UltimateZoneBuilder/Source/Core/Compilers/NodesCompiler.cs

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#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Diagnostics;
using System.IO;
using CodeImp.DoomBuilder.Config;
using System.Windows.Forms;
#endregion
namespace CodeImp.DoomBuilder.Compilers
{
internal sealed class NodesCompiler : Compiler
{
#region ================== Constants
#endregion
#region ================== Variables
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Disposer
// Constructor
public NodesCompiler(CompilerInfo info) : base(info)
{
// Initialize
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
// Done
base.Dispose();
}
}
#endregion
#region ================== Methods
// This runs the compiler with a file as input.
public override bool Run()
{
ProcessStartInfo processinfo;
Process process;
TimeSpan deltatime;
// Create parameters
string args = this.parameters;
args = args.Replace("%FI", inputfile);
args = args.Replace("%FO", outputfile);
// Setup process info
processinfo = new ProcessStartInfo();
processinfo.Arguments = args;
//processinfo.FileName = Path.Combine(this.tempdir.FullName, info.ProgramFile);
processinfo.FileName = Path.Combine(info.Path, info.ProgramFile); //mxd
processinfo.CreateNoWindow = true; //mxd. was false
processinfo.ErrorDialog = false;
processinfo.UseShellExecute = false; //mxd. was true
processinfo.WindowStyle = ProcessWindowStyle.Hidden;
processinfo.WorkingDirectory = this.workingdir;
//mxd
processinfo.RedirectStandardError = true;
processinfo.RedirectStandardOutput = true;
// Output info
General.WriteLogLine("Running compiler...");
General.WriteLogLine("Program: " + processinfo.FileName);
General.WriteLogLine("Arguments: " + processinfo.Arguments);
try
{
// Start the compiler
process = Process.Start(processinfo);
}
catch(Exception e)
{
// Unable to start the compiler
General.ShowErrorMessage("Unable to start the compiler (" + info.Name + "). " + e.GetType().Name + ": " + e.Message, MessageBoxButtons.OK);
return false;
}
//mxd
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
string outErr = process.StandardError.ReadToEnd().Trim().Replace("\b", "");
string outMsg = process.StandardOutput.ReadToEnd().Trim().Replace("\b", "");
// Wait for compiler to complete
process.WaitForExit();
//mxd
bool errorsInNormalOurput = (outMsg.Length > 0 && outMsg.ToLowerInvariant().IndexOf("error") != -1);
//zdbsp actually writes building process here, not error info
bool errorsInErrorOutput = (outErr.Length > 0 && outErr.ToLowerInvariant().IndexOf("error") != -1);
deltatime = TimeSpan.FromTicks(process.ExitTime.Ticks - process.StartTime.Ticks);
General.WriteLogLine("Compiler process has finished " + (errorsInNormalOurput || errorsInErrorOutput ? "with errors." : ".")); //mxd
General.WriteLogLine("Compile time: " + deltatime.TotalSeconds.ToString("########0.00") + " seconds");
//mxd
if (process.ExitCode > 0 || errorsInNormalOurput || errorsInErrorOutput)
{
if (errorsInNormalOurput)
{
ReportError(new CompilerError(outMsg));
General.WriteLogLine("Normal output: " + outMsg);
}
if (errorsInErrorOutput)
{
ReportError(new CompilerError(outErr));
General.WriteLogLine("Error output: " + outErr);
}
return false;
}
return true;
}
#endregion
}
}