Make empty linking asset if asset is ignored

This commit is contained in:
Jan 2021-03-13 19:32:51 +01:00
parent d65f906ecb
commit 94230cefb0
13 changed files with 189 additions and 92 deletions

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@ -22,6 +22,33 @@ 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;
gdtList.reserve(context.m_gdt_files.size());
for (const auto& gdt : context.m_gdt_files)
gdtList.push_back(gdt.get());
return gdtList;
}
bool ZoneCreator::CreateIgnoredAssetMap(ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const
{
for (const auto& ignoreEntry : context.m_ignored_assets)
{
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 << "\"" << std::endl;
return false;
}
ignoredAssetMap[ignoreEntry.m_name] = foundAssetTypeEntry->second;
}
return true;
}
void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
{
zone->m_pools = std::make_unique<GameAssetPoolT6>(zone, zone->m_priority);
@ -40,17 +67,20 @@ std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext&
auto zone = std::make_unique<Zone>(context.m_zone_name, 0, &g_GameT6);
CreateZoneAssetPools(zone.get());
std::vector<Gdt*> gdtList;
gdtList.reserve(context.m_gdt_files.size());
for (const auto& gdt : context.m_gdt_files)
gdtList.push_back(gdt.get());
const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(zone.get(), context.m_asset_search_path, std::move(gdtList));
for (const auto& assetEntry : context.m_definition->m_assets)
{
if(!assetEntry.m_is_reference)
continue;
context.m_ignored_assets.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name);
}
const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(zone.get(), context.m_asset_search_path, CreateGdtList(context));
if (!CreateIgnoredAssetMap(context, assetLoadingContext->m_ignored_asset_map))
return nullptr;
for (const auto& assetEntry : context.m_definition->m_assets)
{
if (assetEntry.m_is_reference)
continue;
const auto foundAssetTypeEntry = m_asset_types_by_name.find(assetEntry.m_asset_type);
if (foundAssetTypeEntry == m_asset_types_by_name.end())
{

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@ -12,6 +12,8 @@ namespace T6
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(ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const;
void CreateZoneAssetPools(Zone* zone) const;
public:

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@ -332,39 +332,28 @@ class Linker::Impl
return false;
}
bool ProcessZoneDefinitionIgnores(const std::string& zoneName, ZoneDefinition& zoneDefinition, ISearchPath* sourceSearchPath) const
bool ProcessZoneDefinitionIgnores(const std::string& zoneName, ZoneCreationContext& context, ISearchPath* sourceSearchPath) const
{
if (zoneDefinition.m_ignores.empty())
if (context.m_definition->m_ignores.empty())
return true;
std::map<std::string, std::reference_wrapper<ZoneDefinitionEntry>> zoneDefinitionAssetsByName;
for (auto& entry : zoneDefinition.m_assets)
for (auto& entry : context.m_definition->m_assets)
{
zoneDefinitionAssetsByName.try_emplace(entry.m_asset_name, entry);
}
for(const auto& ignore : zoneDefinition.m_ignores)
for (const auto& ignore : context.m_definition->m_ignores)
{
if (ignore == zoneName)
continue;
std::vector<AssetListEntry> assetList;
if(!ReadAssetList(ignore, assetList, sourceSearchPath))
if (!ReadAssetList(ignore, context.m_ignored_assets, sourceSearchPath))
{
std::cout << "Failed to read asset listing for ignoring assets of zone \"" << ignore << "\"." << std::endl;
return false;
}
for(const auto& assetListEntry : assetList)
{
const auto foundAsset = zoneDefinitionAssetsByName.find(assetListEntry.m_name);
if(foundAsset != zoneDefinitionAssetsByName.end()
&& foundAsset->second.get().m_asset_type == assetListEntry.m_type)
{
foundAsset->second.get().m_is_reference = true;
}
}
}
return true;
}
@ -425,9 +414,12 @@ class Linker::Impl
return true;
}
std::unique_ptr<Zone> CreateZoneForDefinition(const std::string& zoneName, ZoneDefinition& zoneDefinition, ISearchPath* assetSearchPath, ISearchPath* gdtSearchPath) const
std::unique_ptr<Zone> CreateZoneForDefinition(const std::string& zoneName, ZoneDefinition& zoneDefinition, ISearchPath* assetSearchPath, ISearchPath* gdtSearchPath,
ISearchPath* sourceSearchPath) const
{
auto context = std::make_unique<ZoneCreationContext>(zoneName, assetSearchPath, &zoneDefinition);
if (!ProcessZoneDefinitionIgnores(zoneName, *context, sourceSearchPath))
return nullptr;
if (!GetGameNameFromZoneDefinition(context->m_game_name, zoneName, zoneDefinition))
return nullptr;
if (!LoadGdtFilesFromZoneDefinition(context->m_gdt_files, zoneName, zoneDefinition, gdtSearchPath))
@ -465,13 +457,10 @@ class Linker::Impl
auto sourceSearchPaths = GetSourceSearchPathsForZone(zoneName);
const auto zoneDefinition = ReadZoneDefinition(zoneName, &sourceSearchPaths);
if (!zoneDefinition
|| !ProcessZoneDefinitionIgnores(zoneName, *zoneDefinition, &sourceSearchPaths))
{
if (!zoneDefinition)
return false;
}
const auto zone = CreateZoneForDefinition(zoneName, *zoneDefinition, &assetSearchPaths, &gdtSearchPaths);
const auto zone = CreateZoneForDefinition(zoneName, *zoneDefinition, &assetSearchPaths, &gdtSearchPaths, &sourceSearchPaths);
auto result = zone != nullptr;
if (zone)
result = WriteZoneToFile(zone.get());

