Filter CSV while building zonebuilder zone
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a1b024ba67
@ -14,7 +14,7 @@
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namespace Components
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{
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std::string ZoneBuilder::TraceZone;
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std::vector<std::pair<Game::XAssetType, std::string>> ZoneBuilder::TraceAssets;
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std::vector<ZoneBuilder::NamedAsset> ZoneBuilder::TraceAssets;
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bool ZoneBuilder::MainThreadInterrupted;
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DWORD ZoneBuilder::InterruptingThreadId;
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@ -733,11 +733,11 @@ namespace Components
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ZoneBuilder::TraceZone = zone;
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}
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std::vector<std::pair<Game::XAssetType, std::string>> ZoneBuilder::EndAssetTrace()
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std::vector<ZoneBuilder::NamedAsset> ZoneBuilder::EndAssetTrace()
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{
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ZoneBuilder::TraceZone.clear();
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std::vector<std::pair<Game::XAssetType, std::string>> AssetTrace;
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std::vector<NamedAsset> AssetTrace;
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Utils::Merge(&AssetTrace, ZoneBuilder::TraceAssets);
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ZoneBuilder::TraceAssets.clear();
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@ -1164,20 +1164,15 @@ namespace Components
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ZoneBuilder::DumpingZone = zone;
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ZoneBuilder::RefreshExporterWorkDirectory();
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std::vector<std::pair<Game::XAssetType, std::string>> assets{};
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std::vector<NamedAsset> assets{};
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const auto unload = ZoneBuilder::LoadZoneWithTrace(zone, assets);
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Logger::Print("Dumping zone '{}'...\n", zone);
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{
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Utils::IO::CreateDir(GetDumpingZonePath());
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std::ofstream csv(std::filesystem::path(GetDumpingZonePath()) / std::format("{}.csv", zone));
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csv
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<< std::format("### Zone '{}' dumped with Zonebuilder {}", zone, Components::Branding::GetVersionString())
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<< "\n\n";
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// Order the CSV around
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// TODO: Trim asset list using IW4OF dependencies
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constexpr Game::XAssetType typeOrder[] = {
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Game::XAssetType::ASSET_TYPE_GAMEWORLD_MP,
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Game::XAssetType::ASSET_TYPE_GAMEWORLD_SP,
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@ -1197,11 +1192,13 @@ namespace Components
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Game::XAssetType::ASSET_TYPE_PIXELSHADER,
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Game::XAssetType::ASSET_TYPE_VERTEXSHADER,
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Game::XAssetType::ASSET_TYPE_VERTEXDECL,
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Game::XAssetType::ASSET_TYPE_LIGHT_DEF,
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Game::XAssetType::ASSET_TYPE_IMAGE,
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Game::XAssetType::ASSET_TYPE_SOUND,
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Game::XAssetType::ASSET_TYPE_LOADED_SOUND,
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Game::XAssetType::ASSET_TYPE_SOUND_CURVE,
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Game::XAssetType::ASSET_TYPE_PHYSPRESET,
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Game::XAssetType::ASSET_TYPE_LOCALIZE_ENTRY,
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};
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std::unordered_map<Game::XAssetType, int> typePriority{};
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@ -1211,25 +1208,35 @@ namespace Components
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typePriority.emplace(type, 1 + ARRAYSIZE(typeOrder) - i);
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}
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std::map<std::string, std::vector<std::string>> invalidAssets{};
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enum AssetCategory
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{
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EXPLICIT,
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IMPLICIT,
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NOT_SUPPORTED,
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DISAPPEARED,
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COUNT
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};
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std::vector<std::string> assetsToList[AssetCategory::COUNT]{};
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std::sort(assets.begin(), assets.end(), [&](
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const std::pair<Game::XAssetType, std::string>& a,
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const std::pair<Game::XAssetType, std::string>& b
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const NamedAsset& a,
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const NamedAsset& b
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) {
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if (a.first == b.first)
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if (a.type == b.type)
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{
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return a.second.compare(b.second) < 0;
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return a.name.compare(b.name) < 0;
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}
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else
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{
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const auto priorityA = typePriority[a.first];
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const auto priorityB = typePriority[b.first];
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const auto priorityA = typePriority[a.type];
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const auto priorityB = typePriority[b.type];
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if (priorityA == priorityB)
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{
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return a.second.compare(b.second) < 0;
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return a.name.compare(b.name) < 0;
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}
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else
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{
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@ -1238,47 +1245,112 @@ namespace Components
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}
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});
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// Used to format the CSV
