diff api/AbstractWarFoundryLoader.cs @ 233:a36a0e9cc05d

Re #228: Crash with missing abilityID * Separate out the actual loader implementation from the static "WarFoundryLoader" class * Add a setter method for the current loader * Create an abstract and default implementation of the Loader to reduce coupling and allow easier mocking/testing
author IBBoard <dev@ibboard.co.uk>
date Thu, 24 Dec 2009 19:45:39 +0000
parents
children c035afa4a42c
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/api/AbstractWarFoundryLoader.cs	Thu Dec 24 19:45:39 2009 +0000
@@ -0,0 +1,683 @@
+// This file (AbstractWarFoundryLoader.cs) is a part of the IBBoard.WarFoundry.API project and is copyright 2009 IBBoard
+// 
+// The file and the library/program it is in are licensed and distributed, without warranty, under the GNU Affero GPL license, either version 3 of the License or (at your option) any later version. Please see COPYING for more information and the full license.
+
+using System;
+using System.Collections.Generic;
+using System.IO;
+using IBBoard.Collections;
+using IBBoard.IO;
+using IBBoard.Logging;
+using IBBoard.WarFoundry.API.Factories;
+using IBBoard.WarFoundry.API.Objects;
+
+namespace IBBoard.WarFoundry.API
+{
+	/// <summary>
+	/// The base abstract implementation of a WarFoundry file loader
+	/// </summary>
+	public abstract class AbstractWarFoundryLoader
+	{
+		private ICollection<DirectoryInfo> directories;
+		private ICollection<INativeWarFoundryFactory> factories;
+		private ICollection<INonNativeWarFoundryFactory> nonNativeFactories;
+		private Dictionary<IWarFoundryFactory, SimpleSet<IWarFoundryObject>> loadedObjects;
+		public delegate void FileLoadingCompleteDelegate(List<FileLoadFailure> failures);
+		public event MethodInvoker FileLoadingStarted;
+		public event FileLoadingCompleteDelegate FileLoadingFinished;
+		
+		protected AbstractWarFoundryLoader()
+		{
+			directories = new List<DirectoryInfo>();
+			factories = new List<INativeWarFoundryFactory>();
+			nonNativeFactories = new List<INonNativeWarFoundryFactory>();
+			loadedObjects = new Dictionary<IWarFoundryFactory,SimpleSet<IWarFoundryObject>>();
+		}
+		
+		/// <summary>
+		/// Adds a directory to the collection of directories that will be searched for WarFoundry data files.
+		/// </summary>
+		/// <param name="directory">
+		/// The <see cref="DirectoryInfo"/> to add to the list for searching for data files
+		/// </param>
+		public void AddLoadDirectory(DirectoryInfo directory)
+		{
+			if (!directories.Contains(directory))
+			{
+				directories.Add(directory);
+			}
+		}
+		
+		/// <summary>
+		/// Removes a directory from the collection of directories that will be searched for WarFoundry data files.
+		/// </summary>
+		/// <param name="directory">
+		/// A <see cref="DirectoryInfo"/>
+		/// </param>
+		public void RemoveLoadDirectory(DirectoryInfo directory)
+		{
+			if (directories.Contains(directory))
+			{
+				directories.Remove(directory);
+			}
+		}
+		
+		/// <summary>
+		/// Registers a <see cref="INativeWarFoundryFactory"/> as a factory that can parse native data files.
+		/// </summary>
+		/// <param name="factory">
+		/// The <see cref="INativeWarFoundryFactory"/> to register to parse native data files.
+		/// </param>
+		public void RegisterFactory(INativeWarFoundryFactory factory)
+		{
+			if (!factories.Contains(factory))
+			{
+				factories.Add(factory);
+			}
+		}
+		
+		/// <summary>
+		/// Unregisters a <see cref="INativeWarFoundryFactory"/> so that it will no longer be used to try to parse native data files.
+		/// </summary>
+		/// <param name="factory">
+		/// The <see cref="INativeWarFoundryFactory"/> to remove from the collection of factories that are used to try to parse native data files.
