Centralized project directory configuration mechanism

--HG--
branch : feature-material-editor
This commit is contained in:
kaetemi 2016-02-16 02:28:03 +01:00
parent 874ac2c921
commit 1fbc179bc3
3 changed files with 322 additions and 5 deletions

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@ -0,0 +1,79 @@
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2015 Winch Gate Property Limited
// Author: Jan Boon <jan.boon@kaetemi.be>
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NLPIPELINE_PROJECT_CONFIG_H
#define NLPIPELINE_PROJECT_CONFIG_H
#include <nel/misc/types_nl.h>
namespace NLMISC {
class CConfigFile;
}
#ifdef NL_OS_WINDOWS
#include <nel/misc/sstring.h>
typedef NLMISC::CSString TPathString;
#else
typedef std::string TPathString;
#endif
namespace NLPIPELINE {
/// Asset project configuration. Used to configure lookup directories for tools and buildsite specific setup. Do not use for pipeline build settings
class CProjectConfig
{
public:
enum Flags
{
DatabaseTextureSearchPaths = 0x0001,
DatabaseMaterialSearchPaths = 0x0002,
RuntimeTextureSearchPaths = 0x0100,
RuntimeShapeSearchPaths = 0x0200,
};
public:
~CProjectConfig();
/// 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.
static bool init(const std::string &asset, Flags flags, bool partial = false);
/// Undo init
static void release();
private:
static void cleanup();
static void searchDirectories(const char *var);
static CProjectConfig s_Instance;
static uint32 s_AssetConfigModification;
static uint32 s_ProjectConfigModification;
static TPathString s_AssetConfigPath;
static TPathString s_ProjectConfigPath;
static std::string s_ProjectName;
static CProjectConfig::Flags CProjectConfig::s_InitFlags;
static std::vector<TPathString> s_ConfigPaths;
static std::vector<NLMISC::CConfigFile *> s_ConfigFiles;
};
} /* namespace NLPIPELINE */
#endif /* #ifndef NLPIPELINE_PROJECT_CONFIG_H */
/* end of file */

