Unify GetGameIniFilenames

This deduplicates code and fixes the new config system's lack of
1-char game ID INI support.
This commit is contained in:
JosJuice 2017-07-11 13:10:11 +02:00
parent 1de9bf2cca
commit d4f5038571
5 changed files with 23 additions and 39 deletions

View File

@ -8,6 +8,7 @@
#include <array>
#include <list>
#include <map>
#include <optional>
#include <sstream>
#include <string>
#include <tuple>
@ -28,13 +29,17 @@
namespace ConfigLoaders
{
using ConfigLocation = Config::ConfigLocation;
// Returns all possible filenames in ascending order of priority
static std::vector<std::string> GetGameIniFilenames(const std::string& id, u16 revision)
std::vector<std::string> GetGameIniFilenames(const std::string& id, std::optional<u16> revision)
{
std::vector<std::string> filenames;
if (id.empty())
return filenames;
// INIs that match the system code (unique for each Virtual Console system)
filenames.push_back(id.substr(0, 1) + ".ini");
// INIs that match all regions
if (id.size() >= 4)
filenames.push_back(id.substr(0, 3) + ".ini");
@ -43,11 +48,13 @@ static std::vector<std::string> GetGameIniFilenames(const std::string& id, u16 r
filenames.push_back(id + ".ini");
// INIs with specific revisions
filenames.push_back(id + StringFromFormat("r%d", revision) + ".ini");
if (revision)
filenames.push_back(id + StringFromFormat("r%d", *revision) + ".ini");
return filenames;
}
using ConfigLocation = Config::ConfigLocation;
using INIToLocationMap = std::map<std::pair<std::string, std::string>, ConfigLocation>;
// This is a mapping from the legacy section-key pairs to ConfigLocations.

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@ -6,7 +6,9 @@
#include <cstring>
#include <memory>
#include <optional>
#include <string>
#include <vector>
#include "Common/CommonTypes.h"
@ -17,6 +19,8 @@ class ConfigLayerLoader;
namespace ConfigLoaders
{
std::vector<std::string> GetGameIniFilenames(const std::string& id, std::optional<u16> revision);
std::unique_ptr<Config::ConfigLayerLoader> GenerateGlobalGameConfigLoader(const std::string& id,
u16 revision);
std::unique_ptr<Config::ConfigLayerLoader> GenerateLocalGameConfigLoader(const std::string& id,

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@ -26,6 +26,7 @@
#include "Core/Analytics.h"
#include "Core/Boot/Boot.h"
#include "Core/ConfigLoaders/GameConfigLoader.h"
#include "Core/Core.h"
#include "Core/FifoPlayer/FifoDataFile.h"
#include "Core/HLE/HLE.h"
@ -1082,7 +1083,7 @@ IniFile SConfig::LoadGameIni() const
IniFile SConfig::LoadDefaultGameIni(const std::string& id, std::optional<u16> revision)
{
IniFile game_ini;
for (const std::string& filename : GetGameIniFilenames(id, revision))
for (const std::string& filename : ConfigLoaders::GetGameIniFilenames(id, revision))
game_ini.Load(File::GetSysDirectory() + GAMESETTINGS_DIR DIR_SEP + filename, true);
return game_ini;
}
@ -1090,7 +1091,7 @@ IniFile SConfig::LoadDefaultGameIni(const std::string& id, std::optional<u16> re
IniFile SConfig::LoadLocalGameIni(const std::string& id, std::optional<u16> revision)
{
IniFile game_ini;
for (const std::string& filename : GetGameIniFilenames(id, revision))
for (const std::string& filename : ConfigLoaders::GetGameIniFilenames(id, revision))
game_ini.Load(File::GetUserPath(D_GAMESETTINGS_IDX) + filename, true);
return game_ini;
}
@ -1098,35 +1099,9 @@ IniFile SConfig::LoadLocalGameIni(const std::string& id, std::optional<u16> revi
IniFile SConfig::LoadGameIni(const std::string& id, std::optional<u16> revision)
{
IniFile game_ini;
for (const std::string& filename : GetGameIniFilenames(id, revision))
for (const std::string& filename : ConfigLoaders::GetGameIniFilenames(id, revision))
game_ini.Load(File::GetSysDirectory() + GAMESETTINGS_DIR DIR_SEP + filename, true);
for (const std::string& filename : GetGameIniFilenames(id, revision))
for (const std::string& filename : ConfigLoaders::GetGameIniFilenames(id, revision))
game_ini.Load(File::GetUserPath(D_GAMESETTINGS_IDX) + filename, true);
return game_ini;
}
// Returns all possible filenames in ascending order of priority
std::vector<std::string> SConfig::GetGameIniFilenames(const std::string& id,
std::optional<u16> revision)
{
std::vector<std::string> filenames;
if (id.empty())
return filenames;
// INIs that match the system code (unique for each Virtual Console system)
filenames.push_back(id.substr(0, 1) + ".ini");
// INIs that match all regions
if (id.size() >= 4)
filenames.push_back(id.substr(0, 3) + ".ini");
// Regular INIs
filenames.push_back(id + ".ini");
// INIs with specific revisions
if (revision)
filenames.push_back(id + StringFromFormat("r%d", *revision) + ".ini");
return filenames;
}

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@ -231,9 +231,6 @@ struct SConfig : NonCopyable
static IniFile LoadLocalGameIni(const std::string& id, std::optional<u16> revision);
static IniFile LoadGameIni(const std::string& id, std::optional<u16> revision);
static std::vector<std::string> GetGameIniFilenames(const std::string& id,
std::optional<u16> revision);
std::string m_NANDPath;
std::string m_DumpPath;

View File

@ -40,6 +40,7 @@
#include "Common/FileUtil.h"
#include "Common/IniFile.h"
#include "Common/StringUtil.h"
#include "Core/ConfigLoaders/GameConfigLoader.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/GeckoCodeConfig.h"
@ -444,7 +445,7 @@ void CISOProperties::CreateGUIControls()
// If there is no default gameini, disable the button.
const std::vector<std::string> ini_names =
SConfig::GetGameIniFilenames(game_id, m_open_iso->GetRevision());
ConfigLoaders::GetGameIniFilenames(game_id, m_open_iso->GetRevision());
const bool game_ini_exists =
std::any_of(ini_names.cbegin(), ini_names.cend(), [](const std::string& name) {
return File::Exists(File::GetSysDirectory() + GAMESETTINGS_DIR DIR_SEP + name);
@ -752,7 +753,7 @@ void CISOProperties::OnChangeTitle(wxCommandEvent& event)
void CISOProperties::OnShowDefaultConfig(wxCommandEvent& WXUNUSED(event))
{
for (const std::string& filename :
SConfig::GetGameIniFilenames(game_id, m_open_iso->GetRevision()))
ConfigLoaders::GetGameIniFilenames(game_id, m_open_iso->GetRevision()))
{
std::string path = File::GetSysDirectory() + GAMESETTINGS_DIR DIR_SEP + filename;
if (File::Exists(path))