Merge branch 'develop' into containers-are-lovely

This commit is contained in:
Edo 2024-01-29 10:46:49 +01:00 committed by GitHub
commit 1f6716eb56
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GPG Key ID: B5690EEEBB952194
11 changed files with 1133 additions and 538 deletions

@ -1 +1 @@
Subproject commit f174f1c4c4c465c337166b92e03b355695c5bc93
Subproject commit 4f7041b9f259d09bc6ca06c3bc182a66c961f2e4

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@ -118,7 +118,7 @@ namespace Components
}
return header;
}
}
int AssetHandler::HasThreadBypass()
{
@ -160,7 +160,7 @@ namespace Components
// Check if custom handler should be bypassed
call AssetHandler::HasThreadBypass
mov [esp + 20h], eax
mov[esp + 20h], eax
popad
pop eax
@ -180,45 +180,45 @@ namespace Components
add esp, 8h
mov [esp + 20h], eax
mov[esp + 20h], eax
popad
pop eax
test eax, eax
jnz finishFound
checkTempAssets:
checkTempAssets :
mov al, AssetHandler::ShouldSearchTempAssets // check to see if enabled
test eax, eax
jz finishOriginal
test eax, eax
jz finishOriginal
mov ecx, [esp + 18h] // Asset type
mov ebx, [esp + 1Ch] // Filename
mov ecx, [esp + 18h] // Asset type
mov ebx, [esp + 1Ch] // Filename
push ebx
push ecx
push ebx
push ecx
call AssetHandler::FindTemporaryAsset
call AssetHandler::FindTemporaryAsset
add esp, 8h
add esp, 8h
test eax, eax
jnz finishFound
test eax, eax
jnz finishFound
finishOriginal:
finishOriginal :
// Asset not found using custom handlers or in temp assets or bypasses were enabled
// redirect to DB_FindXAssetHeader
mov ebx, ds:6D7190h // InterlockedDecrement
mov eax, 40793Bh
jmp eax
mov ebx, ds : 6D7190h // InterlockedDecrement
mov eax, 40793Bh
jmp eax
finishFound:
finishFound :
pop edi
pop esi
pop ebp
pop ebx
pop ecx
retn
pop esi
pop ebp
pop ebx
pop ecx
retn
}
}
@ -292,9 +292,10 @@ namespace Components
}
}
bool AssetHandler::IsAssetEligible(Game::XAssetType type, Game::XAssetHeader *asset)
bool AssetHandler::IsAssetEligible(Game::XAssetType type, Game::XAssetHeader* asset)
{
const char* name = Game::DB_GetXAssetNameHandlers[type](asset);
if (!name) return false;
for (auto i = AssetHandler::EmptyAssets.begin(); i != AssetHandler::EmptyAssets.end();)
@ -333,12 +334,12 @@ namespace Components
push eax
pushad
push [esp + 2Ch]
push [esp + 2Ch]
push[esp + 2Ch]
push[esp + 2Ch]
call AssetHandler::IsAssetEligible
add esp, 8h
mov [esp + 20h], eax
mov[esp + 20h], eax
popad
pop eax
@ -350,9 +351,9 @@ namespace Components
mov ecx, 5BB657h
jmp ecx
doNotLoad:
doNotLoad :
mov eax, [esp + 8h]
retn
retn
}
}
@ -365,9 +366,9 @@ namespace Components
{
AssetHandler::RestrictSignal.connect(callback);
return [callback](){
return [callback]() {
AssetHandler::RestrictSignal.disconnect(callback);
};
};
}
void AssetHandler::ClearRelocations()
@ -573,25 +574,25 @@ namespace Components
// Log missing empty assets
Scheduler::Loop([]
{
if (FastFiles::Ready() && !AssetHandler::EmptyAssets.empty())
{
for (auto& asset : AssetHandler::EmptyAssets)
if (FastFiles::Ready() && !AssetHandler::EmptyAssets.empty())
{
Logger::Warning(Game::CON_CHANNEL_FILES, "Could not load {} \"{}\".\n", Game::DB_GetXAssetTypeName(asset.first), asset.second);
}
for (auto& asset : AssetHandler::EmptyAssets)
{
Logger::Warning(Game::CON_CHANNEL_FILES, "Could not load {} \"{}\".\n", Game::DB_GetXAssetTypeName(asset.first), asset.second);
}
AssetHandler::EmptyAssets.clear();
}
}, Scheduler::Pipeline::MAIN);
AssetHandler::EmptyAssets.clear();
}
}, Scheduler::Pipeline::MAIN);
AssetHandler::OnLoad([](Game::XAssetType type, Game::XAssetHeader asset, std::string name, bool*)
{
if (Dvar::Var("r_noVoid").get<bool>() && type == Game::ASSET_TYPE_XMODEL && name == "void")
{
asset.model->numLods = 0;
}
});
if (Dvar::Var("r_noVoid").get<bool>() && type == Game::ASSET_TYPE_XMODEL && name == "void")
{
asset.model->numLods = 0;
}
});
Game::ReallocateAssetPool(Game::ASSET_TYPE_GAMEWORLD_SP, 1);
Game::ReallocateAssetPool(Game::ASSET_TYPE_IMAGE, ZoneBuilder::IsEnabled() ? 14336 * 2 : 7168);

