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authorp0358 <p0358@users.noreply.github.com>2022-01-01 22:41:45 +0100
committerp0358 <p0358@users.noreply.github.com>2022-01-01 22:41:45 +0100
commit65c2e58a6a788a504c352d4ed34d43be17d0abdd (patch)
tree0c96fb745385ce80ee29c68f5f0d9717eda493e4 /NorthstarDedicatedTest/languagehooks.cpp
parent8327cd3e13f80cde3c0b0f6482e400793e67007f (diff)
downloadNorthstarLauncher-65c2e58a6a788a504c352d4ed34d43be17d0abdd.tar.gz
NorthstarLauncher-65c2e58a6a788a504c352d4ed34d43be17d0abdd.zip
Language selection/detection fixes, no more "files corrupted" error, will throw the proper Origin error now :D
Diffstat (limited to 'NorthstarDedicatedTest/languagehooks.cpp')
-rw-r--r--NorthstarDedicatedTest/languagehooks.cpp109
1 files changed, 109 insertions, 0 deletions
diff --git a/NorthstarDedicatedTest/languagehooks.cpp b/NorthstarDedicatedTest/languagehooks.cpp
new file mode 100644
index 00000000..08bacaf9
--- /dev/null
+++ b/NorthstarDedicatedTest/languagehooks.cpp
@@ -0,0 +1,109 @@
+#include "pch.h"
+#include "languagehooks.h"
+#include "gameutils.h"
+#include <filesystem>
+#include <regex>
+
+namespace fs = std::filesystem;
+
+typedef char* (*GetGameLanguageType)();
+char* GetGameLanguage();
+
+typedef LANGID(*Tier0_DetectDefaultLanguageType)();
+
+GetGameLanguageType GetGameLanguageOriginal;
+
+bool CheckLangAudioExists(char* lang)
+{
+ std::string path{ "r2\\sound\\general_" };
+ path += lang;
+ path += ".mstr";
+ return fs::exists(path);
+}
+
+std::vector<std::string> file_list(fs::path dir, std::regex ext_pattern)
+{
+ std::vector<std::string> result;
+
+ using iterator = fs::directory_iterator;
+
+ const iterator end;
+ for (iterator iter{ dir }; iter != end; ++iter)
+ {
+ const std::string filename = iter->path().filename().string();
+ std::smatch matches;
+ if (fs::is_regular_file(*iter) && std::regex_match(filename, matches, ext_pattern))
+ {
+ result.push_back(std::move(matches.str(1)));
+ }
+ }
+
+ return result;
+}
+
+std::string GetAnyInstalledAudioLanguage()
+{
+ for (const auto& lang : file_list("r2\\sound\\", std::regex(".*?general_([a-z]+)_patch_1\\.mstr")))
+ if (lang != "general" || lang != "")
+ return lang;
+ return "NO LANGUAGE DETECTED";
+}
+
+char* GetGameLanguageHook()
+{
+ auto tier0Handle = GetModuleHandleA("tier0.dll");
+ auto Tier0_DetectDefaultLanguageType = GetProcAddress(tier0Handle, "Tier0_DetectDefaultLanguage");
+ char* ingameLang1 = (char*)tier0Handle + 0xA9B60; // one of the globals we need to override if overriding lang (size: 256)
+ bool& canOriginDictateLang = *(bool*)((char*)tier0Handle + 0xA9A90);
+
+ const char* forcedLanguage;
+ if (CommandLine()->CheckParm("-language", &forcedLanguage))
+ {
+ if (!CheckLangAudioExists((char*)forcedLanguage))
+ {
+ spdlog::info("User tried to force the language (-language) to \"{}\", but audio for this language doesn't exist and the game is bound to error, falling back to next option...", forcedLanguage);
+ }
+ else
+ {
+ spdlog::info("User forcing the language (-language) to: {}", forcedLanguage);
+ strncpy(ingameLang1, forcedLanguage, 256);
+ return ingameLang1;
+ }
+ }
+
+ canOriginDictateLang = true; // let it try
+ {
+ auto lang = GetGameLanguageOriginal();
+ if (!CheckLangAudioExists(lang))
+ {
+ spdlog::info("Origin detected language \"{}\", but we do not have audio for it installed, falling back to the next option", lang);
+
+ }
+ else
+ {
+ spdlog::info("Origin detected language: {}", lang);
+ return lang;
+ }
+ }
+
+ Tier0_DetectDefaultLanguageType(); // force the global in tier0 to be populated with language inferred from user's system rather than defaulting to Russian
+ canOriginDictateLang = false; // Origin has no say anymore, we will fallback to user's system setup language
+ auto lang = GetGameLanguageOriginal();
+ spdlog::info("Detected system language: {}", lang);
+ if (!CheckLangAudioExists(lang))
+ {
+ spdlog::warn("Caution, audio for this language does NOT exist. You might want to override your game language with -language command line option.");
+ auto lang = GetAnyInstalledAudioLanguage();
+ spdlog::warn("Falling back to first installed audio language: {}", lang.c_str());
+ strncpy(ingameLang1, lang.c_str(), 256);
+ return ingameLang1;
+ }
+
+ return lang;
+}
+
+void InitialiseTier0LanguageHooks(HMODULE baseAddress)
+{
+ HookEnabler hook;
+ ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0xF560, &GetGameLanguageHook, reinterpret_cast<LPVOID*>(&GetGameLanguageOriginal));
+} \ No newline at end of file