iw4x-client/src/Components/Modules/ZoneBuilder.hpp

157 lines
4.2 KiB
C++

#pragma once
#define XFILE_MAGIC_UNSIGNED 0x3030317566665749
#define XFILE_VERSION 276
#define XFILE_HEADER_IW4X 0x78345749 // 'IW4x'
#define XFILE_VERSION_IW4X 3
namespace Components
{
class ZoneBuilder : public Component
{
public:
class Zone
{
public:
class AssetRecursionMarker
{
public:
AssetRecursionMarker(Zone* _builder) : builder(_builder)
{
this->builder->increaseAssetDepth();
}
~AssetRecursionMarker()
{
this->builder->decreaseAssetDepth();
}
private:
Zone* builder;
};
Zone(const std::string& zoneName);
Zone();
~Zone();
void build();
Utils::Stream* getBuffer();
Utils::Memory::Allocator* getAllocator();
bool hasPointer(const void* pointer);
void storePointer(const void* pointer);
template<typename T>
inline T* getPointer(const T* pointer) { return reinterpret_cast<T*>(this->safeGetPointer(pointer)); }
int findAsset(Game::XAssetType type, std::string name);
Game::XAssetHeader findSubAsset(Game::XAssetType type, std::string name);
Game::XAsset* getAsset(int index);
uint32_t getAssetTableOffset(int index);
bool hasAlias(Game::XAsset asset);
Game::XAssetHeader saveSubAsset(Game::XAssetType type, void* ptr);
bool loadAssetByName(Game::XAssetType type, const std::string& name, bool isSubAsset = true);
bool loadAsset(Game::XAssetType type, void* data, bool isSubAsset = true);
int addScriptString(unsigned short gameIndex);
int addScriptString(const std::string& str);
int findScriptString(const std::string& str);
void mapScriptString(unsigned short* gameIndex);
void renameAsset(Game::XAssetType type, const std::string& asset, const std::string& newName);
std::string getAssetName(Game::XAssetType type, const std::string& asset);
void store(Game::XAssetHeader header);
void incrementExternalSize(unsigned int size);
void increaseAssetDepth() { ++this->assetDepth; }
void decreaseAssetDepth() { --this->assetDepth; }
bool isPrimaryAsset() { return this->assetDepth <= 1; }
private:
void loadFastFiles();
bool loadAssets();
bool loadAssetByName(const std::string& type, std::string name, bool isSubAsset = true);
void saveData();
void writeZone();
unsigned int getAlias(Game::XAsset asset);
void storeAlias(Game::XAsset asset);
void addBranding();
uint32_t safeGetPointer(const void* pointer);
int indexStart;
unsigned int externalSize;
Utils::Stream buffer;
std::string zoneName;
Utils::CSV dataMap;
Utils::Memory::Allocator memAllocator;
std::vector<Game::XAsset> loadedAssets;
std::vector<Game::XAsset> markedAssets;
std::vector<Game::XAsset> loadedSubAssets;
std::vector<std::string> scriptStrings;
std::map<unsigned short, unsigned int> scriptStringMap;
std::map<std::string, std::string> renameMap[Game::XAssetType::ASSET_TYPE_COUNT];
std::map<const void*, uint32_t> pointerMap;
std::vector<std::pair<Game::XAsset, uint32_t>> aliasList;
Game::RawFile branding;
size_t assetDepth;
};
ZoneBuilder();
~ZoneBuilder();
#if defined(DEBUG) || defined(FORCE_UNIT_TESTS)
bool unitTest() override;
#endif
static bool IsEnabled();
static std::string TraceZone;
static std::vector<std::pair<Game::XAssetType, std::string>> TraceAssets;
static void BeginAssetTrace(const std::string& zone);
static std::vector<std::pair<Game::XAssetType, std::string>> EndAssetTrace();
static Game::XAssetHeader GetEmptyAssetIfCommon(Game::XAssetType type, const std::string& name, Zone* builder);
static Dvar::Var PreferDiskAssetsDvar;
private:
static int StoreTexture(Game::GfxImageLoadDef **loadDef, Game::GfxImage *image);
static void ReleaseTexture(Game::XAssetHeader header);
static std::string FindMaterialByTechnique(const std::string& name);
static int __stdcall EntryPoint(HINSTANCE /*hInstance*/, HINSTANCE /*hPrevInstance*/, LPSTR /*lpCmdLine*/, int /*nShowCmd*/);
static void HandleError(int level, const char* format, ...);
static void SoftErrorAssetOverflow();
static void AssumeMainThreadRole();
static void ResetThreadRole();
static bool IsThreadMainThreadHook();
static bool MainThreadInterrupted;
static DWORD InterruptingThreadId;
static bool Terminate;
static std::thread CommandThread;
};
}