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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// $Header: $
// $NoKeywords: $
//
//=============================================================================
// Valve includes
#include "appframework/tier3app.h"
#include "datamodel/idatamodel.h"
#include "filesystem.h"
#include "icommandline.h"
#include "materialsystem/imaterialsystem.h"
#include "istudiorender.h"
#include "mathlib/mathlib.h"
#include "tier2/p4helpers.h"
#include "p4lib/ip4.h"
#include "sfmobjects/sfmsession.h"
#include "datacache/idatacache.h"
#include "datacache/imdlcache.h"
#include "vphysics_interface.h"
#include "studio.h"
#include "soundemittersystem/isoundemittersystembase.h"
#include "tier2/soundutils.h"
#include "tier2/fileutils.h"
#include "tier3/choreoutils.h"
#include "tier3/scenetokenprocessor.h"
#include "soundchars.h"
#include "choreoscene.h"
#include "choreoactor.h"
#include "choreochannel.h"
#include "choreoevent.h"
#include <ctype.h>
#ifdef _DEBUG
#include <windows.h>
#undef GetCurrentDirectory
#endif
//-----------------------------------------------------------------------------
// Standard spew functions
//-----------------------------------------------------------------------------
static SpewRetval_t SpewStdout( SpewType_t spewType, char const *pMsg ) { if ( !pMsg ) return SPEW_CONTINUE;
#ifdef _DEBUG
OutputDebugString( pMsg ); #endif
printf( pMsg ); fflush( stdout );
return ( spewType == SPEW_ASSERT ) ? SPEW_DEBUGGER : SPEW_CONTINUE; }
//-----------------------------------------------------------------------------
// The application object
//-----------------------------------------------------------------------------
class CVcdUpdateApp : public CTier3SteamApp { typedef CTier3SteamApp BaseClass;
public: // Methods of IApplication
virtual bool Create(); virtual bool PreInit( ); virtual int Main(); virtual void Destroy() {}
void PrintHelp( );
private: struct VcdUpdateInfo_t { const char *m_pChangedWAVFile; const char *m_pChangedMDLFile; bool m_bWarnMissingMDL; bool m_bWarnNotMatchingMDL; };
void UpdateVcdFiles( const VcdUpdateInfo_t& info ); void UpdateVcd( const char *pFullPath, const VcdUpdateInfo_t& info, studiohdr_t *pStudioHdr, float flWavDuration ); bool UpdateVcd( CChoreoScene *pScene, const VcdUpdateInfo_t& info, studiohdr_t *pStudioHdr, float flWavDuration ); };
DEFINE_CONSOLE_STEAM_APPLICATION_OBJECT( CVcdUpdateApp );
//-----------------------------------------------------------------------------
// The application object
//-----------------------------------------------------------------------------
bool CVcdUpdateApp::Create() { SpewOutputFunc( SpewStdout );
AppSystemInfo_t appSystems[] = { { "materialsystem.dll", MATERIAL_SYSTEM_INTERFACE_VERSION }, { "p4lib.dll", P4_INTERFACE_VERSION }, { "datacache.dll", DATACACHE_INTERFACE_VERSION }, { "datacache.dll", MDLCACHE_INTERFACE_VERSION }, { "studiorender.dll", STUDIO_RENDER_INTERFACE_VERSION }, { "vphysics.dll", VPHYSICS_INTERFACE_VERSION }, { "soundemittersystem.dll", SOUNDEMITTERSYSTEM_INTERFACE_VERSION }, { "", "" } // Required to terminate the list
};
AddSystems( appSystems );
IMaterialSystem *pMaterialSystem = reinterpret_cast< IMaterialSystem * >( FindSystem( MATERIAL_SYSTEM_INTERFACE_VERSION ) ); if ( !pMaterialSystem ) { Error( "// ERROR: Unable to connect to material system interface!\n" ); return false; }
pMaterialSystem->SetShaderAPI( "shaderapiempty.dll" ); return true; }
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
bool CVcdUpdateApp::PreInit( ) { MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f, false, false, false, false );
if ( !BaseClass::PreInit() ) return false;
if ( !g_pFullFileSystem || !g_pMDLCache ) { Error( "// ERROR: vcdupdate is missing a required interface!\n" ); return false; }
// Add paths...
