Merge pull request #77 from Laupetin/refactor/localize-remove-duplication

Remove duplicated code in localize asset loading
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Jan 2023-12-31 13:55:55 +01:00 committed by GitHub
commit 07266bb9dc
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18 changed files with 145 additions and 120 deletions

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@ -0,0 +1,9 @@
#include "CommonLocalizeEntry.h"
CommonLocalizeEntry::CommonLocalizeEntry() = default;
CommonLocalizeEntry::CommonLocalizeEntry(std::string key, std::string value)
: m_key(std::move(key)),
m_value(std::move(value))
{
}

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@ -0,0 +1,12 @@
#pragma once
#include <string>
class CommonLocalizeEntry
{
public:
std::string m_key;
std::string m_value;
CommonLocalizeEntry();
CommonLocalizeEntry(std::string key, std::string value);
};

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@ -1,9 +1,6 @@
#include "AssetLoaderLocalizeEntry.h"
#include "Localize/LocalizeCommon.h"
#include "Localize/Parsing/LocalizeFileReader.h"
#include <sstream>
#include "Localize/LocalizeCommonAssetLoader.h"
using namespace IW4;
@ -25,29 +22,15 @@ bool AssetLoaderLocalizeEntry::CanLoadFromRaw() const
bool AssetLoaderLocalizeEntry::LoadFromRaw(
const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{
std::string fileName;
{
std::ostringstream str;
str << LocalizeCommon::GetNameOfLanguage(zone->m_language) << "/localizedstrings/" << assetName << ".str";
fileName = str.str();
}
LocalizeCommonAssetLoader commonLoader(
[memory, manager](const CommonLocalizeEntry& entry)
{
auto* localizeEntry = memory->Create<LocalizeEntry>();
localizeEntry->name = memory->Dup(entry.m_key.c_str());
localizeEntry->value = memory->Dup(entry.m_value.c_str());
const auto file = searchPath->Open(fileName);
if (!file.IsOpen())
return false;
manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, entry.m_key, localizeEntry);
});
auto* zoneState = manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<LocalizeReadingZoneState>();
LocalizeFileReader reader(*file.m_stream, assetName, zone->m_language, zoneState);
const auto localizeEntries = reader.ReadLocalizeFile();
for (const auto& [key, value] : localizeEntries)
{
auto* localizeEntry = memory->Create<LocalizeEntry>();
localizeEntry->name = memory->Dup(key.c_str());
localizeEntry->value = memory->Dup(value.c_str());
manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, key, localizeEntry);
}
return true;
return commonLoader.LoadLocalizeAsset(assetName, searchPath, manager, zone);
}

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@ -1,4 +1,5 @@
#pragma once
#include "AssetLoading/BasicAssetLoader.h"
#include "AssetLoading/IAssetLoadingManager.h"
#include "Game/IW4/IW4.h"

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@ -1,9 +1,6 @@
#include "AssetLoaderLocalizeEntry.h"
#include "Localize/LocalizeCommon.h"
#include "Localize/Parsing/LocalizeFileReader.h"
#include <sstream>
#include "Localize/LocalizeCommonAssetLoader.h"
using namespace IW5;
@ -25,29 +22,15 @@ bool AssetLoaderLocalizeEntry::CanLoadFromRaw() const
bool AssetLoaderLocalizeEntry::LoadFromRaw(
const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{
std::string fileName;
{
std::ostringstream str;
str << LocalizeCommon::GetNameOfLanguage(zone->m_language) << "/localizedstrings/" << assetName << ".str";
fileName = str.str();
}
LocalizeCommonAssetLoader commonLoader(
[memory, manager](const CommonLocalizeEntry& entry)
{
auto* localizeEntry = memory->Create<LocalizeEntry>();
localizeEntry->name = memory->Dup(entry.m_key.c_str());
localizeEntry->value = memory->Dup(entry.m_value.c_str());
const auto file = searchPath->Open(fileName);
if (!file.IsOpen())
return false;
manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, entry.m_key, localizeEntry);
});
auto* zoneState = manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<LocalizeReadingZoneState>();
LocalizeFileReader reader(*file.m_stream, assetName, zone->m_language, zoneState);
const auto localizeEntries = reader.ReadLocalizeFile();
for (const auto& [key, value] : localizeEntries)
{
auto* localizeEntry = memory->Create<LocalizeEntry>();
localizeEntry->name = memory->Dup(key.c_str());
localizeEntry->value = memory->Dup(value.c_str());
manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, key, localizeEntry);
}
return true;
return commonLoader.LoadLocalizeAsset(assetName, searchPath, manager, zone);
}

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@ -1,4 +1,5 @@
#pragma once
#include "AssetLoading/BasicAssetLoader.h"
#include "AssetLoading/IAssetLoadingManager.h"
#include "Game/IW5/IW5.h"

