mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 13:30:02 +00:00
989 lines
30 KiB
C++
989 lines
30 KiB
C++
// Copyright (c) 2013- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "Common/Common.h"
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#include <string>
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#include <map>
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#include <memory>
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#include <algorithm>
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#include "Common/GPU/thin3d.h"
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#include "Common/Thread/ThreadManager.h"
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#include "Common/File/VFS/VFS.h"
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#include "Common/File/FileUtil.h"
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#include "Common/File/Path.h"
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#include "Common/Render/ManagedTexture.h"
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#include "Common/StringUtils.h"
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#include "Common/TimeUtil.h"
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#include "Core/FileSystems/ISOFileSystem.h"
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#include "Core/FileSystems/DirectoryFileSystem.h"
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#include "Core/FileSystems/VirtualDiscFileSystem.h"
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#include "Core/HLE/sceUtility.h"
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#include "Core/ELF/PBPReader.h"
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#include "Core/SaveState.h"
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#include "Core/System.h"
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#include "Core/Loaders.h"
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#include "Core/Util/GameManager.h"
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#include "Core/Config.h"
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#include "UI/GameInfoCache.h"
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GameInfoCache *g_gameInfoCache;
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void GameInfoTex::Clear() {
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if (!data.empty()) {
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data.clear();
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dataLoaded = false;
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}
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if (texture) {
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texture->Release();
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texture = nullptr;
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}
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timeLoaded = 0.0;
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}
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GameInfo::GameInfo(const Path &gamePath) : filePath_(gamePath) {
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// here due to a forward decl.
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fileType = IdentifiedFileType::UNKNOWN;
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}
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GameInfo::~GameInfo() {
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std::lock_guard<std::mutex> guard(lock);
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sndDataLoaded = false;
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icon.Clear();
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pic0.Clear();
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pic1.Clear();
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fileLoader.reset();
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}
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bool GameInfo::Delete() {
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switch (fileType) {
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case IdentifiedFileType::PSP_ISO:
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case IdentifiedFileType::PSP_ISO_NP:
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{
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// Just delete the one file (TODO: handle two-disk games as well somehow).
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Path fileToRemove = filePath_;
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INFO_LOG(Log::System, "Deleting file %s", fileToRemove.c_str());
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File::Delete(fileToRemove);
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g_Config.RemoveRecent(filePath_.ToString());
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return true;
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}
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case IdentifiedFileType::PSP_PBP_DIRECTORY:
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case IdentifiedFileType::PSP_SAVEDATA_DIRECTORY:
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{
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// TODO: This could be handled by Core/Util/GameManager too somehow.
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Path directoryToRemove = ResolvePBPDirectory(filePath_);
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INFO_LOG(Log::System, "Deleting directory %s", directoryToRemove.c_str());
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if (!File::DeleteDirRecursively(directoryToRemove)) {
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ERROR_LOG(Log::System, "Failed to delete file");
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return false;
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}
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g_Config.CleanRecent();
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return true;
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}
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case IdentifiedFileType::PSP_ELF:
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case IdentifiedFileType::UNKNOWN_BIN:
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case IdentifiedFileType::UNKNOWN_ELF:
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case IdentifiedFileType::UNKNOWN_ISO:
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case IdentifiedFileType::ARCHIVE_RAR:
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case IdentifiedFileType::ARCHIVE_ZIP:
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case IdentifiedFileType::ARCHIVE_7Z:
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case IdentifiedFileType::PPSSPP_GE_DUMP:
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{
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const Path &fileToRemove = filePath_;
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INFO_LOG(Log::System, "Deleting file %s", fileToRemove.c_str());
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File::Delete(fileToRemove);
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g_Config.RemoveRecent(filePath_.ToString());
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return true;
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}
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case IdentifiedFileType::PPSSPP_SAVESTATE:
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{
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const Path &ppstPath = filePath_;
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INFO_LOG(Log::System, "Deleting file %s", ppstPath.c_str());
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File::Delete(ppstPath);
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const Path screenshotPath = filePath_.WithReplacedExtension(".ppst", ".jpg");
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if (File::Exists(screenshotPath)) {
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File::Delete(screenshotPath);
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}
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return true;
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}
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default:
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INFO_LOG(Log::System, "Don't know how to delete this type of file: %s", filePath_.c_str());
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return false;
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}
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}
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u64 GameInfo::GetSizeOnDiskInBytes() {
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switch (fileType) {
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case IdentifiedFileType::PSP_PBP_DIRECTORY:
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case IdentifiedFileType::PSP_SAVEDATA_DIRECTORY:
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return File::ComputeRecursiveDirectorySize(ResolvePBPDirectory(filePath_));
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case IdentifiedFileType::PSP_DISC_DIRECTORY:
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return File::ComputeRecursiveDirectorySize(GetFileLoader()->GetPath());
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default:
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return GetFileLoader()->FileSize();
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}
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}
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u64 GameInfo::GetSizeUncompressedInBytes() {
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switch (fileType) {
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case IdentifiedFileType::PSP_PBP_DIRECTORY:
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case IdentifiedFileType::PSP_SAVEDATA_DIRECTORY:
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return File::ComputeRecursiveDirectorySize(ResolvePBPDirectory(filePath_));
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case IdentifiedFileType::PSP_DISC_DIRECTORY:
