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authorJack <66967891+ASpoonPlaysGames@users.noreply.github.com>2023-12-27 00:32:01 +0000
committerGitHub <noreply@github.com>2023-12-27 01:32:01 +0100
commitf5ab6fb5e8be7b73e6003d4145081d5e0c0ce287 (patch)
tree90f2c6a4885dbd181799e2325cf33588697674e1 /primedev/core/filesystem/rpakfilesystem.cpp
parentbb8ed59f6891b1196c5f5bbe7346cd171c8215fa (diff)
downloadNorthstarLauncher-f5ab6fb5e8be7b73e6003d4145081d5e0c0ce287.tar.gz
NorthstarLauncher-f5ab6fb5e8be7b73e6003d4145081d5e0c0ce287.zip
Folder restructuring from primedev (#624)v1.21.2-rc3v1.21.2
Copies of over the primedev folder structure for easier cherry-picking of further changes Co-authored-by: F1F7Y <filip.bartos07@proton.me>
Diffstat (limited to 'primedev/core/filesystem/rpakfilesystem.cpp')
-rw-r--r--primedev/core/filesystem/rpakfilesystem.cpp347
1 files changed, 347 insertions, 0 deletions
diff --git a/primedev/core/filesystem/rpakfilesystem.cpp b/primedev/core/filesystem/rpakfilesystem.cpp
new file mode 100644
index 00000000..da72646b
--- /dev/null
+++ b/primedev/core/filesystem/rpakfilesystem.cpp
@@ -0,0 +1,347 @@
+#include "rpakfilesystem.h"
+#include "mods/modmanager.h"
+#include "dedicated/dedicated.h"
+#include "core/tier0.h"
+
+AUTOHOOK_INIT()
+
+// there are more i'm just too lazy to add
+struct PakLoadFuncs
+{
+ void* unk0[3];
+ int (*LoadPakAsync)(const char* pPath, void* unknownSingleton, int flags, void* callback0, void* callback1);
+ void* unk1[2];
+ void* (*UnloadPak)(int iPakHandle, void* callback);
+ void* unk2[6];
+ void* (*LoadFile)(const char* path); // unsure
+ void* unk3[10];
+ void* (*ReadFileAsync)(const char* pPath, void* a2);
+};
+
+PakLoadFuncs* g_pakLoadApi;
+
+PakLoadManager* g_pPakLoadManager;
+void** pUnknownPakLoadSingleton;
+
+int PakLoadManager::LoadPakAsync(const char* pPath, const ePakLoadSource nLoadSource)
+{
+ int nHandle = g_pakLoadApi->LoadPakAsync(pPath, *pUnknownPakLoadSingleton, 2, nullptr, nullptr);
+
+ // set the load source of the pak we just loaded
+ if (nHandle != -1)
+ GetPakInfo(nHandle)->m_nLoadSource = nLoadSource;
+
+ return nHandle;
+}
+
+void PakLoadManager::UnloadPak(const int nPakHandle)
+{
+ g_pakLoadApi->UnloadPak(nPakHandle, nullptr);
+}
+
+void PakLoadManager::UnloadMapPaks()
+{
+ for (auto& pair : m_vLoadedPaks)
+ if (pair.second.m_nLoadSource == ePakLoadSource::MAP)
+ UnloadPak(pair.first);
+}
+
+LoadedPak* PakLoadManager::TrackLoadedPak(ePakLoadSource nLoadSource, int nPakHandle, size_t nPakNameHash)
+{
+ LoadedPak pak;
+ pak.m_nLoadSource = nLoadSource;
+ pak.m_nPakHandle = nPakHandle;
+ pak.m_nPakNameHash = nPakNameHash;
+
+ m_vLoadedPaks.insert(std::make_pair(nPakHandle, pak));
+ return &m_vLoadedPaks.at(nPakHandle);
+}
+
+void PakLoadManager::RemoveLoadedPak(int nPakHandle)
+{
+ m_vLoadedPaks.erase(nPakHandle);
+}
+
+LoadedPak* PakLoadManager::GetPakInfo(const int nPakHandle)
+{
+ return &m_vLoadedPaks.at(nPakHandle);
+}
+
+int PakLoadManager::GetPakHandle(const size_t nPakNameHash)
+{
+ for (auto& pair : m_vLoadedPaks)
+ if (pair.second.m_nPakNameHash == nPakNameHash)
+ return pair.first;
+
+ return -1;
+}
+
+int PakLoadManager::GetPakHandle(const char* pPath)
+{
+ return GetPakHandle(STR_HASH(pPath));
+}
+
+void* PakLoadManager::LoadFile(const char* path)
+{
+ return g_pakLoadApi->LoadFile(path);
+}
+
+void HandlePakAliases(char** map)
+{
+ // convert the pak being loaded to it's aliased one, e.g. aliasing mp_hub_timeshift => sp_hub_timeshift
+ for (int64_t i = g_pModManager->m_LoadedMods.size() - 1; i > -1; i--)
+ {
+ Mod* mod = &g_pModManager->m_LoadedMods[i];
+ if (!mod->m_bEnabled)
+ continue;
+
+ if (mod->RpakAliases.find(*map) != mod->RpakAliases.end())
+ {
+ *map = &mod->RpakAliases[*map][0];
+ return;
+ }
+ }
+}
+
+void LoadPreloadPaks()
+{
+ // note, loading from ./ is necessary otherwise paks will load from gamedir/r2/paks
