2017-01-18 17:44:36 -05:00
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#include "STDInclude.hpp"
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namespace Components
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{
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Utils::Memory::Allocator StructuredData::MemAllocator;
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const char* StructuredData::EnumTranslation[ENUM_MAX] =
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{
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"features",
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"weapons",
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"attachements",
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"challenges",
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"camos",
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"perks",
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"killstreaks",
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"accolades",
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"cardicons",
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"cardtitles",
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"cardnameplates",
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"teams",
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"gametypes"
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};
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void StructuredData::PatchPlayerDataEnum(Game::StructuredDataDef* data, StructuredData::PlayerDataType type, std::vector<std::string>& entries)
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{
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if (!data || type >= StructuredData::PlayerDataType::ENUM_MAX) return;
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Game::StructuredDataEnum* dataEnum = &data->enums[type];
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// Build index-sorted data vector
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std::vector<const char*> dataVector;
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for (int i = 0; i < dataEnum->numIndices; ++i)
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{
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int index = 0;
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for (; index < dataEnum->numIndices; ++index)
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{
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if (dataEnum->indices[index].index == i)
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{
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break;
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}
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}
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dataVector.push_back(dataEnum->indices[index].key);
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}
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// Rebase or add new entries
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for (auto entry : entries)
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{
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const char* value = nullptr;
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for (auto i = dataVector.begin(); i != dataVector.end(); ++i)
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{
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if (*i == entry)
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{
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value = *i;
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dataVector.erase(i);
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Logger::Print("Playerdatadef entry '%s' will be rebased!\n", value);
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break;
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}
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}
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if (!value) value = StructuredData::MemAllocator.duplicateString(entry);
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dataVector.push_back(value);
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}
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// Map data back to the game structure
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Game::StructuredDataEnumEntry* indices = StructuredData::MemAllocator.allocateArray<Game::StructuredDataEnumEntry>(dataVector.size());
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for (unsigned int i = 0; i < dataVector.size(); ++i)
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{
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indices[i].index = i;
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indices[i].key = dataVector[i];
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}
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// Sort alphabetically
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qsort(indices, dataVector.size(), sizeof(Game::StructuredDataEnumEntry), [] (const void* first, const void* second)
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{
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const Game::StructuredDataEnumEntry* entry1 = reinterpret_cast<const Game::StructuredDataEnumEntry*>(first);
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const Game::StructuredDataEnumEntry* entry2 = reinterpret_cast<const Game::StructuredDataEnumEntry*>(second);
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return std::string(entry1->key).compare(entry2->key);
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});
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// Apply our patches
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dataEnum->numIndices = dataVector.size();
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dataEnum->indices = indices;
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}
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StructuredData::StructuredData()
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{
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// Only execute this when building zones
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if (!ZoneBuilder::IsEnabled()) return;
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AssetHandler::OnLoad([] (Game::XAssetType type, Game::XAssetHeader asset, std::string filename, bool* /*restrict*/)
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{
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// Only intercept playerdatadef loading
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if (filename != "mp/playerdata.def" || type != Game::XAssetType::ASSET_TYPE_STRUCTUREDDATADEF) return;
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// Store asset
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Game::StructuredDataDefSet* data = asset.structuredData;
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if (!data) return;
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if (data->count != 1)
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{
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Logger::Error("PlayerDataDefSet contains more than 1 definition!");
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return;
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}
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if (data->data[0].version != 155)
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{
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Logger::Error("Initial PlayerDataDef is not version 155, patching not possible!");
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return;
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}
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std::map<int, std::vector<std::vector<std::string>>> patchDefinitions;
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// First check if all versions are present
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for (int i = 156;; ++i)
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{
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FileSystem::File definition(Utils::String::VA("%s/%d.json", filename.data(), i));
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if (!definition.exists()) break;
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std::vector<std::vector<std::string>> enumContainer;
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std::string errors;
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json11::Json defData = json11::Json::parse(definition.getBuffer(), errors);
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if (!errors.empty())
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{
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Logger::Error("Parsing patch file '%s' for PlayerDataDef version %d failed: %s", definition.getName().data(), i, errors.data());
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return;
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}
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if (!defData.is_object())
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{
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Logger::Error("PlayerDataDef patch for version %d is invalid!", i);
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return;
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}
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for (unsigned int pType = 0; pType < StructuredData::PlayerDataType::ENUM_MAX; ++pType)
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{
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auto enumData = defData[StructuredData::EnumTranslation[pType]];
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std::vector<std::string> entryData;
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if (enumData.is_array())
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{
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for (auto rawEntry : enumData.array_items())
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{
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if (rawEntry.is_string())
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{
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entryData.push_back(rawEntry.string_value());
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}
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}
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}
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enumContainer.push_back(entryData);
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}
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patchDefinitions[i] = enumContainer;
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}
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// Nothing to patch
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if (patchDefinitions.empty()) return;
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// Reallocate the definition
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Game::StructuredDataDef* newData = StructuredData::MemAllocator.allocateArray<Game::StructuredDataDef>(data->count + patchDefinitions.size());
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std::memcpy(&newData[patchDefinitions.size()], data->data, sizeof Game::StructuredDataDef * data->count);
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// Prepare the buffers
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for (unsigned int i = 0; i < patchDefinitions.size(); ++i)
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{
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std::memcpy(&newData[i], data->data, sizeof Game::StructuredDataDef);
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newData[i].version = (patchDefinitions.size() - i) + 155;
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// Reallocate the enum array
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Game::StructuredDataEnum* newEnums = StructuredData::MemAllocator.allocateArray<Game::StructuredDataEnum>(data->data->numEnums);
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std::memcpy(newEnums, data->data->enums, sizeof Game::StructuredDataEnum * data->data->numEnums);
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newData[i].enums = newEnums;
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}
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// Apply new data
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data->data = newData;
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data->count += patchDefinitions.size();
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// Patch the definition
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for (int i = 0; i < data->count; ++i)
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{
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// No need to patch version 155
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if (newData[i].version == 155) continue;
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if(patchDefinitions.find(newData[i].version) != patchDefinitions.end())
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{
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auto patchData = patchDefinitions[newData[i].version];
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// Invalid patch data
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if (patchData.size() != StructuredData::PlayerDataType::ENUM_MAX)
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{
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Logger::Error("PlayerDataDef patch for version %d wasn't parsed correctly!", newData[i].version);
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continue;
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}
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// Apply the patch data
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for (unsigned int pType = 0; pType < StructuredData::PlayerDataType::ENUM_MAX; ++pType)
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{
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if (!patchData[pType].empty())
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{
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StructuredData::PatchPlayerDataEnum(&newData[i], static_cast<StructuredData::PlayerDataType>(pType), patchData[pType]);
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}
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}
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}
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}
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});
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}
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StructuredData::~StructuredData()
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{
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StructuredData::MemAllocator.clear();
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}
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}
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