dolphin/Source/Core/UICommon/GameFile.cpp
Lioncash ab0892e5a5 UICommon/GameFile: Deduplicate string paths where applicable
Rather than construct strings twice, we can just construct it once and
reuse it. While we're at it, we can move variables closer to where
they're actually used within DownloadDefaultCover()
2019-05-28 07:27:35 -04:00

519 lines
14 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "UICommon/GameFile.h"
#include <algorithm>
#include <cinttypes>
#include <cstdio>
#include <cstring>
#include <iterator>
#include <map>
#include <memory>
#include <sstream>
#include <string>
#include <tuple>
#include <utility>
#include <vector>
#include "Common/ChunkFile.h"
#include "Common/CommonPaths.h"
#include "Common/CommonTypes.h"
#include "Common/File.h"
#include "Common/FileUtil.h"
#include "Common/Hash.h"
#include "Common/HttpRequest.h"
#include "Common/Image.h"
#include "Common/IniFile.h"
#include "Common/NandPaths.h"
#include "Common/StringUtil.h"
#include "Common/Swap.h"
#include "Core/Boot/Boot.h"
#include "Core/Config/UISettings.h"
#include "Core/ConfigManager.h"
#include "Core/IOS/ES/Formats.h"
#include "Core/TitleDatabase.h"
#include "DiscIO/Blob.h"
#include "DiscIO/Enums.h"
#include "DiscIO/Volume.h"
#include "DiscIO/WiiSaveBanner.h"
constexpr const char* COVER_URL = "https://art.gametdb.com/wii/cover/%s/%s.png";
namespace UICommon
{
static const std::string EMPTY_STRING;
static bool UseGameCovers()
{
// We ifdef this out on Android because accessing the config before emulation start makes us crash.
// The Android GUI handles covers in Java anyway, so this doesn't make us lose any functionality.
#ifdef ANDROID
return false;
#else
return Config::Get(Config::MAIN_USE_GAME_COVERS);
#endif
}
DiscIO::Language GameFile::GetConfigLanguage() const
{
if (m_platform == DiscIO::Platform::GameCubeDisc && m_country == DiscIO::Country::Japan)
return DiscIO::Language::Japanese;
#ifdef ANDROID
// TODO: Make the Android app load the config at app start instead of emulation start
// so that we can access the user's preference here
return DiscIO::Language::English;
#else
return SConfig::GetInstance().GetCurrentLanguage(DiscIO::IsWii(m_platform));
#endif
}
bool operator==(const GameBanner& lhs, const GameBanner& rhs)
{
return std::tie(lhs.buffer, lhs.width, lhs.height) == std::tie(rhs.buffer, rhs.width, rhs.height);
}
bool operator!=(const GameBanner& lhs, const GameBanner& rhs)
{
return !operator==(lhs, rhs);
}
const std::string& GameFile::Lookup(DiscIO::Language language,
const std::map<DiscIO::Language, std::string>& strings)
{
auto end = strings.end();
auto it = strings.find(language);
if (it != end)
return it->second;
// English tends to be a good fallback when the requested language isn't available
if (language != DiscIO::Language::English)
{
it = strings.find(DiscIO::Language::English);
if (it != end)
return it->second;
}
// If English isn't available either, just pick something
if (!strings.empty())
return strings.cbegin()->second;
return EMPTY_STRING;
}
const std::string&
GameFile::LookupUsingConfigLanguage(const std::map<DiscIO::Language, std::string>& strings) const
{
return Lookup(GetConfigLanguage(), strings);
}
GameFile::GameFile() = default;
GameFile::GameFile(std::string path) : m_file_path(std::move(path))
{
{
std::string name, extension;
SplitPath(m_file_path, nullptr, &name, &extension);
m_file_name = name + extension;
std::unique_ptr<DiscIO::Volume> volume(DiscIO::CreateVolumeFromFilename(m_file_path));
if (volume != nullptr)
{
m_platform = volume->GetVolumeType();
m_short_names = volume->GetShortNames();
m_long_names = volume->GetLongNames();
m_short_makers = volume->GetShortMakers();
m_long_makers = volume->GetLongMakers();
m_descriptions = volume->GetDescriptions();
m_region = volume->GetRegion();
m_country = volume->GetCountry();
m_blob_type = volume->GetBlobType();
m_file_size = volume->GetRawSize();
m_volume_size = volume->GetSize();
m_internal_name = volume->GetInternalName();
m_game_id = volume->GetGameID();
m_gametdb_id = volume->GetGameTDBID();
m_title_id = volume->GetTitleID().value_or(0);
m_maker_id = volume->GetMakerID();
m_revision = volume->GetRevision().value_or(0);
m_disc_number = volume->GetDiscNumber().value_or(0);
m_apploader_date = volume->GetApploaderDate();
m_volume_banner.buffer = volume->GetBanner(&m_volume_banner.width, &m_volume_banner.height);
m_valid = true;
}
}
if (!IsValid() && IsElfOrDol())
{
m_valid = true;
m_file_size = m_volume_size = File::GetSize(m_file_path);
m_platform = DiscIO::Platform::ELFOrDOL;
m_blob_type = DiscIO::BlobType::DIRECTORY;
}
}
GameFile::~GameFile() = default;
bool GameFile::IsValid() const
{
if (!m_valid)
return false;
if (m_platform == DiscIO::Platform::WiiWAD && !IOS::ES::IsChannel(m_title_id))
return false;
return true;
}
bool GameFile::CustomCoverChanged()
{
if (!m_custom_cover.buffer.empty() || !UseGameCovers())
return false;
std::string path, name;
SplitPath(m_file_path, &path, &name, nullptr);
std::string contents;
// This icon naming format is intended as an alternative to Homebrew Channel icons
// for those who don't want to have a Homebrew Channel style folder structure.
