Improve --check-missing-sprites error handling.

This commit is contained in:
Paul Chote
2020-09-12 14:43:43 +01:00
committed by abcdefg30
parent cd9bf53e1a
commit ad4d6eaec9
4 changed files with 96 additions and 52 deletions

View File

@@ -32,40 +32,81 @@ namespace OpenRA.Mods.Common.UtilityCommands
var modData = Game.ModData = utility.ModData;
var failed = false;
// DefaultSequences is a dictionary of tileset: SequenceProvider
// so we can also use this to key our tileset checks
foreach (var kv in modData.DefaultSequences)
// We need two levels of YamlException handling to provide the desired behaviour:
// Parse errors within a single tileset should skip that tileset and allow the rest to be tested
// however, certain errors will be thrown by the outer modData.DefaultSequences, which prevent
// any tilesets from being checked further.
try
{
Console.WriteLine("Tileset: " + kv.Key);
var tileset = modData.DefaultTileSets[kv.Key];
var missingImages = new HashSet<string>();
Action<uint, string> onMissingImage = (id, f) =>
// DefaultSequences is a dictionary of tileset: SequenceProvider
// so we can also use this to key our tileset checks
foreach (var kv in modData.DefaultSequences)
{
Console.WriteLine("\tTemplate `{0}` references sprite `{1}` that does not exist.", id, f);
missingImages.Add(f);
};
var theater = new Theater(tileset, onMissingImage);
foreach (var t in tileset.Templates)
for (var v = 0; v < t.Value.Images.Length; v++)
if (!missingImages.Contains(t.Value.Images[v]))
for (var i = 0; i < t.Value.TilesCount; i++)
if (t.Value[i] != null && !theater.HasTileSprite(new TerrainTile(t.Key, (byte)i), v))
Console.WriteLine("\tTemplate `{0}` references frame {1} that does not exist in sprite `{2}`.", t.Key, i, t.Value.Images[v]);
foreach (var image in kv.Value.Images)
{
foreach (var sequence in kv.Value.Sequences(image))
try
{
var s = kv.Value.GetSequence(image, sequence) as FileNotFoundSequence;
if (s != null)
Console.WriteLine("Tileset: " + kv.Key);
var tileset = modData.DefaultTileSets[kv.Key];
var missingImages = new HashSet<string>();
Action<uint, string> onMissingImage = (id, f) =>
{
Console.WriteLine("\tSequence `{0}.{1}` references sprite `{2}` that does not exist.", image, sequence, s.Filename);
Console.WriteLine("\tTemplate `{0}` references sprite `{1}` that does not exist.", id, f);
missingImages.Add(f);
failed = true;
};
var theater = new Theater(tileset, onMissingImage);
foreach (var t in tileset.Templates)
{
for (var v = 0; v < t.Value.Images.Length; v++)
{
if (!missingImages.Contains(t.Value.Images[v]))
{
for (var i = 0; i < t.Value.TilesCount; i++)
{
if (t.Value[i] == null || theater.HasTileSprite(new TerrainTile(t.Key, (byte)i), v))
continue;
Console.WriteLine("\tTemplate `{0}` references frame {1} that does not exist in sprite `{2}`.", t.Key, i, t.Value.Images[v]);
failed = true;
}
}
}
}
foreach (var image in kv.Value.Images)
{
foreach (var sequence in kv.Value.Sequences(image))
{
var s = kv.Value.GetSequence(image, sequence) as FileNotFoundSequence;
if (s == null)
continue;
Console.WriteLine("\tSequence `{0}.{1}` references sprite `{2}` that does not exist.", image, sequence, s.Filename);
failed = true;
}
}
}
catch (YamlException e)
{
// The stacktrace associated with yaml errors are not very useful
// Suppress them to make the lint output less intimidating for modders
Console.WriteLine("\t{0}".F(e.Message));
failed = true;
}
catch (Exception e)
{
Console.WriteLine("Failed with exception: {0}".F(e));
failed = true;
}
}
}
catch (YamlException e)
{
// The stacktrace associated with yaml errors are not very useful
// Suppress them to make the lint output less intimidating for modders
Console.WriteLine("{0}".F(e.Message));
failed = true;
}
if (failed)
Environment.Exit(1);