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mirror of https://github.com/vcmi/vcmi.git synced 2025-06-17 00:07:41 +02:00

Large changeset, first part of editing H3 objects via mods feature. Changes:

- loading of all objects (including H3 objects) will be directed by mod handlers
- common base for all handlers accessible from mod system (IHanderBase)
- json format changes: use struct with string ID's instead of vector

- fixed some gcc/clang errors and warnings
- fixed several cases of memory leaks and invalid memory access (mostly related to usage of bonus system and/or identifiers resolution)

Note that right now loading is much slower than before due to excessive json validation (or not fast enough validator)
This commit is contained in:
Ivan Savenko
2013-04-21 12:49:26 +00:00
parent 8a4f81b981
commit c6cc6e6301
85 changed files with 4714 additions and 4441 deletions

View File

@ -11,6 +11,8 @@
#include "CHeroHandler.h"
#include "CObjectHandler.h"
#include "StringConstants.h"
#include "CStopWatch.h"
#include "IHandlerBase.h"
/*
* CModHandler.cpp, part of VCMI engine
@ -46,7 +48,8 @@ void CIdentifierStorage::requestIdentifier(std::string name, const boost::functi
{
checkIdentifier(name);
auto iter = registeredObjects.find(name);
// old version with immediate callback posibility. Can't be used for some cases
/* auto iter = registeredObjects.find(name);
if (iter != registeredObjects.end())
callback(iter->second); //already registered - trigger callback immediately
@ -56,19 +59,24 @@ void CIdentifierStorage::requestIdentifier(std::string name, const boost::functi
logGlobal->warnStream() << "incorrect primSkill name requested";
missingObjects[name].push_back(callback); // queue callback
}
}*/
missingObjects[name].push_back(callback); // queue callback
}
void CIdentifierStorage::registerObject(std::string name, si32 identifier)
void CIdentifierStorage::registerObject(std::string scope, std::string type, std::string name, si32 identifier)
{
checkIdentifier(name);
//TODO: use scope
std::string fullID = type + '.' + name;
checkIdentifier(fullID);
// do not allow to register same object twice
assert(registeredObjects.find(name) == registeredObjects.end());
assert(registeredObjects.find(fullID) == registeredObjects.end());
registeredObjects[name] = identifier;
registeredObjects[fullID] = identifier;
auto iter = missingObjects.find(name);
// old version with immediate callback posibility. Can't be used for some cases
/*auto iter = missingObjects.find(fullID);
if (iter != missingObjects.end())
{
//call all awaiting callbacks
@ -77,11 +85,26 @@ void CIdentifierStorage::registerObject(std::string name, si32 identifier)
function(identifier);
}
missingObjects.erase(iter);
}
}*/
}
void CIdentifierStorage::finalize() const
void CIdentifierStorage::finalize()
{
for (auto it = missingObjects.begin(); it!= missingObjects.end();)
{
auto object = registeredObjects.find(it->first);
if (object != registeredObjects.end())
{
BOOST_FOREACH(auto function, it->second)
{
function(object->second);
}
it = missingObjects.erase(it);
}
else
it++;
}
// print list of missing objects and crash
// in future should try to do some cleanup (like returning all id's as 0)
if (!missingObjects.empty())
@ -99,15 +122,115 @@ void CIdentifierStorage::finalize() const
assert(missingObjects.empty());
}
CContentHandler::ContentTypeHandler::ContentTypeHandler(IHandlerBase * handler, size_t size, std::string objectName):
handler(handler),
objectName(objectName),
originalData(handler->loadLegacyData(size))
{
}
void CContentHandler::ContentTypeHandler::preloadModData(std::string modName, std::vector<std::string> fileList)
{
JsonNode data = JsonUtils::assembleFromFiles(fileList);
ModInfo & modInfo = modData[modName];
BOOST_FOREACH(auto entry, data.Struct())
{
size_t colon = entry.first.find(':');
if (colon == std::string::npos)
{
// normal object, local to this mod
modInfo.modData[entry.first].swap(entry.second);
}
else
{
std::string remoteName = entry.first.substr(0, colon);
std::string objectName = entry.first.substr(colon + 1);
// patching this mod? Send warning and continue - this situation can be handled normally
if (remoteName == modName)
logGlobal->warnStream() << "Redundant namespace definition for " << objectName;
