Database Loader code cleanups: added proper use of "const string&" to the class APIs (improves compiler code generation, protects against unwanted or unexpected modification of parameter contents). As a result, fixed a potential bug in toLower; it was modifying the input string.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3101 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
Jake.Stine 2010-05-28 16:46:51 +00:00
parent 6ec36fa37d
commit 6282570b9c
1 changed files with 416 additions and 418 deletions

View File

@ -14,13 +14,16 @@
*/
#pragma once
#include "File_Reader.h"
#include "AppConfig.h"
struct key_pair {
string key;
string value;
key_pair(string _key, string _value)
key_pair() {}
key_pair(const string& _key, const string& _value)
: key(_key) , value(_value) {}
string toString() {
string t;
@ -50,7 +53,7 @@ class Game_Data {
public:
string id; // Serial Identification Code
deque<key_pair> kList; // List of all (key, value) pairs for game data
Game_Data(string _id)
Game_Data(const string& _id)
: id(_id) {}
};
@ -78,30 +81,31 @@ private:
ss >> tString;
return tString;
}
string toLower(string s) {
string toLower(const string& s) {
string retval( s );
for (uint i = 0; i < s.length(); i++) {
char& c = s[i];
char& c = retval[i];
if (c >= 'A' && c <= 'Z') {
c += 'a' - 'A';
}
}
return s;
return retval;
}
bool strCompare(string& s1, string& s2) {
string t1 = toLower(s1);
string t2 = toLower(s2);
bool strCompare(const string& s1, const string& s2) {
const string t1( toLower(s1) );
const string t2( toLower(s2) );
return !t1.compare(t2);
}
bool isComment(string& s) {
string sub = s.substr(0, 2);
bool isComment(const string& s) {
const string sub( s.substr(0, 2) );
return (sub.compare("--") == 0) || (sub.compare("//") == 0);
}
void doError(string& line, key_pair& keyPair, bool doMsg = false) {
void doError(const string& line, key_pair& keyPair, bool doMsg = false) {
if (doMsg) Console.Error("DataBase_Loader: Bad file data [%s]", line.c_str());
keyPair.key = "";
keyPair.key.clear();
}
void extractMultiLine(string& line, key_pair& keyPair, File_Reader& reader, stringstream& ss) {
string t = "";
void extractMultiLine(const string& line, key_pair& keyPair, File_Reader& reader, const stringstream& ss) {
string t;
string endString;
endString = "[/" + keyPair.key.substr(1, keyPair.key.length()-1);
if (keyPair.key[keyPair.key.length()-1] != ']') {
@ -115,11 +119,11 @@ private:
keyPair.value += t + "\n";
}
}
void extract(string& line, key_pair& keyPair, File_Reader& reader) {
void extract(const string& line, key_pair& keyPair, File_Reader& reader) {
stringstream ss(line);
string t;
keyPair.key = "";
keyPair.value = "";
keyPair.key.clear();
keyPair.value.clear();
ss >> keyPair.key;
if (!line.length() || isComment(keyPair.key)) {
doError(line, keyPair);
@ -156,14 +160,14 @@ public:
String_Stream header; // Header of the database
string baseKey; // Key to separate games by ("Serial")
DataBase_Loader(string file, string key = "Serial", string value = "") {
DataBase_Loader(const string& file, const string& key = "Serial", const string& value = "" ) {
curGame = NULL;
baseKey = key;
if (!fileExists(file)) {
Console.Error("DataBase_Loader: DataBase Not Found! [%s]", file.c_str());
}
File_Reader reader(file);
key_pair keyPair("", "");
key_pair keyPair;
string s0;
Game_Data* game = NULL;
try {
@ -197,16 +201,16 @@ public:
else Console.Warning("DataBase_Loader: Game Not Found! [%s]", value.c_str());
}
~DataBase_Loader() {
virtual ~DataBase_Loader() throw() {
deque<Game_Data*>::iterator it = gList.begin();
for ( ; it != gList.end(); ++it) {
delete it[0];
delete *it;
}
}
// Sets the current game to the one matching the serial id given
// Returns true if game found, false if not found...
bool setGame(string id) {
bool setGame(const string& id) {
deque<Game_Data*>::iterator it = gList.begin();
for ( ; it != gList.end(); ++it) {
if (strCompare(it[0]->id, id)) {
@ -226,7 +230,7 @@ public:
}
// Saves changes to the database
void saveToFile(string file = "DataBase.dbf") {
void saveToFile(const string& file = "DataBase.dbf") {
File_Writer writer(file);
writer.write(header.toString());
deque<Game_Data*>::iterator it = gList.begin();
@ -241,7 +245,7 @@ public:
// Adds new game data to the database, and sets curGame to the new game...
