[ZoneBuilder] building techsets.ff is now working. still need to clean it up and add a function to generate defaults.ff as well.
also featured in this commit: - better cpu performance when running zb from the shell - asset pools that are bigger than ever! - new random struct stuff
This commit is contained in:
parent
5bbfdfed53
commit
5be5c70cb6
@ -115,59 +115,6 @@ namespace Components
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this->writeZone();
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}
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static bool buildingTechsets = false;
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static std::string techsetCSV = "";
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void ZoneBuilder::Zone::Zone::buildTechsets()
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{
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buildingTechsets = true;
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techsetCSV = "";
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this->zoneName = "iw4_techsets";
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// load all fastfiles in the zone dir and make a fastfile that contains all the techsets in those fastfiles
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std::string zone_dir = "zone/english";
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auto files = Utils::IO::ListFiles(zone_dir);
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std::string extension = ".ff";
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std::string load_suffix = "_load.ff";
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for (auto it : files)
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{
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if (!it.compare(it.length() - extension.length(), extension.length(), extension))
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{
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// ignore _load fastfiles
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if (!it.compare(it.length() - load_suffix.length(), load_suffix.length(), load_suffix))
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continue;
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techsetCSV += "require,"s + it.substr(zone_dir.length() + 1, it.length() - zone_dir.length() - 4) + "\r\n"s;
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}
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}
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this->dataMap = Utils::CSV(techsetCSV, false);
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this->loadFastFiles(); // this also builds the asset list cause we're just dumping the entire DB
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this->dataMap = Utils::CSV(techsetCSV, false); // update with asset list and not just requires
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Logger::Print("Linking assets...\n");
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if (!this->loadAssets()) return;
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this->addBranding();
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Logger::Print("Saving...\n");
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this->saveData();
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if (this->buffer.hasBlock())
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{
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Logger::Error("Non-popped blocks left!\n");
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}
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Logger::Print("Compressing...\n");
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this->writeZone();
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buildingTechsets = false;
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}
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void ZoneBuilder::Zone::loadFastFiles()
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{
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Logger::Print("Loading required FastFiles...\n");
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@ -791,26 +738,70 @@ namespace Components
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}
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}
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bool ZoneBuilder::mainThreadInterrupted;
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DWORD ZoneBuilder::interruptingThreadId;
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Game::XZoneInfo baseZones_old [] = { { "code_pre_gfx_mp", 0, 0 },
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{ "localized_code_pre_gfx_mp", 0, 0 },
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//{ "patch_code_pre_gfx_mp", 0, 0},
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{ "code_post_gfx_mp", 0, 0 },
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{ "localized_code_post_gfx_mp", 0, 0 },
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{ "common_mp", 0, 0 },
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{ "localized_common_mp", 0, 0 },
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{ "ui_mp", 0, 0 },
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{ "localized_ui_mp", 0, 0 }
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void ZoneBuilder::AssumeMainThreadRole()
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{
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ZoneBuilder::mainThreadInterrupted = true;
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ZoneBuilder::interruptingThreadId = GetCurrentThreadId();
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}
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void ZoneBuilder::ResetThreadRole()
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{
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ZoneBuilder::mainThreadInterrupted = false;
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ZoneBuilder::interruptingThreadId = 0x0;
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}
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bool ZoneBuilder::IsThreadMainThreadHook()
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{
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// this is the thread that is interrupting so let it act as the main thread
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if (ZoneBuilder::mainThreadInterrupted && GetCurrentThreadId() == ZoneBuilder::interruptingThreadId)
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{
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return true;
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}
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// block the main thread from doing anything "main thread" specific while
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// the other thread is interrupting
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//while (ZoneBuilder::mainThreadInterrupted) std::this_thread::sleep_for(100ms);
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// normal functionality
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return GetCurrentThreadId() == Utils::Hook::Get<DWORD>(0x1CDE7FC);
