[ZoneBuilder] Optimize nested asset writing

This commit is contained in:
momo5502 2016-12-23 21:01:56 +01:00
parent 21a55d949a
commit 39f9c73a38
11 changed files with 150 additions and 138 deletions

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@ -400,7 +400,7 @@ namespace Components
AssetHandler::RegisterInterface(new Assets::ILoadedSound());
AssetHandler::RegisterInterface(new Assets::IPhysCollmap());
AssetHandler::RegisterInterface(new Assets::IStringTable());
//AssetHandler::RegisterInterface(new Assets::IXModelSurfs());
AssetHandler::RegisterInterface(new Assets::IXModelSurfs());
AssetHandler::RegisterInterface(new Assets::ILocalizeEntry());
AssetHandler::RegisterInterface(new Assets::Isnd_alias_list_t());
AssetHandler::RegisterInterface(new Assets::IMaterialPixelShader());

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@ -49,7 +49,7 @@ namespace Assets
{
if (visuals->xmodel)
{
builder->markAsset(Game::XAssetType::ASSET_TYPE_XMODEL, visuals->xmodel);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, visuals->xmodel);
}
break;
@ -69,7 +69,7 @@ namespace Assets
{
if (visuals->effectDef)
{
builder->markAsset(Game::XAssetType::ASSET_TYPE_FX, visuals->effectDef);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, visuals->effectDef);
}
break;
@ -79,7 +79,7 @@ namespace Assets
{
if (visuals->material)
{
builder->markAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, visuals->material);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, visuals->material);
}
break;
@ -104,12 +104,12 @@ namespace Assets
{
if (elemDef->visuals.markArray[j].data[0])
{
builder->markAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, elemDef->visuals.markArray[j].data[0]);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, elemDef->visuals.markArray[j].data[0]);
}
if (elemDef->visuals.markArray[j].data[1])
{
builder->markAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, elemDef->visuals.markArray[j].data[1]);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, elemDef->visuals.markArray[j].data[1]);
}
}
}
@ -132,17 +132,17 @@ namespace Assets
if (elemDef->effectOnImpact)
{
builder->markAsset(Game::XAssetType::ASSET_TYPE_FX, elemDef->effectOnImpact);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, elemDef->effectOnImpact);
}
if (elemDef->effectOnDeath)
{
builder->markAsset(Game::XAssetType::ASSET_TYPE_FX, elemDef->effectOnDeath);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, elemDef->effectOnDeath);
}
if (elemDef->effectEmitted)
{
builder->markAsset(Game::XAssetType::ASSET_TYPE_FX, elemDef->effectEmitted);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, elemDef->effectEmitted);
}
}
}

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@ -164,9 +164,20 @@ namespace Assets
{
for (unsigned int i = 0; i < asset->glassSys.defCount; ++i)
{
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);
if (asset->glassSys.defs[i].physPreset)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, asset->glassSys.defs[i].physPreset);
}
if (asset->glassSys.defs[i].material)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->glassSys.defs[i].material);
}
if (asset->glassSys.defs[i].materialShattered)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->glassSys.defs[i].materialShattered);
}
}
}
}

