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https://github.com/Laupetin/OpenAssetTools.git
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chore: fix loading and writing code for T6
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53
src/ObjLoading/Game/T6/Qdb/LoaderQdbT6.cpp
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53
src/ObjLoading/Game/T6/Qdb/LoaderQdbT6.cpp
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#include "LoaderQdbT6.h"
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#include "Game/T6/T6.h"
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#include <cstring>
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using namespace T6;
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namespace
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{
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class QdbLoader final : public AssetCreator<AssetQdb>
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{
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public:
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QdbLoader(MemoryManager& memory, ISearchPath& searchPath)
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: m_memory(memory),
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m_search_path(searchPath)
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{
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}
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AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
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{
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const auto file = m_search_path.Open(assetName);
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if (!file.IsOpen())
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return AssetCreationResult::Failure();
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auto* qdb = m_memory.Alloc<Qdb>();
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qdb->name = m_memory.Dup(assetName.c_str());
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qdb->len = static_cast<int>(file.m_length);
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auto* fileBuffer = m_memory.Alloc<char>(static_cast<size_t>(file.m_length + 1));
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file.m_stream->read(fileBuffer, file.m_length);
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if (file.m_stream->gcount() != file.m_length)
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return AssetCreationResult::Failure();
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fileBuffer[qdb->len] = '\0';
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qdb->buffer = static_cast<char16*>(fileBuffer);
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return AssetCreationResult::Success(context.AddAsset<AssetQdb>(assetName, qdb));
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}
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private:
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MemoryManager& m_memory;
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ISearchPath& m_search_path;
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};
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} // namespace
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namespace T6
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{
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std::unique_ptr<AssetCreator<AssetQdb>> CreateQdbLoader(MemoryManager& memory, ISearchPath& searchPath)
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{
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return std::make_unique<QdbLoader>(memory, searchPath);
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}
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} // namespace T6
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13
src/ObjLoading/Game/T6/Qdb/LoaderQdbT6.h
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13
src/ObjLoading/Game/T6/Qdb/LoaderQdbT6.h
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#pragma once
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#include "Asset/IAssetCreator.h"
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#include "Game/T6/T6.h"
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#include "SearchPath/ISearchPath.h"
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#include "Utils/MemoryManager.h"
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#include <memory>
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namespace T6
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{
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std::unique_ptr<AssetCreator<AssetQdb>> CreateQdbLoader(MemoryManager& memory, ISearchPath& searchPath);
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} // namespace T6
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