Prevent leaking compilation path to log file
The current code leaks the build path of the machine the game is compiled on
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@@ -165,24 +165,23 @@ bool RageFileDriverDirect::Remove( const RString &sPath_ )
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RString sPath = sPath_;
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FDB->ResolvePath( sPath );
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RageFileManager::FileType type = this->GetFileType(sPath);
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switch( type )
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{
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case RageFileManager::TYPE_FILE:
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TRACE( ssprintf("remove '%s'", (m_sRoot + sPath).c_str()) );
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if( DoRemove(m_sRoot + sPath) == -1 )
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{
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WARN( ssprintf("remove(%s) failed: %s", (m_sRoot + sPath).c_str(), strerror(errno)) );
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WARN("remove failed: " + sPath);
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return false;
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}
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FDB->DelFile( sPath );
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return true;
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case RageFileManager::TYPE_DIR:
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TRACE( ssprintf("rmdir '%s'", (m_sRoot + sPath).c_str()) );
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if( DoRmdir(m_sRoot + sPath) == -1 )
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{
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WARN( ssprintf("rmdir(%s) failed: %s", (m_sRoot + sPath).c_str(), strerror(errno)) );
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WARN("rmdir failed: " + sPath);
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return false;
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}
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FDB->DelFile( sPath );
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@@ -193,6 +192,7 @@ bool RageFileDriverDirect::Remove( const RString &sPath_ )
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default:
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FAIL_M(ssprintf("Invalid FileType: %i", type));
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return false;
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}
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}
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