#include "STDInclude.hpp" namespace Components { thread_local int AssetHandler::BypassState = 0; std::map AssetHandler::AssetInterfaces; std::map> AssetHandler::TypeCallbacks; Utils::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 = { nullptr }; if (filename) { // Allow call DB_FindXAssetHeader within the hook AssetHandler::SetBypassState(true); if (AssetHandler::TypeCallbacks.find(type) != AssetHandler::TypeCallbacks.end()) { header = AssetHandler::TypeCallbacks[type](type, filename); } // Disallow calling DB_FindXAssetHeader ;) AssetHandler::SetBypassState(false); } return header; } int AssetHandler::HasThreadBypass() { return AssetHandler::BypassState > 0; } void AssetHandler::SetBypassState(bool value) { AssetHandler::BypassState += (value ? 1 : -1); if (AssetHandler::BypassState < 0) { AssetHandler::BypassState = 0; Logger::Error("Bypass state is below 0!"); } } void AssetHandler::ResetBypassState() { if (AssetHandler::HasThreadBypass()) { // Maybe just decrement it? AssetHandler::BypassState = 0; } } __declspec(naked) void AssetHandler::FindAssetStub() { __asm { push ecx push ebx push ebp push esi push edi push eax pushad // Check if custom handler should be bypassed call AssetHandler::HasThreadBypass mov [esp + 20h], eax popad pop eax test al, al jnz finishOriginal mov ecx, [esp + 18h] // Asset type mov ebx, [esp + 1Ch] // Filename push eax pushad push ebx push ecx call AssetHandler::FindAsset add esp, 8h mov [esp + 20h], eax popad pop eax 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 == "gfx_distortion_knife_trail" || name == "gfx_distortion_heat_far" || name == "gfx_distortion_ring_light" || name == "gfx_distortion_heat") && asset.material->sortKey >= 43) { if (Zones::Version() >= VERSION_ALPHA2) { asset.material->sortKey = 44; } else { asset.material->sortKey = 43; } } 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_TECHNIQUE_SET && Zones::Version() >= 359) { for (int i = 0; i < 48; ++i) { if (asset.techniqueSet->techniques[i]) { for (int j = 0; j < asset.techniqueSet->techniques[i]->passCount; ++j) { Game::MaterialPass* pass = &asset.techniqueSet->techniques[i]->passArray[j]; for (int k = 0; k < (pass->perPrimArgCount + pass->perObjArgCount + pass->stableArgCount); ++k) { if (pass->args[k].type == D3DSHADER_PARAM_REGISTER_TYPE::D3DSPR_CONSTINT) { if (pass->args[k].u.codeConst.index == -28132) { pass->args[k].u.codeConst.index = 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 eax pushad push [esp + 2Ch] push [esp + 2Ch] call AssetHandler::IsAssetEligible add esp, 08h mov [esp + 20h], eax popad pop eax 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, Utils::Slot callback) { AssetHandler::TypeCallbacks[type] = callback; } void AssetHandler::OnLoad(Utils::Slot 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) { 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); } 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, bool isSubAsset) { ZoneBuilder::Zone::AssetRecursionMarker _(builder); Game::XAssetHeader header = { nullptr }; 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 && isSubAsset) { header = ZoneBuilder::GetEmptyAssetIfCommon(type, filename, builder); } 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) { AssetHandler::SetBypassState(true); Game::XAssetHeader header = Game::DB_FindXAssetHeader(type, filename); AssetHandler::SetBypassState(false); 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 } } void AssetHandler::MissingAssetError(int severity, const char* format, const char* type, const char* name) { if (Dedicated::IsEnabled() && Game::DB_GetXAssetNameType(type) == Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET) return; Utils::Hook::Call(0x4F8C70)(severity, format, type, name); // Print error } void AssetHandler::reallocateEntryPool() { AssertSize(Game::XAssetEntry, 16); size_t size = (ZoneBuilder::IsEnabled() ? 