Files
0ad/source/tools/entity/checkrefs.py
T
Stanislas Daniel Claude Dolcini 282cd1eb60 Scan JS for literal audio paths
Audio files referenced directly in GUI/simulation JS strings
(e.g. g_FlareSound, soundfile entries, Ambient tracks) were not
tracked. Add a js_audio_regex scan alongside the existing sprite
scan for both gui/ and simulation/ JS files.
2026-10-03 23:13:47 +02:00

1354 lines
60 KiB
Python
Executable File

#!/usr/bin/env python3
import configparser
import re
import sys
from argparse import ArgumentParser
from collections import defaultdict
from io import BytesIO
from itertools import chain
from json import load, loads
from logging import INFO, WARNING, Filter, Formatter, StreamHandler, getLogger
from pathlib import Path
from struct import calcsize, unpack
from xml.etree import ElementTree as ET
from scriptlib import SimulTemplateEntity, find_files
from validate_grammar import RelaxNGValidator
from validator import Validator
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 CheckRefs:
def __init__(self):
self.files: list[Path] = []
self.roots: list[Path] = []
self.deps: list[tuple[Path, Path]] = []
self.gui_items: dict[str, list[str]] = {
"gui_objects": [],
"sprites": [],
"styles": [],
"scrollbars": [],
"tooltips": [],
"colors": [],
"icons": [],
}
self.deps_gui_items: dict[str, list[tuple[Path, str]]] = {
"gui_objects": [],
"sprites": [],
"styles": [],
"scrollbars": [],
"tooltips": [],
"colors": [],
}
# Three or four positive integers below 256 separated by spaces
integer_8bit = r"2[0-4]\d|25[0-5]|[01]?\d{1,2}"
self.rgba_color_regex = rf"\s*(({integer_8bit})\s+){{2,3}}({integer_8bit})\s*"
self.vfs_root = Path(__file__).resolve().parents[3] / "binaries" / "data" / "mods"
self.supportedTextureFormats = ("dds", "png")
self.supportedMeshesFormats = ("pmd", "dae")
self.supportedAnimationFormats = ("psa", "dae")
self.supportedAudioFormats = "ogg"
self.mods = []
self.__init_logger()
self.inError = False
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
def main(self):
ap = ArgumentParser(
description="Checks the game files for missing dependencies, unused files,"
" and for file integrity."
)
ap.add_argument(
"-u",
"--check-unused",
action="store_true",
help="check for all the unused files in the given mods and their dependencies."
" Implies --check-map-xml. Currently yields a lot of false positives.",
)
ap.add_argument(
"-x",
"--check-map-xml",
action="store_true",
help="check maps for missing actor and templates.",
)
ap.add_argument(
"-a",
"--validate-actors",
action="store_true",
help="run the validator.py script to check if the actors files have extra or missing "
"textures. This currently only works for the public mod.",
)
ap.add_argument(
"-t",
"--validate-templates",
action="store_true",
help="run the validator.py script to check if the xml files match their (.rng) "
"grammar file.",
)
ap.add_argument(
"-m",
"--mods",
metavar="MOD",
dest="mods",
nargs="+",
default=["public"],
help="specify which mods to check. Default to public.",
)
ap.add_argument(
"-d",
"--validate-meshes",
action="store_true",
help="check if meshes have vertices with no weight.",
)
args = ap.parse_args()
# force check_map_xml if check_unused is used to avoid false positives.
args.check_map_xml |= args.check_unused
# ordered uniq mods (dict maintains ordered keys from python 3.6)
self.mods = list(
dict.fromkeys([*args.mods, *self.get_mod_dependencies(*args.mods), "mod"]).keys()
)
self.logger.info("Checking %s's integrity.", "|".join(args.mods))
self.logger.info("The following mods will be loaded: %s.", "|".join(self.mods))
if args.check_map_xml:
self.add_maps_xml()
self.add_maps_pmp()
self.add_entities()
self.add_actors()
self.add_variants()
self.add_art()
self.add_materials()
self.add_particles()
self.add_soundgroups()
self.add_audio()
self.add_gui_xml()
self.add_gui_data()
self.add_civs()
self.add_rms()
self.add_techs()
self.add_terrains()
self.add_auras()
self.add_resources()
self.add_status_effects()
self.add_tips()
self.add_cpp_hardcoded_assets()
self.check_deps()
self.check_deps_gui_items()
self.check_fonts()
if args.check_unused:
self.check_unused()
if args.validate_templates:
validate = RelaxNGValidator(self.vfs_root, self.mods)
if not validate.run():
self.inError = True
if args.validate_actors:
validator = Validator(self.vfs_root, self.mods)
if not validator.run():
self.inError = True
if args.validate_meshes:
from validate_dae import DaeValidator # noqa: PLC0415
dv = DaeValidator(self.vfs_root, self.mods)
self.inError = self.inError or not dv.run()
return not self.inError
def get_mod_dependencies(self, *mods):
modjsondeps = []
for mod in mods:
mod_json_path = self.vfs_root / mod / "mod.json"
if not mod_json_path.exists():
self.logger.warning('Failed to find the mod.json for "%s"', mod)
continue
with open(mod_json_path, encoding="utf-8") as f:
modjson = load(f)
# 0ad's folder isn't named like the mod.
modjsondeps.extend(
["public" if "0ad" in dep else dep for dep in modjson.get("dependencies", [])]
)
return modjsondeps
def vfs_to_relative_to_mods(self, vfs_path):
for dep in self.mods:
fn = Path(dep) / vfs_path
if (self.vfs_root / fn).exists():
return fn
return None
def vfs_to_physical(self, vfs_path):
fn = self.vfs_to_relative_to_mods(vfs_path)
return self.vfs_root / fn
def find_files(self, vfs_path, *ext_list):
return find_files(self.vfs_root, self.mods, Path(vfs_path), ext_list)
def add_maps_xml(self):
self.logger.info("Loading maps XML...")