JsonNode & remoteConf = modData[remoteName].patches[objectName];
JsonUtils::merge(remoteConf, entry.second);
}
}
}
void CContentHandler::ContentTypeHandler::loadMod(std::string modName)
{
ModInfo & modInfo = modData[modName];
// apply patches
if (!modInfo.patches.isNull())
JsonUtils::merge(modInfo.modData, modInfo.patches);
BOOST_FOREACH(auto entry, modInfo.modData.Struct())
{
const std::string & name = entry.first;
JsonNode & data = entry.second;
if (vstd::contains(data.Struct(), "index") && !data["index"].isNull())
{
// try to add H3 object data
size_t index = data["index"].Float();
if (originalData.size() > index)
{
JsonUtils::merge(originalData[index], data);
JsonUtils::validate(originalData[index], "vcmi:" + objectName, name);
handler->loadObject(modName, name, originalData[index], index);
originalData[index].clear(); // do not use same data twice (same ID)
continue;
}
}
// normal new object
JsonUtils::validate(data, "vcmi:" + objectName, name);
handler->loadObject(modName, name, data);
}
}
CContentHandler::CContentHandler()
{
handlers.insert(std::make_pair("heroClasses", ContentTypeHandler(&VLC->heroh->classes, GameConstants::F_NUMBER * 2, "heroClass")));
handlers.insert(std::make_pair("artifacts", ContentTypeHandler(VLC->arth, GameConstants::ARTIFACTS_QUANTITY, "artifact")));
handlers.insert(std::make_pair("creatures", ContentTypeHandler(VLC->creh, GameConstants::CREATURES_COUNT, "creature")));
handlers.insert(std::make_pair("factions", ContentTypeHandler(VLC->townh, GameConstants::F_NUMBER, "faction")));
handlers.insert(std::make_pair("heroes", ContentTypeHandler(VLC->heroh, GameConstants::HEROES_QUANTITY, "hero")));
//TODO: spells, bonuses, something else?
}
void CContentHandler::preloadModData(std::string modName, JsonNode modConfig)
{
BOOST_FOREACH(auto & handler, handlers)
{
handler.second.preloadModData(modName, modConfig[handler.first].convertTo<std::vector<std::string> >());
}
}
void CContentHandler::loadMod(std::string modName)
{
BOOST_FOREACH(auto & handler, handlers)
{
handler.second.loadMod(modName);
}
}
CModHandler::CModHandler()
{
for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; ++i)
{
identifiers.registerObject("resource." + GameConstants::RESOURCE_NAMES[i], i);
identifiers.registerObject("core", "resource", GameConstants::RESOURCE_NAMES[i], i);
}
for(int i=0; i<GameConstants::PRIMARY_SKILLS; ++i)
identifiers.registerObject("primSkill." + PrimarySkill::names[i], i);
identifiers.registerObject("core", "primSkill", PrimarySkill::names[i], i);
loadConfigFromFile ("defaultMods");
}
@ -190,8 +313,12 @@ bool CModHandler::checkDependencies(const std::vector <TModID> & input) const
std::vector <TModID> CModHandler::resolveDependencies(std::vector <TModID> input) const
{
// Algorithm may not be the fastest one but VCMI does not needs any speed here
// Unless user have dozens of mods with complex dependencies this cide should be fine
// Topological sort algorithm
// May not be the fastest one but VCMI does not needs any speed here
// Unless user have dozens of mods with complex dependencies this code should be fine
// first - sort input to have input strictly based on name (and not on hashmap or anything else)
boost::range::sort(input);
std::vector <TModID> output;
output.reserve(input.size());
@ -211,17 +338,20 @@ std::vector <TModID> CModHandler::resolveDependencies(std::vector <TModID> input
while (!input.empty())
{
std::set <TModID> toResolve; // list of mods resolved on this iteration
for (auto it = input.begin(); it != input.end();)
{
if (isResolved(allMods.at(*it)))
{
resolvedMods.insert(*it);
toResolve.insert(*it);
output.push_back(*it);
it = input.erase(it);
continue;
}
it++;
}
resolvedMods.insert(toResolve.begin(), toResolve.end());
}
return output;
@ -238,8 +368,6 @@ void CModHandler::initialize(std::vector<std::string> availableMods)
else
modConfig = JsonNode(ResourceID(confName));
CResourceHandler::get()->createResource("config/modSettings.json");
const JsonNode & modList = modConfig["activeMods"];
JsonNode resultingList;
@ -312,28 +440,48 @@ void CModHandler::handleData(Handler handler, const JsonNode & source, std::stri
}
}
void CModHandler::loadActiveMods()
void CModHandler::loadGameContent()
{
CStopWatch timer, totalTime;
CContentHandler content;