View File

@ -1,14 +1,27 @@
#include <STDInclude.hpp>
#include "IXModel.hpp"
namespace Assets
{
void IXModel::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
{
header->model = builder->getIW4OfApi()->read<Game::XModel>(Game::XAssetType::ASSET_TYPE_XMODEL, name);
if (header->model)
if (!header->model)
{
// In that case if we want to convert it later potentially we have to grab it now:
header->model = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_XMODEL, name.data()).model;
}
if (header->model)
{
if (Components::ZoneBuilder::zb_sp_to_mp.get<bool>())
{
Assets::IXModel::ConvertPlayerModelFromSingleplayerToMultiplayer(header->model, *builder->getAllocator());
}
// ???
if (header->model->physCollmap)
{
@ -257,4 +270,733 @@ namespace Assets
buffer->popBlock();
}
uint8_t IXModel::GetIndexOfBone(const Game::XModel* model, std::string name)
{
for (uint8_t i = 0; i < model->numBones; i++)
{
const auto bone = model->boneNames[i];
const auto boneName = Game::SL_ConvertToString(bone);
if (name == boneName)
{
return i;
}
}
return static_cast<uint8_t>(UCHAR_MAX);
};
uint8_t IXModel::GetParentIndexOfBone(const Game::XModel* model, uint8_t index)
{
const auto parentIndex = index - model->parentList[index - model->numRootBones];
return static_cast<uint8_t>(parentIndex);
};
void IXModel::SetParentIndexOfBone(Game::XModel* model, uint8_t boneIndex, uint8_t parentIndex)
{
if (boneIndex == SCHAR_MAX)
{
return;
}
model->parentList[boneIndex - model->numRootBones] = boneIndex - parentIndex;
};
std::string IXModel::GetParentOfBone(Game::XModel* model, uint8_t index)
{
assert(index > 0);
const auto parentIndex = GetParentIndexOfBone(model, index);
const auto boneName = Game::SL_ConvertToString(model->boneNames[parentIndex]);
return boneName;
};
uint8_t IXModel::GetHighestAffectingBoneIndex(const Game::XModelLodInfo* lod)
{
uint8_t highestBoneIndex = 0;
{
for (auto surfIndex = 0; surfIndex < lod->numsurfs; surfIndex++)
{
const auto surface = &lod->surfs[surfIndex];
auto vertsBlendOffset = 0;
std::unordered_set<uint8_t> affectingBones{};
const auto registerBoneAffectingSurface = [&](unsigned int offset) {
uint8_t index = static_cast<uint8_t>(surface->vertInfo.vertsBlend[offset] / sizeof(Game::DObjSkelMat));
highestBoneIndex = std::max(highestBoneIndex, index);
};
// 1 bone weight
for (unsigned int vertIndex = 0; vertIndex < surface->vertInfo.vertCount[0]; vertIndex++)
{
registerBoneAffectingSurface(vertsBlendOffset + 0);
vertsBlendOffset += 1;
}
// 2 bone weights
for (unsigned int vertIndex = 0; vertIndex < surface->vertInfo.vertCount[1]; vertIndex++)
{
registerBoneAffectingSurface(vertsBlendOffset + 0);
registerBoneAffectingSurface(vertsBlendOffset + 1);
vertsBlendOffset += 3;
}
// 3 bone weights
for (unsigned int vertIndex = 0; vertIndex < surface->vertInfo.vertCount[2]; vertIndex++)
{
registerBoneAffectingSurface(vertsBlendOffset + 0);
registerBoneAffectingSurface(vertsBlendOffset + 1);
registerBoneAffectingSurface(vertsBlendOffset + 3);
vertsBlendOffset += 5;
}
// 4 bone weights
for (unsigned int vertIndex = 0; vertIndex < surface->vertInfo.vertCount[3]; vertIndex++)
{
registerBoneAffectingSurface(vertsBlendOffset + 0);
registerBoneAffectingSurface(vertsBlendOffset + 1);
registerBoneAffectingSurface(vertsBlendOffset + 3);
registerBoneAffectingSurface(vertsBlendOffset + 5);
vertsBlendOffset += 7;
}
for (unsigned int vertListIndex = 0; vertListIndex < surface->vertListCount; vertListIndex++)
{
highestBoneIndex = std::max(highestBoneIndex, static_cast<uint8_t>(surface->vertList[vertListIndex].boneOffset / sizeof(Game::DObjSkelMat)));
}
}
}
return highestBoneIndex;
};
void IXModel::RebuildPartBits(Game::XModel* model)
{
constexpr auto LENGTH = 6;
for (auto i = 0; i < model->numLods; i++)
{
const auto lod = &model->lodInfo[i];
int lodPartBits[6]{};
for (unsigned short surfIndex = 0; surfIndex < lod->numsurfs; surfIndex++)
{
const auto surface = &lod->surfs[surfIndex];
auto vertsBlendOffset = 0;
int rebuiltPartBits[6]{};
std::unordered_set<uint8_t> affectingBones{};
const auto registerBoneAffectingSurface = [&](unsigned int offset) {
uint8_t index = static_cast<uint8_t>(surface->vertInfo.vertsBlend[offset] / sizeof(Game::DObjSkelMat));
assert(index >= 0);
assert(index < model->numBones);
affectingBones.emplace(index);
};
// 1 bone weight
for (unsigned int vertIndex = 0; vertIndex < surface->vertInfo.vertCount[0]; vertIndex++)
{
registerBoneAffectingSurface(vertsBlendOffset + 0);
vertsBlendOffset += 1;
}
// 2 bone weights
for (unsigned int vertIndex = 0; vertIndex < surface->vertInfo.vertCount[1]; vertIndex++)
{
registerBoneAffectingSurface(vertsBlendOffset + 0);
registerBoneAffectingSurface(vertsBlendOffset + 1);
vertsBlendOffset += 3;
}
// 3 bone weights
for (unsigned int vertIndex = 0; vertIndex < surface->vertInfo.vertCount[2]; vertIndex++)
{
registerBoneAffectingSurface(vertsBlendOffset + 0);
registerBoneAffectingSurface(vertsBlendOffset + 1);
registerBoneAffectingSurface(vertsBlendOffset + 3);
vertsBlendOffset += 5;
}
// 4 bone weights
for (unsigned int vertIndex = 0; vertIndex < surface->vertInfo.vertCount[3]; vertIndex++)
{
registerBoneAffectingSurface(vertsBlendOffset + 0);
registerBoneAffectingSurface(vertsBlendOffset + 1);
registerBoneAffectingSurface(vertsBlendOffset + 3);
registerBoneAffectingSurface(vertsBlendOffset + 5);
vertsBlendOffset += 7;
}
for (unsigned int vertListIndex = 0; vertListIndex < surface->vertListCount; vertListIndex++)
{
affectingBones.emplace(static_cast<uint8_t>(surface->vertList[vertListIndex].boneOffset / sizeof(Game::DObjSkelMat)));
}
// Actually rebuilding
for (const auto& boneIndex : affectingBones)
{
const auto bitPosition = 31 - boneIndex % 32;
const auto groupIndex = boneIndex / 32;
assert(groupIndex < 6);
assert(groupIndex >= 0);
rebuiltPartBits[groupIndex] |= 1 << bitPosition;
lodPartBits[groupIndex] |= 1 << bitPosition;
}
std::memcpy(surface->partBits, rebuiltPartBits, 6 * sizeof(int32_t));
}
std::memcpy(lod->partBits, lodPartBits, 6 * sizeof(int32_t));
std::memcpy(lod->modelSurfs->partBits, lodPartBits, 6 * sizeof(int32_t));
// here's a little lesson in trickery:
// We set the 192nd part bit to TRUE because it has no consequences
// but allows us to find out whether that surf was already converted in the past or not
lod->partBits[LENGTH - 1] |= 0x1;
lod->modelSurfs->partBits[LENGTH - 1] |= 0x1;
}
};
uint8_t IXModel::InsertBone(Game::XModel* model, const std::string& boneName, const std::string& parentName, Utils::Memory::Allocator& allocator)
{
assert(GetIndexOfBone(model, boneName) == UCHAR_MAX);
#if DEBUG
constexpr auto MAX_BONES = 192;
assert(model->numBones < MAX_BONES);
#endif
// Start with backing up parent links that we will have to restore
// We'll restore them at the end
std::map<std::string, std::string> parentsToRestore{};
for (uint8_t i = model->numRootBones; i < model->numBones; i++)
{
parentsToRestore[Game::SL_ConvertToString(model->boneNames[i])] = GetParentOfBone(model, i);
}
const uint8_t newBoneCount = model->numBones + 1;
const uint8_t newBoneCountMinusRoot = newBoneCount - model->numRootBones;
const auto parentIndex = GetIndexOfBone(model, parentName);
assert(parentIndex != UCHAR_MAX);
const uint8_t atPosition = parentIndex + 1;
const uint8_t newBoneIndex = atPosition;
const uint8_t newBoneIndexMinusRoot = atPosition - model->numRootBones;
// Reallocate
const auto newBoneNames = allocator.allocateArray<uint16_t>(newBoneCount);
const auto newMats = allocator.allocateArray<Game::DObjAnimMat>(newBoneCount);
const auto newBoneInfo = allocator.allocateArray<Game::XBoneInfo>(newBoneCount);
const auto newPartsClassification = allocator.allocateArray<uint8_t>(newBoneCount);
const auto newQuats = allocator.allocateArray<int16_t>(4 * newBoneCountMinusRoot);
const auto newTrans = allocator.allocateArray<float>(3 * newBoneCountMinusRoot);
const auto newParentList = allocator.allocateArray<uint8_t>(newBoneCountMinusRoot);
const uint8_t lengthOfFirstPart = atPosition;
const uint8_t lengthOfSecondPart = model->numBones - atPosition;
const uint8_t lengthOfFirstPartM1 = atPosition - model->numRootBones;
const uint8_t lengthOfSecondPartM1 = model->numBones - model->numRootBones - (atPosition - model->numRootBones);
const uint8_t atPositionM1 = atPosition - model->numRootBones;
#if DEBUG
// should be equal to model->numBones
unsigned int total = lengthOfFirstPart + lengthOfSecondPart;
assert(total == model->numBones);
// should be equal to model->numBones - model->numRootBones
int totalM1 = lengthOfFirstPartM1 + lengthOfSecondPartM1;
assert(totalM1 == model->numBones - model->numRootBones);
#endif
// Copy before
if (lengthOfFirstPart > 0)
{
std::memcpy(newBoneNames, model->boneNames, sizeof(uint16_t) * lengthOfFirstPart);
std::memcpy(newMats, model->baseMat, sizeof(Game::DObjAnimMat) * lengthOfFirstPart);
std::memcpy(newPartsClassification, model->partClassification, lengthOfFirstPart);
std::memcpy(newBoneInfo, model->boneInfo, sizeof(Game::XBoneInfo) * lengthOfFirstPart);
std::memcpy(newQuats, model->quats, sizeof(uint16_t) * 4 * lengthOfFirstPartM1);
std::memcpy(newTrans, model->trans, sizeof(float) * 3 * lengthOfFirstPartM1);
}
// Insert new bone
{
unsigned int name = Game::SL_GetString(boneName.data(), 0);
Game::XBoneInfo boneInfo{};
Game::DObjAnimMat mat{};
// It's ABSOLUTE!
mat = model->baseMat[parentIndex];
boneInfo = model->boneInfo[parentIndex];
// It's RELATIVE !
uint16_t quat[4]{};
quat[3] = SHRT_MAX; // 0 0 0 1
float trans[3]{};
mat.transWeight = 1.9999f; // Should be 1.9999 like everybody?
newMats[newBoneIndex] = mat;
newBoneInfo[newBoneIndex] = boneInfo;
newBoneNames[newBoneIndex] = static_cast<uint16_t>(name);
// TODO parts Classification
std::memcpy(&newQuats[newBoneIndexMinusRoot * 4], quat, ARRAYSIZE(quat) * sizeof(uint16_t));
std::memcpy(&newTrans[newBoneIndexMinusRoot * 3], trans, ARRAYSIZE(trans) * sizeof(float));
}
// Copy after
if (lengthOfSecondPart > 0)
{
std::memcpy(&newBoneNames[atPosition + 1], &model->boneNames[atPosition], sizeof(uint16_t) * lengthOfSecondPart);
std::memcpy(&newMats[atPosition + 1], &model->baseMat[atPosition], sizeof(Game::DObjAnimMat) * lengthOfSecondPart);
std::memcpy(&newPartsClassification[atPosition + 1], &model->partClassification[atPosition], lengthOfSecondPart);
std::memcpy(&newBoneInfo[atPosition + 1], &model->boneInfo[atPosition], sizeof(Game::XBoneInfo) * lengthOfSecondPart);
std::memcpy(&newQuats[(atPositionM1 + 1) * 4], &model->quats[atPositionM1 * 4], sizeof(uint16_t) * 4 * lengthOfSecondPartM1);
std::memcpy(&newTrans[(atPositionM1 + 1) * 3], &model->trans[atPositionM1 * 3], sizeof(float) * 3 * lengthOfSecondPartM1);
}
//Game::Z_VirtualFree(model->baseMat);
//Game::Z_VirtualFree(model->boneInfo);
//Game::Z_VirtualFree(model->boneNames);
//Game::Z_VirtualFree(model->quats);
//Game::Z_VirtualFree(model->trans);
//Game::Z_VirtualFree(model->parentList);
// Assign reallocated
model->baseMat = newMats;
model->boneInfo = newBoneInfo;
model->boneNames = newBoneNames;
model->quats = newQuats;
