iw4x-client/src/Components/Modules/AssetHandler.cpp

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#include "STDInclude.hpp"
namespace Components
{
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thread_local int AssetHandler::BypassState = 0;
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std::map<Game::XAssetType, AssetHandler::IAsset*> AssetHandler::AssetInterfaces;
std::map<Game::XAssetType, Utils::Slot<AssetHandler::Callback>> AssetHandler::TypeCallbacks;
Utils::Signal<AssetHandler::RestrictCallback> AssetHandler::RestrictSignal;
std::map<void*, void*> AssetHandler::Relocations;
std::vector<std::pair<Game::XAssetType, std::string>> AssetHandler::EmptyAssets;
std::map<std::string, Game::XAssetHeader> AssetHandler::TemporaryAssets[Game::XAssetType::ASSET_TYPE_COUNT];
void AssetHandler::RegisterInterface(IAsset* iAsset)
{
if (!iAsset) return;
if (iAsset->getType() == Game::XAssetType::ASSET_TYPE_INVALID)
{
delete iAsset;
return;
}
if (AssetHandler::AssetInterfaces.find(iAsset->getType()) != AssetHandler::AssetInterfaces.end())
{
Logger::Print("Duplicate asset interface: %s\n", Game::DB_GetXAssetTypeName(iAsset->getType()));
delete AssetHandler::AssetInterfaces[iAsset->getType()];
}
else
{
Logger::Print("Asset interface registered: %s\n", Game::DB_GetXAssetTypeName(iAsset->getType()));
}
AssetHandler::AssetInterfaces[iAsset->getType()] = iAsset;
}
void AssetHandler::ClearTemporaryAssets()
{
for (int i = 0; i < Game::XAssetType::ASSET_TYPE_COUNT; ++i)
{
AssetHandler::TemporaryAssets[i].clear();
}
}
void AssetHandler::StoreTemporaryAsset(Game::XAssetType type, Game::XAssetHeader asset)
{
AssetHandler::TemporaryAssets[type][Game::DB_GetXAssetNameHandlers[type](&asset)] = asset;
}
Game::XAssetHeader AssetHandler::FindAsset(Game::XAssetType type, const char* filename)
{
Game::XAssetHeader header = { nullptr };
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if (filename)
{
// Allow call DB_FindXAssetHeader within the hook
AssetHandler::SetBypassState(true);
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if (AssetHandler::TypeCallbacks.find(type) != AssetHandler::TypeCallbacks.end())
{
header = AssetHandler::TypeCallbacks[type](type, filename);
}
// Disallow calling DB_FindXAssetHeader ;)
AssetHandler::SetBypassState(false);
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}
return header;
}
int AssetHandler::HasThreadBypass()
{
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return AssetHandler::BypassState > 0;
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}
void AssetHandler::SetBypassState(bool value)
{
AssetHandler::BypassState += (value ? 1 : -1);
if (AssetHandler::BypassState < 0)
{
AssetHandler::BypassState = 0;
Logger::Error("Bypass state is below 0!");
}
}
void AssetHandler::ResetBypassState()
{
if (AssetHandler::HasThreadBypass())
{
// Maybe just decrement it?
