eliot/game/xml_reader.cpp
2012-10-24 00:31:51 +02:00

478 lines
15 KiB
C++

/*******************************************************************
* Eliot
* Copyright (C) 2009-2012 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 <algorithm>
#include <boost/format.hpp>
#include <SAX/XMLReader.hpp>
#include <SAX/InputSource.hpp>
// Remove spurious defines from libarabica, to avoid compilation warnings.
// Libarabica should not export them via public headers...
#undef PACKAGE
#undef PACKAGE_BUGREPORT
#undef PACKAGE_NAME
#undef PACKAGE_STRING
#undef PACKAGE_TARNAME
#undef PACKAGE_VERSION
#undef VERSION
#include "config.h"
#if ENABLE_NLS
# include <libintl.h>
# define _(String) gettext(String)
#else
# define _(String) String
#endif
#include "xml_reader.h"
#include "dic.h"
#include "game_exception.h"
#include "game_params.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_rack_cmd.h"
#include "game_move_cmd.h"
#include "player_rack_cmd.h"
#include "player_move_cmd.h"
#include "player_event_cmd.h"
#include "master_move_cmd.h"
#include "navigation.h"
#include "header.h"
// Current version of our save game format. Bump it when it becomes
// incompatible (and keep it in sync with xml_writer.cpp)
#define CURRENT_XML_VERSION "2"
#define FMT1(s, a1) (boost::format(s) % (a1)).str()
#define FMT2(s, a1, a2) (boost::format(s) % (a1) % (a2)).str()
using namespace std;
INIT_LOGGER(game, XmlReader);
Game * XmlReader::read(const string &iFileName, const Dictionary &iDic)
{
LOG_INFO("Parsing savegame '" << iFileName << "'");
ifstream is(iFileName.c_str());
if (!is.is_open())
throw LoadGameException(FMT1(_("Cannot open file '%1%'"), 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(FMT1(_("Invalid player ID: %1%"), "-" + 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(FMT2(_("Invalid move marked as valid: %1% (%2%)"),
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 if (type == "none")
{
return Move();
}
else
throw LoadGameException(FMT1(_("Invalid move type: %1%"), type));
}
Game * XmlReader::getGame()
{
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_TRACE("Start Element: " << (localName.empty() ? qName : namespaceURI + ":" + localName));
m_data.clear();
const string &tag = localName;
if (tag == "EliotGame")
{
// Make sure that we are loading the correct XML format
for (int i = 0; i < atts.getLength(); ++i)
{
if (atts.getLocalName(i) == "format" &&
atts.getValue(i) != CURRENT_XML_VERSION)
{
LOG_ERROR("Incompatible save game format: current="
<< CURRENT_XML_VERSION
<< " savegame=" << atts.getValue(i));
throw LoadGameException(_("This saved game is not compatible with the current version of Eliot."));
}
}
}
else if (tag == "Dictionary")
{
m_context = "Dictionary";
}
else if (tag == "Player")
{
m_context = "Player";
for (int i = 0; i < atts.getLength(); ++i)
{
m_attributes[atts.getLocalName(i)] = atts.getValue(i);
}
}
else if (tag == "GameRack" || tag == "PlayerRack" ||
tag == "PlayerMove" || tag == "GameMove" || tag == "MasterMove" ||
tag == "Warning" || tag == "Penalty" || tag == "Solo" || tag == "EndGame")
{
m_attributes.clear();
for (int i = 0; i < atts.getLength(); ++i)
{
m_attributes[atts.getLocalName(i)] = atts.getValue(i);
}
}
else if (tag == "Turn")
{
if (m_firstTurn)
m_firstTurn = false;
else
m_game->accessNavigation().newTurn();
}
// For backwards compatibility ("playerid" was used in saved games
// before release 2.1, with XML version 2)
if (m_attributes["playerid"] != "")
m_attributes["playerId"] = m_attributes["playerid"];
}
void XmlReader::endElement(const string& namespaceURI,
const string& localName,
const string&)
{
(void) namespaceURI;
LOG_TRACE("endElement: " << namespaceURI << ":" << localName << "(" << m_data << ")");
const string &tag = localName;
// Dictionary section
if (m_context == "Dictionary")
{
if (tag == "Letters")
{
const wdstring & displayLetters = m_dic.convertToDisplay(m_dic.getHeader().getLetters());
// Remove spaces
string::iterator it;
it = remove(m_data.begin(), m_data.end(), L' ');
m_data.erase(it, m_data.end());
// Compare
if (displayLetters != fromUtf8(m_data))
throw LoadGameException(_("The current dictionary is different from the one used in the saved game"));
}
else if (tag == "WordNb")
{
if (m_dic.getHeader().getNbWords() != (unsigned)toInt(m_data))