model->trans = newTrans;
model->parentList = newParentList;
model->numBones = newBoneCount;
// Update vertex weight
for (uint8_t lodIndex = 0; lodIndex < model->numLods; lodIndex++)
{
const auto lod = &model->lodInfo[lodIndex];
if ((lod->modelSurfs->partBits[5] & 0x1) == 0x1)
{
// surface lod already converted (more efficient)
std::memcpy(lod->partBits, lod->modelSurfs->partBits, 6 * sizeof(uint32_t));
continue;
}
if (GetHighestAffectingBoneIndex(lod) >= model->numBones)
{
// surface lod already converted (more accurate)
continue;
}
for (int surfIndex = 0; surfIndex < lod->modelSurfs->numsurfs; surfIndex++)
{
auto vertsBlendOffset = 0u;
const auto surface = &lod->modelSurfs->surfs[surfIndex];
static_assert(sizeof(Game::DObjSkelMat) == 64);
{
const auto fixVertexBlendIndex = [&](unsigned int offset) {
int index = static_cast<int>(surface->vertInfo.vertsBlend[offset] / sizeof(Game::DObjSkelMat));
if (index >= atPosition)
{
index++;
if (index < 0 || index >= model->numBones)
{
Components::Logger::Print("Unexpected 'bone index' {} out of {} bones while working vertex blend of: xmodel {} lod {} xmodelsurf {} surf #{}", index, model->numBones, model->name, lodIndex, lod->modelSurfs->name, lodIndex, surfIndex);
assert(false);
}
surface->vertInfo.vertsBlend[offset] = static_cast<unsigned short>(index * sizeof(Game::DObjSkelMat));
}
};
// Fix bone offsets
if (surface->vertList)
{
for (auto vertListIndex = 0u; vertListIndex < surface->vertListCount; vertListIndex++)
{
const auto vertList = &surface->vertList[vertListIndex];
auto index = vertList->boneOffset / sizeof(Game::DObjSkelMat);
if (index >= atPosition)
{
index++;
if (index < 0 || index >= model->numBones)
{
Components::Logger::Print("Unexpected 'bone index' {} out of {} bones while working vertex list of: xmodel {} lod {} xmodelsurf {} surf #{}\n", index, model->numBones, model->name, lodIndex, lod->modelSurfs->name, surfIndex);
assert(false);
}
vertList->boneOffset = static_cast<unsigned short>(index * sizeof(Game::DObjSkelMat));
}
}
}
// 1 bone weight
for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[0]; vertIndex++)
{
fixVertexBlendIndex(vertsBlendOffset + 0);
vertsBlendOffset += 1;
}
// 2 bone weights
for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[1]; vertIndex++)
{
fixVertexBlendIndex(vertsBlendOffset + 0);
fixVertexBlendIndex(vertsBlendOffset + 1);
vertsBlendOffset += 3;
}
// 3 bone weights
for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[2]; vertIndex++)
{
fixVertexBlendIndex(vertsBlendOffset + 0);
fixVertexBlendIndex(vertsBlendOffset + 1);
fixVertexBlendIndex(vertsBlendOffset + 3);
vertsBlendOffset += 5;
}
// 4 bone weights
for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[3]; vertIndex++)
{
fixVertexBlendIndex(vertsBlendOffset + 0);
fixVertexBlendIndex(vertsBlendOffset + 1);
fixVertexBlendIndex(vertsBlendOffset + 3);
fixVertexBlendIndex(vertsBlendOffset + 5);
vertsBlendOffset += 7;
}
}
}
}
SetParentIndexOfBone(model, atPosition, parentIndex);
// Restore parents
for (const auto& kv : parentsToRestore)
{
// Fix parents
const auto key = kv.first;
const auto beforeVal = kv.second;
const auto p = GetIndexOfBone(model, beforeVal);
const auto index = GetIndexOfBone(model, key);
SetParentIndexOfBone(model, index, p);
}
return atPosition; // Bone index of added bone
};
void IXModel::TransferWeights(Game::XModel* model, const uint8_t origin, const uint8_t destination)
{
const auto originalWeights = model->baseMat[origin].transWeight;
model->baseMat[origin].transWeight = model->baseMat[destination].transWeight;
model->baseMat[destination].transWeight = originalWeights;
for (int i = 0; i < model->numLods; i++)
{
const auto lod = &model->lodInfo[i];
if ((lod->partBits[5] & 0x1) == 0x1)
{
// surface lod already converted (more efficient)
continue;
}
for (int surfIndex = 0; surfIndex < lod->modelSurfs->numsurfs; surfIndex++)
{
auto vertsBlendOffset = 0u;
const auto surface = &lod->modelSurfs->surfs[surfIndex];
{
const auto transferVertexBlendIndex = [&](unsigned int offset) {
int index = static_cast<int>(surface->vertInfo.vertsBlend[offset] / sizeof(Game::DObjSkelMat));
if (index == origin)
{
index = destination;
if (index < 0 || index >= model->numBones)
{
assert(false);
}
surface->vertInfo.vertsBlend[offset] = static_cast<unsigned short>(index * sizeof(Game::DObjSkelMat));
}
};
// Fix bone offsets
if (surface->vertList)
{
for (auto vertListIndex = 0u; vertListIndex < surface->vertListCount; vertListIndex++)
{
const auto vertList = &surface->vertList[vertListIndex];
auto index = vertList->boneOffset / sizeof(Game::DObjSkelMat);
if (index == origin)
{
if (index < 0 || index >= model->numBones)
{
assert(false);
}
index = destination;
vertList->boneOffset = static_cast<unsigned short>(index * sizeof(Game::DObjSkelMat));
}
}
}
// 1 bone weight
for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[0]; vertIndex++)
{
transferVertexBlendIndex(vertsBlendOffset + 0);
vertsBlendOffset += 1;
}
// 2 bone weights
for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[1]; vertIndex++)
{
transferVertexBlendIndex(vertsBlendOffset + 0);
transferVertexBlendIndex(vertsBlendOffset + 1);
vertsBlendOffset += 3;
}
// 3 bone weights
for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[2]; vertIndex++)
{
transferVertexBlendIndex(vertsBlendOffset + 0);
transferVertexBlendIndex(vertsBlendOffset + 1);
transferVertexBlendIndex(vertsBlendOffset + 3);
vertsBlendOffset += 5;
}
// 4 bone weights
for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[3]; vertIndex++)
{
transferVertexBlendIndex(vertsBlendOffset + 0);
transferVertexBlendIndex(vertsBlendOffset + 1);
transferVertexBlendIndex(vertsBlendOffset + 3);
transferVertexBlendIndex(vertsBlendOffset + 5);
vertsBlendOffset += 7;
}
}
}
}
};
void IXModel::SetBoneTrans(Game::XModel* model, uint8_t boneIndex, bool baseMat, float x, float y, float z)
{
if (baseMat)
{
model->baseMat[boneIndex].trans[0] = x;
model->baseMat[boneIndex].trans[1] = y;
model->baseMat[boneIndex].trans[2] = z;
}
else
{
const auto index = boneIndex - model->numRootBones;
assert(index >= 0);
model->trans[index * 3 + 0] = x;
model->trans[index * 3 + 1] = y;
model->trans[index * 3 + 2] = z;
}
}
void IXModel::SetBoneQuaternion(Game::XModel* model, uint8_t boneIndex, bool baseMat, float x, float y, float z, float w)
{
if (baseMat)
{
model->baseMat[boneIndex].quat[0] = x;
model->baseMat[boneIndex].quat[1] = y;
model->baseMat[boneIndex].quat[2] = z;
model->baseMat[boneIndex].quat[3] = w;
}
else
{
const auto index = boneIndex - model->numRootBones;
assert(index >= 0);
model->quats[index * 4 + 0] = static_cast<uint16_t>(x * SHRT_MAX);
model->quats[index * 4 + 1] = static_cast<uint16_t>(y * SHRT_MAX);
model->quats[index * 4 + 2] = static_cast<uint16_t>(z * SHRT_MAX);
model->quats[index * 4 + 3] = static_cast<uint16_t>(w * SHRT_MAX);
}
}
void IXModel::ConvertPlayerModelFromSingleplayerToMultiplayer(Game::XModel* model, Utils::Memory::Allocator& allocator)
{
if (model->name == "body_airport_com_a"s)
{
printf("");
}
std::string requiredBonesForHumanoid[] = {
"j_spinelower",
"j_spineupper",
"j_spine4",
"j_mainroot"
};
for (const auto& required : requiredBonesForHumanoid)
{
if (GetIndexOfBone(model, required) == UCHAR_MAX)
{
// Not humanoid - nothing to do
return;
}
}
auto indexOfSpine = GetIndexOfBone(model, "j_spinelower");
const auto nameOfParent = GetParentOfBone(model, indexOfSpine);
if (GetIndexOfBone(model, "torso_stabilizer") == UCHAR_MAX) // Singleplayer model is likely
{
Components::Logger::Print("Converting {} skeleton from SP to MP...\n", model->name);
// No stabilizer - let's do surgery
// We're trying to get there:
// tag_origin
// j_main_root
// pelvis
// j_hip_le
// j_hip_ri
// tag_stowed_hip_rear
// torso_stabilizer
// j_spinelower
// back_low
// j_spineupper
// back_mid
// j_spine4
const auto root = GetIndexOfBone(model, "j_mainroot");
if (root < UCHAR_MAX) {
// Add pelvis
const uint8_t indexOfPelvis = InsertBone(model, "pelvis", "j_mainroot", allocator);
SetBoneQuaternion(model, indexOfPelvis, true, -0.494f, -0.506f, -0.506f, 0.494f);
TransferWeights(model, root, indexOfPelvis);
SetParentIndexOfBone(model, GetIndexOfBone(model, "j_hip_le"), indexOfPelvis);
SetParentIndexOfBone(model, GetIndexOfBone(model, "j_hip_ri"), indexOfPelvis);
SetParentIndexOfBone(model, GetIndexOfBone(model, "tag_stowed_hip_rear"), indexOfPelvis);
// These two are optional
if (GetIndexOfBone(model, "j_coatfront_le") == UCHAR_MAX)
{
InsertBone(model, "j_coatfront_le", "pelvis", allocator);
}
if (GetIndexOfBone(model, "j_coatfront_ri") == UCHAR_MAX)
{
InsertBone(model, "j_coatfront_ri", "pelvis", allocator);
}
const uint8_t torsoStabilizer = InsertBone(model, "torso_stabilizer", "pelvis", allocator);
const uint8_t lowerSpine = GetIndexOfBone(model, "j_spinelower");
SetParentIndexOfBone(model, lowerSpine, torsoStabilizer);
const uint8_t backLow = InsertBone(model, "back_low", "j_spinelower", allocator);
TransferWeights(model, lowerSpine, backLow);
SetParentIndexOfBone(model, GetIndexOfBone(model, "j_spineupper"), backLow);
const uint8_t backMid = InsertBone(model, "back_mid", "j_spineupper", allocator);
TransferWeights(model, GetIndexOfBone(model, "j_spineupper"), backMid);
SetParentIndexOfBone(model, GetIndexOfBone(model, "j_spine4"), backMid);
assert(root == GetIndexOfBone(model, "j_mainroot"));
assert(indexOfPelvis == GetIndexOfBone(model, "pelvis"));
assert(backLow == GetIndexOfBone(model, "back_low"));
assert(backMid == GetIndexOfBone(model, "back_mid"));
// Twister bone
SetBoneQuaternion(model, lowerSpine, false, -0.492f, -0.507f, -0.507f, 0.492f);
SetBoneQuaternion(model, torsoStabilizer, false, 0.494f, 0.506f, 0.506f, 0.494f);
// This doesn't feel like it should be necessary
// It is, on singleplayer models unfortunately. Could we add an extra bone to compensate this?
// Or compensate it another way?
SetBoneTrans(model, GetIndexOfBone(model, "j_spinelower"), false, 0.07f, 0.0f, 5.2f);
// These are often messed up on civilian models, but there is no obvious way to tell from code
auto stowedBack = GetIndexOfBone(model, "tag_stowed_back");
if (stowedBack == UCHAR_MAX)
{
stowedBack = InsertBone(model, "tag_stowed_back", "j_spine4", allocator);
}
SetBoneTrans(model, stowedBack, false, -0.32f, -6.27f, -2.65F);
SetBoneQuaternion(model, stowedBack, false, -0.044f, 0.088f, -0.995f, 0.025f);
SetBoneTrans(model, stowedBack, true, -9.571f, -2.654f, 51.738f);
SetBoneQuaternion(model, stowedBack, true, -0.071f, 0.0f, -0.997f, 0.0f);
auto stowedRear = GetIndexOfBone(model, "tag_stowed_hip_rear");
if (stowedRear == UCHAR_MAX)
{
stowedBack = InsertBone(model, "tag_stowed_hip_rear", "pelvis", allocator);
}
SetBoneTrans(model, stowedRear, false, -0.75f, -6.45f, -4.99f);
SetBoneQuaternion(model, stowedRear, false, -0.553f, -0.062f, -0.049f, 0.830f);
SetBoneTrans(model, stowedBack, true, -9.866f, -4.989f, 36.315f);
SetBoneQuaternion(model, stowedRear, true, -0.054f, -0.025f, -0.975f, 0.214f);
RebuildPartBits(model);
}
}
}
}

