Remove custom platform implementation of `PathExists` and replace uses with `std::filesystem::exists`.
167 lines
5.8 KiB
C++
167 lines
5.8 KiB
C++
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2020 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "config.h"
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#include "third_party/cpptoml/include/cpptoml.h"
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#include "third_party/fmt/include/fmt/format.h"
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#include "xenia/base/cvar.h"
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#include "xenia/base/filesystem.h"
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#include "xenia/base/logging.h"
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#include "xenia/base/string.h"
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std::shared_ptr<cpptoml::table> ParseFile(
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const std::filesystem::path& filename) {
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std::ifstream file(filename);
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if (!file.is_open()) {
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throw cpptoml::parse_exception(xe::path_to_utf8(filename) +
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" could not be opened for parsing");
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}
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cpptoml::parser p(file);
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return p.parse();
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}
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CmdVar(config, "", "Specifies the target config to load.");
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namespace config {
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std::string config_name = "xenia.config.toml";
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std::filesystem::path config_folder;
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std::filesystem::path config_path;
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std::string game_config_suffix = ".config.toml";
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bool sortCvar(cvar::IConfigVar* a, cvar::IConfigVar* b) {
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if (a->category() < b->category()) return true;
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if (a->category() > b->category()) return false;
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if (a->name() < b->name()) return true;
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return false;
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}
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std::shared_ptr<cpptoml::table> ParseConfig(
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const std::filesystem::path& config_path) {
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try {
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return ParseFile(config_path);
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} catch (cpptoml::parse_exception e) {
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xe::FatalError(fmt::format("Failed to parse config file '{}':\n\n{}",
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xe::path_to_utf8(config_path), e.what()));
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return nullptr;
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}
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}
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void ReadConfig(const std::filesystem::path& file_path) {
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const auto config = ParseConfig(file_path);
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for (auto& it : *cvar::ConfigVars) {
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auto config_var = static_cast<cvar::IConfigVar*>(it.second);
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auto config_key = config_var->category() + "." + config_var->name();
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if (config->contains_qualified(config_key)) {
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config_var->LoadConfigValue(config->get_qualified(config_key));
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}
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}
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XELOGI("Loaded config: {}", xe::path_to_utf8(file_path));
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}
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void ReadGameConfig(const std::filesystem::path& file_path) {
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const auto config = ParseConfig(file_path);
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for (auto& it : *cvar::ConfigVars) {
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auto config_var = static_cast<cvar::IConfigVar*>(it.second);
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auto config_key = config_var->category() + "." + config_var->name();
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if (config->contains_qualified(config_key)) {
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config_var->LoadGameConfigValue(config->get_qualified(config_key));
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}
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}
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XELOGI("Loaded game config: {}", xe::path_to_utf8(file_path));
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}
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void SaveConfig() {
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std::vector<cvar::IConfigVar*> vars;
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for (const auto& s : *cvar::ConfigVars) vars.push_back(s.second);
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std::sort(vars.begin(), vars.end(), sortCvar);
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// we use our own write logic because cpptoml doesn't
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// allow us to specify comments :(
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std::ostringstream output;
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std::string last_category;
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for (auto config_var : vars) {
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if (config_var->is_transient()) {
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continue;
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}
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if (last_category != config_var->category()) {
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if (!last_category.empty()) {
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output << std::endl;
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}
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last_category = config_var->category();
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output << fmt::format("[{}]\n", last_category);
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}
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auto value = config_var->config_value();
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if (xe::utf8::find_any_of(value, "\n") == std::string_view::npos) {
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output << std::left << std::setw(40) << std::setfill(' ')
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<< fmt::format("{} = {}", config_var->name(),
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config_var->config_value());
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} else {
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auto lines = xe::utf8::split(value, "\n");
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auto first_it = lines.cbegin();
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output << fmt::format("{} = {}\n", config_var->name(), *first_it);
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auto last_it = std::prev(lines.cend());
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for (auto it = std::next(first_it); it != last_it; ++it) {
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output << *it << "\n";
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}
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output << std::left << std::setw(40) << std::setfill(' ') << *last_it;
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}
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output << fmt::format("\t# {}\n", config_var->description());
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}
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if (std::filesystem::exists(config_path)) {
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std::ifstream existingConfigStream(config_path);
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const std::string existingConfig(
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(std::istreambuf_iterator<char>(existingConfigStream)),
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std::istreambuf_iterator<char>());
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// if the config didn't change, no need to modify the file
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if (existingConfig == output.str()) return;
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}
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// save the config file
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xe::filesystem::CreateParentFolder(config_path);
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std::ofstream file;
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file.open(config_path, std::ios::out | std::ios::trunc);
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file << output.str();
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file.close();
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}
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void SetupConfig(const std::filesystem::path& config_folder) {
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config::config_folder = config_folder;
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// check if the user specified a specific config to load
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if (!cvars::config.empty()) {
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config_path = xe::to_path(cvars::config);
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if (std::filesystem::exists(config_path)) {
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ReadConfig(config_path);
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return;
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}
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}
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// if the user specified a --config argument, but the file doesn't exist,
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// let's also load the default config
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if (!config_folder.empty()) {
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config_path = config_folder / config_name;
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if (std::filesystem::exists(config_path)) {
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ReadConfig(config_path);
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}
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// we only want to save the config if the user is using the default
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// config, we don't want to override a user created specific config
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SaveConfig();
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}
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}
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void LoadGameConfig(const std::string_view title_id) {
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const auto game_config_folder = config_folder / "config";
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const auto game_config_path =
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game_config_folder / (std::string(title_id) + game_config_suffix);
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if (std::filesystem::exists(game_config_path)) {
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ReadGameConfig(game_config_path);
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}
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}
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} // namespace config
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