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https://github.com/Laupetin/OpenAssetTools.git
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Add T6 assetloader for string tables
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3529214596
commit
3ed63415a7
@ -19,6 +19,22 @@ int CommonT6::Com_HashKey(const char* str, const int maxLen)
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return hash ^ ((hash ^ (hash >> 10)) >> 10);
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}
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int CommonT6::Com_HashString(const char* str)
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{
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if (!str)
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return 0;
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auto result = 0x1505;
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auto offset = 0;
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while(str[offset])
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{
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const auto c = tolower(str[offset++]);
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result = c + 33 * result;
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}
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return result;
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}
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int CommonT6::Com_HashString(const char* str, const int len)
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{
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if (!str)
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@ -337,5 +337,6 @@ class CommonT6
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{
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public:
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static int Com_HashKey(const char* str, int maxLen);
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static int Com_HashString(const char* str);
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static int Com_HashString(const char* str, int len);
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};
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@ -0,0 +1,92 @@
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#include "AssetLoaderStringTable.h"
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#include <cstring>
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#include "Csv/CsvStream.h"
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#include "Game/T6/CommonT6.h"
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#include "Game/T6/T6.h"
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#include "Pool/GlobalAssetPool.h"
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using namespace T6;
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void* AssetLoaderStringTable::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* stringTable = memory->Create<StringTable>();
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memset(stringTable, 0, sizeof(StringTable));
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stringTable->name = memory->Dup(assetName.c_str());
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return stringTable;
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}
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bool AssetLoaderStringTable::CanLoadFromRaw() const
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{
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return true;
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}
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bool AssetLoaderStringTable::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager) const
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{
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const auto file = searchPath->Open(assetName);
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if (!file.IsOpen())
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return false;
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auto* stringTable = memory->Create<StringTable>();
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stringTable->name = memory->Dup(assetName.c_str());
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std::vector<std::vector<std::string>> csvLines;
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std::vector<std::string> currentLine;
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auto maxCols = 0u;
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const CsvInputStream csv(*file.m_stream);
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while (csv.NextRow(currentLine))
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{
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if (currentLine.size() > maxCols)
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maxCols = currentLine.size();
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csvLines.emplace_back(std::move(currentLine));
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}
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stringTable->columnCount = maxCols;
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stringTable->rowCount = csvLines.size();
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const auto cellCount = static_cast<unsigned>(stringTable->rowCount) * static_cast<unsigned>(stringTable->columnCount);
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if (cellCount)
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{
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stringTable->values = static_cast<StringTableCell*>(memory->Alloc(sizeof(StringTableCell) * cellCount));
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stringTable->cellIndex = static_cast<int16_t*>(memory->Alloc(sizeof(int16_t) * cellCount));
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for (auto c = 0u; c < cellCount; c++)
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stringTable->cellIndex[c] = static_cast<int16_t>(c);
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for (auto row = 0u; row < csvLines.size(); row++)
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{
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const auto& rowValues = csvLines[row];
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for (auto col = 0u; col < maxCols; col++)
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{
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auto& cell = stringTable->values[row * maxCols + col];
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if (col >= rowValues.size() || rowValues[col].empty())
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cell.string = "";
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else
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cell.string = memory->Dup(rowValues[col].c_str());
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cell.hash = CommonT6::Com_HashString(cell.string);
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}
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}
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std::sort(&stringTable->cellIndex[0], &stringTable->cellIndex[cellCount - 1], [stringTable, maxCols](const int16_t a, const int16_t b)
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{
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auto compareResult = stringTable->values[a].hash - stringTable->values[b].hash;
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if (compareResult == 0)
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compareResult = a % maxCols - b % maxCols;
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return compareResult < 0;
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});
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}
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else
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{
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stringTable->values = nullptr;
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stringTable->cellIndex = nullptr;
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}
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manager->AddAsset(ASSET_TYPE_STRINGTABLE, assetName, stringTable);
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return true;
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}
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16
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderStringTable.h
Normal file
16
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderStringTable.h
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@ -0,0 +1,16 @@
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#pragma once
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#include "Game/T6/T6.h"
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#include "AssetLoading/BasicAssetLoader.h"
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#include "AssetLoading/IAssetLoadingManager.h"
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#include "SearchPath/ISearchPath.h"
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namespace T6
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{
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class AssetLoaderStringTable final : public BasicAssetLoader<ASSET_TYPE_STRINGTABLE, StringTable>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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_NODISCARD bool CanLoadFromRaw() const override;
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bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager) const override;
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};
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}
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@ -8,6 +8,7 @@
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#include "AssetLoaders/AssetLoaderRawFile.h"
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#include "AssetLoaders/AssetLoaderScriptParseTree.h"
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#include "AssetLoaders/AssetLoaderSlug.h"
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#include "AssetLoaders/AssetLoaderStringTable.h"
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#include "AssetLoading/AssetLoadingManager.h"
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#include "Image/Texture.h"
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#include "Image/IwiLoader.h"
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@ -54,7 +55,7 @@ namespace T6
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FX, FxEffectDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_IMPACT_FX, FxImpactTable))
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REGISTER_ASSET_LOADER(AssetLoaderRawFile)
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_STRINGTABLE, StringTable))
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REGISTER_ASSET_LOADER(AssetLoaderStringTable)
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_LEADERBOARD, LeaderboardDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_XGLOBALS, XGlobals))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_DDL, ddlRoot_t))
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