Merge pull request #276 from Laupetin/refactor/zone-definition-asset-type

refactor: use asset_type_t for ZoneDefinition
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Jan 2024-10-05 13:16:26 +02:00 committed by GitHub
commit 90f45c0cea
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71 changed files with 770 additions and 663 deletions

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@ -1,10 +1,31 @@
#pragma once
#include "GameLanguage.h"
#include <type_traits>
#include <vector>
class Zone;
enum class GameId
{
IW3,
IW4,
IW5,
T5,
T6,
COUNT
};
static constexpr const char* GameId_Names[]{
"IW3",
"IW4",
"IW5",
"T5",
"T6",
};
static_assert(std::extent_v<decltype(GameId_Names)> == static_cast<unsigned>(GameId::COUNT));
class IGame
{
public:

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@ -6,23 +6,8 @@
#include "ObjLoading.h"
#include "Utils/StringUtils.h"
#include <iostream>
using namespace IW3;
ZoneCreator::ZoneCreator()
{
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
{
AddAssetTypeName(assetType, GameAssetPoolIW3::AssetTypeNameByType(assetType));
}
}
void ZoneCreator::AddAssetTypeName(asset_type_t assetType, std::string name)
{
m_asset_types_by_name.emplace(std::make_pair(std::move(name), assetType));
}
std::vector<Gdt*> ZoneCreator::CreateGdtList(const ZoneCreationContext& context)
{
std::vector<Gdt*> gdtList;
@ -33,21 +18,10 @@ std::vector<Gdt*> ZoneCreator::CreateGdtList(const ZoneCreationContext& context)
return gdtList;
}
bool ZoneCreator::CreateIgnoredAssetMap(const ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const
void ZoneCreator::ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext)
{
for (const auto& ignoreEntry : context.m_ignored_assets.m_entries)
{
const auto foundAssetTypeEntry = m_asset_types_by_name.find(ignoreEntry.m_type);
if (foundAssetTypeEntry == m_asset_types_by_name.end())
{
std::cout << "Unknown asset type \"" << ignoreEntry.m_type << "\" for ignore \"" << ignoreEntry.m_name << "\"\n";
return false;
}
ignoredAssetMap[ignoreEntry.m_name] = foundAssetTypeEntry->second;
}
return true;
for (const auto& ignoreEntry : creationContext.m_ignored_assets.m_entries)
loadingContext.m_ignored_asset_map[ignoreEntry.m_name] = ignoreEntry.m_type;
}
void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
@ -58,12 +32,9 @@ void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
zone->m_pools->InitPoolDynamic(assetType);
}
bool ZoneCreator::SupportsGame(const std::string& gameName) const
GameId ZoneCreator::GetGameId() const
{
auto shortName = g_GameIW3.GetShortName();
utils::MakeStringLowerCase(shortName);
return gameName == shortName;
return GameId::IW3;
}
std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
@ -80,19 +51,11 @@ std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext&
}
const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(*zone, *context.m_asset_search_path, CreateGdtList(context));
if (!CreateIgnoredAssetMap(context, assetLoadingContext->m_ignored_asset_map))
return nullptr;
ApplyIgnoredAssets(context, *assetLoadingContext);
for (const auto& assetEntry : context.m_definition->m_assets)
{
const auto foundAssetTypeEntry = m_asset_types_by_name.find(assetEntry.m_asset_type);
if (foundAssetTypeEntry == m_asset_types_by_name.end())
{
std::cout << "Unknown asset type \"" << assetEntry.m_asset_type << "\"\n";
return nullptr;
}
if (!ObjLoading::LoadAssetForZone(*assetLoadingContext, foundAssetTypeEntry->second, assetEntry.m_asset_name))
if (!ObjLoading::LoadAssetForZone(*assetLoadingContext, assetEntry.m_asset_type, assetEntry.m_asset_name))
return nullptr;
}
@ -100,3 +63,8 @@ std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext&
return zone;
}
asset_type_t ZoneCreator::GetImageAssetType() const
{
return ASSET_TYPE_IMAGE;
}

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@ -1,25 +1,20 @@
#pragma once
#include "Zone/ZoneTypes.h"
#include "ZoneCreation/IZoneCreator.h"
#include <string>
#include <unordered_map>
#include "AssetLoading/AssetLoadingContext.h"
#include "Zone/ZoneTypes.h"
#include "ZoneCreation/ZoneCreator.h"
namespace IW3
{
class ZoneCreator final : public IZoneCreator
{
std::unordered_map<std::string, asset_type_t> m_asset_types_by_name;
void AddAssetTypeName(asset_type_t assetType, std::string name);
static std::vector<Gdt*> CreateGdtList(const ZoneCreationContext& context);
bool CreateIgnoredAssetMap(const ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const;
static void ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext);
void CreateZoneAssetPools(Zone* zone) const;
public:
ZoneCreator();
_NODISCARD bool SupportsGame(const std::string& gameName) const override;
_NODISCARD std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
[[nodiscard]] GameId GetGameId() const override;
[[nodiscard]] std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
[[nodiscard]] asset_type_t GetImageAssetType() const override;
};
} // namespace IW3

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@ -5,23 +5,8 @@
#include "ObjLoading.h"
#include "Utils/StringUtils.h"
#include <iostream>
using namespace IW4;
ZoneCreator::ZoneCreator()
{
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
{
AddAssetTypeName(assetType, GameAssetPoolIW4::AssetTypeNameByType(assetType));
}
}
void ZoneCreator::AddAssetTypeName(asset_type_t assetType, std::string name)
{
m_asset_types_by_name.emplace(std::make_pair(std::move(name), assetType));
}
std::vector<Gdt*> ZoneCreator::CreateGdtList(const ZoneCreationContext& context)
{
std::vector<Gdt*> gdtList;
@ -32,21 +17,10 @@ std::vector<Gdt*> ZoneCreator::CreateGdtList(const ZoneCreationContext& context)
return gdtList;
}
bool ZoneCreator::CreateIgnoredAssetMap(const ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const
void ZoneCreator::ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext)
{
for (const auto& ignoreEntry : context.m_ignored_assets.m_entries)
{
const auto foundAssetTypeEntry = m_asset_types_by_name.find(ignoreEntry.m_type);
if (foundAssetTypeEntry == m_asset_types_by_name.end())
{
std::cout << "Unknown asset type \"" << ignoreEntry.m_type << "\" for ignore \"" << ignoreEntry.m_name << "\"\n";
return false;
}
ignoredAssetMap[ignoreEntry.m_name] = foundAssetTypeEntry->second;
}
return true;
for (const auto& ignoreEntry : creationContext.m_ignored_assets.m_entries)
loadingContext.m_ignored_asset_map[ignoreEntry.m_name] = ignoreEntry.m_type;
}
void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
@ -57,12 +31,9 @@ void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
zone->m_pools->InitPoolDynamic(assetType);
}
bool ZoneCreator::SupportsGame(const std::string& gameName) const
GameId ZoneCreator::GetGameId() const
{
auto shortName = g_GameIW4.GetShortName();
utils::MakeStringLowerCase(shortName);
return gameName == shortName;
return GameId::IW4;
}
std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
@ -79,19 +50,11 @@ std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext&
}
const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(*zone, *context.m_asset_search_path, CreateGdtList(context));
if (!CreateIgnoredAssetMap(context, assetLoadingContext->m_ignored_asset_map))
return nullptr;
ApplyIgnoredAssets(context, *assetLoadingContext);
for (const auto& assetEntry : context.m_definition->m_assets)
{
const auto foundAssetTypeEntry = m_asset_types_by_name.find(assetEntry.m_asset_type);
if (foundAssetTypeEntry == m_asset_types_by_name.end())
{
std::cout << "Unknown asset type \"" << assetEntry.m_asset_type << "\"\n";
return nullptr;
}
if (!ObjLoading::LoadAssetForZone(*assetLoadingContext, foundAssetTypeEntry->second, assetEntry.m_asset_name))
if (!ObjLoading::LoadAssetForZone(*assetLoadingContext, assetEntry.m_asset_type, assetEntry.m_asset_name))
return nullptr;
}
@ -99,3 +62,8 @@ std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext&
return zone;
}
asset_type_t ZoneCreator::GetImageAssetType() const
{
return ASSET_TYPE_IMAGE;
}

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@ -1,25 +1,20 @@
#pragma once
#include "Zone/ZoneTypes.h"
#include "ZoneCreation/IZoneCreator.h"
#include <string>
#include <unordered_map>
#include "AssetLoading/AssetLoadingContext.h"
#include "Zone/ZoneTypes.h"
#include "ZoneCreation/ZoneCreator.h"
namespace IW4
{
class ZoneCreator final : public IZoneCreator
{
std::unordered_map<std::string, asset_type_t> m_asset_types_by_name;
void AddAssetTypeName(asset_type_t assetType, std::string name);
static std::vector<Gdt*> CreateGdtList(const ZoneCreationContext& context);
bool CreateIgnoredAssetMap(const ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const;
static void ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext);
void CreateZoneAssetPools(Zone* zone) const;
public:
ZoneCreator();
_NODISCARD bool SupportsGame(const std::string& gameName) const override;
_NODISCARD std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
[[nodiscard]] GameId GetGameId() const override;
[[nodiscard]] std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
[[nodiscard]] asset_type_t GetImageAssetType() const override;
};
} // namespace IW4

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@ -5,23 +5,8 @@
#include "ObjLoading.h"
#include "Utils/StringUtils.h"
#include <iostream>
using namespace IW5;
ZoneCreator::ZoneCreator()
{
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
{
AddAssetTypeName(assetType, GameAssetPoolIW5::AssetTypeNameByType(assetType));
}
}
void ZoneCreator::AddAssetTypeName(asset_type_t assetType, std::string name)
{
m_asset_types_by_name.emplace(std::make_pair(std::move(name), assetType));
}
std::vector<Gdt*> ZoneCreator::CreateGdtList(const ZoneCreationContext& context)
{
std::vector<Gdt*> gdtList;
@ -32,21 +17,10 @@ std::vector<Gdt*> ZoneCreator::CreateGdtList(const ZoneCreationContext& context)
return gdtList;
}
bool ZoneCreator::CreateIgnoredAssetMap(const ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const
void ZoneCreator::ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext)
{
for (const auto& ignoreEntry : context.m_ignored_assets.m_entries)
{
const auto foundAssetTypeEntry = m_asset_types_by_name.find(ignoreEntry.m_type);
if (foundAssetTypeEntry == m_asset_types_by_name.end())
{
std::cout << "Unknown asset type \"" << ignoreEntry.m_type << "\" for ignore \"" << ignoreEntry.m_name << "\"\n";
return false;
}
ignoredAssetMap[ignoreEntry.m_name] = foundAssetTypeEntry->second;
}
return true;
for (const auto& ignoreEntry : creationContext.m_ignored_assets.m_entries)
loadingContext.m_ignored_asset_map[ignoreEntry.m_name] = ignoreEntry.m_type;
}
void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
@ -57,12 +31,9 @@ void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
zone->m_pools->InitPoolDynamic(assetType);
}
bool ZoneCreator::SupportsGame(const std::string& gameName) const
GameId ZoneCreator::GetGameId() const
{
auto shortName = g_GameIW5.GetShortName();
utils::MakeStringLowerCase(shortName);
return gameName == shortName;
return GameId::IW5;
}
std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
@ -79,19 +50,11 @@ std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext&
}
const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(*zone, *context.m_asset_search_path, CreateGdtList(context));
if (!CreateIgnoredAssetMap(context, assetLoadingContext->m_ignored_asset_map))
return nullptr;
ApplyIgnoredAssets(context, *assetLoadingContext);
for (const auto& assetEntry : context.m_definition->m_assets)
{
const auto foundAssetTypeEntry = m_asset_types_by_name.find(assetEntry.m_asset_type);
if (foundAssetTypeEntry == m_asset_types_by_name.end())
{
std::cout << "Unknown asset type \"" << assetEntry.m_asset_type << "\"\n";
return nullptr;
}
if (!ObjLoading::LoadAssetForZone(*assetLoadingContext, foundAssetTypeEntry->second, assetEntry.m_asset_name))
if (!ObjLoading::LoadAssetForZone(*assetLoadingContext, assetEntry.m_asset_type, assetEntry.m_asset_name))
return nullptr;
}
@ -99,3 +62,8 @@ std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext&
return zone;
}
asset_type_t ZoneCreator::GetImageAssetType() const
{
return ASSET_TYPE_IMAGE;
}

