Mercurial > repos > IBDev-IBBoard.WarFoundry.API
annotate api/WarFoundryLoader.cs @ 114:a143b077a825
Re #54: Add Army support to WarFoundryFactory
* Make sure that race and sub-race IDs are lower case so that we can find them when we load
author | IBBoard <dev@ibboard.co.uk> |
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date | Sat, 22 Aug 2009 18:35:03 +0000 |
parents | 863518044d38 |
children | 32b774f24017 |
rev | line source |
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1 // This file (WarFoundryLoader.cs) is a part of the IBBoard.WarFoundry.API project and is copyright 2007, 2008, 2009 IBBoard. |
0 | 2 // |
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3 // 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. |
0 | 4 |
5 using System; | |
6 using System.Collections.Generic; | |
7 using System.IO; | |
8 using IBBoard.Collections; | |
9 using IBBoard.IO; | |
10 using IBBoard.Logging; | |
11 using IBBoard.WarFoundry.API.Factories; | |
12 using IBBoard.WarFoundry.API.Objects; | |
13 using ICSharpCode.SharpZipLib.Zip; | |
14 | |
15 namespace IBBoard.WarFoundry.API | |
16 { | |
17 public class WarFoundryLoader | |
18 { | |
19 private static WarFoundryLoader loader; | |
20 | |
21 /// <summary> | |
22 /// Gets the default <see cref="WarFoundryLoader"/> used to load WarFoundry data files. | |
23 /// </summary> | |
24 /// <returns> | |
25 /// The default <see cref="WarFoundryLoader"/> | |
26 /// </returns> | |
27 public static WarFoundryLoader GetDefault() | |
28 { | |
29 if (loader == null) | |
30 { | |
31 loader = new WarFoundryLoader(); | |
32 } | |
33 | |
34 return loader; | |
35 } | |
36 | |
37 private ICollection<DirectoryInfo> directories; | |
38 private ICollection<INativeWarFoundryFactory> factories; | |
39 private ICollection<INonNativeWarFoundryFactory> nonNativeFactories; | |
40 private Dictionary<string, GameSystem> systemsTable; | |
41 private Dictionary<string, Dictionary<string, Dictionary<string, Race>>> racesTable; //Keys are: System, Race, SubRace | |
42 private Dictionary<IWarFoundryFactory, SimpleSet<IWarFoundryObject>> loadedObjects; | |
43 | |
44 protected WarFoundryLoader() | |
45 { | |
46 directories = new List<DirectoryInfo>(); | |
47 factories = new List<INativeWarFoundryFactory>(); | |
48 nonNativeFactories = new List<INonNativeWarFoundryFactory>(); | |
49 loadedObjects = new Dictionary<IWarFoundryFactory,SimpleSet<IWarFoundryObject>>(); | |
50 } | |
51 | |
52 /// <summary> | |
53 /// Adds a directory to the collection of directories that will be searched for WarFoundry data files. | |
54 /// </summary> | |
55 /// <param name="directory"> | |
56 /// The <see cref="DirectoryInfo"/> to add to the list for searching for data files | |
57 /// </param> | |
58 public void AddLoadDirectory(DirectoryInfo directory) | |
59 { | |
60 if (!directories.Contains(directory)) | |
61 { | |
62 directories.Add(directory); | |
63 } | |
64 } | |
65 | |
66 /// <summary> | |
67 /// Removes a directory from the collection of directories that will be searched for WarFoundry data files. | |
68 /// </summary> | |
69 /// <param name="directory"> | |
70 /// A <see cref="DirectoryInfo"/> | |
71 /// </param> | |
72 public void RemoveLoadDirectory(DirectoryInfo directory) | |
73 { | |
74 if (directories.Contains(directory)) | |
75 { | |
76 directories.Remove(directory); | |
77 } | |
78 } | |
79 | |
80 /// <summary> | |
81 /// Registers a <see cref="INativeWarFoundryFactory"/> as a factory that can parse native data files. | |
82 /// </summary> | |
83 /// <param name="factory"> | |
84 /// The <see cref="INativeWarFoundryFactory"/> to register to parse native data files. | |
85 /// </param> | |
86 public void RegisterFactory(INativeWarFoundryFactory factory) | |
87 { | |
88 if (!factories.Contains(factory)) | |
89 { | |
90 factories.Add(factory); | |
91 } | |
92 } | |
93 | |
94 /// <summary> | |
95 /// Unregisters a <see cref="INativeWarFoundryFactory"/> so that it will no longer be used to try to parse native data files. | |
96 /// </summary> | |
97 /// <param name="factory"> | |
98 /// The <see cref="INativeWarFoundryFactory"/> to remove from the collection of factories that are used to try to parse native data files. | |
99 /// </param> | |
100 public void UnregisterFactory(INativeWarFoundryFactory factory) | |
101 { | |
102 if (factories.Contains(factory)) | |
103 { | |
104 factories.Remove(factory); | |
105 } | |
106 } | |
107 | |
108 /// <summary> | |
109 /// Registers a <see cref="INonNativeWarFoundryFactory"/> so that it will be used to try to parse non-native data files from other applications. | |
110 /// </summary> | |
111 /// <param name="factory"> | |
112 /// The <see cref="INonNativeWarFoundryFactory"/> to register to parse non-native data files. | |
113 /// </param> | |
114 public void RegisterNonNativeFactory(INonNativeWarFoundryFactory factory) | |
115 { | |
116 if (!nonNativeFactories.Contains(factory)) | |
117 { | |
118 nonNativeFactories.Add(factory); | |
119 } | |
120 } | |
121 | |
122 /// <summary> | |
123 /// Unregisters a <see cref="INonNativeWarFoundryFactory"/> so that it will no longer be used to try to parse non-native data files from other applications. | |
124 /// </summary> | |
125 /// <param name="factory"> | |
126 /// The <see cref="INonNativeWarFoundryFactory"/> to remove from the collection of factories that are used to try to parse non-native data files. | |
127 /// </param> | |
128 public void UnregisterNonNativeFactory(INonNativeWarFoundryFactory factory) | |
129 { | |
130 if (nonNativeFactories.Contains(factory)) | |
131 { | |
132 nonNativeFactories.Remove(factory); | |
133 } | |
134 } | |
135 | |
136 /// <summary> | |
137 /// Loads all of the data files in the registered directories. | |
138 /// </summary> | |
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139 /// <returns> |
