ES-DE/src/XMLReader.cpp

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#include "XMLReader.h"
#include "SystemData.h"
#include "GameData.h"
#include "pugiXML/pugixml.hpp"
#include <boost/filesystem.hpp>
#include "Log.h"
#include "Settings.h"
//this is obviously an incredibly inefficient way to go about searching
//but I don't think it'll matter too much with the size of most collections
GameData* searchFolderByPath(FolderData* folder, std::string const& path)
{
for(unsigned int i = 0; i < folder->getFileCount(); i++)
{
FileData* file = folder->getFile(i);
if(file->isFolder())
{
GameData* result = searchFolderByPath((FolderData*)file, path);
if(result)
return (GameData*)result;
}else{
if(file->getPath() == path)
return (GameData*)file;
}
}
return NULL;
}
GameData* createGameFromPath(std::string gameAbsPath, SystemData* system)
{
std::string gamePath = gameAbsPath;
std::string sysPath = system->getStartPath();
//strip out the system path stuff so it's relative to the system root folder
unsigned int i = 0;
while(i < gamePath.length() && i < sysPath.length() && gamePath[i] == sysPath[i])
i++;
gamePath = gamePath.substr(i, gamePath.length() - i);
if(gamePath[0] != '/')
gamePath.insert(0, "/");
//make our way through the directory tree finding each folder in our path or creating it if it doesn't exist
FolderData* folder = system->getRootFolder();
size_t separator = 0;
size_t nextSeparator = 0;
unsigned int loops = 0;
while(nextSeparator != std::string::npos)
{
//determine which chunk of the path we're testing right now
nextSeparator = gamePath.find('/', separator + 1);
if(nextSeparator == std::string::npos)
break;
std::string checkName = gamePath.substr(separator + 1, nextSeparator - separator - 1);
separator = nextSeparator;
//see if the folder already exists
bool foundFolder = false;
for(unsigned int i = 0; i < folder->getFileCount(); i++)
{
FileData* checkFolder = folder->getFile(i);
if(checkFolder->isFolder() && checkFolder->getName() == checkName)
{
folder = (FolderData*)checkFolder;
foundFolder = true;
break;
}
}
//the folder didn't already exist, so create it
if(!foundFolder)
{
FolderData* newFolder = new FolderData(system, folder->getPath() + "/" + checkName, checkName);
folder->pushFileData(newFolder);
folder = newFolder;
}
//if for some reason this function is broken, break out of this while instead of freezing
if(loops > gamePath.length() * 2)
{
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LOG(LogError) << "createGameFromPath breaking out of loop for path \"" << gamePath << "\" to prevent infinite loop (please report this)";
break;
}
loops++;
}
GameData* game = new GameData(gameAbsPath, MetaDataList(system->getGameMDD()));
folder->pushFileData(game);
return game;
}
void parseGamelist(SystemData* system)
{
std::string xmlpath = system->getGamelistPath();
if(!boost::filesystem::exists(xmlpath))
return;
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LOG(LogInfo) << "Parsing XML file \"" << xmlpath << "\"...";
pugi::xml_document doc;
pugi::xml_parse_result result = doc.load_file(xmlpath.c_str());
if(!result)
{
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LOG(LogError) << "Error parsing XML file \"" << xmlpath << "\"!\n " << result.description();
return;
}
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pugi::xml_node root = doc.child("gameList");
if(!root)
{
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LOG(LogError) << "Could not find <gameList> node in gamelist \"" << xmlpath << "\"!";
return;
}
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for(pugi::xml_node gameNode = root.child("game"); gameNode; gameNode = gameNode.next_sibling("game"))
{
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pugi::xml_node pathNode = gameNode.child("path");
if(!pathNode)
{
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LOG(LogError) << "<game> node contains no <path> child!";
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continue;
}
//convert path to generic directory seperators
boost::filesystem::path gamePath(pathNode.text().get());
std::string path = gamePath.generic_string();
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//expand '.'
if(path[0] == '.')
