[FileSystem] Synchronize filesystem access throughout the application
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3cf8c30864
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@ -3,6 +3,7 @@
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namespace Components
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{
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std::mutex FileSystem::Mutex;
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std::recursive_mutex FileSystem::FSMutex;
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Utils::Memory::Allocator FileSystem::MemAllocator;
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void FileSystem::File::read()
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@ -253,6 +254,24 @@ namespace Components
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return !File(execFilename).exists();
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}
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void FileSystem::FsRestartSync(int a1, int a2)
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{
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std::lock_guard<std::recursive_mutex> _(FileSystem::FSMutex);
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return Utils::Hook::Call<void(int, int)>(0x461A50)(a1, a2); // FS_Restart
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}
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void FileSystem::DelayLoadImagesSync()
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{
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std::lock_guard<std::recursive_mutex> _(FileSystem::FSMutex);
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return Utils::Hook::Call<void()>(0x494060)(); // DB_LoadDelayedImages
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}
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int FileSystem::LoadTextureSync(Game::GfxImageLoadDef **loadDef, Game::GfxImage *image)
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{
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std::lock_guard<std::recursive_mutex> _(FileSystem::FSMutex);
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return Game::Load_Texture(loadDef, image);
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}
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FileSystem::FileSystem()
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{
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FileSystem::MemAllocator.clear();
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@ -277,6 +296,15 @@ namespace Components
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// Ignore bad magic, when trying to free hunk when it's already cleared
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Utils::Hook::Set<WORD>(0x49AACE, 0xC35E);
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// Synchronize filesystem restarts
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Utils::Hook(0x4A745B, FileSystem::FsRestartSync, HOOK_CALL).install()->quick(); // SV_SpawnServer
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Utils::Hook(0x4C8609, FileSystem::FsRestartSync, HOOK_CALL).install()->quick(); // FS_ConditionalRestart
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Utils::Hook(0x5AC68E, FileSystem::FsRestartSync, HOOK_CALL).install()->quick();
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// Synchronize db image loading
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Utils::Hook(0x415AB8, FileSystem::DelayLoadImagesSync, HOOK_CALL).install()->quick();
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Utils::Hook(0x4D32BC, FileSystem::LoadTextureSync, HOOK_CALL).install()->quick();
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}
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FileSystem::~FileSystem()
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@ -96,6 +96,7 @@ namespace Components
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private:
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static std::mutex Mutex;
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static std::recursive_mutex FSMutex;
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static Utils::Memory::Allocator MemAllocator;
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static int ReadFile(const char* path, char** buffer);
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@ -107,5 +108,9 @@ namespace Components
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static void RegisterFolders();
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static void StartupStub();
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static int ExecIsFSStub(const char* execFilename);
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static void FsRestartSync(int a1, int a2);
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static void DelayLoadImagesSync();
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static int LoadTextureSync(Game::GfxImageLoadDef **loadDef, Game::GfxImage *image);
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};
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}
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