// If searchDB is true, it searches the database to see if game already exists.
void addGame(string id, bool searchDB = true) {
void addGame(const string& id, bool searchDB = true) {
if (searchDB && setGame(id)) return;
Game_Data* game = new Game_Data(id);
key_pair kp(baseKey, id);
@ -251,7 +255,7 @@ public:
}
// Searches the current game's data to see if the given key exists
bool keyExists(string key) {
bool keyExists(const string& key) {
if (curGame) {
deque<key_pair>::iterator it = curGame->kList.begin();
for ( ; it != curGame->kList.end(); ++it) {
@ -265,7 +269,7 @@ public:
}
// Gets a string representation of the 'value' for the given key
string getString(string key) {
string getString(const string& key) {
if (curGame) {
deque<key_pair>::iterator it = curGame->kList.begin();
for ( ; it != curGame->kList.end(); ++it) {
@ -275,47 +279,41 @@ public:
}
}
else Console.Error("DataBase_Loader: Game not set!");
return string("");
return string();
}
// Gets a wxString representation of the 'value' for the given key
wxString getStringWX(string key) {
string s = getString(key);
return wxString(fromUTF8(s.c_str()));
wxString getStringWX(const string& key) {
return wxString(fromUTF8(getString(key).c_str()));
}
// Gets a double representation of the 'value' for the given key
double getDouble(string key) {
string v = getString(key);
return atof(v.c_str());
double getDouble(const string& key) {
return atof(getString(key).c_str());
}
// Gets a float representation of the 'value' for the given key
float getFloat(string key) {
string v = getString(key);
return (float)atof(v.c_str());
float getFloat(const string& key) {
return (float)atof(getString(key).c_str());
}
// Gets an integer representation of the 'value' for the given key
int getInt(string key) {
string v = getString(key);
return strtoul(v.c_str(), NULL, 0);
int getInt(const string& key) {
return strtoul(getString(key).c_str(), NULL, 0);
}
// Gets a u8 representation of the 'value' for the given key
u8 getU8(string key) {
string v = getString(key);
return (u8)atoi(v.c_str());
u8 getU8(const string& key) {
return (u8)atoi(getString(key).c_str());
}
// Gets a bool representation of the 'value' for the given key
bool getBool(string key) {
string v = getString(key);
return !!atoi(v.c_str());
bool getBool(const string& key) {
return !!atoi(getString(key).c_str());
}
// Write a string value to the specified key
void writeString(string key, string value) {
void writeString(const string& key, const string& value) {
if (curGame) {
deque<key_pair>::iterator it = curGame->kList.begin();
for ( ; it != curGame->kList.end(); ++it) {
@ -331,32 +329,32 @@ public:
}
// Write a wxString value to the specified key
void writeStringWX(string key, wxString value) {
writeString(key, string(value.ToUTF8().data()));
void writeStringWX(const string& key, const wxString& value) {
writeString(key, value.ToUTF8().data());
}
// Write a double value to the specified key
void writeDouble(string key, double value) {
void writeDouble(const string& key, double value) {
writeString(key, toString(value));
}
// Write a float value to the specified key
void writeFloat(string key, float value) {
void writeFloat(const string& key, float value) {
writeString(key, toString(value));
}
// Write an integer value to the specified key
void writeInt(string key, int value) {
void writeInt(const string& key, int value) {
writeString(key, toString(value));
}
// Write a u8 value to the specified key
void writeU8(string key, u8 value) {
void writeU8(const string& key, u8 value) {
writeString(key, toString(value));
}
// Write a bool value to the specified key
void writeBool(string key, bool value) {
void writeBool(const string& key, bool value) {
writeString(key, toString(value?1:0));
}
};