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@ -1,25 +1,19 @@
#pragma once
#include "AssetLoading/AssetLoadingContext.h"
#include "Zone/ZoneTypes.h"
#include "ZoneCreation/IZoneCreator.h"
#include <string>
#include <unordered_map>
#include "ZoneCreation/ZoneCreator.h"
namespace IW5
{
class ZoneCreator final : public IZoneCreator
{
std::unordered_map<std::string, asset_type_t> m_asset_types_by_name;
void AddAssetTypeName(asset_type_t assetType, std::string name);
static std::vector<Gdt*> CreateGdtList(const ZoneCreationContext& context);
bool CreateIgnoredAssetMap(const ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const;
static void ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext);
void CreateZoneAssetPools(Zone* zone) const;
public:
ZoneCreator();
_NODISCARD bool SupportsGame(const std::string& gameName) const override;
_NODISCARD std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
[[nodiscard]] GameId GetGameId() const override;
[[nodiscard]] std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
[[nodiscard]] asset_type_t GetImageAssetType() const override;
};
} // namespace IW5

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@ -6,23 +6,8 @@
#include "ObjLoading.h"
#include "Utils/StringUtils.h"
#include <iostream>
using namespace T5;
ZoneCreator::ZoneCreator()
{
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
{
AddAssetTypeName(assetType, GameAssetPoolT5::AssetTypeNameByType(assetType));
}
}
void ZoneCreator::AddAssetTypeName(asset_type_t assetType, std::string name)
{
m_asset_types_by_name.emplace(std::make_pair(std::move(name), assetType));
}
std::vector<Gdt*> ZoneCreator::CreateGdtList(ZoneCreationContext& context)
{
std::vector<Gdt*> gdtList;
@ -33,21 +18,10 @@ std::vector<Gdt*> ZoneCreator::CreateGdtList(ZoneCreationContext& context)
return gdtList;
}
bool ZoneCreator::CreateIgnoredAssetMap(const ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const
void ZoneCreator::ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext)
{
for (const auto& ignoreEntry : context.m_ignored_assets.m_entries)
{
const auto foundAssetTypeEntry = m_asset_types_by_name.find(ignoreEntry.m_type);
if (foundAssetTypeEntry == m_asset_types_by_name.end())
{
std::cout << "Unknown asset type \"" << ignoreEntry.m_type << "\" for ignore \"" << ignoreEntry.m_name << "\"\n";
return false;
}
ignoredAssetMap[ignoreEntry.m_name] = foundAssetTypeEntry->second;
}
return true;
for (const auto& ignoreEntry : creationContext.m_ignored_assets.m_entries)
loadingContext.m_ignored_asset_map[ignoreEntry.m_name] = ignoreEntry.m_type;
}
void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
@ -58,12 +32,9 @@ void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
zone->m_pools->InitPoolDynamic(assetType);
}
bool ZoneCreator::SupportsGame(const std::string& gameName) const
GameId ZoneCreator::GetGameId() const
{
auto shortName = g_GameT5.GetShortName();
utils::MakeStringLowerCase(shortName);
return gameName == shortName;
return GameId::T5;
}
std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
@ -80,19 +51,11 @@ std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext&
}
const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(*zone, *context.m_asset_search_path, CreateGdtList(context));
if (!CreateIgnoredAssetMap(context, assetLoadingContext->m_ignored_asset_map))
return nullptr;
ApplyIgnoredAssets(context, *assetLoadingContext);
for (const auto& assetEntry : context.m_definition->m_assets)
{
const auto foundAssetTypeEntry = m_asset_types_by_name.find(assetEntry.m_asset_type);
if (foundAssetTypeEntry == m_asset_types_by_name.end())
{
std::cout << "Unknown asset type \"" << assetEntry.m_asset_type << "\"\n";
return nullptr;
}
if (!ObjLoading::LoadAssetForZone(*assetLoadingContext, foundAssetTypeEntry->second, assetEntry.m_asset_name))
if (!ObjLoading::LoadAssetForZone(*assetLoadingContext, assetEntry.m_asset_type, assetEntry.m_asset_name))
return nullptr;
}
@ -100,3 +63,8 @@ std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext&
return zone;
}
asset_type_t ZoneCreator::GetImageAssetType() const
{
return ASSET_TYPE_IMAGE;
}

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@ -1,25 +1,19 @@
#pragma once
#include "AssetLoading/AssetLoadingContext.h"
#include "Zone/ZoneTypes.h"
#include "ZoneCreation/IZoneCreator.h"
#include <string>
#include <unordered_map>
#include "ZoneCreation/ZoneCreator.h"
namespace T5
{
class ZoneCreator final : public IZoneCreator
{
std::unordered_map<std::string, asset_type_t> m_asset_types_by_name;
void AddAssetTypeName(asset_type_t assetType, std::string name);
static std::vector<Gdt*> CreateGdtList(ZoneCreationContext& context);
bool CreateIgnoredAssetMap(const ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const;
static void ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext);
void CreateZoneAssetPools(Zone* zone) const;
public:
ZoneCreator();
_NODISCARD bool SupportsGame(const std::string& gameName) const override;
_NODISCARD std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
[[nodiscard]] GameId GetGameId() const override;
[[nodiscard]] std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
[[nodiscard]] asset_type_t GetImageAssetType() const override;
};
} // namespace T5

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@ -11,19 +11,6 @@
using namespace T6;
ZoneCreator::ZoneCreator()
{
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
{
AddAssetTypeName(assetType, GameAssetPoolT6::AssetTypeNameByType(assetType));
}
}
void ZoneCreator::AddAssetTypeName(asset_type_t assetType, std::string name)
{
m_asset_types_by_name.emplace(std::make_pair(std::move(name), assetType));
}
std::vector<Gdt*> ZoneCreator::CreateGdtList(const ZoneCreationContext& context)
{
std::vector<Gdt*> gdtList;
@ -34,21 +21,10 @@ std::vector<Gdt*> ZoneCreator::CreateGdtList(const ZoneCreationContext& context)
return gdtList;
}
bool ZoneCreator::CreateIgnoredAssetMap(const ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const
void ZoneCreator::ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext)
{
for (const auto& ignoreEntry : context.m_ignored_assets.m_entries)
{
const auto foundAssetTypeEntry = m_asset_types_by_name.find(ignoreEntry.m_type);
if (foundAssetTypeEntry == m_asset_types_by_name.end())
{
std::cout << "Unknown asset type \"" << ignoreEntry.m_type << "\" for ignore \"" << ignoreEntry.m_name << "\"\n";
return false;
}
ignoredAssetMap[ignoreEntry.m_name] = foundAssetTypeEntry->second;
}
return true;
for (const auto& ignoreEntry : creationContext.m_ignored_assets.m_entries)
loadingContext.m_ignored_asset_map[ignoreEntry.m_name] = ignoreEntry.m_type;
}
void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
@ -63,11 +39,11 @@ void ZoneCreator::HandleMetadata(Zone* zone, const ZoneCreationContext& context)
{
std::vector<KeyValuePair> kvpList;
for (const auto& metaData : context.m_definition->m_metadata)
for (const auto& metaData : context.m_definition->m_properties.m_properties)
{
if (metaData->m_key.rfind("level.", 0) == 0)
if (metaData.first.rfind("level.", 0) == 0)
{
const std::string strValue = metaData->m_key.substr(std::char_traits<char>::length("level."));
const std::string strValue = metaData.first.substr(std::char_traits<char>::length("level."));
if (strValue.empty())
continue;
@ -79,7 +55,7 @@ void ZoneCreator::HandleMetadata(Zone* zone, const ZoneCreationContext& context)
if (endPtr != &strValue[strValue.size()])
{
std::cout << "Could not parse metadata key \"" << metaData->m_key << "\" as hash\n";
std::cout << "Could not parse metadata key \"" << metaData.first << "\" as hash\n";
continue;
}
}
@ -88,7 +64,7 @@ void ZoneCreator::HandleMetadata(Zone* zone, const ZoneCreationContext& context)
keyHash = Common::Com_HashKey(strValue.c_str(), 64);
}
KeyValuePair kvp{keyHash, Common::Com_HashKey(zone->m_name.c_str(), 64), zone->GetMemory()->Dup(metaData->m_value.c_str())};
KeyValuePair kvp{keyHash, Common::Com_HashKey(zone->m_name.c_str(), 64), zone->GetMemory()->Dup(metaData.second.c_str())};
kvpList.push_back(kvp);
}
}
@ -107,12 +83,9 @@ void ZoneCreator::HandleMetadata(Zone* zone, const ZoneCreationContext& context)
}
}
bool ZoneCreator::SupportsGame(const std::string& gameName) const
GameId ZoneCreator::GetGameId() const
{
auto shortName = g_GameT6.GetShortName();
utils::MakeStringLowerCase(shortName);
return gameName == shortName;
return GameId::T6;
}
std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
@ -129,21 +102,13 @@ std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext&
}
const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(*zone, *context.m_asset_search_path, CreateGdtList(context));
if (!CreateIgnoredAssetMap(context, assetLoadingContext->m_ignored_asset_map))
return nullptr;
ApplyIgnoredAssets(context, *assetLoadingContext);
HandleMetadata(zone.get(), context);
for (const auto& assetEntry : context.m_definition->m_assets)
{
const auto foundAssetTypeEntry = m_asset_types_by_name.find(assetEntry.m_asset_type);
if (foundAssetTypeEntry == m_asset_types_by_name.end())
{
std::cout << "Unknown asset type \"" << assetEntry.m_asset_type << "\"\n";
return nullptr;
}
if (!ObjLoading::LoadAssetForZone(*assetLoadingContext, foundAssetTypeEntry->second, assetEntry.m_asset_name))
if (!ObjLoading::LoadAssetForZone(*assetLoadingContext, assetEntry.m_asset_type, assetEntry.m_asset_name))
return nullptr;
}
@ -151,3 +116,8 @@ std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext&
return zone;
}
asset_type_t ZoneCreator::GetImageAssetType() const
{
return ASSET_TYPE_IMAGE;
}

