DarkflameServer/dGame/dUtilities/BrickDatabase.cpp

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#include <sstream>
#include <fstream>
#include "BrickDatabase.h"
#include "Game.h"
#include "AssetManager.h"
std::vector<Brick> BrickDatabase::emptyCache{};
BrickDatabase* BrickDatabase::m_Address = nullptr;
BrickDatabase::BrickDatabase() = default;
BrickDatabase::~BrickDatabase() = default;
std::vector<Brick>& BrickDatabase::GetBricks(const std::string& lxfmlPath) {
const auto cached = m_Cache.find(lxfmlPath);
if (cached != m_Cache.end()) {
return cached->second;
}
AssetMemoryBuffer buffer = Game::assetManager->GetFileAsBuffer((lxfmlPath).c_str());
std::istream file(&buffer);
if (!file.good()) {
return emptyCache;
}
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std::stringstream data;
data << file.rdbuf();
if (data.str().empty()) {
buffer.close();
return emptyCache;
}
buffer.close();
auto* doc = new tinyxml2::XMLDocument();
if (doc->Parse(data.str().c_str(), data.str().size()) != 0) {
delete doc;
return emptyCache;
}
std::vector<Brick> parts;
auto* lxfml = doc->FirstChildElement("LXFML");
auto* bricks = lxfml->FirstChildElement("Bricks");
std::string searchTerm = "Brick";
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if (!bricks) {
searchTerm = "Part";
bricks = lxfml->FirstChildElement("Scene")->FirstChildElement("Model")->FirstChildElement("Group");
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if (!bricks) {
return emptyCache;
}
}
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auto* currentBrick = bricks->FirstChildElement(searchTerm.c_str());
while (currentBrick != nullptr) {
auto* part = currentBrick->FirstChildElement("Part");
if (part == nullptr) part = currentBrick;
if (part->Attribute("designID") != nullptr) {
Brick brick{ static_cast<uint32_t>(part->IntAttribute("designID")) };
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// Depends on the file, some don't specify a list but just a single material
const auto* materialList = part->Attribute("materials");
const auto* materialID = part->Attribute("materialID");
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if (materialList != nullptr) {
std::string materialString(materialList);
const auto materials = GeneralUtils::SplitString(materialString, ',');
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if (!materials.empty()) {
brick.materialID = std::stoi(materials[0]);
} else {
brick.materialID = 0;
}
} else if (materialID != nullptr) {
brick.materialID = std::stoi(materialID);
} else {
brick.materialID = 0; // This is bad, makes it so the minigame can't be played
}
parts.push_back(brick);
}
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currentBrick = currentBrick->NextSiblingElement(searchTerm.c_str());
}
m_Cache[lxfmlPath] = parts;
delete doc;
return m_Cache[lxfmlPath];
}