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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-09-24 09:16:39 +00:00

chore: parse includes and assetlists while parsing zone definition

This commit is contained in:
Jan
2025-01-01 18:13:23 +01:00
parent 9852f52a15
commit aa212e0958
74 changed files with 530 additions and 437 deletions

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#include "SequenceZoneDefinitionAssetList.h"
#include "Zone/AssetList/AssetListReader.h"
#include "Zone/Definition/Parsing/Matcher/ZoneDefinitionMatcherFactory.h"
SequenceZoneDefinitionAssetList::SequenceZoneDefinitionAssetList()
{
const ZoneDefinitionMatcherFactory create(this);
AddMatchers({
create.Keyword("assetlist").Capture(CAPTURE_ASSET_LIST_KEYWORD),
create.Char(','),
create.Field().Capture(CAPTURE_ASSET_LIST_NAME),
});
}
void SequenceZoneDefinitionAssetList::ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const
{
if (state->m_definition->m_game == GameId::COUNT)
{
const auto& assetListKeywordToken = result.NextCapture(CAPTURE_ASSET_LIST_KEYWORD);
throw ParsingException(assetListKeywordToken.GetPos(), "Must define game before using assetlist");
}
const auto& assetListNameToken = result.NextCapture(CAPTURE_ASSET_LIST_NAME);
AssetListReader assetListReader(state->m_search_path, state->m_definition->m_game);
const auto maybeAssetList = assetListReader.ReadAssetList(assetListNameToken.FieldValue());
if (!maybeAssetList)
throw ParsingException(assetListNameToken.GetPos(), "Failed to read asset list");
for (auto& assetListEntry : maybeAssetList->m_entries)
state->m_definition->m_assets.emplace_back(assetListEntry.m_type, std::move(assetListEntry.m_name), assetListEntry.m_is_reference);
}

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#pragma once
#include "Zone/Definition/Parsing/ZoneDefinitionParser.h"
class SequenceZoneDefinitionAssetList final : public ZoneDefinitionParser::sequence_t
{
static constexpr auto CAPTURE_ASSET_LIST_KEYWORD = 1;
static constexpr auto CAPTURE_ASSET_LIST_NAME = 2;
protected:
void ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const override;
public:
SequenceZoneDefinitionAssetList();
};

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#include "SequenceZoneDefinitionBuild.h"
#include "Zone/Definition/Parsing/Matcher/ZoneDefinitionMatcherFactory.h"
SequenceZoneDefinitionBuild::SequenceZoneDefinitionBuild()
{
const ZoneDefinitionMatcherFactory create(this);
AddMatchers({
create.Keyword("build"),
create.Char(','),
create.Field().Capture(CAPTURE_BUILD_TARGET_NAME),
});
}
void SequenceZoneDefinitionBuild::ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const
{
state->m_definition->m_targets_to_build.emplace_back(result.NextCapture(CAPTURE_BUILD_TARGET_NAME).FieldValue());
}

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#pragma once
#include "Zone/Definition/Parsing/ZoneDefinitionParser.h"
class SequenceZoneDefinitionBuild final : public ZoneDefinitionParser::sequence_t
{
static constexpr auto CAPTURE_BUILD_TARGET_NAME = 1;
protected:
void ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const override;
public:
SequenceZoneDefinitionBuild();
};

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#include "SequenceZoneDefinitionEntry.h"
#include "Zone/Definition/Parsing/Matcher/ZoneDefinitionMatcherFactory.h"
SequenceZoneDefinitionEntry::SequenceZoneDefinitionEntry()
{
const ZoneDefinitionMatcherFactory create(this);
AddMatchers({
create.Field().Capture(CAPTURE_TYPE_NAME),
create.Char(','),
create.Optional(create.Char(',').Tag(TAG_REFERENCE)),
create
.Or({
create.String(),
create.Field(),
})
.Capture(CAPTURE_ASSET_NAME),
});
}
void SequenceZoneDefinitionEntry::ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const
{
const auto& typeNameToken = result.NextCapture(CAPTURE_TYPE_NAME);
if (!state->m_asset_name_resolver)
throw ParsingException(typeNameToken.GetPos(), "Must define game before first asset");
const auto maybeAssetType = state->m_asset_name_resolver->GetAssetTypeByName(typeNameToken.FieldValue());
if (!maybeAssetType)
throw ParsingException(typeNameToken.GetPos(), "Unknown asset type");
const auto& assetNameToken = result.NextCapture(CAPTURE_ASSET_NAME);
std::string assetName;
if (assetNameToken.m_type == ZoneDefinitionParserValueType::STRING)
assetName = assetNameToken.StringValue();
else
assetName = assetNameToken.FieldValue();
state->m_definition->m_assets.emplace_back(*maybeAssetType, assetName, result.NextTag() == TAG_REFERENCE);
}