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@ -0,0 +1,238 @@
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2015 Winch Gate Property Limited
// Author: Jan Boon <jan.boon@kaetemi.be>
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include <nel/misc/types_nl.h>
#include "nel/pipeline/project_config.h"
#ifdef NL_OS_WINDOWS
# include <Windows.h>
#else
# include <stdlib.h>
#endif
#include <algorithm>
#include <nel/misc/debug.h>
#include <nel/misc/path.h>
#include <nel/misc/config_file.h>
using namespace std;
using namespace NLMISC;
namespace NLPIPELINE {
TPathString CProjectConfig::s_AssetConfigPath;
TPathString CProjectConfig::s_ProjectConfigPath;
std::vector<NLMISC::CConfigFile *> CProjectConfig::s_ConfigFiles;
std::vector<TPathString> CProjectConfig::s_ConfigPaths;
CProjectConfig CProjectConfig::s_Instance;
uint32 CProjectConfig::s_AssetConfigModification;
uint32 CProjectConfig::s_ProjectConfigModification;
CProjectConfig::Flags CProjectConfig::s_InitFlags = (CProjectConfig::Flags)0;
std::string CProjectConfig::s_ProjectName;
static std::set<TPathString> s_SearchPaths;
void CProjectConfig::cleanup()
{
for (std::vector<NLMISC::CConfigFile *>::iterator it(s_ConfigFiles.begin()), end(s_ConfigFiles.end()); it != end; ++it)
delete *it;
s_ConfigFiles.clear();
}
CProjectConfig::~CProjectConfig()
{
cleanup();
}
bool CProjectConfig::init(const std::string &asset, Flags flags, bool partial)
{
TPathString rootPath = NLMISC::CPath::standardizePath(asset, false);
TPathString configPath = rootPath + "/nel.cfg";
while (!CFile::fileExists(configPath))
{
int sep = CFile::getLastSeparator(rootPath);
if (sep == string::npos)
return false;
rootPath = rootPath.substr(0, sep);
if (rootPath.empty())
return false;
configPath = rootPath + "/nel.cfg";
}
rootPath += "/";
uint32 configFileModification = CFile::getFileModificationDate(configPath);
bool assetConfigSame = configPath == s_AssetConfigPath && s_AssetConfigModification == configFileModification && s_InitFlags == flags;
std::vector<TPathString> configRootPaths;
TPathString projectConfigPath;
uint32 projectConfigModification;
std::string projectName;
if (partial)
{
if (assetConfigSame && s_ProjectConfigPath.empty())
return true; // Do not reload
}
else
{
if (assetConfigSame && !s_ProjectConfigPath.empty() && CFile::fileExists(s_ProjectConfigPath))
{
projectConfigModification = CFile::getFileModificationDate(s_ProjectConfigPath);
if (s_ProjectConfigModification == projectConfigModification)
return true; // Do not reload
}
// Search for project and load up all root paths
std::vector<std::string> files;
CPath::getPathContent(CPath::getApplicationDirectory("NeL", true) + "/projects", false, false, true, files);
for (std::vector<std::string>::iterator it(files.begin()), end(files.end()); it != end; ++it)
{
const std::string& file = *it;
if (file.length() >= 4 && (file.compare(file.length() - 4, 4, ".cfg") == 0))
{
CConfigFile project;
project.load(file);
CConfigFile::CVar &directories = project.getVar("Directories");
bool isProject = false;
for (uint i = 0; i < directories.size(); ++i)
{
if (rootPath == CPath::standardizePath(directories.asString(i), true))
{
isProject = true;
break;
}
}
if (isProject)
{
projectConfigModification = CFile::getFileModificationDate(file);
projectConfigPath = file;
for (uint i = 0; i < directories.size(); ++i)
{
std::string dir = CPath::standardizePath(directories.asString(i), true);
std::string cfgPath = dir + "nel.cfg";
if (CFile::fileExists(cfgPath))
configRootPaths.push_back(dir);
}
projectName = project.getVar("ProjectName").asString();
break;
}
}
}
}
if (projectConfigPath.empty())
{
projectName = "NeL Project";
configRootPaths.push_back(rootPath);
projectConfigModification = 0;
}
nldebug("Initializing project config '%s'", projectConfigPath.empty() ? configPath.c_str() : projectConfigPath.c_str());
release();
s_InitFlags = flags;
s_AssetConfigPath = configPath;
s_AssetConfigModification = configFileModification;
s_ProjectConfigPath = projectConfigPath;
s_ProjectConfigModification = projectConfigModification;
s_ProjectName = projectName;
s_ConfigPaths = configRootPaths;
std::map<std::string, CConfigFile *> configFiles;
for (std::vector<TPathString>::iterator it(configRootPaths.begin()), end(configRootPaths.end()); it != end; ++it)
{
const std::string &dir = *it;
const std::string &cfgPath = *it + "nel.cfg";
CConfigFile *cfgFile = new CConfigFile();
cfgFile->load(cfgPath);
std::string identifier = cfgFile->getVar("Identifier").asString();
if (configFiles.find(identifier) != configFiles.end()) // Identifier already exists
{
if (dir == rootPath)
{
// Replace config that was already added, asset root gets priority
std::vector<NLMISC::CConfigFile *>::iterator old = std::find(s_ConfigFiles.begin(), s_ConfigFiles.end(), configFiles[identifier]);
uint idx = old - s_ConfigFiles.begin();
s_ConfigFiles.erase(old);
s_ConfigPaths.erase(s_ConfigPaths.begin() + idx);
}
else
{
// Skip, first listed config gets priority
s_ConfigPaths.erase(s_ConfigPaths.begin() + s_ConfigFiles.size());
continue;
}
}
#ifdef NL_OS_WINDOWS
SetEnvironmentVariableA(identifier.c_str(), dir.c_str());
#else
setenv(identifier.c_str(), dir.c_str(), 1);
#endif
configFiles[identifier] = cfgFile;
s_ConfigFiles.push_back(cfgFile);
}
nlassert(s_ConfigFiles.size() == s_ConfigPaths.size());
if (flags & DatabaseTextureSearchPaths)
{
searchDirectories("DatabaseTextureSearchPaths");
}
return true;
}
void CProjectConfig::searchDirectories(const char *var)
{
for (uint i = 0; i < s_ConfigFiles.size(); ++i)
{
CConfigFile *cfg = s_ConfigFiles[i];
const TPathString &dir = s_ConfigPaths[i];
CConfigFile::CVar *paths = cfg->getVarPtr(var);
if (paths)
{
for (uint i = 0; i < paths->size(); i++)
{
TPathString path = paths->asString(i);
if (!CPath::isAbsolutePath(path)) path = dir + path;
path = CPath::standardizePath(path);
if (s_SearchPaths.find(path) == s_SearchPaths.end())
{
CPath::addSearchPath(path);
s_SearchPaths.insert(path);
}
}
}
}
}
void CProjectConfig::release()
{
s_SearchPaths.clear();
CPath::clearMap();
cleanup();
}
} /* namespace NLPIPELINE */
/* end of file */

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@ -20,7 +20,7 @@
#include <nel/misc/debug.h>
#include <nel/pipeline/tool_logger.h>
#include <nel/pipeline/database_config.h>
#include <nel/pipeline/project_config.h>
#include <nel/misc/sstring.h>
#include <nel/misc/file.h>
#include <nel/misc/path.h>
@ -292,14 +292,14 @@ int exportScene(const CMeshUtilsSettings &settings)
context.ToolLogger.writeDepend(NLPIPELINE::BUILD, "*", NLMISC::CPath::standardizePath(context.Settings.SourceFilePath, false).c_str()); // Base input file
// Apply database configuration
if (!NLPIPELINE::CDatabaseConfig::init(settings.SourceFilePath))
if (!NLPIPELINE::CProjectConfig::init(settings.SourceFilePath,
NLPIPELINE::CProjectConfig::DatabaseTextureSearchPaths,
true))
{
tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(), "Unable to find database.cfg in input path or any of its parents.");
return EXIT_FAILURE;
// return EXIT_FAILURE; We can continue but the output will not be guaranteed...
}
NLPIPELINE::CDatabaseConfig::initTextureSearchDirectories();
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(settings.SourceFilePath, 0
| aiProcess_Triangulate