scummvm/common/config-manager.cpp
2020-06-22 08:14:16 +02:00

732 lines
20 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/config-manager.h"
#include "common/debug.h"
#include "common/file.h"
#include "common/fs.h"
#include "common/system.h"
#include "common/textconsole.h"
static bool isValidDomainName(const Common::String &domName) {
const char *p = domName.c_str();
while (*p && (Common::isAlnum(*p) || *p == '-' || *p == '_'))
p++;
return *p == 0;
}
namespace Common {
DECLARE_SINGLETON(ConfigManager);
char const *const ConfigManager::kApplicationDomain = "scummvm";
char const *const ConfigManager::kTransientDomain = "__TRANSIENT";
char const *const ConfigManager::kKeymapperDomain = "keymapper";
#ifdef USE_CLOUD
char const *const ConfigManager::kCloudDomain = "cloud";
#endif
#pragma mark -
ConfigManager::ConfigManager() : _activeDomain(nullptr) {
}
void ConfigManager::defragment() {
ConfigManager *newInstance = new ConfigManager();
newInstance->copyFrom(*_singleton);
delete _singleton;
_singleton = newInstance;
}
void ConfigManager::copyFrom(ConfigManager &source) {
_transientDomain = source._transientDomain;
_gameDomains = source._gameDomains;
_miscDomains = source._miscDomains;
_appDomain = source._appDomain;
_defaultsDomain = source._defaultsDomain;
_keymapperDomain = source._keymapperDomain;
#ifdef USE_CLOUD
_cloudDomain = source._cloudDomain;
#endif
_domainSaveOrder = source._domainSaveOrder;
_activeDomainName = source._activeDomainName;
_activeDomain = &_gameDomains[_activeDomainName];
_filename = source._filename;
}
void ConfigManager::loadDefaultConfigFile() {
// Open the default config file
assert(g_system);
SeekableReadStream *stream = g_system->createConfigReadStream();
_filename.clear(); // clear the filename to indicate that we are using the default config file
// ... load it, if available ...
if (stream) {
loadFromStream(*stream);
// ... and close it again.
delete stream;
} else {
// No config file -> create new one!
debug("Default configuration file missing, creating a new one");
flushToDisk();
}
}
void ConfigManager::loadConfigFile(const String &filename) {
_filename = filename;
FSNode node(filename);
File cfg_file;
if (!cfg_file.open(node)) {
debug("Creating configuration file: %s", filename.c_str());
} else {
debug("Using configuration file: %s", _filename.c_str());
loadFromStream(cfg_file);
}
}
/**
* Add a ready-made domain based on its name and contents
* The domain name should not already exist in the ConfigManager.
**/
void ConfigManager::addDomain(const String &domainName, const ConfigManager::Domain &domain) {
if (domainName.empty())
return;
if (domainName == kApplicationDomain) {
_appDomain = domain;
} else if (domainName == kKeymapperDomain) {
_keymapperDomain = domain;
#ifdef USE_CLOUD
} else if (domainName == kCloudDomain) {
_cloudDomain = domain;
#endif
} else if (domain.contains("gameid")) {
// If the domain contains "gameid" we assume it's a game domain
if (_gameDomains.contains(domainName))
warning("Game domain %s already exists in ConfigManager", domainName.c_str());
_gameDomains[domainName] = domain;
_domainSaveOrder.push_back(domainName);
// Check if we have the same misc domain. For older config files
// we could have 'ghost' domains with the same name, so delete
// the ghost domain
if (_miscDomains.contains(domainName))
_miscDomains.erase(domainName);
} else {
// Otherwise it's a miscellaneous domain
if (_miscDomains.contains(domainName))
warning("Misc domain %s already exists in ConfigManager", domainName.c_str());
_miscDomains[domainName] = domain;
}
}
void ConfigManager::loadFromStream(SeekableReadStream &stream) {
String domainName;
String comment;
Domain domain;
int lineno = 0;
_appDomain.clear();
_gameDomains.clear();
_miscDomains.clear();
_transientDomain.clear();
_domainSaveOrder.clear();
_keymapperDomain.clear();
#ifdef USE_CLOUD
_cloudDomain.clear();
#endif
// TODO: Detect if a domain occurs multiple times (or likewise, if
// a key occurs multiple times inside one domain).