if ( !SetupSearchPaths( NULL, false, true ) ) return false;
return true; }
//-----------------------------------------------------------------------------
// Print help
//-----------------------------------------------------------------------------
void CVcdUpdateApp::PrintHelp( ) { Msg( "Usage: vcdupdate [-w <modified .wav file>] [-m <modified .mdl file>] [-e] [-n]\n" ); Msg( " [-nop4] [-vproject <path to gameinfo.txt>]\n" ); Msg( "vcdupdate will fixup all vcd files in the tree to account for other asset changes.\n" ); Msg( "\t-w\t: Specifies the relative path to a .wav file that has changed.\n" ); Msg( "\t-m\t: Specifies the relative path to a .mdl file that has changed.\n" ); Msg( "\t-e\t: [Optional] Displays a warning about all .vcds that don't have actors w/ associated .mdls\n" ); Msg( "\t\tSuch files cannot be auto-updated by vcdupdate and also can generate bugs.\n" ); Msg( "\t-n\t: [Optional] Displays a warning about all .vcds whose actor names\n" ); Msg( "\t\tare suspiciously different from the associated .mdl\n" ); Msg( "\t-nop4\t: Disables auto perforce checkout/add.\n" ); Msg( "\t-vproject\t: Specifies path to a gameinfo.txt file (which mod to build for).\n" ); }
//-----------------------------------------------------------------------------
// Checks a single VCD to see if it needs to be updated or not.
//-----------------------------------------------------------------------------
bool CVcdUpdateApp::UpdateVcd( CChoreoScene *pScene, const VcdUpdateInfo_t& info, studiohdr_t *pStudioHdr, float flWavDuration ) { CStudioHdr studioHdr( pStudioHdr, g_pMDLCache ); float pPoseParameters[MAXSTUDIOPOSEPARAM]; memset( pPoseParameters, 0, MAXSTUDIOPOSEPARAM * sizeof(float) );
char pModelPath[MAX_PATH]; if ( pStudioHdr ) { g_pFullFileSystem->FullPathToRelativePathEx( info.m_pChangedMDLFile, "GAME", pModelPath, sizeof(pModelPath) ); }
bool bChanged = false; int c = pScene->GetNumEvents(); for ( int i = 0; i < c; i++ ) { CChoreoEvent *pEvent = pScene->GetEvent( i ); if ( !pEvent ) continue;
switch ( pEvent->GetType() ) { default: break; case CChoreoEvent::SPEAK: { if ( !info.m_pChangedWAVFile ) continue;
const char *pWavFile = GetSoundForEvent( pEvent, &studioHdr ); if ( !pWavFile ) continue;
char pRelativeWAVFile[MAX_PATH]; Q_ComposeFileName( "sound", pWavFile, pRelativeWAVFile, sizeof(pRelativeWAVFile) );
char pFullWAVFile[MAX_PATH]; g_pFullFileSystem->RelativePathToFullPath( pRelativeWAVFile, "GAME", pFullWAVFile, sizeof(pFullWAVFile) );
if ( Q_stricmp( pFullWAVFile, info.m_pChangedWAVFile ) ) continue;
float flEndTime = pEvent->GetStartTime() + flWavDuration; if ( pEvent->GetEndTime() != flEndTime ) { pEvent->SetEndTime( pEvent->GetStartTime() + flEndTime ); bChanged = true; } } break;
case CChoreoEvent::SEQUENCE: { if ( !pStudioHdr ) continue;
CChoreoActor *pActor = pEvent->GetActor(); if ( pActor->GetName()[0] == '!' ) continue; const char *pModelName = pActor->GetFacePoserModelName(); if ( !pModelName || !pModelName[0] || Q_stricmp( pModelPath, pModelName) ) continue;
if ( UpdateSequenceLength( pEvent, &studioHdr, pPoseParameters, false, false ) ) { bChanged = true; } } break; case CChoreoEvent::GESTURE: { if ( !pStudioHdr ) continue;
CChoreoActor *pActor = pEvent->GetActor(); if ( pActor->GetName()[0] == '!' ) continue; const char *pModelName = pActor->GetFacePoserModelName(); if ( !pModelName || !pModelName[0] || Q_stricmp( pModelPath, pModelName ) ) continue;
if ( UpdateGestureLength( pEvent, &studioHdr, pPoseParameters, false ) ) { bChanged = true; } if ( AutoAddGestureKeys( pEvent, &studioHdr, pPoseParameters, false ) ) { bChanged = true; } } break; } }
return bChanged; }
//-----------------------------------------------------------------------------
// Checks a single VCD to see if it needs to be updated or not.