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}
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DWORD WINAPI ZoneBuilder::CommandsThread(LPVOID)
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{
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while (1)
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{
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// Cbuf_Execute doesn't work outside the main thread so hijack it
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ZoneBuilder::AssumeMainThreadRole();
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Utils::Hook::Call<void(int, int)>(0x4E2C80)(0, 0); // Cbuf_Execute
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ZoneBuilder::ResetThreadRole();
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Sleep(200);
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}
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return 0;
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}
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static Game::XZoneInfo baseZones_old[] = {
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{ "code_pre_gfx_mp", Game::ZoneAllocFlags::DB_ZONE_CODE, 0 },
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{ "localized_code_pre_gfx_mp", Game::ZoneAllocFlags::DB_ZONE_CODE_LOC, 0 },
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{ "code_post_gfx_mp", Game::ZoneAllocFlags::DB_ZONE_CODE, 0 },
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{ "localized_code_post_gfx_mp", Game::ZoneAllocFlags::DB_ZONE_CODE_LOC, 0 },
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{ "common_mp", Game::ZoneAllocFlags::DB_ZONE_COMMON, 0 },
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{ "localized_common_mp", Game::ZoneAllocFlags::DB_ZONE_COMMON_LOC, 0 },
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{ "ui_mp", Game::ZoneAllocFlags::DB_ZONE_GAME, 0 },
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{ "localized_ui_mp", Game::ZoneAllocFlags::DB_ZONE_GAME, 0 }
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};
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Game::XZoneInfo baseZones [] = {
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{ "defaults", 0, 0 },
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{ "shaders", 0, 0 },
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{ "common_mp", 0, 0 },
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{ "localized_common_mp", 0, 0 },
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{ "ui_mp", 0, 0 },
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{ "localized_ui_mp", 0, 0 }
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static Game::XZoneInfo baseZones[] = {
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{ "defaults", Game::ZoneAllocFlags::DB_ZONE_CODE, 0 },
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{ "techsets", Game::ZoneAllocFlags::DB_ZONE_CODE, 0 },
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{ "common_mp", Game::ZoneAllocFlags::DB_ZONE_COMMON, 0 },
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{ "localized_common_mp", Game::ZoneAllocFlags::DB_ZONE_COMMON_LOC, 0 },
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{ "ui_mp", Game::ZoneAllocFlags::DB_ZONE_GAME, 0 },
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{ "localized_ui_mp", Game::ZoneAllocFlags::DB_ZONE_GAME, 0 }
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};
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int __stdcall ZoneBuilder::EntryPoint(HINSTANCE /*hInstance*/, HINSTANCE /*hPrevInstance*/, LPSTR /*lpCmdLine*/, int /*nShowCmd*/)
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@ -847,6 +838,9 @@ namespace Components
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//Utils::Hook::Call<void()>(0x464A90)(); // Com_ParseCommandLine
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Utils::Hook::Call<void()>(0x43D140)(); // Com_EventLoop
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DWORD id = 0x12345678;
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CreateThread(0, 0, CommandsThread, 0, 0, &id);
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Command::Add("quit", [](Command::Params*)
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{
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ZoneBuilder::Quit();
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@ -858,13 +852,13 @@ namespace Components
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});
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// now load default assets and shaders
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if (FastFiles::Exists("defaults") && FastFiles::Exists("shaders"))
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if (FastFiles::Exists("defaults") && FastFiles::Exists("techsets"))
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{
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Game::DB_LoadXAssets(baseZones, ARRAYSIZE(baseZones), 0);
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}
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else
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{
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Logger::Print("Warning: Missing new init zones (defaults.ff & shaders.ff). You will need to load fastfiles to manually obtain techsets.\n");
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Logger::Print("Warning: Missing new init zones (defaults.ff & techsets.ff). You will need to load fastfiles to manually obtain techsets.\n");
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Game::DB_LoadXAssets(baseZones_old, ARRAYSIZE(baseZones_old), 0);
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}
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@ -904,13 +898,18 @@ namespace Components
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Logger::Print(" --------------------------------------------------------------------------------\n");
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// now run main loop until quit
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unsigned int frames = 0;
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while (true)
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{
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if (frames % 100 == 0)
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{
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Utils::Hook::Call<void()>(0x440EC0)(); // DB_Update
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Utils::Hook::Call<void()>(0x43D140)(); // Com_EventLoop
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Utils::Hook::Call<void(int,int)>(0x4E2C80)(0, 0); // Cbuf_Execute
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Utils::Hook::Call<void()>(0x43EBB0)(); // check for quit
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std::this_thread::sleep_for(100ms);
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}
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Utils::Hook::Call<void()>(0x43D140)(); // Com_EventLoop
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Sleep(1);
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frames++;
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}
