mirror of
https://github.com/Laupetin/OpenAssetTools.git
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chore: restructure Linker and Unlinker for system testing
This commit is contained in:
476
src/Linking/Linker.cpp
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476
src/Linking/Linker.cpp
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@@ -0,0 +1,476 @@
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#include "Linker.h"
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#include "LinkerArgs.h"
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#include "LinkerPaths.h"
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#include "ObjContainer/SoundBank/SoundBankWriter.h"
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#include "ObjWriting.h"
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#include "SearchPath/OutputPathFilesystem.h"
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#include "SearchPath/SearchPaths.h"
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#include "Utils/Logging/Log.h"
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#include "Utils/ObjFileStream.h"
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#include "Zone/AssetList/AssetList.h"
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#include "Zone/AssetList/AssetListReader.h"
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#include "Zone/Definition/ZoneDefinitionStream.h"
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#include "ZoneCreation/ZoneCreationContext.h"
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#include "ZoneCreation/ZoneCreator.h"
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#include "ZoneLoading.h"
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#include "ZoneWriting.h"
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#include <deque>
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#include <filesystem>
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#include <format>
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#include <fstream>
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#include <unordered_set>
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namespace fs = std::filesystem;
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namespace
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{
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class LinkerSearchPathContext
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{
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public:
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explicit LinkerSearchPathContext(const ILinkerSearchPathBuilder& searchPathBuilder)
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: m_search_path_builder(searchPathBuilder)
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{
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m_independent_search_paths = m_search_path_builder.BuildIndependentSearchPaths();
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if (m_independent_search_paths)
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m_search_paths.IncludeSearchPath(m_independent_search_paths.get());
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}
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[[nodiscard]] ISearchPath& GetSearchPaths()
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{
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return m_search_paths;
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}
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void LoadProjectSpecific(const std::string& projectName)
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{
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m_project_specific_search_paths = m_search_path_builder.BuildSearchPathsSpecificToProject(projectName);
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if (m_project_specific_search_paths)
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m_search_paths.IncludeSearchPath(m_project_specific_search_paths.get());
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}
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void UnloadProjectSpecific()
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{
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if (!m_project_specific_search_paths)
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return;
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m_search_paths.RemoveSearchPath(m_project_specific_search_paths.get());
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m_project_specific_search_paths.reset();
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}
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void LoadGameSpecific(const std::string& projectName, const GameId game)
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{
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m_game_specific_search_paths = m_search_path_builder.BuildSearchPathsSpecificToProjectAndGame(projectName, game);
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if (m_game_specific_search_paths)
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m_search_paths.IncludeSearchPath(m_game_specific_search_paths.get());
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}
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void UnloadGameSpecific()
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{
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if (!m_game_specific_search_paths)
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return;
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m_search_paths.RemoveSearchPath(m_game_specific_search_paths.get());
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m_game_specific_search_paths.reset();
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}
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private:
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const ILinkerSearchPathBuilder& m_search_path_builder;
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std::unique_ptr<ISearchPath> m_independent_search_paths;
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std::unique_ptr<ISearchPath> m_project_specific_search_paths;
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std::unique_ptr<ISearchPath> m_game_specific_search_paths;
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SearchPaths m_search_paths;
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};
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class LinkerPathManager
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{
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public:
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explicit LinkerPathManager(const LinkerArgs& args)
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: m_linker_paths(ILinkerPaths::FromArgs(args)),
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m_asset_paths(m_linker_paths->AssetSearchPaths()),
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m_gdt_paths(m_linker_paths->GdtSearchPaths()),
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m_source_paths(m_linker_paths->SourceSearchPaths())
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{
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}
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std::unique_ptr<ILinkerPaths> m_linker_paths;
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LinkerSearchPathContext m_asset_paths;
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LinkerSearchPathContext m_gdt_paths;
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LinkerSearchPathContext m_source_paths;
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};
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class PathProjectContext
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{
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public:
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PathProjectContext(LinkerPathManager& paths, const std::string& projectName)
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: m_paths(paths)
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{
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m_paths.m_asset_paths.LoadProjectSpecific(projectName);
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m_paths.m_gdt_paths.LoadProjectSpecific(projectName);
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m_paths.m_source_paths.LoadProjectSpecific(projectName);
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}
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~PathProjectContext()
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{
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m_paths.m_asset_paths.UnloadProjectSpecific();
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m_paths.m_gdt_paths.UnloadProjectSpecific();
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m_paths.m_source_paths.UnloadProjectSpecific();
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}
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PathProjectContext(const PathProjectContext& other) = delete;
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PathProjectContext(PathProjectContext&& other) noexcept = delete;
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PathProjectContext& operator=(const PathProjectContext& other) = delete;
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PathProjectContext& operator=(PathProjectContext&& other) noexcept = delete;
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private:
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LinkerPathManager& m_paths;
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};
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class PathGameContext
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{
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public:
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PathGameContext(LinkerPathManager& paths, const std::string& projectName, const GameId game)
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: m_paths(paths)
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{
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m_paths.m_asset_paths.LoadGameSpecific(projectName, game);
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m_paths.m_gdt_paths.LoadGameSpecific(projectName, game);
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m_paths.m_source_paths.LoadGameSpecific(projectName, game);
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}
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~PathGameContext()
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{
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m_paths.m_asset_paths.UnloadGameSpecific();
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m_paths.m_gdt_paths.UnloadGameSpecific();
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m_paths.m_source_paths.UnloadGameSpecific();
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}
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PathGameContext(const PathGameContext& other) = delete;
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PathGameContext(PathGameContext&& other) noexcept = delete;
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PathGameContext& operator=(const PathGameContext& other) = delete;
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PathGameContext& operator=(PathGameContext&& other) noexcept = delete;
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private:
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LinkerPathManager& m_paths;
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};
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class LinkerImpl final : public Linker
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{
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public:
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LinkerImpl(LinkerArgs args)
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: m_args(std::move(args))
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{
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}
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bool Start() override
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{
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LinkerPathManager paths(m_args);
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if (!LoadZones())
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return false;
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auto result = true;
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for (const auto& projectSpecifier : m_args.m_project_specifiers_to_build)
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{
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std::string projectName;
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std::string targetName;
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if (!GetProjectAndTargetFromProjectSpecifier(projectSpecifier, projectName, targetName))
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{
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result = false;
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break;
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}
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if (!BuildProject(paths, projectName, targetName))
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{
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result = false;
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break;
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}
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}
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UnloadZones();
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return result;
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}
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private:
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std::unique_ptr<ZoneDefinition> ReadZoneDefinition(LinkerPathManager& paths, const std::string& targetName, bool logMissing = true) const
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{
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auto& sourceSearchPath = paths.m_source_paths.GetSearchPaths();
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std::unique_ptr<ZoneDefinition> zoneDefinition;
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{
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const auto definitionFileName = std::format("{}.zone", targetName);
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const auto definitionStream = sourceSearchPath.Open(definitionFileName);
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if (!definitionStream.IsOpen())
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{
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if (logMissing)
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con::error("Could not find zone definition file for target \"{}\".", targetName);
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return nullptr;
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}
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ZoneDefinitionInputStream zoneDefinitionInputStream(*definitionStream.m_stream, targetName, definitionFileName, sourceSearchPath);
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zoneDefinition = zoneDefinitionInputStream.ReadDefinition();
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}
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if (!zoneDefinition)
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{
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con::error("Failed to read zone definition file for target \"{}\".", targetName);
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return nullptr;
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}
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return zoneDefinition;
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}
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bool ReadIgnoreEntries(LinkerPathManager& paths, const std::string& zoneName, const GameId game, AssetList& assetList) const
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{
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{
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AssetListReader assetListReader(paths.m_source_paths.GetSearchPaths(), game);
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const auto maybeReadAssetList = assetListReader.ReadAssetList(zoneName, false);
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if (maybeReadAssetList)
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{
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assetList.m_entries.reserve(assetList.m_entries.size() + maybeReadAssetList->m_entries.size());
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for (auto& entry : maybeReadAssetList->m_entries)
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assetList.m_entries.emplace_back(std::move(entry));
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return true;
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}
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}
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{
