0
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1 // WarFoundryLoader.cs
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2 //
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3 // Copyright (C) 2007 IBBoard
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4 //
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5 // This library is free software; you can redistribute it and/or
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6 // modify it under the terms of the GNU Lesser General Public
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7 // License version 2.1 of the License as published by the Free
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8 // Software Foundation.
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9 //
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10 // This library is distributed in the hope that it will be useful,
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11 // but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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13 // Lesser General Public License for more details.
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14 //
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15 // You should have received a copy of the GNU Lesser General Public
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16 // License along with this library; if not, write to the Free Software
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17 // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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18 //
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19 //
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20
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21 using System;
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22 using System.Collections.Generic;
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23 using System.IO;
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24 using IBBoard.Collections;
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25 using IBBoard.IO;
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26 using IBBoard.Logging;
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27 using IBBoard.WarFoundry.API.Factories;
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28 using IBBoard.WarFoundry.API.Objects;
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29 using ICSharpCode.SharpZipLib.Zip;
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30
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31 namespace IBBoard.WarFoundry.API
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32 {
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33 public class WarFoundryLoader
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34 {
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35 private static WarFoundryLoader loader;
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36
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37 /// <summary>
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38 /// Gets the default <see cref="WarFoundryLoader"/> used to load WarFoundry data files.
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39 /// </summary>
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40 /// <returns>
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41 /// The default <see cref="WarFoundryLoader"/>
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42 /// </returns>
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43 public static WarFoundryLoader GetDefault()
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44 {
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45 if (loader == null)
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46 {
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47 loader = new WarFoundryLoader();
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48 }
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49
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50 return loader;
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51 }
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52
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53 private ICollection<DirectoryInfo> directories;
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54 private ICollection<INativeWarFoundryFactory> factories;
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55 private ICollection<INonNativeWarFoundryFactory> nonNativeFactories;
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56 private Dictionary<string, GameSystem> systemsTable;
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57 private Dictionary<string, Dictionary<string, Dictionary<string, Race>>> racesTable; //Keys are: System, Race, SubRace
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58 private Dictionary<IWarFoundryFactory, SimpleSet<IWarFoundryObject>> loadedObjects;
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59
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60 protected WarFoundryLoader()
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61 {
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62 directories = new List<DirectoryInfo>();
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63 factories = new List<INativeWarFoundryFactory>();
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64 nonNativeFactories = new List<INonNativeWarFoundryFactory>();
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65 loadedObjects = new Dictionary<IWarFoundryFactory,SimpleSet<IWarFoundryObject>>();
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66 }
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67
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68 /// <summary>
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69 /// Adds a directory to the collection of directories that will be searched for WarFoundry data files.
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70 /// </summary>
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71 /// <param name="directory">
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72 /// The <see cref="DirectoryInfo"/> to add to the list for searching for data files
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73 /// </param>
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74 public void AddLoadDirectory(DirectoryInfo directory)
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75 {
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76 if (!directories.Contains(directory))
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77 {
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78 directories.Add(directory);
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79 }
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80 }
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81
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82 /// <summary>
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83 /// Removes a directory from the collection of directories that will be searched for WarFoundry data files.
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84 /// </summary>
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85 /// <param name="directory">
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86 /// A <see cref="DirectoryInfo"/>
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87 /// </param>
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88 public void RemoveLoadDirectory(DirectoryInfo directory)
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89 {
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90 if (directories.Contains(directory))
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91 {
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92 directories.Remove(directory);
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93 }
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94 }
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95
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96 /// <summary>
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97 /// Registers a <see cref="INativeWarFoundryFactory"/> as a factory that can parse native data files.
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98 /// </summary>
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99 /// <param name="factory">
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100 /// The <see cref="INativeWarFoundryFactory"/> to register to parse native data files.
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101 /// </param>
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102 public void RegisterFactory(INativeWarFoundryFactory factory)
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103 {
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104 if (!factories.Contains(factory))
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105 {
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106 factories.Add(factory);
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107 }
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108 }
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109
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110 /// <summary>
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111 /// Unregisters a <see cref="INativeWarFoundryFactory"/> so that it will no longer be used to try to parse native data files.
