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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@ -0,0 +1,22 @@
#include "AssetNameResolverIW3.h"
#include "Game/IW3/GameAssetPoolIW3.h"
#include "Utils/StringUtils.h"
using namespace IW3;
AssetNameResolver::AssetNameResolver()
{
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
AddAssetTypeName(assetType, *GameAssetPoolIW3::AssetTypeNameByType(assetType));
}
GameId AssetNameResolver::GetGameId() const
{
return GameId::IW3;
}
std::optional<const char*> AssetNameResolver::GetAssetTypeName(const asset_type_t assetType) const
{
return GameAssetPoolIW3::AssetTypeNameByType(assetType);
}

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@ -0,0 +1,14 @@
#pragma once
#include "Zone/AssetNameResolver.h"
namespace IW3
{
class AssetNameResolver final : public HashMapBasedAssetNameResolver
{
public:
AssetNameResolver();
[[nodiscard]] GameId GetGameId() const override;
[[nodiscard]] std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
};
} // namespace IW3

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@ -218,15 +218,15 @@ XAssetInfoGeneric* GameAssetPoolIW3::GetAsset(const asset_type_t type, const std
#undef CASE_GET_ASSET
}
const char* GameAssetPoolIW3::AssetTypeNameByType(const asset_type_t assetType)
std::optional<const char*> GameAssetPoolIW3::AssetTypeNameByType(const asset_type_t assetType)
{
if (assetType >= 0 && assetType < static_cast<int>(std::extent_v<decltype(ASSET_TYPE_NAMES)>))
return ASSET_TYPE_NAMES[assetType];
return ASSET_TYPE_INVALID;
return std::nullopt;
}
const char* GameAssetPoolIW3::GetAssetTypeName(const asset_type_t assetType) const
std::optional<const char*> GameAssetPoolIW3::GetAssetTypeName(const asset_type_t assetType) const
{
return AssetTypeNameByType(assetType);
}

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@ -5,12 +5,12 @@
#include "Pool/ZoneAssetPools.h"
#include <memory>
#include <optional>
class GameAssetPoolIW3 final : public ZoneAssetPools
{
int m_priority;
static constexpr const char* ASSET_TYPE_INVALID = "invalid_asset_type";
static const char* ASSET_TYPE_NAMES[];
protected:
@ -54,8 +54,8 @@ public:
_NODISCARD XAssetInfoGeneric* GetAsset(asset_type_t type, const std::string& name) const override;
static const char* AssetTypeNameByType(asset_type_t assetType);
_NODISCARD const char* GetAssetTypeName(asset_type_t assetType) const override;
static std::optional<const char*> AssetTypeNameByType(asset_type_t assetType);
_NODISCARD std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
static asset_type_t AssetTypeCount();
_NODISCARD asset_type_t GetAssetTypeCount() const override;

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@ -0,0 +1,22 @@
#include "AssetNameResolverIW4.h"
#include "Game/IW4/GameAssetPoolIW4.h"
#include "Utils/StringUtils.h"
using namespace IW4;
AssetNameResolver::AssetNameResolver()
{
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
AddAssetTypeName(assetType, *GameAssetPoolIW4::AssetTypeNameByType(assetType));
}
GameId AssetNameResolver::GetGameId() const
{
return GameId::IW4;
}
std::optional<const char*> AssetNameResolver::GetAssetTypeName(const asset_type_t assetType) const
{
return GameAssetPoolIW4::AssetTypeNameByType(assetType);
}

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@ -0,0 +1,14 @@
#pragma once
#include "Zone/AssetNameResolver.h"
namespace IW4
{
class AssetNameResolver final : public HashMapBasedAssetNameResolver
{
public:
AssetNameResolver();
[[nodiscard]] GameId GetGameId() const override;
[[nodiscard]] std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
};
} // namespace IW4

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@ -259,15 +259,15 @@ XAssetInfoGeneric* GameAssetPoolIW4::GetAsset(const asset_type_t type, const std
#undef CASE_GET_ASSET
}
const char* GameAssetPoolIW4::AssetTypeNameByType(const asset_type_t assetType)
std::optional<const char*> GameAssetPoolIW4::AssetTypeNameByType(const asset_type_t assetType)
{
if (assetType >= 0 && assetType < static_cast<int>(std::extent_v<decltype(ASSET_TYPE_NAMES)>))
return ASSET_TYPE_NAMES[assetType];
return ASSET_TYPE_INVALID;
return std::nullopt;
}
const char* GameAssetPoolIW4::GetAssetTypeName(const asset_type_t assetType) const
std::optional<const char*> GameAssetPoolIW4::GetAssetTypeName(const asset_type_t assetType) const
{
return AssetTypeNameByType(assetType);
}

