From f5ab6fb5e8be7b73e6003d4145081d5e0c0ce287 Mon Sep 17 00:00:00 2001 From: Jack <66967891+ASpoonPlaysGames@users.noreply.github.com> Date: Wed, 27 Dec 2023 00:32:01 +0000 Subject: Folder restructuring from primedev (#624) Copies of over the primedev folder structure for easier cherry-picking of further changes Co-authored-by: F1F7Y --- primedev/core/filesystem/rpakfilesystem.cpp | 347 ++++++++++++++++++++++++++++ 1 file changed, 347 insertions(+) create mode 100644 primedev/core/filesystem/rpakfilesystem.cpp (limited to 'primedev/core/filesystem/rpakfilesystem.cpp') 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_ rpaks + // sp_ 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(); + pUnknownPakLoadSingleton = module.Offset(0x7C5E20).RCast(); + + LoadPakAsyncHook.Dispatch((LPVOID*)g_pakLoadApi->LoadPakAsync); + UnloadPakHook.Dispatch((LPVOID*)g_pakLoadApi->UnloadPak); + ReadFileAsyncHook.Dispatch((LPVOID*)g_pakLoadApi->ReadFileAsync); +} -- cgit v1.2.3