[ZoneBuilder] Rewrote to write assets in a nested way to more accurately emulate how linker_pc works

-it doesn't compile... yet
This commit is contained in:
TheApadayo 2016-12-23 01:42:56 -05:00
parent cec0db3e4c
commit 2903444e89
12 changed files with 214 additions and 107 deletions

View File

@ -49,7 +49,7 @@ namespace Assets
{
if (visuals->xmodel)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, visuals->xmodel->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_XMODEL, visuals->xmodel);
}
break;
@ -61,7 +61,7 @@ namespace Assets
case 0xA:
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_SOUND, visuals->soundName);
//builder->markAsset(Game::XAssetType::ASSET_TYPE_SOUND, visuals->soundName);
break;
}
@ -69,7 +69,7 @@ namespace Assets
{
if (visuals->effectDef)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, visuals->effectDef->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_FX, visuals->effectDef);
}
break;
@ -79,7 +79,7 @@ namespace Assets
{
if (visuals->material)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, visuals->material->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, visuals->material);
}
break;
@ -104,12 +104,12 @@ namespace Assets
{
if (elemDef->visuals.markArray[j].data[0])
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, elemDef->visuals.markArray[j].data[0]->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, elemDef->visuals.markArray[j].data[0]);
}
if (elemDef->visuals.markArray[j].data[1])
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, elemDef->visuals.markArray[j].data[1]->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, elemDef->visuals.markArray[j].data[1]);
}
}
}
@ -132,17 +132,17 @@ namespace Assets
if (elemDef->effectOnImpact)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, elemDef->effectOnImpact->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_FX, elemDef->effectOnImpact);
}
if (elemDef->effectOnDeath)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, elemDef->effectOnDeath->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_FX, elemDef->effectOnDeath);
}
if (elemDef->effectEmitted)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, elemDef->effectEmitted->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_FX, elemDef->effectEmitted);
}
}
}
@ -157,7 +157,7 @@ namespace Assets
{
if (visuals->xmodel)
{
destVisuals->xmodel = builder->requireAsset(Game::XAssetType::ASSET_TYPE_XMODEL, visuals->xmodel->name).model;
destVisuals->xmodel = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, visuals->xmodel).model;
}
break;
@ -193,7 +193,7 @@ namespace Assets
{
if (visuals->material)
{
destVisuals->material = builder->requireAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, visuals->material->name).material;
destVisuals->material = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, visuals->material).material;
}
break;
@ -267,12 +267,12 @@ namespace Assets
{
if (elemDef->visuals.markArray[j].data[0])
{
destMarkArray[j].data[0] = builder->requireAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, elemDef->visuals.markArray[j].data[0]->name).material;
destMarkArray[j].data[0] = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, elemDef->visuals.markArray[j].data[0]).material;
}
if (elemDef->visuals.markArray[j].data[1])
{
destMarkArray[j].data[1] = builder->requireAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, elemDef->visuals.markArray[j].data[1]->name).material;
destMarkArray[j].data[1] = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, elemDef->visuals.markArray[j].data[1]).material;
}
}

View File

@ -39,17 +39,17 @@ namespace Assets
if (glassDef->physPreset)
{
destGlassDef->physPreset = builder->requireAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, glassDef->physPreset->name).physPreset;
destGlassDef->physPreset = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, glassDef->physPreset).physPreset;
}
if (glassDef->material)
{
destGlassDef->material = builder->requireAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, glassDef->material->name).material;
destGlassDef->material = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, glassDef->material).material;
}
if (glassDef->materialShattered)
{
destGlassDef->materialShattered = builder->requireAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, glassDef->materialShattered->name).material;
destGlassDef->materialShattered = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, glassDef->materialShattered).material;
}
}
@ -164,9 +164,9 @@ namespace Assets
{
for (unsigned int i = 0; i < asset->glassSys.defCount; ++i)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, asset->glassSys.defs[i].physPreset->name);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->glassSys.defs[i].material->name);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->glassSys.defs[i].materialShattered->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, asset->glassSys.defs[i].physPreset);
builder->markAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->glassSys.defs[i].material);
builder->markAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->glassSys.defs[i].materialShattered);
}
}
}

