Split asset name map into separate 32-bit and 64-bit files (necessary to avoid name conflict errors)
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9d6798b7ae
commit
336744ed49
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@ -1,5 +1,5 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<AssetNameMap ArchiveVer="0" FileVer="0">
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<AssetNameMap ArchiveVer="0" FileVer="0" Game="MPRM">
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<AssetNameMap>
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<Asset>
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<Key>00027340</Key>
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File diff suppressed because it is too large
Load Diff
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@ -51,6 +51,7 @@ public:
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static CAssetID FromString(const TString& rkString);
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static CAssetID RandomID();
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inline static EIDLength GameIDLength(EGame Game) { return (Game == eUnknownGame ? eInvalidIDLength : (Game <= eEchoes ? e32Bit : e64Bit)); }
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inline static CAssetID InvalidID(EIDLength IDLength) { return (IDLength == e32Bit ? skInvalidID32 : skInvalidID64); }
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inline static CAssetID InvalidID(EGame Game) { return InvalidID(Game <= eEchoes ? e32Bit : e64Bit); }
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@ -1,20 +1,43 @@
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#include "CAssetNameMap.h"
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bool CAssetNameMap::LoadAssetNames(TString Path /*= gkAssetMapPath*/)
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bool CAssetNameMap::LoadAssetNames(TString Path /*= ""*/)
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{
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if (Path.IsEmpty())
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Path = DefaultNameMapPath(mIDLength);
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CXMLReader Reader(Path);
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if (Reader.IsValid())
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{
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Serialize(Reader);
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return true;
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CAssetID FileIDLength = CAssetID::GameIDLength(Reader.Game());
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if (FileIDLength == mIDLength)
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{
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Serialize(Reader);
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return true;
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}
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else
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{
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TString ExpectedIDLength = (mIDLength == e32Bit ? "32-bit" : "64-bit");
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TString GotIDLength = (FileIDLength == e32Bit ? "32-bit" : "64-bit");
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Log::Error("Failed to load asset names; expected " + ExpectedIDLength + " IDs, got " + GotIDLength);
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return false;
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}
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}
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else
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{
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Log::Error("Failed to load asset names; couldn't open XML.");
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return false;
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}
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else return false;
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}
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bool CAssetNameMap::SaveAssetNames(TString Path /*= gkAssetMapPath*/)
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bool CAssetNameMap::SaveAssetNames(TString Path /*= ""*/)
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{
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CXMLWriter Writer(Path, "AssetNameMap", 0, eUnknownGame);
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if (Path.IsEmpty())
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Path = DefaultNameMapPath(mIDLength);
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EGame Game = (mIDLength == e32Bit ? ePrime : eCorruption);
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CXMLWriter Writer(Path, "AssetNameMap", 0, Game);
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Serialize(Writer);
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return Writer.Save();
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}
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@ -42,6 +65,8 @@ bool CAssetNameMap::GetNameInfo(CAssetID ID, TString& rOutDirectory, TString& rO
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void CAssetNameMap::CopyFromStore(CResourceStore *pStore /*= gpResourceStore*/)
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{
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// Do a first pass to remove old paths from used set to prevent false positives from eg. if two resources switch places
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ASSERT( CAssetID::GameIDLength(pStore->Game()) == mIDLength );
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for (CResourceIterator It(pStore); It; ++It)
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{
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if (It->IsCategorized() || It->IsNamed())
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@ -64,6 +89,8 @@ void CAssetNameMap::CopyFromStore(CResourceStore *pStore /*= gpResourceStore*/)
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if (It->IsCategorized() || It->IsNamed())
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{
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CAssetID ID = It->ID();
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ASSERT(ID.Length() == mIDLength);
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TWideString Name = It->Name();
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TWideString Directory = It->Directory()->FullPath();
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CFourCC Type = It->CookedExtension();
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@ -107,7 +134,8 @@ void CAssetNameMap::Serialize(IArchive& rArc)
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void CAssetNameMap::PostLoadValidate()
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{
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// Make sure the newly loaded map doesn't contain any name conflicts.
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// Make sure the newly loaded map doesn't contain any errors or name conflicts.
