forked from gildor2/UEViewer
-
Notifications
You must be signed in to change notification settings - Fork 0
/
GameFileSystem.cpp
987 lines (876 loc) · 24 KB
/
GameFileSystem.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
#include "Core.h"
#include "UnCore.h"
#include "GameFileSystem.h"
#include "UnArchiveObb.h"
#include "UnArchivePak.h"
// includes for file enumeration
#if _WIN32
# include <io.h> // for findfirst() set
#else
# include <dirent.h> // for opendir() etc
# include <sys/stat.h> // for stat()
#endif
/*-----------------------------------------------------------------------------
Game file system
-----------------------------------------------------------------------------*/
#define MAX_FOREIGN_FILES 32768
char GRootDirectory[MAX_PACKAGE_PATH];
static const char *PackageExtensions[] =
{
"u", "ut2", "utx", "uax", "usx", "ukx",
#if UNREAL3
"upk", "ut3", "xxx", "umap", "udk", "map",
#endif
#if UNREAL4
"uasset",
#endif
#if RUNE
"ums",
#endif
#if BATTLE_TERR
"bsx", "btx", "bkx", // older version
"ebsx", "ebtx", "ebkx", "ebax", // newer version, with encryption
#endif
#if TRIBES3
"pkg",
#endif
#if BIOSHOCK
"bsm",
#endif
#if VANGUARD
"uea", "uem",
#endif
#if LEAD
"ass", "umd",
#endif
#if MASSEFF
"sfm", // Mass Effect
"pcc", // Mass Effect 2
#endif
#if TLR
"tlr",
#endif
#if LEGENDARY
"ppk", "pda", // Legendary: Pandora's Box
#endif
#if R6VEGAS
"uppc", "rmpc", // Rainbow 6 Vegas 2
#endif
#if TERA
"gpk", // TERA: Exiled Realms of Arborea
#endif
#if APB
"apb", // All Points Bulletin
#endif
#if TRIBES4
"fmap", // Tribes: Ascend
#endif
#if HUNTED // Hunted: The Demon's Forge
"lvl",
#endif
// other games with no special code
"lm", // Landmass
"s8m", // Section 8 map
"ccpk", // Crime Craft character package
};
#if UNREAL3 || UC2
#define HAS_SUPPORT_FILES 1
// secondary (non-package) files
static const char *KnownExtensions[] =
{
# if UNREAL3
"tfc", // Texture File Cache
"bin", // just in case
# endif
# if UC2
"xpr", // XBox texture container
# endif
# if BIOSHOCK
"blk", "bdc", // Bulk Content + Catalog
# endif
# if TRIBES4
"rtc",
# endif
# if UNREAL4
"ubulk", // separately stored UE4 bulk data
"uexp", // object's data cut from UE4 package when Event Driven Loader is used
"uptnl", // optional ubulk
# endif
#if GEARS4
"bundle",
#endif
};
#endif
// By default umodel extracts data to the current directory. Working with a huge amount of files
// could result to get "too many unknown files" error. We can ignore types of files which are
// extracted by umodel to reduce chance to get such error.
static const char *SkipExtensions[] =
{
"tga", "dds", "bmp", "mat", // textures, materials
"psk", "pskx", "psa", "config", // meshes, animations
"ogg", "wav", "fsb", "xma", "unk", // sounds
"gfx", "fxa", // 3rd party
"md5mesh", "md5anim", // md5 mesh
"uc", "3d", // vertex mesh
"wem", // WwiseAudio files
};
static bool FindExtension(const char *Filename, const char **Extensions, int NumExtensions)
{
const char *ext = strrchr(Filename, '.');
if (!ext) return false;
ext++;
for (int i = 0; i < NumExtensions; i++)
if (!stricmp(ext, Extensions[i])) return true;
return false;
}
static TArray<CGameFileInfo*> GameFiles;
int GNumPackageFiles = 0;
int GNumForeignFiles = 0;
#define GAME_FILE_HASH_SIZE 16384
#define GAME_FILE_HASH_MASK (GAME_FILE_HASH_SIZE-1)
//#define PRINT_HASH_DISTRIBUTION 1
//#define DEBUG_HASH 1
//#define DEBUG_HASH_NAME "21680"
static CGameFileInfo* GGameFileHash[GAME_FILE_HASH_SIZE];
#if UNREAL3
