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

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// SystemData.cpp
//
// Provides data structures for the game systems and populates and indexes them based
// on the configuration in es_systems.cfg as well as the presence of game ROM files.
// Also provides functions to read and write to the gamelist files and to handle theme
// loading.
//
#include "SystemData.h"
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#include "resources/ResourceManager.h"
#include "utils/FileSystemUtil.h"
#include "utils/StringUtil.h"
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#include "views/gamelist/IGameListView.h"
#include "views/UIModeController.h"
#include "views/ViewController.h"
#include "CollectionSystemsManager.h"
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#include "FileFilterIndex.h"
#include "FileSorts.h"
#include "Gamelist.h"
#include "Log.h"
#include "Platform.h"
#include "Settings.h"
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#include "ThemeData.h"
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#include <fstream>
#include <pugixml.hpp>
#include <random>
std::vector<SystemData*> SystemData::sSystemVector;
SystemData::SystemData(
const std::string& name,
const std::string& fullName,
SystemEnvironmentData* envData,
const std::string& themeFolder,
bool CollectionSystem,
bool CustomCollectionSystem)
: mName(name),
mFullName(fullName),
mEnvData(envData),
mThemeFolder(themeFolder),
mIsCollectionSystem(CollectionSystem),
mIsCustomCollectionSystem(CustomCollectionSystem),
mIsGroupedCustomCollectionSystem(false),
mIsGameSystem(true),
mScrapeFlag(false)
{
mFilterIndex = new FileFilterIndex();
// If it's an actual system, initialize it, if not, just create the data structure.
if (!CollectionSystem) {
mRootFolder = new FileData(FOLDER, mEnvData->mStartPath, mEnvData, this);
mRootFolder->metadata.set("name", mFullName);
if (!Settings::getInstance()->getBool("ParseGamelistOnly")) {
// If there was an error populating the folder or if there were no games found,
// then don't continue with any additional process steps for this system.
if (!populateFolder(mRootFolder))
return;
}
if (!Settings::getInstance()->getBool("IgnoreGamelist"))
parseGamelist(this);
setupSystemSortType(mRootFolder);
mRootFolder->sort(mRootFolder->getSortTypeFromString(mRootFolder->getSortTypeString()),
Settings::getInstance()->getBool("FavoritesFirst"));
indexAllGameFilters(mRootFolder);
}
else {
// Virtual systems are updated afterwards by CollectionSystemsManager.
// We're just creating the data structure here.
mRootFolder = new FileData(FOLDER, "" + name, mEnvData, this);
setupSystemSortType(mRootFolder);
}
setIsGameSystemStatus();
loadTheme();
}
SystemData::~SystemData()
{
if (Settings::getInstance()->getString("SaveGamelistsMode") == "on exit") {
if (mRootFolder->getGameCount().first + mRootFolder->getGameCount().second != 0)
writeMetaData();
}
delete mRootFolder;
delete mFilterIndex;
}
void SystemData::setIsGameSystemStatus()
{
// We exclude non-game systems from specific operations (i.e. the "RetroPie" system, at least).
// If/when there are more in the future, maybe this can be a more complex method, with a proper
// list but for now a simple string comparison is more performant.
mIsGameSystem = (mName != "retropie");
}
bool SystemData::populateFolder(FileData* folder)
{
const std::string& folderPath = folder->getPath();
if (!Utils::FileSystem::exists(folderPath)) {
LOG(LogDebug) << "SystemData::populateFolder(): Folder with path \"" <<
folderPath << "\" does not exist";
return false;
}
if (!Utils::FileSystem::isDirectory(folderPath)) {
LOG(LogWarning) << "Folder with path \"" <<
folderPath << "\" is not a directory";
return false;
}
// Make sure that this isn't a symlink to an object we already have.
if (Utils::FileSystem::isSymlink(folderPath)) {
// If this symlink resolves to somewhere that's at the beginning of our
// path, it's going to create a recursive loop. Make sure to avoid this.
if (folderPath.find(Utils::FileSystem::getCanonicalPath(folderPath)) == 0) {
LOG(LogWarning) << "Skipping infinitely recursive symlink \"" <<
folderPath << "\"";
return false;
}
}
std::string filePath;
std::string extension;
bool isGame;
bool showHiddenFiles = Settings::getInstance()->getBool("ShowHiddenFiles");
Utils::FileSystem::stringList dirContent = Utils::FileSystem::getDirContent(folderPath);
// If system directory exists but contains no games, return as error.
if (dirContent.size() == 0)
return false;
for (Utils::FileSystem::stringList::const_iterator it = dirContent.cbegin();
it != dirContent.cend(); ++it) {
filePath = *it;
// Skip hidden files and folders.
if (!showHiddenFiles && Utils::FileSystem::isHidden(filePath)) {
LOG(LogDebug) << "SystemData::populateFolder(): Skipping hidden " <<
(Utils::FileSystem::isDirectory(filePath) ? "directory \"" : "file \"") <<
filePath << "\"";
continue;
}
// This is a little complicated because we allow a list
// of extensions to be defined (delimited with a space).
