#include "game_compatibility.h" #include "gui_settings.h" #include "downloader.h" #include #include #include LOG_CHANNEL(compat_log, "Compat"); constexpr auto qstr = QString::fromStdString; inline std::string sstr(const QString& _in) { return _in.toStdString(); } game_compatibility::game_compatibility(std::shared_ptr settings, QWidget* parent) : QObject(parent) , m_gui_settings(settings) { m_filepath = m_gui_settings->GetSettingsDir() + "/compat_database.dat"; m_downloader = new downloader(parent); RequestCompatibility(); connect(m_downloader, &downloader::signal_download_error, this, &game_compatibility::handle_download_error); connect(m_downloader, &downloader::signal_download_finished, this, &game_compatibility::handle_download_finished); } void game_compatibility::handle_download_error(const QString& error) { Q_EMIT DownloadError(error); } void game_compatibility::handle_download_finished(const QByteArray& data) { compat_log.notice("Database download finished"); // Create new map from database and write database to file if database was valid if (ReadJSON(QJsonDocument::fromJson(data).object(), true)) { // We have a new database in map, therefore refresh gamelist to new state Q_EMIT DownloadFinished(); // Write database to file QFile file(m_filepath); if (file.exists()) { compat_log.notice("Database file found: %s", sstr(m_filepath)); } if (!file.open(QIODevice::WriteOnly)) { compat_log.error("Database Error - Could not write database to file: %s", sstr(m_filepath)); return; } file.write(data); file.close(); compat_log.success("Wrote database to file: %s", sstr(m_filepath)); } } bool game_compatibility::ReadJSON(const QJsonObject& json_data, bool after_download) { const int return_code = json_data["return_code"].toInt(); if (return_code < 0) { if (after_download) { std::string error_message; switch (return_code) { case -1: error_message = "Server Error - Internal Error"; break; case -2: error_message = "Server Error - Maintenance Mode"; break; default: error_message = "Server Error - Unknown Error"; break; } compat_log.error("%s: return code %d", error_message, return_code); Q_EMIT DownloadError(qstr(error_message) + " " + QString::number(return_code)); } else { compat_log.error("Database Error - Invalid: return code %d", return_code); } return false; } if (!json_data["results"].isObject()) { compat_log.error("Database Error - No Results found"); return false; } m_compat_database.clear(); QJsonObject json_results = json_data["results"].toObject(); // Retrieve status data for every valid entry for (const auto& key : json_results.keys()) { if (!json_results[key].isObject()) { compat_log.error("Database Error - Unusable object %s", sstr(key)); continue; } QJsonObject json_result = json_results[key].toObject(); // Retrieve compatibility information from json compat_status status = Status_Data.at(json_result.value("status").toString("NoResult")); // Add date if possible status.date = json_result.value("date").toString(); // Add latest version if possible status.latest_version = json_result.value("update").toString(); // Add status to map m_compat_database.emplace(std::pair(sstr(key), status)); } return true; } void game_compatibility::RequestCompatibility(bool online) { if (!online) { // Retrieve database from file QFile file(m_filepath); if (!file.exists()) { compat_log.notice("Database file not found: %s", sstr(m_filepath)); return; } if (!file.open(QIODevice::ReadOnly)) { compat_log.error("Database Error - Could not read database from file: %s", sstr(m_filepath)); return; } QByteArray data = file.readAll(); file.close(); compat_log.notice("Finished reading database from file: %s", sstr(m_filepath)); // Create new map from database ReadJSON(QJsonDocument::fromJson(data).object(), online); return; } const std::string url = "https://rpcs3.net/compatibility?api=v1&export"; compat_log.notice("Beginning compatibility database download from: %s", url); m_downloader->start(url, true, true, tr("Downloading Database")); // We want to retrieve a new database, therefore refresh gamelist and indicate that Q_EMIT DownloadStarted(); } compat_status game_compatibility::GetCompatibility(const std::string& title_id) { if (m_compat_database.empty()) { return Status_Data.at("NoData"); } else if (m_compat_database.count(title_id) > 0) { return m_compat_database[title_id]; } return Status_Data.at("NoResult"); } compat_status game_compatibility::GetStatusData(const QString& status) { return Status_Data.at(status); }