2017-07-12 20:45:14 -06:00

451 lines
15 KiB
C++

#include "CPackage.h"
#include "DependencyListBuilders.h"
#include "CGameProject.h"
#include "Core/CompressionUtil.h"
#include "Core/Resource/Cooker/CWorldCooker.h"
#include <Common/AssertMacro.h>
#include <Common/FileIO.h>
#include <Common/FileUtil.h>
#include <Common/Serialization/XML.h>
using namespace tinyxml2;
bool CPackage::Load()
{
TString DefPath = DefinitionPath(false);
CXMLReader Reader(DefPath);
if (Reader.IsValid())
{
Serialize(Reader);
mCacheDirty = true;
return true;
}
else return false;
}
bool CPackage::Save()
{
TString DefPath = DefinitionPath(false);
FileUtil::MakeDirectory(DefPath.GetFileDirectory());
CXMLWriter Writer(DefPath, "PackageDefinition", 0, mpProject ? mpProject->Game() : eUnknownGame);
Serialize(Writer);
return Writer.Save();
}
void CPackage::Serialize(IArchive& rArc)
{
rArc << SERIAL("NeedsRecook", mNeedsRecook)
<< SERIAL_CONTAINER("NamedResources", mResources, "Resource");
}
void CPackage::AddResource(const TString& rkName, const CAssetID& rkID, const CFourCC& rkType)
{
mResources.push_back( SNamedResource { rkName, rkID, rkType } );
mCacheDirty = true;
}
void CPackage::UpdateDependencyCache() const
{
CPackageDependencyListBuilder Builder(this);
std::list<CAssetID> AssetList;
Builder.BuildDependencyList(false, AssetList);
mCachedDependencies.clear();
for (auto Iter = AssetList.begin(); Iter != AssetList.end(); Iter++)
mCachedDependencies.insert(*Iter);
mCacheDirty = false;
}
void CPackage::Cook(IProgressNotifier *pProgress)
{
SCOPED_TIMER(CookPackage);
// Build asset list
pProgress->Report(-1, -1, "Building dependency list");
CPackageDependencyListBuilder Builder(this);
std::list<CAssetID> AssetList;
Builder.BuildDependencyList(true, AssetList);
Log::Write(TString::FromInt32(AssetList.size(), 0, 10) + " assets in " + Name() + ".pak");
// Write new pak
TString PakPath = CookedPackagePath(false);
CFileOutStream Pak(PakPath, IOUtil::eBigEndian);
if (!Pak.IsValid())
{
Log::Error("Couldn't cook package " + CookedPackagePath(true) + "; unable to open package for writing");
return;
}
EGame Game = mpProject->Game();
u32 Alignment = (Game <= eCorruptionProto ? 0x20 : 0x40);
u32 AlignmentMinusOne = Alignment - 1;
u32 TocOffset = 0;
u32 NamesSize = 0;
u32 ResTableOffset = 0;
u32 ResTableSize = 0;
u32 ResDataSize = 0;
// Write MP1 pak header
if (Game <= eCorruptionProto)
{
Pak.WriteLong(0x00030005); // Major/Minor Version
Pak.WriteLong(0); // Unknown
// Named Resources
Pak.WriteLong(mResources.size());
for (auto Iter = mResources.begin(); Iter != mResources.end(); Iter++)
{
const SNamedResource& rkRes = *Iter;
rkRes.Type.Write(Pak);
rkRes.ID.Write(Pak);
Pak.WriteSizedString(rkRes.Name);
}
}
// Write MP3 pak header
else
{
// Header
Pak.WriteLong(2); // Version
Pak.WriteLong(0x40); // Header size
Pak.WriteToBoundary(0x40, 0); // We don't care about the MD5 hash; the game doesn't use it
// PAK table of contents; write later
TocOffset = Pak.Tell();
Pak.WriteLong(0);
Pak.WriteToBoundary(0x40, 0);
// Named Resources
u32 NamesStart = Pak.Tell();
Pak.WriteLong(mResources.size());
