mirror of
https://github.com/AxioDL/PrimeWorldEditor.git
synced 2025-07-05 12:45:55 +00:00
Improved error handling and reporting when loading/saving project files; added file lock class to prevent the same project from being opened in multiple PWE instances
This commit is contained in:
parent
6d77604667
commit
882973d9d5
@ -18,17 +18,30 @@ public:
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// Load XML and set current element to the root element; read version
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mDoc.LoadFile(*rkFileName);
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mpCurElem = mDoc.FirstChildElement();
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ASSERT(mpCurElem != nullptr);
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if (mpCurElem != nullptr)
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{
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mArchiveVersion = (u16) TString( mpCurElem->Attribute("ArchiveVer") ).ToInt32(10);
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mFileVersion = (u16) TString( mpCurElem->Attribute("FileVer") ).ToInt32(10);
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const char *pkGameAttr = mpCurElem->Attribute("Game");
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mGame = pkGameAttr ? GetGameForID( CFourCC(pkGameAttr) ) : eUnknownGame;
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}
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else
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{
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Log::Error("Failed to open XML for read: " + rkFileName);
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}
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}
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inline bool IsValid() const
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{
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return mpCurElem != nullptr;
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}
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// Interface
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virtual bool ParamBegin(const char *pkName)
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{
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ASSERT(IsValid());
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// Push new parent if needed
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if (!mJustEndedParam)
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{
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@ -11,11 +11,13 @@ class CXMLWriter : public IArchive
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tinyxml2::XMLDocument mDoc;
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TString mOutFilename;
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tinyxml2::XMLElement *mpCurElem;
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bool mSaved;
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public:
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CXMLWriter(const TString& rkFileName, const TString& rkRootName, u16 FileVersion, EGame Game = eUnknownGame)
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: IArchive(false, true)
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, mOutFilename(rkFileName)
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, mSaved(false)
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{
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SetVersion(skCurrentArchiveVersion, FileVersion, Game);
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@ -34,12 +36,43 @@ public:
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~CXMLWriter()
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{
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mDoc.SaveFile(*mOutFilename);
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if (!mSaved)
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{
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bool SaveSuccess = Save();
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ASSERT(SaveSuccess);
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}
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}
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inline bool Save()
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{
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if (mSaved)
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{
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Log::Error("Attempted to save XML twice!");
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return false;
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}
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tinyxml2::XMLError Error = mDoc.SaveFile(*mOutFilename);
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mSaved = true;
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if (Error != tinyxml2::XML_SUCCESS)
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{
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Log::Error("Failed to save XML file: " + mOutFilename);
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return false;
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}
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else
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return true;
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}
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inline bool IsValid() const
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{
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return mpCurElem != nullptr && !mSaved;
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}
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// Interface
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virtual bool ParamBegin(const char *pkName)
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{
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ASSERT(IsValid());
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tinyxml2::XMLElement *pElem = mDoc.NewElement(pkName);
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mpCurElem->LinkEndChild(pElem);
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mpCurElem = pElem;
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@ -1,15 +1,22 @@
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#include "CAssetNameMap.h"
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void CAssetNameMap::LoadAssetNames(TString Path /*= gkAssetMapPath*/)
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bool CAssetNameMap::LoadAssetNames(TString Path /*= gkAssetMapPath*/)
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{
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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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}