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@ -1,26 +1,20 @@
#pragma once
#include "AssetLoading/AssetLoadingContext.h"
#include "Zone/ZoneTypes.h"
#include "ZoneCreation/IZoneCreator.h"
#include <string>
#include <unordered_map>
#include "ZoneCreation/ZoneCreator.h"
namespace T6
{
class ZoneCreator final : public IZoneCreator
{
std::unordered_map<std::string, asset_type_t> m_asset_types_by_name;
void AddAssetTypeName(asset_type_t assetType, std::string name);
static std::vector<Gdt*> CreateGdtList(const ZoneCreationContext& context);
bool CreateIgnoredAssetMap(const ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const;
static void ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext);
void CreateZoneAssetPools(Zone* zone) const;
void HandleMetadata(Zone* zone, const ZoneCreationContext& context) const;
public:
ZoneCreator();
_NODISCARD bool SupportsGame(const std::string& gameName) const override;
_NODISCARD std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
[[nodiscard]] GameId GetGameId() const override;
[[nodiscard]] std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
[[nodiscard]] asset_type_t GetImageAssetType() const override;
};
} // namespace T6

View File

@ -1,10 +1,5 @@
#include "Linker.h"
#include "Game/IW3/ZoneCreatorIW3.h"
#include "Game/IW4/ZoneCreatorIW4.h"
#include "Game/IW5/ZoneCreatorIW5.h"
#include "Game/T5/ZoneCreatorT5.h"
#include "Game/T6/ZoneCreatorT6.h"
#include "LinkerArgs.h"
#include "LinkerSearchPaths.h"
#include "ObjContainer/IPak/IPakWriter.h"
@ -13,15 +8,12 @@
#include "ObjLoading.h"
#include "ObjWriting.h"
#include "SearchPath/SearchPaths.h"
#include "Utils/Arguments/ArgumentParser.h"
#include "Utils/ClassUtils.h"
#include "Utils/ObjFileStream.h"
#include "Utils/StringUtils.h"
#include "Zone/AssetList/AssetList.h"
#include "Zone/AssetList/AssetListStream.h"
#include "Zone/Definition/ZoneDefinitionStream.h"
#include "ZoneCreation/IZoneCreator.h"
#include "ZoneCreation/ZoneCreationContext.h"
#include "ZoneCreation/ZoneCreator.h"
#include "ZoneLoading.h"
#include "ZoneWriting.h"
@ -29,41 +21,12 @@
#include <filesystem>
#include <format>
#include <fstream>
#include <regex>
#include <set>
namespace fs = std::filesystem;
const IZoneCreator* const ZONE_CREATORS[]{
new IW3::ZoneCreator(),
new IW4::ZoneCreator(),
new IW5::ZoneCreator(),
new T5::ZoneCreator(),
new T6::ZoneCreator(),
};
enum class ProjectType
{
NONE,
FASTFILE,
IPAK,
MAX
};
constexpr const char* PROJECT_TYPE_NAMES[static_cast<unsigned>(ProjectType::MAX)]{
"none",
"fastfile",
"ipak",
};
class LinkerImpl final : public Linker
{
static constexpr auto METADATA_GAME = "game";
static constexpr auto METADATA_GDT = "gdt";
static constexpr auto METADATA_NAME = "name";
static constexpr auto METADATA_TYPE = "type";
LinkerArgs m_args;
LinkerSearchPaths m_search_paths;
std::vector<std::unique_ptr<Zone>> m_loaded_zones;
@ -96,6 +59,7 @@ class LinkerImpl final : public Linker
}
ZoneDefinitionInputStream zoneDefinitionInputStream(*definitionStream.m_stream, definitionFileName, m_args.m_verbose);
zoneDefinitionInputStream.SetPreviouslySetGame(zoneDefinition.m_game);
includeDefinition = zoneDefinitionInputStream.ReadDefinition();
}
@ -117,7 +81,7 @@ class LinkerImpl final : public Linker
return true;
}
bool ReadAssetList(const std::string& zoneName, AssetList& assetList, ISearchPath* sourceSearchPath) const
bool ReadAssetList(const std::string& zoneName, const GameId game, AssetList& assetList, ISearchPath* sourceSearchPath) const
{
{
const auto assetListFileName = std::format("assetlist/{}.csv", zoneName);
@ -125,14 +89,16 @@ class LinkerImpl final : public Linker
if (assetListStream.IsOpen())
{
const AssetListInputStream stream(*assetListStream.m_stream);
const AssetListInputStream stream(*assetListStream.m_stream, game);
AssetListEntry entry;
while (stream.NextEntry(entry))
bool failure;
while (stream.NextEntry(entry, &failure))
{
assetList.m_entries.emplace_back(std::move(entry));
}
return true;
return !failure;
}
}
@ -157,7 +123,7 @@ class LinkerImpl final : public Linker
for (const auto& assetListName : zoneDefinition.m_asset_lists)
{
AssetList assetList;
if (!ReadAssetList(assetListName, assetList, sourceSearchPath))
if (!ReadAssetList(assetListName, zoneDefinition.m_game, assetList, sourceSearchPath))
{
std::cerr << std::format("Failed to read asset list \"{}\"\n", assetListName);
return false;
@ -169,33 +135,6 @@ class LinkerImpl final : public Linker
return true;
}
static bool GetNameFromZoneDefinition(std::string& name, const std::string& targetName, const ZoneDefinition& zoneDefinition)
{
auto firstNameEntry = true;
const auto [rangeBegin, rangeEnd] = zoneDefinition.m_metadata_lookup.equal_range(METADATA_NAME);
for (auto i = rangeBegin; i != rangeEnd; ++i)
{
if (firstNameEntry)
{
name = i->second->m_value;
firstNameEntry = false;
}
else
{
if (name != i->second->m_value)
{
std::cerr << std::format("Conflicting names in target \"{}\": {} != {}\n", targetName, name, i->second->m_value);
return false;
}
}
}
if (firstNameEntry)
name = targetName;
return true;
}
std::unique_ptr<ZoneDefinition> ReadZoneDefinition(const std::string& targetName, ISearchPath* sourceSearchPath) const
{
std::unique_ptr<ZoneDefinition> zoneDefinition;
@ -218,9 +157,6 @@ class LinkerImpl final : public Linker
return nullptr;
}
if (!GetNameFromZoneDefinition(zoneDefinition->m_name, targetName, *zoneDefinition))
return nullptr;
if (!IncludeAdditionalZoneDefinitions(targetName, *zoneDefinition, sourceSearchPath))
return nullptr;
@ -235,19 +171,13 @@ class LinkerImpl final : public Linker
if (context.m_definition->m_ignores.empty())
return true;
std::map<std::string, std::reference_wrapper<ZoneDefinitionEntry>> zoneDefinitionAssetsByName;
for (auto& entry : context.m_definition->m_assets)
{
zoneDefinitionAssetsByName.try_emplace(entry.m_asset_name, entry);
}
for (const auto& ignore : context.m_definition->m_ignores)
{
if (ignore == targetName)
continue;
std::vector<AssetListEntry> assetList;
if (!ReadAssetList(ignore, context.m_ignored_assets, sourceSearchPath))
if (!ReadAssetList(ignore, context.m_definition->m_game, context.m_ignored_assets, sourceSearchPath))
{
std::cerr << std::format("Failed to read asset listing for ignoring assets of project \"{}\".\n", ignore);
return false;
@ -256,101 +186,14 @@ class LinkerImpl final : public Linker
return true;
}
static bool ProjectTypeByName(ProjectType& projectType, const std::string& projectTypeName)
{
for (auto i = 0u; i < static_cast<unsigned>(ProjectType::MAX); i++)
{
if (projectTypeName == PROJECT_TYPE_NAMES[i])
{
projectType = static_cast<ProjectType>(i);
return true;
}
}
return false;
}
static bool GetProjectTypeFromZoneDefinition(ProjectType& projectType, const std::string& targetName, const ZoneDefinition& zoneDefinition)
{
auto firstTypeEntry = true;
const auto [rangeBegin, rangeEnd] = zoneDefinition.m_metadata_lookup.equal_range(METADATA_TYPE);
for (auto i = rangeBegin; i != rangeEnd; ++i)
{
ProjectType parsedProjectType;
if (!ProjectTypeByName(parsedProjectType, i->second->m_value))
{
std::cerr << std::format("Not a valid project type: \"{}\"\n", i->second->m_value);
return false;
}
if (firstTypeEntry)
{
projectType = parsedProjectType;
firstTypeEntry = false;
}
else
{
if (projectType != parsedProjectType)
{
std::cerr << std::format("Conflicting types in target \"{}\": {} != {}\n",
targetName,
PROJECT_TYPE_NAMES[static_cast<unsigned>(projectType)],
PROJECT_TYPE_NAMES[static_cast<unsigned>(parsedProjectType)]);
return false;
}
}
}
if (firstTypeEntry)
{
if (zoneDefinition.m_assets.empty())
projectType = ProjectType::NONE;
else
projectType = ProjectType::FASTFILE;
}
return true;
}
static bool GetGameNameFromZoneDefinition(std::string& gameName, const std::string& targetName, const ZoneDefinition& zoneDefinition)
{
auto firstGameEntry = true;
const auto [rangeBegin, rangeEnd] = zoneDefinition.m_metadata_lookup.equal_range(METADATA_GAME);
for (auto i = rangeBegin; i != rangeEnd; ++i)
{
if (firstGameEntry)
{
gameName = i->second->m_value;
firstGameEntry = false;
}
else
{
if (gameName != i->second->m_value)
{
std::cerr << std::format("Conflicting game names in target \"{}\": {} != {}\n", targetName, gameName, i->second->m_value);
return false;
}
}
}
if (firstGameEntry)
{
std::cerr << std::format("No game name was specified for target \"{}\"\n", targetName);
return false;
}
return true;
}
static bool LoadGdtFilesFromZoneDefinition(std::vector<std::unique_ptr<Gdt>>& gdtList, const ZoneDefinition& zoneDefinition, ISearchPath* gdtSearchPath)
{
const auto [rangeBegin, rangeEnd] = zoneDefinition.m_metadata_lookup.equal_range(METADATA_GDT);
for (auto i = rangeBegin; i != rangeEnd; ++i)
for (const auto& gdtName : zoneDefinition.m_gdts)
{
const auto gdtFile = gdtSearchPath->Open(i->second->m_value + ".gdt");
const auto gdtFile = gdtSearchPath->Open(std::format("{}.gdt", gdtName));
if (!gdtFile.IsOpen())
{
std::cerr << std::format("Failed to open file for gdt \"{}\"\n", i->second->m_value);
std::cerr << std::format("Failed to open file for gdt \"{}\"\n", gdtName);
return false;
}
@ -358,7 +201,7 @@ class LinkerImpl final : public Linker
auto gdt = std::make_unique<Gdt>();
if (!gdtReader.Read(*gdt))
{
std::cerr << std::format("Failed to read gdt file \"{}\"\n", i->second->m_value);
std::cerr << std::format("Failed to read gdt file \"{}\"\n", gdtName);
return false;
}
@ -374,23 +217,14 @@ class LinkerImpl final : public Linker
ISearchPath* gdtSearchPath,
ISearchPath* sourceSearchPath) const
{
const auto context = std::make_unique<ZoneCreationContext>(assetSearchPath, &zoneDefinition);
const auto context = std::make_unique<ZoneCreationContext>(&zoneDefinition, assetSearchPath);
if (!ProcessZoneDefinitionIgnores(targetName, *context, sourceSearchPath))
return nullptr;
if (!GetGameNameFromZoneDefinition(context->m_game_name, targetName, zoneDefinition))
return nullptr;
utils::MakeStringLowerCase(context->m_game_name);
if (!LoadGdtFilesFromZoneDefinition(context->m_gdt_files, zoneDefinition, gdtSearchPath))
return nullptr;
for (const auto* zoneCreator : ZONE_CREATORS)
{
if (zoneCreator->SupportsGame(context->m_game_name))
return zoneCreator->CreateZoneForDefinition(*context);
}
std::cerr << std::format("Unsupported game: {}\n", context->m_game_name);
return nullptr;
const auto* creator = IZoneCreator::GetCreatorForGame(zoneDefinition.m_game);
return creator->CreateZoneForDefinition(*context);
}
bool WriteZoneToFile(const std::string& projectName, Zone* zone) const
@ -444,7 +278,7 @@ class LinkerImpl final : public Linker
{
const fs::path ipakFolderPath(m_args.GetOutputFolderPathForProject(projectName));
auto ipakFilePath(ipakFolderPath);
ipakFilePath.append(zoneDefinition.m_name + ".ipak");
ipakFilePath.append(std::format("{}.ipak", zoneDefinition.m_name));
fs::create_directories(ipakFolderPath);
@ -453,12 +287,13 @@ class LinkerImpl final : public Linker
return false;
const auto ipakWriter = IPakWriter::Create(stream, &assetSearchPaths);
const auto imageAssetType = IZoneCreator::GetCreatorForGame(zoneDefinition.m_game)->GetImageAssetType();
for (const auto& assetEntry : zoneDefinition.m_assets)
{
if (assetEntry.m_is_reference)
continue;
if (assetEntry.m_asset_type == "image")
if (assetEntry.m_asset_type == imageAssetType)
ipakWriter->AddImage(assetEntry.m_asset_name);
}
@ -499,22 +334,14 @@ class LinkerImpl final : public Linker
if (!zoneDefinition)
return false;
ProjectType projectType;
if (!GetProjectTypeFromZoneDefinition(projectType, targetName, *zoneDefinition))
return false;
auto result = true;
if (projectType != ProjectType::NONE)
if (zoneDefinition->m_type != ProjectType::NONE)
{
std::string gameName;
if (!GetGameNameFromZoneDefinition(gameName, targetName, *zoneDefinition))
return false;
utils::MakeStringLowerCase(gameName);
const auto& gameName = GameId_Names[static_cast<unsigned>(zoneDefinition->m_game)];
auto assetSearchPaths = m_search_paths.GetAssetSearchPathsForProject(gameName, projectName);
auto gdtSearchPaths = m_search_paths.GetGdtSearchPathsForProject(gameName, projectName);
switch (projectType)
switch (zoneDefinition->m_type)
{
case ProjectType::FASTFILE:
result = BuildFastFile(projectName, targetName, *zoneDefinition, assetSearchPaths, gdtSearchPaths, sourceSearchPaths);

