ZoneCommon: List zone content in the order it was loaded

This commit is contained in:
Jan 2020-02-19 14:10:50 +01:00
parent a7b59ea3d7
commit f0b66f0a35
11 changed files with 123 additions and 116 deletions

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@ -7,14 +7,13 @@ ContentPrinter::ContentPrinter(Zone* zone)
void ContentPrinter::PrintContent() const void ContentPrinter::PrintContent() const
{ {
const ZoneContent content = m_zone->GetPools()->GetContent(); const auto* pools = m_zone->GetPools();
printf("Zone '%s' (%s)\n", m_zone->m_name.c_str(), m_zone->m_game->GetName().c_str());
printf("Zone '%s' (%s)\n", m_zone->m_name.c_str(), content.m_game_name.c_str());
puts("Content:"); puts("Content:");
for(const auto& asset : content.m_assets) for(const auto& asset : *pools)
{ {
printf("%s, %s\n", asset.m_asset_type_name.c_str(), asset.m_asset_name.c_str()); printf("%s, %s\n", pools->GetAssetTypeName(asset->m_type).c_str(), asset->m_name.c_str());
} }
puts(""); puts("");

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@ -30,10 +30,10 @@ void AbstractZoneDefWriter::WriteEntry(const std::string& entryKey, const std::s
void AbstractZoneDefWriter::WriteContent() const void AbstractZoneDefWriter::WriteContent() const
{ {
auto zoneContent = m_zone->GetPools()->GetContent(); const auto* pools = m_zone->GetPools();
for(const auto& asset : zoneContent.m_assets) for(const auto& asset : *pools)
{ {
WriteEntry(asset.m_asset_type_name, asset.m_asset_name); WriteEntry(pools->GetAssetTypeName(asset->m_type), asset->m_name);
} }
} }

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@ -1,5 +1,4 @@
#pragma once #pragma once
#include "Zone/Zone.h"
#include "GameLanguage.h" #include "GameLanguage.h"
#include <vector> #include <vector>
@ -8,6 +7,7 @@ class Zone;
class IGame class IGame
{ {
public: public:
virtual const std::string& GetName() = 0;
virtual void AddZone(Zone* zone) = 0; virtual void AddZone(Zone* zone) = 0;
virtual void RemoveZone(Zone* zone) = 0; virtual void RemoveZone(Zone* zone) = 0;
virtual std::vector<Zone*> GetZones() = 0; virtual std::vector<Zone*> GetZones() = 0;

