Mercurial > repos > IBDev-IBBoard.WarFoundry.API
view api/WarFoundryLoader.cs @ 5:b9346894319c
Fixes #6 - Stop missing data folder being fatal
* Add check that directory exists before trying to get file list
* Add warning message if directory doesn't exist
author | IBBoard <dev@ibboard.co.uk> |
---|---|
date | Fri, 26 Dec 2008 12:45:32 +0000 |
parents | 520818033bb6 |
children | 613bc5eaac59 |
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// WarFoundryLoader.cs // // Copyright (C) 2007 IBBoard // // This library is free software; you can redistribute it and/or // modify it under the terms of the GNU Lesser General Public // License version 2.1 of the License as published by the Free // Software Foundation. // // This library is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public // License along with this library; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA // // using System; using System.Collections.Generic; using System.IO; using IBBoard.Collections; using IBBoard.IO; using IBBoard.Logging; using IBBoard.WarFoundry.API.Factories; using IBBoard.WarFoundry.API.Objects; using ICSharpCode.SharpZipLib.Zip; namespace IBBoard.WarFoundry.API { public class WarFoundryLoader { private static WarFoundryLoader loader; /// <summary> /// Gets the default <see cref="WarFoundryLoader"/> used to load WarFoundry data files. /// </summary> /// <returns> /// The default <see cref="WarFoundryLoader"/> /// </returns> public static WarFoundryLoader GetDefault() { if (loader == null) { loader = new WarFoundryLoader(); } return loader; } private ICollection<DirectoryInfo> directories; private ICollection<INativeWarFoundryFactory> factories; private ICollection<INonNativeWarFoundryFactory> nonNativeFactories; private Dictionary<string, GameSystem> systemsTable; private Dictionary<string, Dictionary<string, Dictionary<string, Race>>> racesTable; //Keys are: System, Race, SubRace private Dictionary<IWarFoundryFactory, SimpleSet<IWarFoundryObject>> loadedObjects; protected WarFoundryLoader() { directories = new List<DirectoryInfo>(); factories = new List<INativeWarFoundryFactory>(); nonNativeFactories = new List<INonNativeWarFoundryFactory>(); loadedObjects = new Dictionary<IWarFoundryFactory,SimpleSet<IWarFoundryObject>>(); } /// <summary> /// Adds a directory to the collection of directories that will be searched for WarFoundry data files. /// </summary> /// <param name="directory"> /// The <see cref="DirectoryInfo"/> to add to the list for searching for data files /// </param> public void AddLoadDirectory(DirectoryInfo directory) { if (!directories.Contains(directory)) { directories.Add(directory); } } /// <summary> /// Removes a directory from the collection of directories that will be searched for WarFoundry data files. /// </summary> /// <param name="directory"> /// A <see cref="DirectoryInfo"/> /// </param> public void RemoveLoadDirectory(DirectoryInfo directory) { if (directories.Contains(directory)) { directories.Remove(directory); } } /// <summary> /// Registers a <see cref="INativeWarFoundryFactory"/> as a factory that can parse native data files. /// </summary> /// <param name="factory"> /// The <see cref="INativeWarFoundryFactory"/> to register to parse native data files. /// </param> public void RegisterFactory(INativeWarFoundryFactory factory) { if (!factories.Contains(factory)) { factories.Add(factory); } } /// <summary> /// Unregisters a <see cref="INativeWarFoundryFactory"/> so that it will no longer be used to try to parse native data files. /// </summary> /// <param name="factory"> /// The <see cref="INativeWarFoundryFactory"/> to remove from the collection of factories that are used to try to parse native data files. /// </param> public void UnregisterFactory(INativeWarFoundryFactory factory) { if (factories.Contains(factory)) { factories.Remove(factory); } } /// <summary> /// Registers a <see cref="INonNativeWarFoundryFactory"/> so that it will be used to try to parse non-native data files from other applications. /// </summary> /// <param name="factory"> /// The <see cref="INonNativeWarFoundryFactory"/> to register to parse non-native data files. /// </param> public void