eliot/game/xml_reader.cpp

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/*******************************************************************
* Eliot
* Copyright (C) 2009 Olivier Teulière
* Authors: Olivier Teulière <ipkiss @@ gmail.com>
*
* This program 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.
*
* This program 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 this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*****************************************************************************/
#include <fstream>
#include <SAX/XMLReader.hpp>
#include <SAX/InputSource.hpp>
#include "xml_reader.h"
#include "dic.h"
#include "game_exception.h"
#include "game_factory.h"
#include "training.h"
#include "duplicate.h"
#include "freegame.h"
#include "player.h"
#include "ai_percent.h"
#include "encoding.h"
#include "game_move_cmd.h"
#include "player_rack_cmd.h"
#include "player_move_cmd.h"
#include "player_points_cmd.h"
#include "navigation.h"
using namespace std;
INIT_LOGGER(game, XmlReader);
Game * XmlReader::read(const string &iFileName, const Dictionary &iDic)
{
// Try to load the old format first
LOG_INFO("Parsing savegame '" << iFileName << "'");
try
{
LOG_DEBUG("Trying old format");
FILE *fin = fopen(iFileName.c_str(), "r");
if (fin != NULL)
{
Game *game = Game::load(fin, iDic);
fclose(fin);
if (game != NULL)
{
LOG_INFO("Savegame parsed successfully");
return game;
}
}
}
catch (const GameException &e)
{
// Ignore the exception
LOG_DEBUG("This doesn't look like the old format");
}
LOG_DEBUG("Trying XML format");
ifstream is(iFileName.c_str());
if (!is.is_open())
throw LoadGameException("Cannot open file '" + iFileName + "'");
XmlReader handler(iDic);
// Set up of the parser
Arabica::SAX::XMLReader<std::string> parser;
parser.setContentHandler(handler);
parser.setErrorHandler(handler);
// Parsing
Arabica::SAX::InputSource<std::string> source(is);
parser.parse(source);
Game *game = handler.getGame();
if (game == NULL)
throw LoadGameException(handler.errorMessage);
LOG_INFO("Savegame parsed successfully");
return game;
}
static wstring fromUtf8(const string &str)
{
return readFromUTF8(str, "Loading game");
}
static int toInt(const string &str)
{
if (str.empty())
throw LoadGameException("Invalid string to int conversion: empty string received");
return atoi(str.c_str());
}
static Player & getPlayer(map<string, Player*> &players, const string &id)
{
if (players.find(id) == players.end())
throw LoadGameException("Invalid player ID: " + id);
return *players[id];
}
static Move buildMove(const Game &iGame, map<string, string> &attr,
bool checkRack)
{
// Build the Move object
string type = attr["type"];
if (type == "valid")
{
wstring word = iGame.getDic().convertFromInput(fromUtf8(attr["word"]));
Round round;
int res = iGame.checkPlayedWord(fromUtf8(attr["coord"]),
word, round, checkRack);
if (res != 0)
{
throw LoadGameException("Invalid move marked as valid: " +
attr["word"] + " (" + attr["coord"] + ")");
}
return Move(round);
}
else if (type == "invalid")
{
return Move(fromUtf8(attr["word"]),
fromUtf8(attr["coord"]));
}
else if (type == "change")
{
return Move(fromUtf8(attr["letters"]));
}
else if (type == "pass")
{
return Move(L"");
}
else
throw LoadGameException("Invalid move type: " + type);
}
Game * XmlReader::getGame()
{
// TODO
return m_game;
}
void XmlReader::startElement(const string& namespaceURI,
const string& localName,
const string& qName,
const Arabica::SAX::Attributes<string>& atts)
{
(void) namespaceURI;
(void) qName;
LOG_DEBUG("Start Element: " << (localName.empty() ? qName : namespaceURI + ":" + localName));
m_data.clear();
const string &tag = localName;
if (tag == "Player")
{
m_context = "Player";
m_attributes.clear();
for (int i = 0; i < atts.getLength(); ++i)
{
m_attributes[atts.getLocalName(i)] = atts.getValue(i);
}
}
else if (tag == "PlayerRack")
{
m_attributes.clear();
for (int i = 0; i < atts.getLength(); ++i)
{