View File

@ -18,7 +18,7 @@ namespace Assets
{
for (unsigned int i = 0; i < asset->worldDraw.reflectionProbeCount; ++i)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->worldDraw.reflectionImages[i]->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->worldDraw.reflectionImages[i]);
}
}
@ -28,34 +28,34 @@ namespace Assets
{
if (asset->worldDraw.lightmaps[i].primary)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->worldDraw.lightmaps[i].primary->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->worldDraw.lightmaps[i].primary);
}
if (asset->worldDraw.lightmaps[i].secondary)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->worldDraw.lightmaps[i].secondary->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->worldDraw.lightmaps[i].secondary);
}
}
}
if (asset->worldDraw.skyImage)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->worldDraw.skyImage->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->worldDraw.skyImage);
}
if (asset->worldDraw.outdoorImage)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->worldDraw.outdoorImage->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->worldDraw.outdoorImage);
}
if (asset->sun.spriteMaterial)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->sun.spriteMaterial->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->sun.spriteMaterial);
}
if (asset->sun.flareMaterial)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->sun.flareMaterial->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->sun.flareMaterial);
}
if (asset->skies)
@ -64,7 +64,7 @@ namespace Assets
{
if (asset->skies[i].skyImage)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->skies[i].skyImage->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->skies[i].skyImage);
}
}
}
@ -75,14 +75,14 @@ namespace Assets
{
if (asset->materialMemory[i].material)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->materialMemory[i].material->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->materialMemory[i].material);
}
}
}
if (asset->unknownImage)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->unknownImage->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->unknownImage);
}
if (asset->dpvs.surfaces)
@ -91,7 +91,7 @@ namespace Assets
{
if (asset->dpvs.surfaces[i].material)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->dpvs.surfaces[i].material->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->dpvs.surfaces[i].material);
}
}
}
@ -102,7 +102,7 @@ namespace Assets
{
if (asset->dpvs.smodelDrawInsts[i].model)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->dpvs.smodelDrawInsts[i].model->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->dpvs.smodelDrawInsts[i].model);
}
}
}
@ -169,7 +169,7 @@ namespace Assets
for (unsigned int i = 0; i < asset->reflectionProbeCount; ++i)
{
imageDest[i] = builder->requireAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->reflectionImages[i]->name).image;
imageDest[i] = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->reflectionImages[i]).image;
}
Utils::Stream::ClearPointer(&dest->reflectionImages);
@ -213,12 +213,12 @@ namespace Assets
if (lightmapArray->primary)
{
lightmapArrayDest->primary = builder->requireAsset(Game::XAssetType::ASSET_TYPE_IMAGE, lightmapArray->primary->name).image;
lightmapArrayDest->primary = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_IMAGE, lightmapArray->primary).image;
}
if (lightmapArray->secondary)
{
lightmapArrayDest->secondary = builder->requireAsset(Game::XAssetType::ASSET_TYPE_IMAGE, lightmapArray->secondary->name).image;
lightmapArrayDest->secondary = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_IMAGE, lightmapArray->secondary).image;
}
}
@ -245,12 +245,12 @@ namespace Assets
if (asset->skyImage)
{
dest->skyImage = builder->requireAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->skyImage->name).image;
dest->skyImage = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->skyImage).image;
}
if (asset->outdoorImage)
{
dest->outdoorImage = builder->requireAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->outdoorImage->name).image;
dest->outdoorImage = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->outdoorImage).image;
}
// saveGfxWorldVertexData
@ -334,14 +334,14 @@ namespace Assets
if (asset->spriteMaterial)
{
dest->spriteMaterial = builder->requireAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->spriteMaterial->name).material;
dest->spriteMaterial = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->spriteMaterial).material;
}
if (asset->flareMaterial)
{
dest->flareMaterial = builder->requireAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->flareMaterial->name).material;
dest->flareMaterial = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->flareMaterial).material;
}
SaveLogExit();
}
@ -405,7 +405,7 @@ namespace Assets
if (surface->material)
{
destSurface->material = builder->requireAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, surface->material->name).material;
destSurface->material = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, surface->material).material;
}
}
@ -436,7 +436,7 @@ namespace Assets
if (model->model)
{
destModel->model = builder->requireAsset(Game::XAssetType::ASSET_TYPE_XMODEL, model->model->name).model;
destModel->model = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, model->model).model;
}
}
@ -555,7 +555,7 @@ namespace Assets
if (sky->skyImage)
{
destSky->skyImage = builder->requireAsset(Game::XAssetType::ASSET_TYPE_IMAGE, sky->skyImage->name).image;
destSky->skyImage = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_IMAGE, sky->skyImage).image;
}
}
@ -705,7 +705,7 @@ namespace Assets
if (materialMemory->material)
{
destMaterialMemory->material = builder->requireAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, materialMemory->material->name).material;
destMaterialMemory->material = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, materialMemory->material).material;
}
}
@ -716,7 +716,7 @@ namespace Assets
if (asset->unknownImage)
{
dest->unknownImage = builder->requireAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->unknownImage->name).image;
dest->unknownImage = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->unknownImage).image;
}
buffer->pushBlock(Game::XFILE_BLOCK_RUNTIME);

