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

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#include "STDInclude.hpp"
namespace Components
{
Utils::Memory::Allocator ZoneBuilder::MemAllocator;
std::string ZoneBuilder::TraceZone;
std::vector<std::pair<Game::XAssetType, std::string>> ZoneBuilder::TraceAssets;
std::vector<std::pair<Game::XAssetType, std::string>> ZoneBuilder::CommonAssets;
ZoneBuilder::Zone::Zone(std::string name) : dataMap("zone_source/" + name + ".csv"), zoneName(name), indexStart(0), externalSize(0), branding { 0 },
// Reserve 100MB by default.
// That's totally fine, as the dedi doesn't load images and therefore doesn't need much memory.
// That way we can be sure it won't need to reallocate memory.
// Side note: if you need a fastfile larger than 100MB, you're doing it wrong-
// Well, decompressed maps can get way larger than 100MB, so let's increase that.
buffer(0xC800000)
{}
ZoneBuilder::Zone::~Zone()
{
#ifdef DEBUG
for (auto& subAsset : this->loadedSubAssets)
{
bool found = false;
std::string name = Game::DB_GetXAssetName(&subAsset);
for (auto& alias : this->aliasList)
{
if (subAsset.type == alias.first.type && name == Game::DB_GetXAssetName(&alias.first))
{
found = true;
break;
}
}
if (!found)
{
Logger::Error("Asset %s of type %s was loaded, but not written!", name.data(), Game::DB_GetXAssetTypeName(subAsset.type));
}
}
for (auto& alias : this->aliasList)
{
bool found = false;
std::string name = Game::DB_GetXAssetName(&alias.first);
for (auto& subAsset : this->loadedSubAssets)
{
if (subAsset.type == alias.first.type && name == Game::DB_GetXAssetName(&subAsset))
{
found = true;
break;
}
}
if (!found)
{
Logger::Error("Asset %s of type %s was written, but not loaded!", name.data(), Game::DB_GetXAssetTypeName(alias.first.type));
}
}
#endif
// Unload our fastfiles
Game::XZoneInfo info;
info.name = nullptr;
info.allocFlags = 0;
info.freeFlags = 0x20;
Game::DB_LoadXAssets(&info, 1, true);
AssetHandler::ClearTemporaryAssets();
Localization::ClearTemp();
}
Utils::Stream* ZoneBuilder::Zone::getBuffer()
{
return &this->buffer;
}
Utils::Memory::Allocator* ZoneBuilder::Zone::getAllocator()
{
return &this->memAllocator;
}
void ZoneBuilder::Zone::Zone::build()
{
this->loadFastFiles();
Logger::Print("Linking assets...\n");
if (!this->loadAssets()) return;
this->addBranding();
Logger::Print("Saving...\n");
this->saveData();
Logger::Print("Compressing...\n");
this->writeZone();
}
void ZoneBuilder::Zone::loadFastFiles()
{
Logger::Print("Loading required FastFiles...\n");
for (int i = 0; i < this->dataMap.getRows(); ++i)
{
if (this->dataMap.getElementAt(i, 0) == "require")
{
std::string fastfile = this->dataMap.getElementAt(i, 1);
if (!Game::DB_IsZoneLoaded(fastfile.data()))
{
Game::XZoneInfo info;
info.name = fastfile.data();
info.allocFlags = 0x20;
info.freeFlags = 0;
Game::DB_LoadXAssets(&info, 1, true);
}
else
{
Logger::Print("Zone '%s' already loaded\n", fastfile.data());
}
}
}
}
bool ZoneBuilder::Zone::loadAssets()
{
for (int i = 0; i < this->dataMap.getRows(); ++i)
{
if (this->dataMap.getElementAt(i, 0) != "require")
{
if (this->dataMap.getColumns(i) > 2)
{
if (this->dataMap.getElementAt(i, 0) == "localize")
{
std::string stringOverride = this->dataMap.getElementAt(i, 2);
Utils::String::Replace(stringOverride, "\\n", "\n");
Localization::SetTemp(this->dataMap.getElementAt(i, 1), stringOverride);
}
else
{
std::string oldName = this->dataMap.getElementAt(i, 1);
