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hl2sdk/game/client/bsp_utils.cpp

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//========= 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 );
}
}