Files
OpenRA/OpenRA.Mods.Common/UtilityCommands/CheckMissingSprites.cs
Paul Chote c35ab081ff Rewrite sequence loading logic.
Multiple layers of Lazy<T>ness are replaced with
an explicit two-part loading scheme.

Sequences are parsed immediately, without the need
for the sprite assets, and tell the SpriteCache
which frames they need. Use-cases that want the
actual sprites can then tell the SpriteCache to
load the frames and the sequences to resolve the
sprites.
2023-03-10 20:11:33 +02:00

85 lines
2.7 KiB
C#

#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
{
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<ITiledTerrainRendererInfo>())
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);
}
}
}