#include "XMLReader.h" #include "SystemData.h" #include "pugiXML/pugixml.hpp" #include #include "Log.h" #include "Settings.h" //this is obviously an incredibly inefficient way to go about searching //but I don't think it'll matter too much with the size of most collections FileData* searchFolderByPath(FileData* folder, std::string const& path) { for(auto it = folder->getChildren().begin(); it != folder->getChildren().end(); it++) { if((*it)->getType() == FOLDER) { FileData* result = searchFolderByPath(*it, path); if(result) return result; }else{ if((*it)->getPath().generic_string() == path) return *it; } } return NULL; } FileData* createGameFromPath(std::string gameAbsPath, SystemData* system) { std::string gamePath = gameAbsPath; std::string sysPath = system->getStartPath(); //strip out the system path stuff so it's relative to the system root folder unsigned int i = 0; while(i < gamePath.length() && i < sysPath.length() && gamePath[i] == sysPath[i]) i++; gamePath = gamePath.substr(i, gamePath.length() - i); if(gamePath[0] != '/') gamePath.insert(0, "/"); //make our way through the directory tree finding each folder in our path or creating it if it doesn't exist FileData* folder = system->getRootFolder(); size_t separator = 0; size_t nextSeparator = 0; while(nextSeparator != std::string::npos) { //determine which chunk of the path we're testing right now nextSeparator = gamePath.find('/', separator + 1); if(nextSeparator == std::string::npos) break; std::string checkName = gamePath.substr(separator + 1, nextSeparator - separator - 1); separator = nextSeparator; //see if the folder already exists bool foundFolder = false; for(auto it = folder->getChildren().begin(); it != folder->getChildren().end(); it++) { if((*it)->getType() == FOLDER && (*it)->getName() == checkName) { folder = *it; foundFolder = true; break; } } //the folder didn't already exist, so create it if(!foundFolder) { FileData* newFolder = new FileData(FOLDER, folder->getPath() / checkName, system); folder->addChild(newFolder); folder = newFolder; } } FileData* game = new FileData(GAME, gameAbsPath, system); folder->addChild(game); return game; } 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; } for(pugi::xml_node gameNode = root.child("game"); gameNode; gameNode = gameNode.next_sibling("game")) { pugi::xml_node pathNode = gameNode.child("path"); if(!pathNode) { LOG(LogError) << " node contains no child!"; continue; } //convert path to generic directory seperators boost::filesystem::path gamePath(pathNode.text().get()); std::string path = gamePath.generic_string(); //expand '.' if(path[0] == '.') { path.erase(0, 1); path.insert(0, boost::filesystem::path(xmlpath).parent_path().generic_string()); } //expand '~' if(path[0] == '~') { path.erase(0, 1); path.insert(0, getHomePath()); } if(boost::filesystem::exists(path)) { FileData* game = searchFolderByPath(system->getRootFolder(), path); if(game == NULL) game = createGameFromPath(path, system); //load the metadata std::string defaultName = game->metadata.get("name"); game->metadata = MetaDataList::createFromXML(GAME_METADATA, gameNode); //make sure name gets set if one didn't exist if(game->metadata.get("name").empty()) game->metadata.set("name", defaultName); }else{ LOG(LogWarning) << "Game at \"" << path << "\" does not exist!"; } } } 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 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 LOG(LogInfo) << "Parsing XML file \"" << xmlpath << "\" before writing..."; 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); //iterate through all files, checking if they're already in the XML std::vector::const_iterator fit = files.cbegin(); while(fit != files.cend()) { if((*fit)->getType() == GAME) { //worked. check if this games' path can be found somewhere in the XML for(pugi::xml_node gameNode = root.child("game"); gameNode; gameNode = gameNode.next_sibling("game")) { //get path from game node pugi::xml_node pathNode = gameNode.child("path"); if(!pathNode) { LOG(LogError) << " node contains no child!"; continue; } //check paths. use the same directory separators boost::filesystem::path nodePath(pathNode.text().get()); boost::filesystem::path gamePath((*fit)->getPath()); if (nodePath.generic_string() == gamePath.generic_string()) { //found the game. remove it. it will be added again later with updated values root.remove_child(gameNode); //break node search loop break; } } //either the game content was removed, because it needs to be updated, //or didn't exist in the first place, so just add it addGameDataNode(root, *fit, 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() << "\"!"; } }