Пример #1
0
        // MT: On startup only, this is run in parallel with MainForm.ctor and .InitThreadable()
        // So don't touch anything the other touches: anything affecting the view.
        // @CAN_RUN_BEFORE_VIEW_INIT
        internal static void Find(bool startup = false)
        {
            if (!startup)
            {
                // Make sure we don't lose anything when we re-find!
                // NOTE: This also writes out TagsStrings and then reads them back in and syncs them with Tags.
                // Critical that that gets done.
                Ini.WriteFullFMDataIni();

                // Do this every time we modify FMsViewList in realtime, to prevent FMsDGV from redrawing from
                // the list when it's in an indeterminate state (which can cause a selection change (bad) and/or
                // a visible change of the list (not really bad but unprofessional looking)).
                // MT: Don't do this on startup because we're running in parallel with the form new/init in that case.
                Core.View.SetRowCount(0);
            }

            // Init or reinit - must be deep-copied or changes propagate back because reference types
            // MT: This is thread-safe, the view ctor and InitThreadable() doesn't touch it.
            PresetTags.DeepCopyTo(GlobalTags);

            #region Back up lists and read FM data file

            // Copy FMs to backup lists before clearing, in case we can't read the ini file. We don't want to end
            // up with a blank or incomplete list and then glibly save it out later.
            var backupList = new List <FanMission>(FMDataIniList.Count);
            foreach (FanMission fm in FMDataIniList)
            {
                backupList.Add(fm);
            }

            var viewBackupList = new List <FanMission>(FMsViewList.Count);
            foreach (FanMission fm in FMsViewList)
            {
                viewBackupList.Add(fm);
            }

            FMDataIniList.Clear();
            FMsViewList.Clear();

            // Mark this false because this flag is only there as a perf hack to make SetFilter() not have to
            // iterate the FMs list for deletion markers unless it's actually going to find something. Our FMs'
            // deletion markers will disappear here implicitly because the objects are destroyed and new ones
            // created, but we need to explicitly set our perf-hack bool to false too.
            Core.OneOrMoreFMsAreMarkedDeleted = false;

            bool fmDataIniExists = File.Exists(Paths.FMDataIni);

            if (fmDataIniExists)
            {
                try
                {
                    Ini.ReadFMDataIni(Paths.FMDataIni, FMDataIniList);
                }
                catch (Exception ex)
                {
                    Log("Exception reading FM data ini", ex);
                    if (startup)
                    {
                        // Language will be loaded by this point
                        MessageBox.Show(LText.AlertMessages.FindFMs_ExceptionReadingFMDataIni,
                                        LText.AlertMessages.Error, MessageBoxButtons.OK, MessageBoxIcon.Error);
                        Core.EnvironmentExitDoShutdownTasks(1);
                    }
                    else
                    {
                        FMDataIniList.ClearAndAdd(backupList);
                        FMsViewList.ClearAndAdd(viewBackupList);
                        return;
                    }
                }
            }

            #endregion

            #region Get installed dirs from disk

            // Could check inside the folder for a .mis file to confirm it's really an FM folder, but that's
            // horrendously expensive. Talking like eight seconds vs. < 4ms for the 1098 set. Weird.
            var perGameInstFMDirsList      = new List <List <string> >(SupportedGameCount);
            var perGameInstFMDirsDatesList = new List <List <DateTime> >(SupportedGameCount);

            for (int gi = 0; gi < SupportedGameCount; gi++)
            {
                // NOTE! Make sure this list ends up with SupportedGameCount items in it. Just in case I change
                // the loop or something.
                perGameInstFMDirsList.Add(new List <string>());
                perGameInstFMDirsDatesList.Add(new List <DateTime>());

                string instPath = Config.FMInstallPaths[gi];
                if (Directory.Exists(instPath))
                {
                    try
                    {
                        var dirs = FastIO.GetDirsTopOnly_FMs(instPath, "*", out List <DateTime> dateTimes);
                        for (int di = 0; di < dirs.Count; di++)
                        {
                            string d = dirs[di];
                            if (!d.EqualsI(".fmsel.cache"))
                            {
                                perGameInstFMDirsList[gi].Add(d);
                                perGameInstFMDirsDatesList[gi].Add(dateTimes[di]);
                            }
                        }
                    }
                    catch (Exception ex)
                    {
                        Log("Exception getting directories in " + instPath, ex);
                    }
                }
            }

