Mercurial > repos > IBDev-IBBoard.WarFoundry.API
view api/WarFoundryLoader.cs @ 138:c11c0da01bbc
Fixes #147: "Replace Weapon" button doesn't always enable (regression)
r167 introduced the bug by triggering an "add item to unit type" call before the mutex group was set
* Added optional mutex group parameter to constructor
* Remove setter on mutex group
author | IBBoard <dev@ibboard.co.uk> |
---|---|
date | Sun, 13 Sep 2009 18:00:52 +0000 |
parents | a143b077a825 |
children | 32b774f24017 |
line wrap: on
line source
// This file (WarFoundryLoader.cs) is a part of the IBBoard.WarFoundry.API project and is copyright 2007, 2008, 2009 IBBoard. // // The file and the library/program it is in are licensed and distributed, without warranty, under the GNU Affero GPL license, either version 3 of the License or (at your option) any later version. Please see COPYING for more information and the full license. using System; using System.Collections.Generic; using System.IO; using IBBoard.Collections; using IBBoard.IO; using IBBoard.Logging; using IBBoard.WarFoundry.API.Factories; using IBBoard.WarFoundry.API.Objects; 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> /// <returns> /// A <see cref="Dictionary"/> of files that failed to load mapped against the message that their failure returned /// </returns> public List<FileLoadFailure> LoadFiles() { LogNotifier.Debug(GetType(), "Load files"); PrepareForFileLoad(); Dictionary<FileInfo, IWarFoundryFactory> loadableRaces = new Dictionary<FileInfo, IWarFoundryFactory>(); Dictionary<FileInfo, IWarFoundryFactory> loadableGameSystems = new Dictionary<FileInfo, IWarFoundryFactory>(); List<FileLoadFailure> failedLoads = FillLoadableFiles(loadableRaces, loadableGameSystems); failedLoads.AddRange(LoadGameSystems(loadableGameSystems)); failedLoads.AddRange(LoadRaces(loadableRaces)); LogNotifier.Debug(GetType(), failedLoads.Count + " failed file loads"); return failedLoads; } 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>>>(); } private List<FileLoadFailure> FillLoadableFiles(Dictionary<FileInfo, IWarFoundryFactory> loadableRaces, Dictionary<FileInfo, IWarFoundryFactory> loadableGameSystems) { List<FileLoadFailure> fails = new List<FileLoadFailure>(); foreach (DirectoryInfo directory in directories) { if (directory.Exists) { List<FileLoadFailure> directoryFails = FillLoadableFilesForDirectory(loadableRaces, loadableGameSystems, directory); fails.AddRange(directoryFails); } else { LogNotifier.WarnFormat(GetType(), "Load for {0} failed because directory didn't exist", directory.FullName); } } return fails; } private List<FileLoadFailure> FillLoadableFilesForDirectory(Dictionary<FileInfo, IWarFoundryFactory> loadableRaces, Dictionary<FileInfo, IWarFoundryFactory> loadableGameSystems, DirectoryInfo directory) { List<FileLoadFailure> fails = new List<FileLoadFailure>(); LogNotifier.Debug(GetType(), "Load from "+directory.FullName); foreach (FileInfo file in directory.GetFiles()) { IWarFoundryFactory factory = GetGameSystemLoadingFactoryForFile(file); if (factory != null) { loadableGameSystems.Add(file, factory); } else { factory = GetRaceLoadingFactoryForFile(file); if (factory!=null) { loadableRaces.Add(file, factory); } else { FileLoadFailure failure = new FileLoadFailure(file, "File not handled as a Race or Game System definition: {0}", "FileNotHandled"); fails.Add(failure); LogNotifier.Info(GetType(), failure.Message); } } } return fails; } private IWarFoundryFactory GetGameSystemLoadingFactoryForFile(FileInfo file) { IWarFoundryFactory loadingFactory = null; foreach (INonNativeWarFoundryFactory factory in nonNativeFactories) { if (factory.CanHandleFileAsGameSystem(file)) { loadingFactory = factory; break; } } if (loadingFactory == null) { foreach (INativeWarFoundryFactory factory in factories) { if (factory.CanHandleFileAsGameSystem(file)) { loadingFactory = factory; break; } } } return loadingFactory; } private IWarFoundryFactory GetRaceLoadingFactoryForFile(FileInfo file) { IWarFoundryFactory loadingFactory = null; foreach (INonNativeWarFoundryFactory factory in nonNativeFactories) { if (factory.CanHandleFileAsRace(file)) { loadingFactory = factory; break; } } if (loadingFactory == null) { foreach (INativeWarFoundryFactory factory in factories) { if (factory.CanHandleFileAsRace(file)) { loadingFactory = factory; break; } } } return loadingFactory; } private List<FileLoadFailure> LoadGameSystems(Dictionary<FileInfo, IWarFoundryFactory> gameSystemFiles) { List<FileLoadFailure> fails = new List<FileLoadFailure>(); foreach (FileInfo file in gameSystemFiles.Keys) { FileLoadFailure failure = null; try { bool loaded = LoadObject(file, gameSystemFiles[file]); if (!loaded) { failure = new FileLoadFailure(file, "FileLoadFailed", "Failed to load {0} as GameSystem using {1}"); } } catch (Exception ex) { failure = new FileLoadFailure(file, null, ex.Message, null, ex); } if (failure!=null) { fails.Add(failure); LogNotifier.Warn(GetType(), failure.Message, failure.Exception); } } return fails; } private List<FileLoadFailure> LoadRaces(Dictionary<FileInfo, IWarFoundryFactory> raceFiles) { List<FileLoadFailure> fails = new List<FileLoadFailure>(); foreach (FileInfo file in raceFiles.Keys) { FileLoadFailure failure = null; try { bool loaded = LoadObject(file, raceFiles[file]); if (!loaded) { failure = new FileLoadFailure(file, "FileLoadFailed", "Failed to load {0} as Race using {1}"); } } catch (Exception ex) { failure = new FileLoadFailure(file, null, ex.Message, null, ex); } if (failure!