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bool FoundErrors = false;
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mIsValid = false;
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std::set<SAssetNameInfo> Dupes;
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@ -117,8 +145,27 @@ void CAssetNameMap::PostLoadValidate()
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if (mUsedSet.find(rkInfo) != mUsedSet.end())
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Dupes.insert(rkInfo);
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else
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{
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mUsedSet.insert(rkInfo);
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// Verify the name/path is valid
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if (!CResourceStore::IsValidResourcePath(rkInfo.Directory, rkInfo.Name))
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{
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Log::Error("Invalid resource path in asset name map: " + rkInfo.Directory.ToUTF8() + rkInfo.Name.ToUTF8() + "." + rkInfo.Type.ToString());
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Iter = mMap.erase(Iter);
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FoundErrors = true;
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}
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// Verify correct ID length
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if (Iter->first.Length() != mIDLength)
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{
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Log::Error("Incorrect asset ID length in asset name map: " + Iter->first.ToString());
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Iter = mMap.erase(Iter);
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FoundErrors = true;
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}
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}
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}
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// If we detected any dupes, then this map can't be used
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@ -136,5 +183,17 @@ void CAssetNameMap::PostLoadValidate()
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mMap.clear();
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}
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else
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mIsValid = true;
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mIsValid = !FoundErrors;
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}
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TString CAssetNameMap::DefaultNameMapPath(EIDLength IDLength)
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{
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ASSERT(IDLength != eInvalidIDLength);
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TString Suffix = (IDLength == e32Bit ? "32" : "64");
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return gkAssetMapPath + Suffix + "." + gkAssetMapExt;
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}
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TString CAssetNameMap::DefaultNameMapPath(EGame Game)
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{
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return DefaultNameMapPath( CAssetID::GameIDLength(Game) );
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}
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@ -8,7 +8,7 @@
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#include <map>
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#include <memory>
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const TString gkAssetMapPath = "..\\resources\\gameinfo\\AssetNameMap.xml";
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const TString gkAssetMapPath = "..\\resources\\gameinfo\\AssetNameMap";
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const TString gkAssetMapExt = "xml";
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class CAssetNameMap
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@ -43,20 +43,24 @@ class CAssetNameMap
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std::set<SAssetNameInfo> mUsedSet; // Used to prevent name conflicts
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std::map<CAssetID, SAssetNameInfo> mMap;
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bool mIsValid;
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EIDLength mIDLength;
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// Private Methods
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void Serialize(IArchive& rArc);
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void PostLoadValidate();
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public:
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CAssetNameMap() : mIsValid(true) {}
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bool LoadAssetNames(TString Path = gkAssetMapPath);
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bool SaveAssetNames(TString Path = gkAssetMapPath);
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CAssetNameMap(EIDLength IDLength) : mIsValid(true), mIDLength(IDLength) { ASSERT(mIDLength != eInvalidIDLength); }
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CAssetNameMap(EGame Game) : mIsValid(true), mIDLength( CAssetID::GameIDLength(Game) ) { ASSERT(mIDLength != eInvalidIDLength); }
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bool LoadAssetNames(TString Path = "");
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bool SaveAssetNames(TString Path = "");
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bool GetNameInfo(CAssetID ID, TString& rOutDirectory, TString& rOutName);
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void CopyFromStore(CResourceStore *pStore);
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static TString DefaultNameMapPath(EIDLength IDLength);
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static TString DefaultNameMapPath(EGame Game);
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inline bool IsValid() const { return mIsValid; }
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inline static TString DefaultNameMapPath() { return gkAssetMapPath; }
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inline static TString GetExtension() { return gkAssetMapExt; }
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};
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@ -624,6 +624,7 @@ void CResourceStore::ImportNamesFromPakContentsTxt(const TString& rkTxtPath, boo
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// Read file contents -first- then move assets -after-; this
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// 1. avoids anything fucking up if the contents file is badly formatted and we crash, and
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// 2. avoids extra redundant moves (since there are redundant entries in the file)
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// todo: move to CAssetNameMap?
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std::map<CResourceEntry*, TString> PathMap;
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FILE *pContentsFile;
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fopen_s(&pContentsFile, *rkTxtPath, "r");
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@ -66,7 +66,7 @@ void CExportGameDialog::InitUI(QString ExportDir)
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ExportDir.replace('/', '\\');
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TWideString DefaultNameMapPath = CAssetNameMap::DefaultNameMapPath();
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TWideString DefaultNameMapPath = CAssetNameMap::DefaultNameMapPath(mGame);
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if (!FileUtil::Exists(DefaultNameMapPath)) DefaultNameMapPath = L"";
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TWideString DefaultGameInfoPath = CGameInfo::GetDefaultGameInfoPath(mGame);
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@ -339,7 +339,7 @@ void CExportGameDialog::Export()
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return;
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}
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CAssetNameMap NameMap;
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CAssetNameMap NameMap(mGame);
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if (!NameMapPath.isEmpty())
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{
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@ -334,7 +334,7 @@ void CResourceBrowser::OnGenerateAssetNames()
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void CResourceBrowser::OnImportNamesFromAssetNameMap()
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{
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CAssetNameMap Map;
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CAssetNameMap Map( mpStore->Game() );
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bool LoadSuccess = Map.LoadAssetNames();
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if (!LoadSuccess)
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@ -370,21 +370,15 @@ void CResourceBrowser::ExportAssetNames()
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if (OutFile.isEmpty()) return;
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TString OutFileStr = TO_TSTRING(OutFile);
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CAssetNameMap NameMap;
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CAssetNameMap NameMap(mpStore->Game());
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if (FileUtil::Exists(OutFileStr))
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{
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bool LoadSuccess = NameMap.LoadAssetNames(OutFileStr);
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if (!LoadSuccess)
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if (!LoadSuccess || !NameMap.IsValid())
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{
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UICommon::ErrorMsg(this, "Unable to export; failed to load existing names from the original asset name map file!");
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return;
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}
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else if (!NameMap.IsValid())
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{
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UICommon::ErrorMsg(this, "Unable to export; the original asset name map file is invalid! See the log for details.");
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UICommon::ErrorMsg(this, "Unable to export; failed to load existing names from the original asset name map file! See the log for details.");
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return;
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}
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}
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@ -392,7 +386,7 @@ void CResourceBrowser::ExportAssetNames()
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NameMap.CopyFromStore(mpStore);
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bool SaveSuccess = NameMap.SaveAssetNames(OutFileStr);
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if (SaveSuccess)
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if (!SaveSuccess)
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UICommon::ErrorMsg(this, "Failed to export asset names!");
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else
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UICommon::InfoMsg(this, "Success", "Asset names exported successfully!");
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