[Menus] Reduce complexity in the system for loading menus (+1 squashed commits)

This commit is contained in:
TheApadayo 2019-01-22 12:06:07 -05:00
parent 831291bdfe
commit 128ef8016b
4 changed files with 85 additions and 194 deletions

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@ -2,15 +2,35 @@
namespace Assets
{
void IMenuList::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* /*builder*/)
void IMenuList::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
{
header->menuList = Components::Menus::LoadMenuList(name);
Utils::Memory::Allocator* allocator = builder->getAllocator();
for (int i = 0; i < header->menuList->menuCount; i++)
// actually gets the whole list
std::vector<Game::menuDef_t*> menus = Components::Menus::LoadMenu(name);
if (menus.empty()) return;
// Allocate new menu list
Game::MenuList* newList = allocator->allocate<Game::MenuList>();
if (!newList) return;
newList->menus = allocator->allocateArray<Game::menuDef_t*>(menus.size());
if (!newList->menus)
{
ImenuDef_t::LoadedMenus[header->menuList->menus[i]->window.name] = header->menuList->menus[i];
allocator->free(newList);
return;
}
newList->name = allocator->duplicateString(name);
newList->menuCount = menus.size();
// Copy new menus
for (unsigned int i = 0; i < menus.size(); ++i)
{
newList->menus[i] = menus[i];
}
header->menuList = newList;
}
void IMenuList::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{

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@ -7,22 +7,13 @@ namespace Assets
void ImenuDef_t::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* /*builder*/)
{
// search menus loaded by a menufile
for (auto i = ImenuDef_t::LoadedMenus.begin(); i != ImenuDef_t::LoadedMenus.end(); ++i)
{
if (i->first == name) {
header->menu = i->second;
return;
}
}
// load from disk
auto menus = Components::Menus::LoadMenu(Utils::String::VA("ui_mp/%s.menu", name.data()));
if (menus.size() == 0) return;
if (menus.size() > 1) Components::Logger::Print("Menu '%s' on disk has more than one menudef in it. Only saving the first one\n", name.data());
header->menu = menus[0].second;
header->menu = menus[0];
}