const std::string cover_path = path + name + ".cover.png";
bool success = File::Exists(cover_path) && File::ReadFileToString(cover_path, contents);
if (!success)
{
const std::string alt_cover_path = path + "cover.png";
success = File::Exists(alt_cover_path) && File::ReadFileToString(alt_cover_path, contents);
}
if (success)
m_pending.custom_cover.buffer = {contents.begin(), contents.end()};
return success;
}
void GameFile::DownloadDefaultCover()
{
if (!m_default_cover.buffer.empty() || !UseGameCovers())
return;
const auto cover_path = File::GetUserPath(D_COVERCACHE_IDX) + DIR_SEP;
const auto png_path = cover_path + m_gametdb_id + ".png";
// If the cover has already been downloaded, abort
if (File::Exists(png_path))
return;
std::string region_code;
switch (m_region)
{
case DiscIO::Region::NTSC_J:
region_code = "JA";
break;
case DiscIO::Region::NTSC_U:
region_code = "US";
break;
case DiscIO::Region::NTSC_K:
region_code = "KO";
break;
case DiscIO::Region::PAL:
{
const auto user_lang = SConfig::GetInstance().GetCurrentLanguage(DiscIO::IsWii(GetPlatform()));
switch (user_lang)
{
case DiscIO::Language::German:
region_code = "DE";
break;
case DiscIO::Language::French:
region_code = "FR";
break;
case DiscIO::Language::Spanish:
region_code = "ES";
break;
case DiscIO::Language::Italian:
region_code = "IT";
break;
case DiscIO::Language::Dutch:
region_code = "NL";
break;
case DiscIO::Language::English:
default:
region_code = "EN";
break;
}
break;
}
case DiscIO::Region::Unknown:
region_code = "EN";
break;
}
Common::HttpRequest request;
auto response =
request.Get(StringFromFormat(COVER_URL, region_code.c_str(), m_gametdb_id.c_str()));
if (response)
{
File::WriteStringToFile(std::string(response.value().begin(), response.value().end()),
png_path);
}
}
bool GameFile::DefaultCoverChanged()
{
if (!m_default_cover.buffer.empty() || !UseGameCovers())
return false;
const auto cover_path = File::GetUserPath(D_COVERCACHE_IDX) + DIR_SEP;
std::string contents;
File::ReadFileToString(cover_path + m_gametdb_id + ".png", contents);
if (contents.empty())
return false;
m_pending.default_cover.buffer = {contents.begin(), contents.end()};
return true;
}
void GameFile::CustomCoverCommit()
{
m_custom_cover = std::move(m_pending.custom_cover);
}
void GameFile::DefaultCoverCommit()
{
m_default_cover = std::move(m_pending.default_cover);
}
void GameBanner::DoState(PointerWrap& p)
{
p.Do(buffer);
p.Do(width);
p.Do(height);
}
void GameCover::DoState(PointerWrap& p)
{
p.Do(buffer);
}
void GameFile::DoState(PointerWrap& p)
{
p.Do(m_valid);
p.Do(m_file_path);
p.Do(m_file_name);
p.Do(m_file_size);
p.Do(m_volume_size);
p.Do(m_short_names);
p.Do(m_long_names);
p.Do(m_short_makers);
p.Do(m_long_makers);
p.Do(m_descriptions);
p.Do(m_internal_name);
p.Do(m_game_id);
p.Do(m_gametdb_id);
p.Do(m_title_id);
p.Do(m_maker_id);
p.Do(m_region);
p.Do(m_country);
p.Do(m_platform);
p.Do(m_blob_type);
p.Do(m_revision);
p.Do(m_disc_number);
p.Do(m_apploader_date);
m_volume_banner.DoState(p);
m_custom_banner.DoState(p);
m_default_cover.DoState(p);
m_custom_cover.DoState(p);
}
bool GameFile::IsElfOrDol() const
{
if (m_file_path.size() < 4)
return false;
std::string name_end = m_file_path.substr(m_file_path.size() - 4);
std::transform(name_end.begin(), name_end.end(), name_end.begin(), ::tolower);
return name_end == ".elf" || name_end == ".dol";
}
bool GameFile::WiiBannerChanged()
{
// Wii banners can only be read if there is a save file.
