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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-12-27 12:31:50 +00:00

chore: restructure Linker and Unlinker for system testing

This commit is contained in:
Jan Laupetin
2025-12-23 12:49:22 +01:00
parent fd9c57e15a
commit a1693b2eb8
32 changed files with 1089 additions and 982 deletions

View File

@@ -129,11 +129,13 @@ group ""
include "src/Common.lua"
include "src/Cryptography.lua"
include "src/ImageConverter.lua"
include "src/Linker.lua"
include "src/LinkerCli.lua"
include "src/Linking.lua"
include "src/ModMan.lua"
include "src/Parser.lua"
include "src/RawTemplater.lua"
include "src/Unlinker.lua"
include "src/UnlinkerCli.lua"
include "src/Unlinking.lua"
include "src/Utils.lua"
include "src/ZoneCode.lua"
include "src/ZoneCodeGeneratorLib.lua"
@@ -165,6 +167,8 @@ group "Components"
ObjImage:project()
ObjLoading:project()
ObjWriting:project()
Linking:project()
Unlinking:project()
group ""
-- Tools group: All projects that compile into the final tools
@@ -175,8 +179,8 @@ group ""
-- Tools group: All projects that compile into the final tools
group "Tools"
Linker:project()
Unlinker:project()
LinkerCli:project()
UnlinkerCli:project()
ImageConverter:project()
if _OPTIONS["modman"] then

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@@ -1,56 +0,0 @@
Linker = {}
function Linker:include(includes)
if includes:handle(self:name()) then
includedirs {
path.join(ProjectFolder(), "Linker")
}
end
end
function Linker:link(links)
end
function Linker:use()
dependson(self:name())
end
function Linker:name()
return "Linker"
end
function Linker:project()
local folder = ProjectFolder()
local includes = Includes:create()
local links = Links:create()
project(self:name())
targetdir(TargetDirectoryBin)
location "%{wks.location}/src/%{prj.name}"
kind "ConsoleApp"
language "C++"
files {
path.join(folder, "Linker/**.h"),
path.join(folder, "Linker/**.cpp")
}
self:include(includes)
Utils:include(includes)
ZoneLoading:include(includes)
ObjCompiling:include(includes)
ObjLoading:include(includes)
ObjWriting:include(includes)
ZoneWriting:include(includes)
Raw:use()
links:linkto(Utils)
links:linkto(ObjCompiling)
links:linkto(ZoneLoading)
links:linkto(ZoneWriting)
links:linkto(ObjLoading)
links:linkto(ObjWriting)
links:linkall()
end