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const auto zoneDefinition = ReadZoneDefinition(paths, zoneName, false);
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if (zoneDefinition)
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{
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assetList.m_entries.reserve(assetList.m_entries.size() + zoneDefinition->m_assets.size());
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for (const auto& entry : zoneDefinition->m_assets)
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assetList.m_entries.emplace_back(entry.m_asset_type, entry.m_asset_name, entry.m_is_reference);
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return true;
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}
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}
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return false;
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}
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bool ProcessZoneDefinitionIgnores(LinkerPathManager& paths, const std::string& targetName, ZoneCreationContext& context) const
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{
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if (context.m_definition->m_ignores.empty())
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return true;
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for (const auto& ignore : context.m_definition->m_ignores)
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{
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if (ignore == targetName)
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continue;
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if (!ReadIgnoreEntries(paths, ignore, context.m_definition->m_game, context.m_ignored_assets))
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{
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con::error("Failed to read asset listing for ignoring assets of project \"{}\".", ignore);
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return false;
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}
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}
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return true;
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}
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static bool LoadGdtFilesFromZoneDefinition(std::vector<std::unique_ptr<Gdt>>& gdtList, const ZoneDefinition& zoneDefinition, ISearchPath* gdtSearchPath)
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{
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for (const auto& gdtName : zoneDefinition.m_gdts)
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{
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const auto gdtFile = gdtSearchPath->Open(std::format("{}.gdt", gdtName));
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if (!gdtFile.IsOpen())
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{
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con::error("Failed to open file for gdt \"{}\"", gdtName);
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return false;
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}
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GdtReader gdtReader(*gdtFile.m_stream);
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auto gdt = std::make_unique<Gdt>();
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if (!gdtReader.Read(*gdt))
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{
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con::error("Failed to read gdt file \"{}\"", gdtName);
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return false;
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}
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gdtList.emplace_back(std::move(gdt));
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}
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return true;
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}
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std::unique_ptr<Zone> CreateZoneForDefinition(
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LinkerPathManager& paths, const fs::path& outDir, const fs::path& cacheDir, const std::string& targetName, ZoneDefinition& zoneDefinition) const
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{
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ZoneCreationContext context(&zoneDefinition, &paths.m_asset_paths.GetSearchPaths(), outDir, cacheDir);
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if (!ProcessZoneDefinitionIgnores(paths, targetName, context))
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return nullptr;
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if (!LoadGdtFilesFromZoneDefinition(context.m_gdt_files, zoneDefinition, &paths.m_gdt_paths.GetSearchPaths()))
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return nullptr;
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return zone_creator::CreateZoneForDefinition(zoneDefinition.m_game, context);
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}
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static bool WriteZoneToFile(IOutputPath& outPath, const Zone& zone)
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{
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const auto stream = outPath.Open(std::format("{}.ff", zone.m_name));
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if (!stream)
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{
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con::error("Failed to open file for zone: {}", zone.m_name);
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return false;
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}
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con::info("Building zone \"{}\"", zone.m_name);
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if (!ZoneWriting::WriteZone(*stream, zone))
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{
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con::error("Writing zone failed.");
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return false;
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}
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con::info("Created zone \"{}\"", zone.m_name);
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return true;
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}
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bool BuildFastFile(LinkerPathManager& paths, const std::string& projectName, const std::string& targetName, ZoneDefinition& zoneDefinition) const
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{
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const fs::path outDir(paths.m_linker_paths->BuildOutputFolderPath(projectName, zoneDefinition.m_game));
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OutputPathFilesystem outputPath(outDir);
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const fs::path cacheDir(paths.m_linker_paths->BuildCacheFolderPath(projectName, zoneDefinition.m_game));
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SoundBankWriter::OutputPath = outDir;
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const auto zone = CreateZoneForDefinition(paths, outDir, cacheDir, targetName, zoneDefinition);
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auto result = zone != nullptr;
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if (zone)
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result = WriteZoneToFile(outputPath, *zone);
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return result;
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}
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bool BuildProject(LinkerPathManager& paths, const std::string& projectName, const std::string& targetName) const
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{
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std::deque<std::string> targetsToBuild;
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std::unordered_set<std::string> alreadyBuiltTargets;
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targetsToBuild.emplace_back(targetName);
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while (!targetsToBuild.empty())
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{
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const auto currentTarget = std::move(targetsToBuild.front());
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targetsToBuild.pop_front();
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alreadyBuiltTargets.emplace(currentTarget);
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PathProjectContext projectContext(paths, projectName);
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const auto zoneDefinition = ReadZoneDefinition(paths, targetName);
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if (!zoneDefinition)
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return false;
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PathGameContext gameContext(paths, projectName, zoneDefinition->m_game);
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if (!zoneDefinition->m_assets.empty())
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{
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if (!BuildFastFile(paths, projectName, targetName, *zoneDefinition))
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return false;
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for (const auto& referencedTarget : zoneDefinition->m_targets_to_build)
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{
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if (alreadyBuiltTargets.find(referencedTarget) == alreadyBuiltTargets.end())
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{
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targetsToBuild.emplace_back(referencedTarget);
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con::info("Building referenced target \"{}\"", referencedTarget);
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}
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}
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}
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}
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return true;
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}
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bool LoadZones()
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{
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for (const auto& zonePath : m_args.m_zones_to_load)
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{
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if (!fs::is_regular_file(zonePath))
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{
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con::error("Could not find zone file to load \"{}\".", zonePath);
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return false;
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}
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auto zoneDirectory = fs::path(zonePath).remove_filename();
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if (zoneDirectory.empty())
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zoneDirectory = fs::current_path();
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auto absoluteZoneDirectory = absolute(zoneDirectory).string();
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auto maybeZone = ZoneLoading::LoadZone(zonePath, std::nullopt);
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if (!maybeZone)
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{
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con::error("Failed to load zone \"{}\": {}", zonePath, maybeZone.error());
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return false;
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}
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auto zone = std::move(*maybeZone);
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con::debug("Loaded zone \"{}\"", zone->m_name);
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m_loaded_zones.emplace_back(std::move(zone));
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}
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return true;
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}
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void UnloadZones()
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{
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for (auto i = m_loaded_zones.rbegin(); i != m_loaded_zones.rend(); ++i)
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{
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auto& loadedZone = *i;
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std::string zoneName = loadedZone->m_name;
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loadedZone.reset();
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con::debug("Unloaded zone \"{}\"", zoneName);
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}
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m_loaded_zones.clear();
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}
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static bool GetProjectAndTargetFromProjectSpecifier(const std::string& projectSpecifier, std::string& projectName, std::string& targetName)
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{
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const auto targetNameSeparatorIndex = projectSpecifier.find_first_of('/');
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if (targetNameSeparatorIndex == std::string::npos)
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{
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projectName = projectSpecifier;
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targetName = projectSpecifier;
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}
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else if (projectSpecifier.find_first_of('/', targetNameSeparatorIndex + 1) != std::string::npos)
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{
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con::error("Project specifier cannot have more than one target name: \"{}\"", projectSpecifier);
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return false;
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}
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else
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{
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projectName = projectSpecifier.substr(0, targetNameSeparatorIndex);
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targetName = projectSpecifier.substr(targetNameSeparatorIndex + 1);
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}
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if (projectName.empty())
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{
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con::error("Project name cannot be empty: \"{}\"", projectSpecifier);
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return false;
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}
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if (targetName.empty())
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{
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con::error("Target name cannot be empty: \"{}\"", projectSpecifier);
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return false;
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}
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return true;
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}
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LinkerArgs m_args;
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std::vector<std::unique_ptr<Zone>> m_loaded_zones;
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};
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} // namespace
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std::unique_ptr<Linker> Linker::Create(LinkerArgs args)
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{
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return std::make_unique<LinkerImpl>(std::move(args));
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}
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21
src/Linking/Linker.h
Normal file
21
src/Linking/Linker.h
Normal file
@@ -0,0 +1,21 @@
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#pragma once
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|
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#include "LinkerArgs.h"
|
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#include <memory>
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class Linker
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{
|
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public:
|
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virtual ~Linker() = default;
|
||||
|
||||
static std::unique_ptr<Linker> Create(LinkerArgs args);
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||||
|
||||
/**
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* \brief Starts the Linker application logic.
