M_GameCFG.cpp 4.0 KB

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  1. #include "stdafx.h"
  2. #include "tinyxml2/tinyxml2.h"
  3. #include "LuaCfgHelper.h"
  4. #include <iostream>
  5. #include <boost/algorithm/string.hpp>
  6. #include "M_GameCFG.h"
  7. std::auto_ptr<M_GameCFG> M_GameCFG::msSingleton(nullptr);
  8. int M_GameCFG::GetCount()
  9. {
  10. return (int)mMapData.size();
  11. }
  12. const M_GameCFGData* M_GameCFG::GetData(int ID)
  13. {
  14. auto it = mMapData.find(ID);
  15. if (it != mMapData.end())
  16. {
  17. return &it->second;
  18. }
  19. return NULL;
  20. }
  21. const std::map<int, M_GameCFGData>& M_GameCFG::GetMapData()
  22. {
  23. return mMapData;
  24. }
  25. void M_GameCFG::Load()
  26. {
  27. tinyxml2::XMLDocument xmlDoc;
  28. std::string content = FileUtils::getInstance()->getStringFromFile("Config/M_GameCFG.xml");
  29. auto result = xmlDoc.Parse(content.c_str(), content.length());
  30. if (result != tinyxml2::XML_SUCCESS)
  31. {
  32. CCLOGERROR("Result:%d", result);
  33. CCASSERT(false, "result != tinyxml2::XML_SUCCESS");
  34. return;
  35. }
  36. auto root = xmlDoc.RootElement();
  37. if (root == NULL)
  38. {
  39. CCASSERT(false, "root == NULL");
  40. return;
  41. }
  42. auto element = root->FirstChildElement("Data");
  43. while (element != NULL)
  44. {
  45. M_GameCFGData data;
  46. data.mID = element->IntAttribute("ID");
  47. data.mGameName = element->Attribute("GameName");
  48. data.mGamePrefix = element->Attribute("GamePrefix");
  49. data.mUpdateUrl = element->Attribute("UpdateUrl");
  50. data.mIsOpen = element->BoolAttribute("IsOpen");
  51. data.mGameSize = element->Attribute("GameSize");
  52. data.mZipVersion = element->Attribute("ZipVersion");
  53. data.mAnimationName = element->Attribute("AnimationName");
  54. data.mIsShow = element->BoolAttribute("IsShow");
  55. data.mShowIndex = element->IntAttribute("ShowIndex");
  56. data.mEnterGold = element->IntAttribute("EnterGold");
  57. data.mEnterVIP = element->IntAttribute("EnterVIP");
  58. data.mShowTip = element->Attribute("ShowTip");
  59. data.mGameIcon = element->Attribute("GameIcon");
  60. data.mGameNameImg = element->Attribute("GameNameImg");
  61. if (mMapData.find(data.mID) != mMapData.end())std::cout <<"data refind:" << data.mID << std::endl;
  62. CCASSERT(mMapData.find(data.mID) == mMapData.end(), "data.mID is exists");
  63. mMapData.insert(std::make_pair(data.mID, data));
  64. element = element->NextSiblingElement();
  65. }
  66. CCLOG("M_GameCFG Loaded. Load Data:%u", mMapData.size());
  67. }
  68. void M_GameCFG::LoadLua()
  69. {
  70. LuaEngine::getInstance()->executeScriptFile("config/M_GameCFG");
  71. lua_State* L = LuaEngine::getInstance()->getLuaStack()->getLuaState();
  72. lua_getglobal(L, "M_GameCFG");
  73. CCASSERT(lua_istable(L, -1) == 1, "is not table");
  74. lua_pushstring(L, "datas");
  75. lua_gettable(L, -2);
  76. CCASSERT(lua_istable(L, -1) == 1, "is not table");
  77. lua_pushnil(L);
  78. while(lua_next(L, 2))
  79. {
  80. CCASSERT(lua_istable(L, -1) == 1, "is not table");
  81. M_GameCFGData data;
  82. LuaCfgHelper::readInt(L, "ID", data.mID);
  83. LuaCfgHelper::readString(L, "GameName", data.mGameName);
  84. LuaCfgHelper::readString(L, "GamePrefix", data.mGamePrefix);
  85. LuaCfgHelper::readString(L, "UpdateUrl", data.mUpdateUrl);
  86. LuaCfgHelper::readBool(L, "IsOpen", data.mIsOpen);
  87. LuaCfgHelper::readString(L, "GameSize", data.mGameSize);
  88. LuaCfgHelper::readString(L, "ZipVersion", data.mZipVersion);
  89. LuaCfgHelper::readString(L, "AnimationName", data.mAnimationName);
  90. LuaCfgHelper::readBool(L, "IsShow", data.mIsShow);
  91. LuaCfgHelper::readInt(L, "ShowIndex", data.mShowIndex);
  92. LuaCfgHelper::readInt(L, "EnterGold", data.mEnterGold);
  93. LuaCfgHelper::readInt(L, "EnterVIP", data.mEnterVIP);
  94. LuaCfgHelper::readString(L, "ShowTip", data.mShowTip);
  95. LuaCfgHelper::readString(L, "GameIcon", data.mGameIcon);
  96. LuaCfgHelper::readString(L, "GameNameImg", data.mGameNameImg);
  97. if (mMapData.find(data.mID) != mMapData.end())std::cout <<"data refind:" << data.mID << std::endl;
  98. CCASSERT(mMapData.find(data.mID) == mMapData.end(), "data.mID is exists");
  99. mMapData.insert(std::make_pair(data.mID, data));
  100. lua_pop(L, 1);
  101. }
  102. lua_settop(L, 0);
  103. CCLOG("M_GameCFG Loaded. Load Data:%u", mMapData.size());
  104. }
  105. void M_GameCFG::Reload()
  106. {
  107. mMapData.clear();
  108. Load();
  109. }
  110. M_GameCFG* M_GameCFG::GetSingleton()
  111. {
  112. if (msSingleton.get() == nullptr)
  113. {
  114. msSingleton.reset(new M_GameCFG());
  115. }
  116. return msSingleton.get();
  117. }
  118. void M_GameCFG::Release()
  119. {
  120. msSingleton.reset(nullptr);
  121. }