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return File::ComputeRecursiveDirectorySize(GetFileLoader()->GetPath());
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default:
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{
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BlockDevice *blockDevice = constructBlockDevice(GetFileLoader().get());
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if (blockDevice) {
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u64 size = blockDevice->GetUncompressedSize();
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delete blockDevice;
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return size;
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} else {
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return GetFileLoader()->FileSize();
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}
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}
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}
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}
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std::string GetFileDateAsString(const Path &filename) {
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tm time;
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if (File::GetModifTime(filename, time)) {
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char buf[256];
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switch (g_Config.iDateFormat) {
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case PSP_SYSTEMPARAM_DATE_FORMAT_YYYYMMDD:
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strftime(buf, sizeof(buf), "%Y-%m-%d %H:%M:%S", &time);
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break;
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case PSP_SYSTEMPARAM_DATE_FORMAT_MMDDYYYY:
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strftime(buf, sizeof(buf), "%m-%d-%Y %H:%M:%S", &time);
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break;
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case PSP_SYSTEMPARAM_DATE_FORMAT_DDMMYYYY:
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strftime(buf, sizeof(buf), "%d-%m-%Y %H:%M:%S", &time);
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break;
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default: // Should never happen
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return "";
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}
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return std::string(buf);
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}
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return "";
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}
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std::string GameInfo::GetMTime() const {
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switch (fileType) {
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case IdentifiedFileType::PSP_SAVEDATA_DIRECTORY:
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return GetFileDateAsString(GetFilePath() / "PARAM.SFO");
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case IdentifiedFileType::PSP_PBP_DIRECTORY:
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return GetFileDateAsString(GetFilePath() / "EBOOT.PBP");
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default:
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return GetFileDateAsString(GetFilePath());
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}
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}
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// Not too meaningful if the object itself is a savedata directory...
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// Call this under lock.
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std::vector<Path> GameInfo::GetSaveDataDirectories() {
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_dbg_assert_(hasFlags & GameInfoFlags::PARAM_SFO); // so we know we have the ID.
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Path memc = GetSysDirectory(DIRECTORY_SAVEDATA);
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std::vector<File::FileInfo> dirs;
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File::GetFilesInDir(memc, &dirs);
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std::vector<Path> directories;
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if (id.size() < 5) {
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return directories;
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}
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for (size_t i = 0; i < dirs.size(); i++) {
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if (startsWith(dirs[i].name, id)) {
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directories.push_back(dirs[i].fullName);
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}
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}
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return directories;
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}
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u64 GameInfo::GetGameSavedataSizeInBytes() {
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if (fileType == IdentifiedFileType::PSP_SAVEDATA_DIRECTORY || fileType == IdentifiedFileType::PPSSPP_SAVESTATE) {
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return 0;
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}
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std::vector<Path> saveDataDir = GetSaveDataDirectories();
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u64 totalSize = 0;
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u64 filesSizeInDir = 0;
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for (size_t j = 0; j < saveDataDir.size(); j++) {
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std::vector<File::FileInfo> fileInfo;
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File::GetFilesInDir(saveDataDir[j], &fileInfo);
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for (auto const &file : fileInfo) {
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if (!file.isDirectory)
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filesSizeInDir += file.size;
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}
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if (filesSizeInDir < 0xA00000) {
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// HACK: Generally the savedata size in a dir shouldn't be more than 10MB.
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totalSize += filesSizeInDir;
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}
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filesSizeInDir = 0;
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}
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return totalSize;
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}
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u64 GameInfo::GetInstallDataSizeInBytes() {
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if (fileType == IdentifiedFileType::PSP_SAVEDATA_DIRECTORY || fileType == IdentifiedFileType::PPSSPP_SAVESTATE) {
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return 0;
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}
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std::vector<Path> saveDataDir = GetSaveDataDirectories();
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u64 totalSize = 0;
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u64 filesSizeInDir = 0;
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for (size_t j = 0; j < saveDataDir.size(); j++) {
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std::vector<File::FileInfo> fileInfo;
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File::GetFilesInDir(saveDataDir[j], &fileInfo);
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for (auto const &file : fileInfo) {
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// TODO: Might want to recurse here? Don't know games that use directories
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// for install-data though.
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if (!file.isDirectory)
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filesSizeInDir += file.size;
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}
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if (filesSizeInDir >= 0xA00000) {
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// HACK: Generally the savedata size in a dir shouldn't be more than 10MB.
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// This is probably GameInstall data.
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totalSize += filesSizeInDir;
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}
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filesSizeInDir = 0;
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}
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return totalSize;
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}
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bool GameInfo::CreateLoader() {
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if (!fileLoader) {
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std::lock_guard<std::mutex> guard(loaderLock);
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fileLoader.reset(ConstructFileLoader(filePath_));
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if (!fileLoader)
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return false;
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}
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return true;
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}
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std::shared_ptr<FileLoader> GameInfo::GetFileLoader() {
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if (filePath_.empty()) {
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// Happens when workqueue tries to figure out priorities,
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// because Priority() calls GetFileLoader()... gnarly.