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@ -18,7 +18,7 @@ namespace Assets
{
for (unsigned int i = 0; i < asset->worldDraw.reflectionProbeCount; ++i)
{
builder->markAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->worldDraw.reflectionImages[i]);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->worldDraw.reflectionImages[i]);
}
}
@ -28,34 +28,34 @@ namespace Assets
{
if (asset->worldDraw.lightmaps[i].primary)
{
builder->markAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->worldDraw.lightmaps[i].primary);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->worldDraw.lightmaps[i].primary);
}
if (asset->worldDraw.lightmaps[i].secondary)
{
builder->markAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->worldDraw.lightmaps[i].secondary);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->worldDraw.lightmaps[i].secondary);
}
}
}
if (asset->worldDraw.skyImage)
{
builder->markAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->worldDraw.skyImage);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->worldDraw.skyImage);
}
if (asset->worldDraw.outdoorImage)
{
builder->markAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->worldDraw.outdoorImage);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->worldDraw.outdoorImage);
}
if (asset->sun.spriteMaterial)
{
builder->markAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->sun.spriteMaterial);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->sun.spriteMaterial);
}
if (asset->sun.flareMaterial)
{
builder->markAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->sun.flareMaterial);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->sun.flareMaterial);
}
if (asset->skies)
@ -64,7 +64,7 @@ namespace Assets
{
if (asset->skies[i].skyImage)
{
builder->markAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->skies[i].skyImage);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->skies[i].skyImage);
}
}
}
@ -75,14 +75,14 @@ namespace Assets
{
if (asset->materialMemory[i].material)
{
builder->markAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->materialMemory[i].material);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->materialMemory[i].material);
}
}
}
if (asset->unknownImage)
{
builder->markAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->unknownImage);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->unknownImage);
}
if (asset->dpvs.surfaces)
@ -91,7 +91,7 @@ namespace Assets
{
if (asset->dpvs.surfaces[i].material)
{
builder->markAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->dpvs.surfaces[i].material);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->dpvs.surfaces[i].material);
}
}
}
@ -102,7 +102,7 @@ namespace Assets
{
if (asset->dpvs.smodelDrawInsts[i].model)
{
builder->markAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->dpvs.smodelDrawInsts[i].model);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->dpvs.smodelDrawInsts[i].model);
}
}
}

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@ -168,7 +168,7 @@ namespace Assets
if (asset->techniqueSet)
{
builder->markAsset(Game::XAssetType::ASSET_TYPE_TECHSET, asset->techniqueSet);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_TECHSET, asset->techniqueSet);
}
if (asset->textureTable)
@ -181,12 +181,12 @@ namespace Assets
{
if (asset->textureTable[i].info.water->image)
{
builder->markAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->textureTable[i].info.water->image);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->textureTable[i].info.water->image);
}
}
else
{
builder->markAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->textureTable[i].info.image);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->textureTable[i].info.image);
}
}
}

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@ -18,17 +18,17 @@ namespace Assets
if (pass->vertexDecl)
{
builder->markAsset(Game::XAssetType::ASSET_TYPE_VERTEXDECL, pass->vertexDecl);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_VERTEXDECL, pass->vertexDecl);
}
if (pass->vertexShader)
{
builder->markAsset(Game::XAssetType::ASSET_TYPE_VERTEXSHADER, pass->vertexShader);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_VERTEXSHADER, pass->vertexShader);
}
if (pass->pixelShader)
{
builder->markAsset(Game::XAssetType::ASSET_TYPE_PIXELSHADER, pass->pixelShader);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_PIXELSHADER, pass->pixelShader);
}
}
}

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@ -61,6 +61,9 @@ namespace Assets
surf->surfaces = builder->getAllocator()->allocateArray<Game::XSurface>(model->numSurfaces);
surf->numSurfaces = model->numSurfaces;
// Store surfs for later writing
Components::AssetHandler::StoreTemporaryAsset(Game::XAssetType::ASSET_TYPE_XMODELSURFS, { surf });
// Reset surfaces in remaining lods
for (unsigned int i = 1; i < 4; ++i)
{
@ -195,7 +198,7 @@ namespace Assets
{
if (asset->materials[i])
{
builder->markAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->materials[i]);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->materials[i]);
}
}
}
@ -204,21 +207,18 @@ namespace Assets
{
if (asset->lods[i].surfaces)
{
// We're not supposed to include xmodelsurfs as standalone asset
//builder->markAsset(Game::XAssetType::ASSET_TYPE_XMODELSURFS, asset->lods[i].surfaces->name);
IXModelSurfs().mark({ asset->lods[i].surfaces }, builder);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODELSURFS, asset->lods[i].surfaces);
}
}
if (asset->physPreset)
{
builder->markAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, asset->physPreset);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, asset->physPreset);
}
if (asset->physCollmap)
{
builder->markAsset(Game::XAssetType::ASSET_TYPE_PHYS_COLLMAP, asset->physCollmap);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_PHYS_COLLMAP, asset->physCollmap);
}
}
@ -319,16 +319,7 @@ 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->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODELSURFS, asset->lods[i].surfaces).surfaces;
buffer->pushBlock(Game::XFILE_BLOCK_TEMP);
buffer->align(Utils::Stream::ALIGN_4);
IXModelSurfs().save({ asset->lods[i].surfaces }, builder);
Utils::Stream::ClearPointer(&dest->lods[i].surfaces);
buffer->popBlock();
dest->lods[i].surfaces = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODELSURFS, asset->lods[i].surfaces).surfaces;
}
}
}