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#pragma once
#include "Zone/Definition/Parsing/ZoneDefinitionParser.h"
class SequenceZoneDefinitionEntry final : public ZoneDefinitionParser::sequence_t
{
static constexpr auto TAG_REFERENCE = 1;
static constexpr auto CAPTURE_TYPE_NAME = 1;
static constexpr auto CAPTURE_ASSET_NAME = 2;
protected:
void ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const override;
public:
SequenceZoneDefinitionEntry();
};

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#include "SequenceZoneDefinitionIgnore.h"
#include "Zone/Definition/Parsing/Matcher/ZoneDefinitionMatcherFactory.h"
SequenceZoneDefinitionIgnore::SequenceZoneDefinitionIgnore()
{
const ZoneDefinitionMatcherFactory create(this);
AddMatchers({
create.Keyword("ignore"),
create.Char(','),
create.Field().Capture(CAPTURE_IGNORE_NAME),
});
}
void SequenceZoneDefinitionIgnore::ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const
{
state->m_definition->m_ignores.emplace_back(result.NextCapture(CAPTURE_IGNORE_NAME).FieldValue());
}

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#pragma once
#include "Zone/Definition/Parsing/ZoneDefinitionParser.h"
class SequenceZoneDefinitionIgnore final : public ZoneDefinitionParser::sequence_t
{
static constexpr auto CAPTURE_IGNORE_NAME = 1;
protected:
void ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const override;
public:
SequenceZoneDefinitionIgnore();
};

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#include "SequenceZoneDefinitionInclude.h"
#include "Zone/Definition/Parsing/Matcher/ZoneDefinitionMatcherFactory.h"
#include <format>
SequenceZoneDefinitionInclude::SequenceZoneDefinitionInclude()
{
const ZoneDefinitionMatcherFactory create(this);
AddMatchers({
create.Keyword("include"),
create.Char(','),
create.Field().Capture(CAPTURE_INCLUDE_NAME),
});
}
void SequenceZoneDefinitionInclude::ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const
{
const auto& inclusionNameToken = result.NextCapture(CAPTURE_INCLUDE_NAME);
const auto inclusionName = inclusionNameToken.FieldValue();
const auto existingInclusion = state->m_inclusions.find(inclusionName);
if (existingInclusion != state->m_inclusions.end())
throw ParsingException(inclusionNameToken.GetPos(), "Zone definition has already been included");
const auto zoneDefinitionFileNameToInclude = std::format("{}.zone", inclusionName);
if (!state->m_underlying_stream.IncludeFile(zoneDefinitionFileNameToInclude))
throw ParsingException(inclusionNameToken.GetPos(), "Could not find zone definition with this filename");
state->m_inclusions.emplace(inclusionName);
}

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#pragma once
#include "Zone/Definition/Parsing/ZoneDefinitionParser.h"
class SequenceZoneDefinitionInclude final : public ZoneDefinitionParser::sequence_t
{
static constexpr auto CAPTURE_INCLUDE_NAME = 1;
protected:
void ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const override;
public:
SequenceZoneDefinitionInclude();
};

