iw4x-client/src/Components/Modules/ZoneBuilder.cpp
2017-07-03 16:48:02 +02:00

1553 lines
44 KiB
C++

#include "STDInclude.hpp"
namespace Components
{
std::string ZoneBuilder::TraceZone;
std::vector<std::pair<Game::XAssetType, std::string>> ZoneBuilder::TraceAssets;
bool ZoneBuilder::MainThreadInterrupted;
DWORD ZoneBuilder::InterruptingThreadId;
bool ZoneBuilder::Terminate;
std::thread ZoneBuilder::CommandThread;
ZoneBuilder::Zone::Zone(std::string name) : indexStart(0), externalSize(0),
// Reserve 100MB by default.
// That's totally fine, as the dedi doesn't load images and therefore doesn't need much memory.
// That way we can be sure it won't need to reallocate memory.
// Side note: if you need a fastfile larger than 100MB, you're doing it wrong-
// Well, decompressed maps can get way larger than 100MB, so let's increase that.
buffer(0xC800000),
zoneName(name), dataMap("zone_source/" + name + ".csv"), branding{ nullptr }, assetDepth(0)
{}
ZoneBuilder::Zone::Zone() : indexStart(0), externalSize(0), buffer(0xC800000), zoneName("null_zone"),
dataMap(), branding{ nullptr }, assetDepth(0)
{}
ZoneBuilder::Zone::~Zone()
{
#ifdef DEBUG
for (auto& subAsset : this->loadedSubAssets)
{
bool found = false;
std::string name = Game::DB_GetXAssetName(&subAsset);
for (auto& alias : this->aliasList)
{
if (subAsset.type == alias.first.type && name == Game::DB_GetXAssetName(&alias.first))
{
found = true;
break;
}
}
if (!found)
{
Logger::Error("Asset %s of type %s was loaded, but not written!", name.data(), Game::DB_GetXAssetTypeName(subAsset.type));
}
}
for (auto& alias : this->aliasList)
{
bool found = false;
std::string name = Game::DB_GetXAssetName(&alias.first);
for (auto& subAsset : this->loadedSubAssets)
{
if (subAsset.type == alias.first.type && name == Game::DB_GetXAssetName(&subAsset))
{
found = true;
break;
}
}
if (!found)
{
Logger::Error("Asset %s of type %s was written, but not loaded!", name.data(), Game::DB_GetXAssetTypeName(alias.first.type));
}
}
#endif
// Unload our fastfiles
Game::XZoneInfo info;
info.name = nullptr;
info.allocFlags = 0;
info.freeFlags = 0x20;
Game::DB_LoadXAssets(&info, 1, true);
AssetHandler::ClearTemporaryAssets();
Localization::ClearTemp();
}
Utils::Stream* ZoneBuilder::Zone::getBuffer()
{
return &this->buffer;
}
Utils::Memory::Allocator* ZoneBuilder::Zone::getAllocator()
{
return &this->memAllocator;
}
void ZoneBuilder::Zone::Zone::build()
{
if(!this->dataMap.isValid())
{
Logger::Print("Unable to load CSV for '%s'!\n", this->zoneName.data());
return;
}
this->loadFastFiles();
Logger::Print("Linking assets...\n");
if (!this->loadAssets()) return;
this->addBranding();
Logger::Print("Saving...\n");
this->saveData();
if(this->buffer.hasBlock())
{
Logger::Error("Non-popped blocks left!\n");
}
Logger::Print("Compressing...\n");
this->writeZone();
}
void ZoneBuilder::Zone::loadFastFiles()
{
Logger::Print("Loading required FastFiles...\n");
for (int i = 0; i < this->dataMap.getRows(); ++i)
{
if (this->dataMap.getElementAt(i, 0) == "require")
{
std::string fastfile = this->dataMap.getElementAt(i, 1);
if (!Game::DB_IsZoneLoaded(fastfile.data()))
{
Game::XZoneInfo info;
info.name = fastfile.data();
info.allocFlags = 0x20;
info.freeFlags = 0;
Game::DB_LoadXAssets(&info, 1, true);
}
else
{
Logger::Print("Zone '%s' already loaded\n", fastfile.data());
}
}
}
}
bool ZoneBuilder::Zone::loadAssets()
{
for (int i = 0; i < this->dataMap.getRows(); ++i)
{
if (this->dataMap.getElementAt(i, 0) != "require")
{
if (this->dataMap.getColumns(i) > 2)
{
if (this->dataMap.getElementAt(i, 0) == "localize")
{
std::string stringOverride = this->dataMap.getElementAt(i, 2);
Utils::String::Replace(stringOverride, "\\n", "\n");