mapfiles = chain(
self.find_files("maps/scenarios", "xml"),
self.find_files("maps/skirmishes", "xml"),
self.find_files("maps/tutorials", "xml"),
)
actor_prefix = "actor|"
resource_prefix = "resource|"
for fp, ffp in sorted(mapfiles):
self.files.append(fp)
self.roots.append(fp)
et_map = ET.parse(ffp).getroot()
entities = et_map.find("Entities")
used = (
{entity.find("Template").text.strip() for entity in entities.findall("Entity")}
if entities is not None
else {}
)
for template in used:
if template.startswith(actor_prefix):
self.deps.append((fp, Path(f"art/actors/{template[len(actor_prefix) :]}")))
elif template.startswith(resource_prefix):
self.deps.append(
(fp, Path(f"simulation/templates/{template[len(resource_prefix) :]}.xml"))
)
else:
self.deps.append((fp, Path(f"simulation/templates/{template}.xml")))
# Map previews
settings = loads(et_map.find("ScriptSettings").text)
if settings.get("Preview"):
self.deps.append(
(fp, Path(f"art/textures/ui/session/icons/mappreview/{settings['Preview']}"))
)
def add_maps_pmp(self):
self.logger.info("Loading maps PMP...")
# Need to generate terrain texture filename=>relative path lookup first
terrains = {}
for fp, ffp in self.find_files("art/terrains", "xml"):
name = fp.stem
# ignore terrains.xml
if name != "terrains":
if name in terrains:
self.inError = True
self.logger.error(
"Duplicate terrain name '%s' (from '%s' and '%s')",
name,
terrains[name],
ffp,
)
terrains[name] = str(fp)
mapfiles = chain(
self.find_files("maps/scenarios", "pmp"),
self.find_files("maps/skirmishes", "pmp"),
)
for fp, ffp in sorted(mapfiles):
self.files.append(fp)
self.roots.append(fp)
with open(ffp, "rb") as f:
expected_header = b"PSMP"
header = f.read(len(expected_header))
if header != expected_header:
raise ValueError(f"Invalid PMP header {header} in '{ffp}'")
int_fmt = "<L" # little endian long int
int_len = calcsize(int_fmt)
(version,) = unpack(int_fmt, f.read(int_len))
if version != 7:
raise ValueError(f"Invalid PMP version ({version}) in '{ffp}'")
(datasize,) = unpack(int_fmt, f.read(int_len)) # noqa: RUF059
(mapsize,) = unpack(int_fmt, f.read(int_len))
f.seek(2 * (mapsize * 16 + 1) * (mapsize * 16 + 1), 1) # skip heightmap
(numtexs,) = unpack(int_fmt, f.read(int_len))
for _i in range(numtexs):
(length,) = unpack(int_fmt, f.read(int_len))
terrain_name = f.read(length).decode("ascii") # suppose ascii encoding
self.deps.append(
(
fp,
Path(
terrains.get(
terrain_name, f"art/terrains/(unknown)/{terrain_name}"
)
),
)
)
def get_existing_civ_codes(self):
existing_civs = set()
for _, ffp in self.find_files("simulation/data/civs", "json"):
with open(ffp, encoding="utf-8") as f:
civ = load(f)
code = civ.get("Code")
if code is not None:
existing_civs.add(code)
return existing_civs
def get_custom_phase_techs(self):
existing_civs = self.get_existing_civ_codes()
custom_phase_techs = []
for fp, _ in self.find_files("simulation/data/technologies", "json"):
path_str = str(fp)
if "phase" not in path_str:
continue
# Get the last part of the phase tech name.
if Path(path_str).stem.split("_")[-1] in existing_civs:
custom_phase_techs.append(
fp.relative_to("simulation/data/technologies").as_posix()
)
return custom_phase_techs
def add_entities(self):
self.logger.info("Loading entities...")
simul_templates_path = Path("simulation/templates")
# TODO: We might want to get computed templates through the RL interface instead of
# computing the values ourselves.
simul_template_entity = SimulTemplateEntity(self.vfs_root, self.logger)
custom_phase_techs = self.get_custom_phase_techs()
for fp, _ in self.find_files(simul_templates_path, "xml"):
self.files.append(fp)
entity = simul_template_entity.load_inherited(
simul_templates_path, str(fp.relative_to(simul_templates_path)), self.mods
)
if entity.get("parent"):
for parent in entity.get("parent").split("|"):
self.deps.append((fp, simul_templates_path / (parent + ".xml")))
if not str(fp).startswith("template_"):
self.roots.append(fp)
if (
entity.find("VisualActor") is not None
and entity.find("VisualActor").find("Actor") is not None
and entity.find("Identity") is not None
):
cmp_identity = entity.find("Identity")
actor = entity.find("VisualActor").find("Actor")
if cmp_identity is not None:
actor_path = actor.text
if "{civ}" in actor_path:
civ_tag = cmp_identity.find("Civ")
civ = civ_tag.text if civ_tag is not None else "gaia"
actor_path = actor_path.replace("{civ}", civ)
if "{phenotype}" in actor_path:
phenotype_tag = cmp_identity.find("Phenotype")
phenotypes = (
phenotype_tag.text.split()
if (phenotype_tag is not None and phenotype_tag.text)
else ["default"]
)
for phenotype in phenotypes:
