400fb14e7e
Reproduced the issue where a newly exported level would not display anything when loaded in the editor, verified this change fixes it. Note that this is all related to the legacy level system, not the new prefab level system.
546 lines
19 KiB
C++
546 lines
19 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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// Original file Copyright Crytek GMBH or its affiliates, used under license.
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#include "EditorDefs.h"
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// AzCore
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#include <AzCore/IO/IStreamer.h>
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#include <AzCore/std/parallel/binary_semaphore.h>
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// CryCommon
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#include <CryCommon/ILevelSystem.h>
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// Editor
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#include "GameExporter.h"
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#include "GameEngine.h"
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#include "CryEditDoc.h"
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#include "ShaderCache.h"
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#include "UsedResources.h"
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#include "WaitProgress.h"
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#include "Util/CryMemFile.h"
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#include "Objects/ObjectManager.h"
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#include "Objects/EntityObject.h"
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#include <AzFramework/Terrain/TerrainDataRequestBus.h>
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//////////////////////////////////////////////////////////////////////////
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#define MUSIC_LEVEL_LIBRARY_FILE "Music.xml"
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#define MATERIAL_LEVEL_LIBRARY_FILE "Materials.xml"
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#define RESOURCE_LIST_FILE "ResourceList.txt"
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#define USED_RESOURCE_LIST_FILE "UsedResourceList.txt"
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#define SHADER_LIST_FILE "ShadersList.txt"
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#define GetAValue(rgb) ((BYTE)((rgb) >> 24))
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//////////////////////////////////////////////////////////////////////////
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// SGameExporterSettings
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//////////////////////////////////////////////////////////////////////////
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SGameExporterSettings::SGameExporterSettings()
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: iExportTexWidth(4096)
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, nApplySS(1)
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{
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}
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//////////////////////////////////////////////////////////////////////////
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void SGameExporterSettings::SetLowQuality()
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{
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iExportTexWidth = 4096;
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nApplySS = 0;
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}
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//////////////////////////////////////////////////////////////////////////
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void SGameExporterSettings::SetHiQuality()
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{
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iExportTexWidth = 16384;
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nApplySS = 1;
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}
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CGameExporter* CGameExporter::m_pCurrentExporter = NULL;
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//////////////////////////////////////////////////////////////////////////
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// CGameExporter
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//////////////////////////////////////////////////////////////////////////
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CGameExporter::CGameExporter()
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: m_bAutoExportMode(false)
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{
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m_pCurrentExporter = this;
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}
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CGameExporter::~CGameExporter()
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{
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m_pCurrentExporter = NULL;
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}
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//////////////////////////////////////////////////////////////////////////
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bool CGameExporter::Export(unsigned int flags, [[maybe_unused]] EEndian eExportEndian, const char* subdirectory)
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{
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CAutoDocNotReady autoDocNotReady;
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CObjectManagerLevelIsExporting levelIsExportingFlag;
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QWaitCursor waitCursor;
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IEditor* pEditor = GetIEditor();
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CGameEngine* pGameEngine = pEditor->GetGameEngine();
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if (pGameEngine->GetLevelPath().isEmpty())
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{
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return false;
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}
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bool exportSuccessful = true;
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CrySystemEventBus::Broadcast(&CrySystemEventBus::Events::OnCryEditorBeginLevelExport);
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bool usePrefabSystemForLevels = false;
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AzFramework::ApplicationRequests::Bus::BroadcastResult(
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usePrefabSystemForLevels, &AzFramework::ApplicationRequests::IsPrefabSystemForLevelsEnabled);
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if (usePrefabSystemForLevels)
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{
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// Level.pak and all the data contained within it is unused when using the prefab system for levels, so there's nothing
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// to do here.
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CCryEditDoc* pDocument = pEditor->GetDocument();
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pDocument->SetLevelExported(true);
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}
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else
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{
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QDir::setCurrent(pEditor->GetPrimaryCDFolder());
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QString sLevelPath = Path::AddSlash(pGameEngine->GetLevelPath());
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if (subdirectory && subdirectory[0] && strcmp(subdirectory, ".") != 0)
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{
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sLevelPath = Path::AddSlash(sLevelPath + subdirectory);
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QDir().mkpath(sLevelPath);
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}
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m_levelPak.m_sPath = QString(sLevelPath) + GetLevelPakFilename();
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m_levelPath = Path::RemoveBackslash(sLevelPath);
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QString rootLevelPath = Path::AddSlash(pGameEngine->GetLevelPath());
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CCryEditDoc* pDocument = pEditor->GetDocument();
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if (flags & eExp_Fast)
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{
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m_settings.SetLowQuality();
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}
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else if (m_bAutoExportMode)
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{
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m_settings.SetHiQuality();
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}
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CryAutoLock<CryMutex> autoLock(CGameEngine::GetPakModifyMutex());
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// Close this pak file.
