Files
sbox-public/engine/Sandbox.Engine/Resources/Compiling/ResourceCompileContext.cs

202 lines
5.2 KiB
C#

using System.Text.Json;
using System.Text.Json.Nodes;
namespace Sandbox.Resources;
public abstract class ResourceCompileContext
{
/// <summary>
/// The absolute path to the resource on disk
/// </summary>
public abstract string AbsolutePath { get; }
/// <summary>
/// The path relative to the assets folder
/// </summary>
public abstract string RelativePath { get; }
/// <summary>
/// The resource version can be important
/// </summary>
public abstract int ResourceVersion { get; set; }
internal abstract int WriteBlock( string blockName, IntPtr data, int count );
/// <summary>
/// Write a named block of data into the compiled resource. The name is a four
/// character code, eg "LIPS". Read it back at runtime when the resource loads,
/// in <see cref="Resource.OnLoaded"/>.
/// </summary>
public unsafe void WriteBlock( string blockName, ReadOnlySpan<byte> data )
{
if ( blockName is null || blockName.Length != 4 )
throw new ArgumentException( "Block names are four character codes, eg \"LIPS\"", nameof( blockName ) );
if ( data.IsEmpty )
return;
fixed ( byte* ptr = data )
{
WriteBlock( blockName, (IntPtr)ptr, data.Length );
}
}
/// <summary>
/// Serialize an object to json and write it to a named block in the compiled
/// resource. Read it back at runtime in <see cref="Resource.OnLoaded"/>.
/// </summary>
public void WriteBlockJson( string blockName, object obj )
{
WriteBlock( blockName, JsonSerializer.SerializeToUtf8Bytes( obj, Json.options ) );
}
/// <summary>
/// Add a reference. This means that the resource we're compiling depends on this resource.
/// </summary>
public abstract void AddRuntimeReference( string path );
/// <summary>
/// Add a reference that is needed to compile this resource, but isn't actually needed once compiled.
/// Optional references may not exist - the compile won't fail without them, but if the file is
/// created or modified later we'll recompile.
/// </summary>
public abstract void AddCompileReference( string path, bool optional = false );
/// <summary>
/// Add a game file reference. This file will be included in packages but is not a native resource.
/// Use this for arbitrary data files that are loaded by managed code (e.g. navdata files).
/// </summary>
public abstract void AddGameFileReference( string path );
/// <summary>
/// Get the streaming data to write to
/// </summary>
public DataStream StreamingData { get; internal set; }
/// <summary>
/// Get the data to write to
/// </summary>
public DataStream Data { get; internal set; }
/// <summary>
/// Create a child resource
/// </summary>
public abstract Child CreateChild( string absolutePath );
/// <summary>
/// Load the json and scan it for paths or any embedded resources
/// </summary>
public abstract string ScanJson( string json );
/// <summary>
/// Read the source, either from in memory, or from disk
/// </summary>
public abstract byte[] ReadSource();
JsonObject _meta;
bool _metaRead;
/// <summary>
/// The asset's .meta file as json, or null if it doesn't have one.
/// </summary>
public JsonObject ReadMeta()
{
if ( _metaRead )
return _meta;
_metaRead = true;
var metaPath = AbsolutePath + ".meta";
// Depend on the meta even when it doesn't exist yet - authoring one later
// (eg adding visemes to a sound for the first time) should recompile us
AddCompileReference( metaPath, optional: true );
try
{
if ( System.IO.File.Exists( metaPath ) )
{
_meta = Json.ParseToJsonObject( System.IO.File.ReadAllText( metaPath ) );
}
}
catch ( Exception e )
{
Log.Warning( e, $"Couldn't read meta file {metaPath}" );
}
return _meta;
}
/// <summary>
/// Read a value from the asset's .meta file,
/// eg <c>Context.ReadMeta&lt;List&lt;VisemeFrame&gt;&gt;( "visemes" )</c>.
/// </summary>
public T ReadMeta<T>( string key, T defaultValue = default )
{
var meta = ReadMeta();
if ( meta is null || meta[key] is not JsonNode node )
return defaultValue;
try
{
return node.Deserialize<T>( Json.options );
}
catch ( Exception e )
{
Log.Warning( e, $"Couldn't read '{key}' from {AbsolutePath}.meta" );
return defaultValue;
}
}
/// <summary>
/// Read the source, either from in memory, or from disk
/// </summary>
public string ReadSourceAsString()
{
var data = ReadSource();
return System.Text.Encoding.UTF8.GetString( data );
}
/// <summary>
/// Read the source, either from in memory, or from disk
/// </summary>
public JsonObject ReadSourceAsJson()
{
try
{
var jsonString = ReadSourceAsString();
if ( string.IsNullOrWhiteSpace( jsonString ) ) return null;
return Json.ParseToJsonObject( jsonString );
}
catch
{
return null;
}
}
public abstract class Child
{
public abstract bool Compile();
public abstract void SetInputData( string data );
}
public abstract class DataStream
{
internal readonly ResourceCompileContext source;
public abstract void Write( byte[] bytes );
/// <summary>
/// Write a string with a null terminator
/// </summary>
public void Write( string strValue )
{
Write( System.Text.Encoding.UTF8.GetBytes( strValue ) );
Write( new byte[] { 0 } );
}
//public abstract void SetAlignment( int v );
}
}