PrimeWorldEditor/src/Core/GameProject/CAssetNameMap.cpp

141 lines
4.0 KiB
C++

#include "CAssetNameMap.h"
bool CAssetNameMap::LoadAssetNames(TString Path /*= gkAssetMapPath*/)
{
CXMLReader Reader(Path);
if (Reader.IsValid())
{
Serialize(Reader);
return true;
}
else return false;
}
bool CAssetNameMap::SaveAssetNames(TString Path /*= gkAssetMapPath*/)
{
CXMLWriter Writer(Path, "AssetNameMap", 0, eUnknownGame);
Serialize(Writer);
return Writer.Save();
}
bool CAssetNameMap::GetNameInfo(CAssetID ID, TString& rOutDirectory, TString& rOutName)
{
auto It = mMap.find(ID);
if (It != mMap.end())
{
SAssetNameInfo& rInfo = It->second;
rOutName = rInfo.Name;
rOutDirectory = rInfo.Directory;
return true;
}
else
{
rOutDirectory = "Uncategorized\\";
rOutName = ID.ToString();
return false;
}
}
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
for (CResourceIterator It(pStore); It; ++It)
{
if (It->IsCategorized() || It->IsNamed())
{
auto Find = mMap.find(It->ID());
if (Find != mMap.end())
{
SAssetNameInfo& rInfo = Find->second;
auto UsedFind = mUsedSet.find(rInfo);
ASSERT(UsedFind != mUsedSet.end());
mUsedSet.erase(UsedFind);
}
}
}
// Do a second pass to add the new paths to the map
for (CResourceIterator It(pStore); It; ++It)
{
if (It->IsCategorized() || It->IsNamed())
{
CAssetID ID = It->ID();
TWideString Name = It->Name();
TWideString Directory = It->Directory()->FullPath();
CFourCC Type = It->CookedExtension();
SAssetNameInfo NameInfo { Name, Directory, Type };
// Check for conflicts with new name
if (mUsedSet.find(NameInfo) != mUsedSet.end())
{
SAssetNameInfo NewNameInfo = NameInfo;
int NumConflicted = 0;
while (mUsedSet.find(NewNameInfo) != mUsedSet.end())
{
NewNameInfo.Name = NameInfo.Name + L'_' + TWideString::FromInt32(NumConflicted, 0, 10);
NumConflicted++;
}
TString OldPath = NameInfo.FullPath().ToUTF8();
TString NewPath = NewNameInfo.FullPath().ToUTF8();
Log::Warning("Detected name conflict when copying asset name from the resource store; renaming.");
Log::Warning("\tOld Path: " + OldPath);
Log::Warning("\tNew Path: " + NewPath);
NameInfo.Name = NewNameInfo.Name;
}
// Assign to map
mMap[ID] = NameInfo;
mUsedSet.insert(NameInfo);
}
}
}
// ************ PRIVATE ************
void CAssetNameMap::Serialize(IArchive& rArc)
{
rArc << SERIAL_CONTAINER("AssetNameMap", mMap, "Asset");
if (rArc.IsReader())
PostLoadValidate();
}
void CAssetNameMap::PostLoadValidate()
{
// Make sure the newly loaded map doesn't contain any name conflicts.
mIsValid = false;
std::set<SAssetNameInfo> Dupes;
for (auto Iter = mMap.begin(); Iter != mMap.end(); Iter++)
{
const SAssetNameInfo& rkInfo = Iter->second;
if (mUsedSet.find(rkInfo) != mUsedSet.end())
Dupes.insert(rkInfo);
else
mUsedSet.insert(rkInfo);
}
// If we detected any dupes, then this map can't be used
if (!Dupes.empty())
{
Log::Error("Asset name map is invalid and cannot be used! Duplicate asset entries detected:");
for (auto Iter = Dupes.begin(); Iter != Dupes.end(); Iter++)
{
const SAssetNameInfo& rkInfo = *Iter;
TString FullPath = rkInfo.FullPath().ToUTF8();
Log::Error("\t" + FullPath);
}
mMap.clear();
}
else
mIsValid = true;
}