View File

@ -1,13 +1,13 @@
#include "ZoneCreationContext.h"
ZoneCreationContext::ZoneCreationContext()
: m_asset_search_path(nullptr),
m_definition(nullptr)
: m_definition(nullptr),
m_asset_search_path(nullptr)
{
}
ZoneCreationContext::ZoneCreationContext(ISearchPath* assetSearchPath, ZoneDefinition* definition)
: m_asset_search_path(assetSearchPath),
m_definition(definition)
ZoneCreationContext::ZoneCreationContext(ZoneDefinition* definition, ISearchPath* assetSearchPath)
: m_definition(definition),
m_asset_search_path(assetSearchPath)
{
}

View File

@ -5,18 +5,16 @@
#include "Zone/Definition/ZoneDefinition.h"
#include <memory>
#include <string>
#include <vector>
class ZoneCreationContext
{
public:
std::string m_game_name;
ISearchPath* m_asset_search_path;
ZoneDefinition* m_definition;
ISearchPath* m_asset_search_path;
std::vector<std::unique_ptr<Gdt>> m_gdt_files;
AssetList m_ignored_assets;
ZoneCreationContext();
ZoneCreationContext(ISearchPath* assetSearchPath, ZoneDefinition* definition);
ZoneCreationContext(ZoneDefinition* definition, ISearchPath* assetSearchPath);
};

View File

@ -0,0 +1,26 @@
#include "ZoneCreator.h"
#include "Game/IW3/ZoneCreatorIW3.h"
#include "Game/IW4/ZoneCreatorIW4.h"
#include "Game/IW5/ZoneCreatorIW5.h"
#include "Game/T5/ZoneCreatorT5.h"
#include "Game/T6/ZoneCreatorT6.h"
#include <cassert>
const IZoneCreator* IZoneCreator::GetCreatorForGame(GameId game)
{
static const IZoneCreator* zoneCreators[static_cast<unsigned>(GameId::COUNT)]{
new IW3::ZoneCreator(),
new IW4::ZoneCreator(),
new IW5::ZoneCreator(),
new T5::ZoneCreator(),
new T6::ZoneCreator(),
};
assert(static_cast<unsigned>(game) < static_cast<unsigned>(GameId::COUNT));
const auto* result = zoneCreators[static_cast<unsigned>(game)];
assert(result);
return result;
}

View File

@ -1,10 +1,8 @@
#pragma once
#include "Utils/ClassUtils.h"
#include "Zone/Zone.h"
#include "ZoneCreationContext.h"
#include <string>
class IZoneCreator
{
public:
@ -15,6 +13,9 @@ public:
IZoneCreator& operator=(const IZoneCreator& other) = default;
IZoneCreator& operator=(IZoneCreator&& other) noexcept = default;
_NODISCARD virtual bool SupportsGame(const std::string& gameName) const = 0;
_NODISCARD virtual std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const = 0;
[[nodiscard]] virtual GameId GetGameId() const = 0;
[[nodiscard]] virtual std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const = 0;
[[nodiscard]] virtual asset_type_t GetImageAssetType() const = 0;
static const IZoneCreator* GetCreatorForGame(GameId game);
};

View File

@ -31,7 +31,7 @@ XAssetInfoGeneric* AssetLoadingManager::AddAssetInternal(std::unique_ptr<XAssetI
m_last_dependency_loaded = m_context.m_zone.m_pools->AddAsset(std::move(xAssetInfo));
if (m_last_dependency_loaded == nullptr)
std::cerr << std::format("Failed to add asset of type \"{}\" to pool: \"{}\"\n", m_context.m_zone.m_pools->GetAssetTypeName(assetType), pAssetName);
std::cerr << std::format("Failed to add asset of type \"{}\" to pool: \"{}\"\n", *m_context.m_zone.m_pools->GetAssetTypeName(assetType), pAssetName);
return m_last_dependency_loaded;
}
@ -66,7 +66,7 @@ XAssetInfoGeneric* AssetLoadingManager::LoadIgnoredDependency(const asset_type_t
return lastDependency;
}
std::cerr << std::format("Failed to create empty asset \"{}\" for type \"{}\"\n", assetName, m_context.m_zone.m_pools->GetAssetTypeName(assetType));
std::cerr << std::format("Failed to create empty asset \"{}\" for type \"{}\"\n", assetName, *m_context.m_zone.m_pools->GetAssetTypeName(assetType));
return nullptr;
}
@ -126,7 +126,7 @@ XAssetInfoGeneric* AssetLoadingManager::LoadAssetDependency(const asset_type_t a
return lastDependency;
}
std::cerr << std::format("Failed to load asset of type \"{}\": \"{}\"\n", m_context.m_zone.m_pools->GetAssetTypeName(assetType), assetName);
std::cerr << std::format("Failed to load asset of type \"{}\": \"{}\"\n", *m_context.m_zone.m_pools->GetAssetTypeName(assetType), assetName);
return nullptr;
}
@ -150,7 +150,7 @@ XAssetInfoGeneric* AssetLoadingManager::LoadDependency(const asset_type_t assetT
return LoadAssetDependency(assetType, assetName, loader->second.get());
}
std::cerr << std::format("Failed to find loader for asset type \"{}\"\n", m_context.m_zone.m_pools->GetAssetTypeName(assetType));
std::cerr << std::format("Failed to find loader for asset type \"{}\"\n", *m_context.m_zone.m_pools->GetAssetTypeName(assetType));
return nullptr;
}
@ -171,6 +171,6 @@ IndirectAssetReference AssetLoadingManager::LoadIndirectAssetReference(const ass
return IndirectAssetReference(assetType, assetName);
}
std::cerr << std::format("Failed to find loader for asset type \"{}\"\n", m_context.m_zone.m_pools->GetAssetTypeName(assetType));
std::cerr << std::format("Failed to find loader for asset type \"{}\"\n", *m_context.m_zone.m_pools->GetAssetTypeName(assetType));
return IndirectAssetReference(assetType, assetName);
}

View File

@ -1,5 +1,8 @@
#include "ContentPrinter.h"
#include <format>
#include <iostream>
ContentPrinter::ContentPrinter(Zone* zone)
{
m_zone = zone;
@ -8,13 +11,11 @@ ContentPrinter::ContentPrinter(Zone* zone)
void ContentPrinter::PrintContent() const
{
const auto* pools = m_zone->m_pools.get();
printf("Zone '%s' (%s)\n", m_zone->m_name.c_str(), m_zone->m_game->GetShortName().c_str());
puts("Content:");
std::cout << std::format("Zone '{}' ({})\n", m_zone->m_name, m_zone->m_game->GetShortName());
std::cout << "Content:\n";
for (const auto& asset : *pools)
{
printf("%s, %s\n", pools->GetAssetTypeName(asset->m_type), asset->m_name.c_str());
}
std::cout << std::format("{}, {}\n", *pools->GetAssetTypeName(asset->m_type), asset->m_name);
puts("");
std::cout << "\n";
}

View File

@ -25,7 +25,7 @@ void ZoneDefWriter::WriteContent(ZoneDefinitionOutputStream& stream, const Unlin
// Localized strings are all collected in one string file. So only add this to the zone file.
if (!pools->m_localize->m_asset_lookup.empty())
{
stream.WriteEntry(pools->GetAssetTypeName(ASSET_TYPE_LOCALIZE_ENTRY), zone->m_name);
stream.WriteEntry(*pools->GetAssetTypeName(ASSET_TYPE_LOCALIZE_ENTRY), zone->m_name);
}
for (const auto& asset : *pools)
@ -36,7 +36,7 @@ void ZoneDefWriter::WriteContent(ZoneDefinitionOutputStream& stream, const Unlin
break;
default:
stream.WriteEntry(pools->GetAssetTypeName(asset->m_type), asset->m_name);
stream.WriteEntry(*pools->GetAssetTypeName(asset->m_type), asset->m_name);
break;
}
}

