#include "Linker.h" #include "LinkerArgs.h" #include "LinkerPaths.h" #include "ObjContainer/IPak/IPakWriter.h" #include "ObjContainer/SoundBank/SoundBankWriter.h" #include "ObjWriting.h" #include "SearchPath/SearchPaths.h" #include "Utils/ObjFileStream.h" #include "Zone/AssetList/AssetList.h" #include "Zone/AssetList/AssetListStream.h" #include "Zone/Definition/ZoneDefinitionStream.h" #include "ZoneCreation/ZoneCreationContext.h" #include "ZoneCreation/ZoneCreator.h" #include "ZoneLoading.h" #include "ZoneWriting.h" #include #include #include #include #include namespace fs = std::filesystem; namespace { class LinkerSearchPathContext { public: explicit LinkerSearchPathContext(const ILinkerSearchPathBuilder& searchPathBuilder) : m_search_path_builder(searchPathBuilder) { m_independent_search_paths = m_search_path_builder.BuildIndependentSearchPaths(); if (m_independent_search_paths) m_search_paths.IncludeSearchPath(m_independent_search_paths.get()); } [[nodiscard]] ISearchPath& GetSearchPaths() { return m_search_paths; } void LoadProjectSpecific(const std::string& projectName) { m_project_specific_search_paths = m_search_path_builder.BuildSearchPathsSpecificToProject(projectName); if (m_project_specific_search_paths) m_search_paths.IncludeSearchPath(m_project_specific_search_paths.get()); } void UnloadProjectSpecific() { if (!m_project_specific_search_paths) return; m_search_paths.RemoveSearchPath(m_project_specific_search_paths.get()); m_project_specific_search_paths.reset(); } void LoadGameSpecific(const std::string& projectName, const GameId game) { m_game_specific_search_paths = m_search_path_builder.BuildSearchPathsSpecificToProjectAndGame(projectName, game); if (m_game_specific_search_paths) m_search_paths.IncludeSearchPath(m_game_specific_search_paths.get()); } void UnloadGameSpecific() { if (!m_game_specific_search_paths) return; m_search_paths.RemoveSearchPath(m_game_specific_search_paths.get()); m_game_specific_search_paths.reset(); } private: const ILinkerSearchPathBuilder& m_search_path_builder; std::unique_ptr m_independent_search_paths; std::unique_ptr m_project_specific_search_paths; std::unique_ptr m_game_specific_search_paths; SearchPaths m_search_paths; }; class LinkerPathManager { public: explicit LinkerPathManager(const LinkerArgs& args) : m_linker_paths(ILinkerPaths::FromArgs(args)), m_asset_paths(m_linker_paths->AssetSearchPaths()), m_gdt_paths(m_linker_paths->GdtSearchPaths()), m_source_paths(m_linker_paths->SourceSearchPaths()) { } std::unique_ptr m_linker_paths; LinkerSearchPathContext m_asset_paths; LinkerSearchPathContext m_gdt_paths; LinkerSearchPathContext m_source_paths; }; class PathProjectContext { public: PathProjectContext(LinkerPathManager& paths, const std::string& projectName) : m_paths(paths) { m_paths.m_asset_paths.LoadProjectSpecific(projectName); m_paths.m_gdt_paths.LoadProjectSpecific(projectName); m_paths.m_source_paths.LoadProjectSpecific(projectName); } ~PathProjectContext() { m_paths.m_asset_paths.UnloadProjectSpecific(); m_paths.m_gdt_paths.UnloadProjectSpecific(); m_paths.m_source_paths.UnloadProjectSpecific(); } PathProjectContext(const PathProjectContext& other) = delete; PathProjectContext(PathProjectContext&& other) noexcept = delete; PathProjectContext& operator=(const PathProjectContext& other) = delete; PathProjectContext& operator=(PathProjectContext&& other) noexcept = delete; private: LinkerPathManager& m_paths; }; class PathGameContext { public: PathGameContext(LinkerPathManager& paths, const std::string& projectName, const GameId game) : m_paths(paths) { m_paths.m_asset_paths.LoadGameSpecific(projectName, game); m_paths.m_gdt_paths.LoadGameSpecific(projectName, game); m_paths.m_source_paths.LoadGameSpecific(projectName, game); } ~PathGameContext() { m_paths.m_asset_paths.UnloadGameSpecific(); m_paths.m_gdt_paths.UnloadGameSpecific(); m_paths.m_source_paths.UnloadGameSpecific(); } PathGameContext(const