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||||
* \param argc The amount of command line arguments specified.
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||||
* \param argv The command line arguments.
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||||
* \return \c true if the application was successful or \c false if an error occurred.
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||||
*/
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||||
virtual bool Start() = 0;
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};
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288
src/Linking/LinkerArgs.cpp
Normal file
288
src/Linking/LinkerArgs.cpp
Normal file
@@ -0,0 +1,288 @@
|
||||
#include "LinkerArgs.h"
|
||||
|
||||
#include "GitVersion.h"
|
||||
#include "ObjLoading.h"
|
||||
#include "ObjWriting.h"
|
||||
#include "Utils/Arguments/UsageInformation.h"
|
||||
#include "Utils/FileUtils.h"
|
||||
#include "Utils/Logging/Log.h"
|
||||
#include "Utils/PathUtils.h"
|
||||
|
||||
#include <filesystem>
|
||||
#include <format>
|
||||
#include <iostream>
|
||||
#include <type_traits>
|
||||
|
||||
namespace fs = std::filesystem;
|
||||
|
||||
// clang-format off
|
||||
const CommandLineOption* const OPTION_HELP =
|
||||
CommandLineOption::Builder::Create()
|
||||
.WithShortName("?")
|
||||
.WithLongName("help")
|
||||
.WithDescription("Displays usage information.")
|
||||
.Build();
|
||||
|
||||
const CommandLineOption* const OPTION_VERSION =
|
||||
CommandLineOption::Builder::Create()
|
||||
.WithLongName("version")
|
||||
.WithDescription("Prints the application version.")
|
||||
.Build();
|
||||
|
||||
const CommandLineOption* const OPTION_VERBOSE =
|
||||
CommandLineOption::Builder::Create()
|
||||
.WithShortName("v")
|
||||
.WithLongName("verbose")
|
||||
.WithDescription("Outputs a lot more and more detailed messages.")
|
||||
.Build();
|
||||
|
||||
const CommandLineOption* const OPTION_NO_COLOR =
|
||||
CommandLineOption::Builder::Create()
|
||||
.WithLongName("no-color")
|
||||
.WithDescription("Disables colored terminal output.")
|
||||
.Build();
|
||||
|
||||
const CommandLineOption* const OPTION_BASE_FOLDER =
|
||||
CommandLineOption::Builder::Create()
|
||||
.WithShortName("b")
|
||||
.WithLongName("base-folder")
|
||||
.WithDescription("Specifies the base folder that can be used to specify other folders. Defaults to the current directory.")
|
||||
.WithParameter("baseFolderPath")
|
||||
.Build();
|
||||
|
||||
const CommandLineOption* const OPTION_OUTPUT_FOLDER =
|
||||
CommandLineOption::Builder::Create()
|
||||
.WithLongName("output-folder")
|
||||
.WithDescription(std::format("Specifies the output folder containing the build artifacts. Defaults to \"{}\".", LinkerArgs::DEFAULT_OUTPUT_FOLDER))
|
||||
.WithParameter("outputFolderPath")
|
||||
.Build();
|
||||
|
||||
const CommandLineOption* const OPTION_ADD_ASSET_SEARCH_PATH =
|
||||
CommandLineOption::Builder::Create()
|
||||
.WithLongName("add-asset-search-path")
|
||||
.WithDescription("Adds a search paths used for assets. This does not override the default search paths.")
|
||||
.WithParameter("assetSearchPathString")
|
||||
.Reusable()
|
||||
.Build();
|
||||
|
||||
const CommandLineOption* const OPTION_ASSET_SEARCH_PATH =
|
||||
CommandLineOption::Builder::Create()
|
||||
.WithLongName("asset-search-path")
|
||||
.WithDescription(std::format("Specifies the search paths used for assets. Defaults to \"{}\".", LinkerArgs::DEFAULT_ASSET_SEARCH_PATH))
|
||||
.WithParameter("assetSearchPathString")
|
||||
.Build();
|
||||
|
||||
const CommandLineOption* const OPTION_GDT_SEARCH_PATH =
|
||||
CommandLineOption::Builder::Create()
|
||||
.WithLongName("gdt-search-path")
|
||||
.WithDescription(std::format("Specifies the search paths used for gdt files. Defaults to \"{}\".", LinkerArgs::DEFAULT_GDT_SEARCH_PATH))
|
||||
.WithParameter("gdtSearchPathString")
|
||||
.Build();
|
||||
|
||||
const CommandLineOption* const OPTION_ADD_SOURCE_SEARCH_PATH =
|
||||
CommandLineOption::Builder::Create()
|
||||
.WithLongName("add-source-search-path")
|
||||
.WithDescription("Adds a search paths used for source files. This does not override the default search paths.")
|
||||
.WithParameter("sourceSearchPathString")
|
||||
.Reusable()
|
||||
.Build();
|
||||
|
||||
const CommandLineOption* const OPTION_SOURCE_SEARCH_PATH =
|
||||
CommandLineOption::Builder::Create()
|
||||
.WithLongName("source-search-path")
|
||||
.WithDescription(std::format("Specifies the search paths used for source files. Defaults to \"{}\".", LinkerArgs::DEFAULT_SOURCE_SEARCH_PATH))
|
||||
.WithParameter("sourceSearchPathString")
|
||||
.Build();
|
||||
|
||||
const CommandLineOption* const OPTION_LOAD =
|
||||
CommandLineOption::Builder::Create()
|
||||
.WithShortName("l")
|
||||
.WithLongName("load")
|
||||
.WithDescription("Loads an existing zone to be able to use its assets when building.")
|
||||
.WithParameter("zonePath")
|
||||
.Reusable()
|
||||
.Build();
|
||||
|
||||
const CommandLineOption* const OPTION_MENU_PERMISSIVE =
|
||||
CommandLineOption::Builder::Create()
|
||||
.WithLongName("menu-permissive")
|
||||
.WithDescription("Allows the usage of unknown script commands that can be compiled.")
