changeset 233:a36a0e9cc05d

Re #228: Crash with missing abilityID * Separate out the actual loader implementation from the static "WarFoundryLoader" class * Add a setter method for the current loader * Create an abstract and default implementation of the Loader to reduce coupling and allow easier mocking/testing
author IBBoard <dev@ibboard.co.uk>
date Thu, 24 Dec 2009 19:45:39 +0000
parents f5009a00a50d
children 06b4beb3e156
files IBBoard.WarFoundry.API.csproj api/AbstractWarFoundryLoader.cs api/DefaultWarFoundryLoader.cs api/WarFoundryLoader.cs
diffstat 4 files changed, 987 insertions(+), 868 deletions(-) [+]
line wrap: on
line diff
--- a/IBBoard.WarFoundry.API.csproj	Thu Dec 24 14:57:32 2009 +0000
+++ b/IBBoard.WarFoundry.API.csproj	Thu Dec 24 19:45:39 2009 +0000
@@ -154,6 +154,8 @@
       <Gettext-ScanForTranslations>false</Gettext-ScanForTranslations>
       <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
     </None>
+    <Compile Include="api\AbstractWarFoundryLoader.cs" />
+    <Compile Include="api\DefaultWarFoundryLoader.cs" />
   </ItemGroup>
   <ItemGroup>
     <Content Include="libs\ICSharpCode.SharpZipLib.dll" />
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/api/AbstractWarFoundryLoader.cs	Thu Dec 24 19:45:39 2009 +0000
@@ -0,0 +1,683 @@
+// This file (AbstractWarFoundryLoader.cs) is a part of the IBBoard.WarFoundry.API project and is copyright 2009 IBBoard
+// 
+// The file and the library/program it is in are licensed and distributed, without warranty, under the GNU Affero GPL license, either version 3 of the License or (at your option) any later version. Please see COPYING for more information and the full license.
+
+using System;
+using System.Collections.Generic;
+using System.IO;
+using IBBoard.Collections;
+using IBBoard.IO;
+using IBBoard.Logging;
+using IBBoard.WarFoundry.API.Factories;
+using IBBoard.WarFoundry.API.Objects;
+
+namespace IBBoard.WarFoundry.API
+{
+	/// <summary>
+	/// The base abstract implementation of a WarFoundry file loader
+	/// </summary>
+	public abstract class AbstractWarFoundryLoader
+	{
+		private ICollection<DirectoryInfo> directories;
+		private ICollection<INativeWarFoundryFactory> factories;
+		private ICollection<INonNativeWarFoundryFactory> nonNativeFactories;
+		private Dictionary<IWarFoundryFactory, SimpleSet<IWarFoundryObject>> loadedObjects;
+		public delegate void FileLoadingCompleteDelegate(List<FileLoadFailure> failures);
+		public event MethodInvoker FileLoadingStarted;
+		public event FileLoadingCompleteDelegate FileLoadingFinished;
+		
+		protected AbstractWarFoundryLoader()
+		{
+			directories = new List<DirectoryInfo>();
+			factories = new List<INativeWarFoundryFactory>();
+			nonNativeFactories = new List<INonNativeWarFoundryFactory>();
+			loadedObjects = new Dictionary<IWarFoundryFactory,SimpleSet<IWarFoundryObject>>();
+		}
+		
+		/// <summary>
+		/// Adds a directory to the collection of directories that will be searched for WarFoundry data files.
+		/// </summary>
+		/// <param name="directory">
+		/// The <see cref="DirectoryInfo"/> to add to the list for searching for data files
+		/// </param>
+		public void AddLoadDirectory(DirectoryInfo directory)
+		{
+			if (!directories.Contains(directory))
+			{
+				directories.Add(directory);
+			}
+		}
+		
+		/// <summary>
+		/// Removes a directory from the collection of directories that will be searched for WarFoundry data files.