PathGameContext& other) = delete; PathGameContext(PathGameContext&& other) noexcept = delete; PathGameContext& operator=(const PathGameContext& other) = delete; PathGameContext& operator=(PathGameContext&& other) noexcept = delete; private: LinkerPathManager& m_paths; }; } // namespace class LinkerImpl final : public Linker { bool IncludeAdditionalZoneDefinitions(const std::string& initialFileName, ZoneDefinition& zoneDefinition, ISearchPath& sourceSearchPath) const { std::set sourceNames; sourceNames.emplace(initialFileName); std::deque toIncludeQueue; for (const auto& include : zoneDefinition.m_includes) toIncludeQueue.emplace_back(include); while (!toIncludeQueue.empty()) { const auto& source = toIncludeQueue.front(); if (sourceNames.find(source) == sourceNames.end()) { sourceNames.emplace(source); std::unique_ptr includeDefinition; { const auto definitionFileName = std::format("{}.zone", source); const auto definitionStream = sourceSearchPath.Open(definitionFileName); if (!definitionStream.IsOpen()) { std::cerr << std::format("Could not find zone definition file for project \"{}\".\n", source); return false; } ZoneDefinitionInputStream zoneDefinitionInputStream(*definitionStream.m_stream, source, definitionFileName, m_args.m_verbose); zoneDefinitionInputStream.SetPreviouslySetGame(zoneDefinition.m_game); includeDefinition = zoneDefinitionInputStream.ReadDefinition(); } if (!includeDefinition) { std::cerr << std::format("Failed to read zone definition file for project \"{}\".\n", source); return false; } for (const auto& include : includeDefinition->m_includes) toIncludeQueue.emplace_back(include); zoneDefinition.Include(*includeDefinition); } toIncludeQueue.pop_front(); } return true; } bool ReadAssetList(LinkerPathManager& paths, const std::string& zoneName, const GameId game, AssetList& assetList) const { { const auto assetListFileName = std::format("assetlist/{}.csv", zoneName); const auto assetListStream = paths.m_source_paths.GetSearchPaths().Open(assetListFileName); if (assetListStream.IsOpen()) { const AssetListInputStream stream(*assetListStream.m_stream, game); AssetListEntry entry; bool failure; while (stream.NextEntry(entry, &failure)) { assetList.m_entries.emplace_back(std::move(entry)); } return !failure; } } { const auto zoneDefinition = ReadZoneDefinition(paths, zoneName); if (zoneDefinition) { for (const auto& entry : zoneDefinition->m_assets) { assetList.m_entries.emplace_back(entry.m_asset_type, entry.m_asset_name, entry.m_is_reference); } return true; } } return false; } bool IncludeAssetLists(LinkerPathManager& paths, ZoneDefinition& zoneDefinition) const { for (const auto& assetListName : zoneDefinition.m_asset_lists) { AssetList assetList; if (!ReadAssetList(paths, assetListName, zoneDefinition.m_game, assetList)) { std::cerr << std::format("Failed to read asset list \"{}\"\n", assetListName); return false; } zoneDefinition.Include(assetList); } return true; } std::unique_ptr ReadZoneDefinition(LinkerPathManager& paths, const std::string& targetName) const { auto& sourceSearchPath = paths.m_source_paths.GetSearchPaths(); std::unique_ptr zoneDefinition; { const auto definitionFileName = std::format("{}.zone", targetName); const auto definitionStream = sourceSearchPath.Open(definitionFileName); if (!definitionStream.IsOpen()) { std::cerr << std::format("Could not find zone definition file for target \"{}\".\n", targetName); return nullptr; } ZoneDefinitionInputStream zoneDefinitionInputStream(*definitionStream.m_stream, targetName, definitionFileName, m_args.m_verbose); zoneDefinition = zoneDefinitionInputStream.ReadDefinition(); } if (!zoneDefinition) { std::cerr << std::format("Failed to read zone definition file for target \"{}\".