# HG changeset patch # User IBBoard # Date 1283889764 0 # Node ID b21a85c079f5e39eebee186be3786a27214cc4c8 # Parent 8981fc45fe1715c70975eed4a936be303ffc4c05 Re #153: Default name for armies * Add explicit default value in schema * Swap adding of extra constructor parameter (which wasn't stored at any point) to using property * Clean up line endings diff -r 8981fc45fe17 -r b21a85c079f5 api/AbstractWarFoundryLoader.cs --- a/api/AbstractWarFoundryLoader.cs Tue Sep 07 11:53:22 2010 +0000 +++ b/api/AbstractWarFoundryLoader.cs Tue Sep 07 20:02:44 2010 +0000 @@ -1,685 +1,685 @@ -// 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 -{ - /// - /// The base abstract implementation of a WarFoundry file loader - /// - public abstract class AbstractWarFoundryLoader - { - private ICollection directories; - private ICollection factories; - private ICollection nonNativeFactories; - private Dictionary> loadedObjects; - public delegate void FileLoadingCompleteDelegate(List failures); - public event MethodInvoker FileLoadingStarted; - public event FileLoadingCompleteDelegate FileLoadingFinished; - - protected AbstractWarFoundryLoader() - { - directories = new List(); - factories = new List(); - nonNativeFactories = new List(); - loadedObjects = new Dictionary>(); - } - - /// - /// Adds a directory to the collection of directories that will be searched for WarFoundry data files. - /// - /// - /// The to add to the list for searching for data files - /// - public void AddLoadDirectory(DirectoryInfo directory) - { - if (!directories.Contains(directory)) - { - directories.Add(directory); - } - } - - /// - /// Removes a directory from the collection of directories that will be searched for WarFoundry data files. - /// - /// - /// A - /// - public void RemoveLoadDirectory(DirectoryInfo directory) - { - if (directories.Contains(directory)) - { - directories.Remove(directory); - } - } - - /// - /// Registers a as a factory that can parse native data files. - /// - /// - /// The to register to parse native data files. - /// - public void RegisterFactory(INativeWarFoundryFactory factory) - { - if (!factories.Contains(factory)) - { - factories.Add(factory); - } - } - - /// - /// Unregisters a so that it will no longer be used to try to parse native data files. - /// - /// - /// The to remove from the collection of factories that are used to try to parse native data files. - /// - public void UnregisterFactory(INativeWarFoundryFactory factory) - { - if (factories.Contains(factory)) - { - factories.Remove(factory); - } - } - - /// - /// Registers a so that it will be used to try to parse non-native data files from other applications. - /// - /// - /// The to register to parse non-native data files. - /// - public void RegisterNonNativeFactory(INonNativeWarFoundryFactory factory) - { - if (!nonNativeFactories.Contains(factory)) - { - nonNativeFactories.Add(factory); - } - } - - /// - /// Unregisters a so that it will no longer be used to try to parse non-native data files from other applications. - /// - /// - /// The to remove from the collection of factories that are used to try to parse non-native data files. - /// - public void UnregisterNonNativeFactory(INonNativeWarFoundryFactory factory) - { - if (nonNativeFactories.Contains(factory)) - { - nonNativeFactories.Remove(factory); - } - } - - /// - /// Loads all of the data files in the registered directories. - /// - /// - /// A of for files that failed to load - /// - public List LoadFiles() - { - PrepareForFileLoad(); - Dictionary loadableRaces = new Dictionary(); - Dictionary loadableGameSystems = new Dictionary(); - List failedLoads = FillLoadableFiles(loadableRaces, loadableGameSystems); - failedLoads.AddRange(LoadGameSystems(loadableGameSystems)); - failedLoads.AddRange(LoadRaces(loadableRaces)); - OnFileLoadingFinished(failedLoads); - return failedLoads; - } - - private void OnFileLoadingFinished(List failures) - { - if (FileLoadingFinished!=null) - { - FileLoadingFinished(failures); - } - } - - protected abstract void PrepareForFileLoad(); - - private List FillLoadableFiles(Dictionary loadableRaces, Dictionary loadableGameSystems) - { - List fails = new List(); - - foreach (DirectoryInfo directory in directories) - { - directory.Refresh(); - - if (directory.Exists) - { - List 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 FillLoadableFilesForDirectory(Dictionary loadableRaces, Dictionary loadableGameSystems, DirectoryInfo directory) - { - List fails = new List(); - 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 LoadGameSystems(Dictionary gameSystemFiles) - { - List fails = new List(); - - - 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 LoadRaces(Dictionary raceFiles) - { - List fails = new List(); - - 