mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-23 14:45:38 +00:00
e5fcb51f57
Also fixed some other scraping issues and added some additional scraper logging.
322 lines
12 KiB
C++
322 lines
12 KiB
C++
// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// Gamelist.cpp
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//
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// Parses and updates the gamelist.xml files.
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//
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#include "Gamelist.h"
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#include "utils/FileSystemUtil.h"
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#include "utils/StringUtil.h"
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#include "FileData.h"
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#include "Log.h"
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#include "Settings.h"
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#include "SystemData.h"
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#include <pugixml.hpp>
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FileData* findOrCreateFile(SystemData* system, const std::string& path, FileType type)
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{
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// First, verify that path is within the system's root folder.
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FileData* root = system->getRootFolder();
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bool contains = false;
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std::string relative = Utils::FileSystem::removeCommonPath(path, root->getPath(), contains);
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if (!contains) {
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LOG(LogError) << "Path \"" << path << "\" is outside system path \"" <<
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system->getStartPath() << "\"";
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return nullptr;
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}
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Utils::FileSystem::stringList pathList = Utils::FileSystem::getPathList(relative);
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auto path_it = pathList.begin();
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FileData* treeNode = root;
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bool found = false;
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while (path_it != pathList.end()) {
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const std::unordered_map<std::string, FileData*>& children =
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treeNode->getChildrenByFilename();
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std::string key = *path_it;
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found = children.find(key) != children.cend();
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if (found) {
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treeNode = children.at(key);
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}
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// This is the end
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if (path_it == --pathList.end()) {
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if (found)
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return treeNode;
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if (type == FOLDER) {
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LOG(LogWarning) << "Gamelist: folder doesn't exist, won't create it";
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return nullptr;
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}
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FileData* file = new FileData(type, path, system->getSystemEnvData(), system);
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// Skipping arcade assets from gamelist.
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if (!file->isArcadeAsset())
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treeNode->addChild(file);
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return file;
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}
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if (!found) {
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// Don't create folders unless they're including any games.
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// If the type is FOLDER it's going to be empty, so don't bother.
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if (type == FOLDER) {
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LOG(LogWarning) << "Gamelist: folder doesn't exist, won't create it";
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return nullptr;
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}
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// Create missing folder.
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FileData* folder = new FileData(FOLDER, Utils::FileSystem::getStem(treeNode->getPath())
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+ "/" + *path_it, system->getSystemEnvData(), system);
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treeNode->addChild(folder);
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treeNode = folder;
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}
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path_it++;
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}
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return nullptr;
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}
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void parseGamelist(SystemData* system)
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{
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bool trustGamelist = Settings::getInstance()->getBool("ParseGamelistOnly");
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std::string xmlpath = system->getGamelistPath(false);
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if (!Utils::FileSystem::exists(xmlpath))
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return;
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LOG(LogInfo) << "Parsing gamelist file \"" << xmlpath << "\"...";
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pugi::xml_document doc;
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#if defined(_WIN64)
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pugi::xml_parse_result result =
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doc.load_file(Utils::String::stringToWideString(xmlpath).c_str());
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#else
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pugi::xml_parse_result result = doc.load_file(xmlpath.c_str());
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#endif
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if (!result) {
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LOG(LogError) << "Error parsing gamelist file \"" << xmlpath <<
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"\": " << result.description();
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return;
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}
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pugi::xml_node root = doc.child("gameList");
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if (!root) {
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LOG(LogError) << "Could not find <gameList> node in gamelist \"" << xmlpath << "\"";
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return;
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}
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std::string relativeTo = system->getStartPath();
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bool showHiddenFiles = Settings::getInstance()->getBool("ShowHiddenFiles");
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const char* tagList[2] = { "game", "folder" };
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FileType typeList[2] = { GAME, FOLDER };
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for (int i = 0; i < 2; i++) {
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const char* tag = tagList[i];
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FileType type = typeList[i];
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for (pugi::xml_node fileNode = root.child(tag); fileNode; fileNode =
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fileNode.next_sibling(tag)) {
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const std::string path =
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Utils::FileSystem::resolveRelativePath(fileNode.child("path").text().get(),
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relativeTo, false);
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if (!trustGamelist && !Utils::FileSystem::exists(path)) {
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LOG(LogWarning) << (type == GAME ? "File \"" : "Folder \"") << path <<
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"\" does not exist, ignoring entry";
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continue;
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}
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// Skip hidden files, check both the file itself and the directory in which
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// it is located.
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if (!showHiddenFiles && (Utils::FileSystem::isHidden(path) ||
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Utils::FileSystem::isHidden(Utils::FileSystem::getParent(path)))) {
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LOG(LogDebug) << "Gamelist::parseGamelist(): Skipping hidden file \"" <<
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path << "\"";
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continue;
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}
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FileData* file = findOrCreateFile(system, path, type);
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if (!file) {
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LOG(LogError) << "Error finding/creating FileData for \"" <<
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path << "\", skipping entry";
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continue;
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}
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else if (!file->isArcadeAsset()) {
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std::string defaultName = file->metadata.get("name");
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file->metadata = MetaDataList::createFromXML(GAME_METADATA, fileNode, relativeTo);
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// Make sure a name gets set if one doesn't exist.
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if (file->metadata.get("name").empty())
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file->metadata.set("name", defaultName);
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file->metadata.resetChangedFlag();
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}
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// If the game is flagged as hidden and the option has not been set to show hidden
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// games, then delete the entry. This leaves no trace of the entry at all in ES
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// but that is fine as the option to show hidden files is defined as requiring an
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// application restart.
