refactor: use asset_type_t for ZoneDefinition

This commit is contained in:
Jan
2024-09-29 16:35:09 +02:00
parent d2b4b2dc38
commit b156c7348a
68 changed files with 725 additions and 632 deletions

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@ -6,23 +6,8 @@
#include "ObjLoading.h"
#include "Utils/StringUtils.h"
#include <iostream>
using namespace IW3;
ZoneCreator::ZoneCreator()
{
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
{
AddAssetTypeName(assetType, GameAssetPoolIW3::AssetTypeNameByType(assetType));
}
}
void ZoneCreator::AddAssetTypeName(asset_type_t assetType, std::string name)
{
m_asset_types_by_name.emplace(std::make_pair(std::move(name), assetType));
}
std::vector<Gdt*> ZoneCreator::CreateGdtList(const ZoneCreationContext& context)
{
std::vector<Gdt*> gdtList;
@ -33,21 +18,10 @@ std::vector<Gdt*> ZoneCreator::CreateGdtList(const ZoneCreationContext& context)
return gdtList;
}
bool ZoneCreator::CreateIgnoredAssetMap(const ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const
void ZoneCreator::ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext)
{
for (const auto& ignoreEntry : context.m_ignored_assets.m_entries)
{
const auto foundAssetTypeEntry = m_asset_types_by_name.find(ignoreEntry.m_type);
if (foundAssetTypeEntry == m_asset_types_by_name.end())
{
std::cout << "Unknown asset type \"" << ignoreEntry.m_type << "\" for ignore \"" << ignoreEntry.m_name << "\"\n";
return false;
}
ignoredAssetMap[ignoreEntry.m_name] = foundAssetTypeEntry->second;
}
return true;
for (const auto& ignoreEntry : creationContext.m_ignored_assets.m_entries)
loadingContext.m_ignored_asset_map[ignoreEntry.m_name] = ignoreEntry.m_type;
}
void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
@ -58,12 +32,9 @@ void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
zone->m_pools->InitPoolDynamic(assetType);
}
bool ZoneCreator::SupportsGame(const std::string& gameName) const
GameId ZoneCreator::GetGameId() const
{
auto shortName = g_GameIW3.GetShortName();
utils::MakeStringLowerCase(shortName);
return gameName == shortName;
return GameId::IW3;
}
std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
@ -80,19 +51,11 @@ std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext&
}
const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(*zone, *context.m_asset_search_path, CreateGdtList(context));
if (!CreateIgnoredAssetMap(context, assetLoadingContext->m_ignored_asset_map))
return nullptr;
ApplyIgnoredAssets(context, *assetLoadingContext);
for (const auto& assetEntry : context.m_definition->m_assets)
{
const auto foundAssetTypeEntry = m_asset_types_by_name.find(assetEntry.m_asset_type);
if (foundAssetTypeEntry == m_asset_types_by_name.end())
{
std::cout << "Unknown asset type \"" << assetEntry.m_asset_type << "\"\n";
return nullptr;
}
if (!ObjLoading::LoadAssetForZone(*assetLoadingContext, foundAssetTypeEntry->second, assetEntry.m_asset_name))
if (!ObjLoading::LoadAssetForZone(*assetLoadingContext, assetEntry.m_asset_type, assetEntry.m_asset_name))
return nullptr;
}
@ -100,3 +63,8 @@ std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext&
return zone;
}
asset_type_t ZoneCreator::GetImageAssetType() const
{
return ASSET_TYPE_IMAGE;
}

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@ -1,25 +1,20 @@
#pragma once
#include "Zone/ZoneTypes.h"
#include "ZoneCreation/IZoneCreator.h"
#include <string>
#include <unordered_map>
#include "AssetLoading/AssetLoadingContext.h"
#include "Zone/ZoneTypes.h"
#include "ZoneCreation/ZoneCreator.h"
namespace IW3
{
class ZoneCreator final : public IZoneCreator
{
std::unordered_map<std::string, asset_type_t> m_asset_types_by_name;
void AddAssetTypeName(asset_type_t assetType, std::string name);
static std::vector<Gdt*> CreateGdtList(const ZoneCreationContext& context);
bool CreateIgnoredAssetMap(const ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const;
static void ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext);
void CreateZoneAssetPools(Zone* zone) const;
public:
ZoneCreator();
_NODISCARD bool SupportsGame(const std::string& gameName) const override;
_NODISCARD std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
[[nodiscard]] GameId GetGameId() const override;
[[nodiscard]] std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
[[nodiscard]] asset_type_t GetImageAssetType() const override;
};
} // namespace IW3