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@ -521,7 +521,10 @@ namespace Assets
for (int i = 0; i < asset->numStaticModels; ++i)
{
Game::XModel* m = asset->staticModelList[i].xmodel;
builder->markAsset(Game::XAssetType::ASSET_TYPE_XMODEL, m);
if (m)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, m);
}
}
for (int j = 0; j < 2; ++j)
@ -532,21 +535,21 @@ namespace Assets
{
if (def[i].xModel)
{
builder->markAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def[i].xModel);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def[i].xModel);
}
if (def[i].destroyFx)
{
builder->markAsset(Game::XAssetType::ASSET_TYPE_FX, def[i].destroyFx);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, def[i].destroyFx);
}
if (def[i].physPreset)
{
builder->markAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, def[i].physPreset);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, def[i].physPreset);
}
}
}
builder->markAsset(Game::XAssetType::ASSET_TYPE_MAP_ENTS, asset);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MAP_ENTS, asset);
}
void IclipMap_t::load(Game::XAssetHeader* /*header*/, std::string name, Components::ZoneBuilder::Zone* /*builder*/)

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@ -12,12 +12,12 @@ namespace Assets
if (alias->soundFile && alias->soundFile->type == Game::snd_alias_type_t::SAT_LOADED)
{
builder->markAsset(Game::XAssetType::ASSET_TYPE_LOADED_SOUND, alias->soundFile->data.loaded);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_LOADED_SOUND, alias->soundFile->data.loaded);
}
if (alias->volumeFalloffCurve)
{
builder->markAsset(Game::XAssetType::ASSET_TYPE_SNDCURVE, alias->volumeFalloffCurve);
builder->loadAsset(Game::XAssetType::ASSET_TYPE_SNDCURVE, alias->volumeFalloffCurve);
}
}
}