View File

@ -168,7 +168,7 @@ namespace Assets
if (asset->techniqueSet)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_TECHSET, asset->techniqueSet->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_TECHSET, asset->techniqueSet);
}
if (asset->textureTable)
@ -181,12 +181,12 @@ namespace Assets
{
if (asset->textureTable[i].info.water->image)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->textureTable[i].info.water->image->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->textureTable[i].info.water->image);
}
}
else
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->textureTable[i].info.image->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->textureTable[i].info.image);
}
}
}
@ -212,7 +212,7 @@ namespace Assets
if (asset->techniqueSet)
{
dest->techniqueSet = builder->requireAsset(Game::XAssetType::ASSET_TYPE_TECHSET, asset->techniqueSet->name).techniqueSet;
dest->techniqueSet = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_TECHSET, asset->techniqueSet).techniqueSet;
}
if (asset->textureTable)
@ -267,13 +267,13 @@ namespace Assets
if (water->image)
{
destWater->image = builder->requireAsset(Game::XAssetType::ASSET_TYPE_IMAGE, water->image->name).image;
destWater->image = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_IMAGE, water->image).image;
}
}
}
else if (textureDef->info.image)
{
destTextureDef->info.image = builder->requireAsset(Game::XAssetType::ASSET_TYPE_IMAGE, textureDef->info.image->name).image;
destTextureDef->info.image = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_IMAGE, textureDef->info.image).image;
}
}

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@ -18,17 +18,17 @@ namespace Assets
if (pass->vertexDecl)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_VERTEXDECL, pass->vertexDecl->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_VERTEXDECL, pass->vertexDecl);
}
if (pass->vertexShader)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_VERTEXSHADER, pass->vertexShader->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_VERTEXSHADER, pass->vertexShader);
}
if (pass->pixelShader)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_PIXELSHADER, pass->pixelShader->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_PIXELSHADER, pass->pixelShader);
}
}
}
@ -86,17 +86,17 @@ namespace Assets
if (pass->vertexDecl)
{
destPass->vertexDecl = builder->requireAsset(Game::XAssetType::ASSET_TYPE_VERTEXDECL, pass->vertexDecl->name).vertexDecl;
destPass->vertexDecl = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_VERTEXDECL, pass->vertexDecl).vertexDecl;
}
if (pass->vertexShader)
{
destPass->vertexShader = builder->requireAsset(Game::XAssetType::ASSET_TYPE_VERTEXSHADER, pass->vertexShader->name).vertexShader;
destPass->vertexShader = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_VERTEXSHADER, pass->vertexShader).vertexShader;
}
if (pass->pixelShader)
{
destPass->pixelShader = builder->requireAsset(Game::XAssetType::ASSET_TYPE_PIXELSHADER, pass->pixelShader->name).pixelShader;
destPass->pixelShader = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_PIXELSHADER, pass->pixelShader).pixelShader;
}
if (pass->argumentDef)