+		/// </param>
+		public void UnregisterFactory(INativeWarFoundryFactory factory)
+		{
+			if (factories.Contains(factory))
+			{
+				factories.Remove(factory);
+			}
+		}
+		
+		/// <summary>
+		/// Registers a <see cref="INonNativeWarFoundryFactory"/> so that it will be used to try to parse non-native data files from other applications.
+		/// </summary>
+		/// <param name="factory">
+		/// The <see cref="INonNativeWarFoundryFactory"/> to register to parse non-native data files.
+		/// </param>
+		public void RegisterNonNativeFactory(INonNativeWarFoundryFactory factory)
+		{
+			if (!nonNativeFactories.Contains(factory))
+			{
+				nonNativeFactories.Add(factory);
+			}
+		}
+		
+		/// <summary>
+		/// Unregisters a <see cref="INonNativeWarFoundryFactory"/> so that it will no longer be used to try to parse non-native data files from other applications.
+		/// </summary>
+		/// <param name="factory">
+		/// The <see cref="INonNativeWarFoundryFactory"/> to remove from the collection of factories that are used to try to parse non-native data files.
+		/// </param>
+		public void UnregisterNonNativeFactory(INonNativeWarFoundryFactory factory)
+		{
+			if (nonNativeFactories.Contains(factory))
+			{
+				nonNativeFactories.Remove(factory);
+			}
+		}
+		
+		/// <summary>
+		/// Loads all of the data files in the registered directories.
+		/// </summary>
+		/// <returns>
+		/// A <see cref="List"/> of <see cref="FileLoadFailure"/> for files that failed to load
+		/// </returns>
+		public List<FileLoadFailure> LoadFiles()
+		{
+			PrepareForFileLoad();
+			Dictionary<FileInfo, IWarFoundryFactory> loadableRaces = new Dictionary<FileInfo, IWarFoundryFactory>();
+			Dictionary<FileInfo, IWarFoundryFactory> loadableGameSystems = new Dictionary<FileInfo, IWarFoundryFactory>();
+			List<FileLoadFailure> failedLoads = FillLoadableFiles(loadableRaces, loadableGameSystems);
+			failedLoads.AddRange(LoadGameSystems(loadableGameSystems));
+			failedLoads.AddRange(LoadRaces(loadableRaces));
+			OnFileLoadingFinished(failedLoads);
+			return failedLoads;
+		}
+		
+		private void OnFileLoadingFinished(List<FileLoadFailure> failures)
+		{
+			if (FileLoadingFinished!=null)
+			{
+				FileLoadingFinished(failures);
+			}
+		}
+		
+		protected abstract void PrepareForFileLoad();
+
+		private List<FileLoadFailure> FillLoadableFiles(Dictionary<FileInfo, IWarFoundryFactory> loadableRaces, Dictionary<FileInfo, IWarFoundryFactory> loadableGameSystems)
+		{			
+			List<FileLoadFailure> fails = new List<FileLoadFailure>();
+			
+			foreach (DirectoryInfo directory in directories)
+			{				
+				if (directory.Exists)
+				{
+					List<FileLoadFailure> directoryFails = FillLoadableFilesForDirectory(loadableRaces, loadableGameSystems, directory);
+					fails.AddRange(directoryFails);
+				}
+				else
+				{
+					LogNotifier.WarnFormat(GetType(), "Load for {0} failed because directory didn't exist", directory.FullName);
+				}
+			}
+			
+			return fails;
+		}
+
+		private List<FileLoadFailure> FillLoadableFilesForDirectory(Dictionary<FileInfo, IWarFoundryFactory> loadableRaces, Dictionary<FileInfo, IWarFoundryFactory> loadableGameSystems, DirectoryInfo directory)
+		{
+			List<FileLoadFailure> fails = new List<FileLoadFailure>();
+			LogNotifier.Debug(GetType(), "Load from "+directory.FullName);
+		
+			foreach (FileInfo file in directory.GetFiles())
+			{
+				IWarFoundryFactory factory = GetGameSystemLoadingFactoryForFile(file);
+				
+				if (factory != null)
+				{
+					loadableGameSystems.Add(file, factory);
+				}
+				else
+				{
+					factory = GetRaceLoadingFactoryForFile(file);
+	
+					if (factory!=null)
+					{
