440 lines
12 KiB
C++
440 lines
12 KiB
C++
#include "STDInclude.hpp"
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namespace Components
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{
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thread_local bool AssetHandler::BypassState;
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std::map<Game::XAssetType, AssetHandler::IAsset*> AssetHandler::AssetInterfaces;
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std::map<Game::XAssetType, Utils::Slot<AssetHandler::Callback>> AssetHandler::TypeCallbacks;
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Utils::Signal<AssetHandler::RestrictCallback> AssetHandler::RestrictSignal;
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std::map<void*, void*> AssetHandler::Relocations;
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std::vector<std::pair<Game::XAssetType, std::string>> AssetHandler::EmptyAssets;
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std::map<std::string, Game::XAssetHeader> AssetHandler::TemporaryAssets[Game::XAssetType::ASSET_TYPE_COUNT];
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void AssetHandler::RegisterInterface(IAsset* iAsset)
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{
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if (!iAsset) return;
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if (iAsset->getType() == Game::XAssetType::ASSET_TYPE_INVALID)
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{
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delete iAsset;
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return;
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}
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if (AssetHandler::AssetInterfaces.find(iAsset->getType()) != AssetHandler::AssetInterfaces.end())
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{
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Logger::Print("Duplicate asset interface: %s\n", Game::DB_GetXAssetTypeName(iAsset->getType()));
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delete AssetHandler::AssetInterfaces[iAsset->getType()];
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}
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else
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{
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Logger::Print("Asset interface registered: %s\n", Game::DB_GetXAssetTypeName(iAsset->getType()));
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}
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AssetHandler::AssetInterfaces[iAsset->getType()] = iAsset;
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}
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void AssetHandler::ClearTemporaryAssets()
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{
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for (int i = 0; i < Game::XAssetType::ASSET_TYPE_COUNT; ++i)
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{
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AssetHandler::TemporaryAssets[i].clear();
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}
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}
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void AssetHandler::StoreTemporaryAsset(Game::XAssetType type, Game::XAssetHeader asset)
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{
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AssetHandler::TemporaryAssets[type][Game::DB_GetXAssetNameHandlers[type](&asset)] = asset;
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}
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Game::XAssetHeader AssetHandler::FindAsset(Game::XAssetType type, const char* filename)
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{
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Game::XAssetHeader header = { nullptr };
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if (filename)
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{
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// Allow call DB_FindXAssetHeader within the hook
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AssetHandler::BypassState = true;
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if (AssetHandler::TypeCallbacks.find(type) != AssetHandler::TypeCallbacks.end())
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{
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header = AssetHandler::TypeCallbacks[type](type, filename);
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}
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// Disallow calling DB_FindXAssetHeader ;)
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AssetHandler::BypassState = false;
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}
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return header;
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}
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int AssetHandler::HasThreadBypass()
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{
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return AssetHandler::BypassState & 1;
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}
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__declspec(naked) void AssetHandler::FindAssetStub()
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{
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__asm
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{
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push ecx
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push ebx
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push ebp
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push esi
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push edi
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// Check if custom handler should be bypassed
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call AssetHandler::HasThreadBypass
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test al, al
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jnz finishOriginal
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mov ecx, [esp + 18h] // Asset type
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mov ebx, [esp + 1Ch] // Filename
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push ebx
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push ecx
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call AssetHandler::FindAsset
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add esp, 8h
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test eax, eax
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jnz finishFound
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finishOriginal:
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// Asset not found using custom handlers, redirect to DB_FindXAssetHeader
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mov ebx, ds:6D7190h // InterlockedDecrement
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mov eax, 40793Bh
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jmp eax
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finishFound:
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pop edi
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pop esi
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pop ebp
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pop ebx
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pop ecx
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retn
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}
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}
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void AssetHandler::ModifyAsset(Game::XAssetType type, Game::XAssetHeader asset, std::string name)
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{
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if (type == Game::XAssetType::ASSET_TYPE_MATERIAL && (name == "wc/codo_ui_viewer_black_decal3" || name == "wc/codo_ui_viewer_black_decal2" || name == "wc/hint_arrows01" || name == "wc/hint_arrows02"))
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{
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asset.material->sortKey = 0xE;
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}
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if (type == Game::XAssetType::ASSET_TYPE_VEHICLE && Zones::Version() >= VERSION_ALPHA2)
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{
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asset.vehicle->weaponDef = nullptr;
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}
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// Fix shader const stuff
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if (type == Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET && Zones::Version() >= 359)
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{
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for (int i = 0; i < 48; ++i)
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{
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if (asset.techniqueSet->techniques[i])
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{
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for (int j = 0; j < asset.techniqueSet->techniques[i]->numPasses; ++j)
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{
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Game::MaterialPass* pass = &asset.techniqueSet->techniques[i]->passes[j];
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for (int k = 0; k < (pass->argCount1 + pass->argCount2 + pass->argCount3); ++k)
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{
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if (pass->argumentDef[k].type == D3DSHADER_PARAM_REGISTER_TYPE::D3DSPR_CONSTINT)
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{
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if (pass->argumentDef[k].paramID == -28132)
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{
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pass->argumentDef[k].paramID = 2644;
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}
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}
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}