Localization::SetTemp(this->dataMap.getElementAt(i, 1), stringOverride);
}
else
{
std::string oldName = this->dataMap.getElementAt(i, 1);
std::string newName = this->dataMap.getElementAt(i, 2);
std::string typeName = this->dataMap.getElementAt(i, 0).data();
Game::XAssetType type = Game::DB_GetXAssetNameType(typeName.data());
if (type < Game::XAssetType::ASSET_TYPE_COUNT && type >= 0)
{
this->renameAsset(type, oldName, newName);
}
else
{
Logger::Error("Unable to rename '%s' to '%s' as the asset type '%s' is invalid!", oldName.data(), newName.data(), typeName.data());
}
}
}
if (!this->loadAssetByName(this->dataMap.getElementAt(i, 0), this->dataMap.getElementAt(i, 1), false))
{
return false;
}
}
}
return true;
}
bool ZoneBuilder::Zone::loadAsset(Game::XAssetType type, void* data, bool isSubAsset)
{
Game::XAsset asset{ type, { data } };
const char* name = Game::DB_GetXAssetName(&asset);
if (name) return this->loadAssetByName(type, std::string(name), isSubAsset);
else return false;
}
bool ZoneBuilder::Zone::loadAssetByName(Game::XAssetType type, std::string name, bool isSubAsset)
{
return this->loadAssetByName(Game::DB_GetXAssetTypeName(type), name, isSubAsset);
}
bool ZoneBuilder::Zone::loadAssetByName(std::string typeName, std::string name, bool isSubAsset)
{
Game::XAssetType type = Game::DB_GetXAssetNameType(typeName.data());
// Sanitize name for empty assets
if (name[0] == ',') name.erase(name.begin());
if (this->findAsset(type, name) != -1 || this->findSubAsset(type, name).data) return true;
if (type == Game::XAssetType::ASSET_TYPE_INVALID || type >= Game::XAssetType::ASSET_TYPE_COUNT)
{
Logger::Error("Error: Invalid asset type '%s'\n", typeName.data());
return false;
}
Game::XAssetHeader assetHeader = AssetHandler::FindAssetForZone(type, name, this, isSubAsset);
if (!assetHeader.data)
{
Logger::Error("Error: Missing asset '%s' of type '%s'\n", name.data(), Game::DB_GetXAssetTypeName(type));
return false;
}
Game::XAsset asset;
asset.type = type;
asset.header = assetHeader;
if (isSubAsset)
{
this->loadedSubAssets.push_back(asset);
}
else
{
this->loadedAssets.push_back(asset);
}
// Handle script strings
AssetHandler::ZoneMark(asset, this);
return true;
}
int ZoneBuilder::Zone::findAsset(Game::XAssetType type, std::string name)
{
if (name[0] == ',') name.erase(name.begin());
for (unsigned int i = 0; i < this->loadedAssets.size(); ++i)
{
Game::XAsset* asset = &this->loadedAssets[i];
if (asset->type != type) continue;
const char* assetName = Game::DB_GetXAssetName(asset);
if (assetName[0] == ',') ++assetName;
if(this->getAssetName(type, assetName) == name)
{
return i;
}
if (name == assetName)
{
return i;
}
}
return -1;
}
Game::XAssetHeader ZoneBuilder::Zone::findSubAsset(Game::XAssetType type, std::string name)
{
if (name[0] == ',') name.erase(name.begin());
for (unsigned int i = 0; i < this->loadedSubAssets.size(); ++i)
{
Game::XAsset* asset = &this->loadedSubAssets[i];
if (asset->type != type) continue;
const char* assetName = Game::DB_GetXAssetName(asset);
if (assetName[0] == ',') ++assetName;
if (name == assetName)
{
return asset->header;
}
}
return { nullptr };
}
Game::XAsset* ZoneBuilder::Zone::getAsset(int index)
{
if (static_cast<uint32_t>(index) < this->loadedAssets.size())
{
return &this->loadedAssets[index];
}
return nullptr;
}
uint32_t ZoneBuilder::Zone::getAssetTableOffset(int index)
{
Utils::Stream::Offset offset;
offset.block = Game::XFILE_BLOCK_VIRTUAL;
offset.offset = (this->indexStart + (index * sizeof(Game::XAsset)) + 4);
return offset.getPackedOffset();
}
bool ZoneBuilder::Zone::hasAlias(Game::XAsset asset)
{
return this->getAlias(asset) != 0;
}
