mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2026-05-17 07:21:43 +00:00
feat: accept aliases for asset type names
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@@ -3,7 +3,6 @@
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#include "Csv/CsvStream.h"
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#include "Game/IGame.h"
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#include "Utils/Logging/Log.h"
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#include "Zone/AssetNameResolver.h"
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#include <format>
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@@ -12,9 +11,9 @@ namespace
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class AssetListInputStream
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{
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public:
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AssetListInputStream(std::istream& stream, const GameId game)
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AssetListInputStream(std::istream& stream, const GameId gameId)
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: m_stream(stream),
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m_asset_name_resolver(game)
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m_game(*IGame::GetGameById(gameId))
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{
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}
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@@ -33,7 +32,7 @@ namespace
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continue;
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const auto& typeName = row[0];
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const auto maybeType = m_asset_name_resolver.GetAssetTypeByName(typeName);
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const auto maybeType = m_game.FindAssetTypeByName(typeName);
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if (!maybeType)
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{
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con::error("Unknown asset type name \"{}\"", typeName);
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@@ -60,7 +59,7 @@ namespace
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private:
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CsvInputStream m_stream;
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AssetNameResolver m_asset_name_resolver;
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IGame& m_game;
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};
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} // namespace
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@@ -1,35 +0,0 @@
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#include "AssetNameResolver.h"
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#include "Utils/StringUtils.h"
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#include <cassert>
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AssetNameResolver::AssetNameResolver(const GameId gameId)
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{
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const auto* game = IGame::GetGameById(gameId);
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const auto assetTypeCount = game->GetAssetTypeCount();
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for (asset_type_t assetType = 0; assetType < assetTypeCount; assetType++)
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{
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auto maybeAssetTypeName = game->GetAssetTypeName(assetType);
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assert(maybeAssetTypeName);
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if (!maybeAssetTypeName)
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continue;
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std::string lowerCaseName(*maybeAssetTypeName);
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utils::MakeStringLowerCase(lowerCaseName);
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m_asset_types_by_name.emplace(lowerCaseName, assetType);
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}
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}
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std::optional<asset_type_t> AssetNameResolver::GetAssetTypeByName(const std::string& assetTypeName) const
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{
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std::string lowerCaseName = assetTypeName;
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utils::MakeStringLowerCase(lowerCaseName);
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const auto existingAssetType = m_asset_types_by_name.find(assetTypeName);
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if (existingAssetType != m_asset_types_by_name.end())
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return existingAssetType->second;
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return std::nullopt;
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}
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@@ -1,20 +0,0 @@
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#pragma once
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#include "Game/IGame.h"
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#include "Zone/ZoneTypes.h"
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#include <optional>
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#include <string>
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#include <unordered_map>
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class AssetNameResolver
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{
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public:
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AssetNameResolver() = default;
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explicit AssetNameResolver(GameId gameId);
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[[nodiscard]] std::optional<asset_type_t> GetAssetTypeByName(const std::string& assetTypeName) const;
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private:
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std::unordered_map<std::string, asset_type_t> m_asset_types_by_name;
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};
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@@ -23,7 +23,12 @@ void SequenceZoneDefinitionEntry::ProcessMatch(ZoneDefinitionParserState* state,
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{
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const auto& typeNameToken = result.NextCapture(CAPTURE_TYPE_NAME);
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const auto maybeAssetType = state->m_asset_name_resolver.GetAssetTypeByName(typeNameToken.FieldValue());
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const auto maybeAssetType = state->m_game.and_then(
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[&typeNameToken](const IGame* game)
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{
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return game->FindAssetTypeByName(typeNameToken.FieldValue());
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});
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if (!maybeAssetType)
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throw ParsingException(typeNameToken.GetPos(), "Unknown asset type");
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@@ -12,10 +12,10 @@ ZoneDefinitionParserState::ZoneDefinitionParserState(std::string targetName, ISe
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m_definition->m_name = std::move(targetName);
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}
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void ZoneDefinitionParserState::SetGame(const GameId game)
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void ZoneDefinitionParserState::SetGame(const GameId gameId)
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{
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m_definition->m_game = game;
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m_asset_name_resolver = AssetNameResolver(game);
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m_definition->m_game = gameId;
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m_game = IGame::GetGameById(gameId);
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}
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namespace
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@@ -2,7 +2,6 @@
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#include "Parsing/IParserLineStream.h"
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#include "SearchPath/ISearchPath.h"
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#include "Zone/AssetNameResolver.h"
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#include "Zone/Definition/ZoneDefinition.h"
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#include <memory>
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@@ -15,7 +14,7 @@ class ZoneDefinitionParserState
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public:
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ZoneDefinitionParserState(std::string targetName, ISearchPath& searchPath, IParserLineStream& underlyingStream);
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void SetGame(GameId game);
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void SetGame(GameId gameId);
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void StartIPak(std::string ipakName);
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void StartIwd(std::string iwdName);
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@@ -26,7 +25,7 @@ public:
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IParserLineStream& m_underlying_stream;
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std::unordered_set<std::string> m_inclusions;
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AssetNameResolver m_asset_name_resolver;
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std::optional<IGame*> m_game;
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std::optional<ZoneDefinitionObjContainer> m_current_ipak;
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std::optional<ZoneDefinitionObjContainer> m_current_iwd;
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