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@@ -1,480 +0,0 @@
#include "Linker.h"
#include "LinkerArgs.h"
#include "LinkerPaths.h"
#include "ObjContainer/SoundBank/SoundBankWriter.h"
#include "ObjWriting.h"
#include "SearchPath/OutputPathFilesystem.h"
#include "SearchPath/SearchPaths.h"
#include "Utils/Logging/Log.h"
#include "Utils/ObjFileStream.h"
#include "Zone/AssetList/AssetList.h"
#include "Zone/AssetList/AssetListReader.h"
#include "Zone/Definition/ZoneDefinitionStream.h"
#include "ZoneCreation/ZoneCreationContext.h"
#include "ZoneCreation/ZoneCreator.h"
#include "ZoneLoading.h"
#include "ZoneWriting.h"
#include <deque>
#include <filesystem>
#include <format>
#include <fstream>
#include <unordered_set>
namespace fs = std::filesystem;
namespace
{
class LinkerSearchPathContext
{
public:
explicit LinkerSearchPathContext(const ILinkerSearchPathBuilder& searchPathBuilder)
: m_search_path_builder(searchPathBuilder)
{
m_independent_search_paths = m_search_path_builder.BuildIndependentSearchPaths();
if (m_independent_search_paths)
m_search_paths.IncludeSearchPath(m_independent_search_paths.get());
}
[[nodiscard]] ISearchPath& GetSearchPaths()
{
return m_search_paths;
}
void LoadProjectSpecific(const std::string& projectName)
{
m_project_specific_search_paths = m_search_path_builder.BuildSearchPathsSpecificToProject(projectName);
if (m_project_specific_search_paths)
m_search_paths.IncludeSearchPath(m_project_specific_search_paths.get());
}
void UnloadProjectSpecific()
{
if (!m_project_specific_search_paths)
return;
m_search_paths.RemoveSearchPath(m_project_specific_search_paths.get());
m_project_specific_search_paths.reset();
}
void LoadGameSpecific(const std::string& projectName, const GameId game)
{
m_game_specific_search_paths = m_search_path_builder.BuildSearchPathsSpecificToProjectAndGame(projectName, game);
if (m_game_specific_search_paths)
m_search_paths.IncludeSearchPath(m_game_specific_search_paths.get());
}
void UnloadGameSpecific()
{
if (!m_game_specific_search_paths)
return;
m_search_paths.RemoveSearchPath(m_game_specific_search_paths.get());
m_game_specific_search_paths.reset();
}
private:
const ILinkerSearchPathBuilder& m_search_path_builder;
std::unique_ptr<ISearchPath> m_independent_search_paths;
std::unique_ptr<ISearchPath> m_project_specific_search_paths;
std::unique_ptr<ISearchPath> m_game_specific_search_paths;
SearchPaths m_search_paths;
};
class LinkerPathManager
{
public:
explicit LinkerPathManager(const LinkerArgs& args)
: m_linker_paths(ILinkerPaths::FromArgs(args)),
m_asset_paths(m_linker_paths->AssetSearchPaths()),
m_gdt_paths(m_linker_paths->GdtSearchPaths()),
m_source_paths(m_linker_paths->SourceSearchPaths())
{
}
std::unique_ptr<ILinkerPaths> m_linker_paths;
LinkerSearchPathContext m_asset_paths;
LinkerSearchPathContext m_gdt_paths;
LinkerSearchPathContext m_source_paths;
};
class PathProjectContext
{
public:
PathProjectContext(LinkerPathManager& paths, const std::string& projectName)
: m_paths(paths)
{
m_paths.m_asset_paths.LoadProjectSpecific(projectName);
m_paths.m_gdt_paths.LoadProjectSpecific(projectName);
m_paths.m_source_paths.LoadProjectSpecific(projectName);
}
~PathProjectContext()
{
m_paths.m_asset_paths.UnloadProjectSpecific();
m_paths.m_gdt_paths.UnloadProjectSpecific();
m_paths.m_source_paths.UnloadProjectSpecific();
}
PathProjectContext(const PathProjectContext& other) = delete;
PathProjectContext(PathProjectContext&& other) noexcept = delete;
PathProjectContext& operator=(const PathProjectContext& other) = delete;
PathProjectContext& operator=(PathProjectContext&& other) noexcept = delete;
private:
LinkerPathManager& m_paths;
};
class PathGameContext
{
public:
PathGameContext(LinkerPathManager& paths, const std::string& projectName, const GameId game)
: m_paths(paths)
{
m_paths.m_asset_paths.LoadGameSpecific(projectName, game);
m_paths.m_gdt_paths.LoadGameSpecific(projectName, game);
m_paths.m_source_paths.LoadGameSpecific(projectName, game);
}
~PathGameContext()
{
m_paths.m_asset_paths.UnloadGameSpecific();
m_paths.m_gdt_paths.UnloadGameSpecific();
m_paths.m_source_paths.UnloadGameSpecific();
}
PathGameContext(const PathGameContext& other) = delete;
PathGameContext(PathGameContext&& other) noexcept = delete;
PathGameContext& operator=(const PathGameContext& other) = delete;
PathGameContext& operator=(PathGameContext&& other) noexcept = delete;
private:
LinkerPathManager& m_paths;
};
} // namespace
class LinkerImpl final : public Linker
{
std::unique_ptr<ZoneDefinition> ReadZoneDefinition(LinkerPathManager& paths, const std::string& targetName, bool logMissing = true) const
{
auto& sourceSearchPath = paths.m_source_paths.GetSearchPaths();
std::unique_ptr<ZoneDefinition> zoneDefinition;
{
const auto definitionFileName = std::format("{}.zone", targetName);
const auto definitionStream = sourceSearchPath.Open(definitionFileName);
if (!definitionStream.IsOpen())
{
if (logMissing)
con::error("Could not find zone definition file for target \"{}\".", targetName);
return nullptr;
}
ZoneDefinitionInputStream zoneDefinitionInputStream(*definitionStream.m_stream, targetName, definitionFileName, sourceSearchPath);
zoneDefinition = zoneDefinitionInputStream.ReadDefinition();
}
if (!zoneDefinition)
{
con::error("Failed to read zone definition file for target \"{}\".", targetName);
return nullptr;
}
return zoneDefinition;
}
bool ReadIgnoreEntries(LinkerPathManager& paths, const std::string& zoneName, const GameId game, AssetList& assetList) const
{
{
AssetListReader assetListReader(paths.m_source_paths.GetSearchPaths(), game);
const auto maybeReadAssetList = assetListReader.ReadAssetList(zoneName, false);
if (maybeReadAssetList)
{
assetList.m_entries.reserve(assetList.m_entries.size() + maybeReadAssetList->m_entries.size());
for (auto& entry : maybeReadAssetList->m_entries)
assetList.m_entries.emplace_back(std::move(entry));
return true;
}
}
{
const auto zoneDefinition = ReadZoneDefinition(paths, zoneName, false);
if (zoneDefinition)
{
assetList.m_entries.reserve(assetList.m_entries.size() + zoneDefinition->m_assets.size());
for (const auto& entry : zoneDefinition->m_assets)
assetList.m_entries.emplace_back(entry.m_asset_type, entry.m_asset_name, entry.m_is_reference);
return true;
}
}
return false;
}
bool ProcessZoneDefinitionIgnores(LinkerPathManager& paths, const std::string& targetName, ZoneCreationContext& context) const
{
if (context.m_definition->m_ignores.empty())
return true;
for (const auto& ignore : context.m_definition->m_ignores)
{
if (ignore == targetName)
continue;
if (!ReadIgnoreEntries(paths, ignore, context.m_definition->m_game, context.m_ignored_assets))
{
con::error("Failed to read asset listing for ignoring assets of project \"{}\".", ignore);
return false;
}
}
return true;
}
static bool LoadGdtFilesFromZoneDefinition(std::vector<std::unique_ptr<Gdt>>& gdtList, const ZoneDefinition& zoneDefinition, ISearchPath* gdtSearchPath)
{
for (const auto& gdtName : zoneDefinition.m_gdts)
{
const auto gdtFile = gdtSearchPath->Open(std::format("{}.gdt", gdtName));
if (!gdtFile.IsOpen())
{
con::error("Failed to open file for gdt \"{}\"", gdtName);
return false;
}
GdtReader gdtReader(*gdtFile.m_stream);
auto gdt = std::make_unique<Gdt>();
if (!gdtReader.Read(*gdt))
{
con::error("Failed to read gdt file \"{}\"", gdtName);
return false;
}
gdtList.emplace_back(std::move(gdt));
}
return true;
}
std::unique_ptr<Zone> CreateZoneForDefinition(
LinkerPathManager& paths, const fs::path& outDir, const fs::path& cacheDir, const std::string& targetName, ZoneDefinition& zoneDefinition) const
{
ZoneCreationContext context(&zoneDefinition, &paths.m_asset_paths.GetSearchPaths(), outDir, cacheDir);
if (!ProcessZoneDefinitionIgnores(paths, targetName, context))
return nullptr;
if (!LoadGdtFilesFromZoneDefinition(context.m_gdt_files, zoneDefinition, &paths.m_gdt_paths.GetSearchPaths()))
return nullptr;
return zone_creator::CreateZoneForDefinition(zoneDefinition.m_game, context);
}
static bool WriteZoneToFile(IOutputPath& outPath, const Zone& zone)
{
const auto stream = outPath.Open(std::format("{}.ff", zone.m_name));
if (!stream)
{
con::error("Failed to open file for zone: {}", zone.m_name);
return false;
}
con::info("Building zone \"{}\"", zone.m_name);
if (!ZoneWriting::WriteZone(*stream, zone))
{
con::error("Writing zone failed.");
return false;
}
con::info("Created zone \"{}\"", zone.m_name);
return true;
}
bool BuildFastFile(LinkerPathManager& paths, const std::string& projectName, const std::string& targetName, ZoneDefinition& zoneDefinition) const
{
const fs::path outDir(paths.m_linker_paths->BuildOutputFolderPath(projectName, zoneDefinition.m_game));
OutputPathFilesystem outputPath(outDir);
const fs::path cacheDir(paths.m_linker_paths->BuildCacheFolderPath(projectName, zoneDefinition.m_game));
SoundBankWriter::OutputPath = outDir;
const auto zone = CreateZoneForDefinition(paths, outDir, cacheDir, targetName, zoneDefinition);
auto result = zone != nullptr;
if (zone)
result = WriteZoneToFile(outputPath, *zone);
return result;
}
bool BuildProject(LinkerPathManager& paths, const std::string& projectName, const std::string& targetName) const
{
std::deque<std::string> targetsToBuild;
std::unordered_set<std::string> alreadyBuiltTargets;
targetsToBuild.emplace_back(targetName);
while (!targetsToBuild.empty())
{
const auto currentTarget = std::move(targetsToBuild.front());
targetsToBuild.pop_front();
alreadyBuiltTargets.emplace(currentTarget);
PathProjectContext projectContext(paths, projectName);
const auto zoneDefinition = ReadZoneDefinition(paths, targetName);
if (!zoneDefinition)
return false;
PathGameContext gameContext(paths, projectName, zoneDefinition->m_game);
if (!zoneDefinition->m_assets.empty())
{
if (!BuildFastFile(paths, projectName, targetName, *zoneDefinition))
return false;
for (const auto& referencedTarget : zoneDefinition->m_targets_to_build)
{
if (alreadyBuiltTargets.find(referencedTarget) == alreadyBuiltTargets.end())
{
targetsToBuild.emplace_back(referencedTarget);
con::info("Building referenced target \"{}\"", referencedTarget);
}
}
}
}
return true;
}
bool LoadZones()
{
for (const auto& zonePath : m_args.m_zones_to_load)
{
if (!fs::is_regular_file(zonePath))
{
con::error("Could not find zone file to load \"{}\".", zonePath);
return false;
}
auto zoneDirectory = fs::path(zonePath).remove_filename();
if (zoneDirectory.empty())
zoneDirectory = fs::current_path();
auto absoluteZoneDirectory = absolute(zoneDirectory).string();
auto maybeZone = ZoneLoading::LoadZone(zonePath, std::nullopt);
if (!maybeZone)
{
con::error("Failed to load zone \"{}\": {}", zonePath, maybeZone.error());
return false;
}
auto zone = std::move(*maybeZone);
con::debug("Loaded zone \"{}\"", zone->m_name);
m_loaded_zones.emplace_back(std::move(zone));
}
return true;
}
void UnloadZones()
{
for (auto i = m_loaded_zones.rbegin(); i != m_loaded_zones.rend(); ++i)
{
auto& loadedZone = *i;
std::string zoneName = loadedZone->m_name;
loadedZone.reset();
con::debug("Unloaded zone \"{}\"", zoneName);
}
m_loaded_zones.clear();
}
static bool GetProjectAndTargetFromProjectSpecifier(const std::string& projectSpecifier, std::string& projectName, std::string& targetName)
{
const auto targetNameSeparatorIndex = projectSpecifier.find_first_of('/');
if (targetNameSeparatorIndex == std::string::npos)
{
projectName = projectSpecifier;
targetName = projectSpecifier;
}
else if (projectSpecifier.find_first_of('/', targetNameSeparatorIndex + 1) != std::string::npos)
{
con::error("Project specifier cannot have more than one target name: \"{}\"", projectSpecifier);
return false;
}
else
{
projectName = projectSpecifier.substr(0, targetNameSeparatorIndex);
targetName = projectSpecifier.substr(targetNameSeparatorIndex + 1);
}
if (projectName.empty())
{
con::error("Project name cannot be empty: \"{}\"", projectSpecifier);
return false;
}
if (targetName.empty())
{
con::error("Target name cannot be empty: \"{}\"", projectSpecifier);
return false;
}
return true;
}
public:
bool Start(const int argc, const char** argv) override
{
con::init();
auto shouldContinue = true;
if (!m_args.ParseArgs(argc, argv, shouldContinue))
return false;
if (!shouldContinue)
return true;
LinkerPathManager paths(m_args);
if (!LoadZones())
return false;
auto result = true;
for (const auto& projectSpecifier : m_args.m_project_specifiers_to_build)
{
std::string projectName;
std::string targetName;
if (!GetProjectAndTargetFromProjectSpecifier(projectSpecifier, projectName, targetName))
{
result = false;
break;
}
if (!BuildProject(paths, projectName, targetName))
{
result = false;
break;
}
}
UnloadZones();
return result;
}
private:
LinkerArgs m_args;
std::vector<std::unique_ptr<Zone>> m_loaded_zones;
};
std::unique_ptr<Linker> Linker::Create()
{
return std::make_unique<LinkerImpl>();
}