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@ -144,7 +144,7 @@ namespace Assets
if (reader.readByte())
{
model->colSurf = reader.readArray<Game::XModelCollSurf>(model->numColSurfs);
for (int i = 0; i < model->numColSurfs; ++i)
{
if (model->colSurf[i].tris)
@ -195,7 +195,7 @@ namespace Assets
{
if (asset->materials[i])
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->materials[i]->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->materials[i]);
}
}
}
@ -205,7 +205,7 @@ namespace Assets
if (asset->lods[i].surfaces)
{
// We're not supposed to include xmodelsurfs as standalone asset
//builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODELSURFS, asset->lods[i].surfaces->name);
//builder->markAsset(Game::XAssetType::ASSET_TYPE_XMODELSURFS, asset->lods[i].surfaces->name);
IXModelSurfs().mark({ asset->lods[i].surfaces }, builder);
}
@ -213,12 +213,12 @@ namespace Assets
if (asset->physPreset)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, asset->physPreset->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, asset->physPreset);
}
if (asset->physCollmap)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_PHYS_COLLMAP, asset->physCollmap->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_PHYS_COLLMAP, asset->physCollmap);
}
}
@ -245,7 +245,7 @@ namespace Assets
unsigned short* destBoneNames = buffer->dest<unsigned short>();
buffer->saveArray(asset->boneNames, asset->numBones);
for (char i = 0; i < asset->numBones; ++i)
{
builder->mapScriptString(&destBoneNames[i]);
@ -304,7 +304,7 @@ namespace Assets
{
if (asset->materials[i])
{
destMaterials[i] = builder->requireAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->materials[i]->name).material;
destMaterials[i] = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->materials[i]).material;
}
}
@ -320,7 +320,7 @@ namespace Assets
if (asset->lods[i].surfaces)
{
// Requiring this asset is not possible, it has to be loaded as part of the model
//dest->lods[i].surfaces = builder->requireAsset(Game::XAssetType::ASSET_TYPE_XMODELSURFS, asset->lods[i].surfaces->name).surfaces;
//dest->lods[i].surfaces = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODELSURFS, asset->lods[i].surfaces).surfaces;
buffer->pushBlock(Game::XFILE_BLOCK_TEMP);
buffer->align(Utils::Stream::ALIGN_4);
@ -372,12 +372,12 @@ namespace Assets
if (asset->physPreset)
{
dest->physPreset = builder->requireAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, asset->physPreset->name).physPreset;
dest->physPreset = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, asset->physPreset).physPreset;
}
if (asset->physCollmap)
{
dest->physCollmap = builder->requireAsset(Game::XAssetType::ASSET_TYPE_PHYS_COLLMAP, asset->physCollmap->name).physCollmap;
dest->physCollmap = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_PHYS_COLLMAP, asset->physCollmap).physCollmap;
}
buffer->popBlock();

