Non-incremental playerdatadef building
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parent
6517f0be76
commit
5c87509849
2
deps/protobuf
vendored
2
deps/protobuf
vendored
@ -1 +1 @@
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Subproject commit d089f04ae53565aff77240172e1007f3959503f4
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Subproject commit ed87c1fe2c6e1633cadb62cf54b2723b2b25c280
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@ -155,9 +155,8 @@ namespace Components
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{
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Utils::Hook(0x506BC7, FastFiles::LoadInitialZones, HOOK_CALL).Install()->Quick();
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Utils::Hook(0x60B4AC, FastFiles::LoadDLCUIZones, HOOK_CALL).Install()->Quick();
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}
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Utils::Hook(0x506B25, FastFiles::LoadGfxZones, HOOK_CALL).Install()->Quick();
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}
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// basic checks (hash jumps, both normal and playlist)
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Utils::Hook::Nop(0x5B97A3, 2);
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@ -4,35 +4,29 @@ namespace Components
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{
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StructuredData* StructuredData::Singleton = nullptr;
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int StructuredData::IndexCount[StructuredData::ENUM_MAX];
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Game::StructuredDataEnumEntry* StructuredData::Indices[StructuredData::ENUM_MAX];
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std::vector<std::string> StructuredData::Entries[StructuredData::ENUM_MAX];
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void StructuredData::AddPlayerDataEntry(StructuredData::PlayerDataType type, std::string name)
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const char* StructuredData::EnumTranslation[ENUM_MAX] =
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{
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if (type >= StructuredData::ENUM_MAX) return;
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// Check for duplications
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auto v = &StructuredData::Entries[type];
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if (std::find(v->begin(), v->end(), name) == v->end())
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{
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StructuredData::Entries[type].push_back(name);
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}
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}
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"features",
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"weapons",
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"attachements",
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"challenges",
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"camos",
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"perks",
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"killstreaks",
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"accolades",
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"cardicons",
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"cardtitles",
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"cardnameplates",
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"teams",
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"gametypes"
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};
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void StructuredData::PatchPlayerDataEnum(Game::StructuredDataDef* data, StructuredData::PlayerDataType type, std::vector<std::string>& entries)
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{
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if (!data || type >= StructuredData::ENUM_MAX) return;
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if (!data || type >= StructuredData::PlayerDataType::ENUM_MAX) return;
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Game::StructuredDataEnum* dataEnum = &data->enums[type];
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if (StructuredData::IndexCount[type])
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{
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dataEnum->numIndices = StructuredData::IndexCount[type];
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dataEnum->indices = StructuredData::Indices[type];
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return;
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}
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// Find last index so we can add our offset to it.
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// This whole procedure is potentially unsafe.
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// If any index changes, everything gets shifted and the stats are fucked.
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@ -46,11 +40,11 @@ namespace Components
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}
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// Calculate new count
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StructuredData::IndexCount[type] = dataEnum->numIndices + entries.size();
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unsigned int indexCount = dataEnum->numIndices + entries.size();
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// Allocate new entries
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StructuredData::Indices[type] = StructuredData::GetSingleton()->MemAllocator.AllocateArray<Game::StructuredDataEnumEntry>(StructuredData::IndexCount[type]);
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memcpy(StructuredData::Indices[type], dataEnum->indices, sizeof(Game::StructuredDataEnumEntry) * dataEnum->numIndices);
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Game::StructuredDataEnumEntry* indices = StructuredData::GetSingleton()->MemAllocator.AllocateArray<Game::StructuredDataEnumEntry>(indexCount);
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memcpy(indices, dataEnum->indices, sizeof(Game::StructuredDataEnumEntry) * dataEnum->numIndices);
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for (unsigned int i = 0; i < entries.size(); ++i)
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{
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@ -58,30 +52,31 @@ namespace Components
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for (; pos < (dataEnum->numIndices + i); pos++)
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{
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if (StructuredData::Indices[type][pos].key == entries[i])
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if (indices[pos].key == entries[i])
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{
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Logger::Error("Duplicate playerdatadef entry found: %s", entries[i].data());
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}
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// We found our position
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if (entries[i] < StructuredData::Indices[type][pos].key)
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if (entries[i] < indices[pos].key)
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{
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break;
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}
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}
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for (unsigned int j = dataEnum->numIndices + i; j > pos && j < static_cast<unsigned int>(StructuredData::IndexCount[type]); j--)
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// TODO directly shift the data using memmove
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for (unsigned int j = dataEnum->numIndices + i; j > pos && j < indexCount; j--)
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{
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memcpy(&StructuredData::Indices[type][j], &StructuredData::Indices[type][j - 1], sizeof(Game::StructuredDataEnumEntry));
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memcpy(&indices[j], &indices[j - 1], sizeof(Game::StructuredDataEnumEntry));
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}
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StructuredData::Indices[type][pos].index = i + lastIndex;
