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forked from 0ad/0ad
0ad/source/ps/ArchiveBuilder.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

186 lines
6.1 KiB
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;
}