#include "SystemData.h" #include "utils/FileSystemUtil.h" #include "CollectionSystemManager.h" #include "FileFilterIndex.h" #include "FileSorts.h" #include "Gamelist.h" #include "Log.h" #include "platform.h" #include "Settings.h" #include "ThemeData.h" #include "views/UIModeController.h" #include #include #ifdef WIN32 #include #endif std::vector 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() { //save changed game data back to xml if(!Settings::getInstance()->getBool("IgnoreGamelist") && Settings::getInstance()->getBool("SaveGamelistsOnExit") && !mIsCollectionSystem) { updateGamelist(this); } 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; //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()) { // skip hidden files if(!showHidden && Utils::FileSystem::isHidden(filePath)) continue; FileData* newGame = new FileData(GAME, filePath, mEnvData, this); 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& children = folder->getChildren(); for(std::vector::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 readList(const std::string& str, const char* delims = " \t\r\n,") { std::vector 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 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 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 platformStrs = readList(platformList); std::vector platformIds; 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 << "\n" "\n" "\n" " \n" " \n" "\n" " \n" " nes\n" "\n" " \n" " Nintendo Entertainment System\n" "\n" " \n" " ~/roms/nes\n" "\n" " \n" " .nes .NES\n" "\n" " \n" " retroarch -L ~/cores/libretro-fceumm.so %ROM%\n" "\n" " \n" " nes\n" "\n" " \n" " nes\n" " \n" "\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::const_iterator it = getIterator(); do { it++; 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 { std::vector::const_reverse_iterator it = getRevIterator(); do { it++; 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 // 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); if (Utils::FileSystem::exists(localThemePath)) return localThemePath; // not system theme, try default system theme in theme set localThemePath = Utils::FileSystem::getParent(Utils::FileSystem::getParent(localThemePath)) + "/theme.xml"; return localThemePath; } bool SystemData::hasGamelist() const { return (Utils::FileSystem::exists(getGamelistPath(false))); } unsigned int SystemData::getGameCount() const { 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; for(auto it = sSystemVector.cbegin(); it != sSystemVector.cend(); it++) { if ((*it)->isGameSystem()) total ++; } // get random number in range int target = (int)Math::round((std::rand() / (float)RAND_MAX) * (total - 1)); 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 list = mRootFolder->getFilesRecursive(GAME, true); unsigned int total = (int)list.size(); int target = 0; // get random number in range if (total == 0) return NULL; target = (int)Math::round((std::rand() / (float)RAND_MAX) * (total - 1)); return list.at(target); } unsigned int SystemData::getDisplayedGameCount() const { return (unsigned int)mRootFolder->getFilesRecursive(GAME, true).size(); } void SystemData::loadTheme() { mTheme = std::make_shared(); 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 sysData; sysData.insert(std::pair("system.name", getName())); sysData.insert(std::pair("system.theme", getThemeFolder())); sysData.insert(std::pair("system.fullName", getFullName())); mTheme->loadFile(sysData, path); } catch(ThemeException& e) { LOG(LogError) << e.what(); mTheme = std::make_shared(); // reset to empty } }