            #endregion

            #region Get archives from disk

            var fmArchives      = new List <string>();
            var fmArchivesDates = new List <DateTime>();

            var  archivePaths = GetFMArchivePaths();
            bool onlyOnePath  = archivePaths.Count == 1;
            for (int ai = 0; ai < archivePaths.Count; ai++)
            {
                try
                {
                    // Returns filenames only (not full paths)
                    var files = FastIO.GetFilesTopOnly_FMs(archivePaths[ai], "*", out List <DateTime> dateTimes);
                    for (int fi = 0; fi < files.Count; fi++)
                    {
                        string f = files[fi];
                        // Only do .ContainsI() if we're searching multiple directories. Otherwise we're guaranteed
                        // no duplicates and can avoid the expensive lookup.
                        // @DIRSEP: These are filename only, no need for PathContainsI()
                        if ((onlyOnePath || !fmArchives.ContainsI(f)) && f.ExtIsArchive() && !f.ContainsI(Paths.FMSelBak))
                        {
                            fmArchives.Add(f);
                            fmArchivesDates.Add(dateTimes[fi]);
                        }
                    }
                }
                catch (Exception ex)
                {
                    Log("Exception getting files in " + archivePaths[ai], ex);
                }
            }

            #endregion

            #region Build FanMission objects from installed dirs

            var perGameFMsList = new List <List <FanMission> >(SupportedGameCount);

            for (int gi = 0; gi < SupportedGameCount; gi++)
            {
                // NOTE! List must have SupportedGameCount items in it
                perGameFMsList.Add(new List <FanMission>());

                for (int di = 0; di < perGameInstFMDirsList[gi].Count; di++)
                {
                    perGameFMsList[gi].Add(new FanMission
                    {
                        InstalledDir = perGameInstFMDirsList[gi][di],
                        Game         = GameIndexToGame((GameIndex)gi),
                        Installed    = true
                    });
                }
            }

            #endregion

            MergeNewArchiveFMs(fmArchives, fmArchivesDates);

            int instInitCount = FMDataIniList.Count;
            for (int i = 0; i < SupportedGameCount; i++)
            {
                var curGameInstFMsList = perGameFMsList[i];
                if (curGameInstFMsList.Count > 0)
                {
                    MergeNewInstalledFMs(curGameInstFMsList, perGameInstFMDirsDatesList[i], instInitCount);
                }
            }

            SetArchiveNames(fmArchives);

            SetInstalledNames();

            BuildViewList(fmArchives, perGameInstFMDirsList);

            /*
             * TODO: There's an extreme corner case where duplicate FMs can appear in the list
             * It's so unlikely it's almost not worth worrying about, but here's the scenario:
             * -The FM is installed by hand and not truncated
             * -The FM is not in the list
             * -A matching archive exists for the FM
             * In this scenario, the FM is added twice to the list, once with the full installed folder name and
             * NoArchive set to true, and once with a truncated installed dir name, the correct archive name, and
             * NoArchive not present (false).
             * The code in here is so crazy-go-nuts I can't even find where this is happening. But putting this
             * note down for the future.
             */
        }
Пример #2
0
        // MT: On startup only, this is run in parallel with MainForm.ctor and .InitThreadable()
        // So don't touch anything the other touches: anything affecting the view.
        // @CAN_RUN_BEFORE_VIEW_INIT
        private static List <int> FindInternal(bool startup)
        {
            if (!startup)
            {
                // Make sure we don't lose anything when we re-find!
                // NOTE: This also writes out TagsStrings and then reads them back in and syncs them with Tags.
                // Critical that that gets done.
                Ini.WriteFullFMDataIni();

