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, true)
{
// 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()
{
// Create parameters
string args = this.parameters;
args = args.Replace("%FI", inputfile);
args = args.Replace("%FO", outputfile);
// Setup process info
ProcessStartInfo 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);
string outErr = "";
string outMsg = "";
Process process = new Process();
process.StartInfo = processinfo;
// Redirect stdout and strerr, so that they can be analyzed. This has to be done asynchronously since the output can be
// very long, which would cause StandardOutput.ReadToEnd() and StandardError.ReadToEnd() to hang
process.OutputDataReceived += (object sender, DataReceivedEventArgs e) => outMsg += e.Data;
process.ErrorDataReceived += (object sender, DataReceivedEventArgs e) => outErr += e.Data;
try
{
// Start the compiler
process.Start();
process.BeginOutputReadLine();
process.BeginErrorReadLine();
}
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;
}
// Wait for compiler to complete
process.WaitForExit();
outErr = outErr.Trim().Replace("\b", "");
outMsg = outMsg.Trim().Replace("\b", "");
//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);
TimeSpan deltatime = TimeSpan.FromTicks(process.ExitTime.Ticks - process.StartTime.Ticks);
Added, Texture Browser: added "Show textures in subdirectories" checkbox (enabled by default). When enabled, textures from current PK3/PK7/Directory resource directory and it's subdirectories will be shown. Otherwise, only textures from current directory will be shown. Removed, Texture Browser: removed "Show image sizes" checkbox. "Show texture and flat sizes in browsers" preferences setting is now used instead. Fixed, Things mode: event line between pre-last and the last PatrolPoint was not drawn. Fixed, Things mode: highlight range for sizeless things (things with "fixedsize" game configuration property) was calculated incorrectly. Fixed: fixed a crash when opening Script Editor after using "Open map in current wad" command to switch to UDMF map with SCRIPTS lump when current script configuration was not saved in the wad's .dbs file. Fixed: map closing events were not triggered when using "Open map in current wad" command, which could potentially result in plugin crashes/incorrect behavior. Fixed: Sector Drawing overrides panel could trigger an exception when closing the map during resource loading. Internal: added "Debug + Profiler" solution configuration, added 2 profiling methods to DebugConsole. Internal: rewrote MainForm.DisplayStatus() / StatusInfo to handle selection info in a more structured way. Fixed, internal: some destructors could potentially be executed more than once potentially leading to exceptions. Other destructors were not called at all. Updated ZDoom_DECORATE.cfg.
2015-09-16 12:10:43 +00:00
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
}
}