1183968 : 789312); Game::XAssetEntry* entryPool = Utils::Memory::GetAllocator()->allocateArray(size); // Apply new size Utils::Hook::Set(0x5BAEB0, size); // Apply new pool DWORD patches[] = { 0x48E6F4, 0x4C67E4, 0x4C8584, 0x5BAEA8, 0x5BB0C4, 0x5BB0F5, 0x5BB1D4, 0x5BB235, 0x5BB278, 0x5BB34C, 0x5BB484, 0x5BB570, 0x5BB6B7, 0x5BB844, 0x5BB98D, 0x5BBA66, 0x5BBB8D, 0x5BBCB1, 0x5BBD9B, 0x5BBE4C, 0x5BBF14, 0x5BBF54, 0x5BBFB8 }; for (int i = 0; i < ARRAYSIZE(patches); ++i) { Utils::Hook::Set(patches[i], entryPool); } Utils::Hook::Set(0x5BAE91, entryPool + 1); Utils::Hook::Set(0x5BAEA2, entryPool + 1); } AssetHandler::AssetHandler() { this->reallocateEntryPool(); 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(); // Intercept missing asset messages if (!ZoneBuilder::IsEnabled()) Utils::Hook(0x5BB3F2, AssetHandler::MissingAssetError, HOOK_CALL).install()->quick(); // Log missing empty assets Scheduler::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; } }); Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_GAMEWORLD_SP, 1); Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_IMAGE, ZoneBuilder::IsEnabled() ? 14336 : 7168); Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_LOADED_SOUND, 2700); Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_FX, 1200); Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_LOCALIZE_ENTRY, 14000); Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_XANIMPARTS, 8192); Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_XMODEL, 5125); Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_PHYSPRESET, 128); Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_PIXELSHADER, ZoneBuilder::IsEnabled() ? 0x4000 : 10000); Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_VERTEXSHADER, ZoneBuilder::IsEnabled() ? 0x2000 : 3072); Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_MATERIAL, 8192); Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_VERTEXDECL, ZoneBuilder::IsEnabled() ? 0x400 : 196); Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_WEAPON, WEAPON_LIMIT); Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_STRINGTABLE, 800); Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_IMPACT_FX, 8); // Register asset interfaces if (ZoneBuilder::IsEnabled()) { Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_MAP_ENTS, 10); Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_XMODEL_SURFS, 8192); Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET, 0x2000); Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_FONT, 32); Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_RAWFILE, 2048); AssetHandler::RegisterInterface(new Assets::IFont_s()); AssetHandler::RegisterInterface(new Assets::IXModel()); AssetHandler::RegisterInterface(new Assets::IFxWorld()); AssetHandler::RegisterInterface(new Assets::IMapEnts()); AssetHandler::RegisterInterface(new Assets::IRawFile()); AssetHandler::RegisterInterface(new Assets::IComWorld()); AssetHandler::RegisterInterface(new Assets::IGfxImage()); AssetHandler::RegisterInterface(new Assets::IGfxWorld()); AssetHandler::RegisterInterface(new Assets::ISndCurve()); AssetHandler::RegisterInterface(new Assets::IMaterial()); AssetHandler::RegisterInterface(new Assets::IMenuList()); AssetHandler::RegisterInterface(new Assets::ImenuDef_t()); AssetHandler::RegisterInterface(new Assets::IclipMap_t()); AssetHandler::RegisterInterface(new Assets::IPhysPreset()); AssetHandler::RegisterInterface(new Assets::IXAnimParts()); AssetHandler::RegisterInterface(new Assets::IFxEffectDef()); AssetHandler::RegisterInterface(new Assets::IGameWorldMp()); AssetHandler::RegisterInterface(new Assets::IGameWorldSp()); AssetHandler::RegisterInterface(new Assets::IGfxLightDef()); AssetHandler::RegisterInterface(new Assets::ILoadedSound()); AssetHandler::RegisterInterface(new Assets::IPhysCollmap()); AssetHandler::RegisterInterface(new Assets::IStringTable()); AssetHandler::RegisterInterface(new Assets::IXModelSurfs()); AssetHandler::RegisterInterface(new Assets::ILocalizeEntry()); 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::~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(); } }