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Game::XAssetType lastTypeEncountered{};
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std::unordered_set<NamedAsset, NamedAsset::Hash> assetsToSkip{};
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const std::function<void(std::unordered_set<iw4of::iw4_native_asset, iw4of::iw4_native_asset::hash>)> recursivelyAddChildren =
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[&](std::unordered_set<iw4of::iw4_native_asset, iw4of::iw4_native_asset::hash> children)
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{
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for (const auto& k : children)
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{
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const auto type = static_cast<Game::XAssetType>(k.type);
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Game::XAsset asset = { type, {k.data} };
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const auto insertionInfo = assetsToSkip.insert({ type, Game::DB_GetXAssetName(&asset) });
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if (insertionInfo.second)
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{
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// True means it was inserted, so we might need to check children aswell
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if (ExporterAPI.is_type_supported(k.type))
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{
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const auto deps = ExporterAPI.get_children(k.type, k.data);
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recursivelyAddChildren(deps);
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}
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}
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}
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};
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Logger::Print("Filtering asset list for '{}.csv'...\n", zone);
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std::vector<Game::XAsset> explicitAssetsToFilter{};
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// Filter implicit and assets that don't need dumping
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for (const auto& asset : assets)
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{
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const auto type = asset.first;
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const auto name = asset.second;
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const auto type = asset.type;
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const auto& name = asset.name;
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if (assetsToSkip.contains({ type, name.data() }))
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{
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assetsToList[AssetCategory::IMPLICIT].push_back(std::format("{},{}", Game::DB_GetXAssetTypeName(type), name));
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continue;
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}
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if (ExporterAPI.is_type_supported(type) && name[0] != ',')
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{
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const auto assetHeader = Game::DB_FindXAssetHeader(type, name.data());
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if (assetHeader.data)
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{
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ExporterAPI.write(type, assetHeader.data);
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const auto typeName = Game::DB_GetXAssetTypeName(type);
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const auto children = ExporterAPI.get_children(type, assetHeader.data);
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if (type != lastTypeEncountered)
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{
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csv << "\n### " << typeName << "\n";
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lastTypeEncountered = type;
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}
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csv << typeName << "," << name << "\n";
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recursivelyAddChildren(children);
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explicitAssetsToFilter.push_back({ type, assetHeader });
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}
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else
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{
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Logger::Warning(Game::conChannel_t::CON_CHANNEL_ERROR, "Asset {} has disappeared while dumping!\n", name);
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invalidAssets["The following assets disappeared while dumping"].push_back(std::format("{},{}", Game::DB_GetXAssetTypeName(type), name));
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assetsToList[AssetCategory::DISAPPEARED].push_back(std::format("{},{}", Game::DB_GetXAssetTypeName(type), name));
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}
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}
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else
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{
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invalidAssets["The following assets are unsupported or not dumped as individual assets, but still present in the zone"].push_back(std::format("{},{}", Game::DB_GetXAssetTypeName(type), name));
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assetsToList[AssetCategory::NOT_SUPPORTED].push_back(std::format("{},{}", Game::DB_GetXAssetTypeName(type), name));
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}
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}
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for (const auto& kv : invalidAssets)
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// Write explicit assets
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Logger::Print("Dumping remaining assets...\n");
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for (auto& asset : explicitAssetsToFilter)
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{
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csv << "\n### " << kv.first << "\n";
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for (const auto& line : kv.second)
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const auto& name = Game::DB_GetXAssetName(&asset);
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if (!assetsToSkip.contains({ asset.type, name }))
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{
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csv << "#" << line << "\n";
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ExporterAPI.write(asset.type, asset.header.data);
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Logger::Print(".");
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assetsToList[AssetCategory::EXPLICIT].push_back(std::format("{},{}", Game::DB_GetXAssetTypeName(asset.type), name));
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}
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}
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Logger::Print("\n");
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// Write zone source
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Logger::Print("Writing zone source...\n");
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std::ofstream csv(std::filesystem::path(GetDumpingZonePath()) / std::format("{}.csv", zone));
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csv
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<< std::format("### Zone '{}' dumped with Zonebuilder {}", zone, Components::Branding::GetVersionString())
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<< "\n\n";