|
||||
.Build();
|
||||
|
||||
const CommandLineOption* const OPTION_MENU_NO_OPTIMIZATION =
|
||||
CommandLineOption::Builder::Create()
|
||||
.WithLongName("menu-no-optimization")
|
||||
.WithDescription("Refrain from applying optimizations to parsed menus. (Optimizations increase menu performance and size. May result in less source "
|
||||
"information when dumped though.)")
|
||||
.Build();
|
||||
|
||||
// clang-format on
|
||||
|
||||
const CommandLineOption* const COMMAND_LINE_OPTIONS[]{
|
||||
OPTION_HELP,
|
||||
OPTION_VERSION,
|
||||
OPTION_VERBOSE,
|
||||
OPTION_NO_COLOR,
|
||||
OPTION_BASE_FOLDER,
|
||||
OPTION_OUTPUT_FOLDER,
|
||||
OPTION_ADD_ASSET_SEARCH_PATH,
|
||||
OPTION_ASSET_SEARCH_PATH,
|
||||
OPTION_GDT_SEARCH_PATH,
|
||||
OPTION_ADD_SOURCE_SEARCH_PATH,
|
||||
OPTION_SOURCE_SEARCH_PATH,
|
||||
OPTION_LOAD,
|
||||
OPTION_MENU_PERMISSIVE,
|
||||
OPTION_MENU_NO_OPTIMIZATION,
|
||||
};
|
||||
|
||||
LinkerArgs::LinkerArgs()
|
||||
: m_argument_parser(COMMAND_LINE_OPTIONS, std::extent_v<decltype(COMMAND_LINE_OPTIONS)>)
|
||||
{
|
||||
}
|
||||
|
||||
void LinkerArgs::PrintUsage() const
|
||||
{
|
||||
UsageInformation usage(m_argument_parser.GetExecutableName());
|
||||
|
||||
for (const auto* commandLineOption : COMMAND_LINE_OPTIONS)
|
||||
{
|
||||
usage.AddCommandLineOption(commandLineOption);
|
||||
}
|
||||
|
||||
usage.AddArgument("projectName");
|
||||
usage.SetVariableArguments(true);
|
||||
|
||||
usage.Print();
|
||||
}
|
||||
|
||||
void LinkerArgs::PrintVersion()
|
||||
{
|
||||
con::info("OpenAssetTools Linker {}", GIT_VERSION);
|
||||
}
|
||||
|
||||
void LinkerArgs::SetBinFolder()
|
||||
{
|
||||
const fs::path path(utils::GetExecutablePath());
|
||||
m_bin_folder = path.parent_path().string();
|
||||
}
|
||||
|
||||
bool LinkerArgs::ParseArgs(const int argc, const char** argv, bool& shouldContinue)
|
||||
{
|
||||
shouldContinue = true;
|
||||
if (!m_argument_parser.ParseArguments(argc, argv))
|
||||
{
|
||||
PrintUsage();
|
||||
return false;
|
||||
}
|
||||
|
||||
// Check if the user requested help
|
||||
if (m_argument_parser.IsOptionSpecified(OPTION_HELP))
|
||||
{
|
||||
PrintUsage();
|
||||
shouldContinue = false;
|
||||
return true;
|
||||
}
|
||||
|
||||
// Check if the user wants to see the version
|
||||
if (m_argument_parser.IsOptionSpecified(OPTION_VERSION))
|
||||
{
|
||||
PrintVersion();
|
||||
shouldContinue = false;
|
||||
return true;
|
||||
}
|
||||
|
||||
SetBinFolder();
|
||||
|
||||
m_project_specifiers_to_build = m_argument_parser.GetArguments();
|
||||
if (m_project_specifiers_to_build.empty())
|
||||
{
|
||||
// No projects to build specified...
|
||||
PrintUsage();
|
||||
return false;
|
||||
}
|
||||
|
||||
// -v; --verbose
|
||||
if (m_argument_parser.IsOptionSpecified(OPTION_VERBOSE))
|
||||
con::set_log_level(con::LogLevel::DEBUG);
|
||||
else
|
||||
con::set_log_level(con::LogLevel::INFO);
|
||||
|
||||
// --no-color
|
||||
con::set_use_color(!m_argument_parser.IsOptionSpecified(OPTION_NO_COLOR));
|
||||
|
||||
// b; --base-folder
|
||||
if (m_argument_parser.IsOptionSpecified(OPTION_BASE_FOLDER))
|
||||
m_base_folder = m_argument_parser.GetValueForOption(OPTION_BASE_FOLDER);
|
||||
else
|
||||
m_base_folder = DEFAULT_BASE_FOLDER;
|
||||
|
||||
// --output-folder
|
||||
if (m_argument_parser.IsOptionSpecified(OPTION_OUTPUT_FOLDER))
|
||||
m_out_folder = m_argument_parser.GetValueForOption(OPTION_OUTPUT_FOLDER);
|
||||
else
|
||||
m_out_folder = DEFAULT_OUTPUT_FOLDER;
|
||||
|
||||
// --asset-search-path
|
||||
if (m_argument_parser.IsOptionSpecified(OPTION_ASSET_SEARCH_PATH))
|
||||
{
|
||||
if (!FileUtils::ParsePathsString(m_argument_parser.GetValueForOption(OPTION_ASSET_SEARCH_PATH), m_asset_search_paths))
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!FileUtils::ParsePathsString(DEFAULT_ASSET_SEARCH_PATH, m_asset_search_paths))
|
||||
return false;
|
||||
}
|
||||
|
||||
// --add-assets-search-path
|
||||
for (const auto& specifiedValue : m_argument_parser.GetParametersForOption(OPTION_ADD_ASSET_SEARCH_PATH))
|
||||
{
|
||||
if (!FileUtils::ParsePathsString(specifiedValue, m_asset_search_paths))
|
||||
return false;
|
||||
}
|
||||
|
||||
// --gdt-search-path
|
||||
if (m_argument_parser.IsOptionSpecified(OPTION_GDT_SEARCH_PATH))
|
||||
{
|
||||
if (!FileUtils::ParsePathsString(m_argument_parser.GetValueForOption(OPTION_GDT_SEARCH_PATH), m_gdt_search_paths))
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!FileUtils::ParsePathsString(DEFAULT_GDT_SEARCH_PATH, m_gdt_search_paths))
|
||||
return false;
|
||||
}
|
||||
|
||||
// --source-search-path
|
||||
if (m_argument_parser.IsOptionSpecified(OPTION_SOURCE_SEARCH_PATH))
|
||||
{
|
||||
