def test_edit():
    """Check functionality of Property.edit()"""
    test_prop = Property('Name', 'Value')

    def check(prop: Property, name, value):
        """Check the property was edited, and has the given value."""
        nonlocal test_prop
        assert prop is test_prop
        assert prop.real_name == name
        assert prop.value == value
        test_prop = Property('Name', 'Value')

    check(test_prop.edit(), 'Name', 'Value')
    check(test_prop.edit(name='new_name',), 'new_name', 'Value')
    check(test_prop.edit(value='new_value'), 'Name', 'new_value')

    # Check converting a block into a keyvalue
    test_prop = Property('Name', [
        Property('Name', 'Value')
    ])
    check(test_prop.edit(value='Blah'), 'Name', 'Blah')

    # Check converting a keyvalue into a block.
    child_1 = Property('Key', 'Value')
    new_prop = test_prop.edit(value=[child_1, Property('Key2', 'Value')])
    assert test_prop is new_prop
    assert list(test_prop)[0] is child_1
Пример #2
0
    def write_manifest(self, map_name: str=None) -> None:
        """Produce and pack a manifest file for this map.

        If map_name is provided, the script in the custom content position
        to be automatically loaded for that name. Otherwise, it will be packed
        such that it can override the master manifest with
        sv_soundemitter_flush.
        """
        manifest = Property('game_sounds_manifest', [
            Property('precache_file', snd)
            for snd, is_enabled in self.soundscript_files.items()
            if is_enabled is SoundScriptMode.INCLUDE
        ])

        buf = bytearray()
        for line in manifest.export():
            buf.extend(line.encode('utf8'))

        self.pack_file(
            'map/{}_level_sounds.txt'.format(map_name)
            if map_name else
            'scripts/game_sounds_manifest.txt',
            FileType.SOUNDSCRIPT,
            bytes(buf),
        )
def test_bool():
    """Check bool(Property)."""
    assert bool(Property('Name', '')) is False
    assert bool(Property('Name', 'value')) is True
    assert bool(Property('Name', [])) is False
    assert bool(Property('Name', [
        Property('Key', 'Value')
    ])) is True
def test_constructor():
    """Test the constructor for Property objects."""
    Property(None, [])
    Property('Test', 'value with spaces and ""')
    block = Property('Test_block', [
        Property('Test', 'value\0'),
        Property('Test', [
            Property('leaf', 'data'),
        ]),
        Property('Test2', 'other'),
        Property('Block', []),
    ])
    assert block.real_name == 'Test_block'
    children = list(block)
    assert children[0].real_name == 'Test'
    assert children[1].real_name == 'Test'
    assert children[2].real_name == 'Test2'
    assert children[3].real_name == 'Block'

    assert children[0].value == 'value\0'
    assert children[2].value, 'other'
    assert list(children[3]) == []

    sub_children = list(children[1])
    assert sub_children[0].real_name == 'leaf'
    assert sub_children[0].value == 'data'
    assert len(sub_children) == 1
 def check(prop: Property, name, value):
     """Check the property was edited, and has the given value."""
     nonlocal test_prop
     assert prop is test_prop
     assert prop.real_name == name
     assert prop.value == value
     test_prop = Property('Name', 'Value')
Пример #6
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def test_blockfuncs_fail_on_leaf() -> None:
    """Check that methods requiring a block fail on a leaf property."""
    leaf = Property('Name', 'blah')
    with pytest.raises(ValueError):
        for _ in leaf.find_all("blah"):
            pass
    with pytest.raises(ValueError):
        leaf.find_key("blah")
    with pytest.raises(ValueError):
        for _ in leaf:
            pass
    with pytest.raises(ValueError):
        leaf['blah']
    with pytest.raises(ValueError):
        leaf['blah'] = 't'
    with pytest.raises(ValueError):
        leaf.int('blah')
    with pytest.raises(ValueError):
        leaf.bool('blah')
    with pytest.raises(ValueError):
        leaf.float('blah')
    with pytest.raises(ValueError):
        leaf.vec('blah')
    with pytest.raises(ValueError):
        len(leaf)
    with pytest.raises(ValueError):
        with leaf.build():
            pass
    with pytest.raises(ValueError):
        leaf.ensure_exists('blah')
    with pytest.raises(ValueError):
        leaf.set_key(("blah", "another"), 45)
    with pytest.raises(ValueError):
        leaf.merge_children()
Пример #7
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    def read_ent_data(self) -> VMF:
        """Parse in entity data.
        
        This returns a VMF object, with entities mirroring that in the BSP. 
        No brushes are read.
        """
        ent_data = self.get_lump(BSP_LUMPS.ENTITIES)
        vmf = VMF()
        cur_ent = None  # None when between brackets.
        seen_spawn = False  # The first entity is worldspawn.

