0ad/source/tools/xmlvalidator/validator.py
Dunedan e36c6a31fe
Enable additional ruff rules
In the ruff config file added in #6954 explicitly selecting the ruff
rules to check was missed, resulting in ruff only checking a very small
subset of its available rules. That hasn't been desired, so this is the
first of a series of commits enabling more rules. In this PR all rules
whose violations can be either automatically fixed by ruff or are
trivial to fix manually get enabled. For the follow up PRs it's intended
to focus on one area of rules per PR to gradually improve the Python
code quality.
2024-08-25 06:29:39 +02:00

235 lines
8.5 KiB
Python
Executable file

#!/usr/bin/env python3
import argparse
import os
import re
import sys
from logging import INFO, WARNING, Filter, Formatter, StreamHandler, getLogger
from xml.etree import ElementTree as ET
class SingleLevelFilter(Filter):
def __init__(self, passlevel, reject):
self.passlevel = passlevel
self.reject = reject
def filter(self, record):
if self.reject:
return record.levelno != self.passlevel
return record.levelno == self.passlevel
class Actor:
def __init__(self, mod_name, vfs_path):
self.mod_name = mod_name
self.vfs_path = vfs_path
self.name = os.path.basename(vfs_path)
self.textures = []
self.material = ""
self.logger = getLogger(__name__)
def read(self, physical_path):
try:
tree = ET.parse(physical_path)
except ET.ParseError:
self.logger.exception(physical_path)
return False
root = tree.getroot()
# Special case: particles don't need a diffuse texture.
if len(root.findall(".//particles")) > 0:
self.textures.append("baseTex")
for element in root.findall(".//material"):
self.material = element.text
for element in root.findall(".//texture"):
self.textures.append(element.get("name"))
for element in root.findall(".//variant"):
file = element.get("file")
if file:
self.read_variant(physical_path, os.path.join("art", "variants", file))
return True
def read_variant(self, actor_physical_path, relative_path):
physical_path = actor_physical_path.replace(self.vfs_path, relative_path)
try:
tree = ET.parse(physical_path)
except ET.ParseError:
self.logger.exception(physical_path)
return
root = tree.getroot()
file = root.get("file")
if file:
self.read_variant(actor_physical_path, os.path.join("art", "variants", file))
for element in root.findall(".//texture"):
self.textures.append(element.get("name"))
class Material:
def __init__(self, mod_name, vfs_path):
self.mod_name = mod_name
self.vfs_path = vfs_path
self.name = os.path.basename(vfs_path)
self.required_textures = []
def read(self, physical_path):
try:
root = ET.parse(physical_path).getroot()
except ET.ParseError:
self.logger.exception(physical_path)
return False
for element in root.findall(".//required_texture"):
texture_name = element.get("name")
self.required_textures.append(texture_name)
return True
class Validator:
def __init__(self, vfs_root, mods=None):
if mods is None:
mods = ["mod", "public"]
self.vfs_root = vfs_root
self.mods = mods
self.materials = {}
self.invalid_materials = {}
self.actors = []
self.__init_logger
@property
def __init_logger(self):
logger = getLogger(__name__)
logger.setLevel(INFO)
# create a console handler, seems nicer to Windows and for future uses
ch = StreamHandler(sys.stdout)
ch.setLevel(INFO)
ch.setFormatter(Formatter("%(levelname)s - %(message)s"))
f1 = SingleLevelFilter(INFO, False)
ch.addFilter(f1)
logger.addHandler(ch)
errorch = StreamHandler(sys.stderr)
errorch.setLevel(WARNING)
errorch.setFormatter(Formatter("%(levelname)s - %(message)s"))
logger.addHandler(errorch)
self.logger = logger
self.inError = False
def get_mod_path(self, mod_name, vfs_path):
return os.path.join(mod_name, vfs_path)
def get_physical_path(self, mod_name, vfs_path):
return os.path.realpath(os.path.join(self.vfs_root, mod_name, vfs_path))
def find_mod_files(self, mod_name, vfs_path, pattern):
physical_path = self.get_physical_path(mod_name, vfs_path)
result = []
if not os.path.isdir(physical_path):
return result
for file_name in os.listdir(physical_path):
if file_name in (".git", ".svn"):
continue
vfs_file_path = os.path.join(vfs_path, file_name)
physical_file_path = os.path.join(physical_path, file_name)
if os.path.isdir(physical_file_path):
result += self.find_mod_files(mod_name, vfs_file_path, pattern)
elif os.path.isfile(physical_file_path) and pattern.match(file_name):
result.append({"mod_name": mod_name, "vfs_path": vfs_file_path})
return result
def find_all_mods_files(self, vfs_path, pattern):
result = []
for mod_name in reversed(self.mods):
result += self.find_mod_files(mod_name, vfs_path, pattern)
return result
def find_materials(self, vfs_path):
self.logger.info("Collecting materials...")
material_files = self.find_all_mods_files(vfs_path, re.compile(r".*\.xml"))
for material_file in material_files:
material_name = os.path.basename(material_file["vfs_path"])
if material_name in self.materials:
continue
material = Material(material_file["mod_name"], material_file["vfs_path"])
if material.read(
self.get_physical_path(material_file["mod_name"], material_file["vfs_path"])
):
self.materials[material_name] = material
else:
self.invalid_materials[material_name] = material
def find_actors(self, vfs_path):
self.logger.info("Collecting actors...")
actor_files = self.find_all_mods_files(vfs_path, re.compile(r".*\.xml"))
for actor_file in actor_files:
actor = Actor(actor_file["mod_name"], actor_file["vfs_path"])
if actor.read(self.get_physical_path(actor_file["mod_name"], actor_file["vfs_path"])):
self.actors.append(actor)
def run(self):
self.find_materials(os.path.join("art", "materials"))
self.find_actors(os.path.join("art", "actors"))
self.logger.info("Validating textures...")
for actor in self.actors:
if not actor.material:
continue
if (
actor.material not in self.materials
and actor.material not in self.invalid_materials
):
self.logger.error(
'"%s": unknown material "%s"',
self.get_mod_path(actor.mod_name, actor.vfs_path),
actor.material,
)
self.inError = True
if actor.material not in self.materials:
continue
material = self.materials[actor.material]
missing_textures = ", ".join(
{
required_texture
for required_texture in material.required_textures
if required_texture not in actor.textures
}
)
if len(missing_textures) > 0:
self.logger.error(
'"%s": actor does not contain required texture(s) "%s" from "%s"',
self.get_mod_path(actor.mod_name, actor.vfs_path),
missing_textures,
material.name,
)
self.inError = True
extra_textures = ", ".join(
{
extra_texture
for extra_texture in actor.textures
if extra_texture not in material.required_textures
}
)
if len(extra_textures) > 0:
self.logger.warning(
'"%s": actor contains unnecessary texture(s) "%s" from "%s"',
self.get_mod_path(actor.mod_name, actor.vfs_path),
extra_textures,
material.name,
)
self.inError = True
return self.inError
if __name__ == "__main__":
script_dir = os.path.dirname(os.path.realpath(__file__))
default_root = os.path.join(script_dir, "..", "..", "..", "binaries", "data", "mods")
parser = argparse.ArgumentParser(description="Actors/materials validator.")
parser.add_argument("-r", "--root", action="store", dest="root", default=default_root)
parser.add_argument("-m", "--mods", action="store", dest="mods", default="mod,public")
args = parser.parse_args()
validator = Validator(args.root, args.mods.split(","))
if not validator.run():
sys.exit(1)