std::string newName = this->dataMap.getElementAt(i, 2);
std::string typeName = this->dataMap.getElementAt(i, 0).data();
Game::XAssetType type = Game::DB_GetXAssetNameType(typeName.data());
if (type < Game::XAssetType::ASSET_TYPE_COUNT && type >= 0)
{
this->renameAsset(type, oldName, newName);
}
else
{
Logger::Error("Unable to rename '%s' to '%s' as the asset type '%s' is invalid!", oldName.data(), newName.data(), typeName.data());
}
}
}
if (!this->loadAsset(this->dataMap.getElementAt(i, 0), this->dataMap.getElementAt(i, 1), false))
{
return false;
}
}
}
return true;
}
bool ZoneBuilder::Zone::loadAsset(Game::XAssetType type, void* data, bool isSubAsset)
{
Game::XAsset asset{ type, { data } };
const char* name = Game::DB_GetXAssetName(&asset);
if (name) return this->loadAsset(type, std::string(name), isSubAsset);
else return false;
}
bool ZoneBuilder::Zone::loadAsset(Game::XAssetType type, std::string name, bool isSubAsset)
{
return this->loadAsset(Game::DB_GetXAssetTypeName(type), name, isSubAsset);
}
bool ZoneBuilder::Zone::loadAsset(std::string typeName, std::string name, bool isSubAsset)
{
Game::XAssetType type = Game::DB_GetXAssetNameType(typeName.data());
// Sanitize name for empty assets
if (name[0] == ',') name.erase(name.begin());
if (this->findAsset(type, name) != -1 || this->findSubAsset(type, name).data) return true;
if (type == Game::XAssetType::ASSET_TYPE_INVALID || type >= Game::XAssetType::ASSET_TYPE_COUNT)
{
Logger::Error("Error: Invalid asset type '%s'\n", typeName.data());
return false;
}
Game::XAssetHeader assetHeader = AssetHandler::FindAssetForZone(type, name, this, isSubAsset);
if (!assetHeader.data)
{
Logger::Error("Error: Missing asset '%s' of type '%s'\n", name.data(), Game::DB_GetXAssetTypeName(type));
return false;
}
Game::XAsset asset;
asset.type = type;
asset.header = assetHeader;
if (isSubAsset)
{
this->loadedSubAssets.push_back(asset);
}
else
{
this->loadedAssets.push_back(asset);
}
// Handle script strings
AssetHandler::ZoneMark(asset, this);
return true;
}
int ZoneBuilder::Zone::findAsset(Game::XAssetType type, std::string name)
{
if (name[0] == ',') name.erase(name.begin());
for (unsigned int i = 0; i < this->loadedAssets.size(); ++i)
{
Game::XAsset* asset = &this->loadedAssets[i];
if (asset->type != type) continue;
const char* assetName = Game::DB_GetXAssetName(asset);
if (assetName[0] == ',') ++assetName;
if (name == assetName)
{
return i;
}
}
return -1;
}
Game::XAssetHeader ZoneBuilder::Zone::findSubAsset(Game::XAssetType type, std::string name)
{
if (name[0] == ',') name.erase(name.begin());
for (unsigned int i = 0; i < this->loadedSubAssets.size(); ++i)
{
Game::XAsset* asset = &this->loadedSubAssets[i];
if (asset->type != type) continue;
const char* assetName = Game::DB_GetXAssetName(asset);
if (assetName[0] == ',') ++assetName;
if (name == assetName)
{
return asset->header;
}
}
return { 0 };
}
Game::XAsset* ZoneBuilder::Zone::getAsset(int index)
{
if (static_cast<uint32_t>(index) < this->loadedAssets.size())
{
return &this->loadedAssets[index];
}
return nullptr;
}
uint32_t ZoneBuilder::Zone::getAssetTableOffset(int index)
{
Utils::Stream::Offset offset;
offset.block = Game::XFILE_BLOCK_VIRTUAL;
offset.offset = (this->indexStart + (index * sizeof(Game::XAsset)) + 4);
return offset.getPackedOffset();
}
bool ZoneBuilder::Zone::hasAlias(Game::XAsset asset)
{
return this->getAlias(asset) != 0;
}