while (!stream.eos() && !stream.err()) {
lineno++;
// Read a line
String line = stream.readLine();
if (line.size() == 0) {
// Do nothing
} else if (line[0] == '#') {
// Accumulate comments here. Once we encounter either the start
// of a new domain, or a key-value-pair, we associate the value
// of the 'comment' variable with that entity.
comment += line;
comment += "\n";
} else if (line[0] == '[') {
// It's a new domain which begins here.
// Determine where the previously accumulated domain goes, if we accumulated anything.
addDomain(domainName, domain);
domain.clear();
const char *p = line.c_str() + 1;
// Get the domain name, and check whether it's valid (that
// is, verify that it only consists of alphanumerics,
// dashes and underscores).
while (*p && (isAlnum(*p) || *p == '-' || *p == '_'))
p++;
if (*p == '\0')
error("Config file buggy: missing ] in line %d", lineno);
else if (*p != ']')
error("Config file buggy: Invalid character '%c' occurred in section name in line %d", *p, lineno);
domainName = String(line.c_str() + 1, p);
domain.setDomainComment(comment);
comment.clear();
} else {
// This line should be a line with a 'key=value' pair, or an empty one.
// Skip leading whitespaces
const char *t = line.c_str();
while (isSpace(*t))
t++;
// Skip empty lines / lines with only whitespace
if (*t == 0)
continue;
// If no domain has been set, this config file is invalid!
if (domainName.empty()) {
error("Config file buggy: Key/value pair found outside a domain in line %d", lineno);
}
// Split string at '=' into 'key' and 'value'. First, find the "=" delimeter.
const char *p = strchr(t, '=');
if (!p)
error("Config file buggy: Junk found in line line %d: '%s'", lineno, t);
// Extract the key/value pair
String key(t, p);
String value(p + 1);
// Trim of spaces
key.trim();
value.trim();
// Finally, store the key/value pair in the active domain
domain[key] = value;
// Store comment
domain.setKVComment(key, comment);
comment.clear();
}
}
addDomain(domainName, domain); // Add the last domain found
}
void ConfigManager::flushToDisk() {
#ifndef __DC__
WriteStream *stream;
if (_filename.empty()) {
// Write to the default config file
assert(g_system);
stream = g_system->createConfigWriteStream();
if (!stream) // If writing to the config file is not possible, do nothing
return;
} else {
DumpFile *dump = new DumpFile();
assert(dump);
if (!dump->open(_filename)) {
warning("Unable to write configuration file: %s", _filename.c_str());
delete dump;
return;
}
stream = dump;
}
// Write the application domain
writeDomain(*stream, kApplicationDomain, _appDomain);
// Write the keymapper domain
writeDomain(*stream, kKeymapperDomain, _keymapperDomain);
#ifdef USE_CLOUD
// Write the cloud domain
writeDomain(*stream, kCloudDomain, _cloudDomain);
#endif
DomainMap::const_iterator d;
// Write the miscellaneous domains next
for (d = _miscDomains.begin(); d != _miscDomains.end(); ++d) {
writeDomain(*stream, d->_key, d->_value);
}
// First write the domains in _domainSaveOrder, in that order.
// Note: It's possible for _domainSaveOrder to list domains which
// are not present anymore, so we validate each name.