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@ -121,7 +121,7 @@ namespace Components
}
}
if (!this->loadAsset(this->dataMap.getElementAt(i, 0), this->dataMap.getElementAt(i, 1)))
if (!this->loadAsset(this->dataMap.getElementAt(i, 0), this->dataMap.getElementAt(i, 1), false))
{
return false;
}
@ -131,16 +131,22 @@ namespace Components
return true;
}
bool ZoneBuilder::Zone::loadAsset(Game::XAssetType type, std::string name)
bool ZoneBuilder::Zone::loadAsset(Game::XAssetType type, void* data, bool isSubAsset)
{
return this->loadAsset(Game::DB_GetXAssetTypeName(type), name);
Game::XAsset asset{ type, { data } };
return this->loadAsset(type, Game::DB_GetXAssetName(&asset), isSubAsset);
}
bool ZoneBuilder::Zone::loadAsset(std::string typeName, std::string name)
bool ZoneBuilder::Zone::loadAsset(Game::XAssetType type, std::string name, bool isSubAsset)
{
return this->loadAsset(Game::DB_GetXAssetTypeName(type), name, isSubAsset);
}
bool ZoneBuilder::Zone::loadAsset(std::string typeName, std::string name, bool isSubAsset)
{
Game::XAssetType type = Game::DB_GetXAssetNameType(typeName.data());
if (this->findAsset(type, name) != -1) return true;
if (this->findAsset(type, name) != -1 || this->findSubAsset(type, name).data) return true;
if (type == Game::XAssetType::ASSET_TYPE_INVALID || type >= Game::XAssetType::ASSET_TYPE_COUNT)
{
@ -149,7 +155,6 @@ namespace Components
}
Game::XAssetHeader assetHeader = AssetHandler::FindAssetForZone(type, name, this);
if (!assetHeader.data)
{
Logger::Error("Error: Missing asset '%s' of type '%s'\n", name.data(), Game::DB_GetXAssetTypeName(type));
@ -160,7 +165,14 @@ namespace Components
asset.type = type;
asset.header = assetHeader;
this->loadedAssets.push_back(asset);
if (isSubAsset)
{
this->loadedSubAssets.push_back(asset);
}
else
{
this->loadedAssets.push_back(asset);
}
// Handle script strings
AssetHandler::ZoneMark(asset, this);
@ -176,7 +188,7 @@ namespace Components
if (asset->type != type) continue;
const char* assetName = DB_GetXAssetName(asset);
const char* assetName = Game::DB_GetXAssetName(asset);
if (name == assetName)
{
@ -187,6 +199,25 @@ namespace Components
return -1;
}
Game::XAssetHeader ZoneBuilder::Zone::findSubAsset(Game::XAssetType type, std::string name)
{
for (unsigned int i = 0; i < this->loadedSubAssets.size(); ++i)
{
Game::XAsset* asset = &this->loadedSubAssets[i];
if (asset->type != type) continue;
const char* assetName = Game::DB_GetXAssetName(asset);
if (name == assetName)
{
return asset->header;
}
}
return { 0 };
}
Game::XAsset* ZoneBuilder::Zone::getAsset(int index)
{
if (static_cast<uint32_t>(index) < this->loadedAssets.size())
@ -204,67 +235,52 @@ namespace Components
offset.offset = (this->indexStart + (index * sizeof(Game::XAsset)) + 4);
return offset.getPackedOffset();
}
/*
void ZoneBuilder::Zone::pushAliasBase()
{
this->aliasBaseStack.push_back(this->buffer.getBlockSize(Game::XFILE_BLOCK_VIRTUAL));
}
void ZoneBuilder::Zone::popAliasBase()
bool ZoneBuilder::Zone::hasAlias(Game::XAsset asset)
{
if (!this->aliasBaseStack.empty())
{
this->aliasBaseStack.pop_back();
}
return this->getAlias(asset) != 0;
}
unsigned int ZoneBuilder::Zone::getAliasBase()
{
return this->aliasBaseStack.back();
}
*/
Game::XAssetHeader ZoneBuilder::Zone::saveSubAsset(Game::XAssetType type, void* ptr)
{
Game::XAssetHeader header;
header.data = ptr;
Game::XAssetHeader header { ptr };
Game::XAsset asset { type, header };
std::string name = Game::DB_GetXAssetName(&asset);
int assetIndex = this->findAsset(type, Game::DB_GetXAssetNameHandlers[type](&header));
int assetIndex = this->findAsset(type, name);
if (assetIndex == -1) // nested asset
{
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())
if(this->hasAlias(asset))
{
#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());
header.data = reinterpret_cast<void*>(this->getAlias(asset));
}
else
{
asset.header = this->findSubAsset(type, name);
if (!asset.header.data)
{
Logger::Error("Missing required asset '%s' (%s). Export failed!", name, Game::DB_GetXAssetTypeName(type));
}
#ifdef DEBUG
Components::Logger::Print("Saving Require (%s): %s\n", Game::DB_GetXAssetTypeName(type), Game::DB_GetXAssetNameHandlers[type](&header));
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->buffer.pushBlock(Game::XFILE_BLOCK_VIRTUAL);
// we alias the next 4 (aligned) bytes of the stream b/c DB_InsertPointer gives us a nice pointer to use as the alias
// otherwise it would be a fuckfest trying to figure out where the alias is in the stream
this->buffer.align(Utils::Stream::ALIGN_4);
this->storeAlias(ptr, this->buffer.getBlockSize(Game::XFILE_BLOCK_VIRTUAL));
this->storeAlias(asset);
this->buffer.increaseBlockSize(Game::XFILE_BLOCK_VIRTUAL, 4);
this->buffer.pushBlock(Game::XFILE_BLOCK_TEMP);
AssetHandler::ZoneSave(assetToSave, this);
this->buffer.popBlock();
this->savedAssets.push_back(header);
this->buffer.pushBlock(Game::XFILE_BLOCK_TEMP);
AssetHandler::ZoneSave(asset, this);
this->buffer.popBlock();
header.data = reinterpret_cast<void*>(-2); // DB_InsertPointer marker
}
}
@ -279,13 +295,8 @@ namespace Components
void ZoneBuilder::Zone::markAsset(Game::XAssetType type, void* ptr)
{
Game::XAsset asset;
asset.header.data = ptr;
asset.type = type;
const auto& cmp = asset.header.data;
if(std::find_if(this->markedAssets.begin(), this->markedAssets.end(), [&cmp] (const Game::XAsset& s) { return cmp == s.header.data; } ) != this->markedAssets.end())
Game::XAsset asset { type, { ptr } };
if(std::find_if(this->markedAssets.begin(), this->markedAssets.end(), [&] (const Game::XAsset& s) { return (asset.header.data == s.header.data && asset.type == s.type); } ) != this->markedAssets.end())
{
return; // don't re-mark assets
}
@ -323,7 +334,7 @@ namespace Components
Utils::IO::WriteFile(outFile, outBuffer);
Logger::Print("done.\n");
Logger::Print("Zone '%s' written with %d assets and %d script strings\n", outFile.data(), this->savedAssets.size(), this->scriptStrings.size());
Logger::Print("Zone '%s' written with %d assets and %d script strings\n", outFile.data(), (this->aliasList.size() + this->loadedAssets.size()), this->scriptStrings.size());
}
void ZoneBuilder::Zone::saveData()
@ -383,18 +394,6 @@ 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);
@ -405,8 +404,6 @@ namespace Components
this->store(asset.header);
AssetHandler::ZoneSave(asset, this);
savedAssets.push_back(asset.header);
this->buffer.popBlock();
}
@ -464,18 +461,26 @@ namespace Components
this->pointerMap[pointer] = this->buffer.getPackedOffset();
}
void ZoneBuilder::Zone::storeAlias(const void* ptr, unsigned int alias)
void ZoneBuilder::Zone::storeAlias(Game::XAsset asset)
{
this->aliasMap[ptr] = alias;
if (!this->hasAlias(asset))
{
this->aliasList.push_back({ asset, this->buffer.getPackedOffset() });
}
}
unsigned int ZoneBuilder::Zone::getAlias(const void* ptr)
unsigned int ZoneBuilder::Zone::getAlias(Game::XAsset asset)
{
if((this->aliasMap.find(ptr) != this->aliasMap.end()))
std::string name = Game::DB_GetXAssetName(&asset);
for (auto& entry : this->aliasList)
{
return this->aliasMap[ptr];
if (asset.type == entry.first.type && name == Game::DB_GetXAssetName(&entry.first))
{
return entry.second;
}
}
Logger::Print("Warning: Missing Alias for pointer! Export will almost certainly fail!\n");
return 0;
}

