mirror of
https://github.com/open-goal/jak-project
synced 2026-05-27 16:14:18 -04:00
9c631e11fe
This solves two main problems: - the looming threat of running out of memory since every thread would consume duplicate (and probably not needed) resources - though I will point out, jak 2's offline tests seem to hardly use any memory even with 400+ files, duplicated across many threads. Where as jak 1 does indeed use tons more memory. So I think there is something going on besides just the source files - condense the output so it's much easier to see what is happening / how close the test is to completing. - one annoying thing about the multiple thread change was errors were typically buried far in the middle of the output, this fixes that - refactors the offline test code in general to be a lot more modular The pretty printing is not enabled by default, run with `-p` or `--pretty-print` if you want to use it https://user-images.githubusercontent.com/13153231/205513212-a65c20d4-ce36-44f6-826a-cd475505dbf9.mp4
146 lines
5.3 KiB
C++
146 lines
5.3 KiB
C++
#include "file_management.h"
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#include <unordered_set>
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#include <vector>
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#include "common/log/log.h"
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#include "common/util/json_util.h"
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#include "third-party/fmt/core.h"
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std::vector<OfflineTestSourceFile> find_source_files(const std::string& game_name,
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const std::vector<std::string>& dgos,
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const std::string& single_file) {
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std::vector<OfflineTestSourceFile> result;
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auto base_dir =
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file_util::get_jak_project_dir() / "test" / "decompiler" / "reference" / game_name;
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auto ref_file_paths = file_util::find_files_recursively(base_dir, std::regex(".*_REF\\..*"));
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std::unordered_map<std::string, fs::path> ref_file_names = {};
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for (const auto& path : ref_file_paths) {
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auto ref_name = path.filename().replace_extension().string();
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ref_name.erase(ref_name.begin() + ref_name.find("_REF"), ref_name.end());
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if (single_file.empty() || ref_name == single_file) {
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ref_file_names[ref_name] = path;
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}
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}
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lg::info("Found {} reference files", ref_file_paths.size());
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// use the all_objs.json file to place them in the correct build order
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auto obj_json = parse_commented_json(
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file_util::read_text_file(
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(file_util::get_jak_project_dir() / "goal_src" / game_name / "build" / "all_objs.json")
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.string()),
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"all_objs.json");
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std::unordered_set<std::string> matched_files;
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for (auto& x : obj_json) {
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auto unique_name = x[0].get<std::string>();
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std::vector<std::string> dgoList = x[3].get<std::vector<std::string>>();
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auto it = ref_file_names.find(unique_name);
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if (it != ref_file_names.end()) {
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// Check to see if we've included atleast one of the DGO/CGOs in our hardcoded list
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// If not BLOW UP
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std::optional<std::string> containing_dgo = {};
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for (int i = 0; i < (int)dgoList.size(); i++) {
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std::string& dgo = dgoList.at(i);
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// can either be in the DGO or CGO folder, and can either end with .CGO or .DGO
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if (std::find(dgos.begin(), dgos.end(), fmt::format("DGO/{}.DGO", dgo)) != dgos.end() ||
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std::find(dgos.begin(), dgos.end(), fmt::format("DGO/{}.CGO", dgo)) != dgos.end() ||
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std::find(dgos.begin(), dgos.end(), fmt::format("CGO/{}.DGO", dgo)) != dgos.end() ||
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std::find(dgos.begin(), dgos.end(), fmt::format("CGO/{}.CGO", dgo)) != dgos.end()) {
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containing_dgo = dgo;
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break;
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}
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}
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if (!containing_dgo) {
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lg::error(
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"File [{}] is in the following DGOs [{}], and not one of these is in our list! Add "
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"it!",
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unique_name, fmt::join(dgoList, ", "));
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exit(1);
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}
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OfflineTestSourceFile file(it->second, containing_dgo.value(), x[1], it->first);
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result.push_back(file);
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matched_files.insert(unique_name);
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}
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}
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if (matched_files.size() != ref_file_names.size()) {
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lg::error("Some REF files were not matched to files in all_objs.json:");
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for (const auto& [path, flag] : ref_file_names) {
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if (matched_files.count(path) == 0) {
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lg::error("- '{}'", path);
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}
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}
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exit(1);
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}
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return result;
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}
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std::vector<OfflineTestArtFile> find_art_files(const std::string& game_name,
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const std::vector<std::string>& dgos) {
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// TODO - Jak 2
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if (game_name != "jak1") {
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return {};
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}
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std::vector<OfflineTestArtFile> result;
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// use the all_objs.json file to place them in the correct build order
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auto obj_json = parse_commented_json(
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file_util::read_text_file(
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(file_util::get_jak_project_dir() / "goal_src" / game_name / "build" / "all_objs.json")
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.string()),
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"all_objs.json");
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for (const auto& x : obj_json) {
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auto unique_name = x[0].get<std::string>();
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auto version = x[2].get<int>();
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std::vector<std::string> dgoList = x[3].get<std::vector<std::string>>();
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if (version == 4) {
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bool skip_file = false;
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// Check to see if we've included atleast one of the DGO/CGOs in our hardcoded list
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// If not BLOW UP
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std::optional<std::string> containing_dgo = {};
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for (int i = 0; i < (int)dgoList.size(); i++) {
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std::string& dgo = dgoList.at(i);
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if (dgo == "NO-XGO") {
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skip_file = true;
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break;
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}
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// can either be in the DGO or CGO folder, and can either end with .CGO or .DGO
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// TODO - Jak 2 folder may structure will be different!
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if (std::find(dgos.begin(), dgos.end(), fmt::format("DGO/{}.DGO", dgo)) != dgos.end() ||
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std::find(dgos.begin(), dgos.end(), fmt::format("DGO/{}.CGO", dgo)) != dgos.end() ||
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std::find(dgos.begin(), dgos.end(), fmt::format("CGO/{}.DGO", dgo)) != dgos.end() ||
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std::find(dgos.begin(), dgos.end(), fmt::format("CGO/{}.CGO", dgo)) != dgos.end()) {
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containing_dgo = dgo;
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break;
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}
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}
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if (skip_file) {
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continue;
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}
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if (!containing_dgo) {
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lg::error(
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"File [{}] is in the following DGOs [{}], and not one of these is in our list! Add "
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"it!",
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unique_name, fmt::join(dgoList, ", "));
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exit(1);
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}
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OfflineTestArtFile file(containing_dgo.value(), x[1], unique_name);
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result.push_back(file);
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}
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}
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return result;
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}
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