mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-04-20 00:02:55 +00:00
Extract search path related code from Linker into separate class
This commit is contained in:
parent
74fd8f4334
commit
480bc81522
@ -15,6 +15,7 @@
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#include "SearchPath/SearchPathFilesystem.h"
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#include "ObjContainer/IWD/IWD.h"
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#include "LinkerArgs.h"
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#include "LinkerSearchPaths.h"
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#include "ZoneWriting.h"
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#include "Game/IW3/ZoneCreatorIW3.h"
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#include "ZoneCreation/ZoneCreationContext.h"
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@ -40,195 +41,16 @@ const IZoneCreator* const ZONE_CREATORS[]
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new T6::ZoneCreator()
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};
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class Linker::Impl
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class LinkerImpl final : public Linker
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{
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static constexpr const char* METADATA_NAME = "name";
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static constexpr const char* METADATA_GAME = "game";
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static constexpr const char* METADATA_GDT = "gdt";
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LinkerArgs m_args;
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std::vector<std::unique_ptr<ISearchPath>> m_loaded_project_search_paths;
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SearchPaths m_asset_search_paths;
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SearchPaths m_gdt_search_paths;
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SearchPaths m_source_search_paths;
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LinkerSearchPaths m_search_paths;
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std::vector<std::unique_ptr<Zone>> m_loaded_zones;
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/**
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* \brief Loads a search path.
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* \param searchPath The search path to load.
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*/
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void LoadSearchPath(ISearchPath* searchPath) const
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{
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if (m_args.m_verbose)
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{
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printf("Loading search path: \"%s\"\n", searchPath->GetPath().c_str());
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}
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ObjLoading::LoadIWDsInSearchPath(searchPath);
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}
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/**
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* \brief Unloads a search path.
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* \param searchPath The search path to unload.
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*/
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void UnloadSearchPath(ISearchPath* searchPath) const
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{
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if (m_args.m_verbose)
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{
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printf("Unloading search path: \"%s\"\n", searchPath->GetPath().c_str());
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}
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ObjLoading::UnloadIWDsInSearchPath(searchPath);
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}
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SearchPaths GetAssetSearchPathsForProject(const std::string& gameName, const std::string& projectName)
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{
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SearchPaths searchPathsForProject;
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for (const auto& searchPathStr : m_args.GetAssetSearchPathsForProject(gameName, projectName))
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{
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auto absolutePath = fs::absolute(searchPathStr);
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if (!fs::is_directory(absolutePath))
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{
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if (m_args.m_verbose)
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std::cout << "Adding asset search path (Not found): " << absolutePath.string() << std::endl;
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continue;
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}
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if (m_args.m_verbose)
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std::cout << "Adding asset search path: " << absolutePath.string() << std::endl;
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auto searchPath = std::make_unique<SearchPathFilesystem>(searchPathStr);
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LoadSearchPath(searchPath.get());
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searchPathsForProject.IncludeSearchPath(searchPath.get());
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m_loaded_project_search_paths.emplace_back(std::move(searchPath));
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}
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searchPathsForProject.IncludeSearchPath(&m_asset_search_paths);
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for (auto* iwd : IWD::Repository)
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{
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searchPathsForProject.IncludeSearchPath(iwd);
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}
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return searchPathsForProject;
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}
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SearchPaths GetGdtSearchPathsForProject(const std::string& gameName, const std::string& projectName)
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{
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SearchPaths searchPathsForProject;
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for (const auto& searchPathStr : m_args.GetGdtSearchPathsForProject(gameName, projectName))
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{
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auto absolutePath = fs::absolute(searchPathStr);
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if (!fs::is_directory(absolutePath))
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{
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if (m_args.m_verbose)