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@ -5,23 +5,8 @@
#include "ObjLoading.h"
#include "Utils/StringUtils.h"
#include <iostream>
using namespace IW4;
ZoneCreator::ZoneCreator()
{
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
{
AddAssetTypeName(assetType, GameAssetPoolIW4::AssetTypeNameByType(assetType));
}
}
void ZoneCreator::AddAssetTypeName(asset_type_t assetType, std::string name)
{
m_asset_types_by_name.emplace(std::make_pair(std::move(name), assetType));
}
std::vector<Gdt*> ZoneCreator::CreateGdtList(const ZoneCreationContext& context)
{
std::vector<Gdt*> gdtList;
@ -32,21 +17,10 @@ std::vector<Gdt*> ZoneCreator::CreateGdtList(const ZoneCreationContext& context)
return gdtList;
}
bool ZoneCreator::CreateIgnoredAssetMap(const ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const
void ZoneCreator::ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext)
{
for (const auto& ignoreEntry : context.m_ignored_assets.m_entries)
{
const auto foundAssetTypeEntry = m_asset_types_by_name.find(ignoreEntry.m_type);
if (foundAssetTypeEntry == m_asset_types_by_name.end())
{
std::cout << "Unknown asset type \"" << ignoreEntry.m_type << "\" for ignore \"" << ignoreEntry.m_name << "\"\n";
return false;
}
ignoredAssetMap[ignoreEntry.m_name] = foundAssetTypeEntry->second;
}
return true;
for (const auto& ignoreEntry : creationContext.m_ignored_assets.m_entries)
loadingContext.m_ignored_asset_map[ignoreEntry.m_name] = ignoreEntry.m_type;
}
void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
@ -57,12 +31,9 @@ void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
zone->m_pools->InitPoolDynamic(assetType);
}
bool ZoneCreator::SupportsGame(const std::string& gameName) const
GameId ZoneCreator::GetGameId() const
{
auto shortName = g_GameIW4.GetShortName();
utils::MakeStringLowerCase(shortName);
return gameName == shortName;
return GameId::IW4;
}
std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
@ -79,19 +50,11 @@ std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext&
}
const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(*zone, *context.m_asset_search_path, CreateGdtList(context));
if (!CreateIgnoredAssetMap(context, assetLoadingContext->m_ignored_asset_map))
return nullptr;
ApplyIgnoredAssets(context, *assetLoadingContext);
for (const auto& assetEntry : context.m_definition->m_assets)
{
const auto foundAssetTypeEntry = m_asset_types_by_name.find(assetEntry.m_asset_type);
if (foundAssetTypeEntry == m_asset_types_by_name.end())
{
std::cout << "Unknown asset type \"" << assetEntry.m_asset_type << "\"\n";
return nullptr;
}
if (!ObjLoading::LoadAssetForZone(*assetLoadingContext, foundAssetTypeEntry->second, assetEntry.m_asset_name))
if (!ObjLoading::LoadAssetForZone(*assetLoadingContext, assetEntry.m_asset_type, assetEntry.m_asset_name))
return nullptr;
}
@ -99,3 +62,8 @@ std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext&
return zone;
}
asset_type_t ZoneCreator::GetImageAssetType() const
{
return ASSET_TYPE_IMAGE;
}

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@ -1,25 +1,20 @@
#pragma once
#include "Zone/ZoneTypes.h"
#include "ZoneCreation/IZoneCreator.h"
#include <string>
#include <unordered_map>
#include "AssetLoading/AssetLoadingContext.h"
#include "Zone/ZoneTypes.h"
#include "ZoneCreation/ZoneCreator.h"
namespace IW4
{
class ZoneCreator final : public IZoneCreator
{
std::unordered_map<std::string, asset_type_t> m_asset_types_by_name;
void AddAssetTypeName(asset_type_t assetType, std::string name);
static std::vector<Gdt*> CreateGdtList(const ZoneCreationContext& context);
bool CreateIgnoredAssetMap(const ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const;
static void ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext);
void CreateZoneAssetPools(Zone* zone) const;
public:
ZoneCreator();
_NODISCARD bool SupportsGame(const std::string& gameName) const override;
_NODISCARD std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
[[nodiscard]] GameId GetGameId() const override;
[[nodiscard]] std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
[[nodiscard]] asset_type_t GetImageAssetType() const override;
};
} // namespace IW4