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@ -5,8 +5,75 @@
using namespace T6; using namespace T6;
const std::string GameAssetPoolT6::ASSET_TYPE_INVALID = "invalid_asset";
const std::string GameAssetPoolT6::ASSET_TYPE_NAMES[]
{
"xmodelpieces",
"physpreset",
"physconstraints",
"destructibledef",
"xanim",
"xmodel",
"material",
"techniqueset",
"image",
"soundbank",
"soundpatch",
"clipmap",
"clipmap",
"comworld",
"gameworldsp",
"gameworldmp",
"mapents",
"gfxworld",
"gfxlightdef",
"uimap",
"font",
"fonticon",
"menulist",
"menu",
"localize",
"weapon",
"weapondef",
"weaponvariant",
"weaponfull",
"attachment",
"attachmentunique",
"camo",
"snddriverglobals",
"fx",
"fximpacttable",
"aitype",
"mptype",
"mpbody",
"mphead",
"character",
"xmodelalias",
"rawfile",
"stringtable",
"leaderboard",
"xglobals",
"ddl",
"glasses",
"emblemset",
"script",
"keyvaluepairs",
"vehicle",
"memoryblock",
"addonmapents",
"tracer",
"skinnedverts",
"qdb",
"slug",
"footsteptable",
"footstepfxtable",
"zbarrier"
};
GameAssetPoolT6::GameAssetPoolT6(const int priority) GameAssetPoolT6::GameAssetPoolT6(const int priority)
{ {
assert(_countof(ASSET_TYPE_NAMES) == ASSET_TYPE_COUNT);
m_priority = priority; m_priority = priority;
m_phys_preset = nullptr; m_phys_preset = nullptr;
@ -271,7 +338,12 @@ XAssetInfoGeneric* GameAssetPoolT6::AddAsset(asset_type_t type, std::string name
case assetType: \ case assetType: \
{ \ { \
assert((poolName) != nullptr); \ assert((poolName) != nullptr); \
return (poolName)->AddAsset(std::move(name), xAsset.header.headerName, scriptStrings, dependencies); \ auto* assetInfo = (poolName)->AddAsset(std::move(name), xAsset.header.headerName, scriptStrings, dependencies); \
if(assetInfo) \
{ \
m_assets_in_order.push_back(assetInfo); \
} \
return assetInfo; \
} }
switch(xAsset.type) switch(xAsset.type)
@ -336,7 +408,7 @@ XAssetInfoGeneric* GameAssetPoolT6::AddAsset(asset_type_t type, std::string name
#undef CASE_ADD_TO_POOL #undef CASE_ADD_TO_POOL
} }
XAssetInfoGeneric* GameAssetPoolT6::GetAsset(const asset_type_t type, std::string name) XAssetInfoGeneric* GameAssetPoolT6::GetAsset(const asset_type_t type, std::string name) const
{ {
#define CASE_GET_ASSET(assetType, poolName) \ #define CASE_GET_ASSET(assetType, poolName) \
case assetType: \ case assetType: \
@ -408,71 +480,20 @@ XAssetInfoGeneric* GameAssetPoolT6::GetAsset(const asset_type_t type, std::strin
#undef CASE_GET_ASSET #undef CASE_GET_ASSET
} }
ZoneContent GameAssetPoolT6::GetContent() const const std::string& GameAssetPoolT6::GetAssetTypeName(const asset_type_t assetType) const
{ {
ZoneContent content{}; if (assetType >= 0 && assetType < static_cast<int>(_countof(ASSET_TYPE_NAMES)))
return ASSET_TYPE_NAMES[assetType];
content.m_game_name = "T6"; return ASSET_TYPE_INVALID;
#define POOL_ADD_TO_CONTENT(assetTypeName, poolName) \
if((poolName) != nullptr) \
{ \
for(auto asset : *(poolName)) \
{ \
content.m_assets.emplace_back((assetTypeName), asset->m_name);\
} \
} }
POOL_ADD_TO_CONTENT("physpreset", m_phys_preset); IZoneAssetPools::iterator GameAssetPoolT6::begin() const
POOL_ADD_TO_CONTENT("physconstraints", m_phys_constraints); {
POOL_ADD_TO_CONTENT("destructibledef", m_destructible_def); return m_assets_in_order.begin();
POOL_ADD_TO_CONTENT("xanim", m_xanim_parts); }
POOL_ADD_TO_CONTENT("xmodel", m_xmodel);
POOL_ADD_TO_CONTENT("material", m_material); IZoneAssetPools::iterator GameAssetPoolT6::end() const
POOL_ADD_TO_CONTENT("techniqueset", m_technique_set); {
POOL_ADD_TO_CONTENT("image", m_image); return m_assets_in_order.end();
POOL_ADD_TO_CONTENT("soundbank", m_sound_bank);
POOL_ADD_TO_CONTENT("soundpatch", m_sound_patch);
POOL_ADD_TO_CONTENT("clipmap", m_clip_map);
POOL_ADD_TO_CONTENT("comworld", m_com_world);
POOL_ADD_TO_CONTENT("gameworldsp", m_game_world_sp);
POOL_ADD_TO_CONTENT("gameworldmp", m_game_world_mp);
POOL_ADD_TO_CONTENT("mapents", m_map_ents);
POOL_ADD_TO_CONTENT("gfxworld", m_gfx_world);
POOL_ADD_TO_CONTENT("gfxlightdef", m_gfx_light_def);
POOL_ADD_TO_CONTENT("font", m_font);
POOL_ADD_TO_CONTENT("fonticon", m_font_icon);
POOL_ADD_TO_CONTENT("menulist", m_menu_list);
POOL_ADD_TO_CONTENT("menudef", m_menu_def);
POOL_ADD_TO_CONTENT("localize", m_localize);
POOL_ADD_TO_CONTENT("weapon", m_weapon);
POOL_ADD_TO_CONTENT("attachment", m_attachment);
POOL_ADD_TO_CONTENT("attachmentunique", m_attachment_unique);
POOL_ADD_TO_CONTENT("camo", m_camo);
POOL_ADD_TO_CONTENT("snddriverglobals", m_snd_driver_globals);
POOL_ADD_TO_CONTENT("fx", m_fx);
POOL_ADD_TO_CONTENT("fximpacttable", m_fx_impact_table);
POOL_ADD_TO_CONTENT("rawfile", m_raw_file);
POOL_ADD_TO_CONTENT("stringtable", m_string_table);
POOL_ADD_TO_CONTENT("leaderboard", m_leaderboard);
POOL_ADD_TO_CONTENT("xglobals", m_xglobals);
POOL_ADD_TO_CONTENT("ddl", m_ddl);
POOL_ADD_TO_CONTENT("glasses", m_glasses);
POOL_ADD_TO_CONTENT("emblemset", m_emblem_set);
POOL_ADD_TO_CONTENT("script", m_script);
POOL_ADD_TO_CONTENT("keyvaluepairs", m_key_value_pairs);
POOL_ADD_TO_CONTENT("vehicle", m_vehicle);
POOL_ADD_TO_CONTENT("memoryblock", m_memory_block);
POOL_ADD_TO_CONTENT("addonmapents", m_addon_map_ents);
POOL_ADD_TO_CONTENT("tracer", m_tracer);
POOL_ADD_TO_CONTENT("skinnedverts", m_skinned_verts);
POOL_ADD_TO_CONTENT("qdb", m_qdb);
POOL_ADD_TO_CONTENT("slug", m_slug);
POOL_ADD_TO_CONTENT("footsteptable", m_footstep_table);
POOL_ADD_TO_CONTENT("footstepfxtable", m_footstep_fx_table);
POOL_ADD_TO_CONTENT("zbarrier", m_zbarrier);
return content;
#undef POOL_ADD_TO_CONTENT
} }

