Save scriptstrings per zone and not per asset since that solves all problems with multiple assets of the same zone referencing the same struct in memory that has scriptstring indices

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Jan committed 2020-10-23 15:54:27 +02:00
1 parent f8e7a10789
commit eed7164b5b
36 files changed
+387 -447

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+1 -1
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@@ -26,7 +26,7 @@ bool ZoneDumper::DumpZone(Zone* zone, const std::string& basePath) const
dumper.DumpPool(zone, assetPools->poolName.get(), basePath); \
}
const auto* assetPools = dynamic_cast<GameAssetPoolIW4*>(zone->GetPools());
const auto* assetPools = dynamic_cast<GameAssetPoolIW4*>(zone->m_pools.get());
// DUMP_ASSET_POOL(AssetDumperPhysPreset, m_phys_preset)
// DUMP_ASSET_POOL(AssetDumperPhysCollmap, m_phys_collmap)
@@ -1450,7 +1450,7 @@ namespace T6
std::stringstream ss;
bool first = true;
for(auto i = 0u; i < _countof(WeaponFullDef::notetrackSoundMapKeys); i++)
for (auto i = 0u; i < _countof(WeaponFullDef::notetrackSoundMapKeys); i++)
{
const auto& key = m_get_scr_string(keys[i]);
const auto& value = m_get_scr_string(values[i]);
@@ -1634,10 +1634,11 @@ void AssetDumperWeapon::DumpAsset(Zone* zone, XAssetInfo<WeaponVariantDef>* asse
InfoStringFromWeaponConverter converter(fullDef, weapon_fields, _countof(weapon_fields), [asset](const scr_string_t scrStr) -> std::string
{
if (scrStr >= asset->m_script_strings.size())
assert(scrStr < asset->m_zone->m_script_strings.size());
if (scrStr >= asset->m_zone->m_script_strings.size())
return "";
return asset->m_script_strings[scrStr];
return asset->m_zone->m_script_strings[scrStr];
});
const auto infoString = converter.Convert();
+1 -1
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@@ -29,7 +29,7 @@ bool ZoneDumper::DumpZone(Zone* zone, const std::string& basePath) const
dumper.DumpPool(zone, assetPools->poolName, basePath); \
}
const auto assetPools = dynamic_cast<GameAssetPoolT6*>(zone->GetPools());
const auto assetPools = dynamic_cast<GameAssetPoolT6*>(zone->m_pools.get());
// DUMP_ASSET_POOL(AssetDumperPhysPreset, m_phys_preset);
// DUMP_ASSET_POOL(AssetDumperPhysConstraints, m_phys_constraints);