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@ -5,23 +5,8 @@
#include "ObjLoading.h"
#include "Utils/StringUtils.h"
#include <iostream>
using namespace IW5;
ZoneCreator::ZoneCreator()
{
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
{
AddAssetTypeName(assetType, GameAssetPoolIW5::AssetTypeNameByType(assetType));
}
}
void ZoneCreator::AddAssetTypeName(asset_type_t assetType, std::string name)
{
m_asset_types_by_name.emplace(std::make_pair(std::move(name), assetType));
}
std::vector<Gdt*> ZoneCreator::CreateGdtList(const ZoneCreationContext& context)
{
std::vector<Gdt*> gdtList;
@ -32,21 +17,10 @@ std::vector<Gdt*> ZoneCreator::CreateGdtList(const ZoneCreationContext& context)
return gdtList;
}
bool ZoneCreator::CreateIgnoredAssetMap(const ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const
void ZoneCreator::ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext)
{
for (const auto& ignoreEntry : context.m_ignored_assets.m_entries)
{
const auto foundAssetTypeEntry = m_asset_types_by_name.find(ignoreEntry.m_type);
if (foundAssetTypeEntry == m_asset_types_by_name.end())
{
std::cout << "Unknown asset type \"" << ignoreEntry.m_type << "\" for ignore \"" << ignoreEntry.m_name << "\"\n";
return false;
}
ignoredAssetMap[ignoreEntry.m_name] = foundAssetTypeEntry->second;
}
return true;
for (const auto& ignoreEntry : creationContext.m_ignored_assets.m_entries)
loadingContext.m_ignored_asset_map[ignoreEntry.m_name] = ignoreEntry.m_type;
}
void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
@ -57,12 +31,9 @@ void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
zone->m_pools->InitPoolDynamic(assetType);
}
bool ZoneCreator::SupportsGame(const std::string& gameName) const
GameId ZoneCreator::GetGameId() const
{
auto shortName = g_GameIW5.GetShortName();
utils::MakeStringLowerCase(shortName);
return gameName == shortName;
return GameId::IW5;
}
std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
@ -79,19 +50,11 @@ std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext&
}
const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(*zone, *context.m_asset_search_path, CreateGdtList(context));
if (!CreateIgnoredAssetMap(context, assetLoadingContext->m_ignored_asset_map))
return nullptr;
ApplyIgnoredAssets(context, *assetLoadingContext);
for (const auto& assetEntry : context.m_definition->m_assets)
{
const auto foundAssetTypeEntry = m_asset_types_by_name.find(assetEntry.m_asset_type);
if (foundAssetTypeEntry == m_asset_types_by_name.end())
{
std::cout << "Unknown asset type \"" << assetEntry.m_asset_type << "\"\n";
return nullptr;
}
if (!ObjLoading::LoadAssetForZone(*assetLoadingContext, foundAssetTypeEntry->second, assetEntry.m_asset_name))
if (!ObjLoading::LoadAssetForZone(*assetLoadingContext, assetEntry.m_asset_type, assetEntry.m_asset_name))
return nullptr;
}
@ -99,3 +62,8 @@ std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext&
return zone;
}
asset_type_t ZoneCreator::GetImageAssetType() const
{
return ASSET_TYPE_IMAGE;
}

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@ -1,25 +1,19 @@
#pragma once
#include "AssetLoading/AssetLoadingContext.h"
#include "Zone/ZoneTypes.h"
#include "ZoneCreation/IZoneCreator.h"
#include <string>
#include <unordered_map>
#include "ZoneCreation/ZoneCreator.h"
namespace IW5
{
class ZoneCreator final : public IZoneCreator
{
std::unordered_map<std::string, asset_type_t> m_asset_types_by_name;
void AddAssetTypeName(asset_type_t assetType, std::string name);
static std::vector<Gdt*> CreateGdtList(const ZoneCreationContext& context);
bool CreateIgnoredAssetMap(const ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const;
static void ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext);
void CreateZoneAssetPools(Zone* zone) const;
public:
ZoneCreator();
_NODISCARD bool SupportsGame(const std::string& gameName) const override;
_NODISCARD std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
[[nodiscard]] GameId GetGameId() const override;
[[nodiscard]] std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
[[nodiscard]] asset_type_t GetImageAssetType() const override;
};
} // namespace IW5

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@ -6,23 +6,8 @@
#include "ObjLoading.h"
#include "Utils/StringUtils.h"
#include <iostream>
using namespace T5;
ZoneCreator::ZoneCreator()
{
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
{
AddAssetTypeName(assetType, GameAssetPoolT5::AssetTypeNameByType(assetType));
}
}
void ZoneCreator::AddAssetTypeName(asset_type_t assetType, std::string name)
{
m_asset_types_by_name.emplace(std::make_pair(std::move(name), assetType));
}
std::vector<Gdt*> ZoneCreator::CreateGdtList(ZoneCreationContext& context)
{
std::vector<Gdt*> gdtList;
@ -33,21 +18,10 @@ std::vector<Gdt*> ZoneCreator::CreateGdtList(ZoneCreationContext& context)
return gdtList;
}
bool ZoneCreator::CreateIgnoredAssetMap(const ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const
void ZoneCreator::ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext)
{
for (const auto& ignoreEntry : context.m_ignored_assets.m_entries)
{
const auto foundAssetTypeEntry = m_asset_types_by_name.find(ignoreEntry.m_type);
if (foundAssetTypeEntry == m_asset_types_by_name.end())
{
std::cout << "Unknown asset type \"" << ignoreEntry.m_type << "\" for ignore \"" << ignoreEntry.m_name << "\"\n";
return false;
}
ignoredAssetMap[ignoreEntry.m_name] = foundAssetTypeEntry->second;
}
return true;
for (const auto& ignoreEntry : creationContext.m_ignored_assets.m_entries)
loadingContext.m_ignored_asset_map[ignoreEntry.m_name] = ignoreEntry.m_type;
}
void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
@ -58,12 +32,9 @@ void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
zone->m_pools->InitPoolDynamic(assetType);
}
bool ZoneCreator::SupportsGame(const std::string& gameName) const
GameId ZoneCreator::GetGameId() const
{
auto shortName = g_GameT5.GetShortName();
utils::MakeStringLowerCase(shortName);
return gameName == shortName;
return GameId::T5;
}
std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
@ -80,19 +51,11 @@ std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext&
}
const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(*zone, *context.m_asset_search_path, CreateGdtList(context));
if (!CreateIgnoredAssetMap(context, assetLoadingContext->m_ignored_asset_map))
return nullptr;
ApplyIgnoredAssets(context, *assetLoadingContext);
for (const auto& assetEntry : context.m_definition->m_assets)
{
const auto foundAssetTypeEntry = m_asset_types_by_name.find(assetEntry.m_asset_type);
if (foundAssetTypeEntry == m_asset_types_by_name.end())
{
std::cout << "Unknown asset type \"" << assetEntry.m_asset_type << "\"\n";
return nullptr;
}
if (!ObjLoading::LoadAssetForZone(*assetLoadingContext, foundAssetTypeEntry->second, assetEntry.m_asset_name))
if (!ObjLoading::LoadAssetForZone(*assetLoadingContext, assetEntry.m_asset_type, assetEntry.m_asset_name))
return nullptr;
}
@ -100,3 +63,8 @@ std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext&
return zone;
}
asset_type_t ZoneCreator::GetImageAssetType() const
{
return ASSET_TYPE_IMAGE;
}