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return 0;
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@ -944,6 +943,48 @@ namespace Components
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if (!level) ExitProcess(1);
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}
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__declspec(naked) void ZoneBuilder::SoftErrorAssetOverflow()
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{
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// fuck with the stack to return to before DB_AddXAsset
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__asm
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{
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add esp, 12 // exit from DB_AllocXAssetEntry
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pop edi
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pop esi
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pop ebp
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pop ebx
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add esp, 14h
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mov eax, [esp + 8]
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retn
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}
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}
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std::string ZoneBuilder::FindMaterialByTechnique(std::string techniqueName)
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{
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static bool replacementFound = false;
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replacementFound = false; // the above one only runs the first time
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const char* ret = "default";
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Game::DB_EnumXAssetEntries(Game::XAssetType::ASSET_TYPE_MATERIAL, [techniqueName, &ret](Game::XAssetEntry* entry)
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{
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if (!replacementFound)
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{
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Game::XAssetHeader header = entry->asset.header;
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std::string name = techniqueName;
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if (name[0] == ',') name = name.substr(1);
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if (name == header.material->techniqueSet->name)
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{
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ret = header.material->name;
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replacementFound = true;
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}
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}
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}, false, false);
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if (replacementFound) return ret;
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return ""s;
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}
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ZoneBuilder::ZoneBuilder()
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{
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// ReSharper disable CppStaticAssertFailure
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@ -1000,7 +1041,33 @@ namespace Components
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_MAP_ENTS, 10);
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_XMODELSURFS, 8192);
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_IMAGE, 14336);
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET, 1536);
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET, 0x2000);
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_PIXELSHADER, 0x4000);
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_VERTEXSHADER, 0x2000);
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_VERTEXDECL, 0x400);
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_FONT, 32);
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_RAWFILE, 2048);
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// patch g_copyInfo because we're using so many more assets than originally intended
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int newLimit = 0x2000;
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int* g_copyInfo_new = Utils::Memory::AllocateArray<int>(newLimit);
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Utils::Hook::Set<int*>(0x494083, g_copyInfo_new); // DB_DelayLoadImages
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Utils::Hook::Set<int*>(0x5BB9CC, g_copyInfo_new); // DB_AddXAsset
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Utils::Hook::Set<int*>(0x5BC723, g_copyInfo_new); // DB_PostLoadXZone
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Utils::Hook::Set<int*>(0x5BC759, g_copyInfo_new);
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Utils::Hook::Set<int>(0x5BB9AD, newLimit); // limit check
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// this one lets us keep loading zones and it will ignore assets when the pool is filled
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/*
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AssetHandler::OnLoad([](Game::XAssetType type, Game::XAssetHeader, std::string, bool* restrict)
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{
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//if (*static_cast<int*>(Game::DB_XAssetPool[type].data) == 0)
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if(Game::g_poolSize[type] == 0)
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{
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*restrict = true;
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}
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});
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*/
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// hunk size (was 300 MiB)
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Utils::Hook::Set<DWORD>(0x64A029, 0x38400000); // 900 MiB
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@ -1032,6 +1099,15 @@ namespace Components
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// handle com_error calls
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Utils::Hook(0x4B22D0, ZoneBuilder::HandleError, HOOK_JUMP).install()->quick();
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// thread fuckery hooks
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Utils::Hook(0x4C37D0, ZoneBuilder::IsThreadMainThreadHook, HOOK_JUMP).install()->quick();
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// remove overriding asset messages
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Utils::Hook::Nop(0x5BC74E, 5);
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// don't remap techsets
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Utils::Hook::Nop(0x5BC791, 5);
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AssetHandler::OnLoad([](Game::XAssetType type, Game::XAssetHeader /*asset*/, std::string name, bool* /*restrict*/)
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{
