mirror of
https://github.com/loot/libloot.git
synced 2026-07-27 14:16:01 -07:00
+3
-29
@@ -43,11 +43,11 @@ namespace fs = boost::filesystem;
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namespace lc = boost::locale;
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namespace loot {
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std::vector<Game> GetGames(YAML::Node& settings) {
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vector<Game> games;
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std::list<Game> GetGames(YAML::Node& settings) {
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list<Game> games;
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if (settings["games"])
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games = settings["games"].as< vector<Game> >();
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games = settings["games"].as< list<Game> >();
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if (find(games.begin(), games.end(), Game(Game::tes4)) == games.end())
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games.push_back(Game(Game::tes4));
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@@ -67,32 +67,6 @@ namespace loot {
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return games;
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}
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size_t SelectGame(const YAML::Node& settings, const std::vector<Game>& games, const std::string& cmdLineGame) {
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string preferredGame(cmdLineGame);
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if (preferredGame.empty()) {
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// Get preferred game from settings.
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if (settings["game"] && settings["game"].as<string>() != "auto")
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preferredGame = settings["game"].as<string>();
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else if (settings["lastGame"] && settings["lastGame"].as<string>() != "auto")
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preferredGame = settings["lastGame"].as<string>();
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}
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// Get index of preferred game if there is one.
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for (size_t i = 0; i < games.size(); ++i) {
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if (preferredGame.empty() && games[i].IsInstalled())
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return i;
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else if (!preferredGame.empty() && preferredGame == games[i].FolderName() && games[i].IsInstalled())
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return i;
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}
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// Preferred game not found, just pick the first installed one.
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for (size_t i = 0; i < games.size(); ++i) {
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if (games[i].IsInstalled())
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return i;
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}
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throw error(error::no_game_detected, "None of the supported games were detected.");
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}
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// MetadataList member functions
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//------------------------------
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+1
-3
@@ -185,9 +185,7 @@ namespace loot {
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void InitLibloHandle();
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};
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std::vector<Game> GetGames(YAML::Node& settings);
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size_t SelectGame(const YAML::Node& settings, const std::vector<Game>& games, const std::string& cmdLineGame);
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std::list<Game> GetGames(YAML::Node& settings);
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}
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#endif
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+46
-18
@@ -136,7 +136,7 @@ namespace loot {
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// LootState member functions
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//---------------------------
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LootState::LootState() : numUnappliedChanges(0), _currentGame(0) {}
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LootState::LootState() : numUnappliedChanges(0), _currentGame(_games.end()) {}
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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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@@ -239,9 +239,9 @@ namespace loot {
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try {
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BOOST_LOG_TRIVIAL(debug) << "Selecting game.";
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_currentGame = SelectGame(_settings, _games, cmdLineGame);
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SelectGame(cmdLineGame);
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BOOST_LOG_TRIVIAL(debug) << "Initialising game-specific settings.";
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_games[_currentGame].Init(true);
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_currentGame->Init(true);
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// Update game path in settings object.
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_settings["games"] = _games;
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}
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@@ -255,20 +255,21 @@ namespace loot {
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_initErrors.push_back((format(translate("Error: Game-specific settings could not be initialised. %1%")) % e.what()).str());
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}
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}
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BOOST_LOG_TRIVIAL(debug) << "Game selected is " << _games[_currentGame].Name();
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BOOST_LOG_TRIVIAL(debug) << "Game selected is " << _currentGame->Name();
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}
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const std::vector<std::string>& LootState::InitErrors() const {
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return _initErrors;
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}
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void LootState::UpdateGames(std::vector<Game>& games) {
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void LootState::UpdateGames(std::list<Game>& games) {
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// Acquire the lock for the scope of this method.
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base::AutoLock lock_scope(_lock);
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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 (auto &game : games) {
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auto pos = find(_games.begin(), _games.end(), game);
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@@ -276,6 +277,7 @@ namespace loot {
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pos->SetDetails(game.Name(), game.Master(), game.RepoURL(), game.RepoBranch(), game.GamePath().string(), 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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@@ -284,13 +286,10 @@ namespace loot {
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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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if (distance(_games.begin(), it) < _currentGame) {
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// Deleting a game before the current game, so the current game's
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// index decreases by one.
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--_currentGame;
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}
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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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@@ -298,7 +297,7 @@ namespace loot {
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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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_games[_currentGame].Init(true);
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_currentGame->Init(true);
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// Update game path in settings object.
