Add zone writing for T5

This commit is contained in:
Jan 2021-06-24 16:58:12 +02:00
parent 910ffb3195
commit 2ac1ec7cb0
8 changed files with 473 additions and 0 deletions

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@ -0,0 +1,96 @@
#include "ZoneCreatorT5.h"
#include <iostream>
#include "ObjLoading.h"
#include "AssetLoading/AssetLoadingContext.h"
#include "Game/T5/GameT5.h"
#include "Game/T5/GameAssetPoolT5.h"
using namespace T5;
ZoneCreator::ZoneCreator()
{
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
{
AddAssetTypeName(assetType, GameAssetPoolT5::AssetTypeNameByType(assetType));
}
}
void ZoneCreator::AddAssetTypeName(asset_type_t assetType, std::string name)
{
m_asset_types_by_name.emplace(std::make_pair(std::move(name), assetType));
}
std::vector<Gdt*> ZoneCreator::CreateGdtList(ZoneCreationContext& context)
{
std::vector<Gdt*> gdtList;
gdtList.reserve(context.m_gdt_files.size());
for (const auto& gdt : context.m_gdt_files)
gdtList.push_back(gdt.get());
return gdtList;
}
bool ZoneCreator::CreateIgnoredAssetMap(ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const
{
for (const auto& ignoreEntry : context.m_ignored_assets)
{
const auto foundAssetTypeEntry = m_asset_types_by_name.find(ignoreEntry.m_type);
if (foundAssetTypeEntry == m_asset_types_by_name.end())
{
std::cout << "Unknown asset type \"" << ignoreEntry.m_type << "\" for ignore \"" << ignoreEntry.m_name << "\"" << std::endl;
return false;
}
ignoredAssetMap[ignoreEntry.m_name] = foundAssetTypeEntry->second;
}
return true;
}
void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
{
zone->m_pools = std::make_unique<GameAssetPoolT5>(zone, zone->m_priority);
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
zone->m_pools->InitPoolDynamic(assetType);
}
bool ZoneCreator::SupportsGame(const std::string& gameName) const
{
return gameName == g_GameT5.GetShortName();
}
std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
{
auto zone = std::make_unique<Zone>(context.m_zone_name, 0, &g_GameT5);
CreateZoneAssetPools(zone.get());
for (const auto& assetEntry : context.m_definition->m_assets)
{
if (!assetEntry.m_is_reference)
continue;
context.m_ignored_assets.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name);
}
const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(zone.get(), context.m_asset_search_path, CreateGdtList(context));
if (!CreateIgnoredAssetMap(context, assetLoadingContext->m_ignored_asset_map))
return nullptr;
for (const auto& assetEntry : context.m_definition->m_assets)
{
const auto foundAssetTypeEntry = m_asset_types_by_name.find(assetEntry.m_asset_type);
if (foundAssetTypeEntry == m_asset_types_by_name.end())
{
std::cout << "Unknown asset type \"" << assetEntry.m_asset_type << "\"" << std::endl;
return nullptr;
}
if (!ObjLoading::LoadAssetForZone(assetLoadingContext.get(), foundAssetTypeEntry->second, assetEntry.m_asset_name))
return nullptr;
}
return zone;
}

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#pragma once
#include <unordered_map>
#include <string>
#include "Zone/ZoneTypes.h"
#include "ZoneCreation/IZoneCreator.h"
namespace T5
{
class ZoneCreator final : public IZoneCreator
{
std::unordered_map<std::string, asset_type_t> m_asset_types_by_name;
void AddAssetTypeName(asset_type_t assetType, std::string name);
static std::vector<Gdt*> CreateGdtList(ZoneCreationContext& context);
bool CreateIgnoredAssetMap(ZoneCreationContext& context, std::unordered_map<std::string, asset_type_t>& ignoredAssetMap) const;
void CreateZoneAssetPools(Zone* zone) const;
public:
ZoneCreator();
_NODISCARD bool SupportsGame(const std::string& gameName) const override;
_NODISCARD std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
};
}

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@ -20,6 +20,7 @@
#include "ZoneCreation/ZoneCreationContext.h"
#include "ZoneCreation/IZoneCreator.h"
#include "Game/IW4/ZoneCreatorIW4.h"
#include "Game/T5/ZoneCreatorT5.h"
#include "Game/T6/ZoneCreatorT6.h"
#include "Utils/ObjFileStream.h"
@ -33,6 +34,7 @@ const IZoneCreator* const ZONE_CREATORS[]
{
new IW3::ZoneCreator(),
new IW4::ZoneCreator(),
new T5::ZoneCreator(),
new T6::ZoneCreator()
};

