0ad/source/simulation2/components/CCmpTemplateManager.cpp

258 lines
7.8 KiB
C++

/* Copyright (C) 2014 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 "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)
{
size_t count = 0;
for (std::map<entity_id_t, std::string>::const_iterator it = m_LatestTemplates.begin(); it != m_LatestTemplates.end(); ++it)
{
if (ENTITY_IS_LOCAL(it->first))
continue;
++count;
}
serialize.NumberU32_Unbounded("num entities", (u32)count);
for (std::map<entity_id_t, std::string>::const_iterator it = m_LatestTemplates.begin(); it != m_LatestTemplates.end(); ++it)
{
if (ENTITY_IS_LOCAL(it->first))
continue;
serialize.NumberU32_Unbounded("id", it->first);
serialize.StringASCII("template", it->second, 0, 256);
}
// TODO: maybe we should do some kind of interning thing instead of printing so many strings?
// 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 CParamNode& paramNode, IDeserializer& deserialize)
{
Init(paramNode);
u32 numEntities;
deserialize.NumberU32_Unbounded("num entities", numEntities);
for (u32 i = 0; i < numEntities; ++i)
{
entity_id_t ent;
std::string templateName;
deserialize.NumberU32_Unbounded("id", ent);
deserialize.StringASCII("template", templateName, 0, 256);
m_LatestTemplates[ent] = templateName;
}
}
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, int playerID);
virtual const CParamNode* GetTemplate(std::string templateName);
virtual const CParamNode* GetTemplateWithoutValidation(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(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.
// TODO: should store player ID etc.
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, 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::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(L"Failed to validate entity template '%hs'", 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(L"Invalid root element in entity template '%hs'", templateName.c_str());
return NULL;
}
return &templateRoot;
}
const CParamNode* CCmpTemplateManager::GetTemplateWithoutValidation(std::string templateName)
{
const CParamNode& templateRoot = m_templateLoader.GetTemplateFileData(templateName).GetChild("Entity");
if (!templateRoot.IsOk())
return NULL;
return &templateRoot;
}
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, -1);
}
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(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;
}