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else return false;
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}
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void CAssetNameMap::SaveAssetNames(TString Path /*= gkAssetMapPath*/)
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bool CAssetNameMap::SaveAssetNames(TString Path /*= gkAssetMapPath*/)
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{
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CXMLWriter Writer(Path, "AssetNameMap", 0, eUnknownGame);
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Serialize(Writer);
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return Writer.Save();
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}
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bool CAssetNameMap::GetNameInfo(CAssetID ID, TString& rOutDirectory, TString& rOutName)
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@ -50,8 +50,8 @@ class CAssetNameMap
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public:
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CAssetNameMap() : mIsValid(true) {}
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void LoadAssetNames(TString Path = gkAssetMapPath);
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void SaveAssetNames(TString Path = gkAssetMapPath);
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bool LoadAssetNames(TString Path = gkAssetMapPath);
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bool SaveAssetNames(TString Path = gkAssetMapPath);
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bool GetNameInfo(CAssetID ID, TString& rOutDirectory, TString& rOutName);
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void CopyFromStore(CResourceStore *pStore);
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@ -342,7 +342,8 @@ void CGameExporter::LoadPaks()
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// Add package to project and save
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mpProject->AddPackage(pPackage);
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#if SAVE_PACKAGE_DEFINITIONS
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pPackage->Save();
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bool SaveSuccess = pPackage->Save();
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ASSERT(SaveSuccess);
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#endif
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}
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#endif
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@ -461,7 +462,8 @@ void CGameExporter::ExportCookedResources()
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#if EXPORT_COOKED
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mpStore->SaveResourceDatabase();
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#endif
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mpProject->Save();
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bool SaveSuccess = mpProject->Save();
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ASSERT(SaveSuccess);
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}
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}
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@ -1,29 +1,35 @@
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#include "CGameInfo.h"
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#include <Common/FileUtil.h>
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void CGameInfo::LoadGameInfo(EGame Game)
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bool CGameInfo::LoadGameInfo(EGame Game)
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{
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Game = RoundGame(Game);
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mGame = Game;
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TString Path = GetDefaultGameInfoPath(Game);
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if (FileUtil::Exists(Path))
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LoadGameInfo(Path);
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return LoadGameInfo(Path);
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}
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void CGameInfo::LoadGameInfo(TString Path)
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bool CGameInfo::LoadGameInfo(TString Path)
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{
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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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}
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else return false;
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}
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void CGameInfo::SaveGameInfo(TString Path /*= ""*/)
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bool CGameInfo::SaveGameInfo(TString Path /*= ""*/)
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{
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ASSERT(mGame != eUnknownGame); // can't save game info that was never loaded
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if (Path.IsEmpty()) Path = GetDefaultGameInfoPath(mGame);
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CXMLWriter Writer(Path, "GameInfo", 0, mGame);
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Serialize(Writer);
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return Writer.Save();
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}
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void CGameInfo::Serialize(IArchive& rArc)
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@ -21,9 +21,9 @@ public:
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: mGame(eUnknownGame)
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{}
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void LoadGameInfo(EGame Game);
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void LoadGameInfo(TString Path);
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void SaveGameInfo(TString Path = "");
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bool LoadGameInfo(EGame Game);
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bool LoadGameInfo(TString Path);
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bool SaveGameInfo(TString Path = "");
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void Serialize(IArchive& rArc);
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TString GetAreaName(const CAssetID& rkID) const;
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@ -7,7 +7,10 @@ CGameProject *CGameProject::mspActiveProject = nullptr;
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CGameProject::~CGameProject()
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{
