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o3de/Code/Sandbox/Editor/GameExporter.cpp

708 lines
26 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
// Original file Copyright Crytek GMBH or its affiliates, used under license.
#include "EditorDefs.h"
// AzCore
#include <AzCore/IO/IStreamer.h>
#include <AzCore/std/parallel/binary_semaphore.h>
// CryCommon
#include <CryCommon/ILevelSystem.h>
// Editor
#include "GameExporter.h"
#include "GameEngine.h"
#include "CryEditDoc.h"
#include "Mission.h"
#include "ShaderCache.h"
#include "UsedResources.h"
#include "WaitProgress.h"
#include "Util/CryMemFile.h"
#include "Objects/ObjectManager.h"
#include "Objects/EntityObject.h"
#include <AzFramework/Terrain/TerrainDataRequestBus.h>
//////////////////////////////////////////////////////////////////////////
#define MUSIC_LEVEL_LIBRARY_FILE "Music.xml"
#define MATERIAL_LEVEL_LIBRARY_FILE "Materials.xml"
#define RESOURCE_LIST_FILE "ResourceList.txt"
#define USED_RESOURCE_LIST_FILE "UsedResourceList.txt"
#define SHADER_LIST_FILE "ShadersList.txt"
#define GetAValue(rgb) ((BYTE)((rgb) >> 24))
//////////////////////////////////////////////////////////////////////////
// SGameExporterSettings
//////////////////////////////////////////////////////////////////////////
SGameExporterSettings::SGameExporterSettings()
: iExportTexWidth(4096)
, nApplySS(1)
{
}
//////////////////////////////////////////////////////////////////////////
void SGameExporterSettings::SetLowQuality()
{
iExportTexWidth = 4096;
nApplySS = 0;
}
//////////////////////////////////////////////////////////////////////////
void SGameExporterSettings::SetHiQuality()
{
iExportTexWidth = 16384;
nApplySS = 1;
}
CGameExporter* CGameExporter::m_pCurrentExporter = NULL;
//////////////////////////////////////////////////////////////////////////
// CGameExporter
//////////////////////////////////////////////////////////////////////////
CGameExporter::CGameExporter()
: m_bAutoExportMode(false)
{
m_pCurrentExporter = this;
}
CGameExporter::~CGameExporter()
{
m_pCurrentExporter = NULL;
}
//////////////////////////////////////////////////////////////////////////
bool CGameExporter::Export(unsigned int flags, [[maybe_unused]] EEndian eExportEndian, const char* subdirectory)
{
CAutoDocNotReady autoDocNotReady;
CObjectManagerLevelIsExporting levelIsExportingFlag;
QWaitCursor waitCursor;
IEditor* pEditor = GetIEditor();
CGameEngine* pGameEngine = pEditor->GetGameEngine();
if (pGameEngine->GetLevelPath().isEmpty())
{
return false;
}
bool exportSuccessful = true;
CrySystemEventBus::Broadcast(&CrySystemEventBus::Events::OnCryEditorBeginLevelExport);
bool usePrefabSystemForLevels = false;
AzFramework::ApplicationRequests::Bus::BroadcastResult(
usePrefabSystemForLevels, &AzFramework::ApplicationRequests::IsPrefabSystemForLevelsEnabled);
if (usePrefabSystemForLevels)
{
// Level.pak and all the data contained within it is unused when using the prefab system for levels, so there's nothing
// to do here.
CCryEditDoc* pDocument = pEditor->GetDocument();
pDocument->SetLevelExported(true);
}
else
{
QDir::setCurrent(pEditor->GetPrimaryCDFolder());
QString sLevelPath = Path::AddSlash(pGameEngine->GetLevelPath());
if (subdirectory && subdirectory[0] && strcmp(subdirectory, ".") != 0)
{
sLevelPath = Path::AddSlash(sLevelPath + subdirectory);
QDir().mkpath(sLevelPath);
}
m_levelPak.m_sPath = QString(sLevelPath) + GetLevelPakFilename();
m_levelPath = Path::RemoveBackslash(sLevelPath);
QString rootLevelPath = Path::AddSlash(pGameEngine->GetLevelPath());
// Make sure we unload any unused CGFs before exporting so that they don't end up in
// the level data.
if (pEditor->Get3DEngine())
{
pEditor->Get3DEngine()->FreeUnusedCGFResources();
}
CCryEditDoc* pDocument = pEditor->GetDocument();
if (flags & eExp_Fast)
{
m_settings.SetLowQuality();
}
else if (m_bAutoExportMode)
{
m_settings.SetHiQuality();
}
CryAutoLock<CryMutex> autoLock(CGameEngine::GetPakModifyMutex());
// Close this pak file.
if (!CloseLevelPack(m_levelPak, true))
{
Error("Cannot close Pak file " + m_levelPak.m_sPath);
exportSuccessful = false;
}
if (exportSuccessful)
{
if (m_bAutoExportMode)
{
// Remove read-only flags.
