Address review
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@ -1,7 +1,5 @@
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#include <STDInclude.hpp>
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#include <stdint.h>
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#include "IXModel.hpp"
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namespace Assets
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@ -1167,6 +1167,139 @@ namespace Components
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return params;
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}
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void ZoneBuilder::DumpZone(const std::string& zone)
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{
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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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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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Game::XAssetType::ASSET_TYPE_GFXWORLD,
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Game::XAssetType::ASSET_TYPE_COMWORLD,
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Game::XAssetType::ASSET_TYPE_FXWORLD,
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Game::XAssetType::ASSET_TYPE_CLIPMAP_MP,
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Game::XAssetType::ASSET_TYPE_CLIPMAP_SP,
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Game::XAssetType::ASSET_TYPE_RAWFILE,
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Game::XAssetType::ASSET_TYPE_VEHICLE,
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Game::XAssetType::ASSET_TYPE_WEAPON,
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Game::XAssetType::ASSET_TYPE_FX,
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Game::XAssetType::ASSET_TYPE_TRACER,
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Game::XAssetType::ASSET_TYPE_XMODEL,
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Game::XAssetType::ASSET_TYPE_MATERIAL,
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Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET,
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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_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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};
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std::unordered_map<Game::XAssetType, int> typePriority{};
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for (auto i = 0; i < ARRAYSIZE(typeOrder); i++)
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{
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const auto type = typeOrder[i];
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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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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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) {
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if (a.first == b.first)
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{
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return a.second.compare(b.second) < 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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if (priorityA == priorityB)
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{
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return a.second.compare(b.second) < 0;
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}
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else
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{
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return priorityB < priorityA;
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}
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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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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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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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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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}
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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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}
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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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}
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}
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for (const auto& kv : invalidAssets)
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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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{
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csv << "#" << line << "\n";
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}
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}
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csv << std::format("\n### {} assets", assets.size()) << "\n";
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}
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unload();
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Logger::Print("Zone '{}' dumped", ZoneBuilder::DumpingZone);
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ZoneBuilder::DumpingZone = std::string();
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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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{
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ZoneBuilder::BeginAssetTrace(zone);
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@ -1193,7 +1326,7 @@ namespace Components
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Game::DB_LoadXAssets(&info, 1, true);
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AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_RAWFILE, "default"); // Lock until zone is unloaded
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};
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};
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}
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ZoneBuilder::ZoneBuilder()
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@ -1320,132 +1453,7 @@ namespace Components
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std::string zone = params->get(1);
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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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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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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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Game::XAssetType::ASSET_TYPE_GFXWORLD,
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Game::XAssetType::ASSET_TYPE_COMWORLD,
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Game::XAssetType::ASSET_TYPE_FXWORLD,
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Game::XAssetType::ASSET_TYPE_CLIPMAP_MP,
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Game::XAssetType::ASSET_TYPE_CLIPMAP_SP,
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Game::XAssetType::ASSET_TYPE_RAWFILE,
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Game::XAssetType::ASSET_TYPE_VEHICLE,
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Game::XAssetType::ASSET_TYPE_WEAPON,
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Game::XAssetType::ASSET_TYPE_FX,
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Game::XAssetType::ASSET_TYPE_TRACER,
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Game::XAssetType::ASSET_TYPE_XMODEL,
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Game::XAssetType::ASSET_TYPE_MATERIAL,
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Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET,
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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_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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};
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std::unordered_map<Game::XAssetType, int> typePriority{};
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for (auto i = 0; i < ARRAYSIZE(typeOrder); i++)
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{
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const auto type = typeOrder[i];
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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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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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) {
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if (a.first == b.first)
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{
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return a.second.compare(b.second) < 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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if (priorityA == priorityB)
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{
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return a.second.compare(b.second) < 0;
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}
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else
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{
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return priorityB < priorityA;
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}
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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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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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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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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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}
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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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}
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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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}
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}
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for (const auto& kv : invalidAssets)
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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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{
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csv << "#" << line << "\n";
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}
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}
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csv << std::format("\n### {} assets", assets.size()) << "\n";
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}
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unload();
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Logger::Print("Zone '{}' dumped", ZoneBuilder::DumpingZone);
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ZoneBuilder::DumpingZone = std::string();
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ZoneBuilder::DumpZone(zone);
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});
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Command::Add("verifyzone", [](const Command::Params* params)
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@ -1480,18 +1488,20 @@ namespace Components
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{
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if (params->size() < 2) return;
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Dvar::Var fs_game("fs_game");
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std::string modName = params->get(1);
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Logger::Print("Building zone for mod '{}'...\n", modName);
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const std::string previousFsGame = Dvar::Var("fs_game").get<std::string>();
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const std::string previousFsGame = fs_game.get<std::string>();
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const std::string dir = "mods/" + modName;
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Utils::IO::CreateDir(dir);
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Dvar::Var("fs_game").set(dir);
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fs_game.set(dir);
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Zone("mod", modName, dir + "/mod.ff").build();
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Dvar::Var("fs_game").set(previousFsGame);
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fs_game.set(previousFsGame);
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});
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Command::Add("buildall", []()
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@ -162,6 +162,8 @@ namespace Components
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static iw4of::params_t GetExporterAPIParams();
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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 void Com_Quitf_t();
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