Mercurial > repos > IBBoard.WarFoundry.API
view api/AbstractWarFoundryLoader.cs @ 275:10fb73206bd2
Re #296: Fix handling of equipment slot with no limit
* Take the easy way out - slots are to limit things and the code never worked without a limit before, even if the file validated, so just require a limit
Also:
* Arbitrary line ending clean-up from using Geany
author | IBBoard <dev@ibboard.co.uk> |
---|---|
date | Sun, 04 Jul 2010 13:52:26 +0000 |
parents | a36a0e9cc05d |
children | c035afa4a42c |
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// 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; } } }