AssetHandler::BypassState = 0;
}
}
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__declspec(naked) void AssetHandler::FindAssetStub()
{
__asm
{
push ecx
push ebx
push ebp
push esi
push edi
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push eax
pushad
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// Check if custom handler should be bypassed
call AssetHandler::HasThreadBypass
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mov [esp + 20h], eax
popad
pop eax
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test al, al
jnz finishOriginal
mov ecx, [esp + 18h] // Asset type
mov ebx, [esp + 1Ch] // Filename
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push eax
pushad
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push ebx
push ecx
call AssetHandler::FindAsset
add esp, 8h
mov [esp + 20h], eax
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popad
pop eax
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test eax, eax
jnz finishFound
finishOriginal:
// Asset not found using custom handlers, redirect to DB_FindXAssetHeader
mov ebx, ds:6D7190h // InterlockedDecrement
mov eax, 40793Bh
jmp eax
finishFound:
pop edi
pop esi
pop ebp
pop ebx
pop ecx
retn
}
}
void AssetHandler::ModifyAsset(Game::XAssetType type, Game::XAssetHeader asset, std::string name)
{
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if (type == Game::XAssetType::ASSET_TYPE_MATERIAL && (name == "gfx_distortion_knife_trail" || name == "gfx_distortion_heat_far" || name == "gfx_distortion_ring_light" || name == "gfx_distortion_heat") && asset.material->sortKey >= 43)
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{
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if (Zones::Version() >= VERSION_ALPHA2)
{
asset.material->sortKey = 44;
}
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else
{
asset.material->sortKey = 43;
}
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}
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if (type == Game::XAssetType::ASSET_TYPE_MATERIAL && (name == "wc/codo_ui_viewer_black_decal3" || name == "wc/codo_ui_viewer_black_decal2" || name == "wc/hint_arrows01" || name == "wc/hint_arrows02"))
{
asset.material->sortKey = 0xE;
}
if (type == Game::XAssetType::ASSET_TYPE_VEHICLE && Zones::Version() >= VERSION_ALPHA2)
{
asset.vehicle->weaponDef = nullptr;
}
// Fix shader const stuff
if (type == Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET && Zones::Version() >= 359)
{
for (int i = 0; i < 48; ++i)
{
if (asset.techniqueSet->techniques[i])
{
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for (int j = 0; j < asset.techniqueSet->techniques[i]->passCount; ++j)
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{
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Game::MaterialPass* pass = &asset.techniqueSet->techniques[i]->passArray[j];
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for (int k = 0; k < (pass->perPrimArgCount + pass->perObjArgCount + pass->stableArgCount); ++k)
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{
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if (pass->args[k].type == D3DSHADER_PARAM_REGISTER_TYPE::D3DSPR_CONSTINT)
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{
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if (pass->args[k].u.codeConst.index == -28132)
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{
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pass->args[k].u.codeConst.index = 2644;
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}
}
}
}
}
}
}
}
bool AssetHandler::IsAssetEligible(Game::XAssetType type, Game::XAssetHeader *asset)
{
const char* name = Game::DB_GetXAssetNameHandlers[type](asset);
if (!name) return false;
for (auto i = AssetHandler::EmptyAssets.begin(); i != AssetHandler::EmptyAssets.end();)
{
if (i->first == type && i->second == name)
{
i = AssetHandler::EmptyAssets.erase(i);
}
else
{
++i;
}
}
if (Flags::HasFlag("entries"))
{
OutputDebugStringA(Utils::String::VA("%s: %d: %s\n", FastFiles::Current().data(), type, name));
}
bool restrict = false;
AssetHandler::RestrictSignal(type, *asset, name, &restrict);
if (!restrict)
{
AssetHandler::ModifyAsset(type, *asset, name);
