myspace / CommonLua /Editor /EditorGame.lua
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function GetTerrainImage(texture)
local img = texture or "" --"UI/Editor/" .. texture
if img ~= "" and not io.exists(img) then
if string.ends_with(img, "tga", true) then
img = string.sub(img, 1, string.len(img) - 3) .. "dds"
end
end
return img
end
local save_order_cache = {}
local save_order_class = {}
local save_objects_order = config.SaveObjectsOrder or {}
local function FindSaveOrderByClass(obj)
local obj_class = obj.class
local save_order_idx = save_order_cache[obj_class]
if save_order_idx then
return save_order_idx, save_order_class[obj_class]
end
for i=1,#save_objects_order do
local classes = save_objects_order[i]
for j=1,#classes do
if IsKindOf(obj, classes[j]) then
save_order_cache[obj_class] = i
save_order_class[obj_class] = classes[j]
return i
end
end
end
save_order_cache[obj_class] = max_int
save_order_class[obj_class] = ""
return max_int
end
function CompareObjectsForSave(o1, o2)
local class1 = FindSaveOrderByClass(o1)
local class2 = FindSaveOrderByClass(o2)
if class1 ~= class2 then
return class1 < class2
end
local pos_cmp = MortonXYPosCompare(o1, o2)
if pos_cmp ~= 0 then
return pos_cmp < 0
end
return lessthan(rawget(o1, "handle"), rawget(o2, "handle"))
end
function ObjectsToLuaCode(objects, result, GetPropFunc)
table.sort(objects, CompareObjectsForSave)
if not IsPStr(result) then
result = result or {}
for _, obj in ipairs(objects) do
result[#result + 1] = obj:__toluacode("", nil, GetPropFunc)
result[#result + 1] = "\n"
end
else
local class = ""
for _, obj in ipairs(objects) do
local _, new_class = FindSaveOrderByClass(obj)
if new_class ~= class then
if class ~= "" then
result:appendf("-- end of objects of class %s\n", class)
end
class = new_class
end
obj:__toluacode("", result, GetPropFunc)
result:append("\n")
end
if class and class ~= "" then
result:appendf("-- end of objects of class %s\n", class)
end
end
return result
end
function RemapCollections()
local collection_map = {}
local new_col_index = 1
local max_index_value = const.GameObjectMaxCollectionIndex
local current_collections = Collections
for _ , col in pairs(Collections) do
local col_index = col.Index
if col_index > 0 and col_index < max_index_value then
collection_map[col_index] = col_index
end
end
for _ , col in pairs(Collections) do
local col_index = col.Index
if not collection_map[col_index] then
while collection_map[new_col_index] do
new_col_index = new_col_index + 1
end
collection_map[col_index] = new_col_index
new_col_index = new_col_index + 1
end
end
local all_collections = MapGet(true, "Collection")
for _ , col in ipairs(all_collections) do
local col_index = col.Index
col:SetIndex(collection_map[col_index])
end
end
local ReloadCollectionIndexes = false
function OnMsg.NewMapLoaded()
if ReloadCollectionIndexes and MapCount(true, "Collection") > 0 then
RemapCollections()
end
end
function GetMapObjectsForSaving()
return MapGet(true, "attached", false, nil, nil, const.gofPermanent, nil, const.cfLuaObject,
function(o)
return not IsKindOf(o, "Collection")
end) or empty_table
end
function SaveObjects(filename)
local code = pstr("", 64*1024)
-- All valid object Collections.
-- They get serialized first, so that objects being loaded will be able to set their "CollectionIndex" property... properly.
