PrimeWorldEditor/src/Core/GameProject/CGameProject.cpp

320 lines
9.8 KiB
C++

#include "CGameProject.h"
#include "CResourceIterator.h"
#include "IUIRelay.h"
#include "Core/Resource/Script/CGameTemplate.h"
#include <Common/Serialization/XML.h>
#include <nod/DiscGCN.hpp>
#include <nod/DiscWii.hpp>
#if NOD_UCS2
#define TStringToNodString(string) ToWChar(string)
#else
#define TStringToNodString(string) *string
#endif
CGameProject::~CGameProject()
{
if (mpResourceStore)
{
ASSERT(!mpResourceStore->IsCacheDirty());
if (gpResourceStore == mpResourceStore.get())
gpResourceStore = nullptr;
}
for (uint32 iPkg = 0; iPkg < mPackages.size(); iPkg++)
delete mPackages[iPkg];
}
bool CGameProject::Save()
{
mProjFileLock.Release();
TString ProjPath = ProjectPath();
CXMLWriter Writer(ProjPath, "GameProject", (int) EProjectVersion::Current, mGame);
Serialize(Writer);
bool SaveSuccess = Writer.Save();
mProjFileLock.Lock(*ProjPath);
return SaveSuccess;
}
bool CGameProject::Serialize(IArchive& rArc)
{
rArc << SerialParameter("Name", mProjectName)
<< SerialParameter("Region", mRegion)
<< SerialParameter("GameID", mGameID)
<< SerialParameter("BuildVersion", mBuildVersion);
// Serialize package list
std::vector<TString> PackageList;
if (!rArc.IsReader())
{
for (uint32 iPkg = 0; iPkg < mPackages.size(); iPkg++)
PackageList.push_back( mPackages[iPkg]->DefinitionPath(true) );
}
rArc << SerialParameter("Packages", PackageList);
// Load packages
if (rArc.IsReader())
{
ASSERT(mPackages.empty());
for (uint32 iPkg = 0; iPkg < PackageList.size(); iPkg++)
{
const TString& rkPackagePath = PackageList[iPkg];
TString PackageName = rkPackagePath.GetFileName(false);
TString PackageDir = rkPackagePath.GetFileDirectory();
CPackage *pPackage = new CPackage(this, PackageName, PackageDir);
bool PackageLoadSuccess = pPackage->Load();
mPackages.push_back(pPackage);
if (!PackageLoadSuccess)
{
return false;
}
}
}
return true;
}
bool CGameProject::BuildISO(const TString& rkIsoPath, IProgressNotifier *pProgress)
{
ASSERT( FileUtil::IsValidPath(rkIsoPath, false) );
ASSERT( !IsWiiDeAsobu() && !IsTrilogy() );
auto ProgressCallback = [&](float ProgressPercent, const nod::SystemStringView& rkInfoString, size_t)
{
pProgress->Report((int) (ProgressPercent * 10000), 10000, nod::SystemUTF8Conv(rkInfoString).c_str());
};
pProgress->SetTask(0, "Building " + rkIsoPath.GetFileName());
TString DiscRoot = DiscDir(false);
if (!IsWiiBuild())
{
nod::DiscBuilderGCN Builder(TStringToNodString(rkIsoPath), ProgressCallback);
return Builder.buildFromDirectory(TStringToNodString(DiscRoot)) == nod::EBuildResult::Success;
}
else
{
nod::DiscBuilderWii Builder(TStringToNodString(rkIsoPath), IsTrilogy(), ProgressCallback);
return Builder.buildFromDirectory(TStringToNodString(DiscRoot)) == nod::EBuildResult::Success;
}
}
bool CGameProject::MergeISO(const TString& rkIsoPath, nod::DiscWii *pOriginalIso, IProgressNotifier *pProgress)
{
ASSERT( FileUtil::IsValidPath(rkIsoPath, false) );
ASSERT( IsWiiDeAsobu() || IsTrilogy() );
ASSERT( pOriginalIso != nullptr );
auto ProgressCallback = [&](float ProgressPercent, const nod::SystemStringView& rkInfoString, size_t)
{
pProgress->Report((int) (ProgressPercent * 10000), 10000, nod::SystemUTF8Conv(rkInfoString).c_str());
};
pProgress->SetTask(0, "Building " + rkIsoPath.GetFileName());
TString DiscRoot = DiscFilesystemRoot(false);
nod::DiscMergerWii Merger(TStringToNodString(rkIsoPath), *pOriginalIso, IsTrilogy(), ProgressCallback);
return Merger.mergeFromDirectory(TStringToNodString(DiscRoot)) == nod::EBuildResult::Success;
}
void CGameProject::GetWorldList(std::list<CAssetID>& rOut) const
{
for (uint32 iPkg = 0; iPkg < mPackages.size(); iPkg++)
{
CPackage *pPkg = mPackages[iPkg];
// Little workaround to fix some of Retro's paks having worlds listed in the wrong order...