View File

@ -25,7 +25,7 @@ void ZoneDefWriter::WriteContent(ZoneDefinitionOutputStream& stream, const Unlin
// Localized strings are all collected in one string file. So only add this to the zone file.
if (!pools->m_localize->m_asset_lookup.empty())
{
stream.WriteEntry(pools->GetAssetTypeName(ASSET_TYPE_LOCALIZE_ENTRY), zone->m_name);
stream.WriteEntry(*pools->GetAssetTypeName(ASSET_TYPE_LOCALIZE_ENTRY), zone->m_name);
}
for (const auto& asset : *pools)
@ -36,7 +36,7 @@ void ZoneDefWriter::WriteContent(ZoneDefinitionOutputStream& stream, const Unlin
break;
default:
stream.WriteEntry(pools->GetAssetTypeName(asset->m_type), asset->m_name);
stream.WriteEntry(*pools->GetAssetTypeName(asset->m_type), asset->m_name);
break;
}
}

View File

@ -25,7 +25,7 @@ void ZoneDefWriter::WriteContent(ZoneDefinitionOutputStream& stream, const Unlin
// Localized strings are all collected in one string file. So only add this to the zone file.
if (!pools->m_localize->m_asset_lookup.empty())
{
stream.WriteEntry(pools->GetAssetTypeName(ASSET_TYPE_LOCALIZE_ENTRY), zone->m_name);
stream.WriteEntry(*pools->GetAssetTypeName(ASSET_TYPE_LOCALIZE_ENTRY), zone->m_name);
}
for (const auto& asset : *pools)
@ -36,7 +36,7 @@ void ZoneDefWriter::WriteContent(ZoneDefinitionOutputStream& stream, const Unlin
break;
default:
stream.WriteEntry(pools->GetAssetTypeName(asset->m_type), asset->m_name);
stream.WriteEntry(*pools->GetAssetTypeName(asset->m_type), asset->m_name);
break;
}
}

View File

@ -25,7 +25,7 @@ void ZoneDefWriter::WriteContent(ZoneDefinitionOutputStream& stream, const Unlin
// Localized strings are all collected in one string file. So only add this to the zone file.
if (!pools->m_localize->m_asset_lookup.empty())
{
stream.WriteEntry(pools->GetAssetTypeName(ASSET_TYPE_LOCALIZE_ENTRY), zone->m_name);
stream.WriteEntry(*pools->GetAssetTypeName(ASSET_TYPE_LOCALIZE_ENTRY), zone->m_name);
}
for (const auto& asset : *pools)
@ -36,7 +36,7 @@ void ZoneDefWriter::WriteContent(ZoneDefinitionOutputStream& stream, const Unlin
break;
default:
stream.WriteEntry(pools->GetAssetTypeName(asset->m_type), asset->m_name);
stream.WriteEntry(*pools->GetAssetTypeName(asset->m_type), asset->m_name);
break;
}
}

View File

@ -83,7 +83,7 @@ void ZoneDefWriter::WriteContent(ZoneDefinitionOutputStream& stream, const Unlin
// Localized strings are all collected in one string file. So only add this to the zone file.
if (!pools->m_localize->m_asset_lookup.empty())
{
stream.WriteEntry(pools->GetAssetTypeName(ASSET_TYPE_LOCALIZE_ENTRY), zone->m_name);
stream.WriteEntry(*pools->GetAssetTypeName(ASSET_TYPE_LOCALIZE_ENTRY), zone->m_name);
}
for (const auto& asset : *pools)
@ -95,7 +95,7 @@ void ZoneDefWriter::WriteContent(ZoneDefinitionOutputStream& stream, const Unlin
break;
default:
stream.WriteEntry(pools->GetAssetTypeName(asset->m_type), asset->m_name);
stream.WriteEntry(*pools->GetAssetTypeName(asset->m_type), asset->m_name);
break;
}
}

View File

@ -226,7 +226,7 @@ private:
std::vector<bool> handledSpecifiedAssets(m_args.m_specified_asset_types.size());
for (auto i = 0; i < assetTypeCount; i++)
{
const auto assetTypeName = std::string(context.m_zone->m_pools->GetAssetTypeName(i));
const auto assetTypeName = std::string(*context.m_zone->m_pools->GetAssetTypeName(i));
const auto foundSpecifiedEntry = m_args.m_specified_asset_type_map.find(assetTypeName);
if (foundSpecifiedEntry != m_args.m_specified_asset_type_map.end())
@ -256,7 +256,7 @@ private:
auto first = true;
for (auto i = 0; i < assetTypeCount; i++)
{
const auto assetTypeName = std::string(context.m_zone->m_pools->GetAssetTypeName(i));
const auto assetTypeName = std::string(*context.m_zone->m_pools->GetAssetTypeName(i));
if (first)
first = false;

View File

@ -0,0 +1,22 @@
#include "AssetNameResolverIW3.h"
#include "Game/IW3/GameAssetPoolIW3.h"
#include "Utils/StringUtils.h"
using namespace IW3;
AssetNameResolver::AssetNameResolver()
{
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
AddAssetTypeName(assetType, *GameAssetPoolIW3::AssetTypeNameByType(assetType));
}
GameId AssetNameResolver::GetGameId() const
{
return GameId::IW3;
}
std::optional<const char*> AssetNameResolver::GetAssetTypeName(const asset_type_t assetType) const
{
return GameAssetPoolIW3::AssetTypeNameByType(assetType);
}

View File

@ -0,0 +1,14 @@
#pragma once
#include "Zone/AssetNameResolver.h"
namespace IW3
{
class AssetNameResolver final : public HashMapBasedAssetNameResolver
{
public:
AssetNameResolver();
[[nodiscard]] GameId GetGameId() const override;
[[nodiscard]] std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
};
} // namespace IW3

View File

@ -218,15 +218,15 @@ XAssetInfoGeneric* GameAssetPoolIW3::GetAsset(const asset_type_t type, const std
#undef CASE_GET_ASSET
}
const char* GameAssetPoolIW3::AssetTypeNameByType(const asset_type_t assetType)
std::optional<const char*> GameAssetPoolIW3::AssetTypeNameByType(const asset_type_t assetType)
{
if (assetType >= 0 && assetType < static_cast<int>(std::extent_v<decltype(ASSET_TYPE_NAMES)>))
return ASSET_TYPE_NAMES[assetType];
return ASSET_TYPE_INVALID;
return std::nullopt;
}
const char* GameAssetPoolIW3::GetAssetTypeName(const asset_type_t assetType) const
std::optional<const char*> GameAssetPoolIW3::GetAssetTypeName(const asset_type_t assetType) const
{
return AssetTypeNameByType(assetType);
}

View File

@ -5,12 +5,12 @@
#include "Pool/ZoneAssetPools.h"
#include <memory>
#include <optional>
class GameAssetPoolIW3 final : public ZoneAssetPools
{
int m_priority;
static constexpr const char* ASSET_TYPE_INVALID = "invalid_asset_type";
static const char* ASSET_TYPE_NAMES[];
protected:
@ -54,8 +54,8 @@ public:
_NODISCARD XAssetInfoGeneric* GetAsset(asset_type_t type, const std::string& name) const override;
static const char* AssetTypeNameByType(asset_type_t assetType);
_NODISCARD const char* GetAssetTypeName(asset_type_t assetType) const override;
static std::optional<const char*> AssetTypeNameByType(asset_type_t assetType);
_NODISCARD std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
static asset_type_t AssetTypeCount();
_NODISCARD asset_type_t GetAssetTypeCount() const override;

View File

@ -0,0 +1,22 @@
#include "AssetNameResolverIW4.h"
#include "Game/IW4/GameAssetPoolIW4.h"
#include "Utils/StringUtils.h"
using namespace IW4;
AssetNameResolver::AssetNameResolver()
{
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
AddAssetTypeName(assetType, *GameAssetPoolIW4::AssetTypeNameByType(assetType));
}
GameId AssetNameResolver::GetGameId() const
{
return GameId::IW4;
}
std::optional<const char*> AssetNameResolver::GetAssetTypeName(const asset_type_t assetType) const
{
return GameAssetPoolIW4::AssetTypeNameByType(assetType);
}

View File

@ -0,0 +1,14 @@
#pragma once
#include "Zone/AssetNameResolver.h"
namespace IW4
{
class AssetNameResolver final : public HashMapBasedAssetNameResolver
{
public:
AssetNameResolver();
[[nodiscard]] GameId GetGameId() const override;
[[nodiscard]] std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
};
} // namespace IW4

View File

@ -259,15 +259,15 @@ XAssetInfoGeneric* GameAssetPoolIW4::GetAsset(const asset_type_t type, const std
#undef CASE_GET_ASSET
}
const char* GameAssetPoolIW4::AssetTypeNameByType(const asset_type_t assetType)
std::optional<const char*> GameAssetPoolIW4::AssetTypeNameByType(const asset_type_t assetType)
{
if (assetType >= 0 && assetType < static_cast<int>(std::extent_v<decltype(ASSET_TYPE_NAMES)>))
return ASSET_TYPE_NAMES[assetType];
return ASSET_TYPE_INVALID;
return std::nullopt;
}
const char* GameAssetPoolIW4::GetAssetTypeName(const asset_type_t assetType) const
std::optional<const char*> GameAssetPoolIW4::GetAssetTypeName(const asset_type_t assetType) const
{
return AssetTypeNameByType(assetType);
}

View File

@ -62,8 +62,8 @@ public:
_NODISCARD XAssetInfoGeneric* GetAsset(asset_type_t type, const std::string& name) const override;
static const char* AssetTypeNameByType(asset_type_t assetType);
_NODISCARD const char* GetAssetTypeName(asset_type_t assetType) const override;
static std::optional<const char*> AssetTypeNameByType(asset_type_t assetType);
_NODISCARD std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
static asset_type_t AssetTypeCount();
_NODISCARD asset_type_t GetAssetTypeCount() const override;

View File

@ -0,0 +1,22 @@
#include "AssetNameResolverIW5.h"
#include "Game/IW5/GameAssetPoolIW5.h"
#include "Utils/StringUtils.h"
using namespace IW5;
AssetNameResolver::AssetNameResolver()
{
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
AddAssetTypeName(assetType, *GameAssetPoolIW5::AssetTypeNameByType(assetType));
}
GameId AssetNameResolver::GetGameId() const
{
return GameId::IW5;
}
std::optional<const char*> AssetNameResolver::GetAssetTypeName(const asset_type_t assetType) const
{
return GameAssetPoolIW5::AssetTypeNameByType(assetType);
}

View File

@ -0,0 +1,14 @@
#pragma once
#include "Zone/AssetNameResolver.h"
namespace IW5
{
class AssetNameResolver final : public HashMapBasedAssetNameResolver
{
public:
AssetNameResolver();
[[nodiscard]] GameId GetGameId() const override;
[[nodiscard]] std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
};
} // namespace IW5