for (auto Iter = mResources.begin(); Iter != mResources.end(); Iter++)
{
const SNamedResource& rkRes = *Iter;
Pak.WriteString(rkRes.Name);
rkRes.Type.Write(Pak);
rkRes.ID.Write(Pak);
}
Pak.WriteToBoundary(0x40, 0);
NamesSize = Pak.Tell() - NamesStart;
}
// Fill in resource table with junk, write later
ResTableOffset = Pak.Tell();
Pak.WriteLong(AssetList.size());
CAssetID Dummy = CAssetID::InvalidID(Game);
for (u32 iRes = 0; iRes < AssetList.size(); iRes++)
{
Pak.WriteLongLong(0);
Dummy.Write(Pak);
Pak.WriteLongLong(0);
}
Pak.WriteToBoundary(Alignment, 0);
ResTableSize = Pak.Tell() - ResTableOffset;
// Start writing resources
struct SResourceTableInfo
{
CResourceEntry *pEntry;
u32 Offset;
u32 Size;
bool Compressed;
};
std::vector<SResourceTableInfo> ResourceTableData(AssetList.size());
u32 ResIdx = 0;
u32 ResDataOffset = Pak.Tell();
for (auto Iter = AssetList.begin(); Iter != AssetList.end() && !pProgress->ShouldCancel(); Iter++, ResIdx++)
{
// Initialize entry, recook assets if needed
u32 AssetOffset = Pak.Tell();
CAssetID ID = *Iter;
CResourceEntry *pEntry = gpResourceStore->FindEntry(ID);
ASSERT(pEntry != nullptr);
if (pEntry->NeedsRecook())
{
pProgress->Report(ResIdx, AssetList.size(), "Cooking asset: " + pEntry->Name() + "." + pEntry->CookedExtension());
pEntry->Cook();
}
// Update progress bar
if (ResIdx & 0x1 || ResIdx == AssetList.size() - 1)
{
pProgress->Report(ResIdx, AssetList.size(), TString::Format("Writing asset %d/%d: %s", ResIdx+1, AssetList.size(), *(pEntry->Name() + "." + pEntry->CookedExtension())));
}
// Update table info
SResourceTableInfo& rTableInfo = ResourceTableData[ResIdx];
rTableInfo.pEntry = pEntry;
rTableInfo.Offset = (Game <= eEchoes ? AssetOffset : AssetOffset - ResDataOffset);
// Load resource data
CFileInStream CookedAsset(pEntry->CookedAssetPath(), IOUtil::eBigEndian);
ASSERT(CookedAsset.IsValid());
u32 ResourceSize = CookedAsset.Size();
std::vector<u8> ResourceData(ResourceSize);
CookedAsset.ReadBytes(ResourceData.data(), ResourceData.size());
// Check if this asset should be compressed; there are a few resource types that are
// always compressed, and some types that are compressed if they're over a certain size
EResType Type = pEntry->ResourceType();
u32 CompressThreshold = (Game <= eCorruptionProto ? 0x400 : 0x80);
bool ShouldAlwaysCompress = (Type == eTexture || Type == eModel || Type == eSkin ||
Type == eAnimSet || Type == eAnimation || Type == eFont);
if (Game >= eCorruption)
{
ShouldAlwaysCompress = ShouldAlwaysCompress ||
(Type == eCharacter || Type == eSourceAnimData || Type == eScan ||
Type == eAudioSample || Type == eStringTable || Type == eAudioAmplitudeData ||
Type == eDynamicCollision);
}
bool ShouldCompressConditional = !ShouldAlwaysCompress &&
(Type == eParticle || Type == eParticleElectric || Type == eParticleSwoosh ||
Type == eParticleWeapon || Type == eParticleDecal || Type == eParticleCollisionResponse ||
Type == eParticleSpawn || Type == eParticleSorted || Type == eBurstFireData);
bool ShouldCompress = ShouldAlwaysCompress || (ShouldCompressConditional && ResourceSize >= CompressThreshold);
// Write resource data to pak