if (!FileUtils::ParsePathsString(m_argument_parser.GetValueForOption(OPTION_SOURCE_SEARCH_PATH), m_source_search_paths))
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!FileUtils::ParsePathsString(DEFAULT_SOURCE_SEARCH_PATH, m_source_search_paths))
|
||||
return false;
|
||||
}
|
||||
|
||||
// --add-source-search-path
|
||||
for (const auto& specifiedValue : m_argument_parser.GetParametersForOption(OPTION_ADD_SOURCE_SEARCH_PATH))
|
||||
{
|
||||
if (!FileUtils::ParsePathsString(specifiedValue, m_source_search_paths))
|
||||
return false;
|
||||
}
|
||||
|
||||
// -l; --load
|
||||
if (m_argument_parser.IsOptionSpecified(OPTION_LOAD))
|
||||
m_zones_to_load = m_argument_parser.GetParametersForOption(OPTION_LOAD);
|
||||
|
||||
// --menu-permissive
|
||||
if (m_argument_parser.IsOptionSpecified(OPTION_MENU_PERMISSIVE))
|
||||
ObjLoading::Configuration.MenuPermissiveParsing = true;
|
||||
|
||||
// --menu-no-optimization
|
||||
if (m_argument_parser.IsOptionSpecified(OPTION_MENU_NO_OPTIMIZATION))
|
||||
ObjLoading::Configuration.MenuNoOptimization = true;
|
||||
|
||||
return true;
|
||||
}
|
||||
41
src/Linking/LinkerArgs.h
Normal file
41
src/Linking/LinkerArgs.h
Normal file
@@ -0,0 +1,41 @@
|
||||
#pragma once
|
||||
#include "Utils/Arguments/ArgumentParser.h"
|
||||
|
||||
#include <set>
|
||||
#include <vector>
|
||||
|
||||
class LinkerArgs
|
||||
{
|
||||
public:
|
||||
static constexpr auto DEFAULT_BASE_FOLDER = ".";
|
||||
static constexpr auto DEFAULT_CACHE_FOLDER = "?base?/.oat/cache/?project?";
|
||||
static constexpr auto DEFAULT_OUTPUT_FOLDER = "?base?/zone_out/?project?";
|
||||
static constexpr auto DEFAULT_ASSET_SEARCH_PATH = "?bin?/raw/?game?;?base?/raw;?base?/raw/?game?;?base?/zone_raw/?project?";
|
||||
static constexpr auto DEFAULT_GDT_SEARCH_PATH = "?base?/source_data;?base?/zone_raw/?project?/source_data";
|
||||
static constexpr auto DEFAULT_SOURCE_SEARCH_PATH = "?base?/zone_source;?base?/zone_raw/?project?;?base?/zone_raw/?project?/zone_source";
|
||||
|
||||
LinkerArgs();
|
||||
bool ParseArgs(int argc, const char** argv, bool& shouldContinue);
|
||||
|
||||
std::vector<std::string> m_zones_to_load;
|
||||
std::vector<std::string> m_project_specifiers_to_build;
|
||||
|
||||
std::string m_bin_folder;
|
||||
std::string m_base_folder;
|
||||
std::string m_out_folder;
|
||||
|
||||
std::set<std::string> m_asset_search_paths;
|
||||
std::set<std::string> m_gdt_search_paths;
|
||||
std::set<std::string> m_source_search_paths;
|
||||
|
||||
private:
|
||||
/**
|
||||
* \brief Prints a command line usage help text for the Linker tool to stdout.
|
||||
*/
|
||||
void PrintUsage() const;
|
||||
static void PrintVersion();
|
||||
|
||||
void SetBinFolder();
|
||||
|
||||
ArgumentParser m_argument_parser;
|
||||
};
|
||||
343
src/Linking/LinkerPaths.cpp
Normal file
343
src/Linking/LinkerPaths.cpp
Normal file
@@ -0,0 +1,343 @@
|
||||
#include "LinkerPaths.h"
|
||||
|
||||
#include "SearchPath/IWD.h"
|
||||
#include "SearchPath/SearchPathFilesystem.h"
|
||||
#include "SearchPath/SearchPaths.h"
|
||||
#include "Utils/Logging/Log.h"
|
||||
#include "Utils/StringUtils.h"
|
||||
|
||||
#include <cassert>
|
||||
#include <cstdint>
|
||||
#include <cstring>
|
||||
#include <filesystem>
|
||||
#include <format>
|
||||
#include <iostream>
|
||||
#include <sstream>
|
||||
#include <type_traits>
|
||||
#include <unordered_set>
|
||||
|
||||
namespace fs = std::filesystem;
|
||||
|
||||
namespace
|
||||
{
|
||||
enum class PathTemplateParameterType : std::uint8_t
|
||||
{
|
||||
BIN = 1 << 0,
|
||||
BASE = 1 << 1,
|
||||
PROJECT = 1 << 2,
|
||||
GAME = 1 << 3,
|
||||
};
|
||||
|
||||
class LinkerPathTemplate
|
||||
{
|
||||
static constexpr auto PATTERN_BIN = "?bin?";
|
||||
static constexpr auto PATTERN_BASE = "?base?";
|
||||
static constexpr auto PATTERN_GAME = "?game?";
|
||||
static constexpr auto PATTERN_PROJECT = "?project?";
|
||||
|
||||
struct Pattern
|
||||
{
|
||||
const char* m_str;
|
||||
PathTemplateParameterType m_type;
|
||||
};
|
||||
|
||||
static constexpr Pattern PATTERNS[]{
|
||||
{PATTERN_BIN, PathTemplateParameterType::BIN },
|
||||
{PATTERN_BASE, PathTemplateParameterType::BASE },
|
||||
{PATTERN_GAME, PathTemplateParameterType::GAME },
|
||||
{PATTERN_PROJECT, PathTemplateParameterType::PROJECT},
|
||||
};
|
||||
|
||||
public:
|
||||
LinkerPathTemplate()
|
||||
: m_parameter_type_flags(0u)
|
||||
{
|
||||
}
|
||||
|
||||
void CreateFromString(const std::string& templateString)
|
||||
{
|
||||
const auto templateStringLength = templateString.size();
|
||||
auto partStart = 0uz;
|
||||
for (auto i = 0uz; i < templateStringLength; i++)
|
||||
{
|
||||
if (templateString[i] != '?')
