Added recursive search by ID in cli mode

This commit is contained in:
Pablo Santana 2025-01-28 18:02:32 +01:00
parent be46e4c103
commit 5ad8aeb30c
4 changed files with 50 additions and 8 deletions

View File

@ -176,6 +176,33 @@ void SetUserPath(PathType shad_path, const fs::path& new_path) {
UserPaths.insert_or_assign(shad_path, new_path);
}
std::optional<fs::path> FindGameByID(const fs::path& dir, const std::string& game_id, int max_depth) {
if (max_depth < 0) {
return std::nullopt;
}
// Check if this is the game we're looking for
if (dir.filename() == game_id && fs::exists(dir / "sce_sys" / "param.sfo")) {
auto eboot_path = dir / "eboot.bin";
if (fs::exists(eboot_path)) {
return eboot_path;
}
}
// Recursively search subdirectories
std::error_code ec;
for (const auto& entry : fs::directory_iterator(dir, ec)) {
if (!entry.is_directory()) {
continue;
}
if (auto found = FindGameByID(entry.path(), game_id, max_depth - 1)) {
return found;
}
}
return std::nullopt;
}
#ifdef ENABLE_QT_GUI
void PathToQString(QString& result, const std::filesystem::path& path) {
#ifdef _WIN32

View File

@ -4,6 +4,7 @@
#pragma once
#include <filesystem>
#include <optional>
#include <vector>
#ifdef ENABLE_QT_GUI
@ -115,4 +116,18 @@ void PathToQString(QString& result, const std::filesystem::path& path);
[[nodiscard]] std::filesystem::path PathFromQString(const QString& path);
#endif
/**
* Recursively searches for a game directory by its ID.
* Limits search depth to prevent excessive filesystem traversal.
*
* @param dir Base directory to start the search from
* @param game_id The game ID to search for
* @param max_depth Maximum directory depth to search (default: 2)
*
* @returns Path to eboot.bin if found, std::nullopt otherwise
*/
[[nodiscard]] std::optional<std::filesystem::path> FindGameByID(const std::filesystem::path& dir,
const std::string& game_id,
int max_depth);
} // namespace Common::FS

View File

@ -167,12 +167,12 @@ int main(int argc, char* argv[]) {
// Check if the provided path is a valid file
if (!std::filesystem::exists(eboot_path)) {
// If not a file, treat it as a game ID and search in install directories
// If not a file, treat it as a game ID and search in install directories recursively
bool game_found = false;
const int max_depth = 5;
for (const auto& install_dir : Config::getGameInstallDirs()) {
const auto candidate_path = install_dir / game_path / "eboot.bin";
if (std::filesystem::exists(candidate_path)) {
eboot_path = candidate_path;
if (auto found_path = Common::FS::FindGameByID(install_dir, game_path, max_depth)) {
eboot_path = *found_path;
game_found = true;
break;
}

View File

@ -181,12 +181,12 @@ int main(int argc, char* argv[]) {
// Check if the provided path is a valid file
if (!std::filesystem::exists(game_file_path)) {
// If not a file, treat it as a game ID and search in install directories
// If not a file, treat it as a game ID and search in install directories recursively
bool game_found = false;
const int max_depth = 5;
for (const auto& install_dir : Config::getGameInstallDirs()) {
auto potential_game_path = install_dir / game_path / "eboot.bin";
if (std::filesystem::exists(potential_game_path)) {
game_file_path = potential_game_path;
if (auto found_path = Common::FS::FindGameByID(install_dir, game_path, max_depth)) {
game_file_path = *found_path;
game_found = true;
break;
}