        # This code performs the same thing as property_parser, but simpler
        # since there's no nesting, comments, or whitespace, except between
        # key and value. We also operate directly on the (ASCII) binary.
        for line in ent_data.splitlines():
            if line == b'{':
                if cur_ent is not None:
                    raise ValueError(
                        '2 levels of nesting after {} ents'.format(
                            len(vmf.entities)))
                if not seen_spawn:
                    cur_ent = vmf.spawn
                    seen_spawn = True
                else:
                    cur_ent = Entity(vmf)
            elif line == b'}':
                if cur_ent is None:
                    raise ValueError(
                        'Too many closing brackets after {} ents'.format(
                            len(vmf.entities)))
                if cur_ent is vmf.spawn:
                    if cur_ent['classname'] != 'worldspawn':
                        raise ValueError('No worldspawn entity!')
                else:
                    # The spawn ent is stored in the attribute, not in the ent
                    # list.
                    vmf.add_ent(cur_ent)
                cur_ent = None
            elif line == b'\x00':  # Null byte at end of lump.
                if cur_ent is not None:
                    raise ValueError("Last entity didn't end!")
                return vmf
            else:
                # Line is of the form <"key" "val">
                key, value = line.split(b'" "')
                decoded_key = key[1:].decode('ascii')
                decoded_val = value[:-1].decode('ascii')
                if 27 in value:
                    # All outputs use the comma_sep, so we can ID them.
                    cur_ent.add_out(
                        Output.parse(Property(decoded_key, decoded_val)))
                else:
                    # Normal keyvalue.
                    cur_ent[decoded_key] = decoded_val

        # This keyvalue needs to be stored in the VMF object too.
        # The one in the entity is ignored.
        vmf.map_ver = conv_int(vmf.spawn['mapversion'], vmf.map_ver)

        return vmf
Пример #8
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    def write_manifest(self) -> None:
        """Produce and pack a manifest file for this map.

        It will be packed such that it can override the master manifest with
        sv_soundemitter_flush.
        """
        manifest = Property('game_sounds_manifest', [
            Property('precache_file', snd)
            for snd, is_enabled in self.soundscript_files.items()
            if is_enabled is SoundScriptMode.INCLUDE
        ])

        buf = bytearray()
        for line in manifest.export():
            buf.extend(line.encode('utf8'))

        self.pack_file(
            'scripts/game_sounds_manifest.txt',
            FileType.SOUNDSCRIPT,
            bytes(buf),
        )
Пример #9
0
def test_build_exc() -> None:
    """Test the with statement handles exceptions correctly."""
    class Exc(Exception):
        pass

    prop = Property('Root', [])

    with pytest.raises(Exc):  # Should not swallow.
        with prop.build() as build:
            build.prop('Hi')
            raise Exc
    # Exception doesn't rollback.
    assert_tree(Property('Root', [
        Property('prop', 'Hi'),
    ]), prop)

    prop.clear()

    with prop.build() as build:
        build.leaf('value')
        with pytest.raises(Exc):
            with build.subprop as sub:
                raise Exc
    assert_tree(
        Property('Root', [
            Property('leaf', 'value'),
            Property('subprop', []),
        ]), prop)
def test_names():
    """Test the behaviour of Property.name."""
    prop = Property('Test1', 'value')
    
    # Property.name casefolds the argument.
    assert prop.name == 'test1'
    assert prop.real_name == 'Test1'
    
    # Editing name modifies both values
    prop.name = 'SECOND_test'
    assert prop.name == 'second_test'
    assert prop.real_name == 'SECOND_test'
    
    # It can also be set to None.
    prop.name = None
    assert prop.name is prop.real_name is None
def test_build():
    """Test the .build() constructor."""
    prop = Property(None, [])

    with prop.build() as b:
        with b.Root1:
            b.Key("Value")
            b.Extra("Spaces")
            with b.Block:
                with b.Empty:
                    pass
            with b.Block:
                with b.bare:
                    b.block('he\tre')
        with b.Root2:
            b['Name with " in it']('Value with \" inside')
            b.multiline(
              'text\n\tcan continue\nfor many "lines" of\n  possibly '
              'indented\n\ntext'
            )
            # Note invalid = unchanged.
            b.Escapes('\t \n \\d')
            with b.Oneliner:
                b.name('value')
        
        with b.CommentChecks:
            b['after ']('value')
            b.Flag('allowed')
            b.FlagAllows('This')
            b.Replaced('toreplace')
            b.Replaced('alsothis')
            b.Replaced('toreplace2')
            b.Replaced('alsothis2')
            with b.Replaced:
                b.lambda_('should')
                b.replace('above')
            with b.Replaced:
                b['lambda2']('should2')
                b.replace2('above2')

    assert_tree(parse_result, prop)
Пример #12
0
    def read_ent_data(self) -> VMF:
        """Parse in entity data.
        
