Correct Player Data Def class limit & migration!

This commit is contained in:
Louvenarde 2024-06-15 23:58:25 +02:00
parent 704a125223
commit 21d5b05554

View File

@ -3,6 +3,8 @@
namespace Components namespace Components
{ {
constexpr auto BASE_PLAYERSTATS_VERSION = 155;
Utils::Memory::Allocator StructuredData::MemAllocator; Utils::Memory::Allocator StructuredData::MemAllocator;
const char* StructuredData::EnumTranslation[COUNT] = const char* StructuredData::EnumTranslation[COUNT] =
@ -26,6 +28,11 @@ namespace Components
{ {
if (!data || type >= StructuredData::PlayerDataType::COUNT) return; if (!data || type >= StructuredData::PlayerDataType::COUNT) return;
// Reallocate them before patching
Game::StructuredDataEnum* newEnums = MemAllocator.allocateArray<Game::StructuredDataEnum>(data->enumCount);
std::memcpy(newEnums, data->enums, sizeof(Game::StructuredDataEnum) * data->enumCount);
data->enums = newEnums;
Game::StructuredDataEnum* dataEnum = &data->enums[type]; Game::StructuredDataEnum* dataEnum = &data->enums[type];
// Build index-sorted data vector // Build index-sorted data vector
@ -87,23 +94,52 @@ namespace Components
void StructuredData::PatchCustomClassLimit(Game::StructuredDataDef* data, int count) void StructuredData::PatchCustomClassLimit(Game::StructuredDataDef* data, int count)
{ {
const int customClassSize = 64; constexpr auto CLASS_ARRAY = 5;
const auto originalClassCount = data->indexedArrays[CLASS_ARRAY].arraySize;
for (int i = 0; i < data->structs[0].propertyCount; ++i) if (count != originalClassCount)
{ {
// 3003 is the offset of the customClasses structure const int customClassSize = 64;
if (data->structs[0].properties[i].offset >= 3643)
// We need to recreate the struct list cause it's used in order definitions
auto newStructs = StructuredData::MemAllocator.allocateArray<Game::StructuredDataStruct>(data->structCount);
std::memcpy(newStructs, data->structs, data->structCount * sizeof(Game::StructuredDataStruct));
data->structs = newStructs;
constexpr auto structIndex = 0;
{ {
// -10 because 10 is the default amount of custom classes. auto strct = &data->structs[structIndex];
data->structs[0].properties[i].offset += ((count - 10) * customClassSize);
auto newProperties = StructuredData::MemAllocator.allocateArray<Game::StructuredDataStructProperty>(strct->propertyCount);
std::memcpy(newProperties, strct->properties, strct->propertyCount * sizeof(Game::StructuredDataStructProperty));
strct->properties = newProperties;
for (int propertyIndex = 0; propertyIndex < strct->propertyCount; ++propertyIndex)
{
// 3643 is the offset of the customClasses structure
if (strct->properties[propertyIndex].offset >= 3643)
{
// -10 because 10 is the default amount of custom classes.
strct->properties[propertyIndex].offset += ((count - originalClassCount) * customClassSize);
}
}
}
// update structure size
data->size += ((count - originalClassCount) * customClassSize);
// Update amount of custom classes
if (data->indexedArrays[CLASS_ARRAY].arraySize != count)
{
// We need to recreate the whole array - this reference could be reused accross definitions
auto newIndexedArray = StructuredData::MemAllocator.allocateArray<Game::StructuredDataIndexedArray>(data->indexedArrayCount);
std::memcpy(newIndexedArray, data->indexedArrays, data->indexedArrayCount * sizeof(Game::StructuredDataIndexedArray));
data->indexedArrays = newIndexedArray;
// Add classes
data->indexedArrays[CLASS_ARRAY].arraySize = count;
} }
} }
// update structure size
data->size += ((count - 10) * customClassSize);
// Update amount of custom classes
data->indexedArrays[5].arraySize = count;
} }
void StructuredData::PatchAdditionalData(Game::StructuredDataDef* data, std::unordered_map<std::string, std::string>& patches) void StructuredData::PatchAdditionalData(Game::StructuredDataDef* data, std::unordered_map<std::string, std::string>& patches)
@ -119,26 +155,44 @@ namespace Components
