Update gsc tool (#593)

* update premake and remove gsc-tool

* add new gsc-tool submodule

* new compiler but crashes [skip ci]

* lol [skip ci]

* tiny changes [skip ci]

* revert moving of gsc rawfile filter [skip ci]

* Revert "update all git submodules"

This reverts commit 33f03c7a805cb9ddccc84d20b74140f3a097cdc8.

* fixes and improvements to gsc

* remove weapon reallocs for now

crashes for some reason

* fix build?

* fix build

* small fixes

* increase game memory

---------

Co-authored-by: m <mjkzyalt@gmail.com>
This commit is contained in:
quaK
2023-04-23 15:46:40 +03:00
committed by GitHub
parent e12ccd0e47
commit 57c04f4eb7
24 changed files with 742 additions and 432 deletions

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@ -28,7 +28,7 @@ namespace fastfiles
game::dvar_t* g_dump_scripts;
game::dvar_t* db_print_default_assets;
std::vector<HANDLE> fastfile_handles;
utils::concurrency::container<std::vector<HANDLE>> fastfile_handles;
bool is_mod_pre_gfx = false;
void db_try_load_x_file_internal(const char* zone_name, const int flags)
@ -226,7 +226,10 @@ namespace fastfiles
FILE_FLAG_OVERLAPPED | FILE_FLAG_NO_BUFFERING, nullptr);
if (handle != INVALID_HANDLE_VALUE)
{
fastfile_handles.push_back(handle);
fastfile_handles.access([&](std::vector<HANDLE>& handles)
{
handles.push_back(handle);
});
}
return handle;
@ -1035,7 +1038,7 @@ namespace fastfiles
void reallocate_asset_pools()
{
reallocate_attachment_and_weapon();
//reallocate_attachment_and_weapon();
reallocate_asset_pool_multiplier<game::ASSET_TYPE_XANIM, 2>();
reallocate_asset_pool_multiplier<game::ASSET_TYPE_SOUND, 2>();
reallocate_asset_pool_multiplier<game::ASSET_TYPE_LOADED_SOUND, 2>();
@ -1105,10 +1108,14 @@ namespace fastfiles
void close_fastfile_handles()
{
for (const auto& handle : fastfile_handles)
fastfile_handles.access([&](std::vector<HANDLE>& handles)
{
CloseHandle(handle);
}
for (const auto& handle : handles)
{
CloseHandle(handle);
}
});
}
void set_usermap(const std::string& usermap)

