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555 lines
14 KiB
555 lines
14 KiB
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// Defines the entry point for the application.
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//
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//===========================================================================//
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#include "reslistgenerator.h"
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#include "filesystem.h"
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#include "tier1/utlrbtree.h"
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#include "tier1/fmtstr.h"
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#include "characterset.h"
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#include "tier1/utlstring.h"
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#include "tier1/utlvector.h"
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#include "tier1/utlbuffer.h"
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#include "tier0/icommandline.h"
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#include "tier1/keyvalues.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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bool SaveResList( const CUtlRBTree< CUtlString, int > &list, char const *pchFileName, char const *pchSearchPath )
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{
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FileHandle_t fh = g_pFullFileSystem->Open( pchFileName, "wt", pchSearchPath );
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if ( fh != FILESYSTEM_INVALID_HANDLE )
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{
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for ( int i = list.FirstInorder(); i != list.InvalidIndex(); i = list.NextInorder( i ) )
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{
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g_pFullFileSystem->Write( list[ i ].String(), Q_strlen( list[ i ].String() ), fh );
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g_pFullFileSystem->Write( "\n", 1, fh );
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}
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g_pFullFileSystem->Close( fh );
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return true;
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}
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return false;
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}
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void LoadResList( CUtlRBTree< CUtlString, int > &list, char const *pchFileName, char const *pchSearchPath )
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{
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CUtlBuffer buffer( 0, 0, CUtlBuffer::TEXT_BUFFER );
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if ( !g_pFullFileSystem->ReadFile( pchFileName, pchSearchPath, buffer ) )
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{
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// does not exist
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return;
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}
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characterset_t breakSet;
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CharacterSetBuild( &breakSet, "" );
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// parse reslist
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char szToken[ MAX_PATH ];
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for ( ;; )
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{
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int nTokenSize = buffer.ParseToken( &breakSet, szToken, sizeof( szToken ) );
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if ( nTokenSize <= 0 )
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{
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break;
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}
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Q_strlower( szToken );
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Q_FixSlashes( szToken );
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// Ensure filename has "quotes" around it
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CUtlString s;
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if ( szToken[ 0 ] == '\"' )
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{
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Assert( Q_strlen( szToken ) > 2 );
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Assert( szToken[ Q_strlen( szToken ) - 1 ] == '\"' );
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s = szToken;
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}
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else
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{
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s = CFmtStr( "\"%s\"", szToken );
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}
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int idx = list.Find( s );
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if ( idx == list.InvalidIndex() )
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{
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list.Insert( s );
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}
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}
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}
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static bool ReslistLogLessFunc( CUtlString const &pLHS, CUtlString const &pRHS )
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{
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return CaselessStringLessThan( pLHS.Get(), pRHS.Get() );
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}
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void SortResList( char const *pchFileName, char const *pchSearchPath )
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{
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CUtlRBTree< CUtlString, int > sorted( 0, 0, ReslistLogLessFunc );
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LoadResList( sorted, pchFileName, pchSearchPath );
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// Now write it back out
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SaveResList( sorted, pchFileName, pchSearchPath );
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}
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void MergeResLists( CUtlVector< CUtlString > &fileNames, char const *pchOutputFile, char const *pchSearchPath )
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{
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CUtlRBTree< CUtlString, int > sorted( 0, 0, ReslistLogLessFunc );
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for ( int i = 0; i < fileNames.Count(); ++i )
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{
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LoadResList( sorted, fileNames[ i ].String(), pchSearchPath );
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}
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// Now write it back out
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SaveResList( sorted, pchOutputFile, pchSearchPath );
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}
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class CWorkItem
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{
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public:
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CWorkItem()
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{
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}
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CUtlString m_sSubDir;
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CUtlString m_sAddCommands;
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};
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class CResListGenerator: public IResListGenerator
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{
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public:
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enum
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{
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STATE_SETUP = 0,
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STATE_BUILDINGRESLISTS,
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STATE_GENERATINGCACHES,
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STATE_MAXSTATES
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};
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CResListGenerator();