# See simulation2/components/CCmpVisualActor.cpp and Identity.js
# for explanation.
phenotype_path = actor_path.replace("{phenotype}", phenotype)
self.deps.append((fp, Path(f"art/actors/{phenotype_path}")))
else:
actor_path = actor.text
self.deps.append((fp, Path(f"art/actors/{actor_path}")))
foundation_actor = entity.find("VisualActor").find("FoundationActor")
if foundation_actor is not None:
self.deps.append((fp, Path(f"art/actors/{foundation_actor.text}")))
if entity.find("Sound") is not None:
phenotype_tag = entity.find("Identity").find("Phenotype")
phenotypes = (
phenotype_tag.text.split()
if (phenotype_tag is not None and phenotype_tag.text)
else ["default"]
)
lang_tag = entity.find("Identity").find("Lang")
lang = lang_tag.text if lang_tag is not None and lang_tag.text else "greek"
sound_groups = entity.find("Sound").find("SoundGroups")
if sound_groups is not None and len(sound_groups) > 0:
for sound_group in sound_groups:
if sound_group.text and sound_group.text.strip():
if "{phenotype}" in sound_group.text:
for phenotype in phenotypes:
# see simulation/components/Sound.js and Identity.js
# for explanation
sound_path = sound_group.text.replace(
"{phenotype}", phenotype
).replace("{lang}", lang)
self.deps.append((fp, Path(f"audio/{sound_path}")))
else:
sound_path = sound_group.text.replace("{lang}", lang)
self.deps.append((fp, Path(f"audio/{sound_path}")))
if entity.find("Identity") is not None:
icon = entity.find("Identity").find("Icon")
if icon is not None and icon.text:
if entity.find("Formation") is not None:
self.deps.append(
(fp, Path(f"art/textures/ui/session/icons/{icon.text}"))
)
else:
self.deps.append(
(fp, Path(f"art/textures/ui/session/portraits/{icon.text}"))
)
rank = entity.find("Identity").find("Rank")
if rank is not None and rank.text:
self.deps.append(
(fp, Path(f"art/textures/ui/session/icons/ranks/{rank.text}.png"))
)
if entity.find("Minimap") is not None:
minimap_icon = entity.find("Minimap").find("Icon")
if minimap_icon is not None and minimap_icon.text:
self.deps.append(
(
fp,
Path(f"art/textures/ui/session/icons/minimap/{minimap_icon.text}"),
)
)
if (
entity.find("Heal") is not None
and entity.find("Heal").find("RangeOverlay") is not None
):
range_overlay = entity.find("Heal").find("RangeOverlay")
for tag in ("LineTexture", "LineTextureMask"):
elem = range_overlay.find(tag)
if elem is not None and elem.text:
self.deps.append((fp, Path(f"art/textures/selection/{elem.text}")))
if (
entity.find("Selectable") is not None
and entity.find("Selectable").find("Overlay") is not None
and entity.find("Selectable").find("Overlay").find("Texture") is not None
):
texture = entity.find("Selectable").find("Overlay").find("Texture")
for tag in ("MainTexture", "MainTextureMask"):
elem = texture.find(tag)
if elem is not None and elem.text:
self.deps.append((fp, Path(f"art/textures/selection/{elem.text}")))
if (
entity.find("Selectable") is not None
and entity.find("Selectable").find("Overlay") is not None
and entity.find("Selectable").find("Overlay").find("Outline") is not None
):
outline = entity.find("Selectable").find("Overlay").find("Outline")
for tag in ("LineTexture", "LineTextureMask"):
elem = outline.find(tag)
if elem is not None and elem.text:
self.deps.append((fp, Path(f"art/textures/selection/{elem.text}")))
if entity.find("Formation") is not None:
icon = entity.find("Formation").find("Icon")
if icon is not None and icon.text:
self.deps.append((fp, Path(f"art/textures/ui/session/icons/{icon.text}")))
cmp_auras = entity.find("Auras")
if cmp_auras is not None:
aura_string = cmp_auras.text
if aura_string:
for aura in aura_string.split():
if not aura:
continue
if aura.startswith("-"):
continue
self.deps.append((fp, Path(f"simulation/data/auras/{aura}.json")))
cmp_identity = entity.find("Identity")
if cmp_identity is not None:
req_tag = cmp_identity.find("Requirements")
if req_tag is not None:
def parse_requirements(fp, req, recursion_depth=1):
techs_tag = req.find("Techs")
if techs_tag is not None:
for tech_tag in techs_tag.text.split():
self.deps.append(
(fp, Path(f"simulation/data/technologies/{tech_tag}.json"))
)
if recursion_depth > 0:
recursion_depth -= 1
all_req_tag = req.find("All")
if all_req_tag is not None:
parse_requirements(fp, all_req_tag, recursion_depth)
any_req_tag = req.find("Any")
if any_req_tag is not None:
parse_requirements(fp, any_req_tag, recursion_depth)
parse_requirements(fp, req_tag)
cmp_researcher = entity.find("Researcher")
if cmp_researcher is not None:
tech_string = cmp_researcher.find("Technologies")
if tech_string is not None:
for tech in tech_string.text.split():
if not tech:
continue
if tech.startswith("-"):
continue
if (
"{civ}" in tech
and cmp_identity is not None
and cmp_identity.find("Civ") is not None
):
civ = cmp_identity.find("Civ").text
# Fallback for non specific phase techs.
if tech.startswith("phase") and not bool(
[
phase_tech
for phase_tech in custom_phase_techs
if (tech.replace("{civ}", civ) + ".json") == phase_tech
]
):
civ = "generic"
tech = tech.replace("{civ}", civ)
self.deps.append(
(fp, Path(f"simulation/data/technologies/{tech}.json"))
)
def append_variant_dependencies(self, variant, fp):
variant_file = variant.get("file")
mesh = variant.find("mesh")
particles = variant.find("particles")
texture_files = (
[tex.get("file") for tex in variant.find("textures").findall("texture")]
if variant.find("textures") is not None
else []
)
prop_actors = (
[prop.get("actor") for prop in variant.find("props").findall("prop")]
if variant.find("props") is not None
else []
)
animation_files = (
[anim.get("file") for anim in variant.find("animations").findall("animation")]
if variant.find("animations") is not None
else []
)
if variant_file:
self.deps.append((fp, Path(f"art/variants/{variant_file}")))
if mesh is not None and mesh.text:
self.deps.append((fp, Path(f"art/meshes/{mesh.text}")))
if particles is not None and particles.get("file"):
self.deps.append((fp, Path(f"art/particles/{particles.get('file')}")))
for texture_file in [x for x in texture_files if x]:
self.deps.append((fp, Path(f"art/textures/skins/{texture_file}")))
for prop_actor in [x for x in prop_actors if x]:
self.deps.append((fp, Path(f"art/actors/{prop_actor}")))
for animation_file in [x for x in animation_files if x]:
self.deps.append((fp, Path(f"art/animation/{animation_file}")))
def append_actor_dependencies(self, actor, fp):
for group in actor.findall("group"):
for variant in group.findall("variant"):
self.append_variant_dependencies(variant, fp)
material = actor.find("material")
if material is not None and material.text:
self.deps.append((fp, Path(f"art/materials/{material.text}")))
def add_actors(self):
self.logger.info("Loading actors...")