View File

@ -13,6 +13,7 @@ namespace Assets
buffer->save(asset);
buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);
builder->pushAliasBase();
if (asset->name)
{
@ -50,16 +51,20 @@ namespace Assets
// xmodel is already stored
buffer->align(Utils::Stream::ALIGN_4);
Game::cStaticModel_t* destStaticModelList = buffer->dest<Game::cStaticModel_t>();
builder->pushAliasBase();
buffer->saveArray(asset->staticModelList, asset->numStaticModels);
for (int i = 0; i < asset->numStaticModels; ++i)
{
if (asset->staticModelList[i].xmodel)
{
destStaticModelList[i].xmodel = builder->requireAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->staticModelList[i].xmodel->name).model;
destStaticModelList[i].xmodel = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->staticModelList[i].xmodel,
offsetof(Game::cStaticModel_t, xmodel) + (sizeof(Game::cStaticModel_t) * i)).model;
}
}
builder->popAliasBase();
Utils::Stream::ClearPointer(&dest->staticModelList);
SaveLogExit();
}
@ -427,7 +432,7 @@ namespace Assets
if (asset->mapEnts)
{
dest->mapEnts = builder->requireAsset(Game::XAssetType::ASSET_TYPE_MAP_ENTS, asset->name).mapEnts;
dest->mapEnts = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MAP_ENTS, asset->mapEnts, offsetof(Game::clipMap_t, mapEnts)).mapEnts;
}
for (int i = 0; i < 2; ++i)
@ -438,6 +443,7 @@ namespace Assets
buffer->align(Utils::Stream::ALIGN_4);
Game::DynEntityDef* dynEntDest = buffer->dest<Game::DynEntityDef>();
builder->pushAliasBase();
buffer->saveArray(asset->dynEntDefList[i], asset->dynEntCount[i]);
Game::DynEntityDef* dynEnt = asset->dynEntDefList[i];
@ -445,20 +451,25 @@ namespace Assets
{
if (dynEnt[j].xModel)
{
dynEntDest[j].xModel = builder->requireAsset(Game::XAssetType::ASSET_TYPE_XMODEL, dynEnt[j].xModel->name).model;
dynEntDest[j].xModel = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, dynEnt[j].xModel,
GET_ALIAS_OFFSET_ARRAY(Game::DynEntityDef, xModel, j)).model;
}
if (dynEnt[j].destroyFx)
{
dynEntDest[j].destroyFx = builder->requireAsset(Game::XAssetType::ASSET_TYPE_FX, dynEnt[j].destroyFx->name).fx;
dynEntDest[j].destroyFx = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_FX, dynEnt[j].destroyFx,
GET_ALIAS_OFFSET_ARRAY(Game::DynEntityDef, xModel, j)).fx;
}
if (dynEnt[j].physPreset)
{
dynEntDest[j].physPreset = builder->requireAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, dynEnt[j].physPreset->name).physPreset;
dynEntDest[j].physPreset = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, dynEnt[j].physPreset,
GET_ALIAS_OFFSET_ARRAY(Game::DynEntityDef, xModel, j)).physPreset;
}
}
builder->popAliasBase();
Utils::Stream::ClearPointer(&dest->dynEntDefList[i]);
}
}
@ -504,6 +515,7 @@ namespace Assets
buffer->popBlock();
buffer->popBlock();
builder->popAliasBase();
SaveLogExit();
}
@ -514,7 +526,7 @@ namespace Assets
for (int i = 0; i < asset->numStaticModels; ++i)
{
Game::XModel* m = asset->staticModelList[i].xmodel;
builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, m->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_XMODEL, m);
}
for (int j = 0; j < 2; ++j)
@ -525,21 +537,21 @@ namespace Assets
{
if (def[i].xModel)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def[i].xModel->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def[i].xModel);
}
if (def[i].destroyFx)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, def[i].destroyFx->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_FX, def[i].destroyFx);
}
if (def[i].physPreset)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, def[i].physPreset->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, def[i].physPreset);
}
}
}
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MAP_ENTS, asset->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_MAP_ENTS, asset);
}
void IclipMap_t::load(Game::XAssetHeader* /*header*/, std::string name, Components::ZoneBuilder::Zone* /*builder*/)

View File

@ -12,12 +12,12 @@ namespace Assets
if (alias->soundFile && alias->soundFile->type == Game::snd_alias_type_t::SAT_LOADED)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_LOADED_SOUND, alias->soundFile->data.loaded->name);
builder->markAsset(Game::XAssetType::ASSET_TYPE_LOADED_SOUND, alias->soundFile->data.loaded);
}
if (alias->volumeFalloffCurve)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_SNDCURVE, alias->volumeFalloffCurve->filename);
builder->markAsset(Game::XAssetType::ASSET_TYPE_SNDCURVE, alias->volumeFalloffCurve);
}
}
}
@ -110,7 +110,7 @@ namespace Assets
{
if (alias->soundFile->type == Game::snd_alias_type_t::SAT_LOADED)
{
destSoundFile->data.loaded = builder->requireAsset(Game::XAssetType::ASSET_TYPE_LOADED_SOUND, alias->soundFile->data.loaded->name).loadSnd;
destSoundFile->data.loaded = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_LOADED_SOUND, alias->soundFile->data.loaded).loadSnd;
}
else
{
@ -137,7 +137,7 @@ namespace Assets
if (alias->volumeFalloffCurve)
{
destAlias->volumeFalloffCurve = builder->requireAsset(Game::XAssetType::ASSET_TYPE_SNDCURVE, alias->volumeFalloffCurve->filename).sndCurve;
destAlias->volumeFalloffCurve = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_SNDCURVE, alias->volumeFalloffCurve).sndCurve;
}
if (alias->speakerMap)

