Extract search path related code from Linker into separate class

This commit is contained in:
Jan 2023-10-07 10:54:09 +02:00
parent 74fd8f4334
commit 480bc81522
5 changed files with 260 additions and 218 deletions

View File

@ -15,6 +15,7 @@
#include "SearchPath/SearchPathFilesystem.h"
#include "ObjContainer/IWD/IWD.h"
#include "LinkerArgs.h"
#include "LinkerSearchPaths.h"
#include "ZoneWriting.h"
#include "Game/IW3/ZoneCreatorIW3.h"
#include "ZoneCreation/ZoneCreationContext.h"
@ -40,195 +41,16 @@ const IZoneCreator* const ZONE_CREATORS[]
new T6::ZoneCreator()
};
class Linker::Impl
class LinkerImpl final : public Linker
{
static constexpr const char* METADATA_NAME = "name";
static constexpr const char* METADATA_GAME = "game";
static constexpr const char* METADATA_GDT = "gdt";
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;
LinkerSearchPaths m_search_paths;
std::vector<std::unique_ptr<Zone>> m_loaded_zones;
/**
* \brief Loads a search path.
* \param searchPath The search path to load.
*/
void LoadSearchPath(ISearchPath* searchPath) const
{
if (m_args.m_verbose)
{
printf("Loading search path: \"%s\"\n", searchPath->GetPath().c_str());
}
ObjLoading::LoadIWDsInSearchPath(searchPath);
}
/**
* \brief Unloads a search path.
* \param searchPath The search path to unload.
*/
void UnloadSearchPath(ISearchPath* searchPath) const
{
if (m_args.m_verbose)
{
printf("Unloading search path: \"%s\"\n", searchPath->GetPath().c_str());
}
ObjLoading::UnloadIWDsInSearchPath(searchPath);
}
SearchPaths GetAssetSearchPathsForProject(const std::string& gameName, const std::string& projectName)
{
SearchPaths searchPathsForProject;
for (const auto& searchPathStr : m_args.GetAssetSearchPathsForProject(gameName, projectName))
{
auto absolutePath = fs::absolute(searchPathStr);
if (!fs::is_directory(absolutePath))
{
if (m_args.m_verbose)
std::cout << "Adding asset search path (Not found): " << absolutePath.string() << std::endl;
continue;
}
if (m_args.m_verbose)
std::cout << "Adding asset search path: " << absolutePath.string() << std::endl;
auto searchPath = std::make_unique<SearchPathFilesystem>(searchPathStr);
LoadSearchPath(searchPath.get());
searchPathsForProject.IncludeSearchPath(searchPath.get());
m_loaded_project_search_paths.emplace_back(std::move(searchPath));
}
searchPathsForProject.IncludeSearchPath(&m_asset_search_paths);
for (auto* iwd : IWD::Repository)
{
searchPathsForProject.IncludeSearchPath(iwd);
}
return searchPathsForProject;
}
SearchPaths GetGdtSearchPathsForProject(const std::string& gameName, const std::string& projectName)
{
SearchPaths searchPathsForProject;
for (const auto& searchPathStr : m_args.GetGdtSearchPathsForProject(gameName, projectName))
{
auto absolutePath = fs::absolute(searchPathStr);
if (!fs::is_directory(absolutePath))
{
if (m_args.m_verbose)
std::cout << "Adding gdt search path (Not found): " << absolutePath.string() << std::endl;
continue;
}
if (m_args.m_verbose)
std::cout << "Adding gdt search path: " << absolutePath.string() << std::endl;
searchPathsForProject.CommitSearchPath(std::make_unique<SearchPathFilesystem>(searchPathStr));
}
searchPathsForProject.IncludeSearchPath(&m_gdt_search_paths);
return searchPathsForProject;
}
SearchPaths GetSourceSearchPathsForProject(const std::string& projectName)
{
SearchPaths searchPathsForProject;
for (const auto& searchPathStr : m_args.GetSourceSearchPathsForProject(projectName))
{
auto absolutePath = fs::absolute(searchPathStr);
if (!fs::is_directory(absolutePath))
{
if (m_args.m_verbose)
std::cout << "Adding source search path (Not found): " << absolutePath.string() << std::endl;
continue;
}
if (m_args.m_verbose)
std::cout << "Adding source search path: " << absolutePath.string() << std::endl;
searchPathsForProject.CommitSearchPath(std::make_unique<SearchPathFilesystem>(searchPathStr));
}
