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