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virtual void Init( char const *pchBaseDir, char const *pchGameDir );
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virtual bool IsActive();
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virtual void Shutdown();
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virtual bool TickAndFixupCommandLine();
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virtual bool ShouldContinue();
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private:
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bool InitCommandFile( char const *pchGameDir, char const *pchCommandFile );
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void LoadMapList( char const *pchGameDir, CUtlVector< CUtlString > &vecMaps, char const *pchMapFile );
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void CollateFiles( char const *pchResListFilename );
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void Collate();
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bool m_bInitialized;
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bool m_bActive;
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bool m_bCreatingForXbox;
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CUtlString m_sBaseDir;
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CUtlString m_sGameDir;
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CUtlString m_sFullGamePath;
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CUtlString m_sFinalDir;
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CUtlString m_sWorkingDir;
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CUtlString m_sBaseCommandLine;
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CUtlString m_sOriginalCommandLine;
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CUtlString m_sInitialStartMap;
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int m_nCurrentWorkItem;
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CUtlVector< CWorkItem > m_WorkItems;
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CUtlVector< CUtlString > m_MapList;
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int m_nCurrentState;
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};
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static CResListGenerator g_ResListGenerator;
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IResListGenerator *reslistgenerator = &g_ResListGenerator;
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CResListGenerator::CResListGenerator() :
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m_bInitialized( false ),
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m_bActive( false ),
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m_bCreatingForXbox( false ),
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m_nCurrentWorkItem( 0 ),
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m_nCurrentState( STATE_SETUP )
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{
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MEM_ALLOC_CREDIT();
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m_sFinalDir = "reslists";
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m_sWorkingDir = "reslists_work";
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}
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void CResListGenerator::CollateFiles( char const *pchResListFilename )
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{
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CUtlVector< CUtlString > vecReslists;
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for ( int i = 0; i < m_WorkItems.Count(); ++i )
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{
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char fn[ MAX_PATH ];
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Q_snprintf( fn, sizeof( fn ), "%s\\%s\\%s\\%s", m_sFullGamePath.String(), m_sWorkingDir.String(), m_WorkItems[ i ].m_sSubDir.String(), pchResListFilename );
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vecReslists.AddToTail( fn );
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}
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MergeResLists( vecReslists, CFmtStr( "%s\\%s\\%s", m_sFullGamePath.String(), m_sFinalDir.String(), pchResListFilename ), "GAME" );
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}
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void CResListGenerator::Init( char const *pchBaseDir, char const *pchGameDir )
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{
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if ( IsX360() )
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{
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// not used or supported, PC builds them for Xbox
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return;
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}
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// Because we have to call this inside the first Apps "PreInit", we need only Init on the very first call
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if ( m_bInitialized )
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{
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return;
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}
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m_bInitialized = true;
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m_sBaseDir = pchBaseDir;
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m_sGameDir = pchGameDir;
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char path[MAX_PATH];
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Q_snprintf( path, sizeof(path), "%s/%s", m_sBaseDir.String(), m_sGameDir.String() );
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Q_FixSlashes( path );
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Q_strlower( path );
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m_sFullGamePath = path;
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const char *pchCommandFile = NULL;
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if ( CommandLine()->CheckParm( "-makereslists", &pchCommandFile ) && pchCommandFile )
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{
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// base path setup, now can get and parse command file
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// one time setup ONLY
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InitCommandFile( path, pchCommandFile );
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}
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}
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void CResListGenerator::Shutdown()
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{
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if ( !m_bActive )
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return;
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}
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bool CResListGenerator::IsActive()
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{
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return m_bInitialized && m_bActive;
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}
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void CResListGenerator::Collate()
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{
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char szDir[MAX_PATH];
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V_snprintf( szDir, sizeof( szDir ), "%s\\%s", m_sFullGamePath.String(), m_sFinalDir.String() );
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g_pFullFileSystem->CreateDirHierarchy( szDir, "GAME" );
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// Now create the collated/merged data
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CollateFiles( "all.lst" );
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CollateFiles( "engine.lst" );
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for ( int i = 0 ; i < m_MapList.Count(); ++i )
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{
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CollateFiles( CFmtStr( "%s.lst", m_MapList[ i ].String() ) );
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}
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}
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//-----------------------------------------------------------------------------
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// Called at each restart invocation, clocks the state.
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// Returns TRUE if caller should proceed with command line, FALSE otherwise.
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// FALSE is used to stop the reslist process which requires additional post passes.
