changeset 384:b21a85c079f5 default-army-name

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
author IBBoard <dev@ibboard.co.uk>
date Tue, 07 Sep 2010 20:02:44 +0000
parents 8981fc45fe17
children 638c8b91ba76
files api/AbstractWarFoundryLoader.cs api/Factories/Xml/WarFoundryXmlRaceFactory.cs api/Objects/Race.cs schemas/race.xsd
diffstat 4 files changed, 732 insertions(+), 740 deletions(-) [+]
line wrap: on
line diff
--- 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
-{
-	/// <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)
-			{
-				directory.Refresh();
-
-				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;
-		}
-	}
-}
+// 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)
+			{
+				directory.Refresh();
+
+				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;
+		}
+	}
+}
Binary file api/Factories/Xml/WarFoundryXmlRaceFactory.cs has changed
--- 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<Category, Dictionary<string, UnitType>> unitTypesByCat;
 		private Dictionary<string, UnitType> unitTypes = new Dictionary<string,UnitType>();
 		private Dictionary<string, EquipmentItem> equipment = new Dictionary<string,EquipmentItem>();
@@ -25,13 +25,11 @@
 		private Dictionary<string, Category> categories = new Dictionary<string,Category>();
 		private Dictionary<string, UnitMemberType> memberTypes = new Dictionary<string, UnitMemberType>();
 
-        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
 		/// </param>
 		/// <returns>
-		/// The <code>Category</code> with the specified ID, or null if one doesn't exist. 
+		/// The <code>Category</code> with the specified ID, or null if one doesn't exist.
 		/// </returns>
 		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<string, Category>(categories);
 				}
-				
+
 				return cats;
 			}
 		}
@@ -142,17 +134,17 @@
 			EnsureFullyLoaded();
 			return DictionaryUtils.GetValue(equipment, id);
 		}
-		
+
 		public List<EquipmentItem> GetEquipmentList()
 		{
 			EnsureFullyLoaded();
 			List<EquipmentItem> items = new List<EquipmentItem>();
-			
+
 			foreach (EquipmentItem item in equipment.Values)
 			{
 				items.Add(item);
 			}
-			
+
 			return items;
 		}
 
@@ -163,13 +155,13 @@
 		}
 
 		public UnitType[] GetUnitTypes(Category cat)
-		{		
+		{
 			EnsureFullyLoaded();
 			BuildUnitTypesByCategoryCache();
 			Dictionary<string, UnitType> unitTypesDictionary;
 			unitTypesByCat.TryGetValue(cat, out unitTypesDictionary);
 			UnitType[] unitTypesArray;
-			
+
 			if (unitTypesDictionary == null)
 			{
 				unitTypesArray = new UnitType[0];
@@ -178,18 +170,18 @@
 			{
 				unitTypesArray = DictionaryUtils.ToArray<string, UnitType>(unitTypesDictionary);
 			}
-			
+
 			return unitTypesArray;
 		}
 
 		private void CacheUnitType(UnitType unit)
 		{
 			BuildUnitTypesByCategoryCache();
-			
+
 			foreach (Category cat in unit.Categories)
 			{
 				Dictionary<string, UnitType> 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<Category,Dictionary<string,UnitType>>();
-				
+
 			foreach (Category category in Categories)
-			{ 
+			{
 				unitTypesByCat.Add(category, new Dictionary<string, UnitType>());
 			}
-			
+
 			foreach (UnitType unit in unitTypes.Values)
 			{
 				CacheUnitType(unit);
@@ -227,15 +219,15 @@
 			EnsureFullyLoaded();
 			return DictionaryUtils.GetValue(unitTypes, id);
 		}
-		
+
 		public List<Ability> GetAbilityList()
 		{
 			EnsureFullyLoaded();
 			List<Ability> items = new List<Ability>();
-			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<string, UnitType> RaceUnitTypes
 		{
 			get { return RaceRawUnitTypes; }
 			set	{ RaceRawUnitTypes = value; }
 		}
-		
+
 		protected virtual Dictionary<string, EquipmentItem> RaceEquipment
 		{
 			get { return RaceRawEquipment; }
 			set { RaceRawEquipment = value; }
 		}
-		
+
 		protected virtual Dictionary<string, Ability> RaceAbilities
 		{
 			get { return RaceRawAbilities; }
 			set { RaceRawAbilities = value; }
 		}
-		
+
 		protected Dictionary<string, UnitType> RaceRawUnitTypes
 		{
 			get { return unitTypes; }
 			set	{ unitTypes = value; }
 		}
-		
+
 		protected Dictionary<string, EquipmentItem> RaceRawEquipment
 		{
 			get { return equipment; }
 			set { equipment = value; }
 		}
-		
+
 		protected Dictionary<string, Ability> 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
 		/// </param>
 		/// <returns>
-		/// The <code>UnitMemberType</code> with the specified ID, or null if one doesn't exist. 
+		/// The <code>UnitMemberType</code> with the specified ID, or null if one doesn't exist.
 		/// </returns>
 		public UnitMemberType GetUnitMemberType(string id)
 		{
@@ -315,8 +307,8 @@
 
 		public UnitMemberType[] UnitMemberTypes
 		{
-			get 
-			{ 
+			get
+			{
 				EnsureFullyLoaded();
 				return DictionaryUtils.ToArray(memberTypes);
 			}
--- 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 @@
 		<xs:attribute name="id" type="xs:string" use="required" />
 		<xs:attribute name="subid" type="xs:string" default=""/>
 		<xs:attribute name="name" type="xs:string" use="required"/>
-    <xs:attribute name="defaultArmyName" type="xs:string" />
+		<xs:attribute name="defaultArmyName" type="xs:string" default="" />
 		<xs:attribute name="system" type="xs:string" use="required"/>
 		<xs:anyAttribute processContents="lax"/>
 	</xs:complexType>