|
||||
continue;
|
||||
|
||||
for (const auto& pattern : PATTERNS)
|
||||
{
|
||||
const auto patternLength = std::strlen(pattern.m_str);
|
||||
if (templateString.compare(i, patternLength, pattern.m_str) == 0)
|
||||
{
|
||||
m_parts.emplace_back(templateString.substr(partStart, i - partStart));
|
||||
m_parameters.emplace_back(pattern.m_type);
|
||||
m_parameter_type_flags |= static_cast<std::underlying_type_t<PathTemplateParameterType>>(pattern.m_type);
|
||||
i += patternLength;
|
||||
|
||||
partStart = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (partStart < templateStringLength)
|
||||
m_parts.emplace_back(templateString.substr(partStart, templateStringLength - partStart));
|
||||
}
|
||||
|
||||
[[nodiscard]] std::string
|
||||
Render(const std::string& binDir, const std::string& baseDir, const std::string& projectName, const std::string& gameName) const
|
||||
{
|
||||
if (m_parts.empty())
|
||||
return "";
|
||||
|
||||
if (m_parameters.empty())
|
||||
return m_parts[0];
|
||||
|
||||
std::ostringstream ss;
|
||||
ss << m_parts[0];
|
||||
|
||||
const auto partsCount = m_parts.size();
|
||||
const auto parameterCount = m_parameters.size();
|
||||
for (auto parameterIndex = 0u; parameterIndex < parameterCount; parameterIndex++)
|
||||
{
|
||||
switch (m_parameters[parameterIndex])
|
||||
{
|
||||
case PathTemplateParameterType::BIN:
|
||||
ss << binDir;
|
||||
break;
|
||||
case PathTemplateParameterType::BASE:
|
||||
ss << baseDir;
|
||||
break;
|
||||
case PathTemplateParameterType::PROJECT:
|
||||
ss << projectName;
|
||||
break;
|
||||
case PathTemplateParameterType::GAME:
|
||||
ss << gameName;
|
||||
break;
|
||||
default:
|
||||
assert(false);
|
||||
break;
|
||||
}
|
||||
|
||||
if (parameterIndex + 1 < partsCount)
|
||||
ss << m_parts[parameterIndex + 1];
|
||||
}
|
||||
|
||||
return fs::path(ss.str()).make_preferred().string();
|
||||
}
|
||||
|
||||
[[nodiscard]] bool CanRender(const std::underlying_type_t<PathTemplateParameterType> availableParameters) const
|
||||
{
|
||||
return (m_parameter_type_flags & ~availableParameters) == 0;
|
||||
}
|
||||
|
||||
private:
|
||||
std::vector<std::string> m_parts;
|
||||
std::vector<PathTemplateParameterType> m_parameters;
|
||||
std::underlying_type_t<PathTemplateParameterType> m_parameter_type_flags;
|
||||
};
|
||||
|
||||
class LinkerSearchPathBuilder final : public ILinkerSearchPathBuilder
|
||||
{
|
||||
static constexpr auto INDEPENDENT_MASK = static_cast<unsigned>(PathTemplateParameterType::BIN) | static_cast<unsigned>(PathTemplateParameterType::BASE);
|
||||
static constexpr auto PROJECT_MASK = static_cast<unsigned>(PathTemplateParameterType::BIN) | static_cast<unsigned>(PathTemplateParameterType::BASE)
|
||||
| static_cast<unsigned>(PathTemplateParameterType::PROJECT);
|
||||
static constexpr auto GAME_MASK = static_cast<unsigned>(PathTemplateParameterType::BIN) | static_cast<unsigned>(PathTemplateParameterType::BASE)
|
||||
| static_cast<unsigned>(PathTemplateParameterType::PROJECT) | static_cast<unsigned>(PathTemplateParameterType::GAME);
|
||||
|
||||
public:
|
||||
LinkerSearchPathBuilder(const char* typeName, std::string binDir, std::string baseDir)
|
||||
: m_type_name(typeName),
|
||||
m_bin_dir(std::move(binDir)),
|
||||
m_base_dir(std::move(baseDir))
|
||||
{
|
||||
}
|
||||
|
||||
void BuildFromArgs(const std::set<std::string>& templates)
|
||||
{
|
||||
m_templates.reserve(templates.size());
|
||||
for (const auto& templateString : templates)
|
||||
{
|
||||
LinkerPathTemplate templateStruct;
|
||||
templateStruct.CreateFromString(templateString);
|
||||
m_templates.emplace_back(std::move(templateStruct));
|
||||
}
|
||||
}
|
||||
|
||||
[[nodiscard]] std::unique_ptr<ISearchPath> BuildIndependentSearchPaths() const override
|
||||
{
|
||||
SearchPaths searchPaths;
|
||||
std::unordered_set<std::string> addedSearchPaths;
|
||||
auto hasSearchPath = false;
|
||||
|
||||
for (const auto& curTemplate : m_templates)
|
||||
{
|
||||
if (curTemplate.CanRender(INDEPENDENT_MASK))
|
||||
{
|
||||
auto renderedTemplate = curTemplate.Render(m_bin_dir, m_base_dir, std::string(), std::string());
|
||||
if (AddSearchPath(addedSearchPaths, searchPaths, renderedTemplate))
|
||||
hasSearchPath = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (hasSearchPath)
|
||||
return std::make_unique<SearchPaths>(std::move(searchPaths));
|
||||
|
||||
return {};
|
||||
}
|
||||
|
||||
[[nodiscard]] std::unique_ptr<ISearchPath> BuildSearchPathsSpecificToProject(const std::string& projectName) const override
|
||||
{
|
||||
SearchPaths searchPaths;
|
||||
std::unordered_set<std::string> addedSearchPaths;
|
||||
auto hasSearchPath = false;
|
||||
|
||||
for (const auto& curTemplate : m_templates)
|
||||
{
|
||||
if (!curTemplate.CanRender(INDEPENDENT_MASK) && curTemplate.CanRender(PROJECT_MASK))
|
||||
{
|
||||
auto renderedTemplate = curTemplate.Render(m_bin_dir, m_base_dir, projectName, std::string());
|
||||
if (AddSearchPath(addedSearchPaths, searchPaths, renderedTemplate))
|
||||
hasSearchPath = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (hasSearchPath)
|
||||
return std::make_unique<SearchPaths>(std::move(searchPaths));
|
||||
|
||||
return {};
|
||||
}
|
||||
|
||||
[[nodiscard]] std::unique_ptr<ISearchPath> BuildSearchPathsSpecificToProjectAndGame(const std::string& projectName, GameId game) const override
|
||||
{
|
||||
SearchPaths searchPaths;
|
||||
std::unordered_set<std::string> addedSearchPaths;
|
||||
auto hasSearchPath = false;
|
||||
|
||||
for (const auto& curTemplate : m_templates)
|
||||
{
|
||||
if (!curTemplate.CanRender(PROJECT_MASK) && curTemplate.CanRender(GAME_MASK))
|
||||
{
|
||||
std::string gameName(GameId_Names[static_cast<unsigned>(game)]);
|
||||
utils::MakeStringLowerCase(gameName);
|
||||
|
||||
auto renderedTemplate = curTemplate.Render(m_bin_dir, m_base_dir, projectName, gameName);
|
||||
if (AddSearchPath(addedSearchPaths, searchPaths, renderedTemplate))
|
||||
hasSearchPath = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (hasSearchPath)
|
||||
return std::make_unique<SearchPaths>(std::move(searchPaths));
|
||||
|
||||
return {};
|
||||
}
|
||||
|
||||
private:
|
||||
bool AddSearchPath(std::unordered_set<std::string>& existingSearchPaths, SearchPaths& searchPaths, const std::string& path) const
|
||||
{
|
||||
const auto existingSearchPath = existingSearchPaths.find(path);
|
||||
if (existingSearchPath != existingSearchPaths.end())
|
||||
return false;
|
||||
existingSearchPaths.emplace(path);
|
||||
|
||||
if (!fs::is_directory(path))
|
||||
{
|
||||
con::debug("Adding {} search path (Not found): {}", m_type_name, path);
|
||||