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@ -1,25 +1,19 @@
#pragma once
#include "AssetLoading/AssetLoadingContext.h"
#include "Zone/ZoneTypes.h"
#include "ZoneCreation/IZoneCreator.h"
#include <string>
#include <unordered_map>
#include "ZoneCreation/ZoneCreator.h"
namespace T5
{
class ZoneCreator final : public IZoneCreator
{
std::unordered_map<std::string, asset_type_t> m_asset_types_by_name;
void AddAssetTypeName(asset_type_t assetType, std::string name);
static std::vector<Gdt*> CreateGdtList(ZoneCreationContext& context);
bool CreateIgnoredAssetMap(const ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const;
static void ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext);
void CreateZoneAssetPools(Zone* zone) const;
public:
ZoneCreator();
_NODISCARD bool SupportsGame(const std::string& gameName) const override;
_NODISCARD std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
[[nodiscard]] GameId GetGameId() const override;
[[nodiscard]] std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
[[nodiscard]] asset_type_t GetImageAssetType() const override;
};
} // namespace T5

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@ -11,19 +11,6 @@
using namespace T6;
ZoneCreator::ZoneCreator()
{
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
{
AddAssetTypeName(assetType, GameAssetPoolT6::AssetTypeNameByType(assetType));
}
}
void ZoneCreator::AddAssetTypeName(asset_type_t assetType, std::string name)
{
m_asset_types_by_name.emplace(std::make_pair(std::move(name), assetType));
}
std::vector<Gdt*> ZoneCreator::CreateGdtList(const ZoneCreationContext& context)
{
std::vector<Gdt*> gdtList;
@ -34,21 +21,10 @@ std::vector<Gdt*> ZoneCreator::CreateGdtList(const ZoneCreationContext& context)
return gdtList;
}
bool ZoneCreator::CreateIgnoredAssetMap(const ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const
void ZoneCreator::ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext)
{
for (const auto& ignoreEntry : context.m_ignored_assets.m_entries)
{
const auto foundAssetTypeEntry = m_asset_types_by_name.find(ignoreEntry.m_type);
if (foundAssetTypeEntry == m_asset_types_by_name.end())
{
std::cout << "Unknown asset type \"" << ignoreEntry.m_type << "\" for ignore \"" << ignoreEntry.m_name << "\"\n";
return false;
}
ignoredAssetMap[ignoreEntry.m_name] = foundAssetTypeEntry->second;
}
return true;
for (const auto& ignoreEntry : creationContext.m_ignored_assets.m_entries)
loadingContext.m_ignored_asset_map[ignoreEntry.m_name] = ignoreEntry.m_type;
}
void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
@ -63,11 +39,11 @@ void ZoneCreator::HandleMetadata(Zone* zone, const ZoneCreationContext& context)
{
std::vector<KeyValuePair> kvpList;
for (const auto& metaData : context.m_definition->m_metadata)
for (const auto& metaData : context.m_definition->m_properties.m_properties)
{
if (metaData->m_key.rfind("level.", 0) == 0)
if (metaData.first.rfind("level.", 0) == 0)
{
const std::string strValue = metaData->m_key.substr(std::char_traits<char>::length("level."));
const std::string strValue = metaData.first.substr(std::char_traits<char>::length("level."));
if (strValue.empty())
continue;
@ -79,7 +55,7 @@ void ZoneCreator::HandleMetadata(Zone* zone, const ZoneCreationContext& context)
if (endPtr != &strValue[strValue.size()])
{
std::cout << "Could not parse metadata key \"" << metaData->m_key << "\" as hash\n";
std::cout << "Could not parse metadata key \"" << metaData.first << "\" as hash\n";
continue;
}
}
@ -88,7 +64,7 @@ void ZoneCreator::HandleMetadata(Zone* zone, const ZoneCreationContext& context)
keyHash = Common::Com_HashKey(strValue.c_str(), 64);
}
KeyValuePair kvp{keyHash, Common::Com_HashKey(zone->m_name.c_str(), 64), zone->GetMemory()->Dup(metaData->m_value.c_str())};
KeyValuePair kvp{keyHash, Common::Com_HashKey(zone->m_name.c_str(), 64), zone->GetMemory()->Dup(metaData.second.c_str())};
kvpList.push_back(kvp);
}
}
@ -107,12 +83,9 @@ void ZoneCreator::HandleMetadata(Zone* zone, const ZoneCreationContext& context)
}
}
bool ZoneCreator::SupportsGame(const std::string& gameName) const
GameId ZoneCreator::GetGameId() const
{
auto shortName = g_GameT6.GetShortName();
utils::MakeStringLowerCase(shortName);
return gameName == shortName;
return GameId::T6;
}
std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
@ -129,21 +102,13 @@ std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext&
}
const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(*zone, *context.m_asset_search_path, CreateGdtList(context));
if (!CreateIgnoredAssetMap(context, assetLoadingContext->m_ignored_asset_map))
return nullptr;
ApplyIgnoredAssets(context, *assetLoadingContext);
HandleMetadata(zone.get(), context);
for (const auto& assetEntry : context.m_definition->m_assets)
{
const auto foundAssetTypeEntry = m_asset_types_by_name.find(assetEntry.m_asset_type);
if (foundAssetTypeEntry == m_asset_types_by_name.end())
{
std::cout << "Unknown asset type \"" << assetEntry.m_asset_type << "\"\n";
return nullptr;
}
if (!ObjLoading::LoadAssetForZone(*assetLoadingContext, foundAssetTypeEntry->second, assetEntry.m_asset_name))
if (!ObjLoading::LoadAssetForZone(*assetLoadingContext, assetEntry.m_asset_type, assetEntry.m_asset_name))
return nullptr;
}
@ -151,3 +116,8 @@ std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext&
return zone;
}
asset_type_t ZoneCreator::GetImageAssetType() const
{
return ASSET_TYPE_IMAGE;
}

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@ -1,26 +1,20 @@
#pragma once
#include "AssetLoading/AssetLoadingContext.h"
#include "Zone/ZoneTypes.h"
#include "ZoneCreation/IZoneCreator.h"
#include <string>
#include <unordered_map>
#include "ZoneCreation/ZoneCreator.h"
namespace T6
{
class ZoneCreator final : public IZoneCreator
{
std::unordered_map<std::string, asset_type_t> m_asset_types_by_name;
void AddAssetTypeName(asset_type_t assetType, std::string name);
static std::vector<Gdt*> CreateGdtList(const ZoneCreationContext& context);
bool CreateIgnoredAssetMap(const ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const;
static void ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext);
void CreateZoneAssetPools(Zone* zone) const;
void HandleMetadata(Zone* zone, const ZoneCreationContext& context) const;
public:
ZoneCreator();
_NODISCARD bool SupportsGame(const std::string& gameName) const override;
_NODISCARD std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
[[nodiscard]] GameId GetGameId() const override;
[[nodiscard]] std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
[[nodiscard]] asset_type_t GetImageAssetType() const override;
};
} // namespace T6

