- added new commandline param --validate-techtrees which will be used to check for known problems in the techtrees for an installation

This commit is contained in:
Mark Vejvoda 2010-07-30 07:51:39 +00:00
parent 2605e1c4d7
commit 4336ae3e37
12 changed files with 409 additions and 10 deletions

View File

@ -280,6 +280,22 @@ void Game::load(){
//tech, load before map because of resources
world.loadTech(config.getPathListForType(ptTechs,scenarioDir), techName, factions, &checksum);
// Validate the faction setup to ensure we don't have any bad associations
/*
std::vector<std::string> results = world.validateFactionTypes();
if(results.size() > 0) {
// Display the validation errors
string errorText = "Errors were detected:\n";
for(int i = 0; i < results.size(); ++i) {
if(i > 0) {
errorText += "\n";
}
errorText += results[i];
}
throw runtime_error(errorText);
}
*/
// give CPU time to update other things to avoid apperance of hanging
sleep(0);
SDL_PumpEvents();

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@ -156,6 +156,22 @@ const int MIN_FPS_NORMAL_RENDERING = 20;
// ==================== constructor and destructor ====================
Renderer::Renderer(){
this->allowRenderUnitTitles = false;
this->menu = NULL;
this->game = NULL;
showDebugUI = false;
modelRenderer = NULL;
textRenderer = NULL;
particleRenderer = NULL;
//resources
for(int i=0; i<rsCount; ++i){
modelManager[i] = NULL;
textureManager[i] = NULL;
particleManager[i] = NULL;
fontManager[i] = NULL;
}
GraphicsInterface &gi= GraphicsInterface::getInstance();
FactoryRepository &fr= FactoryRepository::getInstance();
Config &config= Config::getInstance();
@ -163,15 +179,9 @@ Renderer::Renderer(){
no2DMouseRendering = config.getBool("No2DMouseRendering","false");
maxConsoleLines= config.getInt("ConsoleMaxLines");
showDebugUI = false;
gi.setFactory(fr.getGraphicsFactory(config.getString("FactoryGraphics")));
GraphicsFactory *graphicsFactory= GraphicsInterface::getInstance().getFactory();
this->allowRenderUnitTitles = false;
this->menu = NULL;
this->game = NULL;
modelRenderer= graphicsFactory->newModelRenderer();
textRenderer= graphicsFactory->newTextRenderer2D();
particleRenderer= graphicsFactory->newParticleRenderer();