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140 /// A <see cref="Dictionary"/> of files that failed to load mapped against the message that their failure returned |
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141 /// </returns> |
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142 public List<FileLoadFailure> LoadFiles() |
0 | 143 { |
144 LogNotifier.Debug(GetType(), "Load files"); | |
145 PrepareForFileLoad(); | |
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146 Dictionary<FileInfo, IWarFoundryFactory> loadableRaces = new Dictionary<FileInfo, IWarFoundryFactory>(); |
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147 Dictionary<FileInfo, IWarFoundryFactory> loadableGameSystems = new Dictionary<FileInfo, IWarFoundryFactory>(); |
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148 List<FileLoadFailure> failedLoads = FillLoadableFiles(loadableRaces, loadableGameSystems); |
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149 failedLoads.AddRange(LoadGameSystems(loadableGameSystems)); |
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150 failedLoads.AddRange(LoadRaces(loadableRaces)); |
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151 |
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152 LogNotifier.Debug(GetType(), failedLoads.Count + " failed file loads"); |
0 | 153 |
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154 return failedLoads; |
0 | 155 } |
156 | |
157 protected void PrepareForFileLoad() | |
158 { | |
159 //Just set up blank dictionaries for now - may try different and more complex handling in future | |
160 systemsTable = new Dictionary<string,GameSystem>(); | |
161 racesTable = new Dictionary<string,Dictionary<string,Dictionary<string,Race>>>(); | |
162 } | |
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163 |
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164 private List<FileLoadFailure> FillLoadableFiles(Dictionary<FileInfo, IWarFoundryFactory> loadableRaces, Dictionary<FileInfo, IWarFoundryFactory> loadableGameSystems) |
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165 { |
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166 List<FileLoadFailure> fails = new List<FileLoadFailure>(); |
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167 |
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168 foreach (DirectoryInfo directory in directories) |
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169 { |
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170 if (directory.Exists) |
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171 { |
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172 List<FileLoadFailure> directoryFails = FillLoadableFilesForDirectory(loadableRaces, loadableGameSystems, directory); |
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173 fails.AddRange(directoryFails); |
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174 } |
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175 else |
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176 { |
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177 LogNotifier.WarnFormat(GetType(), "Load for {0} failed because directory didn't exist", directory.FullName); |
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178 } |
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179 } |
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180 |
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181 return fails; |
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182 } |
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183 |
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184 private List<FileLoadFailure> FillLoadableFilesForDirectory(Dictionary<FileInfo, IWarFoundryFactory> loadableRaces, Dictionary<FileInfo, IWarFoundryFactory> loadableGameSystems, DirectoryInfo directory) |
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185 { |
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186 List<FileLoadFailure> fails = new List<FileLoadFailure>(); |
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187 LogNotifier.Debug(GetType(), "Load from "+directory.FullName); |
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188 |
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189 foreach (FileInfo file in directory.GetFiles()) |
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190 { |
27 | 191 IWarFoundryFactory factory = GetGameSystemLoadingFactoryForFile(file); |
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192 |
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193 if (factory != null) |
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194 { |
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195 loadableGameSystems.Add(file, factory); |
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196 } |
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197 else |
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198 { |
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199 factory = GetRaceLoadingFactoryForFile(file); |
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200 |
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201 if (factory!=null) |
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202 { |
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203 loadableRaces.Add(file, factory); |
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204 } |
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205 else |
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206 { |
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207 FileLoadFailure failure = new FileLoadFailure(file, "File not handled as a Race or Game System definition: {0}", "FileNotHandled"); |
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208 fails.Add(failure); |
