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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2026-03-16 09:53:04 +00:00

feat: more detailed logs about what is being loaded

This commit is contained in:
Jan Laupetin
2026-03-15 19:23:54 +01:00
parent a25ddf173c
commit 64a36d89e1
2 changed files with 32 additions and 9 deletions

View File

@@ -66,6 +66,7 @@ std::unique_ptr<XAssetInfoGeneric> GenericAssetRegistration::CreateXAssetInfo()
AssetCreationContext::AssetCreationContext(Zone& zone, const AssetCreatorCollection* creators, const IgnoredAssetLookup* ignoredAssetLookup)
: ZoneAssetCreationStateContainer(zone),
m_zone(zone),
m_game(*IGame::GetGameById(zone.m_game_id)),
m_forced_asset_pools(std::make_unique<ZoneAssetPools>(zone, zone.m_priority)),
m_creators(creators),
m_ignored_asset_lookup(ignoredAssetLookup),
@@ -141,6 +142,8 @@ XAssetInfoGeneric* AssetCreationContext::LoadDependencyGeneric(const asset_type_
return LoadDefaultAssetDependency(assetType, std::format(",{}", assetName));
}
const auto assetTypeName = m_game.GetAssetTypeName(assetType).value_or("unknown");
if (m_ignored_asset_lookup->IsAssetIgnored(assetType, assetName))
return LoadDefaultAssetDependency(assetType, std::format(",{}", assetName));
@@ -148,13 +151,16 @@ XAssetInfoGeneric* AssetCreationContext::LoadDependencyGeneric(const asset_type_
if (result.HasTakenAction())
{
if (!result.HasFailed())
{
con::info(R"(Loaded {} "{}")", assetTypeName, assetName);
return result.GetAssetInfo();
}
con::error(R"(Could not load asset "{}" of type "{}")", assetName, *IGame::GetGameById(m_zone.m_game_id)->GetAssetTypeName(assetType));
con::error(R"(Could not load asset "{}" of type "{}")", assetName, assetTypeName);
}
else if (required)
{
con::error(R"(Missing asset "{}" of type "{}")", assetName, *IGame::GetGameById(m_zone.m_game_id)->GetAssetTypeName(assetType));
con::error(R"(Missing asset "{}" of type "{}")", assetName, assetTypeName);
}
return nullptr;
@@ -167,17 +173,22 @@ XAssetInfoGeneric* AssetCreationContext::LoadSubAssetGeneric(const asset_type_t
if (alreadyLoadedSubAsset)
return alreadyLoadedSubAsset;
const auto subAssetTypeName = m_game.GetSubAssetTypeName(subAssetType).value_or("unknown");
const auto result = m_creators->CreateSubAsset(subAssetType, assetName, *this);
if (result.HasTakenAction())
{
if (!result.HasFailed())
{
con::debug(R"(Loaded {} "{}")", subAssetTypeName, assetName);
return result.GetAssetInfo();
}
con::error(R"(Could not load sub asset "{}" of type "{}")", assetName, *IGame::GetGameById(m_zone.m_game_id)->GetSubAssetTypeName(subAssetType));
con::error(R"(Could not load sub asset "{}" of type "{}")", assetName, subAssetTypeName);
}
else
{
con::error(R"(Missing sub asset "{}" of type "{}")", assetName, *IGame::GetGameById(m_zone.m_game_id)->GetSubAssetTypeName(subAssetType));
con::error(R"(Missing sub asset "{}" of type "{}")", assetName, subAssetTypeName);
}
return nullptr;
@@ -192,12 +203,17 @@ IndirectAssetReference AssetCreationContext::LoadIndirectAssetReferenceGeneric(c
if (m_ignored_asset_lookup->IsAssetIgnored(assetType, assetName))
return IndirectAssetReference(assetType, assetName);
const auto assetTypeName = m_game.GetAssetTypeName(assetType).value_or("unknown");
const auto result = m_creators->CreateAsset(assetType, assetName, *this);
if (!result.HasTakenAction() && !result.HasFailed())
if (result.HasTakenAction() && !result.HasFailed())
{
con::warn(
R"(Could not load indirectly referenced asset "{}" of type "{}")", assetName, *IGame::GetGameById(m_zone.m_game_id)->GetAssetTypeName(assetType));
con::info(R"(Loaded {} "{}")", assetTypeName, assetName);
}
else if (!result.HasTakenAction() && !result.HasFailed())
{
con::warn(R"(Could not load indirectly referenced asset "{}" of type "{}")", assetName, assetTypeName);
}
return IndirectAssetReference(assetType, assetName);
}
@@ -227,16 +243,21 @@ XAssetInfoGeneric* AssetCreationContext::ForceLoadDependencyGeneric(const asset_
else
result = m_creators->CreateAsset(assetType, assetName, *this);
const auto assetTypeName = m_game.GetAssetTypeName(assetType).value_or("unknown");
if (result.HasTakenAction())
{
if (!result.HasFailed())
{
con::info(R"(Loaded {} "{}")", assetTypeName, assetName);
return result.GetAssetInfo();
}
con::error(R"(Could not load asset "{}" of type "{}")", assetName, *IGame::GetGameById(m_zone.m_game_id)->GetAssetTypeName(assetType));
con::error(R"(Could not load asset "{}" of type "{}")", assetName, assetTypeName);
}
else
{
con::error(R"(Missing asset "{}" of type "{}")", assetName, *IGame::GetGameById(m_zone.m_game_id)->GetAssetTypeName(assetType));
con::error(R"(Missing asset "{}" of type "{}")", assetName, assetTypeName);
}
return nullptr;

View File

@@ -3,6 +3,7 @@
#include "Asset/IZoneAssetCreationState.h"
#include "AssetRegistration.h"
#include "Game/IAsset.h"
#include "Game/IGame.h"
#include "Pool/AssetPool.h"
#include "Pool/XAssetInfo.h"
#include "Zone/AssetList/AssetList.h"
@@ -99,6 +100,7 @@ private:
[[nodiscard]] XAssetInfoGeneric* LoadDefaultAssetDependency(asset_type_t assetType, const std::string& assetName);
Zone& m_zone;
IGame& m_game;
std::unique_ptr<ZoneAssetPools> m_forced_asset_pools;
std::vector<std::unique_ptr<AssetPool>> m_sub_asset_pools;
const AssetCreatorCollection* m_creators;