Rewrite sequence linting / missing file handling.
- Distinguish between missing sequences and missing sprites - Lint default sequences as well as maps - Improved performance - Correctly handle null images
This commit is contained in:
@@ -12,172 +12,136 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Traits.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Lint
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{
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class CheckSequences : ILintMapPass
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class CheckSequences : ILintRulesPass
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{
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Action<string> emitError;
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List<MiniYamlNode> sequenceDefinitions;
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public void Run(Action<string> emitError, Action<string> emitWarning, ModData modData, Map map)
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void ILintRulesPass.Run(Action<string> emitError, Action<string> emitWarning, ModData modData, Ruleset rules)
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{
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if (map.SequenceDefinitions == null)
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return;
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// Custom maps define rules.Sequences, default mod rules leave it null.
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if (rules.Sequences == null)
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{
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foreach (var kv in modData.DefaultSequences)
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{
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Console.WriteLine("Testing default sequences for {0}", kv.Key);
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Run(emitError, emitWarning, rules, kv.Value);
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}
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}
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else if (!modData.DefaultSequences.Values.Contains(rules.Sequences))
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Run(emitError, emitWarning, rules, rules.Sequences);
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}
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this.emitError = emitError;
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sequenceDefinitions = MiniYaml.Load(map, modData.Manifest.Sequences, map.SequenceDefinitions);
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var rules = map.Rules;
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void Run(Action<string> emitError, Action<string> emitWarning, Ruleset rules, SequenceProvider sequences)
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{
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var factions = rules.Actors["world"].TraitInfos<FactionInfo>().Select(f => f.InternalName).ToArray();
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var sequenceProviders = new[] { rules.Sequences };
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foreach (var actorInfo in rules.Actors)
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{
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foreach (var renderInfo in actorInfo.Value.TraitInfos<RenderSpritesInfo>())
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// Actors may have 0 or 1 RenderSprites traits
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var renderInfo = actorInfo.Value.TraitInfoOrDefault<RenderSpritesInfo>();
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if (renderInfo == null)
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continue;
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var images = new HashSet<string>()
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{
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foreach (var faction in factions)
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{
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foreach (var sequenceProvider in sequenceProviders)
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{
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var image = renderInfo.GetImage(actorInfo.Value, sequenceProvider, faction);
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if (sequenceDefinitions.All(s => s.Key != image.ToLowerInvariant()))
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emitError("Sprite image {0} from actor {1} using faction {2} has no sequence definition."
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.F(image, actorInfo.Value.Name, faction));
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}
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}
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}
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renderInfo.GetImage(actorInfo.Value, sequences, null).ToLowerInvariant()
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};
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// Some actors define faction-specific artwork
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foreach (var faction in factions)
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images.Add(renderInfo.GetImage(actorInfo.Value, sequences, faction).ToLowerInvariant());
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foreach (var traitInfo in actorInfo.Value.TraitInfos<TraitInfo>())
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{
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// Remove the "Info" suffix
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var traitName = traitInfo.GetType().Name;
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traitName = traitName.Remove(traitName.Length - 4);
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var fields = traitInfo.GetType().GetFields();
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foreach (var field in fields)
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{
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if (field.HasAttribute<SequenceReferenceAttribute>())
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var sequenceReference = field.GetCustomAttributes<SequenceReferenceAttribute>(true).FirstOrDefault();
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if (sequenceReference == null)
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continue;
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// Some sequences may specify their own Image override
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IEnumerable<string> sequenceImages = images;
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if (!string.IsNullOrEmpty(sequenceReference.ImageReference))
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{
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var sequences = LintExts.GetFieldValues(traitInfo, field, emitError);
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foreach (var sequence in sequences)
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var imageField = fields.First(f => f.Name == sequenceReference.ImageReference);
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var imageOverride = (string)imageField.GetValue(traitInfo);
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if (string.IsNullOrEmpty(imageOverride))
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{
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if (string.IsNullOrEmpty(sequence))
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continue;
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var renderInfo = actorInfo.Value.TraitInfos<RenderSpritesInfo>().FirstOrDefault();
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if (renderInfo == null)
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continue;
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foreach (var faction in factions)
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{
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var sequenceReference = field.GetCustomAttributes<SequenceReferenceAttribute>(true).FirstOrDefault();
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if (sequenceReference != null && !string.IsNullOrEmpty(sequenceReference.ImageReference))
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{
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var imageField = fields.FirstOrDefault(f => f.Name == sequenceReference.ImageReference);
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if (imageField != null)
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{
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foreach (var imageOverride in LintExts.GetFieldValues(traitInfo, imageField, emitError))
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{
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if (string.IsNullOrEmpty(imageOverride))
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{
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if (!sequenceReference.ActorNameFallback)
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{
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emitWarning("Custom sprite image of actor {0} is null and there is no fallback.".F(actorInfo.Value.Name));
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continue;
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}
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foreach (var sequenceProvider in sequenceProviders)
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{
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var image = renderInfo.GetImage(actorInfo.Value, sequenceProvider, faction);
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CheckDefinitions(image, sequenceReference, actorInfo, sequence, faction, field, traitInfo);
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}
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continue;
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}
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if (sequenceDefinitions.All(s => s.Key != imageOverride.ToLowerInvariant()))
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emitError("Custom sprite image {0} from actor {1} has no sequence definition.".F(imageOverride, actorInfo.Value.Name));
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else
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CheckDefinitions(imageOverride, sequenceReference, actorInfo, sequence, faction, field, traitInfo);
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}
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}
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}
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else
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{
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foreach (var sequenceProvider in sequenceProviders)
