Aetheria/tools/AetherDb/AuthoredSettings.cs
Meta Vens a63aa38f00 Read authored settings from the Unity asset
A fixture that invents curve and tier values measures a game nobody plays,
so the tool reads Assets/Resources/Settings.asset, whose GameSettings holds
plain ServerShared classes, and fills them by field name. The settings
command asserts counts rather than non-null: an empty array reads as
populated, and that lie cost two rounds of parsing bugs in sequences.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-12 02:09:34 +02:00

227 lines
9.6 KiB
C#

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using Unity.Mathematics;
// Reads the authored gameplay and generation settings out of Assets/Resources/Settings.asset, the Unity asset whose
// GameSettings ScriptableObject holds plain ServerShared classes. Those classes carry curves and tiers with no
// defaults, so a fixture that invented numbers would measure a game nobody plays; this reads the real ones.
//
// The asset is Unity YAML whose leaves under these subtrees are scalars, sequences of mappings, or float3 as x/y/z.
// Parsed by indentation and matched to fields by name, so a renamed or added field simply goes unset rather than
// silently mapping to the wrong thing. Anything it could not place is reported by Unplaced.
public sealed class AuthoredSettings
{
private readonly Node _root;
public List<string> Unplaced { get; } = new List<string>();
private AuthoredSettings(Node root) => _root = root;
// Prints the parsed tree under a subtree, for checking that sequences landed on the field that declares them
public void Dump(string subtree, int maxDepth = 3)
{
var node = Find(_root, subtree);
if (node == null)
{
Console.WriteLine($"{subtree}: not found");
return;
}
Console.WriteLine($"{subtree}: {node.Children.Count} children, {node.Items.Count} items");
DumpNode(node, 1, maxDepth);
}
private static void DumpNode(Node node, int depth, int maxDepth)
{
if (depth > maxDepth) return;
var pad = new string(' ', depth * 2);
foreach (var child in node.Children)
{
Console.WriteLine($"{pad}{child.Key}: scalar={child.Value.Scalar ?? "-"} children={child.Value.Children.Count} items={child.Value.Items.Count}");
DumpNode(child.Value, depth + 1, maxDepth);
}
for (var i = 0; i < node.Items.Count; i++)
Console.WriteLine($"{pad}[{i}] scalar={node.Items[i].Scalar ?? "-"} children={node.Items[i].Children.Count}");
}
public static AuthoredSettings Load(string repositoryRoot)
{
var path = Path.Combine(repositoryRoot, "Assets", "Resources", "Settings.asset");
if (!File.Exists(path)) throw new FileNotFoundException($"no settings asset at {path}");
return new AuthoredSettings(Parse(File.ReadAllLines(path)));
}
// Fills a new instance of T from the named subtree, by field name
public T Read<T>(string subtree) where T : new()
{
var node = Find(_root, subtree);
if (node == null) throw new InvalidDataException($"settings asset has no {subtree} subtree");
var value = new T();
Populate(value, node, subtree);
return value;
}
private Node Find(Node node, string key)
{
if (node.Children.TryGetValue(key, out var found)) return found;
foreach (var child in node.Children.Values)
{
var deeper = Find(child, key);
if (deeper != null) return deeper;
}
return null;
}
private void Populate(object target, Node node, string path)
{
foreach (var entry in node.Children)
{
var field = target.GetType().GetField(entry.Key, BindingFlags.Public | BindingFlags.Instance);
if (field == null)
{
Unplaced.Add($"{path}.{entry.Key}");
continue;
}
var converted = Convert(entry.Value, field.FieldType, $"{path}.{entry.Key}");
if (converted != null) field.SetValue(target, converted);
}
}
private object Convert(Node node, Type type, string path)
{
if (type == typeof(float)) return float.TryParse(node.Scalar, out var f) ? f : 0f;
if (type == typeof(int)) return int.TryParse(node.Scalar, out var i) ? i : 0;
if (type == typeof(uint)) return uint.TryParse(node.Scalar, out var u) ? u : 0u;
if (type == typeof(bool)) return node.Scalar == "1" || string.Equals(node.Scalar, "true", StringComparison.OrdinalIgnoreCase);
if (type == typeof(string)) return node.Scalar;