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@ -2,9 +2,11 @@
#include <string>
#include <vector>
#include <memory>
#include <unordered_map>
#include "SearchPath/ISearchPath.h"
#include "Obj/Gdt/Gdt.h"
#include "Zone/AssetList/AssetList.h"
#include "Zone/Definition/ZoneDefinition.h"
class ZoneCreationContext
@ -15,6 +17,7 @@ public:
ISearchPath* m_asset_search_path;
ZoneDefinition* m_definition;
std::vector<std::unique_ptr<Gdt>> m_gdt_files;
std::vector<AssetListEntry> m_ignored_assets;
ZoneCreationContext();
ZoneCreationContext(std::string zoneName, ISearchPath* assetSearchPath, ZoneDefinition* definition);

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@ -17,6 +17,7 @@ public:
Zone* const m_zone;
ISearchPath* const m_raw_search_path;
const std::vector<Gdt*> m_gdt_files;
std::unordered_map<std::string, asset_type_t> m_ignored_asset_map;
AssetLoadingContext(Zone* zone, ISearchPath* rawSearchPath, std::vector<Gdt*> gdtFiles);
GdtEntry* GetGdtEntryByGdfAndName(const std::string& gdfName, const std::string& entryName) override;

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@ -20,30 +20,53 @@ void AssetLoadingManager::AddAsset(const asset_type_t assetType, const std::stri
std::cout << "Failed to add asset of type \"" << m_context.m_zone->m_pools->GetAssetTypeName(assetType) << "\" to pool: \"" << assetName << "\"" << std::endl;
}
XAssetInfoGeneric* AssetLoadingManager::LoadDependency(const asset_type_t assetType, const std::string& assetName)
XAssetInfoGeneric* AssetLoadingManager::LoadIgnoredDependency(const asset_type_t assetType, const std::string& assetName, IAssetLoader* loader)
{
auto* existingAsset = m_context.m_zone->m_pools->GetAsset(assetType, assetName);
auto* alreadyLoadedAsset = m_context.m_zone->m_pools->GetAsset(assetType, assetName);
if (alreadyLoadedAsset)
return alreadyLoadedAsset;
auto* linkAsset = loader->CreateEmptyAsset(assetName, m_context.m_zone->GetMemory());
if (linkAsset)
{
std::vector<XAssetInfoGeneric*> dependencies;
AddAsset(assetType, assetName, linkAsset, dependencies);
auto* lastDependency = m_last_dependency_loaded;
m_last_dependency_loaded = nullptr;
return lastDependency;
}
auto* existingAsset = loader->LoadFromGlobalAssetPools(assetName);
if (existingAsset)
return existingAsset;
const auto loader = m_asset_loaders_by_type.find(assetType);
if (loader != m_asset_loaders_by_type.end())
{
if (loader->second->CanLoadFromGdt() && loader->second->LoadFromGdt(assetName, &m_context, m_context.m_zone->GetMemory(), this))
std::vector<XAssetInfoGeneric*> dependencies;
AddAsset(existingAsset->m_type, existingAsset->m_name, existingAsset->m_ptr, dependencies);
auto* lastDependency = m_last_dependency_loaded;
m_last_dependency_loaded = nullptr;
return lastDependency;
}
std::cout << "Failed to create empty asset for type \"" << m_context.m_zone->m_pools->GetAssetTypeName(assetType) << "\"" << std::endl;
return nullptr;
}
XAssetInfoGeneric* AssetLoadingManager::LoadAssetDependency(const asset_type_t assetType, const std::string& assetName, IAssetLoader* loader)
{
if (loader->CanLoadFromGdt() && loader->LoadFromGdt(assetName, &m_context, m_context.m_zone->GetMemory(), this))
{
auto* lastDependency = m_last_dependency_loaded;
m_last_dependency_loaded = nullptr;
return lastDependency;
}
if (loader->second->CanLoadFromRaw() && loader->second->LoadFromRaw(assetName, m_context.m_raw_search_path, m_context.m_zone->GetMemory(), this))
if (loader->CanLoadFromRaw() && loader->LoadFromRaw(assetName, m_context.m_raw_search_path, m_context.m_zone->GetMemory(), this))
{
auto* lastDependency = m_last_dependency_loaded;
m_last_dependency_loaded = nullptr;
return lastDependency;
}
auto* existingAsset = loader->second->LoadFromGlobalAssetPools(assetName);
auto* existingAsset = loader->LoadFromGlobalAssetPools(assetName);
if (existingAsset)
{
std::vector<XAssetInfoGeneric*> dependencies;
@ -63,11 +86,29 @@ XAssetInfoGeneric* AssetLoadingManager::LoadDependency(const asset_type_t assetT
}
std::cout << "Failed to load asset of type \"" << m_context.m_zone->m_pools->GetAssetTypeName(assetType) << "\": \"" << assetName << "\"" << std::endl;
}
else
{
std::cout << "Failed to find loader for asset type \"" << m_context.m_zone->m_pools->GetAssetTypeName(assetType) << "\"" << std::endl;
}
return nullptr;
}
XAssetInfoGeneric* AssetLoadingManager::LoadDependency(const asset_type_t assetType, const std::string& assetName)
{
auto* alreadyLoadedAsset = m_context.m_zone->m_pools->GetAsset(assetType, assetName);
if (alreadyLoadedAsset)
return alreadyLoadedAsset;
const auto loader = m_asset_loaders_by_type.find(assetType);
if (loader != m_asset_loaders_by_type.end())
{
const auto ignoreEntry = m_context.m_ignored_asset_map.find(assetName);
if(ignoreEntry != m_context.m_ignored_asset_map.end() && ignoreEntry->second == assetType)
{
const auto linkAssetName = ',' + assetName;
return LoadIgnoredDependency(assetType, linkAssetName, loader->second.get());
}
return LoadAssetDependency(assetType, assetName, loader->second.get());
}
std::cout << "Failed to find loader for asset type \"" << m_context.m_zone->m_pools->GetAssetTypeName(assetType) << "\"" << std::endl;
return nullptr;
}

