Add skeleton for IW4 writing

This commit is contained in:
Jan 2021-03-16 12:52:26 +01:00
parent 4feea62280
commit 03775944ce
4 changed files with 347 additions and 0 deletions

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#include "ContentWriterIW4.h"
#include <cassert>
#include <sstream>
#include "Game/IW4/XAssets/addonmapents/addonmapents_write_db.h"
#include "Game/IW4/XAssets/clipmap_t/clipmap_t_write_db.h"
#include "Game/IW4/XAssets/comworld/comworld_write_db.h"
#include "Game/IW4/XAssets/font_s/font_s_write_db.h"
#include "Game/IW4/XAssets/fxeffectdef/fxeffectdef_write_db.h"
#include "Game/IW4/XAssets/fximpacttable/fximpacttable_write_db.h"
#include "Game/IW4/XAssets/fxworld/fxworld_write_db.h"
#include "Game/IW4/XAssets/gameworldmp/gameworldmp_write_db.h"
#include "Game/IW4/XAssets/gameworldsp/gameworldsp_write_db.h"
#include "Game/IW4/XAssets/gfximage/gfximage_write_db.h"
#include "Game/IW4/XAssets/gfxlightdef/gfxlightdef_write_db.h"
#include "Game/IW4/XAssets/gfxworld/gfxworld_write_db.h"
#include "Game/IW4/XAssets/leaderboarddef/leaderboarddef_write_db.h"
#include "Game/IW4/XAssets/loadedsound/loadedsound_write_db.h"
#include "Game/IW4/XAssets/localizeentry/localizeentry_write_db.h"
#include "Game/IW4/XAssets/mapents/mapents_write_db.h"
#include "Game/IW4/XAssets/material/material_write_db.h"
#include "Game/IW4/XAssets/materialpixelshader/materialpixelshader_write_db.h"
#include "Game/IW4/XAssets/materialtechniqueset/materialtechniqueset_write_db.h"
#include "Game/IW4/XAssets/materialvertexdeclaration/materialvertexdeclaration_write_db.h"
#include "Game/IW4/XAssets/materialvertexshader/materialvertexshader_write_db.h"
#include "Game/IW4/XAssets/menudef_t/menudef_t_write_db.h"
#include "Game/IW4/XAssets/menulist/menulist_write_db.h"
#include "Game/IW4/XAssets/physcollmap/physcollmap_write_db.h"
#include "Game/IW4/XAssets/physpreset/physpreset_write_db.h"
#include "Game/IW4/XAssets/rawfile/rawfile_write_db.h"
#include "Game/IW4/XAssets/snd_alias_list_t/snd_alias_list_t_write_db.h"
#include "Game/IW4/XAssets/sndcurve/sndcurve_write_db.h"
#include "Game/IW4/XAssets/stringtable/stringtable_write_db.h"
#include "Game/IW4/XAssets/structureddatadefset/structureddatadefset_write_db.h"
#include "Game/IW4/XAssets/tracerdef/tracerdef_write_db.h"
#include "Game/IW4/XAssets/vehicledef/vehicledef_write_db.h"
#include "Game/IW4/XAssets/weaponcompletedef/weaponcompletedef_write_db.h"
#include "Game/IW4/XAssets/xanimparts/xanimparts_write_db.h"
#include "Game/IW4/XAssets/xmodel/xmodel_write_db.h"
#include "Writing/WritingException.h"
using namespace IW4;
ContentWriter::ContentWriter()
: varXAssetList(nullptr),
varXAsset(nullptr),
varScriptStringList(nullptr)
{
}
void ContentWriter::CreateXAssetList(XAssetList& xAssetList, MemoryManager& memory) const
{
if (!m_zone->m_script_strings.empty())
{
assert(m_zone->m_script_strings.size() <= SCR_STRING_MAX + 1);
xAssetList.stringList.count = m_zone->m_script_strings.size();
xAssetList.stringList.strings = static_cast<const char**>(memory.Alloc(sizeof(const char*) * m_zone->m_script_strings.size()));
for (auto i = 0u; i < m_zone->m_script_strings.size(); i++)
{
xAssetList.stringList.strings[i] = m_zone->m_script_strings[i].c_str();
}
}
else
{
xAssetList.stringList.count = 0;
xAssetList.stringList.strings = nullptr;
}
const auto assetCount = m_zone->m_pools->GetTotalAssetCount();
if (assetCount > 0)
{
xAssetList.assetCount = assetCount;
xAssetList.assets = static_cast<XAsset*>(memory.Alloc(sizeof(XAsset) * assetCount));
const auto end = m_zone->m_pools->end();
auto index = 0u;
for (auto i = m_zone->m_pools->begin(); i != end; ++i)
{
auto& asset = xAssetList.assets[index++];
asset.type = static_cast<XAssetType>((*i)->m_type);
asset.header.data = (*i)->m_ptr;
}
}
else
{
xAssetList.assetCount = 0;
xAssetList.assets = nullptr;
}
}
void ContentWriter::WriteScriptStringList(const bool atStreamStart)
{
assert(m_zone->m_script_strings.empty());
m_stream->PushBlock(XFILE_BLOCK_VIRTUAL);
if (atStreamStart)
varScriptStringList = m_stream->Write(varScriptStringList);