Game::XAssetHeader ZoneBuilder::Zone::saveSubAsset(Game::XAssetType type, void* ptr)
{
Game::XAssetHeader header { ptr };
Game::XAsset asset { type, header };
std::string name = Game::DB_GetXAssetName(&asset);
int assetIndex = this->findAsset(type, name);
if (assetIndex == -1) // nested asset
{
// already written. find alias and store in ptr
if(this->hasAlias(asset))
{
header.data = reinterpret_cast<void*>(this->getAlias(asset));
}
else
{
asset.header = this->findSubAsset(type, name);
if (!asset.header.data)
{
Logger::Error("Missing required asset '%s' (%s). Export failed!", name.data(), Game::DB_GetXAssetTypeName(type));
}
#ifdef DEBUG
Components::Logger::Print("Saving require (%s): %s\n", Game::DB_GetXAssetTypeName(type), Game::DB_GetXAssetNameHandlers[type](&header));
#endif
// we alias the next 4 (aligned) bytes of the stream b/c DB_InsertPointer gives us a nice pointer to use as the alias
// otherwise it would be a fuckfest trying to figure out where the alias is in the stream
this->buffer.pushBlock(Game::XFILE_BLOCK_VIRTUAL);
this->buffer.align(Utils::Stream::ALIGN_4);
this->storeAlias(asset);
this->buffer.increaseBlockSize(4);
this->buffer.popBlock();
this->buffer.pushBlock(Game::XFILE_BLOCK_TEMP);
this->buffer.align(Utils::Stream::ALIGN_4);
AssetHandler::ZoneSave(asset, this);
this->buffer.popBlock();
header.data = reinterpret_cast<void*>(-2); // DB_InsertPointer marker
}
}
else
{
// asset was written normally. not sure this is even possible but its here
header.data = reinterpret_cast<void*>(this->getAssetTableOffset(assetIndex));
}
return header;
}
void ZoneBuilder::Zone::writeZone()
{
FILETIME fileTime;
GetSystemTimeAsFileTime(&fileTime);
Game::XFileHeader header =
{
#ifdef DEBUG
XFILE_MAGIC_UNSIGNED,
#else
XFILE_HEADER_IW4X | (static_cast<unsigned __int64>(XFILE_VERSION_IW4X) << 32),
#endif
XFILE_VERSION,
Game::XFileLanguage::XLANG_NONE,
fileTime.dwHighDateTime,
fileTime.dwLowDateTime
};
std::string outBuffer;
outBuffer.append(reinterpret_cast<char*>(&header), sizeof(header));
std::string zoneBuffer = this->buffer.toBuffer();
#ifndef DEBUG
// Insert a random byte, this will destroy the whole alignment and result in a crash, if not handled
zoneBuffer.insert(zoneBuffer.begin(), static_cast<char>(Utils::Cryptography::Rand::GenerateInt()));
#endif
zoneBuffer = Utils::Compression::ZLib::Compress(zoneBuffer);
outBuffer.append(zoneBuffer);
std::string outFile = "zone/" + this->zoneName + ".ff";
Utils::IO::WriteFile(outFile, outBuffer);
Logger::Print("done.\n");
Logger::Print("Zone '%s' written with %d assets and %d script strings\n", outFile.data(), (this->aliasList.size() + this->loadedAssets.size()), this->scriptStrings.size());
}
void ZoneBuilder::Zone::saveData()
{
// Add header
Game::ZoneHeader zoneHeader = { 0 };
zoneHeader.assetList.assetCount = this->loadedAssets.size();
Utils::Stream::ClearPointer(&zoneHeader.assetList.assets);
// Increment ScriptStrings count (for empty script string) if available
if (!this->scriptStrings.empty())
{
zoneHeader.assetList.stringList.count = this->scriptStrings.size() + 1;
Utils::Stream::ClearPointer(&zoneHeader.assetList.stringList.strings);
}
// Write header
this->buffer.save(&zoneHeader, sizeof(Game::ZoneHeader));
this->buffer.pushBlock(Game::XFILE_BLOCK_VIRTUAL); // Push main stream onto the stream stack
// Write ScriptStrings, if available
if (!this->scriptStrings.empty())
{
this->buffer.saveNull(4); // Empty script string?