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@ -62,8 +62,8 @@ public:
_NODISCARD XAssetInfoGeneric* GetAsset(asset_type_t type, const std::string& name) const override;
static const char* AssetTypeNameByType(asset_type_t assetType);
_NODISCARD const char* GetAssetTypeName(asset_type_t assetType) const override;
static std::optional<const char*> AssetTypeNameByType(asset_type_t assetType);
_NODISCARD std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
static asset_type_t AssetTypeCount();
_NODISCARD asset_type_t GetAssetTypeCount() const override;

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@ -0,0 +1,22 @@
#include "AssetNameResolverIW5.h"
#include "Game/IW5/GameAssetPoolIW5.h"
#include "Utils/StringUtils.h"
using namespace IW5;
AssetNameResolver::AssetNameResolver()
{
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
AddAssetTypeName(assetType, *GameAssetPoolIW5::AssetTypeNameByType(assetType));
}
GameId AssetNameResolver::GetGameId() const
{
return GameId::IW5;
}
std::optional<const char*> AssetNameResolver::GetAssetTypeName(const asset_type_t assetType) const
{
return GameAssetPoolIW5::AssetTypeNameByType(assetType);
}

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@ -0,0 +1,14 @@
#pragma once
#include "Zone/AssetNameResolver.h"
namespace IW5
{
class AssetNameResolver final : public HashMapBasedAssetNameResolver
{
public:
AssetNameResolver();
[[nodiscard]] GameId GetGameId() const override;
[[nodiscard]] std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
};
} // namespace IW5

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@ -316,15 +316,15 @@ XAssetInfoGeneric* GameAssetPoolIW5::GetAsset(const asset_type_t type, const std
#undef CASE_GET_ASSET
}
const char* GameAssetPoolIW5::AssetTypeNameByType(const asset_type_t assetType)
std::optional<const char*> GameAssetPoolIW5::AssetTypeNameByType(const asset_type_t assetType)
{
if (assetType >= 0 && assetType < static_cast<int>(std::extent_v<decltype(ASSET_TYPE_NAMES)>))
return ASSET_TYPE_NAMES[assetType];
return ASSET_TYPE_INVALID;
return std::nullopt;
}
const char* GameAssetPoolIW5::GetAssetTypeName(const asset_type_t assetType) const
std::optional<const char*> GameAssetPoolIW5::GetAssetTypeName(const asset_type_t assetType) const
{
return AssetTypeNameByType(assetType);
}

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@ -66,8 +66,8 @@ public:
_NODISCARD XAssetInfoGeneric* GetAsset(asset_type_t type, const std::string& name) const override;
static const char* AssetTypeNameByType(asset_type_t assetType);
_NODISCARD const char* GetAssetTypeName(asset_type_t assetType) const override;
static std::optional<const char*> AssetTypeNameByType(asset_type_t assetType);
_NODISCARD std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
static asset_type_t AssetTypeCount();
_NODISCARD asset_type_t GetAssetTypeCount() const override;

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@ -0,0 +1,22 @@
#include "AssetNameResolverT5.h"
#include "Game/T5/GameAssetPoolT5.h"
#include "Utils/StringUtils.h"
using namespace T5;
AssetNameResolver::AssetNameResolver()
{
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
AddAssetTypeName(assetType, *GameAssetPoolT5::AssetTypeNameByType(assetType));
}
GameId AssetNameResolver::GetGameId() const
{
return GameId::T5;
}
std::optional<const char*> AssetNameResolver::GetAssetTypeName(const asset_type_t assetType) const
{
return GameAssetPoolT5::AssetTypeNameByType(assetType);
}

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@ -0,0 +1,14 @@
#pragma once
#include "Zone/AssetNameResolver.h"
namespace T5
{
class AssetNameResolver final : public HashMapBasedAssetNameResolver
{
public:
AssetNameResolver();
[[nodiscard]] GameId GetGameId() const override;
[[nodiscard]] std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
};
} // namespace T5

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@ -249,15 +249,15 @@ XAssetInfoGeneric* GameAssetPoolT5::GetAsset(const asset_type_t type, const std:
#undef CASE_GET_ASSET
}
const char* GameAssetPoolT5::AssetTypeNameByType(const asset_type_t assetType)
std::optional<const char*> GameAssetPoolT5::AssetTypeNameByType(const asset_type_t assetType)
{
if (assetType >= 0 && assetType < static_cast<int>(std::extent_v<decltype(ASSET_TYPE_NAMES)>))
return ASSET_TYPE_NAMES[assetType];
return ASSET_TYPE_INVALID;
return std::nullopt;
}
const char* GameAssetPoolT5::GetAssetTypeName(const asset_type_t assetType) const
std::optional<const char*> GameAssetPoolT5::GetAssetTypeName(const asset_type_t assetType) const
{
return AssetTypeNameByType(assetType);
}