if (!ShouldCompress)
{
Pak.WriteBytes(ResourceData.data(), ResourceSize);
rTableInfo.Compressed = false;
}
else
{
u32 CompressedSize;
std::vector<u8> CompressedData(ResourceData.size() * 2);
bool Success = false;
if (Game <= eEchoesDemo || Game == eReturns)
Success = CompressionUtil::CompressZlib(ResourceData.data(), ResourceData.size(), CompressedData.data(), CompressedData.size(), CompressedSize);
else
Success = CompressionUtil::CompressLZOSegmented(ResourceData.data(), ResourceData.size(), CompressedData.data(), CompressedSize, false);
// Make sure that the compressed data is actually smaller, accounting for padding + uncompressed size value
if (Success)
{
u32 CompressionHeaderSize = (Game <= eCorruptionProto ? 4 : 0x10);
u32 PaddedUncompressedSize = (ResourceSize + AlignmentMinusOne) & ~AlignmentMinusOne;
u32 PaddedCompressedSize = (CompressedSize + CompressionHeaderSize + AlignmentMinusOne) & ~AlignmentMinusOne;
Success = (PaddedCompressedSize < PaddedUncompressedSize);
}
// Write file to pak
if (Success)
{
// Write MP1/2 compressed asset
if (Game <= eCorruptionProto)
{
Pak.WriteLong(ResourceSize);
}
// Write MP3/DKCR compressed asset
else
{
// Note: Compressed asset data can be stored in multiple blocks. Normally, the only assets that make use of this are textures,
// which can store each separate component of the file (header, palette, image data) in separate blocks. However, some textures
// are stored in one block, and I've had no luck figuring out why. The game doesn't generally seem to care whether textures use
// multiple blocks or not, so for the sake of simplicity we compress everything to one block.
Pak.WriteFourCC( FOURCC('CMPD') );
Pak.WriteLong(1);
Pak.WriteLong(0xA0000000 | CompressedSize);
Pak.WriteLong(ResourceSize);
}
Pak.WriteBytes(CompressedData.data(), CompressedSize);
}
else
Pak.WriteBytes(ResourceData.data(), ResourceSize);
rTableInfo.Compressed = Success;
}
Pak.WriteToBoundary(Alignment, 0xFF);
rTableInfo.Size = Pak.Tell() - AssetOffset;
}
ResDataSize = Pak.Tell() - ResDataOffset;
// If we cancelled, don't finish writing the pak; delete the file instead and make sure the package is flagged for recook
if (pProgress->ShouldCancel())
{
Pak.Close();
FileUtil::DeleteFile(PakPath);
mNeedsRecook = true;
}
else
{
// Write table of contents for real
if (Game >= eCorruption)
{
Pak.Seek(TocOffset, SEEK_SET);
Pak.WriteLong(3); // Always 3 pak sections
Pak.WriteFourCC( FOURCC('STRG') );
Pak.WriteLong(NamesSize);
Pak.WriteFourCC( FOURCC('RSHD') );
Pak.WriteLong(ResTableSize);
Pak.WriteFourCC( FOURCC('DATA') );
Pak.WriteLong(ResDataSize);
}
// Write resource table for real
Pak.Seek(ResTableOffset+4, SEEK_SET);
for (u32 iRes = 0; iRes < AssetList.size(); iRes++)
{
const SResourceTableInfo& rkInfo = ResourceTableData[iRes];
CResourceEntry *pEntry = rkInfo.pEntry;
Pak.WriteLong( rkInfo.Compressed ? 1 : 0 );
pEntry->CookedExtension().Write(Pak);
pEntry->ID().Write(Pak);
Pak.WriteLong(rkInfo.Size);
Pak.WriteLong(rkInfo.Offset);
}
// Clear recook flag
mNeedsRecook = false;
Log::Write("Finished writing " + PakPath);
}
Save();