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}
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}
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}
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}
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}
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bool AssetHandler::IsAssetEligible(Game::XAssetType type, Game::XAssetHeader *asset)
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{
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const char* name = Game::DB_GetXAssetNameHandlers[type](asset);
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if (!name) return false;
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for (auto i = AssetHandler::EmptyAssets.begin(); i != AssetHandler::EmptyAssets.end();)
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{
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if (i->first == type && i->second == name)
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{
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i = AssetHandler::EmptyAssets.erase(i);
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}
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else
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{
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++i;
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}
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}
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if (Flags::HasFlag("entries"))
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{
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OutputDebugStringA(Utils::String::VA("%s: %d: %s\n", FastFiles::Current().data(), type, name));
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}
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bool restrict = false;
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AssetHandler::RestrictSignal(type, *asset, name, &restrict);
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if (!restrict)
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{
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AssetHandler::ModifyAsset(type, *asset, name);
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}
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// If no slot restricts the loading, we can load the asset
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return (!restrict);
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}
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__declspec(naked) void AssetHandler::AddAssetStub()
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{
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__asm
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{
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push [esp + 8]
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push [esp + 8]
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call AssetHandler::IsAssetEligible
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add esp, 08h
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test al, al
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jz doNotLoad
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mov eax, [esp + 8]
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sub esp, 14h
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mov ecx, 5BB657h
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jmp ecx
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doNotLoad:
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mov eax, [esp + 8]
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retn
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}
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}
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void AssetHandler::OnFind(Game::XAssetType type, Utils::Slot<AssetHandler::Callback> callback)
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{
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AssetHandler::TypeCallbacks[type] = callback;
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}
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void AssetHandler::OnLoad(Utils::Slot<AssetHandler::RestrictCallback> callback)
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{
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AssetHandler::RestrictSignal.connect(callback);
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}
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void AssetHandler::ClearRelocations()
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{
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AssetHandler::Relocations.clear();
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}
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void AssetHandler::Relocate(void* start, void* to, DWORD size)
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{
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for (DWORD i = 0; i < size; i += 4)
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{
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AssetHandler::Relocations[reinterpret_cast<char*>(start) + i] = reinterpret_cast<char*>(to) + i;
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}
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}
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void AssetHandler::OffsetToAlias(Utils::Stream::Offset* offset)
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{
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void* pointer = (*Game::g_streamBlocks)[offset->getUnpackedBlock()].data + offset->getUnpackedOffset();
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if (AssetHandler::Relocations.find(pointer) != AssetHandler::Relocations.end())
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{
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pointer = AssetHandler::Relocations[pointer];
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}
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offset->pointer = *reinterpret_cast<void**>(pointer);
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}
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void AssetHandler::ZoneSave(Game::XAsset asset, ZoneBuilder::Zone* builder)
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{
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if (AssetHandler::AssetInterfaces.find(asset.type) != AssetHandler::AssetInterfaces.end())
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{
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AssetHandler::AssetInterfaces[asset.type]->save(asset.header, builder);
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}
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else
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{
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Logger::Error("No interface for type '%s'!", Game::DB_GetXAssetTypeName(asset.type));
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}
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}
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void AssetHandler::ZoneMark(Game::XAsset asset, ZoneBuilder::Zone* builder)
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{
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if (AssetHandler::AssetInterfaces.find(asset.type) != AssetHandler::AssetInterfaces.end())
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{
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AssetHandler::AssetInterfaces[asset.type]->mark(asset.header, builder);
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}
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else
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{
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Logger::Error("No interface for type '%s'!", Game::DB_GetXAssetTypeName(asset.type));
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}
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}
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Game::XAssetHeader AssetHandler::FindAssetForZone(Game::XAssetType type, std::string filename, ZoneBuilder::Zone* builder, bool isSubAsset)
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{
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Game::XAssetHeader header = { nullptr };
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if (type >= Game::XAssetType::ASSET_TYPE_COUNT) return header;
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auto tempPool = &AssetHandler::TemporaryAssets[type];
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auto entry = tempPool->find(filename);
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if (entry != tempPool->end())
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{
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return { entry->second };
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}
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if (AssetHandler::AssetInterfaces.find(type) != AssetHandler::AssetInterfaces.end())
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{
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AssetHandler::AssetInterfaces[type]->load(&header, filename, builder);
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if (header.data)
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{
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Components::AssetHandler::StoreTemporaryAsset(type, header);
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}
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}
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if (!header.data && isSubAsset)
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{
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header = ZoneBuilder::GetEmptyAssetIfCommon(type, filename, builder);
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}
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if (!header.data)
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{
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header = Game::DB_FindXAssetHeader(type, filename.data());
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if(header.data) Components::AssetHandler::StoreTemporaryAsset(type, header); // Might increase efficiency...
