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directoryExists

Definition


-- @/=[C]:-1
function directoryExists(...)

Callers

@/lua/ge/extensions/editor/materialEditor.lua
  lastPath = levelPath
  lastCreateMaterialPath = (FS:directoryExists(levelPath .. "art/") and (levelPath .. "art/") or levelPath)
@/lua/ge/extensions/gameplay/crawl/saveSystem.lua
  -- Ensure the crawl trails save directory exists
  if not FS:directoryExists(playerSavePathFreeroam) then
    FS:directoryCreate(playerSavePathFreeroam)
@/lua/ge/extensions/editor/dragRaceEditor/dragSettings.lua
      -- Check if the path exists first
      local pathExists = FS:directoryExists(dragStripRacePath)
      log('D', 'drag_race_editor', 'dragStripRace path exists: ' .. tostring(pathExists))
      -- Check if the path exists first
      local pathExistsAPM = FS:directoryExists(dragStripAPMPath)
      log('D', 'drag_race_editor', 'dragStripAPM path exists: ' .. tostring(pathExistsAPM))
@/lua/ge/extensions/editor/gen/exp_meshexplorer.lua
    -- read favorites
    if not FS:directoryExists('/save/exp') then
        U.path2disk({'save','exp'})
--[[
    if not FS:directoryExists('/save/exp') then
        U.path2disk({'save','exp'})
@/lua/ge/extensions/freeroam/freeroamConfigurator.lua
    else
      if not FS:directoryExists(file) then
        return false
@/lua/ge/extensions/career/modules/partInventory.lua
    local vehicleDir = string.format("/vehicles/%s/", vehicleModel)
    if FS:directoryExists(vehicleDir) then
      local vehicleFolders = {vehicleDir, "/vehicles/common/"}
@/lua/ge/extensions/scenario/quickRaceLoader.lua
local function getLevelList()
  if not FS:directoryExists('levels/') then
    return {}
@/lua/ge/extensions/editor/api/material.lua
  local directory,_,_ = path.split(materialFilename)
  if FS:directoryExists(directory) == false then
    log('E', logTag, "Given directory '" .. directory .."' does not exist!")
@/lua/ge/extensions/core/loadMapCmd.lua
  end
  if not FS:directoryExists(args.mapName) and not FS:fileExists(args.mapName)  then
    errorMsg("changeMap","map not found, you may need to add a mod")
@/lua/ge/ge_utils.lua
  for _,v in pairs(files) do
    if FS:directoryExists(v) and not FS:fileExists(v) then
      table.insert(dirs, v)
@/lua/ge/extensions/gameplay/rally/notebook/path.lua
    absPath = absPath..dir..'/'
    if not FS:directoryExists(absPath) then
      FS:directoryCreate(absPath)
@/lua/ge/extensions/core/replay.lua

  if not FS:directoryExists(finalPath) then FS:directoryCreate(finalPath) end
  local dir, fn, ext = path.split(replayFileName)

  if not FS:directoryExists(missionReplaysPath) then FS:directoryCreate(missionReplaysPath) end
@/lua/ge/extensions/scenario/scenariosLoader.lua
          scenarioData.mission = '/levels/'..scenarioData.levelName..'/'
          if not FS:directoryExists(scenarioData.mission) then log('E', logTag, scenarioData.levelName.." scenario file not found") end
        end
@/lua/ge/extensions/editor/sceneTree.lua
        local fileExtensions = {{"Prefab Files (JSON)",".prefab.json"}}
        local defaultPath = FS:directoryExists(prefabSaveFolder) and prefabSaveFolder or "/"
        extensions.editor_fileDialog.saveFile(saveFileDialogCallback, fileExtensions, false, defaultPath)
        local fileExtensions = {{"Prefab Files (JSON)",".prefab.json"}}
        local defaultPath = FS:directoryExists(prefabSaveFolder) and prefabSaveFolder or "/"
        extensions.editor_fileDialog.saveFile(saveFileDialogCallback, fileExtensions, false, defaultPath)
            {{"Prefab Files (JSON)",".prefab.json"}}, false,
              FS:directoryExists(prefabSaveFolder) and prefabSaveFolder or "/")
          imgui.EndPopup()
        {{"Prefab Files (JSON)",".prefab.json"}}, false,
          FS:directoryExists(prefabSaveFolder) and prefabSaveFolder or "/")
    end
@/lua/ge/extensions/core/modmanager.lua
  if filename:find('/unpacked/') and filename:endswith('/') then
    if FS:directoryExists(filename.."levels/") then
      filesInZIP[#filesInZIP+1] = "/levels/" --dirty hack to refresh level list
    end
    if FS:directoryExists(filename.."vehicles/") then
      filesInZIP[#filesInZIP+1] = "/vehicles/foo/bar.jbeam" --dirty hack to refresh veh list
    -- mount only zip files and unpacked zip folders
    if string.endswith(filename, '.zip') or FS:directoryExists(filename) then
      -- check for unpacked mods