Game::XAssetHeader ZoneBuilder::Zone::saveSubAsset(Game::XAssetType type, void* ptr)
{
Game::XAssetHeader header { ptr };
Game::XAsset asset { type, header };
std::string name = Game::DB_GetXAssetName(&asset);
int assetIndex = this->findAsset(type, name);
if (assetIndex == -1) // nested asset
{
// already written. find alias and store in ptr
if(this->hasAlias(asset))
{
header.data = reinterpret_cast<void*>(this->getAlias(asset));
}
else
{
asset.header = this->findSubAsset(type, name);
if (!asset.header.data)
{
Logger::Error("Missing required asset '%s' (%s). Export failed!", name.data(), Game::DB_GetXAssetTypeName(type));
}
#ifdef DEBUG
Components::Logger::Print("Saving require (%s): %s\n", Game::DB_GetXAssetTypeName(type), Game::DB_GetXAssetNameHandlers[type](&header));
#endif
// we alias the next 4 (aligned) bytes of the stream b/c DB_InsertPointer gives us a nice pointer to use as the alias
// otherwise it would be a fuckfest trying to figure out where the alias is in the stream
this->buffer.pushBlock(Game::XFILE_BLOCK_VIRTUAL);
this->buffer.align(Utils::Stream::ALIGN_4);
this->storeAlias(asset);
this->buffer.increaseBlockSize(4);
this->buffer.popBlock();
this->buffer.pushBlock(Game::XFILE_BLOCK_TEMP);
this->buffer.align(Utils::Stream::ALIGN_4);
AssetHandler::ZoneSave(asset, this);
this->buffer.popBlock();
header.data = reinterpret_cast<void*>(-2); // DB_InsertPointer marker
}
}
else
{
// asset was written normally. not sure this is even possible but its here
header.data = reinterpret_cast<void*>(this->getAssetTableOffset(assetIndex));
}
return header;
}
void ZoneBuilder::Zone::writeZone()
{
FILETIME fileTime;
GetSystemTimeAsFileTime(&fileTime);
Game::XFileHeader header =
{
#ifdef DEBUG
XFILE_MAGIC_UNSIGNED,
#else
XFILE_HEADER_IW4X | (static_cast<unsigned __int64>(XFILE_VERSION_IW4X) << 32),
#endif
XFILE_VERSION,
Game::XFileLanguage::XLANG_NONE,
fileTime.dwHighDateTime,
fileTime.dwLowDateTime
};
std::string outBuffer;
outBuffer.append(reinterpret_cast<char*>(&header), sizeof(header));
std::string zoneBuffer = this->buffer.toBuffer();
#ifndef DEBUG
// Insert a random byte, this will destroy the whole alignment and result in a crash, if not handled
zoneBuffer.insert(zoneBuffer.begin(), static_cast<char>(Utils::Cryptography::Rand::GenerateInt()));
char lastByte = 0;
for(unsigned int i = 0; i < zoneBuffer.size(); ++i )
{
char oldLastByte = lastByte;
lastByte = zoneBuffer[i];
Utils::RotLeft(zoneBuffer[i], 6);
zoneBuffer[i] ^= -1;
Utils::RotRight(zoneBuffer[i], 4);
zoneBuffer[i] ^= oldLastByte;
}
#endif
zoneBuffer = Utils::Compression::ZLib::Compress(zoneBuffer);
outBuffer.append(zoneBuffer);
std::string outFile = "zone/" + this->zoneName + ".ff";
Utils::IO::WriteFile(outFile, outBuffer);
Logger::Print("done.\n");
Logger::Print("Zone '%s' written with %d assets and %d script strings\n", outFile.data(), (this->aliasList.size() + this->loadedAssets.size()), this->scriptStrings.size());
}
void ZoneBuilder::Zone::saveData()
{
// Add header
Game::ZoneHeader zoneHeader = { 0 };
zoneHeader.assetList.assetCount = this->loadedAssets.size();
Utils::Stream::ClearPointer(&zoneHeader.assetList.assets);
// Increment ScriptStrings count (for empty script string) if available
if (!this->scriptStrings.empty())
{
zoneHeader.assetList.stringList.count = this->scriptStrings.size() + 1;
Utils::Stream::ClearPointer(&zoneHeader.assetList.stringList.strings);
}
// Write header
this->buffer.save(&zoneHeader, sizeof(Game::ZoneHeader));
this->buffer.pushBlock(Game::XFILE_BLOCK_VIRTUAL); // Push main stream onto the stream stack
// Write ScriptStrings, if available
if (!this->scriptStrings.empty())
{
this->buffer.saveNull(4); // Empty script string?