CrySetFileAttributes(m_levelPak.m_sPath.toUtf8().data(), FILE_ATTRIBUTE_NORMAL);
}
}
//////////////////////////////////////////////////////////////////////////
if (exportSuccessful)
{
if (!CFileUtil::OverwriteFile(m_levelPak.m_sPath))
{
Error("Cannot overwrite Pak file " + m_levelPak.m_sPath);
exportSuccessful = false;
}
}
if (exportSuccessful)
{
if (!OpenLevelPack(m_levelPak, false))
{
Error("Cannot open Pak file " + m_levelPak.m_sPath + " for writing.");
exportSuccessful = false;
}
}
////////////////////////////////////////////////////////////////////////
// Export all data to the game
////////////////////////////////////////////////////////////////////////
if (exportSuccessful)
{
ExportVisAreas(sLevelPath.toUtf8().data(), eExportEndian);
////////////////////////////////////////////////////////////////////////
// Exporting map setttings
////////////////////////////////////////////////////////////////////////
ExportOcclusionMesh(sLevelPath.toUtf8().data());
//! Export Level data.
CLogFile::WriteLine("Exporting LevelData.xml");
ExportLevelData(sLevelPath);
CLogFile::WriteLine("Exporting LevelData.xml done.");
ExportLevelInfo(sLevelPath);
ExportLevelResourceList(sLevelPath);
ExportLevelUsedResourceList(sLevelPath);
ExportLevelShaderCache(sLevelPath);
//////////////////////////////////////////////////////////////////////////
// End Exporting Game data.
//////////////////////////////////////////////////////////////////////////
// Close all packs.
CloseLevelPack(m_levelPak, false);
// m_texturePakFile.Close();
pEditor->SetStatusText(QObject::tr("Ready"));
// Reopen this pak file.
if (!OpenLevelPack(m_levelPak, true))
{
Error("Cannot open Pak file " + m_levelPak.m_sPath);
exportSuccessful = false;
}
}
if (exportSuccessful)
{
// Commit changes to the disk.
_flushall();
// finally create filelist.xml
QString levelName = Path::GetFileName(pGameEngine->GetLevelPath());
ExportFileList(sLevelPath, levelName);
pDocument->SetLevelExported(true);
}
}
// Always notify that we've finished exporting, whether it was successful or not.
CrySystemEventBus::Broadcast(&CrySystemEventBus::Events::OnCryEditorEndLevelExport, exportSuccessful);
if (exportSuccessful)
{
// Notify the level system that there's a new level, so that the level info is populated.