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@ -11,6 +11,9 @@ class AssetLoadingManager final : public IAssetLoadingManager
AssetLoadingContext& m_context;
XAssetInfoGeneric* m_last_dependency_loaded;
XAssetInfoGeneric* LoadIgnoredDependency(asset_type_t assetType, const std::string& assetName, IAssetLoader* loader);
XAssetInfoGeneric* LoadAssetDependency(asset_type_t assetType, const std::string& assetName, IAssetLoader* loader);
public:
AssetLoadingManager(const std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>>& assetLoadersByType, AssetLoadingContext& context);

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@ -20,6 +20,12 @@ public:
_NODISCARD virtual asset_type_t GetHandlingAssetType() const = 0;
_NODISCARD virtual XAssetInfoGeneric* LoadFromGlobalAssetPools(const std::string& assetName) const = 0;
_NODISCARD virtual void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
{
// TODO: Make this pure virtual
return nullptr;
}
_NODISCARD virtual bool CanLoadFromGdt() const
{
return false;

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@ -1,10 +1,20 @@
#include "AssetLoaderRawFile.h"
#include <cstring>
#include "Game/IW4/IW4.h"
#include "Pool/GlobalAssetPool.h"
using namespace IW4;
void* AssetLoaderRawFile::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
{
auto* rawFile = memory->Create<RawFile>();
memset(rawFile, 0, sizeof(RawFile));
rawFile->name = memory->Dup(assetName.c_str());
return rawFile;
}
bool AssetLoaderRawFile::CanLoadFromRaw() const
{
return true;

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@ -9,6 +9,7 @@ namespace IW4
class AssetLoaderRawFile final : public BasicAssetLoader<ASSET_TYPE_RAWFILE, RawFile>
{
public:
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
_NODISCARD bool CanLoadFromRaw() const override;
bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager) const override;
};

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@ -1,10 +1,20 @@
#include "AssetLoaderRawFile.h"
#include <cstring>
#include "Game/T6/T6.h"
#include "Pool/GlobalAssetPool.h"
using namespace T6;
void* AssetLoaderRawFile::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
{
auto* rawFile = memory->Create<RawFile>();
memset(rawFile, 0, sizeof(RawFile));
rawFile->name = memory->Dup(assetName.c_str());
return rawFile;
}
bool AssetLoaderRawFile::CanLoadFromRaw() const
{
return true;

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@ -9,6 +9,7 @@ namespace T6
class AssetLoaderRawFile final : public BasicAssetLoader<ASSET_TYPE_RAWFILE, RawFile>
{
public:
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
_NODISCARD bool CanLoadFromRaw() const override;
bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager) const override;
};