2012-06-14 09:06:06 -04:00
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#include "Globals.h"
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#include "cFileFormatUpdater.h"
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#include "Vector3d.h"
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#include "Vector3f.h"
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#include "cItem.h"
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#include <json/json.h>
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void cFileFormatUpdater::UpdateFileFormat()
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{
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UpdatePlayersOfWorld("world");
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}
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// Convert player .bin files to JSON
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void cFileFormatUpdater::UpdatePlayersOfWorld( const char* a_WorldName )
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{
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AString PlayerDir = AString( a_WorldName ) + "/player/";
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AStringList AllFiles = GetDirectoryContents( PlayerDir.c_str() );
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for (AStringList::iterator itr = AllFiles.begin(); itr != AllFiles.end(); ++itr )
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{
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AString & FileName = *itr;
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if (FileName.rfind(".bin") != AString::npos) // Get only the files ending in .bin
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{
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PlayerBINtoJSON( (PlayerDir + FileName).c_str() );
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}
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}
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}
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#define READ(File, Var) \
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if (File.Read(&Var, sizeof(Var)) != sizeof(Var)) \
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{ \
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LOGERROR("ERROR READING \"%s\" FROM FILE \"%s\"", #Var, a_FileName); \
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return; \
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}
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// Converts player binary files to human readable JSON
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void cFileFormatUpdater::PlayerBINtoJSON( const char* a_FileName )
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{
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Vector3d PlayerPos;
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Vector3f PlayerRot;
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short PlayerHealth = 0;
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const unsigned int NumInventorySlots = 45; // At this time the player inventory has/had 45 slots
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cItem IventoryItems[ NumInventorySlots ];
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cFile f;
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if (!f.Open(a_FileName, cFile::fmRead))
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{
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return;
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}
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// First read player position, rotation and health
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READ(f, PlayerPos.x);
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READ(f, PlayerPos.y);
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READ(f, PlayerPos.z);
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READ(f, PlayerRot.x);
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READ(f, PlayerRot.y);
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READ(f, PlayerRot.z);
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READ(f, PlayerHealth);
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for(unsigned int i = 0; i < NumInventorySlots; i++)
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{
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cItem & Item = IventoryItems[i];
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READ(f, Item.m_ItemID);
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READ(f, Item.m_ItemCount);
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READ(f, Item.m_ItemHealth);
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}
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f.Close();
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// Loaded all the data, now create the JSON data
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Json::Value JSON_PlayerPosition;
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JSON_PlayerPosition.append( Json::Value( PlayerPos.x ) );
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JSON_PlayerPosition.append( Json::Value( PlayerPos.y ) );
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JSON_PlayerPosition.append( Json::Value( PlayerPos.z ) );
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Json::Value JSON_PlayerRotation;
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JSON_PlayerRotation.append( Json::Value( PlayerRot.x ) );
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JSON_PlayerRotation.append( Json::Value( PlayerRot.y ) );
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JSON_PlayerRotation.append( Json::Value( PlayerRot.z ) );
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Json::Value JSON_Inventory;
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for(unsigned int i = 0; i < NumInventorySlots; i++)
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{
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Json::Value JSON_Item;
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IventoryItems[i].GetJson( JSON_Item );
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JSON_Inventory.append( JSON_Item );
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}
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Json::Value root;
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root["position"] = JSON_PlayerPosition;
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root["rotation"] = JSON_PlayerRotation;
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root["inventory"] = JSON_Inventory;
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root["health"] = PlayerHealth;
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Json::StyledWriter writer;
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std::string JsonData = writer.write( root );
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// Get correct filename
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std::string FileName = a_FileName;
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std::string FileNameWithoutExt = FileName.substr(0, FileName.find_last_of(".") );
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std::string FileNameJson = FileNameWithoutExt + ".json";
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// Write to file
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if (!f.Open(FileNameJson.c_str(), cFile::fmWrite))
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{
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return;
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}
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if (f.Write(JsonData.c_str(), JsonData.size()) != JsonData.size())
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{
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LOGERROR("ERROR WRITING PLAYER JSON TO FILE \"%s\"", FileNameJson.c_str());
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return;
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}
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f.Close();
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// Delete old format file, only do this when conversion has succeeded
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if (std::remove(a_FileName) != 0)
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{
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LOGERROR("COULD NOT DELETE old format file \"%s\"", a_FileName);
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return;
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}
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LOGINFO("Successfully converted binary to Json \"%s\"", FileNameJson.c_str() );
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}
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