+ for (Mod& mod : g_pModManager->m_LoadedMods)
+ {
+ if (!mod.m_bEnabled)
+ continue;
+
+ // need to get a relative path of mod to mod folder
+ fs::path modPakPath("./" / mod.m_ModDirectory / "paks");
+
+ for (ModRpakEntry& pak : mod.Rpaks)
+ if (pak.m_bAutoLoad)
+ g_pPakLoadManager->LoadPakAsync((modPakPath / pak.m_sPakName).string().c_str(), ePakLoadSource::CONSTANT);
+ }
+}
+
+void LoadPostloadPaks(const char* pPath)
+{
+ // note, loading from ./ is necessary otherwise paks will load from gamedir/r2/paks
+ for (Mod& mod : g_pModManager->m_LoadedMods)
+ {
+ if (!mod.m_bEnabled)
+ continue;
+
+ // need to get a relative path of mod to mod folder
+ fs::path modPakPath("./" / mod.m_ModDirectory / "paks");
+
+ for (ModRpakEntry& pak : mod.Rpaks)
+ if (pak.m_sLoadAfterPak == pPath)
+ g_pPakLoadManager->LoadPakAsync((modPakPath / pak.m_sPakName).string().c_str(), ePakLoadSource::CONSTANT);
+ }
+}
+
+void LoadCustomMapPaks(char** pakName, bool* bNeedToFreePakName)
+{
+ // whether the vanilla game has this rpak
+ bool bHasOriginalPak = fs::exists(fs::path("r2/paks/Win64/") / *pakName);
+
+ // note, loading from ./ is necessary otherwise paks will load from gamedir/r2/paks
+ for (Mod& mod : g_pModManager->m_LoadedMods)
+ {
+ if (!mod.m_bEnabled)
+ continue;
+
+ // need to get a relative path of mod to mod folder
+ fs::path modPakPath("./" / mod.m_ModDirectory / "paks");
+
+ for (ModRpakEntry& pak : mod.Rpaks)
+ {
+ if (!pak.m_bAutoLoad && !pak.m_sPakName.compare(*pakName))
+ {
+ // if the game doesn't have the original pak, let it handle loading this one as if it was the one it was loading originally
+ if (!bHasOriginalPak)
+ {
+ std::string path = (modPakPath / pak.m_sPakName).string();
+ *pakName = new char[path.size() + 1];
+ strcpy(*pakName, &path[0]);
+ (*pakName)[path.size()] = '\0';
+
+ bHasOriginalPak = true;
+ *bNeedToFreePakName =
+ true; // we can't free this memory until we're done with the pak, so let whatever's calling this deal with it
+ }
+ else
+ g_pPakLoadManager->LoadPakAsync((modPakPath / pak.m_sPakName).string().c_str(), ePakLoadSource::MAP);
+ }
+ }
+ }
+}
+
+// clang-format off
+HOOK(LoadPakAsyncHook, LoadPakAsync,
+int, __fastcall, (char* pPath, void* unknownSingleton, int flags, void* pCallback0, void* pCallback1))
+// clang-format on
+{
+ HandlePakAliases(&pPath);
+
+ // dont load the pak if it's currently loaded already
+ size_t nPathHash = STR_HASH(pPath);
+ if (g_pPakLoadManager->GetPakHandle(nPathHash) != -1)
+ return -1;
+
+ bool bNeedToFreePakName = false;
+
+ static bool bShouldLoadPaks = true;
+ if (bShouldLoadPaks)
+ {
+ // make a copy of the path for comparing to determine whether we should load this pak on dedi, before it could get overwritten by
+ // LoadCustomMapPaks
+ std::string originalPath(pPath);
+
+ // disable preloading while we're doing this
+ bShouldLoadPaks = false;
+
+ LoadPreloadPaks();
+ LoadCustomMapPaks(&pPath, &bNeedToFreePakName);
+
+ bShouldLoadPaks = true;
+
+ // do this after custom paks load and in bShouldLoadPaks so we only ever call this on the root pakload call
+ // todo: could probably add some way to flag custom paks to not be loaded on dedicated servers in rpak.json
+
+ // dedicated only needs common, common_mp, common_sp, and sp_<map> rpaks
+ // sp_<map> rpaks contain tutorial ghost data
+ // sucks to have to load the entire rpak for that but sp was never meant to be done on dedi
+ if (IsDedicatedServer() &&
+ (CommandLine()->CheckParm("-nopakdedi") || strncmp(&originalPath[0], "common", 6) && strncmp(&originalPath[0], "sp_", 3)))
+ {
+ if (bNeedToFreePakName)
+ delete[] pPath;
+
+ NS::log::rpak->info("Not loading pak {} for dedicated server", originalPath);
+ return -1;
+ }
+ }
+
+ int iPakHandle = LoadPakAsync(pPath, unknownSingleton, flags, pCallback0, pCallback1);
+ NS::log::rpak->info("LoadPakAsync {} {}", pPath, iPakHandle);
+