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 objects = factory.CreateObjectsFromFile(file); - - if (objects.Count > 0) - { - AddLoadedObjects(objects, factory); - loaded = true; - } - - return loaded; - } - - - /// - /// Loads a single file through the registered WarFoundryFactories, if a factory exists that supports the file format. - /// - /// - /// A for the file to attempt to load - /// - /// - /// An ICollection of IWarFoundryObjects loaded from file - /// - public ICollection LoadFile(FileInfo file) - { - ICollection 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(); - } - - return objs; - } - - private ICollection LoadFileWithNonNativeFactories(FileInfo file, out IWarFoundryFactory loadFactory) - { - ICollection 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 LoadFileWithNativeFactories(FileInfo file, out IWarFoundryFactory loadFactory) - { - ICollection 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 loadedObjs, IWarFoundryFactory factory) - { - SimpleSet objs; - loadedObjects.TryGetValue(factory, out objs); - - if (objs == null) - { - objs = new SimpleSet(); - loadedObjects.Add(factory, objs); - } - - objs.AddRange(loadedObjs); - StoreObjects(loadedObjs); - } - - private void StoreObjects(ICollection 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); - } - } - - /// - /// Gets a game system that has already been loaded that duplicates the supplied game system's ID, if one exists. - /// - /// - /// The to find pre-existing duplicates of - /// - /// - /// null if no existing duplicate exists, else the duplicate - /// - protected abstract GameSystem GetExistingSystemForSystem(GameSystem system); - - /// - /// Stores a GameSystem in the loader's relevant storage structure - /// - /// - /// The loaded to store - /// - 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); - } - - /// - /// Performs the implementation specific storage of a race - /// - /// - /// The to store - /// - protected abstract void DoStoreRace(Race race); - - /// - /// Gets all s that are currently available, determined by those that can be loaded with the current s. - /// - /// - /// An array of s that are currently available. - /// - public abstract GameSystem[] GetGameSystems(); - - /// - /// Gets a single with a given ID. - /// - /// - /// The ID of the to get, as a . - /// - /// - /// The with the given ID, or null if one doesn't exist. - /// - public abstract GameSystem GetGameSystem(string systemID); - - /// - /// Removes a loaded . Used when a GameSystem fails to complete loading - /// - /// The GameSystem to remove - protected internal abstract void RemoveGameSystem(GameSystem system); - - /// - /// Gets an array of the races for the specified . - /// - /// - /// The to get the available races for. - /// - /// - /// An array of s for the - /// - public abstract Race[] GetRaces(GameSystem system); - - /// - /// Gets a single race for a given by ID of the race. - /// - /// - /// The that the race is part of. - /// - /// - /// A ID for the race to load. - /// - /// - /// A with the specified ID from the , or null if one doesn't exist. - /// - public abstract Race GetRace(GameSystem system, string raceID); - - /// - /// Gets a single race for a given by the race's ID and sub-race ID. - /// - /// - /// The that the race is part of. - /// - /// - /// The ID for the race to load. - /// - /// - /// A - /// - /// - /// A - /// - public abstract Race GetRace(GameSystem system, string raceID, string raceSubID); - - protected internal abstract void RemoveRace(Race race); - - /// - /// Gets the IDs of all of the game systems currently available. - /// - /// - /// An array of s representing the IDs of the game systems. - /// - 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; - } - - /// - /// Gets the IDs of all of the races of a specified game system. - /// - /// - /// The to get the available races for. - /// - /// - /// An array of s representing the IDs of the races of the specified game system. - /// - 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 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; - } - } -} +// 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 +{ + /// + /// The base abstract implementation of a WarFoundry file loader + /// + public abstract class AbstractWarFoundryLoader + { + private ICollection directories; + private ICollection factories; + private ICollection nonNativeFactories; + private Dictionary> loadedObjects; + public delegate void FileLoadingCompleteDelegate(List failures); + public event MethodInvoker FileLoadingStarted; + public event FileLoadingCompleteDelegate FileLoadingFinished; + + protected AbstractWarFoundryLoader() + { + directories = new List(); + factories = new List(); + nonNativeFactories = new List(); + loadedObjects = new Dictionary>(); + } + + /// + /// Adds a directory to the collection of directories that will be searched for WarFoundry data files. + /// + /// + /// The to add to the list for searching for data files + /// + public void AddLoadDirectory(DirectoryInfo directory) + { + if (!directories.Contains(directory)) + { + directories.Add(directory); + } + } + + /// + /// Removes a directory from the collection of directories that will be searched for WarFoundry data files. + /// + /// + /// A + /// + public void RemoveLoadDirectory(DirectoryInfo directory) + { + if (directories.Contains(directory)) + { + directories.Remove(directory); + } + } + + /// + /// Registers a as a factory that can parse native data files. + /// + /// + /// The to register to parse native data files. + /// + public void RegisterFactory(INativeWarFoundryFactory factory) + { + if (!factories.Contains(factory)) + { + factories.Add(factory); + } + } + + /// + /// Unregisters a so that it will no longer be used to try to parse native data files. + /// + /// + /// The to remove from the collection of factories that are used to try to parse native data files. + /// + public void UnregisterFactory(INativeWarFoundryFactory factory) + { + if (factories.Contains(factory)) + { + factories.Remove(factory); + } + } + + /// + /// Registers a so that it will be used to try to parse non-native data files from other applications. + /// + /// + /// The to register to parse non-native data files. + /// + public void RegisterNonNativeFactory(INonNativeWarFoundryFactory factory) + { + if (!nonNativeFactories.Contains(factory)) + { + nonNativeFactories.Add(factory); + } + } + + /// + /// Unregisters a so that it will no longer be used to try to parse non-native data files from other applications. + /// + /// + /// The to remove from the collection of factories that are used to try to parse non-native data files. + /// + public void UnregisterNonNativeFactory(INonNativeWarFoundryFactory factory) + { + if (nonNativeFactories.Contains(factory)) + { + nonNativeFactories.Remove(factory); + } + } + + /// + /// Loads all of the data files in the registered directories. + /// + /// + /// A of for files that failed to load + /// + public List LoadFiles() + { + PrepareForFileLoad(); + Dictionary loadableRaces = new Dictionary(); + Dictionary loadableGameSystems = new Dictionary(); + List failedLoads = FillLoadableFiles(loadableRaces, loadableGameSystems); + failedLoads.AddRange(LoadGameSystems(loadableGameSystems)); + failedLoads.AddRange(LoadRaces(loadableRaces)); + OnFileLoadingFinished(failedLoads); + return failedLoads; + } + + private void OnFileLoadingFinished(List failures) + { + if (FileLoadingFinished!=null) + { + FileLoadingFinished(failures); + } + } + + protected abstract void PrepareForFileLoad(); + + private List FillLoadableFiles(Dictionary loadableRaces, Dictionary loadableGameSystems) + { + List fails = new List(); + + foreach (DirectoryInfo directory in directories) + { + directory.Refresh(); + + if (directory.Exists) + { + List 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 FillLoadableFilesForDirectory(Dictionary loadableRaces, Dictionary loadableGameSystems, DirectoryInfo directory) + { + List fails = new List(); + 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 LoadGameSystems(Dictionary gameSystemFiles) + { + List fails = new List(); + + + 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 LoadRaces(Dictionary raceFiles) + { + List fails = new List(); + + 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 objects = factory.CreateObjectsFromFile(file); + + if (objects.Count > 0) + { + AddLoadedObjects(objects, factory); + loaded = true; + } + + return loaded; + } + + + /// + /// Loads a single file through the registered WarFoundryFactories, if a factory exists that supports the file format. + /// + /// + /// A for the file to attempt to load + /// + /// + /// An ICollection of IWarFoundryObjects loaded from file + /// + public ICollection LoadFile(FileInfo file) + { + ICollection 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(); + } + + return objs; + } + + private ICollection LoadFileWithNonNativeFactories(FileInfo file, out IWarFoundryFactory loadFactory) + { + ICollection 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 LoadFileWithNativeFactories(FileInfo file, out IWarFoundryFactory loadFactory) + { + ICollection 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 loadedObjs, IWarFoundryFactory factory) + { + SimpleSet objs; + loadedObjects.TryGetValue(factory, out objs); + + if (objs == null) + { + objs = new SimpleSet(); + loadedObjects.Add(factory, objs); + } + + objs.AddRange(loadedObjs); + StoreObjects(loadedObjs); + } + + private