RegisterNonNativeFactory(INonNativeWarFoundryFactory factory) { if (!nonNativeFactories.Contains(factory)) { nonNativeFactories.Add(factory); } } /// <summary> /// Unregisters a <see cref="INonNativeWarFoundryFactory"/> so that it will no longer be used to try to parse non-native data files from other applications. /// </summary> /// <param name="factory"> /// The <see cref="INonNativeWarFoundryFactory"/> to remove from the collection of factories that are used to try to parse non-native data files. /// </param> public void UnregisterNonNativeFactory(INonNativeWarFoundryFactory factory) { if (nonNativeFactories.Contains(factory)) { nonNativeFactories.Remove(factory); } } /// <summary> /// Loads all of the data files in the registered directories. /// </summary> public void LoadFiles() { LogNotifier.Debug(GetType(), "Load files"); PrepareForFileLoad(); foreach (DirectoryInfo directory in directories) { if (directory.Exists) { LogNotifier.Debug(GetType(), "Load from "+directory.FullName); foreach (FileInfo file in directory.GetFiles()) { LoadFile(file); } } else { LogNotifier.WarnFormat(GetType(), "Load for {0} failed because directory didn't exist", directory.FullName); } } ICollection<Race> races = new List<Race>(); foreach (SimpleSet<IWarFoundryObject> objs in loadedObjects.Values) { foreach (IWarFoundryObject obj in objs) { if (obj is Race) { races.Add((Race)obj); } else if (obj is GameSystem) { StoreGameSystem((GameSystem)obj); } } } foreach (Race race in races) { StoreRace(race); } } protected void PrepareForFileLoad() { //Just set up blank dictionaries for now - may try different and more complex handling in future systemsTable = new Dictionary<string,GameSystem>(); racesTable = new Dictionary<string,Dictionary<string,Dictionary<string,Race>>>(); } /// <summary> /// Loads a single file through the registered WarFoundryFactories, if a factory exists that supports the file format. /// </summary> /// <param name="file"> /// A <see cref="FileInfo"/> for the file to attempt to load /// </param> protected void LoadFile(FileInfo file) { bool handled = false; if (!handled) { ICollection<IWarFoundryObject> objs = null; IWarFoundryFactory loadFactory = null; if (nonNativeFactories.Count > 0) { LogNotifier.Debug(GetType(), "Attempting to load "+file.FullName+" as a non-native file"); foreach (INonNativeWarFoundryFactory factory in nonNativeFactories) { LogNotifier.Debug(GetType(), "Load using "+factory.GetType().AssemblyQualifiedName+"? " + (factory.CanHandleFileFormat(file) ? "yes" : "no")); if (factory.CanHandleFileFormat(file)) { objs = factory.CreateObjectsFromFile(file); if (objs!=null) { loadFactory = factory; break; } } } } if (objs == null) { LogNotifier.Debug(GetType(), "Attempting to load "+file.FullName+" as native file"); foreach (INativeWarFoundryFactory factory in factories) { if (factory.CanHandleFileFormat(file)) { objs = factory.CreateObjectsFromFile(file); if (objs!=null) { loadFactory = factory; break; } } } } if (objs!=null) { AddLoadedObjects(objs, loadFactory); } } } private void AddLoadedObjects(ICollection<IWarFoundryObject> loadedObjs, IWarFoundryFactory factory) { SimpleSet<IWarFoundryObject> objs; loadedObjects.TryGetValue(factory, out objs); if (objs == null) { objs = new SimpleSet<IWarFoundryObject>(); loadedObjects.Add(factory, objs); } objs.AddRange(loadedObjs); } private void AddLoadedObject(IWarFoundryObject obj, IWarFoundryFactory factory) { SimpleSet<IWarFoundryObject> objs; loadedObjects.TryGetValue(factory, out objs); if (objs == null) { objs = new SimpleSet<IWarFoundryObject>(); loadedObjects.Add(factory, objs); } objs.Add(obj); } protected virtual ZipFile MakeZipFile(FileInfo file) { return new ZipFile(file.FullName); } protected void StoreGameSystem(GameSystem system) { string sysid = system.ID.ToLower(); if (systemsTable.ContainsKey(sysid)) { LogNotifier.WarnFormat(GetType(), "System {0} ({1}) has already been loaded. Duplicate file ({3}) discarded", system.Name, system.ID, system.SourceFile.FullName); } else { systemsTable.Add(sysid, (GameSystem)system); } } /// <summary> /// Stores a loaded <see cref="GameSystem"/> that has been generated outside the core loading structure. /// /// Note: Calls to this function should be made before calls to StoreRace(Race, IWarFoundryFactory). /// </summary> /// <param name="system"> /// The <see cref="GameSystem"/> to register as loaded. /// </param> /// <param name="factory"> /// The <see cref="IWarFoundryFactory"/> that created it. /// </param> public void StoreGameSystem(GameSystem system, IWarFoundryFactory factory) { AddLoadedObject(system, factory); StoreGameSystem(system); } protected void StoreRace(Race race) { Dictionary<string, Dictionary<string, Race>> systemRaces; if (race.GameSystem == null) { throw new InvalidOperationException("Race cannot have null game system. Game system should be loaded before race."); } string systemID = race.GameSystem.ID.ToLower(); racesTable.TryGetValue(systemID, out systemRaces); if (systemRaces==null) { systemRaces = new Dictionary<string,Dictionary<string,Race>>(); racesTable.Add(systemID, systemRaces); } Dictionary<string, Race> subRaces; systemRaces.TryGetValue(race.ID.ToLower(), out subRaces); if (subRaces==null) { subRaces = new Dictionary<string,Race>(); systemRaces.Add(race.ID.ToLower(), subRaces); } if (subRaces.ContainsKey(race.SubID.ToLower())) { 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); race = null; } else { subRaces.Add(race.SubID.ToLower(), race); } } /// <summary> /// Stores a loaded <see cref="Race"/> that has been generated outside the core loading structure. /// /// Note: Calls to this function should ensure that the relevant <see cref="GameSystem"> has been created first. /// </summary> /// <param name="race"> /// The <see cref="Race"/> to register as loaded. /// </param> /// <param name="factory"> /// The <see cref="IWarFoundryFactory"/> that created it /// </param> public void StoreRace(Race race, IWarFoundryFactory factory) { AddLoadedObject(race, factory); StoreRace(race); } /// <summary> /// Gets all <see cref="GameSystem"/>s that are currently available, determined by those that can be loaded with the current <see cref="IWarFoundryFactory"/>s. /// </summary> /// <returns> /// An array of <see cref="GameSystem"/>s that are currently available. /// </returns> public GameSystem[] GetGameSystems() { if (systemsTable==null) { LoadFiles(); } GameSystem[] systems = new GameSystem[systemsTable.Count]; int iSys = 0; foreach (GameSystem sys in systemsTable.Values) { systems[iSys++] = sys; } return systems; } /// <summary> /// Gets a single <see cref="GameSystem"/> with a given ID. /// </summary> /// <param name="systemID"> /// The ID of the <see cref="GameSystem"/> to get, as a <see cref="System.String"/>. /// </param> /// <returns> /// The <see cref="GameSystem"/> with the given ID, or <code>null</code> if one doesn't exist. /// </returns> public GameSystem GetGameSystem(string systemID) { if (systemsTable==null) { LoadFiles(); } GameSystem system; systemsTable.TryGetValue(systemID.ToLower(), out system); return system; } /// <summary> /// Gets an array of the races for the specified <see cref="GameSystem"/>. /// </summary> /// <param name="system"> /// The <see cref="GameSystem"/> to get the available races for. /// </param> /// <returns> /// An array of <see cref="Race"/>s for the <see cref="GameSystem"/> /// </returns> public Race[] GetRaces(GameSystem system) { return GetRaces(system.ID); } /// <summary> /// Gets an array of the races for a game system by ID. /// </summary> /// <param name="systemID"> /// The <see cref="System.String"/> ID of the game system to get races for /// </param> /// <returns> /// An array of <see cref="Race"/>s for the specified game system /// </returns> public Race[] GetRaces(string systemID) { if (racesTable==null) { LoadFiles(); } systemID = systemID.ToLower(); foreach (string key in racesTable.Keys) { Console.WriteLine(key); } Dictionary<string, Dictionary<string, Race>> system; racesTable.TryGetValue(systemID, out system); if (system==null) { return new Race[0]; } int count = 0; foreach (Dictionary<string, Race> racesDict in system.Values) { count+= racesDict.Count; } Race[] races = new Race[count]; int i = 0; foreach (string raceID in system.Keys) { foreach (string raceSubId in system[raceID].Keys) { races[i++] = GetRace(systemID, raceID, raceSubId); } } return