Better StructuredData patching

This commit is contained in:
momo5502 2016-11-06 11:50:55 +01:00
parent 000e2177e3
commit 708a739650

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@ -27,112 +27,62 @@ namespace Components
Game::StructuredDataEnum* dataEnum = &data->enums[type];
// Find last index so we can add our offset to it.
// This whole procedure is potentially unsafe.
// If any index changes, everything gets shifted and the stats are fucked.
int lastIndex = 0;
// Build index-sorted data vector
std::vector<const char*> dataVector;
for (int i = 0; i < dataEnum->numIndices; ++i)
{
if (dataEnum->indices[i].index > lastIndex)
int index = 0;
for (; index < dataEnum->numIndices; ++index)
{
lastIndex = dataEnum->indices[i].index;
}
}
std::vector<std::string> rebaseEntries;
for (unsigned int i = 0; i < entries.size(); ++i)
{
for (int pos = 0; pos < dataEnum->numIndices; ++pos)
{
if (dataEnum->indices[pos].key == entries[i])
{
rebaseEntries.push_back(entries[i]);
}
}
}
// Calculate new count
unsigned int indexCount = dataEnum->numIndices + entries.size() - rebaseEntries.size();
// Allocate new entries
Game::StructuredDataEnumEntry* indices = StructuredData::MemAllocator.AllocateArray<Game::StructuredDataEnumEntry>(indexCount);
std::memcpy(indices, dataEnum->indices, sizeof(Game::StructuredDataEnumEntry) * dataEnum->numIndices);
int skipped = 0;
for (unsigned int i = 0; i < entries.size(); ++i)
{
unsigned int pos = 0;
for (; pos < (dataEnum->numIndices + i - rebaseEntries.size()); ++pos)
{
if (indices[pos].key == entries[i])
{
Logger::Print("Playerdatadef entry %s will be rebased!\n", entries[i].data());
pos = 0xFFFFFFFF;
break;
//Logger::Error("Duplicate playerdatadef entry found: %s", entries[i].data());
}
// We found our position
if (entries[i] < indices[pos].key)
if (dataEnum->indices[index].index == i)
{
break;
}
}
// Rebasing needed
if (pos == 0xFFFFFFFF)
{
++skipped;
continue;
}
// TODO directly shift the data using memmove
for (unsigned int j = dataEnum->numIndices + i - skipped; j > pos && j < indexCount; --j)
{
std::memcpy(&indices[j], &indices[j - 1], sizeof(Game::StructuredDataEnumEntry));
}
indices[pos].index = i + lastIndex - skipped;
indices[pos].key = StructuredData::MemAllocator.DuplicateString(entries[i]);
dataVector.push_back(dataEnum->indices[index].key);
}
// Meh, but best way for now
for (unsigned int i = 0; i < rebaseEntries.size(); ++i)
// Rebase or add new entries
for (auto entry : entries)
{
int index = -1;
unsigned int pos = 0;
for (; pos < indexCount; ++pos)
bool rebased = false;
for (auto i = dataVector.begin(); i != dataVector.end(); ++i)
{
if (indices[pos].key == rebaseEntries[i])
if (*i == entry)
{
index = indices[pos].index;
indices[pos].index = entries.size() + lastIndex - rebaseEntries.size() + i;
const char* value = *i;
dataVector.erase(i);
dataVector.push_back(value);
Logger::Print("Playerdatadef entry '%s' was rebased!\n", value);
rebased = true;
break;
}
}
if (index < 0)
{
Logger::Error("Playerdatadef entry %s cannot be rebased!", rebaseEntries[i].data());
}
for (unsigned int j = 0; j < indexCount; ++j)
{
if (pos != j && indices[j].index > index)
{
indices[j].index--;
}
}
if(rebased) continue;
dataVector.push_back(StructuredData::MemAllocator.DuplicateString(entry));
}
for (unsigned int j = 0; j < indexCount && type == StructuredData::PlayerDataType::ENUM_WEAPONS; ++j)
// Map data back to the game structure
Game::StructuredDataEnumEntry* indices = StructuredData::MemAllocator.AllocateArray<Game::StructuredDataEnumEntry>(dataVector.size());
for (unsigned int i = 0; i < dataVector.size(); ++i)
{
OutputDebugStringA(Utils::String::VA("%s: %d\n", indices[j].key, indices[j].index));
indices[i].index = i;
indices[i].key = dataVector[i];
}
// Sort alphabetically
qsort(indices, dataVector.size(), sizeof(Game::StructuredDataEnumEntry), [] (const void* first, const void* second)
{
const Game::StructuredDataEnumEntry* entry1 = reinterpret_cast<const Game::StructuredDataEnumEntry*>(first);
const Game::StructuredDataEnumEntry* entry2 = reinterpret_cast<const Game::StructuredDataEnumEntry*>(second);
return std::string(entry1->key).compare(entry2->key);
});
// Apply our patches
dataEnum->numIndices = indexCount;
dataEnum->numIndices = dataVector.size();
dataEnum->indices = indices;
}