Centralized project directory configuration mechanism
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3 changed files with 322 additions and 5 deletions
79
code/nel/include/nel/pipeline/project_config.h
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79
code/nel/include/nel/pipeline/project_config.h
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2015 Winch Gate Property Limited
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// Author: Jan Boon <jan.boon@kaetemi.be>
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NLPIPELINE_PROJECT_CONFIG_H
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#define NLPIPELINE_PROJECT_CONFIG_H
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#include <nel/misc/types_nl.h>
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namespace NLMISC {
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class CConfigFile;
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}
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#ifdef NL_OS_WINDOWS
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#include <nel/misc/sstring.h>
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typedef NLMISC::CSString TPathString;
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#else
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typedef std::string TPathString;
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#endif
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namespace NLPIPELINE {
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/// Asset project configuration. Used to configure lookup directories for tools and buildsite specific setup. Do not use for pipeline build settings
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class CProjectConfig
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{
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public:
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enum Flags
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{
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DatabaseTextureSearchPaths = 0x0001,
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DatabaseMaterialSearchPaths = 0x0002,
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RuntimeTextureSearchPaths = 0x0100,
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RuntimeShapeSearchPaths = 0x0200,
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};
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public:
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~CProjectConfig();
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/// Searches for the configuration for the specified asset path by recursively going through all parent directories looking for 'nel.cfg', matches it to a project cfg if partial is not set, initializes and applies the configuration.
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static bool init(const std::string &asset, Flags flags, bool partial = false);
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/// Undo init
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static void release();
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private:
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static void cleanup();
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static void searchDirectories(const char *var);
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static CProjectConfig s_Instance;
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static uint32 s_AssetConfigModification;
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static uint32 s_ProjectConfigModification;
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static TPathString s_AssetConfigPath;
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static TPathString s_ProjectConfigPath;
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static std::string s_ProjectName;
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static CProjectConfig::Flags CProjectConfig::s_InitFlags;
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static std::vector<TPathString> s_ConfigPaths;
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static std::vector<NLMISC::CConfigFile *> s_ConfigFiles;
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};
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} /* namespace NLPIPELINE */
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#endif /* #ifndef NLPIPELINE_PROJECT_CONFIG_H */
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/* end of file */
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238
code/nel/src/pipeline/project_config.cpp
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238
code/nel/src/pipeline/project_config.cpp
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2015 Winch Gate Property Limited
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// Author: Jan Boon <jan.boon@kaetemi.be>
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include <nel/misc/types_nl.h>
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#include "nel/pipeline/project_config.h"
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#ifdef NL_OS_WINDOWS
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# include <Windows.h>
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#else
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# include <stdlib.h>
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#endif
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#include <algorithm>
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#include <nel/misc/debug.h>
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#include <nel/misc/path.h>
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#include <nel/misc/config_file.h>
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using namespace std;
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using namespace NLMISC;
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namespace NLPIPELINE {
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TPathString CProjectConfig::s_AssetConfigPath;
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TPathString CProjectConfig::s_ProjectConfigPath;
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std::vector<NLMISC::CConfigFile *> CProjectConfig::s_ConfigFiles;
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std::vector<TPathString> CProjectConfig::s_ConfigPaths;
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CProjectConfig CProjectConfig::s_Instance;
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uint32 CProjectConfig::s_AssetConfigModification;
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uint32 CProjectConfig::s_ProjectConfigModification;
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CProjectConfig::Flags CProjectConfig::s_InitFlags = (CProjectConfig::Flags)0;
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std::string CProjectConfig::s_ProjectName;
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static std::set<TPathString> s_SearchPaths;
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void CProjectConfig::cleanup()
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{
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for (std::vector<NLMISC::CConfigFile *>::iterator it(s_ConfigFiles.begin()), end(s_ConfigFiles.end()); it != end; ++it)
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delete *it;
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s_ConfigFiles.clear();
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}
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CProjectConfig::~CProjectConfig()
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{
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cleanup();
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}
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bool CProjectConfig::init(const std::string &asset, Flags flags, bool partial)
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{
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TPathString rootPath = NLMISC::CPath::standardizePath(asset, false);
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TPathString configPath = rootPath + "/nel.cfg";
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while (!CFile::fileExists(configPath))
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{
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int sep = CFile::getLastSeparator(rootPath);
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if (sep == string::npos)
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return false;
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rootPath = rootPath.substr(0, sep);
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if (rootPath.empty())
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return false;
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configPath = rootPath + "/nel.cfg";
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}
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rootPath += "/";
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uint32 configFileModification = CFile::getFileModificationDate(configPath);
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bool assetConfigSame = configPath == s_AssetConfigPath && s_AssetConfigModification == configFileModification && s_InitFlags == flags;
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std::vector<TPathString> configRootPaths;
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TPathString projectConfigPath;
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uint32 projectConfigModification;
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std::string projectName;
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if (partial)
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{
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if (assetConfigSame && s_ProjectConfigPath.empty())
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return true; // Do not reload
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}
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else
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{
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if (assetConfigSame && !s_ProjectConfigPath.empty() && CFile::fileExists(s_ProjectConfigPath))
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{
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projectConfigModification = CFile::getFileModificationDate(s_ProjectConfigPath);
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if (s_ProjectConfigModification == projectConfigModification)
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return true; // Do not reload
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}
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// Search for project and load up all root paths
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std::vector<std::string> files;
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CPath::getPathContent(CPath::getApplicationDirectory("NeL", true) + "/projects", false, false, true, files);
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for (std::vector<std::string>::iterator it(files.begin()), end(files.end()); it != end; ++it)
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{
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const std::string& file = *it;
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if (file.length() >= 4 && (file.compare(file.length() - 4, 4, ".cfg") == 0))
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{
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CConfigFile project;