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if (!Settings::getInstance()->getBool("ShowHiddenGames")) {
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if (file->getHidden()) {
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LOG(LogDebug) << "Gamelist::parseGamelist(): Skipping hidden " <<
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(type == GAME ? "file" : "folder") << " entry \"" <<
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file->getName() << "\"" << " (\"" << file->getPath() << "\")";
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delete file;
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}
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// Also delete any folders which are empty, i.e. all their entries are hidden.
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else if (file->getType() == FOLDER && file->getChildren().size() == 0) {
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delete file;
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}
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}
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}
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}
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}
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void addFileDataNode(pugi::xml_node& parent, const FileData* file,
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const char* tag, SystemData* system)
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{
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// Create game and add to parent node.
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pugi::xml_node newNode = parent.append_child(tag);
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// Write metadata.
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file->metadata.appendToXML(newNode, true, system->getStartPath());
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// First element is "name", there's only one element and the name is the default.
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if (newNode.children().begin() == newNode.child("name") &&
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++newNode.children().begin() == newNode.children().end() &&
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newNode.child("name").text().get() == file->getDisplayName()) {
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// If the only info is the default name, don't bother
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// with this node, delete it and ultimately do nothing.
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parent.remove_child(newNode);
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}
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else {
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// There's something useful in there so we'll keep the node, add the path.
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// Try and make the path relative if we can so things still
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// work if we change the ROM folder location in the future.
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newNode.prepend_child("path").text().set(Utils::FileSystem::createRelativePath(file->
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getPath(), system->getStartPath(), false).c_str());
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}
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}
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void updateGamelist(SystemData* system)
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{
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// We do this by reading the XML again, adding changes and then writing them back,
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// because there might be information missing in our systemdata which we would otherwise
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// miss in the new XML file. We have the complete information for every game though, so
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// we can simply remove a game we already have in the system from the XML, and then add
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// it back from its GameData information...
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if (Settings::getInstance()->getBool("IgnoreGamelist"))
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return;
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pugi::xml_document doc;
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pugi::xml_node root;
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std::string xmlReadPath = system->getGamelistPath(false);
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if (Utils::FileSystem::exists(xmlReadPath)) {
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// Parse an existing file first.
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#if defined(_WIN64)
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pugi::xml_parse_result result =
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doc.load_file(Utils::String::stringToWideString(xmlReadPath).c_str());
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#else
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pugi::xml_parse_result result = doc.load_file(xmlReadPath.c_str());
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#endif
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if (!result) {
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LOG(LogError) << "Error parsing gamelist file \"" << xmlReadPath << "\": " <<
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result.description();
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return;
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}
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root = doc.child("gameList");
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if (!root) {
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LOG(LogError) << "Could not find <gameList> node in gamelist \"" <<
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xmlReadPath << "\"";
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return;
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}
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}
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else {
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// Set up an empty gamelist to append to.
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root = doc.append_child("gameList");
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}
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// Now we have all the information from the XML file, so iterate
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// through all our games and add the information from there.
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FileData* rootFolder = system->getRootFolder();
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if (rootFolder != nullptr) {
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int numUpdated = 0;
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// Get only files, no folders.
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std::vector<FileData*> files = rootFolder->getFilesRecursive(GAME | FOLDER);
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// Iterate through all files, checking if they're already in the XML file.
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for (std::vector<FileData*>::const_iterator fit = files.cbegin();
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fit != files.cend(); ++fit) {
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const char* tag = ((*fit)->getType() == GAME) ? "game" : "folder";
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// Do not touch if it wasn't changed and is not flagged for deletion.
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if (!(*fit)->metadata.wasChanged() && !(*fit)->getDeletionFlag())
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continue;
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// Check if the file already exists in the XML file.
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// If it does, remove the entry before adding it back.
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for (pugi::xml_node fileNode = root.child(tag); fileNode;
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fileNode = fileNode.next_sibling(tag)) {
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pugi::xml_node pathNode = fileNode.child("path");
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if (!pathNode) {
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LOG(LogError) << "<" << tag << "> node contains no <path> child";
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continue;
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}
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std::string nodePath =Utils::FileSystem::getCanonicalPath(
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Utils::FileSystem::resolveRelativePath(pathNode.text().get(),
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system->getStartPath(), true));
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std::string gamePath = Utils::FileSystem::getCanonicalPath((*fit)->getPath());
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if (nodePath == gamePath) {
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// Found it
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root.remove_child(fileNode);
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if ((*fit)->getDeletionFlag())
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++numUpdated;
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break;
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}
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}
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// Add the game to the file, unless it's flagged for deletion.
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if (!(*fit)->getDeletionFlag()) {
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addFileDataNode(root, *fit, tag, system);
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(*fit)->metadata.resetChangedFlag();
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++numUpdated;
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}
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}
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// Now write the file.
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if (numUpdated > 0) {
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// Make sure the folders leading up to this path exist (or the write will fail).
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std::string xmlWritePath(system->getGamelistPath(true));
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Utils::FileSystem::createDirectory(Utils::FileSystem::getParent(xmlWritePath));
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LOG(LogDebug) << "Gamelist::updateGamelist(): Added/updated " << numUpdated <<
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(numUpdated == 1 ? " entity in '" : " entities in \"") << xmlReadPath << "\"";
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#if defined(_WIN64)
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if (!doc.save_file(Utils::String::stringToWideString(xmlWritePath).c_str())) {
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#else
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if (!doc.save_file(xmlWritePath.c_str())) {
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#endif
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LOG(LogError) << "Error saving gamelist.xml to \"" <<
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xmlWritePath << "\" (for system " << system->getName() << ")";
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}
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}
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}
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else {
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LOG(LogError) << "Found no root folder for system \"" << system->getName() << "\"";
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}
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}
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