View File

@ -160,10 +160,11 @@ namespace Components
asset.type = type;
asset.header = assetHeader;
// Handle script strings and referenced assets
this->loadedAssets.push_back(asset);
// Handle script strings
AssetHandler::ZoneMark(asset, this);
this->loadedAssets.push_back(asset);
return true;
}
@ -196,7 +197,7 @@ namespace Components
return nullptr;
}
uint32_t ZoneBuilder::Zone::getAssetOffset(int index)
uint32_t ZoneBuilder::Zone::getAssetTableOffset(int index)
{
Utils::Stream::Offset offset;
offset.block = Game::XFILE_BLOCK_VIRTUAL;
@ -204,25 +205,81 @@ namespace Components
return offset.getPackedOffset();
}
Game::XAssetHeader ZoneBuilder::Zone::requireAsset(Game::XAssetType type, const char* name)
void ZoneBuilder::Zone::pushAliasBase()
{
this->aliasBaseStack.push_back(this->buffer.getBlockSize(Game::XFILE_BLOCK_VIRTUAL));
}
void ZoneBuilder::Zone::popAliasBase()
{
if (!this->aliasBaseStack.empty())
{
this->aliasBaseStack.pop_back();
}
}
unsigned int ZoneBuilder::Zone::getAliasBase()
{
return this->aliasBaseStack.back();
}
Game::XAssetHeader ZoneBuilder::Zone::saveSubAsset(Game::XAssetType type, void* ptr, unsigned int aliasOffset)
{
Game::XAssetHeader header;
Utils::Stream::ClearPointer(&header.data);
header.data = ptr;
int assetIndex = this->findAsset(type, name);
if (assetIndex != -1)
int assetIndex = this->findAsset(type, Game::DB_GetXAssetNameHandlers[type](&header));
if (assetIndex == -1) // nested asset
{
header.data = reinterpret_cast<void*>(this->getAssetOffset(assetIndex));
const auto& cmp = header.data;
// already written. find alias and store in ptr
if(std::find_if(this->savedAssets.begin(), this->savedAssets.end(), [&cmp] (const Game::XAssetHeader& s) { return cmp == s.data; } ) != this->savedAssets.end())
{
#ifdef DEBUG
//Components::Logger::Print("Using alias for (%s): %s\n", Game::DB_GetXAssetTypeName(asset->type), Game::DB_GetXAssetName(asset));
#endif
Utils::Stream::Offset off;
off.block = Game::XFILE_BLOCK_VIRTUAL;
off.offset = this->getAlias(ptr);
header.data = reinterpret_cast<void*>(off.getPackedOffset());
}
else
{
#ifdef DEBUG
Components::Logger::Print("Saving Require (%s): %s\n", Game::DB_GetXAssetTypeName(type), Game::DB_GetXAssetNameHandlers[type](&header));
#endif
Game::XAsset assetToSave;
assetToSave.header = header;
assetToSave.type = type;
this->storeAlias(ptr, this->getAliasBase() + aliasOffset);
this->buffer.pushBlock(Game::XFILE_BLOCK_TEMP);
AssetHandler::ZoneSave(assetToSave, this);
this->buffer.popBlock();
this->savedAssets.push_back(header);
Utils::Stream::ClearPointer(&header.data);
}
}
else
{
Logger::Error("Missing required asset '%s' (%s). Export failed!", name, Game::DB_GetXAssetTypeName(type));
// asset was written normally. not sure this is even possible but its here
header.data = reinterpret_cast<void*>(this->getAssetTableOffset(assetIndex));
}
return header;
}
void ZoneBuilder::Zone::markAsset(Game::XAssetType type, void* ptr)
{
Game::XAsset asset;
asset.header.data = ptr;
asset.type = type;
AssetHandler::ZoneMark(asset, this);
}
void ZoneBuilder::Zone::writeZone()
{
FILETIME fileTime;
@ -252,7 +309,7 @@ namespace Components
Utils::IO::WriteFile(outFile, outBuffer);
Logger::Print("done.\n");
