Mercurial > repos > IBBoard.WarFoundry.API
view api/Factories/Xml/WarFoundryXmlFactory.cs @ 95:6c6cfe5594fc
Re #118: Allow equipment amounts of "ratio" equipment to be define as absolute or ratio amounts
* Create new "equipment selection" objects to track equipment selection amounts and cost
* Create ratio version
* Creat absolute amount version
author | IBBoard <dev@ibboard.co.uk> |
---|---|
date | Sun, 09 Aug 2009 10:34:09 +0000 |
parents | 3ea0ab04352b |
children | 2f3cafb69799 |
line wrap: on
line source
// This file (WarFoundryXmlFactory.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 under the GNU LGPL license, either version 3 of the License or (at your option) any later version. Please see COPYING.LGPL for more information and the full license. using System; using System.IO; using System.Xml; using System.Xml.Schema; using System.Xml.XPath; using System.Collections.Generic; using System.Text; using IBBoard; using IBBoard.IO; using IBBoard.Lang; using IBBoard.Logging; using IBBoard.Xml; using IBBoard.WarFoundry.API.Requirements; using IBBoard.WarFoundry.API.Objects; using ICSharpCode.SharpZipLib.Zip; namespace IBBoard.WarFoundry.API.Factories.Xml { /// <summary> /// The WarFoundryXmlFactory loads WarFoundry classes from the native "XML in a zip" file format. Files are validated using the schema for the file type, so structurally invalid files should be identified at initial load. /// </summary> public class WarFoundryXmlFactory : AbstractNativeWarFoundryFactory { private static WarFoundryXmlFactory factory; private WarFoundryXmlGameSystemFactory gameSystemFactory; private WarFoundryXmlRaceFactory raceFactory; private WarFoundryXmlArmyFactory armyFactory; public static AbstractNativeWarFoundryFactory GetFactory() { if (factory == null) { factory = new WarFoundryXmlFactory(); } return factory; } private WarFoundryXmlFactory() : base() { gameSystemFactory = new WarFoundryXmlGameSystemFactory(this); raceFactory = new WarFoundryXmlRaceFactory(this); armyFactory = new WarFoundryXmlArmyFactory(); } protected override bool CheckCanFindArmyFileContent(ZipFile file) { return file.FindEntry("data.armyx", true) > -1; } protected override bool CheckCanFindSystemFileContent(ZipFile file) { return file.FindEntry("data.systemx", true) > -1; } protected override bool CheckCanFindRaceFileContent(ZipFile file) { return file.FindEntry("data.racex", true) > -1; } protected override Stream GetArmyDataStream(ZipFile file) { return file.GetInputStream(file.FindEntry("data.armyx", true)); } protected override Army CreateArmyFromStream (ZipFile file, Stream dataStream) { XmlElement elem = GetRootElementFromStream(dataStream, WarFoundryXmlElementName.ARMY_ELEMENT); return armyFactory.CreateArmyFromElement(file, elem); } private XmlElement GetRootElementFromStream(Stream stream, WarFoundryXmlElementName elementName) { XmlDocument doc = WarFoundryXmlFactoryUtils.CreateXmlDocumentFromStream(stream); XmlElement elem = (XmlElement)doc.LastChild; if (!elem.LocalName.Equals(elementName.Value)) { throw new InvalidFileException(String.Format("Root element of XML was not valid. Expected {0} but got {1}", elementName.Value, elem.Name)); } return elem; } protected override Stream GetGameSystemDataStream (ZipFile file) { return file.GetInputStream(file.FindEntry("data.systemx", true)); } protected override GameSystem CreateGameSystemFromStream (ZipFile file, Stream dataStream) { XmlElement elem = GetRootElementFromStream(dataStream, WarFoundryXmlElementName.SYSTEM_ELEMENT); LogNotifier.Debug(GetType(), "Create GameSystem"); return gameSystemFactory.CreateSystemFromElement(file, elem); } protected override Stream GetRaceDataStream (ZipFile file) { return file.GetInputStream(file.FindEntry("data.racex", true)); } protected override Race CreateRaceFromStream (ZipFile file, Stream dataStream) { XmlElement elem = GetRootElementFromStream(dataStream, WarFoundryXmlElementName.RACE_ELEMENT); LogNotifier.Debug(GetType(), "Create Race"); return raceFactory.CreateRaceFromElement(file, elem); } public override void CompleteLoading(IWarFoundryStagedLoadObject obj) { LogNotifier.DebugFormat(GetType(), "Complete loading of {0} with ID {1}", obj.GetType().Name, obj.ID); if (obj is GameSystem) { gameSystemFactory.CompleteLoading((GameSystem)obj); } else if (obj is Race) { raceFactory.CompleteLoading((Race)obj); } } } }