Supermodel/Src/Util/NewConfig.cpp

334 lines
11 KiB
C++

/*
* 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<int>()
* 2. node["foo"]
* 3. node["foo"].ValueAs<int>()
* 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<std::string>("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:
*
* <game name="scud">
* <roms>
* <crom name="foo.bin" offset=0/>
* <crom name="bar.bin" offset=2/>
* </roms>
*
* 1. config["game/roms"].ValueAs<std::string>()
* 2. config["game/roms/crom/offset"].ValueAs<int>()
* 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<T>()
*
* 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<T>()
*
* 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<T>(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".
*
* 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<std::string> 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<std::string> 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<std::string> 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<char>(*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<std::string *>(&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<Node>(*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<std::string *>(&m_key)->swap(*const_cast<std::string *>(&rhs.m_key));
m_value.swap(rhs.m_value);
}
Node &Node::operator=(const Node &rhs)
{
DeepCopy(rhs);
return *this;
}
Node &Node::operator=(Node &&rhs)
{
Swap(rhs);
return *this;
}
Node::Node()
: m_key("config"), // a default key value
m_value(nullptr) // this node is empty
{
//std::cout << "<<< Created " << "<null>" << " (" << 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<ValueInstance<std::string>>(value))
{
//std::cout << "<<< Created " << key << '=' << value << " (" << this << ")" << std::endl;
}
Node::Node(const Node &that)
{
DeepCopy(that);
}
Node::Node(Node &&that)
{
Swap(that);
}
Node::~Node()
{
//std::cout << ">>> Destroyed " << m_key << " (" << this << ")" << std::endl;
}
} // Config
} // Util