}
// If no slot restricts the loading, we can load the asset
return (!restrict);
}
__declspec(naked) void AssetHandler::AddAssetStub()
{
__asm
{
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push eax
pushad
push [esp + 2Ch]
push [esp + 2Ch]
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call AssetHandler::IsAssetEligible
add esp, 08h
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mov [esp + 20h], eax
popad
pop eax
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test al, al
jz doNotLoad
mov eax, [esp + 8]
sub esp, 14h
mov ecx, 5BB657h
jmp ecx
doNotLoad:
mov eax, [esp + 8]
retn
}
}
void AssetHandler::OnFind(Game::XAssetType type, Utils::Slot<AssetHandler::Callback> callback)
{
AssetHandler::TypeCallbacks[type] = callback;
}
void AssetHandler::OnLoad(Utils::Slot<AssetHandler::RestrictCallback> callback)
{
AssetHandler::RestrictSignal.connect(callback);
}
void AssetHandler::ClearRelocations()
{
AssetHandler::Relocations.clear();
}
void AssetHandler::Relocate(void* start, void* to, DWORD size)
{
for (DWORD i = 0; i < size; i += 4)
{
AssetHandler::Relocations[reinterpret_cast<char*>(start) + i] = reinterpret_cast<char*>(to) + i;
}
}
void AssetHandler::OffsetToAlias(Utils::Stream::Offset* offset)
{
void* pointer = (*Game::g_streamBlocks)[offset->getUnpackedBlock()].data + offset->getUnpackedOffset();
if (AssetHandler::Relocations.find(pointer) != AssetHandler::Relocations.end())
{
pointer = AssetHandler::Relocations[pointer];
}
offset->pointer = *reinterpret_cast<void**>(pointer);
}
void AssetHandler::ZoneSave(Game::XAsset asset, ZoneBuilder::Zone* builder)
{
if (AssetHandler::AssetInterfaces.find(asset.type) != AssetHandler::AssetInterfaces.end())
{
AssetHandler::AssetInterfaces[asset.type]->save(asset.header, builder);
}
else
{
Logger::Error("No interface for type '%s'!", Game::DB_GetXAssetTypeName(asset.type));
}
}
void AssetHandler::ZoneMark(Game::XAsset asset, ZoneBuilder::Zone* builder)
{
if (AssetHandler::AssetInterfaces.find(asset.type) != AssetHandler::AssetInterfaces.end())
{
AssetHandler::AssetInterfaces[asset.type]->mark(asset.header, builder);
}
else
{
Logger::Error("No interface for type '%s'!", Game::DB_GetXAssetTypeName(asset.type));
}
}
Game::XAssetHeader AssetHandler::FindAssetForZone(Game::XAssetType type, std::string filename, ZoneBuilder::Zone* builder, bool isSubAsset)
{
ZoneBuilder::Zone::AssetRecursionMarker _(builder);
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Game::XAssetHeader header = { nullptr };
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if (type >= Game::XAssetType::ASSET_TYPE_COUNT) return header;
auto tempPool = &AssetHandler::TemporaryAssets[type];
auto entry = tempPool->find(filename);
if (entry != tempPool->end())
{
return { entry->second };
}
if (AssetHandler::AssetInterfaces.find(type) != AssetHandler::AssetInterfaces.end())
{
AssetHandler::AssetInterfaces[type]->load(&header, filename, builder);
if (header.data)
{
Components::AssetHandler::StoreTemporaryAsset(type, header);
}
}
if (!header.data && isSubAsset)
{
header = ZoneBuilder::GetEmptyAssetIfCommon(type, filename, builder);
}
if (!header.data)
{
header = Game::DB_FindXAssetHeader(type, filename.data());
if (header.data) Components::AssetHandler::StoreTemporaryAsset(type, header); // Might increase efficiency...
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}
return header;
}
Game::XAssetHeader AssetHandler::FindOriginalAsset(Game::XAssetType type, const char* filename)
{
AssetHandler::SetBypassState(true);
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Game::XAssetHeader header = Game::DB_FindXAssetHeader(type, filename);
AssetHandler::SetBypassState(false);
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return header;
}
void AssetHandler::StoreEmptyAsset(Game::XAssetType type, const char* name)
{
AssetHandler::EmptyAssets.push_back({ type, name });
}
__declspec(naked) void AssetHandler::StoreEmptyAssetStub()
{
__asm
{
pushad
push ebx
push eax
call AssetHandler::StoreEmptyAsset
pop eax
pop ebx
popad
push 5BB290h
retn
}
}
void AssetHandler::MissingAssetError(int severity, const char* format, const char* type, const char* name)
{