const char* GStartupPackage = "startup_xxx"; // this is just a magic constant pointer, content is meaningless
static CGameFileInfo* GStartupPackageInfo = NULL;
static int GStartupPackageInfoWeight = 0;
#endif
static int GetHashForFileName(const char* FileName, bool cutExtension)
{
const char* s1 = strrchr(FileName, '/'); // assume path delimiters are normalized
s1 = (s1 != NULL) ? s1 + 1 : FileName; // skip path
const char* s2 = cutExtension ? strrchr(s1, '.') : NULL;
int len = (s2 != NULL) ? s2 - s1 : strlen(s1);
uint16 hash = 0;
for (int i = 0; i < len; i++)
{
char c = s1[i];
if (c >= 'A' && c <= 'Z') c += 'a' - 'A'; // lowercase a character
hash = ROL16(hash, 5) - hash + ((c << 4) + c ^ 0x13F); // some crazy hash function
}
// hash += (len << 6) - len;
hash &= GAME_FILE_HASH_MASK;
#ifdef DEBUG_HASH_NAME
if (strstr(FileName, DEBUG_HASH_NAME))
printf("-> hash[%s] (%s,%d) -> %X\n", FileName, s1, len, hash);
#endif
return hash;
}
#if PRINT_HASH_DISTRIBUTION
static void PrintHashDistribution()
{
int hashCounts[1024];
int totalCount = 0;
memset(hashCounts, 0, sizeof(hashCounts));
for (int hash = 0; hash < GAME_FILE_HASH_SIZE; hash++)
{
int count = 0;
for (CGameFileInfo* info = GGameFileHash[hash]; info; info = info->HashNext)
count++;
assert(count < ARRAY_COUNT(hashCounts));
hashCounts[count]++;
totalCount += count;
}
appPrintf("Filename hash distribution: collision count -> num chains\n");
int totalCount2 = 0;
for (int i = 0; i < ARRAY_COUNT(hashCounts); i++)
{
int count = hashCounts[i];
if (count > 0)
{
totalCount2 += count * i;
float percent = totalCount2 * 100.0f / totalCount;
appPrintf("%d -> %d [%.1f%%]\n", i, count, percent);
}
}
assert(totalCount == totalCount2);
}
#endif // PRINT_HASH_DISTRIBUTION
//!! add define USE_VFS = SUPPORT_ANDROID || UNREAL4, perhaps || SUPPORT_IOS
//?? TODO: always returns 'true' now, can change the function prototype. 'false' was used when number of files was too large.
void appRegisterGameFile(const char *FullName, FVirtualFileSystem* parentVfs)
{
guard(appRegisterGameFile);
// printf("..file %s\n", FullName);
if (!parentVfs) // no nested VFSs
{
const char* ext = strrchr(FullName, '.');
if (ext)
{
guard(MountVFS);
ext++;
FVirtualFileSystem* vfs = NULL;
FArchive* reader = NULL;
#if SUPPORT_ANDROID
if (!stricmp(ext, "obb"))
{
GForcePlatform = PLATFORM_ANDROID;
reader = new FFileReader(FullName);
if (!reader) return;
reader->Game = GAME_UE3;
vfs = new FObbVFS(FullName);
}
#endif // SUPPORT_ANDROID
#if UNREAL4
if (!stricmp(ext, "pak"))
{
reader = new FFileReader(FullName);
if (!reader) return;
reader->Game = GAME_UE4_BASE;
vfs = new FPakVFS(FullName);
}
#endif // UNREAL4
//!! process other VFS types here
//!! note: VFS pointer is not stored in any global list, and not released upon program exit
if (vfs)
{
assert(reader);
// read VF directory
FString error;
if (!vfs->AttachReader(reader, error))
{
// something goes wrong
if (error.Len())
{
appPrintf("%s\n", *error);
}
else
{
appPrintf("File %s has an unknown format\n", FullName);
}
delete vfs;
delete reader;
return;
}
// pre-size GameFiles
int NumVFSFiles = vfs->NumFiles();
if (GameFiles.Num() + NumVFSFiles > GameFiles.Max())
{
GameFiles.Reserve(GameFiles.Num() + NumVFSFiles);
}
// add game files
for (int i = 0; i < NumVFSFiles; i++)
{
appRegisterGameFile(vfs->FileName(i), vfs);
}
}
unguard;
}
}
bool IsPackage = false;
if (FindExtension(FullName, ARRAY_ARG(PackageExtensions)))
{
IsPackage = true;
}
else
{
#if HAS_SUPPORT_FILES
if (!FindExtension(FullName, ARRAY_ARG(KnownExtensions)))
