447832dd81
* Updated the GameApplication to mount the engine.pak This allows loading the autoexec.cfg and bootstrap.game.<config>.<platform>.setreg from the engine.pak files The engine.pak is searched for in the following order: <ExecutableDirectory>/engine.pak, followed by <ProjectCacheRoot>/engine.pak Removed a lot of unused APIs from the AZ::IO::Archive feature suite Updated many of the AZ::IO::Archive classes to use AZ::IO::Path internally. The logic to search for files within an Archive has been updated to use AZ::IO::Path and to remove case-insensitve string comparisons Somehow removed the CryFile dependency on anything Cry Updated the Settings Registry to support reading from the FileIOBase and therefore Archive files in the GameLauncher via the `SetUseFileIO` function Removed AzFramework Dependency on md5 3rdParty library Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Linux build fix Added an include of <stdio.h> before the <rapidxml/rapidxml.h> include as it usesnprintf. Added `static` to the constexpr constants in ExtractFileDescription in SettingsRegistryImpl.cpp to fix clang compile issue Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Updated the case used to mount the Engine PAK file in the GameApplication to be Engine.pak to match the other locations where it is mounted Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Updated the proper FFont call to FileIOBase::Size to supply the correct integer type of AZ::u64 instead of size_t This fixes building on platforms where size_t is type defined to be unsigned long Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Fixed segmentation fault in Archive::Unregister when outputing the filename of the Archive file being closed Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Fix calls to OpenPack in the Legacy LevelSystem The LevelSystem was calling the incorrect overload of OpenPack that accepts BindRoot for the mounted level.pak instead of the overload that that passes a memory block object. This was causing the level pak files to be mounted using an invalid directory, causing file accesses inside the level pak to fail. Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Updated the error messages in the ZipDir CacheFactory class to use AZ_Warning directly Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Updated the ArchiveFileIO m_trackedFiles container to store mapped type as an AZ::IO::Path Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
509 lines
17 KiB
C++
509 lines
17 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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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 "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 = nullptr;
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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 = nullptr;
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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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AZStd::scoped_lock 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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//////////////////////////////////////////////////////////////////////////
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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(static_cast<int>(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(), static_cast<int>(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(), static_cast<unsigned int>(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(), static_cast<unsigned int>(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(), static_cast<int>(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->GetTerrainHeightQueryResolution() : 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(), static_cast<unsigned int>(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, static_cast<unsigned int>(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::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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AZStd::string newpath;
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AZStd::string filename = levelName.toUtf8().data();
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AZStd::string mapname = (filename + ".dds");
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AZStd::string metaname = (filename + ".xml");
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XmlNodeRef rootNode = gEnv->pSystem->CreateXmlNode("download");
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rootNode->setAttr("name", filename.c_str());
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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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}
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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());
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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;
|
|
}
|