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return fileLoader;
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}
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std::lock_guard<std::mutex> guard(loaderLock);
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if (!fileLoader) {
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FileLoader *loader = ConstructFileLoader(filePath_);
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fileLoader.reset(loader);
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return fileLoader;
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}
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return fileLoader;
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}
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void GameInfo::DisposeFileLoader() {
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std::lock_guard<std::mutex> guard(loaderLock);
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fileLoader.reset();
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}
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bool GameInfo::DeleteAllSaveData() {
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std::vector<Path> saveDataDir = GetSaveDataDirectories();
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for (size_t j = 0; j < saveDataDir.size(); j++) {
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std::vector<File::FileInfo> fileInfo;
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File::GetFilesInDir(saveDataDir[j], &fileInfo);
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for (size_t i = 0; i < fileInfo.size(); i++) {
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File::Delete(fileInfo[i].fullName);
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}
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File::DeleteDir(saveDataDir[j]);
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}
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return true;
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}
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void GameInfo::ParseParamSFO() {
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title = paramSFO.GetValueString("TITLE");
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id = paramSFO.GetValueString("DISC_ID");
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id_version = id + "_" + paramSFO.GetValueString("DISC_VERSION");
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disc_total = paramSFO.GetValueInt("DISC_TOTAL");
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disc_number = paramSFO.GetValueInt("DISC_NUMBER");
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// region = paramSFO.GetValueInt("REGION"); // Always seems to be 32768?
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region = GAMEREGION_OTHER;
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if (id_version.size() >= 4) {
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std::string regStr = id_version.substr(0, 4);
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// Guesswork
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switch (regStr[2]) {
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case 'E': region = GAMEREGION_EUROPE; break;
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case 'U': region = GAMEREGION_USA; break;
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case 'J': region = GAMEREGION_JAPAN; break;
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case 'H': region = GAMEREGION_HONGKONG; break;
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case 'A': region = GAMEREGION_ASIA; break;
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case 'K': region = GAMEREGION_KOREA; break;
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}
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/*
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if (regStr == "NPEZ" || regStr == "NPEG" || regStr == "ULES" || regStr == "UCES" ||
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regStr == "NPEX") {
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region = GAMEREGION_EUROPE;
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} else if (regStr == "NPUG" || regStr == "NPUZ" || regStr == "ULUS" || regStr == "UCUS") {
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region = GAMEREGION_USA;
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} else if (regStr == "NPJH" || regStr == "NPJG" || regStr == "ULJM"|| regStr == "ULJS") {
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region = GAMEREGION_JAPAN;
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} else if (regStr == "NPHG") {
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region = GAMEREGION_HONGKONG;
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} else if (regStr == "UCAS") {
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region = GAMEREGION_CHINA;
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}*/
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}
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}
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std::string GameInfo::GetTitle() {
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std::lock_guard<std::mutex> guard(lock);
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if ((hasFlags & GameInfoFlags::PARAM_SFO) && !title.empty()) {
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return title;
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} else {
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return filePath_.GetFilename();
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}
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}
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void GameInfo::SetTitle(const std::string &newTitle) {
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std::lock_guard<std::mutex> guard(lock);
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title = newTitle;
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}
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void GameInfo::FinishPendingTextureLoads(Draw::DrawContext *draw) {
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if (draw && icon.dataLoaded && !icon.texture) {
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SetupTexture(draw, icon);
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}
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if (draw && pic0.dataLoaded && !pic0.texture) {
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SetupTexture(draw, pic0);
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}
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if (draw && pic1.dataLoaded && !pic1.texture) {
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SetupTexture(draw, pic1);
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}
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}
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void GameInfo::SetupTexture(Draw::DrawContext *thin3d, GameInfoTex &tex) {
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if (tex.timeLoaded) {
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// Failed before, skip.
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return;
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}
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if (tex.data.empty()) {
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tex.timeLoaded = time_now_d();
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return;
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}
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using namespace Draw;
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// TODO: Use TempImage to semi-load the image in the worker task, then here we
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// could just call CreateTextureFromTempImage.