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#include "ContentWriterT5.h"
#include <cassert>
#include <sstream>
#include "Game/T5/XAssets/clipmap_t/clipmap_t_write_db.h"
#include "Game/T5/XAssets/comworld/comworld_write_db.h"
#include "Game/T5/XAssets/ddlroot_t/ddlroot_t_write_db.h"
#include "Game/T5/XAssets/destructibledef/destructibledef_write_db.h"
#include "Game/T5/XAssets/emblemset/emblemset_write_db.h"
#include "Game/T5/XAssets/font_s/font_s_write_db.h"
#include "Game/T5/XAssets/fxeffectdef/fxeffectdef_write_db.h"
#include "Game/T5/XAssets/fximpacttable/fximpacttable_write_db.h"
#include "Game/T5/XAssets/gameworldmp/gameworldmp_write_db.h"
#include "Game/T5/XAssets/gameworldsp/gameworldsp_write_db.h"
#include "Game/T5/XAssets/gfximage/gfximage_write_db.h"
#include "Game/T5/XAssets/gfxlightdef/gfxlightdef_write_db.h"
#include "Game/T5/XAssets/gfxworld/gfxworld_write_db.h"
#include "Game/T5/XAssets/glasses/glasses_write_db.h"
#include "Game/T5/XAssets/localizeentry/localizeentry_write_db.h"
#include "Game/T5/XAssets/mapents/mapents_write_db.h"
#include "Game/T5/XAssets/material/material_write_db.h"
#include "Game/T5/XAssets/materialtechniqueset/materialtechniqueset_write_db.h"
#include "Game/T5/XAssets/menudef_t/menudef_t_write_db.h"
#include "Game/T5/XAssets/menulist/menulist_write_db.h"
#include "Game/T5/XAssets/packindex/packindex_write_db.h"
#include "Game/T5/XAssets/physconstraints/physconstraints_write_db.h"
#include "Game/T5/XAssets/physpreset/physpreset_write_db.h"
#include "Game/T5/XAssets/rawfile/rawfile_write_db.h"
#include "Game/T5/XAssets/sndbank/sndbank_write_db.h"
#include "Game/T5/XAssets/snddriverglobals/snddriverglobals_write_db.h"
#include "Game/T5/XAssets/sndpatch/sndpatch_write_db.h"
#include "Game/T5/XAssets/stringtable/stringtable_write_db.h"
#include "Game/T5/XAssets/weaponvariantdef/weaponvariantdef_write_db.h"
#include "Game/T5/XAssets/xanimparts/xanimparts_write_db.h"
#include "Game/T5/XAssets/xglobals/xglobals_write_db.h"
#include "Game/T5/XAssets/xmodel/xmodel_write_db.h"
#include "Writing/WritingException.h"
using namespace T5;
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.Count() <= SCR_STRING_MAX + 1);
xAssetList.stringList.count = m_zone->m_script_strings.Count();
xAssetList.stringList.strings = static_cast<const char**>(memory.Alloc(sizeof(const char*) * m_zone->m_script_strings.Count()));
for (auto i = 0u; i < m_zone->m_script_strings.Count(); 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)
{
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_PHYSCONSTRAINTS, PhysConstraints, physConstraints)
WRITE_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, DestructibleDef, destructibleDef)
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_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet)
WRITE_ASSET(ASSET_TYPE_IMAGE, GfxImage, image)
WRITE_ASSET(ASSET_TYPE_SOUND, SndBank, sound)
WRITE_ASSET(ASSET_TYPE_SOUND_PATCH, SndPatch, soundPatch)
WRITE_ASSET(ASSET_TYPE_CLIPMAP, clipMap_t, clipMap)
WRITE_ASSET(ASSET_TYPE_CLIPMAP_PVS, 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_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, WeaponVariantDef, weapon)
WRITE_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_PACK_INDEX, PackIndex, packIndex)
WRITE_ASSET(ASSET_TYPE_XGLOBALS, XGlobals, xGlobals)
WRITE_ASSET(ASSET_TYPE_DDL, ddlRoot_t, ddlRoot)
WRITE_ASSET(ASSET_TYPE_GLASSES, Glasses, glasses)
WRITE_ASSET(ASSET_TYPE_EMBLEMSET, EmblemSet, emblemSet)