=null) { fails.Add(failure); LogNotifier.Warn(GetType(), failure.Message, failure.Exception); } } return fails; } private bool LoadObject(FileInfo file, IWarFoundryFactory factory) { bool loaded = false; LogNotifier.DebugFormat(GetType(), "Loading {0} using {1}", file.FullName, factory.GetType().Name); ICollection<IWarFoundryObject> objects = factory.CreateObjectsFromFile(file); if (objects.Count > 0) { AddLoadedObjects(objects, factory); loaded = true; } return loaded; } /// <summary> /// Loads a single file through the registered WarFoundryFactories, if a factory exists that supports the file format. /// </summary> /// <param name="file"> /// A <see cref="FileInfo"/> for the file to attempt to load /// </param> /// <returns> /// An ICollection of IWarFoundryObjects loaded from <code>file</code> /// </returns> public ICollection<IWarFoundryObject> LoadFile(FileInfo file) { ICollection<IWarFoundryObject> objs = null; IWarFoundryFactory loadFactory = null; try { objs = LoadFileWithNonNativeFactories(file, out loadFactory); if (objs == null) { objs = LoadFileWithNativeFactories(file, out loadFactory); } } catch (InvalidFileException ex) { LogNotifier.Error(GetType(), file.FullName+" failed to load", ex); } if (objs!=null) { AddLoadedObjects(objs, loadFactory); } else { objs = new List<IWarFoundryObject>(); } return objs; } private ICollection<IWarFoundryObject> LoadFileWithNonNativeFactories(FileInfo file, out IWarFoundryFactory loadFactory) { ICollection<IWarFoundryObject> objs = null; loadFactory = null; if (nonNativeFactories.Count > 0) { LogNotifier.Debug(GetType(), "Attempting to load "+file.FullName+" as a non-native file"); foreach (INonNativeWarFoundryFactory factory in nonNativeFactories) { bool canLoad = factory.CanHandleFileFormat(file); LogNotifier.Debug(GetType(), "Load using "+factory.GetType().FullName+"? " + (canLoad ? "yes" : "no")); if (canLoad) { objs = factory.CreateObjectsFromFile(file); if (objs!=null) { loadFactory = factory; break; } } } } return objs; } private ICollection<IWarFoundryObject> LoadFileWithNativeFactories(FileInfo file, out IWarFoundryFactory loadFactory) { ICollection<IWarFoundryObject> objs = null; loadFactory = null; if (factories.Count > 0) { LogNotifier.Debug(GetType(), "Attempting to load "+file.FullName+" as native file"); foreach (INativeWarFoundryFactory factory in factories) { if (factory.CanHandleFileFormat(file)) { objs = factory.CreateObjectsFromFile(file); if (objs!=null) { loadFactory = factory; break; } } } } return objs; } private void AddLoadedObjects(ICollection<IWarFoundryObject> loadedObjs, IWarFoundryFactory factory) { SimpleSet<IWarFoundryObject> objs; loadedObjects.TryGetValue(factory, out objs); if (objs == null) { objs = new SimpleSet<IWarFoundryObject>(); loadedObjects.Add(factory, objs); } objs.AddRange(loadedObjs); StoreObjects(loadedObjs); } private void StoreObjects(ICollection<IWarFoundryObject> loadedObjects) { foreach (IWarFoundryObject loadedObject in loadedObjects) { if (loadedObject is GameSystem) { StoreGameSystem((GameSystem)loadedObject); } else if (loadedObject is Race) { StoreRace((Race)loadedObject); } } } protected void StoreGameSystem(GameSystem system) { string sysid = system.ID.ToLower(); if (systemsTable.ContainsKey(sysid)) { GameSystem existingSystem = systemsTable[sysid]; if (!system.Equals(existingSystem)) { //TODO: Raise an event to say we got a different duplicate //We can't just fail, because failing is for completely unhandled files, not for objects in a file } } else { systemsTable.Add(sysid, (GameSystem)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); } string subID = race.SubID.ToLower(); if (subRaces.ContainsKey(subID)) { Race existingRace = subRaces[subID]; if (!race.Equals(existingRace)) { //TODO: Raise an event to say we got a different duplicate //We can't just fail, because failing is for completely unhandled files, not for objects in a file } } else { subRaces.Add(race.SubID.ToLower(), 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(); } return DictionaryUtils.ToArray<string, GameSystem>(systemsTable); } /// <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(); 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(); raceID = raceID.ToLower(); raceSubID = raceSubID.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; } } public Army LoadArmy(FileInfo file) { IWarFoundryFactory factory = GetArmyLoadingFactoryForFile(file); Army loadedArmy = null; if (factory != null) { ICollection<IWarFoundryObject> objs = factory.CreateObjectsFromFile(file); if (objs.Count == 1) { foreach (IWarFoundryObject obj in objs) { if (obj is Army) { loadedArmy = (Army) obj; } } } } return loadedArmy; } private IWarFoundryFactory GetArmyLoadingFactoryForFile(FileInfo file) { IWarFoundryFactory loadingFactory = null; foreach (INonNativeWarFoundryFactory factory in nonNativeFactories) { if (factory.CanHandleFileAsArmy(file)) { loadingFactory = factory; break; } } if (loadingFactory == null) { foreach (INativeWarFoundryFactory factory in factories) { if (factory.CanHandleFileAsArmy(file)) { loadingFactory = factory; break; } } } return loadingFactory; } } }