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

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#include "SystemData.h"
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#include "utils/FileSystemUtil.h"
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#include "CollectionSystemManager.h"
#include "FileFilterIndex.h"
#include "FileSorts.h"
#include "Gamelist.h"
#include "Log.h"
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#include "platform.h"
#include "Settings.h"
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#include "ThemeData.h"
#include "views/UIModeController.h"
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#include <pugixml/src/pugixml.hpp>
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#include <fstream>
#ifdef WIN32
#include <Windows.h>
#endif
std::vector<SystemData*> SystemData::sSystemVector;
SystemData::SystemData(const std::string& name, const std::string& fullName, SystemEnvironmentData* envData, const std::string& themeFolder, bool CollectionSystem) :
mName(name), mFullName(fullName), mEnvData(envData), mThemeFolder(themeFolder), mIsCollectionSystem(CollectionSystem), mIsGameSystem(true)
{
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"))
populateFolder(mRootFolder);
if(!Settings::getInstance()->getBool("IgnoreGamelist"))
parseGamelist(this);
mRootFolder->sort(FileSorts::SortTypes.at(0));
indexAllGameFilters(mRootFolder);
}
else
{
// virtual systems are updated afterwards, we're just creating the data structure
mRootFolder = new FileData(FOLDER, "" + name, mEnvData, this);
}
setIsGameSystemStatus();
loadTheme();
}
SystemData::~SystemData()
{
if(Settings::getInstance()->getString("SaveGamelistsMode") == "on exit")
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");
}
void SystemData::populateFolder(FileData* folder)
{
const std::string& folderPath = folder->getPath();
if(!Utils::FileSystem::isDirectory(folderPath))
{
LOG(LogWarning) << "Error - folder with path \"" << folderPath << "\" is not a directory!";
return;
}
//make sure that this isn't a symlink to a thing we already have
if(Utils::FileSystem::isSymlink(folderPath))
{
//if this symlink resolves to somewhere that's at the beginning of our path, it's gonna recurse
if(folderPath.find(Utils::FileSystem::getCanonicalPath(folderPath)) == 0)
{
LOG(LogWarning) << "Skipping infinitely recursive symlink \"" << folderPath << "\"";
return;
}
}
std::string filePath;
std::string extension;
bool isGame;
bool showHidden = Settings::getInstance()->getBool("ShowHiddenFiles");
Utils::FileSystem::stringList dirContent = Utils::FileSystem::getDirContent(folderPath);
for(Utils::FileSystem::stringList::const_iterator it = dirContent.cbegin(); it != dirContent.cend(); ++it)
{
filePath = *it;
// skip hidden files and folders
if(!showHidden && Utils::FileSystem::isHidden(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;
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if(std::find(mEnvData->mSearchExtensions.cbegin(), mEnvData->mSearchExtensions.cend(), extension) != mEnvData->mSearchExtensions.cend())
{
FileData* newGame = new FileData(GAME, filePath, mEnvData, this);
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// preventing new arcade assets to be 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);
}
}
}
void SystemData::indexAllGameFilters(const FileData* folder)
{
const std::vector<FileData*>& children = folder->getChildren();
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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;
}
}
}
std::vector<std::string> readList(const std::string& str, const char* 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);
LOG(LogInfo) << "Loading system config file " << path << "...";
if(!Utils::FileSystem::exists(path))
{
LOG(LogError) << "es_systems.cfg file does not exist!";
writeExampleConfig(getConfigPath(true));
return false;
}
pugi::xml_document doc;
pugi::xml_parse_result res = doc.load_file(path.c_str());
if(!res)
{
LOG(LogError) << "Could not parse es_systems.cfg file!";
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, fullname, path, cmd, themeFolder;
name = system.child("name").text().get();
fullname = system.child("fullname").text().get();
path = system.child("path").text().get();
// 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 char* platformList = system.child("platform").text().get();
std::vector<std::string> platformStrs = readList(platformList);
std::vector<PlatformIds::PlatformId> platformIds;
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for(auto it = platformStrs.cbegin(); it != platformStrs.cend(); it++)
{
const char* str = it->c_str();
PlatformIds::PlatformId platformId = PlatformIds::getPlatformId(str);
if(platformId == PlatformIds::PLATFORM_IGNORE)
{
// when platform is 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, warn
if(str != NULL && str[0] != '\0' && 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() || path.empty() || extensions.empty() || cmd.empty())
{
LOG(LogError) << "System \"" << name << "\" is missing name, path, extension, or command!";
continue;
}
//convert path to generic directory seperators
path = Utils::FileSystem::getGenericPath(path);
//expand home symbol if the startpath contains ~
if(path[0] == '~')
{
path.erase(0, 1);
path.insert(0, Utils::FileSystem::getHomePath());
}
//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);
if(newSys->getRootFolder()->getChildrenByFilename().size() == 0)
{
LOG(LogWarning) << "System \"" << name << "\" has no games! Ignoring it.";
delete newSys;
}else{
sSystemVector.push_back(newSys);
}
}
CollectionSystemManager::get()->loadCollectionSystems();
return true;
}
void SystemData::writeExampleConfig(const std::string& path)
{
std::ofstream file(path.c_str());
file << "<!-- This is the EmulationStation Systems configuration file.\n"