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@@ -1,8 +0,0 @@
#include "Linker.h"
int main(const int argc, const char** argv)
{
const auto linker = Linker::Create();
return linker->Start(argc, argv) ? 0 : 1;
}

49
src/LinkerCli.lua Normal file
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@@ -0,0 +1,49 @@
LinkerCli = {}
function LinkerCli:include(includes)
if includes:handle(self:name()) then
includedirs {
path.join(ProjectFolder(), "LinkerCli")
}
end
end
function LinkerCli:link(links)
end
function LinkerCli:use()
dependson(self:name())
end
function LinkerCli:name()
return "LinkerCli"
end
function LinkerCli:project()
local folder = ProjectFolder()
local includes = Includes:create()
local links = Links:create()
project(self:name())
targetdir(TargetDirectoryBin)
targetname "Linker"
location "%{wks.location}/src/%{prj.name}"
kind "ConsoleApp"
language "C++"
files {
path.join(folder, "LinkerCli/**.h"),
path.join(folder, "LinkerCli/**.cpp")
}
self:include(includes)
Utils:include(includes)
Linking:include(includes)
Raw:use()
links:linkto(Utils)
links:linkto(Linking)
links:linkall()
end

19
src/LinkerCli/main.cpp Normal file
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@@ -0,0 +1,19 @@
#include "Linker.h"
#include "Utils/Logging/Log.h"
int main(const int argc, const char** argv)
{
con::init();
LinkerArgs args;
auto shouldContinue = true;
if (!args.ParseArgs(argc, argv, shouldContinue))
return 1;
if (!shouldContinue)
return 0;
const auto linker = Linker::Create(std::move(args));
return linker->Start() ? 0 : 1;
}

61
src/Linking.lua Normal file
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@@ -0,0 +1,61 @@
Linking = {}
function Linking:include(includes)
if includes:handle(self:name()) then
ZoneCommon:include(includes)
includedirs {
path.join(ProjectFolder(), "Linking")
}
end
end
function Linking:link(links)
links:add(self:name())
links:linkto(Utils)
links:linkto(ObjCompiling)
links:linkto(ZoneLoading)
links:linkto(ZoneWriting)
links:linkto(ObjLoading)
links:linkto(ObjWriting)
end
function Linking:use()
end
function Linking:name()
return "Linking"
end
function Linking:project()
local folder = ProjectFolder()
local includes = Includes:create()
project(self:name())
targetdir(TargetDirectoryLib)
location "%{wks.location}/src/%{prj.name}"
kind "StaticLib"
language "C++"
files {
path.join(folder, "Linking/**.h"),
path.join(folder, "Linking/**.cpp")
}
vpaths {
["*"] = {
path.join(folder, "Linking")
}
}
ObjCommon:use()
useSourceTemplating("Linking")
self:include(includes)
Utils:include(includes)
ZoneLoading:include(includes)
ObjCompiling:include(includes)
ObjLoading:include(includes)
ObjWriting:include(includes)
ZoneWriting:include(includes)
end

