Team Fortress 2 Source Code as on 22/4/2020
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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;
}