本文整理汇总了C++中ADGameDescList::empty方法的典型用法代码示例。如果您正苦于以下问题:C++ ADGameDescList::empty方法的具体用法?C++ ADGameDescList::empty怎么用?C++ ADGameDescList::empty使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类ADGameDescList
的用法示例。
在下文中一共展示了ADGameDescList::empty方法的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: detectGames
GameList AdvancedMetaEngine::detectGames(const Common::FSList &fslist) const {
ADGameDescList matches = detectGame(fslist, params, Common::UNK_LANG, Common::kPlatformUnknown, "");
GameList detectedGames;
if (cleanupPirated(matches))
return detectedGames;
if (matches.empty()) {
// Use fallback detector if there were no matches by other means
const ADGameDescription *fallbackDesc = fallbackDetect(fslist);
if (fallbackDesc != 0) {
GameDescriptor desc(toGameDescriptor(*fallbackDesc, params.list));
updateGameDescriptor(desc, fallbackDesc, params);
detectedGames.push_back(desc);
}
} else {
// Otherwise use the found matches
for (uint i = 0; i < matches.size(); i++) {
GameDescriptor desc(toGameDescriptor(*matches[i], params.list));
updateGameDescriptor(desc, matches[i], params);
detectedGames.push_back(desc);
}
}
return detectedGames;
}
示例2: detectGames
GameList AdvancedMetaEngine::detectGames(const Common::FSList &fslist) const {
ADGameDescList matches;
GameList detectedGames;
FileMap allFiles;
if (fslist.empty())
return detectedGames;
// Compose a hashmap of all files in fslist.
composeFileHashMap(allFiles, fslist, (_maxScanDepth == 0 ? 1 : _maxScanDepth));
// Run the detector on this
matches = detectGame(fslist.begin()->getParent(), allFiles, Common::UNK_LANG, Common::kPlatformUnknown, "");
if (matches.empty()) {
// Use fallback detector if there were no matches by other means
const ADGameDescription *fallbackDesc = fallbackDetect(allFiles, fslist);
if (fallbackDesc != 0) {
GameDescriptor desc(toGameDescriptor(*fallbackDesc, _gameIds));
updateGameDescriptor(desc, fallbackDesc);
detectedGames.push_back(desc);
}
} else {
// Otherwise use the found matches
cleanupPirated(matches);
for (uint i = 0; i < matches.size(); i++) {
GameDescriptor desc(toGameDescriptor(*matches[i], _gameIds));
updateGameDescriptor(desc, matches[i]);
detectedGames.push_back(desc);
}
}
return detectedGames;
}
示例3: cleanupPirated
bool cleanupPirated(ADGameDescList &matched) {
// OKay, now let's sense presence of pirated games
if (!matched.empty()) {
for (uint j = 0; j < matched.size();) {
if (matched[j]->flags & ADGF_PIRATED)
matched.remove_at(j);
else
++j;
}
// We ruled out all variants and now have nothing
if (matched.empty()) {
warning("Illegitimate game copy detected. We provide no support in such cases");
return true;
}
}
return false;
}
示例4: fname
/**
* Fallback detection scans the list of Discworld 2 targets to see if it can detect an installation
* where the files haven't been renamed (i.e. don't have the '1' just before the extension)
*/
const ADGameDescription *TinselMetaEngine::fallbackDetect(const Common::FSList &fslist) const {
Common::String extra;
FileMap allFiles;
SizeMD5Map filesSizeMD5;
const ADGameFileDescription *fileDesc;
const Tinsel::TinselGameDescription *g;
if (fslist.empty())
return NULL;
// TODO: The following code is essentially a slightly modified copy of the
// complete code of function detectGame() in engines/advancedDetector.cpp.
// That quite some hefty and undesirable code duplication. Its only purpose
// seems to be to treat filenames of the form "foo1.ext" as "foo.ext".
// It would be nice to avoid this code duplication.
// First we compose a hashmap of all files in fslist.
for (Common::FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
if (file->isDirectory()) {
if (!scumm_stricmp(file->getName().c_str(), "dw2")) {
// Probably Discworld 2 subfolder on CD, so add it's contents as well
Common::FSList files;
if (file->getChildren(files, Common::FSNode::kListAll)) {
Common::FSList::const_iterator file2;
for (file2 = files.begin(); file2 != files.end(); ++file2) {
if (file2->isDirectory())
continue;
Common::String fname = file2->getName();
allFiles[fname] = *file2;
}
}
}
continue;
}
Common::String tstr = file->getName();
allFiles[tstr] = *file; // Record the presence of this file
}
// Check which files are included in some dw2 ADGameDescription *and* present
// in fslist without a '1' suffix character. Compute MD5s and file sizes for these files.