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if (!CloseLevelPack(m_levelPak, true))
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{
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Error("Cannot close Pak file " + m_levelPak.m_sPath);
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exportSuccessful = false;
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}
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if (exportSuccessful)
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{
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if (m_bAutoExportMode)
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{
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// Remove read-only flags.
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CrySetFileAttributes(m_levelPak.m_sPath.toUtf8().data(), FILE_ATTRIBUTE_NORMAL);
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}
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}
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//////////////////////////////////////////////////////////////////////////
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if (exportSuccessful)
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{
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if (!CFileUtil::OverwriteFile(m_levelPak.m_sPath))
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{
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Error("Cannot overwrite Pak file " + m_levelPak.m_sPath);
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exportSuccessful = false;
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}
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}
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if (exportSuccessful)
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{
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if (!OpenLevelPack(m_levelPak, false))
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{
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Error("Cannot open Pak file " + m_levelPak.m_sPath + " for writing.");
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exportSuccessful = false;
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}
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}
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////////////////////////////////////////////////////////////////////////
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// Export all data to the game
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////////////////////////////////////////////////////////////////////////
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if (exportSuccessful)
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{
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////////////////////////////////////////////////////////////////////////
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// Exporting map setttings
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////////////////////////////////////////////////////////////////////////
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ExportOcclusionMesh(sLevelPath.toUtf8().data());
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//! Export Level data.
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CLogFile::WriteLine("Exporting LevelData.xml");
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ExportLevelData(sLevelPath);
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CLogFile::WriteLine("Exporting LevelData.xml done.");
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ExportLevelInfo(sLevelPath);
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ExportLevelResourceList(sLevelPath);
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ExportLevelUsedResourceList(sLevelPath);
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ExportLevelShaderCache(sLevelPath);
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//////////////////////////////////////////////////////////////////////////
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// End Exporting Game data.
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//////////////////////////////////////////////////////////////////////////
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// Close all packs.
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CloseLevelPack(m_levelPak, false);
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// m_texturePakFile.Close();
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pEditor->SetStatusText(QObject::tr("Ready"));
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// Reopen this pak file.
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if (!OpenLevelPack(m_levelPak, true))
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{
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Error("Cannot open Pak file " + m_levelPak.m_sPath);
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exportSuccessful = false;
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}
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}
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if (exportSuccessful)
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{
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// Commit changes to the disk.
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_flushall();
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// finally create filelist.xml
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QString levelName = Path::GetFileName(pGameEngine->GetLevelPath());
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ExportFileList(sLevelPath, levelName);
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pDocument->SetLevelExported(true);
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}
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}
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// Always notify that we've finished exporting, whether it was successful or not.
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CrySystemEventBus::Broadcast(&CrySystemEventBus::Events::OnCryEditorEndLevelExport, exportSuccessful);
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if (exportSuccessful)
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{
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// Notify the level system that there's a new level, so that the level info is populated.
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gEnv->pSystem->GetILevelSystem()->Rescan(ILevelSystem::GetLevelsDirectoryName());
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CLogFile::WriteLine("Exporting was successful.");
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}
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return exportSuccessful;
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}
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//////////////////////////////////////////////////////////////////////////
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void CGameExporter::ExportOcclusionMesh(const char* pszGamePath)
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{
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IEditor* pEditor = GetIEditor();
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pEditor->SetStatusText(QObject::tr("including Occluder Mesh \"occluder.ocm\" if available"));
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char resolvedLevelPath[AZ_MAX_PATH_LEN] = { 0 };
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AZ::IO::FileIOBase::GetDirectInstance()->ResolvePath(pszGamePath, resolvedLevelPath, AZ_MAX_PATH_LEN);
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QString levelDataFile = QString(resolvedLevelPath) + "occluder.ocm";
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QFile FileIn(levelDataFile);
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if (FileIn.open(QFile::ReadOnly))
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{
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CMemoryBlock Temp;
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const size_t Size = FileIn.size();
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Temp.Allocate(Size);
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FileIn.read(reinterpret_cast<char*>(Temp.GetBuffer()), Size);
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FileIn.close();
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CCryMemFile FileOut;
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FileOut.Write(Temp.GetBuffer(), Size);
