0ad/source/simulation2/components/CCmpTemplateManager.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

257 lines
7.8 KiB
C++
Raw Blame History

This file contains invisible Unicode characters

This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "simulation2/system/Component.h"
#include "ICmpTemplateManager.h"
#include "simulation2/MessageTypes.h"
#include "simulation2/serialization/SerializedTypes.h"
#include "lib/utf8.h"
#include "ps/CLogger.h"
#include "ps/TemplateLoader.h"
#include "ps/XML/RelaxNG.h"
class CCmpTemplateManager final : public ICmpTemplateManager
{
public:
static void ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeGloballyToMessageType(MT_Destroy);
}
DEFAULT_COMPONENT_ALLOCATOR(TemplateManager)
static std::string GetSchema()
{
return "<a:component type='system'/><empty/>";
}
void Init(const CParamNode& UNUSED(paramNode)) override
{
m_DisableValidation = false;
m_Validator.LoadGrammar(GetSimContext().GetComponentManager().GenerateSchema());
// TODO: handle errors loading the grammar here?
// TODO: support hotloading changes to the grammar
}
void Deinit() override
{
}
void Serialize(ISerializer& serialize) override
{
std::map<std::string, std::vector<entity_id_t>> templateMap;
for (const std::pair<const entity_id_t, std::string>& templateEnt : m_LatestTemplates)
if (!ENTITY_IS_LOCAL(templateEnt.first))
templateMap[templateEnt.second].push_back(templateEnt.first);
Serializer(serialize, "templates", templateMap);
}
void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize) override
{
Init(paramNode);
std::map<std::string, std::vector<entity_id_t>> templateMap;
Serializer(deserialize, "templates", templateMap);
for (const std::pair<const std::string, std::vector<entity_id_t>>& mapEl : templateMap)
for (entity_id_t id : mapEl.second)
m_LatestTemplates[id] = mapEl.first;
}
void HandleMessage(const CMessage& msg, bool UNUSED(global)) override
{
switch (msg.GetType())
{
case MT_Destroy:
{
const CMessageDestroy& msgData = static_cast<const CMessageDestroy&> (msg);
// Clean up m_LatestTemplates so it doesn't record any data for destroyed entities
m_LatestTemplates.erase(msgData.entity);
break;
}
}
}
void DisableValidation() override
{
m_DisableValidation = true;
}
const CParamNode* LoadTemplate(entity_id_t ent, const std::string& templateName) override;
const CParamNode* GetTemplate(const std::string& templateName) override;
const CParamNode* GetTemplateWithoutValidation(const std::string& templateName) override;
bool TemplateExists(const std::string& templateName) const override;
const CParamNode* LoadLatestTemplate(entity_id_t ent) override;
std::string GetCurrentTemplateName(entity_id_t ent) const override;
std::vector<std::string> FindAllTemplates(bool includeActors) const override;
std::vector<std::vector<std::wstring>> GetCivData() override;
std::vector<std::string> FindUsedTemplates() const override;
std::vector<entity_id_t> GetEntitiesUsingTemplate(const std::string& templateName) const override;
private:
// Template loader
CTemplateLoader m_templateLoader;
// Entity template XML validator
RelaxNGValidator m_Validator;
// Disable validation, for test cases
bool m_DisableValidation;
// Map from template name to schema validation status.
// (Some files, e.g. inherited parent templates, may not be valid themselves but we still need to load
// them and use them; we only reject invalid templates that were requested directly by GetTemplate/etc)
std::map<std::string, bool> m_TemplateSchemaValidity;
// Remember the template used by each entity, so we can return them
// again for deserialization.
std::map<entity_id_t, std::string> m_LatestTemplates;
};
REGISTER_COMPONENT_TYPE(TemplateManager)
const CParamNode* CCmpTemplateManager::LoadTemplate(entity_id_t ent, const std::string& templateName)
{
m_LatestTemplates[ent] = templateName;
return GetTemplate(templateName);
}
const CParamNode* CCmpTemplateManager::GetTemplate(const std::string& templateName)
{
const CParamNode& fileData = m_templateLoader.GetTemplateFileData(templateName);
if (!fileData.IsOk())
return NULL;
if (!m_DisableValidation)
{
// Compute validity, if it's not computed before
if (m_TemplateSchemaValidity.find(templateName) == m_TemplateSchemaValidity.end())
{
m_TemplateSchemaValidity[templateName] = m_Validator.Validate(templateName, fileData.ToXMLString());
// Show error on the first failure to validate the template
if (!m_TemplateSchemaValidity[templateName])
LOGERROR("Failed to validate entity template '%s'", templateName.c_str());
}
// Refuse to return invalid templates
if (!m_TemplateSchemaValidity[templateName])
return NULL;
}
const CParamNode& templateRoot = fileData.GetOnlyChild();
if (!templateRoot.IsOk())
{
// The validator should never let this happen
LOGERROR("Invalid root element in entity template '%s'", templateName.c_str());
return NULL;
}
return &templateRoot;
}
const CParamNode* CCmpTemplateManager::GetTemplateWithoutValidation(const std::string& templateName)
{
const CParamNode& templateRoot = m_templateLoader.GetTemplateFileData(templateName).GetOnlyChild();
if (!templateRoot.IsOk())
return NULL;
return &templateRoot;
}
bool CCmpTemplateManager::TemplateExists(const std::string& templateName) const
{
return m_templateLoader.TemplateExists(templateName);
}
const CParamNode* CCmpTemplateManager::LoadLatestTemplate(entity_id_t ent)
{
std::map<entity_id_t, std::string>::const_iterator it = m_LatestTemplates.find(ent);
if (it == m_LatestTemplates.end())
return NULL;
return LoadTemplate(ent, it->second);
}
std::string CCmpTemplateManager::GetCurrentTemplateName(entity_id_t ent) const
{
std::map<entity_id_t, std::string>::const_iterator it = m_LatestTemplates.find(ent);
if (it == m_LatestTemplates.end())
return "";
return it->second;
}
std::vector<std::string> CCmpTemplateManager::FindAllTemplates(bool includeActors) const
{
ETemplatesType templatesType = includeActors ? ALL_TEMPLATES : SIMULATION_TEMPLATES;
return m_templateLoader.FindTemplates("", true, templatesType);
}
std::vector<std::vector<std::wstring>> CCmpTemplateManager::GetCivData()
{
std::vector<std::vector<std::wstring>> data;
std::vector<std::string> names = m_templateLoader.FindTemplatesUnrestricted("special/players/", false);
data.reserve(names.size());
for (const std::string& name : names)
{
const CParamNode& identity = GetTemplate(name)->GetChild("Identity");
data.push_back(std::vector<std::wstring> {
identity.GetChild("Civ").ToWString(),
identity.GetChild("GenericName").ToWString()
});
}
return data;
}
std::vector<std::string> CCmpTemplateManager::FindUsedTemplates() const
{
std::vector<std::string> usedTemplates;
for (const std::pair<const entity_id_t, std::string>& p : m_LatestTemplates)
if (std::find(usedTemplates.begin(), usedTemplates.end(), p.second) == usedTemplates.end())
usedTemplates.push_back(p.second);
return usedTemplates;
}
/**
* Get the list of entities using the specified template
*/
std::vector<entity_id_t> CCmpTemplateManager::GetEntitiesUsingTemplate(const std::string& templateName) const
{
std::vector<entity_id_t> entities;
for (const std::pair<const entity_id_t, std::string>& p : m_LatestTemplates)
if (p.second == templateName)
entities.push_back(p.first);
return entities;
}