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}
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return header;
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}
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Game::XAssetHeader AssetHandler::FindOriginalAsset(Game::XAssetType type, const char* filename)
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{
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int originalState = AssetHandler::HasThreadBypass();
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AssetHandler::BypassState = true;
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Game::XAssetHeader header = Game::DB_FindXAssetHeader(type, filename);
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if (!originalState) AssetHandler::BypassState = false;
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return header;
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}
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void AssetHandler::StoreEmptyAsset(Game::XAssetType type, const char* name)
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{
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AssetHandler::EmptyAssets.push_back({ type, name });
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}
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__declspec(naked) void AssetHandler::StoreEmptyAssetStub()
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{
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__asm
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{
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pushad
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push ebx
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push eax
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call AssetHandler::StoreEmptyAsset
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pop eax
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pop ebx
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popad
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push 5BB290h
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retn
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}
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}
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AssetHandler::AssetHandler()
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{
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Dvar::Register<bool>("r_noVoid", false, Game::DVAR_FLAG_SAVED, "Disable void model (red fx)");
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AssetHandler::ClearTemporaryAssets();
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// DB_FindXAssetHeader
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Utils::Hook(Game::DB_FindXAssetHeader, AssetHandler::FindAssetStub).install()->quick();
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// DB_ConvertOffsetToAlias
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Utils::Hook(0x4FDFA0, AssetHandler::OffsetToAlias, HOOK_JUMP).install()->quick();
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// DB_AddXAsset
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Utils::Hook(0x5BB650, AssetHandler::AddAssetStub, HOOK_JUMP).install()->quick();
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// Store empty assets
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Utils::Hook(0x5BB6EC, AssetHandler::StoreEmptyAssetStub, HOOK_CALL).install()->quick();
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// Log missing empty assets
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QuickPatch::OnFrame([] ()
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{
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if (FastFiles::Ready() && !AssetHandler::EmptyAssets.empty())
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{
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for (auto& asset : AssetHandler::EmptyAssets)
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{
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Game::Sys_Error(25, reinterpret_cast<char*>(0x724428), Game::DB_GetXAssetTypeName(asset.first), asset.second.data());
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}
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AssetHandler::EmptyAssets.clear();
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}
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});
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AssetHandler::OnLoad([] (Game::XAssetType type, Game::XAssetHeader asset, std::string name, bool*)
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{
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if (Dvar::Var("r_noVoid").get<bool>() && type == Game::XAssetType::ASSET_TYPE_XMODEL && name == "void")
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{
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asset.model->numLods = 0;
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}
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});
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// Register asset interfaces
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if (ZoneBuilder::IsEnabled())
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{
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AssetHandler::RegisterInterface(new Assets::IXModel());
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AssetHandler::RegisterInterface(new Assets::IFxWorld());
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AssetHandler::RegisterInterface(new Assets::IMapEnts());
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AssetHandler::RegisterInterface(new Assets::IRawFile());
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AssetHandler::RegisterInterface(new Assets::IComWorld());
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AssetHandler::RegisterInterface(new Assets::IGfxImage());
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#ifdef ENABLE_EXPERIMENTAL_MAP_CODE
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AssetHandler::RegisterInterface(new Assets::IGfxWorld());
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#endif
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AssetHandler::RegisterInterface(new Assets::ISndCurve());
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AssetHandler::RegisterInterface(new Assets::IMaterial());
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#ifdef ENABLE_EXPERIMENTAL_MAP_CODE
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AssetHandler::RegisterInterface(new Assets::IclipMap_t());
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#endif
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AssetHandler::RegisterInterface(new Assets::IPhysPreset());
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AssetHandler::RegisterInterface(new Assets::IXAnimParts());
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AssetHandler::RegisterInterface(new Assets::IFxEffectDef());
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AssetHandler::RegisterInterface(new Assets::IGameWorldMp());
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AssetHandler::RegisterInterface(new Assets::IGameWorldSp());
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AssetHandler::RegisterInterface(new Assets::IGfxLightDef());
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AssetHandler::RegisterInterface(new Assets::ILoadedSound());
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AssetHandler::RegisterInterface(new Assets::IPhysCollmap());
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AssetHandler::RegisterInterface(new Assets::IStringTable());
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AssetHandler::RegisterInterface(new Assets::IXModelSurfs());
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AssetHandler::RegisterInterface(new Assets::ILocalizeEntry());
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AssetHandler::RegisterInterface(new Assets::Isnd_alias_list_t());
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AssetHandler::RegisterInterface(new Assets::IMaterialPixelShader());
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AssetHandler::RegisterInterface(new Assets::IMaterialTechniqueSet());
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AssetHandler::RegisterInterface(new Assets::IMaterialVertexShader());
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AssetHandler::RegisterInterface(new Assets::IStructuredDataDefSet());
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AssetHandler::RegisterInterface(new Assets::IMaterialVertexDeclaration());
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}
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}
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AssetHandler::~AssetHandler()
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{
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AssetHandler::ClearTemporaryAssets();
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for (auto i = AssetHandler::AssetInterfaces.begin(); i != AssetHandler::AssetInterfaces.end(); ++i)
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{
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delete i->second;
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}
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AssetHandler::Relocations.clear();
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AssetHandler::AssetInterfaces.clear();
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AssetHandler::RestrictSignal.clear();
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AssetHandler::TypeCallbacks.clear();
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}
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}
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