#include "ObjLoaderT6.h" #include "Asset/GlobalAssetPoolsLoader.h" #include "FontIcon/LoaderFontIconT6.h" #include "Game/T6/CommonT6.h" #include "Game/T6/GameAssetPoolT6.h" #include "Game/T6/GameT6.h" #include "Game/T6/T6.h" #include "Game/T6/XModel/LoaderXModelT6.h" #include "Image/Dx12TextureLoader.h" #include "Image/IwiLoader.h" #include "Image/IwiTypes.h" #include "Image/LoaderImageT6.h" #include "Image/Texture.h" #include "Leaderboard/LoaderLeaderboardT6.h" #include "Localize/LoaderLocalizeT6.h" #include "Material/LoaderMaterialT6.h" #include "ObjContainer/IPak/IPak.h" #include "ObjLoading.h" #include "PhysConstraints/GdtLoaderPhysConstraintsT6.h" #include "PhysConstraints/RawLoaderPhysConstraintsT6.h" #include "PhysPreset/GdtLoaderPhysPresetT6.h" #include "PhysPreset/RawLoaderPhysPresetT6.h" #include "Qdb/LoaderQdbT6.h" #include "RawFile/LoaderRawFileT6.h" #include "Script/LoaderScriptT6.h" #include "Slug/LoaderSlugT6.h" #include "Sound/LoaderSoundBankT6.h" #include "StringTable/LoaderStringTableT6.h" #include "Tracer/GdtLoaderTracerT6.h" #include "Tracer/RawLoaderTracerT6.h" #include "Vehicle/GdtLoaderVehicleT6.h" #include "Vehicle/RawLoaderVehicleT6.h" #include "Weapon/GdtLoaderAttachmentT6.h" #include "Weapon/GdtLoaderAttachmentUniqueT6.h" #include "Weapon/GdtLoaderWeaponT6.h" #include "Weapon/LoaderWeaponCamoT6.h" #include "Weapon/RawLoaderAttachmentT6.h" #include "Weapon/RawLoaderAttachmentUniqueT6.h" #include "Weapon/RawLoaderWeaponT6.h" #include "ZBarrier/GdtLoaderZBarrierT6.h" #include "ZBarrier/RawLoaderZBarrierT6.h" #include #include namespace T6 { constexpr auto IPAK_READ_HASH = Common::Com_HashKey("ipak_read", 64); constexpr auto GLOBAL_HASH = Common::Com_HashKey("GLOBAL", 64); bool ObjLoader::VerifySoundBankChecksum(const SoundBank& soundBank, const SndRuntimeAssetBank& sndRuntimeAssetBank) { SoundAssetBankChecksum checksum{}; static_assert(sizeof(SoundAssetBankChecksum::checksumBytes) == sizeof(SndRuntimeAssetBank::linkTimeChecksum)); for (auto i = 0u; i < sizeof(SoundAssetBankChecksum::checksumBytes); i++) checksum.checksumBytes[i] = sndRuntimeAssetBank.linkTimeChecksum[i]; return soundBank.VerifyChecksum(checksum); } SoundBank* ObjLoader::LoadSoundBankForZone(ISearchPath& searchPath, const std::string& soundBankFileName, Zone& zone) { if (ObjLoading::Configuration.Verbose) std::cout << std::format("Trying to load sound bank '{}' for zone '{}'\n", soundBankFileName, zone.m_name); auto* existingSoundBank = SoundBank::Repository.GetContainerByName(soundBankFileName); if (existingSoundBank != nullptr) { if (ObjLoading::Configuration.Verbose) std::cout << std::format("Referencing loaded sound bank '{}'.\n", soundBankFileName); SoundBank::Repository.AddContainerReference(existingSoundBank, &zone); return existingSoundBank; } auto file = searchPath.Open(soundBankFileName); if (file.IsOpen()) { auto sndBank = std::make_unique(soundBankFileName, std::move(file.m_stream), file.m_length); auto* sndBankPtr = sndBank.get(); if (!sndBank->Initialize()) { std::cerr << std::format("Failed to load sound bank '{}'\n", soundBankFileName); return nullptr; } SoundBank::Repository.AddContainer(std::move(sndBank), &zone); if (ObjLoading::Configuration.Verbose) std::cout << std::format("Found and loaded sound bank '{}'\n", soundBankFileName); return sndBankPtr; } std::cerr << std::format("Failed to load sound bank '{}'\n", soundBankFileName); return nullptr; } void ObjLoader::LoadSoundBankFromLinkedInfo(ISearchPath& searchPath, const std::string& soundBankFileName, const SndRuntimeAssetBank& sndBankLinkedInfo, Zone& zone, std::set& loadedBanksForZone, std::stack& dependenciesToLoad) { if (loadedBanksForZone.find(soundBankFileName) == loadedBanksForZone.end()) { auto* soundBank = LoadSoundBankForZone(searchPath, soundBankFileName, zone); if (soundBank) { if (!VerifySoundBankChecksum(*soundBank, sndBankLinkedInfo)) std::cout << std::format("Checksum of sound bank does not match link time checksum for '{}'\n", soundBankFileName); loadedBanksForZone.emplace(soundBankFileName); for (const auto& dependency : soundBank->GetDependencies()) { dependenciesToLoad.emplace(dependency); } } } } void