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forked from 0ad/0ad
0ad/source/simulation2/components/CCmpTemplateManager.cpp
2010-03-01 14:55:34 +00:00

328 lines
11 KiB
C++

/* Copyright (C) 2010 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 "lib/utf8.h"
#include "ps/CLogger.h"
#include "ps/Filesystem.h"
#include "ps/XML/Xeromyces.h"
static const wchar_t TEMPLATE_ROOT[] = L"simulation/templates/";
static const wchar_t ACTOR_ROOT[] = L"art/actors/";
class CCmpTemplateManager : public ICmpTemplateManager
{
public:
static void ClassInit(CComponentManager& UNUSED(componentManager))
{
}
DEFAULT_COMPONENT_ALLOCATOR(TemplateManager)
virtual void Init(const CSimContext& UNUSED(context), const CParamNode& UNUSED(paramNode))
{
}
virtual void Deinit(const CSimContext& UNUSED(context))
{
}
virtual void Serialize(ISerializer& serialize)
{
// TODO: refactor the common bits of this? also need nicer debug output
serialize.NumberU32_Unbounded("num entities", (u32)m_LatestTemplates.size());
std::map<entity_id_t, std::wstring>::const_iterator it = m_LatestTemplates.begin();
for (; it != m_LatestTemplates.end(); ++it)
{
serialize.NumberU32_Unbounded("id", it->first);
serialize.String("template", it->second, 0, 256);
}
// TODO: will need to serialize techs too, because we need to be giving out
// template data before other components (like the tech components) have been deserialized
}
virtual void Deserialize(const CSimContext& UNUSED(context), const CParamNode& UNUSED(paramNode), IDeserializer& deserialize)
{
u32 numEntities;
deserialize.NumberU32_Unbounded(numEntities);
for (u32 i = 0; i < numEntities; ++i)
{
entity_id_t ent;
std::wstring templateName;
deserialize.NumberU32_Unbounded(ent);
deserialize.String(templateName, 0, 256);
m_LatestTemplates[ent] = templateName;
}
}
virtual void HandleMessage(const CSimContext& UNUSED(context), const CMessage& UNUSED(msg), bool UNUSED(global))
{
// TODO: should listen to entity destruction messages, to clean up m_LatestTemplates
}
virtual const CParamNode* LoadTemplate(entity_id_t ent, const std::wstring& templateName, int playerID);
virtual const CParamNode* GetTemplate(std::wstring templateName);
virtual const CParamNode* LoadLatestTemplate(entity_id_t ent);
virtual std::wstring GetCurrentTemplateName(entity_id_t ent);
virtual std::vector<std::wstring> FindAllTemplates();
private:
// Map from template name (XML filename or special |-separated string) to the most recently
// loaded valid template data.
// (Failed loads won't remove valid entries under the same name, so we behave more nicely
// when hotloading broken files)
std::map<std::wstring, CParamNode> m_TemplateFileData;
// Remember the template used by each entity, so we can return them
// again for deserialization.
// TODO: should store player ID etc.
std::map<entity_id_t, std::wstring> m_LatestTemplates;
// (Re)loads the given template, regardless of whether it exists already,
// and saves into m_TemplateFileData. Also loads any parents that are not yet
// loaded. Returns false on error.
// @param templateName XML filename to load (not a |-separated string)
bool LoadTemplateFile(const std::wstring& templateName, int depth);
// Constructs a standard static-decorative-object template for the given actor
void ConstructTemplateActor(const std::wstring& actorName, CParamNode& out);
// Copy the non-interactive components of an entity template (position, actor, etc) into
// a new entity template
void CopyPreviewSubset(CParamNode& out, const CParamNode& in);
};
REGISTER_COMPONENT_TYPE(TemplateManager)
const CParamNode* CCmpTemplateManager::LoadTemplate(entity_id_t ent, const std::wstring& templateName, int UNUSED(playerID))
{
m_LatestTemplates[ent] = templateName;
const CParamNode* templateRoot = GetTemplate(templateName);
if (!templateRoot)
return NULL;
// TODO: Eventually we need to support techs in here, and return a different template per playerID
return templateRoot;
}
const CParamNode* CCmpTemplateManager::GetTemplate(std::wstring templateName)
{
// Load the template if necessary
if (!LoadTemplateFile(templateName, 0))
{
LOGERROR(L"Failed to load entity template '%ls'", templateName.c_str());
return NULL;
}
const CParamNode& templateRoot = m_TemplateFileData[templateName].GetChild("Entity");
if (!templateRoot.IsOk())
{
LOGERROR(L"Invalid root element in entity template '%ls'", templateName.c_str());
return NULL;
}
// TODO: the template ought to be validated with some schema, so we don't
// need to nicely report errors like invalid root elements here
return &templateRoot;
}
const CParamNode* CCmpTemplateManager::LoadLatestTemplate(entity_id_t ent)
{
std::map<entity_id_t, std::wstring>::const_iterator it = m_LatestTemplates.find(ent);
if (it == m_LatestTemplates.end())
return NULL;
return LoadTemplate(ent, it->second, -1);
}
std::wstring CCmpTemplateManager::GetCurrentTemplateName(entity_id_t ent)
{
std::map<entity_id_t, std::wstring>::const_iterator it = m_LatestTemplates.find(ent);
if (it == m_LatestTemplates.end())
return L"";
return it->second;
}
bool CCmpTemplateManager::LoadTemplateFile(const std::wstring& templateName, int depth)
{
// If this file was already loaded, we don't need to do anything