// Update resource store in case we recooked any assets
mpProject->ResourceStore()->ConditionalSaveStore();
}
void CPackage::CompareOriginalAssetList(const std::list<CAssetID>& rkNewList)
{
// Debug - take the newly generated rkNewList and compare it with the asset list
// from the original pak, and print info about any extra or missing resources
// Build a set out of the generated list
std::set<CAssetID> NewListSet;
for (auto Iter = rkNewList.begin(); Iter != rkNewList.end(); Iter++)
NewListSet.insert(*Iter);
// Read the original pak
TString CookedPath = CookedPackagePath(false);
CFileInStream Pak(CookedPath, IOUtil::eBigEndian);
if (!Pak.IsValid() || Pak.Size() == 0)
{
Log::Error("Failed to compare to original asset list; couldn't open the original pak");
return;
}
// Determine pak version
u32 PakVersion = Pak.ReadLong();
std::set<CAssetID> OldListSet;
// Read MP1/2 pak
if (PakVersion == 0x00030005)
{
Pak.Seek(0x4, SEEK_CUR);
u32 NumNamedResources = Pak.ReadLong();
for (u32 iName = 0; iName < NumNamedResources; iName++)
{
Pak.Seek(0x8, SEEK_CUR);
u32 NameLen = Pak.ReadLong();
Pak.Seek(NameLen, SEEK_CUR);
}
// Build a set out of the original pak resource list
u32 NumResources = Pak.ReadLong();
for (u32 iRes = 0; iRes < NumResources; iRes++)
{
Pak.Seek(0x8, SEEK_CUR);
OldListSet.insert( CAssetID(Pak, e32Bit) );
Pak.Seek(0x8, SEEK_CUR);
}
}
// Read MP3/DKCR pak
else
{
ASSERT(PakVersion == 0x2);
// Skip named resources
Pak.Seek(0x44, SEEK_SET);
CFourCC StringSecType = Pak.ReadLong();
u32 StringSecSize = Pak.ReadLong();
ASSERT(StringSecType == "STRG");
Pak.Seek(0x80 + StringSecSize, SEEK_SET);
// Read resource table
u32 NumResources = Pak.ReadLong();
for (u32 iRes = 0; iRes < NumResources; iRes++)
{
Pak.Seek(0x8, SEEK_CUR);
OldListSet.insert( CAssetID(Pak, e64Bit) );
Pak.Seek(0x8, SEEK_CUR);
}
}
// Check for missing resources in the new list
for (auto Iter = OldListSet.begin(); Iter != OldListSet.end(); Iter++)
{
CAssetID ID = *Iter;
if (NewListSet.find(ID) == NewListSet.end())
{
CResourceEntry *pEntry = gpResourceStore->FindEntry(ID);
TString Extension = (pEntry ? "." + pEntry->CookedExtension() : "");
Log::Error("Missing resource: " + ID.ToString() + Extension);
}
}
// Check for extra resources in the new list
for (auto Iter = NewListSet.begin(); Iter != NewListSet.end(); Iter++)
{
CAssetID ID = *Iter;
if (OldListSet.find(ID) == OldListSet.end())
{
CResourceEntry *pEntry = gpResourceStore->FindEntry(ID);
TString Extension = (pEntry ? "." + pEntry->CookedExtension() : "");
Log::Error("Extra resource: " + ID.ToString() + Extension);
}
}
}
bool CPackage::ContainsAsset(const CAssetID& rkID) const
{
if (mCacheDirty)
UpdateDependencyCache();
return mCachedDependencies.find(rkID) != mCachedDependencies.end();
}
TString CPackage::DefinitionPath(bool Relative) const
{
TString RelPath = mPakPath + mPakName + ".pkd";
return Relative ? RelPath : mpProject->PackagesDir(false) + RelPath;
}
TString CPackage::CookedPackagePath(bool Relative) const
{
TString RelPath = mPakPath + mPakName + ".pak";
return Relative ? RelPath : mpProject->DiscFilesystemRoot(false) + RelPath;
}