searchPathsForProject.IncludeSearchPath(&m_source_search_paths);
return searchPathsForProject;
}
/**
* \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()
{
for (const auto& path : m_args.GetProjectIndependentAssetSearchPaths())
{
auto absolutePath = fs::absolute(path);
if (!fs::is_directory(absolutePath))
{
if (m_args.m_verbose)
std::cout << "Adding asset search path (Not found): " << absolutePath.string() << std::endl;
continue;
}
if (m_args.m_verbose)
std::cout << "Adding asset search path: " << absolutePath.string() << std::endl;
auto searchPath = std::make_unique<SearchPathFilesystem>(absolutePath.string());
LoadSearchPath(searchPath.get());
m_asset_search_paths.CommitSearchPath(std::move(searchPath));
}
for (const auto& path : m_args.GetProjectIndependentGdtSearchPaths())
{
auto absolutePath = fs::absolute(path);
if (!fs::is_directory(absolutePath))
{
if (m_args.m_verbose)
std::cout << "Loading gdt search path (Not found): " << absolutePath.string() << std::endl;
continue;
}
if (m_args.m_verbose)
std::cout << "Adding gdt search path: " << absolutePath.string() << std::endl;
m_gdt_search_paths.CommitSearchPath(std::make_unique<SearchPathFilesystem>(absolutePath.string()));
}
for (const auto& path : m_args.GetProjectIndependentSourceSearchPaths())
{
auto absolutePath = fs::absolute(path);
if (!fs::is_directory(absolutePath))
{
if (m_args.m_verbose)
std::cout << "Loading source search path (Not found): " << absolutePath.string() << std::endl;
continue;
}
if (m_args.m_verbose)
std::cout << "Adding source search path: " << absolutePath.string() << std::endl;
m_source_search_paths.CommitSearchPath(std::make_unique<SearchPathFilesystem>(absolutePath.string()));
}
return true;
}
bool IncludeAdditionalZoneDefinitions(const std::string& initialFileName, ZoneDefinition& zoneDefinition, ISearchPath* sourceSearchPath) const
{
std::set<std::string> sourceNames;
@ -500,7 +322,7 @@ class Linker::Impl
bool BuildProject(const std::string& projectName)
{
auto sourceSearchPaths = GetSourceSearchPathsForProject(projectName);
auto sourceSearchPaths = m_search_paths.GetSourceSearchPathsForProject(projectName);
const auto zoneDefinition = ReadZoneDefinition(projectName, &sourceSearchPaths);
if (!zoneDefinition)
@ -513,19 +335,15 @@ class Linker::Impl
for (auto& c : gameName)
c = static_cast<char>(std::tolower(c));
auto assetSearchPaths = GetAssetSearchPathsForProject(gameName, projectName);
auto gdtSearchPaths = GetGdtSearchPathsForProject(gameName, projectName);
auto assetSearchPaths = m_search_paths.GetAssetSearchPathsForProject(gameName, projectName);
auto gdtSearchPaths = m_search_paths.GetGdtSearchPathsForProject(gameName, projectName);
const auto zone = CreateZoneForDefinition(projectName, *zoneDefinition, &assetSearchPaths, &gdtSearchPaths, &sourceSearchPaths);
auto result = zone != nullptr;
if (zone)
result = WriteZoneToFile(projectName, zone.get());
for (const auto& loadedSearchPath : m_loaded_project_search_paths)
{
UnloadSearchPath(loadedSearchPath.get());
}
m_loaded_project_search_paths.clear();
m_search_paths.UnloadProjectSpecificSearchPaths();
return result;
}
@ -576,18 +394,17 @@ class Linker::Impl
}
public:
Impl()
= default;
LinkerImpl()
: m_search_paths(m_args)
{
}
/**
* \copydoc Linker::Start
*/
bool Start(const int argc, const char** argv)
bool Start(const int argc, const char** argv) override
{
if (!m_args.ParseArgs(argc, argv))
return false;
if (!BuildProjectIndependentSearchPaths())
if (!m_search_paths.BuildProjectIndependentSearchPaths())
return false;
if (!LoadZones())
@ -609,18 +426,7 @@ public:
}
};
Linker::Linker()
std::unique_ptr<Linker> Linker::Create()
{
m_impl = new Impl();
}
Linker::~Linker()
{
delete m_impl;
m_impl = nullptr;
}
bool Linker::Start(const int argc, const char** argv) const
{
return m_impl->Start(argc, argv);
return std::make_unique<LinkerImpl>();
}