                // Do this every time we modify FMsViewList in realtime, to prevent FMsDGV from redrawing from
                // the list when it's in an indeterminate state (which can cause a selection change (bad) and/or
                // a visible change of the list (not really bad but unprofessional looking)).
                // MT: Don't do this on startup because we're running in parallel with the form new/init in that case.
                Core.View.SetRowCount(0);
            }

            // Init or reinit - must be deep-copied or changes propagate back because reference types
            // MT: This is thread-safe, the view ctor and InitThreadable() doesn't touch it.
            PresetTags.DeepCopyTo(GlobalTags);

            #region Back up lists and read FM data file

            // Copy FMs to backup lists before clearing, in case we can't read the ini file. We don't want to end
            // up with a blank or incomplete list and then glibly save it out later.
            FanMission[] backupList = new FanMission[FMDataIniList.Count];
            FMDataIniList.CopyTo(backupList);

            FanMission[] viewBackupList = new FanMission[FMsViewList.Count];
            FMsViewList.CopyTo(viewBackupList);

            FMDataIniList.Clear();
            FMsViewList.Clear();

            bool fmDataIniExists = File.Exists(Paths.FMDataIni);

            if (fmDataIniExists)
            {
                try
                {
                    Ini.ReadFMDataIni(Paths.FMDataIni, FMDataIniList);
                }
                catch (Exception ex)
                {
                    Log("Exception reading FM data ini", ex);
                    if (startup)
                    {
                        // Language will be loaded by this point
                        Dialogs.ShowError(LText.AlertMessages.FindFMs_ExceptionReadingFMDataIni);
                        Core.EnvironmentExitDoShutdownTasks(1);
                    }
                    else
                    {
                        FMDataIniList.ClearAndAdd(backupList);
                        FMsViewList.ClearAndAdd(viewBackupList);
                        return(new List <int>());
                    }
                }
            }

            #endregion

            #region Get installed dirs from disk

            // Could check inside the folder for a .mis file to confirm it's really an FM folder, but that's
            // horrendously expensive. Talking like eight seconds vs. < 4ms for the 1098 set. Weird.
            var perGameInstFMDirsList      = new List <List <string> >(SupportedGameCount);
            var perGameInstFMDirsDatesList = new List <List <DateTime> >(SupportedGameCount);

            for (int gi = 0; gi < SupportedGameCount; gi++)
            {
                // NOTE! Make sure this list ends up with SupportedGameCount items in it. Just in case I change
                // the loop or something.
                perGameInstFMDirsList.Add(new List <string>());
                perGameInstFMDirsDatesList.Add(new List <DateTime>());

                string instPath = Config.GetFMInstallPath((GameIndex)gi);
                if (Directory.Exists(instPath))
                {
                    try
                    {
                        var dirs = FastIO.GetDirsTopOnly_FMs(instPath, "*", out List <DateTime> dateTimes);
                        for (int di = 0; di < dirs.Count; di++)
                        {
                            string d = dirs[di];
                            if (!d.EqualsI(Paths.FMSelCache))
                            {
                                perGameInstFMDirsList[gi].Add(d);
                                perGameInstFMDirsDatesList[gi].Add(dateTimes[di]);
                            }
                        }
                    }
                    catch (Exception ex)
                    {
                        Log("Exception getting directories in " + instPath, ex);
                    }
                }
            }

