ES-DE/es-app/src/Gamelist.cpp

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#include "Gamelist.h"
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#include "utils/FileSystemUtil.h"
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#include "FileData.h"
#include "FileFilterIndex.h"
#include "Log.h"
#include "Settings.h"
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#include "SystemData.h"
#include <boost/filesystem/operations.hpp>
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#include <pugixml/src/pugixml.hpp>
FileData* findOrCreateFile(SystemData* system, const boost::filesystem::path& path, FileType type)
{
// first, verify that path is within the system's root folder
FileData* root = system->getRootFolder();
bool contains = false;
boost::filesystem::path relative = Utils::FileSystem::removeCommonPath(path.generic_string(), root->getPath().generic_string(), contains);
if(!contains)
{
LOG(LogError) << "File path \"" << path << "\" is outside system path \"" << system->getStartPath() << "\"";
return NULL;
}
auto path_it = relative.begin();
FileData* treeNode = root;
bool found = false;
while(path_it != relative.end())
{
const std::unordered_map<std::string, FileData*>& children = treeNode->getChildrenByFilename();
std::string key = path_it->string();
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found = children.find(key) != children.cend();
if (found) {
treeNode = children.at(key);
}
// this is the end
if(path_it == --relative.end())
{
if(found)
return treeNode;
if(type == FOLDER)
{
LOG(LogWarning) << "gameList: folder doesn't already exist, won't create";
return NULL;
}
FileData* file = new FileData(type, path, system->getSystemEnvData(), system);
treeNode->addChild(file);
return file;
}
if(!found)
{
// don't create folders unless it's leading up to a game
// if type is a folder it's gonna be empty, so don't bother
if(type == FOLDER)
{
LOG(LogWarning) << "gameList: folder doesn't already exist, won't create";
return NULL;
}
// create missing folder
FileData* folder = new FileData(FOLDER, treeNode->getPath().stem() / *path_it, system->getSystemEnvData(), system);
treeNode->addChild(folder);
treeNode = folder;
}
path_it++;
}
return NULL;
}
void parseGamelist(SystemData* system)
{
std::string xmlpath = system->getGamelistPath(false);
if(!Utils::FileSystem::exists(xmlpath))
return;
LOG(LogInfo) << "Parsing XML file \"" << xmlpath << "\"...";
pugi::xml_document doc;
pugi::xml_parse_result result = doc.load_file(xmlpath.c_str());
if(!result)
{
LOG(LogError) << "Error parsing XML file \"" << xmlpath << "\"!\n " << result.description();
return;
}
pugi::xml_node root = doc.child("gameList");
if(!root)
{
LOG(LogError) << "Could not find <gameList> node in gamelist \"" << xmlpath << "\"!";
return;
}
boost::filesystem::path relativeTo = system->getStartPath();
const char* tagList[2] = { "game", "folder" };
FileType typeList[2] = { GAME, FOLDER };
for(int i = 0; i < 2; i++)
{
const char* tag = tagList[i];
FileType type = typeList[i];
for(pugi::xml_node fileNode = root.child(tag); fileNode; fileNode = fileNode.next_sibling(tag))
{
boost::filesystem::path path = Utils::FileSystem::resolveRelativePath(fileNode.child("path").text().get(), relativeTo.generic_string(), false);
if(!Utils::FileSystem::exists(path.generic_string()))
{
LOG(LogWarning) << "File \"" << path << "\" does not exist! Ignoring.";
continue;
}
FileData* file = findOrCreateFile(system, path, type);
if(!file)
{
LOG(LogError) << "Error finding/creating FileData for \"" << path << "\", skipping.";
continue;
}
//load the metadata
std::string defaultName = file->metadata.get("name");
file->metadata = MetaDataList::createFromXML(GAME_METADATA, fileNode, relativeTo);
//make sure name gets set if one didn't exist
if(file->metadata.get("name").empty())
file->metadata.set("name", defaultName);
file->metadata.resetChangedFlag();
}
}
}
void addFileDataNode(pugi::xml_node& parent, const FileData* file, const char* tag, SystemData* system)
