Merge pull request #170 from diamante0018/insanely-fast-crit-sections
Fix DB_EnumXAssetEntries
This commit is contained in:
commit
1216f10b15
@ -199,7 +199,7 @@ namespace Assets
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replacementFound = true;
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}
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}
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}, false, false);
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}, false);
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if (!replacementFound)
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{
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@ -236,7 +236,7 @@ namespace Assets
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replacementFound = true;
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}
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}
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}, false, false);
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}, false);
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}
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if (!replacementFound && asset->techniqueSet)
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@ -250,28 +250,31 @@ namespace Assets
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if (iw4TechSet)
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{
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Game::DB_EnumXAssetEntries(Game::XAssetType::ASSET_TYPE_MATERIAL, [asset, iw4TechSet](Game::XAssetEntry* entry)
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{
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if (!replacementFound)
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{
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if (!replacementFound)
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Game::XAssetHeader header = entry->asset.header;
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if (header.material->techniqueSet == iw4TechSet->asset.header.techniqueSet)
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{
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Game::XAssetHeader header = entry->asset.header;
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Components::Logger::Print("Material %s with techset %s has been mapped to %s (last chance!), taking the sort key of material %s\n",
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asset->info.name, asset->techniqueSet->name,
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header.material->techniqueSet->name, header.material->info.name);
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if (header.material->techniqueSet == iw4TechSet->asset.header.techniqueSet)
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{
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Components::Logger::Print("Material %s with techset %s has been mapped to %s (last chance!), taking the sort key of material %s\n", asset->info.name, asset->techniqueSet->name, header.material->techniqueSet->name, header.material->info.name);
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asset->info.sortKey = header.material->info.sortKey;
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asset->techniqueSet = iw4TechSet->asset.header.techniqueSet;
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asset->info.sortKey = header.material->info.sortKey;
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asset->techniqueSet = iw4TechSet->asset.header.techniqueSet;
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// this is terrible!
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asset->stateBitsCount = header.material->stateBitsCount;
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asset->stateBitsTable = header.material->stateBitsTable;
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std::memcpy(asset->stateBitsEntry, header.material->stateBitsEntry, 48);
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asset->constantCount = header.material->constantCount;
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asset->constantTable = header.material->constantTable;
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// this is terrible!
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asset->stateBitsCount = header.material->stateBitsCount;
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asset->stateBitsTable = header.material->stateBitsTable;
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std::memcpy(asset->stateBitsEntry, header.material->stateBitsEntry, 48);
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asset->constantCount = header.material->constantCount;
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asset->constantTable = header.material->constantTable;
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replacementFound = true;
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}
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replacementFound = true;
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}
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}, false, false);
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}
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}, false);
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if (!replacementFound)
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{
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@ -981,7 +981,7 @@ namespace Components
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replacementFound = true;
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}
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}
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}, false, false);
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}, false);
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if (replacementFound) return ret;
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return "";
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@ -339,6 +339,9 @@ namespace Game
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Sys_SuspendOtherThreads_t Sys_SuspendOtherThreads = Sys_SuspendOtherThreads_t(0x45A190);
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Sys_ListFiles_t Sys_ListFiles = Sys_ListFiles_t(0x45A660);
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Sys_Milliseconds_t Sys_Milliseconds = Sys_Milliseconds_t(0x42A660);
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Sys_LockWrite_t Sys_LockWrite = Sys_LockWrite_t(0x435880);
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Sys_TempPriorityAtLeastNormalBegin_t Sys_TempPriorityAtLeastNormalBegin = Sys_TempPriorityAtLeastNormalBegin_t(0x478680);
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Sys_TempPriorityEnd_t Sys_TempPriorityEnd = Sys_TempPriorityEnd_t(0x4DCF00);
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TeleportPlayer_t TeleportPlayer = TeleportPlayer_t(0x496850);
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@ -503,8 +506,22 @@ namespace Game
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GraphFloat* aaInputGraph = reinterpret_cast<GraphFloat*>(0x7A2FC0);
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FastCriticalSection* db_hashCritSect = reinterpret_cast<FastCriticalSection*>(0x16B8A54);