View File

@ -10,5 +10,20 @@ namespace Assets
void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
static void ConvertPlayerModelFromSingleplayerToMultiplayer(Game::XModel* model, Utils::Memory::Allocator& allocator);
private:
static uint8_t GetIndexOfBone(const Game::XModel* model, std::string name);
static uint8_t GetParentIndexOfBone(const Game::XModel* model, uint8_t index);
static void SetParentIndexOfBone(Game::XModel* model, uint8_t boneIndex, uint8_t parentIndex);
static std::string GetParentOfBone(Game::XModel* model, uint8_t index);
static uint8_t GetHighestAffectingBoneIndex(const Game::XModelLodInfo* lod);
static void RebuildPartBits(Game::XModel* model);
static uint8_t InsertBone(Game::XModel* model, const std::string& boneName, const std::string& parentName, Utils::Memory::Allocator& allocator);
static void TransferWeights(Game::XModel* model, const uint8_t origin, const uint8_t destination);
static void SetBoneTrans(Game::XModel* model, uint8_t boneIndex, bool baseMat, float x, float y, float z);
static void SetBoneQuaternion(Game::XModel* model, uint8_t boneIndex, bool baseMat, float x, float y, float z, float w);
};
}

View File

@ -214,6 +214,7 @@ namespace Components
if (Bans::IsBanned({guid, address.getIP()}))
{
Logger::PrintFail2Ban("Failed connect attempt from IP address: {}\n", Network::AdrToString(address));
Network::Send(address, "error\nEXE_ERR_BANNED_PERM");
return;
}
@ -315,6 +316,12 @@ namespace Components
}
}
void ClientConnectFailedStub(Game::netsrc_t sock, Game::netadr_t adr, const char* data)
{
Logger::PrintFail2Ban("Failed connect attempt from IP address: {}\n", Network::AdrToString(adr));
Game::NET_OutOfBandPrint(sock, adr, data);
}
unsigned __int64 Auth::GetKeyHash(const std::string& key)
{
std::string hash = Utils::Cryptography::SHA1::Compute(key);
@ -502,6 +509,9 @@ namespace Components
Utils::Hook(0x41D3E3, SendConnectDataStub, HOOK_CALL).install()->quick();
// Hook for Fail2Ban (Hook near client connect to detect password brute forcing)
Utils::Hook(0x4611CA, ClientConnectFailedStub, HOOK_CALL).install()->quick(); // NET_OutOfBandPrint (Grab IP super easy)
// SteamIDs can only contain 31 bits of actual 'id' data.
// The other 33 bits are steam internal data like universe and so on.
// Using only 31 bits for fingerprints is pretty insecure.

View File

@ -386,7 +386,7 @@ namespace Components
{
if (Components::Weapon::GModelIndexHasBeenReallocated)
{
model = Components::Weapon::G_ModelIndexReallocated[ent->model];
model = Components::Weapon::cached_models_reallocated[ent->model];
}
else
{