local ol = Collection.GetValid()
ObjectsToLuaCode(ol, code)
ol = GetMapObjectsForSaving()
local max_handle = const.HandlesSyncStart or 2000000000
for _, obj in ipairs(ol) do
if obj:IsSyncObject() then
max_handle = Max(max_handle, obj.handle)
end
end
code:appendf("SetNextSyncHandle(%d)\n", max_handle + 1)
ObjectsToLuaCode(ol, code)
mapdata.ObjectsHash = xxhash(code)
code:append("\n\n-- objects without Lua object\n")
__DumpObjPropsForSave(code)
code:append("\n")
local err = AsyncStringToFile(filename, code)
if err then
printf("Failed to save \"%s\": %s", filename, err)
end
end
function MakeMapBackup()
local max_backup_files = 100
local fldMap = GetMap()
local fldBackup = "EditorBackup/"
local tFolders = {}
if not io.exists(fldBackup) then
io.createpath(fldBackup)
else
tFolders = io.listfiles(fldBackup, "*", "folders") or {}
end
if #tFolders>=max_backup_files then --Find and remove the oldest
local str = tFolders[1] -- find
for i, v in ipairs(tFolders) do
if v<str then str = v end
end
local tFiles = io.listfiles(str) --remove
for i, v in ipairs(tFiles) do
os.remove(v)
end
os.remove(str)
end
local fldBackupName = fldMap:sub(1,-2) -- Remove last'/'
local i,j = fldBackupName:find("/(%w+)$")
fldBackupName = fldBackupName:sub((i or 0)+1, -1) --the map name only
local strData = os.date("%y%m%d%H%M%S")-- curent date and time <year><month><day>-<hour><min><sec>
fldBackupName = fldBackup..fldBackupName.."-"..strData.."/"
if not io.exists(fldBackupName) then
io.createpath(fldBackupName)
end
--copy files
local tMapFiles = io.listfiles(fldMap) or {}
for _, v in ipairs(tMapFiles) do
if not string.match(v, "%.hpk") and not string.match(v, "%.be") then
local f, err = io.open(v,"rb")
local strFile = ""
if f then
local i,j = v:find("/[- _%.%w]+$")
--print ( v:sub((i or 0)+1,-1) )
local backup_name = fldBackupName..v:sub((i or 0)+1,-1)
local f1, err = io.open(backup_name, "wb")
if f1 then
while strFile do
strFile = f:read(2048*1024)
if strFile then
f1:write(strFile)
end
end
f1:close()
else
print("Cannot open backup file " .. backup_name .. " : " .. err)
end
f:close()
else
print("Cannot open map file " .. v .. " : " .. err)
end
end
end
end
if FirstLoad then
EditorSavingThread = false
end
function IsEditorSaving()
return IsValidThread(EditorSavingThread)
end
function CreateCompatibilityMapCopy()
local rev = mapdata and mapdata.AssetsRevision or 0
if rev == 0 then
return
end
local map = GetMapName()
if IsOldMap(map) then
return
end
-- if the map has been marked as 'published' and its revision dates before the last official build, the compatibility map should be included in future builds
local force_pack = mapdata.PublishRevision > 0 and rev <= const.LastPublishedAssetsRevision or false
local default_path = "svnAssets/Source/Maps/" .. map .. "/"
local new_map_name = map .. "_old" .. rev
local new_path = "svnAssets/Source/Maps/" .. new_map_name .. "/"
io.createpath(new_path)
SVNAddFile(new_path)
for _,file_path in ipairs(io.listfiles(default_path)) do
local file_new_path = string.gsub(file_path, map, new_map_name)
local err
if file_path:ends_with("/mapdata.lua", true) then
local err, str = AsyncFileToString(file_path)
if not err then
local idx = str:find("\tid = ", 1, true)
if idx then
local insert = "\tCreateRevisionOld = " .. tostring(AssetsRevision) .. ",\n\tForcePackOld = " .. tostring(force_pack) .. ",\n"
str = str:sub(1, idx - 1) .. insert .. str:sub(idx)
err = AsyncStringToFile(file_new_path, str)
end
end
else
err = CopyFile(file_path, file_new_path)
end
if err then
print("Copying " .. file_new_path .. " failed due to: " .. err .. "<newline>Try to do it manually.")
else
SVNAddFile(file_new_path)
end
end
end
--[[
options = {
validate_properties = true/false, -- default false, run property validation for every Object - VERY SLOW
validate_CObject = true/false, -- default true, validate CObjects
validate_Object = true/false, -- default true, validate Objects -- just for consistency, ignored, Objects are always validated ;-)
}
]]
function CheckEssentialWarning(obj)
if IsKindOf(obj, "CObject") and obj:GetDetailClass() ~= "Essential" and not ObjEssentialCheck(obj) then
StoreErrorSource(obj, "Non-Essential(with collision surfaces) should have BOTH efCollision AND efApplyToGrids turned off!")
