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- #include "stdafx.h"
- #include "tinyxml2/tinyxml2.h"
- #include "LuaCfgHelper.h"
- #include <iostream>
- #include <boost/algorithm/string.hpp>
- #include "M_GameCFG.h"
- std::auto_ptr<M_GameCFG> M_GameCFG::msSingleton(nullptr);
- int M_GameCFG::GetCount()
- {
- return (int)mMapData.size();
- }
- const M_GameCFGData* M_GameCFG::GetData(int ID)
- {
- auto it = mMapData.find(ID);
- if (it != mMapData.end())
- {
- return &it->second;
- }
- return NULL;
- }
- const std::map<int, M_GameCFGData>& M_GameCFG::GetMapData()
- {
- return mMapData;
- }
- void M_GameCFG::Load()
- {
- tinyxml2::XMLDocument xmlDoc;
- std::string content = FileUtils::getInstance()->getStringFromFile("Config/M_GameCFG.xml");
- auto result = xmlDoc.Parse(content.c_str(), content.length());
- if (result != tinyxml2::XML_SUCCESS)
- {
- CCLOGERROR("Result:%d", result);
- CCASSERT(false, "result != tinyxml2::XML_SUCCESS");
- return;
- }
- auto root = xmlDoc.RootElement();
- if (root == NULL)
- {
- CCASSERT(false, "root == NULL");
- return;
- }
- auto element = root->FirstChildElement("Data");
- while (element != NULL)
- {
- M_GameCFGData data;
- data.mID = element->IntAttribute("ID");
- data.mGameName = element->Attribute("GameName");
- data.mGamePrefix = element->Attribute("GamePrefix");
- data.mUpdateUrl = element->Attribute("UpdateUrl");
- data.mIsOpen = element->BoolAttribute("IsOpen");
- data.mGameSize = element->Attribute("GameSize");
- data.mZipVersion = element->Attribute("ZipVersion");
- data.mAnimationName = element->Attribute("AnimationName");
- data.mIsShow = element->BoolAttribute("IsShow");
- data.mShowIndex = element->IntAttribute("ShowIndex");
- data.mEnterGold = element->IntAttribute("EnterGold");
- data.mEnterVIP = element->IntAttribute("EnterVIP");
- data.mShowTip = element->Attribute("ShowTip");
- data.mGameIcon = element->Attribute("GameIcon");
- data.mGameNameImg = element->Attribute("GameNameImg");
- if (mMapData.find(data.mID) != mMapData.end())std::cout <<"data refind:" << data.mID << std::endl;
- CCASSERT(mMapData.find(data.mID) == mMapData.end(), "data.mID is exists");
- mMapData.insert(std::make_pair(data.mID, data));
- element = element->NextSiblingElement();
- }
- CCLOG("M_GameCFG Loaded. Load Data:%u", mMapData.size());
- }
- void M_GameCFG::LoadLua()
- {
- LuaEngine::getInstance()->executeScriptFile("config/M_GameCFG");
- lua_State* L = LuaEngine::getInstance()->getLuaStack()->getLuaState();
- lua_getglobal(L, "M_GameCFG");
- CCASSERT(lua_istable(L, -1) == 1, "is not table");
- lua_pushstring(L, "datas");
- lua_gettable(L, -2);
- CCASSERT(lua_istable(L, -1) == 1, "is not table");
- lua_pushnil(L);
- while(lua_next(L, 2))
- {
- CCASSERT(lua_istable(L, -1) == 1, "is not table");
- M_GameCFGData data;
- LuaCfgHelper::readInt(L, "ID", data.mID);
- LuaCfgHelper::readString(L, "GameName", data.mGameName);
- LuaCfgHelper::readString(L, "GamePrefix", data.mGamePrefix);
- LuaCfgHelper::readString(L, "UpdateUrl", data.mUpdateUrl);
- LuaCfgHelper::readBool(L, "IsOpen", data.mIsOpen);
- LuaCfgHelper::readString(L, "GameSize", data.mGameSize);
- LuaCfgHelper::readString(L, "ZipVersion", data.mZipVersion);
- LuaCfgHelper::readString(L, "AnimationName", data.mAnimationName);
- LuaCfgHelper::readBool(L, "IsShow", data.mIsShow);
- LuaCfgHelper::readInt(L, "ShowIndex", data.mShowIndex);
- LuaCfgHelper::readInt(L, "EnterGold", data.mEnterGold);
- LuaCfgHelper::readInt(L, "EnterVIP", data.mEnterVIP);
- LuaCfgHelper::readString(L, "ShowTip", data.mShowTip);
- LuaCfgHelper::readString(L, "GameIcon", data.mGameIcon);
- LuaCfgHelper::readString(L, "GameNameImg", data.mGameNameImg);
- if (mMapData.find(data.mID) != mMapData.end())std::cout <<"data refind:" << data.mID << std::endl;
- CCASSERT(mMapData.find(data.mID) == mMapData.end(), "data.mID is exists");
- mMapData.insert(std::make_pair(data.mID, data));
- lua_pop(L, 1);
- }
- lua_settop(L, 0);
- CCLOG("M_GameCFG Loaded. Load Data:%u", mMapData.size());
- }
- void M_GameCFG::Reload()
- {
- mMapData.clear();
- Load();
- }
- M_GameCFG* M_GameCFG::GetSingleton()
- {
- if (msSingleton.get() == nullptr)
- {
- msSingleton.reset(new M_GameCFG());
- }
- return msSingleton.get();
- }
- void M_GameCFG::Release()
- {
- msSingleton.reset(nullptr);
- }
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