map: '" .. map .. "', cannot mount the movie bank(s):")
for k, v in conflictingFiles do
LOG(" - Conflicting movie bank: '" .. v.file .. "' of map '" .. map .. "' is conflicting with a movie bank from: '" .. v.conflict .. "'" )
end
-- else, mount folder
else
LOG("Mounting movies of map: " .. map )
MountDirectory(dir .. "/" .. map .. '/movies', '/movies')
end
elseif folder == 'sounds' then
-- find conflicting files
local conflictingFiles = { }
for _, file in IoDir(dir .. '/' .. map .. '/sounds/*') do
if not (file == '.' or file == '..') then
local identifier = StringLower(file)
if soundsBlocked[identifier] then
TableInsert(conflictingFiles, { file = file, conflict = soundsBlocked[identifier] })
else
soundsBlocked[identifier] = StringLower(map)
end
end
end
-- report them if they exist and do not mount
if TableGetn(conflictingFiles) > 0 then
LOG("Found conflicting sound banks for map: '" .. map .. "', cannot mount the sound bank(s):")
for k, v in conflictingFiles do
LOG(" - Conflicting sound bank: '" .. v.file .. "' of map '" .. map .. "' is conflicting with a sound bank from: '" .. v.conflict .. "'" )
end
-- else, mount folder
else
LOG("Mounting sounds of map: " .. map )
MountDirectory(dir.. "/" .. map .. '/sounds', '/sounds')
end
end
end
end
end
--- Parses a `major.minor` string into its numeric parts, where the minor portion is optional
---@param version string
---@return number major
---@return number? minor
local function ParseVersion(version)
local major, minor
local dot_pos1 = version:find('.', 1, true)
if dot_pos1 then
major = tonumber(version:sub(1, dot_pos1 - 1))
-- we aren't looking for the build number, but we still need to be able to parse
-- the minor number properly if it does exist
local dot_pos2 = version:find('.', dot_pos1 + 1, true)
if dot_pos2 then
minor = tonumber(version:sub(dot_pos1 + 1, dot_pos2 - 1))
else
minor = tonumber(version:sub(dot_pos1 + 1))
end
else
major = tonumber(version)
end
return major, minor
end
---@param majorA number
---@param minorA number | nil
---@param majorB number
---@param minorB number | nil
---@return number
local function CompareVersions(majorA, minorA, majorB, minorB)
if majorA ~= majorB then
return majorA - majorB
end
minorA = minorA or 0
minorB = minorB or 0
return minorA - minorB
end
--- Returns the version string found in the mod info file (which can be `nil`), or `false` if the
--- file cannot be read
---@param modinfo FileName
---@return string|nil | false
local function GetModVersion(modinfo)
local handle = io.open(modinfo, 'rb')
if not handle then
return false -- can't read file
end
local _,version
for line in handle:lines() do
-- find the version
_,_,version = line:find("^%s*version%s*=%s*v?([%d.]*)")
if version then
break -- stop if found
end
end
handle:close()
return version
end
--- keep track of what mods are loaded to prevent collisions
local loadedMods = { }
--- A helper function that loads in additional content for mods.
-- @param mountpoint The root folder to look for content in.
local function MountModContent(dir)
-- get all directories / mods at the mount point
for _, mod in io.dir(dir..'/*.*') do
-- prevent capital letters messing things up
mod = StringLower(mod)
-- do not do anything with the current / previous directory
if mod == '.' or mod == '..' then
continue
end
local moddir = dir .. '/' .. mod
-- do not load integrated mods
if integratedMods[mod] then
LOG("Prevented loading a mod that is integrated: " .. mod )
continue
end
-- do not load archives as mods
local extension = StringSub(mod, -4)
if extension == ".zip" or extension == ".scd" or extension == ".rar" then
LOG("Prevented loading a mod inside a zip / scd / rar file: " .. moddir)
continue
end
-- check if the folder contains a `mod_info.lua` file
local modinfo_file = IoDir(moddir .. "/mod_info.lua")[1]
-- check if it has a scenario file
if not modinfo_file then
LOG("Prevented loading an invalid mod: " .. mod .. " does not have an info file: " .. moddir)
continue
end
modinfo_file = moddir .. '/' .. modinfo_file
-- do not load deprecated mods
local deprecation_status = deprecatedMods[mod]
if deprecation_status then
if deprecation_status == true then
-- deprecated regardless of version
LOG("Prevented loading a deprecated mod: " .. mod)
continue
elseif type(deprecation_status) == "string" then
-- depcreated only when the mod version is less than or equal to the deprecation version
local mod_version = GetModVersion(modinfo_file)
if mod_version == false then
LOG("Prevented loading a deprecated mod: " .. mod .. " does not have readable mod info (" .. modinfo_file .. ')')
continue
end
if mod_version == nil then
LOG("Prevented loading a deprecated mod version: " .. mod .. " does not specify a version number (must be higher than version " .. deprecation_status .. ')')
continue
end
local mod_major, mod_minor = ParseVersion(mod_version)
local dep_major, dep_minor = ParseVersion(deprecation_status)
if not mod_major or CompareVersions(mod_major, mod_minor, dep_major, dep_minor) <= 0 then
LOG("Prevented loading a deprecated mod version: " .. mod .. " version " .. mod_version .. " (must be higher than version " .. deprecation_status .. ')')
continue
end
end
end