Logger::Print("Zone '%s' written with %d assets\n", outFile.data(), this->loadedAssets.size());
Logger::Print("Zone '%s' written with %d assets and %d script strings\n", outFile.data(), this->savedAssets.size(), this->scriptStrings.size());
}
void ZoneBuilder::Zone::saveData()
@ -277,7 +334,7 @@ namespace Components
if (!this->scriptStrings.empty())
{
this->buffer.saveNull(4); // Empty script string?
// This actually represents a NULL string, but as scriptString.
// This actually represents a NULL string, but as scriptString.
// So scriptString loading for NULL scriptStrings from fastfile results in a NULL scriptString.
// That's the reason why the count is incremented by 1, if scriptStrings are available.
@ -312,16 +369,30 @@ namespace Components
// Assets
for (auto asset : this->loadedAssets)
{
/*
const auto& cmp = asset.header.data;
if(std::find_if(this->savedAssets.begin(), this->savedAssets.end(), [&cmp] (const Game::XAsset& s) { return cmp == s.header.data; } ) != this->savedAssets.end())
{
#ifdef DEBUG
Components::Logger::Print("Skipping (%s): %s\n", Game::DB_GetXAssetTypeName(asset.type), Game::DB_GetXAssetNameHandlers[type](header));
#endif
continue;
}
*/
this->buffer.pushBlock(Game::XFILE_BLOCK_TEMP);
this->buffer.align(Utils::Stream::ALIGN_4);
#ifdef DEBUG
Components::Logger::Print("Saving (%s): %s\n", Game::DB_GetXAssetTypeName(asset.type), Game::DB_GetXAssetName(&asset));
Components::Logger::Print("Saving (%s): %s\n", Game::DB_GetXAssetTypeName(asset.type), Game::DB_GetXAssetNameHandlers[asset.type](&asset.header));
#endif
this->store(asset.header);
AssetHandler::ZoneSave(asset, this);
savedAssets.push_back(asset.header);
this->buffer.popBlock();
}
@ -364,7 +435,7 @@ namespace Components
}
// Get stored offset for given file pointer
uint32_t ZoneBuilder::Zone::safeGetPointer(const void* pointer)
unsigned int ZoneBuilder::Zone::safeGetPointer(const void* pointer)
{
if (this->hasPointer(pointer))
{
@ -374,9 +445,18 @@ namespace Components
return NULL;
}
void ZoneBuilder::Zone::storePointer(const void* pointer)
void ZoneBuilder::Zone::storeAlias(const void* ptr, unsigned int alias)
{
this->pointerMap[pointer] = this->buffer.getPackedOffset();
this->aliasMap[ptr] = alias;
}
unsigned int ZoneBuilder::Zone::getAlias(const void* ptr)
{
if((this->aliasMap.find(ptr) != this->aliasMap.end()))
{
return this->aliasMap[ptr];
}
return 0;
}
int ZoneBuilder::Zone::addScriptString(std::string str)
@ -525,7 +605,7 @@ namespace Components
static_assert(Game::MAX_XFILE_COUNT == 8, "XFile block enum is invalid!");
ZoneBuilder::EndAssetTrace();
if (ZoneBuilder::IsEnabled())
{
// Prevent loading textures (preserves loaddef)
@ -537,7 +617,7 @@ namespace Components
// Release the loaddef
Game::DB_ReleaseXAssetHandlers[Game::XAssetType::ASSET_TYPE_IMAGE] = ZoneBuilder::ReleaseTexture;
//r_loadForrenderer = 0
//r_loadForrenderer = 0
Utils::Hook::Set<BYTE>(0x519DDF, 0);
//r_delayloadimage retn
@ -611,9 +691,9 @@ namespace Components
Game::DB_LoadXAssets(&info, 1, true);
AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_RAWFILE, "default"); // Lock until zone is unloaded
Logger::Print("Zone '%s' loaded with %d assets:\n", zone.data(), assets.size());
int count = 0;
for (auto i = assets.begin(); i != assets.end(); ++i, ++count)
{