+						loadableRaces.Add(file, factory);
+					}
+					else
+					{
+						FileLoadFailure failure = new FileLoadFailure(file, "File not handled as a Race or Game System definition: {0}", "FileNotHandled");
+						fails.Add(failure);
+						LogNotifier.Info(GetType(), failure.Message);
+					}
+				}
+			}
+
+			return fails;
+		}
+
+		private IWarFoundryFactory GetGameSystemLoadingFactoryForFile(FileInfo file)
+		{
+			IWarFoundryFactory loadingFactory = null;
+			
+			foreach (INonNativeWarFoundryFactory factory in nonNativeFactories)
+			{
+				if (factory.CanHandleFileAsGameSystem(file))
+				{
+					loadingFactory = factory;
+					break;
+				}
+			}
+
+			if (loadingFactory == null)
+			{
+				foreach (INativeWarFoundryFactory factory in factories)
+				{
+					if (factory.CanHandleFileAsGameSystem(file))
+					{
+						loadingFactory = factory;
+						break;
+					}
+				}
+			}
+
+			return loadingFactory;
+		}
+
+		private IWarFoundryFactory GetRaceLoadingFactoryForFile(FileInfo file)
+		{
+			IWarFoundryFactory loadingFactory = null;
+			
+			foreach (INonNativeWarFoundryFactory factory in nonNativeFactories)
+			{
+				if (factory.CanHandleFileAsRace(file))
+				{
+					loadingFactory = factory;
+					break;
+				}
+			}
+
+			if (loadingFactory == null)
+			{
+				foreach (INativeWarFoundryFactory factory in factories)
+				{
+					if (factory.CanHandleFileAsRace(file))
+					{
+						loadingFactory = factory;
+						break;
+					}
+				}
+			}
+
+			return loadingFactory;
+		}
+
+		private List<FileLoadFailure> LoadGameSystems(Dictionary<FileInfo, IWarFoundryFactory> gameSystemFiles)
+		{
+			List<FileLoadFailure> fails = new List<FileLoadFailure>();
+
+			
+			foreach (FileInfo file in gameSystemFiles.Keys)
+			{
+				FileLoadFailure failure = null;
+				
+				try
+				{
+					bool loaded = LoadObject(file, gameSystemFiles[file]);
+	
+					if (!loaded)
+					{
+						failure = new FileLoadFailure(file, "FileLoadFailed", "Failed to load {0} as GameSystem using {1}");
+					}
+				}
+				catch (Exception ex)
+				{
+					failure = new FileLoadFailure(file, null, ex.Message, null, ex);
+				}
+						
+				if (failure!=null)
+				{
+					fails.Add(failure);
+					LogNotifier.Warn(GetType(), failure.Message, failure.Exception);
+				}
+			}
+			
+			return fails;
+		}
+
+		private List<FileLoadFailure> LoadRaces(Dictionary<FileInfo, IWarFoundryFactory> raceFiles)
+		{
+			List<FileLoadFailure> fails = new List<FileLoadFailure>();
+			
+			foreach (FileInfo file in raceFiles.Keys)
+			{
+				FileLoadFailure failure = null;
+				
+				try
+				{
+					bool loaded = LoadObject(file, raceFiles[file]);
+	
+					if (!loaded)
+					{
+						failure = new FileLoadFailure(file, "FileLoadFailed", "Failed to load {0} as Race using {1}");
+					}
+				}
+				catch (Exception ex)
+				{
+					failure = new FileLoadFailure(file, null, ex.Message, null, ex);
+				}
+						
+				if (failure!=null)
+				{
+					fails.Add(failure);
+					LogNotifier.Warn(GetType(), failure.Message, failure.Exception);
+				}
+			}
+			
+			return fails;
+		}
+
+		private bool LoadObject(FileInfo file, IWarFoundryFactory factory)
+		{
+			bool loaded = false;
+			
+			LogNotifier.DebugFormat(GetType(), "Loading {0} using {1}", file.FullName, factory.GetType().Name);
+			ICollection<IWarFoundryObject> objects = factory.CreateObjectsFromFile(file);
+			
+			if (objects.Count > 0)
+			{
+				AddLoadedObjects(objects, factory);
+				loaded = true;
+			}
+
+			return loaded;
+		}
+		
+		
+		/// <summary>
+		/// Loads a single file through the registered WarFoundryFactories, if a factory exists that supports the file format.
