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#include "GameRules.h"
namespace {
std::vector<GameRulesFn>& GameRulesRegistry() {
static std::vector<GameRulesFn> game_rules_registry;
return game_rules_registry;
}
GameRules game_rules{};
}
/////////////////////////////////////////////
// Free Functions
/////////////////////////////////////////////
bool RegisterGameRules(GameRulesFn function) {
GameRulesRegistry().push_back(function);
return true;
}
GameRules& GetGameRules() {
if (!GameRulesRegistry().empty()) {
DebugLogger() << "Adding options rules";
for (GameRulesFn fn : GameRulesRegistry())
fn(game_rules);
GameRulesRegistry().clear();
}
return game_rules;
}
namespace {
constexpr auto category_ranks = GameRuleCategories::GameRuleCategoryValues();
constexpr int8_t GetCategoryRank(std::string_view category) {
if (category.empty())
return static_cast<int8_t>(GameRuleCategories::GameRuleCategory::GENERAL);
const auto it = std::find_if(category_ranks.begin(), category_ranks.end(),
[category](auto entry) { return entry.second == category; });
return static_cast<int8_t>(
(it == category_ranks.end() ? GameRuleCategories::GameRuleCategory::UNDEFINED : it->first));
}
}
/////////////////////////////////////////////////////
// GameRule
/////////////////////////////////////////////////////
GameRule::GameRule(Type type_, std::string name_, boost::any value_,
boost::any default_value_, std::string description_,
std::unique_ptr<ValidatorBase>&& validator_, bool engine_internal_, uint32_t rank_,
std::string category_) :
OptionsDB::Option(static_cast<char>(0), std::move(name_), std::move(value_),
std::move(default_value_), std::move(description_),
std::move(validator_), engine_internal_, false, true, "setup.rules"),
type(type_),
category(std::move(category_)),
rank(rank_)
{}
/////////////////////////////////////////////////////
// GameRules
/////////////////////////////////////////////////////
bool GameRules::Empty() {
CheckPendingGameRules();
return m_game_rules.empty();
}
std::unordered_map<std::string, GameRule>::const_iterator GameRules::begin() {
CheckPendingGameRules();
return m_game_rules.begin();
}
std::unordered_map<std::string, GameRule>::const_iterator GameRules::end() {
CheckPendingGameRules();
return m_game_rules.end();
}
bool GameRules::RuleExists(const std::string& name) {
CheckPendingGameRules();
return m_game_rules.contains(name);
}
bool GameRules::RuleExists(const std::string& name, GameRule::Type type) {
if (type == GameRule::Type::INVALID)
return false;
CheckPendingGameRules();
auto rule_it = m_game_rules.find(name);
if (rule_it == m_game_rules.end())
return false;
return rule_it->second.type == type;
}
GameRule::Type GameRules::GetType(const std::string& name) {
CheckPendingGameRules();
auto rule_it = m_game_rules.find(name);
if (rule_it == m_game_rules.end())
return GameRule::Type::INVALID;
return rule_it->second.type;
}
bool GameRules::RuleIsInternal(const std::string& name) {
CheckPendingGameRules();
auto rule_it = m_game_rules.find(name);
if (rule_it == m_game_rules.end())
return false;
return rule_it->second.IsInternal();
}
const std::string& GameRules::GetDescription(const std::string& rule_name) {
CheckPendingGameRules();
auto it = m_game_rules.find(rule_name);
if (it == m_game_rules.end())
throw std::runtime_error(("GameRules::GetDescription(): No option called \"" + rule_name + "\" could be found.").c_str());
return it->second.description;
}
const ValidatorBase* GameRules::GetValidator(const std::string& rule_name) {
CheckPendingGameRules();
auto it = m_game_rules.find(rule_name);
if (it == m_game_rules.end())
throw std::runtime_error(("GameRules::GetValidator(): No option called \"" + rule_name + "\" could be found.").c_str());
return it->second.validator.get();
}
void GameRules::ClearExternalRules() {
CheckPendingGameRules();
auto it = m_game_rules.begin();
while (it != m_game_rules.end()) {
bool engine_internal = it->second.storable; // OptionsDB::Option member used to store if this option is engine-internal
if (!engine_internal)
it = m_game_rules.erase(it);
else
++it;
}
}
void GameRules::ResetToDefaults() {
CheckPendingGameRules();
for (auto& it : m_game_rules)
it.second.SetToDefault();
}
std::map<std::string, std::string> GameRules::GetRulesAsStrings() {
CheckPendingGameRules();
std::map<std::string, std::string> retval;
for (auto& [rule_name, rule_value] : m_game_rules)
retval.emplace(rule_name, rule_value.ValueToString());
return retval;
}
std::vector<const GameRule*> GameRules::GetSortedByCategoryAndRank() {
CheckPendingGameRules();
std::vector<const GameRule*> sorted_rules;
sorted_rules.reserve(m_game_rules.size());
std::transform(m_game_rules.begin(), m_game_rules.end(), std::back_inserter(sorted_rules),
[](const auto& rule_pair) { return &rule_pair.second; });
std::sort(sorted_rules.begin(), sorted_rules.end(),
[](const GameRule* lhs, const GameRule* rhs) {
auto lhs_category_rank = GetCategoryRank(lhs->category);
auto rhs_category_rank = GetCategoryRank(rhs->category);
return lhs_category_rank == rhs_category_rank ?