// This actually represents a NULL string, but as scriptString.
// So scriptString loading for NULL scriptStrings from fastfile results in a NULL scriptString.
// That's the reason why the count is incremented by 1, if scriptStrings are available.
// Write ScriptString pointer table
for (size_t i = 0; i < this->scriptStrings.size(); ++i)
{
this->buffer.saveMax(4);
}
this->buffer.align(Utils::Stream::ALIGN_4);
// Write ScriptStrings
for (auto ScriptString : this->scriptStrings)
{
this->buffer.saveString(ScriptString.data());
}
}
// Align buffer (4 bytes) to get correct offsets for pointers
this->buffer.align(Utils::Stream::ALIGN_4);
this->indexStart = this->buffer.getBlockSize(Game::XFILE_BLOCK_VIRTUAL); // Mark AssetTable offset
// AssetTable
for (auto asset : this->loadedAssets)
{
Game::XAsset entry = { asset.type, 0 };
Utils::Stream::ClearPointer(&entry.header.data);
this->buffer.save(&entry);
}
// Assets
for (auto asset : this->loadedAssets)
{
this->buffer.pushBlock(Game::XFILE_BLOCK_TEMP);
this->buffer.align(Utils::Stream::ALIGN_4);
#ifdef DEBUG
Components::Logger::Print("Saving (%s): %s\n", Game::DB_GetXAssetTypeName(asset.type), Game::DB_GetXAssetNameHandlers[asset.type](&asset.header));
#endif
this->store(asset.header);
AssetHandler::ZoneSave(asset, this);
this->buffer.popBlock();
}
// Adapt header
this->buffer.enterCriticalSection();
Game::XFile* header = reinterpret_cast<Game::XFile*>(this->buffer.data());
header->size = this->buffer.length() - sizeof(Game::XFile); // Write correct data size
header->externalSize = this->externalSize; // This actually stores how much external data has to be loaded. It's used to calculate the loadscreen progress
// Write stream sizes
for (int i = 0; i < Game::MAX_XFILE_COUNT; ++i)
{
header->blockSize[i] = this->buffer.getBlockSize(static_cast<Game::XFILE_BLOCK_TYPES>(i));
}
this->buffer.leaveCriticalSection();
this->buffer.popBlock();
}
// Add branding asset
void ZoneBuilder::Zone::addBranding()
{
char* data = "FastFile built using IW4x ZoneTool!";
this->branding = { this->zoneName.data(), (int)strlen(data), 0, data };
if (this->findAsset(Game::XAssetType::ASSET_TYPE_RAWFILE, this->branding.name) != -1)
{
Logger::Error("Unable to add branding. Asset '%s' already exists!", this->branding.name);
}
Game::XAssetHeader header = { &this->branding };
Game::XAsset brandingAsset = { Game::XAssetType::ASSET_TYPE_RAWFILE, header };
this->loadedAssets.push_back(brandingAsset);
}
// Check if the given pointer has already been mapped
bool ZoneBuilder::Zone::hasPointer(const void* pointer)
{
return (this->pointerMap.find(pointer) != this->pointerMap.end());
}
// Get stored offset for given file pointer
unsigned int ZoneBuilder::Zone::safeGetPointer(const void* pointer)
{
if (this->hasPointer(pointer))
{
return this->pointerMap[pointer];
}
return NULL;
}
void ZoneBuilder::Zone::storePointer(const void* pointer)
{
this->pointerMap[pointer] = this->buffer.getPackedOffset();
}
void ZoneBuilder::Zone::storeAlias(Game::XAsset asset)
{