//-----------------------------------------------------------------------------
void CVcdUpdateApp::UpdateVcd( const char *pFullPath, const VcdUpdateInfo_t& info, studiohdr_t *pStudioHdr, float flWavDuration ) { CUtlBuffer buf; if ( !g_pFullFileSystem->ReadFile( pFullPath, NULL, buf ) ) { Warning( "Unable to load file %s\n", pFullPath ); return; }
SetTokenProcessorBuffer( (char *)buf.Base() ); CChoreoScene *pScene = ChoreoLoadScene( pFullPath, NULL, GetTokenProcessor(), NULL ); if ( !pScene ) { Warning( "Unable to parse file %s\n", pFullPath ); return; }
// Check for validity.
if ( info.m_bWarnNotMatchingMDL || info.m_bWarnMissingMDL ) { char pBaseModelName[MAX_PATH]; int nActorCount = pScene->GetNumActors(); for ( int i = 0; i < nActorCount; ++i ) { CChoreoActor* pActor = pScene->GetActor( i ); const char *pActorName = pActor->GetName(); if ( pActorName[0] == '!' ) continue;
const char *pModelName = pActor->GetFacePoserModelName(); if ( !pModelName || !pModelName[0] ) { if ( info.m_bWarnMissingMDL ) { Warning( "\t*** Missing .mdl association: File \"%s\"\tActor \"%s\"\n", pFullPath, pActorName ); } continue; }
if ( info.m_bWarnNotMatchingMDL ) { Q_FileBase( pModelName, pBaseModelName, sizeof(pBaseModelName) ); if ( !StringHasPrefix( pActorName, pBaseModelName ) ) { Warning( "\t*** File \"%s\": Actor name and .mdl name suspiciously different:\n\t\tMDL \"%s\"\tActor \"%s\"\n", pFullPath, pModelName, pActorName ); } } } }
if ( UpdateVcd( pScene, info, pStudioHdr, flWavDuration ) ) { Warning( "*** VCD %s requires update.\n", pFullPath ); CP4AutoEditAddFile checkout( pFullPath ); pScene->SaveToFile( pFullPath ); } }
//-----------------------------------------------------------------------------
// Loads up the changed files and builds list of vcds to convert, then converts them
//-----------------------------------------------------------------------------
void CVcdUpdateApp::UpdateVcdFiles( const VcdUpdateInfo_t& info ) { studiohdr_t *pStudioHdr = NULL; if ( info.m_pChangedMDLFile ) { char pRelativeModelPath[MAX_PATH]; g_pFullFileSystem->FullPathToRelativePathEx( info.m_pChangedMDLFile, "GAME", pRelativeModelPath, sizeof(pRelativeModelPath) ); Q_SetExtension( pRelativeModelPath, ".mdl", sizeof(pRelativeModelPath) ); MDLHandle_t hMDL = g_pMDLCache->FindMDL( pRelativeModelPath ); if ( hMDL == MDLHANDLE_INVALID ) { Warning( "vcdupdate: Model %s doesn't exist!\n", pRelativeModelPath ); return; }
pStudioHdr = g_pMDLCache->GetStudioHdr( hMDL ); if ( !pStudioHdr || g_pMDLCache->IsErrorModel( hMDL ) ) { Warning( "vcdupdate: Model %s doesn't exist!\n", pRelativeModelPath ); return; } }
