forked from NG-SD-Plugins/PowerTools
Rewrote migration initialization situation
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627708e0d9
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1 changed files with 37 additions and 12 deletions
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@ -23,7 +23,7 @@ pub enum ApiMessage {
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OnChargeChange(f64), // battery fill amount: 0 = empty, 1 = full
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OnChargeChange(f64), // battery fill amount: 0 = empty, 1 = full
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PowerVibeCheck,
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PowerVibeCheck,
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WaitForEmptyQueue(Callback<()>),
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WaitForEmptyQueue(Callback<()>),
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LoadSettings(Option<(u64, String)>, u64, String, u64, String), // ((legacy game_id, legacy name), path, name, variant, variant name)
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LoadSettings(Option<(u64, String)>, Option<(u64, String, u64, String)>), // (legacy(game_id, name), current(path, name, variant, variant name))
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LoadVariant(u64, String), // (variant, variant name) -- path and name assumed to be for current profile
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LoadVariant(u64, String), // (variant, variant name) -- path and name assumed to be for current profile
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LoadMainSettings,
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LoadMainSettings,
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LoadSystemSettings,
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LoadSystemSettings,
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@ -504,7 +504,7 @@ impl ApiMessageHandler {
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self.on_empty.push(callback);
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self.on_empty.push(callback);
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false
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false
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}
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}
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ApiMessage::LoadSettings(legacy_settings, id, name, variant_id, variant_name) => {
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ApiMessage::LoadSettings(legacy_settings, current_settings) => {
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/* Migration steps:
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/* Migration steps:
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1. Modify to the frontend to send the game ID in this message (`id` here is the app
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1. Modify to the frontend to send the game ID in this message (`id` here is the app
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ID).
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ID).
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@ -515,19 +515,44 @@ impl ApiMessageHandler {
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4. Let the rest of the code below work its magic.
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4. Let the rest of the code below work its magic.
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*/
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*/
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// If `legacy_settings` is `Some`, there is a legacy savefile present.
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// ===== migration logic =====
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if let Some((legacy_game_id, legacy_name)) = legacy_settings {
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if legacy_settings.is_some() {
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// Create path to the legacy settings file.
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let (legacy_game_id, legacy_name) = legacy_settings.unwrap();
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let legacy_file_path = format!("{}.json", legacy_game_id);
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// Load the file from disk and deserialize it.
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let legacy_file_path = format!("{legacy_game_id}.json");
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let file = crate::persist::OldSettingsJson::open(legacy_file_path);
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let legacy_file = crate::persist::OldSettingsJson::open(legacy_file_path)
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.expect("should be able to deserialzie legacy savefile format"); // TODO: don't panic on fail.
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// If a file in the modern format exists, add it as a new variant to
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if current_settings.is_some() {
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// `FileJson` using `FileJson::merge_legacy_settings()`. Else, create a new
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// A savefile in both the legacy and current format exist.
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// FileJson with this as the only variant, using
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let (id, name, variant_id, variant_name) = current_settings.unwrap();
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// `FileJson::from<OldSettingsJson>()`.
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let path = format!("{}.ron", id);
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// 1. Parse `legacy_file` to into a settings variant.
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let migrated_settings_variant: crate::persist::SettingsJson =
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legacy_file.into();
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// 2. Insert the variant into the current settings file.
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match settings.load_file(
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path.into(),
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id,
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name,
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variant_id,
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variant_name,
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false,
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) {
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Ok(success) => log::info!("Loaded settings file? {}", success),
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Err(e) => log::warn!("Load file err: {}", e),
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}
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}
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settings.add_variant() //TODO: This.
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} else {
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// A savefile in the current format doesn't exist yet.
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// TODO: Parse it to the new format and save it.
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let migrated_settings: crate::persist::FileJson = legacy_file.into();
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}
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} else if current_settings.is_some() {
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// ...
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}
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// ===========================
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let path = format!("{}.ron", id);
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let path = format!("{}.ron", id);
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if let Err(e) = settings.on_unload() {
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if let Err(e) = settings.on_unload() {
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