end
end
function ValidateMapObjects(options)
DebugPrint("Validating map objects...\n")
local st = GetPreciseTicks()
SuspendThreadDebugHook("ValidateMapObjects")
local silentVMEStack = config.SilentVMEStack
config.SilentVMEStack = true
Msg("ValidateMap")
local procall = procall
local options = options or {}
local validate_properties = options.validate_properties or false
local validate_CObject = options.validate_CObject or true
local validate_Object = options.validate_Object or true
if validate_CObject and not validate_Object then
assert(not "supported combination - Objects are always validated")
end
local gofFlagsAll = const.gofPermanent
local cfFlagsAll = not validate_CObject and const.cfLuaObject or nil
local count
if validate_properties then
count = MapForEach(true, nil, nil, gofFlagsAll, nil, cfFlagsAll, nil,
function(obj)
local msg = obj:GetDiagnosticMessage("verbose")
if not msg then
--
elseif msg[#msg] == "warning" then
StoreWarningSource(obj, msg[1])
else
StoreErrorSource(obj, msg[1])
end
CheckEssentialWarning(obj)
end)
else
count = MapForEach(true, nil, nil, gofFlagsAll, nil, cfFlagsAll, nil,
function(obj)
local _, err_msg, err_param = procall(obj.GetError, obj)
local _, warn_msg, warn_param = procall(obj.GetWarning, obj)
if err_msg then
StoreErrorSource(err_param or obj, err_msg)
end
if warn_msg then
StoreWarningSource(warn_param or obj, warn_msg)
end
CheckEssentialWarning(obj)
end)
end
ResumeThreadDebugHook("ValidateMapObjects")
config.SilentVMEStack = silentVMEStack
DebugPrint("Validated", count, "objects in", GetPreciseTicks() - st, "ms\n")
end
local function save_map(skipBackup, folder, silent)
folder = folder or GetMap()
AsyncCreatePath(folder)
local backup_folder
if Platform.developer and not skipBackup then
-- do not back up new maps
if io.exists(folder .. "objects.lua") then
backup_folder = MakeMapBackup()
end
end
Msg("PreSaveMap")
if not silent then
ValidateMapObjects()
end
Msg("SaveMap", folder, backup_folder)
local new_terrain_hash = terrain.HashGrids(config.IgnorePassGridInTerrainHash)
if config.StorePrevTerrainMapVersionOnSave
and mapdata.GameLogic and mapdata.IsRandomMap
and mapdata.TerrainHash ~= new_terrain_hash
and (mapdata.AssetsRevision or 0) > 0
then
-- Save compatibility map only if this map is under subversion.
local _, info = GetSvnInfo(folder)
if next(info) then
CreateCompatibilityMapCopy()
end
end
local t = GetPreciseTicks()
SaveObjects(folder .. "objects.lua")
DebugPrint(string.format("Saved objects in %d ms\n", GetPreciseTicks() - t))
mapdata.TerrainHash = new_terrain_hash
terrain.Save(folder)
WaitMinimapSaving()
if Platform.developer and (config.SaveEntityList or mapdata.SaveEntityList) then
SaveMapEntityList(folder .. "entlist.txt")
end
UpdateMapMaxObjRadius()
UpdateTerrainStats()
local old_net_hash = mapdata.NetHash
mapdata.NetHash = xxhash(mapdata.TerrainHash, mapdata.ObjectsHash)
if old_net_hash ~= mapdata.NetHash then
mapdata.LuaRevision = LuaRevision
mapdata.OrgLuaRevision = OrgLuaRevision
mapdata.AssetsRevision = AssetsRevision
end
if folder == GetMap() then
mapdata:Save()
end
Msg("PostSaveMap")
EditorSavingThread = false
Msg("SaveMapDone")
SVNAddFile(io.listfiles(folder))
end
function SaveMap(skipBackup, force, folder, silent)
if (IsEditorSaving() or not IsEditorActive() or IsChangingMap()) and not force then
return
end
PauseInfiniteLoopDetection("SaveMap")
EditorSavingThread = CurrentThread()
if not silent then print("Saving...") end
WaitNextFrame(4)
local start_time = GetPreciseTicks()
if EditedMapVariation then
XEditorCreateMapPatch(EditedMapVariation:GetMapPatchPath(), "add_to_svn")
else
save_map(skipBackup, folder, silent)
end