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tex.texture = CreateTextureFromFileData(thin3d, (const uint8_t *)tex.data.data(), tex.data.size(), ImageFileType::DETECT, false, GetTitle().c_str());
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tex.timeLoaded = time_now_d();
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if (!tex.texture) {
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ERROR_LOG(Log::G3D, "Failed creating texture (%s) from %d-byte file", GetTitle().c_str(), (int)tex.data.size());
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}
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}
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static bool ReadFileToString(IFileSystem *fs, const char *filename, std::string *contents, std::mutex *mtx) {
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PSPFileInfo info = fs->GetFileInfo(filename);
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if (!info.exists) {
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return false;
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}
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int handle = fs->OpenFile(filename, FILEACCESS_READ);
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if (handle < 0) {
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return false;
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}
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if (mtx) {
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std::string data;
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data.resize(info.size);
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size_t readSize = fs->ReadFile(handle, (u8 *)data.data(), info.size);
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fs->CloseFile(handle);
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if (readSize != info.size) {
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return false;
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}
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std::lock_guard<std::mutex> lock(*mtx);
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*contents = std::move(data);
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} else {
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contents->resize(info.size);
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size_t readSize = fs->ReadFile(handle, (u8 *)contents->data(), info.size);
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fs->CloseFile(handle);
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if (readSize != info.size) {
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return false;
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}
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}
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return true;
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}
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static bool ReadLocalFileToString(const Path &path, std::string *contents, std::mutex *mtx) {
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std::string data;
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if (!File::ReadBinaryFileToString(path, &data)) {
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return false;
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}
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if (mtx) {
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std::lock_guard<std::mutex> lock(*mtx);
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*contents = std::move(data);
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} else {
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*contents = std::move(data);
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}
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return true;
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}
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static bool ReadVFSToString(const char *filename, std::string *contents, std::mutex *mtx) {
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size_t sz;
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uint8_t *data = g_VFS.ReadFile(filename, &sz);
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if (data) {
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if (mtx) {
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std::lock_guard<std::mutex> lock(*mtx);
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*contents = std::string((const char *)data, sz);
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} else {
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*contents = std::string((const char *)data, sz);
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}
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} else {
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return false;
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}
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delete [] data;
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return true;
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}
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class GameInfoWorkItem : public Task {
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public:
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GameInfoWorkItem(const Path &gamePath, std::shared_ptr<GameInfo> &info, GameInfoFlags flags)
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: gamePath_(gamePath), info_(info), flags_(flags) {}
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~GameInfoWorkItem() {
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info_->DisposeFileLoader();
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}
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TaskType Type() const override {
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return TaskType::IO_BLOCKING;
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}
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TaskPriority Priority() const override {
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switch (gamePath_.Type()) {
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case PathType::NATIVE:
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case PathType::CONTENT_URI:
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return TaskPriority::NORMAL;
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default:
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// Remote/network access.
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return TaskPriority::LOW;
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}
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}
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void Run() override {
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// An early-return will result in the destructor running, where we can set
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// flags like working and pending.
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if (!info_->CreateLoader() || !info_->GetFileLoader() || !info_->GetFileLoader()->Exists()) {
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// Mark everything requested as done, so
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std::unique_lock<std::mutex> lock(info_->lock);
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info_->MarkReadyNoLock(flags_);
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ERROR_LOG(Log::Loader, "Failed getting game info for %s", info_->GetFilePath().ToVisualString().c_str());
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return;
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}
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std::string errorString;
|
|
|
|
if (flags_ & GameInfoFlags::FILE_TYPE) {
|
|
info_->fileType = Identify_File(info_->GetFileLoader().get(), &errorString);
|
|
}
|
|
|
|
if (!info_->Ready(GameInfoFlags::FILE_TYPE) && !(flags_ & GameInfoFlags::FILE_TYPE)) {
|
|
_dbg_assert_(false);
|
|
}
|
|
|
|
switch (info_->fileType) {
|
|
case IdentifiedFileType::PSP_PBP:
|
|
case IdentifiedFileType::PSP_PBP_DIRECTORY:
|
|
{
|
|
auto pbpLoader = info_->GetFileLoader();
|
|
if (info_->fileType == IdentifiedFileType::PSP_PBP_DIRECTORY) {
|
|
Path ebootPath = ResolvePBPFile(gamePath_);
|
|
if (ebootPath != gamePath_) {
|
|
pbpLoader.reset(ConstructFileLoader(ebootPath));
|
|
}
|
|
}
|
|
|
|
PBPReader pbp(pbpLoader.get());
|
|
if (!pbp.IsValid()) {
|
|
if (pbp.IsELF()) {
|
|
goto handleELF;
|
|
}
|
|
ERROR_LOG(Log::Loader, "invalid pbp '%s'\n", pbpLoader->GetPath().c_str());
|
|
// We can't win here - just mark everything pending as fetched, and let the caller
|
|
// handle the missing data.
|
|
std::unique_lock<std::mutex> lock(info_->lock);
|
|
info_->MarkReadyNoLock(flags_);
|
|
return;
|
|
}
|
|
|
|
// First, PARAM.SFO.
|
|
if (flags_ & GameInfoFlags::PARAM_SFO) {
|
|
std::vector<u8> sfoData;
|
|
if (pbp.GetSubFile(PBP_PARAM_SFO, &sfoData)) {
|
|
std::lock_guard<std::mutex> lock(info_->lock);
|
|
info_->paramSFO.ReadSFO(sfoData);
|
|
info_->ParseParamSFO();
|
|
|
|
// Assuming PSP_PBP_DIRECTORY without ID or with disc_total < 1 in GAME dir must be homebrew
|
|
if ((info_->id.empty() || !info_->disc_total)
|
|
&& gamePath_.FilePathContainsNoCase("PSP/GAME/")
|
|
&& info_->fileType == IdentifiedFileType::PSP_PBP_DIRECTORY) {
|
|
info_->id = g_paramSFO.GenerateFakeID(gamePath_);
|
|
info_->id_version = info_->id + "_1.00";
|
|
info_->region = GAMEREGION_MAX + 1; // Homebrew
|
|
}
|
|
info_->MarkReadyNoLock(GameInfoFlags::PARAM_SFO);
|
|
}
|
|
}
|
|
|
|
// Then, ICON0.PNG.
