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Add Windows build scripts, fix multi-threaded MPQ extraction, and cross-platform temp paths
- Add build.ps1/bat, rebuild.ps1/bat, debug_texture.ps1/bat (Windows equivalents of existing bash scripts, using directory junctions for Data link) - Fix asset extractor: StormLib is not thread-safe even with separate handles per thread. Serialize all MPQ reads behind a mutex while keeping CRC computation and disk writes parallel. Previously caused 99.8% extraction failures with >1 thread. - Add SFileHasFile() check during enumeration to skip listfile-only entries - Add diagnostic logging for extraction failures (first 5 per thread + summary) - Use std::filesystem::temp_directory_path() instead of hardcoded /tmp/ in character_renderer.cpp debug dumps - Update debug_texture.sh to use $TMPDIR fallback and glob for actual dump filenames
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9 changed files with 300 additions and 68 deletions
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@ -812,10 +812,10 @@ VkTexture* CharacterRenderer::compositeTextures(const std::vector<std::string>&
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}
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}
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// Debug: dump composite to /tmp for visual inspection
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// Debug: dump composite to temp dir for visual inspection
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{
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std::string dumpPath = "/tmp/wowee_composite_debug_" +
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std::to_string(width) + "x" + std::to_string(height) + ".raw";
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std::string dumpPath = (std::filesystem::temp_directory_path() / ("wowee_composite_debug_" +
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std::to_string(width) + "x" + std::to_string(height) + ".raw")).string();
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std::ofstream dump(dumpPath, std::ios::binary);
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if (dump) {
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dump.write(reinterpret_cast<const char*>(composite.data()),
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