gEnv->pSystem->GetILevelSystem()->Rescan(ILevelSystem::GetLevelsDirectoryName());
CLogFile::WriteLine("Exporting was successful.");
}
return exportSuccessful;
}
//////////////////////////////////////////////////////////////////////////
void CGameExporter::ExportVisAreas(const char* pszGamePath, EEndian eExportEndian)
{
char szFileOutputPath[_MAX_PATH];
// export visareas
IEditor* pEditor = GetIEditor();
// remove old files
sprintf_s(szFileOutputPath, "%s%s", pszGamePath, COMPILED_VISAREA_MAP_FILE_NAME);
m_levelPak.m_pakFile.RemoveFile(szFileOutputPath);
SHotUpdateInfo exportInfo;
I3DEngine* p3DEngine = pEditor->Get3DEngine();
if (p3DEngine && (eExportEndian == GetPlatformEndian())) // skip second export, this data is common for PC and consoles
{
std::vector<struct IStatObj*>* pTempBrushTable = NULL;
std::vector<_smart_ptr<IMaterial>>* pTempMatsTable = NULL;
std::vector<struct IStatInstGroup*>* pTempVegGroupTable = NULL;
// export visareas
CLogFile::WriteLine("Exporting indoors...");
pEditor->SetStatusText("Exporting indoors...");
if (IVisAreaManager* pVisAreaManager = p3DEngine->GetIVisAreaManager())
{
if (int nSize = pVisAreaManager->GetCompiledDataSize())
{ // get visareas data from 3dengine and save it into file
uint8* pData = new uint8[nSize];
pVisAreaManager->GetCompiledData(pData, nSize, &pTempBrushTable, &pTempMatsTable, &pTempVegGroupTable, eExportEndian);
sprintf_s(szFileOutputPath, "%s%s", pszGamePath, COMPILED_VISAREA_MAP_FILE_NAME);
CCryMemFile visareasCompiledFile;
visareasCompiledFile.Write(pData, nSize);
m_levelPak.m_pakFile.UpdateFile(szFileOutputPath, visareasCompiledFile);
delete[] pData;
}
}
}
}
//////////////////////////////////////////////////////////////////////////
void CGameExporter::ExportOcclusionMesh(const char* pszGamePath)
{
IEditor* pEditor = GetIEditor();
pEditor->SetStatusText(QObject::tr("including Occluder Mesh \"occluder.ocm\" if available"));
char resolvedLevelPath[AZ_MAX_PATH_LEN] = { 0 };
AZ::IO::FileIOBase::GetDirectInstance()->ResolvePath(pszGamePath, resolvedLevelPath, AZ_MAX_PATH_LEN);
QString levelDataFile = QString(resolvedLevelPath) + "occluder.ocm";
QFile FileIn(levelDataFile);
if (FileIn.open(QFile::ReadOnly))
{
CMemoryBlock Temp;
const size_t Size = FileIn.size();
Temp.Allocate(Size);
FileIn.read(reinterpret_cast<char*>(Temp.GetBuffer()), Size);
FileIn.close();
CCryMemFile FileOut;
FileOut.Write(Temp.GetBuffer(), Size);
m_levelPak.m_pakFile.UpdateFile(levelDataFile.toUtf8().data(), FileOut);
}
}
//////////////////////////////////////////////////////////////////////////
void CGameExporter::ExportLevelData(const QString& path, bool bExportMission)
{
IEditor* pEditor = GetIEditor();
pEditor->SetStatusText(QObject::tr("Exporting LevelData.xml..."));
char versionString[256];
pEditor->GetFileVersion().ToString(versionString);
XmlNodeRef root = XmlHelpers::CreateXmlNode("LevelData");
root->setAttr("SandboxVersion", versionString);
XmlNodeRef rootAction = XmlHelpers::CreateXmlNode("LevelDataAction");
rootAction->setAttr("SandboxVersion", versionString);
ExportMapInfo(root);
CCryEditDoc* pDocument = pEditor->GetDocument();
CMission* pCurrentMission = 0;
if (bExportMission)
{
pCurrentMission = pDocument->GetCurrentMission();
// Save contents of current mission.
}
//////////////////////////////////////////////////////////////////////////
// Export missions tag.
//////////////////////////////////////////////////////////////////////////
XmlNodeRef missionsNode = rootAction->newChild("Missions");
QString missionFileName;
QString currentMissionFileName;
I3DEngine* p3DEngine = pEditor->Get3DEngine();
if (p3DEngine)
{
for (int i = 0; i < pDocument->GetMissionCount(); i++)
{
CMission* pMission = pDocument->GetMission(i);
QString name = pMission->GetName();
name.replace(' ', '_');
missionFileName = QStringLiteral("Mission_%1.xml").arg(name);
XmlNodeRef missionDescNode = missionsNode->newChild("Mission");
missionDescNode->setAttr("Name", pMission->GetName().toUtf8().data());
missionDescNode->setAttr("File", missionFileName.toUtf8().data());
missionDescNode->setAttr("CGFCount", p3DEngine->GetLoadedObjectCount());
int nProgressBarRange = m_numExportedMaterials / 10 + p3DEngine->GetLoadedObjectCount();
missionDescNode->setAttr("ProgressBarRange", nProgressBarRange);
if (pMission == pCurrentMission)
{
currentMissionFileName = missionFileName;
}
}
}
//////////////////////////////////////////////////////////////////////////
// Save Level Data XML
//////////////////////////////////////////////////////////////////////////
QString levelDataFile = path + "LevelData.xml";
XmlString xmlData = root->getXML();
CCryMemFile file;
file.Write(xmlData.c_str(), xmlData.length());
m_levelPak.m_pakFile.UpdateFile(levelDataFile.toUtf8().data(), file);
QString levelDataActionFile = path + "LevelDataAction.xml";
XmlString xmlDataAction = rootAction->getXML();
CCryMemFile fileAction;
fileAction.Write(xmlDataAction.c_str(), xmlDataAction.length());
m_levelPak.m_pakFile.UpdateFile(levelDataActionFile.toUtf8().data(), fileAction);
if (bExportMission)
{
XmlNodeRef objectsNode = NULL;
//////////////////////////////////////////////////////////////////////////
// Export current mission file.