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@ -2,11 +2,15 @@
#include "loader/component_loader.hpp"
#include "game/game.hpp"
#include "script_extension.hpp"
#include "script_error.hpp"
#include "component/scripting.hpp"
#include <utils/hook.hpp>
#include <utils/string.hpp>
using namespace utils::string;
namespace gsc
{
@ -18,6 +22,37 @@ namespace gsc
std::string unknown_function_error;
std::array<const char*, 27> var_typename =
{
"undefined",
"object",
"string",
"localized string",
"vector",
"float",
"int",
"codepos",
"precodepos",
"function",
"builtin function",
"builtin method",
"stack",
"animation",
"pre animation",
"thread",
"thread",
"thread",
"thread",
"struct",
"removed entity",
"entity",
"array",
"removed thread",
"<free>",
"thread list",
"endon list",
};
void scr_emit_function_stub(std::uint32_t filename, std::uint32_t thread_name, char* code_pos)
{
current_filename = filename;
@ -43,8 +78,7 @@ namespace gsc
{
const auto& pos = function.value();
unknown_function_error = std::format(
"while processing function '{}' in script '{}':\nunknown script '{}'",
pos.first, pos.second, scripting::current_file
"while processing function '{}' in script '{}':\nunknown script '{}'", pos.first, pos.second, scripting::current_file
);
}
else
@ -59,30 +93,192 @@ namespace gsc
const auto name = scripting::get_token(thread_name);
unknown_function_error = std::format(
"while processing script '{}':\nunknown function '{}::{}'",
scripting::current_file, filename, name
"while processing script '{}':\nunknown function '{}::{}'", scripting::current_file, filename, name
);
}
void unknown_function_stub(const char* code_pos)
void compile_error_stub(const char* code_pos, [[maybe_unused]] const char* msg)
{
get_unknown_function_error(code_pos);
game::Com_Error(game::ERR_DROP, "script link error\n%s",
unknown_function_error.data());
game::Com_Error(game::ERR_SCRIPT_DROP, "script link error\n%s", unknown_function_error.data());
}
std::uint32_t find_variable_stub(std::uint32_t parent_id, std::uint32_t thread_name)
{
const auto res = game::FindVariable(parent_id, thread_name);
if (!res)
{
get_unknown_function_error(thread_name);
game::Com_Error(game::ERR_DROP, "script link error\n%s",
unknown_function_error.data());
game::Com_Error(game::ERR_SCRIPT_DROP, "script link error\n%s", unknown_function_error.data());
}
return res;
}
unsigned int scr_get_object(unsigned int index)
{
if (index < game::scr_VmPub->outparamcount)
{
auto* value = game::scr_VmPub->top - index;
if (value->type == game::VAR_POINTER)
{
return value->u.pointerValue;
}
scr_error(va("Type %s is not an object", var_typename[value->type]));
}
scr_error(va("Parameter %u does not exist", index + 1));
return 0;
}
unsigned int scr_get_const_string(unsigned int index)
{
if (index < game::scr_VmPub->outparamcount)
{
auto* value = game::scr_VmPub->top - index;
if (game::Scr_CastString(value))
{
assert(value->type == game::VAR_STRING);
return value->u.stringValue;
}
game::Scr_ErrorInternal();
}
scr_error(va("Parameter %u does not exist", index + 1));
return 0;
}
unsigned int scr_get_const_istring(unsigned int index)
{
if (index < game::scr_VmPub->outparamcount)
{
auto* value = game::scr_VmPub->top - index;
if (value->type == game::VAR_ISTRING)
{
return value->u.stringValue;
}
scr_error(va("Type %s is not a localized string", var_typename[value->type]));
}
scr_error(va("Parameter %u does not exist", index + 1));
return 0;
}
void scr_validate_localized_string_ref(int parm_index, const char* token, int token_len)
{
assert(token);
assert(token_len >= 0);
if (token_len < 2)
{
return;
}
for (auto char_iter = 0; char_iter < token_len; ++char_iter)
{
if (!std::isalnum(static_cast<unsigned char>(token[char_iter])) && token[char_iter] != '_')
{
scr_error(va("Illegal localized string reference: %s must contain only alpha-numeric characters and underscores", token));
}
}
}
void scr_get_vector(unsigned int index, float* vector_value)
{
if (index < game::scr_VmPub->outparamcount)
{
auto* value = game::scr_VmPub->top - index;
if (value->type == game::VAR_VECTOR)
{
std::memcpy(vector_value, value->u.vectorValue, sizeof(std::float_t[3]));
return;
}
scr_error(va("Type %s is not a vector", var_typename[value->type]));
}
scr_error(va("Parameter %u does not exist", index + 1));
}
int scr_get_int(unsigned int index)
{
if (index < game::scr_VmPub->outparamcount)
{
auto* value = game::scr_VmPub->top - index;
if (value->type == game::VAR_INTEGER)
{
return value->u.intValue;
}
scr_error(va("Type %s is not an int", var_typename[value->type]));
}
scr_error(va("Parameter %u does not exist", index + 1));
return 0;
}
float scr_get_float(unsigned int index)
{
if (index < game::scr_VmPub->outparamcount)
{
auto* value = game::scr_VmPub->top - index;
if (value->type == game::VAR_FLOAT)
{
return value->u.floatValue;
}
if (value->type == game::VAR_INTEGER)
{
return static_cast<float>(value->u.intValue);
}
scr_error(va("Type %s is not a float", var_typename[value->type]));
}
scr_error(va("Parameter %u does not exist", index + 1));
return 0.0f;
}
int scr_get_pointer_type(unsigned int index)
{
if (index < game::scr_VmPub->outparamcount)
{
if ((game::scr_VmPub->top - index)->type == game::VAR_POINTER)
{
return static_cast<int>(game::GetObjectType((game::scr_VmPub->top - index)->u.uintValue));
}
scr_error(va("Type %s is not an object", var_typename[(game::scr_VmPub->top - index)->type]));
}
scr_error(va("Parameter %u does not exist", index + 1));
return 0;
}
int scr_get_type(unsigned int index)
{
if (index < game::scr_VmPub->outparamcount)
{
return (game::scr_VmPub->top - index)->type;
}
scr_error(va("Parameter %u does not exist", index + 1));
return 0;
}
const char* scr_get_type_name(unsigned int index)
{
if (index < game::scr_VmPub->outparamcount)
{
return var_typename[(game::scr_VmPub->top - index)->type];
}
scr_error(va("Parameter %u does not exist", index + 1));
return nullptr;
}
template <size_t rva>
void safe_func()
{
@ -128,11 +324,27 @@ namespace gsc
{
scr_emit_function_hook.create(SELECT_VALUE(0x3BD680_b, 0x504660_b), &scr_emit_function_stub);
utils::hook::call(SELECT_VALUE(0x3BD626_b, 0x504606_b), unknown_function_stub); // CompileError (LinkFile)
utils::hook::call(SELECT_VALUE(0x3BD672_b, 0x504652_b), unknown_function_stub); // ^
utils::hook::call(SELECT_VALUE(0x3BD75A_b, 0x50473A_b), find_variable_stub); // Scr_EmitFunction
utils::hook::call(SELECT_VALUE(0x3BD626_b, 0x504606_b), compile_error_stub); // CompileError (LinkFile)
utils::hook::call(SELECT_VALUE(0x3BD672_b, 0x504652_b), compile_error_stub); // ^
utils::hook::call(SELECT_VALUE(0x3BD75A_b, 0x50473A_b), find_variable_stub); // Scr_EmitFunction
safe_func<0xBA7A0>(); // fix vlobby cac crash
// Restore basic error messages for commonly used scr functions
utils::hook::jump(SELECT_VALUE(0x3C89F0_b, 0x50F9E0_b), scr_get_object);
utils::hook::jump(SELECT_VALUE(0x3C84C0_b, 0x50F560_b), scr_get_const_string);
utils::hook::jump(SELECT_VALUE(0x3C8280_b, 0x50F320_b), scr_get_const_istring);
utils::hook::jump(SELECT_VALUE(0x2D6950_b, 0x452EF0_b), scr_validate_localized_string_ref);
utils::hook::jump(SELECT_VALUE(0x3C8F30_b, 0x50FF20_b), scr_get_vector);
utils::hook::jump(SELECT_VALUE(0x3C8930_b, 0x50F920_b), scr_get_int);
utils::hook::jump(SELECT_VALUE(0x3C87D0_b, 0x50F870_b), scr_get_float);
utils::hook::jump(SELECT_VALUE(0x3C8C10_b, 0x50FC00_b), scr_get_pointer_type);
utils::hook::jump(SELECT_VALUE(0x3C8DE0_b, 0x50FDD0_b), scr_get_type);
utils::hook::jump(SELECT_VALUE(0x3C8E50_b, 0x50FE40_b), scr_get_type_name);
if (!game::environment::is_sp())
{
safe_func<0xBA7A0>(); // fix vlobby cac crash
}
}
void pre_destroy() override

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@ -1,4 +1,3 @@
#pragma once
namespace gsc