if not silent then
print(EditedMapVariation and "Map variation patch saved in" or "Map saved in", GetPreciseTicks() - start_time, "ms")
end
ResumeInfiniteLoopDetection("SaveMap")
end
local function check_radius(obj, radius, surf)
local max_radius = obj.max_allowed_radius
if Max(radius, surf) > max_radius then
StoreErrorSource(obj, string.format("Object too large: %.3f / %.3f m", Max(radius, surf) * 1.0 / guim, max_radius * 1.0 / guim))
radius = Min(max_radius, radius)
surf = Min(max_radius, surf)
end
return radius, surf
end
function CalcMapMaxObjRadius(enum_flags_all, enum_flags_any, game_flags_all)
local max_radius_obj, max_surf_obj
local max_radius, max_surf = 0, 0
local playbox = GetPlayBox()
game_flags_all = game_flags_all or const.gofPermanent
MapForEach("map", enum_flags_all, enum_flags_any, game_flags_all, function(obj, playbox)
local radius = obj:GetRadius()
local surf = radius
if max_surf < radius then
surf = obj:GetMaxSurfacesRadius2D()
end
radius, surf = check_radius(obj, radius, surf)
if max_radius < radius then
max_radius, max_radius_obj = radius, obj
end
if max_surf < surf and playbox:Dist2D2(obj) <= surf * surf then
max_surf, max_surf_obj = surf, obj
end
end, playbox)
return max_radius, max_surf, max_radius_obj, max_surf_obj
end
local function max_obj_radius(obj)
local radius = obj:GetRadius()
local surf = obj:GetMaxSurfacesRadius2D()
radius, surf = check_radius(obj, radius, surf)
for _, attach in ipairs(obj:GetAttaches() or empty_table) do
local radius_i, surf_i = max_obj_radius(attach)
radius = Max(radius, radius_i)
surf = Max(surf, surf_i)
end
return radius, surf
end
function UpdateMapMaxObjRadius(obj)
local radius, surf
if obj then
radius, surf = max_obj_radius(obj)
radius = Max(mapdata.MaxObjRadius, radius)
if GetPlayBox():Dist2D2(obj) > surf * surf then
surf = 0
end
surf = Max(mapdata.MaxSurfRadius2D, surf)
else
radius, surf = CalcMapMaxObjRadius()
end
mapdata.MaxObjRadius = radius
mapdata.MaxSurfRadius2D = surf
SetMapMaxObjRadius(radius, surf)
end
function UpdateTerrainStats()
local tavg, tmin, tmax = terrain.GetAreaHeight()
mapdata.HeightMapAvg = tavg
mapdata.HeightMapMin = tmin
mapdata.HeightMapMax = tmax
end
function ShowMapMaxRadiusObj()
local radius, surf, radius_obj, surf_obj = CalcMapMaxObjRadius()
EditorViewMapObject(radius_obj, nil, true)
end
function ShowMapMaxSurfObj()
local radius, surf, radius_obj, surf_obj = CalcMapMaxObjRadius()
EditorViewMapObject(surf_obj, nil, true)
end
function OnMsg.EditorObjectOperation(op_finished, objs)
if op_finished then
for _, obj in ipairs(objs) do
UpdateMapMaxObjRadius(obj)
end
end
end
if Platform.developer then
ValidateAllMapsThread = false
-- see ValidateMapObjects for documentation of options
function WaitValidateAllMaps(options, filter)
ValidateAllMapsThread = CurrentThread()
local old = LocalStorage.DisableDLC
SetAllDevDlcs(true)
SuspendThreadDebugHook("ValidateAllMaps")
filter = filter or GameMapFilter
local mapdata = table.filter(MapData, filter)
local maps = table.keys(mapdata, true)
GameTestsPrintf("Validating %d maps %s...", #maps, ValueToLuaCode(options))
for i, map in ipairs(maps) do
GameTestsPrintf("\n[%d/%d] Validating map \"%s\"", i, #maps, map)
ChangeMap(map)
ValidateMapObjects(options)
WaitGameTimeStart()
end
LocalStorage.DisableDLC = old
SaveLocalStorage()
ResumeThreadDebugHook("ValidateAllMaps")
ValidateAllMapsThread = false
end
function OnMsg.PostNewMapLoaded(silent)
if IsValidThread(ValidateAllMapsThread) or config.NoMapValidation then
return
end
if not silent and Platform.desktop then
ValidateMapObjects()
end
UpdateCollectionsEditor()
end
function GameTestsNightly.ValidateAllMaps()
