mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-06-11 07:18:11 -05:00
Save scriptstrings per zone and not per asset since that solves all problems with multiple assets of the same zone referencing the same struct in memory that has scriptstring indices
This commit is contained in:
@ -50,6 +50,8 @@ ContentLoader::ContentLoader()
|
||||
|
||||
void ContentLoader::LoadScriptStringList(const bool atStreamStart)
|
||||
{
|
||||
assert(m_zone->m_script_strings.empty());
|
||||
|
||||
m_stream->PushBlock(XFILE_BLOCK_VIRTUAL);
|
||||
|
||||
if (atStreamStart)
|
||||
@ -67,16 +69,18 @@ void ContentLoader::LoadScriptStringList(const bool atStreamStart)
|
||||
{
|
||||
if (varScriptStringList->strings[i])
|
||||
{
|
||||
m_script_strings.emplace_back(varScriptStringList->strings[i]);
|
||||
m_zone->m_script_strings.emplace_back(varScriptStringList->strings[i]);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_script_strings.emplace_back("");
|
||||
m_zone->m_script_strings.emplace_back("");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
m_stream->PopBlock();
|
||||
|
||||
assert(m_zone->m_script_strings.size() <= SCR_STRING_MAX + 1);
|
||||
}
|
||||
|
||||
void ContentLoader::LoadXAsset(const bool atStreamStart)
|
||||
@ -84,7 +88,7 @@ void ContentLoader::LoadXAsset(const bool atStreamStart)
|
||||
#define LOAD_ASSET(type_index, typeName, headerEntry) \
|
||||
case type_index: \
|
||||
{ \
|
||||
Loader_##typeName loader(this, m_zone, m_stream); \
|
||||
Loader_##typeName loader(m_zone, m_stream); \
|
||||
loader.Load(&varXAsset->header.headerEntry); \
|
||||
break; \
|
||||
}
|
||||
@ -155,7 +159,7 @@ void ContentLoader::LoadXAssetArray(const bool atStreamStart, const size_t count
|
||||
|
||||
for (asset_type_t assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
|
||||
{
|
||||
m_zone->GetPools()->InitPoolDynamic(assetType);
|
||||
m_zone->m_pools->InitPoolDynamic(assetType);
|
||||
}
|
||||
|
||||
for (size_t index = 0; index < count; index++)
|
||||
@ -189,15 +193,3 @@ void ContentLoader::Load(Zone* zone, IZoneInputStream* stream)
|
||||
|
||||
m_stream->PopBlock();
|
||||
}
|
||||
|
||||
std::string& ContentLoader::GetZoneScriptString(const scr_string_t scrString)
|
||||
{
|
||||
assert(scrString >= 0 && scrString < m_script_strings.size());
|
||||
|
||||
if (scrString >= m_script_strings.size())
|
||||
{
|
||||
return m_script_strings[0];
|
||||
}
|
||||
|
||||
return m_script_strings[scrString];
|
||||
}
|
||||
|
@ -2,13 +2,11 @@
|
||||
#include "Loading/ContentLoaderBase.h"
|
||||
#include "Loading/IContentLoadingEntryPoint.h"
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "Loading/IZoneScriptStringProvider.h"
|
||||
|
||||
namespace IW4
|
||||
{
|
||||
class ContentLoader final : public ContentLoaderBase, public IContentLoadingEntryPoint, public IZoneScriptStringProvider
|
||||
class ContentLoader final : public ContentLoaderBase, public IContentLoadingEntryPoint
|
||||
{
|
||||
std::vector<std::string> m_script_strings;
|
||||
XAsset* varXAsset;
|
||||
ScriptStringList* varScriptStringList;
|
||||
|
||||
@ -21,6 +19,5 @@ namespace IW4
|
||||
ContentLoader();
|
||||
|
||||
void Load(Zone* zone, IZoneInputStream* stream) override;
|
||||
std::string& GetZoneScriptString(scr_string_t scrString) override;
|
||||
};
|
||||
}
|
||||
|
@ -204,7 +204,8 @@ public:
|
||||
return nullptr;
|
||||
|
||||
// Create new zone
|
||||
auto* zone = new Zone(fileName, 0, new GameAssetPoolIW4(0), &g_GameIW4);
|
||||
auto* zone = new Zone(fileName, 0, &g_GameIW4);
|
||||
zone->m_pools = std::make_unique<GameAssetPoolIW4>(zone, 0);
|
||||
zone->m_language = GetZoneLanguage(fileName);
|
||||
|
||||
// File is supported. Now setup all required steps for loading this file.
