// write the specified texture to disk. // note: <t> cannot be made const because the image may have to be // transformed to write it out in the format determined by <fn>'s extension. Status tex_write(Tex* t, const VfsPath& filename) { DynArray da; RETURN_STATUS_IF_ERR(t->encode(filename.Extension(), &da)); // write to disk Status ret = INFO::OK; { shared_ptr<u8> file = DummySharedPtr(da.base); const ssize_t bytes_written = g_VFS->CreateFile(filename, file, da.pos); if(bytes_written > 0) ENSURE(bytes_written == (ssize_t)da.pos); else ret = (Status)bytes_written; } (void)da_free(&da); return ret; }
Status L10n::ReloadChangedFile(const VfsPath& path) { if (!boost::algorithm::starts_with(path.string(), L"l10n/")) return INFO::OK; if (path.Extension() != L".po") return INFO::OK; // If the file was deleted, ignore it if (!VfsFileExists(path)) return INFO::OK; std::wstring dictName = GetFallbackToAvailableDictLocale(currentLocale); if (useLongStrings) dictName = L"long"; if (dictName.empty()) return INFO::OK; // Only the currently used language is loaded, so ignore all others if (path.string().rfind(dictName) == std::string::npos) return INFO::OK; LOGMESSAGE("Hotloading translations from '%s'", path.string8()); CVFSFile file; if (file.Load(g_VFS, path) != PSRETURN_OK) { LOGERROR("Failed to read translations from '%s'", path.string8()); return ERR::FAIL; } std::string content = file.DecodeUTF8(); ReadPoIntoDictionary(content, dictionary); if (g_GUI) g_GUI->ReloadAllPages(); return INFO::OK; }
Status ReloadChangedFile(const VfsPath& path) { // Ignore files that aren't in the right path if (!boost::algorithm::starts_with(path.string(), L"art/skeletons/")) return INFO::OK; if (path.Extension() != L".xml") return INFO::OK; m_skeletonHashInvalidated = true; // If the file doesn't exist (e.g. it was deleted), don't bother reloading // or 'unloading' since that isn't possible if (!VfsFileExists(path)) return INFO::OK; if (!dll.IsLoaded() && !TryLoadDLL()) return ERR::FAIL; LOGMESSAGE("Hotloading skeleton definitions from '%s'", path.string8()); // Set the filename for the logger to report set_logger(ColladaLog, const_cast<void*>(static_cast<const void*>(&path))); CVFSFile skeletonFile; if (skeletonFile.Load(m_VFS, path) != PSRETURN_OK) { LOGERROR("Failed to read skeleton defintions from '%s'", path.string8()); return ERR::FAIL; } int ok = set_skeleton_definitions((const char*)skeletonFile.GetBuffer(), (int)skeletonFile.GetBufferSize()); if (ok < 0) { LOGERROR("Failed to load skeleton definitions from '%s'", path.string8()); return ERR::FAIL; } return INFO::OK; }
VfsPath CCacheLoader::LooseCachePath(const VfsPath& sourcePath, const MD5& initialHash, u32 version) { CFileInfo fileInfo; if (m_VFS->GetFileInfo(sourcePath, &fileInfo) < 0) { debug_warn(L"source file disappeared"); // this should never happen return VfsPath(); } u64 mtime = (u64)fileInfo.MTime() & ~1; // skip lowest bit, since zip and FAT don't preserve it u64 size = (u64)fileInfo.Size(); // Construct a hash of the file data and settings. MD5 hash = initialHash; hash.Update((const u8*)&mtime, sizeof(mtime)); hash.Update((const u8*)&size, sizeof(size)); hash.Update((const u8*)&version, sizeof(version)); // these are local cached files, so we don't care about endianness etc // Use a short prefix of the full hash (we don't need high collision-resistance), // converted to hex u8 digest[MD5::DIGESTSIZE]; hash.Final(digest); std::wstringstream digestPrefix; digestPrefix << std::hex; for (size_t i = 0; i < 8; ++i) digestPrefix << std::setfill(L'0') << std::setw(2) << (int)digest[i]; // Get the mod path OsPath path; m_VFS->GetRealPath(sourcePath, path); // Construct the final path return VfsPath("cache") / path_name_only(path.BeforeCommon(sourcePath).Parent().string().c_str()) / sourcePath.ChangeExtension(sourcePath.Extension().string() + L"." + digestPrefix.str() + m_FileExtension); }
VfsPath CCacheLoader::ArchiveCachePath(const VfsPath& sourcePath) { return sourcePath.ChangeExtension(sourcePath.Extension().string() + L".cached" + m_FileExtension); }
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/") || 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(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); } } }