Files
jak-project/goalc/main.cpp
T
Tyler Wilding 10ac78200b repl: add gameVersionFolder to repl-config for running the non-default version (#2463)
Adds a decent way to customize the folders the project file expects the
iso data and decompiler data to be in. When you run any version other
than the default, for example Jak 1 PAL, it uses the `gameName`
decompiler config to consume and output it's results.

However the project file will assume `jak1` unless you hard-code it
differently -- basically, it needs to be explicitly told just the
decompiler is told what version to use.

We now have a per-user REPL Config json file, so that can be used to
override the default `jak1` behaviour.

Fixes #1993
2023-04-11 17:57:20 -04:00

172 lines
5.8 KiB
C++

#include <cstdio>
#include <regex>
#include "common/log/log.h"
#include "common/repl/nrepl/ReplServer.h"
#include "common/repl/util.h"
#include "common/util/FileUtil.h"
#include "common/util/diff.h"
#include "common/util/string_util.h"
#include "common/util/unicode_util.h"
#include "common/versions.h"
#include "goalc/compiler/Compiler.h"
#include "third-party/CLI11.hpp"
#include "third-party/fmt/color.h"
#include "third-party/fmt/core.h"
void setup_logging() {
lg::set_file(file_util::get_file_path({"log", "compiler.log"}));
lg::set_file_level(lg::level::info);
lg::set_stdout_level(lg::level::info);
lg::set_flush_level(lg::level::info);
lg::initialize();
}
int main(int argc, char** argv) {
ArgumentGuard u8_guard(argc, argv);
bool auto_find_user = false;
std::string cmd = "";
std::string username = "#f";
std::string game = "jak1";
int nrepl_port = 8181;
fs::path project_path_override;
// TODO - a lot of these flags could be deprecated and moved into `repl-config.json`
// TODO - auto-find the user if there is only one folder within `user/`
CLI::App app{"OpenGOAL Compiler / REPL"};
app.add_option("-c,--cmd", cmd, "Specify a command to run, no REPL is launched in this mode");
app.add_option("-u,--user", username,
"Specify the username to use for your user profile in 'goal_src/user/'");
app.add_option("-p,--port", nrepl_port, "Specify the nREPL port. Defaults to 8181");
app.add_flag("--user-auto", auto_find_user,
"Attempt to automatically deduce the user, overrides '--user'");
app.add_option("-g,--game", game, "The game name: 'jak1' or 'jak2'");
app.add_option("--proj-path", project_path_override,
"Specify the location of the 'data/' folder");
app.validate_positionals();
CLI11_PARSE(app, argc, argv);
GameVersion game_version = game_name_to_version(game);
if (!project_path_override.empty()) {
if (!fs::exists(project_path_override)) {
lg::error("Error: project path override '{}' does not exist", project_path_override.string());
return 1;
}
if (!file_util::setup_project_path(project_path_override)) {
lg::error("Could not setup project path!");
return 1;
}
} else if (!file_util::setup_project_path(std::nullopt)) {
return 1;
}
try {
setup_logging();
} catch (const std::exception& e) {
lg::error("Failed to setup logging: {}", e.what());
return 1;
}
lg::info("OpenGOAL Compiler {}.{}", versions::GOAL_VERSION_MAJOR, versions::GOAL_VERSION_MINOR);
// Figure out the username
if (auto_find_user) {
username = REPL::find_repl_username();
}
// Load the user's startup file
auto startup_file = REPL::load_user_startup_file(username, game_version);
// Load the user's REPL config
auto repl_config = REPL::load_repl_config(username, game_version);
// Init Compiler
std::unique_ptr<Compiler> compiler;
std::mutex compiler_mutex;
// if a command is provided on the command line, no REPL just run the compiler on it
try {
if (!cmd.empty()) {
compiler = std::make_unique<Compiler>(game_version);
compiler->run_front_end_on_string(cmd);
return 0;
}
} catch (std::exception& e) {
lg::error("Compiler Fatal Error: {}", e.what());
return 1;
}
// Otherwise, start the REPL normally
ReplStatus status = ReplStatus::OK;
std::function<void()> repl_startup_func = [&]() {
// Run automatic forms if applicable
std::lock_guard<std::mutex> lock(compiler_mutex);
for (const auto& cmd : startup_file.run_before_listen) {
status = compiler->handle_repl_string(cmd);
}
};
// Initialize nREPL server socket
std::function<bool()> shutdown_callback = [&]() { return status == ReplStatus::WANT_EXIT; };
ReplServer repl_server(shutdown_callback, nrepl_port);
bool repl_server_ok = repl_server.init_server();
std::thread nrepl_thread;
// the compiler may throw an exception if it fails to load its standard library.
try {
compiler = std::make_unique<Compiler>(
game_version, std::make_optional(repl_config), username,
std::make_unique<REPL::Wrapper>(username, repl_config, startup_file));
// Start nREPL Server if it spun up successfully
if (repl_server_ok) {
nrepl_thread = std::thread([&]() {
while (!shutdown_callback()) {
auto resp = repl_server.get_msg();
if (resp) {
std::lock_guard<std::mutex> lock(compiler_mutex);
status = compiler->handle_repl_string(resp.value());
// Print out the prompt, just for better UX
compiler->print_to_repl(compiler->get_prompt());
}
std::this_thread::sleep_for(std::chrono::microseconds(50000));
}
});
}
repl_startup_func();
// Poll Terminal
while (status != ReplStatus::WANT_EXIT) {
if (status == ReplStatus::WANT_RELOAD) {
lg::info("Reloading compiler...");
std::lock_guard<std::mutex> lock(compiler_mutex);
if (compiler) {
compiler->save_repl_history();
}
compiler = std::make_unique<Compiler>(
game_version, std::make_optional(repl_config), username,
std::make_unique<REPL::Wrapper>(username, repl_config, startup_file));
status = ReplStatus::OK;
}
// process user input
std::string input_from_stdin = compiler->get_repl_input();
if (!input_from_stdin.empty()) {
// lock, while we compile
std::lock_guard<std::mutex> lock(compiler_mutex);
status = compiler->handle_repl_string(input_from_stdin);
}
}
} catch (std::exception& e) {
lg::error("Compiler Fatal Error: {}", e.what());
status = ReplStatus::WANT_EXIT;
}
// TODO - investigate why there is such a delay when exitting
// Cleanup
if (repl_server_ok) {
repl_server.shutdown_server();
nrepl_thread.join();
}
return 0;
}