View File

@ -3,23 +3,17 @@
#include "game/dvars.hpp"
#include "game/game.hpp"
#include "game/scripting/execution.hpp"
#include "game/scripting/function.hpp"
#include "game/scripting/functions.hpp"
#include "game/scripting/lua/error.hpp"
#include <utils/hook.hpp>
#include "component/logfile.hpp"
#include "component/command.hpp"
#include "component/console.hpp"
#include "component/scripting.hpp"
#include "component/logfile.hpp"
#include <xsk/gsc/types.hpp>
#include <xsk/resolver.hpp>
#include "script_extension.hpp"
#include "script_error.hpp"
#include "script_extension.hpp"
#include "script_loading.hpp"
#include <utils/hook.hpp>
namespace gsc
{
@ -33,8 +27,8 @@ namespace gsc
namespace
{
std::unordered_map<std::uint32_t, script_function> functions;
std::unordered_map<std::uint32_t, script_method> methods;
std::unordered_map<std::uint16_t, script_function> functions;
std::unordered_map<std::uint16_t, script_method> methods;
bool force_error_print = false;
std::optional<std::string> gsc_error_msg;
@ -70,10 +64,15 @@ namespace gsc
reinterpret_cast<size_t>(pos - 2));
}
game::scr_entref_t get_entity_id_stub(std::uint32_t ent_id)
{
const auto ref = game::Scr_GetEntityIdRef(ent_id);
saved_ent_ref = ref;
return ref;
}
void execute_custom_function(const std::uint16_t id)
{
auto error = false;
try
{
const auto& function = functions[id];
@ -85,23 +84,33 @@ namespace gsc
return_value(result);
}
}
catch (const std::exception& e)
catch (const std::exception& ex)
{
error = true;
force_error_print = true;
gsc_error_msg = e.what();
scr_error(ex.what());
}
}
void vm_call_builtin_function_stub(builtin_function func)
{
const auto function_id = get_function_id();
const auto custom = functions.contains(static_cast<std::uint16_t>(function_id));
if (custom)
{
execute_custom_function(function_id);
return;
}
if (error)
if (func == nullptr)
{
game::Scr_ErrorInternal();
scr_error("function doesn't exist");
return;
}
func();
}
void execute_custom_method(const std::uint16_t id)
{
auto error = false;
try
{
const auto& method = methods[id];
@ -113,70 +122,29 @@ namespace gsc
return_value(result);
}
}
catch (const std::exception& e)
catch (const std::exception& ex)
{
error = true;
force_error_print = true;
gsc_error_msg = e.what();
}
if (error)
{
game::Scr_ErrorInternal();
scr_error(ex.what());
}
}
void vm_call_builtin_function_stub(builtin_function function)
void vm_call_builtin_method_stub(builtin_method meth)
{
const auto function_id = get_function_id();
if (!functions.contains(function_id))
const auto method_id = get_function_id();
const auto custom = methods.contains(static_cast<std::uint16_t>(method_id));
if (custom)
{
if (function == nullptr)
{
force_error_print = true;
gsc_error_msg = "function doesn't exist";
game::Scr_ErrorInternal();
}
else
{
function();
}
execute_custom_method(method_id);
return;
}
else
{
execute_custom_function(function_id);
}
}
game::scr_entref_t get_entity_id_stub(std::uint32_t ent_id)
{
const auto ref = game::Scr_GetEntityIdRef(ent_id);
saved_ent_ref = ref;
return ref;
}
void vm_call_builtin_method_stub(builtin_method method)
{
const auto function_id = get_function_id();
if (!methods.contains(function_id))
if (meth == nullptr)
{
if (method == nullptr)
{
force_error_print = true;
gsc_error_msg = "method doesn't exist";
game::Scr_ErrorInternal();
}
else
{
method(saved_ent_ref);
}
}
else
{
execute_custom_method(function_id);
scr_error("function doesn't exist");
return;
}
meth(saved_ent_ref);
}
void builtin_call_error(const std::string& error)
@ -185,13 +153,11 @@ namespace gsc
if (function_id > 0x1000)
{
console::warn("in call to builtin method \"%s\"%s",
xsk::gsc::h1::resolver::method_name(function_id).data(), error.data());
console::warn("in call to builtin method \"%s\"%s", gsc_ctx->meth_name(function_id).data(), error.data());
}
else
{
console::warn("in call to builtin function \"%s\"%s",
xsk::gsc::h1::resolver::function_name(function_id).data(), error.data());
console::warn("in call to builtin function \"%s\"%s", gsc_ctx->func_name(function_id).data(), error.data());
}
}
@ -199,7 +165,8 @@ namespace gsc
{
try
{
return {xsk::gsc::h1::resolver::opcode_name(opcode)};
const auto index = gsc_ctx->opcode_enum(opcode);
return { gsc_ctx->opcode_name(index) };
}
catch (...)
{
@ -227,7 +194,8 @@ namespace gsc
void vm_error_stub(int mark_pos)
{
if (!developer_script->current.enabled && !force_error_print)
const bool dev_script = developer_script ? developer_script->current.enabled : false;
if (!dev_script && !force_error_print)
{
utils::hook::invoke<void>(SELECT_VALUE(0x415C90_b, 0x59DDA0_b), mark_pos);
return;
@ -284,19 +252,27 @@ namespace gsc
}
}
void scr_error(const char* error)
{
force_error_print = true;
gsc_error_msg = error;
game::Scr_ErrorInternal();
}
namespace function
{
void add(const std::string& name, script_function function)
{
if (xsk::gsc::h1::resolver::find_function(name))
if (gsc_ctx->func_exists(name))
{
const auto id = xsk::gsc::h1::resolver::function_id(name);
const auto id = gsc_ctx->func_id(name);
functions[id] = function;
}
else
{
const auto id = ++function_id_start;
xsk::gsc::h1::resolver::add_function(name, static_cast<std::uint16_t>(id));
gsc_ctx->func_add(name, static_cast<std::uint16_t>(id));
functions[id] = function;
}
}
@ -306,15 +282,15 @@ namespace gsc
{
void add(const std::string& name, script_method method)
{
if (xsk::gsc::h1::resolver::find_method(name))
if (gsc_ctx->meth_exists(name))
{
const auto id = xsk::gsc::h1::resolver::method_id(name);
const auto id = gsc_ctx->meth_id(name);
methods[id] = method;
}
else
{
const auto id = ++method_id_start;
xsk::gsc::h1::resolver::add_method(name, static_cast<std::uint16_t>(id));
gsc_ctx->meth_add(name, static_cast<std::uint16_t>(id));
methods[id] = method;
}
}
@ -350,6 +326,8 @@ namespace gsc
public:
void post_unpack() override
{
developer_script = dvars::register_bool("developer_script", false, 0, "Enable developer script comments");
utils::hook::set<uint32_t>(SELECT_VALUE(0x3BD86C_b, 0x50484C_b), 0x1000); // change builtin func count
utils::hook::set<uint32_t>(SELECT_VALUE(0x3BD872_b, 0x504852_b) + 4,
@ -376,7 +354,7 @@ namespace gsc
utils::hook::nop(SELECT_VALUE(0x3CBA4E_b, 0x512AAE_b), 2);
utils::hook::call(SELECT_VALUE(0x3CBA46_b, 0x512AA6_b), vm_call_builtin_method_stub);
utils::hook::call(SELECT_VALUE(0x3CC9F3_b, 0x513A53_b), vm_error_stub);
utils::hook::call(SELECT_VALUE(0x3CC9F3_b, 0x513A53_b), vm_error_stub); // LargeLocalResetToMark
if (game::environment::is_dedi())
{
@ -442,7 +420,7 @@ namespace gsc
if (what.type != game::VAR_FUNCTION || with.type != game::VAR_FUNCTION)
{
throw std::runtime_error("replaceFunc: parameter 1 must be a function");
throw std::runtime_error("replacefunc: parameter 1 must be a function");
}
logfile::set_gsc_hook(what.u.codePosValue, with.u.codePosValue);
@ -473,8 +451,7 @@ namespace gsc
function::add("executecommand", [](const function_args& args)
{
const auto cmd = args[0].as<std::string>();
command::execute(cmd, false);
command::execute(args[0].as<std::string>(), false);
return scripting::script_value{};
});