476
src/Linking/Linker.cpp Normal file
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@@ -0,0 +1,476 @@
#include "Linker.h"
#include "LinkerArgs.h"
#include "LinkerPaths.h"
#include "ObjContainer/SoundBank/SoundBankWriter.h"
#include "ObjWriting.h"
#include "SearchPath/OutputPathFilesystem.h"
#include "SearchPath/SearchPaths.h"
#include "Utils/Logging/Log.h"
#include "Utils/ObjFileStream.h"
#include "Zone/AssetList/AssetList.h"
#include "Zone/AssetList/AssetListReader.h"
#include "Zone/Definition/ZoneDefinitionStream.h"
#include "ZoneCreation/ZoneCreationContext.h"
#include "ZoneCreation/ZoneCreator.h"
#include "ZoneLoading.h"
#include "ZoneWriting.h"
#include <deque>
#include <filesystem>
#include <format>
#include <fstream>
#include <unordered_set>
namespace fs = std::filesystem;
namespace
{
class LinkerSearchPathContext
{
public:
explicit LinkerSearchPathContext(const ILinkerSearchPathBuilder& searchPathBuilder)
: m_search_path_builder(searchPathBuilder)
{
m_independent_search_paths = m_search_path_builder.BuildIndependentSearchPaths();
if (m_independent_search_paths)
m_search_paths.IncludeSearchPath(m_independent_search_paths.get());
}
[[nodiscard]] ISearchPath& GetSearchPaths()
{
return m_search_paths;
}
void LoadProjectSpecific(const std::string& projectName)
{
m_project_specific_search_paths = m_search_path_builder.BuildSearchPathsSpecificToProject(projectName);
if (m_project_specific_search_paths)
m_search_paths.IncludeSearchPath(m_project_specific_search_paths.get());
}
void UnloadProjectSpecific()
{
if (!m_project_specific_search_paths)
return;
m_search_paths.RemoveSearchPath(m_project_specific_search_paths.get());
m_project_specific_search_paths.reset();
}
void LoadGameSpecific(const std::string& projectName, const GameId game)
{
m_game_specific_search_paths = m_search_path_builder.BuildSearchPathsSpecificToProjectAndGame(projectName, game);
if (m_game_specific_search_paths)
m_search_paths.IncludeSearchPath(m_game_specific_search_paths.get());
}
void UnloadGameSpecific()
{
if (!m_game_specific_search_paths)
return;
m_search_paths.RemoveSearchPath(m_game_specific_search_paths.get());
m_game_specific_search_paths.reset();
}
private:
const ILinkerSearchPathBuilder& m_search_path_builder;
std::unique_ptr<ISearchPath> m_independent_search_paths;
std::unique_ptr<ISearchPath> m_project_specific_search_paths;
std::unique_ptr<ISearchPath> m_game_specific_search_paths;
SearchPaths m_search_paths;
};
class LinkerPathManager
{
public:
explicit LinkerPathManager(const LinkerArgs& args)
: m_linker_paths(ILinkerPaths::FromArgs(args)),
m_asset_paths(m_linker_paths->AssetSearchPaths()),
m_gdt_paths(m_linker_paths->GdtSearchPaths()),
m_source_paths(m_linker_paths->SourceSearchPaths())
{
}
std::unique_ptr<ILinkerPaths> m_linker_paths;
LinkerSearchPathContext m_asset_paths;
LinkerSearchPathContext m_gdt_paths;
LinkerSearchPathContext m_source_paths;
};
class PathProjectContext
{
public:
PathProjectContext(LinkerPathManager& paths, const std::string& projectName)
: m_paths(paths)
{
m_paths.m_asset_paths.LoadProjectSpecific(projectName);
m_paths.m_gdt_paths.LoadProjectSpecific(projectName);
m_paths.m_source_paths.LoadProjectSpecific(projectName);
}
~PathProjectContext()
{
m_paths.m_asset_paths.UnloadProjectSpecific();
m_paths.m_gdt_paths.UnloadProjectSpecific();
m_paths.m_source_paths.UnloadProjectSpecific();
}
PathProjectContext(const PathProjectContext& other) = delete;
PathProjectContext(PathProjectContext&& other) noexcept = delete;
PathProjectContext& operator=(const PathProjectContext& other) = delete;
PathProjectContext& operator=(PathProjectContext&& other) noexcept = delete;
private:
LinkerPathManager& m_paths;
};
class PathGameContext
{
public:
PathGameContext(LinkerPathManager& paths, const std::string& projectName, const GameId game)
: m_paths(paths)
{
m_paths.m_asset_paths.LoadGameSpecific(projectName, game);
m_paths.m_gdt_paths.LoadGameSpecific(projectName, game);
m_paths.m_source_paths.LoadGameSpecific(projectName, game);
}
~PathGameContext()
{
m_paths.m_asset_paths.UnloadGameSpecific();
m_paths.m_gdt_paths.UnloadGameSpecific();
m_paths.m_source_paths.UnloadGameSpecific();
}
PathGameContext(const PathGameContext& other) = delete;
PathGameContext(PathGameContext&& other) noexcept = delete;
PathGameContext& operator=(const PathGameContext& other) = delete;
PathGameContext& operator=(PathGameContext&& other) noexcept = delete;
private:
LinkerPathManager& m_paths;
};
class LinkerImpl final : public Linker
{
public:
LinkerImpl(LinkerArgs args)
: m_args(std::move(args))
{
}
bool Start() override
{
LinkerPathManager paths(m_args);
if (!LoadZones())
return false;
auto result = true;
for (const auto& projectSpecifier : m_args.m_project_specifiers_to_build)
{
std::string projectName;
std::string targetName;
if (!GetProjectAndTargetFromProjectSpecifier(projectSpecifier, projectName, targetName))
{
result = false;
break;
}
if (!BuildProject(paths, projectName, targetName))
{
result = false;
break;
}
}
UnloadZones();
return result;
}
private:
std::unique_ptr<ZoneDefinition> ReadZoneDefinition(LinkerPathManager& paths, const std::string& targetName, bool logMissing = true) const
{
auto& sourceSearchPath = paths.m_source_paths.GetSearchPaths();
std::unique_ptr<ZoneDefinition> zoneDefinition;
{
const auto definitionFileName = std::format("{}.zone", targetName);
const auto definitionStream = sourceSearchPath.Open(definitionFileName);
if (!definitionStream.IsOpen())
{
if (logMissing)
con::error("Could not find zone definition file for target \"{}\".", targetName);
return nullptr;
}
ZoneDefinitionInputStream zoneDefinitionInputStream(*definitionStream.m_stream, targetName, definitionFileName, sourceSearchPath);
zoneDefinition = zoneDefinitionInputStream.ReadDefinition();
}
if (!zoneDefinition)
{
con::error("Failed to read zone definition file for target \"{}\".", targetName);
return nullptr;
}
return zoneDefinition;
}
bool ReadIgnoreEntries(LinkerPathManager& paths, const std::string& zoneName, const GameId game, AssetList& assetList) const
{
{
AssetListReader assetListReader(paths.m_source_paths.GetSearchPaths(), game);
const auto maybeReadAssetList = assetListReader.ReadAssetList(zoneName, false);
if (maybeReadAssetList)
{
assetList.m_entries.reserve(assetList.m_entries.size() + maybeReadAssetList->m_entries.size());
for (auto& entry : maybeReadAssetList->m_entries)
assetList.m_entries.emplace_back(std::move(entry));
return true;
}
}
{
const auto zoneDefinition = ReadZoneDefinition(paths, zoneName, false);
if (zoneDefinition)
{
assetList.m_entries.reserve(assetList.m_entries.size() + zoneDefinition->m_assets.size());
for (const auto& entry : zoneDefinition->m_assets)
assetList.m_entries.emplace_back(entry.m_asset_type, entry.m_asset_name, entry.m_is_reference);
return true;
}
}
return false;
}
bool ProcessZoneDefinitionIgnores(LinkerPathManager& paths, const std::string& targetName, ZoneCreationContext& context) const
{
if (context.m_definition->m_ignores.empty())
return true;
for (const auto& ignore : context.m_definition->m_ignores)
{
if (ignore == targetName)
continue;
if (!ReadIgnoreEntries(paths, ignore, context.m_definition->m_game, context.m_ignored_assets))
{
con::error("Failed to read asset listing for ignoring assets of project \"{}\".", ignore);
return false;
}
}
return true;
}
static bool LoadGdtFilesFromZoneDefinition(std::vector<std::unique_ptr<Gdt>>& gdtList, const ZoneDefinition& zoneDefinition, ISearchPath* gdtSearchPath)
{
for (const auto& gdtName : zoneDefinition.m_gdts)
{
const auto gdtFile = gdtSearchPath->Open(std::format("{}.gdt", gdtName));
if (!gdtFile.IsOpen())
{
con::error("Failed to open file for gdt \"{}\"", gdtName);
return false;
}
GdtReader gdtReader(*gdtFile.m_stream);
auto gdt = std::make_unique<Gdt>();
if (!gdtReader.Read(*gdt))
{
con::error("Failed to read gdt file \"{}\"", gdtName);
return false;
}
gdtList.emplace_back(std::move(gdt));
}
return true;
}
std::unique_ptr<Zone> CreateZoneForDefinition(
LinkerPathManager& paths, const fs::path& outDir, const fs::path& cacheDir, const std::string& targetName, ZoneDefinition& zoneDefinition) const
{
ZoneCreationContext context(&zoneDefinition, &paths.m_asset_paths.GetSearchPaths(), outDir, cacheDir);
if (!ProcessZoneDefinitionIgnores(paths, targetName, context))
return nullptr;
if (!LoadGdtFilesFromZoneDefinition(context.m_gdt_files, zoneDefinition, &paths.m_gdt_paths.GetSearchPaths()))
return nullptr;
return zone_creator::CreateZoneForDefinition(zoneDefinition.m_game, context);
}
static bool WriteZoneToFile(IOutputPath& outPath, const Zone& zone)
{
const auto stream = outPath.Open(std::format("{}.ff", zone.m_name));
if (!stream)
{
con::error("Failed to open file for zone: {}", zone.m_name);
return false;
}
con::info("Building zone \"{}\"", zone.m_name);
if (!ZoneWriting::WriteZone(*stream, zone))
{
con::error("Writing zone failed.");
return false;
}
con::info("Created zone \"{}\"", zone.m_name);
return true;
}
bool BuildFastFile(LinkerPathManager& paths, const std::string& projectName, const std::string& targetName, ZoneDefinition& zoneDefinition) const
{
const fs::path outDir(paths.m_linker_paths->BuildOutputFolderPath(projectName, zoneDefinition.m_game));
OutputPathFilesystem outputPath(outDir);
const fs::path cacheDir(paths.m_linker_paths->BuildCacheFolderPath(projectName, zoneDefinition.m_game));
SoundBankWriter::OutputPath = outDir;
const auto zone = CreateZoneForDefinition(paths, outDir, cacheDir, targetName, zoneDefinition);
auto result = zone != nullptr;
if (zone)
result = WriteZoneToFile(outputPath, *zone);
return result;
}
bool BuildProject(LinkerPathManager& paths, const std::string& projectName, const std::string& targetName) const
{
std::deque<std::string> targetsToBuild;
std::unordered_set<std::string> alreadyBuiltTargets;
targetsToBuild.emplace_back(targetName);
while (!targetsToBuild.empty())
{
const auto currentTarget = std::move(targetsToBuild.front());
targetsToBuild.pop_front();
alreadyBuiltTargets.emplace(currentTarget);
PathProjectContext projectContext(paths, projectName);
const auto zoneDefinition = ReadZoneDefinition(paths, targetName);
if (!zoneDefinition)
return false;
PathGameContext gameContext(paths, projectName, zoneDefinition->m_game);
if (!zoneDefinition->m_assets.empty())
{
if (!BuildFastFile(paths, projectName, targetName, *zoneDefinition))
return false;
for (const auto& referencedTarget : zoneDefinition->m_targets_to_build)
{
if (alreadyBuiltTargets.find(referencedTarget) == alreadyBuiltTargets.end())
{
targetsToBuild.emplace_back(referencedTarget);
con::info("Building referenced target \"{}\"", referencedTarget);
}
}
}
}
return true;
}
bool LoadZones()
{
for (const auto& zonePath : m_args.m_zones_to_load)
{
if (!fs::is_regular_file(zonePath))
{
con::error("Could not find zone file to load \"{}\".", zonePath);
return false;
}
auto zoneDirectory = fs::path(zonePath).remove_filename();
if (zoneDirectory.empty())
zoneDirectory = fs::current_path();
auto absoluteZoneDirectory = absolute(zoneDirectory).string();
auto maybeZone = ZoneLoading::LoadZone(zonePath, std::nullopt);
if (!maybeZone)
{
con::error("Failed to load zone \"{}\": {}", zonePath, maybeZone.error());
return false;
}
auto zone = std::move(*maybeZone);
con::debug("Loaded zone \"{}\"", zone->m_name);
m_loaded_zones.emplace_back(std::move(zone));
}
return true;
}
void UnloadZones()
{
for (auto i = m_loaded_zones.rbegin(); i != m_loaded_zones.rend(); ++i)
{
auto& loadedZone = *i;
std::string zoneName = loadedZone->m_name;
loadedZone.reset();
con::debug("Unloaded zone \"{}\"", zoneName);
}
m_loaded_zones.clear();
}
static bool GetProjectAndTargetFromProjectSpecifier(const std::string& projectSpecifier, std::string& projectName, std::string& targetName)
{
const auto targetNameSeparatorIndex = projectSpecifier.find_first_of('/');
if (targetNameSeparatorIndex == std::string::npos)
{
projectName = projectSpecifier;
targetName = projectSpecifier;
}
else if (projectSpecifier.find_first_of('/', targetNameSeparatorIndex + 1) != std::string::npos)
{
con::error("Project specifier cannot have more than one target name: \"{}\"", projectSpecifier);
return false;
}
else
{
projectName = projectSpecifier.substr(0, targetNameSeparatorIndex);
targetName = projectSpecifier.substr(targetNameSeparatorIndex + 1);
}
if (projectName.empty())
{
con::error("Project name cannot be empty: \"{}\"", projectSpecifier);
return false;
}
if (targetName.empty())
{
con::error("Target name cannot be empty: \"{}\"", projectSpecifier);
return false;
}
return true;
}
LinkerArgs m_args;
std::vector<std::unique_ptr<Zone>> m_loaded_zones;
};
} // namespace
std::unique_ptr<Linker> Linker::Create(LinkerArgs args)
{
return std::make_unique<LinkerImpl>(std::move(args));
}