for fp, ffp in self.find_files("art/actors", "xml"):
self.files.append(fp)
self.roots.append(fp)
root = ET.parse(ffp).getroot()
if root.tag == "actor":
self.append_actor_dependencies(root, fp)
# model has lods
elif root.tag == "qualitylevels":
qualitylevels = root
for actor in qualitylevels.findall("actor"):
self.append_actor_dependencies(actor, fp)
for actor in qualitylevels.findall("inline"):
self.append_actor_dependencies(actor, fp)
def add_variants(self):
self.logger.info("Loading variants...")
for fp, ffp in self.find_files("art/variants", "xml"):
self.files.append(fp)
self.roots.append(fp)
variant = ET.parse(ffp).getroot()
self.append_variant_dependencies(variant, fp)
def add_art(self):
self.logger.info("Loading art files...")
self.files.extend(
[
fp
for (fp, ffp) in self.find_files(
"art/textures/particles", *self.supportedTextureFormats
)
]
)
self.files.extend(
[
fp
for (fp, ffp) in self.find_files(
"art/textures/terrain", *self.supportedTextureFormats
)
]
)
self.files.extend(
[
fp
for (fp, ffp) in self.find_files(
"art/textures/skins", *self.supportedTextureFormats
)
]
)
self.files.extend(
[fp for (fp, ffp) in self.find_files("art/meshes", *self.supportedMeshesFormats)]
)
self.files.extend(
[fp for (fp, ffp) in self.find_files("art/animation", *self.supportedAnimationFormats)]
)
def add_materials(self):
self.logger.info("Loading materials...")
for fp, ffp in self.find_files("art/materials", "xml"):
self.files.append(fp)
material_elem = ET.parse(ffp).getroot()
for alternative in material_elem.findall("alternative"):
material = alternative.get("material")
if material is not None:
self.deps.append((fp, Path(f"art/materials/{material}")))
def add_particles(self):
self.logger.info("Loading particles...")
for fp, ffp in self.find_files("art/particles", "xml"):
self.files.append(fp)
self.roots.append(fp)
particle = ET.parse(ffp).getroot()
texture = particle.find("texture")
if texture is not None:
self.deps.append((fp, Path(texture.text)))
def add_soundgroups(self):
self.logger.info("Loading sound groups...")
for fp, ffp in self.find_files("audio", "xml"):
self.files.append(fp)
self.roots.append(fp)
sound_group = ET.parse(ffp).getroot()
path = sound_group.find("Path").text.rstrip("/")
for sound in sound_group.findall("Sound"):
self.deps.append((fp, Path(f"{path}/{sound.text}")))
def add_audio(self):
self.logger.info("Loading audio files...")
self.files.extend(
[fp for (fp, ffp) in self.find_files("audio/", self.supportedAudioFormats)]
)
def add_gui_object(self, parent, fp):
if parent is None:
return
for obj in parent.findall("object"):
self.add_gui_object(obj, fp)
for obj in parent.findall("repeat"):
self.add_gui_object(obj, fp)
self.add_gui_object_attribs(parent, fp)
def add_gui_object_attribs(self, parent, fp):
for attr, val in parent.attrib.items():
if attr == "name":
self.gui_items["gui_objects"].append(val)
elif attr == "textcolor":
self.add_gui_color_attrib(val, fp)
elif "sound" in attr:
self.deps.append((fp, Path(f"{val}")))
elif "sprite" in attr:
self.add_gui_sprite_attrib(val, fp)
elif attr == "mouse_event_mask":
if val.startswith("texture:"):
texture_file = val.replace("texture:", "")
self.deps.append((fp, Path(f"art/textures/ui/{texture_file}")))
else:
self.logger.warning(
"Invalid mouse_event_mask in '%s': missing the \"texture:\" modifier",
str(self.vfs_to_relative_to_mods(fp)),
)
elif attr == "style":
self.deps_gui_items["styles"].append((fp, val))
elif attr == "tooltip_style":
self.deps_gui_items["tooltips"].append((fp, val))
elif attr == "scrollbar_style":
self.deps_gui_items["scrollbars"].append((fp, val))
def add_gui_sprite_attrib(self, val, fp):
if "stretched:" in val or "cropped:" in val:
# Other modifiers like "grayscale:" are caught by this as well.
texture_file = val.split(":")[-1]
self.deps.append((fp, Path(f"art/textures/ui/{texture_file}")))
elif "color:" in val:
self.add_gui_color_attrib(val, fp)
else:
self.deps_gui_items["sprites"].append((fp, val))
def add_gui_color_attrib(self, val, fp):
color = val.replace("color:", "")
# Colors can be given names (in setup.xml files)
# which can then be used directly in place of rgb/rgba values.
if re.fullmatch(self.rgba_color_regex, color) is None:
self.deps_gui_items["colors"].append((fp, color))
def add_gui_xml(self):
self.logger.info("Loading GUI XML...")