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//-----------------------------------------------------------------------------
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bool CResListGenerator::TickAndFixupCommandLine()
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{
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if ( !m_bActive )
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{
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return true;
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}
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// clock the state
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switch ( m_nCurrentState )
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{
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default:
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m_bActive = false;
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break;
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case STATE_SETUP:
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// first time
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m_nCurrentState = STATE_BUILDINGRESLISTS;
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break;
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case STATE_BUILDINGRESLISTS:
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{
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CommandLine()->RemoveParm( "-startmap" );
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// Advance to next item
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++m_nCurrentWorkItem;
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if ( m_nCurrentWorkItem >= m_WorkItems.Count() )
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{
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// out of work, finalize
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Collate();
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// advance to next state
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++m_nCurrentState;
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}
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}
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break;
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case STATE_GENERATINGCACHES:
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++m_nCurrentState;
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break;
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}
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switch ( m_nCurrentState )
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{
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default:
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m_bActive = false;
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break;
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case STATE_BUILDINGRESLISTS:
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{
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Assert( m_nCurrentWorkItem < m_WorkItems.Count() );
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const CWorkItem &work = m_WorkItems[ m_nCurrentWorkItem ];
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// Clean the working dir
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char szWorkingDir[ 512 ];
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Q_snprintf( szWorkingDir, sizeof( szWorkingDir ), "%s\\%s", m_sWorkingDir.String(), work.m_sSubDir.String() );
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char szFullWorkingDir[MAX_PATH];
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V_snprintf( szFullWorkingDir, sizeof( szFullWorkingDir ), "%s\\%s", m_sFullGamePath.String(), szWorkingDir );
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g_pFullFileSystem->CreateDirHierarchy( szFullWorkingDir, "GAME" );
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// Preserve startmap
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char const *pszStartMap = NULL;
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CommandLine()->CheckParm( "-startmap", &pszStartMap );
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char szMap[ MAX_PATH ] = { 0 };
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if ( pszStartMap )
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{
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Q_strncpy( szMap, pszStartMap, sizeof( szMap ) );
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}
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// Prepare stuff
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// Reset command line based on current state
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char szCmd[ 512 ];
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Q_snprintf( szCmd, sizeof( szCmd ), "%s %s %s -reslistdir %s", m_sOriginalCommandLine.String(), m_sBaseCommandLine.String(), work.m_sAddCommands.String(), szWorkingDir );
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CommandLine()->CreateCmdLine( szCmd );
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// Never rebuild caches by default, inly do it in STATE_GENERATINGCACHES
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CommandLine()->AppendParm( "-norebuildaudio", NULL );
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if ( szMap[ 0 ] )
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{
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CommandLine()->AppendParm( "-startmap", szMap );
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}
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if ( m_bCreatingForXbox )
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{
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CommandLine()->AppendParm( "-xboxreslist", NULL );
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}
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Warning( "Generating Reslists: Setting command line:\n'%s'\n", CommandLine()->GetCmdLine() );
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}
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break;
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case STATE_GENERATINGCACHES:
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{
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if ( m_bCreatingForXbox )
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{
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// Xbox has no caches, process finished
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m_bActive = false;
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break;
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}
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// Prepare stuff
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// Reset command line based on current state
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char szCmd[ 512 ];
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Q_snprintf( szCmd, sizeof( szCmd ), "%s -reslistdir %s -rebuildaudio", m_sOriginalCommandLine.String(), m_sFinalDir.String());
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CommandLine()->CreateCmdLine( szCmd );
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CommandLine()->RemoveParm( "-norebuildaudio" );
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CommandLine()->RemoveParm( "-makereslists" );
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Warning( "Generating Caches: Setting command line:\n'%s'\n", CommandLine()->GetCmdLine() );
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}
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break;
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}
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if ( !m_bActive )
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{
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// no further processing required, make the engine shut down cleanly in this pass
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CommandLine()->RemoveParm( "-makereslists" );
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CommandLine()->AppendParm( "-autoquit", NULL );
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}
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// continue
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return m_bActive;
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}
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bool CResListGenerator::ShouldContinue()
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{
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// some states require post processing
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// let the state processing determine the final quit state
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if ( !m_bActive || m_nCurrentState >= STATE_MAXSTATES )
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{
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return false;
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}
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return true;
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}
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void CResListGenerator::LoadMapList( char const *pchGameDir, CUtlVector< CUtlString > &vecMaps, char const *pchMapFile )