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@ -1,10 +1,5 @@
#include "Linker.h"
#include "Game/IW3/ZoneCreatorIW3.h"
#include "Game/IW4/ZoneCreatorIW4.h"
#include "Game/IW5/ZoneCreatorIW5.h"
#include "Game/T5/ZoneCreatorT5.h"
#include "Game/T6/ZoneCreatorT6.h"
#include "LinkerArgs.h"
#include "LinkerSearchPaths.h"
#include "ObjContainer/IPak/IPakWriter.h"
@ -13,15 +8,12 @@
#include "ObjLoading.h"
#include "ObjWriting.h"
#include "SearchPath/SearchPaths.h"
#include "Utils/Arguments/ArgumentParser.h"
#include "Utils/ClassUtils.h"
#include "Utils/ObjFileStream.h"
#include "Utils/StringUtils.h"
#include "Zone/AssetList/AssetList.h"
#include "Zone/AssetList/AssetListStream.h"
#include "Zone/Definition/ZoneDefinitionStream.h"
#include "ZoneCreation/IZoneCreator.h"
#include "ZoneCreation/ZoneCreationContext.h"
#include "ZoneCreation/ZoneCreator.h"
#include "ZoneLoading.h"
#include "ZoneWriting.h"
@ -29,41 +21,12 @@
#include <filesystem>
#include <format>
#include <fstream>
#include <regex>
#include <set>
namespace fs = std::filesystem;
const IZoneCreator* const ZONE_CREATORS[]{
new IW3::ZoneCreator(),
new IW4::ZoneCreator(),
new IW5::ZoneCreator(),
new T5::ZoneCreator(),
new T6::ZoneCreator(),
};
enum class ProjectType
{
NONE,
FASTFILE,
IPAK,
MAX
};
constexpr const char* PROJECT_TYPE_NAMES[static_cast<unsigned>(ProjectType::MAX)]{
"none",
"fastfile",
"ipak",
};
class LinkerImpl final : public Linker
{
static constexpr auto METADATA_GAME = "game";
static constexpr auto METADATA_GDT = "gdt";
static constexpr auto METADATA_NAME = "name";
static constexpr auto METADATA_TYPE = "type";
LinkerArgs m_args;
LinkerSearchPaths m_search_paths;
std::vector<std::unique_ptr<Zone>> m_loaded_zones;
@ -117,7 +80,7 @@ class LinkerImpl final : public Linker
return true;
}
bool ReadAssetList(const std::string& zoneName, AssetList& assetList, ISearchPath* sourceSearchPath) const
bool ReadAssetList(const std::string& zoneName, const GameId game, AssetList& assetList, ISearchPath* sourceSearchPath) const
{
{
const auto assetListFileName = std::format("assetlist/{}.csv", zoneName);
@ -125,14 +88,16 @@ class LinkerImpl final : public Linker
if (assetListStream.IsOpen())
{
const AssetListInputStream stream(*assetListStream.m_stream);
const AssetListInputStream stream(*assetListStream.m_stream, game);
AssetListEntry entry;
while (stream.NextEntry(entry))
bool failure;
while (stream.NextEntry(entry, &failure))
{
assetList.m_entries.emplace_back(std::move(entry));
}
return true;
return !failure;
}
}
@ -157,7 +122,7 @@ class LinkerImpl final : public Linker
for (const auto& assetListName : zoneDefinition.m_asset_lists)
{
AssetList assetList;
if (!ReadAssetList(assetListName, assetList, sourceSearchPath))
if (!ReadAssetList(assetListName, zoneDefinition.m_game, assetList, sourceSearchPath))
{
std::cerr << std::format("Failed to read asset list \"{}\"\n", assetListName);
return false;
@ -169,33 +134,6 @@ class LinkerImpl final : public Linker
return true;
}
static bool GetNameFromZoneDefinition(std::string& name, const std::string& targetName, const ZoneDefinition& zoneDefinition)
{
auto firstNameEntry = true;
const auto [rangeBegin, rangeEnd] = zoneDefinition.m_metadata_lookup.equal_range(METADATA_NAME);
for (auto i = rangeBegin; i != rangeEnd; ++i)
{
if (firstNameEntry)
{
name = i->second->m_value;
firstNameEntry = false;
}
else
{
if (name != i->second->m_value)
{
std::cerr << std::format("Conflicting names in target \"{}\": {} != {}\n", targetName, name, i->second->m_value);
return false;
}
}
}
if (firstNameEntry)
name = targetName;
return true;
}