// We first get the extension of the file itself:
extension = Utils::FileSystem::getExtension(filePath);
// FYI, folders *can* also match the extension and be added as games.
// This is mostly just to support higan.
// See issue #75: https://github.com/Aloshi/EmulationStation/issues/75
isGame = false;
if (std::find(mEnvData->mSearchExtensions.cbegin(), mEnvData->mSearchExtensions.cend(),
extension) != mEnvData->mSearchExtensions.cend()) {
FileData* newGame = new FileData(GAME, filePath, mEnvData, this);
// Prevent new arcade assets from being added.
if (!newGame->isArcadeAsset()) {
folder->addChild(newGame);
isGame = true;
}
}
// Add directories that also do not match an extension as folders.
if (!isGame && Utils::FileSystem::isDirectory(filePath)) {
FileData* newFolder = new FileData(FOLDER, filePath, mEnvData, this);
populateFolder(newFolder);
// Ignore folders that do not contain games.
if (newFolder->getChildrenByFilename().size() == 0)
delete newFolder;
else
folder->addChild(newFolder);
}
}
return true;
}
void SystemData::indexAllGameFilters(const FileData* folder)
{
const std::vector<FileData*>& children = folder->getChildren();
for (std::vector<FileData*>::const_iterator it = children.cbegin();
it != children.cend(); ++it) {
switch ((*it)->getType()) {
case GAME: {
mFilterIndex->addToIndex(*it);
}
break;
case FOLDER: {
indexAllGameFilters(*it);
}
break;
default:
break;
}
}
}
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std::vector<std::string> readList(const std::string& str, const std::string& delims = " \t\r\n,")
{
std::vector<std::string> ret;
size_t prevOff = str.find_first_not_of(delims, 0);
size_t off = str.find_first_of(delims, prevOff);
while (off != std::string::npos || prevOff != std::string::npos) {
ret.push_back(str.substr(prevOff, off - prevOff));
prevOff = str.find_first_not_of(delims, off);
off = str.find_first_of(delims, prevOff);
}
return ret;
}
// Creates systems from information located in a config file.
bool SystemData::loadConfig()
{
deleteSystems();
std::string path = getConfigPath(false);
const std::string rompath = FileData::getROMDirectory();
if (!Utils::FileSystem::exists(path)) {
LOG(LogWarning) << "Systems configuration file does not exist";
if (copyConfigTemplate(getConfigPath(true)))
return false;
path = getConfigPath(false);
}
LOG(LogInfo) << "Parsing systems configuration file \"" << path << "\"...";
pugi::xml_document doc;
#if defined(_WIN64)
pugi::xml_parse_result res = doc.load_file(Utils::String::stringToWideString(path).c_str());
#else
pugi::xml_parse_result res = doc.load_file(path.c_str());
#endif
if (!res) {
LOG(LogError) << "Could not parse es_systems.cfg";
LOG(LogError) << res.description();
return false;
}
// Actually read the file.
pugi::xml_node systemList = doc.child("systemList");
if (!systemList) {
LOG(LogError) << "es_systems.cfg is missing the <systemList> tag";
return false;
}
for (pugi::xml_node system = systemList.child("system"); system;
system = system.next_sibling("system")) {
std::string name;
std::string fullname;
std::string path;
std::string cmd;
std::string themeFolder;
name = system.child("name").text().get();
fullname = system.child("fullname").text().get();
path = system.child("path").text().get();
// If there is a %ROMPATH% variable set for the system, expand it. By doing this
// it's possible to use either absolute ROM paths in es_systems.cfg or to utilize
// the ROM path configured as ROMDirectory in es_settings.cfg. If it's set to ""
// in this configuration file, the default hardcoded path $HOME/ROMs/ will be used.
path = Utils::String::replace(path, "%ROMPATH%", rompath);
path = Utils::String::replace(path, "//", "/");
// Convert extensions list from a string into a vector of strings.
std::vector<std::string> extensions = readList(system.child("extension").text().get());
cmd = system.child("command").text().get();
// Platform ID list
const std::string platformList =
Utils::String::toLower(system.child("platform").text().get());
std::vector<std::string> platformStrs = readList(platformList);
std::vector<PlatformIds::PlatformId> platformIds;
for (auto it = platformStrs.cbegin(); it != platformStrs.cend(); it++) {
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std::string str = *it;
PlatformIds::PlatformId platformId = PlatformIds::getPlatformId(str);
if (platformId == PlatformIds::PLATFORM_IGNORE) {
// When platform is PLATFORM_IGNORE, do not allow other platforms.
platformIds.clear();
platformIds.push_back(platformId);
break;
}
// If there appears to be an actual platform ID supplied
// but it didn't match the list, generate a warning.