logGlobal->infoStream() << "\tInitializing content hander: " << timer.getDiff() << " ms";
// first - load virtual "core" mod tht contains all data
// TODO? move all data into real mods? RoE, AB, SoD, WoG
content.preloadModData("core", JsonNode(ResourceID("config/gameConfig.json")));
logGlobal->infoStream() << "\tParsing original game data: " << timer.getDiff() << " ms";
BOOST_FOREACH(const TModID & modName, activeMods)
{
logGlobal->infoStream() << "\t\tLoading mod " << allMods[modName].name;
logGlobal->infoStream() << "\t\t" << allMods[modName].name;
std::string modFileName = "mods/" + modName + "/mod.json";
const JsonNode config = JsonNode(ResourceID(modFileName));
JsonUtils::validate(config, "vcmi:mod", modName);
handleData(VLC->townh, config, "factions", "vcmi:faction");
handleData(VLC->creh, config, "creatures", "vcmi:creature");
handleData(VLC->arth, config, "artifacts", "vcmi:artifact");
//todo: spells
handleData(&VLC->heroh->classes, config,"heroClasses", "vcmi:heroClass");
handleData(VLC->heroh, config, "heroes", "vcmi:hero");
content.preloadModData(modName, config);
}
logGlobal->infoStream() << "\tParsing mod data: " << timer.getDiff() << " ms";
content.loadMod("core");
logGlobal->infoStream() << "\tLoading original game data: " << timer.getDiff() << " ms";
BOOST_FOREACH(const TModID & modName, activeMods)
{
content.loadMod(modName);
logGlobal->infoStream() << "\t\t" << allMods[modName].name;
}
logGlobal->infoStream() << "\tLoading mod data: " << timer.getDiff() << "ms";
logGlobal->infoStream() << "\tDone loading data";
VLC->creh->loadCrExpBon();
VLC->creh->buildBonusTreeForTiers(); //do that after all new creatures are loaded
identifiers.finalize();
logGlobal->infoStream() << "\tAll game content loaded in " << totalTime.getDiff() << " ms";
}
void CModHandler::reload()
@ -380,37 +528,42 @@ void CModHandler::reload()
const CGDefInfo * baseInfo = VLC->dobjinfo->gobjs[Obj::TOWN].begin()->second;
auto & townInfos = VLC->dobjinfo->gobjs[Obj::TOWN];
BOOST_FOREACH(auto & town, VLC->townh->towns)
BOOST_FOREACH(auto & faction, VLC->townh->factions)
{
auto & cientInfo = town.second.clientInfo;
if (!vstd::contains(VLC->dobjinfo->gobjs[Obj::TOWN], town.first)) // no obj info for this type
TFaction index = faction->index;
CTown * town = faction->town;
if (town)
{
CGDefInfo * info = new CGDefInfo(*baseInfo);
info->subid = town.first;
auto & cientInfo = town->clientInfo;
townInfos[town.first] = info;
}
townInfos[town.first]->name = cientInfo.advMapCastle;
VLC->dobjinfo->villages[town.first] = new CGDefInfo(*townInfos[town.first]);
VLC->dobjinfo->villages[town.first]->name = cientInfo.advMapVillage;
VLC->dobjinfo->capitols[town.first] = new CGDefInfo(*townInfos[town.first]);
VLC->dobjinfo->capitols[town.first]->name = cientInfo.advMapCapitol;
for (int i = 0; i < town.second.dwellings.size(); ++i)
{
const CGDefInfo * baseInfo = VLC->dobjinfo->gobjs[Obj::CREATURE_GENERATOR1][i]; //get same blockmap as first dwelling of tier i
BOOST_FOREACH (auto cre, town.second.creatures[i]) //both unupgraded and upgraded get same dwelling
if (!vstd::contains(VLC->dobjinfo->gobjs[Obj::TOWN], index)) // no obj info for this type
{
CGDefInfo * info = new CGDefInfo(*baseInfo);
info->subid = cre;
info->name = town.second.dwellings[i];
VLC->dobjinfo->gobjs[Obj::CREATURE_GENERATOR1][cre] = info;
info->subid = index;
VLC->objh->cregens[cre] = cre; //map of dwelling -> creature id
townInfos[index] = info;
}
townInfos[index]->name = cientInfo.advMapCastle;
VLC->dobjinfo->villages[index] = new CGDefInfo(*townInfos[index]);
VLC->dobjinfo->villages[index]->name = cientInfo.advMapVillage;
VLC->dobjinfo->capitols[index] = new CGDefInfo(*townInfos[index]);
VLC->dobjinfo->capitols[index]->name = cientInfo.advMapCapitol;
for (int i = 0; i < town->dwellings.size(); ++i)
{
const CGDefInfo * baseInfo = VLC->dobjinfo->gobjs[Obj::CREATURE_GENERATOR1][i]; //get same blockmap as first dwelling of tier i
BOOST_FOREACH (auto cre, town->creatures[i]) //both unupgraded and upgraded get same dwelling
{
CGDefInfo * info = new CGDefInfo(*baseInfo);
info->subid = cre;
info->name = town->dwellings[i];
VLC->dobjinfo->gobjs[Obj::CREATURE_GENERATOR1][cre] = info;
VLC->objh->cregens[cre] = cre; //map of dwelling -> creature id
}
}
}
}