Centralized asset database configuration
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2015 Winch Gate Property Limited
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// Author: Jan Boon <jan.boon@kaetemi.be>
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include <nel/misc/types_nl.h>
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#include "database_config.h"
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#include <nel/misc/debug.h>
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#include <nel/misc/path.h>
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#include <nel/misc/config_file.h>
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using namespace std;
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using namespace NLMISC;
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TPathString CDatabaseConfig::s_RootPath;
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NLMISC::CConfigFile *CDatabaseConfig::s_ConfigFile = NULL;
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CDatabaseConfig CDatabaseConfig::s_Instance;
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uint32 CDatabaseConfig::s_ConfigFileModification;
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static std::set<TPathString> s_SearchPaths;
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void CDatabaseConfig::cleanup()
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{
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delete CDatabaseConfig::s_ConfigFile;
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CDatabaseConfig::s_ConfigFile = NULL;
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}
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CDatabaseConfig::~CDatabaseConfig()
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{
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cleanup();
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}
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bool CDatabaseConfig::init(const std::string &asset)
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{
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// release();
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TPathString rootPath = NLMISC::CPath::standardizePath(asset, false);
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TPathString configPath = rootPath + "/database.cfg";
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while (!CFile::fileExists(configPath))
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{
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int sep = CFile::getLastSeparator(rootPath);
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if (sep == string::npos)
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return false;
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rootPath = rootPath.substr(0, sep);
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if (rootPath.empty())
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return false;
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configPath = rootPath + "/database.cfg";
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}
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rootPath += "/";
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uint32 configFileModification = CFile::getFileModificationDate(configPath);
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if (rootPath == s_RootPath && s_ConfigFileModification == configFileModification)
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return true; // Do not reload
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nldebug("Initializing database config '%s'", configPath.c_str());
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release();
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s_RootPath = rootPath;
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s_ConfigFileModification = configFileModification;
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s_ConfigFile = new CConfigFile();
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s_ConfigFile->load(configPath);
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return true;
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}
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void CDatabaseConfig::initTextureSearchDirectories()
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{
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searchDirectories("TextureSearchDirectories");
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}
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void CDatabaseConfig::searchDirectories(const char *var)
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{
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CConfigFile::CVar &paths = s_ConfigFile->getVar(var);
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for (uint i = 0; i < paths.size(); i++)
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{
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TPathString path = paths.asString(i);
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if (s_SearchPaths.find(path) == s_SearchPaths.end())
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{
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CPath::addSearchPath(s_RootPath + path);
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s_SearchPaths.insert(path);
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}
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}
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}
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void CDatabaseConfig::release()
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{
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s_SearchPaths.clear();
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CPath::clearMap();
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cleanup();
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}
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/* end of file */
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@ -0,0 +1,58 @@
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2015 Winch Gate Property Limited
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// Author: Jan Boon <jan.boon@kaetemi.be>
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include <nel/misc/types_nl.h>
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namespace NLMISC {
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class CConfigFile;
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}
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#ifdef NL_OS_WINDOWS
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#include <nel/misc/sstring.h>
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typedef NLMISC::CSString TPathString;
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#else
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typedef std::string TPathString;
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#endif
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/// Asset database configuration
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class CDatabaseConfig
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{
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public:
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~CDatabaseConfig();
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/// Searches for the configuration for the specified asset path by recursively going through all parent directories looking for 'database.cfg', initializes and applies the configuration.
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static bool init(const std::string &asset);
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static void release();
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static void initTextureSearchDirectories();
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static inline const TPathString &rootPath() { return s_RootPath; }
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static inline TPathString configPath() { return s_RootPath + "/database.cfg"; }
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private:
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static void cleanup();
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static void searchDirectories(const char *var);
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static CDatabaseConfig s_Instance;
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static uint32 s_ConfigFileModification;
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static TPathString s_RootPath;
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static NLMISC::CConfigFile *s_ConfigFile;
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};
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/* end of file */
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