\n", targetName); return nullptr; } if (!IncludeAdditionalZoneDefinitions(targetName, *zoneDefinition, sourceSearchPath)) return nullptr; if (!IncludeAssetLists(paths, *zoneDefinition)) return nullptr; return zoneDefinition; } bool ProcessZoneDefinitionIgnores(LinkerPathManager& paths, const std::string& targetName, ZoneCreationContext& context) const { if (context.m_definition->m_ignores.empty()) return true; for (const auto& ignore : context.m_definition->m_ignores) { if (ignore == targetName) continue; std::vector assetList; if (!ReadAssetList(paths, ignore, context.m_definition->m_game, context.m_ignored_assets)) { std::cerr << std::format("Failed to read asset listing for ignoring assets of project \"{}\".\n", ignore); return false; } } return true; } static bool LoadGdtFilesFromZoneDefinition(std::vector>& gdtList, const ZoneDefinition& zoneDefinition, ISearchPath* gdtSearchPath) { for (const auto& gdtName : zoneDefinition.m_gdts) { const auto gdtFile = gdtSearchPath->Open(std::format("{}.gdt", gdtName)); if (!gdtFile.IsOpen()) { std::cerr << std::format("Failed to open file for gdt \"{}\"\n", gdtName); return false; } GdtReader gdtReader(*gdtFile.m_stream); auto gdt = std::make_unique(); if (!gdtReader.Read(*gdt)) { std::cerr << std::format("Failed to read gdt file \"{}\"\n", gdtName); return false; } gdtList.emplace_back(std::move(gdt)); } return true; } std::unique_ptr CreateZoneForDefinition(LinkerPathManager& paths, const std::string& targetName, ZoneDefinition& zoneDefinition) const { ZoneCreationContext context(&zoneDefinition, &paths.m_asset_paths.GetSearchPaths()); if (!ProcessZoneDefinitionIgnores(paths, targetName, context)) return nullptr; if (!LoadGdtFilesFromZoneDefinition(context.m_gdt_files, zoneDefinition, &paths.m_gdt_paths.GetSearchPaths())) return nullptr; return zone_creator::CreateZoneForDefinition(zoneDefinition.m_game, context); } bool WriteZoneToFile(const LinkerPathManager& paths, const std::string& projectName, Zone* zone) const { const fs::path zoneFolderPath(paths.m_linker_paths->BuildOutputFolderPath(projectName, zone->m_game->GetId())); auto zoneFilePath(zoneFolderPath); zoneFilePath.append(zone->m_name + ".ff"); fs::create_directories(zoneFolderPath); std::ofstream stream(zoneFilePath, std::fstream::out | std::fstream::binary); if (!stream.is_open()) return false; if (m_args.m_verbose) { std::cout << std::format("Building zone \"{}\"\n", zoneFilePath.string()); } if (!ZoneWriting::WriteZone(stream, zone)) { std::cerr << "Writing zone failed.\n"; stream.close(); return false; } std::cout << std::format("Created zone \"{}\"\n", zoneFilePath.string()); stream.close(); return true; } bool BuildFastFile(LinkerPathManager& paths, const std::string& projectName, const std::string& targetName, ZoneDefinition& zoneDefinition) const { SoundBankWriter::OutputPath = fs::path(paths.m_linker_paths->BuildOutputFolderPath(projectName, zoneDefinition.m_game)); const auto zone = CreateZoneForDefinition(paths, targetName, zoneDefinition); auto result = zone != nullptr; if (zone) result = WriteZoneToFile(paths, projectName, zone.get()); return result; } // bool BuildIPak(const LinkerPathManager& paths, const std::string& projectName, const ZoneDefinition& zoneDefinition, SearchPaths& assetSearchPaths) const // { // const fs::path ipakFolderPath(paths.m_linker_paths->BuildOutputFolderPath(projectName, zoneDefinition.m_game)); // auto ipakFilePath(ipakFolderPath); // ipakFilePath.append(std::format("{}.ipak", zoneDefinition.m_name)); // fs::create_directories(ipakFolderPath); // std::ofstream stream(ipakFilePath, std::fstream::out | std::fstream::binary); // if (!stream.is_open()) // 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 == imageAssetType) // ipakWriter->AddImage(assetEntry.m_asset_name); // } // if (!ipakWriter->Write()) // { // std::cerr << "Writing ipak failed.