fix: dont crash if resServer doesn't exist (#1386)

and try to make it as well
This commit is contained in:
Aaron Kimbrell 2024-01-03 22:18:27 -06:00 committed by GitHub
parent d283bbd1c4
commit 72b69c7899
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

View File

@ -150,31 +150,40 @@ int main(int argc, char** argv) {
} }
MigrationRunner::RunMigrations(); MigrationRunner::RunMigrations();
const auto resServerPath = BinaryPathFinder::GetBinaryDir() / "resServer";
const bool cdServerExists = std::filesystem::exists(BinaryPathFinder::GetBinaryDir() / "resServer" / "CDServer.sqlite"); const bool cdServerExists = std::filesystem::exists(resServerPath / "CDServer.sqlite");
const bool oldCDServerExists = std::filesystem::exists(Game::assetManager->GetResPath() / "CDServer.sqlite"); const bool oldCDServerExists = std::filesystem::exists(Game::assetManager->GetResPath() / "CDServer.sqlite");
const bool fdbExists = std::filesystem::exists(Game::assetManager->GetResPath() / "cdclient.fdb"); const bool fdbExists = std::filesystem::exists(Game::assetManager->GetResPath() / "cdclient.fdb");
const bool resServerPathExists = std::filesystem::is_directory(resServerPath);
if (!resServerPathExists) {
LOG("%s does not exist, creating it.", (resServerPath).c_str());
if(!std::filesystem::create_directories(resServerPath)){
LOG("Failed to create %s", (resServerPath).string().c_str());
return EXIT_FAILURE;
}
}
if (!cdServerExists) { if (!cdServerExists) {
if (oldCDServerExists) { if (oldCDServerExists) {
// If the file doesn't exist in the new CDServer location, copy it there. We copy because we may not have write permissions from the previous directory. // If the file doesn't exist in the new CDServer location, copy it there. We copy because we may not have write permissions from the previous directory.
LOG("CDServer.sqlite is not located at resServer, but is located at res path. Copying file..."); LOG("CDServer.sqlite is not located at resServer, but is located at res path. Copying file...");
std::filesystem::copy_file(Game::assetManager->GetResPath() / "CDServer.sqlite", BinaryPathFinder::GetBinaryDir() / "resServer" / "CDServer.sqlite"); std::filesystem::copy_file(Game::assetManager->GetResPath() / "CDServer.sqlite", resServerPath / "CDServer.sqlite");
} else { } else {
LOG("%s could not be found in resServer or res. Looking for %s to convert to sqlite.", LOG("%s could not be found in resServer or res. Looking for %s to convert to sqlite.",
(BinaryPathFinder::GetBinaryDir() / "resServer" / "CDServer.sqlite").c_str(), (resServerPath / "CDServer.sqlite").string().c_str(),
(Game::assetManager->GetResPath() / "cdclient.fdb").c_str()); (Game::assetManager->GetResPath() / "cdclient.fdb").string().c_str());
auto cdclientStream = Game::assetManager->GetFile("cdclient.fdb"); auto cdclientStream = Game::assetManager->GetFile("cdclient.fdb");
if (!cdclientStream) { if (!cdclientStream) {
LOG("Failed to load %s", (Game::assetManager->GetResPath() / "cdclient.fdb").c_str()); LOG("Failed to load %s", (Game::assetManager->GetResPath() / "cdclient.fdb").string().c_str());
throw std::runtime_error("Aborting initialization due to missing cdclient.fdb."); throw std::runtime_error("Aborting initialization due to missing cdclient.fdb.");
} }
LOG("Found %s. Converting to SQLite", (Game::assetManager->GetResPath() / "cdclient.fdb").c_str()); LOG("Found %s. Converting to SQLite", (Game::assetManager->GetResPath() / "cdclient.fdb").string().c_str());
Game::logger->Flush(); Game::logger->Flush();
if (FdbToSqlite::Convert((BinaryPathFinder::GetBinaryDir() / "resServer").string()).ConvertDatabase(cdclientStream) == false) { if (FdbToSqlite::Convert(resServerPath.string()).ConvertDatabase(cdclientStream) == false) {
LOG("Failed to convert fdb to sqlite."); LOG("Failed to convert fdb to sqlite.");
return EXIT_FAILURE; return EXIT_FAILURE;
} }