            #endregion

            #region Get archives from disk

            var fmArchivesAndDatesDict = new DictionaryI <DateTime>();

            var  archivePaths = FMArchives.GetFMArchivePaths();
            bool onlyOnePath  = archivePaths.Count == 1;
            for (int ai = 0; ai < archivePaths.Count; ai++)
            {
                try
                {
                    // Returns filenames only (not full paths)
                    var files = FastIO.GetFilesTopOnly_FMs(archivePaths[ai], "*", out List <DateTime> dateTimes);
                    for (int fi = 0; fi < files.Count; fi++)
                    {
                        string f = files[fi];
                        // Do this first because it should be faster than a dictionary lookup
                        if (!f.ExtIsArchive())
                        {
                            continue;
                        }
                        // NOTE: We do a ContainsKey check to keep behavior the same as previously. When we use
                        // dict[key] = value, it _replaces_ the value with the new one every time. What we want
                        // is for it to just not touch it at all if the key is already in there. This check does
                        // technically slow it down some, but the actual perf degradation is negligible. And we
                        // still avoid the n-squared 1.6-million-call nightmare we get with ~1600 FMs in the list.
                        // Nevertheless, we can avoid even this small extra cost if we only have one FM archive
                        // path, so no harm in keeping the only-one-path check.
                        if ((onlyOnePath || !fmArchivesAndDatesDict.ContainsKey(f)) &&
                            // @DIRSEP: These are filename only, no need for PathContainsI()
                            !f.ContainsI(Paths.FMSelBak))
                        {
                            fmArchivesAndDatesDict[f] = dateTimes[fi];
                        }
                    }
                }
                catch (Exception ex)
                {
                    Log("Exception getting files in " + archivePaths[ai], ex);
                }
            }

            int fmArchivesAndDatesDictLen = fmArchivesAndDatesDict.Count;
            // PERF_TODO: May want to keep these as dicts later or change other vars to dicts
            string[]   fmArchives      = new string[fmArchivesAndDatesDictLen];
            DateTime[] fmArchivesDates = new DateTime[fmArchivesAndDatesDictLen];
            {
                int i = 0;
                foreach (var item in fmArchivesAndDatesDict)
                {
                    fmArchives[i]      = item.Key;
                    fmArchivesDates[i] = item.Value;
                    i++;
                }
            }

            #endregion

            #region Build FanMission objects from installed dirs

            var perGameFMsList = new List <List <FanMission> >(SupportedGameCount);

            for (int gi = 0; gi < SupportedGameCount; gi++)
            {
                // NOTE! List must have SupportedGameCount items in it
                perGameFMsList.Add(new List <FanMission>());

                for (int di = 0; di < perGameInstFMDirsList[gi].Count; di++)
                {
                    perGameFMsList[gi].Add(new FanMission
                    {
                        InstalledDir = perGameInstFMDirsList[gi][di],
                        Game         = GameIndexToGame((GameIndex)gi),
                        Installed    = true
                    });
                }
            }

            #endregion

            MergeNewArchiveFMs(fmArchives, fmArchivesDates);

            int instInitCount = FMDataIniList.Count;
            for (int i = 0; i < SupportedGameCount; i++)
            {
                var curGameInstFMsList = perGameFMsList[i];
                if (curGameInstFMsList.Count > 0)
                {
                    MergeNewInstalledFMs(curGameInstFMsList, perGameInstFMDirsDatesList[i], instInitCount);
                }
            }

            SetArchiveNames(fmArchives);

            SetInstalledNames();

            // Super quick-n-cheap hack for perf: So we don't have to iterate the whole list looking for unscanned
            // FMs. This will contain indexes into FMDataIniList (not FMsViewList!)
            var fmsViewListUnscanned = new List <int>(FMDataIniList.Count);

            BuildViewList(fmArchives, perGameInstFMDirsList, fmsViewListUnscanned);

            return(fmsViewListUnscanned);

            /*
             * TODO: There's an extreme corner case where duplicate FMs can appear in the list
             * It's so unlikely it's almost not worth worrying about, but here's the scenario:
             * -The FM is installed by hand and not truncated
             * -The FM is not in the list
             * -A matching archive exists for the FM
             * In this scenario, the FM is added twice to the list, once with the full installed folder name and
             * NoArchive set to true, and once with a truncated installed dir name, the correct archive name, and
             * NoArchive not present (false).
             * The code in here is so crazy-go-nuts I can't even find where this is happening. But putting this
             * note down for the future.
             */
        }