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>
> RA3 Mod XML is an unofficial player-made tool. It requires a separately installed RA3 Mod SDK.

[**English**](README.md) | [中文](README.zh-CN.md)

# RA3 Mod XML

> **AI-generated project**
>
> This extension was generated almost entirely by AI. As a result, there may be unexpected bugs or edge cases. Bug reports, corrections, and feedback are very welcome.

A VS Code extension that brings **IntelliSense, navigation, reference tracking, and diagnostics** to XML-based mods for **Command & Conquer: Red Alert 3**.

It understands the RA3 Mod SDK's XML schema, asset types, references, includes, and vanilla game data — so editing a large mod feels much more like working with a real programming language.

<table>
  <tr>
    <td align="center">
      <strong>Intelligent Completion</strong><br>
      <a href="https://ra3modxml-images.ratotal.workers.dev/enum_completion.gif">
        <img src="https://ra3modxml-images.ratotal.workers.dev/enum_completion.gif" alt="RA3 XML intelligent completion" width="100%">
      </a>
    </td>
    <td align="center">
      <strong>Go to Definition</strong><br>
      <a href="https://ra3modxml-images.ratotal.workers.dev/navigation.gif">
        <img src="https://ra3modxml-images.ratotal.workers.dev/navigation.gif" alt="RA3 XML navigation" width="100%">
      </a>
    </td>
  </tr>
</table>

<p align="center">
  <strong>Reference-aware completion</strong><br>
  <a href="https://ra3modxml-images.ratotal.workers.dev/ref_completion.gif">
    <img src="https://ra3modxml-images.ratotal.workers.dev/ref_completion.gif" alt="RA3 XML reference completion" width="80%">
  </a>
</p>

## Features

### Intelligent Completion

Get context-aware completion based on the RA3 XML schema and project data.

* Elements and attributes based on the RA3 XSD
* Required attributes, types, documentation, and default values
* Asset references such as `Weapon`, `CommandSet`, and `inheritFrom`
* Enum values and flag lists such as `KindOf` and `Surfaces`
* Asset IDs in text-content elements such as `<CreateObject>` and `<RequiredUpgrade>`
* `DATA:`, `ART:`, and `AUDIO:` paths
* Automatic continuation when editing flag lists

Reference completion is type-aware, so an asset ID is only suggested where its asset type is valid.

### Syntax Highlighting

RA3-specific constructs are highlighted on top of the built-in XML grammar.

### Navigation & References

Navigate through a mod's asset graph directly from the editor.

* **Go to Definition** (Ctrl+Click) for asset references
* **Find All References** using semantic reference information
* **Reference CodeLens** showing how many times an asset is referenced
* Hover information for elements, attributes, references, and `$DEFINE`s
* Ctrl+Click navigation for `Include` and `xi:include`
* Document outline for top-level assets and `$DEFINE`s

### Diagnostics

Catch common modding mistakes while you edit.

* XML syntax errors
* Unknown elements and attributes
* Missing or duplicate asset IDs
* Unresolved asset references
* References to the wrong asset type
* Undefined `$DEFINE`s

### Project Analysis

The extension can analyze the entire workspace rather than only the file currently open.

**Find unreferenced assets** lists project assets that are not referenced anywhere in the workspace, helping identify obsolete or accidentally unused definitions.

Run:

`RA3 Mod XML: Find unreferenced assets…`

You can also use the editor context menu to find unreferenced assets of the current asset type.

### Vanilla SDK Integration

The extension can use asset definitions from the **RA3 Mod SDK**, allowing vanilla game assets to participate in completion, hover information, navigation, and diagnostics.

`<Include type="reference">` manifests such as `static.manifest`, `global.manifest`, and `audio.manifest` (from the SDK's `builtmods` directory) are supported when the corresponding SDK data is available.

### Large Mod Support

Workspace indexing runs in the background and uses persistent caches to avoid rebuilding everything on every VS Code launch.

The extension has been tested on Corona Mod, a large size RA3 mod:
- 32000+ assets
- 8000+ XML files
- 3000+ W3X files
- **Full index:** ~3 minutes
- **Cached startup:** ~40 seconds to validate cached data and rebuild the in-memory index

Measurements were taken on a mechanical hard drive. Actual performance depends on hardware and project structure.