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{
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char fullpath[ 512 ];
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Q_snprintf( fullpath, sizeof( fullpath ), "%s/%s", pchGameDir, pchMapFile );
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// Load them in
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CUtlBuffer buf( 0, 0, CUtlBuffer::TEXT_BUFFER );
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if ( g_pFullFileSystem->ReadFile( fullpath, "GAME", buf ) )
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{
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char szMap[ MAX_PATH ];
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while ( true )
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{
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buf.GetLine( szMap, sizeof( szMap ) );
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if ( !szMap[ 0 ] )
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break;
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// Strip trailing CR/LF chars
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int len = Q_strlen( szMap );
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while ( len >= 1 && ( ( szMap[ len - 1 ] == '\n' ) || ( szMap[ len - 1 ] == '\r' ) ) )
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{
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szMap[ len - 1 ] = 0;
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len = Q_strlen( szMap );
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}
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CUtlString newMap;
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newMap = szMap;
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vecMaps.AddToTail( newMap );
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}
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}
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else
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{
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Error( "Unable to maplist file %s\n", fullpath );
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}
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}
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bool CResListGenerator::InitCommandFile( char const *pchGameDir, char const *pchCommandFile )
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{
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if ( *pchCommandFile == '+' ||
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*pchCommandFile == '-' )
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{
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Msg( "CResListGenerator: Falling back to legacy reslists system.\n" );
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return false;
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}
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char fullpath[ 512 ];
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Q_snprintf( fullpath, sizeof( fullpath ), "%s/%s", pchGameDir, pchCommandFile );
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CUtlBuffer buf;
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if ( !g_pFullFileSystem->ReadFile( fullpath, "GAME", buf ) )
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{
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Error( "Unable to load '%s'\n", fullpath );
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return false;
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}
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KeyValues *kv = new KeyValues( "reslists" );
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if ( !kv->LoadFromBuffer( "reslists", (const char *)buf.Base() ) )
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{
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Error( "Unable to parse keyvalues from '%s'\n", fullpath );
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kv->deleteThis();
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return false;
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}
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CUtlString sMapListFile = kv->GetString( "maplist", "maplist.txt" );
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LoadMapList( pchGameDir, m_MapList, sMapListFile );
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if ( m_MapList.Count() <= 0 )
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{
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Error( "Maplist file '%s' empty or missing!!!\n", sMapListFile.String() );
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kv->deleteThis();
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return false;
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}
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char const *pszSolo = NULL;
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if ( CommandLine()->CheckParm( "-reslistmap", &pszSolo ) && pszSolo )
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{
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m_MapList.Purge();
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CUtlString newMap;
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newMap = pszSolo;
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m_MapList.AddToTail( newMap );
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}
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m_nCurrentWorkItem = CommandLine()->ParmValue( "-startstage", 0 );
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char const *pszStartMap = NULL;
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CommandLine()->CheckParm( "-startmap", &pszStartMap );
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if ( pszStartMap )
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{
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m_sInitialStartMap = pszStartMap;
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}
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CommandLine()->RemoveParm( "-startstage" );
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CommandLine()->RemoveParm( "-makereslists" );
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CommandLine()->RemoveParm( "-reslistdir" );
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CommandLine()->RemoveParm( "-norebuildaudio" );
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CommandLine()->RemoveParm( "-startmap" );
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m_sOriginalCommandLine = CommandLine()->GetCmdLine();
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// Add it back in for first map
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if ( pszStartMap )
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{
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CommandLine()->AppendParm( "-startmap", m_sInitialStartMap.String() );
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}
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m_sBaseCommandLine = kv->GetString( "basecommandline", "" );
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m_sFinalDir = kv->GetString( "finaldir", m_sFinalDir.String() );
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m_sWorkingDir = kv->GetString( "workdir", m_sWorkingDir.String() );
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m_bCreatingForXbox = kv->GetInt( "xbox", 0 ) != 0;
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int i = 0;
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do
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{
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char sz[ 32 ];
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Q_snprintf( sz, sizeof( sz ), "%i", i );
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KeyValues *subKey = kv->FindKey( sz, false );
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if ( !subKey )
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break;
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CWorkItem work;
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work.m_sSubDir = subKey->GetString( "subdir", "" );
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work.m_sAddCommands = subKey->GetString( "addcommands", "" );
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if ( work.m_sSubDir.Length() > 0 )
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{
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m_WorkItems.AddToTail( work );
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}
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else
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{
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Error( "%s: failed to specify 'subdir' for item %s\n", fullpath, sz );
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}
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++i;
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} while ( true );
|
|
|
|
m_bActive = m_WorkItems.Count() > 0;
|
|
|
|
m_nCurrentWorkItem = clamp( m_nCurrentWorkItem, 0, m_WorkItems.Count() - 1 );
|
|
|
|
bool bCollate = CommandLine()->CheckParm( "-collate" ) ? true : false;
|
|
if ( bCollate )
|
|
{
|
|
Collate();
|
|
m_bActive = false;
|
|
exit( -1 );
|
|
}
|
|
|
|
kv->deleteThis();
|
|
|
|
return m_bActive;
|
|
}
|
|
|
|
|