// SPDX-License-Identifier: MIT // // EmulationStation Desktop Edition // FileData.cpp // // Provides game file data structures and functions to access and sort this information. // Also provides functions to look up paths to media files and for launching games // (launching initiated in ViewController). // #include "FileData.h" #include "CollectionSystemsManager.h" #include "FileFilterIndex.h" #include "FileSorts.h" #include "Log.h" #include "MameNames.h" #include "Platform.h" #include "Scripting.h" #include "SystemData.h" #include "Window.h" #include "utils/FileSystemUtil.h" #include "utils/StringUtil.h" #include "utils/TimeUtil.h" #include "views/UIModeController.h" #include "views/ViewController.h" #include FileData::FileData(FileType type, const std::string& path, SystemEnvironmentData* envData, SystemData* system) : metadata(type == GAME ? GAME_METADATA : FOLDER_METADATA) , mSourceFileData(nullptr) , mParent(nullptr) , mType(type) , mPath(path) , mEnvData(envData) , mSystem(system) , mOnlyFolders(false) , mDeletionFlag(false) { // Metadata needs at least a name field (since that's what getName() will return). if (metadata.get("name").empty()) { if ((system->hasPlatformId(PlatformIds::ARCADE) || system->hasPlatformId(PlatformIds::SNK_NEO_GEO)) && metadata.getType() != FOLDER_METADATA) { // If it's a MAME or Neo Geo game, expand the game name accordingly. metadata.set("name", MameNames::getInstance().getCleanName(getCleanName())); } else { if (metadata.getType() == FOLDER_METADATA && Utils::FileSystem::isHidden(mPath)) { metadata.set("name", Utils::FileSystem::getFileName(mPath)); } else { metadata.set("name", getDisplayName()); } } } mSystemName = system->getName(); metadata.resetChangedFlag(); } FileData::~FileData() { while (mChildren.size() > 0) delete (mChildren.front()); if (mParent) mParent->removeChild(this); } std::string FileData::getDisplayName() const { std::string stem = Utils::FileSystem::getStem(mPath); return stem; } std::string FileData::getCleanName() const { return Utils::String::removeParenthesis(this->getDisplayName()); } const std::string& FileData::getName() { // Return metadata name. return metadata.get("name"); } const std::string& FileData::getSortName() { if (metadata.get("sortname").empty()) return metadata.get("name"); else return metadata.get("sortname"); } const bool FileData::getFavorite() { if (metadata.get("favorite") == "true") return true; else return false; } const bool FileData::getKidgame() { if (metadata.get("kidgame") == "true") return true; else return false; } const bool FileData::getHidden() { if (metadata.get("hidden") == "true") return true; else return false; } const bool FileData::getCountAsGame() { if (metadata.get("nogamecount") == "true") return false; else return true; } const bool FileData::getExcludeFromScraper() { if (metadata.get("nomultiscrape") == "true") return true; else return false; } const std::vector FileData::getChildrenRecursive() const { std::vector childrenRecursive; for (auto it = mChildrenByFilename.cbegin(); it != mChildrenByFilename.cend(); ++it) { childrenRecursive.emplace_back((*it).second); // Recurse through any subdirectories. if ((*it).second->getType() == FOLDER) { std::vector childrenSubdirectory = (*it).second->getChildrenRecursive(); childrenRecursive.insert(childrenRecursive.end(), childrenSubdirectory.begin(), childrenSubdirectory.end()); } } return childrenRecursive; } const std::string FileData::getROMDirectory() { std::string romDirSetting = Settings::getInstance()->getString("ROMDirectory"); std::string romDirPath = ""; if (romDirSetting == "") { romDirPath = Utils::FileSystem::getHomePath() + "/ROMs/"; } else { romDirPath = romDirSetting; // Expand home path if ~ is used. romDirPath = Utils::FileSystem::expandHomePath(romDirPath); #if defined(_WIN64) if (romDirPath.back() != '\\') romDirPath = romDirPath + "\\"; #else if (romDirPath.back() != '/') romDirPath = romDirPath + "/"; #endif } // If %ESPATH% is used for the ROM path configuration, then expand it to the binary // directory of ES-DE. romDirPath = Utils::String::replace(romDirPath, "%ESPATH%", Utils::FileSystem::getExePath()); return romDirPath; } const std::string FileData::getMediaDirectory() { std::string mediaDirSetting = Settings::getInstance()->getString("MediaDirectory"); std::string mediaDirPath = ""; if (mediaDirSetting == "") { mediaDirPath = Utils::FileSystem::getHomePath() + "/.emulationstation/downloaded_media/"; } else { mediaDirPath = mediaDirSetting; // Expand home path if ~ is used. mediaDirPath = Utils::FileSystem::expandHomePath(mediaDirPath); // If %ESPATH% is used for the media directory configuration, then expand it to the // binary directory of ES-DE. mediaDirPath = Utils::String::replace(mediaDirPath, "%ESPATH%", Utils::FileSystem::getExePath()); if (mediaDirPath.back() != '/') mediaDirPath = mediaDirPath + "/"; } return mediaDirPath; } const std::string FileData::getMediafilePath(const std::string& subdirectory) const { const std::vector extList = {".png", ".jpg"}; std::string subFolders; // Extract possible subfolders from the path. if (mEnvData->mStartPath != "") subFolders = Utils::String::replace(Utils::FileSystem::getParent(mPath), mEnvData->mStartPath, ""); const std::string tempPath = getMediaDirectory() + mSystemName + "/" + subdirectory + subFolders + "/" + getDisplayName(); // Look for an image file in the media directory. for (size_t i = 0; i < extList.size(); ++i) { std::string mediaPath = tempPath + extList[i]; if (Utils::FileSystem::exists(mediaPath)) return mediaPath; } return ""; } const std::string FileData::getImagePath() const { // Look for a mix image (a combination of screenshot, 2D/3D box and marquee). std::string image = getMediafilePath("miximages"); if (image != "") return image; // If no mix image was found, try screenshot instead. image = getMediafilePath("screenshots"); if (image != "") return image; // If no screenshot image was found, try title screen instead. image = getMediafilePath("titlescreens"); if (image != "") return image; // If no screenshot was found either, try cover. return getMediafilePath("covers"); } const std::string FileData::get3DBoxPath() const { // Return path to the 3D box image. return getMediafilePath("3dboxes"); } const std::string FileData::getBackCoverPath() const { // Return path to the box back cover image. return getMediafilePath("backcovers"); } const std::string FileData::getCoverPath() const { // Return path to the box cover image. return getMediafilePath("covers"); } const std::string FileData::getMarqueePath() const { // Return path to the marquee image. return getMediafilePath("marquees"); } const std::string FileData::getPhysicalMediaPath() const { // Return path to the physical media image. return getMediafilePath("physicalmedia"); } const std::string FileData::getMiximagePath() const { // Return path to the miximage. return getMediafilePath("miximages"); } const std::string FileData::getScreenshotPath() const { // Return path to the screenshot image. return getMediafilePath("screenshots"); } const std::string FileData::getTitleScreenPath() const { // Return path to the title screen image. return getMediafilePath("titlescreens"); } const std::string FileData::getThumbnailPath() const { // Return path to the thumbnail image. return getMediafilePath("thumbnails"); } const std::string FileData::getVideoPath() const { const std::vector extList = {".avi", ".mkv", ".mov", ".mp4", ".wmv"}; std::string subFolders; // Extract possible subfolders from the path. if (mEnvData->mStartPath != "") subFolders = Utils::String::replace(Utils::FileSystem::getParent(mPath), mEnvData->mStartPath, ""); const std::string tempPath = getMediaDirectory() + mSystemName + "/videos" + subFolders + "/" + getDisplayName(); // Look for media in the media directory. for (size_t i = 0; i < extList.size(); ++i) { std::string mediaPath = tempPath + extList[i]; if (Utils::FileSystem::exists(mediaPath)) return mediaPath; } return ""; } const std::vector& FileData::getChildrenListToDisplay() { FileFilterIndex* idx = mSystem->getIndex(); if (idx->isFiltered() || UIModeController::getInstance()->isUIModeKid()) { mFilteredChildren.clear(); for (auto it = mChildren.cbegin(); it != mChildren.cend(); ++it) { if (idx->showFile((*it))) { mFilteredChildren.emplace_back(*it); } } return mFilteredChildren; } else { return mChildren; } } std::vector FileData::getFilesRecursive(unsigned int typeMask, bool displayedOnly, bool countAllGames) const { std::vector out; FileFilterIndex* idx = mSystem->getIndex(); for (auto it = mChildren.cbegin(); it != mChildren.cend(); ++it) { if ((*it)->getType() & typeMask) { if (!displayedOnly || !idx->isFiltered() || idx->showFile(*it)) { if (countAllGames) out.emplace_back(*it); else if ((*it)->getCountAsGame()) out.emplace_back(*it); } } if ((*it)->getChildren().size() > 0) { std::vector subChildren = (*it)->getFilesRecursive(typeMask, displayedOnly); if (countAllGames) { out.insert(out.cend(), subChildren.cbegin(), subChildren.cend()); } else { for (auto it2 = subChildren.cbegin(); it2 != subChildren.cend(); ++it2) { if ((*it2)->getCountAsGame()) out.emplace_back(*it2); } } } } return out; } std::vector FileData::getScrapeFilesRecursive(bool includeFolders, bool excludeRecursively, bool respectExclusions) const { std::vector out; for (auto it = mChildren.cbegin(); it != mChildren.cend(); ++it) { if (includeFolders && (*it)->getType() == FOLDER) { if (!(respectExclusions && (*it)->getExcludeFromScraper())) out.emplace_back(*it); } else if ((*it)->getType() == GAME) { if (!(respectExclusions && (*it)->getExcludeFromScraper())) out.emplace_back(*it); } // If the flag has been passed to exclude directories recursively, then skip the entire // folder at this point if the folder is marked for scrape exclusion. if (excludeRecursively && (*it)->getType() == FOLDER && (*it)->getExcludeFromScraper()) continue; if ((*it)->getChildren().size() > 0) { std::vector subChildren = (*it)->getScrapeFilesRecursive( includeFolders, excludeRecursively, respectExclusions); out.insert(out.cend(), subChildren.cbegin(), subChildren.cend()); } } return out; } const bool FileData::isArcadeAsset() const { const std::string stem = Utils::FileSystem::getStem(mPath); return ((mSystem && (mSystem->hasPlatformId(PlatformIds::ARCADE) || mSystem->hasPlatformId(PlatformIds::SNK_NEO_GEO))) && (MameNames::getInstance().isBios(stem) || MameNames::getInstance().isDevice(stem))); } const bool FileData::isArcadeGame() const { const std::string stem = Utils::FileSystem::getStem(mPath); return ((mSystem && (mSystem->hasPlatformId(PlatformIds::ARCADE) || mSystem->hasPlatformId(PlatformIds::SNK_NEO_GEO))) && (!MameNames::getInstance().isBios(stem) && !MameNames::getInstance().isDevice(stem))); } void FileData::addChild(FileData* file) { assert(mType == FOLDER); assert(file->getParent() == nullptr); const std::string key = file->getKey(); if (mChildrenByFilename.find(key) == mChildrenByFilename.cend()) { mChildrenByFilename[key] = file; mChildren.emplace_back(file); file->mParent = this; } } void FileData::removeChild(FileData* file) { assert(mType == FOLDER); assert(file->getParent() == this); mChildrenByFilename.erase(file->getKey()); for (auto it = mChildren.cbegin(); it != mChildren.cend(); ++it) { if (*it == file) { file->mParent = nullptr; mChildren.erase(it); return; } } // File somehow wasn't in our children. assert(false); } void FileData::sort(ComparisonFunction& comparator, std::pair& gameCount) { mOnlyFolders = true; mHasFolders = false; bool foldersOnTop = Settings::getInstance()->getBool("FoldersOnTop"); bool showHiddenGames = Settings::getInstance()->getBool("ShowHiddenGames"); bool isKidMode = UIModeController::getInstance()->isUIModeKid(); std::vector mChildrenFolders; std::vector mChildrenOthers; if (mSystem->isGroupedCustomCollection()) gameCount = {}; if (!showHiddenGames) { for (auto it = mChildren.begin(); it != mChildren.end();) { // If the option to hide hidden games has been set and the game is hidden, // then skip it. Normally games are hidden during loading of the gamelists in // Gamelist::parseGamelist() and this code should only run when a user has marked // an entry manually as hidden. So upon the next application startup, this game // should be filtered already at that earlier point. if ((*it)->getHidden()) it = mChildren.erase(it); // Also hide folders where all its entries have been hidden, unless it's a // grouped custom collection. else if ((*it)->getType() == FOLDER && (*it)->getChildren().size() == 0 && !(*it)->getSystem()->isGroupedCustomCollection()) it = mChildren.erase(it); else ++it; } } // The main custom collections view is sorted during startup in CollectionSystemsManager. // The individual collections are however sorted as any normal systems/folders. if (mSystem->isCollection() && mSystem->getFullName() == "collections") { std::pair tempGameCount = {}; for (auto it = mChildren.cbegin(); it != mChildren.cend(); ++it) { if ((*it)->getChildren().size() > 0) (*it)->sort(comparator, gameCount); tempGameCount.first += gameCount.first; tempGameCount.second += gameCount.second; gameCount = {}; } gameCount = tempGameCount; return; } if (foldersOnTop) { for (unsigned int i = 0; i < mChildren.size(); ++i) { if (mChildren[i]->getType() == FOLDER) { mChildrenFolders.emplace_back(mChildren[i]); } else { mChildrenOthers.emplace_back(mChildren[i]); mOnlyFolders = false; } } // If the requested sorting is not by filename, then sort in ascending filename order // as a first step, in order to get a correct secondary sorting. if (getSortTypeFromString("filename, ascending").comparisonFunction != comparator && getSortTypeFromString("filename, descending").comparisonFunction != comparator) { std::stable_sort(mChildrenFolders.begin(), mChildrenFolders.end(), getSortTypeFromString("filename, ascending").comparisonFunction); std::stable_sort(mChildrenOthers.begin(), mChildrenOthers.end(), getSortTypeFromString("filename, ascending").comparisonFunction); } if (foldersOnTop && mOnlyFolders) std::stable_sort(mChildrenFolders.begin(), mChildrenFolders.end(), comparator); std::stable_sort(mChildrenOthers.begin(), mChildrenOthers.end(), comparator); mChildren.erase(mChildren.begin(), mChildren.end()); mChildren.reserve(mChildrenFolders.size() + mChildrenOthers.size()); mChildren.insert(mChildren.end(), mChildrenFolders.begin(), mChildrenFolders.end()); mChildren.insert(mChildren.end(), mChildrenOthers.begin(), mChildrenOthers.end()); } else { // If the requested sorting is not by filename, then sort in ascending filename order // as a first step, in order to get a correct secondary sorting. if (getSortTypeFromString("filename, ascending").comparisonFunction != comparator && getSortTypeFromString("filename, descending").comparisonFunction != comparator) std::stable_sort(mChildren.begin(), mChildren.end(), getSortTypeFromString("filename, ascending").comparisonFunction); std::stable_sort(mChildren.begin(), mChildren.end(), comparator); } for (auto it = mChildren.cbegin(); it != mChildren.cend(); ++it) { // Game count, which will be displayed in the system view. if ((*it)->getType() == GAME && (*it)->getCountAsGame()) { if (!isKidMode || (isKidMode && (*it)->getKidgame())) { ++gameCount.first; if ((*it)->getFavorite()) ++gameCount.second; } } if ((*it)->getType() != FOLDER) mOnlyFolders = false; else mHasFolders = true; // Iterate through any child folders. if ((*it)->getChildren().size() > 0) (*it)->sort(comparator, gameCount); } if (mSystem->isGroupedCustomCollection()) mGameCount = gameCount; } void FileData::sortFavoritesOnTop(ComparisonFunction& comparator, std::pair& gameCount) { mOnlyFolders = true; mHasFolders = false; bool foldersOnTop = Settings::getInstance()->getBool("FoldersOnTop"); bool showHiddenGames = Settings::getInstance()->getBool("ShowHiddenGames"); bool isKidMode = UIModeController::getInstance()->isUIModeKid(); std::vector mChildrenFolders; std::vector mChildrenFavoritesFolders; std::vector mChildrenFavorites; std::vector mChildrenOthers; if (mSystem->isGroupedCustomCollection()) gameCount = {}; // The main custom collections view is sorted during startup in CollectionSystemsManager. // The individual collections are however sorted as any normal systems/folders. if (mSystem->isCollection() && mSystem->getFullName() == "collections") { std::pair tempGameCount = {}; for (auto it = mChildren.cbegin(); it != mChildren.cend(); ++it) { if ((*it)->getChildren().size() > 0) (*it)->sortFavoritesOnTop(comparator, gameCount); tempGameCount.first += gameCount.first; tempGameCount.second += gameCount.second; gameCount = {}; } gameCount = tempGameCount; return; } for (unsigned int i = 0; i < mChildren.size(); ++i) { // If the option to hide hidden games has been set and the game is hidden, // then skip it. Normally games are hidden during loading of the gamelists in // Gamelist::parseGamelist() and this code should only run when a user has marked // an entry manually as hidden. So upon the next application startup, this game // should be filtered already at that earlier point. if (!showHiddenGames && mChildren[i]->getHidden()) continue; // Also hide folders where all its entries have been hidden. else if (mChildren[i]->getType() == FOLDER && mChildren[i]->getChildren().size() == 0) continue; // Game count, which will be displayed in the system view. if (mChildren[i]->getType() == GAME && mChildren[i]->getCountAsGame()) { if (!isKidMode || (isKidMode && mChildren[i]->getKidgame())) { ++gameCount.first; if (mChildren[i]->getFavorite()) ++gameCount.second; } } if (foldersOnTop && mChildren[i]->getType() == FOLDER) { if (!mChildren[i]->getFavorite()) mChildrenFolders.emplace_back(mChildren[i]); else mChildrenFavoritesFolders.emplace_back(mChildren[i]); } else if (mChildren[i]->getFavorite()) { mChildrenFavorites.emplace_back(mChildren[i]); } else { mChildrenOthers.emplace_back(mChildren[i]); } if (mChildren[i]->getType() != FOLDER) mOnlyFolders = false; else mHasFolders = true; } if (mSystem->isGroupedCustomCollection()) mGameCount = gameCount; // If there are favorite folders and this is a mixed list, then don't handle these // separately but instead merge them into the same vector. This is a quite wasteful // approach but the scenario where a user has a mixed folder and files list and marks // some folders as favorites is probably a rare situation. if (!mOnlyFolders && mChildrenFavoritesFolders.size() > 0) { mChildrenFolders.insert(mChildrenFolders.end(), mChildrenFavoritesFolders.begin(), mChildrenFavoritesFolders.end()); mChildrenFavoritesFolders.erase(mChildrenFavoritesFolders.begin(), mChildrenFavoritesFolders.end()); std::stable_sort(mChildrenFolders.begin(), mChildrenFolders.end(), getSortTypeFromString("filename, ascending").comparisonFunction); } // If the requested sorting is not by filename, then sort in ascending filename order // as a first step, in order to get a correct secondary sorting. if (getSortTypeFromString("filename, ascending").comparisonFunction != comparator && getSortTypeFromString("filename, descending").comparisonFunction != comparator) { std::stable_sort(mChildrenFolders.begin(), mChildrenFolders.end(), getSortTypeFromString("filename, ascending").comparisonFunction); std::stable_sort(mChildrenFavoritesFolders.begin(), mChildrenFavoritesFolders.end(), getSortTypeFromString("filename, ascending").comparisonFunction); std::stable_sort(mChildrenFavorites.begin(), mChildrenFavorites.end(), getSortTypeFromString("filename, ascending").comparisonFunction); std::stable_sort(mChildrenOthers.begin(), mChildrenOthers.end(), getSortTypeFromString("filename, ascending").comparisonFunction); } // Sort favorite games and the other games separately. if (foldersOnTop && mOnlyFolders) { std::stable_sort(mChildrenFavoritesFolders.begin(), mChildrenFavoritesFolders.end(), comparator); std::stable_sort(mChildrenFolders.begin(), mChildrenFolders.end(), comparator); } std::stable_sort(mChildrenFavorites.begin(), mChildrenFavorites.end(), comparator); std::stable_sort(mChildrenOthers.begin(), mChildrenOthers.end(), comparator); // Iterate through any child favorite folders. for (auto it = mChildrenFavoritesFolders.cbegin(); // Line break. it != mChildrenFavoritesFolders.cend(); ++it) { if ((*it)->getChildren().size() > 0) (*it)->sortFavoritesOnTop(comparator, gameCount); } // Iterate through any child folders. for (auto it = mChildrenFolders.cbegin(); it != mChildrenFolders.cend(); ++it) { if ((*it)->getChildren().size() > 0) (*it)->sortFavoritesOnTop(comparator, gameCount); } // If folders are not sorted on top, mChildrenFavoritesFolders and mChildrenFolders // could be empty. So due to this, step through all mChildren and see if there are // any folders that we need to iterate. if (mChildrenFavoritesFolders.size() == 0 && mChildrenFolders.size() == 0) { for (auto it = mChildren.cbegin(); it != mChildren.cend(); ++it) { if ((*it)->getChildren().size() > 0) (*it)->sortFavoritesOnTop(comparator, gameCount); } } // Combine the individually sorted favorite games and other games vectors. mChildren.erase(mChildren.begin(), mChildren.end()); mChildren.reserve(mChildrenFavoritesFolders.size() + mChildrenFolders.size() + mChildrenFavorites.size() + mChildrenOthers.size()); mChildren.insert(mChildren.end(), mChildrenFavoritesFolders.begin(), mChildrenFavoritesFolders.end()); mChildren.insert(mChildren.end(), mChildrenFolders.begin(), mChildrenFolders.end()); mChildren.insert(mChildren.end(), mChildrenFavorites.begin(), mChildrenFavorites.end()); mChildren.insert(mChildren.end(), mChildrenOthers.begin(), mChildrenOthers.end()); } void FileData::sort(const SortType& type, bool mFavoritesOnTop) { mGameCount = std::make_pair(0, 0); if (mFavoritesOnTop) sortFavoritesOnTop(*type.comparisonFunction, mGameCount); else sort(*type.comparisonFunction, mGameCount); } void FileData::countGames(std::pair& gameCount) { bool isKidMode = (Settings::getInstance()->getString("UIMode") == "kid" || Settings::getInstance()->getBool("ForceKid")); (Settings::getInstance()->getString("UIMode") == "kid" || Settings::getInstance()->getBool("ForceKid")); for (unsigned int i = 0; i < mChildren.size(); ++i) { if (mChildren[i]->getType() == GAME && mChildren[i]->getCountAsGame()) { if (!isKidMode || (isKidMode && mChildren[i]->getKidgame())) { ++gameCount.first; if (mChildren[i]->getFavorite()) ++gameCount.second; } } // Iterate through any folders. else if (mChildren[i]->getType() == FOLDER) mChildren[i]->countGames(gameCount); } mGameCount = gameCount; } const FileData::SortType& FileData::getSortTypeFromString(const std::string& desc) const { std::vector SortTypes = FileSorts::SortTypes; for (unsigned int i = 0; i < FileSorts::SortTypes.size(); ++i) { const FileData::SortType& sort = FileSorts::SortTypes.at(i); if (sort.description == desc) return sort; } // If no type was found then default to "filename, ascending". return FileSorts::SortTypes.at(0); } void FileData::launchGame(Window* window) { LOG(LogInfo) << "Launching