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@ -34,6 +34,8 @@ namespace gsc
extern const game::dvar_t* developer_script;
void scr_error(const char* error);
namespace function
{
void add(const std::string& name, script_function function);

View File

@ -6,7 +6,7 @@
#include "component/filesystem.hpp"
#include "component/logfile.hpp"
#include "component/scripting.hpp"
#include "component/gsc/script_loading.hpp"
#include "component/memory.hpp"
#include "game/dvars.hpp"
@ -14,27 +14,22 @@
#include "game/scripting/execution.hpp"
#include "game/scripting/function.hpp"
#include <xsk/gsc/types.hpp>
#include <xsk/gsc/interfaces/compiler.hpp>
#include <xsk/gsc/interfaces/decompiler.hpp>
#include <xsk/gsc/interfaces/assembler.hpp>
#include <xsk/gsc/interfaces/disassembler.hpp>
#include <xsk/utils/compression.hpp>
#include <xsk/resolver.hpp>
#include <interface.hpp>
#include "script_extension.hpp"
#include "script_loading.hpp"
#include <utils/compression.hpp>
#include <utils/hook.hpp>
#include <utils/io.hpp>
#include <utils/string.hpp>
namespace gsc
{
std::unique_ptr<xsk::gsc::h1::context> gsc_ctx = std::make_unique<xsk::gsc::h1::context>();;
namespace
{
auto compiler = ::gsc::compiler();
auto decompiler = ::gsc::decompiler();
auto assembler = ::gsc::assembler();
auto disassembler = ::gsc::disassembler();
utils::hook::detour scr_begin_load_scripts_hook;
utils::hook::detour scr_end_load_scripts_hook;
std::unordered_map<std::string, std::uint32_t> main_handles;
std::unordered_map<std::string, std::uint32_t> init_handles;
@ -46,7 +41,7 @@ namespace gsc
{
char* buf = nullptr;
char* pos = nullptr;
unsigned int size = 0x1000000;
const unsigned int size = memory::custom_script_mem_size;
} script_memory;
char* allocate_buffer(size_t size)
@ -83,14 +78,14 @@ namespace gsc
free_script_memory();
}
bool read_scriptfile(const std::string& name, std::string* data)
bool read_raw_script_file(const std::string& name, std::string* data)
{
if (filesystem::read_file(name, data))
{
return true;
}
const auto name_str = name.data();
const auto* name_str = name.data();
if (game::DB_XAssetExists(game::ASSET_TYPE_RAWFILE, name_str) &&
!game::DB_IsXAssetDefault(game::ASSET_TYPE_RAWFILE, name_str))
{
@ -113,9 +108,9 @@ namespace gsc
game::ScriptFile* load_custom_script(const char* file_name, const std::string& real_name)
{
if (loaded_scripts.contains(real_name))
if (const auto itr = loaded_scripts.find(real_name); itr != loaded_scripts.end())
{
return loaded_scripts[real_name];
return itr->second;
}
if (game::VirtualLobby_Loaded() && !force_load)
@ -123,28 +118,61 @@ namespace gsc
return nullptr;
}
std::string source_buffer;
if (!read_scriptfile(real_name + ".gsc", &source_buffer) || source_buffer.empty())
std::string source_buffer{};
if (!read_raw_script_file(real_name + ".gsc", &source_buffer) || source_buffer.empty())
{
return nullptr;
}
if (game::DB_XAssetExists(game::ASSET_TYPE_SCRIPTFILE, file_name) &&
// filter out "GSC rawfiles" that were used for development usage and are not meant for us.
// each "GSC rawfile" has a ScriptFile counterpart to be used instead
if (game::DB_XAssetExists(game::ASSET_TYPE_SCRIPTFILE, file_name) &&
!game::DB_IsXAssetDefault(game::ASSET_TYPE_SCRIPTFILE, file_name))
{
// filter out gsc rawfiles that contain developer code (has ScriptFile counterparts for ship, won't compile either)
if ((real_name.starts_with("maps/createfx") || real_name.starts_with("maps/createart") || real_name.starts_with("maps/mp"))
if ((real_name.starts_with("maps/createfx") || real_name.starts_with("maps/createart") || real_name.starts_with("maps/mp"))
&& (real_name.ends_with("_fx") || real_name.ends_with("_fog") || real_name.ends_with("_hdr")))
{
console::debug("Refusing to compile rawfile '%s'\n", real_name.data());
return game::DB_FindXAssetHeader(game::ASSET_TYPE_SCRIPTFILE, file_name, false).scriptfile;
}
}
auto data = std::vector<std::uint8_t>{source_buffer.begin(), source_buffer.end()};
console::debug("Loading custom gsc '%s.gsc'", real_name.data());
try
{
compiler->compile(real_name, data);
auto& compiler = gsc_ctx->compiler();
auto& assembler = gsc_ctx->assembler();
std::vector<std::uint8_t> data;
data.assign(source_buffer.begin(), source_buffer.end());
const auto assembly_ptr = compiler.compile(real_name, data);
const auto output_script = assembler.assemble(*assembly_ptr);
const auto bytecode = output_script.first; // formerly named "script"
const auto stack = output_script.second;
const auto script_file_ptr = static_cast<game::ScriptFile*>(scriptfile_allocator.allocate(sizeof(game::ScriptFile)));
script_file_ptr->name = file_name;
script_file_ptr->len = static_cast<int>(stack.size);
script_file_ptr->bytecodeLen = static_cast<int>(bytecode.size);
const auto stack_size = static_cast<std::uint32_t>(stack.size + 1);
const auto byte_code_size = static_cast<std::uint32_t>(bytecode.size + 1);
script_file_ptr->buffer = static_cast<char*>(scriptfile_allocator.allocate(stack_size));