|
|
if (flags_ & GameInfoFlags::ICON) {
|
|
if (pbp.GetSubFileSize(PBP_ICON0_PNG) > 0) {
|
|
std::lock_guard<std::mutex> lock(info_->lock);
|
|
pbp.GetSubFileAsString(PBP_ICON0_PNG, &info_->icon.data);
|
|
} else {
|
|
Path screenshot_jpg = GetSysDirectory(DIRECTORY_SCREENSHOT) / (info_->id + "_00000.jpg");
|
|
Path screenshot_png = GetSysDirectory(DIRECTORY_SCREENSHOT) / (info_->id + "_00000.png");
|
|
// Try using png/jpg screenshots first
|
|
if (File::Exists(screenshot_png))
|
|
ReadLocalFileToString(screenshot_png, &info_->icon.data, &info_->lock);
|
|
else if (File::Exists(screenshot_jpg))
|
|
ReadLocalFileToString(screenshot_jpg, &info_->icon.data, &info_->lock);
|
|
else
|
|
// Read standard icon
|
|
ReadVFSToString("unknown.png", &info_->icon.data, &info_->lock);
|
|
}
|
|
info_->icon.dataLoaded = true;
|
|
}
|
|
|
|
if (flags_ & GameInfoFlags::BG) {
|
|
if (pbp.GetSubFileSize(PBP_PIC0_PNG) > 0) {
|
|
std::string data;
|
|
pbp.GetSubFileAsString(PBP_PIC0_PNG, &data);
|
|
std::lock_guard<std::mutex> lock(info_->lock);
|
|
info_->pic0.data = std::move(data);
|
|
info_->pic0.dataLoaded = true;
|
|
}
|
|
if (pbp.GetSubFileSize(PBP_PIC1_PNG) > 0) {
|
|
std::string data;
|
|
pbp.GetSubFileAsString(PBP_PIC1_PNG, &data);
|
|
std::lock_guard<std::mutex> lock(info_->lock);
|
|
info_->pic1.data = std::move(data);
|
|
info_->pic1.dataLoaded = true;
|
|
}
|
|
}
|
|
if (flags_ & GameInfoFlags::SND) {
|
|
if (pbp.GetSubFileSize(PBP_SND0_AT3) > 0) {
|
|
std::string data;
|
|
pbp.GetSubFileAsString(PBP_SND0_AT3, &data);
|
|
std::lock_guard<std::mutex> lock(info_->lock);
|
|
info_->sndFileData = std::move(data);
|
|
info_->sndDataLoaded = true;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case IdentifiedFileType::PSP_ELF:
|
|
handleELF:
|
|
// An elf on its own has no usable information, no icons, no nothing.
|
|
if (flags_ & GameInfoFlags::PARAM_SFO) {
|
|
info_->id = g_paramSFO.GenerateFakeID(gamePath_);
|
|
info_->id_version = info_->id + "_1.00";
|
|
info_->region = GAMEREGION_MAX + 1; // Homebrew
|
|
}
|
|
|
|
if (flags_ & GameInfoFlags::ICON) {
|
|
std::string id = g_paramSFO.GenerateFakeID(gamePath_);
|
|
// Due to the dependency of the BASIC info, we fetch it already here.
|
|
Path screenshot_jpg = GetSysDirectory(DIRECTORY_SCREENSHOT) / (id + "_00000.jpg");
|
|
Path screenshot_png = GetSysDirectory(DIRECTORY_SCREENSHOT) / (id + "_00000.png");
|
|
// Try using png/jpg screenshots first
|
|
if (File::Exists(screenshot_png)) {
|
|
ReadLocalFileToString(screenshot_png, &info_->icon.data, &info_->lock);
|
|
} else if (File::Exists(screenshot_jpg)) {
|
|
ReadLocalFileToString(screenshot_jpg, &info_->icon.data, &info_->lock);
|
|
} else {
|
|
// Read standard icon
|
|
VERBOSE_LOG(Log::Loader, "Loading unknown.png because there was an ELF");
|
|
ReadVFSToString("unknown.png", &info_->icon.data, &info_->lock);
|
|
}
|
|
info_->icon.dataLoaded = true;
|
|
}
|
|
break;
|
|
|
|
case IdentifiedFileType::PSP_SAVEDATA_DIRECTORY:
|
|
{
|
|
SequentialHandleAllocator handles;
|
|
VirtualDiscFileSystem umd(&handles, gamePath_);
|
|
|
|
if (flags_ & GameInfoFlags::PARAM_SFO) {
|
|
// Alright, let's fetch the PARAM.SFO.
|
|
std::string paramSFOcontents;
|
|
if (ReadFileToString(&umd, "/PARAM.SFO", ¶mSFOcontents, 0)) {
|
|
std::lock_guard<std::mutex> lock(info_->lock);
|
|
info_->paramSFO.ReadSFO((const u8 *)paramSFOcontents.data(), paramSFOcontents.size());
|
|
info_->ParseParamSFO();
|
|
info_->MarkReadyNoLock(GameInfoFlags::PARAM_SFO);
|
|
}
|
|
}
|
|
if (flags_ & GameInfoFlags::ICON) {
|
|
ReadFileToString(&umd, "/ICON0.PNG", &info_->icon.data, &info_->lock);
|
|
info_->icon.dataLoaded = true;
|
|
}
|
|
if (flags_ & GameInfoFlags::BG) {
|
|
ReadFileToString(&umd, "/PIC1.PNG", &info_->pic1.data, &info_->lock);
|
|
info_->pic1.dataLoaded = true;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case IdentifiedFileType::PPSSPP_SAVESTATE:
|
|
{
|
|
if (flags_ & GameInfoFlags::PARAM_SFO) {
|
|
info_->SetTitle(SaveState::GetTitle(gamePath_));
|
|
std::lock_guard<std::mutex> lock(info_->lock);
|
|
info_->MarkReadyNoLock(GameInfoFlags::PARAM_SFO);
|
|
}
|
|
|
|
// Let's use the screenshot as an icon, too.