-- do not load mods twice
if loadedMods[mod] then
LOG("Prevented loading a mod twice: " .. mod)
continue
end
-- consider this one loaded
loadedMods[mod] = true
-- mount the mod
MountDirectory(dir .. "/" .. mod, "/mods/" .. mod)
-- look at each directory inside this mod
for _, folder in IoDir(dir .. '/' .. mod .. '/*') do
-- if we found a directory named 'sounds' then we mount its content
if folder == 'sounds' then
-- find conflicting files
local conflictingFiles = { }
for _, file in IoDir(dir .. '/' .. mod .. '/sounds/*') do
if not (file == '.' or file == '..') then
local identifier = StringLower(file)
if soundsBlocked[identifier] then
TableInsert(conflictingFiles, { file = file, conflict = soundsBlocked[identifier] })
else
soundsBlocked[identifier] = StringLower(mod)
end
end
end
-- report them if they exist and do not mount
if TableGetn(conflictingFiles) > 0 then
LOG("Found conflicting sound banks for mod: '" .. mod .. "', cannot mount the sound bank(s):")
for k, v in conflictingFiles do
LOG(" - Conflicting sound bank: '" .. v.file .. "' of mod '" .. mod .. "' is conflicting with a sound bank from: '" .. v.conflict .. "'" )
end
-- else, mount folder
else
LOG("Mounting sounds in mod: " .. mod )
MountDirectory(dir .. "/" .. mod .. '/sounds', '/sounds')
end
end
-- if we found a directory named 'custom-strategic-icons' then we mount its content
if folder == 'custom-strategic-icons' then
local mountLocation = '/textures/ui/common/game/strategicicons/' .. mod
LOG('Found mod icons in ' .. mod .. ', mounted at: ' .. mountLocation)
MountDirectory(dir .. '/' .. mod .. '/custom-strategic-icons', mountLocation)
end
-- if we found a file named 'custom-strategic-icons.scd' then we mount its content - good for performance when the number of icons is high
if folder == 'custom-strategic-icons.scd' then
local mountLocation = '/textures/ui/common/game/strategicicons/' .. mod
LOG('Found mod icon package in ' .. mod .. ', mounted at: ' .. mountLocation)
MountDirectory(dir .. '/' .. mod .. '/custom-strategic-icons.scd', mountLocation)
end
end
end
end
--- A helper function to load in all maps and mods on a given location.
-- @param path The root folder for the maps and mods
local function LoadVaultContent(path)
-- load in additional things, like sounds and
MountMapContent(path .. '/maps')
MountModContent(path .. '/mods')
end
-- END OF COPY --
-- -- minimum viable shader version - should be bumped to the next release version when we change the shaders
-- local minimumShaderVersion = 3745
-- -- look for unviable shaders and remove them
-- local shaderCache = SHGetFolderPath('LOCAL_APPDATA') .. 'Gas Powered Games/Supreme Commander Forged Alliance/cache'
-- for k, file in IoDir(shaderCache .. '/*') do
-- if file != '.' and file != '..' then
-- local version = tonumber(string.sub(file, -4))
-- if not version or version < minimumShaderVersion then
-- LOG("Removed incompatible shader: " .. file)
-- os.remove(shaderCache .. '/' .. file)
-- end
-- end
-- end
-- Clears out the shader cache as it takes a release to reset the shaders
local shaderCache = SHGetFolderPath('LOCAL_APPDATA') .. 'Gas Powered Games/Supreme Commander Forged Alliance/cache'
for k, file in IoDir(shaderCache .. '/*') do
if file != '.' and file != '..' then
os.remove(shaderCache .. '/' .. file)
end
end
-- typical FAF packages
local allowedAssetsNxy = { }
allowedAssetsNxy["effects.nx2"] = true
allowedAssetsNxy["env.nx2"] = true
allowedAssetsNxy["etc.nx2"] = true
allowedAssetsNxy["loc.nx2"] = true
allowedAssetsNxy["lua.nx2"] = true
allowedAssetsNxy["meshes.nx2"] = true
allowedAssetsNxy["mods.nx2"] = true
allowedAssetsNxy["projectiles.nx2"] = true
-- allowedAssetsNxy["schook.nx2"] = true
allowedAssetsNxy["textures.nx2"] = true
allowedAssetsNxy["units.nx2"] = true
allowedAssetsNxy = LowerHashTable(allowedAssetsNxy)
-- load maps / mods from custom vault location, if set by client
if custom_vault_path then
LOG('Loading custom vault path: ' .. custom_vault_path)
LoadVaultContent(custom_vault_path)
else
LOG("No custom vault path defined: loading from backup locations. You should update your client to 2021/10/+.")
-- load maps / mods from backup vault location location
LoadVaultContent(InitFileDir .. '/../user/My Games/Gas Powered Games/Supreme Commander Forged Alliance')
-- load maps / mods from my documents vault location
LoadVaultContent(SHGetFolderPath('PERSONAL') .. 'My Games/Gas Powered Games/Supreme Commander Forged Alliance')
end
-- load in .nxt / .nx2 / .scd files that we allow
MountAllowedContent(InitFileDir .. '/../gamedata/', '*.nx2', allowedAssetsNxy)
MountAllowedContent(fa_path .. '/gamedata/', '*.scd', allowedAssetsScd)
-- get direct access to preferences file, letting us have much more control over its content. This also includes cache and similar
MountDirectory(SHGetFolderPath('LOCAL_APPDATA') .. 'Gas Powered Games/Supreme Commander Forged Alliance', '/preferences')
-- Load in all the data of the steam installation (movies, maps, sound folders)
MountDirectory(fa_path .. "/movies", '/movies')
MountDirectory(fa_path .. "/sounds", '/sounds')
MountDirectory(fa_path .. "/maps", '/maps')
MountDirectory(fa_path .. "/fonts", '/fonts')