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m_levelPak.m_pakFile.UpdateFile(levelDataFile.toUtf8().data(), FileOut);
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}
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}
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//////////////////////////////////////////////////////////////////////////
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void CGameExporter::ExportLevelData(const QString& path, bool /*bExportMission*/)
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{
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IEditor* pEditor = GetIEditor();
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pEditor->SetStatusText(QObject::tr("Exporting LevelData.xml..."));
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char versionString[256];
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pEditor->GetFileVersion().ToString(versionString);
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XmlNodeRef root = XmlHelpers::CreateXmlNode("LevelData");
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root->setAttr("SandboxVersion", versionString);
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XmlNodeRef rootAction = XmlHelpers::CreateXmlNode("LevelDataAction");
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rootAction->setAttr("SandboxVersion", versionString);
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//////////////////////////////////////////////////////////////////////////
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// Save Level Data XML
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//////////////////////////////////////////////////////////////////////////
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QString levelDataFile = path + "LevelData.xml";
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XmlString xmlData = root->getXML();
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CCryMemFile file;
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file.Write(xmlData.c_str(), xmlData.length());
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m_levelPak.m_pakFile.UpdateFile(levelDataFile.toUtf8().data(), file);
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QString levelDataActionFile = path + "LevelDataAction.xml";
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XmlString xmlDataAction = rootAction->getXML();
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CCryMemFile fileAction;
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fileAction.Write(xmlDataAction.c_str(), xmlDataAction.length());
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m_levelPak.m_pakFile.UpdateFile(levelDataActionFile.toUtf8().data(), fileAction);
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AZStd::vector<char> entitySaveBuffer;
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AZ::IO::ByteContainerStream<AZStd::vector<char> > entitySaveStream(&entitySaveBuffer);
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bool savedEntities = false;
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EBUS_EVENT_RESULT(savedEntities, AzToolsFramework::EditorEntityContextRequestBus, SaveToStreamForGame, entitySaveStream, AZ::DataStream::ST_BINARY);
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if (savedEntities)
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{
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QString entitiesFile;
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entitiesFile = QStringLiteral("%1%2.entities_xml").arg(path, "Mission0");
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m_levelPak.m_pakFile.UpdateFile(entitiesFile.toUtf8().data(), entitySaveBuffer.begin(), entitySaveBuffer.size());
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}
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}
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//////////////////////////////////////////////////////////////////////////
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void CGameExporter::ExportLevelInfo(const QString& path)
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{
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//////////////////////////////////////////////////////////////////////////
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// Export short level info xml.
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//////////////////////////////////////////////////////////////////////////
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IEditor* pEditor = GetIEditor();
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XmlNodeRef root = XmlHelpers::CreateXmlNode("LevelInfo");
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char versionString[256];
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pEditor->GetFileVersion().ToString(versionString);
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root->setAttr("SandboxVersion", versionString);
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QString levelName = pEditor->GetGameEngine()->GetLevelPath();
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root->setAttr("Name", levelName.toUtf8().data());
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auto terrain = AzFramework::Terrain::TerrainDataRequestBus::FindFirstHandler();
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const AZ::Aabb terrainAabb = terrain ? terrain->GetTerrainAabb() : AZ::Aabb::CreateFromPoint(AZ::Vector3::CreateZero());
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const AZ::Vector2 terrainGridResolution = terrain ? terrain->GetTerrainGridResolution() : AZ::Vector2::CreateOne();
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const int compiledHeightmapSize = static_cast<int>(terrainAabb.GetXExtent() / terrainGridResolution.GetX());
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root->setAttr("HeightmapSize", compiledHeightmapSize);
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//////////////////////////////////////////////////////////////////////////
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// Save LevelInfo file.
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//////////////////////////////////////////////////////////////////////////
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QString filename = path + "LevelInfo.xml";
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XmlString xmlData = root->getXML();
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CCryMemFile file;
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file.Write(xmlData.c_str(), xmlData.length());
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m_levelPak.m_pakFile.UpdateFile(filename.toUtf8().data(), file);
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}
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//////////////////////////////////////////////////////////////////////////
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void CGameExporter::ExportLevelResourceList(const QString& path)
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{
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auto pResList = gEnv->pCryPak->GetResourceList(AZ::IO::IArchive::RFOM_Level);
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// Write resource list to file.
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CCryMemFile memFile;
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for (const char* filename = pResList->GetFirst(); filename; filename = pResList->GetNext())
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{
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memFile.Write(filename, strlen(filename));
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memFile.Write("\n", 1);
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}
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QString resFile = Path::Make(path, RESOURCE_LIST_FILE);
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m_levelPak.m_pakFile.UpdateFile(resFile.toUtf8().data(), memFile, true);
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}
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//////////////////////////////////////////////////////////////////////////
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void CGameExporter::ExportLevelUsedResourceList(const QString& path)
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{
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// Write used resource list to file.
