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Merge pull request Laupetin#48 from diamante0018/main
feature: Load GSC BIN files from gsc-tool from raw
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78 changes: 78 additions & 0 deletions
78
src/ObjLoading/Game/IW5/AssetLoaders/AssetLoaderScriptFile.cpp
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#include "AssetLoaderScriptFile.h" | ||
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#include "Game/IW5/IW5.h" | ||
#include "Pool/GlobalAssetPool.h" | ||
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#include <cstring> | ||
#include <filesystem> | ||
#include <iostream> | ||
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using namespace IW5; | ||
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void* AssetLoaderScriptFile::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) | ||
{ | ||
auto* scriptFile = memory->Create<ScriptFile>(); | ||
memset(scriptFile, 0, sizeof(ScriptFile)); | ||
scriptFile->name = memory->Dup(assetName.c_str()); | ||
return scriptFile; | ||
} | ||
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bool AssetLoaderScriptFile::CanLoadFromRaw() const | ||
{ | ||
return true; | ||
} | ||
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// See https://github.com/xensik/gsc-tool#file-format for an in-depth explanation about the .gscbin format | ||
bool AssetLoaderScriptFile::LoadFromRaw( | ||
const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const | ||
{ | ||
const auto file = searchPath->Open(assetName + ".gscbin"); | ||
if (!file.IsOpen()) | ||
return false; | ||
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const auto fileBuffer = std::make_unique<char[]>(static_cast<size_t>(file.m_length)); | ||
file.m_stream->read(fileBuffer.get(), file.m_length); | ||
if (file.m_stream->gcount() != file.m_length) | ||
return false; | ||
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auto* scriptFile = memory->Create<ScriptFile>(); | ||
scriptFile->name = memory->Dup(assetName.c_str()); | ||
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// Retrieve data from the buffer | ||
size_t offset = 0; | ||
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// Read past the name pointer, we will use the one from assetName | ||
offset += strlen(fileBuffer.get()) + 1; | ||
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memcpy(&scriptFile->compressedLen, fileBuffer.get() + offset, sizeof(scriptFile->compressedLen)); | ||
offset += sizeof(scriptFile->compressedLen); | ||
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memcpy(&scriptFile->len, fileBuffer.get() + offset, sizeof(scriptFile->len)); | ||
offset += sizeof(scriptFile->len); | ||
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memcpy(&scriptFile->bytecodeLen, fileBuffer.get() + offset, sizeof(scriptFile->bytecodeLen)); | ||
offset += sizeof(scriptFile->bytecodeLen); | ||
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if (scriptFile->compressedLen <= 0 || scriptFile->bytecodeLen <= 0) | ||
{ | ||
std::cerr << "Error: Invalid length of the buffers in " << assetName << " specified" << std::endl; | ||
return false; | ||
} | ||
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if (offset + (scriptFile->compressedLen + scriptFile->bytecodeLen) > file.m_length) | ||
{ | ||
std::cerr << "Error: Specified length in " << assetName << " GSC BIN structure exceeds the actual file size" << std::endl; | ||
return false; | ||
} | ||
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scriptFile->buffer = static_cast<char*>(memory->Alloc(scriptFile->compressedLen)); | ||
memcpy(const_cast<char*>(scriptFile->buffer), fileBuffer.get() + offset, scriptFile->compressedLen); | ||
offset += scriptFile->compressedLen; | ||
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scriptFile->bytecode = static_cast<unsigned char*>(memory->Alloc(scriptFile->bytecodeLen)); | ||
memcpy(scriptFile->bytecode, fileBuffer.get() + offset, scriptFile->bytecodeLen); | ||
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manager->AddAsset(ASSET_TYPE_SCRIPTFILE, assetName, scriptFile); | ||
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return true; | ||
} |
17 changes: 17 additions & 0 deletions
17
src/ObjLoading/Game/IW5/AssetLoaders/AssetLoaderScriptFile.h
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#pragma once | ||
#include "AssetLoading/BasicAssetLoader.h" | ||
#include "AssetLoading/IAssetLoadingManager.h" | ||
#include "Game/IW5/IW5.h" | ||
#include "SearchPath/ISearchPath.h" | ||
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namespace IW5 | ||
{ | ||
class AssetLoaderScriptFile final : public BasicAssetLoader<ASSET_TYPE_SCRIPTFILE, ScriptFile> | ||
{ | ||
public: | ||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override; | ||
_NODISCARD bool CanLoadFromRaw() const override; | ||
bool | ||
LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override; | ||
}; | ||
} // namespace IW5 |
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