ObjLoader::LoadSoundBanksFromAsset(ISearchPath& searchPath, const SndBank& sndBank, Zone& zone, std::set& loadedBanksForZone) { std::stack dependenciesToLoad; if (sndBank.streamAssetBank.zone) { const auto soundBankFileName = SoundBank::GetFileNameForDefinition(true, sndBank.streamAssetBank.zone, sndBank.streamAssetBank.language); LoadSoundBankFromLinkedInfo(searchPath, soundBankFileName, sndBank.streamAssetBank, zone, loadedBanksForZone, dependenciesToLoad); } if (sndBank.runtimeAssetLoad && sndBank.loadAssetBank.zone) { const auto soundBankFileName = SoundBank::GetFileNameForDefinition(false, sndBank.loadAssetBank.zone, sndBank.loadAssetBank.language); LoadSoundBankFromLinkedInfo(searchPath, soundBankFileName, sndBank.loadAssetBank, zone, loadedBanksForZone, dependenciesToLoad); } while (!dependenciesToLoad.empty()) { auto dependencyFileName = dependenciesToLoad.top(); dependenciesToLoad.pop(); if (loadedBanksForZone.find(dependencyFileName) == loadedBanksForZone.end()) { auto* soundBank = LoadSoundBankForZone(searchPath, dependencyFileName, zone); if (soundBank) { loadedBanksForZone.emplace(dependencyFileName); for (const auto& dependency : soundBank->GetDependencies()) dependenciesToLoad.emplace(dependency); } } } } void ObjLoader::LoadIPakForZone(ISearchPath& searchPath, const std::string& ipakName, Zone& zone) { if (ObjLoading::Configuration.Verbose) std::cout << std::format("Trying to load ipak '{}' for zone '{}'\n", ipakName, zone.m_name); auto* existingIPak = IIPak::Repository.GetContainerByName(ipakName); if (existingIPak != nullptr) { if (ObjLoading::Configuration.Verbose) std::cout << std::format("Referencing loaded ipak '{}'.\n", ipakName); IIPak::Repository.AddContainerReference(existingIPak, &zone); return; } const auto ipakFilename = std::format("{}.ipak", ipakName); auto file = searchPath.Open(ipakFilename); if (file.IsOpen()) { auto ipak = IIPak::Create(ipakFilename, std::move(file.m_stream)); if (ipak->Initialize()) { IIPak::Repository.AddContainer(std::move(ipak), &zone); if (ObjLoading::Configuration.Verbose) std::cout << std::format("Found and loaded ipak '{}'.\n", ipakFilename); } else { std::cerr << std::format("Failed to load ipak '{}'!\n", ipakFilename); } } } bool ObjLoader::IsMpZone(const Zone& zone) { return zone.m_name.compare(0, 3, "mp_") == 0 || zone.m_name.compare(zone.m_name.length() - 3, 3, "_mp") == 0; } bool ObjLoader::IsZmZone(const Zone& zone) { return zone.m_name.compare(0, 3, "zm_") == 0 || zone.m_name.compare(zone.m_name.length() - 3, 3, "_zm") == 0; } void ObjLoader::LoadCommonIPaks(ISearchPath& searchPath, Zone& zone) { if (ObjLoading::Configuration.Verbose) std::cout << std::format("Loading common ipaks for zone \"{}\"\n", zone.m_name); LoadIPakForZone(searchPath, "base", zone); const auto& languagePrefixes = IGame::GetGameById(GameId::T6)->GetLanguagePrefixes(); for (const auto& languagePrefix : languagePrefixes) LoadIPakForZone(searchPath, std::format("{}base", languagePrefix.m_prefix), zone); if (IsMpZone(zone)) { if (ObjLoading::Configuration.Verbose) std::cout << std::format("Loading multiplayer ipaks for zone \"{}\"\n", zone.m_name); LoadIPakForZone(searchPath, "mp", zone); LoadIPakForZone(searchPath, "so", zone); } else if (IsZmZone(zone)) { if (ObjLoading::Configuration.Verbose) std::cout << std::format("Loading zombie ipak for zone \"{}\"\n", zone.m_name); LoadIPakForZone(searchPath, "zm", zone); } else { if (ObjLoading::Configuration.Verbose) std::cout << std::format("Loading singleplayer ipak for zone \"{}\"\n", zone.m_name); LoadIPakForZone(searchPath, "sp", zone); } } void ObjLoader::LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const { const auto* assetPoolT6 = dynamic_cast(zone.m_pools.get()); const auto zoneNameHash = Common::Com_HashKey(zone.m_name.c_str(), 64); LoadCommonIPaks(searchPath, zone); if (assetPoolT6->m_key_value_pairs != nullptr) { for (auto* keyValuePairsEntry : *assetPoolT6->m_key_value_pairs) { const auto* keyValuePairs = keyValuePairsEntry->Asset(); for (auto variableIndex = 0u; variableIndex < keyValuePairs->numVariables; variableIndex++) { auto* variable = &keyValuePairs->keyValuePairs[variableIndex]; if (variable->namespaceHash == zoneNameHash && variable->keyHash == IPAK_READ_HASH) { LoadIPakForZone(searchPath, variable->value, zone); } } } } if (assetPoolT6->m_sound_bank != nullptr) { std::set loadedSoundBanksForZone; for (auto* sndBankAssetInfo : *assetPoolT6->m_sound_bank) { LoadSoundBanksFromAsset(searchPath, *sndBankAssetInfo->Asset(), zone, loadedSoundBanksForZone); } } } void ObjLoader::UnloadContainersOfZone(Zone& zone) const { IIPak::Repository.RemoveContainerReferences(&zone); } namespace { void ConfigureDefaultCreators(AssetCreatorCollection& collection, Zone& zone) { auto& memory = *zone.GetMemory(); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); // AssetImpactFx has no name and cannot be default constructed collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); // AssetEmblemSet has no name and cannot be default constructed collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); collection.AddDefaultAssetCreator(std::make_unique>(memory)); } void ConfigureGlobalAssetPoolsLoaders(AssetCreatorCollection& collection, Zone& zone) { collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); collection.AddAssetCreator(std::make_unique>(zone)); } void ConfigureLoaders(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath, IGdtQueryable& gdt) { auto& memory = *zone.GetMemory(); collection.AddAssetCreator(CreateRawPhysPresetLoader(memory, searchPath, zone)); collection.AddAssetCreator(CreateGdtPhysPresetLoader(memory, searchPath, gdt, zone)); collection.AddAssetCreator(CreateRawPhysConstraintsLoader(memory, searchPath, zone)); collection.AddAssetCreator(CreateGdtPhysConstraintsLoader(memory, searchPath, gdt, zone)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); collection.AddAssetCreator(CreateXModelLoader(memory, searchPath, zone)); collection.AddAssetCreator(CreateMaterialLoader(memory, searchPath)); // collection.AddAssetCreator(std::make_unique(memory)); collection.AddAssetCreator(CreateImageLoader(memory, searchPath)); collection.AddAssetCreator(CreateSoundBankLoader(memory, searchPath)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); collection.AddAssetCreator(CreateFontIconLoader(memory, searchPath)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); collection.AddAssetCreator(CreateLocalizeLoader(memory, searchPath, zone)); collection.AddAssetCreator(CreateRawWeaponLoader(memory, searchPath, zone)); collection.AddAssetCreator(CreateGdtWeaponLoader(memory, searchPath, gdt, zone)); collection.AddAssetCreator(CreateRawAttachmentLoader(memory, searchPath, zone)); collection.AddAssetCreator(CreateGdtAttachmentLoader(memory, searchPath, gdt, zone)); collection.AddAssetCreator(CreateRawAttachmentUniqueLoader(memory, searchPath, zone)); collection.AddAssetCreator(CreateGdtAttachmentUniqueLoader(memory, searchPath, gdt, zone)); collection.AddAssetCreator(CreateWeaponCamoLoader(memory, searchPath)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); collection.AddAssetCreator(CreateRawFileLoader(memory, searchPath)); collection.AddAssetCreator(CreateStringTableLoader(memory, searchPath)); collection.AddAssetCreator(CreateLeaderboardLoader(memory, searchPath)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); collection.AddAssetCreator(CreateScriptLoader(memory, searchPath)); collection.AddAssetCreator(CreateRawVehicleLoader(memory, searchPath, zone)); collection.AddAssetCreator(CreateGdtVehicleLoader(memory, searchPath, gdt, zone)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); collection.AddAssetCreator(CreateQdbLoader(memory, searchPath)); collection.AddAssetCreator(CreateSlugLoader(memory, searchPath)); // collection.AddAssetCreator(std::make_unique(memory)); // collection.AddAssetCreator(std::make_unique(memory)); collection.AddAssetCreator(CreateRawZBarrierLoader(memory, searchPath, zone)); collection.AddAssetCreator(CreateGdtZBarrierLoader(memory, searchPath, gdt, zone)); } } // namespace void ObjLoader::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath, IGdtQueryable& gdt) const { ConfigureDefaultCreators(collection, zone); ConfigureLoaders(collection, zone, searchPath, gdt); ConfigureGlobalAssetPoolsLoaders(collection, zone); } } // namespace T6