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for (size_t i = 0; i < AssetCategory::COUNT; i++)
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{
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if (assetsToList[i].size() == 0)
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{
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continue;
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}
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switch (static_cast<AssetCategory>(i))
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{
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case AssetCategory::EXPLICIT:
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break;
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case AssetCategory::IMPLICIT:
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csv << "\n### The following assets are implicitly built with previous assets:\n";
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break;
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case AssetCategory::NOT_SUPPORTED:
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csv << "\n### The following assets are not supported for dumping:\n";
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break;
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case AssetCategory::DISAPPEARED:
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csv << "\n### The following assets disappeared while dumping but are mentioned in the zone:\n";
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break;
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}
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for (const auto& asset : assetsToList[i])
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{
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csv << (i == AssetCategory::EXPLICIT ? "" : "#") << asset << "\n";
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}
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}
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@ -1292,7 +1364,7 @@ namespace Components
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}
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std::function<void()> ZoneBuilder::LoadZoneWithTrace(const std::string& zone, OUT std::vector<std::pair<Game::XAssetType, std::string>>& assets)
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std::function<void()> ZoneBuilder::LoadZoneWithTrace(const std::string& zone, OUT std::vector<NamedAsset>& assets)
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{
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ZoneBuilder::BeginAssetTrace(zone);
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@ -1433,7 +1505,7 @@ namespace Components
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{
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if (!ZoneBuilder::TraceZone.empty() && ZoneBuilder::TraceZone == FastFiles::Current())
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{
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ZoneBuilder::TraceAssets.emplace_back(std::make_pair(type, name));
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ZoneBuilder::TraceAssets.push_back({ type, name });
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}
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});
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@ -1451,13 +1523,13 @@ namespace Components
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if (params->size() < 2) return;
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std::string zone = params->get(1);
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std::vector<std::pair<Game::XAssetType, std::string>> assets{};
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std::vector<NamedAsset> assets{};
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const auto unload = ZoneBuilder::LoadZoneWithTrace(zone, assets);
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int count = 0;
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for (auto i = assets.begin(); i != assets.end(); ++i, ++count)
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{
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Logger::Print(" {}: {}: {}\n", count, Game::DB_GetXAssetTypeName(i->first), i->second);
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Logger::Print(" {}: {}: {}\n", count, Game::DB_GetXAssetTypeName(i->type), i->name);
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}
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Logger::Print("\n");
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@ -1565,7 +1637,7 @@ namespace Components
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}
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});
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}
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}
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}
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ZoneBuilder::~ZoneBuilder()
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{
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@ -123,6 +123,22 @@ namespace Components
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size_t assetDepth;
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};
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struct NamedAsset
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{
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Game::XAssetType type;
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std::string name;
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bool operator==(const NamedAsset& other) const {
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return type == other.type && name == other.name;
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};
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struct Hash {
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size_t operator()(const NamedAsset& k) const {
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return static_cast<size_t>(k.type) ^ std::hash<std::string>{}(k.name);
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}
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};
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};
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ZoneBuilder();
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~ZoneBuilder();
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@ -130,10 +146,10 @@ namespace Components
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static bool IsDumpingZone() { return DumpingZone.length() > 0; };
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static std::string TraceZone;
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static std::vector<std::pair<Game::XAssetType, std::string>> TraceAssets;
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static std::vector<NamedAsset> TraceAssets;
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static void BeginAssetTrace(const std::string& zone);
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static std::vector<std::pair<Game::XAssetType, std::string>> EndAssetTrace();
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static std::vector<NamedAsset> EndAssetTrace();
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static Dvar::Var zb_sp_to_mp;
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@ -164,7 +180,7 @@ namespace Components
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static void DumpZone(const std::string& zone);
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static std::function<void()> LoadZoneWithTrace(const std::string& zone, OUT std::vector<std::pair<Game::XAssetType, std::string>> &assets);
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static std::function<void()> LoadZoneWithTrace(const std::string& zone, OUT std::vector<NamedAsset>& assets);
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static void Com_Quitf_t();
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