Mercurial > repos > IBBoard.WarFoundry.API
view API/Factories/AbstractNativeWarFoundryFactory.cs @ 473:0d032c04210e
Re #359: Add "only contained" attribute to unit types
* Make sure remove handles sub-units as well
Note: warning the user that the unit has sub-units rather than just removing them is left to the UI
author | IBBoard <dev@ibboard.co.uk> |
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date | Mon, 16 Apr 2012 20:47:14 +0100 |
parents | cbeee87dc2d3 |
children | 1ed2f3ab5e35 |
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// This file (AbstractNativeWarFoundryFactory.cs) is a part of the IBBoard.WarFoundry.API project and is copyright 2007, 2008, 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.IO; using System.Xml; using System.Xml.Schema; using System.Collections.Generic; using System.Text; using IBBoard; using IBBoard.IO; using IBBoard.Lang; using IBBoard.Xml; using IBBoard.WarFoundry.API.Objects; using ICSharpCode.SharpZipLib.Zip; using IBBoard.Collections; namespace IBBoard.WarFoundry.API.Factories { /// <summary> /// Base abstract class for all factories that load native WarFoundry data. /// </summary> public abstract class AbstractNativeWarFoundryFactory : AbstractWarFoundryFactory<ZipFile>, INativeWarFoundryFactory { protected AbstractNativeWarFoundryFactory() { //Do nothing - just make the constructor non-public } protected override ZipFile GetFileAsSupportedType(FileInfo file) { ZipFile zip = null; string ext = file.Extension.ToLower(); if (ext == ".race" || ext == ".army" || ext == ".system") { try { zip = new ZipFile(file.FullName); } catch (ZipException) { //Silently dispose as per spec for the method } catch (IOException) { //Silently dispose as per spec for the method } } return zip; } protected override bool CheckCanHandleFileFormat(ZipFile file) { return CheckCanHandleFileAsGameSystem(file) || CheckCanHandleFileAsRace(file) || CheckCanHandleFileAsArmy(file); } protected override bool CheckCanHandleFileAsGameSystem(ZipFile file) { return CheckCanFindSystemFileContent(file); } protected abstract bool CheckCanFindSystemFileContent(ZipFile file); protected override bool CheckCanHandleFileAsRace(ZipFile file) { return CheckCanFindRaceFileContent(file); } protected abstract bool CheckCanFindRaceFileContent(ZipFile file); protected override bool CheckCanHandleFileAsArmy(ZipFile file) { return CheckCanFindArmyFileContent(file); } protected abstract bool CheckCanFindArmyFileContent(ZipFile file); protected override ICollection<IWarFoundryObject> DoCreateObjectsFromFile(ZipFile file) { ICollection<IWarFoundryObject> objects = new List<IWarFoundryObject>(); if (file != null) { DoCreateObjectsFromZip(file, objects); } return objects; } private void DoCreateObjectsFromZip(ZipFile file, ICollection<IWarFoundryObject> objects) { try { CreateSystemObjectsFromZip(file, objects); CreateRaceObjectsFromZip(file, objects); CreateArmyObjectsFromZip(file, objects); } finally { file.Close(); } } private void CreateSystemObjectsFromZip(ZipFile file, ICollection<IWarFoundryObject> objects) { if (CheckCanFindSystemFileContent(file)) { foreach (GameSystem system in CreateGameSystemsFromFile(file)) { OnGameSystemLoaded(system); objects.Add(system); } } } void CreateRaceObjectsFromZip(ZipFile file, ICollection<IWarFoundryObject> objects) { if (CheckCanFindRaceFileContent(file)) { foreach (Race race in CreateRacesFromFile(file)) { OnRaceLoaded(race); objects.Add(race); } } } void CreateArmyObjectsFromZip(ZipFile file, ICollection<IWarFoundryObject> objects) { if (CheckCanFindArmyFileContent(file)) { foreach (Army army in CreateArmiesFromFile(file)) { OnArmyLoaded(army); objects.Add(army); } } } protected ICollection<Army> CreateArmiesFromFile(ZipFile file) { ICollection<ZipEntry> dataStreams = GetArmyZipEntries(file); ICollection<Army> armies = new List<Army>(); foreach (ZipEntry entry in dataStreams) { if (IsDotFile(entry)) { continue; } using (Stream dataStream = file.GetInputStream(entry)) { armies.Add(CreateArmyFromStream(file, dataStream)); } } return armies; } private bool IsDotFile(ZipEntry entry) { string name = entry.Name; int slashIdx = name.LastIndexOf('/'); return (slashIdx != -1 && slashIdx == name.LastIndexOf("/.")) || (name.Length > 0 && name[0] == '.'); } protected abstract ICollection<ZipEntry> GetArmyZipEntries(ZipFile file); protected abstract Army CreateArmyFromStream(ZipFile file, Stream dataStream); protected ICollection<Race> CreateRacesFromFile(ZipFile file) { ICollection<ZipEntry> dataStreams = GetRaceZipEntries(file); ICollection<Race> races = new List<Race>(); foreach (ZipEntry entry in dataStreams) { if (IsDotFile(entry)) { continue; } using (Stream dataStream = file.GetInputStream(entry)) { races.Add(CreateRaceFromStream(file, dataStream)); } } return races; } protected abstract ICollection<ZipEntry> GetRaceZipEntries(ZipFile file); protected abstract Race CreateRaceFromStream(ZipFile file, Stream dataStream); protected ICollection<GameSystem> CreateGameSystemsFromFile(ZipFile file) { ICollection<ZipEntry> dataStreams = GetGameSystemZipEntries(file); ICollection<GameSystem> systems = new List<GameSystem>(); foreach (ZipEntry entry in dataStreams) { if (IsDotFile(entry)) { continue; } using (Stream dataStream = file.GetInputStream(entry)) { systems.Add(CreateGameSystemFromStream(file, dataStream)); } } return systems; } protected abstract ICollection<ZipEntry> GetGameSystemZipEntries(ZipFile file); protected abstract GameSystem CreateGameSystemFromStream(ZipFile file, Stream dataStream); public override bool Equals(object o) { if (o == this) { return true; } else if (o == null || !(this.GetType().Equals(o.GetType()))) { return false; } return true; } public override int GetHashCode() { return GetType().FullName.GetHashCode(); } } }