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.xml 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 "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"
#include "resources/ResourceManager.h"
#include "utils/FileSystemUtil.h"
#include "utils/StringUtil.h"
#include "views/UIModeController.h"
#include "views/ViewController.h"
#include "views/gamelist/IGameListView.h"
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#include <fstream>
#include <pugixml.hpp>
#include <random>
std::vector<SystemData*> SystemData::sSystemVector;
std::unique_ptr<FindRules> SystemData::sFindRules;
FindRules::FindRules()
{
LOG(LogInfo) << "Loading emulator find rules...";
loadFindRules();
}
void FindRules::loadFindRules()
{
std::string customSystemsDirectory =
Utils::FileSystem::getHomePath() + "/.emulationstation/custom_systems";
std::string path = customSystemsDirectory + "/es_find_rules.xml";
if (Utils::FileSystem::exists(path)) {
LOG(LogInfo) << "Found custom find rules configuration file";
}
else {
#if defined(_WIN64)
path = ResourceManager::getInstance()->getResourcePath(
":/systems/windows/es_find_rules.xml", false);
#elif defined(__APPLE__)
path = ResourceManager::getInstance()->getResourcePath(":/systems/macos/es_find_rules.xml",
false);
#else
path = ResourceManager::getInstance()->getResourcePath(":/systems/unix/es_find_rules.xml",
false);
#endif
}
if (path == "") {
LOG(LogWarning) << "No find rules configuration file found";
return;
}
LOG(LogInfo) << "Parsing find rules 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) << "Couldn't parse es_find_rules.xml: " << res.description();
return;
}
// Actually read the file.
pugi::xml_node ruleList = doc.child("ruleList");
if (!ruleList) {
LOG(LogError) << "es_find_rules.xml is missing the <ruleList> tag";
return;
}
EmulatorRules emulatorRules;
CoreRules coreRules;
for (pugi::xml_node emulator = ruleList.child("emulator"); emulator;
emulator = emulator.next_sibling("emulator")) {
std::string emulatorName = emulator.attribute("name").as_string();
if (emulatorName.empty()) {
LOG(LogWarning) << "Found emulator tag without name attribute, skipping entry";
continue;
}
if (mEmulators.find(emulatorName) != mEmulators.end()) {
LOG(LogWarning) << "Found repeating emulator tag \"" << emulatorName
<< "\", skipping entry";
continue;
}
for (pugi::xml_node rule = emulator.child("rule"); rule; rule = rule.next_sibling("rule")) {
std::string ruleType = rule.attribute("type").as_string();
if (ruleType.empty()) {
LOG(LogWarning) << "Found rule tag without type attribute for emulator \""
<< emulatorName << "\", skipping entry";
continue;
}
#if defined(_WIN64)
if (ruleType != "winregistrypath" && ruleType != "systempath" &&
ruleType != "staticpath") {
#else
if (ruleType != "systempath" && ruleType != "staticpath") {
#endif
LOG(LogWarning) << "Found invalid rule type \"" << ruleType << "\" for emulator \""
<< emulatorName << "\", skipping entry";
continue;
}
for (pugi::xml_node entry = rule.child("entry"); entry;
entry = entry.next_sibling("entry")) {
std::string entryValue = entry.text().get();
if (ruleType == "systempath")
emulatorRules.systemPaths.push_back(entryValue);
else if (ruleType == "staticpath")
emulatorRules.staticPaths.push_back(entryValue);
#if defined(_WIN64)
else if (ruleType == "winregistrypath")
emulatorRules.winRegistryPaths.push_back(entryValue);
#endif
}
}
mEmulators[emulatorName] = emulatorRules;
emulatorRules.systemPaths.clear();
emulatorRules.staticPaths.clear();
#if defined(_WIN64)
emulatorRules.winRegistryPaths.clear();
#endif
}
for (pugi::xml_node core = ruleList.child("core"); core; core = core.next_sibling("core")) {
std::string coreName = core.attribute("name").as_string();
