ES-DE/src/XMLReader.cpp

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#include "XMLReader.h"
#include "SystemData.h"
#include "pugiXML/pugixml.hpp"
#include <boost/filesystem.hpp>
#include "Log.h"
#include "Settings.h"
namespace fs = boost::filesystem;
// example: removeCommonPath("/home/pi/roms/nes/foo/bar.nes", "/home/pi/roms/nes/") returns "foo/bar.nes"
fs::path removeCommonPath(const fs::path& path, const fs::path& relativeTo, bool& contains)
{
fs::path p = fs::canonical(path);
fs::path r = fs::canonical(relativeTo);
if(p.root_path() != r.root_path())
{
contains = false;
return p;
}
fs::path result;
// find point of divergence
auto itr_path = p.begin();
auto itr_relative_to = r.begin();
while(*itr_path == *itr_relative_to && itr_path != p.end() && itr_relative_to != r.end())
{
++itr_path;
++itr_relative_to;
}
if(itr_relative_to != r.end())
{
contains = false;
return p;
}
while(itr_path != p.end())
{
if(*itr_path != fs::path("."))
result = result / *itr_path;
++itr_path;
}
contains = true;
return result;
}
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;
fs::path relative = removeCommonPath(path, root->getPath(), 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::vector<FileData*>& children = treeNode->getChildren();
found = false;
for(auto child_it = children.begin(); child_it != children.end(); child_it++)
{
if((*child_it)->getPath().filename() == *path_it)
{
treeNode = *child_it;
found = true;
break;
}
}
// 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);
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);
treeNode->addChild(folder);
treeNode = folder;
}
path_it++;
}
return NULL;
}
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;
}
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 = boost::filesystem::path(fileNode.child("path").text().get());
if(!boost::filesystem::exists(path))
{
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;
}
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//load the metadata
std::string defaultName = file->metadata.get("name");
file->metadata = MetaDataList::createFromXML(GAME_METADATA, fileNode);
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//make sure name gets set if one didn't exist
if(file->metadata.get("name").empty())
file->metadata.set("name", defaultName);
}
}
}
void addGameDataNode(pugi::xml_node& parent, const FileData* game, SystemData* system)
{
//create game and add to parent node
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pugi::xml_node newGame = parent.append_child("game");
//write metadata
game->metadata.appendToXML(newGame, true);
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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() == getCleanFileName(game->getPath())) //the name is the default
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{
//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().generic_string().c_str());
}
}
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);
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() == getCleanFileName(file->getPath())) //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
newNode.prepend_child("path").text().set(file->getPath().generic_string().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") || Settings::getInstance()->getBool("IGNOREGAMELIST"))
return;
std::string xmlpath = system->getGamelistPath();
pugi::xml_document doc;
if(boost::filesystem::exists(xmlpath))
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{
//parse an existing file first
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
FileData* rootFolder = system->getRootFolder();
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if (rootFolder != nullptr)
{
//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
std::vector<FileData*>::const_iterator fit = files.cbegin();
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while(fit != files.cend())
{
const char* tag = ((*fit)->getType() == GAME) ? "game" : "folder";
// 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))
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{
pugi::xml_node pathNode = fileNode.child("path");
if(!pathNode)
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{
LOG(LogError) << "<" << tag << "> node contains no <path> child!";
continue;
}
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boost::filesystem::path nodePath(pathNode.text().get());
boost::filesystem::path gamePath((*fit)->getPath());
if(fs::canonical(nodePath) == fs::canonical(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);
++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() << "\"!";
}
}