      if FS:directoryExists(filename) then filename=filename.."/" end
  for k,v in pairs(mods) do
    if not FS:fileExists(v.fullpath) and not FS:directoryExists(v.fullpath) then
      mods[v.modname] = nil
  end
  if not FS:fileExists(filename) and not FS:directoryExists(filename) then
    return true
  log('D', 'packMod', 'Packing : ' .. tostring(dirPath))
  if not FS:directoryExists(dirPath) then
    log('E', 'packMod', 'path is not a folder path='..dumps(dirPath))
@/lua/ge/extensions/editor/gen/utils.lua
		s = s..step..'/'
		if not FS:directoryExists(s) then
			if FS:directoryCreate(s, true) ~= 0 then
@/lua/ge/extensions/util/nodeBeamExport.lua
local function ensureDir(dir)
  if not FS:directoryExists(dir) then
    FS:directoryCreate(dir)

  if not FS:directoryExists(dir) then
    FS:directoryCreate(dir)
@/lua/ge/screenshot.lua
    local screenPath = screenshotPath .. tostring(getScreenShotFolderString())
    if not FS:directoryExists(screenPath) then
      FS:directoryCreate(screenPath)
  local path = string.format("screenshots/%s", screenshotFolderString)
  if not FS:directoryExists(path) then FS:directoryCreate(path) end
  local screenshotDateTimeString = getScreenShotDateTimeString()
@/lua/ge/extensions/editor/crawlEditor.lua
    local missionsPath = "/gameplay/missions/" .. currentLevel .. "/crawl/"
    if FS:directoryExists(missionsPath) then
      local missionDirs = FS:findFiles(missionsPath, "*", 0, false, true)
  local missionsPath = "/gameplay/missions/" .. currentLevel .. "/crawl/"
  if not FS:directoryExists(missionsPath) then
    return missions
  local missionsPath = "/gameplay/missions/" .. currentLevel .. "/crawl/"
  if not FS:directoryExists(missionsPath) then
    FS:directoryCreate(missionsPath)
  local missionDir = missionsPath .. missionName .. "/"
  if not FS:directoryExists(missionDir) then
    FS:directoryCreate(missionDir)
  local levelCrawlDir = "/levels/" .. currentLevel .. "/crawls/"
  if not FS:directoryExists(levelCrawlDir) then
    FS:directoryCreate(levelCrawlDir)
@/lua/ge/extensions/util/compileMeshes.lua
    log('I', 'work', '*** Using cache folder: ' .. tostring(cacheDir))
    if not FS:directoryExists(cacheDir) then
      FS:directoryCreate(cacheDir)
@/lua/ge/server/server.lua
  -- if the scenetree folder exists, try to load it
  if FS:directoryExists(levelDir .. 'main/') then
    LoadingManager:loadLevelJsonObjects(levelDir .. 'main/', ldgCtx)
@/lua/ge/extensions/editor/rallyEditor/pacenotes/customForm.lua
    local dir = pacenote:customAudioFileDir()
    if dir and FS:directoryExists(dir) then
    else
@/lua/ge/extensions/util/terrainGenerator.lua
  if not string.endswith(self.userDir, '/') then self.userDir = self.userDir..'/' end
  if FS:directoryExists(self.userDir) then
    local heightMapFiles = FS:findFiles(self.userDir, '*heightMap.png', -1, false, true)
@/lua/ge/extensions/telemetry/core.lua
local function _writeEventsToFile()
  if not FS:directoryExists("telemetry") then
    FS:directoryCreate("telemetry")
@/lua/ge/extensions/campaign/campaignsLoader.lua
local function getCampaignFilenames()
  if not FS:directoryExists('/campaigns/') then
    return {}
  -- Make sure save directory for the campaigns exists
  if not FS:directoryExists("saves/campaigns/") then FS:directoryCreate("saves/campaigns/") end
@/lua/ge/extensions/career/saveSystem.lua
  for i = 1, tableSize(folders) do
    if FS:directoryExists(folders[i]) then
      if not renameFolderRec(folders[i], newName, oldNameLength) then
local function renameSaveSlot(slotName, newName)
  if not isLegalDirectoryName(slotName) or not FS:directoryExists(saveRoot .. slotName)
  or FS:directoryExists(saveRoot .. newName) then
  if not isLegalDirectoryName(slotName) or not FS:directoryExists(saveRoot .. slotName)
  or FS:directoryExists(saveRoot .. newName) then
    return false
@/lua/ge/extensions/editor/mainMenu.lua
    for _, modPath in ipairs(unpackedModsList) do
      if FS:directoryExists(modPath.."/levels/"..levelName) and not FS:fileExists(modPath.."/levels/"..levelName) then
        isModLevel = true
@/lua/ge/extensions/core/vehicles.lua