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@ -58,8 +58,8 @@ public:
_NODISCARD XAssetInfoGeneric* GetAsset(asset_type_t type, const std::string& name) const override;
static const char* AssetTypeNameByType(asset_type_t assetType);
_NODISCARD const char* GetAssetTypeName(asset_type_t assetType) const override;
static std::optional<const char*> AssetTypeNameByType(asset_type_t assetType);
_NODISCARD std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
static asset_type_t AssetTypeCount();
_NODISCARD asset_type_t GetAssetTypeCount() const override;

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@ -0,0 +1,22 @@
#include "AssetNameResolverT6.h"
#include "Game/T6/GameAssetPoolT6.h"
#include "Utils/StringUtils.h"
using namespace T6;
AssetNameResolver::AssetNameResolver()
{
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
AddAssetTypeName(assetType, *GameAssetPoolT6::AssetTypeNameByType(assetType));
}
GameId AssetNameResolver::GetGameId() const
{
return GameId::T6;
}
std::optional<const char*> AssetNameResolver::GetAssetTypeName(const asset_type_t assetType) const
{
return GameAssetPoolT6::AssetTypeNameByType(assetType);
}

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@ -0,0 +1,14 @@
#pragma once
#include "Zone/AssetNameResolver.h"
namespace T6
{
class AssetNameResolver final : public HashMapBasedAssetNameResolver
{
public:
AssetNameResolver();
[[nodiscard]] GameId GetGameId() const override;
[[nodiscard]] std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
};
} // namespace T6

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@ -366,15 +366,15 @@ XAssetInfoGeneric* GameAssetPoolT6::GetAsset(const asset_type_t type, const std:
#undef CASE_GET_ASSET
}
const char* GameAssetPoolT6::AssetTypeNameByType(const asset_type_t assetType)
std::optional<const char*> GameAssetPoolT6::AssetTypeNameByType(const asset_type_t assetType)
{
if (assetType >= 0 && assetType < static_cast<int>(std::extent_v<decltype(ASSET_TYPE_NAMES)>))
return ASSET_TYPE_NAMES[assetType];
return ASSET_TYPE_INVALID;
return std::nullopt;
}
const char* GameAssetPoolT6::GetAssetTypeName(const asset_type_t assetType) const
std::optional<const char*> GameAssetPoolT6::GetAssetTypeName(const asset_type_t assetType) const
{
return AssetTypeNameByType(assetType);
}

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@ -74,8 +74,8 @@ public:
_NODISCARD XAssetInfoGeneric* GetAsset(asset_type_t type, const std::string& name) const override;
static const char* AssetTypeNameByType(asset_type_t assetType);
_NODISCARD const char* GetAssetTypeName(asset_type_t assetType) const override;
static std::optional<const char*> AssetTypeNameByType(asset_type_t assetType);
_NODISCARD std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
static asset_type_t AssetTypeCount();
_NODISCARD asset_type_t GetAssetTypeCount() const override;

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@ -13,7 +13,7 @@ SequenceZoneDefinitionAssetList::SequenceZoneDefinitionAssetList()
});
}
void SequenceZoneDefinitionAssetList::ProcessMatch(ZoneDefinition* state, SequenceResult<ZoneDefinitionParserValue>& result) const
void SequenceZoneDefinitionAssetList::ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const
{
state->m_asset_lists.emplace_back(result.NextCapture(CAPTURE_ASSET_LIST_NAME).FieldValue());
state->m_definition->m_asset_lists.emplace_back(result.NextCapture(CAPTURE_ASSET_LIST_NAME).FieldValue());
}

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@ -7,7 +7,7 @@ class SequenceZoneDefinitionAssetList final : public ZoneDefinitionParser::seque
static constexpr auto CAPTURE_ASSET_LIST_NAME = 1;
protected:
void ProcessMatch(ZoneDefinition* state, SequenceResult<ZoneDefinitionParserValue>& result) const override;
void ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const override;
public:
SequenceZoneDefinitionAssetList();

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@ -13,7 +13,7 @@ SequenceZoneDefinitionBuild::SequenceZoneDefinitionBuild()
});
}
void SequenceZoneDefinitionBuild::ProcessMatch(ZoneDefinition* state, SequenceResult<ZoneDefinitionParserValue>& result) const
void SequenceZoneDefinitionBuild::ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const
{
state->m_targets_to_build.emplace_back(result.NextCapture(CAPTURE_BUILD_TARGET_NAME).FieldValue());
state->m_definition->m_targets_to_build.emplace_back(result.NextCapture(CAPTURE_BUILD_TARGET_NAME).FieldValue());
}