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@ -7,6 +7,10 @@
class GameAssetPoolT6 final : public IZoneAssetPools class GameAssetPoolT6 final : public IZoneAssetPools
{ {
int m_priority; int m_priority;
std::vector<XAssetInfoGeneric*> m_assets_in_order;
static const std::string ASSET_TYPE_INVALID;
static const std::string ASSET_TYPE_NAMES[];
public: public:
AssetPool<T6::PhysPreset>* m_phys_preset; AssetPool<T6::PhysPreset>* m_phys_preset;
@ -65,7 +69,9 @@ public:
void InitPoolDynamic(asset_type_t type) override; void InitPoolDynamic(asset_type_t type) override;
XAssetInfoGeneric* AddAsset(asset_type_t type, std::string name, void* asset, std::vector<std::string>& scriptStrings, std::vector<XAssetInfoGeneric*>& dependencies) override; XAssetInfoGeneric* AddAsset(asset_type_t type, std::string name, void* asset, std::vector<std::string>& scriptStrings, std::vector<XAssetInfoGeneric*>& dependencies) override;
XAssetInfoGeneric* GetAsset(asset_type_t type, std::string name) override; XAssetInfoGeneric* GetAsset(asset_type_t type, std::string name) const override;
const std::string& GetAssetTypeName(asset_type_t assetType) const override;
ZoneContent GetContent() const override; iterator begin() const override;
iterator end() const override;
}; };