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project.load(file);
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CConfigFile::CVar &directories = project.getVar("Directories");
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bool isProject = false;
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for (uint i = 0; i < directories.size(); ++i)
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{
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if (rootPath == CPath::standardizePath(directories.asString(i), true))
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{
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isProject = true;
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break;
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}
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}
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if (isProject)
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{
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projectConfigModification = CFile::getFileModificationDate(file);
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projectConfigPath = file;
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for (uint i = 0; i < directories.size(); ++i)
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{
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std::string dir = CPath::standardizePath(directories.asString(i), true);
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std::string cfgPath = dir + "nel.cfg";
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if (CFile::fileExists(cfgPath))
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configRootPaths.push_back(dir);
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}
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projectName = project.getVar("ProjectName").asString();
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break;
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}
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}
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}
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}
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if (projectConfigPath.empty())
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{
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projectName = "NeL Project";
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configRootPaths.push_back(rootPath);
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projectConfigModification = 0;
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}
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nldebug("Initializing project config '%s'", projectConfigPath.empty() ? configPath.c_str() : projectConfigPath.c_str());
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release();
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s_InitFlags = flags;
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s_AssetConfigPath = configPath;
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s_AssetConfigModification = configFileModification;
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s_ProjectConfigPath = projectConfigPath;
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s_ProjectConfigModification = projectConfigModification;
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s_ProjectName = projectName;
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s_ConfigPaths = configRootPaths;
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std::map<std::string, CConfigFile *> configFiles;
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for (std::vector<TPathString>::iterator it(configRootPaths.begin()), end(configRootPaths.end()); it != end; ++it)
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{
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const std::string &dir = *it;
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const std::string &cfgPath = *it + "nel.cfg";
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CConfigFile *cfgFile = new CConfigFile();
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cfgFile->load(cfgPath);
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std::string identifier = cfgFile->getVar("Identifier").asString();
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if (configFiles.find(identifier) != configFiles.end()) // Identifier already exists
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{
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if (dir == rootPath)
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{
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// Replace config that was already added, asset root gets priority
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std::vector<NLMISC::CConfigFile *>::iterator old = std::find(s_ConfigFiles.begin(), s_ConfigFiles.end(), configFiles[identifier]);
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uint idx = old - s_ConfigFiles.begin();
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s_ConfigFiles.erase(old);
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s_ConfigPaths.erase(s_ConfigPaths.begin() + idx);
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}
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else
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{
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// Skip, first listed config gets priority
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s_ConfigPaths.erase(s_ConfigPaths.begin() + s_ConfigFiles.size());
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continue;
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}
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}
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#ifdef NL_OS_WINDOWS
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SetEnvironmentVariableA(identifier.c_str(), dir.c_str());
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#else
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setenv(identifier.c_str(), dir.c_str(), 1);
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#endif
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configFiles[identifier] = cfgFile;
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s_ConfigFiles.push_back(cfgFile);
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}
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nlassert(s_ConfigFiles.size() == s_ConfigPaths.size());
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if (flags & DatabaseTextureSearchPaths)
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{
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searchDirectories("DatabaseTextureSearchPaths");
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}
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return true;
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}
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void CProjectConfig::searchDirectories(const char *var)
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{
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for (uint i = 0; i < s_ConfigFiles.size(); ++i)
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{
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CConfigFile *cfg = s_ConfigFiles[i];
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const TPathString &dir = s_ConfigPaths[i];
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CConfigFile::CVar *paths = cfg->getVarPtr(var);
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if (paths)
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{
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for (uint i = 0; i < paths->size(); i++)
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{
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TPathString path = paths->asString(i);
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if (!CPath::isAbsolutePath(path)) path = dir + path;
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path = CPath::standardizePath(path);
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if (s_SearchPaths.find(path) == s_SearchPaths.end())
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{
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CPath::addSearchPath(path);
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s_SearchPaths.insert(path);
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}
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}
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}
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}
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}
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void CProjectConfig::release()
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{
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s_SearchPaths.clear();
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CPath::clearMap();
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cleanup();
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}
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} /* namespace NLPIPELINE */
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/* end of file */
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@ -20,7 +20,7 @@
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#include <nel/misc/debug.h>
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#include <nel/pipeline/tool_logger.h>
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#include <nel/pipeline/database_config.h>
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#include <nel/pipeline/project_config.h>
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#include <nel/misc/sstring.h>
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#include <nel/misc/file.h>
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#include <nel/misc/path.h>
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@ -292,14 +292,14 @@ int exportScene(const CMeshUtilsSettings &settings)
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context.ToolLogger.writeDepend(NLPIPELINE::BUILD, "*", NLMISC::CPath::standardizePath(context.Settings.SourceFilePath, false).c_str()); // Base input file
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// Apply database configuration
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if (!NLPIPELINE::CDatabaseConfig::init(settings.SourceFilePath))
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if (!NLPIPELINE::CProjectConfig::init(settings.SourceFilePath,
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NLPIPELINE::CProjectConfig::DatabaseTextureSearchPaths,
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true))
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{
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tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(), "Unable to find database.cfg in input path or any of its parents.");
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return EXIT_FAILURE;
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// return EXIT_FAILURE; We can continue but the output will not be guaranteed...
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}
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NLPIPELINE::CDatabaseConfig::initTextureSearchDirectories();
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Assimp::Importer importer;
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const aiScene *scene = importer.ReadFile(settings.SourceFilePath, 0
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| aiProcess_Triangulate
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