View File

@@ -1,16 +1,15 @@
#pragma once
#include "LinkerArgs.h"
#include <memory>
class Linker
{
public:
Linker() = default;
virtual ~Linker() = default;
Linker(const Linker& other) = delete;
Linker(Linker&& other) noexcept = delete;
Linker& operator=(const Linker& other) = delete;
Linker& operator=(Linker&& other) noexcept = delete;
static std::unique_ptr<Linker> Create(LinkerArgs args);
/**
* \brief Starts the Linker application logic.
@@ -18,7 +17,5 @@ public:
* \param argv The command line arguments.
* \return \c true if the application was successful or \c false if an error occurred.
*/
virtual bool Start(int argc, const char** argv) = 0;
static std::unique_ptr<Linker> Create();
virtual bool Start() = 0;
};

View File

@@ -1,52 +0,0 @@
Unlinker = {}
function Unlinker:include(includes)
if includes:handle(self:name()) then
includedirs {
path.join(ProjectFolder(), "Unlinker")
}
end
end
function Unlinker:link(links)
end
function Unlinker:use()
dependson(self:name())
end
function Unlinker:name()
return "Unlinker"
end
function Unlinker:project()
local folder = ProjectFolder()
local includes = Includes:create()
local links = Links:create()
project(self:name())
targetdir(TargetDirectoryBin)
location "%{wks.location}/src/%{prj.name}"
kind "ConsoleApp"
language "C++"
files {
path.join(folder, "Unlinker/**.h"),
path.join(folder, "Unlinker/**.cpp")
}
self:include(includes)
Utils:include(includes)
ZoneLoading:include(includes)
ObjLoading:include(includes)
ObjWriting:include(includes)
Raw:use()
links:linkto(Utils)
links:linkto(ZoneLoading)
links:linkto(ObjLoading)
links:linkto(ObjWriting)
links:linkall()
end

