mirror of
https://github.com/open-goal/jak-project.git
synced 2024-10-20 00:57:44 -04:00
extractor: support extracting using a folder path (#3422)
Patching up the extractor while working on the launcher, fixes: - makes it so you can compile successfully given a folder path (currently assumes your project path contains `iso_data`) - ignore `buildinfo.json` from validation code. - fixes an edge-case that could recursively fill up your entire hard-drive! - allows overriding the decompilation configuration via flag - adds a way to specify where the ISO should be extracted to
This commit is contained in:
parent
e2e5289788
commit
fee0a435fc
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@ -110,6 +110,8 @@ struct {
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fs::path path_to_data;
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} gFilePathInfo;
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fs::path g_iso_data_directory = "";
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/*!
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* Get the path to the current executable.
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*/
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@ -207,6 +209,28 @@ fs::path get_jak_project_dir() {
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return gFilePathInfo.path_to_data;
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}
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fs::path get_iso_dir_for_game(GameVersion game_version) {
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if (!g_iso_data_directory.empty()) {
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return g_iso_data_directory;
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}
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// Find the location based on the game version
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std::string expected_subdir = "jak1";
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if (game_version == GameVersion::Jak2) {
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expected_subdir = "jak2";
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} else if (game_version == GameVersion::Jak3) {
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expected_subdir = "jak3";
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}
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const auto temp_dir = get_jak_project_dir() / "iso_data" / expected_subdir;
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if (fs::exists(temp_dir)) {
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g_iso_data_directory = temp_dir;
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}
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return g_iso_data_directory;
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}
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void set_iso_data_dir(const fs::path& directory) {
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g_iso_data_directory = directory;
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}
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std::string get_file_path(const std::vector<std::string>& input) {
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// TODO - clean this behaviour up, it causes unexpected behaviour when working with files
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// the project path should be explicitly provided by whatever if needed
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@ -757,4 +781,9 @@ std::pair<int, std::string> get_majority_file_line_endings_and_count(
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return {lf_count + crlf_count, "\n"};
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}
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bool is_dir_in_dir(const fs::path& parent, const fs::path& child) {
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// Check if the parent path is a prefix of the child path
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return child.has_parent_path() && child.parent_path().lexically_relative(parent) == fs::path(".");
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}
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} // namespace file_util
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@ -35,6 +35,8 @@ fs::path get_user_screenshots_dir(GameVersion game_version);
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fs::path get_user_misc_dir(GameVersion game_version);
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fs::path get_user_features_dir(GameVersion game_version);
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fs::path get_jak_project_dir();
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fs::path get_iso_dir_for_game(GameVersion game_version);
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void set_iso_data_dir(const fs::path& directory);
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bool create_dir_if_needed(const fs::path& path);
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bool create_dir_if_needed_for_file(const std::string& path);
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@ -74,4 +76,5 @@ std::string make_screenshot_filepath(const GameVersion game_version, const std::
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std::string get_majority_file_line_endings(const std::string& file_contents);
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std::pair<int, std::string> get_majority_file_line_endings_and_count(
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const std::string& file_contents);
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bool is_dir_in_dir(const fs::path& parent, const fs::path& child);
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} // namespace file_util
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@ -332,7 +332,7 @@ class ObjectFileDB {
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void for_each_function_def_order(Func f) {
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for_each_obj([&](ObjectFileData& data) {
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for (int i = 0; i < int(data.linked_data.segments); i++) {
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int fn = 0;
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[[maybe_unused]] int fn = 0;
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for (size_t j = data.linked_data.functions_by_seg.at(i).size(); j-- > 0;) {
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f(data.linked_data.functions_by_seg.at(i).at(j), i, data);
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fn++;
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@ -355,7 +355,7 @@ class ObjectFileDB {
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template <typename Func>
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void for_each_function_in_seg(int seg, Func f) {
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for_each_obj([&](ObjectFileData& data) {
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int fn = 0;
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[[maybe_unused]] int fn = 0;
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if (data.linked_data.segments == 3) {
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for (size_t j = data.linked_data.functions_by_seg.at(seg).size(); j-- > 0;) {
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f(data.linked_data.functions_by_seg.at(seg).at(j), data);
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@ -267,6 +267,11 @@ std::tuple<uint64_t, int> calculate_extraction_hash(const fs::path& extracted_is
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int filec = 0;
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for (auto const& dir_entry : fs::recursive_directory_iterator(extracted_iso_path)) {
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if (dir_entry.is_regular_file()) {
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// skip the `buildinfo.json` file, we make that -- not relevant!
