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