mirror of
https://github.com/RPCS3/rpcs3.git
synced 2025-07-14 18:58:36 +12:00
273 lines
7.2 KiB
C++
273 lines
7.2 KiB
C++
#include "game_compatibility.h"
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#include "gui_settings.h"
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#include "progress_dialog.h"
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#include <QMessageBox>
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#include <QJsonDocument>
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#include <QNetworkReply>
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LOG_CHANNEL(compat_log, "Compat");
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constexpr auto qstr = QString::fromStdString;
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inline std::string sstr(const QString& _in) { return _in.toStdString(); }
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game_compatibility::game_compatibility(std::shared_ptr<gui_settings> settings) : m_xgui_settings(settings)
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{
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m_filepath = m_xgui_settings->GetSettingsDir() + "/compat_database.dat";
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m_url = "https://rpcs3.net/compatibility?api=v1&export";
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m_network_request = QNetworkRequest(QUrl(m_url));
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RequestCompatibility();
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}
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bool game_compatibility::ReadJSON(const QJsonObject& json_data, bool after_download)
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{
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int return_code = json_data["return_code"].toInt();
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if (return_code < 0)
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{
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if (after_download)
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{
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std::string error_message;
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switch (return_code)
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{
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case -1:
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error_message = "Server Error - Internal Error";
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break;
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case -2:
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error_message = "Server Error - Maintenance Mode";
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break;
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default:
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error_message = "Server Error - Unknown Error";
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break;
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}
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compat_log.error("%s: return code %d", error_message, return_code);
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Q_EMIT DownloadError(qstr(error_message) + " " + QString::number(return_code));
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}
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else
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{
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compat_log.error("Database Error - Invalid: return code %d", return_code);
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}
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return false;
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}
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if (!json_data["results"].isObject())
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{
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compat_log.error("Database Error - No Results found");
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return false;
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}
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m_compat_database.clear();
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QJsonObject json_results = json_data["results"].toObject();
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// Retrieve status data for every valid entry
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for (const auto& key : json_results.keys())
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{
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if (!json_results[key].isObject())
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{
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compat_log.error("Database Error - Unusable object %s", sstr(key));
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continue;
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}
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QJsonObject json_result = json_results[key].toObject();
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// Retrieve compatibility information from json
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compat_status status = Status_Data.at(json_result.value("status").toString("NoResult"));
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// Add date if possible
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status.date = json_result.value("date").toString();
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// Add latest version if possible
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status.latest_version = json_result.value("update").toString();
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// Add status to map
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m_compat_database.emplace(std::pair<std::string, compat_status>(sstr(key), status));
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}
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return true;
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}
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void game_compatibility::RequestCompatibility(bool online)
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{
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if (!online)
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{
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// Retrieve database from file
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QFile file(m_filepath);
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if (!file.exists())
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{
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compat_log.notice("Database file not found: %s", sstr(m_filepath));
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return;
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}
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if (!file.open(QIODevice::ReadOnly))
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{
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compat_log.error("Database Error - Could not read database from file: %s", sstr(m_filepath));
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return;
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}
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QByteArray data = file.readAll();
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file.close();
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compat_log.notice("Finished reading database from file: %s", sstr(m_filepath));
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// Create new map from database
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ReadJSON(QJsonDocument::fromJson(data).object(), online);
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return;
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}
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if (QSslSocket::supportsSsl() == false)
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{
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compat_log.error("Can not retrieve the online database! Please make sure your system supports SSL. Visit our quickstart guide for more information: https://rpcs3.net/quickstart");
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const QString message = tr("Can not retrieve the online database!<br>Please make sure your system supports SSL.<br>Visit our <a href='https://rpcs3.net/quickstart'>quickstart guide</a> for more information.");
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QMessageBox box(QMessageBox::Icon::Warning, tr("Warning!"), message, QMessageBox::StandardButton::Ok, nullptr);
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box.setTextFormat(Qt::RichText);
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box.exec();
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return;
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}
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compat_log.notice("SSL supported! Beginning compatibility database download from: %s", sstr(m_url));
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// Send request and wait for response
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m_network_access_manager.reset(new QNetworkAccessManager());
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QNetworkReply* network_reply = m_network_access_manager->get(m_network_request);
