Split asset name map into separate 32-bit and 64-bit files (necessary to avoid name conflict errors)

This commit is contained in:
Aruki
2017-05-04 01:14:51 -06:00
parent 9d6798b7ae
commit 336744ed49
8 changed files with 224595 additions and 27 deletions

View File

@@ -1,20 +1,43 @@
#include "CAssetNameMap.h"
bool CAssetNameMap::LoadAssetNames(TString Path /*= gkAssetMapPath*/)
bool CAssetNameMap::LoadAssetNames(TString Path /*= ""*/)
{
if (Path.IsEmpty())
Path = DefaultNameMapPath(mIDLength);
CXMLReader Reader(Path);
if (Reader.IsValid())
{
Serialize(Reader);
return true;
CAssetID FileIDLength = CAssetID::GameIDLength(Reader.Game());
if (FileIDLength == mIDLength)
{
Serialize(Reader);
return true;
}
else
{
TString ExpectedIDLength = (mIDLength == e32Bit ? "32-bit" : "64-bit");
TString GotIDLength = (FileIDLength == e32Bit ? "32-bit" : "64-bit");
Log::Error("Failed to load asset names; expected " + ExpectedIDLength + " IDs, got " + GotIDLength);
return false;
}
}
else
{
Log::Error("Failed to load asset names; couldn't open XML.");
return false;
}
else return false;
}
bool CAssetNameMap::SaveAssetNames(TString Path /*= gkAssetMapPath*/)
bool CAssetNameMap::SaveAssetNames(TString Path /*= ""*/)
{
CXMLWriter Writer(Path, "AssetNameMap", 0, eUnknownGame);
if (Path.IsEmpty())
Path = DefaultNameMapPath(mIDLength);
EGame Game = (mIDLength == e32Bit ? ePrime : eCorruption);
CXMLWriter Writer(Path, "AssetNameMap", 0, Game);
Serialize(Writer);
return Writer.Save();
}
@@ -42,6 +65,8 @@ bool CAssetNameMap::GetNameInfo(CAssetID ID, TString& rOutDirectory, TString& rO
void CAssetNameMap::CopyFromStore(CResourceStore *pStore /*= gpResourceStore*/)
{
// Do a first pass to remove old paths from used set to prevent false positives from eg. if two resources switch places
ASSERT( CAssetID::GameIDLength(pStore->Game()) == mIDLength );
for (CResourceIterator It(pStore); It; ++It)
{
if (It->IsCategorized() || It->IsNamed())
@@ -64,6 +89,8 @@ void CAssetNameMap::CopyFromStore(CResourceStore *pStore /*= gpResourceStore*/)
if (It->IsCategorized() || It->IsNamed())
{
CAssetID ID = It->ID();
ASSERT(ID.Length() == mIDLength);
TWideString Name = It->Name();
TWideString Directory = It->Directory()->FullPath();
CFourCC Type = It->CookedExtension();
@@ -107,7 +134,8 @@ void CAssetNameMap::Serialize(IArchive& rArc)
void CAssetNameMap::PostLoadValidate()
{
// Make sure the newly loaded map doesn't contain any name conflicts.
// Make sure the newly loaded map doesn't contain any errors or name conflicts.
bool FoundErrors = false;
mIsValid = false;
std::set<SAssetNameInfo> Dupes;
@@ -117,8 +145,27 @@ void CAssetNameMap::PostLoadValidate()
if (mUsedSet.find(rkInfo) != mUsedSet.end())
Dupes.insert(rkInfo);
else
{
mUsedSet.insert(rkInfo);
// Verify the name/path is valid
if (!CResourceStore::IsValidResourcePath(rkInfo.Directory, rkInfo.Name))
{
Log::Error("Invalid resource path in asset name map: " + rkInfo.Directory.ToUTF8() + rkInfo.Name.ToUTF8() + "." + rkInfo.Type.ToString());
Iter = mMap.erase(Iter);
FoundErrors = true;
}
// Verify correct ID length
if (Iter->first.Length() != mIDLength)
{
Log::Error("Incorrect asset ID length in asset name map: " + Iter->first.ToString());
Iter = mMap.erase(Iter);
FoundErrors = true;
}
}
}
// If we detected any dupes, then this map can't be used
@@ -136,5 +183,17 @@ void CAssetNameMap::PostLoadValidate()
mMap.clear();
}
else
mIsValid = true;
mIsValid = !FoundErrors;
}
TString CAssetNameMap::DefaultNameMapPath(EIDLength IDLength)
{
ASSERT(IDLength != eInvalidIDLength);
TString Suffix = (IDLength == e32Bit ? "32" : "64");
return gkAssetMapPath + Suffix + "." + gkAssetMapExt;
}
TString CAssetNameMap::DefaultNameMapPath(EGame Game)
{
return DefaultNameMapPath( CAssetID::GameIDLength(Game) );
}