View File

@ -316,15 +316,15 @@ XAssetInfoGeneric* GameAssetPoolIW5::GetAsset(const asset_type_t type, const std
#undef CASE_GET_ASSET
}
const char* GameAssetPoolIW5::AssetTypeNameByType(const asset_type_t assetType)
std::optional<const char*> GameAssetPoolIW5::AssetTypeNameByType(const asset_type_t assetType)
{
if (assetType >= 0 && assetType < static_cast<int>(std::extent_v<decltype(ASSET_TYPE_NAMES)>))
return ASSET_TYPE_NAMES[assetType];
return ASSET_TYPE_INVALID;
return std::nullopt;
}
const char* GameAssetPoolIW5::GetAssetTypeName(const asset_type_t assetType) const
std::optional<const char*> GameAssetPoolIW5::GetAssetTypeName(const asset_type_t assetType) const
{
return AssetTypeNameByType(assetType);
}

View File

@ -66,8 +66,8 @@ public:
_NODISCARD XAssetInfoGeneric* GetAsset(asset_type_t type, const std::string& name) const override;
static const char* AssetTypeNameByType(asset_type_t assetType);
_NODISCARD const char* GetAssetTypeName(asset_type_t assetType) const override;
static std::optional<const char*> AssetTypeNameByType(asset_type_t assetType);
_NODISCARD std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
static asset_type_t AssetTypeCount();
_NODISCARD asset_type_t GetAssetTypeCount() const override;

View File

@ -0,0 +1,22 @@
#include "AssetNameResolverT5.h"
#include "Game/T5/GameAssetPoolT5.h"
#include "Utils/StringUtils.h"
using namespace T5;
AssetNameResolver::AssetNameResolver()
{
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
AddAssetTypeName(assetType, *GameAssetPoolT5::AssetTypeNameByType(assetType));
}
GameId AssetNameResolver::GetGameId() const
{
return GameId::T5;
}
std::optional<const char*> AssetNameResolver::GetAssetTypeName(const asset_type_t assetType) const
{
return GameAssetPoolT5::AssetTypeNameByType(assetType);
}

View File

@ -0,0 +1,14 @@
#pragma once
#include "Zone/AssetNameResolver.h"
namespace T5
{
class AssetNameResolver final : public HashMapBasedAssetNameResolver
{
public:
AssetNameResolver();
[[nodiscard]] GameId GetGameId() const override;
[[nodiscard]] std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
};
} // namespace T5

View File

@ -249,15 +249,15 @@ XAssetInfoGeneric* GameAssetPoolT5::GetAsset(const asset_type_t type, const std:
#undef CASE_GET_ASSET
}
const char* GameAssetPoolT5::AssetTypeNameByType(const asset_type_t assetType)
std::optional<const char*> GameAssetPoolT5::AssetTypeNameByType(const asset_type_t assetType)
{
if (assetType >= 0 && assetType < static_cast<int>(std::extent_v<decltype(ASSET_TYPE_NAMES)>))
return ASSET_TYPE_NAMES[assetType];
return ASSET_TYPE_INVALID;
return std::nullopt;
}
const char* GameAssetPoolT5::GetAssetTypeName(const asset_type_t assetType) const
std::optional<const char*> GameAssetPoolT5::GetAssetTypeName(const asset_type_t assetType) const
{
return AssetTypeNameByType(assetType);
}

View File

@ -58,8 +58,8 @@ public:
_NODISCARD XAssetInfoGeneric* GetAsset(asset_type_t type, const std::string& name) const override;
static const char* AssetTypeNameByType(asset_type_t assetType);
_NODISCARD const char* GetAssetTypeName(asset_type_t assetType) const override;
static std::optional<const char*> AssetTypeNameByType(asset_type_t assetType);
_NODISCARD std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
static asset_type_t AssetTypeCount();
_NODISCARD asset_type_t GetAssetTypeCount() const override;

View File

@ -0,0 +1,22 @@
#include "AssetNameResolverT6.h"
#include "Game/T6/GameAssetPoolT6.h"
#include "Utils/StringUtils.h"
using namespace T6;
AssetNameResolver::AssetNameResolver()
{
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
AddAssetTypeName(assetType, *GameAssetPoolT6::AssetTypeNameByType(assetType));
}
GameId AssetNameResolver::GetGameId() const
{
return GameId::T6;
}
std::optional<const char*> AssetNameResolver::GetAssetTypeName(const asset_type_t assetType) const
{
return GameAssetPoolT6::AssetTypeNameByType(assetType);
}

View File

@ -0,0 +1,14 @@
#pragma once
#include "Zone/AssetNameResolver.h"
namespace T6
{
class AssetNameResolver final : public HashMapBasedAssetNameResolver
{
public:
AssetNameResolver();
[[nodiscard]] GameId GetGameId() const override;
[[nodiscard]] std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
};
} // namespace T6

View File

@ -366,15 +366,15 @@ XAssetInfoGeneric* GameAssetPoolT6::GetAsset(const asset_type_t type, const std:
#undef CASE_GET_ASSET
}
const char* GameAssetPoolT6::AssetTypeNameByType(const asset_type_t assetType)
std::optional<const char*> GameAssetPoolT6::AssetTypeNameByType(const asset_type_t assetType)
{
if (assetType >= 0 && assetType < static_cast<int>(std::extent_v<decltype(ASSET_TYPE_NAMES)>))
return ASSET_TYPE_NAMES[assetType];
return ASSET_TYPE_INVALID;
return std::nullopt;
}
const char* GameAssetPoolT6::GetAssetTypeName(const asset_type_t assetType) const
std::optional<const char*> GameAssetPoolT6::GetAssetTypeName(const asset_type_t assetType) const
{
return AssetTypeNameByType(assetType);
}

View File

@ -74,8 +74,8 @@ public:
_NODISCARD XAssetInfoGeneric* GetAsset(asset_type_t type, const std::string& name) const override;
static const char* AssetTypeNameByType(asset_type_t assetType);
_NODISCARD const char* GetAssetTypeName(asset_type_t assetType) const override;
static std::optional<const char*> AssetTypeNameByType(asset_type_t assetType);
_NODISCARD std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
static asset_type_t AssetTypeCount();
_NODISCARD asset_type_t GetAssetTypeCount() const override;

View File

@ -13,7 +13,7 @@ SequenceZoneDefinitionAssetList::SequenceZoneDefinitionAssetList()
});
}
void SequenceZoneDefinitionAssetList::ProcessMatch(ZoneDefinition* state, SequenceResult<ZoneDefinitionParserValue>& result) const
void SequenceZoneDefinitionAssetList::ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const
{
state->m_asset_lists.emplace_back(result.NextCapture(CAPTURE_ASSET_LIST_NAME).FieldValue());
state->m_definition->m_asset_lists.emplace_back(result.NextCapture(CAPTURE_ASSET_LIST_NAME).FieldValue());
}

View File

@ -7,7 +7,7 @@ class SequenceZoneDefinitionAssetList final : public ZoneDefinitionParser::seque
static constexpr auto CAPTURE_ASSET_LIST_NAME = 1;
protected:
void ProcessMatch(ZoneDefinition* state, SequenceResult<ZoneDefinitionParserValue>& result) const override;
void ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const override;
public:
SequenceZoneDefinitionAssetList();

View File

@ -13,7 +13,7 @@ SequenceZoneDefinitionBuild::SequenceZoneDefinitionBuild()
});
}
void SequenceZoneDefinitionBuild::ProcessMatch(ZoneDefinition* state, SequenceResult<ZoneDefinitionParserValue>& result) const
void SequenceZoneDefinitionBuild::ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const
{
state->m_targets_to_build.emplace_back(result.NextCapture(CAPTURE_BUILD_TARGET_NAME).FieldValue());
state->m_definition->m_targets_to_build.emplace_back(result.NextCapture(CAPTURE_BUILD_TARGET_NAME).FieldValue());
}

View File

@ -7,7 +7,7 @@ class SequenceZoneDefinitionBuild final : public ZoneDefinitionParser::sequence_
static constexpr auto CAPTURE_BUILD_TARGET_NAME = 1;
protected:
void ProcessMatch(ZoneDefinition* state, SequenceResult<ZoneDefinitionParserValue>& result) const override;
void ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const override;
public:
SequenceZoneDefinitionBuild();

View File

@ -19,19 +19,23 @@ SequenceZoneDefinitionEntry::SequenceZoneDefinitionEntry()
});
}
void SequenceZoneDefinitionEntry::ProcessMatch(ZoneDefinition* state, SequenceResult<ZoneDefinitionParserValue>& result) const
void SequenceZoneDefinitionEntry::ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const
{
const auto& assetNameCapture = result.NextCapture(CAPTURE_ASSET_NAME);
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());
if (!maybeAssetType)
throw ParsingException(typeNameToken.GetPos(), "Unknown asset type");
const auto& assetNameToken = result.NextCapture(CAPTURE_ASSET_NAME);
std::string assetName;
if (assetNameCapture.m_type == ZoneDefinitionParserValueType::STRING)
{
assetName = assetNameCapture.StringValue();
}
if (typeNameToken.m_type == ZoneDefinitionParserValueType::STRING)
assetName = typeNameToken.StringValue();
else
{
assetName = assetNameCapture.FieldValue();
}
assetName = typeNameToken.FieldValue();
state->m_assets.emplace_back(result.NextCapture(CAPTURE_TYPE_NAME).FieldValue(), assetName, result.NextTag() == TAG_REFERENCE);
state->m_definition->m_assets.emplace_back(*maybeAssetType, assetName, result.NextTag() == TAG_REFERENCE);
}

View File

@ -10,7 +10,7 @@ class SequenceZoneDefinitionEntry final : public ZoneDefinitionParser::sequence_
static constexpr auto CAPTURE_ASSET_NAME = 2;
protected:
void ProcessMatch(ZoneDefinition* state, SequenceResult<ZoneDefinitionParserValue>& result) const override;
void ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const override;
public:
SequenceZoneDefinitionEntry();

View File

@ -13,7 +13,7 @@ SequenceZoneDefinitionIgnore::SequenceZoneDefinitionIgnore()
});
}
void SequenceZoneDefinitionIgnore::ProcessMatch(ZoneDefinition* state, SequenceResult<ZoneDefinitionParserValue>& result) const
void SequenceZoneDefinitionIgnore::ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const
{
state->m_ignores.emplace_back(result.NextCapture(CAPTURE_IGNORE_NAME).FieldValue());
state->m_definition->m_ignores.emplace_back(result.NextCapture(CAPTURE_IGNORE_NAME).FieldValue());
}

View File

@ -7,7 +7,7 @@ class SequenceZoneDefinitionIgnore final : public ZoneDefinitionParser::sequence
static constexpr auto CAPTURE_IGNORE_NAME = 1;
protected:
void ProcessMatch(ZoneDefinition* state, SequenceResult<ZoneDefinitionParserValue>& result) const override;
void ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const override;
public:
SequenceZoneDefinitionIgnore();