game \"" << this->metadata.get("name") << "\"..."; SystemData* gameSystem = nullptr; std::string command = ""; std::string alternativeEmulator; if (mSystem->isCollection()) gameSystem = SystemData::getSystemByName(mSystemName); else gameSystem = mSystem; // This is just a precaution as getSystemByName() should always return a valid result. if (gameSystem == nullptr) gameSystem = mSystem; alternativeEmulator = gameSystem->getAlternativeEmulator(); // Check if there is a game-specific alternative emulator configured. // This takes precedence over any system-wide alternative emulator configuration. if (Settings::getInstance()->getBool("AlternativeEmulatorPerGame") && !metadata.get("altemulator").empty()) { command = gameSystem->getLaunchCommandFromLabel(metadata.get("altemulator")); if (command == "") { LOG(LogWarning) << "Invalid alternative emulator \"" << metadata.get("altemulator") << "\" configured for game"; } else { LOG(LogDebug) << "FileData::launchGame(): Using alternative emulator \"" << metadata.get("altemulator") << "\" as configured for the specific game"; } } // Check if there is a system-wide alternative emulator configured. if (command == "" && alternativeEmulator != "") { command = gameSystem->getLaunchCommandFromLabel(alternativeEmulator); if (command == "") { LOG(LogWarning) << "Invalid alternative emulator \"" << alternativeEmulator.substr(9, alternativeEmulator.length() - 9) << "\" configured for system \"" << gameSystem->getName() << "\""; } else { LOG(LogDebug) << "FileData::launchGame(): Using alternative emulator \"" << gameSystem->getAlternativeEmulator() << "\"" << " as configured for system \"" << gameSystem->getName() << "\""; } } if (command.empty()) command = mEnvData->mLaunchCommands.front().first; std::string commandRaw = command; const std::string romPath = Utils::FileSystem::getEscapedPath(getPath()); const std::string baseName = Utils::FileSystem::getStem(getPath()); const std::string romRaw = Utils::FileSystem::getPreferredPath(getPath()); const std::string esPath = Utils::FileSystem::getExePath(); bool runInBackground = false; // In addition to the global RunInBackground setting it's possible to define this flag // per launch command in es_systems.xml. size_t inBackgroundPos = command.find("%RUNINBACKGROUND%"); if (inBackgroundPos != std::string::npos) { runInBackground = true; command = Utils::String::replace(command, "%RUNINBACKGROUND%", ""); // Trim any leading whitespaces as they could cause the script execution to fail. command.erase(command.begin(), std::find_if(command.begin(), command.end(), [](char c) { return !std::isspace(static_cast(c)); })); } // The global setting always applies. if (Settings::getInstance()->getBool("RunInBackground")) runInBackground = true; std::string coreEntry; std::string coreName; size_t coreEntryPos = 0; size_t coreFilePos = 0; bool foundCoreFile = false; std::vector emulatorCorePaths; #if defined(_WIN64) bool hideWindow = false; // If the %HIDEWINDOW% variable is defined, we pass a flag to launchGameWindows() to // hide the window. This is intended primarily for hiding console windows when launching // scripts (used for example by Steam games and source ports). size_t hideWindowPos = command.find("%HIDEWINDOW%"); if (hideWindowPos != std::string::npos) { hideWindow = true; command = Utils::String::replace(command, "%HIDEWINDOW%", ""); // Trim any leading whitespaces as they could cause the script execution to fail. command.erase(command.begin(), std::find_if(command.begin(), command.end(), [](char c) { return !std::isspace(static_cast(c)); })); } #endif // If there's a quotation mark before the %CORE_ variable, then remove it. // The closing quotation mark will be removed later below. command = Utils::String::replace(command, "\"%CORE_", "%CORE_"); coreEntryPos = command.find("%CORE_"); if (coreEntryPos != std::string::npos) { coreFilePos = command.find("%", coreEntryPos + 6); if (coreFilePos != std::string::npos) coreEntry = command.substr(coreEntryPos + 6, coreFilePos - (coreEntryPos + 6)); } if (coreEntry != "") emulatorCorePaths = SystemData::sFindRules.get()->mCores[coreEntry].corePaths; // Expand home path if ~ is used. command = Utils::FileSystem::expandHomePath(command); // Check that the emulator binary actually exists, and if so, get its path. std::string binaryPath = findEmulatorPath(command); // Hack to show an error message if there was no emulator entry in es_find_rules.xml. if (binaryPath.substr(0, 18) == "NO EMULATOR RULE: ") { std::string emulatorEntry = binaryPath.substr(18, binaryPath.size() - 18); LOG(LogError) << "Couldn't launch game, either there is no emulator entry for \"" << emulatorEntry << "\" in es_find_rules.xml or there are no systempath or staticpath rules defined"; LOG(LogError) << "Raw emulator launch command:"; LOG(LogError) << commandRaw; window->queueInfoPopup("ERROR: MISSING EMULATOR CONFIGURATION FOR '" + emulatorEntry + "'", 6000); window->setAllowTextScrolling(true); return; } else if (binaryPath.empty()) { LOG(LogError) << "Couldn't launch game, emulator binary not found"; LOG(LogError) << "Raw emulator launch command:"; LOG(LogError) << commandRaw; window->queueInfoPopup("ERROR: COULDN'T FIND EMULATOR, HAS IT BEEN PROPERLY INSTALLED?", 6000); window->setAllowTextScrolling(true); return; } else { #if defined(_WIN64) LOG(LogDebug) << "FileData::launchGame(): Found emulator binary \"" << Utils::String::replace( Utils::String::replace(binaryPath, "%ESPATH%", esPath), "/", "\\") << "\""; #else LOG(LogDebug) << "FileData::launchGame(): Found emulator binary \"" << Utils::String::replace(binaryPath, "%ESPATH%", esPath) << "\""; #endif } // If %EMUPATH% is used in es_systems.xml for this system, then check that the core // file actually