|
|
if (flags_ & GameInfoFlags::ICON) {
|
|
Path screenshotPath = gamePath_.WithReplacedExtension(".ppst", ".jpg");
|
|
if (ReadLocalFileToString(screenshotPath, &info_->icon.data, &info_->lock)) {
|
|
info_->icon.dataLoaded = true;
|
|
} else {
|
|
ERROR_LOG(Log::G3D, "Error loading screenshot data: '%s'", screenshotPath.c_str());
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case IdentifiedFileType::PPSSPP_GE_DUMP:
|
|
{
|
|
if (flags_ & GameInfoFlags::ICON) {
|
|
Path screenshotPath = gamePath_.WithReplacedExtension(".ppdmp", ".png");
|
|
// Let's use the comparison screenshot as an icon, if it exists.
|
|
if (ReadLocalFileToString(screenshotPath, &info_->icon.data, &info_->lock)) {
|
|
info_->icon.dataLoaded = true;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case IdentifiedFileType::PSP_DISC_DIRECTORY:
|
|
{
|
|
SequentialHandleAllocator handles;
|
|
VirtualDiscFileSystem umd(&handles, gamePath_);
|
|
|
|
// Alright, let's fetch the PARAM.SFO.
|
|
if (flags_ & GameInfoFlags::PARAM_SFO) {
|
|
std::string paramSFOcontents;
|
|
if (ReadFileToString(&umd, "/PSP_GAME/PARAM.SFO", ¶mSFOcontents, nullptr)) {
|
|
std::lock_guard<std::mutex> lock(info_->lock);
|
|
info_->paramSFO.ReadSFO((const u8 *)paramSFOcontents.data(), paramSFOcontents.size());
|
|
info_->ParseParamSFO();
|
|
}
|
|
}
|
|
|
|
if (flags_ & GameInfoFlags::ICON) {
|
|
ReadFileToString(&umd, "/PSP_GAME/ICON0.PNG", &info_->icon.data, &info_->lock);
|
|
info_->icon.dataLoaded = true;
|
|
}
|
|
if (flags_ & GameInfoFlags::BG) {
|
|
ReadFileToString(&umd, "/PSP_GAME/PIC0.PNG", &info_->pic0.data, &info_->lock);
|
|
info_->pic0.dataLoaded = true;
|
|
ReadFileToString(&umd, "/PSP_GAME/PIC1.PNG", &info_->pic1.data, &info_->lock);
|
|
info_->pic1.dataLoaded = true;
|
|
}
|
|
if (flags_ & GameInfoFlags::SND) {
|
|
ReadFileToString(&umd, "/PSP_GAME/SND0.AT3", &info_->sndFileData, &info_->lock);
|
|
info_->pic1.dataLoaded = true;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case IdentifiedFileType::PSP_ISO:
|
|
case IdentifiedFileType::PSP_ISO_NP:
|
|
{
|
|
SequentialHandleAllocator handles;
|
|
// Let's assume it's an ISO.
|
|
// TODO: This will currently read in the whole directory tree. Not really necessary for just a
|
|
// few files.
|
|
auto fl = info_->GetFileLoader();
|
|
if (!fl) {
|
|
// BAD! Can't win here.
|
|
ERROR_LOG(Log::Loader, "Failed getting game info for ISO %s", info_->GetFilePath().ToVisualString().c_str());
|
|
std::unique_lock<std::mutex> lock(info_->lock);
|
|
info_->MarkReadyNoLock(flags_);
|
|
return;
|
|
}
|
|
BlockDevice *bd = constructBlockDevice(info_->GetFileLoader().get());
|
|
if (!bd) {
|
|
ERROR_LOG(Log::Loader, "Failed constructing block device for ISO %s", info_->GetFilePath().ToVisualString().c_str());
|
|
std::unique_lock<std::mutex> lock(info_->lock);
|
|
info_->MarkReadyNoLock(flags_);
|
|
return;
|
|
}
|
|
ISOFileSystem umd(&handles, bd);
|
|
|
|
// Alright, let's fetch the PARAM.SFO.
|
|
if (flags_ & GameInfoFlags::PARAM_SFO) {
|
|
std::string paramSFOcontents;
|
|
if (ReadFileToString(&umd, "/PSP_GAME/PARAM.SFO", ¶mSFOcontents, nullptr)) {
|
|
{
|
|
std::lock_guard<std::mutex> lock(info_->lock);
|
|
info_->paramSFO.ReadSFO((const u8 *)paramSFOcontents.data(), paramSFOcontents.size());
|
|
info_->ParseParamSFO();
|
|
|
|
// quick-update the info while we have the lock, so we don't need to wait for the image load to display the title.