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@ -7,7 +7,7 @@ class SequenceZoneDefinitionBuild final : public ZoneDefinitionParser::sequence_
static constexpr auto CAPTURE_BUILD_TARGET_NAME = 1;
protected:
void ProcessMatch(ZoneDefinition* state, SequenceResult<ZoneDefinitionParserValue>& result) const override;
void ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const override;
public:
SequenceZoneDefinitionBuild();

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@ -19,19 +19,23 @@ SequenceZoneDefinitionEntry::SequenceZoneDefinitionEntry()
});
}
void SequenceZoneDefinitionEntry::ProcessMatch(ZoneDefinition* state, SequenceResult<ZoneDefinitionParserValue>& result) const
void SequenceZoneDefinitionEntry::ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const
{
const auto& assetNameCapture = result.NextCapture(CAPTURE_ASSET_NAME);
const auto& typeNameToken = result.NextCapture(CAPTURE_TYPE_NAME);
if (!state->m_asset_name_resolver)
throw ParsingException(typeNameToken.GetPos(), "Must define game before first asset");
const auto maybeAssetType = state->m_asset_name_resolver->GetAssetTypeByName(typeNameToken.FieldValue());
if (!maybeAssetType)
throw ParsingException(typeNameToken.GetPos(), "Unknown asset type");
const auto& assetNameToken = result.NextCapture(CAPTURE_ASSET_NAME);
std::string assetName;
if (assetNameCapture.m_type == ZoneDefinitionParserValueType::STRING)
{
assetName = assetNameCapture.StringValue();
}
if (typeNameToken.m_type == ZoneDefinitionParserValueType::STRING)
assetName = typeNameToken.StringValue();
else
{
assetName = assetNameCapture.FieldValue();
}
assetName = typeNameToken.FieldValue();
state->m_assets.emplace_back(result.NextCapture(CAPTURE_TYPE_NAME).FieldValue(), assetName, result.NextTag() == TAG_REFERENCE);
state->m_definition->m_assets.emplace_back(*maybeAssetType, assetName, result.NextTag() == TAG_REFERENCE);
}

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@ -10,7 +10,7 @@ class SequenceZoneDefinitionEntry final : public ZoneDefinitionParser::sequence_
static constexpr auto CAPTURE_ASSET_NAME = 2;
protected:
void ProcessMatch(ZoneDefinition* state, SequenceResult<ZoneDefinitionParserValue>& result) const override;
void ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const override;
public:
SequenceZoneDefinitionEntry();

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@ -13,7 +13,7 @@ SequenceZoneDefinitionIgnore::SequenceZoneDefinitionIgnore()
});
}
void SequenceZoneDefinitionIgnore::ProcessMatch(ZoneDefinition* state, SequenceResult<ZoneDefinitionParserValue>& result) const
void SequenceZoneDefinitionIgnore::ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const
{
state->m_ignores.emplace_back(result.NextCapture(CAPTURE_IGNORE_NAME).FieldValue());
state->m_definition->m_ignores.emplace_back(result.NextCapture(CAPTURE_IGNORE_NAME).FieldValue());
}

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@ -7,7 +7,7 @@ class SequenceZoneDefinitionIgnore final : public ZoneDefinitionParser::sequence
static constexpr auto CAPTURE_IGNORE_NAME = 1;
protected:
void ProcessMatch(ZoneDefinition* state, SequenceResult<ZoneDefinitionParserValue>& result) const override;
void ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const override;
public:
SequenceZoneDefinitionIgnore();

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@ -13,7 +13,7 @@ SequenceZoneDefinitionInclude::SequenceZoneDefinitionInclude()
});
}
void SequenceZoneDefinitionInclude::ProcessMatch(ZoneDefinition* state, SequenceResult<ZoneDefinitionParserValue>& result) const
void SequenceZoneDefinitionInclude::ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const
{
state->m_includes.emplace_back(result.NextCapture(CAPTURE_INCLUDE_NAME).FieldValue());
state->m_definition->m_includes.emplace_back(result.NextCapture(CAPTURE_INCLUDE_NAME).FieldValue());
}

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@ -7,7 +7,7 @@ class SequenceZoneDefinitionInclude final : public ZoneDefinitionParser::sequenc
static constexpr auto CAPTURE_INCLUDE_NAME = 1;
protected:
void ProcessMatch(ZoneDefinition* state, SequenceResult<ZoneDefinitionParserValue>& result) const override;
void ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const override;
public:
SequenceZoneDefinitionInclude();

