Rebasing for structureddata stuff required for oma.
Code is ugly. Might think of a better solution.
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6626bc9fc7
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deps/mongoose
vendored
2
deps/mongoose
vendored
@ -1 +1 @@
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Subproject commit 84132b7b2aa5a95c44c9a80cd3ab35f71bd1035a
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Subproject commit 9a8a6b53aebf7dfa655f56b4c04f11eb20dc2538
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@ -39,22 +39,38 @@ namespace Components
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}
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}
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}
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}
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std::vector<std::string> rebaseEntries;
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for (unsigned int i = 0; i < entries.size(); ++i)
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{
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for (int pos = 0; pos < dataEnum->numIndices; ++pos)
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{
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if (dataEnum->indices[pos].key == entries[i])
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{
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rebaseEntries.push_back(entries[i]);
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}
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}
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}
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// Calculate new count
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// Calculate new count
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unsigned int indexCount = dataEnum->numIndices + entries.size();
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unsigned int indexCount = dataEnum->numIndices + entries.size() - rebaseEntries.size();
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// Allocate new entries
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// Allocate new entries
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Game::StructuredDataEnumEntry* indices = StructuredData::MemAllocator.AllocateArray<Game::StructuredDataEnumEntry>(indexCount);
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Game::StructuredDataEnumEntry* indices = StructuredData::MemAllocator.AllocateArray<Game::StructuredDataEnumEntry>(indexCount);
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std::memcpy(indices, dataEnum->indices, sizeof(Game::StructuredDataEnumEntry) * dataEnum->numIndices);
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std::memcpy(indices, dataEnum->indices, sizeof(Game::StructuredDataEnumEntry) * dataEnum->numIndices);
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int skipped = 0;
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for (unsigned int i = 0; i < entries.size(); ++i)
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for (unsigned int i = 0; i < entries.size(); ++i)
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{
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{
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unsigned int pos = 0;
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unsigned int pos = 0;
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for (; pos < (dataEnum->numIndices + i); pos++)
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for (; pos < (dataEnum->numIndices + i - rebaseEntries.size()); ++pos)
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{
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{
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if (indices[pos].key == entries[i])
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if (indices[pos].key == entries[i])
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{
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{
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Logger::Error("Duplicate playerdatadef entry found: %s", entries[i].data());
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Logger::Print("Playerdatadef entry %s will be rebased!\n", entries[i].data());
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pos = 0xFFFFFFFF;
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break;
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//Logger::Error("Duplicate playerdatadef entry found: %s", entries[i].data());
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}
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}
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// We found our position
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// We found our position
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@ -64,16 +80,57 @@ namespace Components
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}
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}
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}
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}
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// Rebasing needed
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if (pos == 0xFFFFFFFF)
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{
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++skipped;
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continue;
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}
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// TODO directly shift the data using memmove
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// TODO directly shift the data using memmove
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for (unsigned int j = dataEnum->numIndices + i; j > pos && j < indexCount; j--)
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for (unsigned int j = dataEnum->numIndices + i - skipped; j > pos && j < indexCount; --j)
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{
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{
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std::memcpy(&indices[j], &indices[j - 1], sizeof(Game::StructuredDataEnumEntry));
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std::memcpy(&indices[j], &indices[j - 1], sizeof(Game::StructuredDataEnumEntry));
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}
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}
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indices[pos].index = i + lastIndex;
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indices[pos].index = i + lastIndex - skipped;
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indices[pos].key = StructuredData::MemAllocator.DuplicateString(entries[i]);
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indices[pos].key = StructuredData::MemAllocator.DuplicateString(entries[i]);
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}
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}
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// Meh, but best way for now
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for (unsigned int i = 0; i < rebaseEntries.size(); ++i)
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{
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int index = -1;
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unsigned int pos = 0;
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for (; pos < indexCount; ++pos)
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{
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if (indices[pos].key == rebaseEntries[i])
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{
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index = indices[pos].index;
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indices[pos].index = entries.size() + lastIndex - rebaseEntries.size() + i;
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break;
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}
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}
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if (index < 0)
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{
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Logger::Error("Playerdatadef entry %s cannot be rebased!", rebaseEntries[i].data());
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}
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for (unsigned int j = 0; j < indexCount; ++j)
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{
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if (pos != j && indices[j].index > index)
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{
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indices[j].index--;
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}
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}
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}
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for (unsigned int j = 0; j < indexCount && type == StructuredData::PlayerDataType::ENUM_WEAPONS; ++j)
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{
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OutputDebugStringA(Utils::String::VA("%s: %d\n", indices[j].key, indices[j].index));
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}
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// Apply our patches
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// Apply our patches
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dataEnum->numIndices = indexCount;
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dataEnum->numIndices = indexCount;
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dataEnum->indices = indices;
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dataEnum->indices = indices;
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