dolphin/Source/Core/UICommon/GameFileCache.cpp
JosJuice 3a6df63e9b DiscIO: Add support for the NFS format
For a few years now, I've been thinking it would be nice to make Dolphin
support reading Wii games in the format they come in when you download
them from the Wii U eShop. The Wii U eShop has some good deals on Wii
games (Metroid Prime Trilogy especially is rather expensive if you try
to buy it physically!), and it's the only place right now where you can
buy Wii games digitally.

Of course, Nintendo being Nintendo, next year they're going to shut down
this only place where you can buy Wii games digitally. I kind of wish I
had implemented this feature earlier so that people would've had ample
time to buy the games they want, but... better late than never, right?

I used MIT-licensed code from the NOD library as a reference when
implementing this. None of the code has been directly copied, but
you may notice that the names of the struct members are very similar.
c1635245b8/lib/DiscIONFS.cpp
2022-08-04 22:00:58 +02:00

290 lines
7.9 KiB
C++

// Copyright 2017 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "UICommon/GameFileCache.h"
#include <algorithm>
#include <atomic>
#include <cstddef>
#include <functional>
#include <list>
#include <memory>
#include <mutex>
#include <string>
#include <unordered_set>
#include <utility>
#include <vector>
#include "Common/ChunkFile.h"
#include "Common/CommonTypes.h"
#include "Common/FileSearch.h"
#include "Common/FileUtil.h"
#include "Common/IOFile.h"
#include "DiscIO/DirectoryBlob.h"
#include "UICommon/GameFile.h"
namespace UICommon
{
static constexpr u32 CACHE_REVISION = 22; // Last changed in PR 10932
std::vector<std::string> FindAllGamePaths(const std::vector<std::string>& directories_to_scan,
bool recursive_scan)
{
static const std::vector<std::string> search_extensions = {
".gcm", ".tgc", ".iso", ".ciso", ".gcz", ".wbfs", ".wia",
".rvz", ".nfs", ".wad", ".dol", ".elf", ".json"};
// TODO: We could process paths iteratively as they are found
return Common::DoFileSearch(directories_to_scan, search_extensions, recursive_scan);
}
GameFileCache::GameFileCache() : m_path(File::GetUserPath(D_CACHE_IDX) + "gamelist.cache")
{
}
void GameFileCache::ForEach(std::function<void(const std::shared_ptr<const GameFile>&)> f) const
{
for (const std::shared_ptr<GameFile>& item : m_cached_files)
f(item);
}
size_t GameFileCache::GetSize() const
{
return m_cached_files.size();
}
void GameFileCache::Clear(DeleteOnDisk delete_on_disk)
{
if (delete_on_disk != DeleteOnDisk::No)
File::Delete(m_path);
m_cached_files.clear();
}
std::shared_ptr<const GameFile> GameFileCache::AddOrGet(const std::string& path,
bool* cache_changed)
{
auto it = std::find_if(
m_cached_files.begin(), m_cached_files.end(),
[&path](const std::shared_ptr<GameFile>& file) { return file->GetFilePath() == path; });
const bool found = it != m_cached_files.cend();
if (!found)
{
std::shared_ptr<UICommon::GameFile> game = std::make_shared<GameFile>(path);
if (!game->IsValid())
return nullptr;
m_cached_files.emplace_back(std::move(game));
}
std::shared_ptr<GameFile>& result = found ? *it : m_cached_files.back();
if (UpdateAdditionalMetadata(&result) || !found)
*cache_changed = true;
return result;
}
bool GameFileCache::Update(
const std::vector<std::string>& all_game_paths,
std::function<void(const std::shared_ptr<const GameFile>&)> game_added_to_cache,
std::function<void(const std::string&)> game_removed_from_cache,
const std::atomic_bool& processing_halted)
{
// Copy game paths into a set, except ones that match DiscIO::ShouldHideFromGameList.
// TODO: Prevent DoFileSearch from looking inside /files/ directories of DirectoryBlobs at all?
// TODO: Make DoFileSearch support filter predicates so we don't have remove things afterwards?
std::unordered_set<std::string> game_paths;
game_paths.reserve(all_game_paths.size());
for (const std::string& path : all_game_paths)
{
if (!DiscIO::ShouldHideFromGameList(path))
game_paths.insert(path);
}
bool cache_changed = false;
// Delete paths that aren't in game_paths from m_cached_files,
// while simultaneously deleting paths that are in m_cached_files from game_paths.