if (m_TemplateFileData.find(templateName) != m_TemplateFileData.end())
return true;
// Handle infinite loops more gracefully than running out of stack space and crashing
if (depth > 100)
{
LOGERROR(L"Probable infinite inheritance loop in entity template '%ls'", templateName.c_str());
return false;
}
// Handle special case "actor|foo"
if (templateName.find(L"actor|") == 0)
{
ConstructTemplateActor(templateName.substr(6), m_TemplateFileData[templateName]);
return true;
}
// Handle special case "preview|foo"
if (templateName.find(L"preview|") == 0)
{
// Load the base entity template, if it wasn't already loaded
std::wstring baseName = templateName.substr(8);
if (!LoadTemplateFile(baseName, depth+1))
{
LOGERROR(L"Failed to load entity template '%ls'", baseName.c_str());
return NULL;
}
// Copy a subset to the requested template
CopyPreviewSubset(m_TemplateFileData[templateName], m_TemplateFileData[baseName]);
return true;
}
// Normal case: templateName is an XML file:
VfsPath path = VfsPath(TEMPLATE_ROOT) / (templateName + L".xml");
CXeromyces xero;
PSRETURN ok = xero.Load(path);
if (ok != PSRETURN_OK)
return false; // (Xeromyces already logged an error with the full filename)
int attr_parent = xero.GetAttributeID("parent");
utf16string parentStr = xero.GetRoot().GetAttributes().GetNamedItem(attr_parent);
if (!parentStr.empty())
{
std::wstring parentName(parentStr.begin(), parentStr.end());
// To prevent needless complexity in template design, we don't allow |-separated strings as parents
if (parentName.find('|') != parentName.npos)
{
LOGERROR(L"Invalid parent '%ls' in entity template '%ls'", parentName.c_str(), templateName.c_str());
return false;
}
// Ensure the parent is loaded
if (!LoadTemplateFile(parentName, depth+1))
{
LOGERROR(L"Failed to load parent '%ls' of entity template '%ls'", parentName.c_str(), templateName.c_str());
return false;
}
CParamNode& parentData = m_TemplateFileData[parentName];
// Initialise this template with its parent
m_TemplateFileData[templateName] = parentData;
}
// Load the new file into the template data (overriding parent values)
CParamNode::LoadXML(m_TemplateFileData[templateName], xero);
return true;
}
void CCmpTemplateManager::ConstructTemplateActor(const std::wstring& actorName, CParamNode& out)
{
std::string name = utf8_from_wstring(CParamNode::EscapeXMLString(actorName));
std::string xml = "<?xml version='1.0' encoding='utf-8'?>"
"<Entity>"
"<Position>"
"<Anchor>upright</Anchor>"
"<Altitude>0</Altitude>"
"<Floating>false</Floating>"
"</Position>"
"<VisualActor>"
"<Actor>" + name + "</Actor>"
"</VisualActor>"
"</Entity>";
out.LoadXMLString(out, xml.c_str());
}
static LibError AddToTemplates(const VfsPath& pathname, const FileInfo& UNUSED(fileInfo), const uintptr_t cbData)
{
std::vector<std::wstring>& templates = *(std::vector<std::wstring>*)cbData;
// Strip the .xml extension
VfsPath pathstem = change_extension(pathname, L"");
// Strip the root from the path
std::wstring name = pathstem.string().substr(ARRAY_SIZE(TEMPLATE_ROOT)-1);
// We want to ignore template_*.xml templates, since they should never be built in the editor
if (name.substr(0, 9) == L"template_")
return INFO::OK;
templates.push_back(name);
return INFO::OK;
}
static LibError AddActorToTemplates(const VfsPath& pathname, const FileInfo& UNUSED(fileInfo), const uintptr_t cbData)
{
std::vector<std::wstring>& templates = *(std::vector<std::wstring>*)cbData;
// Strip the root from the path
std::wstring name = pathname.string().substr(ARRAY_SIZE(ACTOR_ROOT)-1);
templates.push_back(L"actor|" + name);
return INFO::OK;
}
std::vector<std::wstring> CCmpTemplateManager::FindAllTemplates()
{
// TODO: eventually this should probably read all the template files and look for flags to
// determine which should be displayed in the editor (and in what categories etc); for now we'll
// just return all the files
std::vector<std::wstring> templates;
LibError ok;
// Find all the normal entity templates first
ok = fs_util::ForEachFile(g_VFS, TEMPLATE_ROOT, AddToTemplates, (uintptr_t)&templates, L"*.xml", fs_util::DIR_RECURSIVE);
WARN_ERR(ok);
// Add all the actors too
ok = fs_util::ForEachFile(g_VFS, ACTOR_ROOT, AddActorToTemplates, (uintptr_t)&templates, L"*.xml", fs_util::DIR_RECURSIVE);
WARN_ERR(ok);
return templates;
}
void CCmpTemplateManager::CopyPreviewSubset(CParamNode& out, const CParamNode& in)
{
// We only want to include components which are necessary (for the visual previewing of an entity)
// and safe (i.e. won't do anything that affects the synchronised simulation state), so additions
// to this list should be carefully considered
std::set<std::string> permittedComponentTypes;
permittedComponentTypes.insert("Ownership");
permittedComponentTypes.insert("Position");
permittedComponentTypes.insert("VisualActor");
// (This could be initialised once and reused, but it's not worth the effort)
CParamNode::LoadXMLString(out, "<Entity/>");
out.CopyFilteredChildrenOfChild(in, "Entity", permittedComponentTypes);
// In the future, we might want to add some extra flags to certain components, to indicate they're
// running in 'preview' mode and should not e.g. register with global managers
}