1590 lines
45 KiB
C++
1590 lines
45 KiB
C++
#include <STDInclude.hpp>
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#include <version.hpp>
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#include "AssetInterfaces/ILocalizeEntry.hpp"
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namespace Components
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{
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std::string ZoneBuilder::TraceZone;
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std::vector<std::pair<Game::XAssetType, std::string>> ZoneBuilder::TraceAssets;
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bool ZoneBuilder::MainThreadInterrupted;
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DWORD ZoneBuilder::InterruptingThreadId;
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volatile bool ZoneBuilder::Terminate = false;
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std::thread ZoneBuilder::CommandThread;
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Dvar::Var ZoneBuilder::PreferDiskAssetsDvar;
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ZoneBuilder::Zone::Zone(const std::string& name) : indexStart(0), externalSize(0),
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// Reserve 100MB by default.
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// That's totally fine, as the dedi doesn't load images and therefore doesn't need much memory.
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// That way we can be sure it won't need to reallocate memory.
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// Side note: if you need a fastfile larger than 100MB, you're doing it wrong-
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// Well, decompressed maps can get way larger than 100MB, so let's increase that.
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buffer(0xC800000),
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zoneName(name), dataMap("zone_source/" + name + ".csv"), branding{ nullptr }, assetDepth(0)
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{
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}
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ZoneBuilder::Zone::~Zone()
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{
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#ifdef DEBUG
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for (auto& subAsset : this->loadedSubAssets)
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{
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bool found = false;
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std::string name = Game::DB_GetXAssetName(&subAsset);
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for (auto& alias : this->aliasList)
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{
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if (subAsset.type == alias.first.type && name == Game::DB_GetXAssetName(&alias.first))
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{
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found = true;
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break;
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}
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}
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if (!found)
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{
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Logger::Print("Asset {} of type {} was loaded, but not written!", name, Game::DB_GetXAssetTypeName(subAsset.type));
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}
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}
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for (auto& alias : this->aliasList)
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{
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bool found = false;
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std::string name = Game::DB_GetXAssetName(&alias.first);
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for (auto& subAsset : this->loadedSubAssets)
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{
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if (subAsset.type == alias.first.type && name == Game::DB_GetXAssetName(&subAsset))
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{
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found = true;
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break;
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}
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}
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if (!found)
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{
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Logger::Error(Game::ERR_FATAL, "Asset {} of type {} was written, but not loaded!", name, Game::DB_GetXAssetTypeName(alias.first.type));
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}
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}
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#endif
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// Unload our fastfiles
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Game::XZoneInfo info;
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info.name = nullptr;
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info.allocFlags = 0;
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info.freeFlags = 0x20;
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Game::DB_LoadXAssets(&info, 1, true);
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AssetHandler::ClearTemporaryAssets();
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}
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Utils::Stream* ZoneBuilder::Zone::getBuffer()
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{
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return &this->buffer;
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}
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Utils::Memory::Allocator* ZoneBuilder::Zone::getAllocator()
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{
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return &this->memAllocator;
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}
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void ZoneBuilder::Zone::Zone::build()
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{
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if (!this->dataMap.isValid())
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{
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Logger::Print("Unable to load CSV for '{}'!\n", this->zoneName);
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return;
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}
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this->loadFastFiles();
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Logger::Print("Linking assets...\n");
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if (!this->loadAssets()) return;
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this->addBranding();
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Logger::Print("Saving...\n");
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this->saveData();
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if (this->buffer.hasBlock())
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{
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Logger::Error(Game::ERR_FATAL, "Non-popped blocks left!\n");
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}
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Logger::Print("Compressing...\n");
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this->writeZone();
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}
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void ZoneBuilder::Zone::loadFastFiles()
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{
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Logger::Print("Loading required FastFiles...\n");
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for (std::size_t i = 0; i < this->dataMap.getRows(); ++i)
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{
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if (this->dataMap.getElementAt(i, 0) == "require")
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{
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std::string fastfile = this->dataMap.getElementAt(i, 1);
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if (!Game::DB_IsZoneLoaded(fastfile.data()))
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{
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Game::XZoneInfo info;
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info.name = fastfile.data();
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info.allocFlags = 0x20;
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info.freeFlags = 0;
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Game::DB_LoadXAssets(&info, 1, true);
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}
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else
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{
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Logger::Print("Zone '{}' already loaded\n", fastfile);
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}
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}
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}
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}
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bool ZoneBuilder::Zone::loadAssets()
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{
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for (std::size_t i = 0; i < this->dataMap.getRows(); ++i)
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{
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if (this->dataMap.getElementAt(i, 0) == "require"s)
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{
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continue;
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}
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if (this->dataMap.getElementAt(i, 0) == "localize"s)
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{
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const auto filename = this->dataMap.getElementAt(i, 1);
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FileSystem::File file(std::format("localizedstrings/{}.str", filename));
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if (file.exists())
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{
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Assets::ILocalizeEntry::ParseLocalizedStringsFile(this, filename, file.getName());
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continue;
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}
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}
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if (this->dataMap.getColumns(i) > 2)
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{
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auto oldName = this->dataMap.getElementAt(i, 1);
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auto newName = this->dataMap.getElementAt(i, 2);
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auto typeName = this->dataMap.getElementAt(i, 0);
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auto type = Game::DB_GetXAssetNameType(typeName.data());
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if (type < Game::XAssetType::ASSET_TYPE_COUNT && type >= 0)
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{
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this->renameAsset(type, oldName, newName);
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}
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else
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{
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Logger::Error(Game::ERR_FATAL, "Unable to rename '{}' to '{}' as the asset type '{}' is invalid!", oldName, newName, typeName);
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}
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}
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if (!this->loadAssetByName(this->dataMap.getElementAt(i, 0), this->dataMap.getElementAt(i, 1), false))
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{
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return false;
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}
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}
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return true;
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}
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bool ZoneBuilder::Zone::loadAsset(Game::XAssetType type, void* data, bool isSubAsset)
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{
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Game::XAsset asset{ type, { data } };
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const char* name = Game::DB_GetXAssetName(&asset);
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if (name) return this->loadAssetByName(type, std::string(name), isSubAsset);
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else return false;
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}
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bool ZoneBuilder::Zone::loadAssetByName(Game::XAssetType type, const std::string& name, bool isSubAsset)
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{
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return this->loadAssetByName(Game::DB_GetXAssetTypeName(type), name, isSubAsset);
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}
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bool ZoneBuilder::Zone::loadAssetByName(const std::string& typeName, std::string name, bool isSubAsset)
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{
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Game::XAssetType type = Game::DB_GetXAssetNameType(typeName.data());
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if (name.find(' ', 0) != std::string::npos)
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{
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Logger::Warning(Game::CON_CHANNEL_DONT_FILTER, "Asset with name '{}' contains spaces. Check your zone source file to ensure this is correct!\n", name);
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}
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// Sanitize name for empty assets
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if (name[0] == ',') name.erase(name.begin());
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if (this->findAsset(type, name) != -1 || this->findSubAsset(type, name).data) return true;
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if (type == Game::XAssetType::ASSET_TYPE_INVALID || type >= Game::XAssetType::ASSET_TYPE_COUNT)
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{
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Logger::Error(Game::ERR_FATAL, "Invalid asset type '{}'\n", typeName);
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return false;
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}
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Game::XAssetHeader assetHeader = AssetHandler::FindAssetForZone(type, name, this, isSubAsset);
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if (!assetHeader.data)