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if (dir_entry.path().filename() == "buildinfo.json") {
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lg::warn("skipping buildinfo.json, that is a file our tools generate");
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continue;
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}
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auto buffer = file_util::read_binary_file(dir_entry.path().string());
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auto hash = XXH64(buffer.data(), buffer.size(), 0);
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combined_hash ^= hash;
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@ -102,7 +102,10 @@ std::tuple<std::optional<ISOMetadata>, ExtractorErrorCode> validate(
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};
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}
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void decompile(const fs::path& iso_data_path, const std::string& data_subfolder) {
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// TODO - remove code duplication, most of this is copying what happens in decompiler's `main.cpp`
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void decompile(const fs::path& iso_data_path,
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const std::string& data_subfolder,
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const std::string& config_override) {
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using namespace decompiler;
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// Determine which config to use from the database
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@ -111,7 +114,7 @@ void decompile(const fs::path& iso_data_path, const std::string& data_subfolder)
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Config config = read_config_file(file_util::get_jak_project_dir() / "decompiler" / "config" /
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version_info.game_name /
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fmt::format("{}_config.jsonc", version_info.game_name),
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version_info.decomp_config_version);
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version_info.decomp_config_version, config_override);
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std::vector<fs::path> dgos, objs, tex_strs, art_strs;
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@ -220,6 +223,8 @@ ExtractorErrorCode compile(const fs::path& iso_data_path, const std::string& dat
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Compiler compiler(game_name_to_version(version_info.game_name));
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compiler.make_system().set_constant("*iso-data*", absolute(iso_data_path).string());
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compiler.make_system().set_constant("*use-iso-data-path*", true);
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file_util::set_iso_data_dir(absolute(iso_data_path));
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lg::info("set iso_data_dir to {}", absolute(iso_data_path).string());
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int flags = 0;
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for (const auto& flag : version_info.flags) {
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@ -257,6 +262,7 @@ int main(int argc, char** argv) {
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fs::path input_file_path;
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fs::path project_path_override;
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fs::path extraction_path;
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bool flag_runall = false;
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bool flag_extract = false;
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bool flag_fail_on_validation = false;
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@ -265,16 +271,22 @@ int main(int argc, char** argv) {
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bool flag_play = false;
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bool flag_folder = false;
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std::string game_name = "jak1";
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std::string decomp_config_override = "{}";
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lg::initialize();
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CLI::App app{"OpenGOAL Level Extraction Tool"};
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CLI::App app{"OpenGOAL Extractor (ISO Tools + Decompiler + Compiler)"};
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app.add_option("game-files-path", input_file_path,
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"The path to the folder with the ISO extracted or the ISO itself")
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->required();
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app.add_option("--proj-path", project_path_override,
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"Explicitly set the location of the 'data/' folder");
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app.add_option("--extract-path", extraction_path,
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"Explicitly set the location for where the ISO should be extracted");
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app.add_option("-g,--game", game_name, "Specify the game name, defaults to 'jak1'");
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app.add_option(
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"--decomp-config-override", decomp_config_override,
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"JSON provided will be merged with the decompiler config, use to override options");
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app.add_flag("-a,--all", flag_runall, "Run all steps, from extraction to playing the game");
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app.add_flag("-e,--extract", flag_extract, "Extract the ISO");
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app.add_flag("-v,--validate", flag_fail_on_validation,
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@ -282,7 +294,7 @@ int main(int argc, char** argv) {
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app.add_flag("-d,--decompile", flag_decompile, "Decompile the game data");
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app.add_flag("-c,--compile", flag_compile, "Compile the game");
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app.add_flag("-p,--play", flag_play, "Play the game");
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app.add_flag("-f,--folder", flag_folder, "Extract from folder");
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app.add_flag("-f,--folder", flag_folder, "Take ISO input from a folder");
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define_common_cli_arguments(app);
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app.validate_positionals();
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CLI11_PARSE(app, argc, argv);
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@ -347,6 +359,10 @@ int main(int argc, char** argv) {
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if (flag_extract) {
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// we extract to a temporary location because we don't know what we're extracting yet!
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fs::path temp_iso_extract_location = file_util::get_jak_project_dir() / "iso_data" / "_temp";
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if (!extraction_path.empty()) {
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temp_iso_extract_location = extraction_path / "_temp";
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}
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lg::info("Extracting ISO to temporary dir at: {}", temp_iso_extract_location.string());
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if (input_file_path != temp_iso_extract_location) {
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// in case input is also output, don't just wipe everything (weird)
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fs::remove_all(temp_iso_extract_location);
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@ -379,14 +395,25 @@ int main(int argc, char** argv) {
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// We know the version since we just extracted it, so the user didn't need to provide this
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// explicitly
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data_subfolder = data_subfolders.at(version_info->game_name);
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iso_data_path = file_util::get_jak_project_dir() / "iso_data" / data_subfolder;
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if (fs::exists(iso_data_path)) {
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if (!extraction_path.empty()) {
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iso_data_path = extraction_path / data_subfolder;
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} else {
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iso_data_path = file_util::get_jak_project_dir() / "iso_data" / data_subfolder;
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}
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if (fs::exists(iso_data_path) && iso_data_path != temp_iso_extract_location) {
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fs::remove_all(iso_data_path);
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}
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// std::filesystem doesn't have a rename for dirs...