+ // trak the pak
+ g_pPakLoadManager->TrackLoadedPak(ePakLoadSource::UNTRACKED, iPakHandle, nPathHash);
+ LoadPostloadPaks(pPath);
+
+ if (bNeedToFreePakName)
+ delete[] pPath;
+
+ return iPakHandle;
+}
+
+// clang-format off
+HOOK(UnloadPakHook, UnloadPak,
+void*, __fastcall, (int nPakHandle, void* pCallback))
+// clang-format on
+{
+ // stop tracking the pak
+ g_pPakLoadManager->RemoveLoadedPak(nPakHandle);
+
+ static bool bShouldUnloadPaks = true;
+ if (bShouldUnloadPaks)
+ {
+ bShouldUnloadPaks = false;
+ g_pPakLoadManager->UnloadMapPaks();
+ bShouldUnloadPaks = true;
+ }
+
+ NS::log::rpak->info("UnloadPak {}", nPakHandle);
+ return UnloadPak(nPakHandle, pCallback);
+}
+
+// we hook this exclusively for resolving stbsp paths, but seemingly it's also used for other stuff like vpk, rpak, mprj and starpak loads
+// tbh this actually might be for memory mapped files or something, would make sense i think
+// clang-format off
+HOOK(ReadFileAsyncHook, ReadFileAsync,
+void*, __fastcall, (const char* pPath, void* pCallback))
+// clang-format on
+{
+ fs::path path(pPath);
+ std::string newPath = "";
+ fs::path filename = path.filename();
+
+ if (path.extension() == ".stbsp")
+ {
+ if (IsDedicatedServer())
+ return nullptr;
+
+ NS::log::rpak->info("LoadStreamBsp: {}", filename.string());
+
+ // resolve modded stbsp path so we can load mod stbsps
+ auto modFile = g_pModManager->m_ModFiles.find(g_pModManager->NormaliseModFilePath(fs::path("maps" / filename)));
+ if (modFile != g_pModManager->m_ModFiles.end())
+ {
+ newPath = (modFile->second.m_pOwningMod->m_ModDirectory / "mod" / modFile->second.m_Path).string();
+ pPath = newPath.c_str();
+ }
+ }
+ else if (path.extension() == ".starpak")
+ {
+ if (IsDedicatedServer())
+ return nullptr;
+
+ // code for this is mostly stolen from above
+
+ // unfortunately I can't find a way to get the rpak that is causing this function call, so I have to
+ // store them on mod init and then compare the current path with the stored paths
+
+ // game adds r2\ to every path, so assume that a starpak path that begins with r2\paks\ is a vanilla one
+ // modded starpaks will be in the mod's paks folder (but can be in folders within the paks folder)
+
+ // this might look a bit confusing, but its just an iterator over the various directories in a path.
+ // path.begin() being the first directory, r2 in this case, which is guaranteed anyway,
+ // so increment the iterator with ++ to get the first actual directory, * just gets the actual value
+ // then we compare to "paks" to determine if it's a vanilla rpak or not
+ if (*++path.begin() != "paks")
+ {
+ // remove the r2\ from the start used for path lookups
+ std::string starpakPath = path.string().substr(3);
+ // hash the starpakPath to compare with stored entries
+ size_t hashed = STR_HASH(starpakPath);
+
+ // loop through all loaded mods
+ for (Mod& mod : g_pModManager->m_LoadedMods)
+ {
+ // ignore non-loaded mods
+ if (!mod.m_bEnabled)
+ continue;
+
+ // loop through the stored starpak paths
+ for (size_t hash : mod.StarpakPaths)
+ {
+ if (hash == hashed)
+ {
+ // construct new path
+ newPath = (mod.m_ModDirectory / "paks" / starpakPath).string();
+ // set path to the new path
+ pPath = newPath.c_str();
+ goto LOG_STARPAK;
+ }
+ }
+ }
+ }
+
+ LOG_STARPAK:
+ NS::log::rpak->info("LoadStreamPak: {}", filename.string());
+ }
+
+ return ReadFileAsync(pPath, pCallback);
+}
+
+ON_DLL_LOAD("engine.dll", RpakFilesystem, (CModule module))
+{
+ AUTOHOOK_DISPATCH();
+
+ g_pPakLoadManager = new PakLoadManager;
+
+ g_pakLoadApi = module.Offset(0x5BED78).Deref().RCast<PakLoadFuncs*>();
+ pUnknownPakLoadSingleton = module.Offset(0x7C5E20).RCast<void**>();
+
+ LoadPakAsyncHook.Dispatch((LPVOID*)g_pakLoadApi->LoadPakAsync);
+ UnloadPakHook.Dispatch((LPVOID*)g_pakLoadApi->UnloadPak);
+ ReadFileAsyncHook.Dispatch((LPVOID*)g_pakLoadApi->ReadFileAsync);
+}