throw LoadGameException(_("The current dictionary is different from the one used in the saved game"));
}
else if (tag == "Dictionary")
m_context = "";
return;
}
if (tag == "Mode")
{
// The game should not be created yet
if (m_game != NULL)
throw LoadGameException(_("The 'Mode' tag should be the first one to be closed"));
// Differ game creation until after we have read the variant
if (m_data == "duplicate")
m_params.setMode(GameParams::kDUPLICATE);
else if (m_data == "freegame")
m_params.setMode(GameParams::kFREEGAME);
else if (m_data == "training")
m_params.setMode(GameParams::kTRAINING);
else if (m_data == "arbitration")
m_params.setMode(GameParams::kARBITRATION);
else
throw GameException("Invalid game mode: " + m_data);
return;
}
if (tag == "Variant")
{
// The game should not be created yet
if (m_game != NULL)
throw LoadGameException(_("The 'Variant' tag should be right after the 'Mode' one"));
if (m_data == "bingo")
m_params.addVariant(GameParams::kJOKER);
else if (m_data == "explosive")
m_params.addVariant(GameParams::kEXPLOSIVE);
else if (m_data == "7among8")
m_params.addVariant(GameParams::k7AMONG8);
else if (m_data != "")
throw LoadGameException(FMT1(_("Invalid game variant: %1%"), m_data));
return;
}
// Create the game
if (m_game == NULL)
{
m_game = GameFactory::Instance()->createGame(m_params);
}
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 == "TableNb")
m_attributes["tablenb"] = m_data;
else if (tag == "Player")
{
if (m_players.find(m_attributes["id"]) != m_players.end())
throw LoadGameException(FMT1(_("A player ID must be unique: %1%"), 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(FMT1(_("Invalid player type: %1%"), m_attributes["type"]));
m_players[m_attributes["id"]] = p;
// Set the name
p->setName(fromUtf8(m_attributes["name"]));
// Ste the table number
if (m_attributes["tablenb"] != "")
p->setTableNb(toInt(m_attributes["tablenb"]));
m_game->addPlayer(p);
m_context = "";
}
}
else if (tag == "GameRack")
{
// 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(FMT1(_("Rack invalid for the current dictionary: %1%"), m_data));
}
pldrack.setManual(rackStr);
LOG_DEBUG("loaded rack: " << lfw(pldrack.toString()));
GameRackCmd *cmd = new GameRackCmd(*m_game, pldrack);
m_game->accessNavigation().addAndExecute(cmd);
LOG_DEBUG("rack: " << lfw(pldrack.toString()));
}
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(FMT1(_("Rack invalid for the current dictionary: %1%"), m_data));
}
pldrack.setManual(rackStr);
LOG_DEBUG("loaded rack: " << lfw(pldrack.toString()));
Player &p = getPlayer(m_players, m_attributes["playerId"]);
PlayerRackCmd *cmd = new PlayerRackCmd(p, pldrack);
m_game->accessNavigation().addAndExecute(cmd);
LOG_DEBUG("rack: " << lfw(pldrack.toString()));
}
else if (tag == "MasterMove")
{
const Move &move = buildMove(*m_game, m_attributes, false);
Duplicate *duplicateGame = dynamic_cast<Duplicate*>(m_game);
if (duplicateGame == NULL)
{
throw LoadGameException(_("The 'MasterMove' tag should only be present for duplicate games"));
}
MasterMoveCmd *cmd = new MasterMoveCmd(*duplicateGame, move);
m_game->accessNavigation().addAndExecute(cmd);
}
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);
}
else if (tag == "Warning")
{
Player &p = getPlayer(m_players, m_attributes["playerId"]);
PlayerEventCmd *cmd = new PlayerEventCmd(p, PlayerEventCmd::WARNING);
m_game->accessNavigation().addAndExecute(cmd);
}
else if (tag == "Penalty")
{
Player &p = getPlayer(m_players, m_attributes["playerId"]);
int points = toInt(m_attributes["points"]);
LOG_ERROR("points=" << points);
PlayerEventCmd *cmd = new PlayerEventCmd(p, PlayerEventCmd::PENALTY, points);
m_game->accessNavigation().addAndExecute(cmd);
}
else if (tag == "Solo")
{
Player &p = getPlayer(m_players, m_attributes["playerId"]);
int points = toInt(m_attributes["points"]);
PlayerEventCmd *cmd = new PlayerEventCmd(p, PlayerEventCmd::SOLO, points);
m_game->accessNavigation().addAndExecute(cmd);
}
else if (tag == "EndGame")
{
Player &p = getPlayer(m_players, m_attributes["playerId"]);
int points = toInt(m_attributes["points"]);
PlayerEventCmd *cmd = new PlayerEventCmd(p, PlayerEventCmd::END_GAME, points);
m_game->accessNavigation().addAndExecute(cmd);
}
}
void XmlReader::characters(const string& ch)
{
m_data += ch;
LOG_TRACE("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());
}