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:
@@ -2,13 +2,13 @@
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AssetListOutputStream::AssetListOutputStream(std::ostream& stream, const GameId game)
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: m_stream(stream),
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m_asset_name_resolver(IAssetNameResolver::GetResolverForGame(game))
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m_game(IGame::GetGameById(game))
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{
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}
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void AssetListOutputStream::WriteEntry(const AssetListEntry& entry)
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{
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m_stream.WriteColumn(*m_asset_name_resolver->GetAssetTypeName(entry.m_type));
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m_stream.WriteColumn(*m_game->GetAssetTypeName(entry.m_type));
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m_stream.WriteColumn(entry.m_name);
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m_stream.NextRow();
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}
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@@ -3,7 +3,6 @@
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#include "AssetList.h"
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#include "Csv/CsvStream.h"
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#include "Game/IGame.h"
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#include "Zone/AssetNameResolver.h"
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#include <iostream>
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@@ -16,5 +15,5 @@ public:
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private:
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CsvOutputStream m_stream;
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const IAssetNameResolver* m_asset_name_resolver;
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const IGame* m_game;
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};
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@@ -12,9 +12,9 @@ namespace
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class AssetListInputStream
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{
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public:
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AssetListInputStream(std::istream& stream, GameId game)
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AssetListInputStream(std::istream& stream, const GameId game)
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: m_stream(stream),
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m_asset_name_resolver(IAssetNameResolver::GetResolverForGame(game))
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m_asset_name_resolver(game)
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{
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}
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@@ -33,7 +33,7 @@ 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_asset_name_resolver.GetAssetTypeByName(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 +60,7 @@ namespace
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private:
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CsvInputStream m_stream;
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const IAssetNameResolver* m_asset_name_resolver;
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AssetNameResolver m_asset_name_resolver;
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};
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} // namespace
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@@ -1,38 +1,28 @@
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#include "AssetNameResolver.h"
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#include "Game/IW3/AssetNameResolverIW3.h"
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#include "Game/IW4/AssetNameResolverIW4.h"
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#include "Game/IW5/AssetNameResolverIW5.h"
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#include "Game/T5/AssetNameResolverT5.h"
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#include "Game/T6/AssetNameResolverT6.h"
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#include "Utils/StringUtils.h"
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#include <cassert>
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const IAssetNameResolver* IAssetNameResolver::GetResolverForGame(GameId game)
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AssetNameResolver::AssetNameResolver(const GameId gameId)
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{
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static const IAssetNameResolver* assetNameResolvers[static_cast<unsigned>(GameId::COUNT)]{
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new IW3::AssetNameResolver(),
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new IW4::AssetNameResolver(),
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new IW5::AssetNameResolver(),
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new T5::AssetNameResolver(),
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new T6::AssetNameResolver(),
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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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assert(static_cast<unsigned>(game) < static_cast<unsigned>(GameId::COUNT));
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const auto* result = assetNameResolvers[static_cast<unsigned>(game)];
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assert(result);
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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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return result;
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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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void HashMapBasedAssetNameResolver::AddAssetTypeName(asset_type_t assetType, std::string name)
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{
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utils::MakeStringLowerCase(name);
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m_asset_types_by_name.emplace(std::move(name), assetType);
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}
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std::optional<asset_type_t> HashMapBasedAssetNameResolver::GetAssetTypeByName(const std::string& assetTypeName) const
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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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@@ -7,30 +7,13 @@
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#include <string>
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#include <unordered_map>
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class IAssetNameResolver
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class AssetNameResolver
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{
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public:
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IAssetNameResolver() = default;
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virtual ~IAssetNameResolver() = default;
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IAssetNameResolver(const IAssetNameResolver& other) = default;
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IAssetNameResolver(IAssetNameResolver&& other) noexcept = default;
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IAssetNameResolver& operator=(const IAssetNameResolver& other) = default;
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IAssetNameResolver& operator=(IAssetNameResolver&& other) noexcept = default;
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AssetNameResolver() = default;
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explicit AssetNameResolver(GameId gameId);
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[[nodiscard]] virtual GameId GetGameId() const = 0;
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[[nodiscard]] virtual std::optional<asset_type_t> GetAssetTypeByName(const std::string& assetTypeName) const = 0;
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[[nodiscard]] virtual std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const = 0;
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static const IAssetNameResolver* GetResolverForGame(GameId game);
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};
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class HashMapBasedAssetNameResolver : public IAssetNameResolver
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{
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public:
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[[nodiscard]] std::optional<asset_type_t> GetAssetTypeByName(const std::string& assetTypeName) const override;
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protected:
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void AddAssetTypeName(asset_type_t assetType, std::string name);
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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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@@ -23,10 +23,7 @@ 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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if (!state->m_asset_name_resolver)
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throw ParsingException(typeNameToken.GetPos(), "Must define game before first asset");
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const auto maybeAssetType = state->m_asset_name_resolver->GetAssetTypeByName(typeNameToken.FieldValue());
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const auto maybeAssetType = state->m_asset_name_resolver.GetAssetTypeByName(typeNameToken.FieldValue());
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if (!maybeAssetType)
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throw ParsingException(typeNameToken.GetPos(), "Unknown asset type");
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@@ -5,7 +5,6 @@
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ZoneDefinitionParserState::ZoneDefinitionParserState(std::string targetName, ISearchPath& searchPath, IParserLineStream& underlyingStream)
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: m_search_path(searchPath),
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m_underlying_stream(underlyingStream),
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m_asset_name_resolver(nullptr),
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m_definition(std::make_unique<ZoneDefinition>())
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{
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@@ -16,7 +15,7 @@ ZoneDefinitionParserState::ZoneDefinitionParserState(std::string targetName, ISe
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void ZoneDefinitionParserState::SetGame(const GameId game)
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{
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m_definition->m_game = game;
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m_asset_name_resolver = IAssetNameResolver::GetResolverForGame(game);
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m_asset_name_resolver = AssetNameResolver(game);
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}
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namespace
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@@ -26,7 +26,7 @@ public:
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IParserLineStream& m_underlying_stream;
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std::unordered_set<std::string> m_inclusions;
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const IAssetNameResolver* m_asset_name_resolver;
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AssetNameResolver m_asset_name_resolver;
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std::optional<ZoneDefinitionObjContainer> m_current_ipak;
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std::optional<ZoneDefinitionObjContainer> m_current_iwd;
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