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@ -1,6 +1,51 @@
#include "SequenceZoneDefinitionMetaData.h"
#include "Game/IW3/AssetNameResolverIW3.h"
#include "Game/IW4/AssetNameResolverIW4.h"
#include "Game/IW5/AssetNameResolverIW5.h"
#include "Game/T5/AssetNameResolverT5.h"
#include "Game/T6/AssetNameResolverT6.h"
#include "Parsing/ZoneDefinition/Matcher/ZoneDefinitionMatcherFactory.h"
#include "Utils/StringUtils.h"
#include <format>
#include <optional>
namespace
{
constexpr auto METADATA_GAME = "game";
constexpr auto METADATA_GDT = "gdt";
constexpr auto METADATA_NAME = "name";
constexpr auto METADATA_TYPE = "type";
std::optional<GameId> GetGameByName(const std::string& gameName)
{
auto upperGameName = gameName;
utils::MakeStringUpperCase(upperGameName);
for (auto i = 0u; i < static_cast<unsigned>(GameId::COUNT); i++)
{
if (upperGameName == GameId_Names[i])
return static_cast<GameId>(i);
}
return std::nullopt;
}
std::optional<ProjectType> GetProjectTypeByName(const std::string& projectTypeName)
{
auto lowerProjectTypeName = projectTypeName;
utils::MakeStringLowerCase(lowerProjectTypeName);
for (auto i = 0u; i < static_cast<unsigned>(ProjectType::COUNT); i++)
{
if (lowerProjectTypeName == ProjectType_Names[i])
return static_cast<ProjectType>(i);
}
return std::nullopt;
}
} // namespace
SequenceZoneDefinitionMetaData::SequenceZoneDefinitionMetaData()
{
@ -14,7 +59,44 @@ SequenceZoneDefinitionMetaData::SequenceZoneDefinitionMetaData()
});
}
void SequenceZoneDefinitionMetaData::ProcessMatch(ZoneDefinition* state, SequenceResult<ZoneDefinitionParserValue>& result) const
void SequenceZoneDefinitionMetaData::ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const
{
state->AddMetaData(result.NextCapture(CAPTURE_KEY).FieldValue(), result.NextCapture(CAPTURE_VALUE).FieldValue());
const auto& keyToken = result.NextCapture(CAPTURE_KEY);
auto key = keyToken.FieldValue();
const auto& valueToken = result.NextCapture(CAPTURE_VALUE);
const auto& value = result.NextCapture(CAPTURE_VALUE).FieldValue();
utils::MakeStringLowerCase(key);
if (key == METADATA_GAME)
{
const auto game = GetGameByName(value);
if (!game)
throw ParsingException(valueToken.GetPos(), "Unknown game name");
const auto previousGame = state->m_definition->m_game;
if (previousGame != GameId::COUNT && previousGame != *game)
throw ParsingException(valueToken.GetPos(), std::format("Game was previously defined as: {}", GameId_Names[static_cast<unsigned>(previousGame)]));
state->m_definition->m_game = *game;
state->m_asset_name_resolver = IAssetNameResolver::GetResolverForGame(*game);
}
else if (key == METADATA_GDT)
{
state->m_definition->m_gdts.emplace_back(value);
}
else if (key == METADATA_NAME)
{
state->m_definition->m_name = value;
}
else if (key == METADATA_TYPE)
{
const auto projectType = GetProjectTypeByName(value);
if (!projectType)
throw ParsingException(valueToken.GetPos(), "Unknown project type name");
}
else
{
state->m_definition->m_properties.AddProperty(key, value);
}
}

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@ -8,7 +8,7 @@ class SequenceZoneDefinitionMetaData final : public ZoneDefinitionParser::sequen
static constexpr auto CAPTURE_VALUE = 2;
protected:
void ProcessMatch(ZoneDefinition* state, SequenceResult<ZoneDefinitionParserValue>& result) const override;
void ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const override;
public:
SequenceZoneDefinitionMetaData();

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@ -8,11 +8,11 @@
#include "Sequence/SequenceZoneDefinitionMetaData.h"
ZoneDefinitionParser::ZoneDefinitionParser(ZoneDefinitionLexer* lexer)
: AbstractParser(lexer, std::make_unique<ZoneDefinition>())
: AbstractParser(lexer, std::make_unique<ZoneDefinitionParserState>())
{
}
const std::vector<AbstractParser<ZoneDefinitionParserValue, ZoneDefinition>::sequence_t*>& ZoneDefinitionParser::GetTestsForState()
const std::vector<AbstractParser<ZoneDefinitionParserValue, ZoneDefinitionParserState>::sequence_t*>& ZoneDefinitionParser::GetTestsForState()
{
static std::vector<sequence_t*> tests({
new SequenceZoneDefinitionMetaData(),
@ -28,5 +28,5 @@ const std::vector<AbstractParser<ZoneDefinitionParserValue, ZoneDefinition>::seq
std::unique_ptr<ZoneDefinition> ZoneDefinitionParser::GetParsedValue()
{
return std::move(m_state);
return std::move(m_state->m_definition);
}