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112 /// </summary>
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113 /// <param name="factory">
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114 /// The <see cref="INativeWarFoundryFactory"/> to remove from the collection of factories that are used to try to parse native data files.
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115 /// </param>
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116 public void UnregisterFactory(INativeWarFoundryFactory factory)
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117 {
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118 if (factories.Contains(factory))
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119 {
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120 factories.Remove(factory);
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121 }
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122 }
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123
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124 /// <summary>
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125 /// Registers a <see cref="INonNativeWarFoundryFactory"/> so that it will be used to try to parse non-native data files from other applications.
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126 /// </summary>
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127 /// <param name="factory">
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128 /// The <see cref="INonNativeWarFoundryFactory"/> to register to parse non-native data files.
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129 /// </param>
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130 public void RegisterNonNativeFactory(INonNativeWarFoundryFactory factory)
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131 {
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132 if (!nonNativeFactories.Contains(factory))
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133 {
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134 nonNativeFactories.Add(factory);
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135 }
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136 }
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137
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138 /// <summary>
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139 /// Unregisters a <see cref="INonNativeWarFoundryFactory"/> so that it will no longer be used to try to parse non-native data files from other applications.
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140 /// </summary>
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141 /// <param name="factory">
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142 /// The <see cref="INonNativeWarFoundryFactory"/> to remove from the collection of factories that are used to try to parse non-native data files.
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143 /// </param>
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144 public void UnregisterNonNativeFactory(INonNativeWarFoundryFactory factory)
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145 {
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146 if (nonNativeFactories.Contains(factory))
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147 {
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148 nonNativeFactories.Remove(factory);
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149 }
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150 }
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151
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152 /// <summary>
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153 /// Loads all of the data files in the registered directories.
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154 /// </summary>
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155 public void LoadFiles()
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156 {
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157 LogNotifier.Debug(GetType(), "Load files");
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158 PrepareForFileLoad();
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159
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160 foreach (DirectoryInfo directory in directories)
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161 {
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162 LogNotifier.Debug(GetType(), "Load from "+directory.FullName);
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163
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164 foreach (FileInfo file in directory.GetFiles())
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165 {
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166 LoadFile(file);
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167 }
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168 }
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169
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170 ICollection<Race> races = new List<Race>();
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171
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172 foreach (SimpleSet<IWarFoundryObject> objs in loadedObjects.Values)
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173 {
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174 foreach (IWarFoundryObject obj in objs)
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175 {
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176 if (obj is Race)
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177 {
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178 races.Add((Race)obj);
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179 }
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180 else if (obj is GameSystem)
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181 {
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182 StoreGameSystem((GameSystem)obj);
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183 }
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184 }
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185 }
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186
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187 foreach (Race race in races)
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188 {
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189 StoreRace(race);
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190 }
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191 }
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192
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193 protected void PrepareForFileLoad()
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194 {
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195 //Just set up blank dictionaries for now - may try different and more complex handling in future
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196 systemsTable = new Dictionary<string,GameSystem>();
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197 racesTable = new Dictionary<string,Dictionary<string,Dictionary<string,Race>>>();
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198 }
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199
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200 /// <summary>
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201 /// Loads a single file through the registered WarFoundryFactories, if a factory exists that supports the file format.
