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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2026-02-10 17:43:03 +00:00

refactor: introduce subasset loading

This commit is contained in:
Jan Laupetin
2026-02-05 16:25:00 +00:00
parent 1be411b371
commit aa47ffa629
255 changed files with 1668 additions and 3132 deletions

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@@ -1,4 +1,4 @@
#include "Game/IW3/GameAssetPoolIW3.h"
#include "Game/IW3/IW3.h"
#include "Linker.h"
#include "OatTestPaths.h"
#include "SystemTestsPaths.h"
@@ -51,12 +51,11 @@ namespace
REQUIRE(maybeZone);
auto zone = std::move(*maybeZone);
auto pools = dynamic_cast<GameAssetPoolIW3*>(zone->m_pools.get());
REQUIRE(zone->m_game_id == GameId::IW3);
REQUIRE(zone->m_platform == GamePlatform::PC);
REQUIRE(zone->m_name == "SimpleZoneIW3");
REQUIRE(pools->GetTotalAssetCount() == 1);
REQUIRE(pools->m_raw_file->GetAsset("SimpleZone.txt"));
REQUIRE(zone->m_pools.GetTotalAssetCount() == 1);
REQUIRE(zone->m_pools.GetAsset<IW3::AssetRawFile>("SimpleZone.txt"));
}
} // namespace

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@@ -1,4 +1,4 @@
#include "Game/IW4/GameAssetPoolIW4.h"
#include "Game/IW4/IW4.h"
#include "Linker.h"
#include "OatTestPaths.h"
#include "SystemTestsPaths.h"
@@ -51,12 +51,11 @@ namespace
REQUIRE(maybeZone);
auto zone = std::move(*maybeZone);
auto pools = dynamic_cast<GameAssetPoolIW4*>(zone->m_pools.get());
REQUIRE(zone->m_game_id == GameId::IW4);
REQUIRE(zone->m_platform == GamePlatform::PC);
REQUIRE(zone->m_name == "SimpleZoneIW4");
REQUIRE(pools->GetTotalAssetCount() == 1);
REQUIRE(pools->m_raw_file->GetAsset("SimpleZone.txt"));
REQUIRE(zone->m_pools.GetTotalAssetCount() == 1);
REQUIRE(zone->m_pools.GetAsset<IW4::AssetRawFile>("SimpleZone.txt"));
}
} // namespace

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@@ -1,4 +1,5 @@
#include "Game/IW5/GameAssetPoolIW5.h"
#include "Game/IW5/IW5.h"
#include "Linker.h"
#include "OatTestPaths.h"
#include "SystemTestsPaths.h"
@@ -51,12 +52,11 @@ namespace
REQUIRE(maybeZone);
auto zone = std::move(*maybeZone);
auto pools = dynamic_cast<GameAssetPoolIW5*>(zone->m_pools.get());
REQUIRE(zone->m_game_id == GameId::IW5);
REQUIRE(zone->m_platform == GamePlatform::PC);
REQUIRE(zone->m_name == "SimpleZoneIW5");
REQUIRE(pools->GetTotalAssetCount() == 1);
REQUIRE(pools->m_raw_file->GetAsset("SimpleZone.txt"));
REQUIRE(zone->m_pools.GetTotalAssetCount() == 1);
REQUIRE(zone->m_pools.GetAsset<IW5::AssetRawFile>("SimpleZone.txt"));
}
} // namespace

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@@ -1,4 +1,4 @@
#include "Game/T5/GameAssetPoolT5.h"
#include "Game/T5/T5.h"
#include "Linker.h"
#include "OatTestPaths.h"
#include "SystemTestsPaths.h"
@@ -51,12 +51,11 @@ namespace
REQUIRE(maybeZone);
auto zone = std::move(*maybeZone);
auto pools = dynamic_cast<GameAssetPoolT5*>(zone->m_pools.get());
REQUIRE(zone->m_game_id == GameId::T5);
REQUIRE(zone->m_platform == GamePlatform::PC);
REQUIRE(zone->m_name == "SimpleZoneT5");
REQUIRE(pools->GetTotalAssetCount() == 1);
REQUIRE(pools->m_raw_file->GetAsset("SimpleZone.txt"));
REQUIRE(zone->m_pools.GetTotalAssetCount() == 1);
REQUIRE(zone->m_pools.GetAsset<T5::AssetRawFile>("SimpleZone.txt"));
}
} // namespace