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209 LogNotifier.Info(GetType(), failure.Message); |
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210 } |
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211 } |
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212 } |
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213 |
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214 return fails; |
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215 } |
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216 |
27 | 217 private IWarFoundryFactory GetGameSystemLoadingFactoryForFile(FileInfo file) |
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218 { |
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219 IWarFoundryFactory loadingFactory = null; |
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220 |
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221 foreach (INonNativeWarFoundryFactory factory in nonNativeFactories) |
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222 { |
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223 if (factory.CanHandleFileAsGameSystem(file)) |
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224 { |
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225 loadingFactory = factory; |
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226 break; |
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227 } |
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228 } |
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229 |
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230 if (loadingFactory == null) |
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231 { |
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232 foreach (INativeWarFoundryFactory factory in factories) |
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233 { |
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234 if (factory.CanHandleFileAsGameSystem(file)) |
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235 { |
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236 loadingFactory = factory; |
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237 break; |
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238 } |
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239 } |
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240 } |
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241 |
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242 return loadingFactory; |
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243 } |
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244 |
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245 private IWarFoundryFactory GetRaceLoadingFactoryForFile(FileInfo file) |
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246 { |
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247 IWarFoundryFactory loadingFactory = null; |
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248 |
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249 foreach (INonNativeWarFoundryFactory factory in nonNativeFactories) |
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250 { |
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251 if (factory.CanHandleFileAsRace(file)) |
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252 { |
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253 loadingFactory = factory; |
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254 break; |
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255 } |
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256 } |
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257 |
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258 if (loadingFactory == null) |
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259 { |
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260 foreach (INativeWarFoundryFactory factory in factories) |
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261 { |
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262 if (factory.CanHandleFileAsRace(file)) |
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263 { |
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264 loadingFactory = factory; |
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265 break; |
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266 } |
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267 } |
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268 } |
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269 |
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270 return loadingFactory; |
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271 } |
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272 |
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273 private List<FileLoadFailure> LoadGameSystems(Dictionary<FileInfo, IWarFoundryFactory> gameSystemFiles) |
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274 { |
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275 List<FileLoadFailure> fails = new List<FileLoadFailure>(); |
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276 |
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277 |
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278 foreach (FileInfo file in gameSystemFiles.Keys) |
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279 { |
23
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280 FileLoadFailure failure = null; |
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281 |
14
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282 try |
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283 { |
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284 bool loaded = LoadObject(file, gameSystemFiles[file]); |
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285 |