  local dir = FS:directoryExists('vehicles')
  if not dir then

  local dir = FS:directoryExists('vehicles')
  if not dir then
@/lua/ge/extensions/editor/assetBrowser.lua
          local newSceneTreeEntry = '/levels/' .. levelName .. '/main/'
          if FS:directoryExists(newSceneTreeEntry) then
            skipFile = true
        local path = var.newFolderParentDir.path .. name
        if not FS:directoryExists(path) then
          if FS:directoryCreate(path, true)  == 0 then
  elseif var.confirmationState == var.confirmationState_enum.deleteCache then
    if (FS:directoryExists("/temp/assetBrowser/")) then
      editor.logInfo(logTag .. "Removed thumbnail cache folder.")
@/lua/ge/extensions/editor/fileDialog.lua
        local newPath = ffi.string(pathPointer)
        if FS:directoryExists(newPath) then
          refreshCache(newPath)
          end
          if FS:directoryExists(currentPath .. dirName) then
            editor.logWarn("Directory does exist already.")
            FS:directoryCreate(newPath)
            if FS:directoryExists(newPath) then
              refreshCache(newPath)
@/lua/ge/extensions/editor/crawlEditor/missionPortTool.lua
local function portMission(missionDir, targetLevel)
  if not missionDir or not FS:directoryExists(missionDir) then
    log('E', logTag,"Mission directory does not exist: " .. tostring(missionDir))

  if not FS:directoryExists(missionsPath) then
    log('W', logTag, "Missions directory does not exist: " .. missionsPath)

    if FS:directoryExists(missionsPath) then
      local missionDirs = FS:findFiles(missionsPath, "*", 0, false, true)
@/lua/ge/main.lua
  -- put the mods folder in clear view, so users don't put stuff in the wrong place
  if not FS:directoryExists("mods") then FS:directoryCreate("mods") end

  if not FS:directoryExists("trackEditor") or not string.startswith(FS:getFileRealPath("trackEditor"), FS:getUserPath())  then FS:directoryCreate("trackEditor") end
end
  -- make sure some important paths exist
  if not FS:directoryExists("settings/") then FS:directoryCreate("settings/") end
  if not FS:directoryExists("screenshots/") then FS:directoryCreate("screenshots/") end
  if not FS:directoryExists("settings/") then FS:directoryCreate("settings/") end
  if not FS:directoryExists("screenshots/") then FS:directoryCreate("screenshots/") end
@/lua/ge/extensions/core/levels.lua
    -- check if its a valid folder really
    if FS:fileExists(d) or not FS:directoryExists(d) or d == "/levels/mod_info" then
      goto continue
    local oldMainFile = path.getPathLevelMain(l.levelName)
    if FS:directoryExists(newSceneTreeEntry) then
      l.fullfilename = newSceneTreeEntry
  local levels = {}
  if not FS:directoryExists('/levels/') then
    log('E', '', 'main levels folder not found: /levels/')
local function expandMissionFileName(missionFileName)
  if FS:directoryExists(missionFileName) then
    return missionFileName
    local newName = levelPath:sub(0, levelPath:find('main.level.json') - 1)
    if FS:directoryExists(newName) then
      log('D', '', 'converting level argument to new format: ' .. tostring(levelPath) .. ' > ' .. tostring(newName))
@/lua/ge/extensions/editor/gen/world.lua
		local dirname = editor.getLevelPath()..'bat/test/'
		if not FS:directoryExists(dirname) then
			dirname = editor.getLevelPath()..'bat/'
		end
		if FS:directoryExists(dirname) then
			for _,o in pairs(list) do
--				require 'paths'
--					lo('?? id_BAT:'..tostring(FS:directoryExists(dname)))
				if not FS:directoryExists(dname) then
--					lo('?? id_BAT:'..tostring(FS:directoryExists(dname)))
				if not FS:directoryExists(dname) then
					if FS:directoryCreate(dname, true) ~= 0 then
@/lua/ge/extensions/gameplay/rally/recceApp.lua

  if not FS:directoryExists(dirname) then
    log('D', logTag, 'creating recce dirs: '..dirname)