View File

@ -30,6 +30,7 @@
#include "font.h"
#include <curl/curl.h>
#include "menu_state_masterserver.h"
#include "checksum.h"
#include "leak_dumper.h"
@ -415,7 +416,8 @@ int glestMain(int argc, char** argv){
bool haveSpecialOutputCommandLineOption = false;
if( hasCommandArgument(argc, argv,"--opengl-info") == true ||
hasCommandArgument(argc, argv,"--version") == true) {
hasCommandArgument(argc, argv,"--version") == true ||
hasCommandArgument(argc, argv,"--validate-techtrees") == true) {
haveSpecialOutputCommandLineOption = true;
}
@ -430,7 +432,8 @@ int glestMain(int argc, char** argv){
}
if( hasCommandArgument(argc, argv,"--version") == true &&
hasCommandArgument(argc, argv,"--opengl-info") == false) {
hasCommandArgument(argc, argv,"--opengl-info") == false &&
hasCommandArgument(argc, argv,"validate-factions") == false) {
return -1;
}
@ -582,6 +585,79 @@ int glestMain(int argc, char** argv){
return -1;
}
if(hasCommandArgument(argc, argv,"--validate-techtrees") == true) {
Config &config = Config::getInstance();
vector<string> results;
findDirs(config.getPathListForType(ptTechs), results);
vector<string> techTreeFiles = results;
World world;
vector<string> techPaths = config.getPathListForType(ptTechs);
for(int idx = 0; idx < techPaths.size(); idx++) {
string &techPath = techPaths[idx];
for(int idx2 = 0; idx2 < techTreeFiles.size(); idx2++) {
string &techName = techTreeFiles[idx2];
vector<string> factionsList;
findAll(techPath + "/" + techName + "/factions/*.", factionsList, false, false);
if(factionsList.size() > 0) {
Checksum checksum;
set<string> factions;
for(int j = 0; j < factionsList.size(); ++j) {
factions.insert(factionsList[j]);
}
printf("\nChecking techPath [%s] techName [%s] factionsList.size() = %d\n",techPath.c_str(), techName.c_str(),factionsList.size());
for(int j = 0; j < factionsList.size(); ++j) {
printf("Found faction [%s]\n",factionsList[j].c_str());
}
world.loadTech(config.getPathListForType(ptTechs,""), techName, factions, &checksum);
// Validate the faction setup to ensure we don't have any bad associations
std::vector<std::string> resultErrors = world.validateFactionTypes();
if(resultErrors.size() > 0) {
// Display the validation errors
string errorText = "\nErrors were detected:\n=====================\n";
for(int i = 0; i < resultErrors.size(); ++i) {
if(i > 0) {
errorText += "\n";
}
errorText += resultErrors[i];
}
errorText += "\n=====================\n";
//throw runtime_error(errorText);
printf("%s",errorText.c_str());
}
// Validate the faction resource setup to ensure we don't have any bad associations
printf("\nChecking resources, count = %d\n",world.getTechTree()->getResourceTypeCount());
for(int i = 0; i < world.getTechTree()->getResourceTypeCount(); ++i) {
printf("Found techtree resource [%s]\n",world.getTechTree()->getResourceType(i)->getName().c_str());
}
resultErrors = world.validateResourceTypes();
if(resultErrors.size() > 0) {
// Display the validation errors
string errorText = "\nErrors were detected:\n=====================\n";
for(int i = 0; i < resultErrors.size(); ++i) {
if(i > 0) {
errorText += "\n";
}
errorText += resultErrors[i];
}
errorText += "\n=====================\n";
//throw runtime_error(errorText);
printf("%s",errorText.c_str());
}
}
}
}
return -1;
}
if(config.getBool("AllowGameDataSynchCheck","false") == true) {
vector<string> techDataPaths = config.getPathListForType(ptTechs);