exists. size_t emuPathPos = command.find("%EMUPATH%"); if (emuPathPos != std::string::npos) { bool hasQuotationMark = false; unsigned int quotationMarkPos = 0; if (command.find("\"%EMUPATH%", emuPathPos - 1) != std::string::npos) { hasQuotationMark = true; quotationMarkPos = static_cast(command.find("\"", emuPathPos + 9) - emuPathPos); } size_t spacePos = command.find(" ", emuPathPos + quotationMarkPos); std::string coreRaw; std::string coreFile; if (spacePos != std::string::npos) { coreRaw = command.substr(emuPathPos, spacePos - emuPathPos); coreFile = Utils::FileSystem::getParent(binaryPath) + command.substr(emuPathPos + 9, spacePos - emuPathPos - 9); if (hasQuotationMark) { coreRaw.pop_back(); coreFile.pop_back(); } if (!Utils::FileSystem::isRegularFile(coreFile) && !Utils::FileSystem::isSymlink(coreFile)) { LOG(LogError) << "Couldn't launch game, emulator core file \"" << Utils::FileSystem::getFileName(coreFile) << "\" not found"; LOG(LogError) << "Raw emulator launch command:"; LOG(LogError) << commandRaw; window->queueInfoPopup( "ERROR: COULDN'T FIND EMULATOR CORE FILE '" + Utils::String::toUpper(Utils::FileSystem::getFileName(coreFile)) + "'", 6000); window->setAllowTextScrolling(true); return; } else { if (hasQuotationMark) { command = command.replace(emuPathPos + quotationMarkPos, 1, ""); --emuPathPos; command = command.replace(emuPathPos, 1, ""); } coreFile = Utils::FileSystem::getEscapedPath(coreFile); command = command.replace(emuPathPos, coreRaw.size(), coreFile); } } else { LOG(LogError) << "Invalid entry in systems configuration file es_systems.xml"; LOG(LogError) << "Raw emulator launch command:"; LOG(LogError) << commandRaw; window->queueInfoPopup("ERROR: INVALID ENTRY IN SYSTEMS CONFIGURATION FILE", 6000); window->setAllowTextScrolling(true); return; } } // Error handling in case of no core find rule. if (coreEntry != "" && emulatorCorePaths.empty()) { LOG(LogError) << "Couldn't launch game, either there is no core entry for \"" << coreEntry << "\" in es_find_rules.xml or there are no corepath rules defined"; LOG(LogError) << "Raw emulator launch command:"; LOG(LogError) << commandRaw; window->queueInfoPopup("ERROR: MISSING CORE CONFIGURATION FOR '" + coreEntry + "'", 6000); window->setAllowTextScrolling(true); return; } // If a %CORE_ find rule entry is used in es_systems.xml for this system, then try to find // the emulator core using the rules defined in es_find_rules.xml. for (std::string path : emulatorCorePaths) { // The position of the %CORE_ variable could have changed as there may have been an // %EMULATOR_ variable that was substituted for the actual emulator binary. coreEntryPos = command.find("%CORE_"); coreFilePos = command.find("%", coreEntryPos + 6); size_t separatorPos; size_t quotePos = command.find("\"", coreFilePos); if (quotePos == std::string::npos) separatorPos = command.find(" ", coreFilePos); else separatorPos = quotePos; if (separatorPos != std::string::npos) { coreName = command.substr(coreFilePos + 2, separatorPos - (coreFilePos + 2)); #if defined(_WIN64) std::string coreFile = Utils::FileSystem::expandHomePath(path + "\\" + coreName); #else std::string coreFile = Utils::FileSystem::expandHomePath(path + "/" + coreName); #endif // Expand %EMUPATH% if it has been used in the %CORE_ variable. size_t stringPos = coreFile.find("%EMUPATH%"); if (stringPos != std::string::npos) { #if defined(_WIN64) coreFile = Utils::String::replace( coreFile.replace(stringPos, 9, Utils::FileSystem::getParent(binaryPath)), "/", "\\"); #else coreFile = coreFile.replace(stringPos, 9, Utils::FileSystem::getParent(binaryPath)); #endif } // Expand %ESPATH% if it has been used in the %CORE_ variable. stringPos = coreFile.find("%ESPATH%"); if (stringPos != std::string::npos) { coreFile = coreFile.replace(stringPos, 8, esPath); #if defined(_WIN64) coreFile = Utils::String::replace(coreFile, "/", "\\"); #endif } if (Utils::FileSystem::isRegularFile(coreFile) || Utils::FileSystem::isSymlink(coreFile)) { foundCoreFile = true; // Escape any blankspaces. if (coreFile.find(" ") != std::string::npos) coreFile = Utils::FileSystem::getEscapedPath(coreFile); command.replace(coreEntryPos, separatorPos - coreEntryPos, coreFile); #if !defined(_WIN64) // Remove any quotation marks as it would make the launch function fail. if (command.find("\"") != std::string::npos) command = Utils::String::replace(command, "\"", ""); #endif break; } } else { LOG(LogError) << "Invalid entry in systems configuration file es_systems.xml"; LOG(LogError) << "Raw emulator launch command:"; LOG(LogError) << commandRaw; window->queueInfoPopup("ERROR: INVALID ENTRY IN SYSTEMS CONFIGURATION FILE", 6000); window->setAllowTextScrolling(true); return; } } if (!foundCoreFile && coreName.size() > 0) { LOG(LogError) << "Couldn't launch game, emulator core file \"" << coreName.substr(0, coreName.size()) << "\" not found"; LOG(LogError) << "Raw emulator launch command:"; LOG(LogError) << commandRaw; LOG(LogError) << "Tried to find the core file using these paths as defined by es_find_rules.xml:"; LOG(LogError) << Utils::String::vectorToDelimitedString(emulatorCorePaths, ", "); window->queueInfoPopup( "ERROR: COULDN'T FIND EMULATOR CORE FILE '" + Utils::String::toUpper(coreName.substr(0, coreName.size()) + "'"), 6000); window->setAllowTextScrolling(true); return; } // Replace the remaining variables with their actual values. command = Utils::String::replace(command, "%ROM%", romPath); command = Utils::String::replace(command, "%BASENAME%", baseName); command = Utils::String::replace(command, "%ROMRAW%", romRaw); // swapBuffers() is called here to turn the screen black to eliminate some potential // flickering and to avoid showing the game launch message briefly when returning // from the game. #if defined(_WIN64) if (!