View File

@ -6,9 +6,18 @@
namespace Components
{
const Game::dvar_t* Weapon::BGWeaponOffHandFix;
Game::XModel* Weapon::G_ModelIndexReallocated[G_MODELINDEX_LIMIT];
Game::XModel* Weapon::cached_models_reallocated[G_MODELINDEX_LIMIT];
bool Weapon::GModelIndexHasBeenReallocated;
// Config strings mapping
// 0-1067 unknown
// 1125-1580 cached models (512 long range)
// 1581-1637 also reserved for models?
// 1637-4082 unknown
// 4082-above = bad index?
// 4137 : timescale
// 4138-above = reserved for weapons?
Game::WeaponCompleteDef* Weapon::LoadWeaponCompleteDef(const char* name)
{
if (auto* rawWeaponFile = Game::BG_LoadWeaponCompleteDefInternal("mp", name))
@ -22,7 +31,7 @@ namespace Components
const char* Weapon::GetWeaponConfigString(int index)
{
if (index >= (1200 + 2804)) index += (2939 - 2804);
if (index >= (BASEGAME_WEAPON_LIMIT + 2804)) index += (2939 - 2804);
return Game::CL_GetConfigString(index);
}
@ -34,7 +43,7 @@ namespace Components
{
for (unsigned int i = 1; i < Game::BG_GetNumWeapons(); ++i)
{
Game::SV_SetConfigstring(i + (i >= 1200 ? 2939 : 2804), Game::BG_GetWeaponName(i));
Game::SV_SetConfigstring(i + (i >= BASEGAME_WEAPON_LIMIT ? 2939 : 2804), Game::BG_GetWeaponName(i));
}
}
}
@ -57,12 +66,14 @@ namespace Components
return 0;
}
if (index >= 4139)
if (index >= BASEGAME_MAX_CONFIGSTRINGS)
{
// if above 4139, remap to 1200<>?
index -= 2939;
}
else if (index > 2804 && index <= 2804 + 1200)
else if (index > 2804 && index <= 2804 + BASEGAME_WEAPON_LIMIT)
{
// from 2804 to 4004, remap to 0<>1200
index -= 2804;
}
else
@ -283,8 +294,8 @@ namespace Components
// And http://reverseengineering.stackexchange.com/questions/1397/how-can-i-reverse-optimized-integer-division-modulo-by-constant-operations
// The game's magic number is computed using this formula: (1 / 1200) * (2 ^ (32 + 7)
// I'm too lazy to generate the new magic number, so we can make use of the fact that using powers of 2 as scales allows to change the compensating shift
static_assert(((WEAPON_LIMIT / 1200) * 1200) == WEAPON_LIMIT && (WEAPON_LIMIT / 1200) != 0 && !((WEAPON_LIMIT / 1200) & ((WEAPON_LIMIT / 1200) - 1)), "WEAPON_LIMIT / 1200 is not a power of 2!");
const unsigned char compensation = 7 + static_cast<unsigned char>(log2(WEAPON_LIMIT / 1200)); // 7 is the compensation the game uses
static_assert(((WEAPON_LIMIT / BASEGAME_WEAPON_LIMIT) * BASEGAME_WEAPON_LIMIT) == WEAPON_LIMIT && (WEAPON_LIMIT / BASEGAME_WEAPON_LIMIT) != 0 && !((WEAPON_LIMIT / BASEGAME_WEAPON_LIMIT) & ((WEAPON_LIMIT / BASEGAME_WEAPON_LIMIT) - 1)), "WEAPON_LIMIT / 1200 is not a power of 2!");
const unsigned char compensation = 7 + static_cast<unsigned char>(log2(WEAPON_LIMIT / BASEGAME_WEAPON_LIMIT)); // 7 is the compensation the game uses
Utils::Hook::Set<BYTE>(0x49263D, compensation);
Utils::Hook::Set<BYTE>(0x5E250C, compensation);
Utils::Hook::Set<BYTE>(0x5E2B43, compensation);
@ -407,46 +418,46 @@ namespace Components
// Patch bg_weaponDefs on the stack
Utils::Hook::Set<DWORD>(0x40C31D, sizeof(bg_weaponDefs));
Utils::Hook::Set<DWORD>(0x40C32F, sizeof(bg_weaponDefs));
Utils::Hook::Set<DWORD>(0x40C311, 0x258C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2)));
Utils::Hook::Set<DWORD>(0x40C45F, 0x258C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2)));
Utils::Hook::Set<DWORD>(0x40C478, 0x258C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2)));
Utils::Hook::Set<DWORD>(0x40C434, 0x258C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2)));
Utils::Hook::Set<DWORD>(0x40C434, 0x258C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2)));
Utils::Hook::Set<DWORD>(0x40C311, 0x258C + ((sizeof(bg_weaponDefs) * 2) - (BASEGAME_WEAPON_LIMIT * 4 * 2)));
Utils::Hook::Set<DWORD>(0x40C45F, 0x258C + ((sizeof(bg_weaponDefs) * 2) - (BASEGAME_WEAPON_LIMIT * 4 * 2)));
Utils::Hook::Set<DWORD>(0x40C478, 0x258C + ((sizeof(bg_weaponDefs) * 2) - (BASEGAME_WEAPON_LIMIT * 4 * 2)));
Utils::Hook::Set<DWORD>(0x40C434, 0x258C + ((sizeof(bg_weaponDefs) * 2) - (BASEGAME_WEAPON_LIMIT * 4 * 2)));
Utils::Hook::Set<DWORD>(0x40C434, 0x258C + ((sizeof(bg_weaponDefs) * 2) - (BASEGAME_WEAPON_LIMIT * 4 * 2)));
// Move second buffer pointers
Utils::Hook::Set<DWORD>(0x40C336, 0x12E4 + ((sizeof(bg_weaponDefs)) - (1200 * 4)));
Utils::Hook::Set<DWORD>(0x40C3C6, 0x12DC + ((sizeof(bg_weaponDefs)) - (1200 * 4)));
Utils::Hook::Set<DWORD>(0x40C3CE, 0x12DC + ((sizeof(bg_weaponDefs)) - (1200 * 4)));
Utils::Hook::Set<DWORD>(0x40C336, 0x12E4 + ((sizeof(bg_weaponDefs)) - (BASEGAME_WEAPON_LIMIT * 4)));
Utils::Hook::Set<DWORD>(0x40C3C6, 0x12DC + ((sizeof(bg_weaponDefs)) - (BASEGAME_WEAPON_LIMIT * 4)));
Utils::Hook::Set<DWORD>(0x40C3CE, 0x12DC + ((sizeof(bg_weaponDefs)) - (BASEGAME_WEAPON_LIMIT * 4)));
// Move arg0 pointers
Utils::Hook::Set<DWORD>(0x40C365, 0x259C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2)));
Utils::Hook::Set<DWORD>(0x40C44E, 0x259C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2)));
Utils::Hook::Set<DWORD>(0x40C467, 0x259C + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2)));
Utils::Hook::Set<DWORD>(0x40C365, 0x259C + ((sizeof(bg_weaponDefs) * 2) - (BASEGAME_WEAPON_LIMIT * 4 * 2)));
Utils::Hook::Set<DWORD>(0x40C44E, 0x259C + ((sizeof(bg_weaponDefs) * 2) - (BASEGAME_WEAPON_LIMIT * 4 * 2)));
Utils::Hook::Set<DWORD>(0x40C467, 0x259C + ((sizeof(bg_weaponDefs) * 2) - (BASEGAME_WEAPON_LIMIT * 4 * 2)));
// Move arg4 pointers
Utils::Hook::Set<DWORD>(0x40C344, 0x25B4 + ((sizeof(bg_weaponDefs) * 2) - (1200 * 4 * 2)));
Utils::Hook::Set<DWORD>(0x40C344, 0x25B4 + ((sizeof(bg_weaponDefs) * 2) - (BASEGAME_WEAPON_LIMIT * 4 * 2)));
// Patch bg_sharedAmmoCaps on the stack
Utils::Hook::Set<DWORD>(0x4F76E6, sizeof(bg_sharedAmmoCaps));
Utils::Hook::Set<DWORD>(0x4F7621, 0x12C8 + (sizeof(bg_sharedAmmoCaps) - (1200 * 4)));
Utils::Hook::Set<DWORD>(0x4F76AF, 0x12C8 + (sizeof(bg_sharedAmmoCaps) - (1200 * 4)));
Utils::Hook::Set<DWORD>(0x4F76DA, 0x12C8 + (sizeof(bg_sharedAmmoCaps) - (1200 * 4)));
Utils::Hook::Set<DWORD>(0x4F77C5, 0x12C8 + (sizeof(bg_sharedAmmoCaps) - (1200 * 4)));
Utils::Hook::Set<DWORD>(0x4F7621, 0x12C8 + (sizeof(bg_sharedAmmoCaps) - (BASEGAME_WEAPON_LIMIT * 4)));
Utils::Hook::Set<DWORD>(0x4F76AF, 0x12C8 + (sizeof(bg_sharedAmmoCaps) - (BASEGAME_WEAPON_LIMIT * 4)));
Utils::Hook::Set<DWORD>(0x4F76DA, 0x12C8 + (sizeof(bg_sharedAmmoCaps) - (BASEGAME_WEAPON_LIMIT * 4)));
Utils::Hook::Set<DWORD>(0x4F77C5, 0x12C8 + (sizeof(bg_sharedAmmoCaps) - (BASEGAME_WEAPON_LIMIT * 4)));
// Move arg0 pointers
Utils::Hook::Set<DWORD>(0x4F766D, 0x12DC + (sizeof(bg_sharedAmmoCaps) - (1200 * 4)));
Utils::Hook::Set<DWORD>(0x4F76B7, 0x12DC + (sizeof(bg_sharedAmmoCaps) - (1200 * 4)));
Utils::Hook::Set<DWORD>(0x4F76FB, 0x12EC + (sizeof(bg_sharedAmmoCaps) - (1200 * 4)));
Utils::Hook::Set<DWORD>(0x4F766D, 0x12DC + (sizeof(bg_sharedAmmoCaps) - (BASEGAME_WEAPON_LIMIT * 4)));
Utils::Hook::Set<DWORD>(0x4F76B7, 0x12DC + (sizeof(bg_sharedAmmoCaps) - (BASEGAME_WEAPON_LIMIT * 4)));
Utils::Hook::Set<DWORD>(0x4F76FB, 0x12EC + (sizeof(bg_sharedAmmoCaps) - (BASEGAME_WEAPON_LIMIT * 4)));
// Move arg4 pointers
Utils::Hook::Set<DWORD>(0x4F7630, 0x12DC + (sizeof(bg_sharedAmmoCaps) - (1200 * 4)));
Utils::Hook::Set<DWORD>(0x4F7630, 0x12DC + (sizeof(bg_sharedAmmoCaps) - (BASEGAME_WEAPON_LIMIT * 4)));
// Reallocate G_ModelIndex
Utils::Hook::Set(0x420654 + 3, G_ModelIndexReallocated);
Utils::Hook::Set(0x43BCE4 + 3, G_ModelIndexReallocated);
Utils::Hook::Set(0x44F27B + 3, G_ModelIndexReallocated);
Utils::Hook::Set(0x479087 + 1, G_ModelIndexReallocated);
Utils::Hook::Set(0x48069D + 3, G_ModelIndexReallocated);
Utils::Hook::Set(0x48F088 + 3, G_ModelIndexReallocated);
Utils::Hook::Set(0x4F457C + 3, G_ModelIndexReallocated);
Utils::Hook::Set(0x5FC762 + 3, G_ModelIndexReallocated);
Utils::Hook::Set(0x5FC7BE + 3, G_ModelIndexReallocated);
Utils::Hook::Set(0x420654 + 3, cached_models_reallocated);
Utils::Hook::Set(0x43BCE4 + 3, cached_models_reallocated);
Utils::Hook::Set(0x44F27B + 3, cached_models_reallocated);
Utils::Hook::Set(0x479087 + 1, cached_models_reallocated);
Utils::Hook::Set(0x48069D + 3, cached_models_reallocated);
Utils::Hook::Set(0x48F088 + 3, cached_models_reallocated);
Utils::Hook::Set(0x4F457C + 3, cached_models_reallocated);
Utils::Hook::Set(0x5FC762 + 3, cached_models_reallocated);
Utils::Hook::Set(0x5FC7BE + 3, cached_models_reallocated);
Utils::Hook::Set<DWORD>(0x44F256 + 2, G_MODELINDEX_LIMIT);
GModelIndexHasBeenReallocated = true;

View File

@ -1,14 +1,16 @@
#pragma once
#define BASEGAME_WEAPON_LIMIT 1200
#define BASEGAME_MAX_CONFIGSTRINGS 4139
// Increase the weapon limit
// Was 1200 before
#define WEAPON_LIMIT 2400
#define MAX_CONFIGSTRINGS (4139 - 1200 + WEAPON_LIMIT)
#define MAX_CONFIGSTRINGS (BASEGAME_MAX_CONFIGSTRINGS - BASEGAME_WEAPON_LIMIT + WEAPON_LIMIT)
// Double the limit to allow loading of some heavy-duty MW3 maps
#define ADDITIONAL_GMODELS 512
#define G_MODELINDEX_LIMIT (512 + WEAPON_LIMIT - 1200 + ADDITIONAL_GMODELS)
#define G_MODELINDEX_LIMIT (512 + WEAPON_LIMIT - BASEGAME_WEAPON_LIMIT + ADDITIONAL_GMODELS)
namespace Components
{
@ -16,7 +18,7 @@ namespace Components
{
public:
Weapon();
static Game::XModel* G_ModelIndexReallocated[G_MODELINDEX_LIMIT];
static Game::XModel* cached_models_reallocated[G_MODELINDEX_LIMIT];
static bool GModelIndexHasBeenReallocated;