#endif
{
// ignore any unknown files inside VFS
if (parentVfs) return;
// ignore unknown files inside "cooked" or "content" directories
if (appStristr(FullName, "cooked") || appStristr(FullName, "content")) return;
// perhaps this file was exported by our tool - skip it
if (!FindExtension(FullName, ARRAY_ARG(SkipExtensions)))
{
// unknown file type
if (++GNumForeignFiles >= MAX_FOREIGN_FILES)
appError("Too many unknown files - bad root directory (%s)?", GRootDirectory);
}
return;
}
}
// create entry
CGameFileInfo *info = new CGameFileInfo;
info->IsPackage = IsPackage;
info->FileSystem = parentVfs;
if (!parentVfs)
{
// regular file
FILE* f = fopen(FullName, "rb");
if (f)
{
fseek(f, 0, SEEK_END);
info->Size = ftell(f);
fclose(f);
}
else
{
info->Size = 0;
}
// cut GRootDirectory from filename
const char *s = FullName + strlen(GRootDirectory) + 1;
assert(s[-1] == '/');
info->RelativeName = appStrdupPool(s);
}
else
{
// file in virtual file system
info->Size = parentVfs->GetFileSize(FullName);
info->RelativeName = appStrdupPool(FullName);
}
info->SizeInKb = (info->Size + 512) / 1024;
// find filename
const char* s = strrchr(info->RelativeName, '/');
if (s) s++; else s = info->RelativeName;
info->ShortFilename = s;
// find extension
s = strrchr(info->ShortFilename, '.');
if (s) s++;
info->Extension = s;
#if UNREAL3
if (info->IsPackage && (strnicmp(info->ShortFilename, "startup", 7) == 0))
{
// Register a startup package
// possible name variants:
// - startup
// - startup_int
// - startup_*
int startupWeight = 0;
if (info->ShortFilename[7] == '.')
startupWeight = 30; // "startup.upk"
else if (strnicmp(info->ShortFilename+7, "_int.", 5) == 0)
startupWeight = 20; // "startup_int.upk"
else if (strnicmp(info->ShortFilename+7, "_loc_int.", 9) == 0)
startupWeight = 20; // "startup_int.upk"
else if (info->ShortFilename[7] == '_')
startupWeight = 1; // non-int locale, lower priority - use if when other is not detected
if (startupWeight > GStartupPackageInfoWeight)
{
GStartupPackageInfoWeight = startupWeight;
GStartupPackageInfo = info;
}
}
#endif // UNREAL3
// insert CGameFileInfo into hash table
int hash = GetHashForFileName(info->ShortFilename, true);
// find if we have previously registered file with the same name
for (CGameFileInfo* prevInfo = GGameFileHash[hash]; prevInfo; prevInfo = prevInfo->HashNext)
{
if (stricmp(prevInfo->RelativeName, info->RelativeName) == 0)
{
// this is a duplicate of the file, keep new information
prevInfo->UpdateFrom(info);
delete info;
#if DEBUG_HASH
printf("--> dup(%s) pkg=%d hash=%X\n", prevInfo->ShortFilename, prevInfo->IsPackage, hash);
#endif
return;
}
}
if (GameFiles.Num() + 1 >= GameFiles.Max())
{
// Resize GameFiles array with large steps
GameFiles.Reserve(GameFiles.Num() + 1024);
}
GameFiles.Add(info);
if (IsPackage) GNumPackageFiles++;
info->HashNext = GGameFileHash[hash];
GGameFileHash[hash] = info;
#if DEBUG_HASH
printf("--> add(%s) pkg=%d hash=%X\n", info->ShortFilename, info->IsPackage, hash);
#endif
return;
unguardf("%s", FullName);
}
static bool ScanGameDirectory(const char *dir, bool recurse)
{
guard(ScanGameDirectory);
char Path[MAX_PACKAGE_PATH];
bool res = true;
// printf("Scan %s\n", dir);
TArray<FStaticString<256>> Filenames;
Filenames.Empty(256);
#if _WIN32
appSprintf(ARRAY_ARG(Path), "%s/*.*", dir);
_finddatai64_t found;
intptr_t hFind = _findfirsti64(Path, &found);
if (hFind == -1) return true;
do
{
if (found.name[0] == '.') continue; // "." or ".."