|
|
info_->MarkReadyNoLock(GameInfoFlags::PARAM_SFO);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (flags_ & GameInfoFlags::BG) {
|
|
info_->pic0.dataLoaded = ReadFileToString(&umd, "/PSP_GAME/PIC0.PNG", &info_->pic0.data, &info_->lock);
|
|
info_->pic1.dataLoaded = ReadFileToString(&umd, "/PSP_GAME/PIC1.PNG", &info_->pic1.data, &info_->lock);
|
|
}
|
|
|
|
if (flags_ & GameInfoFlags::SND) {
|
|
info_->sndDataLoaded = ReadFileToString(&umd, "/PSP_GAME/SND0.AT3", &info_->sndFileData, &info_->lock);
|
|
}
|
|
|
|
// Fall back to unknown icon if ISO is broken/is a homebrew ISO, override is allowed though
|
|
if (flags_ & GameInfoFlags::ICON) {
|
|
if (!ReadFileToString(&umd, "/PSP_GAME/ICON0.PNG", &info_->icon.data, &info_->lock)) {
|
|
Path screenshot_jpg = GetSysDirectory(DIRECTORY_SCREENSHOT) / (info_->id + "_00000.jpg");
|
|
Path screenshot_png = GetSysDirectory(DIRECTORY_SCREENSHOT) / (info_->id + "_00000.png");
|
|
// Try using png/jpg screenshots first
|
|
if (File::Exists(screenshot_png))
|
|
info_->icon.dataLoaded = ReadLocalFileToString(screenshot_png, &info_->icon.data, &info_->lock);
|
|
else if (File::Exists(screenshot_jpg))
|
|
info_->icon.dataLoaded = ReadLocalFileToString(screenshot_jpg, &info_->icon.data, &info_->lock);
|
|
else {
|
|
DEBUG_LOG(Log::Loader, "Loading unknown.png because no icon was found");
|
|
info_->icon.dataLoaded = ReadVFSToString("unknown.png", &info_->icon.data, &info_->lock);
|
|
}
|
|
} else {
|
|
info_->icon.dataLoaded = true;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case IdentifiedFileType::ARCHIVE_ZIP:
|
|
if (flags_ & GameInfoFlags::ICON) {
|
|
ReadVFSToString("zip.png", &info_->icon.data, &info_->lock);
|
|
info_->icon.dataLoaded = true;
|
|
}
|
|
break;
|
|
|
|
case IdentifiedFileType::ARCHIVE_RAR:
|
|
if (flags_ & GameInfoFlags::ICON) {
|
|
ReadVFSToString("rargray.png", &info_->icon.data, &info_->lock);
|
|
info_->icon.dataLoaded = true;
|
|
}
|
|
break;
|
|
|
|
case IdentifiedFileType::ARCHIVE_7Z:
|
|
if (flags_ & GameInfoFlags::ICON) {
|
|
ReadVFSToString("7z.png", &info_->icon.data, &info_->lock);
|
|
info_->icon.dataLoaded = true;
|
|
}
|
|
break;
|
|
|
|
case IdentifiedFileType::NORMAL_DIRECTORY:
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (flags_ & GameInfoFlags::PARAM_SFO) {
|
|
// We fetch the hasConfig together with the params, since that's what fills out the id.
|
|
info_->hasConfig = g_Config.hasGameConfig(info_->id);
|
|
}
|
|
|
|
if (flags_ & GameInfoFlags::SIZE) {
|
|
std::lock_guard<std::mutex> lock(info_->lock);
|
|
info_->gameSizeOnDisk = info_->GetSizeOnDiskInBytes();
|
|
switch (info_->fileType) {
|
|
case IdentifiedFileType::PSP_ISO:
|
|
case IdentifiedFileType::PSP_ISO_NP:
|
|
case IdentifiedFileType::PSP_DISC_DIRECTORY:
|
|
case IdentifiedFileType::PSP_PBP:
|
|
case IdentifiedFileType::PSP_PBP_DIRECTORY:
|
|
info_->saveDataSize = info_->GetGameSavedataSizeInBytes();
|
|
info_->installDataSize = info_->GetInstallDataSizeInBytes();
|
|
break;
|
|
default:
|
|
info_->saveDataSize = 0;
|
|
info_->installDataSize = 0;
|
|
break;
|
|
}
|
|
}
|
|
if (flags_ & GameInfoFlags::UNCOMPRESSED_SIZE) {
|
|
info_->gameSizeUncompressed = info_->GetSizeUncompressedInBytes();
|
|
}
|
|
|
|
// Time to update the flags.
|
|
std::unique_lock<std::mutex> lock(info_->lock);
|
|
info_->MarkReadyNoLock(flags_);
|
|
// INFO_LOG(Log::System, "Completed writing info for %s", info_->GetTitle().c_str());
|
|
}
|
|
|
|
private:
|
|
Path gamePath_;
|
|
std::shared_ptr<GameInfo> info_;
|
|
GameInfoFlags flags_{};
|
|
|
|
DISALLOW_COPY_AND_ASSIGN(GameInfoWorkItem);
|
|
};
|
|
|
|
GameInfoCache::GameInfoCache() {
|
|
Init();
|
|
}
|
|
|
|
GameInfoCache::~GameInfoCache() {
|
|
Clear();
|
|
Shutdown();
|
|
}
|
|
|
|
void GameInfoCache::Init() {}
|
|
|
|
void GameInfoCache::Shutdown() {
|
|
CancelAll();
|
|
}
|
|
|
|
void GameInfoCache::Clear() {
|
|
CancelAll();
|
|
|
|
std::lock_guard<std::mutex> lock(mapLock_);
|
|
info_.clear();
|
|
}
|
|
|
|
void GameInfoCache::CancelAll() {
|
|
std::lock_guard<std::mutex> lock(mapLock_);
|
|
for (auto info : info_) {
|
|
// GetFileLoader will create one if there isn't one already.