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@ -3,9 +3,10 @@
#include "Parsing/Impl/AbstractParser.h"
#include "Zone/Definition/ZoneDefinition.h"
#include "ZoneDefinitionLexer.h"
#include "ZoneDefinitionParserState.h"
#include "ZoneDefinitionParserValue.h"
class ZoneDefinitionParser final : public AbstractParser<ZoneDefinitionParserValue, ZoneDefinition>
class ZoneDefinitionParser final : public AbstractParser<ZoneDefinitionParserValue, ZoneDefinitionParserState>
{
protected:
const std::vector<sequence_t*>& GetTestsForState() override;

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@ -0,0 +1,7 @@
#include "ZoneDefinitionParserState.h"
ZoneDefinitionParserState::ZoneDefinitionParserState()
: m_asset_name_resolver(nullptr),
m_definition(std::make_unique<ZoneDefinition>())
{
}

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@ -0,0 +1,15 @@
#pragma once
#include "Zone/AssetNameResolver.h"
#include "Zone/Definition/ZoneDefinition.h"
#include <memory>
class ZoneDefinitionParserState
{
public:
ZoneDefinitionParserState();
const IAssetNameResolver* m_asset_name_resolver;
std::unique_ptr<ZoneDefinition> m_definition;
};

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@ -6,6 +6,7 @@
#include <cstddef>
#include <memory>
#include <optional>
#include <string>
#include <vector>
@ -42,7 +43,7 @@ public:
_NODISCARD virtual XAssetInfoGeneric* GetAssetOrAssetReference(asset_type_t type, const std::string& name) const;
_NODISCARD virtual asset_type_t GetAssetTypeCount() const = 0;
_NODISCARD virtual const char* GetAssetTypeName(asset_type_t assetType) const = 0;
_NODISCARD virtual std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const = 0;
virtual void InitPoolStatic(asset_type_t type, size_t capacity) = 0;
virtual void InitPoolDynamic(asset_type_t type) = 0;

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@ -1,12 +1,13 @@
#include "AssetList.h"
AssetListEntry::AssetListEntry()
: m_is_reference(false)
: m_type(0u),
m_is_reference(false)
{
}
AssetListEntry::AssetListEntry(std::string type, std::string name, const bool isReference)
: m_type(std::move(type)),
AssetListEntry::AssetListEntry(const asset_type_t type, std::string name, const bool isReference)
: m_type(type),
m_name(std::move(name)),
m_is_reference(isReference)
{

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@ -1,16 +1,19 @@
#pragma once
#include "Zone/ZoneTypes.h"
#include <string>
#include <vector>
class AssetListEntry
{
public:
std::string m_type;
asset_type_t m_type;
std::string m_name;
bool m_is_reference;
AssetListEntry();
AssetListEntry(std::string type, std::string name, bool isReference);
AssetListEntry(asset_type_t type, std::string name, bool isReference);
};
class AssetList

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@ -1,13 +1,18 @@
#include "AssetListStream.h"
AssetListInputStream::AssetListInputStream(std::istream& stream)
: m_stream(stream)
#include <format>
AssetListInputStream::AssetListInputStream(std::istream& stream, const GameId game)
: m_stream(stream),
m_asset_name_resolver(IAssetNameResolver::GetResolverForGame(game))
{
}
bool AssetListInputStream::NextEntry(AssetListEntry& entry) const
bool AssetListInputStream::NextEntry(AssetListEntry& entry, bool* failure) const
{
std::vector<std::string> row;
if (failure)
*failure = false;
while (true)
{
@ -17,7 +22,17 @@ bool AssetListInputStream::NextEntry(AssetListEntry& entry) const
if (row.empty())
continue;
entry.m_type = row[0];
const auto& typeName = row[0];
const auto maybeType = m_asset_name_resolver->GetAssetTypeByName(typeName);
if (!maybeType)
{
std::cerr << std::format("Unknown asset type name \"{}\"\n", typeName);
if (failure)
*failure = true;
return false;
}
entry.m_type = *maybeType;
if (row.size() >= 3 && row[1].empty())
{
entry.m_name = row[2];
@ -33,14 +48,15 @@ bool AssetListInputStream::NextEntry(AssetListEntry& entry) const
}
}
AssetListOutputStream::AssetListOutputStream(std::ostream& stream)
: m_stream(stream)
AssetListOutputStream::AssetListOutputStream(std::ostream& stream, const GameId game)
: m_stream(stream),
m_asset_name_resolver(IAssetNameResolver::GetResolverForGame(game))
{
}
void AssetListOutputStream::WriteEntry(const AssetListEntry& entry)
{
m_stream.WriteColumn(entry.m_type);
m_stream.WriteColumn(*m_asset_name_resolver->GetAssetTypeName(entry.m_type));
m_stream.WriteColumn(entry.m_name);
m_stream.NextRow();
}

