Add config class for loading and saving of config file
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#include "config.h"
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#include "cpptoml/include/cpptoml.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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CmdVar(config, "", "Specifies the target config to load.");
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namespace config {
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std::wstring config_name = L"xenia.config.toml";
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std::wstring config_folder;
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std::wstring config_path;
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bool sortCvar(cvar::IConfigVar* a, cvar::IConfigVar* b) {
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if (a->GetCategory() < b->GetCategory()) return true;
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if (a->GetCategory() > b->GetCategory()) return false;
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if (a->GetName() < b->GetName()) return true;
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return false;
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}
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std::shared_ptr<cpptoml::table> ParseConfig(std::string config_path) {
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try {
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return cpptoml::parse_file(config_path);
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} catch (cpptoml::parse_exception) {
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xe::FatalError("Failed to parse config file: %s", config_path.c_str());
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return nullptr;
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}
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}
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void ReadConfig(const std::wstring& file_path) {
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const auto config = ParseConfig(xe::to_string(file_path));
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for (auto& it : *cvar::ConfigVars) {
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auto configVar = static_cast<cvar::IConfigVar*>(it.second);
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auto configKey = configVar->GetCategory() + "." + configVar->GetName();
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if (config->contains_qualified(configKey)) {
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configVar->LoadConfigValue(config->get_qualified(configKey));
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}
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}
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XELOGI("Loaded config: %S", file_path.c_str());
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}
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void ReadGameConfig(std::wstring file_path) {
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const auto config = ParseConfig(xe::to_string(file_path));
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for (auto& it : *cvar::ConfigVars) {
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auto configVar = static_cast<cvar::IConfigVar*>(it.second);
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auto configKey = configVar->GetCategory() + "." + configVar->GetName();
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if (config->contains_qualified(configKey)) {
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configVar->LoadGameConfigValue(config->get_qualified(configKey));
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}
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}
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XELOGI("Loaded game config: %S", file_path.c_str());
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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 lastCategory;
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for (auto configVar : vars) {
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if (lastCategory != configVar->GetCategory()) {
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if (!lastCategory.empty()) {
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output << std::endl;
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}
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lastCategory = configVar->GetCategory();
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output << xe::format_string("[%s]\n", lastCategory.c_str());
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}
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output << std::left << std::setw(40) << std::setfill(' ')
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<< xe::format_string("%s = %s", configVar->GetName().c_str(),
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configVar->GetConfigValue().c_str());
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output << xe::format_string("\t# %s\n",
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configVar->GetDescription().c_str());
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}
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if (xe::filesystem::PathExists(config_path)) {
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std::ifstream existingConfigStream(xe::to_string(config_path).c_str());
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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(xe::to_string(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::wstring& 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_wstring(cvars::config);
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if (xe::filesystem::PathExists(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 = xe::join_paths(config_folder, config_name);
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if (xe::filesystem::PathExists(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::wstring& title_id) {
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const auto content_folder = xe::join_paths(config_folder, L"content");
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const auto game_folder = xe::join_paths(content_folder, title_id);
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const auto game_config_path = xe::join_paths(game_folder, config_name);
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if (xe::filesystem::PathExists(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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@ -0,0 +1,10 @@
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#ifndef XENIA_CONFIG_H_
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#define XENIA_CONFIG_H_
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#include <string>
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namespace config {
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void SetupConfig(const std::wstring& config_folder);
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void LoadGameConfig(const std::wstring& title_id);
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} // namespace config
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#endif // XENIA_CONFIG_H_
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