mirror of
https://github.com/loot/libloot.git
synced 2026-07-27 14:16:01 -07:00
Replace LootState::UpdateGamesFromSettings()
With an load() that calls LootSettings::load() and enables/disables debug logging and includes the functionality of UpdateGamesFromSettings(). There isn't a test for this because it can only be tested for games detected as installed, and none can be without significant changes to the testing files/folders that would break most other tests.
This commit is contained in:
+4
-9
@@ -275,16 +275,11 @@ namespace loot {
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else if (requestName == "closeSettings") {
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BOOST_LOG_TRIVIAL(trace) << "Settings dialog closed and changes accepted, updating settings object.";
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// Update the settings.
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_lootState.load(request["args"][0]);
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// If the user has deleted a default game, we don't want to restore it now.
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// It will be restored when LOOT is next loaded.
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try {
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BOOST_LOG_TRIVIAL(trace) << "Updating games object.";
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_lootState.UpdateGamesFromSettings();
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// Also enable/disable debug logging as required.
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boost::log::core::get()->set_logging_enabled(_lootState.isDebugLoggingEnabled());
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// Update the settings.
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// If the user has deleted a default game, we don't want to restore it now.
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// It will be restored when LOOT is next loaded.
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_lootState.load(request["args"][0]);
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// Now send back the new list of installed games to the UI.
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BOOST_LOG_TRIVIAL(trace) << "Getting new list of installed games.";
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+49
-45
@@ -52,6 +52,54 @@ namespace fs = boost::filesystem;
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namespace loot {
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LootState::LootState() : unappliedChangeCounter(0), _currentGame(_games.end()) {}
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void LootState::load(YAML::Node& settings) {
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std::lock_guard<std::mutex> guard(mutex);
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LootSettings::load(settings);
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// Enable/disable debug logging in case it has changed.
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boost::log::core::get()->set_logging_enabled(isDebugLoggingEnabled());
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// Update existing games, add new games.
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unordered_set<string> newGameFolders;
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BOOST_LOG_TRIVIAL(trace) << "Updating existing games and adding new games.";
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for (const auto &game : getGameSettings()) {
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auto pos = find(_games.begin(), _games.end(), game);
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if (pos != _games.end()) {
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pos->SetName(game.Name())
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.SetMaster(game.Master())
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.SetRepoURL(game.RepoURL())
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.SetRepoBranch(game.RepoBranch())
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.SetGamePath(game.GamePath())
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.SetRegistryKey(game.RegistryKey());
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}
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else {
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BOOST_LOG_TRIVIAL(trace) << "Adding new game entry for: " << game.FolderName();
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_games.push_back(game);
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}
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newGameFolders.insert(game.FolderName());
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}
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// Remove deleted games. As the current game is stored using its index,
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// removing an earlier game may invalidate it.
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BOOST_LOG_TRIVIAL(trace) << "Removing deleted games.";
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for (auto it = _games.begin(); it != _games.end();) {
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if (newGameFolders.find(it->FolderName()) == newGameFolders.end()) {
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BOOST_LOG_TRIVIAL(trace) << "Removing game: " << it->FolderName();
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it = _games.erase(it);
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}
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else
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++it;
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}
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// Re-initialise the current game in case the game path setting was changed.
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_currentGame->Init(true);
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// Update game path in settings object.
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storeGameSettings(ToGameSettings(_games));
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}
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void LootState::Init(const std::string& cmdLineGame) {
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// Do some preliminary locale / UTF-8 support setup here, in case the settings file reading requires it.
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//Boost.Locale initialisation: Specify location of language dictionaries.
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@@ -75,7 +123,7 @@ namespace loot {
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}
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if (fs::exists(g_path_settings)) {
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try {
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load(g_path_settings);
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LootSettings::load(g_path_settings);
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}
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catch (exception& e) {
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_initErrors.push_back((format(translate("Error: Settings parsing failed. %1%")) % e.what()).str());
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@@ -159,50 +207,6 @@ namespace loot {
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LootSettings::save(file);
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}
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void LootState::UpdateGamesFromSettings() {
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std::lock_guard<std::mutex> guard(mutex);
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unordered_set<string> newGameFolders;
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// Update existing games, add new games.
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BOOST_LOG_TRIVIAL(trace) << "Updating existing games and adding new games.";
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for (const auto &game : getGameSettings()) {
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auto pos = find(_games.begin(), _games.end(), game);
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if (pos != _games.end()) {
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pos->SetName(game.Name())
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.SetMaster(game.Master())
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.SetRepoURL(game.RepoURL())
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.SetRepoBranch(game.RepoBranch())
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.SetGamePath(game.GamePath())
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.SetRegistryKey(game.RegistryKey());
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}
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else {
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BOOST_LOG_TRIVIAL(trace) << "Adding new game entry for: " << game.FolderName();
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_games.push_back(game);
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}
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newGameFolders.insert(game.FolderName());
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}
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// Remove deleted games. As the current game is stored using its index,
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// removing an earlier game may invalidate it.
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BOOST_LOG_TRIVIAL(trace) << "Removing deleted games.";
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for (auto it = _games.begin(); it != _games.end();) {
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if (newGameFolders.find(it->FolderName()) == newGameFolders.end()) {
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BOOST_LOG_TRIVIAL(trace) << "Removing game: " << it->FolderName();
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it = _games.erase(it);
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}
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else
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++it;
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}
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// Re-initialise the current game in case the game path setting was changed.
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_currentGame->Init(true);
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// Update game path in settings object.
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storeGameSettings(ToGameSettings(_games));
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}
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void LootState::ChangeGame(const std::string& newGameFolder) {
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std::lock_guard<std::mutex> guard(mutex);
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@@ -33,6 +33,7 @@ namespace loot {
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public:
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LootState();
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void load(YAML::Node& settings);
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void Init(const std::string& cmdLineGame);
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const std::vector<std::string>& InitErrors() const;
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@@ -40,7 +41,6 @@ namespace loot {
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Game& CurrentGame();
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void ChangeGame(const std::string& newGameFolder);
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void UpdateGamesFromSettings();
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// Get the folder names of the installed games.
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std::vector<std::string> InstalledGames();
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