if (varScriptStringList->strings != nullptr)
{
m_stream->Align(alignof(const char*));
varXString = varScriptStringList->strings;
WriteXStringArray(true, varScriptStringList->count);
m_stream->MarkFollowing(varScriptStringList->strings);
}
m_stream->PopBlock();
}
void ContentWriter::WriteXAsset(const bool atStreamStart)
{
#define WRITE_ASSET(type_index, typeName, headerEntry) \
case type_index: \
{ \
Writer_##typeName writer(varXAsset->header.headerEntry, m_zone, m_stream); \
writer.Write(&varXAsset->header.headerEntry); \
break; \
}
#define SKIP_ASSET(type_index, typeName, headerEntry) \
case type_index: \
break;
assert(varXAsset != nullptr);
if (atStreamStart)
varXAsset = m_stream->Write(varXAsset);
switch (varXAsset->type)
{
WRITE_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset)
WRITE_ASSET(ASSET_TYPE_PHYSCOLLMAP, PhysCollmap, physCollmap)
WRITE_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts)
WRITE_ASSET(ASSET_TYPE_XMODEL, XModel, model)
WRITE_ASSET(ASSET_TYPE_MATERIAL, Material, material)
WRITE_ASSET(ASSET_TYPE_PIXELSHADER, MaterialPixelShader, pixelShader)
WRITE_ASSET(ASSET_TYPE_VERTEXSHADER, MaterialVertexShader, vertexShader)
WRITE_ASSET(ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration, vertexDecl)
WRITE_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet)
WRITE_ASSET(ASSET_TYPE_IMAGE, GfxImage, image)
WRITE_ASSET(ASSET_TYPE_SOUND, snd_alias_list_t, sound)
WRITE_ASSET(ASSET_TYPE_SOUND_CURVE, SndCurve, sndCurve)
WRITE_ASSET(ASSET_TYPE_LOADED_SOUND, LoadedSound, loadSnd)
WRITE_ASSET(ASSET_TYPE_CLIPMAP_SP, clipMap_t, clipMap)
WRITE_ASSET(ASSET_TYPE_CLIPMAP_MP, clipMap_t, clipMap)
WRITE_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld)
WRITE_ASSET(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp)
WRITE_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp)
WRITE_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts)
WRITE_ASSET(ASSET_TYPE_FXWORLD, FxWorld, fxWorld)
WRITE_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld)
WRITE_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef)
WRITE_ASSET(ASSET_TYPE_FONT, Font_s, font)
WRITE_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList)
WRITE_ASSET(ASSET_TYPE_MENU, menuDef_t, menu)
WRITE_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize)
WRITE_ASSET(ASSET_TYPE_WEAPON, WeaponCompleteDef, weapon)
SKIP_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals)
WRITE_ASSET(ASSET_TYPE_FX, FxEffectDef, fx)
WRITE_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx)
WRITE_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile)
WRITE_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable)
WRITE_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef)
WRITE_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet, structuredDataDefSet)
WRITE_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef)
WRITE_ASSET(ASSET_TYPE_VEHICLE, VehicleDef, vehDef)
WRITE_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts)
default:
{
std::ostringstream str;
str << "Unsupported asset type: " << varXAsset->type << ".";
throw WritingException(str.str());
}
}
#undef WRITE_ASSET
#undef SKIP_ASSET
}
void ContentWriter::WriteXAssetArray(const bool atStreamStart, const size_t count)
{
assert(varXAsset != nullptr);
if (atStreamStart)
varXAsset = m_stream->Write(varXAsset, count);
for (size_t index = 0; index < count; index++)
{
WriteXAsset(false);
varXAsset++;
}
}
void ContentWriter::WriteContent(Zone* zone, IZoneOutputStream* stream)
{
m_zone = zone;
m_stream = stream;
m_stream->PushBlock(XFILE_BLOCK_VIRTUAL);
MemoryManager memory;
XAssetList assetList{};
CreateXAssetList(assetList, memory);
varXAssetList = static_cast<XAssetList*>(m_stream->WriteDataRaw(&assetList, sizeof(assetList)));
varScriptStringList = &varXAssetList->stringList;
WriteScriptStringList(false);
if (varXAssetList->assets != nullptr)
{
m_stream->Align(alignof(XAsset));
varXAsset = varXAssetList->assets;
WriteXAssetArray(true, varXAssetList->assetCount);
m_stream->MarkFollowing(varXAssetList->assets);
}
m_stream->PopBlock();
}

