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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@ -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();
}

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@ -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;
};

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@ -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;
}

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@ -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;
};

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@ -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);
}
}

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@ -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;
};