You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
171 lines
4.7 KiB
171 lines
4.7 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose: Exposes bsp tools to game for e.g. workshop use
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//===========================================================================//
|
||
|
|
||
|
#include "cbase.h"
|
||
|
#include <tier2/tier2.h>
|
||
|
#include "filesystem.h"
|
||
|
#include "bsp_utils.h"
|
||
|
#include "utlbuffer.h"
|
||
|
#include "igamesystem.h"
|
||
|
|
||
|
// memdbgon must be the last include file in a .cpp file!!!
|
||
|
#include "tier0/memdbgon.h"
|
||
|
|
||
|
bool BSP_SyncRepack( const char *pszInputMapFile,
|
||
|
const char *pszOutputMapFile,
|
||
|
IBSPPack::eRepackBSPFlags eRepackFlags )
|
||
|
{
|
||
|
// load the bsppack dll
|
||
|
IBSPPack *libBSPPack = NULL;
|
||
|
CSysModule *pModule = g_pFullFileSystem->LoadModule( "bsppack" );
|
||
|
if ( pModule )
|
||
|
{
|
||
|
CreateInterfaceFn BSPPackFactory = Sys_GetFactory( pModule );
|
||
|
if ( BSPPackFactory )
|
||
|
{
|
||
|
libBSPPack = ( IBSPPack * )BSPPackFactory( IBSPPACK_VERSION_STRING, NULL );
|
||
|
}
|
||
|
}
|
||
|
if( !libBSPPack )
|
||
|
{
|
||
|
Warning( "Can't load bsppack library - unable to compress bsp\n" );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
Msg( "Repacking %s -> %s\n", pszInputMapFile, pszOutputMapFile );
|
||
|
|
||
|
if ( !g_pFullFileSystem->FileExists( pszInputMapFile ) )
|
||
|
{
|
||
|
Warning( "Couldn't open input file %s - BSP recompress failed\n", pszInputMapFile );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
CUtlBuffer inputBuffer;
|
||
|
if ( !g_pFullFileSystem->ReadFile( pszInputMapFile, NULL, inputBuffer ) )
|
||
|
{
|
||
|
Warning( "Couldn't read file %s - BSP compression failed\n", pszInputMapFile );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
CUtlBuffer outputBuffer;
|
||
|
|
||
|
if ( !libBSPPack->RepackBSP( inputBuffer, outputBuffer, eRepackFlags ) )
|
||
|
{
|
||
|
Warning( "Internal error compressing BSP\n" );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
g_pFullFileSystem->WriteFile( pszOutputMapFile, NULL, outputBuffer );
|
||
|
|
||
|
Msg( "Successfully repacked %s as %s -- %u -> %u bytes\n",
|
||
|
pszInputMapFile, pszOutputMapFile, inputBuffer.TellPut(), outputBuffer.TellPut() );
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// Helper to create a thread that calls SyncCompressMap, and clean it up when it exists
|
||
|
void BSP_BackgroundRepack( const char *pszInputMapFile,
|
||
|
const char *pszOutputMapFile,
|
||
|
IBSPPack::eRepackBSPFlags eRepackFlags )
|
||
|
{
|
||
|
// Make this a gamesystem and thread, so it can check for completion each frame and clean itself up. Run() is the
|
||
|
// background thread, Update() is the main thread tick.
|
||
|
class BackgroundBSPRepackThread : public CThread, public CAutoGameSystemPerFrame
|
||
|
{
|
||
|
public:
|
||
|
BackgroundBSPRepackThread( const char *pszInputFile, const char *pszOutputFile, IBSPPack::eRepackBSPFlags eRepackFlags )
|
||
|
: m_strInput( pszInputFile )
|
||
|
, m_strOutput( pszOutputFile )
|
||
|
, m_eRepackFlags( eRepackFlags )
|
||
|
{
|
||
|
Start();
|
||
|
}
|
||
|
|
||
|
// CThread job - returns 0 for success
|
||
|
virtual int Run() OVERRIDE
|
||
|
{
|
||
|
return BSP_SyncRepack( m_strInput.Get(), m_strOutput.Get(), m_eRepackFlags ) ? 0 : 1;
|
||
|
}
|
||
|
|
||
|
// GameSystem
|
||
|
virtual const char* Name( void ) OVERRIDE { return "BackgroundBSPRepackThread"; }
|
||
|
|
||
|
// Runs on main thread
|
||
|
void CheckFinished()
|
||
|
{
|
||
|
if ( !IsAlive() )
|
||
|
{
|
||
|
// Thread finished
|
||
|
if ( GetResult() != 0 )
|
||
|
{
|
||
|
Warning( "Map compression thread failed :(\n" );
|
||
|
}
|
||
|
|
||
|
// AutoGameSystem deregisters itself on destruction, we're done
|
||
|
delete this;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
virtual void Update( float frametime ) OVERRIDE { CheckFinished(); }
|
||
|
#else // GAME DLL
|
||
|
virtual void FrameUpdatePostEntityThink() OVERRIDE { CheckFinished(); }
|
||
|
#endif
|
||
|
private:
|
||
|
CUtlString m_strInput;
|
||
|
CUtlString m_strOutput;
|
||
|
IBSPPack::eRepackBSPFlags m_eRepackFlags;
|
||
|
};
|
||
|
|
||
|
Msg( "Starting BSP repack job %s -> %s\n", pszInputMapFile, pszOutputMapFile );
|
||
|
|
||
|
// Deletes itself up when done
|
||
|
new BackgroundBSPRepackThread( pszInputMapFile, pszOutputMapFile, eRepackFlags );
|
||
|
}
|
||
|
|
||
|
CON_COMMAND( bsp_repack, "Repack and output a (re)compressed version of a bsp file" )
|
||
|
{
|
||
|
#ifdef GAME_DLL
|
||
|
if ( !UTIL_IsCommandIssuedByServerAdmin() )
|
||
|
return;
|
||
|
#endif
|
||
|
|
||
|
// Handle -nocompress
|
||
|
bool bCompress = true;
|
||
|
const char *szInFilename = NULL;
|
||
|
const char *szOutFilename = NULL;
|
||
|
|
||
|
if ( args.ArgC() == 4 && V_strcasecmp( args.Arg( 1 ), "-nocompress" ) == 0 )
|
||
|
{
|
||
|
bCompress = false;
|
||
|
szInFilename = args.Arg( 2 );
|
||
|
szOutFilename = args.Arg( 3 );
|
||
|
}
|
||
|
else if ( args.ArgC() == 3 )
|
||
|
{
|
||
|
szInFilename = args.Arg( 1 );
|
||
|
szOutFilename = args.Arg( 2 );
|
||
|
}
|
||
|
|
||
|
if ( !szInFilename || !szOutFilename || !strlen( szInFilename ) || !strlen( szOutFilename ) )
|
||
|
{
|
||
|
Msg( "Usage: bsp_repack [-nocompress] map.bsp output_map.bsp\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( bCompress )
|
||
|
{
|
||
|
// Use default compress flags
|
||
|
BSP_BackgroundRepack( szInFilename, szOutFilename );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// No compression
|
||
|
BSP_BackgroundRepack( szInFilename, szOutFilename, (IBSPPack::eRepackBSPFlags)0 );
|
||
|
}
|
||
|
}
|