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//========= Copyright 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_BUILDINGRESLISTS = 0, STATE_GENERATINGCACHES, };
CResListGenerator();
virtual void Init( char const *pchBaseDir, char const *pchGameDir ); virtual bool IsActive(); virtual void Shutdown(); virtual void Collate();
virtual void SetupCommandLine(); 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 );
bool m_bInitialized; bool m_bActive; 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_nCurrentWorkItem( 0 ), m_nCurrentState( STATE_BUILDINGRESLISTS ) { 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
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
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() ) ); } }
void CResListGenerator::SetupCommandLine() { if ( !m_bActive ) return;
switch ( m_nCurrentState ) { 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 );
Warning( "Reslists: Setting command line:\n'%s'\n", szCmd );
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 ); } } break; case STATE_GENERATINGCACHES: { Collate();
// 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());
Warning( "Caches: Setting command line:\n'%s'\n", szCmd );
CommandLine()->CreateCmdLine( szCmd ); CommandLine()->RemoveParm( "-norebuildaudio" ); CommandLine()->RemoveParm( "-makereslists" );
++m_nCurrentState; } break; } }
bool CResListGenerator::ShouldContinue() { if ( !m_bActive ) return false; bool bContinueAdvancing = false; do { switch ( m_nCurrentState ) { default: break; case STATE_BUILDINGRESLISTS: { CommandLine()->RemoveParm( "-startmap" );
// Advance to next time
++m_nCurrentWorkItem;
if ( m_nCurrentWorkItem >= m_WorkItems.Count()) { // Will stay in the loop
++m_nCurrentState; bContinueAdvancing = true; } else { return true; } } break; case STATE_GENERATINGCACHES: { return true; } break; } } while ( bContinueAdvancing ); return false; }
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( "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( "+map", &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() );
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();
/*
if ( m_bActive ) { // Wipe console log
g_pFullFileSystem->RemoveFile( "console.log", "GAME" ); } */ return m_bActive; }
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