+		/// </summary>
+		/// <param name="directory">
+		/// A <see cref="DirectoryInfo"/>
+		/// </param>
+		public void RemoveLoadDirectory(DirectoryInfo directory)
+		{
+			if (directories.Contains(directory))
+			{
+				directories.Remove(directory);
+			}
+		}
+		
+		/// <summary>
+		/// Registers a <see cref="INativeWarFoundryFactory"/> as a factory that can parse native data files.
+		/// </summary>
+		/// <param name="factory">
+		/// The <see cref="INativeWarFoundryFactory"/> to register to parse native data files.
+		/// </param>
+		public void RegisterFactory(INativeWarFoundryFactory factory)
+		{
+			if (!factories.Contains(factory))
+			{
+				factories.Add(factory);
+			}
+		}
+		
+		/// <summary>
+		/// Unregisters a <see cref="INativeWarFoundryFactory"/> so that it will no longer be used to try to parse native data files.
+		/// </summary>
+		/// <param name="factory">
+		/// The <see cref="INativeWarFoundryFactory"/> to remove from the collection of factories that are used to try to parse native data files.
+		/// </param>
+		public void UnregisterFactory(INativeWarFoundryFactory factory)
+		{
+			if (factories.Contains(factory))
+			{
+				factories.Remove(factory);
+			}
+		}
+		
+		/// <summary>
+		/// Registers a <see cref="INonNativeWarFoundryFactory"/> so that it will be used to try to parse non-native data files from other applications.
+		/// </summary>
+		/// <param name="factory">
+		/// The <see cref="INonNativeWarFoundryFactory"/> to register to parse non-native data files.
+		/// </param>
+		public void RegisterNonNativeFactory(INonNativeWarFoundryFactory factory)
+		{
+			if (!nonNativeFactories.Contains(factory))
+			{
+				nonNativeFactories.Add(factory);
+			}
+		}
+		
+		/// <summary>
+		/// Unregisters a <see cref="INonNativeWarFoundryFactory"/> so that it will no longer be used to try to parse non-native data files from other applications.
+		/// </summary>
+		/// <param name="factory">
+		/// The <see cref="INonNativeWarFoundryFactory"/> to remove from the collection of factories that are used to try to parse non-native data files.
+		/// </param>
+		public void UnregisterNonNativeFactory(INonNativeWarFoundryFactory factory)
+		{
+			if (nonNativeFactories.Contains(factory))
+			{
+				nonNativeFactories.Remove(factory);
+			}
+		}
+		
+		/// <summary>
+		/// Loads all of the data files in the registered directories.
+		/// </summary>
+		/// <returns>
+		/// A <see cref="List"/> of <see cref="FileLoadFailure"/> for files that failed to load
+		/// </returns>
+		public List<FileLoadFailure> LoadFiles()
+		{
+			PrepareForFileLoad();
+			Dictionary<FileInfo, IWarFoundryFactory> loadableRaces = new Dictionary<FileInfo, IWarFoundryFactory>();
+			Dictionary<FileInfo, IWarFoundryFactory> loadableGameSystems = new Dictionary<FileInfo, IWarFoundryFactory>();
+			List<FileLoadFailure> failedLoads = FillLoadableFiles(loadableRaces, loadableGameSystems);
+			failedLoads.AddRange(LoadGameSystems(loadableGameSystems));
+			failedLoads.AddRange(LoadRaces(loadableRaces));
+			OnFileLoadingFinished(failedLoads);
+			return failedLoads;
+		}
+		
+		private void OnFileLoadingFinished(List<FileLoadFailure> failures)
+		{
+			if (FileLoadingFinished!=null)
+			{
+				FileLoadingFinished(failures);
+			}
+		}
+		
+		protected abstract void PrepareForFileLoad();
+