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StructuredData::Indices[type][pos].key = StructuredData::GetSingleton()->MemAllocator.DuplicateString(entries[i]);
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indices[pos].index = i + lastIndex;
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indices[pos].key = StructuredData::GetSingleton()->MemAllocator.DuplicateString(entries[i]);
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}
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// Apply our patches
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dataEnum->numIndices = StructuredData::IndexCount[type];
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dataEnum->indices = StructuredData::Indices[type];
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dataEnum->numIndices = indexCount;
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dataEnum->indices = indices;
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}
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StructuredData* StructuredData::GetSingleton()
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@ -99,113 +94,116 @@ namespace Components
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// Only execute this when building zones
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if (!ZoneBuilder::IsEnabled()) return;
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// TODO: Increment the version once you change something below
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static int version = 156;
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// ---------- Weapons ----------
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StructuredData::AddPlayerDataEntry(StructuredData::ENUM_WEAPONS, "m40a3");
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StructuredData::AddPlayerDataEntry(StructuredData::ENUM_WEAPONS, "ak47classic");
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//StructuredData::AddPlayerDataEntry(StructuredData::ENUM_WEAPONS, "ak74u");
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//StructuredData::AddPlayerDataEntry(StructuredData::ENUM_WEAPONS, "peacekeeper");
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// ---------- Cardicons ----------
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StructuredData::AddPlayerDataEntry(StructuredData::ENUM_CARDICONS, "cardicon_rtrolling");
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// ---------- Cardtitles ----------
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StructuredData::AddPlayerDataEntry(StructuredData::ENUM_CARDTITLES, "cardtitle_evilchicken");
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StructuredData::AddPlayerDataEntry(StructuredData::ENUM_CARDTITLES, "cardtitle_nolaststand");
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// Patch handing and initialization
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StructuredData::Singleton = this;
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ZeroMemory(StructuredData::IndexCount, sizeof(StructuredData));
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// TODO: Write these into fastfiles and only hotpatch them when building fastfiles!
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AssetHandler::OnFind(Game::XAssetType::ASSET_TYPE_STRUCTUREDDATADEF, [] (Game::XAssetType type, std::string filename)
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AssetHandler::OnLoad([] (Game::XAssetType type, Game::XAssetHeader asset, std::string filename, bool* restrict)
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{
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Game::XAssetHeader header = { 0 };
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// Only intercept playerdatadef loading
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if (filename != "mp/playerdata.def" || type != Game::XAssetType::ASSET_TYPE_STRUCTUREDDATADEF) return;
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if (filename == "mp/playerdata.def")
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{
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Game::StructuredDataDefSet* data = AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_STRUCTUREDDATADEF, filename.data()).structuredData;
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header.structuredData = data;
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// Store asset
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Game::StructuredDataDefSet* data = asset.structuredData;
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if (!data) return;
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if (data)
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if (data->count != 1)
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{
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// First check if all versions are present
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for (int ver = 155; ver <= version; ++ver)
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{
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bool foundVersion = false;
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for (int i = 0; i < data->count; ++i)
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{
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if (data->data[i].version == ver)
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{
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foundVersion = true;
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break;
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}
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Logger::Error("PlayerDataDefSet contains more than 1 definition!");
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return;
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}
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if (foundVersion && ver == version)
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{
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//Logger::Print("PlayerDataDef already patched for version %d, no need to patch anything!\n", version);
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return header;
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}
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else if (!foundVersion && ver != version)
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{
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Logger::Error("PlayerDataDef for version %d is missing!", ver);
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return header;
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}
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}
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if (data->data[data->count - 1].version != 155)
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if (data->data[0].version != 155)
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{
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Logger::Error("Initial PlayerDataDef is not version 155, patching not possible!");
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return header;
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return;
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}
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Logger::Print("Patching PlayerDataDef for version %d...\n", version);
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std::map<int, std::vector<std::vector<std::string>>> patchDefinitions;
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// First check if all versions are present
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for (int i = 156;; ++i)
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{
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FileSystem::File definition(Utils::VA("%s/%d.json", filename.data(), i));
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if (!definition.Exists()) break;
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std::vector<std::vector<std::string>> enumContainer;
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std::string errors;
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json11::Json defData = json11::Json::parse(definition.GetBuffer(), errors);
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for (unsigned int pType = 0; pType < StructuredData::PlayerDataType::ENUM_MAX; ++pType)
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{
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auto enumData = defData[StructuredData::EnumTranslation[pType]];
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std::vector<std::string> entryData;