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if (str != "" && platformId == PlatformIds::PLATFORM_UNKNOWN)
LOG(LogWarning) << "Unknown platform for system \"" << name <<
"\" (platform \"" << str << "\" from list \"" << platformList << "\")";
else if (platformId != PlatformIds::PLATFORM_UNKNOWN)
platformIds.push_back(platformId);
}
// Theme folder.
themeFolder = system.child("theme").text().as_string(name.c_str());
// Validate.
if (name.empty()) {
LOG(LogError) <<
"A system in the es_systems.cfg file has no name defined, skipping entry.";
continue;
}
else if (fullname.empty() || path.empty() || extensions.empty() || cmd.empty()) {
LOG(LogError) << "System \"" << name << "\" is missing the fullname, path, "
"extension, or command tag, skipping entry.";
continue;
}
// Convert path to generic directory seperators.
path = Utils::FileSystem::getGenericPath(path);
#if defined(_WIN64)
if (!Settings::getInstance()->getBool("ShowHiddenFiles") &&
Utils::FileSystem::isHidden(path)) {
LOG(LogWarning) << "Skipping hidden ROM folder " << path;
continue;
}
#endif
// Create the system runtime environment data.
SystemEnvironmentData* envData = new SystemEnvironmentData;
envData->mStartPath = path;
envData->mSearchExtensions = extensions;
envData->mLaunchCommand = cmd;
envData->mPlatformIds = platformIds;
SystemData* newSys = new SystemData(name, fullname, envData, themeFolder);
bool onlyHidden = false;
// If the option to show hidden games has been disabled, then check whether all
// games for the system are hidden. That will flag the system as empty.
if (!Settings::getInstance()->getBool("ShowHiddenGames")) {
std::vector<FileData*> recursiveGames =
newSys->getRootFolder()->getChildrenRecursive();
onlyHidden = true;
for (auto it = recursiveGames.cbegin(); it != recursiveGames.cend(); it++) {
if ((*it)->getType() != FOLDER) {
onlyHidden = (*it)->getHidden();
if (!onlyHidden)
break;
}
}
}
if (newSys->getRootFolder()->getChildrenByFilename().size() == 0 || onlyHidden) {
LOG(LogDebug) << "SystemData::loadConfig(): System \"" << name <<
"\" has no games, ignoring it";
delete newSys;
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delete envData;
}
else {
sSystemVector.push_back(newSys);
}
}
// Sort systems by their full names.
std::sort(std::begin(sSystemVector), std::end(sSystemVector),
[](SystemData* a, SystemData* b) {
return a->getFullName() < b->getFullName(); });
// Don't load any collections if there are no systems available.
if (sSystemVector.size() > 0)
CollectionSystemsManager::get()->loadCollectionSystems();
return true;
}
bool SystemData::copyConfigTemplate(const std::string& path)
{
std::string systemsTemplateFile;;
LOG(LogInfo) <<
"Attempting to copy template es_systems.cfg file from the resources directory...";
#if defined(_WIN64)
systemsTemplateFile = ResourceManager::getInstance()->
getResourcePath(":/templates/es_systems.cfg_windows", false);
#elif defined(__APPLE__)
systemsTemplateFile = ResourceManager::getInstance()->
getResourcePath(":/templates/es_systems.cfg_macos", false);
#else
systemsTemplateFile = ResourceManager::getInstance()->
getResourcePath(":/templates/es_systems.cfg_unix", false);
#endif
if (systemsTemplateFile == "") {
LOG(LogError) << "Can't find the es_systems.cfg template file";
return true;
}
else if (Utils::FileSystem::copyFile(systemsTemplateFile, path, false)) {
LOG(LogError) << "Copying of es_systems.cfg template file failed";
return true;
}
LOG(LogInfo) << "Template es_systems.cfg file copied successfully";
return false;
}
void SystemData::deleteSystems()
{
for (unsigned int i = 0; i < sSystemVector.size(); i++)
delete sSystemVector.at(i);
sSystemVector.clear();
}
std::string SystemData::getConfigPath(bool forWrite)
{
std::string path = Utils::FileSystem::getHomePath() + "/.emulationstation/es_systems.cfg";
if (forWrite || Utils::FileSystem::exists(path))
return path;
return "";
}
bool SystemData::isVisible()
{
// This function doesn't make much sense at the moment; if a game system does not have any
// games available, it will not be processed during startup and will as such not exist.