View File

@ -1,25 +1,31 @@
#pragma once
#include "AssetList.h"
#include "Csv/CsvStream.h"
#include "Game/IGame.h"
#include <Zone/AssetNameResolver.h>
#include <iostream>
class AssetListInputStream
{
CsvInputStream m_stream;
public:
explicit AssetListInputStream(std::istream& stream);
AssetListInputStream(std::istream& stream, GameId game);
bool NextEntry(AssetListEntry& entry) const;
bool NextEntry(AssetListEntry& entry, bool* failure) const;
private:
CsvInputStream m_stream;
const IAssetNameResolver* m_asset_name_resolver;
};
class AssetListOutputStream
{
CsvOutputStream m_stream;
public:
explicit AssetListOutputStream(std::ostream& stream);
AssetListOutputStream(std::ostream& stream, GameId game);
void WriteEntry(const AssetListEntry& entry);
private:
CsvOutputStream m_stream;
const IAssetNameResolver* m_asset_name_resolver;
};

View File

@ -0,0 +1,45 @@
#include "AssetNameResolver.h"
#include "Game/IW3/AssetNameResolverIW3.h"
#include "Game/IW4/AssetNameResolverIW4.h"
#include "Game/IW5/AssetNameResolverIW5.h"
#include "Game/T5/AssetNameResolverT5.h"
#include "Game/T6/AssetNameResolverT6.h"
#include "Utils/StringUtils.h"
#include <cassert>
const IAssetNameResolver* IAssetNameResolver::GetResolverForGame(GameId game)
{
static const IAssetNameResolver* assetNameResolvers[static_cast<unsigned>(GameId::COUNT)]{
new IW3::AssetNameResolver(),
new IW4::AssetNameResolver(),
new IW5::AssetNameResolver(),
new T5::AssetNameResolver(),
new T6::AssetNameResolver(),
};
assert(static_cast<unsigned>(game) < static_cast<unsigned>(GameId::COUNT));
const auto* result = assetNameResolvers[static_cast<unsigned>(game)];
assert(result);
return result;
}
void HashMapBasedAssetNameResolver::AddAssetTypeName(asset_type_t assetType, std::string name)
{
utils::MakeStringLowerCase(name);
m_asset_types_by_name.emplace(std::move(name), assetType);
}
std::optional<asset_type_t> HashMapBasedAssetNameResolver::GetAssetTypeByName(const std::string& assetTypeName) const
{
std::string lowerCaseName = assetTypeName;
utils::MakeStringLowerCase(lowerCaseName);
const auto existingAssetType = m_asset_types_by_name.find(assetTypeName);
if (existingAssetType != m_asset_types_by_name.end())
return existingAssetType->second;
return std::nullopt;
}

View File

@ -0,0 +1,37 @@
#pragma once
#include "Game/IGame.h"
#include "Zone/ZoneTypes.h"
#include <optional>
#include <string>
#include <unordered_map>
class IAssetNameResolver
{
public:
IAssetNameResolver() = default;
virtual ~IAssetNameResolver() = default;
IAssetNameResolver(const IAssetNameResolver& other) = default;
IAssetNameResolver(IAssetNameResolver&& other) noexcept = default;
IAssetNameResolver& operator=(const IAssetNameResolver& other) = default;
IAssetNameResolver& operator=(IAssetNameResolver&& other) noexcept = default;
[[nodiscard]] virtual GameId GetGameId() const = 0;
[[nodiscard]] virtual std::optional<asset_type_t> GetAssetTypeByName(const std::string& assetTypeName) const = 0;
[[nodiscard]] virtual std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const = 0;
static const IAssetNameResolver* GetResolverForGame(GameId game);
};
class HashMapBasedAssetNameResolver : public IAssetNameResolver
{
public:
[[nodiscard]] std::optional<asset_type_t> GetAssetTypeByName(const std::string& assetTypeName) const override;
protected:
void AddAssetTypeName(asset_type_t assetType, std::string name);
private:
std::unordered_map<std::string, asset_type_t> m_asset_types_by_name;
};