View File

@@ -1,342 +0,0 @@
#include "Unlinker.h"
#include "ContentLister/ContentPrinter.h"
#include "IObjLoader.h"
#include "IObjWriter.h"
#include "ObjWriting.h"
#include "SearchPath/IWD.h"
#include "SearchPath/OutputPathFilesystem.h"
#include "UnlinkerArgs.h"
#include "UnlinkerPaths.h"
#include "Utils/ClassUtils.h"
#include "Utils/Logging/Log.h"
#include "Utils/ObjFileStream.h"
#include "Zone/Definition/ZoneDefWriter.h"
#include "ZoneLoading.h"
#include <cassert>
#include <filesystem>
#include <format>
#include <fstream>
#include <regex>
namespace fs = std::filesystem;
class Unlinker::Impl
{
public:
/**
* \copydoc Unlinker::Start
*/
bool Start(const int argc, const char** argv)
{
con::init();
auto shouldContinue = true;
if (!m_args.ParseArgs(argc, argv, shouldContinue))
return false;
if (!shouldContinue)
return true;
UnlinkerPaths paths;
if (!paths.LoadUserPaths(m_args))
return false;
if (!LoadZones(paths))
return false;
const auto result = UnlinkZones(paths);
UnloadZones();
return result;
}
private:
[[nodiscard]] bool ShouldLoadObj() const
{
return m_args.m_task != UnlinkerArgs::ProcessingTask::LIST && !m_args.m_skip_obj;
}
[[nodiscard]] bool WriteZoneDefinitionFile(const Zone& zone, const fs::path& zoneDefinitionFileFolder) const
{
auto zoneDefinitionFilePath(zoneDefinitionFileFolder);
zoneDefinitionFilePath.append(zone.m_name);
zoneDefinitionFilePath.replace_extension(".zone");
std::ofstream zoneDefinitionFile(zoneDefinitionFilePath, std::fstream::out | std::fstream::binary);
if (!zoneDefinitionFile.is_open())
{
con::error("Failed to open file for zone definition file of zone \"{}\".", zone.m_name);
return false;
}
const auto* zoneDefWriter = IZoneDefWriter::GetZoneDefWriterForGame(zone.m_game_id);
zoneDefWriter->WriteZoneDef(zoneDefinitionFile, zone, m_args.m_use_gdt);
zoneDefinitionFile.close();
return true;
}
static bool OpenGdtFile(const Zone& zone, const fs::path& outputFolder, std::ofstream& stream)
{
auto gdtFilePath(outputFolder);
gdtFilePath.append("source_data");
fs::create_directories(gdtFilePath);
gdtFilePath.append(zone.m_name);
gdtFilePath.replace_extension(".gdt");
stream = std::ofstream(gdtFilePath, std::fstream::out | std::fstream::binary);
if (!stream.is_open())
{
con::error("Failed to open file for zone definition file of zone \"{}\".", zone.m_name);
return false;
}
return true;
}
void UpdateAssetIncludesAndExcludes(const AssetDumpingContext& context) const
{
const auto assetTypeCount = context.m_zone.m_pools->GetAssetTypeCount();
ObjWriting::Configuration.AssetTypesToHandleBitfield = std::vector<bool>(assetTypeCount);
std::vector<bool> handledSpecifiedAssets(m_args.m_specified_asset_types.size());
for (auto i = 0u; i < assetTypeCount; 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())
{
ObjWriting::Configuration.AssetTypesToHandleBitfield[i] = m_args.m_asset_type_handling == UnlinkerArgs::AssetTypeHandling::INCLUDE;
assert(foundSpecifiedEntry->second < handledSpecifiedAssets.size());
handledSpecifiedAssets[foundSpecifiedEntry->second] = true;
}
else
ObjWriting::Configuration.AssetTypesToHandleBitfield[i] = m_args.m_asset_type_handling == UnlinkerArgs::AssetTypeHandling::EXCLUDE;
}
auto anySpecifiedValueInvalid = false;
for (auto i = 0u; i < handledSpecifiedAssets.size(); i++)
{
if (!handledSpecifiedAssets[i])
{
con::error("Unknown asset type \"{}\"", m_args.m_specified_asset_types[i]);
anySpecifiedValueInvalid = true;
}
}
if (anySpecifiedValueInvalid)
{
con::error("Valid asset types are:");
auto first = true;
std::ostringstream ss;
for (auto i = 0u; i < assetTypeCount; i++)
{
const auto assetTypeName = std::string(*context.m_zone.m_pools->GetAssetTypeName(i));
if (first)
first = false;
else
ss << ", ";
ss << assetTypeName;
}
con::error(ss.str());
}
}
/**
* \brief Performs the tasks specified by the command line arguments on the specified zone.
* \param searchPath The search path for obj data.
* \param zone The zone to handle.
* \return \c true if handling the zone was successful, otherwise \c false
*/
bool HandleZone(ISearchPath& searchPath, Zone& zone) const
{
if (m_args.m_task == UnlinkerArgs::ProcessingTask::LIST)
{
const ContentPrinter printer(zone);
printer.PrintContent();
}
else if (m_args.m_task == UnlinkerArgs::ProcessingTask::DUMP)
{
const auto outputFolderPathStr = m_args.GetOutputFolderPathForZone(zone);
const fs::path outputFolderPath(outputFolderPathStr);
fs::create_directories(outputFolderPath);
fs::path zoneDefinitionFileFolder(outputFolderPath);
zoneDefinitionFileFolder.append("zone_source");
fs::create_directories(zoneDefinitionFileFolder);
if (!WriteZoneDefinitionFile(zone, zoneDefinitionFileFolder))
return false;
OutputPathFilesystem outputFolderOutputPath(outputFolderPath);
AssetDumpingContext context(zone, outputFolderPathStr, outputFolderOutputPath, searchPath, std::nullopt);
std::ofstream gdtStream;
if (m_args.m_use_gdt)
{
if (!OpenGdtFile(zone, outputFolderPath, gdtStream))
return false;
auto gdt = std::make_unique<GdtOutputStream>(gdtStream);
gdt->BeginStream();
const auto* game = IGame::GetGameById(zone.m_game_id);
gdt->WriteVersion(GdtVersion(game->GetShortName(), 1));
context.m_gdt = std::move(gdt);
}
UpdateAssetIncludesAndExcludes(context);
const auto* objWriter = IObjWriter::GetObjWriterForGame(zone.m_game_id);
auto result = objWriter->DumpZone(context);
if (m_args.m_use_gdt)
{
context.m_gdt->EndStream();
gdtStream.close();
}
if (!result)
{
con::error("Dumping zone failed!");
return false;
}
}
return true;
}
bool LoadZones(UnlinkerPaths& paths)
{
for (const auto& zonePath : m_args.m_zones_to_load)
{
if (!fs::is_regular_file(zonePath))
{
con::error("Could not find file \"{}\".", zonePath);
continue;
}
auto absoluteZoneDirectory = absolute(std::filesystem::path(zonePath).remove_filename()).string();
auto searchPathsForZone = paths.GetSearchPathsForZone(absoluteZoneDirectory);
auto maybeZone = ZoneLoading::LoadZone(zonePath, std::nullopt);
if (!maybeZone)
{
con::error("Failed to load zone \"{}\": {}", zonePath, maybeZone.error());
return false;
}
auto zone = std::move(*maybeZone);
con::debug("Loaded zone \"{}\"", zone->m_name);
if (ShouldLoadObj())
{
const auto* objLoader = IObjLoader::GetObjLoaderForGame(zone->m_game_id);
objLoader->LoadReferencedContainersForZone(*searchPathsForZone, *zone);
}
m_loaded_zones.emplace_back(std::move(zone));
}
return true;
}
void UnloadZones()
{
for (auto i = m_loaded_zones.rbegin(); i != m_loaded_zones.rend(); ++i)
{
auto& loadedZone = *i;
// Copy zone name since we deallocate before logging
const auto zoneName = loadedZone->m_name;
if (ShouldLoadObj())
{
const auto* objLoader = IObjLoader::GetObjLoaderForGame(loadedZone->m_game_id);
objLoader->UnloadContainersOfZone(*loadedZone);
}
loadedZone.reset();
con::debug("Unloaded zone \"{}\"", zoneName);
}
m_loaded_zones.clear();
}
bool UnlinkZones(UnlinkerPaths& paths) const
{
for (const auto& zonePath : m_args.m_zones_to_unlink)
{
if (!fs::is_regular_file(zonePath))
{
con::error("Could not find file \"{}\".", zonePath);
continue;
}
auto zoneDirectory = fs::path(zonePath).remove_filename();
if (zoneDirectory.empty())
zoneDirectory = fs::current_path();
auto absoluteZoneDirectory = absolute(zoneDirectory).string();
auto searchPathsForZone = paths.GetSearchPathsForZone(absoluteZoneDirectory);
auto maybeZone = ZoneLoading::LoadZone(zonePath, std::nullopt);
if (!maybeZone)
{
con::error("Failed to load zone \"{}\": {}", zonePath, maybeZone.error());
return false;
}
auto zone = std::move(*maybeZone);
con::debug("Loaded zone \"{}\"", zone->m_name);
const auto* objLoader = IObjLoader::GetObjLoaderForGame(zone->m_game_id);
if (ShouldLoadObj())
objLoader->LoadReferencedContainersForZone(*searchPathsForZone, *zone);
if (!HandleZone(*searchPathsForZone, *zone))
return false;
if (ShouldLoadObj())
objLoader->UnloadContainersOfZone(*zone);
// Copy zone name for using it after freeing the zone
std::string zoneName = zone->m_name;
zone.reset();
con::debug("Unloaded zone \"{}\"", zoneName);
}
return true;
}
UnlinkerArgs m_args;
std::vector<std::unique_ptr<Zone>> m_loaded_zones;
};
Unlinker::Unlinker()
{
m_impl = new Impl();
}
Unlinker::~Unlinker()
{
delete m_impl;
m_impl = nullptr;
}
bool Unlinker::Start(const int argc, const char** argv) const
{
return m_impl->Start(argc, argv);
}