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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@ -0,0 +1,26 @@
#pragma once
#include "Writing/ContentWriterBase.h"
#include "Writing/IContentWritingEntryPoint.h"
#include "Game/T5/T5.h"
namespace T5
{
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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@ -0,0 +1,89 @@
#include "ZoneWriterFactoryT5.h"
#include <cstring>
#include "ContentWriterT5.h"
#include "Game/T5/T5.h"
#include "Game/T5/GameT5.h"
#include "Game/T5/ZoneConstantsT5.h"
#include "Writing/Processor/OutputProcessorDeflate.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"
#include "Writing/Steps/StepWriteZoneSizes.h"
using namespace T5;
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(T5::XFILE_BLOCK_TEMP, XBlock::Type::BLOCK_TYPE_TEMP));
m_writer->AddXBlock(XBLOCK_DEF(T5::XFILE_BLOCK_RUNTIME, XBlock::Type::BLOCK_TYPE_RUNTIME));
m_writer->AddXBlock(XBLOCK_DEF(T5::XFILE_BLOCK_LARGE_RUNTIME, XBlock::Type::BLOCK_TYPE_RUNTIME));
m_writer->AddXBlock(XBLOCK_DEF(T5::XFILE_BLOCK_PHYSICAL_RUNTIME, XBlock::Type::BLOCK_TYPE_RUNTIME));
m_writer->AddXBlock(XBLOCK_DEF(T5::XFILE_BLOCK_VIRTUAL, XBlock::Type::BLOCK_TYPE_NORMAL));
m_writer->AddXBlock(XBLOCK_DEF(T5::XFILE_BLOCK_LARGE, XBlock::Type::BLOCK_TYPE_NORMAL));
m_writer->AddXBlock(XBLOCK_DEF(T5::XFILE_BLOCK_PHYSICAL, XBlock::Type::BLOCK_TYPE_NORMAL));
#undef XBLOCK_DEF
}
static ZoneHeader CreateHeaderForParams()
{
ZoneHeader header{};
header.m_version = ZoneConstants::ZONE_VERSION;
memcpy(header.m_magic, ZoneConstants::MAGIC_UNSIGNED, sizeof(ZoneHeader::m_magic));
return header;
}
std::unique_ptr<ZoneWriter> CreateWriter()
{
SetupBlocks();
auto contentInMemory = std::make_unique<StepWriteZoneContentToMemory>(std::make_unique<ContentWriter>(), m_zone, ZoneConstants::OFFSET_BLOCK_BIT_COUNT, ZoneConstants::INSERT_BLOCK);
auto* contentInMemoryPtr = contentInMemory.get();
m_writer->AddWritingStep(std::move(contentInMemory));
// Write zone header
m_writer->AddWritingStep(std::make_unique<StepWriteZoneHeader>(CreateHeaderForParams()));
m_writer->AddWritingStep(std::make_unique<StepAddOutputProcessor>(std::make_unique<OutputProcessorDeflate>()));
// Start of the XFile struct
m_writer->AddWritingStep(std::make_unique<StepWriteZoneSizes>(contentInMemoryPtr));
m_writer->AddWritingStep(std::make_unique<StepWriteXBlockSizes>(m_zone));
// Start of the zone content
m_writer->AddWritingStep(std::make_unique<StepWriteZoneContentToFile>(contentInMemoryPtr));
// Return the fully setup zoneloader
return std::move(m_writer);
}
};
bool ZoneWriterFactory::SupportsZone(Zone* zone) const
{
return zone->m_game == &g_GameT5;
}
std::unique_ptr<ZoneWriter> ZoneWriterFactory::CreateWriter(Zone* zone) const
{
Impl impl(zone);
return impl.CreateWriter();
}

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@ -0,0 +1,17 @@
#pragma once
#include <memory>
#include "Writing/IZoneWriterFactory.h"
namespace T5
{
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;
};
}

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@ -2,6 +2,7 @@
#include "Game/IW3/ZoneWriterFactoryIW3.h"
#include "Game/IW4/ZoneWriterFactoryIW4.h"
#include "Game/T5/ZoneWriterFactoryT5.h"
#include "Game/T6/ZoneWriterFactoryT6.h"
#include "Writing/IZoneWriterFactory.h"
@ -9,6 +10,7 @@ IZoneWriterFactory* ZoneWriterFactories[]
{
new IW3::ZoneWriterFactory(),
new IW4::ZoneWriterFactory(),
new T5::ZoneWriterFactory(),
new T6::ZoneWriterFactory()
};