if (coreName.empty()) {
LOG(LogWarning) << "Found core tag without name attribute, skipping entry";
continue;
}
if (mCores.find(coreName) != mCores.end()) {
LOG(LogWarning) << "Found repeating core tag \"" << coreName << "\", skipping entry";
continue;
}
for (pugi::xml_node rule = core.child("rule"); rule; rule = rule.next_sibling("rule")) {
std::string ruleType = rule.attribute("type").as_string();
if (ruleType.empty()) {
LOG(LogWarning) << "Found rule tag without type attribute for core \"" << coreName
<< "\", skipping entry";
continue;
}
if (ruleType != "corepath") {
LOG(LogWarning) << "Found invalid rule type \"" << ruleType << "\" for core \""
<< coreName << "\", skipping entry";
continue;
}
for (pugi::xml_node entry = rule.child("entry"); entry;
entry = entry.next_sibling("entry")) {
std::string entryValue = entry.text().get();
if (ruleType == "corepath")
coreRules.corePaths.push_back(entryValue);
}
}
mCores[coreName] = coreRules;
coreRules.corePaths.clear();
}
}
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)
, mPlaceholder(nullptr)
{
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);
}
// This placeholder can be used later in the gamelist view.
mPlaceholder = new FileData(PLACEHOLDER, "<No Entries Found>", getSystemEnvData(), this);
setIsGameSystemStatus();
loadTheme();
}
SystemData::~SystemData()
{
if (Settings::getInstance()->getString("SaveGamelistsMode") == "on exit") {
if (mRootFolder->getGameCount().first + mRootFolder->getGameCount().second != 0)
writeMetaData();
}
if (!mEnvData->mStartPath.empty())
delete mEnvData;
delete mRootFolder;
delete mPlaceholder;
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 enough.
mIsGameSystem = (mName != "retropie");
}
bool SystemData::populateFolder(FileData* folder)
{
const std::string& folderPath = folder->getPath();
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 any recursive symlinks as those would hang the application at various places.
if (Utils::FileSystem::isSymlink(filePath)) {
if (Utils::FileSystem::resolveSymlink(filePath) ==
Utils::FileSystem::getFileName(filePath)) {
LOG(LogWarning) << "Skipped \"" << filePath << "\" as it's a recursive symlink";
continue;
}
}
// 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;
}
else {
delete newGame;
}
}
// Add directories that also do not match an extension as folders.
if (!isGame && Utils::FileSystem::isDirectory(filePath)) {
// Make sure that it's not a recursive symlink pointing to a location higher in the
// hierarchy as the application would run forever trying to resolve the link.
if (Utils::FileSystem::isSymlink(filePath)) {
const std::string canonicalPath = Utils::FileSystem::getCanonicalPath(filePath);
const std::string canonicalStartPath =
Utils::FileSystem::getCanonicalPath(mEnvData->mStartPath);
const std::string combinedPath =
mEnvData->mStartPath +
canonicalPath.substr(canonicalStartPath.size(),
canonicalStartPath.size() - canonicalPath.size());
if (filePath.find(combinedPath) == 0) {
LOG(LogWarning) << "Skipped \"" << filePath << "\" as it's a recursive symlink";
continue;
}
}
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(); // Line break.
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;
}
bool SystemData::loadConfig()
{
deleteSystems();
if (sFindRules.get() == nullptr)
sFindRules = std::make_unique<FindRules>();
LOG(LogInfo) << "Populating game systems...";
std::vector<std::string> configPaths = getConfigPath(true);
const std::string rompath = FileData::getROMDirectory();
bool onlyProcessCustomFile = false;
for (auto path : configPaths) {
// If the loadExclusive tag is present in the custom es_systems.xml file, then skip
// processing of the bundled configuration file.
