Mercurial > repos > IBBoard.WarFoundry.API
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; + } + } +}
--- 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>