C# 輕量級解析XML——XMLParser
用XMLParser解析XML檔案,是因為工作Unity釋出WinPhone版本是不支援System.xml這個類庫
XMLparser這個類庫(其實就三個.cs檔案)。
這裡介紹下XMLParser的原理,XMLParser應就三個類檔案 XMLParser,XMLNode,XMLNodeList,顧名思義,XMLParser就是解析XML的實作類(基于字元比對解析的,具體細節可以看代碼,我是沒心思看這個了,太繞了),XMLNode就是将解析出來的“項”存儲為XMLNode,其實就是一個Hashtable,XMLNodeList就不用多說了。查詢的時候就是需要查詢項的“路徑”字元串傳入XMLNode(Hashtable)查找傳回。
是以直接附上這幾行教程:
C#代碼
string str = File.ReadAllText(@"config.xml", Encoding.UTF8); //讀取XML檔案
//MessageBox.Show(str);
XMLParser xmlParser = new XMLParser();
XMLNode xn = xmlParser.Parse(str);
server = xn.GetValue("items>0>server>0>_text");
database = xn.GetValue("items>0>database>0>_text");
XMLNode temp=xn.GetNode("items>0>res>0");
string basePath=temp.GetValue("@basePath");//或直接 basePath=xn.GetValue("items>0>res>0>@basePath");
string str = File.ReadAllText(@"config.xml", Encoding.UTF8); //讀取XML檔案
//MessageBox.Show(str);
XMLParser xmlParser = new XMLParser();
XMLNode xn = xmlParser.Parse(str);
server = xn.GetValue("items>0>server>0>_text");
database = xn.GetValue("items>0>database>0>_text");
XMLNode temp=xn.GetNode("items>0>res>0");
string basePath=temp.GetValue("@basePath");//或直接 basePath=xn.GetValue("items>0>res>0>@basePath");
當然xml檔案内容為:
Xml代碼
<?xml version="1.0" encoding="utf-8" ?>
<items>
<server>192.168.52.148</server>
<database>world</database>
<port>3306</port>
<uid>wtx</uid>
<password>123456</password>
<res basePath="d:\Resources" language="zh_CN" />
</items>
<?xml version="1.0" encoding="utf-8" ?>
<items>
<server>192.168.52.148</server>
<database>world</database>
<port>3306</port>
<uid>wtx</uid>
<password>123456</password>
<res basePath="d:\Resources" language="zh_CN" />
</items>
得到的解析結果是
Xml代碼
server=192.168.52.148 ; database=world; basePath=d:\Resources
server=192.168.52.148 ; database=world; basePath=d:\Resources
最後附上XMLParser的三個檔案湊下篇幅:
/*
* UnityScript Lightweight XML Parser
* by Fraser McCormick ([email protected])
* http://twitter.com/flimgoblin
* http://www.roguishness.com/unity/
*
* You may use this script under the terms of either the MIT License
* or the Gnu Lesser General Public License (LGPL) Version 3.
* See:
* http://www.roguishness.com/unity/lgpl-3.0-standalone.html
* http://www.roguishness.com/unity/gpl-3.0-standalone.html
* or
* http://www.roguishness.com/unity/MIT-license.txt
*/
/* Usage:
* parser=new XMLParser();
* var node=parser.Parse("<example><value type=\"String\">Foobar</value><value type=\"Int\">3</value></example>");
*
* Nodes are Boo.Lang.Hash values with text content in "_text" field, other attributes
* in "@attribute" and any child nodes listed in an array of their nodename.
*
* any XML meta tags <? .. ?> are ignored as are comments <!-- ... -->
* any CDATA is bundled into the "_text" attribute of its containing node.
*
* e.g. the above XML is parsed to:
* node={ "example":
* [
* { "_text":"",
* "value": [ { "_text":"Foobar", "@type":"String"}, {"_text":"3", "@type":"Int"}]
* }
* ],
* "_text":""
* }
*
*/
XMLParser:
using System.Collections;
public class XMLParser
{
private char LT = '<';
private char GT = '>';
private char SPACE = ' ';
private char QUOTE = '"';
private char QUOTE2 = '\'';
private char SLASH = '/';
private char QMARK = '?';
private char EQUALS = '=';
private char EXCLAMATION = '!';
private char DASH = '-';
//private char SQL = '[';
private char SQR = ']';
public XMLNode Parse(string content)
{
XMLNode rootNode = new XMLNode();
rootNode["_text"] = "";
string nodeContents = "";
bool inElement = false;
bool collectNodeName = false;
bool collectAttributeName = false;
bool collectAttributeValue = false;
bool quoted = false;
string attName = "";
string attValue = "";
string nodeName = "";
string textValue = "";
bool inMetaTag = false;
bool inComment = false;
bool inCDATA = false;
XMLNodeList parents = new XMLNodeList();
XMLNode currentNode = rootNode;
for (int i = 0; i < content.Length; i++)
{
char c = content[i];
char cn = '~'; // unused char
char cnn = '~'; // unused char
char cp = '~'; // unused char
if ((i + 1) < content.Length) cn = content[i + 1];
if ((i + 2) < content.Length) cnn = content[i + 2];
if (i > 0) cp = content[i - 1];
if (inMetaTag)
{
if (c == QMARK && cn == GT)
