Reallocate some asset pools
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3e1abebbb0
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@ -506,6 +506,90 @@ namespace fastfiles
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db_unload_x_zones_hook.invoke<void>(unload_zones, unload_count, create_default);
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}
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namespace mp
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{
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constexpr unsigned int get_asset_type_size(const game::XAssetType type)
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{
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constexpr int asset_type_sizes[] =
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{
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96, 88, 128, 56, 40, 216,
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56, 680, 592, 32, 32, 32,
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32, 32, 2112, 1936, 104,
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32, 24, 152, 152, 152, 16,
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64, 640, 40, 16, 136, 24,
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296, 176, 2864, 48, 0, 24,
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200, 88, 16, 144, 3616, 56,
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64, 16, 16, 0, 0, 0, 0, 24,
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40, 24, 48, 40, 24, 16, 80,
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128, 2256, 136, 32, 72,
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24, 64, 88, 48, 32, 96, 152,
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64, 32, 32,
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};
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return asset_type_sizes[type];
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}
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constexpr unsigned int get_pool_type_size(const game::XAssetType type)
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{
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constexpr int asset_pool_sizes[] =
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{
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128, 256, 16, 1, 128, 5000,
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5248, 4352, 17536, 256, 49152,
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12288, 12288, 72864, 512,
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2750, 23264, 16000, 256, 64,
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64, 64, 64, 8000, 1, 1, 1, 1,
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1, 2, 1, 1, 32, 0, 128, 910,
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16, 14100, 128, 200, 1, 2048,
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4, 6, 0, 0, 0, 0, 1024, 768,
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400, 128, 128, 24, 24, 24,
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32, 32, 2, 128, 64, 384, 128,
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1, 128, 64, 32, 32, 16, 32, 16
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};
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return asset_pool_sizes[type];
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}
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template <game::XAssetType Type, size_t Size>
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char* reallocate_asset_pool()
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{
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constexpr auto element_size = get_asset_type_size(Type);
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static char new_pool[element_size * Size] = {0};
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static_assert(element_size != 0);
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assert(element_size == game::DB_GetXAssetTypeSize(Type));
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std::memmove(new_pool, game::g_assetPool[Type], game::g_poolSize[Type] * element_size);
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game::g_assetPool[Type] = new_pool;
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game::g_poolSize[Type] = Size;
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return new_pool;
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}
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template <game::XAssetType Type, size_t Multiplier>
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char* reallocate_asset_pool_multiplier()
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{
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constexpr auto pool_size = get_pool_type_size(Type);
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return reallocate_asset_pool<Type, pool_size* Multiplier>();
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}
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void reallocate_asset_pools()
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{
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reallocate_asset_pool_multiplier<game::ASSET_TYPE_XANIM, 2>();
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reallocate_asset_pool_multiplier<game::ASSET_TYPE_WEAPON, 2>();
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reallocate_asset_pool_multiplier<game::ASSET_TYPE_SOUND, 2>();
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reallocate_asset_pool_multiplier<game::ASSET_TYPE_LOADED_SOUND, 2>();
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reallocate_asset_pool_multiplier<game::ASSET_TYPE_LOCALIZE, 2>();
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}
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}
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void reallocate_asset_pools()
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{
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if (!game::environment::is_sp())
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{
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mp::reallocate_asset_pools();
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}
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}
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}
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bool exists(const std::string& zone, bool ignore_usermap)
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@ -603,6 +687,8 @@ namespace fastfiles
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g_dump_scripts = dvars::register_bool("g_dumpScripts", false, game::DVAR_FLAG_NONE, "Dump GSC scripts");
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reallocate_asset_pools();
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// Allow loading of unsigned fastfiles & imagefiles
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if (!game::environment::is_sp())
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{
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@ -195,7 +195,7 @@ namespace game
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WEAK symbol<void(XAssetType type, void(__cdecl* func)(XAssetHeader, void*), const void* inData, bool includeOverride)>
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DB_EnumXAssets_Internal{0x1F0BF0, 0x394C60};
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WEAK symbol<const char*(const XAsset* asset)> DB_GetXAssetName{0x1BF890, 0x366140};
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WEAK symbol<int(XAssetType type)> DB_GetXAssetTypeSize{0x0, 0x0};
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WEAK symbol<int(XAssetType type)> DB_GetXAssetTypeSize{0x0, 0x366180};
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WEAK symbol<XAssetHeader(XAssetType type, const char* name,
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int createDefault)> DB_FindXAssetHeader{0x1F1120, 0x3950C0};
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WEAK symbol<void(void* levelLoad, const char* name,
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@ -312,7 +312,7 @@ namespace game
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WEAK symbol<int> dvarCount{0xC90E550, 0x2999C34};
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WEAK symbol<dvar_t> dvarPool{0xC90E560, 0x344DF20};
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WEAK symbol<void*> DB_XAssetPool{0xEC9FB0, 0x10B4460};
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WEAK symbol<void*> g_assetPool{0xEC9FB0, 0x10B4460};
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WEAK symbol<const char*> g_assetNames{0x991BA0, 0x10B30D0};
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WEAK symbol<XZoneInfoInternal> g_zoneInfo{0x0, 0x5F5A370};
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WEAK symbol<unsigned short> g_zoneIndex{0x0, 0x3D1008C};
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