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// Show Progress
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m_progress_dialog = new progress_dialog(tr("Downloading Database"), tr(".Please wait."), tr("Abort"), 0, 100, true);
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m_progress_dialog->show();
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// Animate progress dialog a bit more
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m_progress_timer.reset(new QTimer(this));
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connect(m_progress_timer.get(), &QTimer::timeout, [&]()
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{
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switch (++m_timer_count % 3)
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{
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case 0:
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m_timer_count = 0;
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m_progress_dialog->setLabelText(tr(".Please wait."));
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break;
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case 1:
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m_progress_dialog->setLabelText(tr("..Please wait.."));
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break;
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default:
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m_progress_dialog->setLabelText(tr("...Please wait..."));
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break;
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}
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});
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m_progress_timer->start(500);
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// Handle abort
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connect(m_progress_dialog, &QProgressDialog::canceled, network_reply, &QNetworkReply::abort);
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connect(m_progress_dialog, &QProgressDialog::finished, m_progress_dialog, &QProgressDialog::deleteLater);
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// Handle progress
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connect(network_reply, &QNetworkReply::downloadProgress, [&](qint64 bytesReceived, qint64 bytesTotal)
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{
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m_progress_dialog->setMaximum(bytesTotal);
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m_progress_dialog->setValue(bytesReceived);
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});
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// Handle network error
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connect(network_reply, QOverload<QNetworkReply::NetworkError>::of(&QNetworkReply::error), [=, this](QNetworkReply::NetworkError error)
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{
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if (error == QNetworkReply::NoError)
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{
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return;
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}
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if (error != QNetworkReply::OperationCanceledError)
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{
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// We failed to retrieve a new database, therefore refresh gamelist to old state
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const QString error = network_reply->errorString();
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Q_EMIT DownloadError(error);
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compat_log.error("Network Error - %s", sstr(error));
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}
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// Clean up Progress Dialog
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if (m_progress_dialog)
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{
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m_progress_dialog->close();
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}
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if (m_progress_timer)
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{
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m_progress_timer->stop();
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}
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network_reply->deleteLater();
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});
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// Handle response according to its contents
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connect(network_reply, &QNetworkReply::finished, [=, this]()
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{
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if (network_reply->error() != QNetworkReply::NoError)
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{
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return;
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}
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// Clean up Progress Dialog
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if (m_progress_dialog)
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{
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m_progress_dialog->close();
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}
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if (m_progress_timer)
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{
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m_progress_timer->stop();
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}
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compat_log.notice("Database download finished");
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// Read data from network reply
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QByteArray data = network_reply->readAll();
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network_reply->deleteLater();
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// Create new map from database and write database to file if database was valid
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if (ReadJSON(QJsonDocument::fromJson(data).object(), online))
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{
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// We have a new database in map, therefore refresh gamelist to new state
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Q_EMIT DownloadFinished();
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// Write database to file
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QFile file(m_filepath);
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if (file.exists())
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{
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compat_log.notice("Database file found: %s", sstr(m_filepath));
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}
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if (!file.open(QIODevice::WriteOnly))
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{
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compat_log.error("Database Error - Could not write database to file: %s", sstr(m_filepath));
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return;
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}
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file.write(data);
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file.close();
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compat_log.success("Write database to file: %s", sstr(m_filepath));
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}
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});
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// We want to retrieve a new database, therefore refresh gamelist and indicate that
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Q_EMIT DownloadStarted();
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}
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compat_status game_compatibility::GetCompatibility(const std::string& title_id)
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{
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if (m_compat_database.empty())
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{
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return Status_Data.at("NoData");
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}
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else if (m_compat_database.count(title_id) > 0)
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{
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return m_compat_database[title_id];
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}
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return Status_Data.at("NoResult");
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}
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compat_status game_compatibility::GetStatusData(const QString& status)
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{
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return Status_Data.at(status);
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}
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