/* Copyright (C) 2012 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "ArchiveBuilder.h" #include "graphics/TextureManager.h" #include "graphics/ColladaManager.h" #include "lib/tex/tex_codec.h" #include "lib/file/archive/archive_zip.h" #include "lib/file/vfs/vfs_util.h" #include "ps/XML/Xeromyces.h" // Disable "'boost::algorithm::detail::is_classifiedF' : assignment operator could not be generated" #if MSC_VERSION #pragma warning(disable:4512) #endif #include CArchiveBuilder::CArchiveBuilder(const OsPath& mod, const OsPath& tempdir) : m_TempDir(tempdir) { tex_codec_register_all(); m_VFS = CreateVfs(20*MiB); DeleteDirectory(m_TempDir/"_archivecache"); // clean up in case the last run failed m_VFS->Mount(L"cache/", m_TempDir/"_archivecache"/""); m_VFS->Mount(L"", mod/"", VFS_MOUNT_MUST_EXIST | VFS_MOUNT_KEEP_DELETED); // Collect the list of files before loading any base mods vfs::ForEachFile(m_VFS, L"", &CollectFileCB, (uintptr_t)static_cast(this), 0, vfs::DIR_RECURSIVE); } CArchiveBuilder::~CArchiveBuilder() { m_VFS.reset(); DeleteDirectory(m_TempDir/"_archivecache"); tex_codec_unregister_all(); } void CArchiveBuilder::AddBaseMod(const OsPath& mod) { m_VFS->Mount(L"", mod/"", VFS_MOUNT_MUST_EXIST); } void CArchiveBuilder::Build(const OsPath& archive, bool compress) { // By default we disable zip compression because it significantly hurts download // size for releases (which re-compress all files with better compression // algorithms) - it's probably most important currently to optimise for // download size rather than install size or startup performance. // (See http://trac.wildfiregames.com/ticket/671) const bool noDeflate = !compress; PIArchiveWriter writer = CreateArchiveWriter_Zip(archive, noDeflate); // Use CTextureManager instead of CTextureConverter directly, // so it can deal with all the loading of settings.xml files CTextureManager textureManager(m_VFS, true, true); CColladaManager colladaManager(m_VFS); CXeromyces xero; for (size_t i = 0; i < m_Files.size(); ++i) { Status ret; const VfsPath path = m_Files[i]; OsPath realPath; ret = m_VFS->GetRealPath(path, realPath); ENSURE(ret == INFO::OK); // Compress textures and store the new cached version instead of the original if (boost::algorithm::starts_with(path.string(), L"art/textures/") && tex_is_known_extension(path) && // Skip some subdirectories where the engine doesn't use CTextureManager yet: !boost::algorithm::starts_with(path.string(), L"art/textures/cursors/") && !boost::algorithm::starts_with(path.string(), L"art/textures/terrain/alphamaps/") ) { VfsPath cachedPath; debug_printf(L"Converting texture %ls\n", realPath.string().c_str()); bool ok = textureManager.GenerateCachedTexture(path, cachedPath); ENSURE(ok); OsPath cachedRealPath; ret = m_VFS->GetRealPath(VfsPath("cache")/cachedPath, cachedRealPath); ENSURE(ret == INFO::OK); writer->AddFile(cachedRealPath, cachedPath); // We don't want to store the original file too (since it's a // large waste of space), so skip to the next file continue; } // Convert DAE models and store the new cached version instead of the original if (path.Extension() == L".dae") { CColladaManager::FileType type; if (boost::algorithm::starts_with(path.string(), L"art/meshes/")) type = CColladaManager::PMD; else if (boost::algorithm::starts_with(path.string(), L"art/animation/")) type = CColladaManager::PSA; else { // Unknown type of DAE, just add to archive and continue writer->AddFile(realPath, path); continue; } VfsPath cachedPath; debug_printf(L"Converting model %ls\n", realPath.string().c_str()); bool ok = colladaManager.GenerateCachedFile(path, type, cachedPath); // The DAE might fail to convert for whatever reason, and in that case // it can't be used in the game, so we just exclude it // (alternatively we could throw release blocking errors on useless files) if (ok) { OsPath cachedRealPath; ret = m_VFS->GetRealPath(VfsPath("cache")/cachedPath, cachedRealPath); ENSURE(ret == INFO::OK); writer->AddFile(cachedRealPath, cachedPath); } // We don't want to store the original file too (since it's a // large waste of space), so skip to the next file continue; } debug_printf(L"Adding %ls\n", realPath.string().c_str()); writer->AddFile(realPath, path); // Also cache XMB versions of all XML files if (path.Extension() == L".xml") { VfsPath cachedPath; debug_printf(L"Converting XML file %ls\n", realPath.string().c_str()); bool ok = xero.GenerateCachedXMB(m_VFS, path, cachedPath); ENSURE(ok); OsPath cachedRealPath; ret = m_VFS->GetRealPath(VfsPath("cache")/cachedPath, cachedRealPath); ENSURE(ret == INFO::OK); writer->AddFile(cachedRealPath, cachedPath); } } } Status CArchiveBuilder::CollectFileCB(const VfsPath& pathname, const CFileInfo& UNUSED(fileInfo), const uintptr_t cbData) { CArchiveBuilder* self = static_cast((void*)cbData); self->m_Files.push_back(pathname); return INFO::OK; }