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if (!ZoneBuilder::TraceZone.empty() && ZoneBuilder::TraceZone == FastFiles::Current())
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@ -1050,7 +1126,7 @@ namespace Components
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Game::XZoneInfo info;
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info.name = zone.data();
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info.allocFlags = 0x20;
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info.allocFlags = Game::ZoneAllocFlags::DB_ZONE_MOD;
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info.freeFlags = 0;
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Logger::Print("Loading zone '%s'...\n", zone.data());
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@ -1061,7 +1137,7 @@ namespace Components
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auto assets = ZoneBuilder::EndAssetTrace();
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Logger::Print("Unloading zone '%s'...\n", zone.data());
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info.freeFlags = 0x20;
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info.freeFlags = Game::ZoneAllocFlags::DB_ZONE_MOD;
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info.allocFlags = 0;
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info.name = nullptr;
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@ -1104,20 +1180,269 @@ namespace Components
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}
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});
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Command::Add("buildtechsets", [](Command::Params*)
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static std::set<std::string> curTechsets_list;
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static std::set<std::string> techsets_list;
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AssetHandler::OnLoad([](Game::XAssetType type, Game::XAssetHeader, std::string name, bool*)
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{
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Zone().buildTechsets();
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if (type == Game::ASSET_TYPE_TECHNIQUE_SET)
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{
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if (name[0] == ',') return; // skip techsets from common_mp
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if (techsets_list.find(name) == techsets_list.end())
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{
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curTechsets_list.emplace(name);
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techsets_list.emplace(name);
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}
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}
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});
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AssetHandler::OnLoad([](Game::XAssetType type, Game::XAssetHeader /*asset*/, std::string name, bool* restrict)
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Command::Add("buildtechsets", [](Command::Params*)
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{
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if (buildingTechsets && type != Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET)
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Utils::IO::CreateDir("zone_source/techsets");
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Utils::IO::CreateDir("zone/techsets");
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std::string csvStr;
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auto fileList = Utils::IO::ListFiles("zone/english");
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for (auto zone : fileList)
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{
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*restrict = true;
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return;
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Utils::String::Replace(zone, "zone/english/", "");
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Utils::String::Replace(zone, ".ff", "");
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if (Utils::IO::FileExists("zone/techsets/" + zone + "_techsets.ff"))
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{
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Logger::Print("Skipping previously generated zone %s\n", zone.data());
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continue;
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}
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techsetCSV += "techset,"s + name + "\r\n"s;
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if (zone.find("_load") != std::string::npos)
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{
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Logger::Print("Skipping loadscreen zone %s\n", zone.data());
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continue;
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}
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if (Game::DB_IsZoneLoaded(zone.c_str()) || !FastFiles::Exists(zone))
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{
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continue;
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}
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if (zone[0] == '.') continue; // fucking mac dotfiles
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curTechsets_list.clear(); // clear from last run
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// load the zone
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Game::XZoneInfo info;
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info.name = zone.c_str();
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info.allocFlags = Game::ZoneAllocFlags::DB_ZONE_MOD;
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info.freeFlags = 0x0;
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Game::DB_LoadXAssets(&info, 1, 0);
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while (!Game::Sys_IsDatabaseReady()) std::this_thread::sleep_for(100ms); // wait till its fully loaded
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if (curTechsets_list.size() == 0)
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{
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Logger::Print("Skipping empty zone %s\n", zone.data());
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// unload zone
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info.name = nullptr;
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info.allocFlags = 0x0;
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info.freeFlags = Game::ZoneAllocFlags::DB_ZONE_MOD;
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Game::DB_LoadXAssets(&info, 1, true);
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continue;
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}
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// ok so we're just gonna use the materials because they will use the techsets
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csvStr.clear();