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if (mpResourceStore)
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{
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ASSERT(!mpResourceStore->IsDirty());
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}
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if (IsActive())
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{
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@ -15,16 +18,23 @@ CGameProject::~CGameProject()
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gpResourceStore = nullptr;
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}
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for (u32 iPkg = 0; iPkg < mPackages.size(); iPkg++)
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delete mPackages[iPkg];
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delete mpAudioManager;
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delete mpGameInfo;
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delete mpResourceStore;
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}
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void CGameProject::Save()
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bool CGameProject::Save()
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{
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mProjFileLock.Release();
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TString ProjPath = ProjectPath().ToUTF8();
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CXMLWriter Writer(ProjPath, "GameProject", eVer_Current, mGame);
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Serialize(Writer);
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bool SaveSuccess = Writer.Save();
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mProjFileLock.Lock(*ProjPath);
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return SaveSuccess;
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}
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void CGameProject::Serialize(IArchive& rArc)
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@ -60,12 +70,14 @@ void CGameProject::Serialize(IArchive& rArc)
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// Load resource store
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ASSERT(mpResourceStore == nullptr);
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mpResourceStore = new CResourceStore(this);
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mpResourceStore->LoadResourceDatabase();
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if (!mpResourceStore->LoadResourceDatabase())
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mLoadSuccess = false;
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else
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{
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// Load packages
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for (u32 iPkg = 0; iPkg < mPackages.size(); iPkg++)
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delete mPackages[iPkg];
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mPackages.clear();
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ASSERT(mPackages.empty());
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for (u32 iPkg = 0; iPkg < PackageList.size(); iPkg++)
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{
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@ -74,8 +86,15 @@ void CGameProject::Serialize(IArchive& rArc)
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TWideString PackageDir = rkPackagePath.GetFileDirectory();
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CPackage *pPackage = new CPackage(this, PackageName, PackageDir);
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pPackage->Load();
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bool PackageLoadSuccess = pPackage->Load();
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mPackages.push_back(pPackage);
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if (!PackageLoadSuccess)
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{
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mLoadSuccess = false;
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break;
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}
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}
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}
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}
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}
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@ -160,6 +179,7 @@ CGameProject* CGameProject::CreateProjectForExport(
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pProj->mProjectRoot.Replace(L"/", L"\\");
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pProj->mpResourceStore = new CResourceStore(pProj, pExporter, L"Content\\", L"Cooked\\", Game);
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pProj->mpGameInfo->LoadGameInfo(Game);
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pProj->mLoadSuccess = true;
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return pProj;
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}
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@ -171,10 +191,24 @@ CGameProject* CGameProject::LoadProject(const TWideString& rkProjPath)
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TString ProjPath = rkProjPath.ToUTF8();
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CXMLReader Reader(ProjPath);
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if (!Reader.IsValid())
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{
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delete pProj;
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return nullptr;
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}
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pProj->mGame = Reader.Game();
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pProj->Serialize(Reader);
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CTemplateLoader::LoadGameTemplates(pProj->mGame);
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if (!pProj->mLoadSuccess)
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{
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delete pProj;
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return nullptr;
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}
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CTemplateLoader::LoadGameTemplates(pProj->mGame);
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pProj->mProjFileLock.Lock(*ProjPath);
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pProj->mpGameInfo->LoadGameInfo(pProj->mGame);
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pProj->mpAudioManager->LoadAssets();
