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Card-Collection-Manager-3/core/include/ccm/infra/JsonCollectionRepository.hpp
T
Sebastian Dine 55ace147bc major: initial release
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* pipeline

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* pokemon

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Co-authored-by: sdine <sdine@sdine.com>
2026-05-09 11:05:47 +02:00

86 lines
3.0 KiB
C++

#pragma once
// JsonCollectionRepository<T>: persists std::map<id, TCard> as a JSON object
// keyed by stringified id. Layout matches the established collection file:
//
// <dataStorage>/<gameDir>/collection.json -> { "0": {...}, "1": {...} }
//
// Header-only because it's a template over the card type.
#include "ccm/domain/Configuration.hpp"
#include "ccm/domain/Enums.hpp"
#include "ccm/games/IGameModule.hpp"
#include "ccm/ports/ICollectionRepository.hpp"
#include "ccm/ports/IFileSystem.hpp"
#include "ccm/services/ConfigService.hpp"
#include "ccm/util/Result.hpp"
#include <nlohmann/json.hpp>
#include <filesystem>
#include <functional>
#include <string>
namespace ccm {
template <typename TCard>
class JsonCollectionRepository final : public ICollectionRepository<TCard> {
public:
using Map = typename ICollectionRepository<TCard>::Map;
// The repository needs a way to translate a Game enum into the per-game
// subdirectory name ("magic" / "pokemon"); a small lookup function keeps
// this layer free of concrete game module types.
using DirNameFn = std::function<std::string(Game)>;
JsonCollectionRepository(IFileSystem& fs, ConfigService& config, DirNameFn dirName)
: fs_(fs), config_(config), dirName_(std::move(dirName)) {}
Result<Map> load(Game game) override {
const auto p = collectionPath(game);
if (!fs_.exists(p)) {
// Mirror the Rust "create on first read" semantics so the UI
// never sees a missing-file error on a fresh install.
Map empty;
auto saved = save(game, empty);
if (!saved) return Result<Map>::err(saved.error());
return Result<Map>::ok(std::move(empty));
}
auto text = fs_.readText(p);
if (!text) return Result<Map>::err(text.error());
try {
auto j = nlohmann::json::parse(text.value());
Map out;
for (auto it = j.begin(); it != j.end(); ++it) {
std::uint32_t key = static_cast<std::uint32_t>(std::stoul(it.key()));
out.emplace(key, it.value().template get<TCard>());
}
return Result<Map>::ok(std::move(out));
} catch (const std::exception& e) {
return Result<Map>::err(std::string("JSON parse error: ") + e.what());
}
}
Result<void> save(Game game, const Map& collection) override {
nlohmann::json j = nlohmann::json::object();
for (const auto& [id, card] : collection) {
j[std::to_string(id)] = card;
}
const auto p = collectionPath(game);
auto dirRes = fs_.ensureDirectory(p.parent_path());
if (!dirRes) return dirRes;
return fs_.writeText(p, j.dump(2));
}
private:
std::filesystem::path collectionPath(Game game) const {
return std::filesystem::path(config_.current().dataStorage) /
dirName_(game) / "collection.json";
}
IFileSystem& fs_;
ConfigService& config_;
DirNameFn dirName_;
};
} // namespace ccm