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@ -3,8 +3,6 @@
namespace Components
{
std::unordered_map<std::string, Game::menuDef_t*> Menus::DiskMenuList;
std::unordered_map<std::string, Game::MenuList*> Menus::DiskMenuListList;
std::unordered_map<std::string, std::pair<int, Game::menuDef_t*>> Menus::UiContextMenus;
int Menus::ReserveSourceHandle()
{
@ -169,9 +167,9 @@ namespace Components
return menu;
}
std::vector<std::pair<bool, Game::menuDef_t*>> Menus::LoadMenu(const std::string& menu)
std::vector<Game::menuDef_t*> Menus::LoadMenu(const std::string& menu)
{
std::vector<std::pair<bool, Game::menuDef_t*>> menus;
std::vector<Game::menuDef_t*> menus;
FileSystem::File menuFile(menu);
if (menuFile.exists())
@ -200,7 +198,7 @@ namespace Components
if (!_stricmp(token.string, "menudef"))
{
Game::menuDef_t* menudef = Menus::ParseMenu(handle);
if (menudef) menus.push_back({ true, menudef }); // Custom menu
if (menudef) menus.push_back(menudef); // Custom menu
}
}
@ -208,40 +206,15 @@ namespace Components
}
}
// store loaded menus to be freed later
for (auto it = menus.begin(); it != menus.end(); ++it)
{
Menus::DiskMenuList[(*it)->window.name] = *it;
}
return menus;
}
// Can be used to load scriptmenus or menulists
Game::MenuList* Menus::LoadMenuList(const std::string& name)
{
Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
std::vector<std::pair<bool, Game::menuDef_t*>> menus = Menus::LoadMenu(name);
if (menus.empty()) return nullptr;
// Allocate new menu list
Game::MenuList* newList = allocator->allocate<Game::MenuList>();
if (!newList) return nullptr;
newList->menus = allocator->allocateArray<Game::menuDef_t*>(menus.size());
if (!newList->menus)
{
allocator->free(newList);
return nullptr;
}
newList->name = allocator->duplicateString(name);
newList->menuCount = menus.size();
// Copy new menus
for (unsigned int i = 0; i < menus.size(); ++i)
{
newList->menus[i] = menus[i].second;
}
return newList;
}
void Menus::FreeMenuSource(int handle)
{
Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
@ -300,65 +273,14 @@ namespace Components
allocator->free(menudef);
}
void Menus::FreeDiskMenuList(Game::MenuList* menuList)
{
if (!menuList) return;
Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
// Keep our compiler happy
Game::MenuList list = { menuList->name, menuList->menuCount, menuList->menus };
if (list.name)
{
allocator->free(list.name);
}
if (list.menus)
{
allocator->free(list.menus);
}
allocator->free(menuList);
}
void Menus::FreeEverything()
{
for (auto i = Menus::DiskMenuListList.begin(); i != Menus::DiskMenuListList.end(); ++i)
{
Menus::FreeDiskMenuList(i->second);
}
Menus::DiskMenuListList.clear();
for (auto i = Menus::DiskMenuList.begin(); i != Menus::DiskMenuList.end(); ++i)
{
Menus::FreeDiskMenu(i->second);
}
Menus::DiskMenuList.clear();
Menus::UiContextMenus.clear();
}
Game::XAssetHeader Menus::MenuFindHook(Game::XAssetType /*type*/, const std::string& filename)
{
return { Game::Menus_FindByName(Game::uiContext, filename.data()) };
}
Game::XAssetHeader Menus::MenuListFindHook(Game::XAssetType /*type*/, const std::string& filename)
{
Game::XAssetHeader header = { nullptr };
// if menulist or scriptmenu exists on the disk, then load it
if (FileSystem::File(filename).exists())
{
header.menuList = Menus::LoadMenuList(filename.data());
if (header.menuList) return header;
}
// we don't need to modify any base assets here
return header;
}
bool Menus::IsMenuVisible(Game::UiContext *dc, Game::menuDef_t *menu)
@ -382,72 +304,55 @@ namespace Components
return Game::Menu_IsVisible(dc, menu);
}
void Menus::AddMenuToContext(Game::UiContext* ctx, int priority, Game::menuDef_t* menu)
void Menus::AddMenuListToContext(Game::UiContext* ctx, Game::MenuList* list, int close)
{
if(ctx->menuCount < MAX_MENUS_IN_CONTEXT)
// scriptmenu
if (std::string(list->name).find(".menu") != std::string::npos)
{
ctx->Menus[ctx->menuCount++] = menu;
}
auto menus = Menus::LoadMenu(list->name);
Menus::UiContextMenus[menu->window.name] = { priority, menu };
}
std::pair<int, Game::menuDef_t*> Menus::FindMenuInContext(Game::UiContext* /*ctx*/, const std::string& name)
{
auto entry = Menus::UiContextMenus.find(name);
if (entry == Menus::UiContextMenus.end()) return { 0, nullptr };
return entry->second;
}
// overwrite entry in uiContext, update it in our list, and free it if it was a disk menu
void Menus::ReplaceMenuInContext(Game::UiContext* ctx, int priority, Game::menuDef_t* menu)
{
for (int i = 0; i < ctx->menuCount; i++)
{
Game::menuDef_t* cur = ctx->Menus[i];
if (!_stricmp(cur->window.name, menu->window.name))
if (menus.size())
{
// check if it was a disk menu and free it if it was
if (Menus::DiskMenuList.find(cur->window.name) != Menus::DiskMenuList.end())
Logger::Print("Overriding menu '%s'\n", list->name);
for (auto it = menus.begin(); it != menus.end(); ++it)
{
Menus::FreeDiskMenu(cur);
if (ctx->menuCount < MAX_MENUS_IN_CONTEXT)
{
ctx->Menus[ctx->menuCount++] = *it;
}
if (close)
{
Game::Menus_CloseRequest(ctx, *it);
}
}
// replace entry in context
ctx->Menus[i] = menu;
break;
return; // don't add original menus
}
}
// update our list
Menus::UiContextMenus[menu->window.name] = { priority, menu };
}
// enforce priority on what menus get loaded
// builtin < iw4x < mod
void Menus::AddMenuListToContext(Game::UiContext* ctx, Game::MenuList* list, int close)
{
int insertPriority = Menus::MenuContextPriority::PRIORITY_BUILTIN;
if (!strncmp(list->name, "ui_mp/iw4x.txt", 13)) insertPriority = Menus::MenuContextPriority::PRIORITY_IW4X;
if (!strncmp(list->name, "ui_mp/mod.txt", 12)) insertPriority = Menus::MenuContextPriority::PRIORITY_MOD;
for (int i = 0; i < list->menuCount; i++)
{
Game::menuDef_t* cur = list->menus[i];
// check if menu already exists in context and replace if priority is higher
std::pair<int, Game::menuDef_t*> ctxEntry = Menus::FindMenuInContext(ctx, cur->window.name);
if (ctxEntry.second) // if menu ptr is null then it wasnt found
if (cur->window.name == reinterpret_cast<const char*>(0xDDDDDDDD))
{
if (insertPriority >= ctxEntry.first) // compare priorities to see if we should replace
{
Menus::ReplaceMenuInContext(ctx, insertPriority, cur);
}
DebugBreak();
}
else // otherwise just insert
auto menus = Menus::LoadMenu(Utils::String::VA("ui_mp/%s.menu", cur->window.name));
if (menus.size())
{
Menus::AddMenuToContext(ctx, insertPriority, cur);
Logger::Print("Overriding menu '%s'\n", cur->window.name);
if (menus.size() > 1) Logger::Print("Disk menu has more than one definition Using only the first one.\n");
cur = menus[0]; // replace menu in context with loaded one
}
if (ctx->menuCount < MAX_MENUS_IN_CONTEXT)
{
ctx->Menus[ctx->menuCount++] = cur;
}
if (close)
@ -468,7 +373,8 @@ namespace Components
// as soon as this loads those start to work again
// if we just trigger this here it blocks the intro from showing because of the FindXAssetHeader calls
// that are waiting for zones to finish loading
Scheduler::OnReady([]()
auto loadCustomMenus = []()
{
// attempt to load iw4x menus
Game::XAssetHeader header = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_MENULIST, "ui_mp/iw4x.txt");
@ -483,7 +389,16 @@ namespace Components
{
Menus::AddMenuListToContext(Game::uiContext, header.menuList, 1);
}
}, true);
};
if (!FastFiles::Ready())
{
Scheduler::OnReady(loadCustomMenus, true);
}
else
{
loadCustomMenus();
}
}
void Menus::ResetContextHook(int a1)
@ -502,10 +417,6 @@ namespace Components
// Ensure everything is zero'ed
Menus::FreeEverything();
// Intercept asset finding
AssetHandler::OnFind(Game::XAssetType::ASSET_TYPE_MENU, Menus::MenuFindHook);
AssetHandler::OnFind(Game::XAssetType::ASSET_TYPE_MENULIST, Menus::MenuListFindHook);
// Don't open connect menu
//Utils::Hook::Nop(0x428E48, 5);
@ -518,20 +429,6 @@ namespace Components
// reset our list on UiContext reset
Utils::Hook(0x4B5422, Menus::ResetContextHook, HOOK_CALL).install()->quick();
// grab custom lists as they are loaded otherwise DB takes up to 20 seconds to load intro
/*
AssetHandler::OnLoad([](Game::XAssetType type, Game::XAssetHeader asset, std::string name, bool*)
{
if (type != Game::XAssetType::ASSET_TYPE_MENULIST) return;
if (name == "ui_mp/iw4x.txt" || name == "ui_mp/mod.txt")
{
Menus::AddMenuListToContext(Game::uiContext, asset.menuList, 1);
}
});
*/
// Use the connect menu open call to update server motds
Utils::Hook(0x428E48, []()
{