+		private List<FileLoadFailure> FillLoadableFiles(Dictionary<FileInfo, IWarFoundryFactory> loadableRaces, Dictionary<FileInfo, IWarFoundryFactory> loadableGameSystems)
+		{			
+			List<FileLoadFailure> fails = new List<FileLoadFailure>();
+			
+			foreach (DirectoryInfo directory in directories)
+			{				
+				if (directory.Exists)
+				{
+					List<FileLoadFailure> directoryFails = FillLoadableFilesForDirectory(loadableRaces, loadableGameSystems, directory);
+					fails.AddRange(directoryFails);
+				}
+				else
+				{
+					LogNotifier.WarnFormat(GetType(), "Load for {0} failed because directory didn't exist", directory.FullName);
+				}
+			}
+			
+			return fails;
+		}
+
+		private List<FileLoadFailure> FillLoadableFilesForDirectory(Dictionary<FileInfo, IWarFoundryFactory> loadableRaces, Dictionary<FileInfo, IWarFoundryFactory> loadableGameSystems, DirectoryInfo directory)
+		{
+			List<FileLoadFailure> fails = new List<FileLoadFailure>();
+			LogNotifier.Debug(GetType(), "Load from "+directory.FullName);
+		
+			foreach (FileInfo file in directory.GetFiles())
+			{
+				IWarFoundryFactory factory = GetGameSystemLoadingFactoryForFile(file);
+				
+				if (factory != null)
+				{
+					loadableGameSystems.Add(file, factory);
+				}
+				else
+				{
+					factory = GetRaceLoadingFactoryForFile(file);
+	
+					if (factory!=null)
+					{
+						loadableRaces.Add(file, factory);
+					}
+					else
+					{
+						FileLoadFailure failure = new FileLoadFailure(file, "File not handled as a Race or Game System definition: {0}", "FileNotHandled");
+						fails.Add(failure);
+						LogNotifier.Info(GetType(), failure.Message);
+					}
+				}
+			}
+
+			return fails;
+		}
+
+		private IWarFoundryFactory GetGameSystemLoadingFactoryForFile(FileInfo file)
+		{
+			IWarFoundryFactory loadingFactory = null;
+			
+			foreach (INonNativeWarFoundryFactory factory in nonNativeFactories)
+			{
+				if (factory.CanHandleFileAsGameSystem(file))
+				{
+					loadingFactory = factory;
+					break;
+				}
+			}
+
+			if (loadingFactory == null)
+			{
+				foreach (INativeWarFoundryFactory factory in factories)
+				{
+					if (factory.CanHandleFileAsGameSystem(file))
+					{
+						loadingFactory = factory;
+						break;
+					}
+				}
+			}
+
+			return loadingFactory;
+		}
+
+		private IWarFoundryFactory GetRaceLoadingFactoryForFile(FileInfo file)
+		{
+			IWarFoundryFactory loadingFactory = null;
+			
+			foreach (INonNativeWarFoundryFactory factory in nonNativeFactories)
+			{
+				if (factory.CanHandleFileAsRace(file))
+				{
+					loadingFactory = factory;
+					break;
+				}
+			}
+
+			if (loadingFactory == null)
+			{
+				foreach (INativeWarFoundryFactory factory in factories)
+				{
+					if (factory.CanHandleFileAsRace(file))
+					{
+						loadingFactory = factory;
+						break;
+					}
+				}
+			}
+
+			return loadingFactory;
+		}
+
+		private List<FileLoadFailure> LoadGameSystems(Dictionary<FileInfo, IWarFoundryFactory> gameSystemFiles)
+		{
+			List<FileLoadFailure> fails = new List<FileLoadFailure>();
+
+			
+			foreach (FileInfo file in gameSystemFiles.Keys)
+			{
+				FileLoadFailure failure = null;
+				
+				try
+				{
+					bool loaded = LoadObject(file, gameSystemFiles[file]);
+	
+					if (!loaded)
+					{
+						failure = new FileLoadFailure(file, "FileLoadFailed", "Failed to load {0} as GameSystem using {1}");
+					}
+				}
+				catch (Exception ex)
+				{
+					failure = new FileLoadFailure(file, null, ex.Message, null, ex);