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286 if (!loaded) |
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287 { |
41
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288 failure = new FileLoadFailure(file, "FileLoadFailed", "Failed to load {0} as GameSystem using {1}"); |
14
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289 } |
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290 } |
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291 catch (Exception ex) |
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292 { |
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293 failure = new FileLoadFailure(file, null, ex.Message, null, ex); |
23
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294 } |
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295 |
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296 if (failure!=null) |
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297 { |
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298 fails.Add(failure); |
41
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299 LogNotifier.Warn(GetType(), failure.Message, failure.Exception); |
14
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300 } |
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301 } |
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302 |
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303 return fails; |
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304 } |
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305 |
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306 private List<FileLoadFailure> LoadRaces(Dictionary<FileInfo, IWarFoundryFactory> raceFiles) |
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307 { |
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308 List<FileLoadFailure> fails = new List<FileLoadFailure>(); |
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309 |
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310 foreach (FileInfo file in raceFiles.Keys) |
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311 { |
23
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312 FileLoadFailure failure = null; |
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313 |
14
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314 try |
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315 { |
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316 bool loaded = LoadObject(file, raceFiles[file]); |
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317 |
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318 if (!loaded) |
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319 { |
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320 failure = new FileLoadFailure(file, "FileLoadFailed", "Failed to load {0} as Race using {1}"); |
14
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321 } |
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322 } |
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323 catch (Exception ex) |
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324 { |
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325 failure = new FileLoadFailure(file, null, ex.Message, null, ex); |
23
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326 } |
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327 |
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328 if (failure!=null) |
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329 { |
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330 fails.Add(failure); |
30
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331 LogNotifier.Warn(GetType(), failure.Message, failure.Exception); |
14
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332 } |
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333 } |
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334 |
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335 return fails; |
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336 } |
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337 |
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338 private bool LoadObject(FileInfo file, IWarFoundryFactory factory) |
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339 { |
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340 bool loaded = false; |
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341 |
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342 LogNotifier.DebugFormat(GetType(), "Loading {0} using {1}", file.FullName, factory.GetType().Name); |
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343 ICollection<IWarFoundryObject> objects = factory.CreateObjectsFromFile(file); |
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344 |
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345 if (objects.Count > 0) |
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346 { |
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347 AddLoadedObjects(objects, factory); |
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348 loaded = true; |
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349 } |
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350 |
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351 return loaded; |
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352 } |
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353 |
0 | 354 |
355 /// <summary> | |
356 /// Loads a single file through the registered WarFoundryFactories, if a factory exists that supports the file format. | |
357 /// </summary> | |
358 /// <param name="file"> | |
359 /// A <see cref="FileInfo"/> for the file to attempt to load | |
360 /// </param> | |
14
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361 /// <returns> |
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362 /// An ICollection of IWarFoundryObjects loaded from <code>file</code> |