View File

@ -8,6 +8,9 @@
#include "AssetInterfaces/ILocalizeEntry.hpp"
#include "Events.hpp"
#include "Branding.hpp"
namespace Components
{
std::string ZoneBuilder::TraceZone;
@ -21,7 +24,10 @@ namespace Components
iw4of::api ZoneBuilder::ExporterAPI(GetExporterAPIParams());
std::string ZoneBuilder::DumpingZone{};
ZoneBuilder::Zone::Zone(const std::string& name) : indexStart(0), externalSize(0),
Dvar::Var ZoneBuilder::zb_sp_to_mp{};
ZoneBuilder::Zone::Zone(const std::string& name, const std::string& sourceName, const std::string& destination) :
indexStart(0), externalSize(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.
@ -29,11 +35,17 @@ namespace Components
// Well, decompressed maps can get way larger than 100MB, so let's increase that.
buffer(0xC800000),
zoneName(name),
dataMap("zone_source/" + name + ".csv"),
destination(destination),
dataMap("zone_source/" + sourceName + ".csv"),
branding{ nullptr },
assetDepth(0),
iw4ofApi(getIW4OfApiParams())
{
}
ZoneBuilder::Zone::Zone(const std::string& name) : ZoneBuilder::Zone::Zone(name, name, std::format("zonebuilder_out/{}.ff", name))
{
}
ZoneBuilder::Zone::~Zone()
@ -107,7 +119,7 @@ namespace Components
return &iw4ofApi;
}
void ZoneBuilder::Zone::Zone::build()
void ZoneBuilder::Zone::build()
{
if (!this->dataMap.isValid())
{
@ -148,7 +160,7 @@ namespace Components
{
Game::XZoneInfo info;
info.name = fastfile.data();
info.allocFlags = 0x20;
info.allocFlags = Game::DB_ZONE_LOAD;
info.freeFlags = 0;
Game::DB_LoadXAssets(&info, 1, true);
@ -449,11 +461,15 @@ namespace Components
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 '{}' written with {} assets and {} script strings\n", outFile, (this->aliasList.size() + this->loadedAssets.size()), this->scriptStrings.size());
// Make sure directory exists
const auto directoryName = std::filesystem::path(destination).parent_path();
Utils::IO::CreateDir(directoryName.string());
Utils::IO::WriteFile(destination, outBuffer);
Logger::Print("done writing {}\n", destination);
Logger::Print("Zone '{}' written with {} assets and {} script strings\n", destination, (this->aliasList.size() + this->loadedAssets.size()), this->scriptStrings.size());
}
void ZoneBuilder::Zone::saveData()
@ -759,18 +775,23 @@ namespace Components
return header;
}
void ZoneBuilder::RefreshExporterWorkDirectory()
std::string ZoneBuilder::GetDumpingZonePath()
{
if (ZoneBuilder::DumpingZone.empty())
{
ExporterAPI.set_work_path(std::format("userraw/dump/stray"));
return std::format("userraw/dump/stray");
}
else
{
ExporterAPI.set_work_path(std::format("userraw/dump/{}", ZoneBuilder::DumpingZone));
return std::format("userraw/dump/{}", ZoneBuilder::DumpingZone);
}
}
void ZoneBuilder::RefreshExporterWorkDirectory()
{
ExporterAPI.set_work_path(GetDumpingZonePath());
}
iw4of::api* ZoneBuilder::GetExporter()
{
return &ExporterAPI;
@ -789,7 +810,7 @@ namespace Components
params.request_mark_asset = [this](int type, void* data) -> void
{
Game::XAsset asset {static_cast<Game::XAssetType>(type), {data}};
Game::XAsset asset{ static_cast<Game::XAssetType>(type), {data} };
AssetHandler::ZoneMark(asset, this);
this->addRawAsset(static_cast<Game::XAssetType>(type), data);
@ -988,10 +1009,10 @@ namespace Components
Logger::Print(" --------------------------------------------------------------------------------\n");
Logger::Print(" IW4x ZoneBuilder - {}\n", REVISION_STR);
Logger::Print(" Commands:\n");
Logger::Print("\t-buildzone [zone]: builds a zone from a csv located in zone_source\n");
Logger::Print("\t-buildall: builds all zones in zone_source\n");
Logger::Print("\t-buildmod [mod name]: Build a mod.ff from the source located in zone_source/mod_name.csv\n");
Logger::Print("\t-buildzone [zone]: Builds a zone from a csv located in zone_source\n");
Logger::Print("\t-dumpzone [zone]: Loads and dump the specified zone in userraw/dump\n");
Logger::Print("\t-verifyzone [zone]: loads and verifies the specified zone\n");
Logger::Print("\t-dumpzone [zone]: loads and dump the specified zone\n");
Logger::Print("\t-listassets [assettype]: lists all loaded assets of the specified type\n");
Logger::Print("\t-quit: quits the program\n");
Logger::Print(" --------------------------------------------------------------------------------\n");
@ -1138,6 +1159,168 @@ namespace Components
return params;
}
void ZoneBuilder::DumpZone(const std::string& zone)
{
ZoneBuilder::DumpingZone = zone;
ZoneBuilder::RefreshExporterWorkDirectory();
std::vector<std::pair<Game::XAssetType, std::string>> assets{};
const auto unload = ZoneBuilder::LoadZoneWithTrace(zone, assets);
Logger::Print("Dumping zone '{}'...\n", zone);
{
Utils::IO::CreateDir(GetDumpingZonePath());
std::ofstream csv(std::filesystem::path(GetDumpingZonePath()) / std::format("{}.csv", zone));
csv
<< std::format("### Zone '{}' dumped with Zonebuilder {}", zone, Components::Branding::GetVersionString())
<< "\n\n";
// Order the CSV around
// TODO: Trim asset list using IW4OF dependencies
constexpr Game::XAssetType typeOrder[] = {
Game::XAssetType::ASSET_TYPE_GAMEWORLD_MP,
Game::XAssetType::ASSET_TYPE_GAMEWORLD_SP,
Game::XAssetType::ASSET_TYPE_GFXWORLD,
Game::XAssetType::ASSET_TYPE_COMWORLD,
Game::XAssetType::ASSET_TYPE_FXWORLD,
Game::XAssetType::ASSET_TYPE_CLIPMAP_MP,
Game::XAssetType::ASSET_TYPE_CLIPMAP_SP,
Game::XAssetType::ASSET_TYPE_RAWFILE,
Game::XAssetType::ASSET_TYPE_VEHICLE,
Game::XAssetType::ASSET_TYPE_WEAPON,
Game::XAssetType::ASSET_TYPE_FX,
Game::XAssetType::ASSET_TYPE_TRACER,
Game::XAssetType::ASSET_TYPE_XMODEL,
Game::XAssetType::ASSET_TYPE_MATERIAL,
Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET,
Game::XAssetType::ASSET_TYPE_PIXELSHADER,
Game::XAssetType::ASSET_TYPE_VERTEXSHADER,
Game::XAssetType::ASSET_TYPE_VERTEXDECL,
Game::XAssetType::ASSET_TYPE_IMAGE,
Game::XAssetType::ASSET_TYPE_SOUND,
Game::XAssetType::ASSET_TYPE_LOADED_SOUND,
Game::XAssetType::ASSET_TYPE_SOUND_CURVE,
Game::XAssetType::ASSET_TYPE_PHYSPRESET,
};
std::unordered_map<Game::XAssetType, int> typePriority{};
for (auto i = 0; i < ARRAYSIZE(typeOrder); i++)
{
const auto type = typeOrder[i];
typePriority.emplace(type, 1 + ARRAYSIZE(typeOrder) - i);
}
std::map<std::string, std::vector<std::string>> invalidAssets{};
std::sort(assets.begin(), assets.end(), [&](
const std::pair<Game::XAssetType, std::string>& a,
const std::pair<Game::XAssetType, std::string>& b
) {
if (a.first == b.first)
{
return a.second.compare(b.second) < 0;
}
else
{
const auto priorityA = typePriority[a.first];
const auto priorityB = typePriority[b.first];
if (priorityA == priorityB)
{
return a.second.compare(b.second) < 0;
}
else
{
return priorityB < priorityA;
}
}
});
// Used to format the CSV
Game::XAssetType lastTypeEncountered{};
for (const auto& asset : assets)
{
const auto type = asset.first;
const auto name = asset.second;
if (ExporterAPI.is_type_supported(type) && name[0] != ',')
{
const auto assetHeader = Game::DB_FindXAssetHeader(type, name.data());
if (assetHeader.data)
{
ExporterAPI.write(type, assetHeader.data);
const auto typeName = Game::DB_GetXAssetTypeName(type);
if (type != lastTypeEncountered)
{
csv << "\n### " << typeName << "\n";
lastTypeEncountered = type;
}
csv << typeName << "," << name << "\n";
}
else
{
Logger::Warning(Game::conChannel_t::CON_CHANNEL_ERROR, "Asset {} has disappeared while dumping!\n", name);
invalidAssets["The following assets disappeared while dumping"].push_back(std::format("{},{}", Game::DB_GetXAssetTypeName(type), name));
}
}
else
{
invalidAssets["The following assets are unsupported or not dumped as individual assets, but still present in the zone"].push_back(std::format("{},{}", Game::DB_GetXAssetTypeName(type), name));
}
}
for (const auto& kv : invalidAssets)
{
csv << "\n### " << kv.first << "\n";
for (const auto& line : kv.second)
{
csv << "#" << line << "\n";
}
}
csv << std::format("\n### {} assets", assets.size()) << "\n";
}
unload();
Logger::Print("Zone '{}' dumped", ZoneBuilder::DumpingZone);
ZoneBuilder::DumpingZone = std::string();
}
std::function<void()> ZoneBuilder::LoadZoneWithTrace(const std::string& zone, OUT std::vector<std::pair<Game::XAssetType, std::string>>& assets)
{
ZoneBuilder::BeginAssetTrace(zone);
Game::XZoneInfo info{};
info.name = zone.data();
info.allocFlags = Game::DB_ZONE_MOD;
info.freeFlags = 0;
Logger::Print("Loading zone '{}'...\n", zone);
Game::DB_LoadXAssets(&info, 1, true);
AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_RAWFILE, zone.data()); // Lock until zone is loaded
assets = ZoneBuilder::EndAssetTrace();
return [zone]() {
Logger::Print("Unloading zone '{}'...\n", zone);
Game::XZoneInfo info{};
info.freeFlags = Game::DB_ZONE_MOD;
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
};
}
ZoneBuilder::ZoneBuilder()
{
// ReSharper disable CppStaticAssertFailure
@ -1244,14 +1427,13 @@ namespace Components
// don't remap techsets
Utils::Hook::Nop(0x5BC791, 5);
ZoneBuilder::zb_sp_to_mp = Game::Dvar_RegisterBool("zb_sp_to_mp", false, Game::DVAR_ARCHIVE, "Attempt to convert singleplayer assets to multiplayer format whenever possible");
AssetHandler::OnLoad([](Game::XAssetType type, Game::XAssetHeader /* asset*/, const std::string& name, bool* /*restrict*/)
{
if (!ZoneBuilder::TraceZone.empty() && ZoneBuilder::TraceZone == FastFiles::Current())
{
ZoneBuilder::TraceAssets.emplace_back(std::make_pair(type, name));
#ifdef _DEBUG
OutputDebugStringA(Utils::String::Format("%s\n", name));
#endif
}
});
@ -1260,70 +1442,8 @@ namespace Components
if (params->size() < 2) return;
std::string zone = params->get(1);
ZoneBuilder::DumpingZone = zone;
ZoneBuilder::RefreshExporterWorkDirectory();
Game::XZoneInfo info;
info.name = zone.data();
info.allocFlags = Game::DB_ZONE_MOD;
info.freeFlags = 0;
Logger::Print("Loading zone '{}'...\n", zone);
{
struct asset_t
{
Game::XAssetType type;
char name[128];
};
std::vector<asset_t> assets{};
const auto handle = AssetHandler::OnLoad([&](Game::XAssetType type, Game::XAssetHeader asset, const std::string& name, bool* /*restrict*/)
{
if (ExporterAPI.is_type_supported(type) && name[0] != ',')
{
Game::XAsset xasset = { type, asset };
asset_t assetIdentifier{};
// Fetch name
const auto assetName = Game::DB_GetXAssetName(&xasset);
std::memcpy(assetIdentifier.name, assetName, strnlen(assetName, ARRAYSIZE(assetIdentifier.name) - 1));
assetIdentifier.name[ARRAYSIZE(assetIdentifier.name) - 1] = '\x00';
assetIdentifier.type = type;
assets.push_back(assetIdentifier);
}
});
Game::DB_LoadXAssets(&info, 1, true);
AssetHandler::FindOriginalAsset(Game::ASSET_TYPE_RAWFILE, zone.data()); // Lock until zone is loaded
Logger::Print("Dumping zone '{}'...\n", zone);
handle(); // Release
for (const auto& asset : assets)
{
const auto assetHeader = Game::DB_FindXAssetHeader(asset.type, asset.name);
if (assetHeader.data)
{
ExporterAPI.write(asset.type, assetHeader.data);
}
else
{
Logger::Warning(Game::conChannel_t::CON_CHANNEL_ERROR, "Asset {} has disappeared while dumping!", asset.name);
}
}
}
Logger::Print("Unloading zone '{}'...\n", zone);
info.freeFlags = Game::DB_ZONE_MOD;