        This returns a VMF object, with entities mirroring that in the BSP. 
        No brushes are read.
        """
        ent_data = self.get_lump(BSP_LUMPS.ENTITIES)
        vmf = VMF()
        cur_ent = None  # None when between brackets.
        seen_spawn = False  # The first entity is worldspawn.

        # This code performs the same thing as property_parser, but simpler
        # since there's no nesting, comments, or whitespace, except between
        # key and value. We also operate directly on the (ASCII) binary.
        for line in ent_data.splitlines():
            if line == b'{':
                if cur_ent is not None:
                    raise ValueError(
                        '2 levels of nesting after {} ents'.format(
                            len(vmf.entities)))
                if not seen_spawn:
                    cur_ent = vmf.spawn
                    seen_spawn = True
                else:
                    cur_ent = Entity(vmf)
                continue
            elif line == b'}':
                if cur_ent is None:
                    raise ValueError(f'Too many closing brackets after'
                                     f' {len(vmf.entities)} ents!')
                if cur_ent is vmf.spawn:
                    if cur_ent['classname'] != 'worldspawn':
                        raise ValueError('No worldspawn entity!')
                else:
                    # The spawn ent is stored in the attribute, not in the ent
                    # list.
                    vmf.add_ent(cur_ent)
                cur_ent = None
                continue
            elif line == b'\x00':  # Null byte at end of lump.
                if cur_ent is not None:
                    raise ValueError("Last entity didn't end!")
                return vmf

            if cur_ent is None:
                raise ValueError("Keyvalue outside brackets!")

            # Line is of the form <"key" "val">
            key, value = line.split(b'" "')
            decoded_key = key[1:].decode('ascii')
            decoded_value = value[:-1].decode('ascii')

            # Now, we need to figure out if this is a keyvalue,
            # or connection.
            # If we're L4D+, this is easy - they use 0x1D as separator.
            # Before, it's a comma which is common in keyvalues.
            # Assume it's an output if it has exactly 4 commas, and the last two
            # successfully parse as numbers.
            if 27 in value:
                # All outputs use the comma_sep, so we can ID them.
                cur_ent.add_out(
                    Output.parse(Property(decoded_key, decoded_value)))
            elif value.count(b',') == 4:
                try:
                    cur_ent.add_out(
                        Output.parse(Property(decoded_key, decoded_value)))
                except ValueError:
                    cur_ent[decoded_key] = decoded_value
            else:
                # Normal keyvalue.
                cur_ent[decoded_key] = decoded_value

        # This keyvalue needs to be stored in the VMF object too.
        # The one in the entity is ignored.
        vmf.map_ver = conv_int(vmf.spawn['mapversion'], vmf.map_ver)

        return vmf
Пример #13
0
    def load_soundscript_manifest(self, cache_file: str = None) -> None:
        """Read the soundscript manifest, and read all mentioned scripts.

        If cache_file is provided, it should be a path to a file used to
        cache the file reading for later use.
        """
        try:
            man = self.fsys.read_prop('scripts/game_sounds_manifest.txt')
        except FileNotFoundError:
            return

        cache_data = {}  # type: Dict[str, Tuple[int, Property]]
        if cache_file is not None:
            try:
                f = open(cache_file)
            except FileNotFoundError:
                pass
            else:
                with f:
                    old_cache = Property.parse(f, cache_file)
                for cache_prop in old_cache:
                    cache_data[cache_prop.name] = (
                        cache_prop.int('cache_key'),
                        cache_prop.find_key('files'))

            # Regenerate from scratch each time - that way we remove old files
            # from the list.
            new_cache_data = Property(None, [])
        else:
            new_cache_data = None

        with self.fsys:
            for prop in man.find_children('game_sounds_manifest'):
                if not prop.name.endswith('_file'):
                    continue
                try:
                    cache_key, cache_files = cache_data[prop.value.casefold()]
                except KeyError:
                    cache_key = -1
                    cache_files = None

                file = self.fsys[prop.value]
                cur_key = file.cache_key()

                if cache_key != cur_key or cache_key == -1:
                    sounds = self.load_soundscript(file, always_include=True)
                else:
                    # Read from cache.
                    sounds = []
                    for cache_prop in cache_files:
                        sounds.append(cache_prop.real_name)
                        self.soundscripts[cache_prop.real_name] = (
                            prop.value, [snd.value for snd in cache_prop])