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CCryMemFile memFile;
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CUsedResources resources;
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GetIEditor()->GetObjectManager()->GatherUsedResources(resources);
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for (CUsedResources::TResourceFiles::const_iterator it = resources.files.begin(); it != resources.files.end(); it++)
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{
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QString filePath = Path::MakeGamePath(*it).toLower();
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memFile.Write(filePath.toUtf8().data(), filePath.toUtf8().length());
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memFile.Write("\n", 1);
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}
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QString resFile = Path::Make(path, USED_RESOURCE_LIST_FILE);
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m_levelPak.m_pakFile.UpdateFile(resFile.toUtf8().data(), memFile, true);
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}
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//////////////////////////////////////////////////////////////////////////
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void CGameExporter::ExportLevelShaderCache(const QString& path)
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{
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QString buf;
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GetIEditor()->GetDocument()->GetShaderCache()->SaveBuffer(buf);
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CCryMemFile memFile;
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memFile.Write(buf.toUtf8().data(), buf.toUtf8().length());
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QString filename = Path::Make(path, SHADER_LIST_FILE);
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m_levelPak.m_pakFile.UpdateFile(filename.toUtf8().data(), memFile, true);
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}
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//////////////////////////////////////////////////////////////////////////
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void CGameExporter::ExportFileList(const QString& path, const QString& levelName)
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{
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// process the folder of the specified map name, producing a filelist.xml file
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// that can later be used for map downloads
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string newpath;
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QString filename = levelName;
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string mapname = (filename + ".dds").toUtf8().data();
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string metaname = (filename + ".xml").toUtf8().data();
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XmlNodeRef rootNode = gEnv->pSystem->CreateXmlNode("download");
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rootNode->setAttr("name", filename.toUtf8().data());
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rootNode->setAttr("type", "Map");
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XmlNodeRef indexNode = rootNode->newChild("index");
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if (indexNode)
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{
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indexNode->setAttr("src", "filelist.xml");
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indexNode->setAttr("dest", "filelist.xml");
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}
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XmlNodeRef filesNode = rootNode->newChild("files");
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if (filesNode)
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{
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newpath = GetIEditor()->GetGameEngine()->GetLevelPath().toUtf8().data();
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newpath += "/*";
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AZ::IO::ArchiveFileIterator handle = gEnv->pCryPak->FindFirst(newpath.c_str());
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if (!handle)
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{
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return;
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}
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do
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{
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// ignore "." and ".."
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if (handle.m_filename.front() == '.')
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{
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continue;
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}
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// do we need any files from sub directories?
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if ((handle.m_fileDesc.nAttrib & AZ::IO::FileDesc::Attribute::Subdirectory) == AZ::IO::FileDesc::Attribute::Subdirectory)
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{
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continue;
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}
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// only need the following files for multiplayer downloads
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if (!_stricmp(handle.m_filename.data(), GetLevelPakFilename())
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|| !_stricmp(handle.m_filename.data(), mapname.c_str())
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|| !_stricmp(handle.m_filename.data(), metaname.c_str()))
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{
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XmlNodeRef newFileNode = filesNode->newChild("file");
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if (newFileNode)
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{
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// TEMP: this is just for testing. src probably needs to be blank.
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// string src = "http://server41/updater/";
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// src += m_levelName;
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// src += "/";
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// src += fileinfo.name;
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newFileNode->setAttr("src", handle.m_filename.data());
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newFileNode->setAttr("dest", handle.m_filename.data());
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newFileNode->setAttr("size", handle.m_fileDesc.nSize);
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unsigned char md5[16];
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string filenameToHash = GetIEditor()->GetGameEngine()->GetLevelPath().toUtf8().data();
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filenameToHash += "/";
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filenameToHash += string{ handle.m_filename.data(), handle.m_filename.size() };
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if (gEnv->pCryPak->ComputeMD5(filenameToHash.data(), md5))
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{
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char md5string[33];
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sprintf_s(md5string, "%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x%02x",
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md5[0], md5[1], md5[2], md5[3],
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md5[4], md5[5], md5[6], md5[7],
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md5[8], md5[9], md5[10], md5[11],
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md5[12], md5[13], md5[14], md5[15]);
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newFileNode->setAttr("md5", md5string);
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}
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else
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{
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newFileNode->setAttr("md5", "");
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}
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}
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}
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} while (handle = gEnv->pCryPak->FindNext(handle));
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gEnv->pCryPak->FindClose (handle);
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}
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// save filelist.xml
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newpath = path.toUtf8().data();
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newpath += "/filelist.xml";
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rootNode->saveToFile(newpath.c_str());
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}
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void CGameExporter::Error(const QString& error)
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{
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if (m_bAutoExportMode)
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{
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CLogFile::WriteLine((QString("Export failed! ") + error).toUtf8().data());
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}
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else
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{
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Warning((QString("Export failed! ") + error).toUtf8().data());
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}
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}
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bool CGameExporter::OpenLevelPack(SLevelPakHelper& lphelper, bool bCryPak)
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{
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bool bRet = false;
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assert(lphelper.m_bPakOpened == false);
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assert(lphelper.m_bPakOpenedCryPak == false);
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if (bCryPak)
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{
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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;
|
|
}
|