## Getting Started

1. Install the extension from the VS Code Marketplace.
2. Open your RA3 Mod project folder in VS Code.
3. Make sure the workspace contains `Data/Mod.xml`, `Data/additionalmaps/mapmetadata_*.xml`, or a `*.babproj` file.
4. Set the RA3 Mod SDK path if necessary — the extension can auto-detect an
   installed SDK from the Windows registry, or you can pick the folder
   manually. Leaving it empty runs the extension in project-only mode.
5. Open any `*.xml` file and start editing.

The extension automatically detects RA3 Mod workspaces and starts indexing in
the background. When the SDK is missing it shows a status-bar hint and offers
to configure the path (once per session).

## Configuration

| Setting                                | Default                | Description                                                                     |
| -------------------------------------- | ---------------------- | ------------------------------------------------------------------------------- |
| `ra3modxml.sdkPath`                    | *(empty)*              | Path to the RA3 Mod SDK; empty disables vanilla SDK features (project-only mode) |
| `ra3modxml.indexSageXml`               | `true`                 | Index vanilla XML definitions from the SDK's `SageXml` directory                |
| `ra3modxml.reportUnresolvedReferences` | `warning`              | Diagnostic level for unresolved references: `warning`, `information`, or `none` |
| `ra3modxml.diagnoseUnknownElements`    | `true`                 | Report unknown XML elements and attributes                                      |
| `ra3modxml.definitionMode`             | `all`                  | Choose between project and vanilla definitions when navigating to references    |
| `ra3modxml.additionalDataSearchPaths`  | `[]`                   | Additional directories searched for `DATA:` paths                               |

If the SDK is installed, the extension detects it from the registry and offers
it with one click; otherwise you can set `ra3modxml.sdkPath` manually or use
the `RA3 Mod XML: Configure SDK path…` command.

An empty `ra3modxml.sdkPath` is also the default value. Leaving the setting
untouched does **not** suppress the SDK setup hint; only explicitly setting it
to an empty string opts out of SDK features permanently.

## Commands

* `RA3 Mod XML: Re-index workspace`
* `RA3 Mod XML: Show index report`
* `RA3 Mod XML: Clear caches and rebuild`
* `RA3 Mod XML: Configure SDK path…`
* `RA3 Mod XML: Show cache report`
* `RA3 Mod XML: Find unreferenced assets…`
* `RA3 Mod XML: Find unreferenced assets of this type`

## Requirements

* Visual Studio Code
* A Red Alert 3 Mod SDK installation for full schema and vanilla asset support
* A RA3 Mod project containing `Data/Mod.xml`, `Data/additionalmaps/mapmetadata_*.xml`, or a `*.babproj` file

## Development

```powershell
npm install

npm run generate-model   # Generate the runtime schema model from the SDK XSD
npm test                 # Run unit tests
npm run build            # Build the extension
npm run package          # Create a .vsix package
```

Test fixtures are located in `test/fixtures/minimod` and cover scenarios including includes, duplicate IDs, same-name/different-type IDs, and manifest fallback.

## Architecture

The extension is organized around a VS Code-independent parsing and indexing core:

```text
src/
  extension.ts
  projectRoot.ts
  workspace.ts
  settings.ts

  language/
    xmlParser.ts
    context.ts
    typeContext.ts
    semanticTokens.ts

  model/
    schemaModel.ts
    schema-model.json   # Generated XSD model, bundled with the extension
    asset-types.json    # Generated AssetType hash table, bundled with the extension

  indexer/
    includeResolver.ts
    existence.ts
    manifestParser.ts
    fileScanner.ts
    refs.ts
    referenceIndex.ts
    xpointer.ts
    logicalTree.ts
    localScope.ts
    shallowScan.ts
    records.ts
    caches.ts
    diskCache.ts
    indexer.ts
    types.ts

  features/
    completion.ts
    hover.ts
    navigation.ts
    references.ts
    codeLens.ts
    unreferenced.ts
    diagnostics.ts
    semanticTokens.ts

syntaxes/
  ra3modxml.tmLanguage.json   # Injected domain grammar (keeps the built-in XML grammar)

tools/
  xsd-to-model.mjs            # Generates schema-model.json from the SDK XSD
  extract-asset-types.mjs     # Extracts AssetType hashes from OpenSAGE
```

## References

* OpenSAGE `ManifestFile.cs` — manifest format reference