// This actually represents a NULL string, but as scriptString.
// So scriptString loading for NULL scriptStrings from fastfile results in a NULL scriptString.
// That's the reason why the count is incremented by 1, if scriptStrings are available.
// Write ScriptString pointer table
for (size_t i = 0; i < this->scriptStrings.size(); ++i)
{
this->buffer.saveMax(4);
}
this->buffer.align(Utils::Stream::ALIGN_4);
// Write ScriptStrings
for (auto ScriptString : this->scriptStrings)
{
this->buffer.saveString(ScriptString.data());
}
}
// Align buffer (4 bytes) to get correct offsets for pointers
this->buffer.align(Utils::Stream::ALIGN_4);
this->indexStart = this->buffer.getBlockSize(Game::XFILE_BLOCK_VIRTUAL); // Mark AssetTable offset
// AssetTable
for (auto asset : this->loadedAssets)
{
Game::XAsset entry = { asset.type, nullptr };
Utils::Stream::ClearPointer(&entry.header.data);
this->buffer.save(&entry);
}
// Assets
for (auto asset : this->loadedAssets)
{
this->buffer.pushBlock(Game::XFILE_BLOCK_TEMP);
this->buffer.align(Utils::Stream::ALIGN_4);
#ifdef DEBUG
Components::Logger::Print("Saving (%s): %s\n", Game::DB_GetXAssetTypeName(asset.type), Game::DB_GetXAssetNameHandlers[asset.type](&asset.header));
#endif
this->store(asset.header);
AssetHandler::ZoneSave(asset, this);
this->buffer.popBlock();
}
// Adapt header
this->buffer.enterCriticalSection();
Game::XFile* header = reinterpret_cast<Game::XFile*>(this->buffer.data());
header->size = this->buffer.length() - sizeof(Game::XFile); // Write correct data size
header->externalSize = this->externalSize; // This actually stores how much external data has to be loaded. It's used to calculate the loadscreen progress
// Write stream sizes
for (int i = 0; i < Game::MAX_XFILE_COUNT; ++i)
{
header->blockSize[i] = this->buffer.getBlockSize(static_cast<Game::XFILE_BLOCK_TYPES>(i));
}
this->buffer.leaveCriticalSection();
this->buffer.popBlock();
}
// Add branding asset
void ZoneBuilder::Zone::addBranding()
{
char* data = "FastFile built using the IW4x ZoneBuilder!";
this->branding = { this->zoneName.data(), static_cast<int>(strlen(data)), 0, data };
if (this->findAsset(Game::XAssetType::ASSET_TYPE_RAWFILE, this->branding.name) != -1)
{
Logger::Error("Unable to add branding. Asset '%s' already exists!", this->branding.name);
}
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.find(pointer) != this->pointerMap.end());
}
// 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(std::string str)
{
return this->addScriptString(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(std::string str)
{
for (unsigned int i = 0; i < this->scriptStrings.size(); ++i)
{
if (this->scriptStrings[i] == str)
{
return (i + 1);
}
}
return -1;
}
// 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, std::string asset, std::string newName)
{
if (type < Game::XAssetType::ASSET_TYPE_COUNT && type >= 0)
{
this->renameMap[type][asset] = newName;
}
else
{