{
//create game and add to parent node
pugi::xml_node newNode = parent.append_child(tag);
//write metadata
file->metadata.appendToXML(newNode, true, system->getStartPath());
if(newNode.children().begin() == newNode.child("name") //first element is name
&& ++newNode.children().begin() == newNode.children().end() //theres only one element
&& newNode.child("name").text().get() == file->getDisplayName()) //the name is the default
{
//if the only info is the default name, don't bother with this node
//delete it and ultimately do nothing
parent.remove_child(newNode);
}else{
//there's something useful in there so we'll keep the node, add the path
// try and make the path relative if we can so things still work if we change the rom folder location in the future
newNode.prepend_child("path").text().set(Utils::FileSystem::createRelativePath(file->getPath().generic_string(), system->getStartPath(), false).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("IgnoreGamelist"))
return;
pugi::xml_document doc;
pugi::xml_node root;
std::string xmlReadPath = system->getGamelistPath(false);
if(Utils::FileSystem::exists(xmlReadPath))
{
//parse an existing file first
pugi::xml_parse_result result = doc.load_file(xmlReadPath.c_str());
if(!result)
{
LOG(LogError) << "Error parsing XML file \"" << xmlReadPath << "\"!\n " << result.description();
return;
}
root = doc.child("gameList");
if(!root)
{
LOG(LogError) << "Could not find <gameList> node in gamelist \"" << xmlReadPath << "\"!";
return;
}
}else{
//set up an empty gamelist to append to
root = doc.append_child("gameList");
}
//now we have all the information from the XML. now iterate through all our games and add information from there
FileData* rootFolder = system->getRootFolder();
if (rootFolder != nullptr)
{
int numUpdated = 0;
//get only files, no folders
std::vector<FileData*> files = rootFolder->getFilesRecursive(GAME | FOLDER);
//iterate through all files, checking if they're already in the XML
for(std::vector<FileData*>::const_iterator fit = files.cbegin(); fit != files.cend(); ++fit)
{
const char* tag = ((*fit)->getType() == GAME) ? "game" : "folder";
// check if current file has metadata, if no, skip it as it wont be in the gamelist anyway.
if ((*fit)->metadata.isDefault()) {
continue;
}
// do not touch if it wasn't changed anyway
if (!(*fit)->metadata.wasChanged())
continue;
// check if the file already exists in the XML
// if it does, remove it before adding
for(pugi::xml_node fileNode = root.child(tag); fileNode; fileNode = fileNode.next_sibling(tag))
{
pugi::xml_node pathNode = fileNode.child("path");
if(!pathNode)
{
LOG(LogError) << "<" << tag << "> node contains no <path> child!";
continue;
}
boost::filesystem::path nodePath = Utils::FileSystem::resolveRelativePath(pathNode.text().get(), system->getStartPath(), true);
boost::filesystem::path gamePath((*fit)->getPath());
if(nodePath == gamePath || (Utils::FileSystem::exists(nodePath.generic_string()) && Utils::FileSystem::exists(gamePath.generic_string()) && boost::filesystem::equivalent(nodePath, gamePath)))
{
// found it
root.remove_child(fileNode);
break;
}
}
// it was either removed or never existed to begin with; either way, we can add it now
addFileDataNode(root, *fit, tag, system);
++numUpdated;
}
//now write the file
if (numUpdated > 0) {
//make sure the folders leading up to this path exist (or the write will fail)
boost::filesystem::path xmlWritePath(system->getGamelistPath(true));
Utils::FileSystem::createDirectory(xmlWritePath.parent_path().generic_string());
LOG(LogInfo) << "Added/Updated " << numUpdated << " entities in '" << xmlReadPath << "'";
if (!doc.save_file(xmlWritePath.c_str())) {
LOG(LogError) << "Error saving gamelist.xml to \"" << xmlWritePath << "\" (for system " << system->getName() << ")!";
}
}
}else{
LOG(LogError) << "Found no root folder for system \"" << system->getName() << "\"!";
}
}