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std::cout << "Adding gdt search path (Not found): " << absolutePath.string() << std::endl;
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continue;
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}
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if (m_args.m_verbose)
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std::cout << "Adding gdt search path: " << absolutePath.string() << std::endl;
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searchPathsForProject.CommitSearchPath(std::make_unique<SearchPathFilesystem>(searchPathStr));
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}
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searchPathsForProject.IncludeSearchPath(&m_gdt_search_paths);
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return searchPathsForProject;
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}
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SearchPaths GetSourceSearchPathsForProject(const std::string& projectName)
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{
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SearchPaths searchPathsForProject;
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for (const auto& searchPathStr : m_args.GetSourceSearchPathsForProject(projectName))
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{
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auto absolutePath = fs::absolute(searchPathStr);
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if (!fs::is_directory(absolutePath))
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{
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if (m_args.m_verbose)
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std::cout << "Adding source search path (Not found): " << absolutePath.string() << std::endl;
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continue;
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}
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if (m_args.m_verbose)
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std::cout << "Adding source search path: " << absolutePath.string() << std::endl;
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searchPathsForProject.CommitSearchPath(std::make_unique<SearchPathFilesystem>(searchPathStr));
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}
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searchPathsForProject.IncludeSearchPath(&m_source_search_paths);
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return searchPathsForProject;
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}
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/**
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* \brief Initializes the Linker object's search paths based on the user's input.
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* \return \c true if building the search paths was successful, otherwise \c false.
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*/
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bool BuildProjectIndependentSearchPaths()
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{
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for (const auto& path : m_args.GetProjectIndependentAssetSearchPaths())
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{
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auto absolutePath = fs::absolute(path);
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if (!fs::is_directory(absolutePath))
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{
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if (m_args.m_verbose)
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std::cout << "Adding asset search path (Not found): " << absolutePath.string() << std::endl;
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continue;
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}
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if (m_args.m_verbose)
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std::cout << "Adding asset search path: " << absolutePath.string() << std::endl;
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auto searchPath = std::make_unique<SearchPathFilesystem>(absolutePath.string());
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LoadSearchPath(searchPath.get());
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m_asset_search_paths.CommitSearchPath(std::move(searchPath));
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}
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for (const auto& path : m_args.GetProjectIndependentGdtSearchPaths())
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{
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auto absolutePath = fs::absolute(path);
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if (!fs::is_directory(absolutePath))
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{
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if (m_args.m_verbose)
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std::cout << "Loading gdt search path (Not found): " << absolutePath.string() << std::endl;
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continue;
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}
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if (m_args.m_verbose)
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std::cout << "Adding gdt search path: " << absolutePath.string() << std::endl;
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m_gdt_search_paths.CommitSearchPath(std::make_unique<SearchPathFilesystem>(absolutePath.string()));
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}
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for (const auto& path : m_args.GetProjectIndependentSourceSearchPaths())
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{
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auto absolutePath = fs::absolute(path);
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if (!fs::is_directory(absolutePath))
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{
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if (m_args.m_verbose)
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std::cout << "Loading source search path (Not found): " << absolutePath.string() << std::endl;
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continue;
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}
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if (m_args.m_verbose)
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std::cout << "Adding source search path: " << absolutePath.string() << std::endl;
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m_source_search_paths.CommitSearchPath(std::make_unique<SearchPathFilesystem>(absolutePath.string()));
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}
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return true;
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}
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bool IncludeAdditionalZoneDefinitions(const std::string& initialFileName, ZoneDefinition& zoneDefinition, ISearchPath* sourceSearchPath) const
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{