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@ -1,9 +1,6 @@
#include "AssetLoaderLocalizeEntry.h"
#include "Localize/LocalizeCommon.h"
#include "Localize/Parsing/LocalizeFileReader.h"
#include <sstream>
#include "Localize/LocalizeCommonAssetLoader.h"
using namespace T5;
@ -25,29 +22,15 @@ bool AssetLoaderLocalizeEntry::CanLoadFromRaw() const
bool AssetLoaderLocalizeEntry::LoadFromRaw(
const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{
std::string fileName;
{
std::ostringstream str;
str << LocalizeCommon::GetNameOfLanguage(zone->m_language) << "/localizedstrings/" << assetName << ".str";
fileName = str.str();
}
LocalizeCommonAssetLoader commonLoader(
[memory, manager](const CommonLocalizeEntry& entry)
{
auto* localizeEntry = memory->Create<LocalizeEntry>();
localizeEntry->name = memory->Dup(entry.m_key.c_str());
localizeEntry->value = memory->Dup(entry.m_value.c_str());
const auto file = searchPath->Open(fileName);
if (!file.IsOpen())
return false;
manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, entry.m_key, localizeEntry);
});
auto* zoneState = manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<LocalizeReadingZoneState>();
LocalizeFileReader reader(*file.m_stream, assetName, zone->m_language, zoneState);
const auto localizeEntries = reader.ReadLocalizeFile();
for (const auto& [key, value] : localizeEntries)
{
auto* localizeEntry = memory->Create<LocalizeEntry>();
localizeEntry->name = memory->Dup(key.c_str());
localizeEntry->value = memory->Dup(value.c_str());
manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, key, localizeEntry);
}
return true;
return commonLoader.LoadLocalizeAsset(assetName, searchPath, manager, zone);
}

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@ -1,4 +1,5 @@
#pragma once
#include "AssetLoading/BasicAssetLoader.h"
#include "AssetLoading/IAssetLoadingManager.h"
#include "Game/T5/T5.h"

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@ -1,9 +1,6 @@
#include "AssetLoaderLocalizeEntry.h"
#include "Localize/LocalizeCommon.h"
#include "Localize/Parsing/LocalizeFileReader.h"
#include <sstream>
#include "Localize/LocalizeCommonAssetLoader.h"
using namespace T6;
@ -25,29 +22,15 @@ bool AssetLoaderLocalizeEntry::CanLoadFromRaw() const
bool AssetLoaderLocalizeEntry::LoadFromRaw(
const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{
std::string fileName;
{
std::ostringstream str;
str << LocalizeCommon::GetNameOfLanguage(zone->m_language) << "/localizedstrings/" << assetName << ".str";
fileName = str.str();
}
LocalizeCommonAssetLoader commonLoader(
[memory, manager](const CommonLocalizeEntry& entry)
{
auto* localizeEntry = memory->Create<LocalizeEntry>();
localizeEntry->name = memory->Dup(entry.m_key.c_str());
localizeEntry->value = memory->Dup(entry.m_value.c_str());
const auto file = searchPath->Open(fileName);
if (!file.IsOpen())
return false;
manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, entry.m_key, localizeEntry);
});
auto* zoneState = manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<LocalizeReadingZoneState>();
LocalizeFileReader reader(*file.m_stream, assetName, zone->m_language, zoneState);
const auto localizeEntries = reader.ReadLocalizeFile();
for (const auto& [key, value] : localizeEntries)
{
auto* localizeEntry = memory->Create<LocalizeEntry>();
localizeEntry->name = memory->Dup(key.c_str());
localizeEntry->value = memory->Dup(value.c_str());
manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, key, localizeEntry);
}
return true;
return commonLoader.LoadLocalizeAsset(assetName, searchPath, manager, zone);
}

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@ -0,0 +1,42 @@
#include "LocalizeCommonAssetLoader.h"
#include "Localize/LocalizeCommon.h"
#include "Localize/LocalizeReadingZoneState.h"
#include "Localize/Parsing/LocalizeFileReader.h"
#include <sstream>
LocalizeCommonAssetLoader::LocalizeCommonAssetLoader(std::function<void(const CommonLocalizeEntry&)> entryCallback)
: m_entry_callback(std::move(entryCallback))
{
}
std::string LocalizeCommonAssetLoader::GetFileName(const std::string& assetName, Zone* zone) const
{
std::ostringstream ss;
ss << LocalizeCommon::GetNameOfLanguage(zone->m_language) << "/localizedstrings/" << assetName << ".str";
return ss.str();
}
bool LocalizeCommonAssetLoader::LoadLocalizeAsset(const std::string& assetName, ISearchPath* searchPath, IAssetLoadingManager* manager, Zone* zone) const
{
std::string fileName = GetFileName(assetName, zone);
const auto file = searchPath->Open(fileName);
if (!file.IsOpen())
return false;
auto* zoneState = manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<LocalizeReadingZoneState>();
LocalizeFileReader reader(*file.m_stream, assetName, zone->m_language, zoneState);
std::vector<CommonLocalizeEntry> localizeEntries;
if (!reader.ReadLocalizeFile(localizeEntries))
return false;
for (const auto& entry : localizeEntries)
{
m_entry_callback(entry);
}
return true;
}

