Allow custom gsc scripts to load game gsc

This commit is contained in:
fed 2022-10-04 22:47:16 +02:00
parent cd57a8f87f
commit d3af34572d
3 changed files with 62 additions and 1 deletions

View File

@ -13,8 +13,18 @@ namespace gsc
return compiler;
}
std::unique_ptr<xsk::gsc::decompiler> decompiler()
{
return std::make_unique<xsk::gsc::h2::decompiler>();
}
std::unique_ptr<xsk::gsc::assembler> assembler()
{
return std::make_unique<xsk::gsc::h2::assembler>();
}
std::unique_ptr<xsk::gsc::disassembler> disassembler()
{
return std::make_unique<xsk::gsc::h2::disassembler>();
}
}

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@ -3,5 +3,7 @@
namespace gsc
{
std::unique_ptr<xsk::gsc::compiler> compiler();
std::unique_ptr<xsk::gsc::decompiler> decompiler();
std::unique_ptr<xsk::gsc::assembler> assembler();
std::unique_ptr<xsk::gsc::disassembler> disassembler();
}

View File

@ -19,7 +19,10 @@
#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>
@ -36,7 +39,9 @@ namespace gsc
game::dvar_t* developer_script = nullptr;
auto compiler = ::gsc::compiler();
auto decompiler = ::gsc::decompiler();
auto assembler = ::gsc::assembler();
auto disassembler = ::gsc::disassembler();
std::unordered_map<std::string, unsigned int> main_handles;
std::unordered_map<std::string, unsigned int> init_handles;
@ -511,6 +516,41 @@ namespace gsc
current_filename = filename;
scr_emit_function_hook.invoke<void>(filename, thread_name, code_pos);
}
std::string get_script_file_name(const std::string& name)
{
const auto id = xsk::gsc::h2::resolver::token_id(name);
if (id == 0)
{
return name;
}
return std::to_string(id);
}
std::vector<std::uint8_t> decompile_scriptfile(const std::string& name)
{
const auto scriptfile = game::DB_FindXAssetHeader(game::ASSET_TYPE_SCRIPTFILE, name.data(), false).scriptfile;
if (scriptfile == nullptr)
{
throw std::runtime_error(std::format("couldn't load scriptfile {}", name));
}
console::info("Decompiling scriptfile %s\n", name.data());
std::vector<std::uint8_t> stack{scriptfile->buffer, scriptfile->buffer + scriptfile->len};
std::vector<std::uint8_t> bytecode{scriptfile->bytecode, scriptfile->bytecode + scriptfile->bytecodeLen};
auto decompressed_stack = xsk::utils::zlib::decompress(stack, static_cast<int>(stack.size()));
disassembler->disassemble(name, bytecode, decompressed_stack);
auto output = disassembler->output();
decompiler->decompile(name, output);
const auto data = decompiler->output();
return std::vector<std::uint8_t>{data.begin(), data.end()};
}
}
game::ScriptFile* find_script(game::XAssetType /*type*/, const char* name, int /*allow_create_default*/)
@ -546,7 +586,15 @@ namespace gsc
std::string file_buffer;
if (!read_scriptfile(real_name, &file_buffer) || file_buffer.empty())
{
throw std::runtime_error(std::format("could not load gsc file '{}'", real_name));
const auto name = get_script_file_name(include_name);
if (game::DB_XAssetExists(game::ASSET_TYPE_SCRIPTFILE, name.data()))
{
return decompile_scriptfile(name);
}
else
{
throw std::runtime_error(std::format("could not load gsc file '{}'", real_name));
}
}
std::vector<std::uint8_t> result;
@ -661,6 +709,7 @@ namespace gsc
{
if (free_scripts)
{
xsk::gsc::h2::resolver::cleanup();
clear();
}
});