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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-12-08 12:17:48 +00:00

refactor: streamline T6 asset loading

This commit is contained in:
Jan Laupetin
2025-08-04 23:48:30 +02:00
parent 472e59991f
commit a5024d40b0
59 changed files with 380 additions and 383 deletions

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@@ -1,11 +0,0 @@
#pragma once
#include "Game/T6/T6.h"
#include "Utils/MemoryManager.h"
#include <istream>
namespace T6
{
bool LoadLeaderboardAsJson(std::istream& stream, LeaderboardDef& leaderboard, MemoryManager& memory);
} // namespace T6

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@@ -1,14 +1,18 @@
#include "JsonLeaderboardDefLoader.h"
#include "JsonLoaderLeaderboardT6.h"
#include "Game/T6/CommonT6.h"
#include "Game/T6/Leaderboard/JsonLeaderboardDef.h"
#include "Game/T6/T6.h"
#include "Leaderboard/LeaderboardCommon.h"
#include <cstring>
#include <format>
#include <iostream>
#include <nlohmann/json.hpp>
using namespace nlohmann;
using namespace T6;
using namespace ::leaderboard;
namespace
{
@@ -124,13 +128,45 @@ namespace
std::istream& m_stream;
MemoryManager& m_memory;
};
class LeaderboardLoader final : public AssetCreator<AssetLeaderboard>
{
public:
LeaderboardLoader(MemoryManager& memory, ISearchPath& searchPath)
: m_memory(memory),
m_search_path(searchPath)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto file = m_search_path.Open(GetJsonFileNameForAsset(assetName));
if (!file.IsOpen())
return AssetCreationResult::NoAction();
auto* leaderboardDef = m_memory.Alloc<LeaderboardDef>();
leaderboardDef->name = m_memory.Dup(assetName.c_str());
const JsonLoader loader(*file.m_stream, m_memory);
if (!loader.Load(*leaderboardDef))
{
std::cerr << std::format("Failed to load leaderboard \"{}\"\n", assetName);
return AssetCreationResult::Failure();
}
return AssetCreationResult::Success(context.AddAsset<AssetLeaderboard>(assetName, leaderboardDef));
}
private:
MemoryManager& m_memory;
ISearchPath& m_search_path;
};
} // namespace
namespace T6
namespace T6::leaderboard
{
bool LoadLeaderboardAsJson(std::istream& stream, LeaderboardDef& leaderboard, MemoryManager& memory)
std::unique_ptr<AssetCreator<AssetLeaderboard>> CreateLoader(MemoryManager& memory, ISearchPath& searchPath)
{
const JsonLoader loader(stream, memory);
return loader.Load(leaderboard);
return std::make_unique<LeaderboardLoader>(memory, searchPath);
}
} // namespace T6
} // namespace T6::leaderboard

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@@ -0,0 +1,13 @@
#pragma once
#include "Asset/IAssetCreator.h"
#include "Game/T6/T6.h"
#include "SearchPath/ISearchPath.h"
#include "Utils/MemoryManager.h"
#include <memory>
namespace T6::leaderboard
{
std::unique_ptr<AssetCreator<AssetLeaderboard>> CreateLoader(MemoryManager& memory, ISearchPath& searchPath);
} // namespace T6::leaderboard

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@@ -1,54 +0,0 @@
#include "LoaderLeaderboardT6.h"
#include "Game/T6/CommonT6.h"
#include "Game/T6/T6.h"
#include "JsonLeaderboardDefLoader.h"
#include <cstring>
#include <format>
#include <iostream>
using namespace T6;
namespace
{
class LeaderboardLoader final : public AssetCreator<AssetLeaderboard>
{
public:
LeaderboardLoader(MemoryManager& memory, ISearchPath& searchPath)
: m_memory(memory),
m_search_path(searchPath)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto file = m_search_path.Open(std::format("leaderboards/{}.json", assetName));
if (!file.IsOpen())
return AssetCreationResult::NoAction();
auto* leaderboardDef = m_memory.Alloc<LeaderboardDef>();
leaderboardDef->name = m_memory.Dup(assetName.c_str());
if (!LoadLeaderboardAsJson(*file.m_stream, *leaderboardDef, m_memory))
{
std::cerr << std::format("Failed to load leaderboard \"{}\"\n", assetName);
return AssetCreationResult::Failure();
}
return AssetCreationResult::Success(context.AddAsset<AssetLeaderboard>(assetName, leaderboardDef));
}
private:
MemoryManager& m_memory;
ISearchPath& m_search_path;
};
} // namespace
namespace T6
{
std::unique_ptr<AssetCreator<AssetLeaderboard>> CreateLeaderboardLoader(MemoryManager& memory, ISearchPath& searchPath)
{
return std::make_unique<LeaderboardLoader>(memory, searchPath);
}
} // namespace T6

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@@ -1,13 +0,0 @@
#pragma once
#include "Asset/IAssetCreator.h"
#include "Game/T6/T6.h"
#include "SearchPath/ISearchPath.h"
#include "Utils/MemoryManager.h"
#include <memory>
namespace T6
{
std::unique_ptr<AssetCreator<AssetLeaderboard>> CreateLeaderboardLoader(MemoryManager& memory, ISearchPath& searchPath);
} // namespace T6