lhs->rank < rhs->rank :
lhs_category_rank < rhs_category_rank;
});
return sorted_rules;
}
void GameRules::Add(Pending::Pending<GameRulesTypeMap>&& future)
{ m_pending_rules = std::move(future); }
namespace {
/** Sets default validator, ensures option and sets value to value of the option. */
template <typename T>
void CheckValidatorAndAddRuleOption(GameRule& rule)
{
if (!rule.validator)
rule.validator = std::make_unique<Validator<T>>();
auto option_name = "setup.rules." + rule.name;
if (!GetOptionsDB().OptionExists(option_name))
GetOptionsDB().Add<T>(option_name, rule.description,
boost::any_cast<T>(rule.default_value),
rule.validator->Clone());
rule.value = GetOptionsDB().Get<T>(option_name);
}
}
void GameRules::Add(GameRule&& rule) {
auto name{rule.name};
auto it = m_game_rules.find(name);
if (it != m_game_rules.end())
throw std::runtime_error("GameRules::Add<>() : GameRule " + name + " was added twice.");
if (!GetOptionsDB().OptionExists("setup.rules.server-locked." + name))
GetOptionsDB().Add<bool>("setup.rules.server-locked." + name, rule.description, false);
switch (rule.type) {
case GameRule::Type::TOGGLE: CheckValidatorAndAddRuleOption<bool>(rule); break;
case GameRule::Type::INT: CheckValidatorAndAddRuleOption<int>(rule); break;
case GameRule::Type::DOUBLE: CheckValidatorAndAddRuleOption<double>(rule); break;
case GameRule::Type::STRING: CheckValidatorAndAddRuleOption<std::string>(rule); break;
default: {
ErrorLogger() << "GameRules::Add(GameRule&&) unknown rule type. Skipping.";
return;
}
}
m_game_rules.insert_or_assign(std::move(name), std::move(rule));
}
void GameRules::SetFromStrings(const std::map<std::string, std::string>& names_values) {
CheckPendingGameRules();
DebugLogger() << "Setting Rules from Strings:";
for (auto& [name, value] : names_values)
DebugLogger() << " " << name << " : " << value;
ResetToDefaults();
for (auto& [name, value] : names_values) {
auto rule_it = m_game_rules.find(name);
if (rule_it == m_game_rules.end()) {
InfoLogger() << "GameRules::serialize received unrecognized rule: " << name;
continue;
}
try {
rule_it->second.SetFromString(value);
} catch (const boost::bad_lexical_cast&) {
ErrorLogger() << "Unable to set rule: " << name << " to value: " << value
<< " - couldn't cast string to allowed value for this option";
} catch (...) {
ErrorLogger() << "Unable to set rule: " << name << " to value: " << value;
}
}
DebugLogger() << "After Setting Rules:";
for (auto& [name, value] : m_game_rules)
DebugLogger() << " " << name << " : " << value.ValueToString();
}
void GameRules::CheckPendingGameRules() {
if (!m_pending_rules)
return;
auto parsed_new_rules = Pending::WaitForPending(m_pending_rules);
if (!parsed_new_rules)
return;
for (auto& [name, game_rule] : *parsed_new_rules) {
if (m_game_rules.contains(name)) {
ErrorLogger() << "GameRules::Add<>() : GameRule " << name << " was added twice. Skipping ...";
continue;
}
if (!game_rule.validator) {
ErrorLogger() << "GameRules::Add<>() : GameRule " << name << " has no validator. Skipping ...";
continue;
}
Add(std::move(game_rule));
}
DebugLogger() << "Registered and Parsed Game Rules:";
for (auto& [name, value] : GetRulesAsStrings())
DebugLogger() << " ... " << name << " : " << value;
}
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