if (!this->hasAlias(asset))
{
this->aliasList.push_back({ asset, this->buffer.getPackedOffset() });
}
}
unsigned int ZoneBuilder::Zone::getAlias(Game::XAsset asset)
{
std::string name = Game::DB_GetXAssetName(&asset);
for (auto& entry : this->aliasList)
{
if (asset.type == entry.first.type && name == Game::DB_GetXAssetName(&entry.first))
{
return entry.second;
}
}
return 0;
}
int ZoneBuilder::Zone::addScriptString(std::string str)
{
return this->addScriptString(Game::SL_GetString(str.data(), 0));
}
// Mark a scriptString for writing and map it.
int ZoneBuilder::Zone::addScriptString(unsigned short gameIndex)
{
// Handle NULL scriptStrings
// Might optimize that later
if (!gameIndex)
{
if (this->scriptStrings.empty())
{
this->scriptStrings.push_back("");
}
return 0;
}
std::string str = Game::SL_ConvertToString(gameIndex);
int prev = this->findScriptString(str);
if (prev > 0)
{
this->scriptStringMap[gameIndex] = prev;
return prev;
}
this->scriptStrings.push_back(str);
this->scriptStringMap[gameIndex] = this->scriptStrings.size();
return this->scriptStrings.size();
}
// Find a local scriptString
int ZoneBuilder::Zone::findScriptString(std::string str)
{
for (unsigned int i = 0; i < this->scriptStrings.size(); ++i)
{
if (this->scriptStrings[i] == str)
{
return (i + 1);
}
}
return -1;
}
// Remap a scriptString to it's corresponding value in the local scriptString table.
void ZoneBuilder::Zone::mapScriptString(unsigned short* gameIndex)
{
*gameIndex = 0xFFFF & this->scriptStringMap[*gameIndex];
}
// Store a new name for a given asset
void ZoneBuilder::Zone::renameAsset(Game::XAssetType type, std::string asset, std::string newName)
{
if (type < Game::XAssetType::ASSET_TYPE_COUNT && type >= 0)
{
this->renameMap[type][asset] = newName;
}
else
{
Logger::Error("Unable to rename '%s' to '%s' as the asset type is invalid!", asset.data(), newName.data());
}
}
// Return the new name for a given asset
std::string ZoneBuilder::Zone::getAssetName(Game::XAssetType type, std::string asset)
{
if (type < Game::XAssetType::ASSET_TYPE_COUNT && type >= 0)
{
if (this->renameMap[type].find(asset) != this->renameMap[type].end())
{
return this->renameMap[type][asset];
}
}
else
{
Logger::Error("Unable to get name for '%s' as the asset type is invalid!", asset.data());
}
return asset;
}
void ZoneBuilder::Zone::store(Game::XAssetHeader header)
{
if (!this->hasPointer(header.data)) // We should never have to restore a pointer, so this expression should always resolve into false
{
this->storePointer(header.data);
}
}
void ZoneBuilder::Zone::incrementExternalSize(unsigned int size)
{
this->externalSize += size;
}
bool ZoneBuilder::IsEnabled()
{
static Utils::Value<bool> flag;
if (!flag.isValid())
{
flag.set(Flags::HasFlag("zonebuilder"));
}
return (flag.get() && !Dedicated::IsEnabled());
}
void ZoneBuilder::BeginAssetTrace(std::string zone)
{
ZoneBuilder::TraceZone = zone;
}
std::vector<std::pair<Game::XAssetType, std::string>> ZoneBuilder::EndAssetTrace()
{
ZoneBuilder::TraceZone.clear();
