0ad/source/simulation2/components/CCmpTemplateManager.cpp
leper 3a85d0b3fa Remove unused parameter from template loading code
Templates should be the same for all players, techs can be used to
provide
different lists of templates if that is needed.

Reviewed By: Itms
Differential Revision: https://code.wildfiregames.com/D25
This was SVN commit r19142.
2017-01-15 18:41:53 +00:00

239 lines
7.3 KiB
C++

/* Copyright (C) 2017 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/SerializeTemplates.h"
#include "ps/TemplateLoader.h"
#include "lib/utf8.h"
#include "ps/CLogger.h"
#include "ps/XML/RelaxNG.h"
class CCmpTemplateManager : 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/>";
}
virtual void Init(const CParamNode& UNUSED(paramNode))
{
m_DisableValidation = false;
m_Validator.LoadGrammar(GetSimContext().GetComponentManager().GenerateSchema());
// TODO: handle errors loading the grammar here?
// TODO: support hotloading changes to the grammar
}
virtual void Deinit()
{
}
virtual void Serialize(ISerializer& serialize)
{
std::map<CStr, std::vector<entity_id_t>> templateMap;
for (const std::pair<entity_id_t, std::string>& templateEnt : m_LatestTemplates)
if (!ENTITY_IS_LOCAL(templateEnt.first))
templateMap[templateEnt.second].push_back(templateEnt.first);
SerializeMap<SerializeString, SerializeVector<SerializeU32_Unbounded>>()(serialize, "templates", templateMap);
}
virtual void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize)
{
Init(paramNode);
std::map<CStr, std::vector<entity_id_t>> templateMap;
SerializeMap<SerializeString, SerializeVector<SerializeU32_Unbounded>>()(deserialize, "templates", templateMap);
for (const std::pair<CStr, std::vector<entity_id_t>>& mapEl : templateMap)
for (entity_id_t id : mapEl.second)
m_LatestTemplates[id] = mapEl.first;
}
virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
{
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;
}
}
}
virtual void DisableValidation()
{
m_DisableValidation = true;
}
virtual const CParamNode* LoadTemplate(entity_id_t ent, const std::string& templateName);
virtual const CParamNode* GetTemplate(const std::string& templateName);
virtual const CParamNode* GetTemplateWithoutValidation(const std::string& templateName);
virtual bool TemplateExists(const std::string& templateName);
virtual const CParamNode* LoadLatestTemplate(entity_id_t ent);
virtual std::string GetCurrentTemplateName(entity_id_t ent);
virtual std::vector<std::string> FindAllTemplates(bool includeActors);
virtual std::vector<std::string> FindAllPlaceableTemplates(bool includeActors);
virtual std::vector<entity_id_t> GetEntitiesUsingTemplate(const std::string& templateName);
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(wstring_from_utf8(templateName), fileData.ToXML());
// 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.GetChild("Entity");
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).GetChild("Entity");
if (!templateRoot.IsOk())
return NULL;
return &templateRoot;
}
bool CCmpTemplateManager::TemplateExists(const std::string& templateName)
{
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)
{
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)
{
ETemplatesType templatesType = includeActors ? ALL_TEMPLATES : SIMULATION_TEMPLATES;
return m_templateLoader.FindTemplates("", true, templatesType);
}
std::vector<std::string> CCmpTemplateManager::FindAllPlaceableTemplates(bool includeActors)
{
ScriptInterface& scriptInterface = this->GetSimContext().GetScriptInterface();
ETemplatesType templatesType = includeActors ? ALL_TEMPLATES : SIMULATION_TEMPLATES;
return m_templateLoader.FindPlaceableTemplates("", true, templatesType, scriptInterface);
}
/**
* Get the list of entities using the specified template
*/
std::vector<entity_id_t> CCmpTemplateManager::GetEntitiesUsingTemplate(const std::string& templateName)
{
std::vector<entity_id_t> entities;
for (std::map<entity_id_t, std::string>::const_iterator it = m_LatestTemplates.begin(); it != m_LatestTemplates.end(); ++it)
{
if(it->second == templateName)
entities.push_back(it->first);
}
return entities;
}