WaitValidateAllMaps{ validate_properties = true, validate_Object = true, validate_CObject = false }
end
-- example usage: *r WaitResaveAllMapdata(UpdateTerrainStats)
function WaitResaveAllMapdata(callback, filter)
if not callback then return end
PauseGame(8)
SuspendThreadDebugHook("WaitUpdateAllMapdata")
SuspendFileSystemChanged("WaitUpdateAllMapdata")
table.change(config, "WaitUpdateAllMapdata", {
NoMapValidation = true
})
filter = filter or GameMapFilter
local datas = table.filter(MapData, filter)
local i, count = 0, table.count(datas)
for map, mapdata in sorted_pairs(datas) do
i = i + 1
GameTestsPrintf("\n[%d/%d] Updating map \"%s\"", i, count, map)
local game_logic = mapdata.GameLogic
mapdata.GameLogic = false
ChangeMap(map)
mapdata.GameLogic = game_logic
if not procall(callback) then
break
end
mapdata:Save()
DoneMap()
end
ChangeMap("")
table.restore(config, "WaitUpdateAllMapdata")
ResumeFileSystemChanged("WaitUpdateAllMapdata")
ResumeThreadDebugHook("WaitUpdateAllMapdata")
ResumeGame(8)
end
end
function EnterEditorSaveMap()
CreateRealTimeThread( function()
while IsChangingMap() or IsEditorSaving() do
WaitChangeMapDone()
if IsEditorSaving() then
WaitMsg("SaveMapDone")
end
end
if not IsEditorActive() then
EditorActivate()
end
SaveMap()
end)
end
-- rotating objects feature
if FirstLoad then
rotation_thread = false
editor.RotatingObjects = {}
end
function OnMsg.GameEnterEditor()
DeleteThread(rotation_thread)
rotation_thread = CreateRealTimeThread(function()
while true do
for i=1, #editor.RotatingObjects do
local item = editor.RotatingObjects[i]
if IsValid(item.obj) then
item.obj:SetAngle( item.obj:GetVisualAngle() + 60, 100 )
end
end
Sleep(100)
end
end)
end
function OnMsg.GameExitEditor()
DeleteThread(rotation_thread)
for i = 1, #editor.RotatingObjects do
local item = editor.RotatingObjects[i]
if IsValid(item.obj) then
item.obj:SetAngle(60 * item.angle)
end
end
editor.RotatingObjects = {}
end
if Platform.developer then
function DumpEntitiesSurfaces()
local out = {}
local visited = {}
ClassDescendants("CObject", function(class_name, class, out, visited)
local entity = class:GetEntity()
if visited[entity] then return end
visited[entity] = 1
local num_col, num_occ = GetEntityNumSurfaces(entity, EntitySurfaces.Collision), GetEntityNumSurfaces(entity, EntitySurfaces.Occluder)
if num_col ~= 0 or num_occ ~= 0 then
local s = entity .. '\t\thas ' .. num_col .. ' collision and ' .. num_occ .. ' occlusion surfs'
out[#out + 1] = s
end
end, out, visited)
table.sort(out)
local f = io.open('surfs.txt', 'w')
for _, l in ipairs(out) do
f:write(l .. '\r\n')
end
f:close()
end
function RemoveAllOccluders()
for _, obj in ipairs(MapGet("map", "CObject")) do
obj:SetOccludes(false)
end
end
end
--------------------------------------------------------------------------------------------
function SelectSameFloorObjects(sel)
local objs = MapGet("map", "attached", false, "collection", editor.GetLockedCollectionIdx(), true)
local same_floor = {}
local oztop, ozbottom = -1, 9999*guim
if IsValid(sel) then
sel = { sel }
end
for i=1,#sel do
local o = sel[i]
local ocenter, oradius = o:GetBSphere()
local oz = o:GetVisualPos():z()
local obbox = GetEntityBoundingBox(o:GetEntity())
oztop = Max(oztop, oz + obbox:max():z() + 50 * guic)
ozbottom = Min(ozbottom, oz + obbox:min():z()- 50 * guic)
end
for i=1,#objs do
local p = objs[i]
local pz = p:GetVisualPos():z()
local pbbox = GetEntityBoundingBox(p:GetEntity())
local pztop = pz + pbbox:max():z()
local pzbottom = pz + pbbox:min():z()
if pztop < oztop and pzbottom > ozbottom then
same_floor[1+#same_floor] = objs[i]
end
end
editor.ClearSel()
editor.AddToSel(same_floor)
end