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fs::copy(temp_iso_extract_location, iso_data_path, fs::copy_options::recursive);
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fs::remove_all(temp_iso_extract_location);
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// NOTE - potential disaster here, don't do either if the directories are the same location
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// or don't copy if the temp location is _inside_ the destination directory
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if (!file_util::is_dir_in_dir(iso_data_path, temp_iso_extract_location)) {
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fs::copy(temp_iso_extract_location, iso_data_path, fs::copy_options::recursive);
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}
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if (iso_data_path != temp_iso_extract_location) {
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// in case input is also output, don't just wipe everything (weird)
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fs::remove_all(temp_iso_extract_location);
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}
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}
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} else if (fs::is_directory(input_file_path)) {
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if (!flag_folder) {
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@ -418,12 +445,16 @@ int main(int argc, char** argv) {
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} else {
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// If we did not extract, we have no clue what game the user is trying to decompile / compile
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// this is why the user has to specify this!
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iso_data_path = file_util::get_jak_project_dir() / "iso_data" / data_subfolder;
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if (flag_folder) {
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iso_data_path = input_file_path;
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} else {
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iso_data_path = file_util::get_jak_project_dir() / "iso_data" / data_subfolder;
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}
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}
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if (flag_decompile) {
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try {
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decompile(iso_data_path, data_subfolder);
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decompile(iso_data_path, data_subfolder, decomp_config_override);
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} catch (std::exception& e) {
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lg::error("Error during decompile: {}", e.what());
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return static_cast<int>(ExtractorErrorCode::DECOMPILATION_GENERIC_ERROR);
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@ -31,9 +31,11 @@ class KeyboardDevice : public InputDevice {
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const CommandBindingGroups& commands,
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std::shared_ptr<PadData> data,
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std::optional<InputBindAssignmentMeta>& bind_assignment) override;
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void close_device() override{
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// there is nothing to close
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// clang-format off
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void close_device() override {
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// there is nothing to close
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};
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// clang-format on
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private:
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std::vector<ActiveKeyboardAction> m_active_actions = {};
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@ -31,9 +31,11 @@ class MouseDevice : public InputDevice {
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const CommandBindingGroups& commands,
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std::shared_ptr<PadData> data,
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std::optional<InputBindAssignmentMeta>& bind_assignment) override;
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void close_device() override{
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// there is nothing to close
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// clang-format off
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void close_device() override {
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// there is nothing to close
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};
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// clang-format on
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void enable_relative_mode(const bool enable);
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void enable_camera_control(const bool enable);
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@ -104,18 +104,9 @@ bool run_build_level(const std::string& input_file,
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// TODO remove hardcoded config settings
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if ((level_json.contains("art_groups") && !level_json.at("art_groups").empty()) ||
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(level_json.contains("textures") && !level_json.at("textures").empty())) {
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fs::path iso_folder = "";
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lg::info("Looking for ISO path...");
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// TODO - add to file_util
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for (const auto& entry :
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fs::directory_iterator(file_util::get_jak_project_dir() / "iso_data")) {
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// TODO - hard-coded to jak 1
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if (entry.is_directory() &&
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entry.path().filename().string().find("jak1") != std::string::npos) {
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lg::info("Found ISO path: {}", entry.path().string());
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iso_folder = entry.path();
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}
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}
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const auto iso_folder = file_util::get_iso_dir_for_game(GameVersion::Jak1);
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lg::info("Found ISO path: {}", iso_folder.string());
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if (iso_folder.empty() || !fs::exists(iso_folder)) {
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lg::warn("Could not locate ISO path!");
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@ -217,4 +208,4 @@ bool run_build_level(const std::string& input_file,
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return true;
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}
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} // namespace jak1
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} // namespace jak1
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@ -91,18 +91,9 @@ bool run_build_level(const std::string& input_file,
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// TODO remove hardcoded config settings
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if ((level_json.contains("art_groups") && !level_json.at("art_groups").empty()) ||
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(level_json.contains("textures") && !level_json.at("textures").empty())) {
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fs::path iso_folder = "";
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lg::info("Looking for ISO path...");
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// TODO - add to file_util
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for (const auto& entry :
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fs::directory_iterator(file_util::get_jak_project_dir() / "iso_data")) {
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// TODO - hard-coded to jak 2
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if (entry.is_directory() &&
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entry.path().filename().string().find("jak2") != std::string::npos) {
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lg::info("Found ISO path: {}", entry.path().string());
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iso_folder = entry.path();
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}
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}
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const auto iso_folder = file_util::get_iso_dir_for_game(GameVersion::Jak2);
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lg::info("Found ISO path: {}", iso_folder.string());
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if (iso_folder.empty() || !fs::exists(iso_folder)) {
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lg::warn("Could not locate ISO path!");
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return true;
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}
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} // namespace jak2
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} // namespace jak2
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