// directory -> recurse
if (found.attrib & _A_SUBDIR)
{
if (recurse)
{
appSprintf(ARRAY_ARG(Path), "%s/%s", dir, found.name);
res = ScanGameDirectory(Path, recurse);
}
}
else
{
Filenames.Add(found.name);
}
} while (res && _findnexti64(hFind, &found) != -1);
_findclose(hFind);
#else
DIR *find = opendir(dir);
if (!find) return true;
struct dirent *ent;
while (/*res &&*/ (ent = readdir(find)))
{
if (ent->d_name[0] == '.') continue; // "." or ".."
appSprintf(ARRAY_ARG(Path), "%s/%s", dir, ent->d_name);
// directory -> recurse
// note: using 'stat64' here because 'stat' ignores large files
struct stat64 buf;
if (stat64(Path, &buf) < 0) continue; // or break?
if (S_ISDIR(buf.st_mode))
{
if (recurse)
res = ScanGameDirectory(Path, recurse);
}
else
{
Filenames.Add(ent->d_name);
}
}
closedir(find);
#endif
// Register files in sorted order - should be done for pak files, so patches will work.
Filenames.Sort([](const FStaticString<256>& p1, const FStaticString<256>& p2) -> int
{
return stricmp(*p1, *p2) > 0;
});
for (int i = 0; i < Filenames.Num(); i++)
{
appSprintf(ARRAY_ARG(Path), "%s/%s", dir, *Filenames[i]);
appRegisterGameFile(Path);
}
return res;
unguard;
}
void LoadGears4Manifest(const CGameFileInfo* info);
void appSetRootDirectory(const char *dir, bool recurse)
{
guard(appSetRootDirectory);
#if PROFILE
appResetProfiler();
#endif
if (dir[0] == 0) dir = "."; // using dir="" will cause scanning of "/dir1", "/dir2" etc (i.e. drive root)
appStrncpyz(GRootDirectory, dir, ARRAY_COUNT(GRootDirectory));
ScanGameDirectory(GRootDirectory, recurse);
#if GEARS4
if (GForceGame == GAME_Gears4)
{
const CGameFileInfo* manifest = appFindGameFile("BundleManifest.bin");
if (manifest)
{
LoadGears4Manifest(manifest);
}
else
{
appError("Gears of War 4 requires BundleManifest.bin file which is missing.");
}
}
#endif // GEARS4
appPrintf("Found %d game files (%d skipped) at path \"%s\"\n", GameFiles.Num(), GNumForeignFiles, dir);
#if UNREAL4
// Should process .uexp and .ubulk files, register their information for .uasset
FStaticString<MAX_PACKAGE_PATH> RelativeName;
for (int i = 0; i < GameFiles.Num(); i++)
{
CGameFileInfo *info = GameFiles[i];
const char* Ext = info->GetExtension();
if ((stricmp(Ext, "uasset") == 0 || stricmp(Ext, "umap") == 0))
{
static const char* additionalExtensions[] =
{
".ubulk",
".uexp",
".uptnl",
};
info->GetRelativeNameNoExt(RelativeName);
char* extPlace = &RelativeName[0] + RelativeName.Len();
for (int ext = 0; ext < ARRAY_COUNT(additionalExtensions); ext++)
{
strcpy(extPlace, additionalExtensions[ext]);
const CGameFileInfo* file = appFindGameFile(*RelativeName);
if (file)
{
info->ExtraSizeInKb += file->SizeInKb;
}
}
}
}
#endif // UNREAL4
#if PROFILE
appPrintProfiler("Scanned game directory");
#endif
#if PRINT_HASH_DISTRIBUTION
PrintHashDistribution();
#endif
unguardf("dir=%s", dir);
}
const char *appGetRootDirectory()
{
return GRootDirectory[0] ? GRootDirectory : NULL;
}
// UE2 has simple directory hierarchy with directory depth 1
static const char *KnownDirs2[] =
{
"Animations",
"Maps",
"Sounds",
"StaticMeshes",
"System",
#if LINEAGE2
"Systextures",
#endif
#if UC2
"XboxTextures",
"XboxAnimations",
#endif
"Textures"
};
void appSetRootDirectory2(const char *filename)
{
guard(appSetRootDirectory2);
char buf[MAX_PACKAGE_PATH];
appStrncpyz(buf, filename, ARRAY_COUNT(buf));
char *s;
// replace slashes
for (s = buf; *s; s++)
if (*s == '\\') *s = '/';
// cut filename
s = strrchr(buf, '/');
if (s)
{
*s = 0;
// make a copy for fallback
}
else
{
strcpy(buf, ".");
}
FString root;
int detected = 0; // weight; 0 = not detected
root = buf;
// analyze path
const char *pCooked = NULL;
for (int i = 0; i < 8; i++)
{
// find deepest directory name
s = strrchr(buf, '/');
if (!s) break;
*s++ = 0;
bool found = false;
