dolphin/Source/Core/Common/FileUtil.h
LillyJadeKatrin bf97305a60
AchievementManager: Cache Badges on Disk
Badges are saved in /User/Cache/RetroAchievements on first download and reused from there instead of redownloaded.
2024-07-04 22:12:28 +02:00

271 lines
8.4 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <cstddef>
#include <filesystem>
#include <fstream>
#include <string>
#include <string_view>
#include <vector>
#include <sys/stat.h>
#include "Common/CommonTypes.h"
#ifdef _WIN32
#include "Common/StringUtil.h"
#endif
#ifdef ANDROID
#include "Common/StringUtil.h"
#include "jni/AndroidCommon/AndroidCommon.h"
#endif
// User directory indices for GetUserPath
enum
{
D_USER_IDX,
D_GCUSER_IDX,
D_WIIROOT_IDX, // always points to User/Wii or global user-configured directory
D_SESSION_WIIROOT_IDX, // may point to minimal temporary directory for determinism
D_CONFIG_IDX, // global settings
D_GAMESETTINGS_IDX, // user-specified settings which override both the global and the default
// settings (per game)
D_SKYLANDERS_IDX,
D_MAPS_IDX,
D_CACHE_IDX,
D_COVERCACHE_IDX,
D_REDUMPCACHE_IDX,
D_SHADERCACHE_IDX,
D_RETROACHIEVEMENTSCACHE_IDX,
D_SHADERS_IDX,
D_STATESAVES_IDX,
D_SCREENSHOTS_IDX,
D_HIRESTEXTURES_IDX,
D_RIIVOLUTION_IDX,
D_DUMP_IDX,
D_DUMPFRAMES_IDX,
D_DUMPOBJECTS_IDX,
D_DUMPAUDIO_IDX,
D_DUMPTEXTURES_IDX,
D_DUMPDSP_IDX,
D_DUMPSSL_IDX,
D_DUMPDEBUG_IDX,
D_DUMPDEBUG_BRANCHWATCH_IDX,
D_DUMPDEBUG_JITBLOCKS_IDX,
D_LOAD_IDX,
D_LOGS_IDX,
D_MAILLOGS_IDX,
D_THEMES_IDX,
D_STYLES_IDX,
D_PIPES_IDX,
D_MEMORYWATCHER_IDX,
D_WFSROOT_IDX,
D_BACKUP_IDX,
D_RESOURCEPACK_IDX,
D_DYNAMICINPUT_IDX,
D_GRAPHICSMOD_IDX,
D_GBAUSER_IDX,
D_GBASAVES_IDX,
D_WIISDCARDSYNCFOLDER_IDX,
D_GPU_DRIVERS_EXTRACTED,
D_GPU_DRIVERS_TMP,
D_GPU_DRIVERS_HOOKS,
D_GPU_DRIVERS_FILE_REDIRECT,
D_ASM_ROOT_IDX,
FIRST_FILE_USER_PATH_IDX,
F_DOLPHINCONFIG_IDX = FIRST_FILE_USER_PATH_IDX,
F_GCPADCONFIG_IDX,
F_WIIPADCONFIG_IDX,
F_GCKEYBOARDCONFIG_IDX,
F_GFXCONFIG_IDX,
F_LOGGERCONFIG_IDX,
F_MAINLOG_IDX,
F_MEM1DUMP_IDX,
F_MEM2DUMP_IDX,
F_ARAMDUMP_IDX,
F_FAKEVMEMDUMP_IDX,
F_GCSRAM_IDX,
F_MEMORYWATCHERLOCATIONS_IDX,
F_MEMORYWATCHERSOCKET_IDX,
F_WIISDCARDIMAGE_IDX,
F_DUALSHOCKUDPCLIENTCONFIG_IDX,
F_FREELOOKCONFIG_IDX,
F_GBABIOS_IDX,
F_RETROACHIEVEMENTSCONFIG_IDX,
NUM_PATH_INDICES
};
namespace File
{
// FileSystem tree node
struct FSTEntry
{
bool isDirectory = false;
u64 size = 0; // File length, or for directories, recursive count of children
std::string physicalName; // Name on disk
std::string virtualName; // Name in FST names table
std::vector<FSTEntry> children;
};
// The functions in this class are functionally identical to the standalone functions
// below, but if you are going to be calling more than one of the functions using the
// same path, creating a single FileInfo object and calling its functions multiple
// times is faster than calling standalone functions multiple times.
