Add DatabaseInterface::GetGroupsPath()

It returns the path between the two given groups that maximises user
metadata and minimises masterlist metadata involved.
This commit is contained in:
Oliver Hamlet
2018-10-20 12:48:24 +01:00
parent 26b34b2d3b
commit 6264b8fa6d
13 changed files with 408 additions and 72 deletions
+22 -1
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@@ -29,6 +29,7 @@
#include <string>
#include <vector>
#include "loot/exception/cyclic_interaction_error.h"
#include "loot/metadata/group.h"
#include "loot/metadata/message.h"
#include "loot/metadata/plugin_metadata.h"
@@ -191,7 +192,8 @@ public:
* metadata from the masterlist.
* @returns An unordered set of Group objects.
*/
virtual std::unordered_set<Group> GetGroups(bool includeUserMetadata = true) const = 0;
virtual std::unordered_set<Group> GetGroups(
bool includeUserMetadata = true) const = 0;
/**
* @brief Gets the groups that are defined or extended in the loaded userlist.
@@ -207,6 +209,25 @@ public:
*/
virtual void SetUserGroups(const std::unordered_set<Group>& groups) = 0;
/**
* @brief Get the "shortest" path between the two given groups according to
* their load after metadata.
* @details The "shortest" path is defined as the path that maximises the
* amount of user metadata involved while minimising the amount of
* masterlist metadata involved. It's not the path involving the
* fewest groups.
* @param fromGroupName
* The name of the source group, that loads earlier.
* @param toGroupName
* The name of the destination group, that loads later.
* @returns A vector of Vertex elements representing the path from the source
* group to the destination group, or an empty vector if no path
* exists.
*/
virtual std::vector<Vertex> GetGroupsPath(
const std::string& fromGroupName,
const std::string& toGroupName) const = 0;
/**
* @brief Set the groups
+50
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@@ -0,0 +1,50 @@
/* LOOT
A load order optimisation tool for Oblivion, Skyrim, Fallout 3 and
Fallout: New Vegas.
Copyright (C) 2012-2016 WrinklyNinja
This file is part of LOOT.
LOOT is free software: you can redistribute
it and/or modify it under the terms of the GNU General Public License
as published by the Free Software Foundation, either version 3 of
the License, or (at your option) any later version.
LOOT is distributed in the hope that it will
be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with LOOT. If not, see
<https://www.gnu.org/licenses/>.
*/
#ifndef LOOT_EDGE_TYPE
#define LOOT_EDGE_TYPE
/**
* The namespace used by the LOOT API.
*/
namespace loot {
/**
* @brief An enum representing the different possible types of interactions
* between plugins or groups.
*/
enum struct EdgeType : unsigned int {
hardcoded,
masterFlag,
master,
masterlistRequirement,
userRequirement,
masterlistLoadAfter,
userLoadAfter,
group,
overlap,
tieBreak,
};
}
#endif
@@ -26,60 +26,11 @@
#define LOOT_EXCEPTION_CYCLIC_INTERACTION_ERROR
#include <stdexcept>
#include <string>
#include <vector>
#include "loot/vertex.h"
namespace loot {
/**
* @brief An enum representing the different possible types of interactions
* between plugins or groups.
*/
enum struct EdgeType : unsigned int {
hardcoded,
masterFlag,
master,
masterlistRequirement,
userRequirement,
masterlistLoadAfter,
userLoadAfter,
group,
overlap,
tieBreak,
};
/**
* @brief A class representing a plugin or group vertex in a cyclic interaction
* path, and the type of the interaction with the next vertex in the
* path.
*/
class Vertex {
public:
/**
* @brief Construct a Vertex with the given name and out edge type.
* @param name The name of the plugin or group that this vertex represents.
* @param outEdgeType The type of the edge going out from this vertex.
*/
Vertex(std::string name, EdgeType outEdgeType);
/**
* @brief Get the name of the plugin or group.
* @return The name of the plugin or group.
*/
std::string GetName() const;
/**
* @brief Get the type of the edge going to the next vertex.
* @details Each edge goes from the vertex that loads earlier to the vertex
* that loads later.
* @return The edge type.
*/
EdgeType GetTypeOfEdgeToNextVertex() const;
private:
std::string name_;
EdgeType outEdgeType_;
};
/**
* @brief An exception class thrown if a cyclic interaction is detected when
* sorting a load order.
+74
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@@ -0,0 +1,74 @@
/* LOOT
A load order optimisation tool for Oblivion, Skyrim, Fallout 3 and
Fallout: New Vegas.
Copyright (C) 2014-2016 WrinklyNinja
This file is part of LOOT.
LOOT is free software: you can redistribute
it and/or modify it under the terms of the GNU General Public License
as published by the Free Software Foundation, either version 3 of
the License, or (at your option) any later version.
LOOT is distributed in the hope that it will
be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with LOOT. If not, see
<https://www.gnu.org/licenses/>.
*/
#ifndef LOOT_VERTEX
#define LOOT_VERTEX
#include <optional>
#include <string>
#include "loot/api_decorator.h"
#include "loot/enum/edge_type.h"
namespace loot {
/**
* @brief A class representing a plugin or group vertex in a path, and the
type of the edge to the next vertex in the path if one exists.
*/
class Vertex {
public:
/**
* @brief Construct a Vertex with the given name and no out edge.
* @param name The name of the plugin or group that this vertex represents.
*/
LOOT_API Vertex(std::string name);
/**
* @brief Construct a Vertex with the given name and out edge type.
* @param name The name of the plugin or group that this vertex represents.
* @param outEdgeType The type of the edge going out from this vertex.
*/
LOOT_API Vertex(std::string name, EdgeType outEdgeType);
/**
* @brief Get the name of the plugin or group.
* @return The name of the plugin or group.
*/
LOOT_API std::string GetName() const;
/**
* @brief Get the type of the edge going to the next vertex.
* @details Each edge goes from the vertex that loads earlier to the vertex
* that loads later.
* @return The edge type.
*/
LOOT_API std::optional<EdgeType> GetTypeOfEdgeToNextVertex() const;
private:
std::string name_;
std::optional<EdgeType> outEdgeType_;
};
}
#endif