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https://github.com/sebastiandine/Card-Collection-Manager-3.git
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55ace147bc
* initial development * pipeline * pipeline * pipeline * pipeline * pipeline * pipeline * pipeline * pipeline * pipeline * pipeline * pipeline * pipeline * pipeline * pipeline * ci/cd * ci/cd * ci/cd * ci/cd * ci/cd * ci/cd * ci/cd * pokemon * pokemon * pokemon * pokemon * pokemon * pokemon * improvements * improvements * ci/cd * ci/cd * improvements * improvements * improvements * improvements * improvements * improvements * improvements * improvements * improvements --------- Co-authored-by: sdine <sdine@sdine.com>
86 lines
3.0 KiB
C++
86 lines
3.0 KiB
C++
#pragma once
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// JsonCollectionRepository<T>: persists std::map<id, TCard> as a JSON object
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// keyed by stringified id. Layout matches the established collection file:
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//
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// <dataStorage>/<gameDir>/collection.json -> { "0": {...}, "1": {...} }
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//
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// Header-only because it's a template over the card type.
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#include "ccm/domain/Configuration.hpp"
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#include "ccm/domain/Enums.hpp"
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#include "ccm/games/IGameModule.hpp"
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#include "ccm/ports/ICollectionRepository.hpp"
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#include "ccm/ports/IFileSystem.hpp"
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#include "ccm/services/ConfigService.hpp"
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#include "ccm/util/Result.hpp"
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#include <nlohmann/json.hpp>
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#include <filesystem>
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#include <functional>
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#include <string>
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namespace ccm {
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template <typename TCard>
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class JsonCollectionRepository final : public ICollectionRepository<TCard> {
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public:
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using Map = typename ICollectionRepository<TCard>::Map;
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// The repository needs a way to translate a Game enum into the per-game
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// subdirectory name ("magic" / "pokemon"); a small lookup function keeps
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// this layer free of concrete game module types.
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using DirNameFn = std::function<std::string(Game)>;
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JsonCollectionRepository(IFileSystem& fs, ConfigService& config, DirNameFn dirName)
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: fs_(fs), config_(config), dirName_(std::move(dirName)) {}
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Result<Map> load(Game game) override {
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const auto p = collectionPath(game);
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if (!fs_.exists(p)) {
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// Mirror the Rust "create on first read" semantics so the UI
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// never sees a missing-file error on a fresh install.
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Map empty;
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auto saved = save(game, empty);
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if (!saved) return Result<Map>::err(saved.error());
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return Result<Map>::ok(std::move(empty));
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}
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auto text = fs_.readText(p);
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if (!text) return Result<Map>::err(text.error());
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try {
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auto j = nlohmann::json::parse(text.value());
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Map out;
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for (auto it = j.begin(); it != j.end(); ++it) {
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std::uint32_t key = static_cast<std::uint32_t>(std::stoul(it.key()));
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out.emplace(key, it.value().template get<TCard>());
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}
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return Result<Map>::ok(std::move(out));
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} catch (const std::exception& e) {
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return Result<Map>::err(std::string("JSON parse error: ") + e.what());
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}
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}
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Result<void> save(Game game, const Map& collection) override {
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nlohmann::json j = nlohmann::json::object();
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for (const auto& [id, card] : collection) {
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j[std::to_string(id)] = card;
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}
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const auto p = collectionPath(game);
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auto dirRes = fs_.ensureDirectory(p.parent_path());
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if (!dirRes) return dirRes;
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return fs_.writeText(p, j.dump(2));
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}
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private:
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std::filesystem::path collectionPath(Game game) const {
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return std::filesystem::path(config_.current().dataStorage) /
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dirName_(game) / "collection.json";
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}
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IFileSystem& fs_;
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ConfigService& config_;
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DirNameFn dirName_;
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};
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} // namespace ccm
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