[AssetHandler] Controll bypass for each thread individually
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@ -2,8 +2,8 @@
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namespace Components
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{
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bool AssetHandler::BypassState = false;
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std::recursive_mutex AssetHandler::BypassMutex;
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std::vector<std::thread::id> AssetHandler::BypassThreads;
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std::map<Game::XAssetType, AssetHandler::IAsset*> AssetHandler::AssetInterfaces;
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std::map<Game::XAssetType, wink::slot<AssetHandler::Callback>> AssetHandler::TypeCallbacks;
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wink::signal<wink::slot<AssetHandler::RestrictCallback>> AssetHandler::RestrictSignal;
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@ -55,10 +55,8 @@ namespace Components
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if (filename)
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{
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std::lock_guard<std::recursive_mutex> _(AssetHandler::BypassMutex);
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// Allow call DB_FindXAssetHeader within the hook
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AssetHandler::BypassState = true;
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AssetHandler::SetThreadBypass();
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if (AssetHandler::TypeCallbacks.find(type) != AssetHandler::TypeCallbacks.end())
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{
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@ -66,12 +64,43 @@ namespace Components
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}
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// Disallow calling DB_FindXAssetHeader ;)
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AssetHandler::BypassState = false;
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AssetHandler::ClearThreadBypass();
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}
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return header;
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}
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int AssetHandler::HasThreadBypass()
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{
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std::lock_guard<std::recursive_mutex> _(AssetHandler::BypassMutex);
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return (std::find(AssetHandler::BypassThreads.begin(), AssetHandler::BypassThreads.end(), std::this_thread::get_id()) != AssetHandler::BypassThreads.end()) & 1;
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}
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void AssetHandler::SetThreadBypass()
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{
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std::lock_guard<std::recursive_mutex> _(AssetHandler::BypassMutex);
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if (!AssetHandler::HasThreadBypass())
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{
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AssetHandler::BypassThreads.push_back(std::this_thread::get_id());
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}
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}
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void AssetHandler::ClearThreadBypass()
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{
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std::lock_guard<std::recursive_mutex> _(AssetHandler::BypassMutex);
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while (AssetHandler::HasThreadBypass())
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{
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auto i = std::find(AssetHandler::BypassThreads.begin(), AssetHandler::BypassThreads.end(), std::this_thread::get_id());
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if (i != AssetHandler::BypassThreads.end())
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{
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AssetHandler::BypassThreads.erase(i);
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}
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}
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}
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__declspec(naked) void AssetHandler::FindAssetStub()
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{
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__asm
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@ -83,8 +112,7 @@ namespace Components
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push edi
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// Check if custom handler should be bypassed
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xor eax, eax
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mov al, AssetHandler::BypassState
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call AssetHandler::HasThreadBypass
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test al, al
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jnz finishOriginal
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@ -313,11 +341,11 @@ namespace Components
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{
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std::lock_guard<std::recursive_mutex> _(AssetHandler::BypassMutex);
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bool originalState = AssetHandler::BypassState;
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int originalState = AssetHandler::HasThreadBypass();
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AssetHandler::BypassState = true;
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AssetHandler::SetThreadBypass();
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Game::XAssetHeader header = Game::DB_FindXAssetHeader(type, filename);
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if(!originalState) AssetHandler::BypassState = false;
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if (!originalState) AssetHandler::ClearThreadBypass();
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return header;
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}
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@ -40,8 +40,8 @@ namespace Components
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static void StoreTemporaryAsset(Game::XAssetType type, Game::XAssetHeader asset);
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private:
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static bool BypassState;
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static std::recursive_mutex BypassMutex;
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static std::vector<std::thread::id> BypassThreads;
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static std::map<std::string, Game::XAssetHeader> TemporaryAssets[Game::XAssetType::ASSET_TYPE_COUNT];
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@ -66,6 +66,10 @@ namespace Components
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static void StoreEmptyAssetStub();
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static void ModifyAsset(Game::XAssetType type, Game::XAssetHeader asset, std::string name);
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static int HasThreadBypass();
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static void SetThreadBypass();
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static void ClearThreadBypass();
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};
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}
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