std::memcpy(const_cast<char*>(script_file_ptr->buffer), stack.data, stack.size);
script_file_ptr->bytecode = allocate_buffer(byte_code_size);
std::memcpy(script_file_ptr->bytecode, bytecode.data, bytecode.size);
script_file_ptr->compressedLen = 0;
loaded_scripts[real_name] = script_file_ptr;
return script_file_ptr;
}
catch (const std::exception& e)
{
@ -153,46 +181,21 @@ namespace gsc
console::error("**********************************************\n");
return nullptr;
}
}
auto assembly = compiler->output();
try
std::string get_raw_script_file_name(const std::string& name)
{
if (name.ends_with(".gsh"))
{
assembler->assemble(real_name, assembly);
}
catch (const std::exception& e)
{
console::error("*********** script compile error *************\n");
console::error("failed to assemble '%s':\n%s", real_name.data(), e.what());
console::error("**********************************************\n");
return nullptr;
return name;
}
const auto script_file_ptr = scriptfile_allocator.allocate<game::ScriptFile>();
script_file_ptr->name = file_name;
const auto stack = assembler->output_stack();
script_file_ptr->len = static_cast<int>(stack.size());
const auto script = assembler->output_script();
script_file_ptr->bytecodeLen = static_cast<int>(script.size());
script_file_ptr->buffer = game::Hunk_AllocateTempMemoryHigh(stack.size() + 1);
std::memcpy(script_file_ptr->buffer, stack.data(), stack.size());
script_file_ptr->bytecode = allocate_buffer(script.size() + 1);
std::memcpy(script_file_ptr->bytecode, script.data(), script.size());
script_file_ptr->compressedLen = 0;
loaded_scripts[real_name] = script_file_ptr;
return script_file_ptr;
return name + ".gsc";
}
std::string get_script_file_name(const std::string& name)
{
const auto id = xsk::gsc::h1::resolver::token_id(name);
const auto id = gsc_ctx->token_id(name);
if (!id)
{
return name;
@ -201,7 +204,7 @@ namespace gsc
return std::to_string(id);
}
std::vector<std::uint8_t> decompile_scriptfile(const std::string& name, const std::string& real_name)
std::pair<xsk::gsc::buffer, std::vector<std::uint8_t>> read_compiled_script_file(const std::string& name, const std::string& real_name)
{
const auto* script_file = game::DB_FindXAssetHeader(game::ASSET_TYPE_SCRIPTFILE, name.data(), false).scriptfile;
if (script_file == nullptr)
@ -209,19 +212,17 @@ namespace gsc
throw std::runtime_error(std::format("Could not load scriptfile '{}'", real_name));
}
console::info("Decompiling scriptfile '%s'\n", real_name.data());
console::debug("Decompiling scriptfile '%s'\n", real_name.data());
std::vector<std::uint8_t> stack{script_file->buffer, script_file->buffer + script_file->len};
std::vector<std::uint8_t> bytecode{script_file->bytecode, script_file->bytecode + script_file->bytecodeLen};
const auto len = script_file->compressedLen;
const std::string stack{script_file->buffer, static_cast<std::uint32_t>(len)};
auto decompressed_stack = xsk::utils::zlib::decompress(stack, static_cast<std::uint32_t>(stack.size()));
const auto decompressed_stack = utils::compression::zlib::decompress(stack);
disassembler->disassemble(name, bytecode, decompressed_stack);
auto output = disassembler->output();
std::vector<std::uint8_t> stack_data;
stack_data.assign(decompressed_stack.begin(), decompressed_stack.end());
decompiler->decompile(name, output);
return decompiler->output();
return {{reinterpret_cast<std::uint8_t*>(script_file->bytecode), static_cast<std::uint32_t>(script_file->bytecodeLen)}, stack_data};
}
void load_script(const std::string& name)
@ -231,31 +232,31 @@ namespace gsc
return;
}
const auto main_handle = game::Scr_GetFunctionHandle(name.data(), xsk::gsc::h1::resolver::token_id("main"));
const auto init_handle = game::Scr_GetFunctionHandle(name.data(), xsk::gsc::h1::resolver::token_id("init"));
const auto main_handle = game::Scr_GetFunctionHandle(name.data(), gsc_ctx->token_id("main"));
const auto init_handle = game::Scr_GetFunctionHandle(name.data(), gsc_ctx->token_id("init"));
if (main_handle)
{
console::info("Loaded '%s::main'\n", name.data());
console::debug("Loaded '%s::main'\n", name.data());
main_handles[name] = main_handle;
}
if (init_handle)
{
console::info("Loaded '%s::init'\n", name.data());
console::debug("Loaded '%s::init'\n", name.data());
init_handles[name] = init_handle;
}
}
void load_scripts(const std::filesystem::path& root_dir, const std::filesystem::path& script_dir)
void load_scripts(const std::filesystem::path& root_dir, const std::filesystem::path& subfolder)
{
std::filesystem::path script_dir_path = root_dir / script_dir;
if (!utils::io::directory_exists(script_dir_path.generic_string()))
std::filesystem::path script_dir = root_dir / subfolder;
if (!utils::io::directory_exists(script_dir.generic_string()))
{
return;
}
const auto scripts = utils::io::list_files(script_dir_path.generic_string());
const auto scripts = utils::io::list_files(script_dir.generic_string());
for (const auto& script : scripts)
{