//////////////////////////////////////////////////////////////////////////
XmlNodeRef missionNode = rootAction->createNode("Mission");
pCurrentMission->Export(missionNode, objectsNode);
if (p3DEngine)
{
missionNode->setAttr("CGFCount", p3DEngine->GetLoadedObjectCount());
}
//if (!CFileUtil::OverwriteFile( path+currentMissionFileName ))
// return;
AZStd::vector<char> entitySaveBuffer;
AZ::IO::ByteContainerStream<AZStd::vector<char> > entitySaveStream(&entitySaveBuffer);
bool savedEntities = false;
EBUS_EVENT_RESULT(savedEntities, AzToolsFramework::EditorEntityContextRequestBus, SaveToStreamForGame, entitySaveStream, AZ::DataStream::ST_BINARY);
if (savedEntities)
{
QString entitiesFile;
entitiesFile = QStringLiteral("%1%2.entities_xml").arg(path, pCurrentMission ? pCurrentMission->GetName() : "");
m_levelPak.m_pakFile.UpdateFile(entitiesFile.toUtf8().data(), entitySaveBuffer.begin(), entitySaveBuffer.size());
}
_smart_ptr<IXmlStringData> pXmlStrData = missionNode->getXMLData(5000000);
CCryMemFile fileMission;
fileMission.Write(pXmlStrData->GetString(), pXmlStrData->GetStringLength());
m_levelPak.m_pakFile.UpdateFile((path + currentMissionFileName).toUtf8().data(), fileMission);
}
}
//////////////////////////////////////////////////////////////////////////
void CGameExporter::ExportLevelInfo(const QString& path)
{
//////////////////////////////////////////////////////////////////////////
// Export short level info xml.
//////////////////////////////////////////////////////////////////////////
IEditor* pEditor = GetIEditor();
XmlNodeRef root = XmlHelpers::CreateXmlNode("LevelInfo");
char versionString[256];
pEditor->GetFileVersion().ToString(versionString);
root->setAttr("SandboxVersion", versionString);
QString levelName = pEditor->GetGameEngine()->GetLevelPath();
root->setAttr("Name", levelName.toUtf8().data());
auto terrain = AzFramework::Terrain::TerrainDataRequestBus::FindFirstHandler();
const AZ::Aabb terrainAabb = terrain ? terrain->GetTerrainAabb() : AZ::Aabb::CreateFromPoint(AZ::Vector3::CreateZero());
const AZ::Vector2 terrainGridResolution = terrain ? terrain->GetTerrainGridResolution() : AZ::Vector2::CreateOne();
const int compiledHeightmapSize = static_cast<int>(terrainAabb.GetXExtent() / terrainGridResolution.GetX());
root->setAttr("HeightmapSize", compiledHeightmapSize);
// Save all missions in this level.
XmlNodeRef missionsNode = root->newChild("Missions");
int numMissions = pEditor->GetDocument()->GetMissionCount();
for (int i = 0; i < numMissions; i++)
{
CMission* pMission = pEditor->GetDocument()->GetMission(i);
XmlNodeRef missionNode = missionsNode->newChild("Mission");
missionNode->setAttr("Name", pMission->GetName().toUtf8().data());
missionNode->setAttr("Description", pMission->GetDescription().toUtf8().data());
}
//////////////////////////////////////////////////////////////////////////
// Save LevelInfo file.
