#region Copyright & License Information /* * Copyright (c) The OpenRA Developers and Contributors * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System; using OpenRA.Graphics; using OpenRA.Mods.Common.Terrain; using OpenRA.Mods.Common.Traits; namespace OpenRA.Mods.Common.UtilityCommands { sealed class CheckMissingSprites : IUtilityCommand { string IUtilityCommand.Name => "--check-missing-sprites"; bool IUtilityCommand.ValidateArguments(string[] args) { return true; } [Desc("Check tileset and sequence definitions for missing sprite files.")] void IUtilityCommand.Run(Utility utility, string[] args) { // HACK: The engine code assumes that Game.modData is set. var modData = Game.ModData = utility.ModData; var failed = false; // 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 { foreach (var (tileset, terrainInfo) in modData.DefaultTerrainInfo) { try { Console.WriteLine("Tileset: " + tileset); if (terrainInfo is ITemplatedTerrainInfo templatedTerrainInfo) foreach (var ttr in modData.DefaultRules.Actors[SystemActors.World].TraitInfos()) failed |= ttr.ValidateTileSprites(templatedTerrainInfo, Console.WriteLine); var sequences = new SequenceSet(modData.DefaultFileSystem, modData, tileset, null); sequences.SpriteCache.LoadReservations(modData); foreach (var (filename, location) in sequences.SpriteCache.MissingFiles) { Console.WriteLine($"\t{location}: {filename} not found"); failed = true; } } catch (YamlException e) { // The stacktrace associated with yaml errors are not very useful // Suppress them to make the lint output less intimidating for modders Console.WriteLine($"\t{e.Message}"); failed = true; } catch (Exception e) { Console.WriteLine($"Failed with exception: {e}"); failed = true; } } } catch (YamlException e) { // The stacktrace associated with yaml errors are not very useful // Suppress them to make the lint output less intimidating for modders Console.WriteLine($"{e.Message}"); failed = true; } if (failed) Environment.Exit(1); } } }