Array<String>::const_iterator i;
for (i = _domainSaveOrder.begin(); i != _domainSaveOrder.end(); ++i) {
if (_gameDomains.contains(*i)) {
writeDomain(*stream, *i, _gameDomains[*i]);
}
}
// Now write the domains which haven't been written yet
for (d = _gameDomains.begin(); d != _gameDomains.end(); ++d) {
if (find(_domainSaveOrder.begin(), _domainSaveOrder.end(), d->_key) == _domainSaveOrder.end())
writeDomain(*stream, d->_key, d->_value);
}
delete stream;
#endif // !__DC__
}
void ConfigManager::writeDomain(WriteStream &stream, const String &name, const Domain &domain) {
if (domain.empty())
return; // Don't bother writing empty domains.
// WORKAROUND: Fix for bug #1972625 "ALL: On-the-fly targets are
// written to the config file": Do not save domains that came from
// the command line
if (domain.contains("id_came_from_command_line"))
return;
String comment;
// Write domain comment (if any)
comment = domain.getDomainComment();
if (!comment.empty())
stream.writeString(comment);
// Write domain start
stream.writeByte('[');
stream.writeString(name);
stream.writeByte(']');
stream.writeByte('\n');
// Write all key/value pairs in this domain, including comments
Domain::const_iterator x;
for (x = domain.begin(); x != domain.end(); ++x) {
if (!x->_value.empty()) {
// Write comment (if any)
if (domain.hasKVComment(x->_key)) {
comment = domain.getKVComment(x->_key);
stream.writeString(comment);
}
// Write the key/value pair
stream.writeString(x->_key);
stream.writeByte('=');
stream.writeString(x->_value);
stream.writeByte('\n');
}
}
stream.writeByte('\n');
}
#pragma mark -
const ConfigManager::Domain *ConfigManager::getDomain(const String &domName) const {
assert(!domName.empty());
assert(isValidDomainName(domName));
if (domName == kTransientDomain)
return &_transientDomain;
if (domName == kApplicationDomain)
return &_appDomain;
if (domName == kKeymapperDomain)
return &_keymapperDomain;
#ifdef USE_CLOUD
if (domName == kCloudDomain)
return &_cloudDomain;
#endif
if (_gameDomains.contains(domName))
return &_gameDomains[domName];
if (_miscDomains.contains(domName))
return &_miscDomains[domName];
return nullptr;
}
ConfigManager::Domain *ConfigManager::getDomain(const String &domName) {
assert(!domName.empty());
assert(isValidDomainName(domName));
if (domName == kTransientDomain)
return &_transientDomain;
if (domName == kApplicationDomain)
return &_appDomain;
if (domName == kKeymapperDomain)
return &_keymapperDomain;
#ifdef USE_CLOUD
if (domName == kCloudDomain)
return &_cloudDomain;
#endif
if (_gameDomains.contains(domName))
return &_gameDomains[domName];
if (_miscDomains.contains(domName))
return &_miscDomains[domName];
return nullptr;
}
#pragma mark -
bool ConfigManager::hasKey(const String &key) const {
// Search the domains in the following order:
// 1) the transient domain,
// 2) the active game domain (if any),
// 3) the application domain.
// The defaults domain is explicitly *not* checked.
if (_transientDomain.contains(key))
return true;
if (_activeDomain && _activeDomain->contains(key))
return true;
if (_appDomain.contains(key))
return true;
return false;
}
bool ConfigManager::hasKey(const String &key, const String &domName) const {
// FIXME: For now we continue to allow empty domName to indicate
// "use 'default' domain". This is mainly needed for the SCUMM ConfigDialog
// and should be removed ASAP.
if (domName.empty())
return hasKey(key);
const Domain *domain = getDomain(domName);
if (!domain)
return false;
return domain->contains(key);
}
void ConfigManager::removeKey(const String &key, const String &domName) {
Domain *domain = getDomain(domName);
if (!domain)
error("ConfigManager::removeKey(%s, %s) called on non-existent domain",
key.c_str(), domName.c_str());
domain->erase(key);
}
#pragma mark -
const String &ConfigManager::get(const String &key) const {
if (_transientDomain.contains(key))
return _transientDomain[key];
else if (_activeDomain && _activeDomain->contains(key))
return (*_activeDomain)[key];
else if (_appDomain.contains(key))
return _appDomain[key];
return _defaultsDomain.getVal(key);
}
const String &ConfigManager::get(const String &key, const String &domName) const {
// FIXME: For now we continue to allow empty domName to indicate
// "use 'default' domain". This is mainly needed for the SCUMM ConfigDialog
// and should be removed ASAP.