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{
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Logger::Error(Game::ERR_FATAL, "Missing asset '{}' of type '{}'\n", name, Game::DB_GetXAssetTypeName(type));
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return false;
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}
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Game::XAsset asset;
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asset.type = type;
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asset.header = assetHeader;
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if (isSubAsset)
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{
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this->loadedSubAssets.push_back(asset);
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}
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else
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{
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this->loadedAssets.push_back(asset);
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}
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// Handle script strings
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AssetHandler::ZoneMark(asset, this);
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return true;
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}
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int ZoneBuilder::Zone::findAsset(Game::XAssetType type, std::string name)
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{
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if (name[0] == ',') name.erase(name.begin());
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for (unsigned int i = 0; i < this->loadedAssets.size(); ++i)
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{
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Game::XAsset* asset = &this->loadedAssets[i];
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if (asset->type != type) continue;
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const auto* assetName = Game::DB_GetXAssetName(asset);
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if (!assetName) return -1;
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if (assetName[0] == ',' && assetName[1] != '\0') ++assetName;
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else return -1;
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if (this->getAssetName(type, assetName) == name)
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{
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return i;
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}
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if (name == assetName)
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{
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return i;
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}
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}
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return -1;
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}
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Game::XAssetHeader ZoneBuilder::Zone::findSubAsset(Game::XAssetType type, std::string name)
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{
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if (name[0] == ',') name.erase(name.begin());
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for (unsigned int i = 0; i < this->loadedSubAssets.size(); ++i)
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{
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Game::XAsset* asset = &this->loadedSubAssets[i];
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if (asset->type != type) continue;
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const char* assetName = Game::DB_GetXAssetName(asset);
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if (assetName[0] == ',') ++assetName;
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if (name == assetName)
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{
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return asset->header;
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}
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}
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return { nullptr };
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}
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Game::XAsset* ZoneBuilder::Zone::getAsset(int index)
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{
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if (static_cast<uint32_t>(index) < this->loadedAssets.size())
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{
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return &this->loadedAssets[index];
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}
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return nullptr;
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}
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uint32_t ZoneBuilder::Zone::getAssetTableOffset(int index)
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{
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Utils::Stream::Offset offset;
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offset.block = Game::XFILE_BLOCK_VIRTUAL;
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offset.offset = (this->indexStart + (index * sizeof(Game::XAsset)) + 4);
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return offset.getPackedOffset();
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}
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bool ZoneBuilder::Zone::hasAlias(Game::XAsset asset)
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{
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return this->getAlias(asset) != 0;
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}
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Game::XAssetHeader ZoneBuilder::Zone::saveSubAsset(Game::XAssetType type, void* ptr)
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{
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Game::XAssetHeader header { ptr };
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Game::XAsset asset { type, header };
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std::string name = Game::DB_GetXAssetName(&asset);
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int assetIndex = this->findAsset(type, name);
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if (assetIndex == -1) // nested asset
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{
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// already written. find alias and store in ptr
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if (this->hasAlias(asset))
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{
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header.data = reinterpret_cast<void*>(this->getAlias(asset));
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}
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else
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{
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asset.header = this->findSubAsset(type, name);
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if (!asset.header.data)
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{
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Logger::Error(Game::ERR_FATAL, "Missing required asset '{}' ({}). Export failed!", name, Game::DB_GetXAssetTypeName(type));
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}
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Logger::Debug("Saving require ({}): {}", Game::DB_GetXAssetTypeName(type), Game::DB_GetXAssetNameHandlers[type](&header));
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// we alias the next 4 (aligned) bytes of the stream b/c DB_InsertPointer gives us a nice pointer to use as the alias
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// otherwise it would be a fuckfest trying to figure out where the alias is in the stream
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this->buffer.pushBlock(Game::XFILE_BLOCK_VIRTUAL);
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this->buffer.align(Utils::Stream::ALIGN_4);
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this->storeAlias(asset);
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this->buffer.increaseBlockSize(4);
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this->buffer.popBlock();
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this->buffer.pushBlock(Game::XFILE_BLOCK_TEMP);
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this->buffer.align(Utils::Stream::ALIGN_4);
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AssetHandler::ZoneSave(asset, this);
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this->buffer.popBlock();
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header.data = reinterpret_cast<void*>(-2); // DB_InsertPointer marker
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}
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}
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else
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{
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// asset was written normally. not sure this is even possible but its here
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header.data = reinterpret_cast<void*>(this->getAssetTableOffset(assetIndex));
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}
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return header;
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}
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void ZoneBuilder::Zone::writeZone()
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{
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FILETIME fileTime;
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GetSystemTimeAsFileTime(&fileTime);
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Game::XFileHeader header =
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{
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#ifndef GENERATE_IW4X_SPECIFIC_ZONES
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XFILE_MAGIC_UNSIGNED,
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#else
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XFILE_HEADER_IW4X | (static_cast<unsigned __int64>(XFILE_VERSION_IW4X) << 32),
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#endif
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XFILE_VERSION,
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Game::XFileLanguage::XLANG_NONE,
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fileTime.dwHighDateTime,
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fileTime.dwLowDateTime
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};
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std::string outBuffer;
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outBuffer.append(reinterpret_cast<char*>(&header), sizeof(header));
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std::string zoneBuffer = this->buffer.toBuffer();
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#ifdef GENERATE_IW4X_SPECIFIC_ZONES
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// Insert a random byte, this will destroy the whole alignment and result in a crash, if not handled
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zoneBuffer.insert(zoneBuffer.begin(), static_cast<char>(Utils::Cryptography::Rand::GenerateInt()));
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char lastByte = 0;
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for(unsigned int i = 0; i < zoneBuffer.size(); ++i )
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{
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char oldLastByte = lastByte;
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lastByte = zoneBuffer[i];
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Utils::RotLeft(zoneBuffer[i], 6);
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zoneBuffer[i] ^= -1;
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Utils::RotRight(zoneBuffer[i], 4);
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zoneBuffer[i] ^= oldLastByte;
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}
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#endif
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Utils::IO::WriteFile("uncompressed", zoneBuffer);
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zoneBuffer = Utils::Compression::ZLib::Compress(zoneBuffer);
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outBuffer.append(zoneBuffer);
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std::string outFile = "zone/" + this->zoneName + ".ff";
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Utils::IO::WriteFile(outFile, outBuffer);
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Logger::Print("done.\n");
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Logger::Print("Zone '{}' written with {} assets and {} script strings\n", outFile, (this->aliasList.size() + this->loadedAssets.size()), this->scriptStrings.size());
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}
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void ZoneBuilder::Zone::saveData()
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{
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// Add header
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Game::ZoneHeader zoneHeader = { 0 };
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zoneHeader.assetList.assetCount = this->loadedAssets.size();
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Utils::Stream::ClearPointer(&zoneHeader.assetList.assets);
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// Increment ScriptStrings count (for empty script string) if available
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if (!this->scriptStrings.empty())
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{
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zoneHeader.assetList.stringList.count = this->scriptStrings.size() + 1;
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Utils::Stream::ClearPointer(&zoneHeader.assetList.stringList.strings);
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}
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// Write header
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this->buffer.save(&zoneHeader, sizeof(Game::ZoneHeader));
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this->buffer.pushBlock(Game::XFILE_BLOCK_VIRTUAL); // Push main stream onto the stream stack
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// Write ScriptStrings, if available
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if (!this->scriptStrings.empty())
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{
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this->buffer.saveNull(4);
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// Empty script string?
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// This actually represents a NULL string, but as scriptString.
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// So scriptString loading for NULL scriptStrings from fastfile results in a NULL scriptString.
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// That's the reason why the count is incremented by 1, if scriptStrings are available.