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@ -2,9 +2,6 @@
#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
@ -23,16 +20,19 @@ namespace Components
bool hasPointer(const void* pointer);
void storePointer(const void* pointer);
void storePointer(const void* pointer, Utils::Stream::Offset offset);
template<typename T>
inline T* getPointer(const T* pointer) { return reinterpret_cast<T*>(this->safeGetPointer(pointer)); }
int findAsset(Game::XAssetType type, std::string name);
Game::XAssetHeader findSubAsset(Game::XAssetType type, std::string name);
Game::XAsset* getAsset(int index);
uint32_t getAssetTableOffset(int index);
bool hasAlias(Game::XAsset asset);
Game::XAssetHeader saveSubAsset(Game::XAssetType type, void* ptr);
bool loadAsset(Game::XAssetType type, std::string name);
bool loadAsset(Game::XAssetType type, std::string name, bool isSubAsset = true);
bool loadAsset(Game::XAssetType type, void* data, bool isSubAsset = true);
void markAsset(Game::XAssetType type, void* ptr);
int addScriptString(unsigned short gameIndex);
@ -52,13 +52,13 @@ namespace Components
void loadFastFiles();
bool loadAssets();
bool loadAsset(std::string type, std::string name);
bool loadAsset(std::string type, std::string name, bool isSubAsset = true);
void saveData();
void writeZone();
unsigned int getAlias(const void* pointer);
void storeAlias(const void* pointer, unsigned int alias);
unsigned int getAlias(Game::XAsset asset);
void storeAlias(Game::XAsset asset);
void addBranding();
@ -74,13 +74,15 @@ namespace Components
Utils::Memory::Allocator memAllocator;
std::vector<Game::XAsset> loadedAssets;
std::vector<Game::XAssetHeader> savedAssets;
std::vector<Game::XAsset> markedAssets;
std::vector<Game::XAsset> loadedSubAssets;
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::map<const void*, uint32_t> aliasMap;
std::vector<std::pair<Game::XAsset, uint32_t>> aliasList;
Game::RawFile branding;
};