/* * Config Tree * =========== * * Accessing Hierarchical Nodes * ---------------------------- * * A hierarchical data structure supporting arbitrary nesting. Each node * (Config::Node) has a key and either a value or children (in fact, it may * have both, but this rarely makes semantic sense and so the config tree * builders take care not to allow it). * * Nesting is denoted with the '/' separator. For example: * * 1. node.ValueAs() * 2. node["foo"] * 3. node["foo"].ValueAs() * 4. node["foo/bar"] * * [1] accesses the value of the node (more on this below). [2] accesses the * a child node with key "foo". [3] accesses the value of the child node "foo". * [4] accesses child "bar" of child "foo", and so forth. * * Similar to map semantics, the operator [] never fails. If the node does not * exist, it creates a dummy "missing" node that is retained as a hidden child. * This node will have an empty value, which cannot be accessed, except using * the ValueAsDefault<> method. This scheme exists to simplify lookup code for * keys known at compile time, the logic being that any "missing" key should * could just as well have been there in the first place, thus making the added * memory usage negligible. For example, it easily allows values with defaults * to be expressed as: * * config["foo/bar"].ValueAsDefault("default_value") * * If the lookups are not known at compile time (e.g., are driven by the * program user or external data), it is safer to use Get() and TryGet(), which * can throw and return nullptr, respectively, and avoid wasting memory with * dummy nodes. * * Nodes at the same nesting level (siblings) are strung together in a * linked list. Parents also maintain pointers to the first and last of their * children (for order-preserving iteration) as well as a map for direct * lookup by key. * * Keys may be reused at a given level. Key-value pairs will have their order * preserved when iterated but only the most recent key is returned in direct * map lookups. * * Example: * * * * * * * * 1. config["game/roms"].ValueAs() * 2. config["game/roms/crom/offset"].ValueAs() * 3. config["game/roms"].begin() * * [1] will either throw an exception or return an empty string (depending on * how the XML was translated to a config tree), [2] will return 2 (the second * "crom" tag), and [3] can be used to iterate over both "crom" tags in order. * * Values * ------ * * To check whether or not a value is defined, use the Exists() and Empty() * methods. * * Values are stored in a special container and can be virtually anything. * However, it is recommended that only PODs and std::string be used. Arrays * and pointers will probably not behave as expected and should be avoided. * Trees build from files have all values loaded as std::strings. The types can * be changed by subsequent re-assignments or by manually building a tree. * * To access a value of a given known type, T, use: * * node.Value() * * Conversions as supported but are implemented via serialization and de- * serialization using sstream. Most "sane" conversions will work as expected. * When a conversion to T is desired, or if the stored value type is not * precisely known, use: * * node.ValueAs() * * These functions will throw an exception if the value is not defined at all * or if the node does not exist (i.e., a "missing" node from a failed lookup). * An alternative that is guaranteed to succeed is: * * node.ValueAsDefault(default_value) * * If the value or node does not exist, default_value is returned, otherwise * the stored value is returned with conversion (if needed) to type T. * * INI Semantics * ------------- * * INI files are linear in nature and divided into sections. Config trees built * to represent INI files must adhere to the following rules: * * - Section nodes have their key set to the section name and value empty. * They are the only nodes that can have children (i.e., IsLeaf() == false, * HasChildren() == true). * - Top-level node in the tree is the global section, and its key is * "Global". * - Only the global section (top-level section) may have child nodes that are * sections. The config tree can therefore only be up to 2 levels deep: the * first, top-most level consists of global parameters, and section nodes * provide one more level of nesting. * * INI files contain zero or more sections followed by zero or more settings * each. * * Setting0 = 100 * [ Global ] * Setting1 = 200 * [ Section1 ] * SettingA = 1 ; this is a comment * SettingB = foo * [ Section2 ] * SettingX = bar * SettingZ = "baz" ; quotes are optional and are stripped off during parsing * * Any setting not explicitly part of a section is assigned to the "Global" * section. For example, Setting0 and Setting1 above are both part of "Global". * * Multiple sections can be specified like so: * * [ Section1, Section2, Section3 ] * SettingX = foo * [ Section4, , Section5 ] * SettingX = bar * * In this example, SettingX will be set to "foo" in Section1, Section2, and * Section3. It will be set to "bar" in Section4, Section5, and the "Global" * section because of the unnamed element. * * TODO * ---- * - TryGet() can be made quicker by attempting a direct lookup first. We never * add keys with '/' in them (they are split up into nested nodes). Most * lookups are likely to be leaf level, so a direct lookup should be possible * first and, if it fails, the key can be retried as a nested path. * - Define our own exceptions? */ #include "Util/NewConfig.h" namespace Util { namespace Config { void Node::CheckEmptyOrMissing() const { if (m_missing) throw std::range_error(Util::Format() << "Node \"" << m_key << "\" does not exist"); if (Empty() && !m_missing) throw std::logic_error(Util::Format() << "Node \"" << m_key << "\" has no value" ); } const Node &Node::MissingNode(const std::string &key) const { auto it = m_missing_nodes.find(key); if (it == m_missing_nodes.end()) { auto result = m_missing_nodes.emplace(key, key); result.first->second.m_missing = true; // mark this node as missing return result.first->second; } return it->second; } const Node &Node::operator[](const std::string &path) const { const Node *e = this; std::vector keys = Util::Format(path).Split('/'); for (auto &key: keys) { auto it = e->m_children.find(key); if (it == e->m_children.end()) return e->MissingNode(key); e = it->second.get(); } return *e; } Node &Node::Get(const std::string &path) { Node *node = TryGet(path); if (!node) throw std::range_error(Util::Format() << "Node \"" << path << "\" does not exist"); return *node; } const Node &Node::Get(const std::string &path) const { const Node *node = TryGet(path); if (!node) throw std::range_error(Util::Format() << "Node \"" << path << "\" does not exist"); return *node; } Node *Node::TryGet(const std::string &path) { Node *e = this; std::vector keys = Util::Format(path).Split('/'); for (auto &key: keys) { auto it = e->m_children.find(key); if (it == e->m_children.end()) return nullptr; e = it->second.get(); } return e; } const Node *Node::TryGet(const std::string &path) const { const Node *e = this; std::vector keys = Util::Format(path).Split('/'); for (auto &key: keys) { auto it = e->m_children.find(key); if (it == e->m_children.end()) return nullptr; e = it->second.get(); } return e; } void Node::Serialize(std::ostream *os, size_t indent_level) const { std::fill_n(std::ostream_iterator(*os), 2 * indent_level, ' '); *os << m_key << "=\""; if (Exists()) m_value->Serialize(os); *os << "\" children={"; for (auto v: m_children) *os << ' ' << v.first; *os << " }" << std::endl; for (ptr_t child = m_first_child; child; child = child->m_next_sibling) child->Serialize(os, indent_level + 1); } std::string Node::ToString(size_t indent_level) const { std::ostringstream os; Serialize(&os, indent_level); return os.str(); } // Adds a newly-created node (which, among other things, implies no // children) as a child void Node::AddChild(Node &parent, ptr_t &node) { if (!parent.m_last_child) { parent.m_first_child = node; parent.m_last_child = node; } else { parent.m_last_child->m_next_sibling = node; parent.m_last_child = node; } parent.m_children[node->m_key] = node; } void Node::DeepCopy(const Node &that) { if (this == &that) return; Destroy(); *const_cast(&m_key) = that.m_key; if (that.m_value) m_value = that.m_value->MakeCopy(); for (ptr_t child = that.m_first_child; child; child = child->m_next_sibling) { ptr_t copied_child = std::make_shared(*child); AddChild(*this, copied_child); } } void Node::Swap(Node &rhs) { m_next_sibling.swap(rhs.m_next_sibling); m_first_child.swap(rhs.m_first_child); m_last_child.swap(rhs.m_last_child); m_children.swap(rhs.m_children); const_cast(&m_key)->swap(*const_cast(&rhs.m_key)); m_value.swap(rhs.m_value); } Node &Node::operator=(const Node &rhs) { DeepCopy(rhs); return *this; } Node &Node::operator=(Node &&rhs) noexcept { Swap(rhs); return *this; } Node::Node() : m_key("config"), // a default key value m_value(nullptr) // this node is empty { //std::cout << "<<< Created " << "" << " (" << this << ")" << std::endl; } Node::Node(const std::string &key) : m_key(key), m_value(nullptr) // this node is empty { //std::cout << "<<< Created " << key << " (" << this << ")" << std::endl; } Node::Node(const std::string &key, const std::string &value) : m_key(key), m_value(std::make_shared>(value)) { //std::cout << "<<< Created " << key << '=' << value << " (" << this << ")" << std::endl; } Node::Node(const Node &that) { DeepCopy(that); } Node::Node(Node &&that) noexcept { Swap(that); } Node::~Node() { //std::cout << ">>> Destroyed " << m_key << " (" << this << ")" << std::endl; } } // Config } // Util