"All systems must be contained within the <systemList> tag.-->\n"
"\n"
"<systemList>\n"
" <!-- Here's an example system to get you started. -->\n"
" <system>\n"
"\n"
" <!-- A short name, used internally. Traditionally lower-case. -->\n"
" <name>nes</name>\n"
"\n"
" <!-- A \"pretty\" name, displayed in menus and such. -->\n"
" <fullname>Nintendo Entertainment System</fullname>\n"
"\n"
" <!-- The path to start searching for ROMs in. '~' will be expanded to $HOME on Linux or %HOMEPATH% on Windows. -->\n"
" <path>~/roms/nes</path>\n"
"\n"
" <!-- A list of extensions to search for, delimited by any of the whitespace characters (\", \\r\\n\\t\").\n"
" You MUST include the period at the start of the extension! It's also case sensitive. -->\n"
" <extension>.nes .NES</extension>\n"
"\n"
" <!-- The shell command executed when a game is selected. A few special tags are replaced if found in a command:\n"
" %ROM% is replaced by a bash-special-character-escaped absolute path to the ROM.\n"
" %BASENAME% is replaced by the \"base\" name of the ROM. For example, \"/foo/bar.rom\" would have a basename of \"bar\". Useful for MAME.\n"
" %ROM_RAW% is the raw, unescaped path to the ROM. -->\n"
" <command>retroarch -L ~/cores/libretro-fceumm.so %ROM%</command>\n"
"\n"
" <!-- The platform to use when scraping. You can see the full list of accepted platforms in src/PlatformIds.cpp.\n"
" It's case sensitive, but everything is lowercase. This tag is optional.\n"
" You can use multiple platforms too, delimited with any of the whitespace characters (\", \\r\\n\\t\"), eg: \"genesis, megadrive\" -->\n"
" <platform>nes</platform>\n"
"\n"
" <!-- The theme to load from the current theme set. See THEMES.md for more information.\n"
" This tag is optional. If not set, it will default to the value of <name>. -->\n"
" <theme>nes</theme>\n"
" </system>\n"
"</systemList>\n";
file.close();
LOG(LogError) << "Example config written! Go read it at \"" << path << "\"!";
}
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 "/etc/emulationstation/es_systems.cfg";
}
bool SystemData::isVisible()
{
return (getDisplayedGameCount() > 0 ||
(UIModeController::getInstance()->isUIModeFull() && mIsCollectionSystem) ||
(mIsCollectionSystem && mName == "favorites"));
}
SystemData* SystemData::getNext() const
{
std::vector<SystemData*>::const_iterator it = getIterator();
do {
it++;
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if (it == sSystemVector.cend())
it = sSystemVector.cbegin();
} while (!(*it)->isVisible());
// as we are starting in a valid gamelistview, this will always succeed, even if we have to come full circle.
return *it;
}
SystemData* SystemData::getPrev() const
{
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std::vector<SystemData*>::const_reverse_iterator it = getRevIterator();
do {
it++;
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if (it == sSystemVector.crend())
it = sSystemVector.crbegin();
} while (!(*it)->isVisible());
// as we are starting in a valid gamelistview, this will always succeed, even if we have to come full circle.
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";
if(forWrite) // make sure the directory exists if we're going to write to it, or crashes will happen
Utils::FileSystem::createDirectory(Utils::FileSystem::getParent(filePath));
if(forWrite || Utils::FileSystem::exists(filePath))
return filePath;
return "/etc/emulationstation/gamelists/" + mName + "/gamelist.xml";
}
std::string SystemData::getThemePath() const
{
// where we check for themes, in order:
// 1. [SYSTEM_PATH]/theme.xml
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// 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;
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// not in game folder, try system theme in theme sets
localThemePath = ThemeData::getThemeFromCurrentSet(mThemeFolder);
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)));
}
unsigned int SystemData::getGameCount() const
{
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return (unsigned int)mRootFolder->getFilesRecursive(GAME).size();
}
SystemData* SystemData::getRandomSystem()
{
// this is a bit brute force. It might be more efficient to just to a while (!gameSystem) do random again...
unsigned int total = 0;
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for(auto it = sSystemVector.cbegin(); it != sSystemVector.cend(); it++)
{
if ((*it)->isGameSystem())
total ++;
}
// get random number in range
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int target = (int)Math::round((std::rand() / (float)RAND_MAX) * (total - 1));
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for (auto it = sSystemVector.cbegin(); it != sSystemVector.cend(); it++)
{
if ((*it)->isGameSystem())
{
if (target > 0)
{
target--;
}
else
{
return (*it);
}
}
}
// if we end up here, there is no valid system
return NULL;
}
FileData* SystemData::getRandomGame()
{
std::vector<FileData*> list = mRootFolder->getFilesRecursive(GAME, true);
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unsigned int total = (int)list.size();
int target = 0;
// get random number in range
if (total == 0)
return NULL;
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target = (int)Math::round((std::rand() / (float)RAND_MAX) * (total - 1));
return list.at(target);
}
unsigned int SystemData::getDisplayedGameCount() const
{
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return (unsigned int)mRootFolder->getFilesRecursive(GAME, true).size();
}
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
{
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// 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()));
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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();
}