mirror of
https://gitlab.com/OpenMW/openmw.git
synced 2025-01-06 00:55:50 +00:00
197 lines
5.1 KiB
C++
197 lines
5.1 KiB
C++
#include "character.hpp"
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#include <algorithm>
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#include <cctype>
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#include <filesystem>
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#include <sstream>
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#include <tuple>
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#include <utility>
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#include <components/esm/defs.hpp>
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#include <components/esm3/esmreader.hpp>
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#include <components/misc/utf8stream.hpp>
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#include <components/misc/strings/algorithm.hpp>
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bool MWState::operator<(const Slot& left, const Slot& right)
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{
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return left.mTimeStamp < right.mTimeStamp;
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}
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std::string MWState::getFirstGameFile(const std::vector<std::string>& contentFiles)
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{
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for (const std::string& c : contentFiles)
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{
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if (Misc::StringUtils::ciEndsWith(c, ".esm") || Misc::StringUtils::ciEndsWith(c, ".omwgame"))
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return c;
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}
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return "";
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}
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void MWState::Character::addSlot(const std::filesystem::path& path, const std::string& game)
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{
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Slot slot;
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slot.mPath = path;
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slot.mTimeStamp = std::filesystem::last_write_time(path);
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ESM::ESMReader reader;
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reader.open(slot.mPath);
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if (reader.getRecName() != ESM::REC_SAVE)
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return; // invalid save file -> ignore
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reader.getRecHeader();
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slot.mProfile.load(reader);
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if (!Misc::StringUtils::ciEqual(getFirstGameFile(slot.mProfile.mContentFiles), game))
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return; // this file is for a different game -> ignore
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mSlots.push_back(slot);
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}
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void MWState::Character::addSlot(const ESM::SavedGame& profile)
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{
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Slot slot;
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std::ostringstream stream;
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// The profile description is user-supplied, so we need to escape the path
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Utf8Stream description(profile.mDescription);
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while (!description.eof())
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{
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auto c = description.consume();
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if (c <= 0x7F && std::isalnum(c)) // Ignore multibyte characters and non alphanumeric characters
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stream << static_cast<char>(c);
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else
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stream << '_';
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}
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const std::string ext = ".omwsave";
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slot.mPath = mPath / (stream.str() + ext);
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// Append an index if necessary to ensure a unique file
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int i = 0;
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while (std::filesystem::exists(slot.mPath))
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{
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const std::string test = stream.str() + " - " + std::to_string(++i);
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slot.mPath = mPath / (test + ext);
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}
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slot.mProfile = profile;
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slot.mTimeStamp = std::filesystem::file_time_type::clock::now();
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mSlots.push_back(slot);
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}
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MWState::Character::Character(std::filesystem::path saves, const std::string& game)
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: mPath(std::move(saves))
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{
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if (!std::filesystem::is_directory(mPath))
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{
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std::filesystem::create_directories(mPath);
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}
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else
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{
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for (const auto& iter : std::filesystem::directory_iterator(mPath))
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{
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try
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{
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addSlot(iter, game);
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}
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catch (...)
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{
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} // ignoring bad saved game files for now
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}
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std::sort(mSlots.begin(), mSlots.end());
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}
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}
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void MWState::Character::cleanup()
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{
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if (mSlots.empty())
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{
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// All slots are gone, no need to keep the empty directory
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if (std::filesystem::is_directory(mPath))
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{
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// Extra safety check to make sure the directory is empty (e.g. slots failed to parse header)
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std::filesystem::directory_iterator it(mPath);
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if (it == std::filesystem::directory_iterator())
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std::filesystem::remove_all(mPath);
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}
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}
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}
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const MWState::Slot* MWState::Character::createSlot(const ESM::SavedGame& profile)
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{
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addSlot(profile);
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return &mSlots.back();
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}
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void MWState::Character::deleteSlot(const Slot* slot)
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{
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int index = slot - mSlots.data();
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if (index < 0 || index >= static_cast<int>(mSlots.size()))
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{
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// sanity check; not entirely reliable
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throw std::logic_error("slot not found");
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}
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std::filesystem::remove(slot->mPath);
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mSlots.erase(mSlots.begin() + index);
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}
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const MWState::Slot* MWState::Character::updateSlot(const Slot* slot, const ESM::SavedGame& profile)
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{
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int index = slot - mSlots.data();
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if (index < 0 || index >= static_cast<int>(mSlots.size()))
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{
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// sanity check; not entirely reliable
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throw std::logic_error("slot not found");
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}
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Slot newSlot = *slot;
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newSlot.mProfile = profile;
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newSlot.mTimeStamp = std::filesystem::file_time_type::clock::now();
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mSlots.erase(mSlots.begin() + index);
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mSlots.push_back(newSlot);
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return &mSlots.back();
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}
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MWState::Character::SlotIterator MWState::Character::begin() const
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{
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return mSlots.rbegin();
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}
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MWState::Character::SlotIterator MWState::Character::end() const
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{
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return mSlots.rend();
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}
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const ESM::SavedGame& MWState::Character::getSignature() const
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{
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if (mSlots.empty())
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throw std::logic_error("character signature not available");
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const auto tiePlayerLevelAndTimeStamp
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= [](const Slot& v) { return std::tie(v.mProfile.mPlayerLevel, v.mTimeStamp); };
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const auto lessByPlayerLevelAndTimeStamp
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= [&](const Slot& l, const Slot& r) { return tiePlayerLevelAndTimeStamp(l) < tiePlayerLevelAndTimeStamp(r); };
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return std::max_element(mSlots.begin(), mSlots.end(), lessByPlayerLevelAndTimeStamp)->mProfile;
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}
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const std::filesystem::path& MWState::Character::getPath() const
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{
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return mPath;
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}
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