+				}
+						
+				if (failure!=null)
+				{
+					fails.Add(failure);
+					LogNotifier.Warn(GetType(), failure.Message, failure.Exception);
+				}
+			}
+			
+			return fails;
+		}
+
+		private List<FileLoadFailure> LoadRaces(Dictionary<FileInfo, IWarFoundryFactory> raceFiles)
+		{
+			List<FileLoadFailure> fails = new List<FileLoadFailure>();
+			
+			foreach (FileInfo file in raceFiles.Keys)
+			{
+				FileLoadFailure failure = null;
+				
+				try
+				{
+					bool loaded = LoadObject(file, raceFiles[file]);
+	
+					if (!loaded)
+					{
+						failure = new FileLoadFailure(file, "FileLoadFailed", "Failed to load {0} as Race using {1}");
+					}
+				}
+				catch (Exception ex)
+				{
+					failure = new FileLoadFailure(file, null, ex.Message, null, ex);
+				}
+						
+				if (failure!=null)
+				{
+					fails.Add(failure);
+					LogNotifier.Warn(GetType(), failure.Message, failure.Exception);
+				}
+			}
+			
+			return fails;
+		}
+
+		private bool LoadObject(FileInfo file, IWarFoundryFactory factory)
+		{
+			bool loaded = false;
+			
+			LogNotifier.DebugFormat(GetType(), "Loading {0} using {1}", file.FullName, factory.GetType().Name);
+			ICollection<IWarFoundryObject> objects = factory.CreateObjectsFromFile(file);
+			
+			if (objects.Count > 0)
+			{
+				AddLoadedObjects(objects, factory);
+				loaded = true;
+			}
+
+			return loaded;
+		}
+		
+		
+		/// <summary>
+		/// Loads a single file through the registered WarFoundryFactories, if a factory exists that supports the file format.
+		/// </summary>
+		/// <param name="file">
+		/// A <see cref="FileInfo"/> for the file to attempt to load
+		/// </param>
+		/// <returns>
+		/// An ICollection of IWarFoundryObjects loaded from <code>file</code>
+		/// </returns>
+		public ICollection<IWarFoundryObject> LoadFile(FileInfo file)
+		{
+			ICollection<IWarFoundryObject> objs = null;
+			IWarFoundryFactory loadFactory = null;
+			
+			try
+			{
+				objs = LoadFileWithNonNativeFactories(file, out loadFactory);
+				
+				if (objs == null)
+				{
+					objs = LoadFileWithNativeFactories(file, out loadFactory);
+				}
+			}
+			catch (InvalidFileException ex)
+			{
+				LogNotifier.Error(GetType(), file.FullName+" failed to load", ex);
+			}
+				
+			if (objs!=null)
+			{
+				AddLoadedObjects(objs, loadFactory);
+			}
+			else
+			{
+				objs = new List<IWarFoundryObject>();
+			}
+
+			return objs;
+		}
+		
+		private ICollection<IWarFoundryObject> LoadFileWithNonNativeFactories(FileInfo file, out IWarFoundryFactory loadFactory)
+		{
+			ICollection<IWarFoundryObject> objs = null;
+			loadFactory = null;
+			
+			if (nonNativeFactories.Count > 0)
+			{
+				LogNotifier.Debug(GetType(), "Attempting to load "+file.FullName+" as a non-native file");
+				
+				foreach (INonNativeWarFoundryFactory factory in nonNativeFactories)
+				{
+					bool canLoad = factory.CanHandleFileFormat(file);
+					LogNotifier.Debug(GetType(), "Load using "+factory.GetType().FullName+"? " + (canLoad ? "yes" : "no"));
+					
+					if (canLoad)
+					{
+						objs = factory.CreateObjectsFromFile(file);
+						
+						if (objs!=null)
+						{
+							loadFactory = factory;
+							break;
+						}
+					}			         
+				}
+			}
+			
+			return objs;
+		}
+		
+		private ICollection<IWarFoundryObject> LoadFileWithNativeFactories(FileInfo file, out IWarFoundryFactory loadFactory)
+		{