if (i == 0)
{
for (int j = 0; j < ARRAY_COUNT(KnownDirs2); j++)
if (!stricmp(KnownDirs2[j], s))
{
found = true;
break;
}
}
if (found)
{
if (detected < 1)
{
detected = 1;
root = buf;
}
}
pCooked = appStristr(s, "Cooked");
if (pCooked || appStristr(s, "Content"))
{
s[-1] = '/'; // put it back
if (detected < 2)
{
detected = 2;
root = buf;
break;
}
}
}
appPrintf("Detected game root %s%s", *root, (detected == false) ? " (no recurse)" : "");
// detect platform by cooked folder name
if (GForcePlatform == PLATFORM_UNKNOWN && pCooked)
{
pCooked += 6; // skip "Cooked" string
if (!strnicmp(pCooked, "PS3", 3))
GForcePlatform = PLATFORM_PS3;
else if (!strnicmp(pCooked, "Xenon", 5))
GForcePlatform = PLATFORM_XBOX360;
else if (!strnicmp(pCooked, "IPhone", 6))
GForcePlatform = PLATFORM_IOS;
if (GForcePlatform != PLATFORM_UNKNOWN)
{
static const char *PlatformNames[] =
{
"",
"PC",
"XBox360",
"PS3",
"PS4",
"Switch",
"iPhone",
"Android",
};
static_assert(ARRAY_COUNT(PlatformNames) == PLATFORM_COUNT, "PlatformNames has wrong item count");
appPrintf("; platform %s", PlatformNames[GForcePlatform]);
}
}
// scan root directory
appPrintf("\n");
appSetRootDirectory(*root, detected != 0);
unguardf("%s", filename);
}
const CGameFileInfo* appFindGameFile(const char *Filename, const char *Ext)
{
guard(appFindGameFile);
#if UNREAL3
bool findStartupPackage = (strcmp(Filename, GStartupPackage) == 0);
if (findStartupPackage)
return GStartupPackageInfo;
#endif
char buf[MAX_PACKAGE_PATH];
appStrncpyz(buf, Filename, ARRAY_COUNT(buf));
// replace backslashes
const char* ShortFilename = buf;
for (char* s = buf; *s; s++)
{
char c = *s;
if (c == '\\') *s = '/';
if (*s == '/') ShortFilename = s + 1;
}
// Get hash before stripping extension (could be required for files with double extension, like .hdr.rtc for games with Redux textures).
// If 'Ext' has been provided, we're going to append Ext to the filename later, so there's nothing to cut in this case.
int hash = GetHashForFileName(buf, /* cutExtension = */ Ext == NULL);
#if DEBUG_HASH
printf("--> find(%s) hash=%X\n", buf, hash);
#endif
if (Ext)
{
// extension is provided
//assert(!strchr(buf, '.')); -- don't assert because Dungeon Defenders (and perhaps other games) has TFC file names with dots
}
else
{
// check for extension in filename
char *s = strrchr(buf, '.');
if (s)
{
Ext = s + 1; // remember extension
*s = 0; // cut extension
}
}
// Now, 'buf' has filename with no extension, and 'Ext' points to extension. 'ShortFilename' contains file name with
// stripped path and extension parts.
// If 'Ext' is NULL here, the extension is not included into the file name, and we're looking for a package file with
// any suitable file extension.
int nameLen = strlen(ShortFilename);
#if defined(DEBUG_HASH_NAME) || DEBUG_HASH
printf("--> Loading %s (%s, len=%d, hash=%X)\n", buf, ShortFilename, nameLen, hash);
#endif
CGameFileInfo* bestMatch = NULL;
int bestMatchWeight = -1;
for (CGameFileInfo* info = GGameFileHash[hash]; info; info = info->HashNext)
{
#if defined(DEBUG_HASH_NAME) || DEBUG_HASH
printf("----> verify %s\n", info->RelativeName);
#endif
// check if info's filename length matches required one
if (info->Extension - 1 - info->ShortFilename != nameLen)
{
// printf("-----> wrong length %d\n", info->Extension - info->ShortFilename);
continue; // different filename length
}
// verify extension
if (Ext)
{
if (stricmp(info->Extension, Ext) != 0) continue;
}
else
{
// Ext = NULL => should be any package extension
if (!info->IsPackage) continue;
}
// verify a filename
if (strnicmp(info->ShortFilename, ShortFilename, nameLen) != 0)
continue;
// if (info->ShortFilename[nameLen] != '.') -- verified before extension comparison
// continue;
// Short filename matched, now compare path before the filename.