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// Write ScriptString pointer table
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for (std::size_t i = 0; i < this->scriptStrings.size(); ++i)
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{
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this->buffer.saveMax(4);
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}
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this->buffer.align(Utils::Stream::ALIGN_4);
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// Write ScriptStrings
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for (auto ScriptString : this->scriptStrings)
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{
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this->buffer.saveString(ScriptString.data());
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}
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}
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// Align buffer (4 bytes) to get correct offsets for pointers
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this->buffer.align(Utils::Stream::ALIGN_4);
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this->indexStart = this->buffer.getBlockSize(Game::XFILE_BLOCK_VIRTUAL); // Mark AssetTable offset
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// AssetTable
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for (auto asset : this->loadedAssets)
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{
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Game::XAsset entry = { asset.type, nullptr };
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Utils::Stream::ClearPointer(&entry.header.data);
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this->buffer.save(&entry);
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}
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// Assets
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for (auto asset : this->loadedAssets)
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{
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this->buffer.pushBlock(Game::XFILE_BLOCK_TEMP);
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this->buffer.align(Utils::Stream::ALIGN_4);
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Logger::Debug("Saving ({}): {}", Game::DB_GetXAssetTypeName(asset.type), Game::DB_GetXAssetNameHandlers[asset.type](&asset.header));
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this->store(asset.header);
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AssetHandler::ZoneSave(asset, this);
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this->buffer.popBlock();
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}
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// Adapt header
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this->buffer.enterCriticalSection();
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Game::XFile* header = reinterpret_cast<Game::XFile*>(this->buffer.data());
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header->size = this->buffer.length() - sizeof(Game::XFile); // Write correct data size
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header->externalSize = this->externalSize; // This actually stores how much external data has to be loaded. It's used to calculate the loadscreen progress
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// Write stream sizes
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for (int i = 0; i < Game::MAX_XFILE_COUNT; ++i)
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{
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header->blockSize[i] = this->buffer.getBlockSize(static_cast<Game::XFILE_BLOCK_TYPES>(i));
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}
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this->buffer.leaveCriticalSection();
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this->buffer.popBlock();
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}
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// Add branding asset
|
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void ZoneBuilder::Zone::addBranding()
|
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{
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constexpr auto* data = "Built using the IW4x Zone:B:uilder Version 4";
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auto dataLen = std::strlen(data) + 1;
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this->branding = { this->zoneName.data(), 0, static_cast<int>(dataLen), data };
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if (this->findAsset(Game::XAssetType::ASSET_TYPE_RAWFILE, this->branding.name) != -1)
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{
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Logger::Error(Game::ERR_FATAL, "Unable to add branding. Asset '{}' already exists!", this->branding.name);
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}
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Game::XAssetHeader header = { &this->branding };
|
|
Game::XAsset brandingAsset = { Game::XAssetType::ASSET_TYPE_RAWFILE, header };
|
|
this->loadedAssets.push_back(brandingAsset);
|
|
}
|
|
|
|
// Check if the given pointer has already been mapped
|
|
bool ZoneBuilder::Zone::hasPointer(const void* pointer)
|
|
{
|
|
return this->pointerMap.contains(pointer);
|
|
}
|
|
|
|
// Get stored offset for given file pointer
|
|
unsigned int ZoneBuilder::Zone::safeGetPointer(const void* pointer)
|
|
{
|
|
if (this->hasPointer(pointer))
|
|
{
|
|
return this->pointerMap[pointer];
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
void ZoneBuilder::Zone::storePointer(const void* pointer)
|
|
{
|
|
this->pointerMap[pointer] = this->buffer.getPackedOffset();
|
|
}
|
|
|
|
void ZoneBuilder::Zone::storeAlias(Game::XAsset asset)
|
|
{
|
|
if (!this->hasAlias(asset))
|
|
{
|
|
this->aliasList.push_back({ asset, this->buffer.getPackedOffset() });
|
|
}
|
|
}
|
|
|
|
unsigned int ZoneBuilder::Zone::getAlias(Game::XAsset asset)
|
|
{
|
|
std::string name = Game::DB_GetXAssetName(&asset);
|
|
|
|
for (auto& entry : this->aliasList)
|
|
{
|
|
if (asset.type == entry.first.type && name == Game::DB_GetXAssetName(&entry.first))
