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game/client/bsp_utils.cpp
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170
game/client/bsp_utils.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Exposes bsp tools to game for e.g. workshop use
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "cbase.h"
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#include <tier2/tier2.h>
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#include "filesystem.h"
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#include "bsp_utils.h"
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#include "utlbuffer.h"
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#include "igamesystem.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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bool BSP_SyncRepack( const char *pszInputMapFile,
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const char *pszOutputMapFile,
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IBSPPack::eRepackBSPFlags eRepackFlags )
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{
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// load the bsppack dll
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IBSPPack *libBSPPack = NULL;
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CSysModule *pModule = g_pFullFileSystem->LoadModule( "bsppack" );
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if ( pModule )
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{
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CreateInterfaceFn BSPPackFactory = Sys_GetFactory( pModule );
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if ( BSPPackFactory )
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{
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libBSPPack = ( IBSPPack * )BSPPackFactory( IBSPPACK_VERSION_STRING, NULL );
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}
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}
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if( !libBSPPack )
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{
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Warning( "Can't load bsppack library - unable to compress bsp\n" );
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return false;
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}
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Msg( "Repacking %s -> %s\n", pszInputMapFile, pszOutputMapFile );
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if ( !g_pFullFileSystem->FileExists( pszInputMapFile ) )
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{
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Warning( "Couldn't open input file %s - BSP recompress failed\n", pszInputMapFile );
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return false;
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}
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CUtlBuffer inputBuffer;
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if ( !g_pFullFileSystem->ReadFile( pszInputMapFile, NULL, inputBuffer ) )
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{
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Warning( "Couldn't read file %s - BSP compression failed\n", pszInputMapFile );
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return false;
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}
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CUtlBuffer outputBuffer;
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if ( !libBSPPack->RepackBSP( inputBuffer, outputBuffer, eRepackFlags ) )
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{
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Warning( "Internal error compressing BSP\n" );
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return false;
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}
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g_pFullFileSystem->WriteFile( pszOutputMapFile, NULL, outputBuffer );
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Msg( "Successfully repacked %s as %s -- %u -> %u bytes\n",
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pszInputMapFile, pszOutputMapFile, inputBuffer.TellPut(), outputBuffer.TellPut() );
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return true;
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}
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// Helper to create a thread that calls SyncCompressMap, and clean it up when it exists
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void BSP_BackgroundRepack( const char *pszInputMapFile,
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const char *pszOutputMapFile,
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IBSPPack::eRepackBSPFlags eRepackFlags )
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{
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// Make this a gamesystem and thread, so it can check for completion each frame and clean itself up. Run() is the
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// background thread, Update() is the main thread tick.
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class BackgroundBSPRepackThread : public CThread, public CAutoGameSystemPerFrame
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{
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public:
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BackgroundBSPRepackThread( const char *pszInputFile, const char *pszOutputFile, IBSPPack::eRepackBSPFlags eRepackFlags )
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: m_strInput( pszInputFile )
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, m_strOutput( pszOutputFile )
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, m_eRepackFlags( eRepackFlags )
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{
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Start();
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}
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// CThread job - returns 0 for success
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virtual int Run() OVERRIDE
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{
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return BSP_SyncRepack( m_strInput.Get(), m_strOutput.Get(), m_eRepackFlags ) ? 0 : 1;
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}
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// GameSystem
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virtual const char* Name( void ) OVERRIDE { return "BackgroundBSPRepackThread"; }
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// Runs on main thread
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void CheckFinished()
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{
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if ( !IsAlive() )
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{
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// Thread finished
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if ( GetResult() != 0 )
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{
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Warning( "Map compression thread failed :(\n" );
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}
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// AutoGameSystem deregisters itself on destruction, we're done
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delete this;
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}
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}
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#ifdef CLIENT_DLL
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virtual void Update( float frametime ) OVERRIDE { CheckFinished(); }
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#else // GAME DLL
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virtual void FrameUpdatePostEntityThink() OVERRIDE { CheckFinished(); }
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#endif
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private:
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CUtlString m_strInput;
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CUtlString m_strOutput;
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IBSPPack::eRepackBSPFlags m_eRepackFlags;
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};
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Msg( "Starting BSP repack job %s -> %s\n", pszInputMapFile, pszOutputMapFile );
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// Deletes itself up when done
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new BackgroundBSPRepackThread( pszInputMapFile, pszOutputMapFile, eRepackFlags );
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}
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CON_COMMAND( bsp_repack, "Repack and output a (re)compressed version of a bsp file" )
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{
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#ifdef GAME_DLL
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if ( !UTIL_IsCommandIssuedByServerAdmin() )
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return;
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#endif
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// Handle -nocompress
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bool bCompress = true;
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const char *szInFilename = NULL;
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const char *szOutFilename = NULL;
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if ( args.ArgC() == 4 && V_strcasecmp( args.Arg( 1 ), "-nocompress" ) == 0 )
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{
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bCompress = false;
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szInFilename = args.Arg( 2 );
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szOutFilename = args.Arg( 3 );
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}
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else if ( args.ArgC() == 3 )
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{
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szInFilename = args.Arg( 1 );
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szOutFilename = args.Arg( 2 );
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}
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if ( !szInFilename || !szOutFilename || !strlen( szInFilename ) || !strlen( szOutFilename ) )
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{
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Msg( "Usage: bsp_repack [-nocompress] map.bsp output_map.bsp\n" );
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return;
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}
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if ( bCompress )
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{
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// Use default compress flags
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BSP_BackgroundRepack( szInFilename, szOutFilename );
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}
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else
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{
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// No compression
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BSP_BackgroundRepack( szInFilename, szOutFilename, (IBSPPack::eRepackBSPFlags)0 );
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}
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}
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