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std::set<std::string> sourceNames;
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@ -500,7 +322,7 @@ class Linker::Impl
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bool BuildProject(const std::string& projectName)
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{
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auto sourceSearchPaths = GetSourceSearchPathsForProject(projectName);
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auto sourceSearchPaths = m_search_paths.GetSourceSearchPathsForProject(projectName);
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const auto zoneDefinition = ReadZoneDefinition(projectName, &sourceSearchPaths);
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if (!zoneDefinition)
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@ -513,19 +335,15 @@ class Linker::Impl
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for (auto& c : gameName)
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c = static_cast<char>(std::tolower(c));
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auto assetSearchPaths = GetAssetSearchPathsForProject(gameName, projectName);
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auto gdtSearchPaths = GetGdtSearchPathsForProject(gameName, projectName);
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auto assetSearchPaths = m_search_paths.GetAssetSearchPathsForProject(gameName, projectName);
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auto gdtSearchPaths = m_search_paths.GetGdtSearchPathsForProject(gameName, projectName);
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const auto zone = CreateZoneForDefinition(projectName, *zoneDefinition, &assetSearchPaths, &gdtSearchPaths, &sourceSearchPaths);
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auto result = zone != nullptr;
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if (zone)
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result = WriteZoneToFile(projectName, zone.get());
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for (const auto& loadedSearchPath : m_loaded_project_search_paths)
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{
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UnloadSearchPath(loadedSearchPath.get());
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}
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m_loaded_project_search_paths.clear();
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m_search_paths.UnloadProjectSpecificSearchPaths();
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return result;
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}
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@ -576,18 +394,17 @@ class Linker::Impl
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}
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public:
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Impl()
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= default;
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LinkerImpl()
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: m_search_paths(m_args)
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{
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}
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/**
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* \copydoc Linker::Start
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*/
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bool Start(const int argc, const char** argv)
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bool Start(const int argc, const char** argv) override
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{
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if (!m_args.ParseArgs(argc, argv))
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return false;
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if (!BuildProjectIndependentSearchPaths())
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if (!m_search_paths.BuildProjectIndependentSearchPaths())
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return false;
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if (!LoadZones())
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@ -609,18 +426,7 @@ public:
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}
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};
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Linker::Linker()
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std::unique_ptr<Linker> Linker::Create()
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{
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m_impl = new Impl();
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}
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Linker::~Linker()
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{
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delete m_impl;
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m_impl = nullptr;
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}
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bool Linker::Start(const int argc, const char** argv) const
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{
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return m_impl->Start(argc, argv);
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return std::make_unique<LinkerImpl>();
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}
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@ -1,13 +1,11 @@
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#pragma once
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#include <memory>
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class Linker
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{
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class Impl;
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Impl* m_impl;
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public:
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Linker();
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~Linker();
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Linker() = default;
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virtual ~Linker() = default;
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Linker(const Linker& other) = delete;
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Linker(Linker&& other) noexcept = delete;
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@ -20,5 +18,7 @@ public:
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* \param argv The command line arguments.
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* \return \c true if the application was successful or \c false if an error occurred.
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*/
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bool Start(int argc, const char** argv) const;
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virtual bool Start(int argc, const char** argv) = 0;
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static std::unique_ptr<Linker> Create();
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};
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src/Linker/LinkerSearchPaths.cpp