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@ -16,13 +16,10 @@ namespace Components
static void RegisterMenuLists();
// used to load assets for zonebuilder
static Game::MenuList* LoadMenuList(const std::string& file);
static std::vector<std::pair<bool, Game::menuDef_t*>> LoadMenu(const std::string& file);
static std::vector<Game::menuDef_t*> LoadMenu(const std::string& file);
private:
static std::unordered_map<std::string, Game::menuDef_t*> DiskMenuList;
static std::unordered_map<std::string, Game::MenuList*> DiskMenuListList;
static std::unordered_map<std::string, std::pair<int, Game::menuDef_t*>> Menus::UiContextMenus;
// Loading
static int ReserveSourceHandle();
@ -33,26 +30,12 @@ namespace Components
// Freeing
static void FreeMenuSource(int handle);
static void FreeDiskMenuList(Game::MenuList* menuList);
static void FreeDiskMenu(Game::menuDef_t* menudef);
// Etc.
static bool IsMenuVisible(Game::UiContext *dc, Game::menuDef_t *menu);
// Intercept Asset Find Calls
static Game::XAssetHeader MenuFindHook(Game::XAssetType type, const std::string& filename);
static Game::XAssetHeader MenuListFindHook(Game::XAssetType type, const std::string& filename);
// Manage menus in uiContext
enum MenuContextPriority
{
PRIORITY_BUILTIN = 0,
PRIORITY_IW4X = 1,
PRIORITY_MOD = 2,
};
static std::pair<int, Game::menuDef_t*> FindMenuInContext(Game::UiContext* ctx, const std::string& name);
static void AddMenuToContext(Game::UiContext* ctx, int priority, Game::menuDef_t* menu);
static void ReplaceMenuInContext(Game::UiContext* ctx, int priority, Game::menuDef_t* menu);
static void AddMenuListToContext(Game::UiContext* ctx, Game::MenuList* list, int close);
static void ResetContextHook(int a1);