#include "XMLReader.h" #include "SystemData.h" #include "pugiXML/pugixml.hpp" #include #include "Log.h" #include "Settings.h" namespace fs = boost::filesystem; // example: removeCommonPath("/home/pi/roms/nes/foo/bar.nes", "/home/pi/roms/nes/") returns "foo/bar.nes" fs::path removeCommonPath(const fs::path& path, const fs::path& relativeTo, bool& contains) { fs::path p = fs::canonical(path); fs::path r = fs::canonical(relativeTo); if(p.root_path() != r.root_path()) { contains = false; return p; } fs::path result; // find point of divergence auto itr_path = p.begin(); auto itr_relative_to = r.begin(); while(*itr_path == *itr_relative_to && itr_path != p.end() && itr_relative_to != r.end()) { ++itr_path; ++itr_relative_to; } if(itr_relative_to != r.end()) { contains = false; return p; } while(itr_path != p.end()) { if(*itr_path != fs::path(".")) result = result / *itr_path; ++itr_path; } contains = true; return result; } FileData* findOrCreateFile(SystemData* system, const boost::filesystem::path& path, FileType type) { // first, verify that path is within the system's root folder FileData* root = system->getRootFolder(); bool contains = false; fs::path relative = removeCommonPath(path, root->getPath(), contains); if(!contains) { LOG(LogError) << "File path \"" << path << "\" is outside system path \"" << system->getStartPath() << "\""; return NULL; } auto path_it = relative.begin(); FileData* treeNode = root; bool found = false; while(path_it != relative.end()) { const std::vector& children = treeNode->getChildren(); found = false; for(auto child_it = children.begin(); child_it != children.end(); child_it++) { if((*child_it)->getPath().filename() == *path_it) { treeNode = *child_it; found = true; break; } } // this is the end if(path_it == --relative.end()) { if(found) return treeNode; if(type == FOLDER) { LOG(LogWarning) << "gameList: folder doesn't already exist, won't create"; return NULL; } FileData* file = new FileData(type, path, system); treeNode->addChild(file); return file; } if(!found) { // don't create folders unless it's leading up to a game // if type is a folder it's gonna be empty, so don't bother if(type == FOLDER) { LOG(LogWarning) << "gameList: folder doesn't already exist, won't create"; return NULL; } // create missing folder FileData* folder = new FileData(FOLDER, treeNode->getPath().stem() / *path_it, system); treeNode->addChild(folder); treeNode = folder; } path_it++; } return NULL; } void parseGamelist(SystemData* system) { std::string xmlpath = system->getGamelistPath(); if(!boost::filesystem::exists(xmlpath)) return; LOG(LogInfo) << "Parsing XML file \"" << xmlpath << "\"..."; 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("gameList"); if(!root) { LOG(LogError) << "Could not find node in gamelist \"" << xmlpath << "\"!"; return; } const char* tagList[2] = { "game", "folder" }; FileType typeList[2] = { GAME, FOLDER }; for(int i = 0; i < 2; i++) { const char* tag = tagList[i]; FileType type = typeList[i]; for(pugi::xml_node fileNode = root.child(tag); fileNode; fileNode = fileNode.next_sibling(tag)) { boost::filesystem::path path = boost::filesystem::path(fileNode.child("path").text().get()); if(!boost::filesystem::exists(path)) { LOG(LogWarning) << "File \"" << path << "\" does not exist! Ignoring."; continue; } FileData* file = findOrCreateFile(system, path, type); if(!file) { LOG(LogError) << "Error finding/creating FileData for \"" << path << "\", skipping."; continue; } //load the metadata std::string defaultName = file->metadata.get("name"); file->metadata = MetaDataList::createFromXML(GAME_METADATA, fileNode); //make sure name gets set if one didn't exist if(file->metadata.get("name").empty()) file->metadata.set("name", defaultName); } } } void addGameDataNode(pugi::xml_node& parent, const FileData* game, SystemData* system) { //create game and add to parent node pugi::xml_node newGame = parent.append_child("game"); //write metadata game->metadata.appendToXML(newGame, true); if(newGame.children().begin() == newGame.child("name") //first element is name && ++newGame.children().begin() == newGame.children().end() //theres only one element && newGame.child("name").text().get() == getCleanFileName(game->getPath())) //the name is the default { //if the only info is the default name, don't bother with this node parent.remove_child(newGame); }else{ //there's something useful in there so we'll keep the node, add the path newGame.prepend_child("path").text().set(game->getPath().generic_string().c_str()); } } void addFileDataNode(pugi::xml_node& parent, const FileData* file, const char* tag, SystemData* system) { //create game and add to parent node pugi::xml_node newNode = parent.append_child(tag); //write metadata file->metadata.appendToXML(newNode, true); if(newNode.children().begin() == newNode.child("name") //first element is name && ++newNode.children().begin() == newNode.children().end() //theres only one element && newNode.child("name").text().get() == getCleanFileName(file->getPath())) //the name is the default { //if the only info is the default name, don't bother with this node //delete it and ultimately do nothing parent.remove_child(newNode); }else{ //there's something useful in there so we'll keep the node, add the path newNode.prepend_child("path").text().set(file->getPath().generic_string().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... if(Settings::getInstance()->getBool("DisableGamelistWrites") || Settings::getInstance()->getBool("IGNOREGAMELIST")) return; std::string xmlpath = system->getGamelistPath(); pugi::xml_document doc; if(boost::filesystem::exists(xmlpath)) { //parse an existing file first pugi::xml_parse_result result = doc.load_file(xmlpath.c_str()); if(!result) { LOG(LogError) << "Error parsing XML file \"" << xmlpath << "\"!\n " << result.description(); return; } }else{ //set up an empty gamelist to append to doc.append_child("gameList"); //make sure the folders leading up to this path exist (or the XML file write will fail later on) boost::filesystem::path path(xmlpath); boost::filesystem::create_directories(path.parent_path()); } pugi::xml_node root = doc.child("gameList"); if(!root) { LOG(LogError) << "Could not find 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 FileData* rootFolder = system->getRootFolder(); if (rootFolder != nullptr) { //get only files, no folders std::vector files = rootFolder->getFilesRecursive(GAME | FOLDER); //iterate through all files, checking if they're already in the XML std::vector::const_iterator fit = files.cbegin(); while(fit != files.cend()) { const char* tag = ((*fit)->getType() == GAME) ? "game" : "folder"; // check if the file already exists in the XML // if it does, remove it before adding for(pugi::xml_node fileNode = root.child(tag); fileNode; fileNode = fileNode.next_sibling(tag)) { pugi::xml_node pathNode = fileNode.child("path"); if(!pathNode) { LOG(LogError) << "<" << tag << "> node contains no child!"; continue; } fs::path nodePath(pathNode.text().get()); fs::path gamePath((*fit)->getPath()); if(nodePath == gamePath || (fs::exists(nodePath) && fs::exists(gamePath) && fs::equivalent(nodePath, gamePath))) { // found it root.remove_child(fileNode); break; } } // it was either removed or never existed to begin with; either way, we can add it now addFileDataNode(root, *fit, tag, system); ++fit; } //now write the file if (!doc.save_file(xmlpath.c_str())) { LOG(LogError) << "Error saving gamelist.xml file \"" << xmlpath << "\"!"; } }else{ LOG(LogError) << "Found no root folder for system \"" << system->getName() << "\"!"; } }