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