{
path.erase(0, 1);
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path.insert(0, boost::filesystem::path(xmlpath).parent_path().generic_string());
}
//expand '~'
if(path[0] == '~')
{
path.erase(0, 1);
path.insert(0, getHomePath());
}
if(boost::filesystem::exists(path))
{
GameData* game = searchFolderByPath(system->getRootFolder(), path);
if(game == NULL)
game = createGameFromPath(path, system);
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//load the metadata
*(game->metadata()) = MetaDataList::createFromXML(system->getGameMDD(), gameNode);
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//make sure name gets set if one didn't exist
if(game->metadata()->get("name").empty())
game->metadata()->set("name", game->getBaseName());
}else{
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LOG(LogWarning) << "Game at \"" << path << "\" does not exist!";
}
}
}
void addGameDataNode(pugi::xml_node& parent, const GameData* game, SystemData* system)
{
//create game and add to parent node
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pugi::xml_node newGame = parent.append_child("game");
//write metadata
const_cast<GameData*>(game)->metadata()->appendToXML(newGame, system->getGameMDD());
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if(newGame.children().begin() == newGame.child("name") //first element is name
&& ++newGame.children().begin() == newGame.children().end() //theres only one element
&& newGame.child("name").text().get() == game->getBaseName()) //the name is the default
{
//if the only info is the default name, don't bother with this node
parent.remove_child(newGame);
}else{
//there's something useful in there so we'll keep the node, add the path
newGame.prepend_child("path").text().set(game->getPath().c_str());
}
}
void updateGamelist(SystemData* system)
{
//We do this by reading the XML again, adding changes and then writing it back,
//because there might be information missing in our systemdata which would then miss in the new XML.
//We have the complete information for every game though, so we can simply remove a game
//we already have in the system from the XML, and then add it back from its GameData information...
if(Settings::getInstance()->getBool("DisableGamelistWrites"))
return;
std::string xmlpath = system->getGamelistPath();
pugi::xml_document doc;
if(boost::filesystem::exists(xmlpath))
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{
//parse an existing file first
LOG(LogInfo) << "Parsing XML file \"" << xmlpath << "\" before writing...";
pugi::xml_parse_result result = doc.load_file(xmlpath.c_str());
if(!result)
{
LOG(LogError) << "Error parsing XML file \"" << xmlpath << "\"!\n " << result.description();
return;
}
}else{
//set up an empty gamelist to append to
doc.append_child("gameList");
//make sure the folders leading up to this path exist (or the XML file write will fail later on)
boost::filesystem::path path(xmlpath);
boost::filesystem::create_directories(path.parent_path());
}
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pugi::xml_node root = doc.child("gameList");
if(!root)
{
LOG(LogError) << "Could not find <gameList> node in gamelist \"" << xmlpath << "\"!";
return;
}
//now we have all the information from the XML. now iterate through all our games and add information from there
FolderData * rootFolder = system->getRootFolder();
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if (rootFolder != nullptr)
{
//get only files, no folders
std::vector<FileData*> files = rootFolder->getFilesRecursive(true);
//iterate through all files, checking if they're already in the XML
std::vector<FileData*>::const_iterator fit = files.cbegin();
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while(fit != files.cend())
{
//try to cast to gamedata
const GameData * game = dynamic_cast<const GameData*>(*fit);
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if (game != nullptr)
{
//worked. check if this games' path can be found somewhere in the XML
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for(pugi::xml_node gameNode = root.child("game"); gameNode; gameNode = gameNode.next_sibling("game"))
{
//get path from game node
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pugi::xml_node pathNode = gameNode.child("path");
if(!pathNode)
{
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LOG(LogError) << "<game> node contains no <path> child!";
continue;
}
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//check paths. use the same directory separators
boost::filesystem::path nodePath(pathNode.text().get());
boost::filesystem::path gamePath(game->getPath());
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if (nodePath.generic_string() == gamePath.generic_string())
{
//found the game. remove it. it will be added again later with updated values
root.remove_child(gameNode);
//break node search loop
break;
}
}
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//either the game content was removed, because it needs to be updated,
//or didn't exist in the first place, so just add it
addGameDataNode(root, game, system);
}
++fit;
}
//now write the file
if (!doc.save_file(xmlpath.c_str())) {
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LOG(LogError) << "Error saving gamelist.xml file \"" << xmlpath << "\"!";
}
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}else{
LOG(LogError) << "Found no root folder for system \"" << system->getName() << "\"!";
}
}