gui_page_regex = re.compile(r".*[\\\/]page(_[^.\/\\]+)?\.xml$")
for fp, ffp in self.find_files("gui", "xml"):
self.files.append(fp)
# GUI page definitions are assumed to be named page_[something].xml and alone in that.
if gui_page_regex.match(str(fp)):
self.roots.append(fp)
root_xml = ET.parse(ffp).getroot()
for include in root_xml.findall("include"):
# If including an entire directory, find all the *.xml files
if include.text.endswith("/"):
self.deps.extend(
[
(fp, sub_fp)
for (sub_fp, sub_ffp) in self.find_files(
f"gui/{include.text}", "xml"
)
]
)
else:
self.deps.append((fp, Path(f"gui/{include.text}")))
else:
xml = ET.parse(ffp)
root_xml = xml.getroot()
name = root_xml.tag
self.roots.append(fp)
if name in ("objects", "object"):
for script in root_xml.findall("script"):
if script.get("file"):
self.deps.append((fp, Path(script.get("file"))))
if script.get("module"):
self.deps.append((fp, Path(script.get("module"))))
if script.get("directory"):
# If including an entire directory, find all the *.js files
self.deps.extend(
[
(fp, sub_fp)
for (sub_fp, sub_ffp) in self.find_files(
script.get("directory"), "js"
)
]
)
self.add_gui_object(root_xml, fp)
elif name == "setup":
for obj in root_xml:
if obj.tag == "scrollbar":
if "name" in obj.attrib:
self.gui_items["scrollbars"].append(obj.get("name"))
else:
self.logger.warning(
"Found scrollbar without name in %s",
self.vfs_to_relative_to_mods(fp),
)
for attr, val in obj.attrib.items():
if "sprite" in attr:
self.add_gui_sprite_attrib(val, fp)
elif obj.tag == "tooltip":
if "name" in obj.attrib:
self.gui_items["tooltips"].append(obj.get("name"))
else:
self.logger.warning(
"Found tooltip without name in %s",
self.vfs_to_relative_to_mods(fp),
)
for attr, val in obj.attrib.items():
if attr == "name":
self.gui_items["tooltips"].append(val)
elif attr == "use_object":
self.deps_gui_items["gui_objects"].append((fp, val))
elif attr == "sprite":
self.add_gui_sprite_attrib(val, fp)
elif attr == "textcolor":
self.add_gui_color_attrib(val, fp)
elif obj.tag == "color":
if "name" in obj.attrib:
self.gui_items["colors"].append(obj.get("name"))
else:
self.logger.warning(
"Found color without name in %s",
self.vfs_to_relative_to_mods(fp),
)
elif obj.tag == "icon":
if "name" in obj.attrib:
self.gui_items["icons"].append(obj.get("name"))
else:
self.logger.warning(
"Found icon without name in %s",
self.vfs_to_relative_to_mods(fp),
)
for attr, val in obj.attrib.items():
if "sprite" in attr:
self.add_gui_sprite_attrib(val, fp)
elif name == "styles":
for style in root_xml.findall("style"):
if "name" in style.attrib:
self.gui_items["styles"].append(style.get("name"))
else:
self.logger.warning(
"Found scrollbar without name in %s",
self.vfs_to_relative_to_mods(fp),
)
self.gui_items["styles"].append(style.get("name"))
self.add_gui_object_attribs(style, fp)
elif name == "sprites":
for sprite in root_xml.findall("sprite"):
if "name" in sprite.attrib:
self.gui_items["sprites"].append(sprite.get("name"))
else:
self.logger.warning(
"Found scrollbar without name in %s",
self.vfs_to_relative_to_mods(fp),
)
for image in sprite.findall("image"):
if image.get("texture"):
self.deps.append(
(fp, Path(f"art/textures/ui/{image.get('texture')}"))
)
if image.get("backcolor"):
self.add_gui_color_attrib(image.get("backcolor"), fp)
for effect in sprite.findall("effect"):
if effect.get("add_color"):
self.add_gui_color_attrib(effect.get("add_color"), fp)
else:
bio = BytesIO()
xml.write(bio)
bio.seek(0)
raise ValueError(
f"Unexpected GUI XML root element '{name}':\n{bio.read().decode('ascii')}"
)
def add_gui_data(self):
self.logger.info("Loading GUI data...")
ext_pattern = "|".join(re.escape(ext) for ext in self.supportedTextureFormats)
# Finds literal sprite/texture paths in JS. Three forms are matched:
# 1. "stretched:path", "cropped:...:path", "texture:path" — the last `:` segment
# is the path relative to art/textures/ui/.
# 2. Bare "session/path.ext" — used as a component that gets a modifier prefix
# prepended at runtime (e.g. prototype sprite assignments, civPhaseEmblems).
# 3. Full "art/textures/ui/path.ext" — literal full VFS path used in simulation JS.
# Strings containing JS dynamic operators (+, ${, `) are excluded.
js_sprite_regex = re.compile(
r'["\'](?:'
r'(?:(?:stretched|cropped|texture)[^"\']*?:)([^"\'$`+]*\.(?:' + ext_pattern + r"))"
r'|(?:art/textures/ui/)([^"\'$`+]*\.(?:' + ext_pattern + r"))"
r'|session/([^"\'$`+]*\.(?:' + ext_pattern + r"))"
r')["\']'
)
# Finds literal audio paths in JS: "audio/path/file.ogg".
# Excludes dynamic strings containing +, ${, or backtick.
js_audio_regex = re.compile(
r'["\']'
r'(audio/[^"\'$`+]*\.(?:' + re.escape(self.supportedAudioFormats) + r"))"
r'["\']'
)
for fp, ffp in self.find_files("gui", "js"):
self.files.append(fp)
content = ffp.read_text(encoding="utf-8")
for m in js_sprite_regex.finditer(content):
# group(1): modifier-prefixed path, group(2): full art path,
# group(3): bare session/ path
texture_file = m.group(1) or m.group(2) or ("session/" + m.group(3))
self.deps.append((fp, Path(f"art/textures/ui/{texture_file}")))
for m in js_audio_regex.finditer(content):
self.deps.append((fp, Path(m.group(1))))
self._add_unit_action_icon_deps()