Logger::Error("Unable to rename '%s' to '%s' as the asset type is invalid!", asset.data(), newName.data());
}
}
// Return the new name for a given asset
std::string ZoneBuilder::Zone::getAssetName(Game::XAssetType type, std::string asset)
{
if (type < Game::XAssetType::ASSET_TYPE_COUNT && type >= 0)
{
if (this->renameMap[type].find(asset) != this->renameMap[type].end())
{
return this->renameMap[type][asset];
}
}
else
{
Logger::Error("Unable to get name for '%s' as the asset type is invalid!", asset.data());
}
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(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, 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::DB_EnumXAssetEntries(type, [&](Game::XAssetEntry* entry)
{
if (!header.data && entry->zoneIndex == zoneIndex && Game::DB_GetXAssetName(&entry->asset) == name)
{
// 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));
}
}, true, true);
}
}
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->loadDef = reinterpret_cast<Game::GfxImageLoadDef *>(data);
return 0;
}
void ZoneBuilder::ReleaseTexture(Game::XAssetHeader header)
{
if (header.image && header.image->loadDef)
{
Utils::Memory::GetAllocator()->free(header.image->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::ZoneAllocFlags::DB_ZONE_CODE, 0 },
{ "localized_code_pre_gfx_mp", Game::ZoneAllocFlags::DB_ZONE_CODE_LOC, 0 },
{ "code_post_gfx_mp", Game::ZoneAllocFlags::DB_ZONE_CODE, 0 },
{ "localized_code_post_gfx_mp", Game::ZoneAllocFlags::DB_ZONE_CODE_LOC, 0 },
{ "common_mp", Game::ZoneAllocFlags::DB_ZONE_COMMON, 0 },
{ "localized_common_mp", Game::ZoneAllocFlags::DB_ZONE_COMMON_LOC, 0 },
{ "ui_mp", Game::ZoneAllocFlags::DB_ZONE_GAME, 0 },
{ "localized_ui_mp", Game::ZoneAllocFlags::DB_ZONE_GAME, 0 }
};
static Game::XZoneInfo baseZones[] = {
{ "defaults", Game::ZoneAllocFlags::DB_ZONE_CODE, 0 },
{ "techsets", Game::ZoneAllocFlags::DB_ZONE_CODE, 0 },
{ "common_mp", Game::ZoneAllocFlags::DB_ZONE_COMMON, 0 },
{ "localized_common_mp", Game::ZoneAllocFlags::DB_ZONE_COMMON_LOC, 0 },
{ "ui_mp", Game::ZoneAllocFlags::DB_ZONE_GAME, 0 },
{ "localized_ui_mp", Game::ZoneAllocFlags::DB_ZONE_GAME, 0 }
};
int __stdcall 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::Terminate = false;
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", [](Command::Params*)
{
ZoneBuilder::Quit();
});
Command::Add("error", [](Command::Params*)
{
Game::Com_Error(0, "This is a test %s\n", "error");
});
// now load default assets and shaders
if (FastFiles::Exists("defaults") && FastFiles::Exists("techsets"))
{
Game::DB_LoadXAssets(baseZones, ARRAYSIZE(baseZones), 0);
}
else
{
Logger::Print("Warning: 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(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++;
}
// ReSharper disable once CppUnreachableCode
return 0;
}
void ZoneBuilder::Quit()
{
//TerminateProcess(GetCurrentProcess(), 0);
ExitProcess(0);
}
void ZoneBuilder::HandleError(int level, const char* format, ...)