View File

@ -138,6 +138,83 @@ void FactionType::load(const string &dir, const TechTree *techTree, Checksum* ch
FactionType::~FactionType(){
delete music;
music = NULL;
}
std::vector<std::string> FactionType::validateFactionType() {
std::vector<std::string> results;
// Check every unit's commands to validate that for every upgrade-requirements
// upgrade we have a unit that can do the upgrade in the faction.
for(int i=0; i<unitTypes.size(); ++i){
UnitType &unitType = unitTypes[i];
for(int j = 0; j < unitType.getCommandTypeCount(); ++j) {
const CommandType *cmdType = unitType.getCommandType(j);
if(cmdType != NULL) {
for(int k = 0; k < cmdType->getUpgradeReqCount(); ++k) {
const UpgradeType *upgradeType = cmdType->getUpgradeReq(k);
if(upgradeType != NULL) {
// Now lets find a unit that can produced-upgrade this upgrade
bool foundUpgraderUnit = false;
for(int l=0; l<unitTypes.size() && foundUpgraderUnit == false; ++l){
UnitType &unitType2 = unitTypes[l];
for(int m = 0; m < unitType2.getCommandTypeCount() && foundUpgraderUnit == false; ++m) {
const CommandType *cmdType2 = unitType2.getCommandType(m);
if(cmdType2 != NULL && dynamic_cast<const UpgradeCommandType *>(cmdType2) != NULL) {
const UpgradeCommandType *uct = dynamic_cast<const UpgradeCommandType *>(cmdType2);
const UpgradeType *upgradeType2 = uct->getProducedUpgrade();
if(upgradeType2 != NULL && upgradeType2->getName() == upgradeType->getName()) {
foundUpgraderUnit = true;
}
}
}
}
if(foundUpgraderUnit == false) {
char szBuf[4096]="";
sprintf(szBuf,"The Unit [%s] in Faction [%s] has the command [%s]\nwhich has upgrade requirement [%s] but there are no units able to perform the upgrade!",unitType.getName().c_str(),this->getName().c_str(),cmdType->getName().c_str(),upgradeType->getName().c_str());
results.push_back(szBuf);
}
}
}
}
}
}
return results;
}
std::vector<std::string> FactionType::validateFactionTypeResourceTypes(vector<ResourceType> &resourceTypes) {
std::vector<std::string> results;
// Check every unit's commands to validate that for every upgrade-requirements
// upgrade we have a unit that can do the upgrade in the faction.
for(int i=0; i<unitTypes.size(); ++i){
UnitType &unitType = unitTypes[i];
for(int j = 0; j < unitType.getCostCount() ; ++j) {
const Resource *r = unitType.getCost(j);
if(r != NULL && r->getType() != NULL) {
bool foundResourceType = false;
// Now lets find a matching faction resource type for the unit
for(int k=0; k<resourceTypes.size(); ++k){
ResourceType &rt = resourceTypes[k];
if(r->getType()->getName() == rt.getName()) {
foundResourceType = true;
}
}
if(foundResourceType == false) {
char szBuf[4096]="";
sprintf(szBuf,"The Unit [%s] in Faction [%s] has the resource req [%s]\nbut there are no such resources in this tech!",unitType.getName().c_str(),this->getName().c_str(),r->getType()->getName().c_str());
results.push_back(szBuf);
}
}
}
}
return results;
}
// ==================== get ====================

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@ -64,6 +64,8 @@ public:
int getStartingResourceAmount(const ResourceType *resourceType) const;
std::string toString() const;
std::vector<std::string> validateFactionType();
std::vector<std::string> validateFactionTypeResourceTypes(vector<ResourceType> &resourceTypes);
};
}}//end namespace

View File

@ -145,7 +145,6 @@ void TechTree::load(const string &dir, set<string> &factions, Checksum* checksum
// give CPU time to update other things to avoid apperance of hanging
sleep(0);
SDL_PumpEvents();
}
}
catch(const exception &e){
@ -160,6 +159,24 @@ TechTree::~TechTree(){
Logger::getInstance().add("Tech tree", true);
}
std::vector<std::string> TechTree::validateFactionTypes() {
std::vector<std::string> results;
for (int i = 0; i < factionTypes.size(); ++i) {
std::vector<std::string> factionResults = factionTypes[i].validateFactionType();
results.insert(results.end(), factionResults.begin(), factionResults.end());
}
return results;
}
std::vector<std::string> TechTree::validateResourceTypes() {
std::vector<std::string> results;
for (int i = 0; i < factionTypes.size(); ++i) {
std::vector<std::string> factionResults = factionTypes[i].validateFactionTypeResourceTypes(resourceTypes);
results.insert(results.end(), factionResults.begin(), factionResults.end());
}
return results;
}
// ==================== get ====================

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@ -1,7 +1,7 @@
// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Martiño Figueroa
// Copyright (C) 2001-2008 Martio Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
@ -60,6 +60,8 @@ public:
const ArmorType *getArmorType(const string &name) const;
const AttackType *getAttackType(const string &name) const;
float getDamageMultiplier(const AttackType *att, const ArmorType *art) const;
std::vector<std::string> validateFactionTypes();
std::vector<std::string> validateResourceTypes();
};
}} //end namespace

