// Cyphesis Online RPG Server and AI Engine // Copyright (C) 2000-2005 Alistair Riddoch // // 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 Street, Fifth Floor, Boston, MA 02110-1301 USA // $Id$ #include #include "EntityBuilder.h" #include "CorePropertyManager.h" #include "EntityFactory.h" #include "ScriptFactory.h" #include "TaskFactory.h" #include "Persistence.h" #include "Player.h" #include "rulesets/Thing.h" #include "rulesets/MindFactory.h" #include "rulesets/Character.h" #include "rulesets/Creator.h" #include "rulesets/Plant.h" #include "rulesets/Stackable.h" #include "rulesets/World.h" #include "rulesets/Python_Script_Utils.h" #include "common/id.h" #include "common/log.h" #include "common/debug.h" #include "common/globals.h" #include "common/const.h" #include "common/Inheritance.h" #include "common/AtlasFileLoader.h" #include "common/random.h" #include "common/compose.hpp" #include "common/Monitors.h" #include "common/Property.h" #include "common/TypeNode.h" #include #include #include #include #ifdef HAVE_DIRENT_H #include #endif // HAS_DIRENT_H using Atlas::Message::Element; using Atlas::Message::MapType; using Atlas::Message::ListType; using Atlas::Objects::Root; using Atlas::Objects::Entity::RootEntity; using String::compose; typedef std::map RootDict; static const bool debug_flag = false; EntityBuilder * EntityBuilder::m_instance = NULL; EntityBuilder::EntityBuilder(BaseWorld & w) : m_world(w) { installFactory("world", "game_entity", new EntityFactory()); EntityFactory * tft = new EntityFactory(); installFactory("thing", "game_entity", tft); installFactory("character", "thing", new EntityFactory()); installFactory("creator", "character", new EntityFactory()); installFactory("plant", "thing", new EntityFactory()); installFactory("stackable", "thing", new EntityFactory()); // The property manager instance installs itself at construction time. new CorePropertyManager(); } EntityBuilder::~EntityBuilder() { delete PropertyManager::instance(); } /// \brief Build and populate a new entity object. /// /// A factory is found for the type of entity, and invoked to create the object /// instance. If the type has a script factory, this is invoked to create the /// associates script object which is attached to the entity instance. /// The attribute values are then set on the instance, taking into account /// the defaults for the class, and those inherited from parent classes, and /// the values specified for this instance. The essential location data for /// this instance is then set up. The final block of code relating to /// persistence is legacy, and should never be invoked. /// @param id The string identifier of the new entity. /// @param intId The integer identifier of the new entity. /// @param type The string specifying the type of entity. /// @param attributes A mapping of attribute values to set on the entity. Entity * EntityBuilder::newEntity(const std::string & id, long intId, const std::string & type, const RootEntity & attributes) const { debug(std::cout << "EntityFactor::newEntity()" << std::endl << std::flush;); Entity * thing = 0; FactoryDict::const_iterator I = m_entityFactories.find(type); if (I == m_entityFactories.end()) { return 0; } EntityKit * factory = I->second; thing = factory->newEntity(id, intId); if (thing == 0) { return 0; } debug( std::cout << "[" << type << "]" << std::endl << std::flush;); thing->setType(factory->m_type); // Sort out python object if (factory->m_scriptFactory != 0) { debug(std::cout << "Class " << type << " has a python class" << std::endl << std::flush;); factory->m_scriptFactory->addScript(thing); } // factory->populate(*thing); MapType attrs = attributes->asMessage(); // Apply the attribute values thing->merge(attrs); // Then set up the default class properties PropertyDict::const_iterator J = factory->m_type->defaults().begin(); PropertyDict::const_iterator Jend = factory->m_type->defaults().end(); for (; J != Jend; ++J) { PropertyBase * prop = J->second; // If a property is in the class it won't have