// In case the cache was created without a save file existing,
// let's try reading the save file again, because it might exist now.
if (!m_volume_banner.empty())
return false;
if (!DiscIO::IsWii(m_platform))
return false;
m_pending.volume_banner.buffer =
DiscIO::WiiSaveBanner(m_title_id)
.GetBanner(&m_pending.volume_banner.width, &m_pending.volume_banner.height);
// We only reach here if the old banner was empty, so if the new banner isn't empty,
// the new banner is guaranteed to be different from the old banner
return !m_pending.volume_banner.buffer.empty();
}
void GameFile::WiiBannerCommit()
{
m_volume_banner = std::move(m_pending.volume_banner);
}
bool GameFile::ReadPNGBanner(const std::string& path)
{
File::IOFile file(path, "rb");
if (!file)
return false;
std::vector<u8> png_data(file.GetSize());
if (!file.ReadBytes(png_data.data(), png_data.size()))
return false;
GameBanner& banner = m_pending.custom_banner;
std::vector<u8> data_out;
if (!Common::LoadPNG(png_data, &data_out, &banner.width, &banner.height))
return false;
// Make an ARGB copy of the RGBA data
banner.buffer.resize(data_out.size() / sizeof(u32));
for (size_t i = 0; i < banner.buffer.size(); i++)
{
const size_t j = i * sizeof(u32);
banner.buffer[i] = (Common::swap32(data_out.data() + j) >> 8) + (data_out[j] << 24);
}
return true;
}
bool GameFile::CustomBannerChanged()
{
std::string path, name;
SplitPath(m_file_path, &path, &name, nullptr);
// This icon naming format is intended as an alternative to Homebrew Channel icons
// for those who don't want to have a Homebrew Channel style folder structure.
if (!ReadPNGBanner(path + name + ".png"))
{
// Homebrew Channel icon naming. Typical for DOLs and ELFs, but we also support it for volumes.
if (!ReadPNGBanner(path + "icon.png"))
{
// If no custom icon is found, go back to the non-custom one.
m_pending.custom_banner = {};
}
}
return m_pending.custom_banner != m_custom_banner;
}
void GameFile::CustomBannerCommit()
{
m_custom_banner = std::move(m_pending.custom_banner);
}
const std::string& GameFile::GetName(const Core::TitleDatabase& title_database) const
{
const std::string& custom_name = title_database.GetTitleName(m_gametdb_id, GetConfigLanguage());
return custom_name.empty() ? GetName() : custom_name;
}
const std::string& GameFile::GetName(bool long_name) const
{
const std::string& name = long_name ? GetLongName() : GetShortName();
if (!name.empty())
return name;
// No usable name, return filename (better than nothing)
return m_file_name;
}
const std::string& GameFile::GetMaker(bool long_maker) const
{
const std::string& maker = long_maker ? GetLongMaker() : GetShortMaker();
if (!maker.empty())
return maker;
if (m_game_id.size() >= 6)
return DiscIO::GetCompanyFromID(m_maker_id);
return EMPTY_STRING;
}
std::vector<DiscIO::Language> GameFile::GetLanguages() const
{
std::vector<DiscIO::Language> languages;
// TODO: What if some languages don't have long names but have other strings?
for (const auto& name : m_long_names)
languages.push_back(name.first);
return languages;
}
std::string GameFile::GetUniqueIdentifier() const
{
std::vector<std::string> info;
if (!GetGameID().empty())
info.push_back(GetGameID());
if (GetRevision() != 0)
info.push_back("Revision " + std::to_string(GetRevision()));
std::string name = GetLongName(DiscIO::Language::English);
if (name.empty())
{
// Use the file name as a fallback. Not necessarily consistent, but it's the best we have
name = m_file_name;
}
int disc_number = GetDiscNumber() + 1;
std::string lower_name = name;
std::transform(lower_name.begin(), lower_name.end(), lower_name.begin(), ::tolower);
if (disc_number > 1 &&
lower_name.find(StringFromFormat("disc %i", disc_number)) == std::string::npos &&
lower_name.find(StringFromFormat("disc%i", disc_number)) == std::string::npos)
{
std::string disc_text = "Disc ";
info.push_back(disc_text + std::to_string(disc_number));
}
if (info.empty())
return name;
std::ostringstream ss;
std::copy(info.begin(), info.end() - 1, std::ostream_iterator<std::string>(ss, ", "));
ss << info.back();
return name + " (" + ss.str() + ")";
}
std::string GameFile::GetWiiFSPath() const
{
ASSERT(DiscIO::IsWii(m_platform));
return Common::GetTitleDataPath(m_title_id, Common::FROM_CONFIGURED_ROOT);
}
const GameBanner& GameFile::GetBannerImage() const
{
return m_custom_banner.empty() ? m_volume_banner : m_custom_banner;
}
const GameCover& GameFile::GetCoverImage() const
{
return m_custom_cover.empty() ? m_default_cover : m_custom_cover;
}
} // namespace UICommon