std::unique_ptr<ZoneDefinition> ReadZoneDefinition(const std::string& targetName, ISearchPath* sourceSearchPath) const
{
std::unique_ptr<ZoneDefinition> zoneDefinition;
@ -218,9 +156,6 @@ class LinkerImpl final : public Linker
return nullptr;
}
if (!GetNameFromZoneDefinition(zoneDefinition->m_name, targetName, *zoneDefinition))
return nullptr;
if (!IncludeAdditionalZoneDefinitions(targetName, *zoneDefinition, sourceSearchPath))
return nullptr;
@ -235,19 +170,13 @@ class LinkerImpl final : public Linker
if (context.m_definition->m_ignores.empty())
return true;
std::map<std::string, std::reference_wrapper<ZoneDefinitionEntry>> zoneDefinitionAssetsByName;
for (auto& entry : context.m_definition->m_assets)
{
zoneDefinitionAssetsByName.try_emplace(entry.m_asset_name, entry);
}
for (const auto& ignore : context.m_definition->m_ignores)
{
if (ignore == targetName)
continue;
std::vector<AssetListEntry> assetList;
if (!ReadAssetList(ignore, context.m_ignored_assets, sourceSearchPath))
if (!ReadAssetList(ignore, context.m_definition->m_game, context.m_ignored_assets, sourceSearchPath))
{
std::cerr << std::format("Failed to read asset listing for ignoring assets of project \"{}\".\n", ignore);
return false;
@ -256,101 +185,14 @@ class LinkerImpl final : public Linker
return true;
}
static bool ProjectTypeByName(ProjectType& projectType, const std::string& projectTypeName)
{
for (auto i = 0u; i < static_cast<unsigned>(ProjectType::MAX); i++)
{
if (projectTypeName == PROJECT_TYPE_NAMES[i])
{
projectType = static_cast<ProjectType>(i);
return true;
}
}
return false;
}
static bool GetProjectTypeFromZoneDefinition(ProjectType& projectType, const std::string& targetName, const ZoneDefinition& zoneDefinition)
{
auto firstTypeEntry = true;
const auto [rangeBegin, rangeEnd] = zoneDefinition.m_metadata_lookup.equal_range(METADATA_TYPE);
for (auto i = rangeBegin; i != rangeEnd; ++i)
{
ProjectType parsedProjectType;
if (!ProjectTypeByName(parsedProjectType, i->second->m_value))
{
std::cerr << std::format("Not a valid project type: \"{}\"\n", i->second->m_value);
return false;
}
if (firstTypeEntry)
{
projectType = parsedProjectType;
firstTypeEntry = false;
}
else
{
if (projectType != parsedProjectType)
{
std::cerr << std::format("Conflicting types in target \"{}\": {} != {}\n",
targetName,
PROJECT_TYPE_NAMES[static_cast<unsigned>(projectType)],
PROJECT_TYPE_NAMES[static_cast<unsigned>(parsedProjectType)]);
return false;
}
}
}
if (firstTypeEntry)
{
if (zoneDefinition.m_assets.empty())
projectType = ProjectType::NONE;
else
projectType = ProjectType::FASTFILE;
}
return true;
}
static bool GetGameNameFromZoneDefinition(std::string& gameName, const std::string& targetName, const ZoneDefinition& zoneDefinition)
{
auto firstGameEntry = true;
const auto [rangeBegin, rangeEnd] = zoneDefinition.m_metadata_lookup.equal_range(METADATA_GAME);
for (auto i = rangeBegin; i != rangeEnd; ++i)
{
if (firstGameEntry)
{
gameName = i->second->m_value;
firstGameEntry = false;
}
else
{
if (gameName != i->second->m_value)
{
std::cerr << std::format("Conflicting game names in target \"{}\": {} != {}\n", targetName, gameName, i->second->m_value);
return false;
}
}
}
if (firstGameEntry)
{
std::cerr << std::format("No game name was specified for target \"{}\"\n", targetName);
return false;
}
return true;
}
static bool LoadGdtFilesFromZoneDefinition(std::vector<std::unique_ptr<Gdt>>& gdtList, const ZoneDefinition& zoneDefinition, ISearchPath* gdtSearchPath)
{
const auto [rangeBegin, rangeEnd] = zoneDefinition.m_metadata_lookup.equal_range(METADATA_GDT);
for (auto i = rangeBegin; i != rangeEnd; ++i)
