Stringtable tests
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deps/mongoose
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2
deps/mongoose
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Subproject commit 2efc8598297de21d54ab52e383ed8adbb3325d3d
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Subproject commit 8cdd19bcaed7f503de7902804d0d96ce51e95a34
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2
deps/protobuf
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2
deps/protobuf
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Subproject commit d9ccf4d0b1fdfb55bdc41f49d42f37a6c4b5302a
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Subproject commit 4763e64eb1e72e628ab75a9872f4146fdd2cf765
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@ -265,6 +265,7 @@ namespace Components
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AssetHandler::RegisterInterface(new Assets::IPhysPreset());
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AssetHandler::RegisterInterface(new Assets::IXAnimParts());
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AssetHandler::RegisterInterface(new Assets::IPhysCollmap());
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AssetHandler::RegisterInterface(new Assets::IStringTable());
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//AssetHandler::RegisterInterface(new Assets::IXModelSurfs());
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AssetHandler::RegisterInterface(new Assets::ILocalizedEntry());
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AssetHandler::RegisterInterface(new Assets::IMaterialPixelShader());
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@ -68,6 +68,7 @@ namespace Components
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#include "AssetInterfaces\IPhysPreset.hpp"
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#include "AssetInterfaces\IXAnimParts.hpp"
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#include "AssetInterfaces\IPhysCollmap.hpp"
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#include "AssetInterfaces\IStringTable.hpp"
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#include "AssetInterfaces\IXModelSurfs.hpp"
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#include "AssetInterfaces\ILocalizedEntry.hpp"
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#include "AssetInterfaces\IMaterialPixelShader.hpp"
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@ -94,7 +94,6 @@ namespace Assets
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Game::Stage* stage = &asset->stages[i];
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buffer->SaveString(stage->stageName);
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Utils::Stream::ClearPointer(&destStage->stageName);
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}
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51
src/Components/Modules/AssetInterfaces/IStringTable.cpp
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51
src/Components/Modules/AssetInterfaces/IStringTable.cpp
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@ -0,0 +1,51 @@
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#include <STDInclude.hpp>
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namespace Assets
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{
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void IStringTable::Save_StringTableCellArray(Components::ZoneBuilder::Zone* builder, Game::StringTableCell* values, int count)
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{
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Assert_Size(Game::StringTableCell, 8);
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Utils::Stream* buffer = builder->GetBuffer();
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Game::StringTableCell* destValues = buffer->Dest<Game::StringTableCell>();
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buffer->SaveArray(destValues, count);
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for (int i = 0; i < count; ++i)
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{
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Game::StringTableCell* destValue = &destValues[i];
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Game::StringTableCell* value = &values[i];
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buffer->SaveString(value->string);
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Utils::Stream::ClearPointer(&destValue->string);
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}
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}
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void IStringTable::Save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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Assert_Size(Game::StringTable, 16);
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Utils::Stream* buffer = builder->GetBuffer();
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Game::StringTable* asset = header.stringTable;
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Game::StringTable* dest = buffer->Dest<Game::StringTable>();
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buffer->Save(asset, sizeof(Game::StringTable));
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buffer->PushBlock(Game::XFILE_BLOCK_VIRTUAL);
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if (asset->name)
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{
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buffer->SaveString(builder->GetAssetName(this->GetType(), asset->name));
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Utils::Stream::ClearPointer(&dest->name);
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}
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if (asset->values)
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{
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buffer->Align(Utils::Stream::ALIGN_4);
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IStringTable::Save_StringTableCellArray(builder, asset->values, asset->columnCount * asset->rowCount);
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Utils::Stream::ClearPointer(&dest->values);
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}
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buffer->PopBlock();
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}
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}
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13
src/Components/Modules/AssetInterfaces/IStringTable.hpp
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13
src/Components/Modules/AssetInterfaces/IStringTable.hpp
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namespace Assets
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{
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class IStringTable : public Components::AssetHandler::IAsset
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{
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public:
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virtual Game::XAssetType GetType() override { return Game::XAssetType::ASSET_TYPE_STRINGTABLE; };
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virtual void Save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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private:
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void Save_StringTableCellArray(Components::ZoneBuilder::Zone* builder, Game::StringTableCell* values, int count);
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};
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}
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@ -506,7 +506,10 @@ namespace Components
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// Don't resize the console
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Utils::Hook(0x64DC6B, 0x64DCC2, HOOK_JUMP).Install()->Quick();
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Dedicated::OnFrame(Console::RefreshStatus);
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if (Dedicated::IsEnabled() && !ZoneBuilder::IsEnabled())
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{
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Dedicated::OnFrame(Console::RefreshStatus);
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}
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// Code below is not necessary when performing unit tests!
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if (Loader::PerformingUnitTests()) return;
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@ -47,9 +47,11 @@ namespace Components
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{
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for (int j = 0; j < table->columnCount; ++j)
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{
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std::string value = parsedTable.GetElementAt(i, j);
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Game::StringTableCell* cell = &table->values[i * table->columnCount + j];
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cell->hash = StringTable::Hash(parsedTable.GetElementAt(i, j).data());
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cell->string = StringTable::MemAllocator.DuplicateString(parsedTable.GetElementAt(i, j));
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cell->hash = StringTable::Hash(value.data());
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cell->string = StringTable::MemAllocator.DuplicateString(value);
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//if (!cell->string) cell->string = ""; // We have to assume it allocated successfully
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}
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}
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