info.allocFlags = 0;
info.name = nullptr;
Game::DB_LoadXAssets(&info, 1, true);
AssetHandler::FindOriginalAsset(Game::ASSET_TYPE_RAWFILE, "default"); // Lock until zone is unloaded
Logger::Print("Zone '{}' dumped", ZoneBuilder::DumpingZone);
ZoneBuilder::DumpingZone = std::string();
ZoneBuilder::DumpZone(zone);
});
Command::Add("verifyzone", [](const Command::Params* params)
@ -1331,30 +1451,8 @@ namespace Components
if (params->size() < 2) return;
std::string zone = params->get(1);
ZoneBuilder::BeginAssetTrace(zone);
Game::XZoneInfo info;
info.name = zone.data();
info.allocFlags = Game::DB_ZONE_MOD;
info.freeFlags = 0;
Logger::Print("Loading zone '{}'...\n", zone);
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 '{}'...\n", zone);
info.freeFlags = Game::DB_ZONE_MOD;
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 '{}' loaded with {} assets:\n", zone, assets.size());
std::vector<std::pair<Game::XAssetType, std::string>> assets{};
const auto unload = ZoneBuilder::LoadZoneWithTrace(zone, assets);
int count = 0;
for (auto i = assets.begin(); i != assets.end(); ++i, ++count)
@ -1363,6 +1461,7 @@ namespace Components
}
Logger::Print("\n");
unload();
});
Command::Add("buildzone", [](const Command::Params* params)
@ -1375,6 +1474,26 @@ namespace Components
Zone(zoneName).build();
});
Command::Add("buildmod", [](const Command::Params* params)
{
if (params->size() < 2) return;
Dvar::Var fs_game("fs_game");
std::string modName = params->get(1);
Logger::Print("Building zone for mod '{}'...\n", modName);
const std::string previousFsGame = fs_game.get<std::string>();
const std::string dir = "mods/" + modName;
Utils::IO::CreateDir(dir);
fs_game.set(dir);
Zone("mod", modName, dir + "/mod.ff").build();
fs_game.set(previousFsGame);
});
Command::Add("buildall", []()
{
auto path = std::format("{}\\zone_source", (*Game::fs_basepath)->current.string);
@ -1391,23 +1510,6 @@ namespace Components
}
});
static std::set<std::string> curTechsets_list;
static std::set<std::string> techsets_list;
AssetHandler::OnLoad([](Game::XAssetType type, Game::XAssetHeader, const std::string& name, bool*)
{
if (type == Game::ASSET_TYPE_TECHNIQUE_SET)
{
if (name[0] == ',') return; // skip techsets from common_mp
if (techsets_list.find(name) == techsets_list.end())
{
curTechsets_list.emplace(name);
techsets_list.emplace(name);
}
}
});
AssetHandler::OnLoad([](Game::XAssetType type, Game::XAssetHeader asset, [[maybe_unused]] const std::string& name, [[maybe_unused]] bool* restrict)
{
if (type != Game::ASSET_TYPE_SOUND)
@ -1427,6 +1529,11 @@ namespace Components
{
// ouch
// This should never happen and will cause a memory leak
#if DEBUG
// TODO: Crash the game proper when this happen, and do it in ModifyAsset maybe?
__debugbreak();
assert(false);
#else
// Let's change it to a streamed sound instead
thisSound.soundFile->type = Game::SAT_STREAMED;
@ -1437,264 +1544,12 @@ namespace Components
auto dir = virtualPath.remove_filename().string();
dir = dir.substr(0, dir.size() - 1); // remove /
thisSound.soundFile->u.streamSnd.filename.info.raw.dir = Utils::Memory::DuplicateString(dir);
#endif
}
}
}
});
Command::Add("buildtechsets", [](const Command::Params*)
{
Utils::IO::CreateDir("zone_source/techsets");
Utils::IO::CreateDir("zone/techsets");
std::string csvStr;
const auto dir = std::format("zone/{}", Game::Win_GetLanguage());
auto fileList = Utils::IO::ListFiles(dir, false);
for (const auto& entry : fileList)
{
auto zone = entry.path().string();
Utils::String::Replace(zone, Utils::String::VA("zone/%s/", Game::Win_GetLanguage()), "");
Utils::String::Replace(zone, ".ff", "");
if (Utils::IO::FileExists("zone/techsets/" + zone + "_techsets.ff"))
{
Logger::Print("Skipping previously generated zone {}\n", zone);
continue;
}
if (zone.find("_load") != std::string::npos)
{
Logger::Print("Skipping loadscreen zone {}\n", zone);
continue;
}
if (Game::DB_IsZoneLoaded(zone.c_str()) || !FastFiles::Exists(zone))
{
continue;
}
if (zone[0] == '.') continue; // fucking mac dotfiles
curTechsets_list.clear(); // clear from last run
// load the zone
Game::XZoneInfo info;
info.name = zone.c_str();
info.allocFlags = Game::DB_ZONE_MOD;
info.freeFlags = 0x0;
Game::DB_LoadXAssets(&info, 1, 0);
while (!Game::Sys_IsDatabaseReady()) std::this_thread::sleep_for(100ms); // wait till its fully loaded
if (curTechsets_list.empty())
{
Logger::Print("Skipping empty zone {}\n", zone);
// unload zone
info.name = nullptr;
info.allocFlags = 0x0;
info.freeFlags = Game::DB_ZONE_MOD;
Game::DB_LoadXAssets(&info, 1, true);
continue;
}
// ok so we're just gonna use the materials because they will use the techsets
csvStr.clear();
for (auto tech : curTechsets_list)
{
std::string mat = ZoneBuilder::FindMaterialByTechnique(tech);
if (mat.length() == 0)
{
csvStr.append("techset," + tech + "\n");
}
else
{
csvStr.append("material," + mat + "\n");
}
}
// save csv
Utils::IO::WriteFile("zone_source/techsets/" + zone + "_techsets.csv", csvStr);
// build the techset zone
std::string zoneName = "techsets/" + zone + "_techsets";
Logger::Print("Building zone '{}'...\n", zoneName);
Zone(zoneName).build();
// unload original zone
info.name = nullptr;
info.allocFlags = 0x0;
info.freeFlags = Game::DB_ZONE_MOD;
Game::DB_LoadXAssets(&info, 1, true);
while (!Game::Sys_IsDatabaseReady()) std::this_thread::sleep_for(10ms); // wait till its fully loaded
}
curTechsets_list.clear();
techsets_list.clear();
Game::DB_EnumXAssets(Game::ASSET_TYPE_TECHNIQUE_SET, [](Game::XAssetHeader header, void*)
{
curTechsets_list.emplace(header.techniqueSet->name);
techsets_list.emplace(header.techniqueSet->name);
}, nullptr, false);
// HACK: set language to 'techsets' to load from that dir
const char* language = Utils::Hook::Get<const char*>(0x649E740);
Utils::Hook::Set<const char*>(0x649E740, "techsets");
// load generated techset fastfiles
auto list = Utils::IO::ListFiles("zone/techsets", false);
int i = 0;
int subCount = 0;
for (const auto& entry : list)
{
auto it = entry.path().string();
Utils::String::Replace(it, "zone/techsets/", "");
Utils::String::Replace(it, ".ff", "");
if (it.find("_techsets") == std::string::npos) continue; // skip files we didn't generate for this
if (!Game::DB_IsZoneLoaded(it.data()))
{
Game::XZoneInfo info;
info.name = it.data();
info.allocFlags = Game::DB_ZONE_MOD;
info.freeFlags = 0;
Game::DB_LoadXAssets(&info, 1, 0);
while (!Game::Sys_IsDatabaseReady()) std::this_thread::sleep_for(10ms); // wait till its fully loaded
}
else
{
Logger::Print("Zone '{}' already loaded\n", it);
}
if (i == 20) // cap at 20 just to be safe
{
// create csv with the techsets in it
csvStr.clear();
for (auto tech : curTechsets_list)
{
std::string mat = ZoneBuilder::FindMaterialByTechnique(tech);
if (mat.length() == 0)
{
csvStr.append("techset," + tech + "\n");
}
else
{
csvStr.append("material," + mat + "\n");
}
}
std::string tempZoneFile = Utils::String::VA("zone_source/techsets/techsets%d.csv", subCount);
std::string tempZone = Utils::String::VA("techsets/techsets%d", subCount);
Utils::IO::WriteFile(tempZoneFile, csvStr);
Logger::Print("Building zone '{}'...\n", tempZone);
Zone(tempZone).build();
// unload all zones
Game::XZoneInfo info;
info.name = nullptr;
info.allocFlags = 0x0;
info.freeFlags = Game::DB_ZONE_MOD;
Game::DB_LoadXAssets(&info, 1, true);
Utils::Hook::Set<const char*>(0x649E740, "techsets");
i = 0;
subCount++;
curTechsets_list.clear();
techsets_list.clear();
}
i++;
}
// last iteration
if (i != 0)
{
// create csv with the techsets in it
csvStr.clear();
for (auto tech : curTechsets_list)
{
std::string mat = ZoneBuilder::FindMaterialByTechnique(tech);
if (mat.length() == 0)
{
Logger::Print("Couldn't find a material for techset {}. Sort Keys will be incorrect.\n", tech);
csvStr.append("techset," + tech + "\n");
}
else
{
csvStr.append("material," + mat + "\n");
}
}
std::string tempZoneFile = Utils::String::VA("zone_source/techsets/techsets%d.csv", subCount);
std::string tempZone = Utils::String::VA("techsets/techsets%d", subCount);
Utils::IO::WriteFile(tempZoneFile, csvStr);
Logger::Print("Building zone '{}'...\n", tempZone);
Zone(tempZone).build();
// unload all zones
Game::XZoneInfo info;
info.name = nullptr;
info.allocFlags = 0x0;
info.freeFlags = Game::DB_ZONE_MOD;
Game::DB_LoadXAssets(&info, 1, true);
subCount++;
}
// build final techsets fastfile
if (subCount > 24)
{
Logger::Error(Game::ERR_DROP, "How did you have 576 fastfiles?\n");
}
curTechsets_list.clear();
techsets_list.clear();
for (int j = 0; j < subCount; ++j)
{
Game::XZoneInfo info;
info.name = Utils::String::VA("techsets%d", j);
info.allocFlags = Game::DB_ZONE_MOD;
info.freeFlags = 0;
Game::DB_LoadXAssets(&info, 1, 0);
while (!Game::Sys_IsDatabaseReady()) std::this_thread::sleep_for(10ms); // wait till its fully loaded
}
// create csv with the techsets in it
csvStr.clear();
for (const auto& tech : curTechsets_list)
{
auto mat = ZoneBuilder::FindMaterialByTechnique(tech);
if (mat.length() == 0)
{
csvStr.append("techset," + tech + "\n");
}
else
{
csvStr.append("material," + mat + "\n");
}
}
Utils::IO::WriteFile("zone_source/techsets/techsets.csv", csvStr);
// set language back
Utils::Hook::Set<const char*>(0x649E740, language);
Logger::Print("Building zone 'techsets/techsets'...\n");
Zone("techsets/techsets").build();
});
Command::Add("listassets", [](const Command::Params* params)
{
if (params->size() < 2) return;
@ -1709,39 +1564,6 @@ namespace Components
}, &type, false);
}
});
Command::Add("loadtempzone", [](const Command::Params* params)
{
if (params->size() < 2) return;
if (FastFiles::Exists(params->get(1)))
{
Game::XZoneInfo info;
info.name = params->get(1);
info.allocFlags = 0x80;
info.freeFlags = 0x0;
Game::DB_LoadXAssets(&info, 1, 0);
}
});
Command::Add("unloadtempzones", [](const Command::Params*)
{
Game::XZoneInfo info;
info.name = nullptr;
info.allocFlags = 0x0;
info.freeFlags = 0x80;
Game::DB_LoadXAssets(&info, 1, true);
AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_RAWFILE, "default"); // Lock until zone is unloaded
});
Command::Add("materialInfoDump", [](const Command::Params*)
{
Game::DB_EnumXAssets(Game::ASSET_TYPE_MATERIAL, [](Game::XAssetHeader header, void*)
{
Logger::Print("{}: {:#X} {:#X} {:#X}\n",
header.material->info.name, header.material->info.sortKey & 0xFF, header.material->info.gameFlags & 0xFF, header.material->stateFlags & 0xFF);
}, nullptr, false);
});
}
}
@ -1753,37 +1575,4 @@ namespace Components
ZoneBuilder::CommandThread.join();
}
}
#if defined(DEBUG) || defined(FORCE_UNIT_TESTS)
bool ZoneBuilder::unitTest()
{
printf("Testing circular bit shifting (left)...");
unsigned int integer = 0x80000000;
Utils::RotLeft(integer, 1);
if (integer != 1)
{
printf("Error\n");
printf("Bit shifting failed: %X\n", integer);
return false;
}
printf("Success\n");
printf("Testing circular bit shifting (right)...");
unsigned char byte = 0b00000011;
Utils::RotRight(byte, 2);
if (byte != 0b11000000)
{
printf("Error\n");
printf("Bit shifting failed %X\n", byte & 0xFF);
return false;
}
printf("Success\n");
return true;
}
#endif
}