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363 /// </returns> |
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364 public ICollection<IWarFoundryObject> LoadFile(FileInfo file) |
0 | 365 { |
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366 ICollection<IWarFoundryObject> objs = null; |
14
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367 IWarFoundryFactory loadFactory = null; |
0 | 368 |
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369 try |
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370 { |
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371 objs = LoadFileWithNonNativeFactories(file, out loadFactory); |
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372 |
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373 if (objs == null) |
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374 { |
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375 objs = LoadFileWithNativeFactories(file, out loadFactory); |
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376 } |
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377 } |
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378 catch (InvalidFileException ex) |
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379 { |
20
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* Remove unnecessary project dependency
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380 LogNotifier.Error(GetType(), file.FullName+" failed to load", ex); |
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381 } |
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382 |
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383 if (objs!=null) |
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384 { |
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385 AddLoadedObjects(objs, loadFactory); |
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386 } |
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387 else |
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388 { |
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389 objs = new List<IWarFoundryObject>(); |
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390 } |
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391 |
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392 return objs; |
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393 } |
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394 |
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395 private ICollection<IWarFoundryObject> LoadFileWithNonNativeFactories(FileInfo file, out IWarFoundryFactory loadFactory) |
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396 { |
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397 ICollection<IWarFoundryObject> objs = null; |
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398 loadFactory = null; |
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399 |
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400 if (nonNativeFactories.Count > 0) |
0 | 401 { |
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402 LogNotifier.Debug(GetType(), "Attempting to load "+file.FullName+" as a non-native file"); |
0 | 403 |
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404 foreach (INonNativeWarFoundryFactory factory in nonNativeFactories) |
0 | 405 { |
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406 bool canLoad = factory.CanHandleFileFormat(file); |
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407 LogNotifier.Debug(GetType(), "Load using "+factory.GetType().FullName+"? " + (canLoad ? "yes" : "no")); |
0 | 408 |
14
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409 if (canLoad) |
0 | 410 { |
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411 objs = factory.CreateObjectsFromFile(file); |
0 | 412 |
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413 if (objs!=null) |
0 | 414 { |
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415 loadFactory = factory; |
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416 break; |
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417 } |
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418 } |
0 | 419 } |
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420 } |
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421 |
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422 return objs; |
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423 } |
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424 |
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425 private ICollection<IWarFoundryObject> LoadFileWithNativeFactories(FileInfo file, out IWarFoundryFactory loadFactory) |
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426 { |
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427 ICollection<IWarFoundryObject> objs = null; |
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428 loadFactory = null; |
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429 |
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430 if (factories.Count > 0) |
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431 { |
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432 LogNotifier.Debug(GetType(), "Attempting to load "+file.FullName+" as native file"); |
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433 |
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434 foreach (INativeWarFoundryFactory factory in factories) |
0 | 435 { |
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436 if (factory.CanHandleFileFormat(file)) |
0 | 437 { |
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438 objs = factory.CreateObjectsFromFile(file); |
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439 |
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440 if (objs!=null) |
0 | 441 { |