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@ -5,6 +5,13 @@ using namespace T6;
GameT6 g_GameT6; GameT6 g_GameT6;
const std::string GameT6::NAME = "T6";
const std::string& GameT6::GetName()
{
return NAME;
}
void GameT6::AddZone(Zone* zone) void GameT6::AddZone(Zone* zone)
{ {
m_zones.push_back(zone); m_zones.push_back(zone);

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@ -3,9 +3,11 @@
class GameT6 : public IGame class GameT6 : public IGame
{ {
static const std::string NAME;
std::vector<Zone*> m_zones; std::vector<Zone*> m_zones;
public: public:
const std::string& GetName() override;
void AddZone(Zone* zone) override; void AddZone(Zone* zone) override;
void RemoveZone(Zone* zone) override; void RemoveZone(Zone* zone) override;
std::vector<Zone*> GetZones() override; std::vector<Zone*> GetZones() override;

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@ -29,9 +29,10 @@ class AssetPoolStatic final : public AssetPool<T>
asset_type_t m_type; asset_type_t m_type;
public: public:
AssetPoolStatic(const size_t capacity, const int priority, asset_type_t type) AssetPoolStatic(const size_t capacity, const int priority, const asset_type_t type)
{ {
m_capacity = capacity; m_capacity = capacity;
m_type = type;
if (m_capacity > 0) if (m_capacity > 0)
{ {

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@ -2,18 +2,23 @@
#include "XAssetInfo.h" #include "XAssetInfo.h"
#include "Zone/ZoneTypes.h" #include "Zone/ZoneTypes.h"
#include "Zone/ZoneContent.h"
#include <vector> #include <vector>
#include <string> #include <string>
class IZoneAssetPools class IZoneAssetPools
{ {
public: public:
using iterator = std::vector<XAssetInfoGeneric*>::const_iterator;
virtual ~IZoneAssetPools() = default; virtual ~IZoneAssetPools() = default;
virtual XAssetInfoGeneric* AddAsset(asset_type_t type, std::string name, void* asset, std::vector<std::string>& scriptStrings, std::vector<XAssetInfoGeneric*>& dependencies) = 0; virtual XAssetInfoGeneric* AddAsset(asset_type_t type, std::string name, void* asset, std::vector<std::string>& scriptStrings, std::vector<XAssetInfoGeneric*>& dependencies) = 0;
virtual XAssetInfoGeneric* GetAsset(asset_type_t type, std::string name) = 0; virtual XAssetInfoGeneric* GetAsset(asset_type_t type, std::string name) const = 0;
virtual const std::string& GetAssetTypeName(asset_type_t assetType) const = 0;
virtual void InitPoolStatic(asset_type_t type, size_t capacity) = 0; virtual void InitPoolStatic(asset_type_t type, size_t capacity) = 0;
virtual void InitPoolDynamic(asset_type_t type) = 0; virtual void InitPoolDynamic(asset_type_t type) = 0;
virtual ZoneContent GetContent() const = 0;
virtual iterator begin() const = 0;
virtual iterator end() const = 0;
}; };

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@ -1,13 +0,0 @@
#include "ZoneContent.h"
ZoneContent::GameAsset::GameAsset(std::string assetTypeName, std::string assetName)
{
m_asset_type_name = std::move(assetTypeName);
m_asset_name = std::move(assetName);
}
ZoneContent::ZoneContent()
{
m_game_name = "";
m_assets = std::vector<GameAsset>();
}

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@ -1,21 +0,0 @@
#pragma once
#include <string>
#include <vector>
class ZoneContent
{
public:
class GameAsset
{
public:
GameAsset(std::string assetTypeName, std::string assetName);
std::string m_asset_type_name;
std::string m_asset_name;
};
ZoneContent();
std::string m_game_name;
std::vector<GameAsset> m_assets;
};