if (onlyProcessCustomFile)
break;
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) << "Couldn't parse es_systems.xml: " << res.description();
return true;
}
pugi::xml_node loadExclusive = doc.child("loadExclusive");
if (loadExclusive) {
if (path == configPaths.front() && configPaths.size() > 1) {
LOG(LogInfo) << "Only loading custom file as the <loadExclusive> tag is present";
onlyProcessCustomFile = true;
}
else {
LOG(LogWarning) << "A <loadExclusive> tag is present in the bundled es_systems.xml "
"file, ignoring it as this is only supposed to be used for the "
"custom es_systems.xml file";
}
}
// Actually read the file.
pugi::xml_node systemList = doc.child("systemList");
if (!systemList) {
LOG(LogError) << "es_systems.xml is missing the <systemList> tag";
return true;
}
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 themeFolder;
name = system.child("name").text().get();
fullname = system.child("fullname").text().get();
path = system.child("path").text().get();
auto nameFindFunc = [&] {
for (auto system : sSystemVector) {
if (system->mName == name) {
LOG(LogWarning) << "A system with the name \"" << name
<< "\" has already been loaded, skipping duplicate entry";
return true;
}
}
return false;
};
// If the name is matching a system that has already been loaded, then skip the entry.
if (nameFindFunc())
continue;
// 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.xml or to utilize
// the ROM path configured as ROMDirectory in es_settings.xml. 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);
#if defined(_WIN64)
path = Utils::String::replace(path, "\\", "/");
#endif
path = Utils::String::replace(path, "//", "/");
// Check that the ROM directory for the system is valid or otherwise abort the
// processing.
if (!Utils::FileSystem::exists(path)) {
LOG(LogDebug) << "SystemData::loadConfig(): Skipping system \"" << name
<< "\" as the defined ROM directory \"" << path
<< "\" does not exist";
continue;
}
if (!Utils::FileSystem::isDirectory(path)) {
LOG(LogDebug) << "SystemData::loadConfig(): Skipping system \"" << name
<< "\" as the defined ROM directory \"" << path
<< "\" is not actually a directory";
continue;
}
if (Utils::FileSystem::isSymlink(path)) {
// Make sure that the symlink is not pointing to somewhere higher in the hierarchy
// as that would lead to an infite loop, meaning the application would never start.
std::string resolvedRompath = Utils::FileSystem::getCanonicalPath(rompath);
if (resolvedRompath.find(Utils::FileSystem::getCanonicalPath(path)) == 0) {
LOG(LogWarning)
<< "Skipping system \"" << name << "\" as the defined ROM directory \""
<< path << "\" is an infinitely recursive symlink";
continue;
}
}
// Convert extensions list from a string into a vector of strings.
std::vector<std::string> extensions = readList(system.child("extension").text().get());
// Load all launch command tags for the system and if there are multiple tags, then
// the label attribute needs to be set on all entries as it's a requirement for the
// alternative emulator logic.
std::vector<std::pair<std::string, std::string>> commands;
for (pugi::xml_node entry = system.child("command"); entry;
entry = entry.next_sibling("command")) {
if (!entry.attribute("label")) {
if (commands.size() == 1) {
// The first command tag had a label but the second one doesn't.
LOG(LogError)
<< "Missing mandatory label attribute for alternative emulator "
"entry, only the first command tag will be processed for system \""
<< name << "\"";
break;
}
else if (commands.size() > 1) {
// At least two command tags had a label but this one doesn't.
LOG(LogError)
<< "Missing mandatory label attribute for alternative emulator "
"entry, no additional command tags will be processed for system \""
<< name << "\"";
break;
}
}
else if (!commands.empty() && commands.back().second == "") {
// There are more than one command tags and the first tag did not have a label.
