Crossfire Server, Trunk
AssetCollector.cpp
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/*
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* Crossfire -- cooperative multi-player graphical RPG and adventure game
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*
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* Copyright (c) 2020 the Crossfire Development Team
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*
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* Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
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* welcome to redistribute it under certain conditions. For details, please
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* see COPYING and LICENSE.
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*
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* The authors can be reached via e-mail at <crossfire@metalforge.org>.
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*/
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#include "
AssetCollector.h
"
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#ifndef WIN32
/* ---win32 exclude headers */
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#include <dirent.h>
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#include <sys/stat.h>
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#include "
autoconf.h
"
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#endif
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extern
"C"
{
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#include "
global.h
"
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#include "
compat.h
"
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#include "
Utils.h
"
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#include <string.h>
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}
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#include "
microtar.h
"
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#include "
PngLoader.h
"
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#include <algorithm>
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AssetCollector::AssetCollector
() {
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m_reader
=
bufferreader_create
();
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}
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AssetCollector::~AssetCollector
() {
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for
(
auto
loader :
m_loaders
) {
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delete
loader;
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}
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bufferreader_destroy
(
m_reader
);
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}
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void
AssetCollector::processFiles
(
const
std::vector<std::string>& files) {
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for
(
const
auto
&
file
: files) {
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for
(
auto
loader :
m_loaders
) {
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if
(loader->willLoad(
file
)) {
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if
(
bufferreader_init_from_file
(
m_reader
,
file
.c_str(),
"Unable to open asset file %s: %s\n"
,
llevError
) == NULL) {
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continue
;
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}
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loader->load(
m_reader
,
file
);
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}
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}
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}
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}
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void
AssetCollector::collect
(
const
std::string& directory) {
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DIR *dp;
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struct
dirent
*d;
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struct
stat sb;
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char
full_path[PATH_MAX];
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std::vector<std::string>
names
[2];
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int
type
;
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dp =
opendir
(directory.c_str());
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if
(dp == NULL) {
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return
;
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}
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while
((d =
readdir
(dp)) != NULL) {
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if
(d->d_name[0] == 0 || d->d_name[0] ==
'.'
|| strcmp(d->d_name,
"dev"
) == 0 || strcmp(d->d_name,
"trashbin"
) == 0)
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continue
;
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snprintf(full_path,
sizeof
(full_path),
"%s/%s"
, directory.c_str(), d->d_name);
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stat(full_path, &sb);
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type
= S_ISDIR(sb.st_mode) ? 0 : 1;
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names
[
type
].push_back(full_path);
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}
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(
void
)
closedir
(dp);
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for
(
type
= 0;
type
< 2;
type
++) {
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std::sort(
names
[
type
].begin(),
names
[
type
].end());
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}
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processFiles
(
names
[1]);
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for
(
const
auto
&dir :
names
[0]) {
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collect
(dir);
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}
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}
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void
AssetCollector::load
(
BufferReader
*reader,
const
std::string &
filename
) {
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for
(
AssetLoader
*loader :
m_loaders
) {
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if
(loader->willLoad(
filename
)) {
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loader->load(reader,
filename
);
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}
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}
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}
global.h
llevError
@ llevError
Definition:
logger.h:11
bufferreader_init_from_file
BufferReader * bufferreader_init_from_file(BufferReader *br, const char *filepath, const char *failureMessage, LogLevel failureLevel)
Definition:
bufferreader.c:65
AssetCollector::load
virtual void load(BufferReader *reader, const std::string &filename) override
Definition:
AssetCollector.cpp:94
mad_mage_user.file
file
Definition:
mad_mage_user.py:15
AssetLoader
Definition:
AssetLoader.h:24
npc_dialog.filename
filename
Definition:
npc_dialog.py:99
AssetCollector::m_loaders
std::vector< AssetLoader * > m_loaders
Definition:
AssetCollector.h:55
AssetCollector::collect
void collect(const std::string &directory)
Definition:
AssetCollector.cpp:57
AssetCollector::m_reader
BufferReader * m_reader
Definition:
AssetCollector.h:56
AssetCollector::AssetCollector
AssetCollector()
Definition:
AssetCollector.cpp:32
opendir
DIR * opendir(const char *)
Utils.h
microtar.h
bufferreader_create
BufferReader * bufferreader_create()
Definition:
bufferreader.c:31
AssetCollector::processFiles
void processFiles(const std::vector< std::string > &files)
Definition:
AssetCollector.cpp:43
readdir
struct dirent * readdir(DIR *)
compat.h
nlohmann::detail::void
j template void())
Definition:
json.hpp:4099
dirent
#define dirent
Definition:
xdir.h:12
AssetCollector::~AssetCollector
virtual ~AssetCollector()
Definition:
AssetCollector.cpp:36
guildbuy.names
list names
Definition:
guildbuy.py:18
bufferreader_destroy
void bufferreader_destroy(BufferReader *br)
Definition:
bufferreader.c:40
PngLoader.h
closedir
int closedir(DIR *)
BufferReader
Definition:
bufferreader.c:21
AssetCollector.h
is_valid_types_gen.type
list type
Definition:
is_valid_types_gen.py:25
autoconf.h
crossfire-crossfire-server
common
assets
AssetCollector.cpp
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