bool StructuredData::UpdateVersionOffsets(Game::StructuredDataDefSet* set, Game::StructuredDataBuffer* buffer, Game::StructuredDataDef* whatever) bool StructuredData::UpdateVersionOffsets(Game::StructuredDataDefSet* set, Game::StructuredDataBuffer* buffer, Game::StructuredDataDef* whatever)
{ {
Game::StructuredDataDef* newDef = &set->defs[0]; if (set->defCount > 1)
Game::StructuredDataDef* oldDef = &set->defs[0];
for (unsigned int i = 0; i < set->defCount; ++i)
{ {
if (newDef->version < set->defs[i].version) int bufferVersion = *reinterpret_cast<int*>(buffer->data);
for (size_t i = 0; i < set->defCount; i++)
{ {
newDef = &set->defs[i]; if (set->defs[i].version == bufferVersion)
{
if (i == 0)
{
// No update to conduct
}
else
{
Game::StructuredDataDef* newDef = &set->defs[i - 1];
Game::StructuredDataDef* oldDef = &set->defs[i];
if (newDef->version == 159 && oldDef->version <= 158)
{
// this should move the data 320 bytes infront
std::memmove(&buffer->data[3963], &buffer->data[3643], oldDef->size - 3643);
}
else if (newDef->version > 159 && false)
{
// 159 cannot be translated upwards and it's hard to say why
// Reading it fails in various ways
// might be the funky class bump...?
Command::Execute("setPlayerData prestige 10");
Command::Execute("setPlayerData experience 2516000");
}
return Utils::Hook::Call<bool(void*, void*, void*)>(0x456830)(set, buffer, whatever);
}
}
} }
if (set->defs[i].version == *reinterpret_cast<int*>(buffer->data)) return Utils::Hook::Call<bool(void*, void*, void*)>(0x456830)(set, buffer, whatever);
{
oldDef = &set->defs[i];
}
}
if (newDef->version >= 159 && oldDef->version <= 158)
{
// this should move the data 320 bytes infront
std::memmove(&buffer->data[3963], &buffer->data[3643], oldDef->size - 3643);
} }
// StructuredData_UpdateVersion // StructuredData_UpdateVersion
@ -182,7 +236,7 @@ namespace Components
return; return;
} }
if (data->defs[0].version != 155) if (data->defs[0].version != BASE_PLAYERSTATS_VERSION)
{ {
Logger::Error(Game::ERR_FATAL, "Initial PlayerDataDef is not version 155, patching not possible!"); Logger::Error(Game::ERR_FATAL, "Initial PlayerDataDef is not version 155, patching not possible!");
return; return;
@ -262,16 +316,10 @@ namespace Components
auto* newData = StructuredData::MemAllocator.allocateArray<Game::StructuredDataDef>(data->defCount + patchDefinitions.size()); auto* newData = StructuredData::MemAllocator.allocateArray<Game::StructuredDataDef>(data->defCount + patchDefinitions.size());
std::memcpy(&newData[patchDefinitions.size()], data->defs, sizeof Game::StructuredDataDef * data->defCount); std::memcpy(&newData[patchDefinitions.size()], data->defs, sizeof Game::StructuredDataDef * data->defCount);
// Prepare the buffers // Set the versions
for (unsigned int i = 0; i < patchDefinitions.size(); ++i) for (unsigned int i = 0; i < patchDefinitions.size(); ++i)
{ {
std::memcpy(&newData[i], data->defs, sizeof Game::StructuredDataDef); newData[i].version = (patchDefinitions.size() - i) + BASE_PLAYERSTATS_VERSION;
newData[i].version = (patchDefinitions.size() - i) + 155;
// Reallocate the enum array
auto* newEnums = StructuredData::MemAllocator.allocateArray<Game::StructuredDataEnum>(data->defs->enumCount);
std::memcpy(newEnums, data->defs->enums, sizeof Game::StructuredDataEnum * data->defs->enumCount);
newData[i].enums = newEnums;
} }
// Apply new data // Apply new data
@ -279,10 +327,18 @@ namespace Components
data->defCount += patchDefinitions.size(); data->defCount += patchDefinitions.size();
// Patch the definition // Patch the definition
for (unsigned int i = 0; i < data->defCount; ++i) for (int i = data->defCount - 1; i >= 0; --i)
{ {
// No need to patch version 155 // No need to patch version 155
if (newData[i].version == 155) continue; if (newData[i].version == BASE_PLAYERSTATS_VERSION)
{
continue;
}
// We start from the previous one
const auto version = newData[i].version;
data->defs[i] = data->defs[i + 1];
newData[i].version = version;
if (patchDefinitions.contains(newData[i].version)) if (patchDefinitions.contains(newData[i].version))
{ {