View File

@@ -1,24 +0,0 @@
#pragma once
class Unlinker
{
class Impl;
Impl* m_impl;
public:
Unlinker();
~Unlinker();
Unlinker(const Unlinker& other) = delete;
Unlinker(Unlinker&& other) noexcept = delete;
Unlinker& operator=(const Unlinker& other) = delete;
Unlinker& operator=(Unlinker&& other) noexcept = delete;
/**
* \brief Starts the Unlinker application logic.
* \param argc The amount of command line arguments specified.
* \param argv The command line arguments.
* \return \c true if the application was successful or \c false if an error occurred.
*/
bool Start(int argc, const char** argv) const;
};

View File

@@ -1,8 +0,0 @@
#include "Unlinker.h"
int main(const int argc, const char** argv)
{
Unlinker unlinker;
return unlinker.Start(argc, argv) ? 0 : 1;
}

49
src/UnlinkerCli.lua Normal file
View File

@@ -0,0 +1,49 @@
UnlinkerCli = {}
function UnlinkerCli:include(includes)
if includes:handle(self:name()) then
includedirs {
path.join(ProjectFolder(), "UnlinkerCli")
}
end
end
function UnlinkerCli:link(links)
end
function UnlinkerCli:use()
dependson(self:name())
end
function UnlinkerCli:name()
return "UnlinkerCli"
end
function UnlinkerCli:project()
local folder = ProjectFolder()
local includes = Includes:create()
local links = Links:create()
project(self:name())
targetdir(TargetDirectoryBin)
targetname "Unlinker"
location "%{wks.location}/src/%{prj.name}"
kind "ConsoleApp"
language "C++"
files {
path.join(folder, "UnlinkerCli/**.h"),
path.join(folder, "UnlinkerCli/**.cpp")
}
self:include(includes)
Utils:include(includes)
Unlinking:include(includes)
Raw:use()
links:linkto(Utils)
links:linkto(Unlinking)
links:linkall()
end

19
src/UnlinkerCli/main.cpp Normal file
View File

@@ -0,0 +1,19 @@
#include "Unlinker.h"
#include "Utils/Logging/Log.h"
int main(const int argc, const char** argv)
{
con::init();
UnlinkerArgs args;
auto shouldContinue = true;
if (!args.ParseArgs(argc, argv, shouldContinue))
return 1;
if (!shouldContinue)
return 0;
const auto unlinker = Unlinker::Create(std::move(args));
return unlinker->Start() ? 0 : 1;
}

57
src/Unlinking.lua Normal file
View File

@@ -0,0 +1,57 @@
Unlinking = {}
function Unlinking:include(includes)
if includes:handle(self:name()) then
ZoneCommon:include(includes)
includedirs {
path.join(ProjectFolder(), "Unlinking"),
}
end
end
function Unlinking:link(links)
links:add(self:name())
links:linkto(Utils)
links:linkto(ZoneLoading)
links:linkto(ObjLoading)
links:linkto(ObjWriting)
end
function Unlinking:use()
end
function Unlinking:name()
return "Unlinking"
end
function Unlinking:project()
local folder = ProjectFolder()
local includes = Includes:create()
project(self:name())
targetdir(TargetDirectoryLib)
location "%{wks.location}/src/%{prj.name}"
kind "StaticLib"
language "C++"
files {
path.join(folder, "Unlinking/**.h"),
path.join(folder, "Unlinking/**.cpp")
}
vpaths {
["*"] = {
path.join(folder, "Unlinking")
}
}
ObjCommon:use()
useSourceTemplating("Unlinking")
self:include(includes)
Utils:include(includes)
ZoneLoading:include(includes)
ObjLoading:include(includes)
ObjWriting:include(includes)
end