# Scan simulation/helpers and globalscripts JS for literal texture paths.
# These files are engine-loaded by C++ unconditionally, so they are registered
# as roots (not just files) so the graph traversal visits their texture deps.
for scan_dir in ("simulation/components", "simulation/helpers", "globalscripts"):
for fp, ffp in self.find_files(scan_dir, "js"):
self.files.append(fp)
self.roots.append(fp)
content = ffp.read_text(encoding="utf-8")
for m in js_sprite_regex.finditer(content):
texture_file = m.group(1) or m.group(2) or ("session/" + m.group(3))
self.deps.append((fp, Path(f"art/textures/ui/{texture_file}")))
for m in js_audio_regex.finditer(content):
self.deps.append((fp, Path(m.group(1))))
self._add_status_bar_icon_deps()
self._add_stance_icon_deps()
self.files.extend([fp for (fp, ffp) in self.find_files("gamesettings", "js")])
self.files.extend([fp for (fp, ffp) in self.find_files("autostart", "js")])
self.roots.extend([fp for (fp, ffp) in self.find_files("autostart", "js")])
self.files.extend(
[fp for (fp, ffp) in self.find_files("art/textures/ui", *self.supportedTextureFormats)]
)
self.files.extend(
[
fp
for (fp, ffp) in self.find_files(
"art/textures/selection", *self.supportedTextureFormats
)
]
)
def _add_unit_action_icon_deps(self):
"""Track session/icons/ textures referenced via short names in unit_actions.js.
unit_actions.js defines action objects with an "icon" property whose value is
a bare filename (e.g. "garrison.png"). selection_panels.js then constructs the
sprite as "stretched:session/icons/" + action.icon, so checkrefs never sees
the full path. This method extracts all such short icon names and registers
the corresponding texture deps.
"""
unit_actions_fp = Path("gui/session/unit_actions.js")
for mod in self.mods:
ffp = self.vfs_root / mod / unit_actions_fp
if not ffp.exists():
continue
content = ffp.read_text(encoding="utf-8")
icon_name_regex = re.compile(
r'"icon"\s*:\s*"([^"$`+]*\.(?:'
+ "|".join(re.escape(ext) for ext in self.supportedTextureFormats)
+ r'))"'
)
for m in icon_name_regex.finditer(content):
icon_name = m.group(1)
# Short names without a "/" are relative to session/icons/;
# names already containing "/" are used as-is relative to session/.
if "/" not in icon_name:
self.deps.append(
(unit_actions_fp, Path(f"art/textures/ui/session/icons/{icon_name}"))
)
def _add_status_bar_icon_deps(self):
"""Track session/icons/{type}_bg.png and {type}_fg.png for StatusBars.js bar types.
StatusBars.js constructs paths as "art/textures/ui/session/icons/" + type + "_bg.png"
where type is a string literal passed to AddBar(). Extract these literals with a
targeted regex.
"""
status_bars_fp = Path("simulation/components/StatusBars.js")
for mod in self.mods:
ffp = self.vfs_root / mod / status_bars_fp
if not ffp.exists():
continue
content = ffp.read_text(encoding="utf-8")
bar_type_regex = re.compile(r'AddBar\([^,]+,\s*[^,]+,\s*"([a-z_]+)"')
for m in bar_type_regex.finditer(content):
bar_type = m.group(1)
for suffix in ("_bg", "_fg"):
self.deps.append(
(
status_bars_fp,
Path(f"art/textures/ui/session/icons/{bar_type}{suffix}.png"),
)
)
def _add_stance_icon_deps(self):
"""Track session/icons/stances/{stance}.png for selectable stances in UnitAI.js.
selection_panels.js constructs stance icon paths as
"stretched:session/icons/stances/" + stance + ".png" where the stance keys
come from the g_Stances object in UnitAI.js. Only stances with "selectable": true
appear in the UI and therefore need an icon texture.
"""
unit_ai_fp = Path("simulation/components/UnitAI.js")
for mod in self.mods:
ffp = self.vfs_root / mod / unit_ai_fp
if not ffp.exists():
continue
content = ffp.read_text(encoding="utf-8")
g_stances_match = re.search(
r"var g_Stances\s*=\s*\{(.*?)^};", content, re.DOTALL | re.MULTILINE
)
if not g_stances_match:
continue
stances_block = g_stances_match.group(1)
# Extract each top-level stance entry (name followed by a brace-delimited block).
for stance_match in re.finditer(
r'^\t"([a-z_-]+)"\s*:\s*\{([^}]*)\}', stances_block, re.MULTILINE | re.DOTALL
):
stance = stance_match.group(1)
stance_body = stance_match.group(2)
if re.search(r'"selectable"\s*:\s*true', stance_body):
self.deps.append(
(unit_ai_fp, Path(f"art/textures/ui/session/icons/stances/{stance}.png"))
)
def add_cpp_hardcoded_assets(self):
"""Mark VFS assets that are loaded directly by C++ engine code as known-used.
The list of paths is maintained in cpp_hardcoded_assets.json alongside this
script. Each entry is a VFS path that may be provided by any mod layer;
all matching files across loaded mods are treated as roots so that mod-layer
overrides are not reported as unused.
"""
json_path = Path(__file__).parent / "cpp_hardcoded_assets.json"
if not json_path.exists():
self.logger.warning("cpp_hardcoded_assets.json not found alongside checkrefs.py")
return
with open(json_path, encoding="utf-8") as f:
data = load(f)
for entry in data.get("files", []):
vfs_path = entry["path"]
for mod in self.mods:
candidate = self.vfs_root / mod / vfs_path
if candidate.exists():
fp = Path(vfs_path)
self.files.append(fp)
self.roots.append(fp)
def add_civs(self):
self.logger.info("Loading civs...")
for fp, ffp in self.find_files("simulation/data/civs", "json"):
self.files.append(fp)
self.roots.append(fp)
with open(ffp, encoding="utf-8") as f:
civ = load(f)
for music in civ.get("Music", []):
self.deps.append((fp, Path(f"audio/music/{music['File']}")))
code = civ.get("Code")
if code:
self.deps.append(
(fp, Path(f"art/textures/ui/session/icons/bkg/background_circle_{code}.png"))
)
self._add_default_music_tracks()
def _add_default_music_tracks(self):
"""Add music tracks that are hardcoded as fallback defaults in gui/common/music.js.