+			ICollection<IWarFoundryObject> objs = null;
+			loadFactory = null;
+			
+			if (factories.Count > 0)
+			{
+				LogNotifier.Debug(GetType(), "Attempting to load "+file.FullName+" as native file");
+						
+				foreach (INativeWarFoundryFactory factory in factories)
+				{
+					if (factory.CanHandleFileFormat(file))
+					{
+						objs = factory.CreateObjectsFromFile(file);
+						
+						if (objs!=null)
+						{
+							loadFactory = factory;
+							break;
+						}
+					}
+				}
+			}
+			
+			return objs;
+		}
+		
+		private void AddLoadedObjects(ICollection<IWarFoundryObject> loadedObjs, IWarFoundryFactory factory)
+		{
+			SimpleSet<IWarFoundryObject> objs;
+			loadedObjects.TryGetValue(factory, out objs);
+			
+			if (objs == null)
+			{
+				objs = new SimpleSet<IWarFoundryObject>();
+				loadedObjects.Add(factory, objs);
+			}
+				
+			objs.AddRange(loadedObjs);
+			StoreObjects(loadedObjs);
+		}
+
+		private void StoreObjects(ICollection<IWarFoundryObject> loadedObjects)
+		{
+			foreach (IWarFoundryObject loadedObject in loadedObjects)
+			{
+				if (loadedObject is GameSystem)
+				{
+					StoreGameSystem((GameSystem)loadedObject);
+				}
+				else if (loadedObject is Race)
+				{
+					StoreRace((Race)loadedObject);
+				}
+			}
+		}
+		
+		protected void StoreGameSystem(GameSystem system)
+		{
+			GameSystem existingSystem = GetExistingSystemForSystem(system);
+			
+			if (existingSystem!=null)
+			{				
+				if (!system.Equals(existingSystem))
+				{
+					//TODO: Raise an event to say we got a different duplicate
+					//We can't just fail, because failing is for completely unhandled files, not for objects in a file
+				}
+			}
+			else
+			{
+				DoStoreGameSystem(system);
+			}
+		}
+		
+		/// <summary>
+		/// Gets a game system that has already been loaded that duplicates the supplied game system's ID, if one exists.
+		/// </summary>
+		/// <param name="system">
+		/// The <see cref="GameSystem"/> to find pre-existing duplicates of
+		/// </param>
+		/// <returns>
+		/// <code>null</code> if no existing duplicate exists, else the duplicate <see cref="GameSystem"/>
+		/// </returns>
+		protected abstract GameSystem GetExistingSystemForSystem(GameSystem system);
+		
+		/// <summary>
+		/// Stores a GameSystem in the loader's relevant storage structure
+		/// </summary>
+		/// <param name="system">
+		/// The loaded <see cref="GameSystem"/> to store
+		/// </param>
+		protected abstract void DoStoreGameSystem(GameSystem system);
+		
+		protected void StoreRace(Race race)
+		{
+			if (race.GameSystem == null)
+			{
+				throw new InvalidOperationException("Race cannot have null game system. Game system should be loaded before race.");
+			}
+			
+			DoStoreRace(race);
+		}
+		
+		/// <summary>
+		/// Performs the implementation specific storage of a race
+		/// </summary>
+		/// <param name="race">
+		/// The <see cref="Race"/> to store
+		/// </param>
+		protected abstract void DoStoreRace(Race race);
+		
+		/// <summary>
+		/// Gets all <see cref="GameSystem"/>s that are currently available, determined by those that can be loaded with the current <see cref="IWarFoundryFactory"/>s. 
+		/// </summary>
+		/// <returns>
+		/// An array of <see cref="GameSystem"/>s that are currently available.
+		/// </returns>
+		public abstract GameSystem[] GetGameSystems();
+
+		/// <summary>
+		/// Gets a single <see cref="GameSystem"/> with a given ID. 