if (!script.ends_with(".gsc"))
@ -281,7 +282,7 @@ namespace gsc
return game::DB_IsXAssetDefault(type, name);
}
void gscr_load_gametype_script_stub(void* a1, void* a2)
void load_gametype_script_stub(void* a1, void* a2)
{
utils::hook::invoke<void>(SELECT_VALUE(0x2B9DA0_b, 0x18BC00_b), a1, a2);
@ -319,28 +320,48 @@ namespace gsc
return;
}
utils::hook::invoke<void>(SELECT_VALUE(0x1F1E00_b, 0x396080_b), rawfile, buf, size);
game::DB_GetRawBuffer(rawfile, buf, size);
}
void pmem_init_stub()
void scr_begin_load_scripts_stub()
{
utils::hook::invoke<void>(SELECT_VALUE(0x420260_b, 0x5A5590_b));
const bool dev_script = developer_script ? developer_script->current.enabled : false;
const auto comp_mode = dev_script ?
xsk::gsc::build::dev:
xsk::gsc::build::prod;
const auto type_0 = &game::g_scriptmem[0];
const auto type_1 = &game::g_scriptmem[1];
gsc_ctx->init(comp_mode, [](const std::string& include_name)
-> std::pair<xsk::gsc::buffer, std::vector<std::uint8_t>>
{
const auto real_name = get_raw_script_file_name(include_name);
const auto size_0 = 0x100000; // default size
const auto size_1 = 0x100000 + script_memory.size;
std::string file_buffer;
if (!read_raw_script_file(real_name, &file_buffer) || file_buffer.empty())
{
const auto name = get_script_file_name(include_name);
if (game::DB_XAssetExists(game::ASSET_TYPE_SCRIPTFILE, name.data()))
{
return read_compiled_script_file(name, real_name);
}
const auto block = reinterpret_cast<char*>(VirtualAlloc(NULL, size_0 + size_1, MEM_RESERVE, PAGE_READWRITE));
throw std::runtime_error(std::format("Could not load gsc file '{}'", real_name));
}
type_0->buf = block;
type_0->size = size_0;
std::vector<std::uint8_t> script_data;
script_data.assign(file_buffer.begin(), file_buffer.end());
type_1->buf = block + size_0;
type_1->size = size_1;
return {{}, script_data};
});
utils::hook::set<uint32_t>(SELECT_VALUE(0x420252_b, 0x5A5582_b), size_0 + size_1);
scr_begin_load_scripts_hook.invoke<void>();
}
void scr_end_load_scripts_stub()
{
// cleanup the compiler
gsc_ctx->cleanup();
scr_end_load_scripts_hook.invoke<void>();
}
}
@ -348,7 +369,7 @@ namespace gsc
{
for (auto& function_handle : main_handles)
{
console::info("Executing '%s::main'\n", function_handle.first.data());
console::debug("Executing '%s::main'\n", function_handle.first.data());
game::RemoveRefToObject(game::Scr_ExecThread(function_handle.second, 0));
}
}
@ -357,7 +378,7 @@ namespace gsc
{
for (auto& function_handle : init_handles)
{
console::info("Executing '%s::init'\n", function_handle.first.data());
console::debug("Executing '%s::init'\n", function_handle.first.data());
game::RemoveRefToObject(game::Scr_ExecThread(function_handle.second, 0));
}
}
@ -368,7 +389,7 @@ namespace gsc
const auto id = static_cast<std::uint16_t>(std::atoi(name));
if (id)
{
real_name = xsk::gsc::h1::resolver::token_name(id);
real_name = gsc_ctx->token_name(id);
}
auto* script = load_custom_script(name, real_name);
@ -385,49 +406,26 @@ namespace gsc
public:
void post_unpack() override
{
// allow custom scripts to include other custom scripts
xsk::gsc::h1::resolver::init([](const auto& include_name)
{
const auto real_name = include_name + ".gsc";
// Load our scripts with an uncompressed stack
utils::hook::call(SELECT_VALUE(0x3C7280_b, 0x50E3C0_b), db_get_raw_buffer_stub);
std::string file_buffer;
if (!read_scriptfile(real_name, &file_buffer) || file_buffer.empty())
{
const auto name = get_script_file_name(include_name);
if (game::DB_XAssetExists(game::ASSET_TYPE_SCRIPTFILE, name.data()))
{
return decompile_scriptfile(name, real_name);
}
else
{
throw std::runtime_error(std::format("Could not load gsc file '{}'", real_name));
}
}
scr_begin_load_scripts_hook.create(SELECT_VALUE(0x3BDB90_b, 0x504BC0_b), scr_begin_load_scripts_stub);
scr_end_load_scripts_hook.create(SELECT_VALUE(0x3BDCC0_b, 0x504CF0_b), scr_end_load_scripts_stub);
std::vector<std::uint8_t> result;
result.assign(file_buffer.begin(), file_buffer.end());
return result;
});
// hook xasset functions to return our own custom scripts
// ProcessScript: hook xasset functions to return our own custom scripts
utils::hook::call(SELECT_VALUE(0x3C7217_b, 0x50E357_b), find_script);
utils::hook::call(SELECT_VALUE(0x3C7227_b, 0x50E367_b), db_is_x_asset_default);
// GScr_LoadScripts
utils::hook::call(SELECT_VALUE(0x2BA152_b, 0x18C325_b), gscr_load_gametype_script_stub);
// GScr_LoadScripts: initial loading of scripts
utils::hook::call(SELECT_VALUE(0x2BA152_b, 0x18C325_b), load_gametype_script_stub);
// loads scripts with an uncompressed stack
utils::hook::call(SELECT_VALUE(0x3C7280_b, 0x50E3C0_b), db_get_raw_buffer_stub);
// Increase script memory
utils::hook::call(SELECT_VALUE(0x38639C_b, 0x15C4D6_b), pmem_init_stub);
// main is called from scripting.cpp
// init is called from scripting.cpp
scripting::on_shutdown([](bool free_scripts, bool post_shutdown)
{
if (free_scripts && post_shutdown)
{
xsk::gsc::h1::resolver::cleanup();
clear();
}
});