{
inMetaTag = false;
i++;
}
continue;
}
else
{
if (!quoted && c == LT && cn == QMARK)
{
inMetaTag = true;
continue;
}
}
if (inComment)
{
if (cp == DASH && c == DASH && cn == GT)
{
inComment = false;
i++;
}
continue;
}
else
{
if (!quoted && c == LT && cn == EXCLAMATION)
{
if (content.Length > i + 9 && content.Substring(i, 9) == "<![CDATA[")
{
inCDATA = true;
i += 8;
}
else
{
inComment = true;
}
continue;
}
}
if (inCDATA)
{
if (c == SQR && cn == SQR && cnn == GT)
{
inCDATA = false;
i += 2;
continue;
}
textValue += c;
continue;
}
if (inElement)
{
if (collectNodeName)
{
if (c == SPACE)
{
collectNodeName = false;
}
else if (c == GT)
{
collectNodeName = false;
inElement=false;
}
if (!collectNodeName && nodeName.Length > 0)
{
if (nodeName[0] == SLASH)
{
// close tag
if (textValue.Length > 0)
{
currentNode["_text"] += textValue;
}
textValue = "";
nodeName = "";
currentNode = parents.Pop();
}
else
{
if (textValue.Length > 0)
{
currentNode["_text"] += textValue;
}
textValue = "";
XMLNode newNode = new XMLNode();
newNode["_text"] = "";
newNode["_name"] = nodeName;
if (currentNode[nodeName] == null)
{
currentNode[nodeName] = new XMLNodeList();
}
XMLNodeList a = (XMLNodeList)currentNode[nodeName];
a.Push(newNode);
parents.Push(currentNode);
currentNode=newNode;
nodeName="";
}
}
else
{
nodeName += c;
}
}
else
{
if(!quoted && c == SLASH && cn == GT)
{
inElement = false;
collectAttributeName = false;
collectAttributeValue = false;
if (attName.Length > 0)
{
if (attValue.Length > 0)
{
currentNode["@" + attName] = attValue;
}
else
{
currentNode["@" + attName] = true;
}
}
i++;
currentNode = parents.Pop();
attName = "";
attValue = "";
}
else if (!quoted && c == GT)
{
inElement = false;
collectAttributeName = false;
collectAttributeValue = false;
if (attName.Length > 0)
{
currentNode["@" + attName] = attValue;
}
attName = "";
attValue = "";
}
else
{
if (collectAttributeName)
{
if (c == SPACE || c == EQUALS)
{
collectAttributeName = false;
collectAttributeValue = true;
}
else
{
attName += c;
}
}
else if (collectAttributeValue)
{
if (c == QUOTE || c == QUOTE2)
{
if (quoted)
{
collectAttributeValue = false;
currentNode["@" + attName] = attValue;
attValue = "";
attName = "";
quoted = false;
}
else
{
quoted = true;
}
}
else
{
if (quoted)
{
attValue += c;
}
else
{
if (c == SPACE)
{
collectAttributeValue = false;
currentNode["@" + attName] = attValue;
attValue = "";
attName = "";
}
}
}
}
else if (c == SPACE)
{
}
else
{
collectAttributeName = true;
attName = "" + c;
attValue = "";
quoted = false;
}
}
}
}
else
{
if (c == LT)
{
inElement = true;
collectNodeName = true;
}
else
{
textValue += c;
}
}
}
return rootNode;
}
}
XMLNode:
C#代碼
using System.Collections;
public class XMLNode: Hashtable
{
public XMLNodeList GetNodeList(string path)
{
return GetObject(path) as XMLNodeList;
}
public XMLNode GetNode(string path)
{
return GetObject(path) as XMLNode;
}
public string GetValue(string path)
{
return GetObject(path) as string;
}
private object GetObject(string path)
{
string[] bits = path.Split('>');
XMLNode currentNode = this;
XMLNodeList currentNodeList = null;
bool listMode = false;
object ob;
for (int i = 0; i < bits.Length; i++)
{
if (listMode)
{
currentNode = (XMLNode)currentNodeList[int.Parse(bits[i])];
ob = currentNode;
listMode = false;
}
else
{
ob = currentNode[bits[i]];
if (ob is ArrayList)
{
currentNodeList = (XMLNodeList)(ob as ArrayList);
listMode = true;
}
else
{
// reached a leaf node/attribute
if (i != (bits.Length - 1))
{
// unexpected leaf node
string actualPath = "";
for (int j = 0; j <= i; j++)
{
actualPath = actualPath + ">" + bits[j];
}
//Debug.Log("xml path search truncated. Wanted: " + path + " got: " + actualPath);
}
return ob;
}
}
}
if (listMode)
return currentNodeList;
else
return currentNode;
}
}
XMLNodeList:
C#代碼
using System.Collections;
public class XMLNodeList: ArrayList
{
public XMLNode Pop()
{
XMLNode item = null;
item = (XMLNode)this[this.Count - 1];
this.Remove(item);
return item;
}
public int Push(XMLNode item)
{
Add(item);
return this.Count;
}
}
當然XMLParser最大的缺憾是不能寫入,看需求吧!
參考:
①UnityScript Lightweight XML Parser: http://www.roguishness.com/unity/