for (const auto& gdtName : zoneDefinition.m_gdts)
{
const auto gdtFile = gdtSearchPath->Open(i->second->m_value + ".gdt");
const auto gdtFile = gdtSearchPath->Open(std::format("{}.gdt", gdtName));
if (!gdtFile.IsOpen())
{
std::cerr << std::format("Failed to open file for gdt \"{}\"\n", i->second->m_value);
std::cerr << std::format("Failed to open file for gdt \"{}\"\n", gdtName);
return false;
}
@ -358,7 +200,7 @@ class LinkerImpl final : public Linker
auto gdt = std::make_unique<Gdt>();
if (!gdtReader.Read(*gdt))
{
std::cerr << std::format("Failed to read gdt file \"{}\"\n", i->second->m_value);
std::cerr << std::format("Failed to read gdt file \"{}\"\n", gdtName);
return false;
}
@ -374,23 +216,14 @@ class LinkerImpl final : public Linker
ISearchPath* gdtSearchPath,
ISearchPath* sourceSearchPath) const
{
const auto context = std::make_unique<ZoneCreationContext>(assetSearchPath, &zoneDefinition);
const auto context = std::make_unique<ZoneCreationContext>(&zoneDefinition, assetSearchPath);
if (!ProcessZoneDefinitionIgnores(targetName, *context, sourceSearchPath))
return nullptr;
if (!GetGameNameFromZoneDefinition(context->m_game_name, targetName, zoneDefinition))
return nullptr;
utils::MakeStringLowerCase(context->m_game_name);
if (!LoadGdtFilesFromZoneDefinition(context->m_gdt_files, zoneDefinition, gdtSearchPath))
return nullptr;
for (const auto* zoneCreator : ZONE_CREATORS)
{
if (zoneCreator->SupportsGame(context->m_game_name))
return zoneCreator->CreateZoneForDefinition(*context);
}
std::cerr << std::format("Unsupported game: {}\n", context->m_game_name);
return nullptr;
const auto* creator = IZoneCreator::GetCreatorForGame(zoneDefinition.m_game);
return creator->CreateZoneForDefinition(*context);
}
bool WriteZoneToFile(const std::string& projectName, Zone* zone) const
@ -444,7 +277,7 @@ class LinkerImpl final : public Linker
{
const fs::path ipakFolderPath(m_args.GetOutputFolderPathForProject(projectName));
auto ipakFilePath(ipakFolderPath);
ipakFilePath.append(zoneDefinition.m_name + ".ipak");
ipakFilePath.append(std::format("{}.ipak", zoneDefinition.m_name));
fs::create_directories(ipakFolderPath);
@ -453,12 +286,13 @@ class LinkerImpl final : public Linker
return false;
const auto ipakWriter = IPakWriter::Create(stream, &assetSearchPaths);
const auto imageAssetType = IZoneCreator::GetCreatorForGame(zoneDefinition.m_game)->GetImageAssetType();
for (const auto& assetEntry : zoneDefinition.m_assets)
{
if (assetEntry.m_is_reference)
continue;
if (assetEntry.m_asset_type == "image")
if (assetEntry.m_asset_type == imageAssetType)
ipakWriter->AddImage(assetEntry.m_asset_name);
}
@ -499,22 +333,14 @@ class LinkerImpl final : public Linker
if (!zoneDefinition)
return false;
ProjectType projectType;
if (!GetProjectTypeFromZoneDefinition(projectType, targetName, *zoneDefinition))
return false;
auto result = true;
if (projectType != ProjectType::NONE)
if (zoneDefinition->m_type != ProjectType::NONE)
{
std::string gameName;
if (!GetGameNameFromZoneDefinition(gameName, targetName, *zoneDefinition))
return false;
utils::MakeStringLowerCase(gameName);
const auto& gameName = GameId_Names[static_cast<unsigned>(zoneDefinition->m_game)];
auto assetSearchPaths = m_search_paths.GetAssetSearchPathsForProject(gameName, projectName);
auto gdtSearchPaths = m_search_paths.GetGdtSearchPathsForProject(gameName, projectName);
switch (projectType)
switch (zoneDefinition->m_type)
{
case ProjectType::FASTFILE:
result = BuildFastFile(projectName, targetName, *zoneDefinition, assetSearchPaths, gdtSearchPaths, sourceSearchPaths);