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202 /// </summary>
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203 /// <param name="file">
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204 /// A <see cref="FileInfo"/> for the file to attempt to load
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205 /// </param>
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206 protected void LoadFile(FileInfo file)
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207 {
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208 bool handled = false;
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209
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210 if (!handled)
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211 {
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212 ICollection<IWarFoundryObject> objs = null;
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213 IWarFoundryFactory loadFactory = null;
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214
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215 if (nonNativeFactories.Count > 0)
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216 {
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217 LogNotifier.Debug(GetType(), "Attempting to load "+file.FullName+" as a non-native file");
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218
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219 foreach (INonNativeWarFoundryFactory factory in nonNativeFactories)
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220 {
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221 LogNotifier.Debug(GetType(), "Load using "+factory.GetType().AssemblyQualifiedName+"? " + (factory.CanHandleFileFormat(file) ? "yes" : "no"));
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222
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223 if (factory.CanHandleFileFormat(file))
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224 {
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225 objs = factory.CreateObjectsFromFile(file);
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226
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227 if (objs!=null)
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228 {
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229 loadFactory = factory;
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230 break;
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231 }
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232 }
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233 }
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234 }
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235
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236 if (objs == null)
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237 {
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238 LogNotifier.Debug(GetType(), "Attempting to load "+file.FullName+" as native file");
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239
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240 foreach (INativeWarFoundryFactory factory in factories)
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241 {
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242 if (factory.CanHandleFileFormat(file))
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243 {
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244 objs = factory.CreateObjectsFromFile(file);
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245
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246 if (objs!=null)
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247 {
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248 loadFactory = factory;
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249 break;
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250 }
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251 }
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252 }
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253 }
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254
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255 if (objs!=null)
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256 {
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257 AddLoadedObjects(objs, loadFactory);
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258 }
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259 }
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260 }
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261
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262 private void AddLoadedObjects(ICollection<IWarFoundryObject> loadedObjs, IWarFoundryFactory factory)
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263 {
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264 SimpleSet<IWarFoundryObject> objs;
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265 loadedObjects.TryGetValue(factory, out objs);
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266
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267 if (objs == null)
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268 {
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269 objs = new SimpleSet<IWarFoundryObject>();
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270 loadedObjects.Add(factory, objs);
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271 }
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272
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273 objs.AddRange(loadedObjs);
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274 }
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275
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276 private void AddLoadedObject(IWarFoundryObject obj, IWarFoundryFactory factory)
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277 {
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278 SimpleSet<IWarFoundryObject> objs;
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279 loadedObjects.TryGetValue(factory, out objs);
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280
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281 if (objs == null)
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282 {
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283 objs = new SimpleSet<IWarFoundryObject>();
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284 loadedObjects.Add(factory, objs);
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285 }
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286
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287 objs.Add(obj);
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288 }
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289
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290 protected virtual ZipFile MakeZipFile(FileInfo file)
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291 {
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292 return new ZipFile(file.FullName);
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293 }
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294
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295 protected void StoreGameSystem(GameSystem system)
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296 {
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297 string sysid = system.ID.ToLower();
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298
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299 if (systemsTable.ContainsKey(sysid))
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300 {
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301 LogNotifier.WarnFormat(GetType(), "System {0} ({1}) has already been loaded. Duplicate file ({3}) discarded", system.Name, system.ID, system.SourceFile.FullName);
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302 }
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303 else
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304 {
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305 systemsTable.Add(sysid, (GameSystem)system);
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306 }
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307 }
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308
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309
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310 /// <summary>
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311 /// Stores a loaded <see cref="GameSystem"/> that has been generated outside the core loading structure.
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312 ///
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313 /// Note: Calls to this function should be made before calls to StoreRace(Race, IWarFoundryFactory).
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314 /// </summary>
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315 /// <param name="system">
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316 /// The <see cref="GameSystem"/> to register as loaded.
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317 /// </param>
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318 /// <param name="factory">
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319 /// The <see cref="IWarFoundryFactory"/> that created it.