m_attributes[atts.getLocalName(i)] = atts.getValue(i);
}
}
else if (tag == "PlayerMove" || tag == "GameMove")
{
m_attributes.clear();
for (int i = 0; i < atts.getLength(); ++i)
{
m_attributes[atts.getLocalName(i)] = atts.getValue(i);
}
}
}
void XmlReader::endElement(const string& namespaceURI,
const string& localName,
const string&)
{
(void) namespaceURI;
LOG_DEBUG("endElement: " << namespaceURI << ":" << localName << "(" << m_data << ")");
const string &tag = localName;
if (tag == "Mode")
{
if (m_data == "duplicate")
m_game = GameFactory::Instance()->createDuplicate(m_dic);
else if (m_data == "freegame")
m_game = GameFactory::Instance()->createFreeGame(m_dic);
else if (m_data == "training")
m_game = GameFactory::Instance()->createTraining(m_dic);
else
throw LoadGameException("Invalid game mode: " + m_data);
return;
}
// At this point, m_game must not be null anymore
if (m_game == NULL)
throw LoadGameException("The 'Mode' tag should be the first one to be closed");
if (tag == "Variant")
{
if (m_data == "bingo")
m_game->setVariant(Game::kJOKER);
else if (m_data == "explosive")
m_game->setVariant(Game::kEXPLOSIVE);
else
throw LoadGameException("Invalid game variant: " + m_data);
}
else if (m_context == "Player")
{
if (tag == "Name")
m_attributes["name"] = m_data;
else if (tag == "Type")
m_attributes["type"] = m_data;
else if (tag == "Level")
m_attributes["level"] = m_data;
else if (tag == "Player")
{
if (m_players.find(m_attributes["id"]) != m_players.end())
throw LoadGameException("A player ID must be unique: " + m_attributes["id"]);
// Create the player
Player *p;
if (m_attributes["type"] == "human")
p = new HumanPlayer();
else if (m_attributes["type"] == "computer")
{
int level = toInt(m_attributes["level"]);
p = new AIPercent(0.01 * level);
}
else
throw LoadGameException("Invalid player type: " + m_attributes["type"]);
m_players[m_attributes["id"]] = p;
// Set the name
p->setName(fromUtf8(m_attributes["name"]));
m_game->addPlayer(p);
m_context = "";
}
}
else if (tag == "Turn")
{
m_game->accessNavigation().newTurn();
}
else if (tag == "PlayerRack")
{
// Build a rack for the correct player
const wstring &rackStr = m_dic.convertFromInput(fromUtf8(m_data));
PlayedRack pldrack;
if (!m_dic.validateLetters(rackStr, L"-+"))
{
throw LoadGameException("Rack invalid for the current dictionary: " + m_data);
}
pldrack.setManual(rackStr);
LOG_DEBUG("loaded rack: " << convertToMb(pldrack.toString()));
Player &p = getPlayer(m_players, m_attributes["playerid"]);
PlayerRackCmd *cmd = new PlayerRackCmd(p, pldrack);
m_game->accessNavigation().addAndExecute(cmd);
LOG_DEBUG("rack: " << convertToMb(pldrack.toString()));
}
else if (tag == "PlayerMove")
{
const Move &move = buildMove(*m_game, m_attributes, /*XXX:true*/false);
Player &p = getPlayer(m_players, m_attributes["playerid"]);
PlayerMoveCmd *cmd = new PlayerMoveCmd(p, move);
m_game->accessNavigation().addAndExecute(cmd);
}
else if (tag == "GameMove")
{
const Move &move = buildMove(*m_game, m_attributes, false);
Player &p = getPlayer(m_players, m_attributes["playerid"]);
GameMoveCmd *cmd = new GameMoveCmd(*m_game, move, p.getId());
m_game->accessNavigation().addAndExecute(cmd);
}
}
void XmlReader::characters(const string& ch)
{
m_data += ch;
LOG_DEBUG("Characters: " << ch);
}
void XmlReader::warning(const Arabica::SAX::SAXParseException<string>& exception)
{
errorMessage = string("warning: ") + exception.what();
LOG_WARN(errorMessage);
//throw LoadGameException(string("warning: ") + exception.what());
}
void XmlReader::error(const Arabica::SAX::SAXParseException<string>& exception)
{
errorMessage = string("error: ") + exception.what();
LOG_ERROR(errorMessage);
//throw LoadGameException(string("error: ") + exception.what());
}
void XmlReader::fatalError(const Arabica::SAX::SAXParseException<string>& exception)
{
errorMessage = string("fatal error: ") + exception.what();
LOG_FATAL(errorMessage);
//throw LoadGameException(string("fatal error: ") + exception.what());
}