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#include "SequenceZoneDefinitionMetaData.h"
#include "Utils/StringUtils.h"
#include "Zone/Definition/Parsing/Matcher/ZoneDefinitionMatcherFactory.h"
#include <cstdint>
#include <format>
#include <optional>
namespace
{
constexpr auto METADATA_GAME = "game";
constexpr auto METADATA_GDT = "gdt";
constexpr auto METADATA_NAME = "name";
constexpr auto METADATA_TYPE = "type";
constexpr auto METADATA_IPAK = "ipak";
constexpr auto METADATA_IWD = "iwd";
std::optional<GameId> GetGameByName(const std::string& gameName)
{
auto upperGameName = gameName;
utils::MakeStringUpperCase(upperGameName);
for (auto i = 0u; i < static_cast<unsigned>(GameId::COUNT); i++)
{
if (upperGameName == GameId_Names[i])
return static_cast<GameId>(i);
}
return std::nullopt;
}
enum class ProjectType : std::uint8_t
{
NONE,
FASTFILE,
IPAK,
COUNT
};
constexpr const char* ProjectType_Names[]{
"none",
"fastfile",
"ipak",
};
static_assert(std::extent_v<decltype(ProjectType_Names)> == static_cast<unsigned>(ProjectType::COUNT));
std::optional<ProjectType> GetProjectTypeByName(const std::string& projectTypeName)
{
auto lowerProjectTypeName = projectTypeName;
utils::MakeStringLowerCase(lowerProjectTypeName);
for (auto i = 0u; i < static_cast<unsigned>(ProjectType::COUNT); i++)
{
if (lowerProjectTypeName == ProjectType_Names[i])
return static_cast<ProjectType>(i);
}
return std::nullopt;
}
} // namespace
SequenceZoneDefinitionMetaData::SequenceZoneDefinitionMetaData()
{
const ZoneDefinitionMatcherFactory create(this);
AddMatchers({
create.Char('>'),
create.Field().Capture(CAPTURE_KEY),
create.Char(','),
create.Field().Capture(CAPTURE_VALUE),
});
}
namespace
{
void ProcessMetaDataGame(ZoneDefinitionParserState* state, const ZoneDefinitionParserValue& valueToken, const std::string& value)
{
const auto game = GetGameByName(value);
if (!game)
throw ParsingException(valueToken.GetPos(), "Unknown game name");
const auto previousGame = state->m_definition->m_game;
if (previousGame != GameId::COUNT && previousGame != *game)
throw ParsingException(valueToken.GetPos(), std::format("Game was previously defined as: {}", GameId_Names[static_cast<unsigned>(previousGame)]));
state->SetGame(*game);
}
void ProcessMetaDataType(ZoneDefinitionParserState* state, const ZoneDefinitionParserValue& keyToken, const ZoneDefinitionParserValue& valueToken)
{
const auto projectType = GetProjectTypeByName(valueToken.FieldValue());
if (!projectType)
throw ParsingException(valueToken.GetPos(), "Unknown project type name");
// TODO: Remove deprecated type
std::string deprecationSuggestedAction;
if (*projectType == ProjectType::IPAK)
{
deprecationSuggestedAction = "Use \">ipak,name_of_ipak\" instead.";
state->StartIPak(state->m_definition->m_name);
}
else if (*projectType == ProjectType::FASTFILE)
{
deprecationSuggestedAction = "A fastfile will always be built when appropriate assets have been added.";
}
else
{
deprecationSuggestedAction = "It now has no effect.";
}
const auto keyPos = keyToken.GetPos();
std::cerr << std::format("Warning: {} L{}: Zone definition \">type,{}\" is deprecated and should be removed. {}\n",
keyPos.m_filename.get(),
keyPos.m_line,
keyToken.FieldValue(),
deprecationSuggestedAction);
}
} // namespace
void SequenceZoneDefinitionMetaData::ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const
{
const auto& keyToken = result.NextCapture(CAPTURE_KEY);
auto key = keyToken.FieldValue();
const auto& valueToken = result.NextCapture(CAPTURE_VALUE);
const auto& value = valueToken.FieldValue();
utils::MakeStringLowerCase(key);
if (key == METADATA_GAME)
{
ProcessMetaDataGame(state, valueToken, value);
}
else if (key == METADATA_GDT)
{
state->m_definition->m_gdts.emplace_back(value);
}
else if (key == METADATA_NAME)
{
state->m_definition->m_name = value;
}
else if (key == METADATA_TYPE)
{
ProcessMetaDataType(state, keyToken, valueToken);
}
else if (key == METADATA_IPAK)
{
if (!value.empty())
state->StartIPak(value);
else
throw ParsingException(valueToken.GetPos(), "IPak must have a name");
}
else if (key == METADATA_IWD)
{
if (!value.empty())
state->StartIwd(value);
else
throw ParsingException(valueToken.GetPos(), "IWD must have a name");
}
else
{
state->m_definition->m_properties.AddProperty(key, value);
}
}

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#pragma once
#include "Zone/Definition/Parsing/ZoneDefinitionParser.h"
class SequenceZoneDefinitionMetaData final : public ZoneDefinitionParser::sequence_t
{
static constexpr auto CAPTURE_KEY = 1;
static constexpr auto CAPTURE_VALUE = 2;
protected:
void ProcessMatch(ZoneDefinitionParserState* state, SequenceResult<ZoneDefinitionParserValue>& result) const override;
public:
SequenceZoneDefinitionMetaData();
};