class FileInfo final
{
public:
explicit FileInfo(const std::string& path);
explicit FileInfo(const char* path);
// Returns true if the path exists
bool Exists() const;
// Returns true if the path exists and is a directory
bool IsDirectory() const;
// Returns true if the path exists and is a file
bool IsFile() const;
// Returns the size of a file (or returns 0 if the path doesn't refer to a file)
u64 GetSize() const;
private:
std::filesystem::file_status m_status;
std::uintmax_t m_size;
bool m_exists;
};
// Returns true if the path exists
bool Exists(const std::string& path);
// Returns true if the path exists and is a directory
bool IsDirectory(const std::string& path);
// Returns true if the path exists and is a file
bool IsFile(const std::string& path);
// Returns the size of a file (or returns 0 if the path isn't a file that exists)
u64 GetSize(const std::string& path);
// Overloaded GetSize, accepts FILE*
u64 GetSize(FILE* f);
// Creates a single directory. Returns true if successful or if the path already exists.
bool CreateDir(const std::string& filename);
// Creates directories recursively. Returns true if successful or if the path already exists.
bool CreateDirs(std::string_view filename);
// Creates the full path to the file given in fullPath.
// That is, for path '/a/b/c.bin', creates folders '/a' and '/a/b'.
// Returns true if creation is successful or if the path already exists.
bool CreateFullPath(std::string_view fullPath);
enum class IfAbsentBehavior
{
ConsoleWarning,
NoConsoleWarning
};
// Deletes a given filename, return true on success
// Doesn't supports deleting a directory
bool Delete(const std::string& filename,
IfAbsentBehavior behavior = IfAbsentBehavior::ConsoleWarning);
// Deletes a directory filename, returns true on success
bool DeleteDir(const std::string& filename,
IfAbsentBehavior behavior = IfAbsentBehavior::ConsoleWarning);
// renames file srcFilename to destFilename, returns true on success
bool Rename(const std::string& srcFilename, const std::string& destFilename);
// ditto, but syncs the source file and, on Unix, syncs the directories after rename
bool RenameSync(const std::string& srcFilename, const std::string& destFilename);
// Copies a file at source_path to destination_path, as if by std::filesystem::copy_file().
// If a file already exists at destination_path it is overwritten. Returns true on success.
bool CopyRegularFile(std::string_view source_path, std::string_view destination_path);
// creates an empty file filename, returns true on success
bool CreateEmptyFile(const std::string& filename);
// Recursive or non-recursive list of files and directories under directory.
FSTEntry ScanDirectoryTree(std::string directory, bool recursive);
// deletes the given directory and anything under it. Returns true on success.
bool DeleteDirRecursively(const std::string& directory);
// Returns the current directory
std::string GetCurrentDir();
// Copies source_path to dest_path, as if by std::filesystem::copy(). Returns true on success or if
// the source and destination are already the same (as determined by std::filesystem::equivalent()).
bool Copy(std::string_view source_path, std::string_view dest_path,
bool overwrite_existing = false);
// Moves source_path to dest_path. On success, the source_path will no longer exist, and the
// dest_path will contain the data previously in source_path. Files in dest_path will be overwritten
// if they match files in source_path, but files that only exist in dest_path will be kept. No
// guarantee on the state is given on failure; the move may have completely failed or partially
// completed.
bool MoveWithOverwrite(std::string_view source_path, std::string_view dest_path);
// Set the current directory to given directory
bool SetCurrentDir(const std::string& directory);
// Creates and returns the path to a new temporary directory.
std::string CreateTempDir();
// Get a filename that can hopefully be atomically renamed to the given path.
std::string GetTempFilenameForAtomicWrite(std::string path);
// Gets a set user directory path
// Don't call prior to setting the base user directory
const std::string& GetUserPath(unsigned int dir_index);
// Sets a user directory path
// Rebuilds internal directory structure to compensate for the new directory
void SetUserPath(unsigned int dir_index, std::string path);
// probably doesn't belong here
std::string GetThemeDir(const std::string& theme_name);
// Returns the path to where the sys file are
const std::string& GetSysDirectory();
#ifdef ANDROID
void SetSysDirectory(const std::string& path);
void SetGpuDriverDirectories(const std::string& path, const std::string& lib_path);
const std::string GetGpuDriverDirectory(unsigned int dir_index);
#endif
#ifdef __APPLE__
std::string GetBundleDirectory();
#endif
std::string GetExePath();
std::string GetExeDirectory();
bool WriteStringToFile(const std::string& filename, std::string_view str);
bool ReadFileToString(const std::string& filename, std::string& str);
// To deal with Windows not fully supporting UTF-8 and Android not fully supporting paths.
template <typename T>
void OpenFStream(T& fstream, const std::string& filename, std::ios_base::openmode openmode)
{
#ifdef _WIN32
fstream.open(UTF8ToTStr(filename).c_str(), openmode);
#else
#ifdef ANDROID
// Unfortunately it seems like the non-standard __open is the only way to use a file descriptor
if (IsPathAndroidContent(filename))
fstream.__open(OpenAndroidContent(filename, OpenModeToAndroid(openmode)), openmode);
else
#endif
fstream.open(filename.c_str(), openmode);
#endif
}
} // namespace File