return false;
|
||||
}
|
||||
|
||||
con::debug("Adding {} search path: {}", m_type_name, path);
|
||||
searchPaths.CommitSearchPath(std::make_unique<SearchPathFilesystem>(path));
|
||||
return true;
|
||||
}
|
||||
|
||||
const char* m_type_name;
|
||||
std::vector<LinkerPathTemplate> m_templates;
|
||||
std::string m_bin_dir;
|
||||
std::string m_base_dir;
|
||||
};
|
||||
|
||||
class LinkerPaths final : public ILinkerPaths
|
||||
{
|
||||
public:
|
||||
LinkerPaths(std::string binDir,
|
||||
std::string baseDir,
|
||||
LinkerSearchPathBuilder assetSearchPaths,
|
||||
LinkerSearchPathBuilder gdtSearchPaths,
|
||||
LinkerSearchPathBuilder sourceSearchPaths,
|
||||
LinkerPathTemplate cacheTemplate,
|
||||
LinkerPathTemplate outTemplate)
|
||||
: m_bin_dir(std::move(binDir)),
|
||||
m_base_dir(std::move(baseDir)),
|
||||
m_asset_search_paths(std::move(assetSearchPaths)),
|
||||
m_gdt_search_paths(std::move(gdtSearchPaths)),
|
||||
m_source_search_paths(std::move(sourceSearchPaths)),
|
||||
m_cache_template(std::move(cacheTemplate)),
|
||||
m_out_template(std::move(outTemplate))
|
||||
{
|
||||
}
|
||||
|
||||
[[nodiscard]] const ILinkerSearchPathBuilder& AssetSearchPaths() const override
|
||||
{
|
||||
return m_asset_search_paths;
|
||||
}
|
||||
|
||||
[[nodiscard]] const ILinkerSearchPathBuilder& GdtSearchPaths() const override
|
||||
{
|
||||
return m_gdt_search_paths;
|
||||
}
|
||||
|
||||
[[nodiscard]] const ILinkerSearchPathBuilder& SourceSearchPaths() const override
|
||||
{
|
||||
return m_source_search_paths;
|
||||
}
|
||||
|
||||
[[nodiscard]] std::string BuildCacheFolderPath(const std::string& projectName, GameId game) const override
|
||||
{
|
||||
return m_cache_template.Render(m_bin_dir, m_base_dir, projectName, GameId_Names[static_cast<unsigned>(game)]);
|
||||
}
|
||||
|
||||
[[nodiscard]] std::string BuildOutputFolderPath(const std::string& projectName, GameId game) const override
|
||||
{
|
||||
return m_out_template.Render(m_bin_dir, m_base_dir, projectName, GameId_Names[static_cast<unsigned>(game)]);
|
||||
}
|
||||
|
||||
private:
|
||||
std::string m_bin_dir;
|
||||
std::string m_base_dir;
|
||||
LinkerSearchPathBuilder m_asset_search_paths;
|
||||
LinkerSearchPathBuilder m_gdt_search_paths;
|
||||
LinkerSearchPathBuilder m_source_search_paths;
|
||||
LinkerPathTemplate m_cache_template;
|
||||
LinkerPathTemplate m_out_template;
|
||||
};
|
||||
} // namespace
|
||||
|
||||
std::unique_ptr<ILinkerPaths> ILinkerPaths::FromArgs(const LinkerArgs& args)
|
||||
{
|
||||
std::string normalizedBinPath = fs::weakly_canonical(args.m_bin_folder).make_preferred().string();
|
||||
std::string normalizedBasePath = fs::weakly_canonical(args.m_base_folder).make_preferred().string();
|
||||
|
||||
LinkerSearchPathBuilder assetSearchPaths("asset", normalizedBinPath, normalizedBasePath);
|
||||
assetSearchPaths.BuildFromArgs(args.m_asset_search_paths);
|
||||
|
||||
LinkerSearchPathBuilder gdtSearchPaths("gdt", normalizedBinPath, normalizedBasePath);
|
||||
gdtSearchPaths.BuildFromArgs(args.m_gdt_search_paths);
|
||||
|
||||
LinkerSearchPathBuilder sourceSearchPaths("source", normalizedBinPath, normalizedBasePath);
|
||||
sourceSearchPaths.BuildFromArgs(args.m_source_search_paths);
|
||||
|
||||
LinkerPathTemplate cacheTemplate;
|
||||
cacheTemplate.CreateFromString(LinkerArgs::DEFAULT_CACHE_FOLDER);
|
||||
|
||||
LinkerPathTemplate outTemplate;
|
||||
outTemplate.CreateFromString(args.m_out_folder);
|
||||
|
||||
return std::make_unique<LinkerPaths>(std::move(normalizedBinPath),
|
||||
std::move(normalizedBasePath),
|
||||
std::move(assetSearchPaths),
|
||||
std::move(gdtSearchPaths),
|
||||
std::move(sourceSearchPaths),
|
||||
std::move(cacheTemplate),
|
||||
std::move(outTemplate));
|
||||
}
|
||||
74
src/Linking/LinkerPaths.h
Normal file
74
src/Linking/LinkerPaths.h
Normal file
@@ -0,0 +1,74 @@
|
||||
#pragma once
|
||||
|
||||
#include "Game/IGame.h"
|
||||
#include "LinkerArgs.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
|
||||
#include <memory>
|
||||
|
||||
class ILinkerSearchPathBuilder
|
||||
{
|
||||
public:
|
||||
ILinkerSearchPathBuilder() = default;
|
||||
virtual ~ILinkerSearchPathBuilder() = default;
|
||||
ILinkerSearchPathBuilder(const ILinkerSearchPathBuilder& other) = default;
|
||||
ILinkerSearchPathBuilder(ILinkerSearchPathBuilder&& other) noexcept = default;
|
||||
ILinkerSearchPathBuilder& operator=(const ILinkerSearchPathBuilder& other) = default;
|
||||
ILinkerSearchPathBuilder& operator=(ILinkerSearchPathBuilder&& other) noexcept = default;
|
||||
|
||||
[[nodiscard]] virtual std::unique_ptr<ISearchPath> BuildIndependentSearchPaths() const = 0;
|
||||
[[nodiscard]] virtual std::unique_ptr<ISearchPath> BuildSearchPathsSpecificToProject(const std::string& projectName) const = 0;
|
||||
[[nodiscard]] virtual std::unique_ptr<ISearchPath> BuildSearchPathsSpecificToProjectAndGame(const std::string& projectName, GameId game) const = 0;
|
||||
};
|
||||
|
||||
class ILinkerPaths
|
||||
{
|
||||
public:
|
||||
ILinkerPaths() = default;
|
||||
virtual ~ILinkerPaths() = default;
|
||||
ILinkerPaths(const ILinkerPaths& other) = default;
|
||||
ILinkerPaths(ILinkerPaths&& other) noexcept = default;
|
||||
ILinkerPaths& operator=(const ILinkerPaths& other) = default;
|
||||
ILinkerPaths& operator=(ILinkerPaths&& other) noexcept = default;
|
||||
|
||||
/**
|
||||
* \brief Creates linker search paths based on templates from user specified args.
|
||||
* \param args The user specified args.
|
||||
* \return Linker search paths based on user specified templates.
|
||||
*/
|
||||
static std::unique_ptr<ILinkerPaths> FromArgs(const LinkerArgs& args);
|
||||
|
||||
/**
|
||||
* \brief Grants access to the builder for asset search paths.
|
||||
* \return A builder instance for building asset search paths.
|
||||
*/
|
||||
[[nodiscard]] virtual const ILinkerSearchPathBuilder& AssetSearchPaths() const = 0;
|
||||
|
||||
/**
|
||||
* \brief Grants access to the builder for gdt search paths.
|
||||
* \return A builder instance for building gdt search paths.
|
||||
*/
|
||||
[[nodiscard]] virtual const ILinkerSearchPathBuilder& GdtSearchPaths() const = 0;
|
||||
|
||||
/**
|
||||
* \brief Grants access to the builder for source search paths.
|
||||
* \return A builder instance for building source search paths.
|
||||
*/
|
||||
[[nodiscard]] virtual const ILinkerSearchPathBuilder& SourceSearchPaths() const = 0;
|
||||
|
||||
/**
|
||||
* \brief Builds the cache path based on the specified information.
|
||||
* \param projectName The name of the project to resolve the path input for.
|
||||
* \param game The game to resolve the path input for.