|
|
{
|
|
return entry.second;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
int ZoneBuilder::Zone::addScriptString(const std::string& str)
|
|
{
|
|
return this->addScriptString(static_cast<std::uint16_t>(Game::SL_GetString(str.data(), 0)));
|
|
}
|
|
|
|
// Mark a scriptString for writing and map it.
|
|
int ZoneBuilder::Zone::addScriptString(unsigned short gameIndex)
|
|
{
|
|
// Handle NULL scriptStrings
|
|
// Might optimize that later
|
|
if (!gameIndex)
|
|
{
|
|
if (this->scriptStrings.empty())
|
|
{
|
|
this->scriptStrings.push_back("");
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
std::string str = Game::SL_ConvertToString(gameIndex);
|
|
int prev = this->findScriptString(str);
|
|
|
|
if (prev > 0)
|
|
{
|
|
this->scriptStringMap[gameIndex] = prev;
|
|
return prev;
|
|
}
|
|
|
|
this->scriptStrings.push_back(str);
|
|
this->scriptStringMap[gameIndex] = this->scriptStrings.size();
|
|
return this->scriptStrings.size();
|
|
}
|
|
|
|
// Find a local scriptString
|
|
int ZoneBuilder::Zone::findScriptString(const std::string& str)
|
|
{
|
|
for (unsigned int i = 0; i < this->scriptStrings.size(); ++i)
|
|
{
|
|
if (this->scriptStrings[i] == str)
|
|
{
|
|
return (i + 1);
|
|
}
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
void ZoneBuilder::Zone::addRawAsset(Game::XAssetType type, void* ptr)
|
|
{
|
|
this->loadedAssets.push_back({type, {ptr}});
|
|
}
|
|
|
|
// Remap a scriptString to it's corresponding value in the local scriptString table.
|
|
void ZoneBuilder::Zone::mapScriptString(unsigned short* gameIndex)
|
|
{
|
|
*gameIndex = 0xFFFF & this->scriptStringMap[*gameIndex];
|
|
}
|
|
|
|
// Store a new name for a given asset
|
|
void ZoneBuilder::Zone::renameAsset(Game::XAssetType type, const std::string& asset, const std::string& newName)
|
|
{
|
|
if (type < Game::XAssetType::ASSET_TYPE_COUNT && type >= 0)
|
|
{
|
|
this->renameMap[type][asset] = newName;
|
|
}
|
|
else
|
|
{
|
|
Logger::Error(Game::ERR_FATAL, "Unable to rename '{}' to '{}' as the asset type is invalid!", asset, newName);
|
|
}
|
|
}
|
|
|
|
// Return the new name for a given asset
|
|
std::string ZoneBuilder::Zone::getAssetName(Game::XAssetType type, const std::string& asset)
|
|
{
|
|
if (type < Game::XAssetType::ASSET_TYPE_COUNT && type >= 0)
|
|
{
|
|
if (this->renameMap[type].contains(asset))
|
|
{
|
|
return this->renameMap[type][asset];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Logger::Error(Game::ERR_FATAL, "Unable to get name for '{}' as the asset type is invalid!", asset);
|
|
}
|
|
|
|
return asset;
|
|
}
|
|
|
|
void ZoneBuilder::Zone::store(Game::XAssetHeader header)
|
|
{
|
|
if (!this->hasPointer(header.data)) // We should never have to restore a pointer, so this expression should always resolve into false
|
|
{
|
|
this->storePointer(header.data);
|
|
}
|
|
}
|
|
|
|
void ZoneBuilder::Zone::incrementExternalSize(unsigned int size)
|
|
{
|
|
this->externalSize += size;
|
|
}
|
|
|
|
bool ZoneBuilder::IsEnabled()
|
|
{
|
|
static std::optional<bool> flag;
|
|
|
|
if (!flag.has_value())
|
|
{
|
|
flag.emplace(Flags::HasFlag("zonebuilder"));
|
|
}
|
|
|
|
return (flag.value() && !Dedicated::IsEnabled());
|
|
}
|
|
|
|
void ZoneBuilder::BeginAssetTrace(const std::string& zone)
|
|
{
|
|
ZoneBuilder::TraceZone = zone;
|
|
}
|
|
|
|
std::vector<std::pair<Game::XAssetType, std::string>> ZoneBuilder::EndAssetTrace()
|
|
{
|
|
ZoneBuilder::TraceZone.clear();
|
|
|
|
std::vector<std::pair<Game::XAssetType, std::string>> AssetTrace;
|
|
Utils::Merge(&AssetTrace, ZoneBuilder::TraceAssets);
|
|
|
|
ZoneBuilder::TraceAssets.clear();
|
|
|
|
return AssetTrace;
|
|
}
|
|
|
|
Game::XAssetHeader ZoneBuilder::GetEmptyAssetIfCommon(Game::XAssetType type, const std::string& name, ZoneBuilder::Zone* builder)
|
|
{
|
|
Game::XAssetHeader header = { nullptr };
|
|
|
|
if (type >= 0 && type < Game::XAssetType::ASSET_TYPE_COUNT)
|
|
{
|
|
int zoneIndex = Game::DB_GetZoneIndex("common_mp");
|
|
|
|
if (zoneIndex > 0)
|
|
{
|
|
Game::XAssetEntry* entry = Game::DB_FindXAssetEntry(type, name.data());
|
|
|
|
if (entry && entry->zoneIndex == zoneIndex)
|
|
{
|
|
// Allocate an empty asset (filled with zeros)
|
|
header.data = builder->getAllocator()->allocate(Game::DB_GetXAssetSizeHandlers[type]());
|
|
|
|
// Set the name to the original name, so it can be stored
|
|
Game::DB_SetXAssetNameHandlers[type](&header, name.data());
|
|
AssetHandler::StoreTemporaryAsset(type, header);
|
|
|
|
// Set the name to the empty name
|
|
Game::DB_SetXAssetNameHandlers[type](&header, builder->getAllocator()->duplicateString("," + name));
|
|
}
|
|
}
|
|
}
|
|
|
|
return header;
|
|
}
|
|
|
|
int ZoneBuilder::StoreTexture(Game::GfxImageLoadDef **loadDef, Game::GfxImage *image)
|
|
{
|
|
size_t size = 16 + (*loadDef)->resourceSize;
|
|
void* data = Utils::Memory::GetAllocator()->allocate(size);
|
|
std::memcpy(data, *loadDef, size);
|
|
|
|
image->texture.loadDef = reinterpret_cast<Game::GfxImageLoadDef *>(data);
|
|
|
|
return 0;
|
|
}
|
|
|
|
void ZoneBuilder::ReleaseTexture(Game::XAssetHeader header)
|
|
{
|
|
if (header.image && header.image->texture.loadDef)
|
|
{
|
|
Utils::Memory::GetAllocator()->free(header.image->texture.loadDef);
|
|
}
|
|
}
|
|
|
|
void ZoneBuilder::AssumeMainThreadRole()
|
|
{
|
|
ZoneBuilder::MainThreadInterrupted = true;
|
|
ZoneBuilder::InterruptingThreadId = GetCurrentThreadId();
|
|
}
|
|
|
|
void ZoneBuilder::ResetThreadRole()
|
|
{
|
|
ZoneBuilder::MainThreadInterrupted = false;
|
|
ZoneBuilder::InterruptingThreadId = 0x0;
|
|
}
|
|
|
|
bool ZoneBuilder::IsThreadMainThreadHook()
|
|
{
|
|
// this is the thread that is interrupting so let it act as the main thread
|
|
if (ZoneBuilder::MainThreadInterrupted && GetCurrentThreadId() == ZoneBuilder::InterruptingThreadId)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// block the main thread from doing anything "main thread" specific while
|
|
// the other thread is interrupting
|
|
|
|
//while (ZoneBuilder::mainThreadInterrupted) std::this_thread::sleep_for(100ms);
|
|
|
|
// normal functionality
|
|
return GetCurrentThreadId() == Utils::Hook::Get<DWORD>(0x1CDE7FC);
|
|
}
|
|
|
|
static Game::XZoneInfo baseZones_old[] = {
|
|
{ "code_pre_gfx_mp", Game::DB_ZONE_CODE, 0 },
