void LootState::init(const std::string& cmdLineGame) { // Do some preliminary locale / UTF-8 support setup here, in case the settings file reading requires it. //Boost.Locale initialisation: Specify location of language dictionaries. boost::locale::generator gen; gen.add_messages_path(LootPaths::getL10nPath().string()); gen.add_messages_domain("loot"); //Boost.Locale initialisation: Generate and imbue locales. locale::global(gen(Language(LanguageCode::english).GetLocale() + ".UTF-8")); boost::filesystem::path::imbue(locale()); // Check if the LOOT local app data folder exists, and create it if not. if (!fs::exists(LootPaths::getLootDataPath())) { BOOST_LOG_TRIVIAL(info) << "Local app data LOOT folder doesn't exist, creating it."; try { fs::create_directory(LootPaths::getLootDataPath()); } catch (exception& e) { initErrors_.push_back((format(translate("Error: Could not create LOOT settings file. %1%")) % e.what()).str()); } } if (fs::exists(LootPaths::getSettingsPath())) { try { LootSettings::load(LootPaths::getSettingsPath()); } catch (exception& e) { initErrors_.push_back((format(translate("Error: Settings parsing failed. %1%")) % e.what()).str()); } } //Set up logging. boost::log::add_file_log( boost::log::keywords::file_name = LootPaths::getLogPath().string().c_str(), boost::log::keywords::auto_flush = true, boost::log::keywords::format = ( boost::log::expressions::stream << "[" << boost::log::expressions::format_date_time< boost::posix_time::ptime >("TimeStamp", "%H:%M:%S") << "]" << " [" << boost::log::trivial::severity << "]: " << boost::log::expressions::smessage ) ); boost::log::add_common_attributes(); boost::log::core::get()->set_logging_enabled(isDebugLoggingEnabled()); // Log some useful info. BOOST_LOG_TRIVIAL(info) << "LOOT Version: " << LootVersion::major << "." << LootVersion::minor << "." << LootVersion::patch; BOOST_LOG_TRIVIAL(info) << "LOOT Build Revision: " << LootVersion::revision; #ifdef _WIN32 // Check if LOOT is being run through Mod Organiser. bool runFromMO = GetModuleHandle(ToWinWide("hook.dll").c_str()) != NULL; if (runFromMO) { BOOST_LOG_TRIVIAL(info) << "LOOT is being run through Mod Organiser."; } #endif // The CEF debug log is appended to, not overwritten, so it gets really long. // Delete the current CEF debug log. fs::remove(LootPaths::getLootDataPath() / "CEFDebugLog.txt"); // Now that settings have been loaded, set the locale again to handle translations. if (getLanguage().GetCode() != LanguageCode::english) { BOOST_LOG_TRIVIAL(debug) << "Initialising language settings."; Language lang(getLanguage()); BOOST_LOG_TRIVIAL(debug) << "Selected language: " << lang.GetName(); //Boost.Locale initialisation: Generate and imbue locales. locale::global(gen(lang.GetLocale() + ".UTF-8")); boost::filesystem::path::imbue(locale()); } // Detect games & select startup game //----------------------------------- //Detect installed games. BOOST_LOG_TRIVIAL(debug) << "Detecting installed games."; games_ = toGames(getGameSettings()); try { BOOST_LOG_TRIVIAL(debug) << "Selecting game."; selectGame(cmdLineGame); BOOST_LOG_TRIVIAL(debug) << "Initialising game-specific settings."; currentGame_->Init(true); // Update game path in settings object. storeGameSettings(toGameSettings(games_)); } catch (GameDetectionError& e) { initErrors_.push_back(e.what()); } catch (std::exception& e) { BOOST_LOG_TRIVIAL(error) << "Game-specific settings could not be initialised. " << e.what(); initErrors_.push_back((format(translate("Error: Game-specific settings could not be initialised. %1%")) % e.what()).str()); } BOOST_LOG_TRIVIAL(debug) << "Game selected is " << currentGame_->Name(); }