+		/// </summary>
+		/// <param name="systemID">
+		/// The ID of the <see cref="GameSystem"/> to get, as a <see cref="System.String"/>.
+		/// </param>
+		/// <returns>
+		/// The <see cref="GameSystem"/> with the given ID, or <code>null</code> if one doesn't exist.
+		/// </returns>
+		public abstract GameSystem GetGameSystem(string systemID);
+
+		/// <summary>
+		/// Removes a loaded <see cref="GameSystem"/>. Used when a GameSystem fails to complete loading
+		/// </summary>
+		/// <param name="system">The GameSystem to remove</param>
+		protected internal abstract void RemoveGameSystem(GameSystem system);
+
+		/// <summary>
+		/// Gets an array of the races for the specified <see cref="GameSystem"/>.
+		/// </summary>
+		/// <param name="system">
+		/// The <see cref="GameSystem"/> to get the available races for.
+		/// </param>
+		/// <returns>
+		/// An array of <see cref="Race"/>s for the <see cref="GameSystem"/>
+		/// </returns>
+		public abstract Race[] GetRaces(GameSystem system);
+
+		/// <summary>
+		/// Gets a single race for a given <see cref="GameSystem"/> by ID of the race.
+		/// </summary>
+		/// <param name="system">
+		/// The <see cref="GameSystem"/> that the race is part of.
+		/// </param>
+		/// <param name="raceID">
+		/// A <see cref="System.String"/> ID for the race to load.
+		/// </param>
+		/// <returns>
+		/// A <see cref="Race"/> with the specified ID from the <see cref="GameSystem"/>, or <code>null</code> if one doesn't exist.
+		/// </returns>
+		public abstract Race GetRace(GameSystem system, string raceID);
+
+		/// <summary>
+		/// Gets a single race for a given <see cref="GameSystem"/> by the race's ID and sub-race ID.
+		/// </summary>
+		/// <param name="system">
+		/// The <see cref="GameSystem"/> that the race is part of.
+		/// </param>
+		/// <param name="raceID">
+		/// The <see cref="System.String"/> ID for the race to load.
+		/// </param>
+		/// <param name="raceSubID">
+		/// A <see cref="System.String"/>
+		/// </param>
+		/// <returns>
+		/// A <see cref="Race"/>
+		/// </returns>
+		public abstract Race GetRace(GameSystem system, string raceID, string raceSubID);
+
+		protected internal abstract void RemoveRace(Race race);
+
+		/// <summary>
+		/// Gets the IDs of all of the game systems currently available.
+		/// </summary>
+		/// <returns>
+		/// An array of <see cref="System.String"/>s representing the IDs of the game systems.
+		/// </returns>
+		public virtual string[] GetGameSystemIDs()
+		{
+			GameSystem[] systems = GetGameSystems();
+			return GetWarFoundryObjectIDs(systems);
+		}
+		
+		protected string[] GetWarFoundryObjectIDs(WarFoundryObject[] objs)
+		{
+			int objCount = objs.Length;
+			string[] keys = new string[objCount];
+
+			for (int i = 0; i < objCount; i++)
+			{
+				keys[i] = objs[i].ID;
+			}
+
+			return keys;
+		}
+		
+		/// <summary>
+		/// Gets the IDs of all of the races of a specified game system.
+		/// </summary>
+		/// <param name="system">
+		/// The <see cref="GameSystem"/> to get the available races for.
+		/// </param>
+		/// <returns>
+		/// An array of <see cref="System.String"/>s representing the IDs of the races of the specified game system.
