//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Exposes bsp tools to game for e.g. workshop use // // $NoKeywords: $ //===========================================================================// #include "cbase.h" #include #include "filesystem.h" #include "bsp_utils.h" #include "utlbuffer.h" #include "igamesystem.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" bool BSP_SyncRepack( const char *pszInputMapFile, const char *pszOutputMapFile, IBSPPack::eRepackBSPFlags eRepackFlags ) { // load the bsppack dll IBSPPack *libBSPPack = NULL; CSysModule *pModule = g_pFullFileSystem->LoadModule( "bsppack" ); if ( pModule ) { CreateInterfaceFn BSPPackFactory = Sys_GetFactory( pModule ); if ( BSPPackFactory ) { libBSPPack = ( IBSPPack * )BSPPackFactory( IBSPPACK_VERSION_STRING, NULL ); } } if( !libBSPPack ) { Warning( "Can't load bsppack library - unable to compress bsp\n" ); return false; } Msg( "Repacking %s -> %s\n", pszInputMapFile, pszOutputMapFile ); if ( !g_pFullFileSystem->FileExists( pszInputMapFile ) ) { Warning( "Couldn't open input file %s - BSP recompress failed\n", pszInputMapFile ); return false; } CUtlBuffer inputBuffer; if ( !g_pFullFileSystem->ReadFile( pszInputMapFile, NULL, inputBuffer ) ) { Warning( "Couldn't read file %s - BSP compression failed\n", pszInputMapFile ); return false; } CUtlBuffer outputBuffer; if ( !libBSPPack->RepackBSP( inputBuffer, outputBuffer, eRepackFlags ) ) { Warning( "Internal error compressing BSP\n" ); return false; } g_pFullFileSystem->WriteFile( pszOutputMapFile, NULL, outputBuffer ); Msg( "Successfully repacked %s as %s -- %u -> %u bytes\n", pszInputMapFile, pszOutputMapFile, inputBuffer.TellPut(), outputBuffer.TellPut() ); return true; } // Helper to create a thread that calls SyncCompressMap, and clean it up when it exists void BSP_BackgroundRepack( const char *pszInputMapFile, const char *pszOutputMapFile, IBSPPack::eRepackBSPFlags eRepackFlags ) { // Make this a gamesystem and thread, so it can check for completion each frame and clean itself up. Run() is the // background thread, Update() is the main thread tick. class BackgroundBSPRepackThread : public CThread, public CAutoGameSystemPerFrame { public: BackgroundBSPRepackThread( const char *pszInputFile, const char *pszOutputFile, IBSPPack::eRepackBSPFlags eRepackFlags ) : m_strInput( pszInputFile ) , m_strOutput( pszOutputFile ) , m_eRepackFlags( eRepackFlags ) { Start(); } // CThread job - returns 0 for success virtual int Run() OVERRIDE { return BSP_SyncRepack( m_strInput.Get(), m_strOutput.Get(), m_eRepackFlags ) ? 0 : 1; } // GameSystem virtual const char* Name( void ) OVERRIDE { return "BackgroundBSPRepackThread"; } // Runs on main thread void CheckFinished() { if ( !IsAlive() ) { // Thread finished if ( GetResult() != 0 ) { Warning( "Map compression thread failed :(\n" ); } // AutoGameSystem deregisters itself on destruction, we're done delete this; } } #ifdef CLIENT_DLL virtual void Update( float frametime ) OVERRIDE { CheckFinished(); } #else // GAME DLL virtual void FrameUpdatePostEntityThink() OVERRIDE { CheckFinished(); } #endif private: CUtlString m_strInput; CUtlString m_strOutput; IBSPPack::eRepackBSPFlags m_eRepackFlags; }; Msg( "Starting BSP repack job %s -> %s\n", pszInputMapFile, pszOutputMapFile ); // Deletes itself up when done new BackgroundBSPRepackThread( pszInputMapFile, pszOutputMapFile, eRepackFlags ); } CON_COMMAND( bsp_repack, "Repack and output a (re)compressed version of a bsp file" ) { #ifdef GAME_DLL if ( !UTIL_IsCommandIssuedByServerAdmin() ) return; #endif // Handle -nocompress bool bCompress = true; const char *szInFilename = NULL; const char *szOutFilename = NULL; if ( args.ArgC() == 4 && V_strcasecmp( args.Arg( 1 ), "-nocompress" ) == 0 ) { bCompress = false; szInFilename = args.Arg( 2 ); szOutFilename = args.Arg( 3 ); } else if ( args.ArgC() == 3 ) { szInFilename = args.Arg( 1 ); szOutFilename = args.Arg( 2 ); } if ( !szInFilename || !szOutFilename || !strlen( szInFilename ) || !strlen( szOutFilename ) ) { Msg( "Usage: bsp_repack [-nocompress] map.bsp output_map.bsp\n" ); return; } if ( bCompress ) { // Use default compress flags BSP_BackgroundRepack( szInFilename, szOutFilename ); } else { // No compression BSP_BackgroundRepack( szInFilename, szOutFilename, (IBSPPack::eRepackBSPFlags)0 ); } }