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442 loadFactory = factory; |
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443 break; |
0 | 444 } |
445 } | |
446 } | |
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447 } |
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448 |
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449 return objs; |
0 | 450 } |
451 | |
452 private void AddLoadedObjects(ICollection<IWarFoundryObject> loadedObjs, IWarFoundryFactory factory) | |
453 { | |
454 SimpleSet<IWarFoundryObject> objs; | |
455 loadedObjects.TryGetValue(factory, out objs); | |
456 | |
457 if (objs == null) | |
458 { | |
459 objs = new SimpleSet<IWarFoundryObject>(); | |
460 loadedObjects.Add(factory, objs); | |
461 } | |
462 | |
463 objs.AddRange(loadedObjs); | |
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464 StoreObjects(loadedObjs); |
0 | 465 } |
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466 |
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467 private void StoreObjects(ICollection<IWarFoundryObject> loadedObjects) |
0 | 468 { |
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469 foreach (IWarFoundryObject loadedObject in loadedObjects) |
0 | 470 { |
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471 if (loadedObject is GameSystem) |
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472 { |
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473 StoreGameSystem((GameSystem)loadedObject); |
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474 } |
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475 else if (loadedObject is Race) |
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476 { |
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477 StoreRace((Race)loadedObject); |
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478 } |
0 | 479 } |
480 } | |
481 | |
482 protected void StoreGameSystem(GameSystem system) | |
483 { | |
484 string sysid = system.ID.ToLower(); | |
82 | 485 |
486 if (systemsTable.ContainsKey(sysid)) | |
0 | 487 { |
102
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488 GameSystem existingSystem = systemsTable[sysid]; |
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489 |
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490 if (!system.Equals(existingSystem)) |
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491 { |
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492 //TODO: Raise an event to say we got a different duplicate |
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493 //We can't just fail, because failing is for completely unhandled files, not for objects in a file |
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494 } |
82 | 495 } |
496 else | |
497 { | |
498 systemsTable.Add(sysid, (GameSystem)system); | |
0 | 499 } |
500 } | |
501 | |
502 protected void StoreRace(Race race) | |
503 { | |
504 Dictionary<string, Dictionary<string, Race>> systemRaces; | |
505 | |
506 if (race.GameSystem == null) | |
507 { | |
508 throw new InvalidOperationException("Race cannot have null game system. Game system should be loaded before race."); | |
509 } | |
510 | |
511 string systemID = race.GameSystem.ID.ToLower(); | |
512 racesTable.TryGetValue(systemID, out systemRaces); | |
513 | |
514 if (systemRaces==null) | |
515 { | |
516 systemRaces = new Dictionary<string,Dictionary<string,Race>>(); | |
517 racesTable.Add(systemID, systemRaces); | |
518 } | |
519 | |
520 Dictionary<string, Race> subRaces; | |
521 systemRaces.TryGetValue(race.ID.ToLower(), out subRaces); | |
522 | |
523 if (subRaces==null) | |
524 { | |
525 subRaces = new Dictionary<string,Race>(); | |
526 systemRaces.Add(race.ID.ToLower(), subRaces); | |
527 } | |
102
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528 |
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529 string subID = race.SubID.ToLower(); |
0 | 530 |
102
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531 if (subRaces.ContainsKey(subID)) |
0 | 532 { |
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533 Race existingRace = subRaces[subID]; |
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534 |
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535 if (!race.Equals(existingRace)) |
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536 { |
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537 //TODO: Raise an event to say we got a different duplicate |
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538 //We can't just fail, because failing is for completely unhandled files, not for objects in a file |
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539 } |
0 | 540 } |
541 else | |
542 { | |
543 subRaces.Add(race.SubID.ToLower(), race); | |
544 } | |
545 } | |
546 | |
547 /// <summary> | |
548 /// Gets all <see cref="GameSystem"/>s that are currently available, determined by those that can be loaded with the current <see cref="IWarFoundryFactory"/>s. | |
549 /// </summary> | |
550 /// <returns> | |
551 /// An array of <see cref="GameSystem"/>s that are currently available. | |
552 /// </returns> | |
553 public GameSystem[] GetGameSystems() | |
82 | 554 { |
555 if (systemsTable==null) | |
556 { | |
557 LoadFiles(); | |
0 | 558 } |
559 | |
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560 return DictionaryUtils.ToArray<string, GameSystem>(systemsTable); |
82 | 561 } |
0 | 562 |
563 /// <summary> | |
564 /// Gets a single <see cref="GameSystem"/> with a given ID. | |
565 /// </summary> | |
566 /// <param name="systemID"> | |
567 /// The ID of the <see cref="GameSystem"/> to get, as a <see cref="System.String"/>. | |
568 /// </param> | |
569 /// <returns> | |
570 /// The <see cref="GameSystem"/> with the given ID, or <code>null</code> if one doesn't exist. | |
82 | 571 /// </returns> |
572 public GameSystem GetGameSystem(string systemID) | |
573 { | |
