Additionally exposed an InitializeSettings method on game to initialize the global settings so that other classes can set up all the secret dependencies on the global settings required.
111 lines
2.8 KiB
C#
111 lines
2.8 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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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. For more information,
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* see COPYING.
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*/
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#endregion
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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 OpenRA.FileSystem;
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using OpenRA.Traits;
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namespace OpenRA.Lint
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{
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static class YamlChecker
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{
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static int errors = 0;
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// mimic Windows compiler error format
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static void EmitError(string e)
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{
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Console.WriteLine("OpenRA.Lint(1,1): Error: {0}", e);
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++errors;
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}
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static void EmitWarning(string e)
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{
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Console.WriteLine("OpenRA.Lint(1,1): Warning: {0}", e);
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}
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static int Main(string[] args)
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{
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if (args.Length == 0)
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{
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Console.WriteLine("Usage: OpenRA.Lint.exe MOD [MAP] [--verbose]");
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return 0;
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}
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try
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{
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Log.AddChannel("debug", null);
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Log.AddChannel("perf", null);
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var options = args.Where(a => a.StartsWith("-"));
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var mod = args.Where(a => !options.Contains(a)).First();
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var map = args.Where(a => !options.Contains(a)).Skip(1).FirstOrDefault();
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var verbose = options.Contains("-v") || options.Contains("--verbose");
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// bind some nonfatal error handling into FieldLoader, so we don't just *explode*.
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ObjectCreator.MissingTypeAction = s => EmitError("Missing Type: {0}".F(s));
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FieldLoader.UnknownFieldAction = (s, f) => EmitError("FieldLoader: Missing field `{0}` on `{1}`".F(s, f.Name));
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AppDomain.CurrentDomain.AssemblyResolve += GlobalFileSystem.ResolveAssembly;
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Game.InitializeSettings(Arguments.Empty);
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Game.modData = new ModData(mod);
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IEnumerable<Map> maps;
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if (string.IsNullOrEmpty(map))
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{
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Game.modData.MapCache.LoadMaps();
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maps = Game.modData.MapCache
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.Where(m => m.Status == MapStatus.Available)
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.Select(m => m.Map);
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}
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else
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maps = new[] { new Map(map) };
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foreach (var testMap in maps)
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{
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if (verbose)
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Console.WriteLine("Testing map: {0}".F(testMap.Title));
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testMap.PreloadRules();
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foreach (var customPassType in Game.modData.ObjectCreator
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.GetTypesImplementing<ILintPass>())
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{
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try
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{
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var customPass = (ILintPass)Game.modData.ObjectCreator
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.CreateBasic(customPassType);
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customPass.Run(EmitError, EmitWarning, testMap);
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}
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catch (Exception e)
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{
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EmitError("{0} failed with exception: {0}".F(customPassType, e));
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}
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}
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}
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if (errors > 0)
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{
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Console.WriteLine("Errors: {0}", errors);
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return 1;
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}
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return 0;
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}
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catch (Exception e)
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{
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EmitError("Failed with exception: {0}".F(e));
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return 1;
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}
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}
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}
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}
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