                # The soundscripts in the manifests are always included,
                # since many would be part of the core code (physics, weapons,
                # ui, etc). Just keep those loaded, no harm since vanilla does.
                self.soundscript_files[file.path] = SoundScriptMode.INCLUDE

                if new_cache_data is not None:
                    new_cache_data.append(
                        Property(prop.value, [
                            Property('cache_key', str(cur_key)),
                            Property('Files', [
                                Property(snd, [
                                    Property('snd', raw)
                                    for raw in self.soundscripts[snd][1]
                                ]) for snd in sounds
                            ])
                        ]))

        if cache_file is not None:
            # Write back out our new cache with updated data.
            with open(cache_file, 'w') as f:
                for line in new_cache_data.export():
                    f.write(line)
         P('Empty', []),
     ]),
     P('Block', [
         P('bare', [
             P('block', 'he\tre'),
         ]),
     ]),
 ]),
 P('Root2', [
     P('Name with " in it', 'Value with \" inside'),
     P('multiline',
       'text\n\tcan continue\nfor many "lines" of\n  possibly indented\n\ntext'
       ),
     # Note, invalid = unchanged.
     P('Escapes', '\t \n \\d'),
     P('Oneliner', [Property('name', 'value')]),
 ]),
 P('CommentChecks', [
     P('after ', 'value'),
     P('Flag', 'allowed'),
     P('FlagAllows', 'This'),
     P('Replaced', 'toreplace'),
     P('Replaced', 'alsothis'),
     P('Replaced', 'toreplace2'),
     P('Replaced', 'alsothis2'),
     P('Replaced', [
         P('lambda', 'should'),
         P('replace', 'above'),
     ]),
     P('Replaced', [
         P('lambda2', 'should2'),
Пример #15
0
    def load_soundscript_manifest(self, cache_file: str=None) -> None:
        """Read the soundscript manifest, and read all mentioned scripts.

        If cache_file is provided, it should be a path to a file used to
        cache the file reading for later use. 
        """
        try:
            man = self.fsys.read_prop('scripts/game_sounds_manifest.txt')
        except FileNotFoundError:
            return

        cache_data = {}  # type: Dict[str, Tuple[int, Property]]
        if cache_file is not None:
            # If the file doesn't exist or is corrupt, that's
            # fine. We'll just parse the soundscripts the slow
            # way.
            try:
                with open(cache_file) as f:
                    old_cache = Property.parse(f, cache_file)
                if man['version'] != SOUND_CACHE_VERSION:
                    raise LookupError
            except (FileNotFoundError, KeyValError, LookupError):
                pass
            else:
                for cache_prop in old_cache.find_children('Sounds'):
                    cache_data[cache_prop.name] = (
                        cache_prop.int('cache_key'),
                        cache_prop.find_key('files')
                    )

            # Regenerate from scratch each time - that way we remove old files
            # from the list.
            new_cache_sounds = Property('Sounds', [])
            new_cache_data = Property(None, [
                Property('version', SOUND_CACHE_VERSION),
                new_cache_sounds,
            ])
        else:
            new_cache_data = new_cache_sounds = None

        with self.fsys:
            for prop in man.find_children('game_sounds_manifest'):
                if not prop.name.endswith('_file'):
                    continue
                try:
                    cache_key, cache_files = cache_data[prop.value.casefold()]
                except KeyError:
                    cache_key = -1
                    cache_files = None

                try:
                    file = self.fsys[prop.value]
                except FileNotFoundError:
                    LOGGER.warning('Soundscript "{}" does not exist!', prop.value)
                    # Don't write anything into the cache, so we check this
                    # every time.
                    continue
                cur_key = file.cache_key()

                if cache_key != cur_key or cache_key == -1:
                    sounds = self.load_soundscript(file, always_include=True)
                else:
                    # Read from cache.
                    sounds = []
                    for cache_prop in cache_files:
                        sounds.append(cache_prop.real_name)
                        self.soundscripts[cache_prop.real_name] = (prop.value, [
                            snd.value
                            for snd in cache_prop
                        ])

                # The soundscripts in the manifests are always included,
                # since many would be part of the core code (physics, weapons,
                # ui, etc). Just keep those loaded, no harm since vanilla does.
                self.soundscript_files[file.path] = SoundScriptMode.INCLUDE

                if new_cache_sounds is not None:
                    new_cache_sounds.append(Property(prop.value, [
                        Property('cache_key', str(cur_key)),
                        Property('Files', [
                            Property(snd, [
                                Property('snd', raw)
                                for raw in self.soundscripts[snd][1]
                            ])
                            for snd in sounds
                        ])
                    ]))

        if cache_file is not None:
            # Write back out our new cache with updated data.
            with srctools.AtomicWriter(cache_file) as f:
                for line in new_cache_data.export():
                    f.write(line)