races; } /// <summary> /// Gets a single race for a given <see cref="GameSystem"/> by ID of the race. /// </summary> /// <param name="system"> /// The <see cref="GameSystem"/> that the race is part of. /// </param> /// <param name="raceID"> /// A <see cref="System.String"/> ID for the race to load. /// </param> /// <returns> /// A <see cref="Race"/> with the specified ID from the <see cref="GameSystem"/>, or <code>null</code> if one doesn't exist. /// </returns> public Race GetRace(GameSystem system, string raceID) { return GetRace(system.ID, raceID); } /// <summary> /// Gets a single race for a given game system by ID of the game system and race. /// </summary> /// <param name="systemID"> /// The <see cref="System.String"/> ID of the game system that the race is part of. /// </param> /// <param name="raceID"> /// The <see cref="System.String"/> ID for the race to load. /// </param> /// <returns> /// 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. /// </returns> public Race GetRace(string systemID, string raceID) { return GetRace(systemID, raceID, ""); } /// <summary> /// Gets a single race for a given <see cref="GameSystem"/> by the race's ID and sub-race ID. /// </summary> /// <param name="system"> /// The <see cref="GameSystem"/> that the race is part of. /// </param> /// <param name="raceID"> /// The <see cref="System.String"/> ID for the race to load. /// </param> /// <param name="raceSubID"> /// A <see cref="System.String"/> /// </param> /// <returns> /// A <see cref="Race"/> /// </returns> public Race GetRace(GameSystem system, string raceID, string raceSubID) { return GetRace(system.ID, raceID, raceSubID); } /// <summary> /// Gets a single race for a given game system by the game system's ID and the race's ID and sub-race ID. /// </summary> /// <param name="systemID"> /// The <see cref="System.String"/> ID of the game system that the race is part of. /// </param> /// <param name="raceID"> /// The <see cref="System.String"/> ID for the race to load. /// </param> /// <param name="raceSubID"> /// A <see cref="System.String"/> /// </param> /// <returns> /// A <see cref="Race"/> /// </returns> public Race GetRace(string systemID, string raceID, string raceSubID) { if (racesTable==null) { LoadFiles(); } Race race = null; systemID = systemID.ToLower(); Dictionary<string, Dictionary<string, Race>> races; racesTable.TryGetValue(systemID, out races); if (races!=null) { Dictionary<string, Race> subraces; races.TryGetValue(raceID, out subraces); if (subraces!=null) { subraces.TryGetValue(raceSubID, out race); } } return race; } /// <summary> /// Gets the IDs of all of the game systems currently available. /// </summary> /// <returns> /// An array of <see cref="System.String"/>s representing the IDs of the game systems. /// </returns> public string[] GetGameSystemIDs() { if (systemsTable==null) { LoadFiles(); } string[] keys = new string[systemsTable.Keys.Count]; int i = 0; foreach (string key in systemsTable.Keys) { keys[i++] = key; } return keys; } /// <summary> /// Gets the IDs of all of the races of a specified game system. /// </summary> /// <param name="system"> /// The <see cref="GameSystem"/> to get the available races for. /// </param> /// <returns> /// An array of <see cref="System.String"/>s representing the IDs of the races of the specified game system. /// </returns> public string[] GetSystemRaceIDs(GameSystem system) { return GetSystemRaceIDs(system.ID); } /// <summary> /// Gets the IDs of all of the races of a specified game system. /// </summary> /// <param name="systemID"> /// The <see cref="System.String"/> ID of the game system to get the available races for. /// </param> /// <returns> /// An array of <see cref="System.String"/>s representing the IDs of the races of the specified game system. /// </returns> public string[] GetSystemRaceIDs(string systemID) { if (racesTable == null) { LoadFiles(); } Dictionary<string, Dictionary<string, Race>> races = racesTable[systemID.ToLower()]; if (races==null) { return new string[0]; } else { string[] keys = new string[races.Keys.Count]; int i = 0; foreach (string key in races.Keys) { keys[i++] = key; } return keys; } } } }