#include "STDInclude.hpp" namespace Components { std::recursive_mutex AssetHandler::BypassMutex; std::vector AssetHandler::BypassThreads; std::map AssetHandler::AssetInterfaces; std::map> AssetHandler::TypeCallbacks; wink::signal> AssetHandler::RestrictSignal; std::map AssetHandler::Relocations; std::vector> AssetHandler::EmptyAssets; std::map AssetHandler::TemporaryAssets[Game::XAssetType::ASSET_TYPE_COUNT]; void AssetHandler::RegisterInterface(IAsset* iAsset) { if (!iAsset) return; if (iAsset->getType() == Game::XAssetType::ASSET_TYPE_INVALID) { delete iAsset; return; } if (AssetHandler::AssetInterfaces.find(iAsset->getType()) != AssetHandler::AssetInterfaces.end()) { Logger::Print("Duplicate asset interface: %s\n", Game::DB_GetXAssetTypeName(iAsset->getType())); delete AssetHandler::AssetInterfaces[iAsset->getType()]; } else { Logger::Print("Asset interface registered: %s\n", Game::DB_GetXAssetTypeName(iAsset->getType())); } AssetHandler::AssetInterfaces[iAsset->getType()] = iAsset; } void AssetHandler::ClearTemporaryAssets() { for (int i = 0; i < Game::XAssetType::ASSET_TYPE_COUNT; ++i) { AssetHandler::TemporaryAssets[i].clear(); } } void AssetHandler::StoreTemporaryAsset(Game::XAssetType type, Game::XAssetHeader asset) { AssetHandler::TemporaryAssets[type][Game::DB_GetXAssetNameHandlers[type](&asset)] = asset; } Game::XAssetHeader AssetHandler::FindAsset(Game::XAssetType type, const char* filename) { Game::XAssetHeader header = { 0 }; if (filename) { // Allow call DB_FindXAssetHeader within the hook AssetHandler::SetThreadBypass(); if (AssetHandler::TypeCallbacks.find(type) != AssetHandler::TypeCallbacks.end()) { header = AssetHandler::TypeCallbacks[type](type, filename); } // Disallow calling DB_FindXAssetHeader ;) AssetHandler::ClearThreadBypass(); } return header; } int AssetHandler::HasThreadBypass() { std::lock_guard _(AssetHandler::BypassMutex); return (std::find(AssetHandler::BypassThreads.begin(), AssetHandler::BypassThreads.end(), std::this_thread::get_id()) != AssetHandler::BypassThreads.end()) & 1; } void AssetHandler::SetThreadBypass() { std::lock_guard _(AssetHandler::BypassMutex); if (!AssetHandler::HasThreadBypass()) { AssetHandler::BypassThreads.push_back(std::this_thread::get_id()); } } void AssetHandler::ClearThreadBypass() { std::lock_guard _(AssetHandler::BypassMutex); while (AssetHandler::HasThreadBypass()) { auto i = std::find(AssetHandler::BypassThreads.begin(), AssetHandler::BypassThreads.end(), std::this_thread::get_id()); if (i != AssetHandler::BypassThreads.end()) { AssetHandler::BypassThreads.erase(i); } } } __declspec(naked) void AssetHandler::FindAssetStub() { __asm { push ecx push ebx push ebp push esi push edi // Check if custom handler should be bypassed call AssetHandler::HasThreadBypass test al, al jnz finishOriginal mov ecx, [esp + 18h] // Asset type mov ebx, [esp + 1Ch] // Filename push ebx push ecx call AssetHandler::FindAsset add esp, 8h test eax, eax jnz finishFound finishOriginal: // Asset not found using custom handlers, redirect to DB_FindXAssetHeader mov ebx, ds:6D7190h // InterlockedDecrement mov eax, 40793Bh jmp eax finishFound: pop edi pop esi pop ebp pop ebx pop ecx retn } } void AssetHandler::ModifyAsset(Game::XAssetType type, Game::XAssetHeader asset, std::string name) { if (type == Game::XAssetType::ASSET_TYPE_MATERIAL && (name == "wc/codo_ui_viewer_black_decal3" || name == "wc/codo_ui_viewer_black_decal2" || name == "wc/hint_arrows01" || name == "wc/hint_arrows02")) { asset.material->sortKey = 0xE; } if (type == Game::XAssetType::ASSET_TYPE_VEHICLE && Zones::Version() >= VERSION_ALPHA2) { asset.vehicle->weaponDef = nullptr; } // Fix shader const stuff if (type == Game::XAssetType::ASSET_TYPE_TECHSET && Zones::Version() >= 359) { for (int i = 