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320 /// </param>
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321 public void StoreGameSystem(GameSystem system, IWarFoundryFactory factory)
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322 {
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323 AddLoadedObject(system, factory);
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324 StoreGameSystem(system);
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325 }
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326
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327 protected void StoreRace(Race race)
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328 {
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329 Dictionary<string, Dictionary<string, Race>> systemRaces;
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330
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331 if (race.GameSystem == null)
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332 {
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333 throw new InvalidOperationException("Race cannot have null game system. Game system should be loaded before race.");
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334 }
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335
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336 string systemID = race.GameSystem.ID.ToLower();
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337 racesTable.TryGetValue(systemID, out systemRaces);
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338
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339 if (systemRaces==null)
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340 {
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341 systemRaces = new Dictionary<string,Dictionary<string,Race>>();
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342 racesTable.Add(systemID, systemRaces);
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343 }
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344
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345 Dictionary<string, Race> subRaces;
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346 systemRaces.TryGetValue(race.ID.ToLower(), out subRaces);
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347
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348 if (subRaces==null)
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349 {
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350 subRaces = new Dictionary<string,Race>();
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351 systemRaces.Add(race.ID.ToLower(), subRaces);
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352 }
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353
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354 if (subRaces.ContainsKey(race.SubID.ToLower()))
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355 {
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356 LogNotifier.WarnFormat(GetType(), "Race {0} ({1} - {2}) for system {3} ({4}) has already been loaded. Duplicate file ({5}) discarded", race.Name, race.ID, race.SubID, race.GameSystem.ID, race.GameSystem.Name, race.SourceFile.Name);
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357 race = null;
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358 }
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359 else
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360 {
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361 subRaces.Add(race.SubID.ToLower(), race);
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362 }
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363 }
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364
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365 /// <summary>
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366 /// Stores a loaded <see cref="Race"/> that has been generated outside the core loading structure.
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367 ///
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368 /// Note: Calls to this function should ensure that the relevant <see cref="GameSystem"> has been created first.
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369 /// </summary>
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370 /// <param name="race">
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371 /// The <see cref="Race"/> to register as loaded.
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372 /// </param>
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373 /// <param name="factory">
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374 /// The <see cref="IWarFoundryFactory"/> that created it
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375 /// </param>
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376 public void StoreRace(Race race, IWarFoundryFactory factory)
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377 {
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378 AddLoadedObject(race, factory);
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379 StoreRace(race);
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380 }
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381
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382 /// <summary>
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383 /// Gets all <see cref="GameSystem"/>s that are currently available, determined by those that can be loaded with the current <see cref="IWarFoundryFactory"/>s.
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384 /// </summary>
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385 /// <returns>
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386 /// An array of <see cref="GameSystem"/>s that are currently available.
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387 /// </returns>
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388 public GameSystem[] GetGameSystems()
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389 {
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390 if (systemsTable==null)
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391 {
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392 LoadFiles();
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393 }
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394
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395 GameSystem[] systems = new GameSystem[systemsTable.Count];
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396 int iSys = 0;
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397
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398 foreach (GameSystem sys in systemsTable.Values)
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399 {
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400 systems[iSys++] = sys;
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401 }
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402
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403 return systems;
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404 }
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405
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406 /// <summary>
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407 /// Gets a single <see cref="GameSystem"/> with a given ID.
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408 /// </summary>
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409 /// <param name="systemID">
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410 /// The ID of the <see cref="GameSystem"/> to get, as a <see cref="System.String"/>.
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411 /// </param>
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412 /// <returns>
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413 /// The <see cref="GameSystem"/> with the given ID, or <code>null</code> if one doesn't exist.
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414 /// </returns>
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415 public GameSystem GetGameSystem(string systemID)
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416 {
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417 if (systemsTable==null)
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418 {
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419 LoadFiles();
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420 }
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421
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422 GameSystem system;
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423 systemsTable.TryGetValue(systemID.ToLower(), out system);
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424 return system;
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425 }
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426
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427 /// <summary>
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428 /// Gets an array of the races for the specified <see cref="GameSystem"/>.
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429 /// </summary>
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430 /// <param name="system">
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431 /// The <see cref="GameSystem"/> to get the available races for.
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432 /// </param>
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433 /// <returns>
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434 /// An array of <see cref="Race"/>s for the <see cref="GameSystem"/>
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435 /// </returns>
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436 public Race[] GetRaces(GameSystem system)
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437 {
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438 return GetRaces(system.ID);
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439 }
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440
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441 /// <summary>
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442 /// Gets an array of the races for a game system by ID.