View File

@ -13,7 +13,7 @@ SequenceZoneDefinitionInclude::SequenceZoneDefinitionInclude()
});
}
void SequenceZoneDefinitionInclude::ProcessMatch(ZoneDefinition* state, SequenceResult<ZoneDefinitionParserValue>& result) const
void SequenceZoneDefinitionInclude::ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const
{
state->m_includes.emplace_back(result.NextCapture(CAPTURE_INCLUDE_NAME).FieldValue());
state->m_definition->m_includes.emplace_back(result.NextCapture(CAPTURE_INCLUDE_NAME).FieldValue());
}

View File

@ -7,7 +7,7 @@ class SequenceZoneDefinitionInclude final : public ZoneDefinitionParser::sequenc
static constexpr auto CAPTURE_INCLUDE_NAME = 1;
protected:
void ProcessMatch(ZoneDefinition* state, SequenceResult<ZoneDefinitionParserValue>& result) const override;
void ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const override;
public:
SequenceZoneDefinitionInclude();

View File

@ -1,6 +1,46 @@
#include "SequenceZoneDefinitionMetaData.h"
#include "Parsing/ZoneDefinition/Matcher/ZoneDefinitionMatcherFactory.h"
#include "Utils/StringUtils.h"
#include <format>
#include <optional>
namespace
{
constexpr auto METADATA_GAME = "game";
constexpr auto METADATA_GDT = "gdt";
constexpr auto METADATA_NAME = "name";
constexpr auto METADATA_TYPE = "type";
std::optional<GameId> GetGameByName(const std::string& gameName)
{
auto upperGameName = gameName;
utils::MakeStringUpperCase(upperGameName);
for (auto i = 0u; i < static_cast<unsigned>(GameId::COUNT); i++)
{
if (upperGameName == GameId_Names[i])
return static_cast<GameId>(i);
}
return std::nullopt;
}
std::optional<ProjectType> GetProjectTypeByName(const std::string& projectTypeName)
{
auto lowerProjectTypeName = projectTypeName;
utils::MakeStringLowerCase(lowerProjectTypeName);
for (auto i = 0u; i < static_cast<unsigned>(ProjectType::COUNT); i++)
{
if (lowerProjectTypeName == ProjectType_Names[i])
return static_cast<ProjectType>(i);
}
return std::nullopt;
}
} // namespace
SequenceZoneDefinitionMetaData::SequenceZoneDefinitionMetaData()
{
@ -14,7 +54,43 @@ SequenceZoneDefinitionMetaData::SequenceZoneDefinitionMetaData()
});
}
void SequenceZoneDefinitionMetaData::ProcessMatch(ZoneDefinition* state, SequenceResult<ZoneDefinitionParserValue>& result) const
void SequenceZoneDefinitionMetaData::ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const
{
state->AddMetaData(result.NextCapture(CAPTURE_KEY).FieldValue(), result.NextCapture(CAPTURE_VALUE).FieldValue());
const auto& keyToken = result.NextCapture(CAPTURE_KEY);
auto key = keyToken.FieldValue();
const auto& valueToken = result.NextCapture(CAPTURE_VALUE);
const auto& value = valueToken.FieldValue();
utils::MakeStringLowerCase(key);
if (key == METADATA_GAME)
{
const auto game = GetGameByName(value);
if (!game)
throw ParsingException(valueToken.GetPos(), "Unknown game name");
const auto previousGame = state->m_definition->m_game;
if (previousGame != GameId::COUNT && previousGame != *game)
throw ParsingException(valueToken.GetPos(), std::format("Game was previously defined as: {}", GameId_Names[static_cast<unsigned>(previousGame)]));
state->SetGame(*game);
}
else if (key == METADATA_GDT)
{
state->m_definition->m_gdts.emplace_back(value);
}
else if (key == METADATA_NAME)
{
state->m_definition->m_name = value;
}
else if (key == METADATA_TYPE)
{
const auto projectType = GetProjectTypeByName(value);
if (!projectType)
throw ParsingException(valueToken.GetPos(), "Unknown project type name");
}
else
{
state->m_definition->m_properties.AddProperty(key, value);
}
}

View File

@ -8,7 +8,7 @@ class SequenceZoneDefinitionMetaData final : public ZoneDefinitionParser::sequen
static constexpr auto CAPTURE_VALUE = 2;
protected:
void ProcessMatch(ZoneDefinition* state, SequenceResult<ZoneDefinitionParserValue>& result) const override;
void ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const override;
public:
SequenceZoneDefinitionMetaData();

View File

@ -7,12 +7,14 @@
#include "Sequence/SequenceZoneDefinitionInclude.h"
#include "Sequence/SequenceZoneDefinitionMetaData.h"
ZoneDefinitionParser::ZoneDefinitionParser(ZoneDefinitionLexer* lexer)
: AbstractParser(lexer, std::make_unique<ZoneDefinition>())
ZoneDefinitionParser::ZoneDefinitionParser(ZoneDefinitionLexer* lexer, const std::optional<GameId> maybeGame)
: AbstractParser(lexer, std::make_unique<ZoneDefinitionParserState>())
{
if (maybeGame)
m_state->SetGame(*maybeGame);
}
const std::vector<AbstractParser<ZoneDefinitionParserValue, ZoneDefinition>::sequence_t*>& ZoneDefinitionParser::GetTestsForState()
const std::vector<AbstractParser<ZoneDefinitionParserValue, ZoneDefinitionParserState>::sequence_t*>& ZoneDefinitionParser::GetTestsForState()
{
static std::vector<sequence_t*> tests({
new SequenceZoneDefinitionMetaData(),
@ -28,5 +30,5 @@ const std::vector<AbstractParser<ZoneDefinitionParserValue, ZoneDefinition>::seq
std::unique_ptr<ZoneDefinition> ZoneDefinitionParser::GetParsedValue()
{
return std::move(m_state);
return std::move(m_state->m_definition);
}

View File

@ -1,16 +1,20 @@
#pragma once
#include "Game/IGame.h"
#include "Parsing/Impl/AbstractParser.h"
#include "Zone/Definition/ZoneDefinition.h"
#include "ZoneDefinitionLexer.h"
#include "ZoneDefinitionParserState.h"
#include "ZoneDefinitionParserValue.h"
class ZoneDefinitionParser final : public AbstractParser<ZoneDefinitionParserValue, ZoneDefinition>
#include <optional>
class ZoneDefinitionParser final : public AbstractParser<ZoneDefinitionParserValue, ZoneDefinitionParserState>
{
protected:
const std::vector<sequence_t*>& GetTestsForState() override;
public:
explicit ZoneDefinitionParser(ZoneDefinitionLexer* lexer);
explicit ZoneDefinitionParser(ZoneDefinitionLexer* lexer, std::optional<GameId> maybeGame = std::nullopt);
std::unique_ptr<ZoneDefinition> GetParsedValue();
};

View File

@ -0,0 +1,13 @@
#include "ZoneDefinitionParserState.h"
ZoneDefinitionParserState::ZoneDefinitionParserState()
: m_asset_name_resolver(nullptr),
m_definition(std::make_unique<ZoneDefinition>())
{
}
void ZoneDefinitionParserState::SetGame(const GameId game)
{
m_definition->m_game = game;
m_asset_name_resolver = IAssetNameResolver::GetResolverForGame(game);
}

View File

@ -0,0 +1,17 @@
#pragma once
#include "Zone/AssetNameResolver.h"
#include "Zone/Definition/ZoneDefinition.h"
#include <memory>
class ZoneDefinitionParserState
{
public:
ZoneDefinitionParserState();
void SetGame(GameId game);
const IAssetNameResolver* m_asset_name_resolver;
std::unique_ptr<ZoneDefinition> m_definition;
};

View File

@ -6,6 +6,7 @@
#include <cstddef>
#include <memory>
#include <optional>
#include <string>
#include <vector>
@ -42,7 +43,7 @@ public:
_NODISCARD virtual XAssetInfoGeneric* GetAssetOrAssetReference(asset_type_t type, const std::string& name) const;
_NODISCARD virtual asset_type_t GetAssetTypeCount() const = 0;
_NODISCARD virtual const char* GetAssetTypeName(asset_type_t assetType) const = 0;
_NODISCARD virtual std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const = 0;
virtual void InitPoolStatic(asset_type_t type, size_t capacity) = 0;
virtual void InitPoolDynamic(asset_type_t type) = 0;

View File

@ -1,12 +1,13 @@
#include "AssetList.h"
AssetListEntry::AssetListEntry()
: m_is_reference(false)
: m_type(0u),
m_is_reference(false)
{
}
AssetListEntry::AssetListEntry(std::string type, std::string name, const bool isReference)
: m_type(std::move(type)),
AssetListEntry::AssetListEntry(const asset_type_t type, std::string name, const bool isReference)
: m_type(type),
m_name(std::move(name)),
m_is_reference(isReference)
{

View File

@ -1,16 +1,19 @@
#pragma once
#include "Zone/ZoneTypes.h"
#include <string>
#include <vector>
class AssetListEntry
{
public:
std::string m_type;
asset_type_t m_type;
std::string m_name;
bool m_is_reference;
AssetListEntry();
AssetListEntry(std::string type, std::string name, bool isReference);
AssetListEntry(asset_type_t type, std::string name, bool isReference);
};
class AssetList

View File

@ -1,13 +1,18 @@
#include "AssetListStream.h"
AssetListInputStream::AssetListInputStream(std::istream& stream)
: m_stream(stream)
#include <format>
AssetListInputStream::AssetListInputStream(std::istream& stream, const GameId game)
: m_stream(stream),
m_asset_name_resolver(IAssetNameResolver::GetResolverForGame(game))
{
}
bool AssetListInputStream::NextEntry(AssetListEntry& entry) const
bool AssetListInputStream::NextEntry(AssetListEntry& entry, bool* failure) const
{
std::vector<std::string> row;
if (failure)
*failure = false;
while (true)
{
@ -17,7 +22,17 @@ bool AssetListInputStream::NextEntry(AssetListEntry& entry) const
if (row.empty())
continue;
entry.m_type = row[0];
const auto& typeName = row[0];
const auto maybeType = m_asset_name_resolver->GetAssetTypeByName(typeName);
if (!maybeType)
{
std::cerr << std::format("Unknown asset type name \"{}\"\n", typeName);
if (failure)
*failure = true;
return false;
}
entry.m_type = *maybeType;
if (row.size() >= 3 && row[1].empty())
{
entry.m_name = row[2];
@ -33,14 +48,15 @@ bool AssetListInputStream::NextEntry(AssetListEntry& entry) const
}
}
AssetListOutputStream::AssetListOutputStream(std::ostream& stream)
: m_stream(stream)
AssetListOutputStream::AssetListOutputStream(std::ostream& stream, const GameId game)
: m_stream(stream),
m_asset_name_resolver(IAssetNameResolver::GetResolverForGame(game))
{
}
void AssetListOutputStream::WriteEntry(const AssetListEntry& entry)
{
m_stream.WriteColumn(entry.m_type);
m_stream.WriteColumn(*m_asset_name_resolver->GetAssetTypeName(entry.m_type));
m_stream.WriteColumn(entry.m_name);
m_stream.NextRow();
}