if (type == typeof(float3))
return float3(Leaf(node, "x"), Leaf(node, "y"), Leaf(node, "z"));
if (type.IsArray)
{
var elementType = type.GetElementType();
var array = Array.CreateInstance(elementType, node.Items.Count);
for (var index = 0; index < node.Items.Count; index++)
{
// A sequence of scalars carries its value on the item itself; a sequence of mappings has children
var item = node.Items[index];
var converted = item.Scalar != null && item.Children.Count == 0
? Convert(new Node { Scalar = item.Scalar }, elementType, $"{path}[{index}]")
: Convert(item, elementType, $"{path}[{index}]");
array.SetValue(converted, index);
}
return array;
}
if (type.IsClass)
{
var value = Activator.CreateInstance(type);
Populate(value, node, path);
return value;
}
Unplaced.Add($"{path} (unsupported type {type.Name})");
return null;
}
private static float Leaf(Node node, string key) =>
node.Children.TryGetValue(key, out var child) && float.TryParse(child.Scalar, out var value) ? value : 0f;
private static float3 float3(float x, float y, float z) => new float3(x, y, z);
// One YAML node: a scalar, a mapping of children, or a sequence of items.
private sealed class Node
{
public string Scalar;
public Dictionary<string, Node> Children { get; } = new Dictionary<string, Node>();
public List<Node> Items { get; } = new List<Node>();
}
// Indentation-driven parse of the three shapes this asset uses:
// key: value / key: a scalar or a mapping
// - value a sequence of scalars (NeutralFactions, MinimapZoomLevels)
// - key: value + deeper keys a sequence of mappings (Tiers, BodySettingsCollections)
// A mapping item's first key sits at the dash's own column while its siblings are indented past it, so one
// frame stands for the whole item and accepts both depths. Inline flow mappings ({fileID: ...}) are Unity
// object references, which nothing here reads, so they are kept as raw scalars rather than half parsed.
private static Node Parse(string[] lines)
{
var root = new Node();
// A frame is either a mapping a key opened, or one item of a sequence. The distinction matters because a
// dash shares its column with its container: an item must pop the previous item without popping the
// container that holds them both.
var stack = new List<(int indent, bool isItemFrame, Node node)> { (-1, false, root) };
foreach (var raw in lines)
{
var trimmed = raw.TrimEnd();
if (trimmed.Length == 0) continue;
var indent = trimmed.Length - trimmed.TrimStart(' ').Length;
var content = trimmed.TrimStart(' ');
if (content.StartsWith("#") || content.StartsWith("%") || content.StartsWith("---")) continue;
var isItem = content.StartsWith("- ");
if (isItem) content = content.Substring(2).TrimStart();
// A key pops every frame at or inside its column. A dash pops frames deeper than its column, plus any
// item frame at its column (the preceding item of the same sequence), leaving that sequence's container.
while (stack.Count > 1)
{
var top = stack[stack.Count - 1];
var pop = isItem
? top.indent > indent || (top.indent == indent && top.isItemFrame)
: top.indent >= indent;
if (!pop) break;
stack.RemoveAt(stack.Count - 1);
}
var container = stack[stack.Count - 1].node;
if (isItem)
{
if (content.StartsWith("{"))
{
container.Items.Add(new Node { Scalar = content });
continue;
}
var item = new Node();
container.Items.Add(item);
// The item's own keys sit at this column and deeper, so its frame claims the dash's column
stack.Add((indent, true, item));
container = item;
if (!content.Contains(":"))
{
item.Scalar = content;
continue;
}
}
var separator = content.IndexOf(':', StringComparison.Ordinal);
if (separator < 0) continue;
var key = content.Substring(0, separator);
var value = content.Substring(separator + 1).Trim();
if (value.Length == 0)
{
// A key with no value opens a container. Its frame sits past its own column so that a sequence
// whose dashes share that column still attaches to it rather than to its parent.
var child = new Node();
container.Children[key] = child;
stack.Add((indent, false, child));
}
else container.Children[key] = new Node { Scalar = value };
}
return root;
}
}