|
|
{ "localized_code_pre_gfx_mp", Game::DB_ZONE_CODE_LOC, 0 },
|
|
{ "code_post_gfx_mp", Game::DB_ZONE_CODE, 0 },
|
|
{ "localized_code_post_gfx_mp", Game::DB_ZONE_CODE_LOC, 0 },
|
|
{ "common_mp", Game::DB_ZONE_COMMON, 0 },
|
|
{ "localized_common_mp", Game::DB_ZONE_COMMON_LOC, 0 },
|
|
{ "ui_mp", Game::DB_ZONE_GAME, 0 },
|
|
{ "localized_ui_mp", Game::DB_ZONE_GAME, 0 }
|
|
};
|
|
|
|
|
|
static Game::XZoneInfo baseZones[] = {
|
|
{ "defaults", Game::DB_ZONE_CODE, 0 },
|
|
{ "techsets", Game::DB_ZONE_CODE, 0 },
|
|
{ "common_mp", Game::DB_ZONE_COMMON, 0 },
|
|
{ "localized_common_mp", Game::DB_ZONE_COMMON_LOC, 0 },
|
|
{ "ui_mp", Game::DB_ZONE_GAME, 0 },
|
|
{ "localized_ui_mp", Game::DB_ZONE_GAME, 0 }
|
|
};
|
|
|
|
void ZoneBuilder::Com_Quitf_t()
|
|
{
|
|
ExitProcess(0);
|
|
}
|
|
|
|
int APIENTRY ZoneBuilder::EntryPoint(HINSTANCE /*hInstance*/, HINSTANCE /*hPrevInstance*/, LPSTR /*lpCmdLine*/, int /*nShowCmd*/)
|
|
{
|
|
Utils::Hook::Call<void()>(0x42F0A0)(); // Com_InitCriticalSections
|
|
Utils::Hook::Call<void()>(0x4301B0)(); // Com_InitMainThread
|
|
Utils::Hook::Call<void(int)>(0x406D10)(0); // Win_InitLocalization
|
|
Utils::Hook::Call<void()>(0x4FF220)(); // Com_InitParse
|
|
Utils::Hook::Call<void()>(0x4D8220)(); // Dvar_Init
|
|
Utils::Hook::Call<void()>(0x4D2280)(); // SL_Init
|
|
Utils::Hook::Call<void()>(0x48F660)(); // Cmd_Init
|
|
Utils::Hook::Call<void()>(0x4D9210)(); // Cbuf_Init
|
|
Utils::Hook::Call<void()>(0x47F390)(); // Swap_Init
|
|
Utils::Hook::Call<void()>(0x60AD10)(); // Com_InitDvars
|
|
Utils::Hook::Call<void()>(0x420830)(); // Com_InitHunkMemory
|
|
Utils::Hook::Call<void()>(0x4A62A0)(); // LargeLocalInit
|
|
Utils::Hook::Call<void()>(0x4DCC10)(); // Sys_InitCmdEvents
|
|
Utils::Hook::Call<void()>(0x64A020)(); // PMem_Init
|
|
if (!Flags::HasFlag("stdout"))
|
|
{
|
|
Console::ShowAsyncConsole();
|
|
Utils::Hook::Call<void()>(0x43D140)(); // Com_EventLoop
|
|
}
|
|
Utils::Hook::Call<void(unsigned int)>(0x502580)(static_cast<unsigned int>(__rdtsc())); // Netchan_Init
|
|
Utils::Hook::Call<void()>(0x429080)(); // FS_InitFileSystem
|
|
Utils::Hook::Call<void()>(0x4BFBE0)(); // Con_InitChannels
|
|
Utils::Hook::Call<void()>(0x4E0FB0)(); // DB_InitThread
|
|
Utils::Hook::Call<void()>(0x5196C0)(); // R_RegisterDvars
|
|
Game::NET_Init();
|
|
Utils::Hook::Call<void()>(0x4F5090)(); // SND_InitDriver
|
|
Utils::Hook::Call<void()>(0x46A630)(); // SND_Init
|
|
//Utils::Hook::Call<void()>(0x4D3660)(); // SV_Init
|
|
//Utils::Hook::Call<void()>(0x4121E0)(); // SV_InitServerThread
|
|
//Utils::Hook::Call<void()>(0x464A90)(); // Com_ParseCommandLine
|
|
Utils::Hook::Call<void()>(0x43D140)(); // Com_EventLoop
|
|
|
|
ZoneBuilder::CommandThread = std::thread([]
|
|
{
|
|
while (!ZoneBuilder::Terminate)
|
|
{
|
|
ZoneBuilder::AssumeMainThreadRole();
|
|
Utils::Hook::Call<void(int, int)>(0x4E2C80)(0, 0); // Cbuf_Execute
|
|
ZoneBuilder::ResetThreadRole();
|
|
std::this_thread::sleep_for(1ms);
|
|
}
|
|
});
|
|
|
|
Command::Add("quit", ZoneBuilder::Com_Quitf_t);
|
|
|
|
// now load default assets and shaders
|
|
if (FastFiles::Exists("defaults") && FastFiles::Exists("techsets"))
|
|
{
|
|
Game::DB_LoadXAssets(baseZones, ARRAYSIZE(baseZones), 0);
|
|
}
|
|
else
|
|
{
|
|
Logger::Warning(Game::CON_CHANNEL_DONT_FILTER,
|
|
"Missing new init zones (defaults.ff & techsets.ff). You will need to load fastfiles to manually obtain techsets.\n");
|
|
Game::DB_LoadXAssets(baseZones_old, ARRAYSIZE(baseZones_old), 0);
|
|
}
|
|
|
|
Logger::Print("Waiting for fastiles to load...\n");
|
|
while (!Game::Sys_IsDatabaseReady())
|
|
{
|
|
Utils::Hook::Call<void()>(0x43D140)(); // Com_EventLoop
|
|
std::this_thread::sleep_for(100ms);
|
|
}
|
|
Logger::Print("Done!\n");
|
|
|
|
// defaults need to load before we do this
|
|
Utils::Hook::Call<void()>(0x4E1F30)(); // G_SetupWeaponDef
|
|
Utils::Hook::Call<void()>(0x4454C0)(); // Item_SetupKeywordHash (for loading menus)
|
|
Utils::Hook::Call<void()>(0x501BC0)(); // Menu_SetupKeywordHash (for loading menus)
|
|
Utils::Hook::Call<void()>(0x4A1280)(); // something related to uiInfoArray
|
|
|
|
|
|
Utils::Hook::Call<void(const char*)>(0x464A90)(GetCommandLineA()); // Com_ParseCommandLine
|
|
Utils::Hook::Call<void()>(0x60C3D0)(); // Com_AddStartupCommands
|
|
|
|
// so for this i'm going to say that we just run the commands (after + signs)
|
|
// and don't spawn into a shell because why not?
|
|
if (Flags::HasFlag("stdout"))
|
|
{
|
|
Utils::Hook::Call<void()>(0x440EC0)(); // DB_Update
|
|
Utils::Hook::Call<void()>(0x43D140)(); // Com_EventLoop
|
|
Utils::Hook::Call<void(int, int)>(0x4E2C80)(0, 0); // Cbuf_Execute
|
|
|
|
return 0;
|
|
}
|
|
|
|
Logger::Print(" --------------------------------------------------------------------------------\n");
|
|
Logger::Print(" IW4x ZoneBuilder (" VERSION ")\n");
|
|
Logger::Print(" Commands:\n");
|
|
Logger::Print("\t-buildzone [zone]: builds a zone from a csv located in zone_source\n");
|
|
Logger::Print("\t-buildall: builds all zones in zone_source\n");
|
|
Logger::Print("\t-verifyzone [zone]: loads and verifies the specified zone\n");
|
|
Logger::Print("\t-listassets [assettype]: lists all loaded assets of the specified type\n");
|
|
Logger::Print("\t-quit: quits the program\n");
|
|
Logger::Print(" --------------------------------------------------------------------------------\n");
|
|
|
|
// now run main loop until quit
|
|
unsigned int frames = 0;
|
|
while (true)
|
|
{
|
|
if (frames % 100 == 0)
|
|
{
|
|
Utils::Hook::Call<void()>(0x440EC0)(); // DB_Update
|
|
Utils::Hook::Call<void()>(0x43EBB0)(); // check for quit
|
|
}
|
|
|
|
Utils::Hook::Call<void()>(0x43D140)(); // Com_EventLoop
|
|
std::this_thread::sleep_for(1ms);
|
|
frames++;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
void ZoneBuilder::HandleError(Game::errorParm_t code, const char* fmt, ...)
|
|
{
|
|
char buffer[0x1000]{};
|
|
va_list ap;
|
|
|
|
va_start(ap, fmt);
|
|
vsnprintf_s(buffer, _TRUNCATE, fmt, ap);
|
|
va_end(ap);
|
|
|
|
if (!Flags::HasFlag("stdout"))
|
|
{
|
|
MessageBoxA(nullptr, buffer, "Error!", MB_OK | MB_ICONERROR);
|
|
}
|
|
else
|
|
{
|
|
perror(buffer);
|
|
fflush(stderr);
|
|
}
|
|
|
|
if (code == Game::ERR_FATAL)
|
|
{
|
|
ExitProcess(1);
|