(Settings::getInstance()->getBool("LaunchWorkaround") || runInBackground)) #else if (!runInBackground) #endif Renderer::swapBuffers(); Scripting::fireEvent("game-start", romPath, getSourceFileData()->metadata.get("name")); int returnValue = 0; LOG(LogDebug) << "Raw emulator launch command:"; LOG(LogDebug) << commandRaw; LOG(LogInfo) << "Expanded emulator launch command:"; LOG(LogInfo) << command; // Possibly keep ES-DE running in the background while the game is launched. #if defined(_WIN64) returnValue = launchGameWindows(Utils::String::stringToWideString(command), runInBackground, hideWindow); #else returnValue = launchGameUnix(command, runInBackground); #endif // Notify the user in case of a failed game launch using a popup window. if (returnValue != 0) { LOG(LogWarning) << "...launch terminated with nonzero return value " << returnValue; window->queueInfoPopup("ERROR LAUNCHING GAME '" + Utils::String::toUpper(metadata.get("name")) + "' (ERROR CODE " + Utils::String::toUpper(std::to_string(returnValue) + ")"), 6000); window->setAllowTextScrolling(true); } else { // Stop showing the game launch notification. window->stopInfoPopup(); #if defined(_WIN64) // If the RunInBackground setting has been enabled or if the %RUNINBACKGROUND% variable has // been set for the specific launch command, then block the video player, stop scrolling // game names and descriptions and keep the screensaver from getting activated. if (runInBackground) window->setLaunchedGame(); else // Normalize deltaTime so that the screensaver does not start immediately // when returning from the game. window->normalizeNextUpdate(); #else // For some game systems we need to keep ES-DE running while the game is launched. // This blocks the video player, stops the scrolling of game names and descriptions and // keeps the screensaver from getting activated. if (runInBackground) window->setLaunchedGame(); // Normalize deltaTime so that the screensaver does not start immediately // when returning from the game. window->normalizeNextUpdate(); #endif } Scripting::fireEvent("game-end", romPath, getSourceFileData()->metadata.get("name")); // Unless we're running in the background while the game is launched, re-enable the text // scrolling that was disabled in ViewController. if (!runInBackground) window->setAllowTextScrolling(true); // Update number of times the game has been launched. FileData* gameToUpdate = getSourceFileData(); int timesPlayed = gameToUpdate->metadata.getInt("playcount") + 1; gameToUpdate->metadata.set("playcount", std::to_string(static_cast(timesPlayed))); // Update last played time. gameToUpdate->metadata.set("lastplayed", Utils::Time::DateTime(Utils::Time::now())); // If the parent is a folder and it's not the root of the system, then update its lastplayed // timestamp to the same time as the game that was just launched. if (gameToUpdate->getParent()->getType() == FOLDER && gameToUpdate->getParent()->getName() != gameToUpdate->getSystem()->getFullName()) { gameToUpdate->getParent()->metadata.set("lastplayed", gameToUpdate->metadata.get("lastplayed")); } CollectionSystemsManager::get()->refreshCollectionSystems(gameToUpdate); gameToUpdate->mSystem->onMetaDataSavePoint(); } const std::string FileData::findEmulatorPath(std::string& command) { // Extract the emulator executable from the launch command string. There are two ways // that the emulator can be defined in es_systems.xml, either using the find rules in // es_find_rules.xml or via the exact emulator binary name. In the former case, we // need to process any configured systempath and staticpath rules, and in the latter // we simply search for the emulator binary in the system path. std::string emuExecutable; std::string exePath; // Method 1, emulator binary is defined using find rules: #if defined(_WIN64) std::vector emulatorWinRegistryPaths; std::vector emulatorWinRegistryValues; #endif std::vector emulatorSystemPaths; std::vector emulatorStaticPaths; std::string emulatorEntry; size_t endPos = 0; if (command.find("%EMULATOR_", 0) == 0) { endPos = command.find("%", 1); if (endPos != std::string::npos) emulatorEntry = command.substr(10, endPos - 10); } if (emulatorEntry != "") { #if defined(_WIN64) emulatorWinRegistryPaths = SystemData::sFindRules.get()->mEmulators[emulatorEntry].winRegistryPaths; emulatorWinRegistryValues = SystemData::sFindRules.get()->mEmulators[emulatorEntry].winRegistryValues; #endif emulatorSystemPaths = SystemData::sFindRules.get()->mEmulators[emulatorEntry].systemPaths; emulatorStaticPaths = SystemData::sFindRules.get()->mEmulators[emulatorEntry].staticPaths; } // Error handling in case of no emulator find rule. if (emulatorEntry != "" && emulatorSystemPaths.empty() && emulatorStaticPaths.empty()) return "NO EMULATOR RULE: " + emulatorEntry; #if defined(_WIN64) for (std::string path : emulatorWinRegistryPaths) { // Search for the emulator using the App Paths keys in the Windows Registry. std::string registryKeyPath = "SOFTWARE\\Microsoft\\Windows\\CurrentVersion\\App Paths\\" + path; HKEY registryKey; LSTATUS keyStatus = -1; LSTATUS pathStatus = -1; char registryPath[1024]{}; DWORD pathSize = 1024; // First look in HKEY_CURRENT_USER. keyStatus = RegOpenKeyEx(HKEY_CURRENT_USER, registryKeyPath.c_str(), 0, KEY_QUERY_VALUE, ®istryKey); // If not found, then try in HKEY_LOCAL_MACHINE. if (keyStatus != ERROR_SUCCESS) { keyStatus = RegOpenKeyEx(HKEY_LOCAL_MACHINE, registryKeyPath.c_str(), 0, KEY_QUERY_VALUE, ®istryKey); } // If the key exists, then try to retrieve its default value. if (keyStatus == ERROR_SUCCESS) { pathStatus = RegGetValue(registryKey, nullptr, nullptr, RRF_RT_REG_SZ, nullptr, ®istryPath, &pathSize); } else { RegCloseKey(registryKey); continue; } // That