if (Dedicated::IsEnabled() && Game::DB_GetXAssetNameType(type) == Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET) return;
Utils::Hook::Call<void(int, const char*, const char*, const char*)>(0x4F8C70)(severity, format, type, name); // Print error
}
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AssetHandler::AssetHandler()
{
Dvar::Register<bool>("r_noVoid", false, Game::DVAR_FLAG_SAVED, "Disable void model (red fx)");
AssetHandler::ClearTemporaryAssets();
// DB_FindXAssetHeader
Utils::Hook(Game::DB_FindXAssetHeader, AssetHandler::FindAssetStub).install()->quick();
// DB_ConvertOffsetToAlias
Utils::Hook(0x4FDFA0, AssetHandler::OffsetToAlias, HOOK_JUMP).install()->quick();
// DB_AddXAsset
Utils::Hook(0x5BB650, AssetHandler::AddAssetStub, HOOK_JUMP).install()->quick();
// Store empty assets
Utils::Hook(0x5BB6EC, AssetHandler::StoreEmptyAssetStub, HOOK_CALL).install()->quick();
// Intercept missing asset messages
if (!ZoneBuilder::IsEnabled()) Utils::Hook(0x5BB3F2, AssetHandler::MissingAssetError, HOOK_CALL).install()->quick();
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// Log missing empty assets
Scheduler::OnFrame([]()
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{
if (FastFiles::Ready() && !AssetHandler::EmptyAssets.empty())
{
for (auto& asset : AssetHandler::EmptyAssets)
{
Game::Sys_Error(25, reinterpret_cast<char*>(0x724428), Game::DB_GetXAssetTypeName(asset.first), asset.second.data());
}
AssetHandler::EmptyAssets.clear();
}
});
AssetHandler::OnLoad([](Game::XAssetType type, Game::XAssetHeader asset, std::string name, bool*)
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{
if (Dvar::Var("r_noVoid").get<bool>() && type == Game::XAssetType::ASSET_TYPE_XMODEL && name == "void")
{
asset.model->numLods = 0;
}
});
// Register asset interfaces
if (ZoneBuilder::IsEnabled())
{
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AssetHandler::RegisterInterface(new Assets::IFont_s());
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AssetHandler::RegisterInterface(new Assets::IXModel());
AssetHandler::RegisterInterface(new Assets::IFxWorld());
AssetHandler::RegisterInterface(new Assets::IMapEnts());
AssetHandler::RegisterInterface(new Assets::IRawFile());
AssetHandler::RegisterInterface(new Assets::IComWorld());
AssetHandler::RegisterInterface(new Assets::IGfxImage());
AssetHandler::RegisterInterface(new Assets::IGfxWorld());
AssetHandler::RegisterInterface(new Assets::ISndCurve());
AssetHandler::RegisterInterface(new Assets::IMaterial());
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AssetHandler::RegisterInterface(new Assets::IMenuList());
AssetHandler::RegisterInterface(new Assets::ImenuDef_t());
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AssetHandler::RegisterInterface(new Assets::IclipMap_t());
AssetHandler::RegisterInterface(new Assets::IPhysPreset());
AssetHandler::RegisterInterface(new Assets::IXAnimParts());
AssetHandler::RegisterInterface(new Assets::IFxEffectDef());
AssetHandler::RegisterInterface(new Assets::IGameWorldMp());
AssetHandler::RegisterInterface(new Assets::IGameWorldSp());
AssetHandler::RegisterInterface(new Assets::IGfxLightDef());
AssetHandler::RegisterInterface(new Assets::ILoadedSound());
AssetHandler::RegisterInterface(new Assets::IPhysCollmap());
AssetHandler::RegisterInterface(new Assets::IStringTable());
AssetHandler::RegisterInterface(new Assets::IXModelSurfs());
AssetHandler::RegisterInterface(new Assets::ILocalizeEntry());
AssetHandler::RegisterInterface(new Assets::Isnd_alias_list_t());
AssetHandler::RegisterInterface(new Assets::IMaterialPixelShader());
AssetHandler::RegisterInterface(new Assets::IMaterialTechniqueSet());
AssetHandler::RegisterInterface(new Assets::IMaterialVertexShader());
AssetHandler::RegisterInterface(new Assets::IStructuredDataDefSet());
AssetHandler::RegisterInterface(new Assets::IMaterialVertexDeclaration());
}
}
AssetHandler::~AssetHandler()
{
AssetHandler::ClearTemporaryAssets();
for (auto i = AssetHandler::AssetInterfaces.begin(); i != AssetHandler::AssetInterfaces.end(); ++i)
{
delete i->second;
}
AssetHandler::Relocations.clear();
AssetHandler::AssetInterfaces.clear();
AssetHandler::RestrictSignal.clear();
AssetHandler::TypeCallbacks.clear();
}
}