std::vector<std::pair<Game::XAssetType, std::string>> AssetTrace;
Utils::Merge(&AssetTrace, ZoneBuilder::TraceAssets);
ZoneBuilder::TraceAssets.clear();
return AssetTrace;
}
Game::XAssetHeader ZoneBuilder::GetEmptyAssetIfCommon(Game::XAssetType type, std::string name, ZoneBuilder::Zone* builder)
{
Game::XAssetHeader header = { 0 };
if (type >= 0 && type < Game::XAssetType::ASSET_TYPE_COUNT)
{
for (auto& asset : ZoneBuilder::CommonAssets)
{
if (asset.first == type && asset.second == name)
{
// Allocate an empty asset (filled with zeros)
header.data = builder->getAllocator()->allocate(Game::DB_GetXAssetSizeHandlers[type]());
// Set the name to the original name, so it can be stored
Game::DB_SetXAssetNameHandlers[type](&header, name.data());
AssetHandler::StoreTemporaryAsset(type, header);
// Set the name to the empty name
Game::DB_SetXAssetNameHandlers[type](&header, builder->getAllocator()->duplicateString("," + name));
break;
}
}
}
return header;
}
int ZoneBuilder::StoreTexture(Game::GfxImageLoadDef **loadDef, Game::GfxImage *image)
{
size_t size = 16 + (*loadDef)->resourceSize;
void* data = ZoneBuilder::MemAllocator.allocate(size);
std::memcpy(data, *loadDef, size);
image->loadDef = reinterpret_cast<Game::GfxImageLoadDef *>(data);
return 0;
}
void ZoneBuilder::ReleaseTexture(Game::XAssetHeader header)
{
if (header.image && header.image->loadDef)
{
ZoneBuilder::MemAllocator.free(header.image->loadDef);
}
}
ZoneBuilder::ZoneBuilder()
{
AssertSize(Game::XFileHeader, 21);
AssertSize(Game::XFile, 40);
static_assert(Game::MAX_XFILE_COUNT == 8, "XFile block enum is invalid!");
ZoneBuilder::EndAssetTrace();
if (ZoneBuilder::IsEnabled())
{
// Prevent loading textures (preserves loaddef)
//Utils::Hook::Set<BYTE>(Game::Load_Texture, 0xC3);
// Store the loaddef
Utils::Hook(Game::Load_Texture, StoreTexture, HOOK_JUMP).install()->quick();
// Release the loaddef
Game::DB_ReleaseXAssetHandlers[Game::XAssetType::ASSET_TYPE_IMAGE] = ZoneBuilder::ReleaseTexture;
//r_loadForrenderer = 0
Utils::Hook::Set<BYTE>(0x519DDF, 0);
//r_delayloadimage retn
Utils::Hook::Set<BYTE>(0x51F450, 0xC3);
// r_registerDvars hack
Utils::Hook::Set<BYTE>(0x51B1CD, 0xC3);
// Prevent destroying textures
Utils::Hook::Set<BYTE>(0x51F03D, 0xEB);
// Don't create default assets
Utils::Hook::Set<BYTE>(0x407BAA, 0xEB);
// Don't mark clip maps as 'in use'
Utils::Hook::Nop(0x405E07, 7);
// Don't mark assets
//Utils::Hook::Nop(0x5BB632, 5);
// Don't load sounds
//Utils::Hook::Set<BYTE>(0x413430, 0xC3);
// Don't display errors when assets are missing (we might manually build those)
Utils::Hook::Nop(0x5BB3F2, 5);
Utils::Hook::Nop(0x5BB422, 5);
Utils::Hook::Nop(0x5BB43A, 5);
// Increase asset pools
Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_MAP_ENTS, 10);
Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_XMODELSURFS, 8192);
Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_IMAGE, 14336);
Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET, 1536);
// hunk size (was 300 MiB)
Utils::Hook::Set<DWORD>(0x64A029, 0x38400000); // 900 MiB