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@ -190,6 +190,14 @@ void World::loadTech(const vector<string> pathList, const string &techName, set<
//techCache[techName] = techTree;
}
std::vector<std::string> World::validateFactionTypes() {
return techTree->validateFactionTypes();
}
std::vector<std::string> World::validateResourceTypes() {
return techTree->validateResourceTypes();
}
//load map
void World::loadMap(const string &path, Checksum *checksum){
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);

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@ -182,6 +182,9 @@ public:
Game * getGame() { return game; }
std::vector<std::string> validateFactionTypes();
std::vector<std::string> validateResourceTypes();
void setFogOfWar(bool value);
std::string DumpWorldToLog(bool consoleBasicInfoOnly = false) const;

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@ -0,0 +1,49 @@
// ==============================================================
// This file is part of Glest Shared Library (www.glest.org)
//
// Copyright (C) 2001-2008 Martio Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#ifndef _SHARED_GRAPHICS_FONTMANAGER_H_
#define _SHARED_GRAPHICS_FONTMANAGER_H_
#include "font.h"
#include <vector>
using namespace std;
namespace Shared{ namespace Graphics{
// =====================================================
// class FontManager
//
/// Creates, Intializes, Finalizes, and Deletes fonts
// =====================================================
class FontManager{
protected:
typedef vector<Font*> FontContainer;
protected:
FontContainer fonts;
public:
FontManager();
virtual ~FontManager();
Font2D *newFont2D();
Font3D *newFont3D();
void init();
void end();
};
}}//end namespace
#endif

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@ -0,0 +1,62 @@
// ==============================================================
// This file is part of Glest Shared Library (www.glest.org)
//
// Copyright (C) 2001-2008 Martio Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#include "font_manager.h"
#include "graphics_interface.h"
#include "graphics_factory.h"
#include "leak_dumper.h"
namespace Shared{ namespace Graphics{
// =====================================================
// class FontManager
// =====================================================
FontManager::FontManager(){
fonts.clear();
}
FontManager::~FontManager(){
end();
}
Font2D *FontManager::newFont2D(){
Font2D *font= GraphicsInterface::getInstance().getFactory()->newFont2D();
fonts.push_back(font);
return font;
}
Font3D *FontManager::newFont3D(){
Font3D *font= GraphicsInterface::getInstance().getFactory()->newFont3D();
fonts.push_back(font);
return font;
}
void FontManager::init(){
for(size_t i=0; i<fonts.size(); ++i){
if(fonts[i] != NULL) {
fonts[i]->init();
}
}
}
void FontManager::end(){
for(size_t i=0; i<fonts.size(); ++i){
if(fonts[i] != NULL) {
fonts[i]->end();
delete fonts[i];
}
}
fonts.clear();
}
}}//end namespace

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@ -0,0 +1,77 @@
// ==============================================================
// This file is part of Glest Shared Library (www.glest.org)
//
// Copyright (C) 2001-2008 Martio Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#include "font_gl.h"
#include "opengl.h"
#include "gl_wrap.h"
#include "leak_dumper.h"
namespace Shared{ namespace Graphics{ namespace Gl{
using namespace Platform;
// =====================================================
// class Font2DGl
// =====================================================
void Font2DGl::init(){
assertGl();
if(!inited){
handle= glGenLists(charCount);
createGlFontBitmaps(handle, type, size, width, charCount, metrics);
inited= true;
}
assertGl();
}
void Font2DGl::end(){
assertGl();
if(inited){
//assert(glIsList(handle));
glDeleteLists(handle, 1);
inited= false;
}
assertGl();
}
// =====================================================
// class Font3DGl
// =====================================================
void Font3DGl::init(){
assertGl();
if(!inited){
handle= glGenLists(charCount);
createGlFontOutlines(handle, type, width, depth, charCount, metrics);
inited= true;
}
assertGl();
}
void Font3DGl::end(){
assertGl();
if(inited){
assert(glIsList(handle));
glDeleteLists(handle, 1);
}
assertGl();
}
}}}//end namespace