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@ -1,25 +1,31 @@
#pragma once
#include "AssetList.h"
#include "Csv/CsvStream.h"
#include "Game/IGame.h"
#include <Zone/AssetNameResolver.h>
#include <iostream>
class AssetListInputStream
{
CsvInputStream m_stream;
public:
explicit AssetListInputStream(std::istream& stream);
AssetListInputStream(std::istream& stream, GameId game);
bool NextEntry(AssetListEntry& entry) const;
bool NextEntry(AssetListEntry& entry, bool* failure) const;
private:
CsvInputStream m_stream;
const IAssetNameResolver* m_asset_name_resolver;
};
class AssetListOutputStream
{
CsvOutputStream m_stream;
public:
explicit AssetListOutputStream(std::ostream& stream);
AssetListOutputStream(std::ostream& stream, GameId game);
void WriteEntry(const AssetListEntry& entry);
private:
CsvOutputStream m_stream;
const IAssetNameResolver* m_asset_name_resolver;
};

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@ -0,0 +1,45 @@
#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)
{
static const IAssetNameResolver* assetNameResolvers[static_cast<unsigned>(GameId::COUNT)]{
new IW3::AssetNameResolver(),
new IW4::AssetNameResolver(),
new IW5::AssetNameResolver(),
new T5::AssetNameResolver(),
new T6::AssetNameResolver(),
};
assert(static_cast<unsigned>(game) < static_cast<unsigned>(GameId::COUNT));
const auto* result = assetNameResolvers[static_cast<unsigned>(game)];
assert(result);
return result;
}
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::string lowerCaseName = assetTypeName;
utils::MakeStringLowerCase(lowerCaseName);
const auto existingAssetType = m_asset_types_by_name.find(assetTypeName);
if (existingAssetType != m_asset_types_by_name.end())
return existingAssetType->second;
return std::nullopt;
}

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@ -0,0 +1,37 @@
#pragma once
#include "Game/IGame.h"
#include "Zone/ZoneTypes.h"
#include <optional>
#include <string>
#include <unordered_map>
class IAssetNameResolver
{
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;
[[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);
private:
std::unordered_map<std::string, asset_type_t> m_asset_types_by_name;
};

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@ -1,55 +1,44 @@
#include "ZoneDefinition.h"
ZoneDefinitionEntry::ZoneDefinitionEntry()
: m_is_reference(false)
{
}
ZoneDefinitionEntry::ZoneDefinitionEntry(std::string type, std::string name, const bool isReference)
: m_asset_type(std::move(type)),
ZoneDefinitionAsset::ZoneDefinitionAsset(const asset_type_t type, std::string name, const bool isReference)
: m_asset_type(type),
m_asset_name(std::move(name)),
m_is_reference(isReference)
{
}
ZoneMetaDataEntry::ZoneMetaDataEntry() = default;
ZoneDefinitionProperties::ZoneDefinitionProperties() = default;
ZoneMetaDataEntry::ZoneMetaDataEntry(std::string key, std::string value)
: m_key(std::move(key)),
m_value(std::move(value))
void ZoneDefinitionProperties::AddProperty(std::string key, std::string value)
{
m_properties.emplace(std::move(key), std::move(value));
}
void ZoneDefinition::AddMetaData(std::string key, std::string value)
void ZoneDefinitionProperties::Include(const ZoneDefinitionProperties& otherProperties)
{
for (const auto& property : otherProperties.m_properties)
AddProperty(property.first, property.second);
}
ZoneDefinition::ZoneDefinition()
: m_type(ProjectType::NONE),
m_game(GameId::COUNT)
{
auto metaData = std::make_unique<ZoneMetaDataEntry>(std::move(key), std::move(value));
auto* metaDataPtr = metaData.get();
m_metadata.emplace_back(std::move(metaData));
m_metadata_lookup.emplace(std::make_pair(metaDataPtr->m_key, metaDataPtr));
}
void ZoneDefinition::Include(const AssetList& assetListToInclude)
{
for (const auto& entry : assetListToInclude.m_entries)
{
m_assets.emplace_back(entry.m_type, entry.m_name, false);
}
}
void ZoneDefinition::Include(const ZoneDefinition& definitionToInclude)
{
for (const auto& metaData : definitionToInclude.m_metadata)
{
AddMetaData(metaData->m_key, metaData->m_value);
}
m_properties.Include(definitionToInclude.m_properties);
for (const auto& ignore : definitionToInclude.m_ignores)
{
m_ignores.emplace_back(ignore);
}
for (const auto& asset : definitionToInclude.m_assets)
{
m_assets.emplace_back(asset);
}
}

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@ -1,46 +1,66 @@
#pragma once
#include "Game/IGame.h"
#include "Zone/AssetList/AssetList.h"
#include "Zone/ZoneTypes.h"
#include <memory>
#include <string>
#include <unordered_map>
#include <vector>
class ZoneDefinitionEntry
enum class ProjectType
{
public:
std::string m_asset_type;
std::string m_asset_name;
bool m_is_reference;
NONE,
FASTFILE,
IPAK,
ZoneDefinitionEntry();
ZoneDefinitionEntry(std::string type, std::string name, bool isReference);
COUNT
};
class ZoneMetaDataEntry
static constexpr const char* ProjectType_Names[]{
"none",
"fastfile",
"ipak",
};
static_assert(std::extent_v<decltype(ProjectType_Names)> == static_cast<unsigned>(ProjectType::COUNT));
class ZoneDefinitionAsset
{
public:
std::string m_key;
std::string m_value;
ZoneDefinitionAsset(asset_type_t type, std::string name, bool isReference);
ZoneMetaDataEntry();
ZoneMetaDataEntry(std::string key, std::string value);
asset_type_t m_asset_type;
std::string m_asset_name;
bool m_is_reference;
};
class ZoneDefinitionProperties
{
public:
ZoneDefinitionProperties();
void AddProperty(std::string key, std::string value);
void Include(const ZoneDefinitionProperties& otherProperties);
std::unordered_map<std::string, std::string> m_properties;
};
class ZoneDefinition
{
public:
ZoneDefinition();
void Include(const AssetList& assetListToInclude);
void Include(const ZoneDefinition& definitionToInclude);
std::string m_name;
std::vector<std::unique_ptr<ZoneMetaDataEntry>> m_metadata;
std::unordered_multimap<std::string, ZoneMetaDataEntry*> m_metadata_lookup;
ProjectType m_type;
GameId m_game;
ZoneDefinitionProperties m_properties;
std::vector<std::string> m_includes;
std::vector<std::string> m_asset_lists;
std::vector<std::string> m_ignores;
std::vector<std::string> m_targets_to_build;
std::vector<ZoneDefinitionEntry> m_assets;
void AddMetaData(std::string key, std::string value);
void Include(const AssetList& assetListToInclude);
void Include(const ZoneDefinition& definitionToInclude);
std::vector<std::string> m_gdts;
std::vector<ZoneDefinitionAsset> m_assets;
};

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@ -1,18 +1,19 @@
#include "ZoneDefinitionStream.h"
#include "Parsing/Impl/CommentRemovingStreamProxy.h"
#include "Parsing/Impl/DefinesStreamProxy.h"
#include "Parsing/Impl/ParserSingleInputStream.h"
#include "Parsing/Simple/SimpleLexer.h"
#include "Parsing/ZoneDefinition/ZoneDefinitionLexer.h"
#include "Parsing/ZoneDefinition/ZoneDefinitionParser.h"
#include <Parsing/Impl/CommentRemovingStreamProxy.h>
#include <chrono>
#include <format>
ZoneDefinitionInputStream::ZoneDefinitionInputStream(std::istream& stream, std::string fileName, bool verbose)
: m_file_name(std::move(fileName)),
m_verbose(verbose),
m_stream(nullptr)
m_stream(nullptr),
m_previously_set_game(std::nullopt)
{
OpenBaseStream(stream);
SetupStreamProxies();
@ -29,21 +30,23 @@ void ZoneDefinitionInputStream::SetupStreamProxies()
{
m_open_streams.emplace_back(std::make_unique<CommentRemovingStreamProxy>(m_open_streams.back().get()));
auto definesProxy = std::make_unique<DefinesStreamProxy>(m_open_streams.back().get());
definesProxy->AddDefine(DefinesStreamProxy::Define(ZONE_CODE_GENERATOR_DEFINE_NAME, ZONE_CODE_GENERATOR_DEFINE_VALUE));
m_open_streams.emplace_back(std::move(definesProxy));
m_stream = m_open_streams.back().get();
}
void ZoneDefinitionInputStream::SetPreviouslySetGame(GameId game)
{
m_previously_set_game = game;
}
std::unique_ptr<ZoneDefinition> ZoneDefinitionInputStream::ReadDefinition()
{
if (m_verbose)
{
std::cout << "Reading zone definition file: " << m_file_name << "\n";
}
std::cout << std::format("Reading zone definition file: {}\n", m_file_name);
const auto lexer = std::make_unique<ZoneDefinitionLexer>(m_stream);
const auto parser = std::make_unique<ZoneDefinitionParser>(lexer.get());
const auto parser = std::make_unique<ZoneDefinitionParser>(lexer.get(), m_previously_set_game);
const auto start = std::chrono::steady_clock::now();
std::unique_ptr<ZoneDefinition> definition;
@ -52,9 +55,7 @@ std::unique_ptr<ZoneDefinition> ZoneDefinitionInputStream::ReadDefinition()
const auto end = std::chrono::steady_clock::now();
if (m_verbose)
{
std::cout << "Processing zone definition took " << std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count() << "ms\n";
}
std::cout << std::format("Processing zone definition took {}ms\n", std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count());
return std::move(definition);
}

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@ -1,33 +1,34 @@
#pragma once
#include "Game/IGame.h"
#include "Parsing/IParserLineStream.h"
#include "ZoneDefinition.h"
#include <iostream>
#include <memory>
#include <optional>
class ZoneDefinitionInputStream
{
static constexpr const char* ZONE_CODE_GENERATOR_DEFINE_NAME = "__zonecodegenerator";
static constexpr const char* ZONE_CODE_GENERATOR_DEFINE_VALUE = "1";
public:
ZoneDefinitionInputStream(std::istream& stream, std::string fileName, bool verbose);
void SetPreviouslySetGame(GameId game);
std::unique_ptr<ZoneDefinition> ReadDefinition();
private:
bool OpenBaseStream(std::istream& stream);
void SetupStreamProxies();
std::string m_file_name;
bool m_verbose;
IParserLineStream* m_stream;
std::vector<std::unique_ptr<IParserLineStream>> m_open_streams;
bool OpenBaseStream(std::istream& stream);
void SetupStreamProxies();
public:
ZoneDefinitionInputStream(std::istream& stream, std::string fileName, bool verbose);
std::unique_ptr<ZoneDefinition> ReadDefinition();
std::optional<GameId> m_previously_set_game;
};
class ZoneDefinitionOutputStream
{
std::ostream& m_stream;
public:
explicit ZoneDefinitionOutputStream(std::ostream& stream);
@ -35,4 +36,7 @@ public:
void WriteComment(const std::string& comment) const;
void WriteMetaData(const std::string& metaDataKey, const std::string& metaDataValue) const;
void WriteEntry(const std::string& entryKey, const std::string& entryValue) const;
private:
std::ostream& m_stream;
};