+		/// </returns>
+		public virtual string[] GetSystemRaceIDs(GameSystem system)
+		{
+			Race[] races = GetRaces(system);
+			return GetWarFoundryObjectIDs(races);
+		}
+		
+		public Army LoadArmy(FileInfo file)
+		{
+			IWarFoundryFactory factory = GetArmyLoadingFactoryForFile(file);			
+			Army loadedArmy = null;
+			
+			if (factory != null)
+			{
+				ICollection<IWarFoundryObject> objs = factory.CreateObjectsFromFile(file);
+								
+				if (objs.Count == 1)
+				{
+					foreach (IWarFoundryObject systemCount in objs)
+					{
+						if (systemCount is Army)
+						{
+							loadedArmy = (Army) systemCount;
+						}
+					}
+				}
+			}
+			
+			return loadedArmy;
+		}
+
+		private IWarFoundryFactory GetArmyLoadingFactoryForFile(FileInfo file)
+		{
+			IWarFoundryFactory loadingFactory = null;
+			
+			foreach (INonNativeWarFoundryFactory factory in nonNativeFactories)
+			{
+				if (factory.CanHandleFileAsArmy(file))
+				{
+					loadingFactory = factory;
+					break;
+				}
+			}
+
+			if (loadingFactory == null)
+			{
+				foreach (INativeWarFoundryFactory factory in factories)
+				{
+					if (factory.CanHandleFileAsArmy(file))
+					{
+						loadingFactory = factory;
+						break;
+					}
+				}
+			}
+
+			return loadingFactory;
+		}
+	}
+}
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/api/DefaultWarFoundryLoader.cs	Thu Dec 24 19:45:39 2009 +0000
@@ -0,0 +1,294 @@
+// This file (DefaultWarFoundryLoader.cs) is a part of the IBBoard.WarFoundry.API project and is copyright 2009 IBBoard
+// 
+// The file and the library/program it is in are licensed and distributed, without warranty, under the GNU Affero GPL license, either version 3 of the License or (at your option) any later version. Please see COPYING for more information and the full license.
+
+using System;
+using System.Collections.Generic;
+using IBBoard.WarFoundry.API.Objects;
+
+namespace IBBoard.WarFoundry.API
+{
+	/// <summary>
+	/// The default implementation of a <see cref="AbstractWarFoundryLoader"/>
+	/// </summary>
+	public class DefaultWarFoundryLoader : AbstractWarFoundryLoader
+	{
+		private Dictionary<string, GameSystem> systemsTable;
+		private Dictionary<string, Dictionary<string, Dictionary<string, Race>>> racesTable; //Keys are: System, Race, SubRace
+
+		public DefaultWarFoundryLoader ()
+		{
+		}
+		
+		protected override 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>>>();
+		}
+		
+		protected override GameSystem GetExistingSystemForSystem (GameSystem system)
+		{
+			return DictionaryUtils.GetValue(systemsTable, system.ID.ToLower());
+		}
+		
+		protected override void DoStoreGameSystem (GameSystem system)
+		{
+			systemsTable[system.ID.ToLower()] = system;
+		}
+
+		protected override void DoStoreRace (Race race)
+		{
+			Dictionary<string, Dictionary<string, Race>> systemRaces;
+			
+			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);
+			}
+		}
+		
+		public override GameSystem[] GetGameSystems()
+		{
+			if (systemsTable==null)
+			{
+				LoadFiles();
+			}
+			
+			return DictionaryUtils.ToArray<string, GameSystem>(systemsTable);
+		}
+		
+		public override GameSystem GetGameSystem(string systemID)
+		{
+			if (systemsTable==null)
+			{
+				LoadFiles();
+			}
+			
+			GameSystem system;
+			systemsTable.TryGetValue(systemID.ToLower(), out system);
+			return system;
+		}
+		
+		protected internal override void RemoveGameSystem(GameSystem system)
+		{
+			systemsTable.Remove(system.ID.ToLower());
+		}
+		
+		public override 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;
+		}
+		
+		public override 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, "");
+		}
+
+		public override 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;
+			
+			Dictionary<string, Race> subraces = GetRaceTable(systemID, raceID);
+
+			if (subraces != null)
+			{