|
||||
|
@ -63,6 +63,8 @@ ContentLoader::ContentLoader()
|
||||
|
||||
void ContentLoader::LoadScriptStringList(const bool atStreamStart)
|
||||
{
|
||||
assert(m_zone->m_script_strings.empty());
|
||||
|
||||
m_stream->PushBlock(XFILE_BLOCK_VIRTUAL);
|
||||
|
||||
if (atStreamStart)
|
||||
@ -80,16 +82,18 @@ void ContentLoader::LoadScriptStringList(const bool atStreamStart)
|
||||
{
|
||||
if (varScriptStringList->strings[i])
|
||||
{
|
||||
m_script_strings.emplace_back(varScriptStringList->strings[i]);
|
||||
m_zone->m_script_strings.emplace_back(varScriptStringList->strings[i]);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_script_strings.emplace_back("");
|
||||
m_zone->m_script_strings.emplace_back("");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
m_stream->PopBlock();
|
||||
|
||||
assert(m_zone->m_script_strings.size() <= SCR_STRING_MAX + 1);
|
||||
}
|
||||
|
||||
void ContentLoader::LoadXAsset(const bool atStreamStart)
|
||||
@ -97,7 +101,7 @@ void ContentLoader::LoadXAsset(const bool atStreamStart)
|
||||
#define LOAD_ASSET(type_index, typeName, headerEntry) \
|
||||
case type_index: \
|
||||
{ \
|
||||
Loader_##typeName loader(this, m_zone, m_stream); \
|
||||
Loader_##typeName loader(m_zone, m_stream); \
|
||||
loader.Load(&varXAsset->header.headerEntry); \
|
||||
break; \
|
||||
}
|
||||
@ -177,7 +181,7 @@ void ContentLoader::LoadXAssetArray(const bool atStreamStart, const size_t count
|
||||
|
||||
for (asset_type_t assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
|
||||
{
|
||||
m_zone->GetPools()->InitPoolDynamic(assetType);
|
||||
m_zone->m_pools->InitPoolDynamic(assetType);
|
||||
}
|
||||
|
||||
for (size_t index = 0; index < count; index++)
|
||||
@ -220,15 +224,3 @@ void ContentLoader::Load(Zone* zone, IZoneInputStream* stream)
|
||||
|
||||
m_stream->PopBlock();
|
||||
}
|
||||
|
||||
std::string& ContentLoader::GetZoneScriptString(const scr_string_t scrString)
|
||||
{
|
||||
assert(scrString >= 0 && scrString < m_script_strings.size());
|
||||
|
||||
if (scrString >= m_script_strings.size())
|
||||
{
|
||||
return m_script_strings[0];
|
||||
}
|
||||
|
||||
return m_script_strings[scrString];
|
||||
}
|
||||
|
@ -2,13 +2,11 @@
|
||||
#include "Loading/ContentLoaderBase.h"
|
||||
#include "Loading/IContentLoadingEntryPoint.h"
|
||||
#include "Game/T6/T6.h"
|
||||
#include "Loading/IZoneScriptStringProvider.h"
|
||||
|
||||
namespace T6
|
||||
{
|
||||
class ContentLoader final : public ContentLoaderBase, public IContentLoadingEntryPoint, public IZoneScriptStringProvider
|
||||
class ContentLoader final : public ContentLoaderBase, public IContentLoadingEntryPoint
|
||||
{
|
||||
std::vector<std::string> m_script_strings;
|
||||
XAsset* varXAsset;
|
||||
ScriptStringList* varScriptStringList;
|
||||
|
||||
@ -21,6 +19,5 @@ namespace T6
|
||||
ContentLoader();
|
||||
|
||||
void Load(Zone* zone, IZoneInputStream* stream) override;
|
||||
std::string& GetZoneScriptString(scr_string_t scrString) override;
|
||||
};
|
||||
}
|
||||
|
@ -238,7 +238,8 @@ public:
|
||||
return nullptr;
|
||||
|
||||
// Create new zone
|
||||
auto* zone = new Zone(fileName, 0, new GameAssetPoolT6(0), &g_GameT6);
|
||||
auto* zone = new Zone(fileName, 0, &g_GameT6);
|
||||
zone->m_pools = std::make_unique<GameAssetPoolT6>(zone, 0);
|
||||
zone->m_language = GetZoneLanguage(fileName);
|
||||
|
||||
// File is supported. Now setup all required steps for loading this file.
|
||||
|
Reference in New Issue
Block a user