// In the future this function may be used for an option to hide specific systems, but
// for the time being all systems will always be visible.
return true;
}
SystemData* SystemData::getNext() const
{
std::vector<SystemData*>::const_iterator it = getIterator();
// As we are starting in a valid gamelistview, this will
// always succeed, even if we have to come full circle.
do {
it++;
if (it == sSystemVector.cend())
it = sSystemVector.cbegin();
} while (!(*it)->isVisible());
return *it;
}
SystemData* SystemData::getPrev() const
{
std::vector<SystemData*>::const_reverse_iterator it = getRevIterator();
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// As we are starting in a valid gamelistview, this will
// always succeed, even if we have to come full circle.
do {
it++;
if (it == sSystemVector.crend())
it = sSystemVector.crbegin();
} while (!(*it)->isVisible());
return *it;
}
std::string SystemData::getGamelistPath(bool forWrite) const
{
std::string filePath;
filePath = mRootFolder->getPath() + "/gamelist.xml";
if (Utils::FileSystem::exists(filePath))
return filePath;
filePath = Utils::FileSystem::getHomePath() + "/.emulationstation/gamelists/" +
mName + "/gamelist.xml";
// Make sure the directory exists if we're going to write to it,
// or crashes will happen.
if (forWrite)
Utils::FileSystem::createDirectory(Utils::FileSystem::getParent(filePath));
if (forWrite || Utils::FileSystem::exists(filePath))
return filePath;
return "";
}
std::string SystemData::getThemePath() const
{
// Locations where we check for themes, in the following order:
// 1. [SYSTEM_PATH]/theme.xml
// 2. System theme from currently selected theme set [CURRENT_THEME_PATH]/[SYSTEM]/theme.xml
// 3. Default system theme from currently selected theme set [CURRENT_THEME_PATH]/theme.xml
// First, check game folder.
std::string localThemePath = mRootFolder->getPath() + "/theme.xml";
if (Utils::FileSystem::exists(localThemePath))
return localThemePath;
// Not in game folder, try system theme in theme sets.
localThemePath = ThemeData::getThemeFromCurrentSet(mThemeFolder);
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if (Utils::FileSystem::exists(localThemePath))
return localThemePath;
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// Not system theme, try default system theme in theme set.
localThemePath = Utils::FileSystem::getParent(Utils::FileSystem::getParent(localThemePath)) +
"/theme.xml";
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return localThemePath;
}
bool SystemData::hasGamelist() const
{
return (Utils::FileSystem::exists(getGamelistPath(false)));
}
SystemData* SystemData::getRandomSystem(const SystemData* currentSystem)
{
unsigned int total = 0;
for (auto it = sSystemVector.cbegin(); it != sSystemVector.cend(); it++) {
if ((*it)->isGameSystem())
total++;
}
if (total < 2)
return nullptr;
SystemData* randomSystem = nullptr;
do {
// Get a random number in range.
std::random_device randDev;
// Mersenne Twister pseudorandom number generator.
std::mt19937 engine{randDev()};
std::uniform_int_distribution<int> uniform_dist(0, total - 1);
int target = uniform_dist(engine);
for (auto it = sSystemVector.cbegin(); it != sSystemVector.cend(); it++) {
if ((*it)->isGameSystem()) {
if (target > 0) {
target--;
}
else {
randomSystem = (*it);
break;
}
}
}
}
while (randomSystem == currentSystem);
return randomSystem;
}
FileData* SystemData::getRandomGame(const FileData* currentGame)
{
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std::vector<FileData*> gameList;
bool onlyFolders = false;
bool hasFolders = false;
// If we're in the custom collection group list, then get the list of collections,
// otherwise get a list of all the folder and file entries in the view.
if (currentGame && currentGame->getType() == FOLDER && currentGame->
getSystem()->isGroupedCustomCollection()) {
gameList = ViewController::get()->getGameListView(mRootFolder->getSystem()).get()->
getCursor()->getParent()->getParent()->getChildrenListToDisplay();
}
else {
gameList = ViewController::get()->getGameListView(mRootFolder->
getSystem()).get()->getCursor()->getParent()->getChildrenListToDisplay();
}
if (gameList.size() > 0 && gameList.front()->getParent()->getOnlyFoldersFlag())
onlyFolders = true;
if (gameList.size() > 0 && gameList.front()->getParent()->getHasFoldersFlag())
hasFolders = true;
// If this is a mixed view of folders and files, then remove all the folder entries
// as we want to exclude them from the random selection.