//////////////////////////////////////////////////////////////////////////
QString filename = path + "LevelInfo.xml";
XmlString xmlData = root->getXML();
CCryMemFile file;
file.Write(xmlData.c_str(), xmlData.length());
m_levelPak.m_pakFile.UpdateFile(filename.toUtf8().data(), file);
}
//////////////////////////////////////////////////////////////////////////
void CGameExporter::ExportMapInfo(XmlNodeRef& node)
{
if (!GetIEditor()->Get3DEngine())
{
return;
}
XmlNodeRef info = node->newChild("LevelInfo");
IEditor* pEditor = GetIEditor();
info->setAttr("Name", QFileInfo(pEditor->GetDocument()->GetTitle()).completeBaseName());
auto terrain = AzFramework::Terrain::TerrainDataRequestBus::FindFirstHandler();
const AZ::Aabb terrainAabb = terrain ? terrain->GetTerrainAabb() : AZ::Aabb::CreateFromPoint(AZ::Vector3::CreateZero());
const AZ::Vector2 terrainGridResolution = terrain ? terrain->GetTerrainGridResolution() : AZ::Vector2::CreateOne();
const int terrainSizeInMeters = static_cast<int>(terrainAabb.GetXExtent());
const int terrainUnitSizeInMeters = static_cast<int>(terrainGridResolution.GetX());
info->setAttr("HeightmapSize", terrainSizeInMeters / terrainUnitSizeInMeters);
info->setAttr("HeightmapUnitSize", terrainUnitSizeInMeters);
//! Default Max Height value.
constexpr int HEIGHTMAP_MAX_HEIGHT = 150; //This is the default max height in CHeightmap
info->setAttr("HeightmapMaxHeight", HEIGHTMAP_MAX_HEIGHT);
info->setAttr("WaterLevel", pEditor->Get3DEngine()->GetWaterLevel());
// Serialize surface types.
CXmlArchive xmlAr;
xmlAr.bLoading = false;
xmlAr.root = node;
}
//////////////////////////////////////////////////////////////////////////
void CGameExporter::ExportLevelResourceList(const QString& path)
{
auto pResList = gEnv->pCryPak->GetResourceList(AZ::IO::IArchive::RFOM_Level);
// Write resource list to file.
CCryMemFile memFile;
for (const char* filename = pResList->GetFirst(); filename; filename = pResList->GetNext())
{
memFile.Write(filename, strlen(filename));
memFile.Write("\n", 1);
}
QString resFile = Path::Make(path, RESOURCE_LIST_FILE);
m_levelPak.m_pakFile.UpdateFile(resFile.toUtf8().data(), memFile, true);
}
//////////////////////////////////////////////////////////////////////////
void CGameExporter::ExportLevelUsedResourceList(const QString& path)
{
// Write used resource list to file.
CCryMemFile memFile;
CUsedResources resources;
GetIEditor()->GetObjectManager()->GatherUsedResources(resources);
for (CUsedResources::TResourceFiles::const_iterator it = resources.files.begin(); it != resources.files.end(); it++)
{
QString filePath = Path::MakeGamePath(*it).toLower();
memFile.Write(filePath.toUtf8().data(), filePath.toUtf8().length());
memFile.Write("\n", 1);
}
QString resFile = Path::Make(path, USED_RESOURCE_LIST_FILE);
m_levelPak.m_pakFile.UpdateFile(resFile.toUtf8().data(), memFile, true);
}
//////////////////////////////////////////////////////////////////////////
void CGameExporter::ExportLevelShaderCache(const QString& path)
{
QString buf;
GetIEditor()->GetDocument()->GetShaderCache()->SaveBuffer(buf);
CCryMemFile memFile;
memFile.Write(buf.toUtf8().data(), buf.toUtf8().length());
QString filename = Path::Make(path, SHADER_LIST_FILE);
m_levelPak.m_pakFile.UpdateFile(filename.toUtf8().data(), memFile, true);
}
//////////////////////////////////////////////////////////////////////////
void CGameExporter::ExportFileList(const QString& path, const QString& levelName)
{
// process the folder of the specified map name, producing a filelist.xml file
// that can later be used for map downloads
string newpath;
QString filename = levelName;
string mapname = (filename + ".dds").toUtf8().data();
string metaname = (filename + ".xml").toUtf8().data();
XmlNodeRef rootNode = gEnv->pSystem->CreateXmlNode("download");
rootNode->setAttr("name", filename.toUtf8().data());
rootNode->setAttr("type", "Map");
XmlNodeRef indexNode = rootNode->newChild("index");
if (indexNode)
{
indexNode->setAttr("src", "filelist.xml");
indexNode->setAttr("dest", "filelist.xml");
}
XmlNodeRef filesNode = rootNode->newChild("files");
if (filesNode)
{
newpath = GetIEditor()->GetGameEngine()->GetLevelPath().toUtf8().data();
newpath += "/*";
AZ::IO::ArchiveFileIterator handle = gEnv->pCryPak->FindFirst(newpath.c_str());
if (!handle)
{
return;
}
do
{
// ignore "." and ".."
if (handle.m_filename.front() == '.')