View File

@ -1,55 +1,44 @@
#include "ZoneDefinition.h"
ZoneDefinitionEntry::ZoneDefinitionEntry()
: m_is_reference(false)
{
}
ZoneDefinitionEntry::ZoneDefinitionEntry(std::string type, std::string name, const bool isReference)
: m_asset_type(std::move(type)),
ZoneDefinitionAsset::ZoneDefinitionAsset(const asset_type_t type, std::string name, const bool isReference)
: m_asset_type(type),
m_asset_name(std::move(name)),
m_is_reference(isReference)
{
}
ZoneMetaDataEntry::ZoneMetaDataEntry() = default;
ZoneDefinitionProperties::ZoneDefinitionProperties() = default;
ZoneMetaDataEntry::ZoneMetaDataEntry(std::string key, std::string value)
: m_key(std::move(key)),
m_value(std::move(value))
void ZoneDefinitionProperties::AddProperty(std::string key, std::string value)
{
m_properties.emplace(std::move(key), std::move(value));
}
void ZoneDefinition::AddMetaData(std::string key, std::string value)
void ZoneDefinitionProperties::Include(const ZoneDefinitionProperties& otherProperties)
{
for (const auto& property : otherProperties.m_properties)
AddProperty(property.first, property.second);
}
ZoneDefinition::ZoneDefinition()
: m_type(ProjectType::NONE),
m_game(GameId::COUNT)
{
auto metaData = std::make_unique<ZoneMetaDataEntry>(std::move(key), std::move(value));
auto* metaDataPtr = metaData.get();
m_metadata.emplace_back(std::move(metaData));
m_metadata_lookup.emplace(std::make_pair(metaDataPtr->m_key, metaDataPtr));
}
void ZoneDefinition::Include(const AssetList& assetListToInclude)
{
for (const auto& entry : assetListToInclude.m_entries)
{
m_assets.emplace_back(entry.m_type, entry.m_name, false);
}
}
void ZoneDefinition::Include(const ZoneDefinition& definitionToInclude)
{
for (const auto& metaData : definitionToInclude.m_metadata)
{
AddMetaData(metaData->m_key, metaData->m_value);
}
m_properties.Include(definitionToInclude.m_properties);
for (const auto& ignore : definitionToInclude.m_ignores)
{
m_ignores.emplace_back(ignore);
}
for (const auto& asset : definitionToInclude.m_assets)
{
m_assets.emplace_back(asset);
}
}

View File

@ -1,46 +1,66 @@
#pragma once
#include "Game/IGame.h"
#include "Zone/AssetList/AssetList.h"
#include "Zone/ZoneTypes.h"
#include <memory>
#include <string>
#include <unordered_map>
#include <vector>
class ZoneDefinitionEntry
enum class ProjectType
{
public:
std::string m_asset_type;
std::string m_asset_name;
bool m_is_reference;
NONE,
FASTFILE,
IPAK,
ZoneDefinitionEntry();
ZoneDefinitionEntry(std::string type, std::string name, bool isReference);
COUNT
};
class ZoneMetaDataEntry
static constexpr const char* ProjectType_Names[]{
"none",
"fastfile",
"ipak",
};
static_assert(std::extent_v<decltype(ProjectType_Names)> == static_cast<unsigned>(ProjectType::COUNT));
class ZoneDefinitionAsset
{
public:
std::string m_key;
std::string m_value;
ZoneDefinitionAsset(asset_type_t type, std::string name, bool isReference);
ZoneMetaDataEntry();
ZoneMetaDataEntry(std::string key, std::string value);
asset_type_t m_asset_type;
std::string m_asset_name;
bool m_is_reference;
};
class ZoneDefinitionProperties
{
public:
ZoneDefinitionProperties();
void AddProperty(std::string key, std::string value);
void Include(const ZoneDefinitionProperties& otherProperties);
std::unordered_map<std::string, std::string> m_properties;
};
class ZoneDefinition
{
public:
ZoneDefinition();
void Include(const AssetList& assetListToInclude);
void Include(const ZoneDefinition& definitionToInclude);
std::string m_name;
std::vector<std::unique_ptr<ZoneMetaDataEntry>> m_metadata;
std::unordered_multimap<std::string, ZoneMetaDataEntry*> m_metadata_lookup;
ProjectType m_type;
GameId m_game;
ZoneDefinitionProperties m_properties;
std::vector<std::string> m_includes;
std::vector<std::string> m_asset_lists;
std::vector<std::string> m_ignores;
std::vector<std::string> m_targets_to_build;
std::vector<ZoneDefinitionEntry> m_assets;
void AddMetaData(std::string key, std::string value);
void Include(const AssetList& assetListToInclude);
void Include(const ZoneDefinition& definitionToInclude);
std::vector<std::string> m_gdts;
std::vector<ZoneDefinitionAsset> m_assets;
};