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"
//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++;
}
//find gameName
std::string gameName = gamePath.substr(separator + 1, gamePath.find(".", separator) - separator - 1);
GameData* game = new GameData(system, gameAbsPath, gameName);
folder->pushFileData(game);
return game;
}
void parseGamelist(SystemData* system)
{
std::string xmlpath = system->getGamelistPath();
if(xmlpath.empty())
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;
}
pugi::xml_node root = doc.child(GameData::xmlTagGameList.c_str());
if(!root)
{
LOG(LogError) << "Could not find <" << GameData::xmlTagGameList << "> node in gamelist \"" << xmlpath << "\"!";
return;
}
for(pugi::xml_node gameNode = root.child(GameData::xmlTagGame.c_str()); gameNode; gameNode = gameNode.next_sibling(GameData::xmlTagGame.c_str()))
{
pugi::xml_node pathNode = gameNode.child(GameData::xmlTagPath.c_str());
if(!pathNode)
{
LOG(LogError) << "<" << GameData::xmlTagGame << "> node contains no <" << GameData::xmlTagPath << "> child!";
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continue;
}
std::string path = pathNode.text().get();
//expand "."
if(path[0] == '.')
{
path.erase(0, 1);
path.insert(0, system->getRootFolder()->getPath());
}
if(boost::filesystem::exists(path))
{
GameData* game = searchFolderByPath(system->getRootFolder(), path);
if(game == NULL)
game = createGameFromPath(path, system);
//actually gather the information in the XML doc, then pass it to the game's set method
std::string newName, newDesc, newImage;
if(gameNode.child(GameData::xmlTagName.c_str()))
{
game->setName(gameNode.child(GameData::xmlTagName.c_str()).text().get());
}
if(gameNode.child(GameData::xmlTagDescription.c_str()))
{
game->setDescription(gameNode.child(GameData::xmlTagDescription.c_str()).text().get());
}
if(gameNode.child(GameData::xmlTagImagePath.c_str()))
{
newImage = gameNode.child(GameData::xmlTagImagePath.c_str()).text().get();
//expand "."
if(newImage[0] == '.')
{
newImage.erase(0, 1);
boost::filesystem::path pathname(xmlpath);
newImage.insert(0, pathname.parent_path().string() );
}
//if the image exist, set it
if(boost::filesystem::exists(newImage))
{
game->setImagePath(newImage);
}
}
//get rating and the times played from the XML doc
if(gameNode.child(GameData::xmlTagRating.c_str()))
{
float rating;
std::istringstream(gameNode.child(GameData::xmlTagRating.c_str()).text().get()) >> rating;
game->setRating(rating);
}
if(gameNode.child(GameData::xmlTagTimesPlayed.c_str()))
{
size_t timesPlayed;
std::istringstream(gameNode.child(GameData::xmlTagTimesPlayed.c_str()).text().get()) >> timesPlayed;
game->setTimesPlayed(timesPlayed);
}
}
else{
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LOG(LogWarning) << "Game at \"" << path << "\" does not exist!";
}
}
}
void addGameDataNode(pugi::xml_node & parent, const GameData * game)
{
//create game and add to parent node
pugi::xml_node newGame = parent.append_child(GameData::xmlTagGame.c_str());
//add values
if (!game->getPath().empty()) {
pugi::xml_node pathNode = newGame.append_child(GameData::xmlTagPath.c_str());
pathNode.text().set(game->getPath().c_str());
}
if (!game->getName().empty()) {
pugi::xml_node nameNode = newGame.append_child(GameData::xmlTagName.c_str());
nameNode.text().set(game->getName().c_str());
}
if (!game->getDescription().empty()) {
pugi::xml_node descriptionNode = newGame.append_child(GameData::xmlTagDescription.c_str());
descriptionNode.text().set(game->getDescription().c_str());
}
if (!game->getImagePath().empty()) {
pugi::xml_node imagePathNode = newGame.append_child(GameData::xmlTagImagePath.c_str());
imagePathNode.text().set(game->getImagePath().c_str());
}
//all other values are added regardless of their value
pugi::xml_node ratingNode = newGame.append_child(GameData::xmlTagRating.c_str());
ratingNode.text().set(std::to_string((long double)game->getRating()).c_str());
pugi::xml_node timesPlayedNode = newGame.append_child(GameData::xmlTagTimesPlayed.c_str());
timesPlayedNode.text().set(std::to_string((unsigned long long)game->getTimesPlayed()).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...
std::string xmlpath = system->getGamelistPath();
if(xmlpath.empty()) {
return;
}
LOG(LogInfo) << "Parsing XML file \"" << xmlpath << "\" before writing...";
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(GameData::xmlTagGameList.c_str());
if(!root) {
LOG(LogError) << "Could not find <" << GameData::xmlTagGameList << "> 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();
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();
while(fit != files.cend()) {
//try to cast to gamedata
const GameData * game = dynamic_cast<const GameData*>(*fit);
if (game != nullptr) {
//worked. check if this games' path can be found somewhere in the XML
for(pugi::xml_node gameNode = root.child(GameData::xmlTagGame.c_str()); gameNode; gameNode = gameNode.next_sibling(GameData::xmlTagGame.c_str())) {
//get path from game node
pugi::xml_node pathNode = gameNode.child(GameData::xmlTagPath.c_str());
if(!pathNode)
{
LOG(LogError) << "<" << GameData::xmlTagGame << "> node contains no <" << GameData::xmlTagPath << "> child!";
continue;
}
//check path
if (pathNode.text().get() == game->getPath()) {
//found the game. remove it. it will be added again later with updated values
root.remove_child(gameNode);
//break node search loop
break;
}
}
//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);
}
++fit;
}
//now write the file
if (!doc.save_file(xmlpath.c_str())) {
LOG(LogError) << "Error saving XML file \"" << xmlpath << "\"!";
}
}
else {
LOG(LogError) << "Found no root folder for system \"" << system->getName() << "\"!";
}
}