Also adds audio files referenced in cheat definitions.
"""
music_js_fp = Path("gui/common/music.js")
music_js_ffp = None
for mod in self.mods:
candidate = self.vfs_root / mod / music_js_fp
if candidate.exists():
music_js_ffp = candidate
if music_js_ffp is not None:
self.files.append(music_js_fp)
self.roots.append(music_js_fp)
content = music_js_ffp.read_text(encoding="utf-8")
for track in re.findall(r'"([^"]+\.ogg)"', content):
self.deps.append((music_js_fp, Path(f"audio/music/{track}")))
for fp, ffp in self.find_files("simulation/data/cheats", "json"):
self.files.append(fp)
self.roots.append(fp)
with open(ffp, encoding="utf-8") as f:
cheat = load(f)
default_param = cheat.get("Data", {}).get("DefaultParameter", "")
if isinstance(default_param, str) and default_param.endswith(".ogg"):
self.deps.append((fp, Path(f"audio/music/{default_param}")))
def add_tips(self):
self.logger.info("Loading tips...")
self.files.extend([fp for (fp, _ffp) in self.find_files("gui/reference/tips/", ("txt"))])
ffp = None
fp = Path("gui/reference/tips/tipfiles.json")
for mod in self.mods:
json_path = self.vfs_root / mod / fp
if json_path.exists():
ffp = json_path
if ffp is None:
self.logger.error("Failed to load tips. File tipfiles.json missing.")
else:
self.files.append(fp)
self.roots.append(fp)
with open(ffp, encoding="utf-8") as f:
categories = load(f)
for category in categories:
for tips_category in category["files"]:
self.deps.append(
(fp, Path(f"gui/reference/tips/texts/{tips_category['textFile']}"))
)
for image in tips_category.get("imageFiles", []):
self.deps.append((fp, Path(f"art/textures/ui/tips/{image}")))
def add_rms(self):
self.logger.info("Loading random maps...")
self.files.extend([fp for (fp, ffp) in self.find_files("maps/random", "js")])
for fp, ffp in sorted(self.find_files("maps/random", "json")):
if str(fp).startswith("maps/random/rmbiome"):
continue
self.files.append(fp)
self.roots.append(fp)
with open(ffp, encoding="utf-8") as f:
randmap = load(f)
settings = randmap.get("settings", {})
if settings.get("Script"):
self.deps.append((fp, Path(f"maps/random/{settings['Script']}")))
# Map previews
if settings.get("Preview"):
self.deps.append(
(fp, Path(f"art/textures/ui/session/icons/mappreview/{settings['Preview']}"))
)
def add_techs(self):
self.logger.info("Loading techs...")
# phase_village.json, phase_town.json, phase_city.json etc. correspond to
# panel_phase_emblems_{name}.png used in selection_details.js.
phase_tech_regex = re.compile(r"^phase_([a-z]+)$")
for fp, ffp in self.find_files("simulation/data/technologies", "json"):
self.files.append(fp)
with open(ffp, encoding="utf-8") as f:
tech = load(f)
if tech.get("autoResearch"):
self.roots.append(fp)
if tech.get("icon"):
self.deps.append(
(fp, Path(f"art/textures/ui/session/portraits/technologies/{tech['icon']}"))
)
if tech.get("supersedes"):
self.deps.append(
(fp, Path(f"simulation/data/technologies/{tech['supersedes']}.json"))
)
if tech.get("top"):
self.deps.append((fp, Path(f"simulation/data/technologies/{tech['top']}.json")))
if tech.get("bottom"):
self.deps.append((fp, Path(f"simulation/data/technologies/{tech['bottom']}.json")))
phase_match = phase_tech_regex.match(fp.stem)
if phase_match:
phase_name = phase_match.group(1)
self.deps.append(
(fp, Path(f"art/textures/ui/session/panel_phase_emblems_{phase_name}.png"))
)
def add_terrains(self):
self.logger.info("Loading terrains...")
# These are the PNG filenames hardcoded in TerrainTextureManager::LoadAlphaMap().
# C++ loads them from art/textures/terrain/alphamaps/<type>/ where <type> comes
# from the terrain XML <alphamap> element, defaulting to "standard".
alphamap_fnames = [
"blendcircle.png",
"blendlshape.png",
"blendedge.png",
"blendedgecorner.png",
"blendedgetwocorners.png",
"blendfourcorners.png",
"blendtwooppositecorners.png",
"blendlshapecorner.png",
"blendtwocorners.png",
"blendcorner.png",
"blendtwoedges.png",
"blendthreecorners.png",
"blendushape.png",
"blendbad.png",
]
alphamap_types_seen = set()
for fp, ffp in self.find_files("art/terrains", "xml"):
# ignore terrains.xml
if str(fp).endswith("terrains.xml"):
continue
self.files.append(fp)
self.roots.append(fp)
terrain = ET.parse(ffp).getroot()
for texture in terrain.find("textures").findall("texture"):
if texture.get("file"):
self.deps.append((fp, Path(f"art/textures/terrain/{texture.get('file')}")))
if terrain.find("material") is not None:
material = terrain.find("material").text
self.deps.append((fp, Path(f"art/materials/{material}")))
alphamap_elem = terrain.find("alphamap")
alphamap_type = (
alphamap_elem.text
if alphamap_elem is not None and alphamap_elem.text
else "standard"
)
alphamap_types_seen.add(alphamap_type)
for fname in alphamap_fnames:
self.deps.append(
(fp, Path(f"art/textures/terrain/alphamaps/{alphamap_type}/{fname}"))
)
# "standard" is always loaded by C++ as the fallback even when no terrain
# specifies it explicitly, so ensure it is always tracked.
if "standard" not in alphamap_types_seen:
synthetic_fp = Path("art/textures/terrain/alphamaps/standard")
self.roots.append(synthetic_fp)
for fname in alphamap_fnames:
self.files.append(Path(f"art/textures/terrain/alphamaps/standard/{fname}"))
def add_auras(self):
self.logger.info("Loading auras...")