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vec3_t* CorrectSolidDeltas = reinterpret_cast<vec3_t*>(0x739BB8); // Count 26
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void Sys_LockRead(FastCriticalSection* critSect)
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{
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InterlockedIncrement(&critSect->readCount);
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while (critSect->writeCount) std::this_thread::sleep_for(1ms);
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}
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void Sys_UnlockRead(FastCriticalSection* critSect)
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{
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assert(critSect->readCount > 0);
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InterlockedDecrement(&critSect->readCount);
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}
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XAssetHeader ReallocateAssetPool(XAssetType type, unsigned int newSize)
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{
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int elSize = DB_GetXAssetSizeHandlers[type]();
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@ -619,12 +636,9 @@ namespace Game
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return false;
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}
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void DB_EnumXAssetEntries(XAssetType type, std::function<void(XAssetEntry*)> callback, bool overrides, bool lock)
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void DB_EnumXAssetEntries(XAssetType type, std::function<void(XAssetEntry*)> callback, bool overrides)
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{
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volatile long* lockVar = reinterpret_cast<volatile long*>(0x16B8A54);
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if (lock) InterlockedIncrement(lockVar);
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while (lock && *reinterpret_cast<volatile long*>(0x16B8A58)) std::this_thread::sleep_for(1ms);
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Sys_LockRead(db_hashCritSect);
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const auto pool = Components::Maps::GetAssetEntryPool();
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for(auto hash = 0; hash < 37000; hash++)
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@ -653,7 +667,7 @@ namespace Game
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}
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}
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if(lock) InterlockedDecrement(lockVar);
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Sys_UnlockRead(db_hashCritSect);
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}
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// this cant be MessageBox because windows.h has a define that converts it to MessageBoxW. which is just stupid
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@ -813,6 +813,15 @@ namespace Game
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typedef int(__cdecl * Sys_Milliseconds_t)();
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extern Sys_Milliseconds_t Sys_Milliseconds;
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typedef void(__cdecl * Sys_LockWrite_t)(FastCriticalSection* critSect);
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extern Sys_LockWrite_t Sys_LockWrite;
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typedef void(__cdecl * Sys_TempPriorityAtLeastNormalBegin_t)(TempPriority*);
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extern Sys_TempPriorityAtLeastNormalBegin_t Sys_TempPriorityAtLeastNormalBegin;
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typedef void(__cdecl * Sys_TempPriorityEnd_t)(TempPriority*);
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extern Sys_TempPriorityEnd_t Sys_TempPriorityEnd;
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typedef void(__cdecl * TeleportPlayer_t)(gentity_t* entity, float* pos, float* orientation);
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extern TeleportPlayer_t TeleportPlayer;
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@ -1040,6 +1049,11 @@ namespace Game
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extern vec3_t* CorrectSolidDeltas;
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extern FastCriticalSection* db_hashCritSect;
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void Sys_LockRead(FastCriticalSection* critSect);
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void Sys_UnlockRead(FastCriticalSection* critSect);
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XAssetHeader ReallocateAssetPool(XAssetType type, unsigned int newSize);
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void Menu_FreeItemMemory(Game::itemDef_s* item);
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void Menu_SetNextCursorItem(Game::UiContext* ctx, Game::menuDef_t* currentMenu, int unk = 1);
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@ -1053,7 +1067,7 @@ namespace Game
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XAssetType DB_GetXAssetNameType(const char* name);
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int DB_GetZoneIndex(const std::string& name);
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bool DB_IsZoneLoaded(const char* zone);
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void DB_EnumXAssetEntries(XAssetType type, std::function<void(XAssetEntry*)> callback, bool overrides, bool lock);
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void DB_EnumXAssetEntries(XAssetType type, std::function<void(XAssetEntry*)> callback, bool overrides);
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XAssetHeader DB_FindXAssetDefaultHeaderInternal(XAssetType type);
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XAssetEntry* DB_FindXAssetEntry(XAssetType type, const char* name);
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@ -7174,6 +7174,19 @@ namespace Game
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PM_EFF_STANCE_COUNT = 4
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};
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struct TempPriority
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{
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void* threadHandle;
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int oldPriority;
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};
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struct FastCriticalSection
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{
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volatile long readCount;
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volatile long writeCount;
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TempPriority tempPriority;
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};
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#pragma endregion
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#ifndef IDA
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