been installed // as setAttr() checks prop->install(thing); // The property will have been applied if it has an overriden // value, so we only apply it the value is still default. if (attrs.find(J->first) == attrs.end()) { prop->apply(thing); } } // Get location from entity, if it is present // The default attributes cannot contain info on location if (attributes->hasAttrFlag(Atlas::Objects::Entity::LOC_FLAG)) { const std::string & loc_id = attributes->getLoc(); thing->m_location.m_loc = m_world.getEntity(loc_id); } if (thing->m_location.m_loc == 0) { // If no info was provided, put the entity in the game world thing->m_location.m_loc = &m_world.m_gameWorld; } thing->m_location.readFromEntity(attributes); if (!thing->m_location.pos().isValid()) { // If no position coords were provided, put it somewhere near origin thing->m_location.m_pos = Point3D(uniform(-8,8), uniform(-8,8), 0); } if (thing->m_location.velocity().isValid()) { if (attributes->hasAttrFlag(Atlas::Objects::Entity::VELOCITY_FLAG)) { log(ERROR, compose("EntityBuilder::newEntity(%1, %2): " "Entity has velocity set from the attributes " "given by the creator", id, type)); } else { log(ERROR, compose("EntityBuilder::newEntity(%1, %2): Entity has " "velocity set from an unknown source", id, type)); } thing->m_location.m_velocity.setValid(false); } return thing; } /// \brief Build and populate a new task object. /// /// @param name The name of the task type. /// @param owner The character entity that owns the task. Task * EntityBuilder::newTask(const std::string & name, Character & owner) const { TaskFactoryDict::const_iterator I = m_taskFactories.find(name); if (I == m_taskFactories.end()) { return 0; } return I->second->newTask(owner); } /// \brief Build a new task object activated by the described event. /// /// An event is described in terms of the tool type used to cause it, /// the type of operation being performed using the tool and the type of /// the target object the tool is being used on. If a match is found for /// this event, a task object is instanced to track the progress of the /// result of the event. /// @param tool The type of tool activating the event. /// @param op The type of operation being performed with the tool. /// @param target The type of entity the operation is being performed on. /// @param owner The character entity activating the task. Task * EntityBuilder::activateTask(const std::string & tool, const std::string & op, const std::string & target, Character & owner) const { TaskFactoryActivationDict::const_iterator I = m_taskActivations.find(tool); if (I == m_taskActivations.end()) { return 0; } const TaskFactoryMultimap & dict = I->second; TaskFactoryMultimap::const_iterator J = dict.lower_bound(op); if (J == dict.end()) { return 0; } TaskFactoryMultimap::const_iterator Jend = dict.upper_bound(op); for (; J != Jend; ++J) { if (!J->second->m_target.empty()) { if (!Inheritance::instance().isTypeOf(target, J->second->m_target)) { debug( std::cout << target << " is not a " << J->second->m_target << std::endl << std::flush; ); continue; } } return J->second->newTask(owner); } return 0; } /// \brief Clear out all the factory objects owned by the entity builder. void EntityBuilder::flushFactories() { FactoryDict::const_iterator Iend = m_entityFactories.end(); for (FactoryDict::const_iterator I = m_entityFactories.begin(); I != Iend; ++I) { delete I->second; } m_entityFactories.clear(); TaskFactoryDict::const_iterator K = m_taskFactories.begin(); TaskFactoryDict::const_iterator Kend = m_taskFactories.end(); for (; K != Kend; ++K) { delete K->second; } m_taskFactories.clear(); } int EntityBuilder::populateEntityFactory(const std::string & class_name, EntityKit * factory, const MapType & class_desc) { // assert(class_name == class_desc->getId()); // Establish whether this rule has an associated script, and // if so, use it. MapType::const_iterator J = class_desc.find("script"); MapType::const_iterator Jend = class_desc.end(); if (J != Jend && J->second.isMap()) { const MapType & script = J->second.asMap(); J = script.find("name"); if (J == script.end() || !J->second.isString()) { log(ERROR, compose("Entity \"%1\" script has no name.", class_name)); return -1; } const std::string & script_name = J->second.String(); J = script.find("language"); if (J == script.end() || !J->second.isString()) { log(ERROR, compose("Entity \"%1\" script has no language.", class_name)); return -1; } const std::string & script_language = J->second.String(); if (script_language != "python") { log(ERROR, compose("Entity \"%1\" script has unknown language " "\"%2\".", class_name, script_language)); return -1; } std::string::size_type ptr = script_name.rfind("."); if (ptr == std::string::npos) { log(ERROR, compose("Entity \"%1\" python script has a bad class " "name \"%2\".", class_name, script_name)); return -1; } std::string script_package = script_name.substr(0, ptr); std::string script_class = script_name.substr(ptr + 1); if (factory->m_scriptFactory != 0) { if (factory->m_scriptFactory->package() != script_name) { delete factory->m_scriptFactory; factory->m_scriptFactory = 0; } } if (factory->m_scriptFactory == 0) { factory->m_scriptFactory = new PythonScriptFactory(script_package, script_class); } } // Establish whether this rule has an associated mind rule, // and handle it. J = class_desc.find("mind"); if (J != Jend && J->second.isMap()) { const MapType & script = J->second.asMap(); J = script.find("name"); if (J != script.end() && J->second.isString()) { const std::string & mindType = J->second.String(); // language is unused. might need it one day // J = script.find("language"); // if (J != script.end() && J->second.isString()) { // const std::string & mindLang = J->second.String(); // } MindFactory::instance()->addMindType(class_name, mindType); } } // Store the default attribute for entities create by this rule. J = class_desc.find("attributes"); if (J != Jend && J->second.isMap()) { const MapType & attrs = J->second.asMap(); MapType::const_iterator Kend = attrs.end(); for (MapType::const_iterator K = attrs.begin(); K != Kend; ++K) { if (!K->second.isMap()) { log(ERROR, compose("Attribute description in rule %1 is not a " "map.", class_name)); continue; } const MapType & attr = K->second.asMap(); MapType::const_iterator L = attr.find("default"); if (L != attr.end()) { // Store this value in the defaults for this class factory->m_classAttributes[K->first] = L->second; // and merge it with the defaults inherited from the parent factory->m_attributes[K->first] = L->second; } } } // Check whether it should be available to players as a playable character. J = class_desc.find("playable"); if (J != Jend && J->second.isInt()) { Player::playableTypes.insert(class_name); } return 0; } int EntityBuilder::populateTaskFactory(const std::string & class_name, TaskFactory * factory, const MapType & class_desc) { // assert(class_name == class_desc->getId()); return 0; } bool EntityBuilder::isTask(const std::string & class_name) { if (class_name == "task") { return true; } return (m_taskFactories.find(class_name) != m_taskFactories.end()); } static void updateChildren(EntityKit * factory) { std::set::const_iterator I = factory->m_children.begin(); std::set::const_iterator Iend = factory->m_children.end(); for (; I != Iend; ++I) { EntityKit * child_factory = *I; child_factory->m_attributes = factory->m_attributes; MapType::const_iterator J = child_factory->m_classAttributes.begin(); MapType::const_iterator Jend = child_factory->m_classAttributes.end(); for (; J != Jend; ++J) { child_factory->m_attributes[J->first] = J->second; } updateChildren(child_factory); } } static void updateChildrenProperties(EntityKit * factory) { // Discover the default attributes which are no longer // present after the update. std::set removed_properties; PropertyDict & defaults = factory->m_type->defaults(); PropertyDict::const_iterator I = defaults.begin(); PropertyDict::const_iterator Iend = defaults.end(); MapType::const_iterator Jend = factory->m_attributes.end(); for (; I != Iend; ++I) { if (factory->m_attributes.find(I->first) == Jend) { debug( std::cout << I->first << " removed" << std::endl; ); removed_properties.insert(I->first); } } // Remove the class properties for the default attributes that // no longer exist std::set::const_iterator L = removed_properties.begin(); std::set::const_iterator Lend = removed_properties.end(); for (; L != Lend; ++L) { PropertyDict::iterator M = defaults.find(*L); delete M->second; defaults.erase(M); } // Update the values of existing class properties, and add new class // properties for added default attributes. MapType::const_iterator J = factory->m_attributes.begin(); PropertyBase * p; for (; J != Jend; ++J) { PropertyDict::const_iterator I = defaults.find(J->first); if (I == Iend) { p = PropertyManager::instance()->addProperty(J->first, J->second.getType()); assert(p != 0); p->setFlags(flag_class); defaults[J->first] = p; } else { p = I->second; } p->set(J->second); } // Propagate the changes to all child factories std::set::const_iterator K = factory->m_children.begin(); std::set::const_iterator Kend = factory->m_children.end(); for (; K != Kend; ++K) { EntityKit * child_factory = *K; updateChildrenProperties(child_factory); } } int EntityBuilder::installTaskClass(const std::string & class_name, const std::string & parent, const Root & class_desc) { assert(class_name == class_desc->getId()); TaskFactoryDict::const_iterator I = m_taskFactories.find(class_name); if (I != m_taskFactories.end()) { log(ERROR, compose("Attempt to install task \"%1\" which is already " "installed.", class_name)); } // Establish that this rule has an associated script. Element script_attr; if (class_desc->copyAttr("script", script_attr) != 0 || !script_attr.isMap()) { log(ERROR, compose("Task \"%1\" has no script.", class_name)); return -1; } const MapType & script = script_attr.Map(); MapType::const_iterator J = script.find("name"); MapType::const_iterator script_end = script.end(); if (J == script_end || !J->second.isString()) { log(ERROR, compose("Task \"%1\" script has no name.", class_name)); return -1; } const std::string & script_name = J->second.String(); J = script.find("language"); if (J == script_end || !J->second.isString()) { log(ERROR, compose("Task \"%1\" script has no language.", class_name)); return -1; } const std::string & script_language = J->second.String(); if (script_language != "python") { log(ERROR, compose("Task \"%1\" script has unknown language \"%2\".", class_name, script_language)); return -1; } std::string::size_type ptr = script_name.rfind("."); if (ptr == std::string::npos) { log(ERROR, compose("Task \"%1\" python script has a bad class " "name \"%2\".", class_name, script_name)); return -1; } std::string script_package = script_name.substr(0, ptr); std::string script_class = script_name.substr(ptr + 1); TaskFactory * factory = new PythonTaskScriptFactory(class_name, script_package, script_class); Element activation_attr; if (class_desc->copyAttr("activation", activation_attr) != 0 || !activation_attr.isMap()) { delete factory; log(ERROR, compose("Task \"%1\" has no activation.", class_name)); return -1; } const MapType & activation = activation_attr.Map(); MapType::const_iterator act_end = activation.end(); J = activation.find("tool"); if (J == act_end || !J->second.isString()) { delete factory; log(ERROR, compose("Task \"%1\" activation has no tool.", class_name)); return -1; } const std::string & activation_tool = J->second.String(); Inheritance & i = Inheritance::instance(); if (!i.hasClass(activation_tool)) { delete factory; waitForRule(class_name, class_desc, activation_tool, compose("Task \"%1\" is activated by tool \"%2\" which " "does not exist.", class_name, activation_tool)); return 1; } FactoryDict::const_iterator K = m_entityFactories.find(activation_tool); if (K == m_entityFactories.end()) { delete factory; log(ERROR, compose("Task class \"%1\" is activated by tool \"%2\" " "which is not an entity class.", class_name, activation_tool)); return -1; } EntityKit * tool_factory = K->second; J = activation.find("operation"); if (J == act_end || !J->second.isString()) { delete factory; log(ERROR, compose("Task \"%1\" activation has no operation.", class_name)); return -1; } const std::string & activation_op = J->second.String(); if (!i.hasClass(activation_op)) { delete factory; waitForRule(class_name, class_desc, activation_op, compose("Task \"%1\" is activated by operation \"%2\" " "which does not exist.", class_name, activation_op)); return 1; } J = activation.find("target"); if (J != act_end) { if (!J->second.isString()) { delete factory; log(ERROR, compose("Task \"%1\" activation has \"%2\" target.", class_name, Element::typeName(J->second.getType()))); return -1; } const std::string & target_base = J->second.String(); if (!i.hasClass(target_base)) { delete factory; waitForRule(class_name, class_desc, target_base, compose("Task \"%1\" is activated on target \"%2\" " "which does not exist.", class_name, target_base)); return 1; } factory->m_target = target_base; } m_taskActivations[activation_tool].insert(std::make_pair(activation_op, factory)); MapType::iterator L = tool_factory->m_classAttributes.find("operations"); if (L == tool_factory->m_classAttributes.end()) { tool_factory->m_classAttributes["operations"] = ListType(1, activation_op); tool_factory->m_attributes["operations"] = ListType(1, activation_op); updateChildren(tool_factory); updateChildrenProperties(tool_factory); } else { if (L->second.isList()) { ListType::const_iterator M = L->second.List().begin(); for (; M != L->second.List().end() && *M != activation_op; ++M); if (M == L->second.List().end()) { L->second.List().push_back(activation_op); tool_factory->m_attributes[L->first] = L->second.List(); updateChildren(tool_factory); updateChildrenProperties(tool_factory); } } } m_taskFactories.insert(std::make_pair(class_name, factory)); i.addChild(class_desc); return 0; } int EntityBuilder::installEntityClass(const std::string & class_name, const std::string & parent, const Root & class_desc) { assert(class_name == class_desc->getId()); // Get the new factory for this rule FactoryDict::const_iterator I = m_entityFactories.find(parent); if (I == m_entityFactories.end()) { debug(std::cout << "class \"" << class_name << "\" has non existant parent \"" << parent << "\". Waiting." << std::endl << std::flush;); waitForRule(class_name, class_desc, parent, compose("Entity rule \"%1\" has parent \"%2\" which does " "not exist.", class_name, parent)); return 1; } EntityKit * parent_factory = I->second; EntityKit * factory = parent_factory->duplicateFactory(); if (factory == 0) { log(ERROR, compose("Attempt to install rule \"%1\" which has parent \"%2\" " "which cannot be instantiated", class_name, parent)); return -1; } assert(factory->m_parent == parent_factory); // Copy the defaults from the parent. In populateEntityFactory this may be // overriden with the defaults for this class. factory->m_attributes = parent_factory->m_attributes; if (populateEntityFactory(class_name, factory, class_desc->asMessage()) != 0) { delete factory; return -1; } debug(std::cout << "INSTALLING " << class_name << ":" << parent << std::endl << std::flush;); // Install the factory in place. installFactory(class_name, parent, factory, class_desc); MapType::const_iterator J = factory->m_attributes.begin(); MapType::const_iterator Jend = factory->m_attributes.end(); PropertyBase * p; for (; J != Jend; ++J) { p = PropertyManager::instance()->addProperty(J->first, J->second.getType()); assert(p != 0); p->set(J->second); p->setFlags(flag_class); factory->m_type->defaults()[J->first] = p; } // Add it as a child to its parent. parent_factory->m_children.insert(factory); return 0; } int EntityBuilder::installOpDefinition(const std::string & class_name, const std::string & parent, const Root & class_desc) { assert(class_name == class_desc->getId()); Inheritance & i = Inheritance::instance(); if (!i.hasClass(parent)) { debug(std::cout << "op_definition \"" << class_name << "\" has non existant parent \"" << parent << "\". Waiting." << std::endl << std::flush;); waitForRule(class_name, class_desc, parent, compose("Operation \"%1\" has parent \"%2\" which does " "not exist.", class_name, parent)); return 1; } Atlas::Objects::Root r = atlasOpDefinition(class_name, parent); if (i.addChild(class_desc) == 0) { return -1; } int op_no = Atlas::Objects::Factories::instance()->addFactory(class_name, &Atlas::Objects::generic_factory); i.opInstall(class_name, op_no); return 0; } int EntityBuilder::installRule(const std::string & class_name, const Root & class_desc) { assert(class_name == class_desc->getId()); if (class_name.size() > consts::id_len) { log(ERROR, compose("Rule \"%1\" has name longer than %2 characters. " "Skipping.", class_name, consts::id_len)); return -1; } const std::string & objtype = class_desc->getObjtype(); const std::list & parents = class_desc->getParents(); if (parents.empty()) { log(ERROR, compose("Rule \"%1\" has empty parents. Skipping.", class_name)); return -1; } const std::string & parent = parents.front(); if (parent.empty()) { log(ERROR, compose("Rule \"%1\" has empty first parent. Skipping.", class_name)); return -1; } if (objtype == "class") { if (isTask(parent)) { int ret = installTaskClass(class_name, parent, class_desc); if (ret != 0) { return ret; } } else { int ret = installEntityClass(class_name, parent, class_desc); if (ret != 0) { return ret; } } } else if (objtype == "op_definition") { int ret = installOpDefinition(class_name, parent, class_desc); if (ret != 0) { return ret; } } else { log(ERROR, compose("Rule \"%1\" has unknown objtype=\"%2\". Skipping.", class_name, objtype)); return -1; } // Install any rules that were waiting for this rule before they // could be installed RuleWaitList::iterator I = m_waitingRules.lower_bound(class_name); RuleWaitList::iterator Iend = m_waitingRules.upper_bound(class_name); std::map readyRules; for (; I != Iend; ++I) { const std::string & wClassName = I->second.name; const Root & wClassDesc = I->second.desc; readyRules.insert(std::make_pair(wClassName, wClassDesc)); debug(std::cout << "WAITING rule " << wClassName << " now ready from " << class_name << std::endl << std::flush;); } m_waitingRules.erase(class_name); std::map::const_iterator K = readyRules.begin(); std::map::const_iterator Kend = readyRules.end(); for (; K != Kend; ++K) { const std::string & rClassName = K->first; const Root & rClassDesc = K->second; installRule(rClassName, rClassDesc); } return 0; } int EntityBuilder::modifyEntityClass(const std::string & class_name, const Root & class_desc) { assert(class_name == class_desc->getId()); FactoryDict::const_iterator I = m_entityFactories.find(class_name); if (I == m_entityFactories.end()) { log(ERROR, compose("Could not find factory for existing entity class " "\"%1\".", class_name)); return -1; } EntityKit * factory = I->second; assert(factory != 0); ScriptFactory * script_factory = factory->m_scriptFactory; if (script_factory != 0) { script_factory->refreshClass(); } MapType backup_attributes = factory->m_attributes, backup_class_attributes = factory->m_classAttributes; // Copy the defaults from the parent. In populateEntityFactory this may be // overriden with the defaults for this class. if (factory->m_parent != 0) { factory->m_attributes = factory->m_parent->m_attributes; } else { // This is non fatal, but nice to know it has happened. // This should only happen if the client attempted to modify the // type data for a core hard coded type. log(ERROR, compose("EntityBuilder::modifyEntityClass: \"%1\" modified " "by client, but has no parent factory.", class_name)); factory->m_attributes = MapType(); } factory->m_classAttributes = MapType(); if (populateEntityFactory(class_name, factory, class_desc->asMessage()) != 0) { factory->m_attributes = backup_attributes; factory->m_classAttributes = backup_class_attributes; return -1; } updateChildren(factory); updateChildrenProperties(factory); return 0; } int EntityBuilder::modifyTaskClass(const std::string & class_name, const Root & class_desc) { assert(class_name == class_desc->getId()); TaskFactoryDict::const_iterator I = m_taskFactories.find(class_name); if (I == m_taskFactories.end()) { log(ERROR, compose("Could not find factory for existing task class " "\"%1\"", class_name)); return -1; } // FIXME Actually update the task factory. // TaskFactory * factory = I->second; // assert(factory != 0); return 0; } int EntityBuilder::modifyOpDefinition(const std::string & class_name, const Root & class_desc) { // Nothing to actually do return 0; } int EntityBuilder::modifyRule(const std::string & class_name, const Root & class_desc) { assert(class_name == class_desc->getId()); Root o = Inheritance::instance().getClass(class_name); if (!o.isValid()) { log(ERROR, compose("Could not find existing type \"%1\" in " "inheritance", class_name)); return -1; } if (o->getParents().front() == "task") { return modifyTaskClass(class_name, class_desc); } else if (class_desc->getObjtype() == "op_definition") { return modifyOpDefinition(class_name, class_desc); } else { return modifyEntityClass(class_name, class_desc); } } /// \brief Mark a rule down as waiting for another. /// /// Note that a rule cannot yet be installed because it depends on something /// that has not yet occured, or a more fatal condition has occured. void EntityBuilder::waitForRule(const std::string & rulename, const Root & ruledesc, const std::string & dependent, const std::string & reason) { RuleWaiting rule; rule.name = rulename; rule.desc = ruledesc; rule.reason = reason; m_waitingRules.insert(std::make_pair(dependent, rule)); } void EntityBuilder::getRulesFromFiles(std::map & rules) { std::string filename; std::string dirname = etc_directory + "/cyphesis/" + ruleset + ".d"; DIR * rules_dir = ::opendir(dirname.c_str()); if (rules_dir == 0) { filename = etc_directory + "/cyphesis/" + ruleset + ".xml"; AtlasFileLoader f(filename, rules); if (f.isOpen()) { log(WARNING, compose("Reading legacy rule data from \"%1\".", filename)); f.read(); } return; } while (struct dirent * rules_entry = ::readdir(rules_dir)) { if (rules_entry->d_name[0] == '.') { continue; } filename = dirname + "/" + rules_entry->d_name; AtlasFileLoader f(filename, rules); if (!f.isOpen()) { log(ERROR, compose("Unable to open rule file \"%1\".", filename)); } else { f.read(); } } ::closedir(rules_dir); } void EntityBuilder::installRules() { std::map ruleTable; if (database_flag) { Persistence * p = Persistence::instance(); p->getRules(ruleTable); } else { getRulesFromFiles(ruleTable); } if (ruleTable.empty()) { log(ERROR, "Rule database table contains no rules."); if (database_flag) { log(NOTICE, "Attempting to load temporary ruleset from files."); getRulesFromFiles(ruleTable); } } RootDict::const_iterator Iend = ruleTable.end(); for (RootDict::const_iterator I = ruleTable.begin(); I != Iend; ++I) { const std::string & class_name = I->first; const Root & class_desc = I->second; installRule(class_name, class_desc); } // Report on the non-cleared rules. // Perhaps we can keep them too? // m_waitingRules.clear(); RuleWaitList::const_iterator J = m_waitingRules.begin(); RuleWaitList::const_iterator Jend = m_waitingRules.end(); for (; J != Jend; ++J) { log(ERROR, J->second.reason); } } void EntityBuilder::installFactory(const std::string & class_name, const std::string & parent, EntityKit * factory, Root class_desc) { assert(factory != 0); m_entityFactories[class_name] = factory; Monitors::instance()->watch(compose("created_count{type=%1}", class_name), new Monitor(factory->m_createdCount)); Inheritance & i = Inheritance::instance(); if (class_desc.isValid()) { assert(class_desc->getId() == class_name); assert(class_desc->getParents().front() == parent); factory->m_type = i.addChild(class_desc); } else { factory->m_type = i.addChild(atlasClass(class_name, parent)); } } EntityKit * EntityBuilder::getNewFactory(const std::string & parent) { FactoryDict::const_iterator I = m_entityFactories.find(parent); if (I == m_entityFactories.end()) { return 0; } return I->second->duplicateFactory(); }