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443 /// </summary>
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444 /// <param name="systemID">
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445 /// The <see cref="System.String"/> ID of the game system to get races for
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446 /// </param>
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447 /// <returns>
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448 /// An array of <see cref="Race"/>s for the specified game system
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449 /// </returns>
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450 public Race[] GetRaces(string systemID)
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451 {
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452 if (racesTable==null)
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453 {
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454 LoadFiles();
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455 }
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456
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457 systemID = systemID.ToLower();
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458
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459 foreach (string key in racesTable.Keys)
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460 {
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461 Console.WriteLine(key);
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462 }
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463
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464 Dictionary<string, Dictionary<string, Race>> system;
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465 racesTable.TryGetValue(systemID, out system);
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466
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467 if (system==null)
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468 {
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469 return new Race[0];
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470 }
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471
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472 int count = 0;
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473
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474 foreach (Dictionary<string, Race> racesDict in system.Values)
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475 {
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476 count+= racesDict.Count;
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477 }
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478
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479 Race[] races = new Race[count];
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480 int i = 0;
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481
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482 foreach (string raceID in system.Keys)
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483 {
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484 foreach (string raceSubId in system[raceID].Keys)
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485 {
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486 races[i++] = GetRace(systemID, raceID, raceSubId);
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487 }
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488 }
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489
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490 return races;
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491 }
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492
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493 /// <summary>
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494 /// Gets a single race for a given <see cref="GameSystem"/> by ID of the race.
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495 /// </summary>
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496 /// <param name="system">
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497 /// The <see cref="GameSystem"/> that the race is part of.
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498 /// </param>
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499 /// <param name="raceID">
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500 /// A <see cref="System.String"/> ID for the race to load.
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501 /// </param>
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502 /// <returns>
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503 /// A <see cref="Race"/> with the specified ID from the <see cref="GameSystem"/>, or <code>null</code> if one doesn't exist.
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504 /// </returns>
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505 public Race GetRace(GameSystem system, string raceID)
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506 {
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507 return GetRace(system.ID, raceID);
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508 }
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509
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510 /// <summary>
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511 /// Gets a single race for a given game system by ID of the game system and race.
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512 /// </summary>
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513 /// <param name="systemID">
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514 /// The <see cref="System.String"/> ID of the game system that the race is part of.
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515 /// </param>
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516 /// <param name="raceID">
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517 /// The <see cref="System.String"/> ID for the race to load.
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518 /// </param>
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519 /// <returns>
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520 /// A <see cref="Race"/> with the specified ID from the game system with the specified ID, or <code>null</code> if there is no race or game system with those IDs.
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521 /// </returns>
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522 public Race GetRace(string systemID, string raceID)
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523 {
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524 return GetRace(systemID, raceID, "");
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525 }
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526
|
|
527 /// <summary>
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|
528 /// Gets a single race for a given <see cref="GameSystem"/> by the race's ID and sub-race ID.
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529 /// </summary>
|
|
530 /// <param name="system">
|
|
531 /// The <see cref="GameSystem"/> that the race is part of.
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|
532 /// </param>
|
|
533 /// <param name="raceID">
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|
534 /// The <see cref="System.String"/> ID for the race to load.
|
|
535 /// </param>
|
|
536 /// <param name="raceSubID">
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|
537 /// A <see cref="System.String"/>
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|
538 /// </param>
|
|
539 /// <returns>
|
|
540 /// A <see cref="Race"/>
|
|
541 /// </returns>
|
|
542 public Race GetRace(GameSystem system, string raceID, string raceSubID)
|
|
543 {
|
|
544 return GetRace(system.ID, raceID, raceSubID);
|
|
545 }
|
|
546
|
|
547 /// <summary>
|
|
548 /// Gets a single race for a given game system by the game system's ID and the race's ID and sub-race ID.
|
|
549 /// </summary>
|
|
550 /// <param name="systemID">
|
|
551 /// The <see cref="System.String"/> ID of the game system that the race is part of.
|
|
552 /// </param>
|
|
553 /// <param name="raceID">
|
|
554 /// The <see cref="System.String"/> ID for the race to load.