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if (enumData.is_array())
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{
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for (auto rawEntry : enumData.array_items())
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{
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if (rawEntry.is_string())
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{
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entryData.push_back(rawEntry.string_value());
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}
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}
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}
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enumContainer.push_back(entryData);
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}
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patchDefinitions[i] = enumContainer;
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}
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// Nothing to patch
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if (patchDefinitions.empty()) return;
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// Reallocate the definition
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Game::StructuredDataDef* newData = StructuredData::GetSingleton()->MemAllocator.AllocateArray<Game::StructuredDataDef>(data->count + 1);
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memcpy(&newData[1], data->data, sizeof Game::StructuredDataDef * data->count);
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Game::StructuredDataDef* newData = StructuredData::GetSingleton()->MemAllocator.AllocateArray<Game::StructuredDataDef>(data->count + patchDefinitions.size());
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memcpy(&newData[patchDefinitions.size()], data->data, sizeof Game::StructuredDataDef * data->count);
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// Fill our new definition with the base data (155)
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memcpy(newData, &data->data[data->count - 1], sizeof Game::StructuredDataDef);
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newData->version = version;
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// Prepare the buffers
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for (unsigned int i = 0; i < patchDefinitions.size(); ++i)
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{
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memcpy(&newData[i], data->data, sizeof Game::StructuredDataDef);
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newData[i].version = (patchDefinitions.size() - i) + 155;
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// Reallocate the enum array
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Game::StructuredDataEnum* newEnums = StructuredData::GetSingleton()->MemAllocator.AllocateArray<Game::StructuredDataEnum>(newData->numEnums);
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memcpy(newEnums, newData->enums, sizeof Game::StructuredDataEnum * newData->numEnums);
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newData->enums = newEnums;
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Game::StructuredDataEnum* newEnums = StructuredData::GetSingleton()->MemAllocator.AllocateArray<Game::StructuredDataEnum>(data->data->numEnums);
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memcpy(newEnums, data->data->enums, sizeof Game::StructuredDataEnum * data->data->numEnums);
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newData[i].enums = newEnums;
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}
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// Apply new data
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data->data = newData;
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data->count += patchDefinitions.size();
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// Patch the definition
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for (int i = 0; i < ARR_SIZE(StructuredData::Entries); ++i)
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for (int i = 0; i < data->count; ++i)
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{
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if (StructuredData::Entries[i].size())
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// No need to patch version 155
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if (newData[i].version == 155) continue;
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if(patchDefinitions.find(newData[i].version) != patchDefinitions.end())
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{
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StructuredData::PatchPlayerDataEnum(newData, static_cast<StructuredData::PlayerDataType>(i), StructuredData::Entries[i]);
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}
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}
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auto patchData = patchDefinitions[newData[i].version];
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// Apply the patch
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data->data = newData;
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data->count++;
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}
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}
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// Invalid patch data
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if (patchData.size() != StructuredData::PlayerDataType::ENUM_MAX) continue;
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return header;
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// Apply the patch data
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for (unsigned int pType = 0; pType < StructuredData::PlayerDataType::ENUM_MAX; ++pType)
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{
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if (!patchData[pType].empty())
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{
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StructuredData::PatchPlayerDataEnum(&newData[i], static_cast<StructuredData::PlayerDataType>(pType), patchData[pType]);
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}
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}
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}
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}
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});
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}
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StructuredData::~StructuredData()
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{
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for (int i = 0; i < ARR_SIZE(StructuredData::Entries); ++i)
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{
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StructuredData::Entries[i].clear();
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}
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StructuredData::Singleton = nullptr;
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}
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}
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@ -25,18 +25,14 @@ namespace Components
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~StructuredData();
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const char* GetName() { return "StructuredData"; };
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void AddPlayerDataEntry(PlayerDataType type, std::string name);
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private:
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static void PatchPlayerDataEnum(Game::StructuredDataDef* data, PlayerDataType type, std::vector<std::string>& entries);
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static StructuredData* GetSingleton();
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Utils::Memory::Allocator MemAllocator;
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static int IndexCount[ENUM_MAX];
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static Game::StructuredDataEnumEntry* Indices[ENUM_MAX];
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static std::vector<std::string> Entries[ENUM_MAX];
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static StructuredData* Singleton;
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static const char* EnumTranslation[ENUM_MAX];
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};
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}
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