100 lines
4.0 KiB
C++
100 lines
4.0 KiB
C++
namespace Components
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{
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class AssetHandler : public Component
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{
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public:
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class IAsset
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{
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public:
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virtual ~IAsset() {};
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virtual Game::XAssetType getType() { return Game::XAssetType::ASSET_TYPE_INVALID; };
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virtual void mark(Game::XAssetHeader /*header*/, ZoneBuilder::Zone* /*builder*/) { /*ErrorTypeNotSupported(this);*/ };
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virtual void save(Game::XAssetHeader /*header*/, ZoneBuilder::Zone* /*builder*/) { /*ErrorTypeNotSupported(this);*/ };
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virtual void dump(Game::XAssetHeader /*header*/) { /*ErrorTypeNotSupported(this);*/ };
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virtual void load(Game::XAssetHeader* /*header*/, std::string name, ZoneBuilder::Zone* /*builder*/) { /*ErrorTypeNotSupported(this);*/ };
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};
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typedef Game::XAssetHeader(Callback)(Game::XAssetType type, std::string name);
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typedef void(RestrictCallback)(Game::XAssetType type, Game::XAssetHeader asset, std::string name, bool* restrict);
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AssetHandler();
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~AssetHandler();
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#if defined(DEBUG) || defined(FORCE_UNIT_TESTS)
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const char* getName() { return "AssetHandler"; };
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#endif
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static void OnFind(Game::XAssetType type, Utils::Slot<Callback> callback);
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static void OnLoad(Utils::Slot<RestrictCallback> callback);
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static void ClearRelocations();
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static void Relocate(void* start, void* to, DWORD size = 4);
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static void ZoneSave(Game::XAsset asset, ZoneBuilder::Zone* builder);
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static void ZoneMark(Game::XAsset asset, ZoneBuilder::Zone* builder);
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static Game::XAssetHeader FindOriginalAsset(Game::XAssetType type, const char* filename);
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static Game::XAssetHeader FindAssetForZone(Game::XAssetType type, std::string filename, ZoneBuilder::Zone* builder, bool isSubAsset = true);
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static void ClearTemporaryAssets();
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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 std::map<std::string, Game::XAssetHeader> TemporaryAssets[Game::XAssetType::ASSET_TYPE_COUNT];
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static std::map<Game::XAssetType, IAsset*> AssetInterfaces;
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static std::map<Game::XAssetType, Utils::Slot<Callback>> TypeCallbacks;
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static Utils::Signal<RestrictCallback> RestrictSignal;
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static std::map<void*, void*> Relocations;
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static std::vector<std::pair<Game::XAssetType, std::string>> EmptyAssets;
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static void RegisterInterface(IAsset* iAsset);
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static Game::XAssetHeader FindAsset(Game::XAssetType type, const char* filename);
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static bool IsAssetEligible(Game::XAssetType type, Game::XAssetHeader* asset);
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static void FindAssetStub();
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static void AddAssetStub();
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static void OffsetToAlias(Utils::Stream::Offset* offset);
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static void StoreEmptyAsset(Game::XAssetType type, const char* name);
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static void StoreEmptyAssetStub();
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static void ModifyAsset(Game::XAssetType type, Game::XAssetHeader asset, std::string name);
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static int HasThreadBypass();
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};
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}
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#include "AssetInterfaces\IXModel.hpp"
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#include "AssetInterfaces\IFxWorld.hpp"
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#include "AssetInterfaces\IMapEnts.hpp"
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#include "AssetInterfaces\IRawFile.hpp"
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#include "AssetInterfaces\IComWorld.hpp"
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#include "AssetInterfaces\IGfxImage.hpp"
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#include "AssetInterfaces\IGfxWorld.hpp"
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#include "AssetInterfaces\IMaterial.hpp"
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#include "AssetInterfaces\ISndCurve.hpp"
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#include "AssetInterfaces\IclipMap_t.hpp"
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#include "AssetInterfaces\IPhysPreset.hpp"
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#include "AssetInterfaces\IXAnimParts.hpp"
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#include "AssetInterfaces\IFxEffectDef.hpp"
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#include "AssetInterfaces\IGameWorldMp.hpp"
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#include "AssetInterfaces\IGameWorldSp.hpp"
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#include "AssetInterfaces\IGfxLightDef.hpp"
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#include "AssetInterfaces\ILoadedSound.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\ILocalizeEntry.hpp"
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#include "AssetInterfaces\Isnd_alias_list_t.hpp"
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#include "AssetInterfaces\IMaterialPixelShader.hpp"
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#include "AssetInterfaces\IMaterialTechniqueSet.hpp"
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#include "AssetInterfaces\IMaterialVertexShader.hpp"
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#include "AssetInterfaces\IStructuredDataDefSet.hpp"
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#include "AssetInterfaces\IMaterialVertexDeclaration.hpp"
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