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@ -1,13 +1,13 @@
#include "ZoneCreationContext.h"
ZoneCreationContext::ZoneCreationContext()
: m_asset_search_path(nullptr),
m_definition(nullptr)
: m_definition(nullptr),
m_asset_search_path(nullptr)
{
}
ZoneCreationContext::ZoneCreationContext(ISearchPath* assetSearchPath, ZoneDefinition* definition)
: m_asset_search_path(assetSearchPath),
m_definition(definition)
ZoneCreationContext::ZoneCreationContext(ZoneDefinition* definition, ISearchPath* assetSearchPath)
: m_definition(definition),
m_asset_search_path(assetSearchPath)
{
}

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@ -5,18 +5,16 @@
#include "Zone/Definition/ZoneDefinition.h"
#include <memory>
#include <string>
#include <vector>
class ZoneCreationContext
{
public:
std::string m_game_name;
ISearchPath* m_asset_search_path;
ZoneDefinition* m_definition;
ISearchPath* m_asset_search_path;
std::vector<std::unique_ptr<Gdt>> m_gdt_files;
AssetList m_ignored_assets;
ZoneCreationContext();
ZoneCreationContext(ISearchPath* assetSearchPath, ZoneDefinition* definition);
ZoneCreationContext(ZoneDefinition* definition, ISearchPath* assetSearchPath);
};

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@ -0,0 +1,26 @@
#include "ZoneCreator.h"
#include "Game/IW3/ZoneCreatorIW3.h"
#include "Game/IW4/ZoneCreatorIW4.h"
#include "Game/IW5/ZoneCreatorIW5.h"
#include "Game/T5/ZoneCreatorT5.h"
#include "Game/T6/ZoneCreatorT6.h"
#include <cassert>
const IZoneCreator* IZoneCreator::GetCreatorForGame(GameId game)
{
static const IZoneCreator* zoneCreators[static_cast<unsigned>(GameId::COUNT)]{
new IW3::ZoneCreator(),
new IW4::ZoneCreator(),
new IW5::ZoneCreator(),
new T5::ZoneCreator(),
new T6::ZoneCreator(),
};
assert(static_cast<unsigned>(game) < static_cast<unsigned>(GameId::COUNT));
const auto* result = zoneCreators[static_cast<unsigned>(game)];
assert(result);
return result;
}

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@ -1,10 +1,8 @@
#pragma once
#include "Utils/ClassUtils.h"
#include "Zone/Zone.h"
#include "ZoneCreationContext.h"
#include <string>
class IZoneCreator
{
public:
@ -15,6 +13,9 @@ public:
IZoneCreator& operator=(const IZoneCreator& other) = default;
IZoneCreator& operator=(IZoneCreator&& other) noexcept = default;
_NODISCARD virtual bool SupportsGame(const std::string& gameName) const = 0;
_NODISCARD virtual std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const = 0;
[[nodiscard]] virtual GameId GetGameId() const = 0;
[[nodiscard]] virtual std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const = 0;
[[nodiscard]] virtual asset_type_t GetImageAssetType() const = 0;
static const IZoneCreator* GetCreatorForGame(GameId game);
};