LOG(LogError)
<< "Missing mandatory label attribute for alternative emulator "
"entry, only the first command tag will be processed for system \""
<< name << "\"";
break;
}
commands.push_back(
std::make_pair(entry.text().get(), entry.attribute("label").as_string()));
}
// Platform ID list
const std::string platformList =
Utils::String::toLower(system.child("platform").text().get());
if (platformList == "") {
LOG(LogWarning) << "No platform defined for system \"" << name
<< "\", scraper searches will be inaccurate";
}
std::vector<std::string> platformStrs = readList(platformList);
std::vector<PlatformIds::PlatformId> platformIds;
for (auto it = platformStrs.cbegin(); it != platformStrs.cend(); it++) {
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's a platform entry defined but it does not match the list of supported
// platforms, then generate a warning.
if (str != "" && platformId == PlatformIds::PLATFORM_UNKNOWN)
LOG(LogWarning) << "Unknown platform \"" << str << "\" defined for system \""
<< name << "\", scraper searches will be inaccurate";
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.xml file has no name defined, skipping entry";
continue;
}
else if (fullname.empty() || path.empty() || extensions.empty() || commands.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->mLaunchCommands = commands;
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(): Skipping system \"" << name
<< "\" as no files matched any of the defined file extensions";
delete newSys;
}
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 false;
}
std::string SystemData::getLaunchCommandFromLabel(const std::string& label)
{
auto commandIter = std::find_if(
mEnvData->mLaunchCommands.cbegin(), mEnvData->mLaunchCommands.cend(),
[label](std::pair<std::string, std::string> command) { return (command.second == label); });
if (commandIter != mEnvData->mLaunchCommands.cend())
return (*commandIter).first;
return "";
}
void SystemData::deleteSystems()
{
for (unsigned int i = 0; i < sSystemVector.size(); i++)
delete sSystemVector.at(i);
sSystemVector.clear();
}
std::vector<std::string> SystemData::getConfigPath(bool legacyWarning)
{
std::vector<std::string> paths;
if (legacyWarning) {
std::string legacyConfigFile =
Utils::FileSystem::getHomePath() + "/.emulationstation/es_systems.cfg";
if (Utils::FileSystem::exists(legacyConfigFile)) {
LOG(LogInfo) << "Found legacy systems configuration file \"" << legacyConfigFile
<< "\", to retain your customizations move it to "
"\"custom_systems/es_systems.xml\" or otherwise delete the file";
}
}
std::string customSystemsDirectory =
Utils::FileSystem::getHomePath() + "/.emulationstation/custom_systems";
if (!Utils::FileSystem::exists(customSystemsDirectory)) {
LOG(LogInfo) << "Creating custom systems directory \"" << customSystemsDirectory << "\"...";
Utils::FileSystem::createDirectory(customSystemsDirectory);
if (!Utils::FileSystem::exists(customSystemsDirectory)) {
LOG(LogError) << "Couldn't create directory, permission problems?";
}
}
std::string path = customSystemsDirectory + "/es_systems.xml";
if (Utils::FileSystem::exists(path)) {
LOG(LogInfo) << "Found custom systems configuration file";
paths.push_back(path);
}
#if defined(_WIN64)
path =
ResourceManager::getInstance()->getResourcePath(":/systems/windows/es_systems.xml", true);
#elif defined(__APPLE__)
path = ResourceManager::getInstance()->getResourcePath(":/systems/macos/es_systems.xml", true);
#else
path = ResourceManager::getInstance()->getResourcePath(":/systems/unix/es_systems.xml", true);
#endif
paths.push_back(path);
return paths;
}
bool SystemData::createSystemDirectories()
{
std::vector<std::string> configPaths = getConfigPath(true);
const std::string rompath = FileData::getROMDirectory();
bool onlyProcessCustomFile = false;
LOG(LogInfo) << "Generating ROM directory structure...";
if (Utils::FileSystem::exists(rompath) && Utils::FileSystem::isRegularFile(rompath)) {
LOG(LogError) << "Requested ROM directory \"" << rompath
<< "\" is actually a file, aborting";
return true;
}
if (!Utils::FileSystem::exists(rompath)) {
LOG(LogInfo) << "Creating base ROM directory \"" << rompath << "\"...";
if (!Utils::FileSystem::createDirectory(rompath)) {
LOG(LogError) << "Couldn't create directory, permission problems or disk full?";
return true;
}
}
else {
LOG(LogInfo) << "Base ROM directory \"" << rompath << "\" already exists";
}
if (configPaths.size() > 1) {
// If the loadExclusive tag is present in the custom es_systems.xml file, then skip
// processing of the bundled configuration file.