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return pProj;
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@ -6,6 +6,7 @@
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#include "CResourceStore.h"
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#include "Core/CAudioManager.h"
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#include "Core/Resource/Script/CMasterTemplate.h"
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#include <FileIO/CFileLock.h>
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#include <Common/CAssetID.h>
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#include <Common/EGame.h>
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#include <Common/FileUtil.h>
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@ -31,6 +32,11 @@ class CGameProject
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CGameInfo *mpGameInfo;
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CAudioManager *mpAudioManager;
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// Keep file handle open for the .prj file to prevent users from opening the same project
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// in multiple instances of PWE
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CFileLock mProjFileLock;
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bool mLoadSuccess;
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enum EProjectVersion
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{
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eVer_Initial,
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@ -50,6 +56,7 @@ class CGameProject
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, mBuildVersion(0.f)
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, mResourceDBPath(L"ResourceDB.rdb")
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, mpResourceStore(nullptr)
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, mLoadSuccess(true)
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{
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mpGameInfo = new CGameInfo();
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mpAudioManager = new CAudioManager(this);
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@ -58,7 +65,7 @@ class CGameProject
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public:
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~CGameProject();
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void Save();
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bool Save();
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void Serialize(IArchive& rArc);
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void SetActive();
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void GetWorldList(std::list<CAssetID>& rOut) const;
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@ -10,21 +10,28 @@
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using namespace tinyxml2;
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void CPackage::Load()
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bool CPackage::Load()
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{
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TWideString DefPath = DefinitionPath(false);
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CXMLReader Reader(DefPath.ToUTF8());
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if (Reader.IsValid())
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{
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Serialize(Reader);
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UpdateDependencyCache();
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return true;
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}
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else return false;
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}
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void CPackage::Save()
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bool CPackage::Save()
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{
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TWideString DefPath = DefinitionPath(false);
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FileUtil::MakeDirectory(DefPath.GetFileDirectory());
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CXMLWriter Writer(DefPath.ToUTF8(), "PackageDefinition", 0, mpProject ? mpProject->Game() : eUnknownGame);
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Serialize(Writer);
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return Writer.Save();
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}
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void CPackage::Serialize(IArchive& rArc)
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@ -71,8 +71,8 @@ public:
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, mNeedsRecook(false)
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{}
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void Load();
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void Save();
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bool Load();
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bool Save();
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void Serialize(IArchive& rArc);
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void UpdateDependencyCache();
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@ -195,9 +195,17 @@ bool CResourceEntry::Save(bool SkipCacheSave /*= false*/)
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TString SerialName = mpTypeInfo->TypeName();
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SerialName.RemoveWhitespace();
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CXMLWriter Writer(Path, SerialName, 0, mGame);
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mpResource->Serialize(Writer);
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if (!Writer.Save())
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{
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Log::Error("Failed to save raw resource: " + Path);
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DEBUG_BREAK;
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return false;
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}
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mFlags |= eREF_NeedsRecook;
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}
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@ -286,16 +294,28 @@ CResource* CResourceEntry::Load()
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gpResourceStore = mpStore;
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CXMLReader Reader(RawAssetPath());
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mpResource->Serialize(Reader);