|
}
|
|
}
|
|
|
|
__declspec(naked) void ZoneBuilder::SoftErrorAssetOverflow()
|
|
{
|
|
// fuck with the stack to return to before DB_AddXAsset
|
|
__asm
|
|
{
|
|
add esp, 12 // exit from DB_AllocXAssetEntry
|
|
pop edi
|
|
pop esi
|
|
pop ebp
|
|
pop ebx
|
|
add esp, 14h
|
|
mov eax, [esp + 8]
|
|
retn
|
|
}
|
|
}
|
|
|
|
std::string ZoneBuilder::FindMaterialByTechnique(const std::string& techniqueName)
|
|
{
|
|
static bool replacementFound = false;
|
|
replacementFound = false; // the above one only runs the first time
|
|
|
|
const char* ret = "default";
|
|
|
|
Game::DB_EnumXAssetEntries(Game::XAssetType::ASSET_TYPE_MATERIAL, [techniqueName, &ret](Game::XAssetEntry* entry)
|
|
{
|
|
if (!replacementFound)
|
|
{
|
|
Game::XAssetHeader header = entry->asset.header;
|
|
std::string name = techniqueName;
|
|
if (name[0] == ',') name = name.substr(1);
|
|
if (name == header.material->techniqueSet->name)
|
|
{
|
|
ret = header.material->info.name;
|
|
replacementFound = true;
|
|
}
|
|
}
|
|
}, false);
|
|
|
|
if (replacementFound) return ret;
|
|
return "";
|
|
}
|
|
|
|
ZoneBuilder::ZoneBuilder()
|
|
{
|
|
// ReSharper disable CppStaticAssertFailure
|
|
AssertSize(Game::XFileHeader, 21);
|
|
AssertSize(Game::XFile, 40);
|
|
static_assert(Game::MAX_XFILE_COUNT == 8, "XFile block enum is invalid!");
|
|
|
|
ZoneBuilder::EndAssetTrace();
|
|
|
|
if (ZoneBuilder::IsEnabled())
|
|
{
|
|
// Prevent loading textures (preserves loaddef)
|
|
//Utils::Hook::Set<BYTE>(Game::Load_Texture, 0xC3);
|
|
|
|
// Store the loaddef
|
|
Utils::Hook(Game::Load_Texture, StoreTexture, HOOK_JUMP).install()->quick();
|
|
|
|
// Release the loaddef
|
|
Game::DB_ReleaseXAssetHandlers[Game::XAssetType::ASSET_TYPE_IMAGE] = ZoneBuilder::ReleaseTexture;
|
|
|
|
//r_loadForrenderer = 0
|
|
Utils::Hook::Set<BYTE>(0x519DDF, 0);
|
|
|
|
//r_delayloadimage retn
|
|
Utils::Hook::Set<BYTE>(0x51F450, 0xC3);
|
|
|
|
// r_registerDvars hack
|
|
Utils::Hook::Set<BYTE>(0x51B1CD, 0xC3);
|
|
|
|
// Prevent destroying textures
|
|
Utils::Hook::Set<BYTE>(0x51F03D, 0xEB);
|
|
|
|
// Don't create default assets
|
|
Utils::Hook::Set<BYTE>(0x407BAA, 0xEB);
|
|
|
|
// Don't mark clip maps as 'in use'
|
|
Utils::Hook::Nop(0x405E07, 7);
|
|
|
|
// Don't mark assets
|
|
//Utils::Hook::Nop(0x5BB632, 5);
|
|
|
|
// Don't load sounds
|
|
//Utils::Hook::Set<BYTE>(0x413430, 0xC3);
|
|
|
|
// Don't display errors when assets are missing (we might manually build those)
|
|
Utils::Hook::Nop(0x5BB3F2, 5);
|
|
Utils::Hook::Nop(0x5BB422, 5);
|
|
Utils::Hook::Nop(0x5BB43A, 5);
|
|
|
|
// Don't read stats
|
|
Utils::Hook(0x4875E1, 0x487717, HOOK_JUMP).install()->quick();
|
|
|
|
// patch g_copyInfo because we're using so many more assets than originally intended
|
|
int newLimit = 0x2000;
|
|
int* g_copyInfo_new = Utils::Memory::GetAllocator()->allocateArray<int>(newLimit);
|
|
Utils::Hook::Set<int*>(0x494083, g_copyInfo_new); // DB_DelayLoadImages
|
|
Utils::Hook::Set<int*>(0x5BB9CC, g_copyInfo_new); // DB_AddXAsset
|
|
Utils::Hook::Set<int*>(0x5BC723, g_copyInfo_new); // DB_PostLoadXZone
|
|
Utils::Hook::Set<int*>(0x5BC759, g_copyInfo_new);
|
|
Utils::Hook::Set<int>(0x5BB9AD, newLimit); // limit check
|
|
|
|
// this one lets us keep loading zones and it will ignore assets when the pool is filled
|
|
/*
|
|
AssetHandler::OnLoad([](Game::XAssetType type, Game::XAssetHeader, const std::string&, bool* restrict)
|
|
{
|
|
//if (*static_cast<int*>(Game::DB_XAssetPool[type].data) == 0)
|
|
if (Game::g_poolSize[type] == 0)
|
|
{
|
|
*restrict = true;
|
|
}
|
|
});
|
|
*/
|
|
|
|
// hunk size (was 300 MiB)
|
|
Utils::Hook::Set<DWORD>(0x64A029, 0x38400000); // 900 MiB
|
|
Utils::Hook::Set<DWORD>(0x64A057, 0x38400000);
|
|
|
|
// change fs_game domain func
|
|
Utils::Hook::Set<int(*)(Game::dvar_t*, Game::DvarValue)>(0x643203, [](Game::dvar_t* dvar, Game::DvarValue value)
|
|
{
|
|
int result = Utils::Hook::Call<int(Game::dvar_t*, Game::DvarValue)>(0x642FC0)(dvar, value);
|
|
|
|
if (result)
|
|
{
|
|
if (std::string(value.string) != dvar->current.string)
|
|
{
|
|
dvar->current.string = value.string;
|
|
Game::FS_Restart(0, 0);
|
|
}
|
|
}
|
|
|
|
return result;
|
|
});
|
|
|
|
// set new entry point
|
|
Utils::Hook(0x4513DA, ZoneBuilder::EntryPoint, HOOK_JUMP).install()->quick();
|
|
|
|
// set quit handler
|
|
Utils::Hook(0x4D4000, ZoneBuilder::Com_Quitf_t, HOOK_JUMP).install()->quick();
|
|
|
|
// handle Com_error Calls
|
|
Utils::Hook(Game::Com_Error, ZoneBuilder::HandleError, HOOK_JUMP).install()->quick();
|
|
|
|
// thread fuckery hooks
|
|
Utils::Hook(0x4C37D0, ZoneBuilder::IsThreadMainThreadHook, HOOK_JUMP).install()->quick();
|
|
|
|
// Don't exec startup config in fs_restart
|
|
Utils::Hook::Set<BYTE>(0x461B48, 0xEB);
|
|
|
|
// remove overriding asset messages
|
|
Utils::Hook::Nop(0x5BC74E, 5);
|
|
|
|
// don't remap techsets
|
|
Utils::Hook::Nop(0x5BC791, 5);
|
|
|
|
AssetHandler::OnLoad([](Game::XAssetType type, Game::XAssetHeader /*asset*/, const std::string& name, bool* /*restrict*/)
|
|
{
|
|
if (!ZoneBuilder::TraceZone.empty() && ZoneBuilder::TraceZone == FastFiles::Current())
|
|
{
|
|
ZoneBuilder::TraceAssets.push_back({ type, name });
|
|
OutputDebugStringA((name + "\n").data());
|
|
}
|
|
});
|
|
|
|
Command::Add("verifyzone", [](Command::Params* params)
|
|
{
|
|
if (params->size() < 2) return;
|
|
/*
|
|
Utils::Hook(0x4AE9C2, []
|
|
{
|
|
Game::WeaponCompleteDef** varPtr = (Game::WeaponCompleteDef**)0x112A9F4;
|
|
Game::WeaponCompleteDef* var = *varPtr;
|
|
OutputDebugStringA("");
|
|
Utils::Hook::Call<void()>(0x4D1D60)(); // DB_PopStreamPos
|
|
}, HOOK_JUMP).install()->quick();
|
|
|
|
Utils::Hook(0x4AE9B4, []
|
|
{
|
|
Game::WeaponCompleteDef** varPtr = (Game::WeaponCompleteDef**)0x112A9F4;
|
|
Game::WeaponCompleteDef* var = *varPtr;
|
|
OutputDebugStringA("");
|
|
Utils::Hook::Call<void()>(0x4D1D60)(); // DB_PopStreamPos
|
|
}, HOOK_JUMP).install()->quick();
|
|
*/
|
|
|
|
std::string zone = params->get(1);
|
|
|
|
ZoneBuilder::BeginAssetTrace(zone);
|
|
|
|
Game::XZoneInfo info;
|
|
info.name = zone.data();
|
|
info.allocFlags = Game::DB_ZONE_MOD;
|
|
info.freeFlags = 0;
|
|
|
|
Logger::Print("Loading zone '{}'...\n", zone);
|
|
|
|
Game::DB_LoadXAssets(&info, 1, true);
|
|
AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_RAWFILE, zone.data()); // Lock until zone is loaded
|
|
|
|
auto assets = ZoneBuilder::EndAssetTrace();
|
|
|
|
Logger::Print("Unloading zone '{}'...\n", zone);
|
|
info.freeFlags = Game::DB_ZONE_MOD;
|
|
info.allocFlags = 0;
|
|
info.name = nullptr;
|
|
|
|
Game::DB_LoadXAssets(&info, 1, true);
|
|
AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_RAWFILE, "default"); // Lock until zone is unloaded
|
|
|
|
Logger::Print("Zone '{}' loaded with {} assets:\n", zone, assets.size());
|
|
|
|
int count = 0;
|
|
for (auto i = assets.begin(); i != assets.end(); ++i, ++count)
|
|
{
|
|
Logger::Print(" {}: {}: {}\n", count, Game::DB_GetXAssetTypeName(i->first), i->second);
|
|
}
|
|
|
|
Logger::Print("\n");
|
|
});
|
|
|
|
Command::Add("buildzone", [](Command::Params* params)
|
|
{
|
|
if (params->size() < 2) return;
|
|
|
|
std::string zoneName = params->get(1);
|
|
Logger::Print("Building zone '{}'...\n", zoneName);
|
|
|
|
Zone(zoneName).build();
|
|
});
|
|
|
|
Command::Add("buildall", [](Command::Params*)
|
|
{
|
|
auto zoneSources = FileSystem::GetSysFileList(Dvar::Var("fs_basepath").get<std::string>() + "\\zone_source", "csv", false);
|
|
|
|
for (auto source : zoneSources)
|
|
{
|
|
if (Utils::String::EndsWith(source, ".csv"))
|
|
{
|
|
source = source.substr(0, source.find(".csv"));
|
|
}
|
|
|
|
Command::Execute(Utils::String::VA("buildzone %s", source.data()), true);
|
|
}
|
|
});
|
|
|
|
static std::set<std::string> curTechsets_list;
|
|
static std::set<std::string> techsets_list;
|
|
|
|
AssetHandler::OnLoad([](Game::XAssetType type, Game::XAssetHeader, const std::string& name, bool*)
|
|
{
|
|
if (type == Game::ASSET_TYPE_TECHNIQUE_SET)
|
|
{
|
|
if (name[0] == ',') return; // skip techsets from common_mp
|
|
if (techsets_list.find(name) == techsets_list.end())
|
|
{
|
|
curTechsets_list.emplace(name);
|
|
techsets_list.emplace(name);
|
|
}
|
|
}
|
|
});
|
|
|
|
Command::Add("buildtechsets", [](Command::Params*)
|
|
{
|
|
Utils::IO::CreateDir("zone_source/techsets");
|
|
Utils::IO::CreateDir("zone/techsets");
|
|
|
|
std::string csvStr;
|
|
|
|
auto fileList = Utils::IO::ListFiles(Utils::String::VA("zone/%s", Game::Win_GetLanguage()));
|
|
for (auto zone : fileList)
|
|
{
|
|
Utils::String::Replace(zone, Utils::String::VA("zone/%s/", Game::Win_GetLanguage()), "");
|
|
Utils::String::Replace(zone, ".ff", "");
|
|
|
|
if (Utils::IO::FileExists("zone/techsets/" + zone + "_techsets.ff"))
|
|
{
|
|
Logger::Print("Skipping previously generated zone {}\n", zone);
|
|
continue;
|
|
}
|
|
|
|
if (zone.find("_load") != std::string::npos)
|
|
{
|
|
Logger::Print("Skipping loadscreen zone {}\n", zone);
|
|
continue;
|
|
}
|
|
|
|
if (Game::DB_IsZoneLoaded(zone.c_str()) || !FastFiles::Exists(zone))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (zone[0] == '.') continue; // fucking mac dotfiles
|
|
|
|
curTechsets_list.clear(); // clear from last run
|
|
|
|
// load the zone
|
|
Game::XZoneInfo info;
|
|
info.name = zone.c_str();
|
|
info.allocFlags = Game::DB_ZONE_MOD;
|
|
info.freeFlags = 0x0;
|
|
Game::DB_LoadXAssets(&info, 1, 0);
|
|
|
|
while (!Game::Sys_IsDatabaseReady()) std::this_thread::sleep_for(100ms); // wait till its fully loaded
|
|
|
|
if (curTechsets_list.size() == 0)
|
|
{
|
|
Logger::Print("Skipping empty zone {}\n", zone);
|
|
// unload zone
|
|
info.name = nullptr;
|
|
info.allocFlags = 0x0;
|
|
info.freeFlags = Game::DB_ZONE_MOD;
|
|
Game::DB_LoadXAssets(&info, 1, true);
|
|
continue;
|
|
}
|
|
|
|
// ok so we're just gonna use the materials because they will use the techsets
|
|
csvStr.clear();
|
|
for (auto tech : curTechsets_list)
|
|
{
|
|
std::string mat = ZoneBuilder::FindMaterialByTechnique(tech);
|
|
if (mat.length() == 0)
|
|
{
|
|
csvStr.append("techset," + tech + "\n");
|
|
}
|
|
else
|
|
{
|
|
csvStr.append("material," + mat + "\n");
|
|
}
|
|
}
|
|
|
|
// save csv
|
|
Utils::IO::WriteFile("zone_source/techsets/" + zone + "_techsets.csv", csvStr.data());
|
|
|
|
// build the techset zone
|
|
std::string zoneName = "techsets/" + zone + "_techsets";
|
|
Logger::Print("Building zone '{}'...\n", zoneName);
|
|
Zone(zoneName).build();
|
|
|
|
// unload original zone
|
|
info.name = nullptr;
|
|
info.allocFlags = 0x0;
|
|
info.freeFlags = Game::DB_ZONE_MOD;
|
|
Game::DB_LoadXAssets(&info, 1, true);
|
|
|
|
while (!Game::Sys_IsDatabaseReady()) std::this_thread::sleep_for(10ms); // wait till its fully loaded
|
|
}
|
|
|
|
curTechsets_list.clear();
|
|
techsets_list.clear();
|
|
|
|
Game::DB_EnumXAssets(Game::ASSET_TYPE_TECHNIQUE_SET, [](Game::XAssetHeader header, void*)
|
|
{
|
|
curTechsets_list.emplace(header.techniqueSet->name);
|
|
techsets_list.emplace(header.techniqueSet->name);
|
|
}, nullptr, false);
|
|
|
|
// HACK: set language to 'techsets' to load from that dir
|
|
const char* language = Utils::Hook::Get<const char*>(0x649E740);
|
|
Utils::Hook::Set<const char*>(0x649E740, "techsets");
|
|
|
|
// load generated techset fastfiles
|
|
auto list = Utils::IO::ListFiles("zone/techsets");
|
|
int i = 0;
|
|
int subCount = 0;
|
|
for (auto it : list)
|
|
{
|
|
Utils::String::Replace(it, "zone/techsets/", "");
|
|
Utils::String::Replace(it, ".ff", "");
|
|
|
|
if (it.find("_techsets") == std::string::npos) continue; // skip files we didn't generate for this
|
|
|
|
if (!Game::DB_IsZoneLoaded(it.data()))
|
|
{
|
|
Game::XZoneInfo info;
|
|
info.name = it.data();
|
|
info.allocFlags = Game::DB_ZONE_MOD;
|
|
info.freeFlags = 0;
|
|
|
|
Game::DB_LoadXAssets(&info, 1, 0);
|
|
while (!Game::Sys_IsDatabaseReady()) std::this_thread::sleep_for(10ms); // wait till its fully loaded
|
|
}
|
|
else
|
|
{
|
|
Logger::Print("Zone '{}' already loaded\n", it);
|
|
}
|
|
|
|
if (i == 20) // cap at 20 just to be safe
|
|
{
|
|
// create csv with the techsets in it
|
|
csvStr.clear();
|
|
for (auto tech : curTechsets_list)
|
|
{
|
|
std::string mat = ZoneBuilder::FindMaterialByTechnique(tech);
|
|
if (mat.length() == 0)
|
|
{
|
|
csvStr.append("techset," + tech + "\n");
|
|
}
|
|
else
|
|
{
|
|
csvStr.append("material," + mat + "\n");
|
|
}
|
|
}
|
|
|
|
std::string tempZoneFile = Utils::String::VA("zone_source/techsets/techsets%d.csv", subCount);
|
|