float flWavDuration = -1.0f; if ( info.m_pChangedWAVFile ) { flWavDuration = GetWavSoundDuration( info.m_pChangedWAVFile ); }
CUtlVector< CUtlString > dirs; CUtlVector< CUtlString > vcds; GetSearchPath( dirs, "GAME" ); int nCount = dirs.Count(); for ( int i = 0; i < nCount; ++i ) { char pScenePath[MAX_PATH]; Q_ComposeFileName( dirs[i], "scenes", pScenePath, sizeof(pScenePath) ); AddFilesToList( vcds, pScenePath, NULL, "vcd" ); }
int nVCDCount = vcds.Count(); Msg( "Found %d VCDs to check if update is necessary.\n", nVCDCount ); for ( int i = 0; i < nVCDCount; ++i ) { UpdateVcd( vcds[i], info, pStudioHdr, flWavDuration ); } }
//-----------------------------------------------------------------------------
// The application object
//-----------------------------------------------------------------------------
int CVcdUpdateApp::Main() { // This bit of hackery allows us to access files on the harddrive
g_pFullFileSystem->AddSearchPath( "", "LOCAL", PATH_ADD_TO_HEAD );
if ( CommandLine()->CheckParm( "-h" ) || CommandLine()->CheckParm( "-help" ) ) { PrintHelp(); return 0; }
VcdUpdateInfo_t info; info.m_pChangedWAVFile = CommandLine()->ParmValue( "-w" ); info.m_pChangedMDLFile = CommandLine()->ParmValue( "-m" ); info.m_bWarnMissingMDL = CommandLine()->ParmValue( "-e" ) ? true : false; info.m_bWarnNotMatchingMDL = CommandLine()->ParmValue( "-n" ) ? true : false;
if ( !info.m_pChangedWAVFile && !info.m_pChangedMDLFile ) { PrintHelp(); return 0; }
// Determine full paths
char pFullMDLPath[MAX_PATH]; char pFullWAVPath[MAX_PATH]; if ( info.m_pChangedMDLFile ) { char pRelativeMDLPath[MAX_PATH]; if ( !Q_IsAbsolutePath( info.m_pChangedMDLFile ) ) { Q_ComposeFileName( "models", info.m_pChangedMDLFile, pRelativeMDLPath, sizeof(pRelativeMDLPath) ); g_pFullFileSystem->RelativePathToFullPath( pRelativeMDLPath, "GAME", pFullMDLPath, sizeof(pFullMDLPath) ); } info.m_pChangedMDLFile = pFullMDLPath; } if ( info.m_pChangedWAVFile ) { char pRelativeWAVPath[MAX_PATH]; if ( !Q_IsAbsolutePath( info.m_pChangedWAVFile ) ) { Q_ComposeFileName( "sound", info.m_pChangedWAVFile, pRelativeWAVPath, sizeof(pRelativeWAVPath) ); g_pFullFileSystem->RelativePathToFullPath( pRelativeWAVPath, "GAME", pFullWAVPath, sizeof(pFullWAVPath) ); } info.m_pChangedWAVFile = pFullWAVPath; }
// Do Perforce Stuff
if ( CommandLine()->FindParm( "-nop4" ) ) { g_p4factory->SetDummyMode( true ); }
g_p4factory->SetOpenFileChangeList( "Automatically Updated VCD files" );
g_pSoundEmitterSystem->ModInit(); UpdateVcdFiles( info ); g_pSoundEmitterSystem->ModShutdown(); return -1; }
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