if (!onlyFolders && hasFolders) {
unsigned int i = 0;
do {
if (gameList[i]->getType() == FOLDER)
gameList.erase(gameList.begin() + i);
else
i++;
} while (i < gameList.size());
}
if (!currentGame && gameList.size() == 1)
return gameList.front();
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// If there is only one folder and one file in the list, then return the file.
if (!onlyFolders && hasFolders && gameList.size() == 1)
return gameList.front();
if (currentGame && currentGame->getType() == PLACEHOLDER)
return nullptr;
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unsigned int total = static_cast<int>(gameList.size());
int target = 0;
if (total < 2)
return nullptr;
do {
// Get a random number in range.
std::random_device randDev;
// Mersenne Twister pseudorandom number generator.
std::mt19937 engine{randDev()};
std::uniform_int_distribution<int> uniform_dist(0, total - 1);
target = uniform_dist(engine);
}
while (currentGame && gameList.at(target) == currentGame);
return gameList.at(target);
}
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void SystemData::sortSystem(bool reloadGamelist, bool jumpToFirstRow)
{
if (getName() == "recent")
return;
bool favoritesSorting;
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if (this->isCustomCollection() ||
(this->isCollection() && this->getFullName() == "collections"))
favoritesSorting = Settings::getInstance()->getBool("FavFirstCustom");
else
favoritesSorting = Settings::getInstance()->getBool("FavoritesFirst");
FileData* rootFolder = getRootFolder();
// Assign the sort type to all grouped custom collections.
if (mIsCollectionSystem && mFullName == "collections") {
for (auto it = rootFolder->getChildren().begin();
it != rootFolder->getChildren().end(); it++) {
setupSystemSortType((*it)->getSystem()->getRootFolder());
}
}
setupSystemSortType(rootFolder);
rootFolder->sort(rootFolder->getSortTypeFromString(
rootFolder->getSortTypeString()), favoritesSorting);
if (reloadGamelist)
ViewController::get()->reloadGameListView(this, false);
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if (jumpToFirstRow) {
IGameListView* gameList = ViewController::get()->getGameListView(this).get();
gameList->setCursor(gameList->getFirstEntry());
}
}
std::pair<unsigned int, unsigned int> SystemData::getDisplayedGameCount() const
{
// Return all games for the system which are marked as 'countasgame'. As this flag is set
// by default, normally most games will be included in the number returned from here.
// The actual game counting takes place in FileData during sorting.
return mRootFolder->getGameCount();
}
void SystemData::loadTheme()
{
mTheme = std::make_shared<ThemeData>();
std::string path = getThemePath();
if (!Utils::FileSystem::exists(path)) // No theme available for this platform.
return;
try {
// Build map with system variables for theme to use.
std::map<std::string, std::string> sysData;
sysData.insert(std::pair<std::string, std::string>("system.name", getName()));
sysData.insert(std::pair<std::string, std::string>("system.theme", getThemeFolder()));
sysData.insert(std::pair<std::string, std::string>("system.fullName", getFullName()));
mTheme->loadFile(sysData, path);
}
catch (ThemeException& e) {
LOG(LogError) << e.what();
mTheme = std::make_shared<ThemeData>(); // Reset to empty.
}
}
void SystemData::writeMetaData() {
if (Settings::getInstance()->getBool("IgnoreGamelist") || mIsCollectionSystem)
return;
// Save changed game data back to xml.
updateGamelist(this);
}
void SystemData::onMetaDataSavePoint() {
if (Settings::getInstance()->getString("SaveGamelistsMode") != "always")
return;
writeMetaData();
}
void SystemData::setupSystemSortType(FileData* mRootFolder)
{
// If DefaultSortOrder is set to something, check that it is actually a valid value.
if (Settings::getInstance()->getString("DefaultSortOrder") != "") {
for (unsigned int i = 0; i < FileSorts::SortTypes.size(); i++) {
if (FileSorts::SortTypes.at(i).description ==
Settings::getInstance()->getString("DefaultSortOrder")) {
mRootFolder->setSortTypeString(Settings::getInstance()->
getString("DefaultSortOrder"));
break;
}
}
}
// If no valid sort type was defined in the configuration file, set to default sorting.
if (mRootFolder->getSortTypeString() == "")
mRootFolder->setSortTypeString(Settings::getInstance()->
getDefaultString("DefaultSortOrder"));
}