void StoreObjects(ICollection 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); + } + } + + /// + /// Gets a game system that has already been loaded that duplicates the supplied game system's ID, if one exists. + /// + /// + /// The to find pre-existing duplicates of + /// + /// + /// null if no existing duplicate exists, else the duplicate + /// + protected abstract GameSystem GetExistingSystemForSystem(GameSystem system); + + /// + /// Stores a GameSystem in the loader's relevant storage structure + /// + /// + /// The loaded to store + /// + 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); + } + + /// + /// Performs the implementation specific storage of a race + /// + /// + /// The to store + /// + protected abstract void DoStoreRace(Race race); + + /// + /// Gets all s that are currently available, determined by those that can be loaded with the current s. + /// + /// + /// An array of s that are currently available. + /// + public abstract GameSystem[] GetGameSystems(); + + /// + /// Gets a single with a given ID. + /// + /// + /// The ID of the to get, as a . + /// + /// + /// The with the given ID, or null if one doesn't exist. + /// + public abstract GameSystem GetGameSystem(string systemID); + + /// + /// Removes a loaded . Used when a GameSystem fails to complete loading + /// + /// The GameSystem to remove + protected internal abstract void RemoveGameSystem(GameSystem system); + + /// + /// Gets an array of the races for the specified . + /// + /// + /// The to get the available races for. + /// + /// + /// An array of s for the + /// + public abstract Race[] GetRaces(GameSystem system); + + /// + /// Gets a single race for a given by ID of the race. + /// + /// + /// The that the race is part of. + /// + /// + /// A ID for the race to load. + /// + /// + /// A with the specified ID from the , or null if one doesn't exist. + /// + public abstract Race GetRace(GameSystem system, string raceID); + + /// + /// Gets a single race for a given by the race's ID and sub-race ID. + /// + /// + /// The that the race is part of. + /// + /// + /// The ID for the race to load. + /// + /// + /// A + /// + /// + /// A + /// + public abstract Race GetRace(GameSystem system, string raceID, string raceSubID); + + protected internal abstract void RemoveRace(Race race); + + /// + /// Gets the IDs of all of the game systems currently available. + /// + /// + /// An array of s representing the IDs of the game systems. + /// + 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; + } + + /// + /// Gets the IDs of all of the races of a specified game system. + /// + /// + /// The to get the available races for. + /// + /// + /// An array of s representing the IDs of the races of the specified game system. + /// + 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 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; + } + } +} diff -r 8981fc45fe17 -r b21a85c079f5 api/Factories/Xml/WarFoundryXmlRaceFactory.cs Binary file api/Factories/Xml/WarFoundryXmlRaceFactory.cs has changed diff -r 8981fc45fe17 -r b21a85c079f5 api/Objects/Race.cs --- a/api/Objects/Race.cs Tue Sep 07 11:53:22 2010 +0000 +++ b/api/Objects/Race.cs Tue Sep 07 20:02:44 2010 +0000 @@ -12,12 +12,12 @@ namespace IBBoard.WarFoundry.API.Objects { public class Race : WarFoundryStagedLoadingObject - { - public static string SYSTEM_DEFAULT_RACE_ID = "GameDefault"; - + { + public static string SYSTEM_DEFAULT_RACE_ID = "GameDefault"; + private string subID; private GameSystem system; - private string defaultArmyName; + private string defaultArmyName = ""; private Dictionary> unitTypesByCat; private Dictionary unitTypes = new Dictionary(); private Dictionary equipment = new Dictionary(); @@ -25,13 +25,11 @@ private Dictionary categories = new Dictionary(); private Dictionary memberTypes = new Dictionary(); - public Race(string raceID, string raceName, string raceArmyName, GameSystem gameSystem, IWarFoundryFactory creatingFactory) - : this(raceID, "", raceName, raceArmyName, gameSystem, creatingFactory) + public Race(string raceID, string raceName, GameSystem gameSystem, IWarFoundryFactory creatingFactory) : this(raceID, "", raceName, gameSystem, creatingFactory) { } - public Race(string raceID, string raceSubID, string raceName, string raceArmyName, GameSystem gameSystem, IWarFoundryFactory creatingFactory) - : base(raceID + (raceSubID != "" ? "_" + raceSubID : ""), raceName, creatingFactory) + public Race(string raceID, string raceSubID, string raceName, GameSystem gameSystem, IWarFoundryFactory creatingFactory) : base(raceID + (raceSubID != "" ? "_" + raceSubID : ""), raceName, creatingFactory) { subID = (raceSubID == null ? "" : raceSubID); system = gameSystem; @@ -52,31 +50,25 @@ { throw new ArgumentException("Game system for a race cannot be null"); } - + system = value; } } - + public string ArmyDefaultName { - get { - - //throw new ArgumentException("No default army name"); - System.Diagnostics.Debug.WriteLine(defaultArmyName + "&No default army name"); - - return defaultArmyName = "test"; - } + get { return defaultArmyName; } set { if (value == null) { - //throw new ArgumentException("No default army name"); - System.Diagnostics.Debug.WriteLine(defaultArmyName + "&No default army name"); + throw new ArgumentException("No default army name"); } - defaultArmyName = "testSet"; + defaultArmyName = value; } - } + } + public void AddCategory(Category cat) { categories[cat.ID] = cat; @@ -89,29 +81,29 @@ /// The ID of the category to get /// /// - /// The Category with the specified ID, or null if one doesn't exist. + /// The Category with the specified ID, or null if one doesn't exist. /// public Category GetCategory(string id) { EnsureFullyLoaded(); Category cat = null; categories.TryGetValue(id, out cat); - + if (cat == null) { cat = GameSystem.GetCategory(id); } - + return cat; } public Category[] Categories { - get - { + get + { EnsureFullyLoaded(); Category[] cats; - + if (!HasCategoryOverrides()) { cats = GameSystem.Categories; @@ -120,7 +112,7 @@ { cats = DictionaryUtils.ToArray(categories); } - + return cats; } } @@ -142,17 +134,17 @@ EnsureFullyLoaded(); return DictionaryUtils.GetValue(equipment, id); } - + public List GetEquipmentList() { EnsureFullyLoaded(); List items = new List(); - + foreach (EquipmentItem item in equipment.Values) { items.Add(item); } - + return items; } @@ -163,13 +155,13 @@ } public UnitType[] GetUnitTypes(Category cat) - { + { EnsureFullyLoaded(); BuildUnitTypesByCategoryCache(); Dictionary unitTypesDictionary; unitTypesByCat.TryGetValue(cat, out unitTypesDictionary); UnitType[] unitTypesArray; - + if (unitTypesDictionary == null) { unitTypesArray = new UnitType[0]; @@ -178,18 +170,18 @@ { unitTypesArray = DictionaryUtils.ToArray(unitTypesDictionary); } - + return unitTypesArray; } private void CacheUnitType(UnitType unit) { BuildUnitTypesByCategoryCache(); - + foreach (Category cat in unit.Categories) { Dictionary catUnitTypes = DictionaryUtils.GetValue(unitTypesByCat, cat); - + if (catUnitTypes == null) { throw new InvalidFileException(String.Format("Unit type {0} with name {1} is a unit of an undefined category ({2})", unit.ID, unit.Name, cat.ID)); @@ -198,7 +190,7 @@ catUnitTypes.Add(unit.ID, unit); } } - + private void BuildUnitTypesByCategoryCache() { if (unitTypesByCat == null) @@ -210,12 +202,12 @@ private void DoBuildUnitTypesByCategoryCache() { unitTypesByCat = new Dictionary>(); - + foreach (Category category in Categories) - { + { unitTypesByCat.Add(category, new Dictionary()); } - + foreach (UnitType unit in unitTypes.Values) { CacheUnitType(unit); @@ -227,15 +219,15 @@ EnsureFullyLoaded(); return DictionaryUtils.GetValue(unitTypes, id); } - + public List GetAbilityList() { EnsureFullyLoaded(); List items = new List(); - items.AddRange(abilities.Values); + items.AddRange(abilities.Values); return items; } - + public void AddAbility(Ability newAbility) { //TODO: Throw DuplicateItemException @@ -250,49 +242,49 @@ AddAbility(ability); } } - + public Ability GetAbility(string id) { EnsureFullyLoaded(); return DictionaryUtils.GetValue(abilities, id); } - + protected virtual Dictionary RaceUnitTypes { get { return RaceRawUnitTypes; } set { RaceRawUnitTypes = value; } } - + protected virtual Dictionary RaceEquipment { get { return RaceRawEquipment; } set { RaceRawEquipment = value; } } - + protected virtual Dictionary RaceAbilities { get { return RaceRawAbilities; } set { RaceRawAbilities = value; } } - + protected Dictionary RaceRawUnitTypes { get { return unitTypes; } set { unitTypes = value; } } - + protected Dictionary RaceRawEquipment { get { return equipment; } set { equipment = value; } } - + protected Dictionary RaceRawAbilities { get { return abilities; } set { abilities = value; } } - + public void AddUnitMemberType(UnitMemberType memberType) { memberTypes[memberType.ID] = memberType; @@ -305,7 +297,7 @@ /// The ID of the unit member type to get /// /// - /// The UnitMemberType with the specified ID, or null if one doesn't exist. + /// The UnitMemberType with the specified ID, or null if one doesn't exist. /// public UnitMemberType GetUnitMemberType(string id) { @@ -315,8 +307,8 @@ public UnitMemberType[] UnitMemberTypes { - get - { + get + { EnsureFullyLoaded(); return DictionaryUtils.ToArray(memberTypes); } diff -r 8981fc45fe17 -r b21a85c079f5 schemas/race.xsd --- a/schemas/race.xsd Tue Sep 07 11:53:22 2010 +0000 +++ b/schemas/race.xsd Tue Sep 07 20:02:44 2010 +0000 @@ -67,7 +67,7 @@ - +