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190
src/Linker/LinkerSearchPaths.cpp
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@ -0,0 +1,190 @@
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#include "LinkerSearchPaths.h"
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#include <filesystem>
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#include <iostream>
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#include "ObjLoading.h"
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#include "ObjContainer/IWD/IWD.h"
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#include "SearchPath/SearchPathFilesystem.h"
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namespace fs = std::filesystem;
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LinkerSearchPaths::LinkerSearchPaths(const LinkerArgs& args)
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: m_args(args)
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{
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}
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void LinkerSearchPaths::LoadSearchPath(ISearchPath* searchPath) const
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{
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if (m_args.m_verbose)
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{
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printf("Loading search path: \"%s\"\n", searchPath->GetPath().c_str());
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}
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ObjLoading::LoadIWDsInSearchPath(searchPath);
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}
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void LinkerSearchPaths::UnloadSearchPath(ISearchPath* searchPath) const
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{
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if (m_args.m_verbose)
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{
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printf("Unloading search path: \"%s\"\n", searchPath->GetPath().c_str());
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}
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ObjLoading::UnloadIWDsInSearchPath(searchPath);
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}
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SearchPaths LinkerSearchPaths::GetAssetSearchPathsForProject(const std::string& gameName, const std::string& projectName)
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{
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SearchPaths searchPathsForProject;
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for (const auto& searchPathStr : m_args.GetAssetSearchPathsForProject(gameName, projectName))
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{
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auto absolutePath = fs::absolute(searchPathStr);
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if (!fs::is_directory(absolutePath))
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{
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if (m_args.m_verbose)
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std::cout << "Adding asset search path (Not found): " << absolutePath.string() << std::endl;
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continue;
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}
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if (m_args.m_verbose)
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std::cout << "Adding asset search path: " << absolutePath.string() << std::endl;
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auto searchPath = std::make_unique<SearchPathFilesystem>(searchPathStr);
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LoadSearchPath(searchPath.get());
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searchPathsForProject.IncludeSearchPath(searchPath.get());
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m_loaded_project_search_paths.emplace_back(std::move(searchPath));
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}
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searchPathsForProject.IncludeSearchPath(&m_asset_search_paths);
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for (auto* iwd : IWD::Repository)
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{
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searchPathsForProject.IncludeSearchPath(iwd);
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}
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return searchPathsForProject;
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}
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SearchPaths LinkerSearchPaths::GetGdtSearchPathsForProject(const std::string& gameName, const std::string& projectName)
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{
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SearchPaths searchPathsForProject;
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for (const auto& searchPathStr : m_args.GetGdtSearchPathsForProject(gameName, projectName))
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{
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auto absolutePath = fs::absolute(searchPathStr);
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if (!fs::is_directory(absolutePath))
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{
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if (m_args.m_verbose)
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std::cout << "Adding gdt search path (Not found): " << absolutePath.string() << std::endl;
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continue;
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}
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if (m_args.m_verbose)
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std::cout << "Adding gdt search path: " << absolutePath.string() << std::endl;
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searchPathsForProject.CommitSearchPath(std::make_unique<SearchPathFilesystem>(searchPathStr));
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}
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searchPathsForProject.IncludeSearchPath(&m_gdt_search_paths);
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return searchPathsForProject;
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}
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SearchPaths LinkerSearchPaths::GetSourceSearchPathsForProject(const std::string& projectName)
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{
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SearchPaths searchPathsForProject;
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for (const auto& searchPathStr : m_args.GetSourceSearchPathsForProject(projectName))
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{
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auto absolutePath = fs::absolute(searchPathStr);
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if (!fs::is_directory(absolutePath))
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{
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if (m_args.m_verbose)
