[AssetHandler] Count bypass states
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@ -2,7 +2,7 @@
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namespace Components
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{
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thread_local bool AssetHandler::BypassState;
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thread_local int AssetHandler::BypassState = 0;
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std::map<Game::XAssetType, AssetHandler::IAsset*> AssetHandler::AssetInterfaces;
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std::map<Game::XAssetType, Utils::Slot<AssetHandler::Callback>> AssetHandler::TypeCallbacks;
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Utils::Signal<AssetHandler::RestrictCallback> AssetHandler::RestrictSignal;
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@ -55,7 +55,7 @@ namespace Components
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if (filename)
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{
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// Allow call DB_FindXAssetHeader within the hook
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AssetHandler::BypassState = true;
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++AssetHandler::BypassState;
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if (AssetHandler::TypeCallbacks.find(type) != AssetHandler::TypeCallbacks.end())
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{
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@ -63,7 +63,7 @@ namespace Components
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}
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// Disallow calling DB_FindXAssetHeader ;)
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AssetHandler::BypassState = false;
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--AssetHandler::BypassState;
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}
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return header;
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@ -71,7 +71,7 @@ namespace Components
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int AssetHandler::HasThreadBypass()
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{
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return AssetHandler::BypassState & 1;
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return AssetHandler::BypassState > 0;
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}
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__declspec(naked) void AssetHandler::FindAssetStub()
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@ -337,11 +337,14 @@ namespace Components
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Game::XAssetHeader AssetHandler::FindOriginalAsset(Game::XAssetType type, const char* filename)
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{
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int originalState = AssetHandler::HasThreadBypass();
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AssetHandler::BypassState = true;
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++AssetHandler::BypassState;
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Game::XAssetHeader header = Game::DB_FindXAssetHeader(type, filename);
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if (!originalState) AssetHandler::BypassState = false;
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--AssetHandler::BypassState;
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if(AssetHandler::BypassState < 0)
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{
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Logger::Error("DB_FindXAssetHeader bypass state reached level below 0, what the fuck????");
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}
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return header;
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}
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@ -42,7 +42,7 @@ namespace Components
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static void StoreTemporaryAsset(Game::XAssetType type, Game::XAssetHeader asset);
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private:
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static thread_local bool BypassState;
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static thread_local int BypassState;
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static std::map<std::string, Game::XAssetHeader> TemporaryAssets[Game::XAssetType::ASSET_TYPE_COUNT];
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