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0ad/source/ps/ArchiveBuilder.cpp

186 lines
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C++

/* Copyright (C) 2023 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 <http://www.gnu.org/licenses/>.
*/
#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"
#include "renderer/backend/dummy/Device.h"
#include <boost/algorithm/string/predicate.hpp>
CArchiveBuilder::CArchiveBuilder(const OsPath& mod, const OsPath& tempdir) :
m_TempDir(tempdir), m_NumBaseMods(0)
{
m_VFS = CreateVfs();
DeleteDirectory(m_TempDir/"_archivecache"); // clean up in case the last run failed
m_VFS->Mount(L"cache/", m_TempDir/"_archivecache"/"", 0, VFS_MAX_PRIORITY);
// Mount with highest priority so base mods do not overwrite files in this mod
m_VFS->Mount(L"", mod/"", VFS_MOUNT_MUST_EXIST | VFS_MOUNT_KEEP_DELETED, VFS_MAX_PRIORITY);
// Collect the list of files before loading any base mods
vfs::ForEachFile(m_VFS, L"", &CollectFileCB, (uintptr_t)static_cast<void*>(this), 0, vfs::DIR_RECURSIVE);
}
CArchiveBuilder::~CArchiveBuilder()
{
m_VFS.reset();
DeleteDirectory(m_TempDir/"_archivecache");
}
void CArchiveBuilder::AddBaseMod(const OsPath& mod)
{
// Increase priority for each additional base mod, so that the
// mods are mounted in the same way as when starting the game.
m_VFS->Mount(L"", mod/"", VFS_MOUNT_MUST_EXIST, ++m_NumBaseMods);
}
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);
if (!writer)
{
debug_printf("Failed to create the archive \"%s\".", archive.string8().c_str());
return;
}
// Use CTextureManager instead of CTextureConverter directly,
// so it can deal with all the loading of settings.xml files
Renderer::Backend::Dummy::CDevice device;
CTextureManager textureManager(m_VFS, true, &device);
CColladaManager colladaManager(m_VFS);
CXeromyces xero;
for (const VfsPath& path : m_Files)
{
Status ret;
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/") ||
boost::algorithm::starts_with(path.string(), L"fonts/")
) &&
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("Converting texture \"%s\"\n", realPath.string8().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("Converting model %s\n", realPath.string8().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("Adding %s\n", realPath.string8().c_str());
writer->AddFile(realPath, path);
// Also cache XMB versions of all XML files
if (path.Extension() == L".xml")
{
VfsPath cachedPath;
debug_printf("Converting XML file \"%s\"\n", realPath.string8().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);
}
}
debug_printf("Finished packaging \"%s\".", archive.string8().c_str());
}
Status CArchiveBuilder::CollectFileCB(const VfsPath& pathname, const CFileInfo& UNUSED(fileInfo), const uintptr_t cbData)
{
CArchiveBuilder* self = static_cast<CArchiveBuilder*>((void*)cbData);
self->m_Files.push_back(pathname);
return INFO::OK;
}