+		/// </summary>
+		/// <param name="file">
+		/// A <see cref="FileInfo"/> for the file to attempt to load
+		/// </param>
+		/// <returns>
+		/// An ICollection of IWarFoundryObjects loaded from <code>file</code>
+		/// </returns>
+		public ICollection<IWarFoundryObject> LoadFile(FileInfo file)
+		{
+			ICollection<IWarFoundryObject> objs = null;
+			IWarFoundryFactory loadFactory = null;
+			
+			try
+			{
+				objs = LoadFileWithNonNativeFactories(file, out loadFactory);
+				
+				if (objs == null)
+				{
+					objs = LoadFileWithNativeFactories(file, out loadFactory);
+				}
+			}
+			catch (InvalidFileException ex)
+			{
+				LogNotifier.Error(GetType(), file.FullName+" failed to load", ex);
+			}
+				
+			if (objs!=null)
+			{
+				AddLoadedObjects(objs, loadFactory);
+			}
+			else
+			{
+				objs = new List<IWarFoundryObject>();
+			}
+
+			return objs;
+		}
+		
+		private ICollection<IWarFoundryObject> LoadFileWithNonNativeFactories(FileInfo file, out IWarFoundryFactory loadFactory)
+		{
+			ICollection<IWarFoundryObject> objs = null;
+			loadFactory = null;
+			
+			if (nonNativeFactories.Count > 0)
+			{
+				LogNotifier.Debug(GetType(), "Attempting to load "+file.FullName+" as a non-native file");
+				
+				foreach (INonNativeWarFoundryFactory factory in nonNativeFactories)
+				{
+					bool canLoad = factory.CanHandleFileFormat(file);
+					LogNotifier.Debug(GetType(), "Load using "+factory.GetType().FullName+"? " + (canLoad ? "yes" : "no"));
+					
+					if (canLoad)
+					{
+						objs = factory.CreateObjectsFromFile(file);
+						
+						if (objs!=null)
+						{
+							loadFactory = factory;
+							break;
+						}
+					}			         
+				}
+			}
+			
+			return objs;
+		}
+		
+		private ICollection<IWarFoundryObject> LoadFileWithNativeFactories(FileInfo file, out IWarFoundryFactory loadFactory)
+		{
+			ICollection<IWarFoundryObject> objs = null;
+			loadFactory = null;
+			
+			if (factories.Count > 0)
+			{
+				LogNotifier.Debug(GetType(), "Attempting to load "+file.FullName+" as native file");
+						
+				foreach (INativeWarFoundryFactory factory in factories)
+				{
+					if (factory.CanHandleFileFormat(file))
+					{
+						objs = factory.CreateObjectsFromFile(file);
+						
+						if (objs!=null)
+						{
+							loadFactory = factory;
+							break;
+						}
+					}
+				}
+			}
+			
+			return objs;
+		}
+		
+		private void AddLoadedObjects(ICollection<IWarFoundryObject> loadedObjs, IWarFoundryFactory factory)
+		{
+			SimpleSet<IWarFoundryObject> objs;
+			loadedObjects.TryGetValue(factory, out objs);
+			
+			if (objs == null)
+			{
+				objs = new SimpleSet<IWarFoundryObject>();
+				loadedObjects.Add(factory, objs);
+			}
+				
+			objs.AddRange(loadedObjs);
+			StoreObjects(loadedObjs);
+		}
+
+		private void StoreObjects(ICollection<IWarFoundryObject> loadedObjects)
+		{
+			foreach (IWarFoundryObject loadedObject in loadedObjects)
+			{
+				if (loadedObject is GameSystem)
+				{
+					StoreGameSystem((GameSystem)loadedObject);
+				}
+				else if (loadedObject is Race)
+				{
+					StoreRace((Race)loadedObject);
+				}
+			}
+		}
+		
+		protected void StoreGameSystem(GameSystem system)
+		{
