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Entries for missing files are now retained for custom collections.
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@ -142,13 +142,36 @@ void CollectionSystemManager::saveCustomCollection(SystemData* sys)
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if (found) {
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CollectionSystemData sysData = mCustomCollectionSystemsData.at(name);
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if (sysData.needsSave) {
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std::ofstream configFile;
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// Read back any entries from the configuration file for game files that are
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// currently missing, and combine them with the active content. If we wouldn't do
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// this, they would be purged from the collection. Maybe a directory has been
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// temporarily moved or the files are not reachable for whatever reason. It would
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// be incredibly annoying to have entries purged from the collection in such
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// instances. Using the logic below, the handling of custom collections corresponds
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// to the handling of gamelist.xml files, i.e. it's up to the user to make a
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// conscious decision of what entries to remove.
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std::vector<std::string> fileGameEntries;
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std::vector<std::string> activeGameEntries;
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std::ifstream configFileIn;
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std::ofstream configFileOut;
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#if defined(_WIN64)
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configFile.open(Utils::String::
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configFileIn.open(Utils::String::
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stringToWideString(getCustomCollectionConfigPath(name)).c_str());
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#else
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configFile.open(getCustomCollectionConfigPath(name));
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configFileIn.open(getCustomCollectionConfigPath(name));
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#endif
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for (std::string gameEntry; getline(configFileIn, gameEntry); ) {
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std::string gamePath = Utils::String::replace(gameEntry, "%ROMPATH%", rompath);
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gamePath = Utils::String::replace(gamePath, "//", "/");
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// Only add the entry if it's not a regular file or a symlink, in other words
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// only add missing files.
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if (!Utils::FileSystem::isRegularFile(gamePath) &&
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!Utils::FileSystem::isSymlink(gamePath))
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fileGameEntries.push_back(gameEntry);
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}
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configFileIn.close();
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for (std::unordered_map<std::string, FileData*>::const_iterator
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iter = games.cbegin(); iter != games.cend(); ++iter) {
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std::string path = iter->first;
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@ -157,9 +180,26 @@ void CollectionSystemManager::saveCustomCollection(SystemData* sys)
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if (path.find(rompath) == 0)
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path.replace(0, rompath.size(), "%ROMPATH%/");
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configFile << path << std::endl;
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activeGameEntries.push_back(path);
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}
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configFile.close();
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fileGameEntries.insert(fileGameEntries.cend(), activeGameEntries.cbegin(),
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activeGameEntries.cend());
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std::sort(fileGameEntries.begin(), fileGameEntries.end());
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auto last = std::unique(fileGameEntries.begin(), fileGameEntries.end());
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fileGameEntries.erase(last, fileGameEntries.end());
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#if defined(_WIN64)
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configFile.open(Utils::String::
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stringToWideString(getCustomCollectionConfigPath(name)).c_str());
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#else
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configFileOut.open(getCustomCollectionConfigPath(name));
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#endif
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for (auto it = fileGameEntries.cbegin(); it != fileGameEntries.cend(); it++)
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configFileOut << (*it) << std::endl;
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configFileOut.close();
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}
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}
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else {
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