if (domName.empty())
return get(key);
const Domain *domain = getDomain(domName);
if (!domain)
error("ConfigManager::get(%s,%s) called on non-existent domain",
key.c_str(), domName.c_str());
if (domain->contains(key))
return (*domain)[key];
return _defaultsDomain.getVal(key);
}
int ConfigManager::getInt(const String &key, const String &domName) const {
String value(get(key, domName));
char *errpos;
// For now, be tolerant against missing config keys. Strictly spoken, it is
// a bug in the calling code to retrieve an int for a key which isn't even
// present... and a default value of 0 seems rather arbitrary.
if (value.empty())
return 0;
// We use the special value '0' for the base passed to strtol. Doing that
// makes it possible to enter hex values as "0x1234", but also decimal
// values ("123") are still valid.
int ivalue = (int)strtol(value.c_str(), &errpos, 0);
if (value.c_str() == errpos)
error("ConfigManager::getInt(%s,%s): '%s' is not a valid integer",
key.c_str(), domName.c_str(), errpos);
return ivalue;
}
bool ConfigManager::getBool(const String &key, const String &domName) const {
String value(get(key, domName));
bool val;
if (parseBool(value, val))
return val;
error("ConfigManager::getBool(%s,%s): '%s' is not a valid bool",
key.c_str(), domName.c_str(), value.c_str());
}
#pragma mark -
void ConfigManager::set(const String &key, const String &value) {
// Remove the transient domain value, if any.
_transientDomain.erase(key);
// Write the new key/value pair into the active domain, resp. into
// the application domain if no game domain is active.
if (_activeDomain)
(*_activeDomain)[key] = value;
else
_appDomain[key] = value;
}
void ConfigManager::setAndFlush(const String &key, const Common::String &value) {
if (value.empty() && !hasKey(key)) {
return;
}
if (hasKey(key) && get(key) == value) {
return;
}
set(key, value);
flushToDisk();
}
void ConfigManager::set(const String &key, const String &value, const String &domName) {
// FIXME: For now we continue to allow empty domName to indicate
// "use 'default' domain". This is mainly needed for the SCUMM ConfigDialog
// and should be removed ASAP.
if (domName.empty()) {
set(key, value);
return;
}
Domain *domain = getDomain(domName);
if (!domain)
error("ConfigManager::set(%s,%s,%s) called on non-existent domain",
key.c_str(), value.c_str(), domName.c_str());
(*domain)[key] = value;
// TODO/FIXME: We used to erase the given key from the transient domain
// here. Do we still want to do that?
// It was probably there to simplify the options dialogs code:
// Imagine you are editing the current options (via the SCUMM ConfigDialog,
// for example). If you edit the game domain for that, but a matching
// entry in the transient domain is present, than your changes may not take
// effect. So you want to remove the key from the transient domain before
// adding it to the active domain.
// But doing this here seems rather evil... need to comb the options dialog
// code to find out if it's still necessary, and if that's the case, how
// to replace it in a clean fashion...