574 if (systemsTable==null) | |
575 { | |
576 LoadFiles(); | |
0 | 577 } |
578 | |
579 GameSystem system; | |
82 | 580 systemsTable.TryGetValue(systemID.ToLower(), out system); |
581 return system; | |
582 } | |
0 | 583 |
584 /// <summary> | |
585 /// Gets an array of the races for the specified <see cref="GameSystem"/>. | |
586 /// </summary> | |
587 /// <param name="system"> | |
588 /// The <see cref="GameSystem"/> to get the available races for. | |
589 /// </param> | |
590 /// <returns> | |
591 /// An array of <see cref="Race"/>s for the <see cref="GameSystem"/> | |
82 | 592 /// </returns> |
593 public Race[] GetRaces(GameSystem system) | |
594 { | |
595 return GetRaces(system.ID); | |
596 } | |
0 | 597 |
598 /// <summary> | |
599 /// Gets an array of the races for a game system by ID. | |
600 /// </summary> | |
601 /// <param name="systemID"> | |
602 /// The <see cref="System.String"/> ID of the game system to get races for | |
603 /// </param> | |
604 /// <returns> | |
605 /// An array of <see cref="Race"/>s for the specified game system | |
82 | 606 /// </returns> |
607 public Race[] GetRaces(string systemID) | |
608 { | |
609 if (racesTable==null) | |
610 { | |
611 LoadFiles(); | |
0 | 612 } |
613 | |
82 | 614 systemID = systemID.ToLower(); |
0 | 615 Dictionary<string, Dictionary<string, Race>> system; |
82 | 616 racesTable.TryGetValue(systemID, out system); |
617 | |
618 if (system==null) | |
619 { | |
620 return new Race[0]; | |
621 } | |
622 | |
623 int count = 0; | |
624 | |
625 foreach (Dictionary<string, Race> racesDict in system.Values) | |
626 { | |
627 count+= racesDict.Count; | |
628 } | |
629 | |
630 Race[] races = new Race[count]; | |
631 int i = 0; | |
632 | |
633 foreach (string raceID in system.Keys) | |
634 { | |
635 foreach (string raceSubId in system[raceID].Keys) | |
636 { | |
637 races[i++] = GetRace(systemID, raceID, raceSubId); | |
638 } | |
639 } | |
640 | |
641 return races; | |
642 } | |
0 | 643 |
644 /// <summary> | |
645 /// Gets a single race for a given <see cref="GameSystem"/> by ID of the race. | |
646 /// </summary> | |
647 /// <param name="system"> | |
648 /// The <see cref="GameSystem"/> that the race is part of. | |
649 /// </param> | |
650 /// <param name="raceID"> | |
651 /// A <see cref="System.String"/> ID for the race to load. | |
652 /// </param> | |
653 /// <returns> | |
654 /// A <see cref="Race"/> with the specified ID from the <see cref="GameSystem"/>, or <code>null</code> if one doesn't exist. | |
82 | 655 /// </returns> |
656 public Race GetRace(GameSystem system, string raceID) | |
657 { | |
658 return GetRace(system.ID, raceID); | |
659 } | |
0 | 660 |
661 /// <summary> | |
662 /// Gets a single race for a given game system by ID of the game system and race. | |
663 /// </summary> | |
664 /// <param name="systemID"> | |
665 /// The <see cref="System.String"/> ID of the game system that the race is part of. | |
666 /// </param> | |
667 /// <param name="raceID"> | |
668 /// The <see cref="System.String"/> ID for the race to load. | |
669 /// </param> | |
670 /// <returns> | |
671 /// 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. | |
82 | 672 /// </returns> |
673 public Race GetRace(string systemID, string raceID) | |
674 { | |
675 return GetRace(systemID, raceID, ""); | |
676 } | |
0 | 677 |
678 /// <summary> | |
679 /// Gets a single race for a given <see cref="GameSystem"/> by the race's ID and sub-race ID. | |
680 /// </summary> | |
681 /// <param name="system"> | |
682 /// The <see cref="GameSystem"/> that the race is part of. | |
683 /// </param> | |
684 /// <param name="raceID"> | |
685 /// The <see cref="System.String"/> ID for the race to load. | |
686 /// </param> | |
687 /// <param name="raceSubID"> | |
688 /// A <see cref="System.String"/> | |
689 /// </param> | |
690 /// <returns> | |
691 /// A <see cref="Race"/> | |
82 | 692 /// </returns> |
693 public Race GetRace(GameSystem system, string raceID, string raceSubID) | |
694 { | |
695 return GetRace(system.ID, raceID, raceSubID); | |
696 } | |
0 | 697 |
698 /// <summary> | |
699 /// Gets a single race for a given game system by the game system's ID and the race's ID and sub-race ID. | |
700 /// </summary> | |
701 /// <param name="systemID"> | |
702 /// The <see cref="System.String"/> ID of the game system that the race is part of. | |
703 /// </param> | |
704 /// <param name="raceID"> | |
705 /// The <see cref="System.String"/> ID for the race to load. | |
706 /// </param> | |
707 /// <param name="raceSubID"> | |
708 /// A <see cref="System.String"/> | |
709 /// </param> | |
710 /// <returns> | |
711 /// A <see cref="Race"/> | |
82 | 712 /// </returns> |
713 public Race GetRace(string systemID, string raceID, string raceSubID) | |
714 { | |
715 if (racesTable==null) | |
716 { | |
717 LoadFiles(); | |
0 | 718 } |
719 | |
720 Race race = null; | |
721 | |
82 | 722 systemID = systemID.ToLower(); |
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723 raceID = raceID.ToLower(); |
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724 raceSubID = raceSubID.ToLower(); |
82 | 725 |
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726 Dictionary<string, Dictionary<string, Race>> races; |
82 | 727 racesTable.TryGetValue(systemID, out races); |
728 | |
729 if (races!=null) | |
730 { | |
0 | 731 Dictionary<string, Race> subraces; |
82 | 732 races.TryGetValue(raceID, out subraces); |
733 | |
734 if (subraces!=null) | |
0 | 735 { |
82 | 736 subraces.TryGetValue(raceSubID, out race); |
737 } | |
0 | 738 } |
739 | |
82 | 740 return race; |
741 } | |
0 | 742 |
743 /// <summary> | |
744 /// Gets the IDs of all of the game systems currently available. | |
745 /// </summary> | |
746 /// <returns> | |
747 /// An array of <see cref="System.String"/>s representing the IDs of the game systems. | |
82 | 748 /// </returns> |