0; i < 48; i++) { if (asset.materialTechset->techniques[i]) { for (int j = 0; j < asset.materialTechset->techniques[i]->numPasses; j++) { Game::MaterialPass* pass = &asset.materialTechset->techniques[i]->passes[j]; for (int k = 0; k < (pass->argCount1 + pass->argCount2 + pass->argCount3); k++) { if (pass->argumentDef[k].type == D3DSHADER_PARAM_REGISTER_TYPE::D3DSPR_CONSTINT) { if (pass->argumentDef[k].paramID == -28132) { pass->argumentDef[k].paramID = 2644; } } } } } } } } bool AssetHandler::IsAssetEligible(Game::XAssetType type, Game::XAssetHeader *asset) { const char* name = Game::DB_GetXAssetNameHandlers[type](asset); if (!name) return false; for (auto i = AssetHandler::EmptyAssets.begin(); i != AssetHandler::EmptyAssets.end();) { if (i->first == type && i->second == name) { i = AssetHandler::EmptyAssets.erase(i); } else { ++i; } } if (Flags::HasFlag("entries")) { OutputDebugStringA(Utils::String::VA("%s: %d: %s\n", FastFiles::Current().data(), type, name)); } bool restrict = false; AssetHandler::RestrictSignal(type, *asset, name, &restrict); if (!restrict) { AssetHandler::ModifyAsset(type, *asset, name); } // If no slot restricts the loading, we can load the asset return (!restrict); } __declspec(naked) void AssetHandler::AddAssetStub() { __asm { push [esp + 8] push [esp + 8] call AssetHandler::IsAssetEligible add esp, 08h test al, al jz doNotLoad mov eax, [esp + 8] sub esp, 14h mov ecx, 5BB657h jmp ecx doNotLoad: mov eax, [esp + 8] retn } } void AssetHandler::OnFind(Game::XAssetType type, AssetHandler::Callback* callback) { AssetHandler::TypeCallbacks[type] = callback; } void AssetHandler::OnLoad(AssetHandler::RestrictCallback* callback) { AssetHandler::RestrictSignal.connect(callback); } void AssetHandler::ClearRelocations() { AssetHandler::Relocations.clear(); } void AssetHandler::Relocate(void* start, void* to, DWORD size) { for (DWORD i = 0; i < size; i += 4) { AssetHandler::Relocations[reinterpret_cast(start) + i] = reinterpret_cast(to) + i; } } void AssetHandler::OffsetToAlias(Utils::Stream::Offset* offset) { // Same here, reinterpret the value, as we're operating inside the game's environment void* pointer = (*Game::g_streamBlocks)[offset->getUnpackedBlock()].data + offset->getUnpackedOffset(); if (AssetHandler::Relocations.find(pointer) != AssetHandler::Relocations.end()) { pointer = AssetHandler::Relocations[pointer]; } offset->pointer = *reinterpret_cast(pointer); #ifdef DEBUG Game::XAssetHeader zob{ offset->pointer }; #endif } void AssetHandler::ZoneSave(Game::XAsset asset, ZoneBuilder::Zone* builder) { if (AssetHandler::AssetInterfaces.find(asset.type) != AssetHandler::AssetInterfaces.end()) { AssetHandler::AssetInterfaces[asset.type]->save(asset.header, builder); } else { Logger::Error("No interface for type '%s'!", Game::DB_GetXAssetTypeName(asset.type)); } } void AssetHandler::ZoneMark(Game::XAsset asset, ZoneBuilder::Zone* builder) { if (AssetHandler::AssetInterfaces.find(asset.type) != AssetHandler::AssetInterfaces.end()) { AssetHandler::AssetInterfaces[asset.type]->mark(asset.header, builder); } else { Logger::Error("No interface for type '%s'!", Game::DB_GetXAssetTypeName(asset.type)); } } Game::XAssetHeader AssetHandler::FindAssetForZone(Game::XAssetType type, std::string filename, ZoneBuilder::Zone* builder) { Game::XAssetHeader header = { 0 }; if (type >= Game::XAssetType::ASSET_TYPE_COUNT) return header; auto tempPool = &AssetHandler::TemporaryAssets[type]; auto entry = tempPool->find(filename); if (entry != tempPool->end()) { return { entry->second }; } if (AssetHandler::AssetInterfaces.find(type) != AssetHandler::AssetInterfaces.end()) { AssetHandler::AssetInterfaces[type]->load(&header, filename, builder); if (header.data) { Components::AssetHandler::StoreTemporaryAsset(type, header); } } if (!header.data) { header = Game::DB_FindXAssetHeader(type, filename.data()); if(header.data) Components::AssetHandler::StoreTemporaryAsset(type, header); // Might increase efficiency... } return header; } Game::XAssetHeader AssetHandler::FindOriginalAsset(Game::XAssetType type, const char* filename) { std::lock_guard _(AssetHandler::BypassMutex); int originalState = AssetHandler::HasThreadBypass(); AssetHandler::SetThreadBypass(); Game::XAssetHeader header = Game::DB_FindXAssetHeader(type, filename); if (!originalState) AssetHandler::ClearThreadBypass(); return header; } void AssetHandler::StoreEmptyAsset(Game::XAssetType type, const char* name) { AssetHandler::EmptyAssets.push_back({ type, name }); } __declspec(naked) void AssetHandler::StoreEmptyAssetStub() { __asm { pushad push ebx push eax call AssetHandler::StoreEmptyAsset pop eax pop ebx popad push 5BB290h retn } } AssetHandler::AssetHandler() { Dvar::Register("r_noVoid", false, Game::DVAR_FLAG_SAVED, "Disable void model (red fx)"); AssetHandler::ClearTemporaryAssets(); // DB_FindXAssetHeader Utils::Hook(Game::DB_FindXAssetHeader, AssetHandler::FindAssetStub).install()->quick(); // DB_ConvertOffsetToAlias Utils::Hook(0x4FDFA0, AssetHandler::OffsetToAlias, HOOK_JUMP).install()->quick(); // DB_AddXAsset Utils::Hook(0x5BB650, AssetHandler::AddAssetStub, HOOK_JUMP).install()->quick(); // Store empty assets Utils::Hook(0x5BB6EC, AssetHandler::StoreEmptyAssetStub, HOOK_CALL).install()->quick(); // Log missing empty assets QuickPatch::OnFrame([] () { if (FastFiles::Ready() && !AssetHandler::EmptyAssets.empty()) { for (auto& asset : AssetHandler::EmptyAssets) { Game::Sys_Error(25, reinterpret_cast(0x724428), Game::DB_GetXAssetTypeName(asset.first), asset.second.data()); } AssetHandler::EmptyAssets.clear(); } }); AssetHandler::OnLoad([] (Game::XAssetType type, Game::XAssetHeader asset, std::string name, bool*) { if (Dvar::Var("r_noVoid").get() && type == Game::XAssetType::ASSET_TYPE_XMODEL && name == "void") { asset.model->numLods = 0; } }); // Register asset interfaces if (ZoneBuilder::IsEnabled()) { AssetHandler::RegisterInterface(new Assets::IXModel()); AssetHandler::RegisterInterface(new Assets::IMapEnts()); AssetHandler::RegisterInterface(new Assets::IRawFile()); AssetHandler::RegisterInterface(new Assets::IGfxImage()); AssetHandler::RegisterInterface(new Assets::ISndCurve()); AssetHandler::RegisterInterface(new Assets::IMaterial()); AssetHandler::RegisterInterface(new Assets::IPhysPreset()); AssetHandler::RegisterInterface(new Assets::IXAnimParts()); AssetHandler::RegisterInterface(new Assets::IFxEffectDef()); AssetHandler::RegisterInterface(new Assets::ILoadedSound()); AssetHandler::RegisterInterface(new Assets::IPhysCollmap()); AssetHandler::RegisterInterface(new Assets::IStringTable()); //AssetHandler::RegisterInterface(new Assets::IXModelSurfs()); AssetHandler::RegisterInterface(new Assets::ILocalizedEntry()); AssetHandler::RegisterInterface(new Assets::Isnd_alias_list_t()); AssetHandler::RegisterInterface(new Assets::IMaterialPixelShader()); AssetHandler::RegisterInterface(new Assets::IMaterialTechniqueSet()); AssetHandler::RegisterInterface(new Assets::IMaterialVertexShader()); AssetHandler::RegisterInterface(new Assets::IStructuredDataDefSet()); AssetHandler::RegisterInterface(new Assets::IMaterialVertexDeclaration()); AssetHandler::RegisterInterface(new Assets::IGfxWorld()); } } AssetHandler::~AssetHandler() { AssetHandler::ClearTemporaryAssets(); for (auto i = AssetHandler::AssetInterfaces.begin(); i != AssetHandler::AssetInterfaces.end(); ++i) { delete i->second; } AssetHandler::Relocations.clear(); AssetHandler::AssetInterfaces.clear(); AssetHandler::RestrictSignal.clear(); AssetHandler::TypeCallbacks.clear(); } }