mirror of
https://github.com/RetroDECK/Supermodel.git
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334 lines
11 KiB
C++
334 lines
11 KiB
C++
/*
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* Config Tree
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* ===========
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*
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* Accessing Hierarchical Nodes
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* ----------------------------
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*
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* A hierarchical data structure supporting arbitrary nesting. Each node
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* (Config::Node) has a key and either a value or children (in fact, it may
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* have both, but this rarely makes semantic sense and so the config tree
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* builders take care not to allow it).
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*
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* Nesting is denoted with the '/' separator. For example:
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*
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* 1. node.ValueAs<int>()
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* 2. node["foo"]
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* 3. node["foo"].ValueAs<int>()
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* 4. node["foo/bar"]
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*
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* [1] accesses the value of the node (more on this below). [2] accesses the
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* a child node with key "foo". [3] accesses the value of the child node "foo".
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* [4] accesses child "bar" of child "foo", and so forth.
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*
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* Similar to map semantics, the operator [] never fails. If the node does not
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* exist, it creates a dummy "missing" node that is retained as a hidden child.
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* This node will have an empty value, which cannot be accessed, except using
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* the ValueAsDefault<> method. This scheme exists to simplify lookup code for
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* keys known at compile time, the logic being that any "missing" key should
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* could just as well have been there in the first place, thus making the added
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* memory usage negligible. For example, it easily allows values with defaults
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* to be expressed as:
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*
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* config["foo/bar"].ValueAsDefault<std::string>("default_value")
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*
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* If the lookups are not known at compile time (e.g., are driven by the
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* program user or external data), it is safer to use Get() and TryGet(), which
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* can throw and return nullptr, respectively, and avoid wasting memory with
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* dummy nodes.
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*
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* Nodes at the same nesting level (siblings) are strung together in a
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* linked list. Parents also maintain pointers to the first and last of their
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* children (for order-preserving iteration) as well as a map for direct
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* lookup by key.
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*
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* Keys may be reused at a given level. Key-value pairs will have their order
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* preserved when iterated but only the most recent key is returned in direct
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* map lookups.
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*
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* Example:
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*
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* <game name="scud">
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* <roms>
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* <crom name="foo.bin" offset=0/>
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* <crom name="bar.bin" offset=2/>
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* </roms>
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*
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* 1. config["game/roms"].ValueAs<std::string>()
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* 2. config["game/roms/crom/offset"].ValueAs<int>()
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* 3. config["game/roms"].begin()
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*
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* [1] will either throw an exception or return an empty string (depending on
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* how the XML was translated to a config tree), [2] will return 2 (the second
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* "crom" tag), and [3] can be used to iterate over both "crom" tags in order.
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*
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* Values
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* ------
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*
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* To check whether or not a value is defined, use the Exists() and Empty()
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* methods.
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*
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* Values are stored in a special container and can be virtually anything.
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* However, it is recommended that only PODs and std::string be used. Arrays
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* and pointers will probably not behave as expected and should be avoided.
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* Trees build from files have all values loaded as std::strings. The types can
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* be changed by subsequent re-assignments or by manually building a tree.
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*
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* To access a value of a given known type, T, use:
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*
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* node.Value<T>()
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*
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* Conversions as supported but are implemented via serialization and de-
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* serialization using sstream. Most "sane" conversions will work as expected.
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* When a conversion to T is desired, or if the stored value type is not
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* precisely known, use:
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*
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* node.ValueAs<T>()
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*
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* These functions will throw an exception if the value is not defined at all
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* or if the node does not exist (i.e., a "missing" node from a failed lookup).
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* An alternative that is guaranteed to succeed is:
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*
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* node.ValueAsDefault<T>(default_value)
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*
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* If the value or node does not exist, default_value is returned, otherwise
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* the stored value is returned with conversion (if needed) to type T.
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*
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* INI Semantics
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* -------------
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*
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* INI files are linear in nature and divided into sections. Config trees built
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* to represent INI files must adhere to the following rules:
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*
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* - Section nodes have their key set to the section name and value empty.
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* They are the only nodes that can have children (i.e., IsLeaf() == false,
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* HasChildren() == true).
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* - Top-level node in the tree is the global section, and its key is
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* "Global".
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* - Only the global section (top-level section) may have child nodes that are
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* sections. The config tree can therefore only be up to 2 levels deep: the
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* first, top-most level consists of global parameters, and section nodes
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* provide one more level of nesting.
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*
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* INI files contain zero or more sections followed by zero or more settings
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* each.
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*
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* Setting0 = 100
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* [ Global ]
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* Setting1 = 200
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* [ Section1 ]
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* SettingA = 1 ; this is a comment
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* SettingB = foo
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* [ Section2 ]
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* SettingX = bar
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* SettingZ = "baz" ; quotes are optional and are stripped off during parsing
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*
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* Any setting not explicitly part of a section is assigned to the "Global"
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* section. For example, Setting0 and Setting1 above are both part of "Global".
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*
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* TODO
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* ----
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* - TryGet() can be made quicker by attempting a direct lookup first. We never
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* add keys with '/' in them (they are split up into nested nodes). Most
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* lookups are likely to be leaf level, so a direct lookup should be possible
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* first and, if it fails, the key can be retried as a nested path.
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* - Define our own exceptions?