// Construct a sorted list of worlds in this package
std::list<const SNamedResource*> PackageWorlds;
for (uint32 iRes = 0; iRes < pPkg->NumNamedResources(); iRes++)
{
const SNamedResource& rkRes = pPkg->NamedResourceByIndex(iRes);
if (rkRes.Type == "MLVL" && !rkRes.Name.EndsWith("NODEPEND"))
PackageWorlds.push_back(&rkRes);
}
PackageWorlds.sort([](const SNamedResource *pkLeft, const SNamedResource *pkRight) -> bool {
return pkLeft->Name.ToUpper() < pkRight->Name.ToUpper();
});
// Add sorted worlds to the output world list
for (auto Iter = PackageWorlds.begin(); Iter != PackageWorlds.end(); Iter++)
{
const SNamedResource *pkRes = *Iter;
rOut.push_back(pkRes->ID);
}
}
}
CAssetID CGameProject::FindNamedResource(const TString& rkName) const
{
for (uint32 iPkg = 0; iPkg < mPackages.size(); iPkg++)
{
CPackage *pPkg = mPackages[iPkg];
for (uint32 iRes = 0; iRes < pPkg->NumNamedResources(); iRes++)
{
const SNamedResource& rkRes = pPkg->NamedResourceByIndex(iRes);
if (rkRes.Name == rkName)
return rkRes.ID;
}
}
return CAssetID::InvalidID(mGame);
}
CPackage* CGameProject::FindPackage(const TString& rkName) const
{
for (uint32 iPkg = 0; iPkg < mPackages.size(); iPkg++)
{
CPackage *pPackage = mPackages[iPkg];
if (pPackage->Name() == rkName)
{
return pPackage;
}
}
return nullptr;
}
CGameProject* CGameProject::CreateProjectForExport(
const TString& rkProjRootDir,
EGame Game,
ERegion Region,
const TString& rkGameID,
float BuildVer
)
{
CGameProject *pProj = new CGameProject;
pProj->mGame = Game;
pProj->mRegion = Region;
pProj->mGameID = rkGameID;
pProj->mBuildVersion = BuildVer;
pProj->mProjectRoot = rkProjRootDir;
pProj->mProjectRoot.Replace("\\", "/");
pProj->mpResourceStore = std::make_unique<CResourceStore>(pProj);
pProj->mpGameInfo->LoadGameInfo(Game);
return pProj;
}
CGameProject* CGameProject::LoadProject(const TString& rkProjPath, IProgressNotifier *pProgress)
{
// Init project
CGameProject *pProj = new CGameProject;
pProj->mProjectRoot = rkProjPath.GetFileDirectory();
pProj->mProjectRoot.Replace("\\", "/");
// Init progress
pProgress->SetTask(0, "Loading project: " + rkProjPath.GetFileName());
// Load main project file
pProgress->Report("Loading project settings");
bool LoadSuccess = false;
TString ProjPath = rkProjPath;
CXMLReader Reader(ProjPath);
if (!Reader.IsValid())
{
delete pProj;
return nullptr;
}
pProj->mGame = Reader.Game();
if (pProj->Serialize(Reader))
{
// Load resource database
pProgress->Report("Loading resource database");
pProj->mpResourceStore = std::make_unique<CResourceStore>(pProj);
LoadSuccess = pProj->mpResourceStore->LoadDatabaseCache();
// Removed database validation step. We used to do this on project load to make sure all data was correct, but this takes a long
// time and significantly extends how long it takes to open a project. In actual practice, this isn't needed most of the time, and
// in the odd case that it is needed, there is a button in the resource browser to rebuild the database. So in the interest of
// making project startup faster, we no longer validate the database.
#if 0
if (LoadSuccess)
{
pProgress->Report("Validating resource database");
bool DatabaseIsValid = pProj->mpResourceStore->AreAllEntriesValid();
// Resource database is corrupt. Ask the user if they want to rebuild it.
if (!DatabaseIsValid)
{
bool ShouldRebuild = gpUIRelay->AskYesNoQuestion("Error", "The resource database is corrupt. Attempt to repair it?");
if (ShouldRebuild)
{
pProgress->Report("Repairing resource database");
pProj->mpResourceStore->RebuildFromDirectory();
}
else
LoadSuccess = false;
}
}
#endif
}
if (!LoadSuccess)
{
delete pProj;
return nullptr;
}
pProj->mProjFileLock.Lock(ProjPath);
pProj->mpGameInfo->LoadGameInfo(pProj->mGame);
// Perform update
if (Reader.FileVersion() < (uint16) EProjectVersion::Current)
{
pProgress->Report("Updating project");
CResourceStore* pOldStore = gpResourceStore;
gpResourceStore = pProj->mpResourceStore.get();
for (CResourceIterator It; It; ++It)
{
if (It->TypeInfo()->CanBeSerialized() && !It->HasRawVersion())
{
It->Save(true, false);
// Touch the cooked file to update its last modified time.
// This prevents PWE from erroneously thinking the cooked file is outdated
// (due to the raw file we just made having a more recent last modified time)
FileUtil::UpdateLastModifiedTime( It->CookedAssetPath() );
}
}
pProj->mpResourceStore->ConditionalSaveStore();
pProj->Save();
gpResourceStore = pOldStore;
}
// Create hidden files directory, if needed
TString HiddenDir = pProj->HiddenFilesDir();
if (!FileUtil::Exists(HiddenDir))
{
FileUtil::MakeDirectory(HiddenDir);
FileUtil::MarkHidden(HiddenDir, true);
}
pProj->mpAudioManager->LoadAssets();
pProj->mpTweakManager->LoadTweaks();
return pProj;
}