|
|
555 /// </param>
|
|
556 /// <param name="raceSubID">
|
|
557 /// A <see cref="System.String"/>
|
|
558 /// </param>
|
|
559 /// <returns>
|
|
560 /// A <see cref="Race"/>
|
|
561 /// </returns>
|
|
562 public Race GetRace(string systemID, string raceID, string raceSubID)
|
|
563 {
|
|
564 if (racesTable==null)
|
|
565 {
|
|
566 LoadFiles();
|
|
567 }
|
|
568
|
|
569 Race race = null;
|
|
570
|
|
571 systemID = systemID.ToLower();
|
|
572
|
|
573 Dictionary<string, Dictionary<string, Race>> races;
|
|
574 racesTable.TryGetValue(systemID, out races);
|
|
575
|
|
576 if (races!=null)
|
|
577 {
|
|
578 Dictionary<string, Race> subraces;
|
|
579 races.TryGetValue(raceID, out subraces);
|
|
580
|
|
581 if (subraces!=null)
|
|
582 {
|
|
583 subraces.TryGetValue(raceSubID, out race);
|
|
584 }
|
|
585 }
|
|
586
|
|
587 return race;
|
|
588 }
|
|
589
|
|
590 /// <summary>
|
|
591 /// Gets the IDs of all of the game systems currently available.
|
|
592 /// </summary>
|
|
593 /// <returns>
|
|
594 /// An array of <see cref="System.String"/>s representing the IDs of the game systems.
|
|
595 /// </returns>
|
|
596 public string[] GetGameSystemIDs()
|
|
597 {
|
|
598 if (systemsTable==null)
|
|
599 {
|
|
600 LoadFiles();
|
|
601 }
|
|
602
|
|
603 string[] keys = new string[systemsTable.Keys.Count];
|
|
604 int i = 0;
|
|
605
|
|
606 foreach (string key in systemsTable.Keys)
|
|
607 {
|
|
608 keys[i++] = key;
|
|
609 }
|
|
610
|
|
611 return keys;
|
|
612 }
|
|
613
|
|
614 /// <summary>
|
|
615 /// Gets the IDs of all of the races of a specified game system.
|
|
616 /// </summary>
|
|
617 /// <param name="system">
|
|
618 /// The <see cref="GameSystem"/> to get the available races for.
|
|
619 /// </param>
|
|
620 /// <returns>
|
|
621 /// An array of <see cref="System.String"/>s representing the IDs of the races of the specified game system.
|
|
622 /// </returns>
|
|
623 public string[] GetSystemRaceIDs(GameSystem system)
|
|
624 {
|
|
625 return GetSystemRaceIDs(system.ID);
|
|
626 }
|
|
627
|
|
628 /// <summary>
|
|
629 /// Gets the IDs of all of the races of a specified game system.
|
|
630 /// </summary>
|
|
631 /// <param name="systemID">
|
|
632 /// The <see cref="System.String"/> ID of the game system to get the available races for.
|
|
633 /// </param>
|
|
634 /// <returns>
|
|
635 /// An array of <see cref="System.String"/>s representing the IDs of the races of the specified game system.
|
|
636 /// </returns>
|
|
637 public string[] GetSystemRaceIDs(string systemID)
|
|
638 {
|
|
639 if (racesTable == null)
|
|
640 {
|
|
641 LoadFiles();
|
|
642 }
|
|
643
|
|
644 Dictionary<string, Dictionary<string, Race>> races = racesTable[systemID.ToLower()];
|
|
645
|
|
646 if (races==null)
|
|
647 {
|
|
648 return new string[0];
|
|
649 }
|
|
650 else
|
|
651 {
|
|
652 string[] keys = new string[races.Keys.Count];
|
|
653 int i = 0;
|
|
654
|
|
655 foreach (string key in races.Keys)
|
|
656 {
|
|
657 keys[i++] = key;
|
|
658 }
|
|
659
|
|
660 return keys;
|
|
661 }
|
|
662 }
|
|
663 }
|
|
664 }
|