|
|
// Avoid that by checking.
|
|
if (info.second->HasFileLoader()) {
|
|
auto fl = info.second->GetFileLoader();
|
|
if (fl) {
|
|
fl->Cancel();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void GameInfoCache::FlushBGs() {
|
|
std::lock_guard<std::mutex> lock(mapLock_);
|
|
for (auto iter = info_.begin(); iter != info_.end(); iter++) {
|
|
std::lock_guard<std::mutex> lock(iter->second->lock);
|
|
iter->second->pic0.Clear();
|
|
iter->second->pic1.Clear();
|
|
if (!iter->second->sndFileData.empty()) {
|
|
iter->second->sndFileData.clear();
|
|
iter->second->sndDataLoaded = false;
|
|
}
|
|
iter->second->hasFlags &= ~(GameInfoFlags::BG | GameInfoFlags::SND);
|
|
}
|
|
}
|
|
|
|
void GameInfoCache::PurgeType(IdentifiedFileType fileType) {
|
|
bool retry = false;
|
|
int retryCount = 10;
|
|
// Trickery to avoid sleeping with the lock held.
|
|
do {
|
|
if (retry) {
|
|
retryCount--;
|
|
if (retryCount == 0) {
|
|
break;
|
|
}
|
|
}
|
|
retry = false;
|
|
{
|
|
std::lock_guard<std::mutex> lock(mapLock_);
|
|
for (auto iter = info_.begin(); iter != info_.end();) {
|
|
auto &info = iter->second;
|
|
if (!(info->hasFlags & GameInfoFlags::FILE_TYPE)) {
|
|
iter++;
|
|
continue;
|
|
}
|
|
if (info->fileType != fileType) {
|
|
iter++;
|
|
continue;
|
|
}
|
|
// TODO: Find a better way to wait here.
|
|
if (info->pendingFlags != (GameInfoFlags)0) {
|
|
INFO_LOG(Log::Loader, "%s: pending flags %08x, retrying", info->GetTitle().c_str(), (int)info->pendingFlags);
|
|
retry = true;
|
|
break;
|
|
}
|
|
iter = info_.erase(iter);
|
|
}
|
|
}
|
|
|
|
sleep_ms(10);
|
|
} while (retry);
|
|
}
|
|
|
|
// Call on the main thread ONLY - that is from stuff called from NativeFrame.
|
|
// Can also be called from the audio thread for menu background music, but that cannot request images!
|
|
std::shared_ptr<GameInfo> GameInfoCache::GetInfo(Draw::DrawContext *draw, const Path &gamePath, GameInfoFlags wantFlags) {
|
|
const std::string &pathStr = gamePath.ToString();
|
|
|
|
// _dbg_assert_(gamePath != GetSysDirectory(DIRECTORY_SAVEDATA));
|
|
|
|
// This is always needed to determine the method to get the other info, so make sure it's computed first.
|
|
wantFlags |= GameInfoFlags::FILE_TYPE;
|
|
|
|
mapLock_.lock();
|
|
|
|
auto iter = info_.find(pathStr);
|
|
if (iter != info_.end()) {
|
|
// There's already a structure about this game. Let's check.
|
|
std::shared_ptr<GameInfo> info = iter->second;
|
|
mapLock_.unlock();
|
|
|
|
info->FinishPendingTextureLoads(draw);
|
|
info->lastAccessedTime = time_now_d();
|
|
GameInfoFlags wanted = (GameInfoFlags)0;
|
|
{
|
|
// Careful now!
|
|
std::unique_lock<std::mutex> lock(info->lock);
|
|
GameInfoFlags hasFlags = info->hasFlags | info->pendingFlags; // We don't want to re-fetch data that we have, so or in pendingFlags.
|
|
wanted = (GameInfoFlags)((int)wantFlags & ~(int)hasFlags); // & is reserved for testing. ugh.
|
|
info->pendingFlags |= wanted;
|
|
}
|
|
if (wanted != (GameInfoFlags)0) {
|
|
// We're missing info that we want. Go get it!
|
|
GameInfoWorkItem *item = new GameInfoWorkItem(gamePath, info, wanted);
|
|
g_threadManager.EnqueueTask(item);
|
|
}
|
|
return info;
|
|
}
|
|
|
|
std::shared_ptr<GameInfo> info = std::make_shared<GameInfo>(gamePath);
|
|
info->pendingFlags = wantFlags;
|
|
info->lastAccessedTime = time_now_d();
|
|
info_.insert(std::make_pair(pathStr, info));
|
|
mapLock_.unlock();
|
|
|
|
// Just get all the stuff we wanted.
|
|
GameInfoWorkItem *item = new GameInfoWorkItem(gamePath, info, wantFlags);
|
|
g_threadManager.EnqueueTask(item);
|
|
return info;
|
|
}
|