56904d1799
* Generic Cleanup Removals: * Unused cvars,member variables and defines * Windows media center edition support routines * CSystem - removed debug_GetCallStackRaw/GetRootWindowMessageHandler/ UnloadDLL/ShutdownModuleLibraries Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * Fix CryMessageBox return values in Windows build Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * Remove named selection group and a few smaller unused functionalities Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * Remove ObjectManager export functionality + 2 deprecated functions Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * Remove object legacy freeze/hide support from ObjectManager Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * Remove ObjectManager duplicate name dection, as well as object renaming Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * Remove ObjectManager serialization and selection callbacks Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * ObjectManager - remove MoveObjects/HitTestObject/EndEditParams and related members/functions Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * Remove a bunch of unused clone related functionality + misc Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * ObjectManager - misc removals Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * ObjectManager - more removals Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * Remove unused object selection/retrieval in ObjectManager and LoadObjects in ObjectLoader Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * CBaseObject - remove unused material layers mask support Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * More CBaseObject cleanups. Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * CBaseObject - remove SubObj functions and IMouseCreateCallback Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * Remove unused procedural floor management, helper scale and tags. Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * CBaseObject - remove more unused methods. Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * Removals in multiple places. CBaseObject - unused `OBJTYPE_DUMMY` flag removed, member `IsSameClass` CObjectArchive removed unused methods/members CObjectManager removed unused `Update` method Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * More removals IDisplayViewport - HitTestLine/GetGridStep/setHitcontext/ GetConstructionPlane Unused Cry_Matrix44 template specializations. Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * O3DE.exe Project-Centric "Open Editor" fix (#5852) * The O3DE.exe Open Editor button now attempts to open the Editor in the build directory of the project being opened. If their is no Editor within the build directory of the Project, it uses the Editor.exe in the current O3DE.exe executable directory if it exists Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Engine .gitignore now ignores the build directory if placed in the AutomatedTesting project Previously it was just ignoring a `[Bb]uild` directory if it was directly within the engine root. This change matches the behavior of the project templates. Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Renamed the ProjectUtils GetEditorDirectory function to GetEditorExecutablePath Added a platform specific implementation for retrieving the path to the Editor executable in the GetEditorExectuablePath function. It first attempts to locate the Editor via checking the project build directory for an Editor executable before falling back to checking the binary directory of the currently running O3DE executable. Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Correct the MacOS GetEditorExecutablePath to return the Editor path Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * Adding missing C++20 std::erase implementations (#5735) There were already implementations for std::erase_if. This adds the counterpart AZStd::erase versions resolves #5734 Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * More removals and refactors `ShowMessage` and `CryMessageBox` return void now Simplify code in `CSystem::WarningV` Remove unused `CryGetTicksPerSec` Remove unused WinBase functionality Replace `nanosleep` call in WinBase with `std::this_thread::sleep_for` Remove unused Win32Wrapper routines Remove unused IFunctorBase.h and IEntityObjectListener.h Fix VectorAndArray.cpp compilation Use QMessageBox instead of CryMessageBox in the editor. Remove empty ArchiveVars platform specific files Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * Fix test code. Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * Remove an unused function Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * CBaseObject and undo description removals. Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * A bunch of removals * Remove IRenderNode * Remove editor's KDTree * Remove StatObjBus, InstanceStatObjEventBus::ReleaseData is redundant ( same functionality in the only available handler is triggered by `OnCryEditorCloseScene`) * Remove CExportManager::AddStatObj/AddMeshes/AddMesh, IExportManager::ExportSingleStatObj * Remove CIconManager/IIconManager::GetObject * Remove CBaseObject::IntersectRayMesh * Remove IIndexedMesh and related structs. * Unused IUndoObject::GetDescription and all derived implementations. * Unused CUndoBaseLibrary/CUndoBaseLibraryManager * Unused Matrix34_tpl typedefs * Legacy Xml classes cleanup Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * Remove unused `Vec3ToVector3D` helper Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * fix - remove unused static variable Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
508 lines
18 KiB
C++
508 lines
18 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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#include <AzToolsFramework/Entity/EditorEntityContextBus.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 && m_bAutoExportMode)
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{
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// Remove read-only flags.
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auto perms = QFile::permissions(m_levelPak.m_sPath) | QFile::Permission::WriteOwner;
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QFile::setPermissions(m_levelPak.m_sPath, perms);
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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();
|
|
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);
|
|
}
|
|
}
|
|
} 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;
|
|
}
|