Utils::Hook::Set<DWORD>(0x64A057, 0x38400000);
AssetHandler::OnLoad([](Game::XAssetType type, Game::XAssetHeader /*asset*/, std::string name, bool* /*restrict*/)
{
// This is used to track which assets can be stored as empty assets
if (FastFiles::Current() == "common_mp")
{
ZoneBuilder::CommonAssets.push_back({ type, name });
}
if (!ZoneBuilder::TraceZone.empty() && ZoneBuilder::TraceZone == FastFiles::Current())
{
ZoneBuilder::TraceAssets.push_back({ type, name });
}
});
Command::Add("verifyzone", [](Command::Params* params)
{
if (params->length() < 2) return;
std::string zone = params->get(1);
ZoneBuilder::BeginAssetTrace(zone);
Game::XZoneInfo info;
info.name = zone.data();
info.allocFlags = 0x20;
info.freeFlags = 0;
Logger::Print("Loading zone '%s'...\n", zone.data());
Game::DB_LoadXAssets(&info, 1, true);
AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_RAWFILE, zone.data()); // Lock until zone is loaded
auto assets = ZoneBuilder::EndAssetTrace();
Logger::Print("Unloading zone '%s'...\n", zone.data());
info.freeFlags = 0x20;
info.allocFlags = 0;
info.name = nullptr;
Game::DB_LoadXAssets(&info, 1, true);
AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_RAWFILE, "default"); // Lock until zone is unloaded
Logger::Print("Zone '%s' loaded with %d assets:\n", zone.data(), assets.size());
int count = 0;
for (auto i = assets.begin(); i != assets.end(); ++i, ++count)
{
Logger::Print(" %d: %s: %s\n", count, Game::DB_GetXAssetTypeName(i->first), i->second.data());
}
Logger::Print("\n");
});
Command::Add("buildzone", [](Command::Params* params)
{
if (params->length() < 2) return;
std::string zoneName = params->get(1);
Logger::Print("Building zone '%s'...\n", zoneName.data());
Zone(zoneName).build();
});
Command::Add("buildall", [](Command::Params*)
{
auto zoneSources = FileSystem::GetSysFileList(Dvar::Var("fs_basepath").get<std::string>() + "\\zone_source", "csv", false);
for (auto source : zoneSources)
{
if (Utils::String::EndsWith(source, ".csv"))
{
source = source.substr(0, source.find(".csv"));
}
Command::Execute(Utils::String::VA("buildzone %s", source.data()), true);
}
});
Command::Add("listassets", [](Command::Params* params)
{
if (params->length() < 2) return;
Game::XAssetType type = Game::DB_GetXAssetNameType(params->get(1));
if (type != Game::XAssetType::ASSET_TYPE_INVALID)
{
Game::DB_EnumXAssets(type, [](Game::XAssetHeader header, void* data)
{
Game::XAsset asset = { *reinterpret_cast<Game::XAssetType*>(data), header };
Logger::Print("%s\n", Game::DB_GetXAssetName(&asset));
}, &type, false);
}
});
Command::Add("materialInfoDump", [](Command::Params*)
{
Game::DB_EnumXAssets(Game::ASSET_TYPE_MATERIAL, [](Game::XAssetHeader header, void*)
{
Logger::Print("%s: %X %X %X\n", header.material->name, header.material->sortKey & 0xFF, header.material->gameFlags & 0xFF, header.material->stateFlags & 0xFF);
}, nullptr, false);
});
}
}
ZoneBuilder::~ZoneBuilder()
{
assert(ZoneBuilder::MemAllocator.empty());
ZoneBuilder::CommonAssets.clear();
}
}