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@ -1,13 +1,11 @@
#pragma once
#include <memory>
class Linker
{
class Impl;
Impl* m_impl;
public:
Linker();
~Linker();
Linker() = default;
virtual ~Linker() = default;
Linker(const Linker& other) = delete;
Linker(Linker&& other) noexcept = delete;
@ -20,5 +18,7 @@ public:
* \param argv The command line arguments.
* \return \c true if the application was successful or \c false if an error occurred.
*/
bool Start(int argc, const char** argv) const;
virtual bool Start(int argc, const char** argv) = 0;
static std::unique_ptr<Linker> Create();
};

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@ -0,0 +1,190 @@
#include "LinkerSearchPaths.h"
#include <filesystem>
#include <iostream>
#include "ObjLoading.h"
#include "ObjContainer/IWD/IWD.h"
#include "SearchPath/SearchPathFilesystem.h"
namespace fs = std::filesystem;
LinkerSearchPaths::LinkerSearchPaths(const LinkerArgs& args)
: m_args(args)
{
}
void LinkerSearchPaths::LoadSearchPath(ISearchPath* searchPath) const
{
if (m_args.m_verbose)
{
printf("Loading search path: \"%s\"\n", searchPath->GetPath().c_str());
}
ObjLoading::LoadIWDsInSearchPath(searchPath);
}
void LinkerSearchPaths::UnloadSearchPath(ISearchPath* searchPath) const
{
if (m_args.m_verbose)
{
printf("Unloading search path: \"%s\"\n", searchPath->GetPath().c_str());
}
ObjLoading::UnloadIWDsInSearchPath(searchPath);
}
SearchPaths LinkerSearchPaths::GetAssetSearchPathsForProject(const std::string& gameName, const std::string& projectName)
{
SearchPaths searchPathsForProject;
for (const auto& searchPathStr : m_args.GetAssetSearchPathsForProject(gameName, projectName))
{
auto absolutePath = fs::absolute(searchPathStr);
if (!fs::is_directory(absolutePath))
{
if (m_args.m_verbose)
std::cout << "Adding asset search path (Not found): " << absolutePath.string() << std::endl;
continue;
}
if (m_args.m_verbose)
std::cout << "Adding asset search path: " << absolutePath.string() << std::endl;
auto searchPath = std::make_unique<SearchPathFilesystem>(searchPathStr);
LoadSearchPath(searchPath.get());
searchPathsForProject.IncludeSearchPath(searchPath.get());
m_loaded_project_search_paths.emplace_back(std::move(searchPath));
}
searchPathsForProject.IncludeSearchPath(&m_asset_search_paths);
for (auto* iwd : IWD::Repository)
{
searchPathsForProject.IncludeSearchPath(iwd);
}
return searchPathsForProject;
}
SearchPaths LinkerSearchPaths::GetGdtSearchPathsForProject(const std::string& gameName, const std::string& projectName)
{
SearchPaths searchPathsForProject;
for (const auto& searchPathStr : m_args.GetGdtSearchPathsForProject(gameName, projectName))
{
auto absolutePath = fs::absolute(searchPathStr);
if (!fs::is_directory(absolutePath))
{
if (m_args.m_verbose)
std::cout << "Adding gdt search path (Not found): " << absolutePath.string() << std::endl;
continue;
}
if (m_args.m_verbose)
std::cout << "Adding gdt search path: " << absolutePath.string() << std::endl;