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#pragma once
#include "Writing/ContentWriterBase.h"
#include "Writing/IContentWritingEntryPoint.h"
#include "Game/IW4/IW4.h"
namespace IW4
{
class ContentWriter final : public ContentWriterBase, public IContentWritingEntryPoint
{
XAssetList* varXAssetList;
XAsset* varXAsset;
ScriptStringList* varScriptStringList;
void CreateXAssetList(XAssetList& xAssetList, MemoryManager& memory) const;
void WriteScriptStringList(bool atStreamStart);
void WriteXAsset(bool atStreamStart);
void WriteXAssetArray(bool atStreamStart, size_t count);
public:
ContentWriter();
void WriteContent(Zone* zone, IZoneOutputStream* stream) override;
};
}

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#include "ZoneWriterFactoryIW4.h"
#include <cassert>
#include "ContentWriterIW4.h"
#include "Utils/ICapturedDataProvider.h"
#include "Game/IW4/IW4.h"
#include "Game/IW4/GameIW4.h"
#include "Game/IW4/ZoneConstantsIW4.h"
#include "Writing/Steps/StepAddOutputProcessor.h"
#include "Writing/Steps/StepWriteXBlockSizes.h"
#include "Writing/Steps/StepWriteZoneContentToFile.h"
#include "Writing/Steps/StepWriteZoneContentToMemory.h"
#include "Writing/Steps/StepWriteZoneHeader.h"
using namespace IW4;
class ZoneWriterFactory::Impl
{
Zone* m_zone;
std::unique_ptr<ZoneWriter> m_writer;
public:
explicit Impl(Zone* zone)
: m_zone(zone),
m_writer(std::make_unique<ZoneWriter>())
{
}
void SetupBlocks() const
{
#define XBLOCK_DEF(name, type) std::make_unique<XBlock>(STR(name), name, type)
m_writer->AddXBlock(XBLOCK_DEF(XFILE_BLOCK_TEMP, XBlock::Type::BLOCK_TYPE_TEMP));
m_writer->AddXBlock(XBLOCK_DEF(XFILE_BLOCK_PHYSICAL, XBlock::Type::BLOCK_TYPE_NORMAL));
m_writer->AddXBlock(XBLOCK_DEF(XFILE_BLOCK_RUNTIME, XBlock::Type::BLOCK_TYPE_RUNTIME));
m_writer->AddXBlock(XBLOCK_DEF(XFILE_BLOCK_VIRTUAL, XBlock::Type::BLOCK_TYPE_NORMAL));
m_writer->AddXBlock(XBLOCK_DEF(XFILE_BLOCK_LARGE, XBlock::Type::BLOCK_TYPE_NORMAL));
m_writer->AddXBlock(XBLOCK_DEF(XFILE_BLOCK_CALLBACK, XBlock::Type::BLOCK_TYPE_NORMAL));
m_writer->AddXBlock(XBLOCK_DEF(XFILE_BLOCK_VERTEX, XBlock::Type::BLOCK_TYPE_NORMAL));
m_writer->AddXBlock(XBLOCK_DEF(XFILE_BLOCK_INDEX, XBlock::Type::BLOCK_TYPE_NORMAL));
#undef XBLOCK_DEF
}
static ZoneHeader CreateHeaderForParams(const bool isSecure, const bool isOfficial, const bool isEncrypted)
{
// ZoneHeader header{};
// header.m_version = ZoneConstants::ZONE_VERSION;
//
// if (isSecure)
// {
// if (isOfficial)
// memcpy(header.m_magic, ZoneConstants::MAGIC_SIGNED_TREYARCH, sizeof(ZoneHeader::m_magic));
// else
// memcpy(header.m_magic, ZoneConstants::MAGIC_SIGNED_OAT, sizeof(ZoneHeader::m_magic));
// }
// else
// {
// if (isEncrypted)
// memcpy(header.m_magic, ZoneConstants::MAGIC_UNSIGNED, sizeof(ZoneHeader::m_magic));
// else
// memcpy(header.m_magic, ZoneConstants::MAGIC_UNSIGNED_SERVER, sizeof(ZoneHeader::m_magic));
// }
//
// return header;
}
std::unique_ptr<ZoneWriter> CreateWriter()
{
// TODO Support signed fastfiles
bool isSecure = false;
bool isEncrypted = true;
SetupBlocks();
// Return the fully setup zoneloader
return std::move(m_writer);
}
};
bool ZoneWriterFactory::SupportsZone(Zone* zone) const
{
return zone->m_game == &g_GameIW4;
}
std::unique_ptr<ZoneWriter> ZoneWriterFactory::CreateWriter(Zone* zone) const
{
Impl impl(zone);
return impl.CreateWriter();
}

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#pragma once
#include <memory>
#include "Writing/IZoneWriterFactory.h"
namespace IW4
{
class ZoneWriterFactory final : public IZoneWriterFactory
{
class Impl;
public:
_NODISCARD bool SupportsZone(Zone* zone) const override;
_NODISCARD std::unique_ptr<ZoneWriter> CreateWriter(Zone* zone) const override;