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mpStore->TrackLoadedResource(this);
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gpResourceStore = pOldStore;
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if (!Reader.IsValid())
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{
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Log::Error("Failed to load raw resource; falling back on cooked. Raw path: " + RawAssetPath());
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delete mpResource;
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mpResource = nullptr;
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}
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else
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{
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mpResource->Serialize(Reader);
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mpStore->TrackLoadedResource(this);
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gpResourceStore = pOldStore;
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}
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}
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if (mpResource)
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return mpResource;
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}
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else if (HasCookedVersion())
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ASSERT(!mpResource);
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if (HasCookedVersion())
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{
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CFileInStream File(CookedAssetPath().ToStdString(), IOUtil::eBigEndian);
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@ -108,7 +108,7 @@ void CResourceStore::SerializeResourceDatabase(IArchive& rArc)
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}
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}
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void CResourceStore::LoadResourceDatabase()
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bool CResourceStore::LoadResourceDatabase()
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{
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ASSERT(!mDatabasePath.IsEmpty());
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TString Path = DatabasePath().ToUTF8();
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@ -118,27 +118,45 @@ void CResourceStore::LoadResourceDatabase()
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CXMLReader Reader(Path);
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if (!Reader.IsValid())
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{
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Log::Error("Failed to open resource database for load: " + Path);
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return false;
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}
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if (mpProj)
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ASSERT(mpProj->Game() == Reader.Game());
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mGame = Reader.Game();
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SerializeResourceDatabase(Reader);
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LoadCacheFile();
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return LoadCacheFile();
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}
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void CResourceStore::SaveResourceDatabase()
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bool CResourceStore::SaveResourceDatabase()
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{
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TString Path = DatabasePath().ToUTF8();
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CXMLWriter Writer(Path, "ResourceDB", 0, mGame);
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SerializeResourceDatabase(Writer);
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bool SaveSuccess = Writer.Save();
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if (SaveSuccess)
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mDatabaseDirty = false;
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else
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Log::Error("Failed to save resource database: " + Path);
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return SaveSuccess;
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}
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void CResourceStore::LoadCacheFile()
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bool CResourceStore::LoadCacheFile()
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{
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TString CachePath = CacheDataPath().ToUTF8();
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CFileInStream CacheFile(CachePath.ToStdString(), IOUtil::eBigEndian);
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ASSERT(CacheFile.IsValid());
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if (!CacheFile.IsValid())
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{
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Log::Error("Failed to open cache file for load: " + CachePath);
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return false;
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}
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// Cache header
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CFourCC Magic(CacheFile);
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@ -146,7 +164,7 @@ void CResourceStore::LoadCacheFile()
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if (Magic != "CACH")
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{
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Log::Error("Invalid resource cache data magic: " + Magic.ToString());
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return;
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return false;
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}
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CSerialVersion Version(CacheFile);
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@ -173,13 +191,19 @@ void CResourceStore::LoadCacheFile()
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CacheFile.Seek(EntryCacheEnd, SEEK_SET);
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}
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return true;
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}
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void CResourceStore::SaveCacheFile()
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bool CResourceStore::SaveCacheFile()
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{