for (g = &Tinsel::gameDescriptions[0]; g->desc.gameid != 0; ++g) {
if (strcmp(g->desc.gameid, "dw2") != 0)
continue;
for (fileDesc = g->desc.filesDescriptions; fileDesc->fileName; fileDesc++) {
// Get the next filename, stripping off any '1' suffix character
char tempFilename[50];
strcpy(tempFilename, fileDesc->fileName);
char *pOne = strchr(tempFilename, '1');
if (pOne) {
do {
*pOne = *(pOne + 1);
pOne++;
} while (*pOne);
}
Common::String fname(tempFilename);
if (allFiles.contains(fname) && !filesSizeMD5.contains(fname)) {
SizeMD5 tmp;
Common::File testFile;
if (testFile.open(allFiles[fname])) {
tmp.size = (int32)testFile.size();
tmp.md5 = computeStreamMD5AsString(testFile, detectionParams.md5Bytes);
} else {
tmp.size = -1;
}
filesSizeMD5[fname] = tmp;
}
}
}
ADGameDescList matched;
int maxFilesMatched = 0;
// MD5 based matching
for (g = &Tinsel::gameDescriptions[0]; g->desc.gameid != 0; ++g) {
if (strcmp(g->desc.gameid, "dw2") != 0)
continue;
bool fileMissing = false;
if ((detectionParams.flags & kADFlagUseExtraAsHint) && !extra.empty() && g->desc.extra != extra)
continue;
bool allFilesPresent = true;
// Try to match all files for this game
for (fileDesc = g->desc.filesDescriptions; fileDesc->fileName; fileDesc++) {
// Get the next filename, stripping off any '1' suffix character
char tempFilename[50];
//.........这里部分代码省略.........
示例5: detectGame
static ADGameDescList detectGame(const Common::FSList &fslist, const ADParams ¶ms, Common::Language language, Common::Platform platform, const Common::String &extra) {
FileMap allFiles;
SizeMD5Map filesSizeMD5;
const ADGameFileDescription *fileDesc;
const ADGameDescription *g;
const byte *descPtr;
if (fslist.empty())
return ADGameDescList();
Common::FSNode parent = fslist.begin()->getParent();
debug(3, "Starting detection in dir '%s'", parent.getPath().c_str());
// First we compose a hashmap of all files in fslist.
// Includes nifty stuff like removing trailing dots and ignoring case.
composeFileHashMap(fslist, allFiles, (params.depth == 0 ? 1 : params.depth), params.directoryGlobs);
// Check which files are included in some ADGameDescription *and* present
// in fslist. Compute MD5s and file sizes for these files.
for (descPtr = params.descs; ((const ADGameDescription *)descPtr)->gameid != 0; descPtr += params.descItemSize) {
g = (const ADGameDescription *)descPtr;
for (fileDesc = g->filesDescriptions; fileDesc->fileName; fileDesc++) {
Common::String fname = fileDesc->fileName;
SizeMD5 tmp;
if (filesSizeMD5.contains(fname))
continue;
// FIXME/TODO: We don't handle the case that a file is listed as a regular
// file and as one with resource fork.
if (g->flags & ADGF_MACRESFORK) {
Common::MacResManager *macResMan = new Common::MacResManager();
if (macResMan->open(parent, fname)) {
tmp.md5 = macResMan->computeResForkMD5AsString(params.md5Bytes);
tmp.size = macResMan->getResForkDataSize();
debug(3, "> '%s': '%s'", fname.c_str(), tmp.md5.c_str());
filesSizeMD5[fname] = tmp;
}
delete macResMan;
} else {
if (allFiles.contains(fname)) {
debug(3, "+ %s", fname.c_str());
Common::File testFile;
if (testFile.open(allFiles[fname])) {
tmp.size = (int32)testFile.size();
tmp.md5 = Common::computeStreamMD5AsString(testFile, params.md5Bytes);
} else {
tmp.size = -1;
}
debug(3, "> '%s': '%s'", fname.c_str(), tmp.md5.c_str());
filesSizeMD5[fname] = tmp;
}
}
}
}
ADGameDescList matched;
int maxFilesMatched = 0;
bool gotAnyMatchesWithAllFiles = false;
// MD5 based matching
uint i;
for (i = 0, descPtr = params.descs; ((const ADGameDescription *)descPtr)->gameid != 0; descPtr += params.descItemSize, ++i) {
g = (const ADGameDescription *)descPtr;
bool fileMissing = false;
// Do not even bother to look at entries which do not have matching
// language and platform (if specified).