a value was found does not guarantee that the emulator binary actually exists, // so check for that as well. if (pathStatus == ERROR_SUCCESS) { if (Utils::FileSystem::isRegularFile(registryPath) || Utils::FileSystem::isSymlink(registryPath)) { command.replace(0, endPos + 1, registryPath); RegCloseKey(registryKey); return registryPath; } } RegCloseKey(registryKey); } for (std::string value : emulatorWinRegistryValues) { // Search for the defined value in the Windows Registry. std::string registryValueKey = Utils::String::replace(Utils::FileSystem::getParent(value), "/", "\\"); std::string registryValue = Utils::FileSystem::getFileName(value); HKEY registryKey; LSTATUS keyStatus = -1; LSTATUS pathStatus = -1; char path[1024]{}; DWORD pathSize = 1024; // First look in HKEY_CURRENT_USER. keyStatus = RegOpenKeyEx(HKEY_CURRENT_USER, registryValueKey.c_str(), 0, KEY_QUERY_VALUE, ®istryKey); // If not found, then try in HKEY_LOCAL_MACHINE. if (keyStatus != ERROR_SUCCESS) { keyStatus = RegOpenKeyEx(HKEY_LOCAL_MACHINE, registryValueKey.c_str(), 0, KEY_QUERY_VALUE, ®istryKey); } // If the key exists, then try to retrieve the defined value. if (keyStatus == ERROR_SUCCESS) { pathStatus = RegGetValue(registryKey, nullptr, reinterpret_cast(registryValue.c_str()), RRF_RT_REG_SZ, nullptr, &path, &pathSize); } else { RegCloseKey(registryKey); continue; } // That a value was found does not guarantee that the emulator binary actually exists, // so check for that as well. if (pathStatus == ERROR_SUCCESS) { if (Utils::FileSystem::isRegularFile(path) || Utils::FileSystem::isSymlink(path)) { command.replace(0, endPos + 1, path); RegCloseKey(registryKey); return path; } } RegCloseKey(registryKey); } #endif for (std::string path : emulatorSystemPaths) { #if defined(_WIN64) std::wstring pathWide = Utils::String::stringToWideString(path); // Search for the emulator using the PATH environmental variable. DWORD size = SearchPathW(nullptr, pathWide.c_str(), L".exe", 0, nullptr, nullptr); if (size) { std::vector pathBuffer(static_cast(size) + 1); wchar_t* fileName = nullptr; SearchPathW(nullptr, pathWide.c_str(), L".exe", size + 1, pathBuffer.data(), &fileName); std::wstring pathString = pathBuffer.data(); if (pathString.length()) { exePath = Utils::String::wideStringToString( pathString.substr(0, pathString.size() - std::wstring(fileName).size())); exePath.pop_back(); } } if (exePath != "") { exePath += "\\" + path; command.replace(0, endPos + 1, exePath); return exePath; } #else exePath = Utils::FileSystem::getPathToBinary(path); if (exePath != "") { exePath += "/" + path; command.replace(0, endPos + 1, exePath); return exePath; } #endif } for (std::string path : emulatorStaticPaths) { path = Utils::FileSystem::expandHomePath(path); // If %ESPATH% is used for the rule, then expand it to the binary directory of ES-DE. path = Utils::String::replace(path, "%ESPATH%", Utils::FileSystem::getExePath()); // Likewise for the %ROMPATH% variable which expands to the configured ROM directory. path = Utils::String::replace(path, "%ROMPATH%", getROMDirectory()); if (Utils::FileSystem::isRegularFile(path) || Utils::FileSystem::isSymlink(path)) { command.replace(0, endPos + 1, path); return path; } } // Method 2, exact emulator binary name: // If %ESPATH% is used, then expand it to the binary directory of ES-DE. command = Utils::String::replace(command, "%ESPATH%", Utils::FileSystem::getExePath()); // If the first character is a quotation mark, then we need to extract up to the // next quotation mark, otherwise we'll only extract up to the first space character. if (command.front() == '\"') { std::string emuTemp = command.substr(1, std::string::npos); emuExecutable = emuTemp.substr(0, emuTemp.find('"')); } else { emuExecutable = command.substr(0, command.find(' ')); } #if defined(_WIN64) std::wstring emuExecutableWide = Utils::String::stringToWideString(emuExecutable); // Search for the emulator using the PATH environmental variable. DWORD size = SearchPathW(nullptr, emuExecutableWide.c_str(), L".exe", 0, nullptr, nullptr); if (size) { std::vector pathBuffer(static_cast(size) + 1); wchar_t* fileName = nullptr; SearchPathW(nullptr, emuExecutableWide.c_str(), L".exe", size + 1, pathBuffer.data(), &fileName); exePath = Utils::String::wideStringToString(pathBuffer.data()); } #else if (Utils::FileSystem::isRegularFile(emuExecutable) || Utils::FileSystem::isSymlink(emuExecutable)) { exePath = emuExecutable; } else { exePath = Utils::FileSystem::getPathToBinary(emuExecutable); if (exePath != "") exePath += "/" + emuExecutable; } #endif return exePath; } CollectionFileData::CollectionFileData(FileData* file, SystemData* system) : FileData(file->getSourceFileData()->getType(), file->getSourceFileData()->getPath(), file->getSourceFileData()->getSystemEnvData(), system) { // We use this constructor to create a clone of the filedata, and change its system. mSourceFileData = file->getSourceFileData(); refreshMetadata(); mParent = nullptr; metadata = mSourceFileData->metadata; mSystemName = mSourceFileData->getSystem()->getName(); } CollectionFileData::~CollectionFileData() { // Need to remove collection file data at the collection object destructor. if (mParent) mParent->removeChild(this); mParent = nullptr; } void CollectionFileData::refreshMetadata() { metadata = mSourceFileData->metadata; mDirty = true; } const std::string& CollectionFileData::getName() { if (mDirty) { mCollectionFileName = mSourceFileData->metadata.get("name"); mCollectionFileName.append(" [") .append(Utils::String::toUpper(mSourceFileData->getSystem()->getName())) .append("]"); mDirty = false; } if (Settings::getInstance()->getBool("CollectionShowSystemInfo")) return mCollectionFileName; return mSourceFileData->metadata.get("name"); }