+			GameSystem existingSystem = GetExistingSystemForSystem(system);
+			
+			if (existingSystem!=null)
+			{				
+				if (!system.Equals(existingSystem))
+				{
+					//TODO: Raise an event to say we got a different duplicate
+					//We can't just fail, because failing is for completely unhandled files, not for objects in a file
+				}
+			}
+			else
+			{
+				DoStoreGameSystem(system);
+			}
+		}
+		
+		/// <summary>
+		/// Gets a game system that has already been loaded that duplicates the supplied game system's ID, if one exists.
+		/// </summary>
+		/// <param name="system">
+		/// The <see cref="GameSystem"/> to find pre-existing duplicates of
+		/// </param>
+		/// <returns>
+		/// <code>null</code> if no existing duplicate exists, else the duplicate <see cref="GameSystem"/>
+		/// </returns>
+		protected abstract GameSystem GetExistingSystemForSystem(GameSystem system);
+		
+		/// <summary>
+		/// Stores a GameSystem in the loader's relevant storage structure
+		/// </summary>
+		/// <param name="system">
+		/// The loaded <see cref="GameSystem"/> to store
+		/// </param>
+		protected abstract void DoStoreGameSystem(GameSystem system);
+		
+		protected void StoreRace(Race race)
+		{
+			if (race.GameSystem == null)
+			{
+				throw new InvalidOperationException("Race cannot have null game system. Game system should be loaded before race.");
+			}
+			
+			DoStoreRace(race);
+		}
+		
+		/// <summary>
+		/// Performs the implementation specific storage of a race
+		/// </summary>
+		/// <param name="race">
+		/// The <see cref="Race"/> to store
+		/// </param>
+		protected abstract void DoStoreRace(Race race);
+		
+		/// <summary>
+		/// Gets all <see cref="GameSystem"/>s that are currently available, determined by those that can be loaded with the current <see cref="IWarFoundryFactory"/>s. 
+		/// </summary>
+		/// <returns>
+		/// An array of <see cref="GameSystem"/>s that are currently available.
+		/// </returns>
+		public abstract GameSystem[] GetGameSystems();
+
+		/// <summary>
+		/// Gets a single <see cref="GameSystem"/> with a given ID. 
+		/// </summary>
+		/// <param name="systemID">
+		/// The ID of the <see cref="GameSystem"/> to get, as a <see cref="System.String"/>.
+		/// </param>
+		/// <returns>
+		/// The <see cref="GameSystem"/> with the given ID, or <code>null</code> if one doesn't exist.
+		/// </returns>
+		public abstract GameSystem GetGameSystem(string systemID);
+
+		/// <summary>
+		/// Removes a loaded <see cref="GameSystem"/>. Used when a GameSystem fails to complete loading
+		/// </summary>
+		/// <param name="system">The GameSystem to remove</param>
+		protected internal abstract void RemoveGameSystem(GameSystem system);
+
+		/// <summary>
+		/// Gets an array of the races for the specified <see cref="GameSystem"/>.
+		/// </summary>
+		/// <param name="system">
+		/// The <see cref="GameSystem"/> to get the available races for.
+		/// </param>
+		/// <returns>
+		/// An array of <see cref="Race"/>s for the <see cref="GameSystem"/>
+		/// </returns>
+		public abstract Race[] GetRaces(GameSystem system);
+
+		/// <summary>
+		/// Gets a single race for a given <see cref="GameSystem"/> by ID of the race.