View File

@ -1,7 +1,10 @@
#pragma once
#include <xsk/gsc/engine/h1.hpp>
namespace gsc
{
extern std::unique_ptr<xsk::gsc::h1::context> gsc_ctx;
void load_main_handles();
void load_init_handles();
game::ScriptFile* find_script(game::XAssetType type, const char* name, int allow_create_default);

View File

@ -7,13 +7,7 @@
#include <utils/hook.hpp>
#include <utils/string.hpp>
#include <xsk/gsc/types.hpp>
#include <xsk/gsc/interfaces/compiler.hpp>
#include <xsk/gsc/interfaces/decompiler.hpp>
#include <xsk/gsc/interfaces/assembler.hpp>
#include <xsk/gsc/interfaces/disassembler.hpp>
#include <xsk/resolver.hpp>
#include <interface.hpp>
#include "gsc/script_loading.hpp"
namespace mapents
{
@ -128,7 +122,7 @@ namespace mapents
}
const auto key_ = key.substr(1, key.size() - 2);
const auto id = xsk::gsc::h1::resolver::token_id(key_);
const auto id = gsc::gsc_ctx->token_id(key_);
if (id == 0)
{
console::warn("[map_ents parser] Key '%s' not found, on line %i (%s)\n", key_.data(), i, line.data());

View File

@ -0,0 +1,143 @@
#include <std_include.hpp>
#include "loader/component_loader.hpp"
#include "memory.hpp"
#include "game/game.hpp"
#include <utils/hook.hpp>
#include <utils/flags.hpp>
namespace memory
{
namespace
{
constexpr auto mem_low_size = 0x80000000ui64 * 2; // default: 0x80000000
constexpr auto mem_high_size = 0x80000000ui64 * 2; // default: 0x80000000
constexpr auto script_mem_low_size = 0x100000ui64; // default: 0x100000
constexpr auto script_mem_high_size = 0x100000ui64 + custom_script_mem_size; // default: 0x100000
constexpr auto phys_mem_low_size = 0x700000000ui64; // default: 0x700000000
constexpr auto phys_mem_high_size = 0x300000000i64; // default: 0x300000000
constexpr auto pmem_alloc_size =
mem_low_size +
mem_high_size +
script_mem_low_size +
script_mem_high_size +
phys_mem_low_size +
phys_mem_high_size;
constexpr auto mem_low_buf = 0;
constexpr auto mem_high_buf = mem_low_buf + mem_low_size;
constexpr auto script_mem_low_buf = mem_high_buf + mem_high_size;
constexpr auto script_mem_high_buf = script_mem_low_buf + script_mem_low_size;
constexpr auto phys_mem_low_buf = script_mem_high_buf + script_mem_high_size;
constexpr auto phys_mem_high_buf = phys_mem_low_buf + phys_mem_low_size;
constexpr auto stream_mem_size = 0x2000000ui64;
void pmem_init()
{
const auto size = pmem_alloc_size;
const auto allocated_buffer = VirtualAlloc(NULL, size, MEM_RESERVE, PAGE_READWRITE);
auto buffer = reinterpret_cast<unsigned char*>(allocated_buffer);
*game::pmem_size = size;
*game::pmem_buffer = buffer;
memset(game::g_mem, 0, sizeof(*game::g_mem));
game::g_mem->prim[game::PHYS_ALLOC_LOW].buf = buffer + mem_low_buf;
game::g_mem->prim[game::PHYS_ALLOC_LOW].pos = mem_low_size;
game::g_mem->prim[game::PHYS_ALLOC_HIGH].buf = buffer + mem_high_buf;
game::g_mem->prim[game::PHYS_ALLOC_HIGH].pos = mem_high_size;
game::g_mem->prim[game::PHYS_ALLOC_LOW].unk1 = 0;
game::g_mem->prim[game::PHYS_ALLOC_HIGH].unk1 = 0;
memset(game::g_scriptmem, 0, sizeof(*game::g_scriptmem));
game::g_scriptmem->prim[game::PHYS_ALLOC_LOW].buf = buffer + script_mem_low_buf;
game::g_scriptmem->prim[game::PHYS_ALLOC_LOW].pos = script_mem_low_size;
game::g_scriptmem->prim[game::PHYS_ALLOC_HIGH].buf = buffer + script_mem_high_buf;
game::g_scriptmem->prim[game::PHYS_ALLOC_HIGH].pos = script_mem_high_size;
game::g_scriptmem->prim[game::PHYS_ALLOC_LOW].unk1 = 0;
game::g_scriptmem->prim[game::PHYS_ALLOC_HIGH].unk1 = 0;
memset(game::g_physmem, 0, sizeof(*game::g_physmem));
game::g_physmem->prim[game::PHYS_ALLOC_LOW].buf = buffer + phys_mem_low_buf;
game::g_physmem->prim[game::PHYS_ALLOC_LOW].pos = phys_mem_low_size;
game::g_physmem->prim[game::PHYS_ALLOC_HIGH].buf = buffer + phys_mem_high_buf;
game::g_physmem->prim[game::PHYS_ALLOC_HIGH].pos = phys_mem_high_size;
game::g_physmem->prim[game::PHYS_ALLOC_LOW].unk1 = 2;
game::g_physmem->prim[game::PHYS_ALLOC_HIGH].unk1 = 2;
*game::stream_size = stream_mem_size;
*game::stream_buffer = reinterpret_cast<unsigned char*>(VirtualAlloc(NULL, *game::stream_size, MEM_COMMIT, PAGE_READWRITE));
}
void pmem_init_stub()
{
// call our own init
pmem_init();
const auto script_mem_size = script_mem_low_size + script_mem_high_size;
utils::hook::set<uint32_t>(SELECT_VALUE(0x420252_b, 0x5A5582_b), static_cast<uint32_t>(script_mem_size));
}
}
namespace
{
int out_of_memory_text_stub(char* dest, int size, const char* fmt, ...)
{
fmt = "%s (%d)\n\n"
"Disable shader caching, lower graphic settings, free up RAM, or update your GPU drivers.\n\n"
"If this still occurs, try using the '-memoryfix' parameter to generate the 'players2' folder.";
char buffer[2048];
{
va_list ap;
va_start(ap, fmt);
vsnprintf_s(buffer, sizeof(buffer), _TRUNCATE, fmt, ap);
va_end(ap);
}
return utils::hook::invoke<int>(SELECT_VALUE(0x429200_b, 0x5AF0F0_b), dest, size, "%s", buffer);
}
}
class component final : public component_interface
{
public:
void post_unpack() override
{
// patch PMem_Init, so we can use whatever memory size we want
utils::hook::call(SELECT_VALUE(0x38639C_b, 0x15C4D6_b), pmem_init_stub);
// Com_sprintf for "Out of memory. You are probably low on disk space."
utils::hook::call(SELECT_VALUE(0x457BC9_b, 0x1D8E09_b), out_of_memory_text_stub);
// "fix" for rare 'Out of memory error' error
// this will *at least* generate the configs for mp/sp, which is the #1 issue
if (utils::flags::has_flag("memoryfix"))
{
utils::hook::jump(SELECT_VALUE(0x5110D0_b, 0x6200C0_b), malloc);
utils::hook::jump(SELECT_VALUE(0x510FF0_b, 0x61FFE0_b), _aligned_malloc);
utils::hook::jump(SELECT_VALUE(0x511130_b, 0x620120_b), free);
utils::hook::jump(SELECT_VALUE(0x511220_b, 0x620210_b), realloc);
utils::hook::jump(SELECT_VALUE(0x511050_b, 0x620040_b), _aligned_realloc);
}
}
};
}
REGISTER_COMPONENT(memory::component)