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{
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var image = renderInfo.GetImage(actorInfo.Value, sequenceProvider, faction);
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CheckDefinitions(image, sequenceReference, actorInfo, sequence, faction, field, traitInfo);
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}
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}
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}
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if (!sequenceReference.AllowNullImage)
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emitError("Actor type `{0}` trait `{1}` must define a value for `{2}`".F(actorInfo.Value.Name, traitName, sequenceReference.ImageReference));
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continue;
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}
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sequenceImages = new[] { imageOverride.ToLowerInvariant() };
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}
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}
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}
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foreach (var weaponInfo in rules.Weapons)
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{
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var projectileInfo = weaponInfo.Value.Projectile;
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if (projectileInfo == null)
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continue;
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var fields = projectileInfo.GetType().GetFields();
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foreach (var field in fields)
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{
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if (field.HasAttribute<SequenceReferenceAttribute>())
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foreach (var sequence in LintExts.GetFieldValues(traitInfo, field, emitError))
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{
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var sequences = LintExts.GetFieldValues(projectileInfo, field, emitError);
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foreach (var sequence in sequences)
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{
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if (string.IsNullOrEmpty(sequence))
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continue;
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if (string.IsNullOrEmpty(sequence))
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continue;
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var sequenceReference = field.GetCustomAttributes<SequenceReferenceAttribute>(true).FirstOrDefault();
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if (sequenceReference != null && !string.IsNullOrEmpty(sequenceReference.ImageReference))
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foreach (var i in sequenceImages)
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{
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if (sequenceReference.Prefix)
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{
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var imageField = fields.FirstOrDefault(f => f.Name == sequenceReference.ImageReference);
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if (imageField != null)
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{
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foreach (var imageOverride in LintExts.GetFieldValues(projectileInfo, imageField, emitError))
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{
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if (!string.IsNullOrEmpty(imageOverride))
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{
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var definitions = sequenceDefinitions.FirstOrDefault(n => n.Key == imageOverride.ToLowerInvariant());
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if (definitions == null)
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emitError("Can't find sequence definition for projectile image {0} at weapon {1}.".F(imageOverride, weaponInfo.Key));
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else if (!definitions.Value.Nodes.Any(n => n.Key == sequence))
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emitError("Projectile sprite image {0} from weapon {1} does not define sequence {2} from field {3} of {4}"
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.F(imageOverride, weaponInfo.Key, sequence, field.Name, projectileInfo));
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}
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}
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}
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// TODO: Remove prefixed sequence references and instead use explicit lists of lintable references
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if (!sequences.Sequences(i).Any(s => s.StartsWith(sequence)))
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emitWarning("Actor type `{0}` trait `{1}` field `{2}` defines a prefix `{3}` that does not match any sequences on image `{4}`.".F(actorInfo.Value.Name, traitName, field.Name, sequence, i));
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}
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else if (!sequences.HasSequence(i, sequence))
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emitError("Actor type `{0}` trait `{1}` field `{2}` references an undefined sequence `{3}` on image `{4}`.".F(actorInfo.Value.Name, traitName, field.Name, sequence, i));
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}
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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 CheckDefinitions(string image, SequenceReferenceAttribute sequenceReference,
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KeyValuePair<string, ActorInfo> actorInfo, string sequence, string faction, FieldInfo field, TraitInfo traitInfo)
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{
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var definitions = sequenceDefinitions.FirstOrDefault(n => n.Key == image.ToLowerInvariant());
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if (definitions != null)
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foreach (var weaponInfo in rules.Weapons)
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{
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if (sequenceReference != null && sequenceReference.Prefix)
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var projectileInfo = weaponInfo.Value.Projectile;
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if (projectileInfo == null)
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continue;
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var fields = projectileInfo.GetType().GetFields();
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foreach (var field in fields)
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{
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if (!definitions.Value.Nodes.Any(n => n.Key.StartsWith(sequence)))
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emitError("Sprite image {0} from actor {1} of faction {2} does not define sequence prefix {3} from field {4} of {5}"
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.F(image, actorInfo.Value.Name, faction, sequence, field.Name, traitInfo));
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}
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else if (definitions.Value.Nodes.All(n => n.Key != sequence))
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{
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emitError("Sprite image {0} from actor {1} of faction {2} does not define sequence {3} from field {4} of {5}"
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.F(image, actorInfo.Value.Name, faction, sequence, field.Name, traitInfo));
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var sequenceReference = field.GetCustomAttributes<SequenceReferenceAttribute>(true).FirstOrDefault();
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if (sequenceReference == null)
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continue;
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// All weapon sequences must specify their corresponding image
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var image = ((string)fields.First(f => f.Name == sequenceReference.ImageReference).GetValue(projectileInfo));
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if (string.IsNullOrEmpty(image))
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{
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if (!sequenceReference.AllowNullImage)
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emitError("Weapon type `{0}` projectile field `{1}` must define a value".F(weaponInfo.Key, sequenceReference.ImageReference));
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continue;
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}
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image = image.ToLowerInvariant();
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foreach (var sequence in LintExts.GetFieldValues(projectileInfo, field, emitError))
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{
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if (string.IsNullOrEmpty(sequence))
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continue;
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if (sequenceReference.Prefix)
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{
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// TODO: Remove prefixed sequence references and instead use explicit lists of lintable references
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if (!sequences.Sequences(image).Any(s => s.StartsWith(sequence)))
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emitWarning("Weapon type `{0}` projectile field `{1}` defines a prefix `{2}` that does not match any sequences on image `{3}`.".F(weaponInfo.Key, field.Name, sequence, image));
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}
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else if (!sequences.HasSequence(image, sequence))
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emitError("Weapon type `{0}` projectile field `{1}` references an undefined sequence `{2}` on image `{3}`.".F(weaponInfo.Key, field.Name, sequence, image));
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}
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}
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}
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}
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