// For the sake of speed, we don't care about maintaining the order of m_cached_files.
{
auto it = m_cached_files.begin();
auto end = m_cached_files.end();
while (it != end)
{
if (processing_halted)
break;
if (game_paths.erase((*it)->GetFilePath()))
{
++it;
}
else
{
if (game_removed_from_cache)
game_removed_from_cache((*it)->GetFilePath());
cache_changed = true;
--end;
*it = std::move(*end);
}
}
m_cached_files.erase(it, m_cached_files.end());
}
// Now that the previous loop has run, game_paths only contains paths that
// aren't in m_cached_files, so we simply add all of them to m_cached_files.
for (const std::string& path : game_paths)
{
if (processing_halted)
break;
auto file = std::make_shared<GameFile>(path);
if (file->IsValid())
{
if (game_added_to_cache)
game_added_to_cache(file);
cache_changed = true;
m_cached_files.push_back(std::move(file));
}
}
return cache_changed;
}
bool GameFileCache::UpdateAdditionalMetadata(
std::function<void(const std::shared_ptr<const GameFile>&)> game_updated,
const std::atomic_bool& processing_halted)
{
bool cache_changed = false;
for (std::shared_ptr<GameFile>& file : m_cached_files)
{
if (processing_halted)
break;
const bool updated = UpdateAdditionalMetadata(&file);
cache_changed |= updated;
if (game_updated && updated)
game_updated(file);
}
return cache_changed;
}
bool GameFileCache::UpdateAdditionalMetadata(std::shared_ptr<GameFile>* game_file)
{
const bool xml_metadata_changed = (*game_file)->XMLMetadataChanged();
const bool wii_banner_changed = (*game_file)->WiiBannerChanged();
const bool custom_banner_changed = (*game_file)->CustomBannerChanged();
(*game_file)->DownloadDefaultCover();
const bool default_cover_changed = (*game_file)->DefaultCoverChanged();
const bool custom_cover_changed = (*game_file)->CustomCoverChanged();
if (!xml_metadata_changed && !wii_banner_changed && !custom_banner_changed &&
!default_cover_changed && !custom_cover_changed)
{
return false;
}
// If a cached file needs an update, apply the updates to a copy and delete the original.
// This makes the usage of cached files in other threads safe.
std::shared_ptr<GameFile> copy = std::make_shared<GameFile>(**game_file);
if (xml_metadata_changed)
copy->XMLMetadataCommit();
if (wii_banner_changed)
copy->WiiBannerCommit();
if (custom_banner_changed)
copy->CustomBannerCommit();
if (default_cover_changed)
copy->DefaultCoverCommit();
if (custom_cover_changed)
copy->CustomCoverCommit();
std::atomic_store(game_file, std::move(copy));
return true;
}
bool GameFileCache::Load()
{
return SyncCacheFile(false);
}
bool GameFileCache::Save()
{
return SyncCacheFile(true);
}
bool GameFileCache::SyncCacheFile(bool save)
{
const char* open_mode = save ? "wb" : "rb";
File::IOFile f(m_path, open_mode);
if (!f)
return false;
bool success = false;
if (save)
{
// Measure the size of the buffer.
u8* ptr = nullptr;
PointerWrap p_measure(&ptr, 0, PointerWrap::Mode::Measure);
DoState(&p_measure);
const size_t buffer_size = reinterpret_cast<size_t>(ptr);
// Then actually do the write.
std::vector<u8> buffer(buffer_size);
ptr = buffer.data();
PointerWrap p(&ptr, buffer_size, PointerWrap::Mode::Write);
DoState(&p, buffer_size);
if (f.WriteBytes(buffer.data(), buffer.size()))
success = true;
}
else
{
std::vector<u8> buffer(f.GetSize());
if (!buffer.empty() && f.ReadBytes(buffer.data(), buffer.size()))
{
u8* ptr = buffer.data();
PointerWrap p(&ptr, buffer.size(), PointerWrap::Mode::Read);
DoState(&p, buffer.size());
if (p.IsReadMode())
success = true;
}
}
if (!success)
{
// If some file operation failed, try to delete the probably-corrupted cache
f.Close();
File::Delete(m_path);
}
return success;
}
void GameFileCache::DoState(PointerWrap* p, u64 size)
{
struct
{
u32 revision;
u64 expected_size;
} header = {CACHE_REVISION, size};
p->Do(header);
if (p->IsReadMode())
{
if (header.revision != CACHE_REVISION || header.expected_size != size)
{
p->SetMeasureMode();
return;
}
}
p->DoEachElement(m_cached_files, [](PointerWrap& state, std::shared_ptr<GameFile>& elem) {
if (state.IsReadMode())
elem = std::make_shared<GameFile>();
elem->DoState(state);
});
}
} // namespace UICommon