pugi::xml_document doc;
#if defined(_WIN64)
pugi::xml_parse_result res =
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doc.load_file(Utils::String::stringToWideString(configPaths.front()).c_str());
#else
pugi::xml_parse_result res = doc.load_file(configPaths.front().c_str());
#endif
if (res) {
pugi::xml_node loadExclusive = doc.child("loadExclusive");
if (loadExclusive)
onlyProcessCustomFile = true;
}
}
// Process the custom es_systems.xml file after the bundled file, as any systems with identical
// <path> tags will be overwritten by the last occurrence.
std::reverse(configPaths.begin(), configPaths.end());
std::vector<std::pair<std::string, std::string>> systemsVector;
for (auto configPath : configPaths) {
// If the loadExclusive tag is present.
if (onlyProcessCustomFile && configPath == configPaths.front())
continue;
LOG(LogInfo) << "Parsing systems configuration file \"" << configPath << "\"...";
pugi::xml_document doc;
#if defined(_WIN64)
pugi::xml_parse_result res =
doc.load_file(Utils::String::stringToWideString(configPath).c_str());
#else
pugi::xml_parse_result res = doc.load_file(configPath.c_str());
#endif
if (!res) {
LOG(LogError) << "Couldn't parse es_systems.xml";
LOG(LogError) << res.description();
return true;
}
// Actually read the file.
pugi::xml_node systemList = doc.child("systemList");
if (!systemList) {
LOG(LogError) << "es_systems.xml is missing the <systemList> tag";
return true;
}
for (pugi::xml_node system = systemList.child("system"); system;
system = system.next_sibling("system")) {
std::string systemDir;
std::string name;
std::string fullname;
std::string path;
std::string extensions;
std::vector<std::string> commands;
std::string platform;
std::string themeFolder;
const std::string systemInfoFileName = "/systeminfo.txt";
bool replaceInfoFile = false;
std::ofstream systemInfoFile;
name = system.child("name").text().get();
fullname = system.child("fullname").text().get();
path = system.child("path").text().get();
extensions = system.child("extension").text().get();
for (pugi::xml_node entry = system.child("command"); entry;
entry = entry.next_sibling("command")) {
commands.push_back(entry.text().get());
}
platform = Utils::String::toLower(system.child("platform").text().get());
themeFolder = system.child("theme").text().as_string(name.c_str());
// Check that the %ROMPATH% variable is actually used for the path element.
// If not, skip the system.
if (path.find("%ROMPATH%") != 0) {
LOG(LogWarning) << "The path element for system \"" << name
<< "\" does not "
"utilize the %ROMPATH% variable, skipping entry";
continue;
}
else {
systemDir = path.substr(9, path.size() - 9);
}
// Trim any leading directory separator characters.
systemDir.erase(systemDir.begin(),
std::find_if(systemDir.begin(), systemDir.end(),
[](char c) { return c != '/' && c != '\\'; }));
if (!Utils::FileSystem::exists(rompath + systemDir)) {
if (!Utils::FileSystem::createDirectory(rompath + systemDir)) {
LOG(LogError) << "Couldn't create system directory \"" << systemDir
<< "\", permission problems or disk full?";
return true;
}
else {
LOG(LogInfo) << "Created system directory \"" << systemDir << "\"";
}
}
else {
LOG(LogInfo) << "System directory \"" << systemDir << "\" already exists";
}
if (Utils::FileSystem::exists(rompath + systemDir + systemInfoFileName))
replaceInfoFile = true;
else
replaceInfoFile = false;
if (replaceInfoFile) {
if (Utils::FileSystem::removeFile(rompath + systemDir + systemInfoFileName))
return true;
}
#if defined(_WIN64)
systemInfoFile.open(
Utils::String::stringToWideString(rompath + systemDir + systemInfoFileName)
.c_str());
#else
systemInfoFile.open(rompath + systemDir + systemInfoFileName);
#endif
if (systemInfoFile.fail()) {
LOG(LogError) << "Couldn't create system information file \""
<< rompath + systemDir + systemInfoFileName
<< "\", permission problems or disk full?";
systemInfoFile.close();
return true;
}
systemInfoFile << "System name:" << std::endl;
if (configPaths.size() != 1 && configPath == configPaths.back())
systemInfoFile << name << " (custom system)" << std::endl << std::endl;
else
systemInfoFile << name << std::endl << std::endl;
systemInfoFile << "Full system name:" << std::endl;
systemInfoFile << fullname << std::endl << std::endl;
systemInfoFile << "Supported file extensions:" << std::endl;
systemInfoFile << extensions << std::endl << std::endl;
systemInfoFile << "Launch command:" << std::endl;
systemInfoFile << commands.front() << std::endl << std::endl;
// Alternative emulator configuration entries.
