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OpenMW/apps/openmw/mwstate/character.cpp

197 lines
5.1 KiB
C++

#include "character.hpp"
#include <algorithm>
#include <cctype>
#include <filesystem>
#include <sstream>
#include <tuple>
#include <utility>
#include <components/esm/defs.hpp>
#include <components/esm3/esmreader.hpp>
#include <components/misc/utf8stream.hpp>
#include <components/misc/strings/algorithm.hpp>
bool MWState::operator<(const Slot& left, const Slot& right)
{
return left.mTimeStamp < right.mTimeStamp;
}
std::string MWState::getFirstGameFile(const std::vector<std::string>& contentFiles)
{
for (const std::string& c : contentFiles)
{
if (Misc::StringUtils::ciEndsWith(c, ".esm") || Misc::StringUtils::ciEndsWith(c, ".omwgame"))
return c;
}
return "";
}
void MWState::Character::addSlot(const std::filesystem::path& path, const std::string& game)
{
Slot slot;
slot.mPath = path;
slot.mTimeStamp = std::filesystem::last_write_time(path);
ESM::ESMReader reader;
reader.open(slot.mPath);
if (reader.getRecName() != ESM::REC_SAVE)
return; // invalid save file -> ignore
reader.getRecHeader();
slot.mProfile.load(reader);
if (!Misc::StringUtils::ciEqual(getFirstGameFile(slot.mProfile.mContentFiles), game))
return; // this file is for a different game -> ignore
mSlots.push_back(slot);
}
void MWState::Character::addSlot(const ESM::SavedGame& profile)
{
Slot slot;
std::ostringstream stream;
// The profile description is user-supplied, so we need to escape the path
Utf8Stream description(profile.mDescription);
while (!description.eof())
{
auto c = description.consume();
if (c <= 0x7F && std::isalnum(c)) // Ignore multibyte characters and non alphanumeric characters
stream << static_cast<char>(c);
else
stream << '_';
}
const std::string ext = ".omwsave";
slot.mPath = mPath / (stream.str() + ext);
// Append an index if necessary to ensure a unique file
int i = 0;
while (std::filesystem::exists(slot.mPath))
{
const std::string test = stream.str() + " - " + std::to_string(++i);
slot.mPath = mPath / (test + ext);
}
slot.mProfile = profile;
slot.mTimeStamp = std::filesystem::file_time_type::clock::now();
mSlots.push_back(slot);
}
MWState::Character::Character(std::filesystem::path saves, const std::string& game)
: mPath(std::move(saves))
{
if (!std::filesystem::is_directory(mPath))
{
std::filesystem::create_directories(mPath);
}
else
{
for (const auto& iter : std::filesystem::directory_iterator(mPath))
{
try
{
addSlot(iter, game);
}
catch (...)
{
} // ignoring bad saved game files for now
}
std::sort(mSlots.begin(), mSlots.end());
}
}
void MWState::Character::cleanup()
{
if (mSlots.empty())
{
// All slots are gone, no need to keep the empty directory
if (std::filesystem::is_directory(mPath))
{
// Extra safety check to make sure the directory is empty (e.g. slots failed to parse header)
std::filesystem::directory_iterator it(mPath);
if (it == std::filesystem::directory_iterator())
std::filesystem::remove_all(mPath);
}
}
}
const MWState::Slot* MWState::Character::createSlot(const ESM::SavedGame& profile)
{
addSlot(profile);
return &mSlots.back();
}
void MWState::Character::deleteSlot(const Slot* slot)
{
int index = slot - mSlots.data();
if (index < 0 || index >= static_cast<int>(mSlots.size()))
{
// sanity check; not entirely reliable
throw std::logic_error("slot not found");
}
std::filesystem::remove(slot->mPath);
mSlots.erase(mSlots.begin() + index);
}
const MWState::Slot* MWState::Character::updateSlot(const Slot* slot, const ESM::SavedGame& profile)
{
int index = slot - mSlots.data();
if (index < 0 || index >= static_cast<int>(mSlots.size()))
{
// sanity check; not entirely reliable
throw std::logic_error("slot not found");
}
Slot newSlot = *slot;
newSlot.mProfile = profile;
newSlot.mTimeStamp = std::filesystem::file_time_type::clock::now();
mSlots.erase(mSlots.begin() + index);
mSlots.push_back(newSlot);
return &mSlots.back();
}
MWState::Character::SlotIterator MWState::Character::begin() const
{
return mSlots.rbegin();
}
MWState::Character::SlotIterator MWState::Character::end() const
{
return mSlots.rend();
}
const ESM::SavedGame& MWState::Character::getSignature() const
{
if (mSlots.empty())
throw std::logic_error("character signature not available");
const auto tiePlayerLevelAndTimeStamp
= [](const Slot& v) { return std::tie(v.mProfile.mPlayerLevel, v.mTimeStamp); };
const auto lessByPlayerLevelAndTimeStamp
= [&](const Slot& l, const Slot& r) { return tiePlayerLevelAndTimeStamp(l) < tiePlayerLevelAndTimeStamp(r); };
return std::max_element(mSlots.begin(), mSlots.end(), lessByPlayerLevelAndTimeStamp)->mProfile;
}
const std::filesystem::path& MWState::Character::getPath() const
{
return mPath;
}