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std::cout << "Adding source search path (Not found): " << absolutePath.string() << std::endl;
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continue;
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}
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if (m_args.m_verbose)
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std::cout << "Adding source search path: " << absolutePath.string() << std::endl;
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searchPathsForProject.CommitSearchPath(std::make_unique<SearchPathFilesystem>(searchPathStr));
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}
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searchPathsForProject.IncludeSearchPath(&m_source_search_paths);
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return searchPathsForProject;
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}
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bool LinkerSearchPaths::BuildProjectIndependentSearchPaths()
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{
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for (const auto& path : m_args.GetProjectIndependentAssetSearchPaths())
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{
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auto absolutePath = fs::absolute(path);
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if (!fs::is_directory(absolutePath))
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{
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if (m_args.m_verbose)
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std::cout << "Adding asset search path (Not found): " << absolutePath.string() << std::endl;
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continue;
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}
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if (m_args.m_verbose)
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std::cout << "Adding asset search path: " << absolutePath.string() << std::endl;
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auto searchPath = std::make_unique<SearchPathFilesystem>(absolutePath.string());
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LoadSearchPath(searchPath.get());
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m_asset_search_paths.CommitSearchPath(std::move(searchPath));
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}
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for (const auto& path : m_args.GetProjectIndependentGdtSearchPaths())
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{
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auto absolutePath = fs::absolute(path);
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if (!fs::is_directory(absolutePath))
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{
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if (m_args.m_verbose)
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std::cout << "Loading gdt search path (Not found): " << absolutePath.string() << std::endl;
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continue;
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}
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if (m_args.m_verbose)
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std::cout << "Adding gdt search path: " << absolutePath.string() << std::endl;
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m_gdt_search_paths.CommitSearchPath(std::make_unique<SearchPathFilesystem>(absolutePath.string()));
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}
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for (const auto& path : m_args.GetProjectIndependentSourceSearchPaths())
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{
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auto absolutePath = fs::absolute(path);
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if (!fs::is_directory(absolutePath))
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{
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if (m_args.m_verbose)
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std::cout << "Loading source search path (Not found): " << absolutePath.string() << std::endl;
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continue;
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}
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if (m_args.m_verbose)
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std::cout << "Adding source search path: " << absolutePath.string() << std::endl;
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m_source_search_paths.CommitSearchPath(std::make_unique<SearchPathFilesystem>(absolutePath.string()));
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}
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return true;
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}
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void LinkerSearchPaths::UnloadProjectSpecificSearchPaths()
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{
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for (const auto& loadedSearchPath : m_loaded_project_search_paths)
|
||||
{
|
||||
UnloadSearchPath(loadedSearchPath.get());
|
||||
}
|
||||
|
||||
m_loaded_project_search_paths.clear();
|
||||
}
|
46
src/Linker/LinkerSearchPaths.h
Normal file
46
src/Linker/LinkerSearchPaths.h
Normal file
@ -0,0 +1,46 @@
|
||||
#pragma once
|
||||
#include "SearchPath/SearchPaths.h"
|
||||
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
#include "LinkerArgs.h"
|
||||
|
||||
class LinkerSearchPaths
|
||||
{
|
||||
public:
|
||||
explicit LinkerSearchPaths(const LinkerArgs& args);
|
||||
|
||||
/**
|
||||
* \brief Loads a search path.
|
||||
* \param searchPath The search path to load.
|
||||
*/
|
||||
void LoadSearchPath(ISearchPath* searchPath) const;
|
||||
|
||||
/**
|
||||
* \brief Unloads a search path.
|
||||
* \param searchPath The search path to unload.
|
||||
*/
|
||||
void UnloadSearchPath(ISearchPath* searchPath) const;
|
||||
|
||||
SearchPaths GetAssetSearchPathsForProject(const std::string& gameName, const std::string& projectName);
|
||||
|
||||
SearchPaths GetGdtSearchPathsForProject(const std::string& gameName, const std::string& projectName);
|
||||
|
||||
SearchPaths GetSourceSearchPathsForProject(const std::string& projectName);
|
||||
|
||||
/**
|
||||
* \brief Initializes the Linker object's search paths based on the user's input.
|
||||
* \return \c true if building the search paths was successful, otherwise \c false.
|
||||
*/
|
||||
bool BuildProjectIndependentSearchPaths();
|
||||
|
||||
void UnloadProjectSpecificSearchPaths();
|
||||
|
||||
private:
|
||||
const LinkerArgs& m_args;
|
||||
std::vector<std::unique_ptr<ISearchPath>> m_loaded_project_search_paths;
|
||||
SearchPaths m_asset_search_paths;
|
||||
SearchPaths m_gdt_search_paths;
|
||||
SearchPaths m_source_search_paths;
|
||||
};
|
@ -2,7 +2,7 @@
|
||||
|
||||
int main(const int argc, const char** argv)
|
||||
{
|
||||
Linker linker;
|
||||
const auto linker = Linker::Create();
|
||||
|
||||
return linker.Start(argc, argv) ? 0 : 1;
|
||||
return linker->Start(argc, argv) ? 0 : 1;
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user