if (commands.size() > 1) {
systemInfoFile << (commands.size() == 2 ? "Alternative launch command:" :
"Alternative launch commands:")
<< std::endl;
for (auto it = commands.cbegin() + 1; it != commands.cend(); it++)
systemInfoFile << (*it) << std::endl;
systemInfoFile << std::endl;
}
systemInfoFile << "Platform (for scraping):" << std::endl;
systemInfoFile << platform << std::endl << std::endl;
systemInfoFile << "Theme folder:" << std::endl;
systemInfoFile << themeFolder << std::endl;
systemInfoFile.close();
auto systemIter = std::find_if(systemsVector.cbegin(), systemsVector.cend(),
[systemDir](std::pair<std::string, std::string> system) {
return system.first == systemDir;
});
if (systemIter != systemsVector.cend())
systemsVector.erase(systemIter);
if (configPaths.size() != 1 && configPath == configPaths.back())
systemsVector.push_back(std::make_pair(systemDir + " (custom system)", fullname));
else
systemsVector.push_back(std::make_pair(systemDir, fullname));
if (replaceInfoFile) {
LOG(LogInfo) << "Replaced existing system information file \""
<< rompath + systemDir + systemInfoFileName << "\"";
}
else {
LOG(LogInfo) << "Created system information file \""
<< rompath + systemDir + systemInfoFileName << "\"";
}
}
}
// Also generate a systems.txt file directly in the ROM directory root that contains the
// mappings between the system directory names and the full system names. This makes it
// easier for the users to identify the correct directories for their games.
if (!systemsVector.empty()) {
const std::string systemsFileName = "/systems.txt";
bool systemsFileSuccess = true;
if (Utils::FileSystem::exists(rompath + systemsFileName)) {
if (Utils::FileSystem::removeFile(rompath + systemsFileName))
systemsFileSuccess = false;
}
if (systemsFileSuccess) {
std::ofstream systemsFile;
#if defined(_WIN64)
systemsFile.open(Utils::String::stringToWideString(rompath + systemsFileName).c_str());
#else
systemsFile.open(rompath + systemsFileName);
#endif
if (systemsFile.fail()) {
systemsFileSuccess = false;
}
else {
std::sort(systemsVector.begin(), systemsVector.end());
for (auto systemEntry : systemsVector) {
systemsFile << systemEntry.first.append(": ").append(systemEntry.second)
<< std::endl;
}
systemsFile.close();
}
}
if (!systemsFileSuccess) {
LOG(LogWarning) << "System directories successfully created but couldn't create "
"the systems.txt file in the ROM directory root";
return false;
}
}
LOG(LogInfo) << "System directories successfully created";
return false;
}
bool SystemData::isVisible()
{
// This function doesn't make much sense at the moment; if a 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;
}
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 = mRootFolder->getParent()->getChildrenListToDisplay();
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}
else {
gameList = ViewController::get()
->getGameListView(mRootFolder->getSystem())
.get()
->getCursor()
->getParent()
->getChildrenListToDisplay();
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}
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(); // Line break.
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"));
}