if ((language != Common::UNK_LANG && g->language != Common::UNK_LANG && g->language != language
&& !(language == Common::EN_ANY && (g->flags & ADGF_ADDENGLISH))) ||
(platform != Common::kPlatformUnknown && g->platform != Common::kPlatformUnknown && g->platform != platform)) {
continue;
}
if ((params.flags & kADFlagUseExtraAsHint) && !extra.empty() && g->extra != extra)
continue;
bool allFilesPresent = true;
int curFilesMatched = 0;
// Try to match all files for this game
for (fileDesc = g->filesDescriptions; fileDesc->fileName; fileDesc++) {
Common::String tstr = fileDesc->fileName;
if (!filesSizeMD5.contains(tstr)) {
fileMissing = true;
allFilesPresent = false;
break;
}
if (fileDesc->md5 != NULL && fileDesc->md5 != filesSizeMD5[tstr].md5) {
debug(3, "MD5 Mismatch. Skipping (%s) (%s)", fileDesc->md5, filesSizeMD5[tstr].md5.c_str());
fileMissing = true;
//.........这里部分代码省略.........
示例6: detectGame
ADGameDescList AdvancedMetaEngine::detectGame(const Common::FSNode &parent, const FileMap &allFiles, Common::Language language, Common::Platform platform, const Common::String &extra) const {
ADFilePropertiesMap filesProps;
const ADGameFileDescription *fileDesc;
const ADGameDescription *g;
const byte *descPtr;
debug(3, "Starting detection in dir '%s'", parent.getPath().c_str());
// Check which files are included in some ADGameDescription *and* are present.
// Compute MD5s and file sizes for these files.
for (descPtr = _gameDescriptors; ((const ADGameDescription *)descPtr)->gameId != 0; descPtr += _descItemSize) {
g = (const ADGameDescription *)descPtr;
for (fileDesc = g->filesDescriptions; fileDesc->fileName; fileDesc++) {
Common::String fname = fileDesc->fileName;
ADFileProperties tmp;
if (filesProps.contains(fname))
continue;
if (getFileProperties(parent, allFiles, *g, fname, tmp)) {
debug(3, "> '%s': '%s'", fname.c_str(), tmp.md5.c_str());
filesProps[fname] = tmp;
}
}
}
ADGameDescList matched;
ADGameIdList matchedGameIds;
int maxFilesMatched = 0;
bool gotAnyMatchesWithAllFiles = false;
// MD5 based matching
uint i;
for (i = 0, descPtr = _gameDescriptors; ((const ADGameDescription *)descPtr)->gameId != 0; descPtr += _descItemSize, ++i) {
g = (const ADGameDescription *)descPtr;
bool fileMissing = false;
// Do not even bother to look at entries which do not have matching
// language and platform (if specified).
if ((language != Common::UNK_LANG && g->language != Common::UNK_LANG && g->language != language
&& !(language == Common::EN_ANY && (g->flags & ADGF_ADDENGLISH))) ||
(platform != Common::kPlatformUnknown && g->platform != Common::kPlatformUnknown && g->platform != platform)) {
continue;
}
if ((_flags & kADFlagUseExtraAsHint) && !extra.empty() && g->extra != extra)
continue;
bool allFilesPresent = true;
int curFilesMatched = 0;
bool hashOrSizeMismatch = false;
// Try to match all files for this game
for (fileDesc = g->filesDescriptions; fileDesc->fileName; fileDesc++) {
Common::String tstr = fileDesc->fileName;
if (!filesProps.contains(tstr)) {
fileMissing = true;
allFilesPresent = false;
break;
}
if (hashOrSizeMismatch)
continue;
if (fileDesc->md5 != NULL && fileDesc->md5 != filesProps[tstr].md5) {
debug(3, "MD5 Mismatch. Skipping (%s) (%s)", fileDesc->md5, filesProps[tstr].md5.c_str());
fileMissing = true;
hashOrSizeMismatch = true;
continue;
}
if (fileDesc->fileSize != -1 && fileDesc->fileSize != filesProps[tstr].size) {
debug(3, "Size Mismatch. Skipping");
fileMissing = true;
hashOrSizeMismatch = true;
continue;
}
debug(3, "Matched file: %s", tstr.c_str());
curFilesMatched++;
}
// We found at least one entry with all required files present.
// That means that we got new variant of the game.
//
// Without this check we would have erroneous checksum display
// where only located files will be enlisted.
//
// Potentially this could rule out variants where some particular file
// is really missing, but the developers should better know about such
// cases.
if (allFilesPresent) {
gotAnyMatchesWithAllFiles = true;
if (!matchedGameIds.size() || strcmp(matchedGameIds.back(), g->gameId) != 0)
matchedGameIds.push_back(g->gameId);
}
//.........这里部分代码省略.........