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

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?>
<AssetNameMap ArchiveVer="0" FileVer="0">
<AssetNameMap ArchiveVer="0" FileVer="0" Game="MPRM">
<AssetNameMap>
<Asset>
<Key>00027340</Key>

File diff suppressed because it is too large Load Diff

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@ -51,6 +51,7 @@ public:
static CAssetID FromString(const TString& rkString);
static CAssetID RandomID();
inline static EIDLength GameIDLength(EGame Game) { return (Game == eUnknownGame ? eInvalidIDLength : (Game <= eEchoes ? e32Bit : e64Bit)); }
inline static CAssetID InvalidID(EIDLength IDLength) { return (IDLength == e32Bit ? skInvalidID32 : skInvalidID64); }
inline static CAssetID InvalidID(EGame Game) { return InvalidID(Game <= eEchoes ? e32Bit : e64Bit); }

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@ -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())
{
CAssetID FileIDLength = CAssetID::GameIDLength(Reader.Game());
if (FileIDLength == mIDLength)
{
Serialize(Reader);
return true;
}
else return false;
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;
}
}
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) );
}

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@ -8,7 +8,7 @@
#include <map>
#include <memory>
const TString gkAssetMapPath = "..\\resources\\gameinfo\\AssetNameMap.xml";
const TString gkAssetMapPath = "..\\resources\\gameinfo\\AssetNameMap";
const TString gkAssetMapExt = "xml";
class CAssetNameMap
@ -43,20 +43,24 @@ class CAssetNameMap
std::set<SAssetNameInfo> mUsedSet; // Used to prevent name conflicts
std::map<CAssetID, SAssetNameInfo> mMap;
bool mIsValid;
EIDLength mIDLength;
// Private Methods
void Serialize(IArchive& rArc);
void PostLoadValidate();
public:
CAssetNameMap() : mIsValid(true) {}
bool LoadAssetNames(TString Path = gkAssetMapPath);
bool SaveAssetNames(TString Path = gkAssetMapPath);
CAssetNameMap(EIDLength IDLength) : mIsValid(true), mIDLength(IDLength) { ASSERT(mIDLength != eInvalidIDLength); }
CAssetNameMap(EGame Game) : mIsValid(true), mIDLength( CAssetID::GameIDLength(Game) ) { ASSERT(mIDLength != eInvalidIDLength); }
bool LoadAssetNames(TString Path = "");
bool SaveAssetNames(TString Path = "");
bool GetNameInfo(CAssetID ID, TString& rOutDirectory, TString& rOutName);
void CopyFromStore(CResourceStore *pStore);
static TString DefaultNameMapPath(EIDLength IDLength);
static TString DefaultNameMapPath(EGame Game);
inline bool IsValid() const { return mIsValid; }
inline static TString DefaultNameMapPath() { return gkAssetMapPath; }
inline static TString GetExtension() { return gkAssetMapExt; }
};

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@ -624,6 +624,7 @@ void CResourceStore::ImportNamesFromPakContentsTxt(const TString& rkTxtPath, boo
// Read file contents -first- then move assets -after-; this
// 1. avoids anything fucking up if the contents file is badly formatted and we crash, and
// 2. avoids extra redundant moves (since there are redundant entries in the file)
// todo: move to CAssetNameMap?
std::map<CResourceEntry*, TString> PathMap;
FILE *pContentsFile;
fopen_s(&pContentsFile, *rkTxtPath, "r");

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@ -66,7 +66,7 @@ void CExportGameDialog::InitUI(QString ExportDir)
ExportDir.replace('/', '\\');
TWideString DefaultNameMapPath = CAssetNameMap::DefaultNameMapPath();
TWideString DefaultNameMapPath = CAssetNameMap::DefaultNameMapPath(mGame);
if (!FileUtil::Exists(DefaultNameMapPath)) DefaultNameMapPath = L"";
TWideString DefaultGameInfoPath = CGameInfo::GetDefaultGameInfoPath(mGame);
@ -339,7 +339,7 @@ void CExportGameDialog::Export()
return;
}
CAssetNameMap NameMap;
CAssetNameMap NameMap(mGame);
if (!NameMapPath.isEmpty())
{

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@ -334,7 +334,7 @@ void CResourceBrowser::OnGenerateAssetNames()
void CResourceBrowser::OnImportNamesFromAssetNameMap()
{
CAssetNameMap Map;
CAssetNameMap Map( mpStore->Game() );
bool LoadSuccess = Map.LoadAssetNames();
if (!LoadSuccess)
@ -370,21 +370,15 @@ void CResourceBrowser::ExportAssetNames()
if (OutFile.isEmpty()) return;
TString OutFileStr = TO_TSTRING(OutFile);
CAssetNameMap NameMap;
CAssetNameMap NameMap(mpStore->Game());
if (FileUtil::Exists(OutFileStr))
{
bool LoadSuccess = NameMap.LoadAssetNames(OutFileStr);
if (!LoadSuccess)
if (!LoadSuccess || !NameMap.IsValid())
{
UICommon::ErrorMsg(this, "Unable to export; failed to load existing names from the original asset name map file!");
return;
}
else if (!NameMap.IsValid())
{
UICommon::ErrorMsg(this, "Unable to export; the original asset name map file is invalid! See the log for details.");
UICommon::ErrorMsg(this, "Unable to export; failed to load existing names from the original asset name map file! See the log for details.");
return;
}
}
@ -392,7 +386,7 @@ void CResourceBrowser::ExportAssetNames()
NameMap.CopyFromStore(mpStore);
bool SaveSuccess = NameMap.SaveAssetNames(OutFileStr);
if (SaveSuccess)
if (!SaveSuccess)
UICommon::ErrorMsg(this, "Failed to export asset names!");
else
UICommon::InfoMsg(this, "Success", "Asset names exported successfully!");