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

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#include <STDInclude.hpp>
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namespace Components
{
Utils::Memory::Allocator StructuredData::MemAllocator;
const char* StructuredData::EnumTranslation[ENUM_MAX] =
{
"features",
"weapons",
"attachements",
"challenges",
"camos",
"perks",
"killstreaks",
"accolades",
"cardicons",
"cardtitles",
"cardnameplates",
"teams",
"gametypes"
};
void StructuredData::PatchPlayerDataEnum(Game::StructuredDataDef* data, StructuredData::PlayerDataType type, std::vector<std::string>& entries)
{
if (!data || type >= StructuredData::PlayerDataType::ENUM_MAX) return;
Game::StructuredDataEnum* dataEnum = &data->enums[type];
// Build index-sorted data vector
std::vector<const char*> dataVector;
for (int i = 0; i < dataEnum->entryCount; ++i)
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{
int index = 0;
for (; index < dataEnum->entryCount; ++index)
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{
if (dataEnum->entries[index].index == i)
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{
break;
}
}
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dataVector.push_back(dataEnum->entries[index].string);
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}
// Rebase or add new entries
for (auto entry : entries)
{
const char* value = nullptr;
for (auto i = dataVector.begin(); i != dataVector.end(); ++i)
{
if (*i == entry)
{
value = *i;
dataVector.erase(i);
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Logger::Print("Playerdatadef entry '{}' will be rebased!\n", value);
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break;
}
}
if (!value) value = StructuredData::MemAllocator.duplicateString(entry);
dataVector.push_back(value);
}
// Map data back to the game structure
Game::StructuredDataEnumEntry* indices = StructuredData::MemAllocator.allocateArray<Game::StructuredDataEnumEntry>(dataVector.size());
for (unsigned short i = 0; i < dataVector.size(); ++i)
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{
indices[i].index = i;
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indices[i].string = dataVector[i];
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}
// Sort alphabetically
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qsort(indices, dataVector.size(), sizeof(Game::StructuredDataEnumEntry), [](void const* first, void const* second)
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{
const Game::StructuredDataEnumEntry* entry1 = reinterpret_cast<const Game::StructuredDataEnumEntry*>(first);
const Game::StructuredDataEnumEntry* entry2 = reinterpret_cast<const Game::StructuredDataEnumEntry*>(second);
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return std::string(entry1->string).compare(entry2->string);
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});
// Apply our patches
dataEnum->entryCount = dataVector.size();
dataEnum->entries = indices;
}
void StructuredData::PatchCustomClassLimit(Game::StructuredDataDef* data, int count)
{
const int customClassSize = 64;
for (int i = 0; i < data->structs[0].propertyCount; ++i)
{
// 3003 is the offset of the customClasses structure
if (data->structs[0].properties[i].offset >= 3643)
{
// -10 because 10 is the default amount of custom classes.
data->structs[0].properties[i].offset += ((count - 10) * customClassSize);
}
}
// update structure size
data->size += ((count - 10) * customClassSize);
// Update amount of custom classes
data->indexedArrays[5].arraySize = count;
}
void StructuredData::PatchAdditionalData(Game::StructuredDataDef* data, std::unordered_map<std::string, std::string>& patches)
{
for (auto& item : patches)
{
if (item.first == "classes")
{
StructuredData::PatchCustomClassLimit(data, atoi(item.second.data()));
}
}
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}
bool StructuredData::UpdateVersionOffsets(Game::StructuredDataDefSet *set, Game::StructuredDataBuffer *buffer, Game::StructuredDataDef *whatever)
{
Game::StructuredDataDef* newDef = &set->defs[0];
Game::StructuredDataDef* oldDef = &set->defs[0];
for (unsigned int i = 0; i < set->defCount; ++i)
{
if (newDef->version < set->defs[i].version)
{
newDef = &set->defs[i];
}
if (set->defs[i].version == *reinterpret_cast<int*>(buffer->data))
{
oldDef = &set->defs[i];
}
}
if (newDef->version >= 159 && oldDef->version <= 158)
{
// this should move the data 320 bytes infront
std::memmove(&buffer->data[3963], &buffer->data[3643], oldDef->size - 3643);
}
// StructuredData_UpdateVersion
return Utils::Hook::Call<bool(void*, void*, void*)>(0x456830)(set, buffer, whatever);
}
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StructuredData::StructuredData()
{
if (Dedicated::IsEnabled()) return;
// Do not execute this when building zones
if (!ZoneBuilder::IsEnabled())
{
// Correctly upgrade stats
Utils::Hook(0x42F088, StructuredData::UpdateVersionOffsets, HOOK_CALL).install()->quick();
// 15 or more custom classes
Utils::Hook::Set<BYTE>(0x60A2FE, NUM_CUSTOM_CLASSES);
// Reset empty names
Command::Add("checkClasses", [](Command::Params*)
{
for (int i = 0; i < NUM_CUSTOM_CLASSES; ++i)
{
// TODO: Correctly lookup using structured data
char* className = (reinterpret_cast<char*>(0x1AD3694) - 4 + 3003 + (64 * i) + 0x29);
if (!*className) strcpy_s(className, 24, Game::SEH_StringEd_GetString(Utils::String::VA("CLASS_SLOT%i", i + 1)));
}
});
return;
}
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AssetHandler::OnLoad([](Game::XAssetType type, Game::XAssetHeader asset, const std::string& filename, bool* /*restrict*/)
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{
// Only intercept playerdatadef loading