{
char buffer[256] = { 0 };
va_list args;
va_start(args, format);
vsnprintf_s(buffer, 256, format, args);
if (!Flags::HasFlag("stdout"))
{
MessageBoxA(nullptr, buffer, "Error!", MB_OK | MB_ICONERROR);
}
else
{
perror(buffer);
fflush(stderr);
}
va_end(args);
if (!level) 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(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->name;
replacementFound = true;
}
}
}, false, 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, 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::dvar_value_t)>(0x643203, [](Game::dvar_t* dvar, Game::dvar_value_t value)
{
int result = Utils::Hook::Call<int(Game::dvar_t*, Game::dvar_value_t)>(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::Quit, HOOK_JUMP).install()->quick();
// handle com_error calls
Utils::Hook(0x4B22D0, 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*/, std::string name, bool* /*restrict*/)
{
if (!ZoneBuilder::TraceZone.empty() && ZoneBuilder::TraceZone == FastFiles::Current())
{
ZoneBuilder::TraceAssets.push_back({ type, name });
}
});
Command::Add("verifyzone", [](Command::Params* params)
{
if (params->length() < 2) return;
std::string zone = params->get(1);
ZoneBuilder::BeginAssetTrace(zone);
Game::XZoneInfo info;
info.name = zone.data();
info.allocFlags = Game::ZoneAllocFlags::DB_ZONE_MOD;
info.freeFlags = 0;
Logger::Print("Loading zone '%s'...\n", zone.data());
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 '%s'...\n", zone.data());
info.freeFlags = Game::ZoneAllocFlags::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 '%s' loaded with %d assets:\n", zone.data(), assets.size());
int count = 0;
for (auto i = assets.begin(); i != assets.end(); ++i, ++count)
{
Logger::Print(" %d: %s: %s\n", count, Game::DB_GetXAssetTypeName(i->first), i->second.data());
}
Logger::Print("\n");
});
Command::Add("buildzone", [](Command::Params* params)
{
if (params->length() < 2) return;
std::string zoneName = params->get(1);
Logger::Print("Building zone '%s'...\n", zoneName.data());
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, 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 %s\n", zone.data());
continue;
}
if (zone.find("_load") != std::string::npos)
{
Logger::Print("Skipping loadscreen zone %s\n", zone.data());
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::ZoneAllocFlags::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 %s\n", zone.data());
// unload zone
info.name = nullptr;
info.allocFlags = 0x0;
info.freeFlags = Game::ZoneAllocFlags::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 '%s'...\n", zoneName.data());
Zone(zoneName).build();
// unload original zone
info.name = nullptr;
info.allocFlags = 0x0;
info.freeFlags = Game::ZoneAllocFlags::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
char* language = Utils::Hook::Get<char*>(0x649E740);
Utils::Hook::Set<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::ZoneAllocFlags::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 '%s' already loaded\n", it.data());
}
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 '%s'...\n", tempZone.data());
Zone(tempZone).build();
// unload all zones
Game::XZoneInfo info;
info.name = nullptr;
info.allocFlags = 0x0;
info.freeFlags = Game::ZoneAllocFlags::DB_ZONE_MOD;
Game::DB_LoadXAssets(&info, 1, true);
Utils::Hook::Set<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 %s. Sort Keys will be incorrect.\n", tech.c_str());
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 '%s'...\n", tempZone.data());
Zone(tempZone).build();
// unload all zones
Game::XZoneInfo info;
info.name = nullptr;
info.allocFlags = 0x0;
info.freeFlags = Game::ZoneAllocFlags::DB_ZONE_MOD;
Game::DB_LoadXAssets(&info, 1, true);
subCount++;
}
// build final techsets fastfile
if (subCount > 24)
{
Logger::ErrorPrint(1, "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::ZoneAllocFlags::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<char*>(0x649E740, language);
Logger::Print("Building zone 'techsets/techsets'...\n");
Zone("techsets/techsets").build();
});
Command::Add("listassets", [](Command::Params* params)
{
if (params->length() < 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("%s\n", Game::DB_GetXAssetName(&asset));
}, &type, false);
}
});
Command::Add("loadtempzone", [](Command::Params* params)
{
if (params->length() < 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("%s: %X %X %X\n", header.material->name, header.material->sortKey & 0xFF, header.material->gameFlags & 0xFF, header.material->stateFlags & 0xFF);
}, nullptr, false);
});
Command::Add("iwiDump", [](Command::Params* params)
{
if (params->length() < 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("%s\n", json11::Json(images).dump().data());
Logger::Print("------------------- END IWI DUMP -------------------\n");
});
}
}
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
}