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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2026-02-10 17:43:03 +00:00

refactor: move asset type names to IGame implementations

This commit is contained in:
Jan Laupetin
2026-02-04 22:35:33 +00:00
parent e5784d09ed
commit 3b1e65e8cc
39 changed files with 72 additions and 607 deletions

View File

@@ -2,13 +2,13 @@
AssetListOutputStream::AssetListOutputStream(std::ostream& stream, const GameId game)
: m_stream(stream),
m_asset_name_resolver(IAssetNameResolver::GetResolverForGame(game))
m_game(IGame::GetGameById(game))
{
}
void AssetListOutputStream::WriteEntry(const AssetListEntry& entry)
{
m_stream.WriteColumn(*m_asset_name_resolver->GetAssetTypeName(entry.m_type));
m_stream.WriteColumn(*m_game->GetAssetTypeName(entry.m_type));
m_stream.WriteColumn(entry.m_name);
m_stream.NextRow();
}

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@@ -3,7 +3,6 @@
#include "AssetList.h"
#include "Csv/CsvStream.h"
#include "Game/IGame.h"
#include "Zone/AssetNameResolver.h"
#include <iostream>
@@ -16,5 +15,5 @@ public:
private:
CsvOutputStream m_stream;
const IAssetNameResolver* m_asset_name_resolver;
const IGame* m_game;
};

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@@ -12,9 +12,9 @@ namespace
class AssetListInputStream
{
public:
AssetListInputStream(std::istream& stream, GameId game)
AssetListInputStream(std::istream& stream, const GameId game)
: m_stream(stream),
m_asset_name_resolver(IAssetNameResolver::GetResolverForGame(game))
m_asset_name_resolver(game)
{
}
@@ -33,7 +33,7 @@ namespace
continue;
const auto& typeName = row[0];
const auto maybeType = m_asset_name_resolver->GetAssetTypeByName(typeName);
const auto maybeType = m_asset_name_resolver.GetAssetTypeByName(typeName);
if (!maybeType)
{
con::error("Unknown asset type name \"{}\"", typeName);
@@ -60,7 +60,7 @@ namespace
private:
CsvInputStream m_stream;
const IAssetNameResolver* m_asset_name_resolver;
AssetNameResolver m_asset_name_resolver;
};
} // namespace

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@@ -1,38 +1,28 @@
#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)
AssetNameResolver::AssetNameResolver(const GameId gameId)
{
static const IAssetNameResolver* assetNameResolvers[static_cast<unsigned>(GameId::COUNT)]{
new IW3::AssetNameResolver(),
new IW4::AssetNameResolver(),
new IW5::AssetNameResolver(),
new T5::AssetNameResolver(),
new T6::AssetNameResolver(),
};
const auto* game = IGame::GetGameById(gameId);
const auto assetTypeCount = game->GetAssetTypeCount();
assert(static_cast<unsigned>(game) < static_cast<unsigned>(GameId::COUNT));
const auto* result = assetNameResolvers[static_cast<unsigned>(game)];
assert(result);
for (asset_type_t assetType = 0; assetType < assetTypeCount; assetType++)
{
auto maybeAssetTypeName = game->GetAssetTypeName(assetType);
assert(maybeAssetTypeName);
if (!maybeAssetTypeName)
continue;
return result;
std::string lowerCaseName(*maybeAssetTypeName);
utils::MakeStringLowerCase(lowerCaseName);
m_asset_types_by_name.emplace(lowerCaseName, assetType);
}
}
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::optional<asset_type_t> AssetNameResolver::GetAssetTypeByName(const std::string& assetTypeName) const
{
std::string lowerCaseName = assetTypeName;
utils::MakeStringLowerCase(lowerCaseName);

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@@ -7,30 +7,13 @@
#include <string>
#include <unordered_map>
class IAssetNameResolver
class AssetNameResolver
{
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;
AssetNameResolver() = default;
explicit AssetNameResolver(GameId gameId);
[[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);
[[nodiscard]] std::optional<asset_type_t> GetAssetTypeByName(const std::string& assetTypeName) const;
private:
std::unordered_map<std::string, asset_type_t> m_asset_types_by_name;

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@@ -23,10 +23,7 @@ void SequenceZoneDefinitionEntry::ProcessMatch(ZoneDefinitionParserState* state,
{
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());
const auto maybeAssetType = state->m_asset_name_resolver.GetAssetTypeByName(typeNameToken.FieldValue());
if (!maybeAssetType)
throw ParsingException(typeNameToken.GetPos(), "Unknown asset type");

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@@ -5,7 +5,6 @@
ZoneDefinitionParserState::ZoneDefinitionParserState(std::string targetName, ISearchPath& searchPath, IParserLineStream& underlyingStream)
: m_search_path(searchPath),
m_underlying_stream(underlyingStream),
m_asset_name_resolver(nullptr),
m_definition(std::make_unique<ZoneDefinition>())
{
@@ -16,7 +15,7 @@ ZoneDefinitionParserState::ZoneDefinitionParserState(std::string targetName, ISe
void ZoneDefinitionParserState::SetGame(const GameId game)
{
m_definition->m_game = game;
m_asset_name_resolver = IAssetNameResolver::GetResolverForGame(game);
m_asset_name_resolver = AssetNameResolver(game);
}
namespace

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@@ -26,7 +26,7 @@ public:
IParserLineStream& m_underlying_stream;
std::unordered_set<std::string> m_inclusions;
const IAssetNameResolver* m_asset_name_resolver;
AssetNameResolver m_asset_name_resolver;
std::optional<ZoneDefinitionObjContainer> m_current_ipak;
std::optional<ZoneDefinitionObjContainer> m_current_iwd;