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_settings["games"] = _games;
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}
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@@ -308,20 +307,19 @@ namespace loot {
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base::AutoLock lock_scope(_lock);
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BOOST_LOG_TRIVIAL(debug) << "Changing current game to that with folder: " << newGameFolder;
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auto it = find(_games.begin(), _games.end(), newGameFolder);
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_currentGame = find(_games.begin(), _games.end(), newGameFolder);
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_currentGame->Init(true);
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_currentGame = std::distance(_games.begin(), it);
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_games[_currentGame].Init(true);
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// Update game path in settings object.
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_settings["games"] = _games;
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BOOST_LOG_TRIVIAL(debug) << "New game is " << _games[_currentGame].Name();
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BOOST_LOG_TRIVIAL(debug) << "New game is " << _currentGame->Name();
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}
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Game& LootState::CurrentGame() {
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// Acquire the lock for the scope of this method.
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base::AutoLock lock_scope(_lock);
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return _games[_currentGame];
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return *_currentGame;
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}
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std::vector<std::string> LootState::InstalledGames() const {
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@@ -348,7 +346,7 @@ namespace loot {
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// Acquire the lock for the scope of this method.
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base::AutoLock lock_scope(_lock);
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_settings["lastGame"] = _games[_currentGame].FolderName();
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_settings["lastGame"] = _currentGame->FolderName();
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_settings["lastVersion"] = to_string(g_version_major) + "." + to_string(g_version_minor) + "." + to_string(g_version_patch);
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//Save settings.
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@@ -367,6 +365,36 @@ namespace loot {
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}
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}
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void LootState::SelectGame(std::string preferredGame) {
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if (preferredGame.empty()) {
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// Get preferred game from settings.
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if (_settings["game"] && _settings["game"].as<string>() != "auto")
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preferredGame = _settings["game"].as<string>();
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else if (_settings["lastGame"] && _settings["lastGame"].as<string>() != "auto")
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preferredGame = _settings["lastGame"].as<string>();
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}
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// Get iterator to preferred game if there is one.
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_currentGame = _games.end();
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for (auto it = _games.begin(); it != _games.end(); ++it) {
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if ((preferredGame.empty() && it->IsInstalled())
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|| (!preferredGame.empty() && preferredGame == it->FolderName() && it->IsInstalled())) {
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_currentGame = it;
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return;
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}
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}
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// Preferred game not found, just pick the first installed one.
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for (auto it = _games.begin(); it != _games.end(); ++it) {
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if (it->IsInstalled()) {
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_currentGame = it;
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return;
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}
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}
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throw error(error::no_game_detected, "None of the supported games were detected.");
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}
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bool LootState::AreSettingsValid() {
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// Acquire the lock for the scope of this method.
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base::AutoLock lock_scope(_lock);
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@@ -455,7 +483,7 @@ namespace loot {
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root["enableDebugLogging"] = false;
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root["updateMasterlist"] = true;
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std::vector<Game> games;
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std::list<Game> games;
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games.push_back(Game(Game::tes4));
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games.push_back(Game(Game::tes5));
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games.push_back(Game(Game::fo3));
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+6
-3
@@ -74,7 +74,7 @@ namespace loot {
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Game& CurrentGame();
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void ChangeGame(const std::string& newGameFolder);
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void UpdateGames(std::vector<Game>& games);
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void UpdateGames(std::list<Game>& games);
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// Get the folder names of the installed games.
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std::vector<std::string> InstalledGames() const;
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@@ -86,10 +86,13 @@ namespace loot {
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int numUnappliedChanges;
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private:
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YAML::Node _settings;
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std::vector<Game> _games;
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size_t _currentGame;
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std::list<Game> _games;
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std::list<Game>::iterator _currentGame;
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std::vector<std::string> _initErrors;
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// Select initial game.
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void SelectGame(std::string cmdLineGame);
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// Check if the settings file has the right root keys (doesn't check their values).
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bool AreSettingsValid();
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YAML::Node GetDefaultSettings() const;
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+1
-1
@@ -273,7 +273,7 @@ namespace loot {
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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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vector<Game> games(request["args"][0]["games"].as< vector<Game> >());
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list<Game> games(request["args"][0]["games"].as< list<Game> >());
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g_app_state.UpdateGames(games);
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// Also enable/disable debug logging as required.
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