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for (auto tech : curTechsets_list)
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{
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std::string mat = ZoneBuilder::FindMaterialByTechnique(tech);
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if (mat.length() == 0)
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{
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csvStr.append("techset," + tech + "\n");
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}
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else
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{
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csvStr.append("material," + mat + "\n");
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}
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}
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// save csv
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Utils::IO::WriteFile("zone_source/techsets/" + zone + "_techsets.csv", csvStr.data());
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// build the techset zone
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std::string zoneName = "techsets/" + zone + "_techsets";
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Logger::Print("Building zone '%s'...\n", zoneName.data());
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Zone(zoneName).build();
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// unload original zone
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info.name = nullptr;
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info.allocFlags = 0x0;
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info.freeFlags = Game::ZoneAllocFlags::DB_ZONE_MOD;
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Game::DB_LoadXAssets(&info, 1, true);
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while (!Game::Sys_IsDatabaseReady()) std::this_thread::sleep_for(10ms); // wait till its fully loaded
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}
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curTechsets_list.clear();
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techsets_list.clear();
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Game::DB_EnumXAssets(Game::ASSET_TYPE_TECHNIQUE_SET, [](Game::XAssetHeader header, void*)
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{
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curTechsets_list.emplace(header.techniqueSet->name);
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techsets_list.emplace(header.techniqueSet->name);
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}, nullptr, false);
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// HACK: set language to 'techsets' to load from that dir
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char* language = Utils::Hook::Get<char*>(0x649E740);
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Utils::Hook::Set<char*>(0x649E740, "techsets");
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// load generated techset fastfiles
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auto list = Utils::IO::ListFiles("zone/techsets");
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int i = 0;
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int subCount = 0;
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for (auto it : list)
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{
|
||||
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::ZoneAllocFlags::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 '%s' already loaded\n", it.data());
|
||||
}
|
||||
|
||||
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.data());
|
||||
|
||||
Logger::Print("Building zone '%s'...\n", tempZone.data());
|
||||
Zone(tempZone).build();
|
||||
|
||||
// unload all zones
|
||||
Game::XZoneInfo info;
|
||||
info.name = nullptr;
|
||||
info.allocFlags = 0x0;
|
||||
info.freeFlags = Game::ZoneAllocFlags::DB_ZONE_MOD;
|
||||
Game::DB_LoadXAssets(&info, 1, true);
|
||||
|
||||
Utils::Hook::Set<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 %s. Sort Keys will be incorrect.\n", tech.c_str());
|
||||
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.data());
|
||||
|
||||
Logger::Print("Building zone '%s'...\n", tempZone.data());
|
||||
Zone(tempZone).build();
|
||||
|
||||
// unload all zones
|
||||
Game::XZoneInfo info;
|
||||
info.name = nullptr;
|
||||
info.allocFlags = 0x0;
|
||||
info.freeFlags = Game::ZoneAllocFlags::DB_ZONE_MOD;
|
||||
Game::DB_LoadXAssets(&info, 1, true);
|
||||
|
||||
subCount++;
|
||||
}
|
||||
|
||||
// build final techsets fastfile
|
||||
if (subCount > 24)
|
||||
{
|
||||
Logger::ErrorPrint(1, "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::ZoneAllocFlags::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 (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");
|
||||
}
|
||||
}
|
||||
|
||||
Utils::IO::WriteFile("zone_source/techsets/techsets.csv", csvStr.data());
|
||||
|
||||
// set language back
|
||||
Utils::Hook::Set<char*>(0x649E740, language);
|
||||
|
||||
Logger::Print("Building zone 'techsets/techsets'...\n");
|
||||
Zone("techsets/techsets").build();
|
||||
});
|
||||
|
||||
Command::Add("listassets", [](Command::Params* params)
|
||||
@ -1135,6 +1460,30 @@ namespace Components
|
||||
}
|
||||
});
|
||||
|
||||
Command::Add("loadtempzone", [](Command::Params* params)
|
||||
{
|
||||
if (params->length() < 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", [](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", [](Command::Params*)
|
||||
{
|
||||
Game::DB_EnumXAssets(Game::ASSET_TYPE_MATERIAL, [](Game::XAssetHeader header, void*)
|
||||
|
@ -19,7 +19,6 @@ namespace Components
|
||||
~Zone();
|
||||
|
||||
void build();
|
||||
void buildTechsets();
|
||||
|
||||
Utils::Stream* getBuffer();
|
||||
Utils::Memory::Allocator* getAllocator();
|
||||
@ -115,9 +114,20 @@ namespace Components
|
||||
static int StoreTexture(Game::GfxImageLoadDef **loadDef, Game::GfxImage *image);
|
||||
static void ReleaseTexture(Game::XAssetHeader header);
|
||||
|
||||
static std::string FindMaterialByTechnique(std::string name);
|
||||
|
||||
static int __stdcall EntryPoint(HINSTANCE /*hInstance*/, HINSTANCE /*hPrevInstance*/, LPSTR /*lpCmdLine*/, int /*nShowCmd*/);
|
||||
static void Quit();
|
||||
static void HandleError(int level, const char* format, ...);
|
||||
static void HandleErrorStub();
|
||||
static void SoftErrorAssetOverflow();
|
||||
|
||||
static void AssumeMainThreadRole();
|
||||
static void ResetThreadRole();
|
||||
|
||||
static bool IsThreadMainThreadHook();
|
||||
static DWORD WINAPI CommandsThread(LPVOID);
|
||||
|
||||
static bool mainThreadInterrupted;
|
||||
static DWORD interruptingThreadId;
|
||||
};
|
||||
}
|
||||
|
@ -285,6 +285,18 @@ namespace Game
|
||||
int count;
|
||||
};
|
||||
|
||||
enum ZoneAllocFlags
|
||||
{
|
||||
DB_ZONE_CODE_LOC = 0x0,
|
||||
DB_ZONE_COMMON_LOC = 0x1,
|
||||
DB_ZONE_CODE = 0x2,
|
||||
DB_ZONE_COMMON = 0x4,
|
||||
DB_ZONE_GAME = 0x8,
|
||||
DB_ZONE_MOD = 0x10,
|
||||
DB_ZONE_LOAD = 0x20,
|
||||
DB_ZONE_DEV = 0x40
|
||||
};
|
||||
|
||||
typedef struct
|
||||
{
|
||||
const char *name;
|
||||
|
Loading…
Reference in New Issue
Block a user