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// SPDX-License-Identifier: BSD-3-Clause |
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/// @file validate.cpp |
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/// @brief Checking scene files: loading's problems, with near-miss suggestions, and relationships |
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/// to missing prims. |
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#include "ernie/scene/reference.h" |
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#include "ernie/scene/scene.h" |
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#include "ernie/util/text.h" |
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#include <limits> |
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namespace ernie { |
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namespace { |
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/// @return Every attribute name the prim's type and API schemas declare. |
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std::vector<std::string> DeclaredNames(const Scene& scene, PrimId prim) { |
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std::vector<std::string> names; |
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const auto add = [&](const ApiName& api) { |
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for (const AttributeDef* def : api.schema->AllAttributes()) { |
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names.push_back(api.Attribute(def->name)); |
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} |
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}; |
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if (const SchemaDef* schema = scene.Schema(prim)) { |
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add({schema, {}}); |
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for (const std::string_view builtin : schema->AllBuiltinApis()) { |
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add(ApiName::Parse(builtin)); |
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} |
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} |
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for (const std::string& api : scene.AppliedApis(prim)) { |
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add(ApiName::Parse(api)); |
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} |
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return names; |
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} |
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/// @return The declared name nearest a misspelt one, if near enough to be meant. |
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std::string Nearest(const std::vector<std::string>& names, std::string_view name) { |
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std::string nearest; |
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std::size_t best = std::numeric_limits<std::size_t>::max(); |
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for (const std::string& candidate : names) { |
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if (const std::size_t distance = EditDistance(candidate, name); distance < best) { |
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best = distance; |
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nearest = candidate; |
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} |
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} |
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return best <= std::max<std::size_t>(2, name.size() / 3) ? nearest : std::string(); |
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} |
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void Suggest(const Scene& scene, SceneProblem& problem) { |
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const std::optional<PrimId> prim = |
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problem.path.empty() ? std::nullopt : scene.Find(Path(problem.path)); |
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if (!prim || problem.what.find("has no attribute") == std::string::npos) { |
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return; |
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} |
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if (const std::string nearest = Nearest(DeclaredNames(scene, *prim), problem.key); |
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!nearest.empty()) { |
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problem.what += "; did you mean '" + nearest + "'?"; |
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} |
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} |
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std::vector<Path> Targets(const Value& value) { |
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if (const auto* path = value.Get<Path>()) { |
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return path->IsEmpty() ? std::vector<Path>{} : std::vector<Path>{*path}; |
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} |
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if (const auto* paths = value.Get<std::vector<Path>>()) { |
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return *paths; |
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} |
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return {}; |
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} |
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/// Adds a problem for each relationship of the prim targeting a prim the scene doesn't have. |
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void CheckTargets(const Scene& scene, const Path& path, std::vector<SceneProblem>& problems) { |
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const PrimId prim = *scene.Find(path); |
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for (const std::string& name : scene.Attributes(path)) { |
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const std::optional<Value> value = scene.Get(prim, name); |
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for (const Path& target : value ? Targets(*value) : std::vector<Path>{}) { |
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// A property target, as a connection's, names its prim before the dot. |
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const std::string text = target.String(); |
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if (!scene.Has(Path(text.substr(0, text.find('.'))))) { |
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problems.push_back({path.String(), name, "targets " + text + ", which is no prim"}); |
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} |
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} |
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} |
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} |
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} // namespace |
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std::vector<SceneProblem> ValidateScene(std::string_view json) { |
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Scene scene; |
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std::vector<SceneProblem> problems; |
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LoadScene(scene, json, {}, &problems); |
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for (SceneProblem& problem : problems) { |
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Suggest(scene, problem); |
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} |
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for (const Path& path : scene.Prims()) { |
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CheckTargets(scene, path, problems); |
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} |
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return problems; |
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} |
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} // namespace ernie |
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