\n"; // stream.close(); // return false; // } // std::cout << std::format("Created ipak \"{}\"\n", ipakFilePath.string()); // stream.close(); // return true; // } bool BuildProject(LinkerPathManager& paths, const std::string& projectName, const std::string& targetName) const { std::deque targetsToBuild; std::unordered_set alreadyBuiltTargets; targetsToBuild.emplace_back(targetName); while (!targetsToBuild.empty()) { const auto currentTarget = std::move(targetsToBuild.front()); targetsToBuild.pop_front(); alreadyBuiltTargets.emplace(currentTarget); PathProjectContext projectContext(paths, projectName); const auto zoneDefinition = ReadZoneDefinition(paths, targetName); if (!zoneDefinition) return false; PathGameContext gameContext(paths, projectName, zoneDefinition->m_game); if (!zoneDefinition->m_assets.empty()) { if (!BuildFastFile(paths, projectName, targetName, *zoneDefinition)) return false; for (const auto& referencedTarget : zoneDefinition->m_targets_to_build) { if (alreadyBuiltTargets.find(referencedTarget) == alreadyBuiltTargets.end()) { targetsToBuild.emplace_back(referencedTarget); std::cout << std::format("Building referenced target \"{}\"\n", referencedTarget); } } } } return true; } bool LoadZones() { for (const auto& zonePath : m_args.m_zones_to_load) { if (!fs::is_regular_file(zonePath)) { std::cerr << std::format("Could not find zone file to load \"{}\".\n", zonePath); return false; } auto zoneDirectory = fs::path(zonePath).remove_filename(); if (zoneDirectory.empty()) zoneDirectory = fs::current_path(); auto absoluteZoneDirectory = absolute(zoneDirectory).string(); auto zone = ZoneLoading::LoadZone(zonePath); if (!zone) { std::cerr << std::format("Failed to load zone \"{}\".\n", zonePath); return false; } if (m_args.m_verbose) { std::cout << std::format("Load zone \"{}\"\n", zone->m_name); } m_loaded_zones.emplace_back(std::move(zone)); } return true; } void UnloadZones() { for (auto i = m_loaded_zones.rbegin(); i != m_loaded_zones.rend(); ++i) { auto& loadedZone = *i; std::string zoneName = loadedZone->m_name; loadedZone.reset(); if (m_args.m_verbose) std::cout << std::format("Unloaded zone \"{}\"\n", zoneName); } m_loaded_zones.clear(); } static bool GetProjectAndTargetFromProjectSpecifier(const std::string& projectSpecifier, std::string& projectName, std::string& targetName) { const auto targetNameSeparatorIndex = projectSpecifier.find_first_of('/'); if (targetNameSeparatorIndex == std::string::npos) { projectName = projectSpecifier; targetName = projectSpecifier; } else if (projectSpecifier.find_first_of('/', targetNameSeparatorIndex + 1) != std::string::npos) { std::cerr << std::format("Project specifier cannot have more than one target name: \"{}\"\n", projectSpecifier); return false; } else { projectName = projectSpecifier.substr(0, targetNameSeparatorIndex); targetName = projectSpecifier.substr(targetNameSeparatorIndex + 1); } if (projectName.empty()) { std::cerr << std::format("Project name cannot be empty: \"{}\"\n", projectSpecifier); return false; } if (targetName.empty()) { std::cerr << std::format("Target name cannot be empty: \"{}\"\n", projectSpecifier); return false; } return true; } public: bool Start(const int argc, const char** argv) override { auto shouldContinue = true; if (!m_args.ParseArgs(argc, argv, shouldContinue)) return false; if (!shouldContinue) return true; LinkerPathManager paths(m_args); if (!LoadZones()) return false; auto result = true; for (const auto& projectSpecifier : m_args.m_project_specifiers_to_build) { std::string projectName; std::string targetName; if (!GetProjectAndTargetFromProjectSpecifier(projectSpecifier, projectName, targetName)) { result = false; break; } if (!BuildProject(paths, projectName, targetName)) { result = false; break; } } UnloadZones(); return result; } private: LinkerArgs m_args; std::vector> m_loaded_zones; }; std::unique_ptr Linker::Create() { return std::make_unique(); }