View File

@ -2,6 +2,9 @@
#define XFILE_VERSION 276
#define XFILE_VERSION_IW4X 0x78345749 // 'IW4x'
#define GET_ALIAS_OFFSET(_s, _m) offsetof((_s), (_m))
#define GET_ALIAS_OFFSET_ARRAY(_s, _m, _loop) (offsetof((_s), (_m)) + (sizeof(_s) * (_loop)))
namespace Components
{
class ZoneBuilder : public Component
@ -26,9 +29,10 @@ namespace Components
int findAsset(Game::XAssetType type, std::string name);
Game::XAsset* getAsset(int index);
uint32_t getAssetOffset(int index);
Game::XAssetHeader requireAsset(Game::XAssetType type, const char* name);
uint32_t getAssetTableOffset(int index);
Game::XAssetHeader saveSubAsset(Game::XAssetType type, void* ptr, unsigned int aliasOffset);
bool loadAsset(Game::XAssetType type, std::string name);
void markAsset(Game::XAssetType type, void* ptr);
int addScriptString(unsigned short gameIndex);
int addScriptString(std::string str);
@ -43,6 +47,10 @@ namespace Components
void incrementExternalSize(unsigned int size);
void pushAliasBase();
void popAliasBase();
unsigned int getAliasBase();
private:
void loadFastFiles();
@ -52,6 +60,9 @@ namespace Components
void saveData();
void writeZone();
unsigned int getAlias(const void* pointer);
void storeAlias(const void* pointer, unsigned int alias);
void addBranding();
uint32_t safeGetPointer(const void* pointer);
@ -66,10 +77,13 @@ namespace Components
Utils::Memory::Allocator memAllocator;
std::vector<Game::XAsset> loadedAssets;
std::vector<Game::XAssetHeader> savedAssets;
std::vector<std::string> scriptStrings;
std::map<unsigned short, unsigned int> scriptStringMap;
std::map<std::string, std::string> renameMap[Game::XAssetType::ASSET_TYPE_COUNT];
std::map<const void*, uint32_t> pointerMap;
std::vector<uint32_t> aliasBaseStack;
std::map<const void*, uint32_t> aliasMap;
Game::RawFile branding;
};

View File

@ -63,7 +63,7 @@ namespace Utils
{
memset(this->blockSize, 0, sizeof(this->blockSize));
#ifdef DEBUG
#ifdef WRITE_LOGS
this->structLevel = 0;
Utils::IO::WriteFile("userraw/logs/zb_writes.log", "", false);
#endif
@ -235,7 +235,7 @@ namespace Utils
this->blockSize[stream] += size;
}
#ifdef DEBUG
#ifdef WRITE_LOGS
std::string data = fmt::sprintf("%*s%d\n", this->structLevel, "", size);
if(stream == Game::XFILE_BLOCK_RUNTIME) data = fmt::sprintf("%*s(%d)\n", this->structLevel, "", size);
Utils::IO::WriteFile("userraw/logs/zb_writes.log", data, true);
@ -321,7 +321,7 @@ namespace Utils
return (this->criticalSectionState != 0);
}
#ifdef DEBUG
#ifdef WRITE_LOGS
void Stream::enterStruct(const char* structName)
{
if (this->structLevel >= 0)

View File

@ -1,5 +1,6 @@
// write logs for ZoneBuilder
#ifndef DEBUG
//#define WRITE_LOGS
#ifndef WRITE_LOGS // they take forever to run so only enable if needed
#define SaveLogEnter(x)
#define SaveLogExit()
#else
@ -131,7 +132,7 @@ namespace Utils
bool isCriticalSection();
// for recording zb writes
#ifdef DEBUG
#ifdef WRITE_LOGS
int structLevel;
void enterStruct(const char* structName);
void leaveStruct();