for fp, ffp in self.find_files("simulation/data/auras", "json"):
self.files.append(fp)
with open(ffp, encoding="utf-8") as f:
aura = load(f)
if aura.get("overlayIcon"):
self.deps.append((fp, Path(aura["overlayIcon"])))
range_overlay = aura.get("rangeOverlay", {})
for prop in ("lineTexture", "lineTextureMask"):
if range_overlay.get(prop):
self.deps.append((fp, Path(f"art/textures/selection/{range_overlay[prop]}")))
def add_resources(self):
self.logger.info("Loading resources...")
for fp, ffp in self.find_files("simulation/data/resources", "json"):
self.files.append(fp)
self.roots.append(fp)
with open(ffp, encoding="utf-8") as f:
resource = load(f)
code = resource.get("code")
if code:
self.deps.append((fp, Path(f"art/textures/ui/session/icons/resources/{code}.png")))
def add_status_effects(self):
self.logger.info("Loading status effects...")
for fp, ffp in self.find_files("simulation/data/status_effects", "json"):
self.files.append(fp)
self.roots.append(fp)
with open(ffp, encoding="utf-8") as f:
effect = load(f)
icon = effect.get("icon")
if icon:
self.deps.append(
(fp, Path(f"art/textures/ui/session/icons/status_effects/{icon}.png"))
)
def check_deps(self):
self.logger.info("Looking for missing files...")
uniq_files = {r.as_posix() for r in self.files}
lower_case_files = {f.lower(): f for f in uniq_files}
missing_files: dict[str, set[str]] = defaultdict(set)
for parent, dep in self.deps:
dep_str = dep.as_posix()
if "simulation/templates" in dep_str and (
dep_str.replace("templates/", "template/special/filter/") in uniq_files
or dep_str.replace("templates/", "template/mixins/") in uniq_files
):
continue
if dep_str in uniq_files:
continue
missing_files[dep_str].add(parent.as_posix())
for dep, parents in sorted(missing_files.items()):
callers = [str(self.vfs_to_relative_to_mods(ref)) for ref in parents]
self.logger.error(
"Missing file '%s' referenced by: %s", dep, ", ".join(sorted(callers))
)
if dep.lower() in lower_case_files:
self.logger.warning(
"### Case-insensitive match (found '%s')", lower_case_files[dep.lower()]
)
self.inError = True
def check_deps_gui_items(self):
self.logger.info("Looking for missing GUI items...")
lower_case_items = {
key: [item.lower() for item in value] for key, value in self.gui_items.items()
}
missing_items: dict[str, dict[str, set[str]]] = defaultdict(lambda: defaultdict(set))
for category, items in self.deps_gui_items.items():
for ref, item in items:
if item != "" and item not in self.gui_items[category]:
missing_items[category][item].add(ref)
for category, items in missing_items.items():
# Simply remove the "s" at the end: ugly, but works.
# (It's only for prettier error messages anyway...)
category_name_singular = category[:-1]
for item, refs in items.items():
refs_relative = [str(self.vfs_to_relative_to_mods(ref)) for ref in refs]
self.logger.error(
"Missing %s '%s' referenced by: %s",
category_name_singular,
item,
", ".join(sorted(refs_relative)),
)
if item.lower() in lower_case_items[category]:
self.logger.warning(
"### Case-insensitive match (found '%s')", lower_case_items[item.lower()]
)
self.inError = True
def check_fonts(self):
"""Check that fonts referenced in default.cfg exist."""
self.logger.info("Looking for missing font files...")
base_path = Path(__file__).parents[3]
default_cfg_path = base_path / "binaries/data/config/default.cfg"
font_dir = self.vfs_root / "mod/fonts"
try:
config = configparser.ConfigParser(allow_unnamed_section=True)
config.read(default_cfg_path)
except TypeError:
# fallback for Python <3.13
configparser.UNNAMED_SECTION = "<UNNAMED_SECTION>"
config = configparser.ConfigParser()
content = "[" + configparser.UNNAMED_SECTION + "]\n"
with default_cfg_path.open() as f:
content += f.read()
config.read_string(content)
referenced_fonts = set()
for section in config.sections():
if section == configparser.UNNAMED_SECTION or not section.startswith("fonts."):
continue
for key, value in config[section].items():
if key.split(".")[-1] in ["regular", "bold", "italic"]:
for font_name in value.split(","):
referenced_fonts.add(font_name.strip().strip('"'))
for font in referenced_fonts:
if not (font_dir / font).is_file():
self.logger.error(
"Missing font '%s' referenced by: %s",
font,
default_cfg_path.relative_to(base_path),
)
self.inError = True
def check_unused(self):
self.logger.info("Looking for unused files...")
deps = defaultdict(set)
for parent, dep in self.deps:
deps[parent.as_posix()].add(dep.as_posix())
uniq_files = {r.as_posix() for r in self.files}
reachable = [r.as_posix() for r in set(self.roots)]
while True:
new_reachable = []
for r in reachable:
new_reachable.extend([x for x in deps.get(r, {}) if x not in reachable])
if new_reachable:
reachable.extend(new_reachable)
else:
break
for f in sorted(uniq_files):
if f in reachable or f.startswith(("art/terrains/", "maps/random/")):
continue
self.logger.warning("Unused file '%s'", str(self.vfs_to_relative_to_mods(f)))
if __name__ == "__main__":
check_ref = CheckRefs()
if not check_ref.main():
sys.exit(1)