mirror of
https://github.com/AxioDL/PrimeWorldEditor.git
synced 2025-06-17 12:03:34 +00:00
141 lines
4.0 KiB
C++
141 lines
4.0 KiB
C++
#include "CAssetNameMap.h"
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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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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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{
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auto It = mMap.find(ID);
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if (It != mMap.end())
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{
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SAssetNameInfo& rInfo = It->second;
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rOutName = rInfo.Name;
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rOutDirectory = rInfo.Directory;
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return true;
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}
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else
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{
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rOutDirectory = "Uncategorized\\";
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rOutName = ID.ToString();
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return false;
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}
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}
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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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for (CResourceIterator It(pStore); It; ++It)
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{
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if (It->IsCategorized() || It->IsNamed())
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{
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auto Find = mMap.find(It->ID());
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if (Find != mMap.end())
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{
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SAssetNameInfo& rInfo = Find->second;
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auto UsedFind = mUsedSet.find(rInfo);
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ASSERT(UsedFind != mUsedSet.end());
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mUsedSet.erase(UsedFind);
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}
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}
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}
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// Do a second pass to add the new paths to the map
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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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{
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CAssetID ID = It->ID();
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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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SAssetNameInfo NameInfo { Name, Directory, Type };
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// Check for conflicts with new name
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if (mUsedSet.find(NameInfo) != mUsedSet.end())
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{
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SAssetNameInfo NewNameInfo = NameInfo;
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int NumConflicted = 0;
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while (mUsedSet.find(NewNameInfo) != mUsedSet.end())
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{
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NewNameInfo.Name = NameInfo.Name + L'_' + TWideString::FromInt32(NumConflicted, 0, 10);
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NumConflicted++;
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}
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TString OldPath = NameInfo.FullPath().ToUTF8();
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TString NewPath = NewNameInfo.FullPath().ToUTF8();
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Log::Warning("Detected name conflict when copying asset name from the resource store; renaming.");
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Log::Warning("\tOld Path: " + OldPath);
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Log::Warning("\tNew Path: " + NewPath);
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NameInfo.Name = NewNameInfo.Name;
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}
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// Assign to map
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mMap[ID] = NameInfo;
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mUsedSet.insert(NameInfo);
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}
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}
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}
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// ************ PRIVATE ************
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void CAssetNameMap::Serialize(IArchive& rArc)
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{
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rArc << SERIAL_CONTAINER("AssetNameMap", mMap, "Asset");
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if (rArc.IsReader())
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PostLoadValidate();
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}
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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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mIsValid = false;
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std::set<SAssetNameInfo> Dupes;
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for (auto Iter = mMap.begin(); Iter != mMap.end(); Iter++)
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{
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const SAssetNameInfo& rkInfo = Iter->second;
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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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mUsedSet.insert(rkInfo);
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}
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// If we detected any dupes, then this map can't be used
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if (!Dupes.empty())
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{
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Log::Error("Asset name map is invalid and cannot be used! Duplicate asset entries detected:");
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for (auto Iter = Dupes.begin(); Iter != Dupes.end(); Iter++)
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{
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const SAssetNameInfo& rkInfo = *Iter;
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TString FullPath = rkInfo.FullPath().ToUTF8();
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Log::Error("\t" + FullPath);
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}
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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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}
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