+		/// </summary>
+		/// <param name="system">
+		/// The <see cref="GameSystem"/> that the race is part of.
+		/// </param>
+		/// <param name="raceID">
+		/// A <see cref="System.String"/> ID for the race to load.
+		/// </param>
+		/// <returns>
+		/// A <see cref="Race"/> with the specified ID from the <see cref="GameSystem"/>, or <code>null</code> if one doesn't exist.
+		/// </returns>
+		public abstract Race GetRace(GameSystem system, string raceID);
+
+		/// <summary>
+		/// Gets a single race for a given <see cref="GameSystem"/> by the race's ID and sub-race ID.
+		/// </summary>
+		/// <param name="system">
+		/// The <see cref="GameSystem"/> that the race is part of.
+		/// </param>
+		/// <param name="raceID">
+		/// The <see cref="System.String"/> ID for the race to load.
+		/// </param>
+		/// <param name="raceSubID">
+		/// A <see cref="System.String"/>
+		/// </param>
+		/// <returns>
+		/// A <see cref="Race"/>
+		/// </returns>
+		public abstract Race GetRace(GameSystem system, string raceID, string raceSubID);
+
+		protected internal abstract void RemoveRace(Race race);
+
+		/// <summary>
+		/// Gets the IDs of all of the game systems currently available.
+		/// </summary>
+		/// <returns>
+		/// An array of <see cref="System.String"/>s representing the IDs of the game systems.
+		/// </returns>
+		public virtual string[] GetGameSystemIDs()
+		{
+			GameSystem[] systems = GetGameSystems();
+			return GetWarFoundryObjectIDs(systems);
+		}
+		
+		protected string[] GetWarFoundryObjectIDs(WarFoundryObject[] objs)
+		{
+			int objCount = objs.Length;
+			string[] keys = new string[objCount];
+
+			for (int i = 0; i < objCount; i++)
+			{
+				keys[i] = objs[i].ID;
+			}
+
+			return keys;
+		}
+		
+		/// <summary>
+		/// Gets the IDs of all of the races of a specified game system.
+		/// </summary>
+		/// <param name="system">
+		/// The <see cref="GameSystem"/> to get the available races for.
+		/// </param>
+		/// <returns>
+		/// An array of <see cref="System.String"/>s representing the IDs of the races of the specified game system.
+		/// </returns>
+		public virtual string[] GetSystemRaceIDs(GameSystem system)
+		{
+			Race[] races = GetRaces(system);
+			return GetWarFoundryObjectIDs(races);
+		}
+		
+		public Army LoadArmy(FileInfo file)
+		{
+			IWarFoundryFactory factory = GetArmyLoadingFactoryForFile(file);			
+			Army loadedArmy = null;
+			
+			if (factory != null)
+			{
+				ICollection<IWarFoundryObject> objs = factory.CreateObjectsFromFile(file);
+								
+				if (objs.Count == 1)
+				{
+					foreach (IWarFoundryObject systemCount in objs)
+					{
+						if (systemCount is Army)
+						{
+							loadedArmy = (Army) systemCount;
+						}
+					}
+				}
+			}
+			
+			return loadedArmy;
+		}
+
+		private IWarFoundryFactory GetArmyLoadingFactoryForFile(FileInfo file)
+		{
+			IWarFoundryFactory loadingFactory = null;
+			
+			foreach (INonNativeWarFoundryFactory factory in nonNativeFactories)
+			{
+				if (factory.CanHandleFileAsArmy(file))
+				{
+					loadingFactory = factory;
+					break;
+				}
+			}
+
+			if (loadingFactory == null)
+			{
+				foreach (INativeWarFoundryFactory factory in factories)
+				{
+					if (factory.CanHandleFileAsArmy(file))
+					{
+						loadingFactory = factory;
+						break;
+					}
+				}
+			}
+
+			return loadingFactory;
+		}
+	}
+}