749 public string[] GetGameSystemIDs() | |
750 { | |
751 if (systemsTable==null) | |
752 { | |
753 LoadFiles(); | |
754 } | |
755 | |
756 string[] keys = new string[systemsTable.Keys.Count]; | |
757 int i = 0; | |
758 | |
759 foreach (string key in systemsTable.Keys) | |
760 { | |
761 keys[i++] = key; | |
762 } | |
763 | |
764 return keys; | |
0 | 765 } |
766 | |
767 /// <summary> | |
768 /// Gets the IDs of all of the races of a specified game system. | |
769 /// </summary> | |
770 /// <param name="system"> | |
771 /// The <see cref="GameSystem"/> to get the available races for. | |
772 /// </param> | |
773 /// <returns> | |
774 /// An array of <see cref="System.String"/>s representing the IDs of the races of the specified game system. | |
775 /// </returns> | |
776 public string[] GetSystemRaceIDs(GameSystem system) | |
777 { | |
778 return GetSystemRaceIDs(system.ID); | |
82 | 779 } |
0 | 780 |
781 /// <summary> | |
782 /// Gets the IDs of all of the races of a specified game system. | |
783 /// </summary> | |
784 /// <param name="systemID"> | |
785 /// The <see cref="System.String"/> ID of the game system to get the available races for. | |
786 /// </param> | |
787 /// <returns> | |
788 /// An array of <see cref="System.String"/>s representing the IDs of the races of the specified game system. | |
82 | 789 /// </returns> |
790 public string[] GetSystemRaceIDs(string systemID) | |
791 { | |
792 if (racesTable == null) | |
793 { | |
794 LoadFiles(); | |
795 } | |
796 | |
797 Dictionary<string, Dictionary<string, Race>> races = racesTable[systemID.ToLower()]; | |
798 | |
799 if (races==null) | |
800 { | |
801 return new string[0]; | |
802 } | |
803 else | |
804 { | |
805 string[] keys = new string[races.Keys.Count]; | |
806 int i = 0; | |
807 | |
808 foreach (string key in races.Keys) | |
809 { | |
810 keys[i++] = key; | |
811 } | |
812 | |
813 return keys; | |
814 } | |
0 | 815 } |
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816 |
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817 public Army LoadArmy(FileInfo file) |
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818 { |
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819 IWarFoundryFactory factory = GetArmyLoadingFactoryForFile(file); |
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820 Army loadedArmy = null; |
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821 |
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822 if (factory != null) |
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823 { |
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824 ICollection<IWarFoundryObject> objs = factory.CreateObjectsFromFile(file); |
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825 |
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826 if (objs.Count == 1) |
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827 { |
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828 foreach (IWarFoundryObject obj in objs) |
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829 { |
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830 if (obj is Army) |
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831 { |
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832 loadedArmy = (Army) obj; |
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833 } |
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834 } |
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835 } |
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836 } |
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837 |
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838 return loadedArmy; |
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839 } |
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840 |
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841 private IWarFoundryFactory GetArmyLoadingFactoryForFile(FileInfo file) |
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842 { |
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843 IWarFoundryFactory loadingFactory = null; |
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844 |
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845 foreach (INonNativeWarFoundryFactory factory in nonNativeFactories) |
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846 { |
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847 if (factory.CanHandleFileAsArmy(file)) |
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848 { |
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849 loadingFactory = factory; |
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850 break; |
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851 } |
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852 } |
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853 |
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854 if (loadingFactory == null) |
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855 { |
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856 foreach (INativeWarFoundryFactory factory in factories) |
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857 { |
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858 if (factory.CanHandleFileAsArmy(file)) |
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859 { |
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860 loadingFactory = factory; |
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861 break; |
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862 } |
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863 } |
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864 } |
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865 |
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866 return loadingFactory; |
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867 } |
0 | 868 } |
869 } |