OpenAssetTools/src/ObjWriting/Game/T5/AssetDumpers/AssetDumperRawFile.cpp

115 lines
2.8 KiB
C++

#include "AssetDumperRawFile.h"
#include <cassert>
#include <filesystem>
#include <zlib.h>
using namespace T5;
namespace fs = std::filesystem;
void AssetDumperRawFile::DumpGsc(AssetDumpingContext& context, XAssetInfo<RawFile>* asset, std::ostream& stream)
{
const auto* rawFile = asset->Asset();
if (rawFile->len <= 8)
{
std::cout << "Invalid len of gsc file \"" << rawFile->name << "\"\n";
return;
}
const auto outLen = reinterpret_cast<const uint32_t*>(rawFile->buffer)[0];
const auto inLen = reinterpret_cast<const uint32_t*>(rawFile->buffer)[1];
assert(inLen == static_cast<unsigned>(rawFile->len) - 8);
if (inLen > static_cast<unsigned>(rawFile->len - 8) + 1)
{
std::cout << "Invalid compression of gsc file \"" << rawFile->name << "\": " << inLen << "\n";
return;
}
if (outLen > GSC_MAX_SIZE)
{
std::cout << "Invalid size of gsc file \"" << rawFile->name << "\": " << outLen << "\n";
return;
}
z_stream_s zs{};
zs.zalloc = Z_NULL;
zs.zfree = Z_NULL;
zs.opaque = Z_NULL;
zs.avail_in = 0;
zs.next_in = Z_NULL;
int ret = inflateInit(&zs);
if (ret != Z_OK)
{
throw std::runtime_error("Initializing inflate failed");
}
zs.next_in = reinterpret_cast<const Bytef*>(&rawFile->buffer[8]);
zs.avail_in = inLen;
Bytef buffer[0x1000];
size_t writtenSize = 0;
while (zs.avail_in > 0)
{
zs.next_out = buffer;
zs.avail_out = sizeof(buffer);
ret = inflate(&zs, Z_SYNC_FLUSH);
if (ret < 0)
{
std::cout << "Inflate failed for dumping gsc file \"" << rawFile->name << "\"\n";
inflateEnd(&zs);
return;
}
const auto inflateOutSize = sizeof(buffer) - zs.avail_out;
if (writtenSize + inflateOutSize >= outLen)
{
// Last byte is a \0 byte. Skip it.
stream.write(reinterpret_cast<char*>(buffer), inflateOutSize - 1);
}
else
{
stream.write(reinterpret_cast<char*>(buffer), inflateOutSize);
}
writtenSize += inflateOutSize;
}
inflateEnd(&zs);
}
bool AssetDumperRawFile::ShouldDump(XAssetInfo<RawFile>* asset)
{
return true;
}
void AssetDumperRawFile::DumpAsset(AssetDumpingContext& context, XAssetInfo<RawFile>* asset)
{
const auto* rawFile = asset->Asset();
const auto assetFile = context.OpenAssetFile(asset->m_name);
if (!assetFile)
return;
auto& stream = *assetFile;
const fs::path rawFilePath(rawFile->name);
const auto extension = rawFilePath.extension().string();
if (extension == ".gsc" || extension == ".csc")
{
DumpGsc(context, asset, stream);
}
else
{
stream.write(rawFile->buffer, rawFile->len);
}
}