DarkflameServer/dGame/dUtilities/BrickDatabase.cpp
David Markowitz 53e8d80e7f remove usage of xmldoc as a ptr
resolves a memory leak in BrickDatabase, adds stability to character save doc.

Tested that saving manually via force-save, logout and /crash all saved my position and my removed banana as expected.
The doc was always deleted on character destruction and on any updates, so this is just a semantic change (and now we no longer have new'd tinyxml2::documents on the heap)
2024-04-08 02:34:36 -07:00

90 lines
2.2 KiB
C++

#include <sstream>
#include <fstream>
#include "BrickDatabase.h"
#include "Game.h"
#include "AssetManager.h"
#include "tinyxml2.h"
#include "Brick.h"
const BrickList& BrickDatabase::GetBricks(const LxfmlPath& lxfmlPath) {
static std::unordered_map<LxfmlPath, BrickList> m_Cache;
static const BrickList emptyCache;
const auto cached = m_Cache.find(lxfmlPath);
if (cached != m_Cache.end()) {
return cached->second;
}
auto file = Game::assetManager->GetFile((lxfmlPath).c_str());
if (!file) {
return emptyCache;
}
std::stringstream data;
data << file.rdbuf();
if (data.str().empty()) {
return emptyCache;
}
tinyxml2::XMLDocument doc;
if (doc.Parse(data.str().c_str(), data.str().size()) != 0) {
return emptyCache;
}
BrickList parts;
auto* lxfml = doc.FirstChildElement("LXFML");
auto* bricks = lxfml->FirstChildElement("Bricks");
std::string searchTerm = "Brick";
if (!bricks) {
searchTerm = "Part";
bricks = lxfml->FirstChildElement("Scene")->FirstChildElement("Model")->FirstChildElement("Group");
if (!bricks) {
return emptyCache;
}
}
auto* currentBrick = bricks->FirstChildElement(searchTerm.c_str());
while (currentBrick != nullptr) {
auto* part = currentBrick->FirstChildElement("Part");
if (part == nullptr) part = currentBrick;
if (part->Attribute("designID") != nullptr) {
Brick brick{ static_cast<uint32_t>(part->IntAttribute("designID")) };
// Depends on the file, some don't specify a list but just a single material
const auto* materialList = part->Attribute("materials");
const auto* materialID = part->Attribute("materialID");
if (materialList != nullptr) {
std::string materialString(materialList);
const auto materials = GeneralUtils::SplitString(materialString, ',');
if (!materials.empty()) {
brick.materialID = std::stoi(materials[0]);
} else {
brick.materialID = 0;
}
} else if (materialID != nullptr) {
brick.materialID = std::stoi(materialID);
} else {
brick.materialID = 0; // This is bad, makes it so the minigame can't be played
}
parts.push_back(brick);
}
currentBrick = currentBrick->NextSiblingElement(searchTerm.c_str());
}
m_Cache[lxfmlPath] = parts;
return m_Cache[lxfmlPath];
}