#if 0
if (domName == kTransientDomain)
_transientDomain[key] = value;
else {
if (domName == kApplicationDomain) {
_appDomain[key] = value;
if (_activeDomainName.empty() || !_gameDomains[_activeDomainName].contains(key))
_transientDomain.erase(key);
} else {
_gameDomains[domName][key] = value;
if (domName == _activeDomainName)
_transientDomain.erase(key);
}
}
#endif
}
void ConfigManager::setInt(const String &key, int value, const String &domName) {
set(key, String::format("%i", value), domName);
}
void ConfigManager::setBool(const String &key, bool value, const String &domName) {
set(key, String(value ? "true" : "false"), domName);
}
#pragma mark -
void ConfigManager::registerDefault(const String &key, const String &value) {
_defaultsDomain[key] = value;
}
void ConfigManager::registerDefault(const String &key, const char *value) {
registerDefault(key, String(value));
}
void ConfigManager::registerDefault(const String &key, int value) {
registerDefault(key, String::format("%i", value));
}
void ConfigManager::registerDefault(const String &key, bool value) {
registerDefault(key, value ? "true" : "false");
}
#pragma mark -
void ConfigManager::setActiveDomain(const String &domName) {
if (domName.empty()) {
_activeDomain = nullptr;
} else {
assert(isValidDomainName(domName));
_activeDomain = &_gameDomains[domName];
}
_activeDomainName = domName;
}
void ConfigManager::addGameDomain(const String &domName) {
assert(!domName.empty());
assert(isValidDomainName(domName));
// TODO: Do we want to generate an error/warning if a domain with
// the given name already exists?
_gameDomains[domName];
// Add it to the _domainSaveOrder, if it's not already in there
if (find(_domainSaveOrder.begin(), _domainSaveOrder.end(), domName) == _domainSaveOrder.end())
_domainSaveOrder.push_back(domName);
}
void ConfigManager::addMiscDomain(const String &domName) {
assert(!domName.empty());
assert(isValidDomainName(domName));
_miscDomains[domName];
}
void ConfigManager::removeGameDomain(const String &domName) {
assert(!domName.empty());
assert(isValidDomainName(domName));
if (domName == _activeDomainName) {
_activeDomainName.clear();
_activeDomain = nullptr;
}
_gameDomains.erase(domName);
}
void ConfigManager::removeMiscDomain(const String &domName) {
assert(!domName.empty());
assert(isValidDomainName(domName));
_miscDomains.erase(domName);
}
void ConfigManager::renameGameDomain(const String &oldName, const String &newName) {
renameDomain(oldName, newName, _gameDomains);
if (_activeDomainName == oldName) {
_activeDomainName = newName;
_activeDomain = &_gameDomains[newName];
}
}
void ConfigManager::renameMiscDomain(const String &oldName, const String &newName) {
renameDomain(oldName, newName, _miscDomains);
}
/**
* Common private function to rename both game and misc domains
**/
void ConfigManager::renameDomain(const String &oldName, const String &newName, DomainMap &map) {
if (oldName == newName)
return;
assert(!oldName.empty());
assert(!newName.empty());
assert(isValidDomainName(oldName));
assert(isValidDomainName(newName));
// _gameDomains[newName].merge(_gameDomains[oldName]);
Domain &oldDom = map[oldName];
Domain &newDom = map[newName];
Domain::const_iterator iter;
for (iter = oldDom.begin(); iter != oldDom.end(); ++iter)
newDom[iter->_key] = iter->_value;
map.erase(oldName);
}
bool ConfigManager::hasGameDomain(const String &domName) const {
assert(!domName.empty());
return isValidDomainName(domName) && _gameDomains.contains(domName);
}
bool ConfigManager::hasMiscDomain(const String &domName) const {
assert(!domName.empty());
return isValidDomainName(domName) && _miscDomains.contains(domName);
}
#pragma mark -
void ConfigManager::Domain::setDomainComment(const String &comment) {
_domainComment = comment;
}
const String &ConfigManager::Domain::getDomainComment() const {
return _domainComment;
}
void ConfigManager::Domain::setKVComment(const String &key, const String &comment) {
_keyValueComments[key] = comment;
}
const String &ConfigManager::Domain::getKVComment(const String &key) const {
return _keyValueComments[key];
}
bool ConfigManager::Domain::hasKVComment(const String &key) const {
return _keyValueComments.contains(key);
}
} // End of namespace Common