1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257
|
/* 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.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) 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;
}
|