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TString CachePath = CacheDataPath().ToUTF8();
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CFileOutStream CacheFile(CachePath.ToStdString(), IOUtil::eBigEndian);
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ASSERT(CacheFile.IsValid());
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|
||||
if (!CacheFile.IsValid())
|
||||
{
|
||||
Log::Error("Failed to open cache file for save: " + CachePath);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Cache header
|
||||
CFourCC("CACH").Write(CacheFile);
|
||||
@ -219,6 +243,7 @@ void CResourceStore::SaveCacheFile()
|
||||
CacheFile.Seek(ResCountOffset, SEEK_SET);
|
||||
CacheFile.WriteLong(ResCount);
|
||||
mCacheFileDirty = false;
|
||||
return true;
|
||||
}
|
||||
|
||||
void CResourceStore::ConditionalSaveStore()
|
||||
|
@ -52,10 +52,10 @@ public:
|
||||
CResourceStore(CGameProject *pProject);
|
||||
~CResourceStore();
|
||||
void SerializeResourceDatabase(IArchive& rArc);
|
||||
void LoadResourceDatabase();
|
||||
void SaveResourceDatabase();
|
||||
void LoadCacheFile();
|
||||
void SaveCacheFile();
|
||||
bool LoadResourceDatabase();
|
||||
bool SaveResourceDatabase();
|
||||
bool LoadCacheFile();
|
||||
bool SaveCacheFile();
|
||||
void ConditionalSaveStore();
|
||||
void SetProject(CGameProject *pProj);
|
||||
void CloseProject();
|
||||
|
@ -335,13 +335,21 @@ void CExportGameDialog::Export()
|
||||
CAssetNameMap NameMap;
|
||||
|
||||
if (!NameMapPath.isEmpty())
|
||||
NameMap.LoadAssetNames( TO_TSTRING(NameMapPath) );
|
||||
{
|
||||
bool LoadSuccess = NameMap.LoadAssetNames( TO_TSTRING(NameMapPath) );
|
||||
|
||||
if (!NameMap.IsValid())
|
||||
if (!LoadSuccess)
|
||||
{
|
||||
UICommon::ErrorMsg(this, "Failed to load the asset name map!");
|
||||
return;
|
||||
}
|
||||
|
||||
else if (!NameMap.IsValid())
|
||||
{
|
||||
UICommon::ErrorMsg(this, "The Asset Name Map is invalid and cannot be used! See the log for more information.");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Verify game info is valid
|
||||
if (!GameInfoPath.isEmpty() && !FileUtil::Exists(TO_TSTRING(GameInfoPath)))
|
||||
@ -350,12 +358,20 @@ void CExportGameDialog::Export()
|
||||
return;
|
||||
}
|
||||
|
||||
// Do export
|
||||
close();
|
||||
|
||||
CGameInfo GameInfo;
|
||||
if (!GameInfoPath.isEmpty())
|
||||
GameInfo.LoadGameInfo( TO_TSTRING(GameInfoPath) );
|
||||
{
|
||||
bool LoadSuccess = GameInfo.LoadGameInfo( TO_TSTRING(GameInfoPath) );
|
||||
|
||||
if (!LoadSuccess)
|
||||
{
|
||||
UICommon::ErrorMsg(this, "Failed to load game info!");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Do export
|
||||
close();
|
||||
|
||||
CGameExporter Exporter(mGame, mRegion, mGameTitle, mGameID, mBuildVer);
|
||||
TString StrExportDir = TO_TSTRING(ExportDir);
|
||||
|
@ -49,7 +49,9 @@ void CProjectOverviewDialog::InternalLoadProject(const QString& rkPath)
|
||||
}
|
||||
|
||||
else
|
||||
Log::Error("Failed to load project");
|
||||
{
|
||||
UICommon::ErrorMsg(this, "Failed to open project! Is it already open in another Prime World Editor instance?");
|
||||
}
|
||||
}
|
||||
|
||||
void CProjectOverviewDialog::OpenProject()
|
||||
|
@ -322,7 +322,18 @@ void CResourceBrowser::OnGenerateAssetNames()
|
||||
void CResourceBrowser::OnImportNamesFromAssetNameMap()
|
||||
{
|
||||
CAssetNameMap Map;
|
||||
Map.LoadAssetNames();
|
||||
bool LoadSuccess = Map.LoadAssetNames();
|
||||
|
||||
if (!LoadSuccess)
|
||||
{
|
||||
UICommon::ErrorMsg(this, "Import failed; couldn't load asset name map!");
|
||||
return;
|
||||
}
|
||||
else if (!Map.IsValid())
|
||||
{
|
||||
UICommon::ErrorMsg(this, "Import failed; the input asset name map is invalid! See the log for details.");
|
||||
return;
|
||||
}
|
||||
|
||||
for (CResourceIterator It(mpStore); It; ++It)
|
||||
{
|
||||
@ -335,6 +346,7 @@ void CResourceBrowser::OnImportNamesFromAssetNameMap()
|
||||
mpStore->ConditionalSaveStore();
|
||||
RefreshResources();
|
||||
RefreshDirectories();
|
||||
UICommon::InfoMsg(this, "Success", "New asset names imported successfully!");
|
||||
}
|
||||
|
||||
void CResourceBrowser::ExportAssetNames()
|
||||
@ -346,10 +358,29 @@ void CResourceBrowser::ExportAssetNames()
|
||||
CAssetNameMap NameMap;
|
||||
|
||||
if (FileUtil::Exists(OutFileStr))
|
||||
NameMap.LoadAssetNames(OutFileStr);
|
||||
{
|
||||
bool LoadSuccess = NameMap.LoadAssetNames(OutFileStr);
|
||||
|
||||
if (!LoadSuccess)
|
||||
{
|
||||
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.");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
NameMap.CopyFromStore(mpStore);
|
||||
NameMap.SaveAssetNames(OutFileStr);
|
||||
bool SaveSuccess = NameMap.SaveAssetNames(OutFileStr);
|
||||
|
||||
if (SaveSuccess)
|
||||
UICommon::ErrorMsg(this, "Failed to export asset names!");
|
||||
else
|
||||
UICommon::InfoMsg(this, "Success", "Asset names exported successfully!");
|
||||
}
|
||||
|
||||
void CResourceBrowser::UpdateFilter()
|
||||
|
@ -102,6 +102,11 @@ inline QString OpenDirDialog(QWidget *pParent, const QString& rkCaption, const Q
|
||||
}
|
||||
|
||||
// QMessageBox wrappers
|
||||
inline void InfoMsg(QWidget *pParent, QString InfoBoxTitle, QString InfoText)
|
||||
{
|
||||
QMessageBox::information(pParent, InfoBoxTitle, InfoText);
|
||||
}
|
||||
|
||||
inline void ErrorMsg(QWidget *pParent, QString ErrorText)
|
||||
{
|
||||
QMessageBox::warning(pParent, "Error", ErrorText);
|
||||
|
34
src/FileIO/CFileLock.h
Normal file
34
src/FileIO/CFileLock.h
Normal file
@ -0,0 +1,34 @@
|
||||
#ifndef CFILELOCK_H
|
||||
#define CFILELOCK_H
|
||||
|
||||
#include <cstdio>
|
||||
|
||||
// Maintain a file handle to prevent other processes from accessing the file.
|
||||
class CFileLock
|
||||
{
|
||||
FILE* mpFile;
|
||||
|
||||
public:
|
||||
CFileLock()
|
||||
: mpFile(nullptr)
|
||||
{}
|
||||
|
||||
~CFileLock()
|
||||
{
|
||||
Release();
|
||||
}
|
||||
|
||||
void Lock(const char *pkPath)
|
||||
{
|
||||
Release();
|
||||
mpFile = fopen(pkPath, "a+");
|
||||
}
|
||||
|
||||
void Release()
|
||||
{
|
||||
if (mpFile)
|
||||
fclose(mpFile);
|
||||
}
|
||||
};
|
||||
|
||||
#endif // CFILELOCK_H
|
@ -41,7 +41,8 @@ HEADERS += \
|
||||
IOUtil.h \
|
||||
IInputStream.h \
|
||||
IOutputStream.h \
|
||||
CBitStreamInWrapper.h
|
||||
CBitStreamInWrapper.h \
|
||||
CFileLock.h
|
||||
|
||||
# Source Files
|
||||
SOURCES += \
|
||||
|
@ -7,7 +7,7 @@
|
||||
<enumerator ID="0x03" name="Immune"/>
|
||||
<enumerator ID="0x04" name="Pass Through"/>
|
||||
<enumerator ID="0x05" name="Direct/Double"/>
|
||||
<enumerator ID="0x06" name="Direct"/>
|
||||
<enumerator ID="0x07" name="Immune?"/>
|
||||
<enumerator ID="0x06" name="Direct/Normal"/>
|
||||
<enumerator ID="0x07" name="Direct/Immune"/>
|
||||
</enumerators>
|
||||
</enum>
|
||||
|
Loading…
x
Reference in New Issue
Block a user