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@@ -9,7 +9,7 @@ In this case:
(actual asset, not a reference) techniqueset `trivial_floatz_2992w610`
*/
#include "Game/T6/GameAssetPoolT6.h"
#include "Game/T6/T6.h"
#include "Linker.h"
#include "OatTestPaths.h"
#include "SystemTestsPaths.h"
@@ -100,15 +100,14 @@ namespace
REQUIRE(maybeZone);
auto zone = std::move(*maybeZone);
auto pools = dynamic_cast<GameAssetPoolT6*>(zone->m_pools.get());
REQUIRE(zone->m_game_id == GameId::T6);
REQUIRE(zone->m_platform == GamePlatform::PC);
REQUIRE(zone->m_name == "CombinedZoneT6");
REQUIRE(pools->GetTotalAssetCount() == 2);
REQUIRE(pools->m_technique_set->GetAsset("trivial_floatz_2992w610"));
REQUIRE(zone->m_pools.GetTotalAssetCount() == 2);
REQUIRE(zone->m_pools.GetAsset<T6::AssetTechniqueSet>("trivial_floatz_2992w610"));
const auto* material = pools->m_material->GetAsset("test");
const auto* material = zone->m_pools.GetAsset<T6::AssetMaterial>("test");
REQUIRE(material);
REQUIRE(material->Asset()->techniqueSet);
REQUIRE(material->Asset()->techniqueSet->name == "trivial_floatz_2992w610"s);

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@@ -9,7 +9,7 @@ In this case:
(actual asset, not a reference) techniqueset `trivial_floatz_2992w610`
*/
#include "Game/T6/GameAssetPoolT6.h"
#include "Game/T6/T6.h"
#include "Linker.h"
#include "OatTestPaths.h"
#include "SystemTestsPaths.h"
@@ -103,16 +103,15 @@ namespace
REQUIRE(maybeZone);
auto zone = std::move(*maybeZone);
auto pools = dynamic_cast<GameAssetPoolT6*>(zone->m_pools.get());
REQUIRE(zone->m_game_id == GameId::T6);
REQUIRE(zone->m_platform == GamePlatform::PC);
REQUIRE(zone->m_name == "TestZone");
REQUIRE(pools->GetTotalAssetCount() == 3);
REQUIRE(pools->m_material->GetAsset("Suzanne2"));
REQUIRE(pools->m_technique_set->GetAsset(",trivial_floatz_2992w610"));
REQUIRE(zone->m_pools.GetTotalAssetCount() == 3);
REQUIRE(zone->m_pools.GetAsset<T6::AssetMaterial>("Suzanne2"));
REQUIRE(zone->m_pools.GetAsset<T6::AssetTechniqueSet>(",trivial_floatz_2992w610"));
const auto* xmodel = pools->m_xmodel->GetAsset("Suzanne2");
const auto* xmodel = zone->m_pools.GetAsset<T6::AssetXModel>("Suzanne2");
REQUIRE(xmodel);
REQUIRE(xmodel->Asset()->boneNames);
REQUIRE(xmodel->Asset()->numRootBones == 1);

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@@ -1,4 +1,4 @@
#include "Game/T6/GameAssetPoolT6.h"
#include "Game/T6/T6.h"
#include "Linker.h"
#include "OatTestPaths.h"
#include "SystemTestsPaths.h"
@@ -51,12 +51,11 @@ namespace
REQUIRE(maybeZone);
auto zone = std::move(*maybeZone);
auto pools = dynamic_cast<GameAssetPoolT6*>(zone->m_pools.get());
REQUIRE(zone->m_game_id == GameId::T6);
REQUIRE(zone->m_platform == GamePlatform::PC);
REQUIRE(zone->m_name == "SimpleZoneT6");
REQUIRE(pools->GetTotalAssetCount() == 1);
REQUIRE(pools->m_raw_file->GetAsset("SimpleZone.txt"));
REQUIRE(zone->m_pools.GetTotalAssetCount() == 1);
REQUIRE(zone->m_pools.GetAsset<T6::AssetRawFile>("SimpleZone.txt"));
}
} // namespace

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@@ -1,4 +1,4 @@
#include "Game/T6/GameAssetPoolT6.h"
#include "Game/T6/T6.h"
#include "OatTestPaths.h"
#include "Utils/Logging/Log.h"
#include "Utils/StringUtils.h"
@@ -47,8 +47,8 @@ namespace
auto rebuiltZone = std::move(*maybeRebuiltZone);
const auto& pools = *zone->m_pools;
const auto& rebuiltPools = *rebuiltZone->m_pools;
const auto& pools = zone->m_pools;
const auto& rebuiltPools = rebuiltZone->m_pools;
const auto totalAssetCount = pools.GetTotalAssetCount();
REQUIRE(totalAssetCount == rebuiltPools.GetTotalAssetCount());