{
continue;
}
// do we need any files from sub directories?
if ((handle.m_fileDesc.nAttrib & AZ::IO::FileDesc::Attribute::Subdirectory) == AZ::IO::FileDesc::Attribute::Subdirectory)
{
continue;
}
// only need the following files for multiplayer downloads
if (!_stricmp(handle.m_filename.data(), GetLevelPakFilename())
|| !_stricmp(handle.m_filename.data(), mapname.c_str())
|| !_stricmp(handle.m_filename.data(), metaname.c_str()))
{
XmlNodeRef newFileNode = filesNode->newChild("file");
if (newFileNode)
{
// TEMP: this is just for testing. src probably needs to be blank.
// string src = "http://server41/updater/";
// src += m_levelName;
// src += "/";
// src += fileinfo.name;
newFileNode->setAttr("src", handle.m_filename.data());
newFileNode->setAttr("dest", handle.m_filename.data());
newFileNode->setAttr("size", handle.m_fileDesc.nSize);
unsigned char md5[16];
string filenameToHash = GetIEditor()->GetGameEngine()->GetLevelPath().toUtf8().data();
filenameToHash += "/";
filenameToHash += string{ handle.m_filename.data(), handle.m_filename.size() };
if (gEnv->pCryPak->ComputeMD5(filenameToHash.data(), md5))
{
char md5string[33];
sprintf_s(md5string, "%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x",
md5[0], md5[1], md5[2], md5[3],
md5[4], md5[5], md5[6], md5[7],
md5[8], md5[9], md5[10], md5[11],
md5[12], md5[13], md5[14], md5[15]);
newFileNode->setAttr("md5", md5string);
}
else
{
newFileNode->setAttr("md5", "");
}
}
}
} while (handle = gEnv->pCryPak->FindNext(handle));
gEnv->pCryPak->FindClose (handle);
}
// save filelist.xml
newpath = path.toUtf8().data();
newpath += "/filelist.xml";
rootNode->saveToFile(newpath.c_str());
}
void CGameExporter::Error(const QString& error)
{
if (m_bAutoExportMode)
{
CLogFile::WriteLine((QString("Export failed! ") + error).toUtf8().data());
}
else
{
Warning((QString("Export failed! ") + error).toUtf8().data());
}
}
bool CGameExporter::OpenLevelPack(SLevelPakHelper& lphelper, bool bCryPak)
{
bool bRet = false;
assert(lphelper.m_bPakOpened == false);
assert(lphelper.m_bPakOpenedCryPak == false);
if (bCryPak)
{
assert(!lphelper.m_sPath.isEmpty());
bRet = gEnv->pCryPak->OpenPack(lphelper.m_sPath.toUtf8().data());
assert(bRet);
lphelper.m_bPakOpenedCryPak = true;
}
else
{
bRet = lphelper.m_pakFile.Open(lphelper.m_sPath.toUtf8().data());
assert(bRet);
lphelper.m_bPakOpened = true;
}
return bRet;
}
bool CGameExporter::CloseLevelPack(SLevelPakHelper& lphelper, bool bCryPak)
{
bool bRet = false;
if (bCryPak)
{
assert(lphelper.m_bPakOpenedCryPak == true);
assert(!lphelper.m_sPath.isEmpty());
bRet = gEnv->pCryPak->ClosePack(lphelper.m_sPath.toUtf8().data());
assert(bRet);
lphelper.m_bPakOpenedCryPak = false;
}
else
{
assert(lphelper.m_bPakOpened == true);
lphelper.m_pakFile.Close();
bRet = true;
lphelper.m_bPakOpened = false;
}
assert(lphelper.m_bPakOpened == false);
assert(lphelper.m_bPakOpenedCryPak == false);
return bRet;
}