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if (type != Game::XAssetType::ASSET_TYPE_STRUCTURED_DATA_DEF || filename != "mp/playerdata.def") return;
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// Store asset
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Game::StructuredDataDefSet* data = asset.structuredDataDefSet;
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if (!data) return;
if (data->defCount != 1)
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{
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Logger::Error(Game::ERR_FATAL, "PlayerDataDefSet contains more than 1 definition!");
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return;
}
if (data->defs[0].version != 155)
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{
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Logger::Error(Game::ERR_FATAL, "Initial PlayerDataDef is not version 155, patching not possible!");
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return;
}
std::map<int, std::vector<std::vector<std::string>>> patchDefinitions;
std::map<int, std::unordered_map<std::string, std::string>> otherPatchDefinitions;
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// First check if all versions are present
for (int i = 156;; ++i)
{
// We're on DB thread (OnLoad) so use DB thread for FS
FileSystem::File definition(Utils::String::VA("%s/%d.json", filename.data(), i), Game::FsThread::FS_THREAD_DATABASE);
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if (!definition.exists()) break;
std::vector<std::vector<std::string>> enumContainer;
std::unordered_map<std::string, std::string> otherPatches;
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std::string errors;
nlohmann::json defData = nlohmann::json::parse(definition.getBuffer());
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if (!errors.empty())
{
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Logger::Error(Game::ERR_FATAL, "Parsing patch file '{}' for PlayerDataDef version {} failed: {}", definition.getName(), i, errors);
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return;
}
if (!defData.is_object())
{
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Logger::Error(Game::ERR_FATAL, "PlayerDataDef patch for version {} is invalid!", i);
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return;
}
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for (std::size_t pType = 0; pType < StructuredData::PlayerDataType::ENUM_MAX; ++pType)
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{
auto enumData = defData[StructuredData::EnumTranslation[pType]];
std::vector<std::string> entryData;
if (enumData.is_array())
{
for (auto rawEntry : enumData)
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{
if (rawEntry.is_string())
{
entryData.push_back(rawEntry.get<std::string>());
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}
}
}
enumContainer.push_back(entryData);
}
auto other = defData["other"];
if (other.is_object())
{
for (auto& item : other.items())
{
if (item.value().is_string())
{
otherPatches[item.key()] = item.value().get<std::string>();
}
}
}
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patchDefinitions[i] = enumContainer;
otherPatchDefinitions[i] = otherPatches;
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}
// Nothing to patch
if (patchDefinitions.empty()) return;
// Reallocate the definition
Game::StructuredDataDef* newData = StructuredData::MemAllocator.allocateArray<Game::StructuredDataDef>(data->defCount + patchDefinitions.size());
std::memcpy(&newData[patchDefinitions.size()], data->defs, sizeof Game::StructuredDataDef * data->defCount);
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// Prepare the buffers
for (unsigned int i = 0; i < patchDefinitions.size(); ++i)
{
std::memcpy(&newData[i], data->defs, sizeof Game::StructuredDataDef);
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newData[i].version = (patchDefinitions.size() - i) + 155;
// Reallocate the enum array
Game::StructuredDataEnum* newEnums = StructuredData::MemAllocator.allocateArray<Game::StructuredDataEnum>(data->defs->enumCount);
std::memcpy(newEnums, data->defs->enums, sizeof Game::StructuredDataEnum * data->defs->enumCount);
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newData[i].enums = newEnums;
}
// Apply new data
data->defs = newData;
data->defCount += patchDefinitions.size();
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// Patch the definition
for (unsigned int i = 0; i < data->defCount; ++i)
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{
// No need to patch version 155
if (newData[i].version == 155) continue;
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if (patchDefinitions.contains(newData[i].version))
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{
auto patchData = patchDefinitions[newData[i].version];
auto otherData = otherPatchDefinitions[newData[i].version];
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// Invalid patch data
if (patchData.size() != StructuredData::PlayerDataType::ENUM_MAX)
{
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Logger::Error(Game::ERR_FATAL, "PlayerDataDef patch for version {} wasn't parsed correctly!", newData[i].version);
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continue;
}
// Apply the patch data
for (unsigned int pType = 0; pType < StructuredData::PlayerDataType::ENUM_MAX; ++pType)
{
if (!patchData[pType].empty())
{
StructuredData::PatchPlayerDataEnum(&newData[i], static_cast<StructuredData::PlayerDataType>(pType), patchData[pType]);
}
}
StructuredData::PatchAdditionalData(&newData[i], otherData);
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}
}
});
}
}