void LootState::Init(const std::string& cmdLineGame) { // Do some preliminary locale / UTF-8 support setup here, in case the settings file reading requires it. //Boost.Locale initialisation: Specify location of language dictionaries. boost::locale::generator gen; gen.add_messages_path(g_path_l10n.string()); gen.add_messages_domain("loot"); //Boost.Locale initialisation: Generate and imbue locales. locale::global(gen(Language(Language::english).Locale() + ".UTF-8")); boost::filesystem::path::imbue(locale()); // Check if the LOOT local app data folder exists, and create it if not. if (!fs::exists(g_path_local)) { BOOST_LOG_TRIVIAL(info) << "Local app data LOOT folder doesn't exist, creating it."; try { fs::create_directory(g_path_local); } catch (exception& e) { _initErrors.push_back((format(translate("Error: Could not create LOOT settings file. %1%")) % e.what()).str()); } } if (fs::exists(g_path_settings)) { try { loot::ifstream in(g_path_settings); _settings = YAML::Load(in); in.close(); } catch (exception& e) { _initErrors.push_back((format(translate("Error: Settings parsing failed. %1%")) % e.what()).str()); } } // Check if the settings are valid (or if they don't exist). if (!AreSettingsValid()) { _settings = GetDefaultSettings(); } //Set up logging. boost::log::add_file_log( boost::log::keywords::file_name = g_path_log.string().c_str(), boost::log::keywords::auto_flush = true, boost::log::keywords::format = ( boost::log::expressions::stream << "[" << boost::log::expressions::format_date_time< boost::posix_time::ptime >("TimeStamp", "%H:%M:%S") << "]" << " [" << boost::log::trivial::severity << "]: " << boost::log::expressions::smessage ) ); boost::log::add_common_attributes(); bool enableDebugLogging = false; if (_settings["enableDebugLogging"]) { enableDebugLogging = _settings["enableDebugLogging"].as<bool>(); } if (enableDebugLogging) boost::log::core::get()->set_logging_enabled(true); else boost::log::core::get()->set_logging_enabled(false); // Log some useful info. BOOST_LOG_TRIVIAL(info) << "LOOT Version: " << g_version_major << "." << g_version_minor << "." << g_version_patch; BOOST_LOG_TRIVIAL(info) << "LOOT Build Revision: " << g_build_revision; #ifdef _WIN32 // Check if LOOT is being run through Mod Organiser. bool runFromMO = GetModuleHandle(ToWinWide("hook.dll").c_str()) != NULL; if (runFromMO) { BOOST_LOG_TRIVIAL(info) << "LOOT is being run through Mod Organiser."; } #endif // The CEF debug log is appended to, not overwritten, so it gets really long. // Delete the current CEF debug log. fs::remove(g_path_local / "CEFDebugLog.txt"); // Now that settings have been loaded, set the locale again to handle translations. if (_settings["language"] && _settings["language"].as<string>() != Language(Language::english).Locale()) { BOOST_LOG_TRIVIAL(debug) << "Initialising language settings."; loot::Language lang(_settings["language"].as<string>()); BOOST_LOG_TRIVIAL(debug) << "Selected language: " << lang.Name(); //Boost.Locale initialisation: Generate and imbue locales. locale::global(gen(lang.Locale() + ".UTF-8")); boost::filesystem::path::imbue(locale()); } // Detect games & select startup game //----------------------------------- //Detect installed games. BOOST_LOG_TRIVIAL(debug) << "Detecting installed games."; try { _games = ToGames(GetGameSettings(_settings)); } catch (YAML::Exception& e) { BOOST_LOG_TRIVIAL(error) << "Games' settings parsing failed. " << e.what(); _initErrors.push_back((format(translate("Error: Games' settings parsing failed. %1%")) % e.what()).str()); // Now redo, but with no games settings, so only the hardcoded defaults get loaded. It means the user can // at least still then edit them. _games = ToGames(GetGameSettings(YAML::Node())); } try { BOOST_LOG_TRIVIAL(debug) << "Selecting game."; SelectGame(cmdLineGame); BOOST_LOG_TRIVIAL(debug) << "Initialising game-specific settings."; _currentGame->Init(true); // Update game path in settings object. _settings["games"] = ToGameSettings(_games); } catch (loot::error &e) { if (e.code() == loot::error::no_game_detected) { _initErrors.push_back(e.what()); } else { BOOST_LOG_TRIVIAL(error) << "Game-specific settings could not be initialised. " << e.what(); _initErrors.push_back((format(translate("Error: Game-specific settings could not be initialised. %1%")) % e.what()).str()); } } BOOST_LOG_TRIVIAL(debug) << "Game selected is " << _currentGame->Name(); }