searchPathsForProject.CommitSearchPath(std::make_unique<SearchPathFilesystem>(searchPathStr));
}
searchPathsForProject.IncludeSearchPath(&m_gdt_search_paths);
return searchPathsForProject;
}
SearchPaths LinkerSearchPaths::GetSourceSearchPathsForProject(const std::string& projectName)
{
SearchPaths searchPathsForProject;
for (const auto& searchPathStr : m_args.GetSourceSearchPathsForProject(projectName))
{
auto absolutePath = fs::absolute(searchPathStr);
if (!fs::is_directory(absolutePath))
{
if (m_args.m_verbose)
std::cout << "Adding source search path (Not found): " << absolutePath.string() << std::endl;
continue;
}
if (m_args.m_verbose)
std::cout << "Adding source search path: " << absolutePath.string() << std::endl;
searchPathsForProject.CommitSearchPath(std::make_unique<SearchPathFilesystem>(searchPathStr));
}
searchPathsForProject.IncludeSearchPath(&m_source_search_paths);
return searchPathsForProject;
}
bool LinkerSearchPaths::BuildProjectIndependentSearchPaths()
{
for (const auto& path : m_args.GetProjectIndependentAssetSearchPaths())
{
auto absolutePath = fs::absolute(path);
if (!fs::is_directory(absolutePath))
{
if (m_args.m_verbose)
std::cout << "Adding asset search path (Not found): " << absolutePath.string() << std::endl;
continue;
}
if (m_args.m_verbose)
std::cout << "Adding asset search path: " << absolutePath.string() << std::endl;
auto searchPath = std::make_unique<SearchPathFilesystem>(absolutePath.string());
LoadSearchPath(searchPath.get());
m_asset_search_paths.CommitSearchPath(std::move(searchPath));
}
for (const auto& path : m_args.GetProjectIndependentGdtSearchPaths())
{
auto absolutePath = fs::absolute(path);
if (!fs::is_directory(absolutePath))
{
if (m_args.m_verbose)
std::cout << "Loading gdt search path (Not found): " << absolutePath.string() << std::endl;
continue;
}
if (m_args.m_verbose)
std::cout << "Adding gdt search path: " << absolutePath.string() << std::endl;
m_gdt_search_paths.CommitSearchPath(std::make_unique<SearchPathFilesystem>(absolutePath.string()));
}
for (const auto& path : m_args.GetProjectIndependentSourceSearchPaths())
{
auto absolutePath = fs::absolute(path);
if (!fs::is_directory(absolutePath))
{
if (m_args.m_verbose)
std::cout << "Loading source search path (Not found): " << absolutePath.string() << std::endl;
continue;
}
if (m_args.m_verbose)
std::cout << "Adding source search path: " << absolutePath.string() << std::endl;
m_source_search_paths.CommitSearchPath(std::make_unique<SearchPathFilesystem>(absolutePath.string()));
}
return true;
}
void LinkerSearchPaths::UnloadProjectSpecificSearchPaths()
{
for (const auto& loadedSearchPath : m_loaded_project_search_paths)
{
UnloadSearchPath(loadedSearchPath.get());
}
m_loaded_project_search_paths.clear();
}

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@ -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;
};

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@ -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;
}