std::string tempZone = Utils::String::VA("techsets/techsets%d", subCount);
|
|
|
|
Utils::IO::WriteFile(tempZoneFile, csvStr.data());
|
|
|
|
Logger::Print("Building zone '{}'...\n", tempZone);
|
|
Zone(tempZone).build();
|
|
|
|
// unload all zones
|
|
Game::XZoneInfo info;
|
|
info.name = nullptr;
|
|
info.allocFlags = 0x0;
|
|
info.freeFlags = Game::DB_ZONE_MOD;
|
|
Game::DB_LoadXAssets(&info, 1, true);
|
|
|
|
Utils::Hook::Set<const char*>(0x649E740, "techsets");
|
|
|
|
i = 0;
|
|
subCount++;
|
|
curTechsets_list.clear();
|
|
techsets_list.clear();
|
|
}
|
|
|
|
i++;
|
|
}
|
|
|
|
// last iteration
|
|
if (i != 0)
|
|
{
|
|
// create csv with the techsets in it
|
|
csvStr.clear();
|
|
for (auto tech : curTechsets_list)
|
|
{
|
|
std::string mat = ZoneBuilder::FindMaterialByTechnique(tech);
|
|
if (mat.length() == 0)
|
|
{
|
|
Logger::Print("Couldn't find a material for techset {}. Sort Keys will be incorrect.\n", tech);
|
|
csvStr.append("techset," + tech + "\n");
|
|
}
|
|
else
|
|
{
|
|
csvStr.append("material," + mat + "\n");
|
|
}
|
|
}
|
|
|
|
std::string tempZoneFile = Utils::String::VA("zone_source/techsets/techsets%d.csv", subCount);
|
|
std::string tempZone = Utils::String::VA("techsets/techsets%d", subCount);
|
|
|
|
Utils::IO::WriteFile(tempZoneFile, csvStr.data());
|
|
|
|
Logger::Print("Building zone '{}'...\n", tempZone);
|
|
Zone(tempZone).build();
|
|
|
|
// unload all zones
|
|
Game::XZoneInfo info;
|
|
info.name = nullptr;
|
|
info.allocFlags = 0x0;
|
|
info.freeFlags = Game::DB_ZONE_MOD;
|
|
Game::DB_LoadXAssets(&info, 1, true);
|
|
|
|
subCount++;
|
|
}
|
|
|
|
// build final techsets fastfile
|
|
if (subCount > 24)
|
|
{
|
|
Logger::Error(Game::ERR_DROP, "How did you have 576 fastfiles?\n");
|
|
}
|
|
|
|
curTechsets_list.clear();
|
|
techsets_list.clear();
|
|
|
|
for (int j = 0; j < subCount; ++j)
|
|
{
|
|
Game::XZoneInfo info;
|
|
info.name = Utils::String::VA("techsets%d", j);
|
|
info.allocFlags = Game::DB_ZONE_MOD;
|
|
info.freeFlags = 0;
|
|
|
|
Game::DB_LoadXAssets(&info, 1, 0);
|
|
while (!Game::Sys_IsDatabaseReady()) std::this_thread::sleep_for(10ms); // wait till its fully loaded
|
|
}
|
|
|
|
// create csv with the techsets in it
|
|
csvStr.clear();
|
|
for (auto tech : curTechsets_list)
|
|
{
|
|
std::string mat = ZoneBuilder::FindMaterialByTechnique(tech);
|
|
if (mat.length() == 0)
|
|
{
|
|
csvStr.append("techset," + tech + "\n");
|
|
}
|
|
else
|
|
{
|
|
csvStr.append("material," + mat + "\n");
|
|
}
|
|
}
|
|
|
|
Utils::IO::WriteFile("zone_source/techsets/techsets.csv", csvStr.data());
|
|
|
|
// set language back
|
|
Utils::Hook::Set<const char*>(0x649E740, language);
|
|
|
|
Logger::Print("Building zone 'techsets/techsets'...\n");
|
|
Zone("techsets/techsets").build();
|
|
});
|
|
|
|
Command::Add("listassets", [](Command::Params* params)
|
|
{
|
|
if (params->size() < 2) return;
|
|
Game::XAssetType type = Game::DB_GetXAssetNameType(params->get(1));
|
|
|
|
if (type != Game::XAssetType::ASSET_TYPE_INVALID)
|
|
{
|
|
Game::DB_EnumXAssets(type, [](Game::XAssetHeader header, void* data)
|
|
{
|
|
Game::XAsset asset = { *reinterpret_cast<Game::XAssetType*>(data), header };
|
|
Logger::Print("{}\n", Game::DB_GetXAssetName(&asset));
|
|
}, &type, false);
|
|
}
|
|
});
|
|
|
|
Command::Add("loadtempzone", [](Command::Params* params)
|
|
{
|
|
if (params->size() < 2) return;
|
|
|
|
if (FastFiles::Exists(params->get(1)))
|
|
{
|
|
Game::XZoneInfo info;
|
|
info.name = params->get(1);
|
|
info.allocFlags = 0x80;
|
|
info.freeFlags = 0x0;
|
|
Game::DB_LoadXAssets(&info, 1, 0);
|
|
}
|
|
});
|
|
|
|
Command::Add("unloadtempzones", [](Command::Params*)
|
|
{
|
|
Game::XZoneInfo info;
|
|
info.name = nullptr;
|
|
info.allocFlags = 0x0;
|
|
info.freeFlags = 0x80;
|
|
Game::DB_LoadXAssets(&info, 1, true);
|
|
AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_RAWFILE, "default"); // Lock until zone is unloaded
|
|
});
|
|
|
|
Command::Add("materialInfoDump", [](Command::Params*)
|
|
{
|
|
Game::DB_EnumXAssets(Game::ASSET_TYPE_MATERIAL, [](Game::XAssetHeader header, void*)
|
|
{
|
|
Logger::Print("{}: {:#X} {:#X} {:#X}\n",
|
|
header.material->info.name, header.material->info.sortKey & 0xFF, header.material->info.gameFlags & 0xFF, header.material->stateFlags & 0xFF);
|
|
}, nullptr, false);
|
|
});
|
|
|
|
Command::Add("iwiDump", [](Command::Params* params)
|
|
{
|
|
if (params->size() < 2) return;
|
|
|
|
std::string path = Utils::String::VA("%s\\mods\\%s\\images", Dvar::Var("fs_basepath").get<const char*>(), params->get(1));
|
|
std::vector<std::string> images = FileSystem::GetSysFileList(path, "iwi", false);
|
|
|
|
for(auto i = images.begin(); i != images.end();)
|
|
{
|
|
*i = Utils::String::VA("images/%s", i->data());
|
|
|
|
if (FileSystem::File(*i).exists())
|
|
{
|
|
i = images.erase(i);
|
|
continue;
|
|
}
|
|
|
|
++i;
|
|
}
|
|
|
|
Logger::Print("------------------- BEGIN IWI DUMP -------------------\n");
|
|
Logger::Print("{}\n", nlohmann::json(images).dump());
|
|
Logger::Print("------------------- END IWI DUMP -------------------\n");
|
|
});
|
|
|
|
// True by default, but can be put to zero for backward compatibility if needed
|
|
ZoneBuilder::PreferDiskAssetsDvar = Dvar::Register<bool>("zb_prefer_disk_assets", true, Game::DVAR_NONE, "Should zonebuilder prefer in-memory assets (requirements) or disk assets, when both are present?");
|
|
}
|
|
}
|
|
|
|
ZoneBuilder::~ZoneBuilder()
|
|
{
|
|
ZoneBuilder::Terminate = true;
|
|
if (ZoneBuilder::CommandThread.joinable())
|
|
{
|
|
ZoneBuilder::CommandThread.join();
|
|
}
|
|
}
|
|
|
|
#if defined(DEBUG) || defined(FORCE_UNIT_TESTS)
|
|
bool ZoneBuilder::unitTest()
|
|
{
|
|
printf("Testing circular bit shifting (left)...");
|
|
|
|
unsigned int integer = 0x80000000;
|
|
Utils::RotLeft(integer, 1);
|
|
|
|
if (integer != 1)
|
|
{
|
|
printf("Error\n");
|
|
printf("Bit shifting failed: %X\n", integer);
|
|
return false;
|
|
}
|
|
|
|
printf("Success\n");
|
|
printf("Testing circular bit shifting (right)...");
|
|
|
|
unsigned char byte = 0b00000011;
|
|
Utils::RotRight(byte, 2);
|
|
|
|
if (byte != 0b11000000)
|
|
{
|
|
printf("Error\n");
|
|
printf("Bit shifting failed %X\n", byte & 0xFF);
|
|
return false;
|
|
}
|
|
|
|
printf("Success\n");
|
|
return true;
|
|
}
|
|
#endif
|
|
}
|