/**************************************************************************** Copyright (c) 2008, Radon Labs GmbH Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #include "stdneb.h" #include "io/assignregistry.h" #include "io/fswrapper.h" #include "core/coreserver.h" namespace IO { //__ImplementClass(IO::AssignRegistry, 'ASRG', Core::RefCounted); __ImplementImageSingleton(IO::AssignRegistry); using namespace Util; //------------------------------------------------------------------------------ /** */ AssignRegistry::AssignRegistry() : isValid(false) { __ConstructImageSingleton; } //------------------------------------------------------------------------------ /** */ AssignRegistry::~AssignRegistry() { if (this->IsValid()) { this->Discard(); } __DestructImageSingleton; } //------------------------------------------------------------------------------ /** */ void AssignRegistry::Setup() { //this->critSect.Enter(); n_assert(!this->IsValid()); this->isValid = true; //this->SetupSystemAssigns(); //this->SetupProjectAssigns(); //this->critSect.Leave(); String binLocation = FSWrapper::GetBinDirectory(); if (binLocation.IsValid()) { this->SetAssign(Assign("bin", binLocation)); } } //------------------------------------------------------------------------------ /** */ void AssignRegistry::Discard() { //this->critSect.Enter(); n_assert(this->IsValid()); this->assignTable.Clear(); this->isValid = false; //this->critSect.Leave(); } //------------------------------------------------------------------------------ /** */ bool AssignRegistry::IsValid() const { return this->isValid; } ////------------------------------------------------------------------------------ ///** //*/ //void //AssignRegistry::SetupSystemAssigns() //{ // //this->critSect.Enter(); // // n_assert(this->IsValid()); // // String homeLocation = FSWrapper::GetHomeDirectory(); // if (homeLocation.IsValid()) // { // this->SetAssign(Assign("home", homeLocation)); // } // #if !(__WII__ || __PS3__) // String binLocation = FSWrapper::GetBinDirectory(); // if (binLocation.IsValid()) // { // this->SetAssign(Assign("bin", binLocation)); // } // String tempLocation = FSWrapper::GetTempDirectory(); // if (tempLocation.IsValid()) // { // this->SetAssign(Assign("temp", tempLocation)); // } // String userLocation = FSWrapper::GetUserDirectory(); // if (userLocation.IsValid()) // { // this->SetAssign(Assign("user", userLocation)); // } // //#ifdef __GENESIS_EDITOR__ // //String editorAssetLocation = FSWrapper::GetEditorAssetDirectory(); // //if (editorAssetLocation.IsValid()) // //{ // // this->SetAssign(Assign("editor", editorAssetLocation)); // //} // //#endif // __GENESIS_EDITOR__ // #endif // // #if __WIN32__ // String appDataLocation = FSWrapper::GetAppDataDirectory(); // if (appDataLocation.IsValid()) // { // this->SetAssign(Assign("appdata", appDataLocation)); // } // String programsLocation = FSWrapper::GetProgramsDirectory(); // if (programsLocation.IsValid()) // { // this->SetAssign(Assign("programs", programsLocation)); // } // #endif // // //this->critSect.Leave(); //} // ////------------------------------------------------------------------------------ ///** //*/ //void //AssignRegistry::SetupProjectAssigns() //{ // // 根据项目。在外部设置 // return; // // // //this->critSect.Enter(); // // // // n_assert(this->IsValid()); // // // String rootDir = Core::CoreServer::Instance()->GetRootDirectory().AsString(); // // this->SetAssign(Assign("root", rootDir)); // // // #if __WIN32__ // // this->SetAssign(Assign("export", "root:export_win32")); // // #elif __XBOX360__ // // this->SetAssign(Assign("export", "root:export_xbox360")); // // #elif __WII__ // // this->SetAssign(Assign("export", "root:export_wii")); // // #elif __PS3__ // // this->SetAssign(Assign("export", "root:export_ps3")); // // #elif __OSX__ // // this->SetAssign(Assign("export", "root:export_osx")); // // #else // // #error "PLATFORM FIXME: setup platform specific assigns!" // // #endif // // ////temp code // ////SetAssign( IO::Assign("Net","http://10.7.82.13:8080") ); // ////SetAssign( IO::Assign("export", "Net:export_win32")); // // // // setup content assigns // // this->SetAssign(Assign("msh", "export:meshes")); // // this->SetAssign(Assign("ani", "export:anims")); // // this->SetAssign(Assign("data", "export:data")); // // this->SetAssign(Assign("video", "export:video")); // // this->SetAssign(Assign("seq", "export:sequences")); // // this->SetAssign(Assign("stream", "export:audio")); // // this->SetAssign(Assign("shd", "export:shaders")); // // this->SetAssign(Assign("tex", "export:textures")); // // this->SetAssign(Assign("frame", "export:frame")); // // this->SetAssign(Assign("mdl", "export:models")); // // this->SetAssign(Assign("audio", "export:audio")); // // this->SetAssign(Assign("sui", "export:sui")); // // this->SetAssign(Assign("wiidata", "export:wiidata")); // // // // setup special system assigns (for placeholders, etc...) // // this->SetAssign(Assign("sysmsh", "export:meshes")); // // this->SetAssign(Assign("systex", "export:textures")); // // this->SetAssign(Assign("sysanim", "export:anims")); // // // // Nebula2 backward compat assigns: // // this->SetAssign(Assign("meshes", "export:meshes")); // // this->SetAssign(Assign("anims", "export:anims")); // // this->SetAssign(Assign("textures", "export:textures")); // // // //this->critSect.Leave(); //} //------------------------------------------------------------------------------ /** */ void AssignRegistry::SetAssign(const Assign& assign) { //this->critSect.Enter(); n_assert(this->IsValid()); if (this->HasAssign(assign.GetName())) { this->ClearAssign(assign.GetName()); } this->assignTable.Add(assign); //this->critSect.Leave(); } //------------------------------------------------------------------------------ /** */ bool AssignRegistry::HasAssign(const String& assignName) const { //this->critSect.Enter(); n_assert(assignName.IsValid()); bool result = this->assignTable.Contains(assignName); //this->critSect.Leave(); return result; } //------------------------------------------------------------------------------ /** */ String AssignRegistry::GetAssign(const String& assignName) const { //this->critSect.Enter(); n_assert(assignName.IsValid()); n_assert(this->HasAssign(assignName)); String result = this->assignTable[assignName]; //this->critSect.Leave(); return result; } //------------------------------------------------------------------------------ /** */ void AssignRegistry::ClearAssign(const String& assignName) { //this->critSect.Enter(); n_assert(assignName.IsValid()); n_assert(this->HasAssign(assignName)); this->assignTable.Erase(assignName); //this->critSect.Leave(); } //------------------------------------------------------------------------------ /** */ Array AssignRegistry::GetAllAssigns() const { //this->critSect.Enter(); Array > content = this->assignTable.Content(); Array assigns(content.Size(), 0); IndexT i; for (i = 0; i < content.Size(); i++) { assigns.Append(Assign(content[i].Key(), content[i].Value())); } //this->critSect.Leave(); return assigns; } //------------------------------------------------------------------------------ /** Resolves all assigns from an URI returning an URI. It is allowed to "stack" assigns, which means, defining an assign as pointing to another assign. */ URI AssignRegistry::ResolveAssigns(const URI& uri) const { //this->critSect.Enter(); URI resolvedUri = this->ResolveAssignsInString(uri.AsString()); //this->critSect.Leave(); return resolvedUri; } //------------------------------------------------------------------------------ /** Resolves all assigns from a URI. It is allowed to "stack" assigns, which means, defining an assign as pointing to another assign.s */ String AssignRegistry::ResolveAssignsInString(const String& uriString) const { //this->critSect.Enter(); String result = uriString; // check for assigns int colonIndex; while ((colonIndex = result.FindCharIndex(':', 0)) > 0) { // special case: ignore one-caracter "assigns" because they are // really DOS drive letters if (colonIndex > 1) { String assignString = result.ExtractRange(0, colonIndex); // ignore unknown assigns, because these may be part of an URI if (this->HasAssign(assignString)) { String postAssignString = result.ExtractRange(colonIndex + 1, result.Length() - (colonIndex + 1)); String replace = this->GetAssign(assignString); if (!replace.IsEmpty()) { if (replace[replace.Length()-1] != ':' && (replace[replace.Length()-1] != '/' || replace[replace.Length()-2] != ':')) { replace.Append("/"); } replace.Append(postAssignString); } result = replace; } else break; } else break; } result.ConvertBackslashes(); result.TrimRight("/"); //this->critSect.Leave(); return result; } } // namespace IO