+				subraces.TryGetValue(raceSubID.ToLower(), out race);
+			}
+			
+			return race;
+		}
+
+		private Dictionary<string, Race> GetRaceTable(string systemID, string raceID)
+		{
+			Dictionary<string, Dictionary<string, Race>> races;
+			racesTable.TryGetValue(systemID.ToLower(), out races);
+			Dictionary<string, Race> subraces = null;
+
+			if (races != null)
+			{
+				races.TryGetValue(raceID.ToLower(), out subraces);
+			}
+
+			return subraces;
+		}
+
+		protected internal override void RemoveRace(Race race)
+		{
+			Dictionary<string, Race> subraces = GetRaceTable(race.GameSystem.ID, race.ID);
+
+			if (subraces != null)
+			{
+				subraces.Remove(race.SubID.ToLower());
+			}
+		}
+		
+		public override string[] GetGameSystemIDs()
+		{
+			if (systemsTable==null)
+			{
+				LoadFiles();
+			}
+
+			return DictionaryUtils.ToKeyArray(systemsTable);
+		}
+		
+		public override 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;
+			}
+		}
+	}
+}
--- a/api/WarFoundryLoader.cs	Thu Dec 24 14:57:32 2009 +0000
+++ b/api/WarFoundryLoader.cs	Thu Dec 24 19:45:39 2009 +0000
@@ -3,20 +3,13 @@
 // 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;
+		private static AbstractWarFoundryLoader loader;
 		
 		/// <summary>
 		/// Gets the default <see cref="WarFoundryLoader"/> used to load WarFoundry data files.
@@ -24,877 +17,24 @@
 		/// <returns>
 		/// The default <see cref="WarFoundryLoader"/>
 		/// </returns>
-		public static WarFoundryLoader GetDefault()
+		public static AbstractWarFoundryLoader GetDefault()
 		{
 			if (loader == null)
 			{
-				loader = new WarFoundryLoader();
+				loader = new DefaultWarFoundryLoader();
 			}
 			
 			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;
-		public delegate void FileLoadingCompleteDelegate(List<FileLoadFailure> failures);
-		public event MethodInvoker FileLoadingStarted;
-		public event FileLoadingCompleteDelegate FileLoadingFinished;
+		public static void SetDefault(AbstractWarFoundryLoader newLoader)
+		{
+			loader = newLoader;	
+		}
 		
 		private 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="List"/> of <see cref="FileLoadFailure"/> for files that failed to load
-		/// </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));
-			OnFileLoadingFinished(failedLoads);
-			return failedLoads;
-		}
-		
-		private void OnFileLoadingFinished(List<FileLoadFailure> failures)
-		{
-			if (FileLoadingFinished!=null)
-			{
-				FileLoadingFinished(failures);
-			}
-		}
-		
-		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;
+			//Hide constructor
 		}
-		
-		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>
-		/// Removes a loaded <see cref="GameSystem"/>. Used when a GameSystem fails to complete loading
-		/// </summary>
-		/// <param name="system">The GameSystem to remove</param>
-		internal void RemoveGameSystem(GameSystem system)
-		{
-			systemsTable.Remove(system.ID.ToLower());
-		}
-
-		/// <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;
-			
-			Dictionary<string, Race> subraces = GetRaceTable(systemID, raceID);
-
-			if (subraces != null)
-			{
-				subraces.TryGetValue(raceSubID.ToLower(), out race);
-			}
-			
-			return race;
-		}
-
-		private Dictionary<string, Race> GetRaceTable(string systemID, string raceID)
-		{
-			Dictionary<string, Dictionary<string, Race>> races;
-			racesTable.TryGetValue(systemID.ToLower(), out races);
-			Dictionary<string, Race> subraces = null;
-
-			if (races != null)
-			{
-				races.TryGetValue(raceID.ToLower(), out subraces);
-			}
-
-			return subraces;
-		}
-
-		internal void RemoveRace(Race race)
-		{
-			Dictionary<string, Race> subraces = GetRaceTable(race.GameSystem.ID, race.ID);
-
-			if (subraces != null)
-			{
-				subraces.Remove(race.SubID.ToLower());
-			}
-		}
-
-		/// <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;
-		}
 	}
 }