View File

@ -32,7 +32,8 @@ namespace Components
private:
Zone* builder;
};
Zone(const std::string& zoneName, const std::string& sourceName, const std::string& destination);
Zone(const std::string& zoneName);
~Zone();
@ -100,6 +101,7 @@ namespace Components
iw4of::api iw4ofApi;
std::string zoneName;
std::string destination;
Utils::CSV dataMap;
Utils::Memory::Allocator memAllocator;
@ -124,10 +126,6 @@ namespace Components
ZoneBuilder();
~ZoneBuilder();
#if defined(DEBUG) || defined(FORCE_UNIT_TESTS)
bool unitTest() override;
#endif
static bool IsEnabled();
static bool IsDumpingZone() { return DumpingZone.length() > 0; };
@ -137,7 +135,10 @@ namespace Components
static void BeginAssetTrace(const std::string& zone);
static std::vector<std::pair<Game::XAssetType, std::string>> EndAssetTrace();
static Dvar::Var zb_sp_to_mp;
static Game::XAssetHeader GetEmptyAssetIfCommon(Game::XAssetType type, const std::string& name, Zone* builder);
static std::string GetDumpingZonePath();
static void RefreshExporterWorkDirectory();
static iw4of::api* GetExporter();
@ -161,6 +162,10 @@ namespace Components
static iw4of::params_t GetExporterAPIParams();
static void DumpZone(const std::string& zone);
static std::function<void()> LoadZoneWithTrace(const std::string& zone, OUT std::vector<std::pair<Game::XAssetType, std::string>> &assets);
static void Com_Quitf_t();
static void CommandThreadCallback();

View File

@ -960,7 +960,7 @@ namespace Game
union XAnimDynamicFrames
{
char(*_1)[3];
uint8_t(*_1)[3];
unsigned __int16(*_2)[3];
};
@ -1066,7 +1066,7 @@ namespace Game
struct XSurfaceVertexInfo
{
__int16 vertCount[4];
unsigned __int16 vertCount[4];
unsigned __int16* vertsBlend;
};
@ -1133,6 +1133,12 @@ namespace Game
unsigned __int16 triCount;
XSurfaceCollisionTree* collisionTree;
};
struct DObjSkelMat
{
float axis[3][4];
float origin[4];
};
struct XSurface
{
@ -7112,7 +7118,7 @@ namespace Game
IMG_FORMAT_COUNT = 0x17,
};
enum $25EF9448C800B18F0C83DB367159AFD6
enum XAnimPartType
{
PART_TYPE_NO_QUAT = 0x0,
PART_TYPE_HALF_QUAT = 0x1,
@ -8362,8 +8368,22 @@ namespace Game
{
DSkelPartBits partBits;
int timeStamp;
/*DObjAnimMat*/void* mat;
DObjAnimMat* mat;
};
struct bitarray
{
int array[6];
};
/* 1923 */
struct XAnimCalcAnimInfo
{
DObjAnimMat rotTransArray[1152];
bitarray animPartBits;
bitarray ignorePartBits;
};
struct DObj
{