327
src/Unlinking/Unlinker.cpp Normal file
View File

@@ -0,0 +1,327 @@
#include "Unlinker.h"
#include "ContentLister/ContentPrinter.h"
#include "IObjLoader.h"
#include "IObjWriter.h"
#include "ObjWriting.h"
#include "SearchPath/IWD.h"
#include "SearchPath/OutputPathFilesystem.h"
#include "UnlinkerArgs.h"
#include "UnlinkerPaths.h"
#include "Utils/ClassUtils.h"
#include "Utils/Logging/Log.h"
#include "Utils/ObjFileStream.h"
#include "Zone/Definition/ZoneDefWriter.h"
#include "ZoneLoading.h"
#include <cassert>
#include <filesystem>
#include <format>
#include <fstream>
#include <regex>
namespace fs = std::filesystem;
namespace
{
class UnlinkerImpl : public Unlinker
{
public:
UnlinkerImpl(UnlinkerArgs args)
: m_args(std::move(args))
{
}
bool Start() override
{
UnlinkerPaths paths;
if (!paths.LoadUserPaths(m_args))
return false;
if (!LoadZones(paths))
return false;
const auto result = UnlinkZones(paths);
UnloadZones();
return result;
}
private:
[[nodiscard]] bool ShouldLoadObj() const
{
return m_args.m_task != UnlinkerArgs::ProcessingTask::LIST && !m_args.m_skip_obj;
}
[[nodiscard]] bool WriteZoneDefinitionFile(const Zone& zone, const fs::path& zoneDefinitionFileFolder) const
{
auto zoneDefinitionFilePath(zoneDefinitionFileFolder);
zoneDefinitionFilePath.append(zone.m_name);
zoneDefinitionFilePath.replace_extension(".zone");
std::ofstream zoneDefinitionFile(zoneDefinitionFilePath, std::fstream::out | std::fstream::binary);
if (!zoneDefinitionFile.is_open())
{
con::error("Failed to open file for zone definition file of zone \"{}\".", zone.m_name);
return false;
}
const auto* zoneDefWriter = IZoneDefWriter::GetZoneDefWriterForGame(zone.m_game_id);
zoneDefWriter->WriteZoneDef(zoneDefinitionFile, zone, m_args.m_use_gdt);
zoneDefinitionFile.close();
return true;
}
static bool OpenGdtFile(const Zone& zone, const fs::path& outputFolder, std::ofstream& stream)
{
auto gdtFilePath(outputFolder);
gdtFilePath.append("source_data");
fs::create_directories(gdtFilePath);
gdtFilePath.append(zone.m_name);
gdtFilePath.replace_extension(".gdt");
stream = std::ofstream(gdtFilePath, std::fstream::out | std::fstream::binary);
if (!stream.is_open())
{
con::error("Failed to open file for zone definition file of zone \"{}\".", zone.m_name);
return false;
}
return true;
}
void UpdateAssetIncludesAndExcludes(const AssetDumpingContext& context) const
{
const auto assetTypeCount = context.m_zone.m_pools->GetAssetTypeCount();
ObjWriting::Configuration.AssetTypesToHandleBitfield = std::vector<bool>(assetTypeCount);
std::vector<bool> handledSpecifiedAssets(m_args.m_specified_asset_types.size());
for (auto i = 0u; i < assetTypeCount; 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())
{
ObjWriting::Configuration.AssetTypesToHandleBitfield[i] = m_args.m_asset_type_handling == UnlinkerArgs::AssetTypeHandling::INCLUDE;
assert(foundSpecifiedEntry->second < handledSpecifiedAssets.size());
handledSpecifiedAssets[foundSpecifiedEntry->second] = true;
}
else
ObjWriting::Configuration.AssetTypesToHandleBitfield[i] = m_args.m_asset_type_handling == UnlinkerArgs::AssetTypeHandling::EXCLUDE;
}
auto anySpecifiedValueInvalid = false;
for (auto i = 0u; i < handledSpecifiedAssets.size(); i++)
{
if (!handledSpecifiedAssets[i])
{
con::error("Unknown asset type \"{}\"", m_args.m_specified_asset_types[i]);
anySpecifiedValueInvalid = true;
}
}
if (anySpecifiedValueInvalid)
{
con::error("Valid asset types are:");
auto first = true;
std::ostringstream ss;
for (auto i = 0u; i < assetTypeCount; i++)
{
const auto assetTypeName = std::string(*context.m_zone.m_pools->GetAssetTypeName(i));
if (first)
first = false;
else
ss << ", ";
ss << assetTypeName;
}
con::error(ss.str());
}
}
/**
* \brief Performs the tasks specified by the command line arguments on the specified zone.
* \param searchPath The search path for obj data.
* \param zone The zone to handle.
* \return \c true if handling the zone was successful, otherwise \c false
*/
bool HandleZone(ISearchPath& searchPath, Zone& zone) const
{
if (m_args.m_task == UnlinkerArgs::ProcessingTask::LIST)
{
const ContentPrinter printer(zone);
printer.PrintContent();
}
else if (m_args.m_task == UnlinkerArgs::ProcessingTask::DUMP)
{
const auto outputFolderPathStr = m_args.GetOutputFolderPathForZone(zone);
const fs::path outputFolderPath(outputFolderPathStr);
fs::create_directories(outputFolderPath);
fs::path zoneDefinitionFileFolder(outputFolderPath);
zoneDefinitionFileFolder.append("zone_source");
fs::create_directories(zoneDefinitionFileFolder);
if (!WriteZoneDefinitionFile(zone, zoneDefinitionFileFolder))
return false;
OutputPathFilesystem outputFolderOutputPath(outputFolderPath);
AssetDumpingContext context(zone, outputFolderPathStr, outputFolderOutputPath, searchPath, std::nullopt);
std::ofstream gdtStream;
if (m_args.m_use_gdt)
{
if (!OpenGdtFile(zone, outputFolderPath, gdtStream))
return false;
auto gdt = std::make_unique<GdtOutputStream>(gdtStream);
gdt->BeginStream();
const auto* game = IGame::GetGameById(zone.m_game_id);
gdt->WriteVersion(GdtVersion(game->GetShortName(), 1));
context.m_gdt = std::move(gdt);
}
UpdateAssetIncludesAndExcludes(context);
const auto* objWriter = IObjWriter::GetObjWriterForGame(zone.m_game_id);
auto result = objWriter->DumpZone(context);
if (m_args.m_use_gdt)
{
context.m_gdt->EndStream();
gdtStream.close();
}
if (!result)
{
con::error("Dumping zone failed!");
return false;
}
}
return true;
}
bool LoadZones(UnlinkerPaths& paths)
{
for (const auto& zonePath : m_args.m_zones_to_load)
{
if (!fs::is_regular_file(zonePath))
{
con::error("Could not find file \"{}\".", zonePath);
continue;
}
auto absoluteZoneDirectory = absolute(std::filesystem::path(zonePath).remove_filename()).string();
auto searchPathsForZone = paths.GetSearchPathsForZone(absoluteZoneDirectory);
auto maybeZone = ZoneLoading::LoadZone(zonePath, std::nullopt);
if (!maybeZone)
{
con::error("Failed to load zone \"{}\": {}", zonePath, maybeZone.error());
return false;
}
auto zone = std::move(*maybeZone);
con::debug("Loaded zone \"{}\"", zone->m_name);
if (ShouldLoadObj())
{
const auto* objLoader = IObjLoader::GetObjLoaderForGame(zone->m_game_id);
objLoader->LoadReferencedContainersForZone(*searchPathsForZone, *zone);
}
m_loaded_zones.emplace_back(std::move(zone));
}
return true;
}
void UnloadZones()
{
for (auto i = m_loaded_zones.rbegin(); i != m_loaded_zones.rend(); ++i)
{
auto& loadedZone = *i;
// Copy zone name since we deallocate before logging
const auto zoneName = loadedZone->m_name;
if (ShouldLoadObj())
{
const auto* objLoader = IObjLoader::GetObjLoaderForGame(loadedZone->m_game_id);
objLoader->UnloadContainersOfZone(*loadedZone);
}
loadedZone.reset();
con::debug("Unloaded zone \"{}\"", zoneName);
}
m_loaded_zones.clear();
}
bool UnlinkZones(UnlinkerPaths& paths) const
{
for (const auto& zonePath : m_args.m_zones_to_unlink)
{
if (!fs::is_regular_file(zonePath))
{
con::error("Could not find file \"{}\".", zonePath);
continue;
}
auto zoneDirectory = fs::path(zonePath).remove_filename();
if (zoneDirectory.empty())
zoneDirectory = fs::current_path();
auto absoluteZoneDirectory = absolute(zoneDirectory).string();
auto searchPathsForZone = paths.GetSearchPathsForZone(absoluteZoneDirectory);
auto maybeZone = ZoneLoading::LoadZone(zonePath, std::nullopt);
if (!maybeZone)
{
con::error("Failed to load zone \"{}\": {}", zonePath, maybeZone.error());
return false;
}
auto zone = std::move(*maybeZone);
con::debug("Loaded zone \"{}\"", zone->m_name);
const auto* objLoader = IObjLoader::GetObjLoaderForGame(zone->m_game_id);
if (ShouldLoadObj())
objLoader->LoadReferencedContainersForZone(*searchPathsForZone, *zone);
if (!HandleZone(*searchPathsForZone, *zone))
return false;
if (ShouldLoadObj())
objLoader->UnloadContainersOfZone(*zone);
// Copy zone name for using it after freeing the zone
std::string zoneName = zone->m_name;
zone.reset();
con::debug("Unloaded zone \"{}\"", zoneName);
}
return true;
}
UnlinkerArgs m_args;
std::vector<std::unique_ptr<Zone>> m_loaded_zones;
};
} // namespace
std::unique_ptr<Unlinker> Unlinker::Create(UnlinkerArgs args)
{
return std::make_unique<UnlinkerImpl>(std::move(args));
}

19
src/Unlinking/Unlinker.h Normal file
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#pragma once
#include "UnlinkerArgs.h"
#include <memory>
class Unlinker
{
public:
virtual ~Unlinker() = default;
static std::unique_ptr<Unlinker> Create(UnlinkerArgs args);
/**
* \brief Starts the Unlinker application logic.
* \return \c true if the application was successful or \c false if an error occurred.
*/
virtual bool Start() = 0;
};