Esempio n. 1
0
// 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;
}
Esempio n. 2
0
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;
}
Esempio n. 3
0
	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;
	}
Esempio n. 4
0
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);
}
Esempio n. 5
0
VfsPath CCacheLoader::ArchiveCachePath(const VfsPath& sourcePath)
{
	return sourcePath.ChangeExtension(sourcePath.Extension().string() + L".cached" + m_FileExtension);
}
Esempio n. 6
0
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);
		}
	}
}