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*/
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#include "Util/NewConfig.h"
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namespace Util
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{
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namespace Config
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{
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void Node::CheckEmptyOrMissing() const
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{
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if (m_missing)
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throw std::range_error(Util::Format() << "Node \"" << m_key << "\" does not exist");
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if (Empty() && !m_missing)
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throw std::logic_error(Util::Format() << "Node \"" << m_key << "\" has no value" );
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}
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const Node &Node::MissingNode(const std::string &key) const
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{
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auto it = m_missing_nodes.find(key);
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if (it == m_missing_nodes.end())
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{
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auto result = m_missing_nodes.emplace(key, key);
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result.first->second.m_missing = true; // mark this node as missing
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return result.first->second;
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}
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return it->second;
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}
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const Node &Node::operator[](const std::string &path) const
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{
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const Node *e = this;
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std::vector<std::string> keys = Util::Format(path).Split('/');
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for (auto &key: keys)
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{
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auto it = e->m_children.find(key);
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if (it == e->m_children.end())
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return e->MissingNode(key);
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e = it->second.get();
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}
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return *e;
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}
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Node &Node::Get(const std::string &path)
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{
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Node *node = TryGet(path);
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if (!node)
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throw std::range_error(Util::Format() << "Node \"" << path << "\" does not exist");
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return *node;
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}
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const Node &Node::Get(const std::string &path) const
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{
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const Node *node = TryGet(path);
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if (!node)
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throw std::range_error(Util::Format() << "Node \"" << path << "\" does not exist");
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return *node;
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}
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Node *Node::TryGet(const std::string &path)
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{
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Node *e = this;
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std::vector<std::string> keys = Util::Format(path).Split('/');
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for (auto &key: keys)
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{
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auto it = e->m_children.find(key);
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if (it == e->m_children.end())
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return nullptr;
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e = it->second.get();
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}
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return e;
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}
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const Node *Node::TryGet(const std::string &path) const
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{
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const Node *e = this;
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std::vector<std::string> keys = Util::Format(path).Split('/');
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for (auto &key: keys)
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{
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auto it = e->m_children.find(key);
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if (it == e->m_children.end())
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return nullptr;
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e = it->second.get();
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}
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return e;
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}
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void Node::Serialize(std::ostream *os, size_t indent_level) const
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{
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std::fill_n(std::ostream_iterator<char>(*os), 2 * indent_level, ' ');
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*os << m_key << "=\"";
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if (Exists())
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m_value->Serialize(os);
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*os << "\" children={";
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for (auto v: m_children)
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*os << ' ' << v.first;
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*os << " }" << std::endl;
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for (ptr_t child = m_first_child; child; child = child->m_next_sibling)
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child->Serialize(os, indent_level + 1);
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}
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std::string Node::ToString(size_t indent_level) const
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{
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std::ostringstream os;
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Serialize(&os, indent_level);
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return os.str();
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}
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// Adds a newly-created node (which, among other things, implies no
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// children) as a child
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void Node::AddChild(Node &parent, ptr_t &node)
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{
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if (!parent.m_last_child)
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{
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parent.m_first_child = node;
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parent.m_last_child = node;
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}
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else
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{
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parent.m_last_child->m_next_sibling = node;
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parent.m_last_child = node;
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}
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parent.m_children[node->m_key] = node;
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}
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void Node::DeepCopy(const Node &that)
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{
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if (this == &that)
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return;
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Destroy();
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*const_cast<std::string *>(&m_key) = that.m_key;
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if (that.m_value)
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m_value = that.m_value->MakeCopy();
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for (ptr_t child = that.m_first_child; child; child = child->m_next_sibling)
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{
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ptr_t copied_child = std::make_shared<Node>(*child);
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AddChild(*this, copied_child);
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}
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}
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void Node::Swap(Node &rhs)
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{
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m_next_sibling.swap(rhs.m_next_sibling);
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m_first_child.swap(rhs.m_first_child);
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m_last_child.swap(rhs.m_last_child);
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m_children.swap(rhs.m_children);
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const_cast<std::string *>(&m_key)->swap(*const_cast<std::string *>(&rhs.m_key));
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m_value.swap(rhs.m_value);
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}
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Node &Node::operator=(const Node &rhs)
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{
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DeepCopy(rhs);
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return *this;
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}
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Node &Node::operator=(Node &&rhs)
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{
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Swap(rhs);
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return *this;
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}
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Node::Node()
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: m_key("config"), // a default key value
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m_value(nullptr) // this node is empty
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{
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//std::cout << "<<< Created " << "<null>" << " (" << this << ")" << std::endl;
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}
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Node::Node(const std::string &key)
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: m_key(key),
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m_value(nullptr) // this node is empty
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{
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//std::cout << "<<< Created " << key << " (" << this << ")" << std::endl;
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}
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Node::Node(const std::string &key, const std::string &value)
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: m_key(key),
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m_value(std::make_shared<ValueInstance<std::string>>(value))
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{
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//std::cout << "<<< Created " << key << '=' << value << " (" << this << ")" << std::endl;
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}
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Node::Node(const Node &that)
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{
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DeepCopy(that);
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}
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Node::Node(Node &&that)
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{
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Swap(that);
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}
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Node::~Node()
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{
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//std::cout << ">>> Destroyed " << m_key << " (" << this << ")" << std::endl;
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}
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} // Config
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} // Util
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