View File

@ -0,0 +1,6 @@
#pragma once
namespace memory
{
constexpr auto custom_script_mem_size = 0x1000000ui64;
}

View File

@ -244,26 +244,6 @@ namespace patches
}
}
int out_of_memory_text_stub(char* dest, int size, const char* fmt, ...)
{
fmt = "%s (%d)\n\n"
"Disable shader caching, lower graphic settings, free up RAM, or update your GPU drivers.\n\n"
"If this still occurs, try using the '-memoryfix' parameter to generate the 'players2' folder.";
char buffer[2048];
{
va_list ap;
va_start(ap, fmt);
vsnprintf_s(buffer, sizeof(buffer), _TRUNCATE, fmt, ap);
va_end(ap);
}
return utils::hook::invoke<int>(SELECT_VALUE(0x429200_b, 0x5AF0F0_b), dest, size, "%s", buffer);
}
void create_2d_texture_stub_1(const char* fmt, ...)
{
fmt = "Create2DTexture( %s, %i, %i, %i, %i ) failed\n\n"
@ -377,18 +357,6 @@ namespace patches
utils::hook::call(SELECT_VALUE(0x55E919_b, 0x681A69_b), create_2d_texture_stub_1); // Sys_Error for "Create2DTexture( %s, %i, %i, %i, %i ) failed"
utils::hook::call(SELECT_VALUE(0x55EACB_b, 0x681C1B_b), create_2d_texture_stub_2); // Com_Error for ^
utils::hook::call(SELECT_VALUE(0x5B35BA_b, 0x6CB1BC_b), swap_chain_stub); // Com_Error for "IDXGISwapChain::Present failed: %s"
utils::hook::call(SELECT_VALUE(0x457BC9_b, 0x1D8E09_b), out_of_memory_text_stub); // Com_sprintf for "Out of memory. You are probably low on disk space."
// "fix" for rare 'Out of memory error' error
// this will *at least* generate the configs for mp/sp, which is the #1 issue
if (utils::flags::has_flag("memoryfix"))
{
utils::hook::jump(SELECT_VALUE(0x5110D0_b, 0x6200C0_b), malloc);
utils::hook::jump(SELECT_VALUE(0x510FF0_b, 0x61FFE0_b), _aligned_malloc);
utils::hook::jump(SELECT_VALUE(0x511130_b, 0x620120_b), free);
utils::hook::jump(SELECT_VALUE(0x511220_b, 0x620210_b), realloc);
utils::hook::jump(SELECT_VALUE(0x511050_b, 0x620040_b), _aligned_realloc);
}
// Uncheat protect gamepad-related dvars
dvars::override::register_float("gpad_button_deadzone", 0.13f, 0, 1, game::DVAR_FLAG_SAVED);

View File

@ -252,12 +252,12 @@ namespace scripting
std::optional<std::string> get_canonical_string(const unsigned int id)
{
if (canonical_string_table.find(id) == canonical_string_table.end())
if (const auto itr = canonical_string_table.find(id); itr != canonical_string_table.end())
{
return {};
return itr->second;
}
return {canonical_string_table[id]};
return {};
}
class component final : public component_interface

View File

@ -39,7 +39,7 @@ namespace weapon
// precache items
for (std::size_t i = 0; i < weapons.size(); i++)
{
console::debug("precaching weapon \"%s\"\n", weapons[i]->name);
//console::debug("precaching weapon \"%s\"\n", weapons[i]->name);
game::G_GetWeaponForName(weapons[i]->name);
}
}