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@ -0,0 +1,22 @@
#pragma once
#include "AssetLoading/IAssetLoadingManager.h"
#include "Localize/CommonLocalizeEntry.h"
#include "SearchPath/ISearchPath.h"
#include "Zone/Zone.h"
#include <functional>
#include <string>
class LocalizeCommonAssetLoader
{
public:
explicit LocalizeCommonAssetLoader(std::function<void(const CommonLocalizeEntry&)> entryCallback);
bool LoadLocalizeAsset(const std::string& assetName, ISearchPath* searchPath, IAssetLoadingManager* manager, Zone* zone) const;
private:
std::string GetFileName(const std::string& assetName, Zone* zone) const;
std::function<void(const CommonLocalizeEntry&)> m_entry_callback;
};

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@ -32,7 +32,7 @@ const std::vector<AbstractParser<SimpleParserValue, LocalizeFileParserState>::se
return !m_state->m_end ? tests : noTests;
}
std::map<std::string, std::string> LocalizeFileParser::GetParsedValues()
std::vector<CommonLocalizeEntry> LocalizeFileParser::GetParsedValues()
{
return std::move(m_state->m_entries);
}

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@ -13,5 +13,5 @@ protected:
public:
LocalizeFileParser(SimpleLexer* lexer, GameLanguage language, LocalizeReadingZoneState* zoneState);
std::map<std::string, std::string> GetParsedValues();
std::vector<CommonLocalizeEntry> GetParsedValues();
};

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@ -1,6 +1,7 @@
#include "LocalizeFileParserState.h"
#include "Localize/LocalizeCommon.h"
#include "Utils/StringUtils.h"
LocalizeFileParserState::LocalizeFileParserState(const GameLanguage language, LocalizeReadingZoneState* zoneState)
: m_end(false),
@ -8,6 +9,5 @@ LocalizeFileParserState::LocalizeFileParserState(const GameLanguage language, Lo
m_zone_state(zoneState)
{
m_language_name_caps = LocalizeCommon::GetNameOfLanguage(m_language);
for (auto& c : m_language_name_caps)
c = static_cast<char>(toupper(c));
utils::MakeStringUpperCase(m_language_name_caps);
}

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@ -1,17 +1,18 @@
#pragma once
#include "Game/GameLanguage.h"
#include "Localize/CommonLocalizeEntry.h"
#include "Localize/LocalizeReadingZoneState.h"
#include <map>
#include <unordered_set>
#include <vector>
class LocalizeFileParserState
{
public:
bool m_end;
std::map<std::string, std::string> m_entries;
std::vector<CommonLocalizeEntry> m_entries;
GameLanguage m_language;
LocalizeReadingZoneState* m_zone_state;

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@ -28,7 +28,7 @@ void LocalizeFileReader::SetupStreamProxies()
m_stream = m_open_streams.back().get();
}
std::map<std::string, std::string> LocalizeFileReader::ReadLocalizeFile()
bool LocalizeFileReader::ReadLocalizeFile(std::vector<CommonLocalizeEntry>& entries)
{
SimpleLexer::Config lexerConfig;
lexerConfig.m_emit_new_line_tokens = true;
@ -41,8 +41,11 @@ std::map<std::string, std::string> LocalizeFileReader::ReadLocalizeFile()
const auto parser = std::make_unique<LocalizeFileParser>(lexer.get(), m_language, m_zone_state);
if (parser->Parse())
return parser->GetParsedValues();
{
entries = parser->GetParsedValues();
return true;
}
std::cout << "Parsing localization file failed!" << std::endl;
return std::map<std::string, std::string>();
std::cerr << "Parsing localization file failed!" << std::endl;
return false;
}

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@ -1,6 +1,7 @@
#pragma once
#include "Game/GameLanguage.h"
#include "Localize/CommonLocalizeEntry.h"
#include "Localize/LocalizeReadingZoneState.h"
#include "Parsing/IParserLineStream.h"
@ -23,5 +24,5 @@ class LocalizeFileReader
public:
LocalizeFileReader(std::istream& stream, std::string fileName, GameLanguage language, LocalizeReadingZoneState* zoneState);
std::map<std::string, std::string> ReadLocalizeFile();
bool ReadLocalizeFile(std::vector<CommonLocalizeEntry>& entries);
};

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@ -38,6 +38,6 @@ void SequenceLocalizeFileLanguageValue::ProcessMatch(LocalizeFileParserState* st
std::cout << "Localize: a value for reference \"" << currentReference << "\" was already defined\n";
}
state->m_entries[currentReference] = valueToken.StringValue();
state->m_entries.emplace_back(currentReference, valueToken.StringValue());
}
}