|
||||
* \return A cache path based on the input and preconfigured template.
|
||||
*/
|
||||
[[nodiscard]] virtual std::string BuildCacheFolderPath(const std::string& projectName, GameId game) const = 0;
|
||||
|
||||
/**
|
||||
* \brief Builds the output path based on the specified information.
|
||||
* \param projectName The name of the project to resolve the path input for.
|
||||
* \param game The game to resolve the path input for.
|
||||
* \return An output path based on the input and preconfigured template.
|
||||
*/
|
||||
[[nodiscard]] virtual std::string BuildOutputFolderPath(const std::string& projectName, GameId game) const = 0;
|
||||
};
|
||||
17
src/Linking/ZoneCreation/ZoneCreationContext.cpp
Normal file
17
src/Linking/ZoneCreation/ZoneCreationContext.cpp
Normal file
@@ -0,0 +1,17 @@
|
||||
#include "ZoneCreationContext.h"
|
||||
|
||||
namespace fs = std::filesystem;
|
||||
|
||||
ZoneCreationContext::ZoneCreationContext()
|
||||
: m_definition(nullptr),
|
||||
m_asset_search_path(nullptr)
|
||||
{
|
||||
}
|
||||
|
||||
ZoneCreationContext::ZoneCreationContext(ZoneDefinition* definition, ISearchPath* assetSearchPath, fs::path outDir, fs::path cacheDir)
|
||||
: m_definition(definition),
|
||||
m_asset_search_path(assetSearchPath),
|
||||
m_out_dir(std::move(outDir)),
|
||||
m_cache_dir(std::move(cacheDir))
|
||||
{
|
||||
}
|
||||
23
src/Linking/ZoneCreation/ZoneCreationContext.h
Normal file
23
src/Linking/ZoneCreation/ZoneCreationContext.h
Normal file
@@ -0,0 +1,23 @@
|
||||
#pragma once
|
||||
#include "Obj/Gdt/Gdt.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
#include "Zone/AssetList/AssetList.h"
|
||||
#include "Zone/Definition/ZoneDefinition.h"
|
||||
|
||||
#include <filesystem>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
class ZoneCreationContext
|
||||
{
|
||||
public:
|
||||
ZoneDefinition* m_definition;
|
||||
ISearchPath* m_asset_search_path;
|
||||
std::filesystem::path m_out_dir;
|
||||
std::filesystem::path m_cache_dir;
|
||||
std::vector<std::unique_ptr<Gdt>> m_gdt_files;
|
||||
AssetList m_ignored_assets;
|
||||
|
||||
ZoneCreationContext();
|
||||
ZoneCreationContext(ZoneDefinition* definition, ISearchPath* assetSearchPath, std::filesystem::path outDir, std::filesystem::path cacheDir);
|
||||
};
|
||||
91
src/Linking/ZoneCreation/ZoneCreator.cpp
Normal file
91
src/Linking/ZoneCreation/ZoneCreator.cpp
Normal file
@@ -0,0 +1,91 @@
|
||||
#include "ZoneCreator.h"
|
||||
|
||||
#include "Gdt/GdtLookup.h"
|
||||
#include "IObjCompiler.h"
|
||||
#include "IObjLoader.h"
|
||||
#include "SearchPath/OutputPathFilesystem.h"
|
||||
|
||||
#include <cassert>
|
||||
|
||||
namespace
|
||||
{
|
||||
std::unique_ptr<Zone> CreateZone(const ZoneCreationContext& context, const GameId gameId)
|
||||
{
|
||||
return std::make_unique<Zone>(context.m_definition->m_name, 0, gameId, GamePlatform::PC);
|
||||
}
|
||||
|
||||
std::vector<Gdt*> CreateGdtList(const 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;
|
||||
}
|
||||
|
||||
void IgnoreReferencesFromAssets(ZoneCreationContext& context)
|
||||
{
|
||||
for (const auto& assetEntry : context.m_definition->m_assets)
|
||||
{
|
||||
if (!assetEntry.m_is_reference)
|
||||
continue;
|
||||
|
||||
context.m_ignored_assets.m_entries.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name, assetEntry.m_is_reference);
|
||||
}
|
||||
}
|
||||
} // namespace
|
||||
|
||||
namespace zone_creator
|
||||
{
|
||||
void InitLookup(const ZoneCreationContext& context, GdtLookup& lookup)
|
||||
{
|
||||
std::vector<const Gdt*> gdtFiles;
|
||||
gdtFiles.reserve(context.m_gdt_files.size());
|
||||
|
||||
for (const auto& gdt : context.m_gdt_files)
|
||||
{
|
||||
gdtFiles.emplace_back(gdt.get());
|
||||
}
|
||||
|
||||
lookup.Initialize(gdtFiles);
|
||||
}
|
||||
|
||||
std::unique_ptr<Zone> CreateZoneForDefinition(GameId gameId, ZoneCreationContext& context)
|
||||
{
|
||||
auto zone = CreateZone(context, gameId);
|
||||
|
||||
IgnoreReferencesFromAssets(context);
|
||||
IgnoredAssetLookup ignoredAssetLookup(context.m_ignored_assets);
|
||||
|
||||
GdtLookup lookup;
|
||||
InitLookup(context, lookup);
|
||||
|
||||
const auto* objCompiler = IObjCompiler::GetObjCompilerForGame(gameId);
|
||||
const auto* objLoader = IObjLoader::GetObjLoaderForGame(gameId);
|
||||
|
||||
AssetCreatorCollection creatorCollection(*zone);
|
||||
ZoneDefinitionContext zoneDefinitionContext(*context.m_definition);
|
||||
AssetCreationContext creationContext(*zone, &creatorCollection, &ignoredAssetLookup);
|
||||
|
||||
OutputPathFilesystem outDir(context.m_out_dir);
|
||||
OutputPathFilesystem cacheDir(context.m_cache_dir);
|
||||
objCompiler->ConfigureCreatorCollection(
|
||||
creatorCollection, *zone, zoneDefinitionContext, *context.m_asset_search_path, lookup, creationContext, outDir, cacheDir);
|
||||
objLoader->ConfigureCreatorCollection(creatorCollection, *zone, *context.m_asset_search_path, lookup);
|
||||
|
||||
for (const auto& assetEntry : context.m_definition->m_assets)
|
||||
{
|
||||
const auto* createdAsset = creationContext.LoadDependencyGeneric(assetEntry.m_asset_type, assetEntry.m_asset_name);
|
||||
|
||||
if (!createdAsset)
|
||||
return nullptr;
|
||||
|
||||
++zoneDefinitionContext.m_asset_index_in_definition;
|
||||
}
|
||||
|
||||
creatorCollection.FinalizeZone(creationContext);
|
||||
|
||||
return zone;
|
||||
}
|
||||
} // namespace zone_creator
|
||||
9
src/Linking/ZoneCreation/ZoneCreator.h
Normal file
9
src/Linking/ZoneCreation/ZoneCreator.h
Normal file
@@ -0,0 +1,9 @@
|
||||
#pragma once
|
||||
|
||||
#include "Zone/Zone.h"
|
||||
#include "ZoneCreationContext.h"
|
||||
|
||||
namespace zone_creator
|
||||
{
|
||||
[[nodiscard]] std::unique_ptr<Zone> CreateZoneForDefinition(GameId game, ZoneCreationContext& context);
|
||||
}
|
||||
Reference in New Issue
Block a user