// Assume 'ShortFilename' is part of 'buf' and 'info->ShortFilename' is part of 'info->RelativeName'.
int matchWeight = 0;
const char *s = ShortFilename - 1;
const char *d = info->ShortFilename - 1;
while (s >= buf && d >= info->RelativeName && *s == *d)
{
matchWeight++;
// don't include pointer decrements into the loop condition, so both pointers will always be decremented
s--;
d--;
}
if ((s < buf) && (d < info->RelativeName))
{
// Both 's' and 'd' pointes beyond buffers, i.e. we have found an exact match
return info;
}
// printf("--> matched: %s (weight=%d)\n", info->RelativeName, matchWeight);
if (matchWeight > bestMatchWeight)
{
// printf("---> better match\n");
bestMatch = info;
bestMatchWeight = matchWeight;
}
}
return bestMatch;
unguardf("name=%s ext=%s", Filename, Ext);
}
struct FindPackageWildcardData
{
TArray<const CGameFileInfo*> FoundFiles;
bool WildcardContainsPath;
FString Wildcard;
};
static bool FindPackageWildcardCallback(const CGameFileInfo *file, FindPackageWildcardData &data)
{
FStaticString<MAX_PACKAGE_PATH> Name;
bool useThisPackage = false;
if (data.WildcardContainsPath)
{
file->GetRelativeName(Name);
useThisPackage = appMatchWildcard(*Name, *data.Wildcard, true);
}
else
{
file->GetCleanName(Name);
useThisPackage = appMatchWildcard(*Name, *data.Wildcard, true);
}
if (useThisPackage)
{
data.FoundFiles.Add(file);
}
return true;
}
//?? TODO: may be pass "Ext" here
void appFindGameFiles(const char *Filename, TArray<const CGameFileInfo*>& Files)
{
guard(appFindGameFiles);
if (!appContainsWildcard(Filename))
{
const CGameFileInfo* File = appFindGameFile(Filename);
if (File)
Files.Add(File);
return;
}
// here we're working with wildcard and should iterate over all files
char buf[MAX_PACKAGE_PATH];
appStrncpyz(buf, Filename, ARRAY_COUNT(buf));
// replace backslashes
bool containsPath = false;
for (char* s = buf; *s; s++)
{
char c = *s;
if (c == '\\')
{
*s = '/';
containsPath = true;
}
else if (c == '/')
{
containsPath = true;
}
}
FindPackageWildcardData findData;
findData.WildcardContainsPath = containsPath;
findData.Wildcard = buf;
appEnumGameFiles(FindPackageWildcardCallback, findData);
CopyArray(Files, findData.FoundFiles);
unguardf("wildcard=%s", Filename);
}
const char *appSkipRootDir(const char *Filename)
{
if (!GRootDirectory[0]) return Filename;
const char *str1 = GRootDirectory;
const char *str2 = Filename;
while (true)
{
char c1 = *str1++;
char c2 = *str2++;
// normalize names for easier checking
if (c1 == '\\') c1 = '/';
if (c2 == '\\') c2 = '/';
if (!c1)
{
// root directory name is fully scanned
if (c2 == '/') return str2;
// else - something like this: root="dirname/name2", file="dirname/name2extrachars"
return Filename; // not in root
}
if (!c2) return Filename; // Filename is shorter than GRootDirectory
if (c1 != c2) return Filename; // different names
}
}
FArchive* CGameFileInfo::CreateReader() const
{
if (!FileSystem)
{
// regular file
char buf[MAX_PACKAGE_PATH];
appSprintf(ARRAY_ARG(buf), "%s/%s", GRootDirectory, RelativeName);
return new FFileReader(buf);
}
else
{
// file from virtual file system
return FileSystem->CreateReader(RelativeName);
}
}
void CGameFileInfo::GetRelativeName(FString& OutName) const
{
OutName = RelativeName;
}
FString CGameFileInfo::GetRelativeName() const
{
FString Result;
GetRelativeName(Result);
return Result;
}
void CGameFileInfo::GetRelativeNameNoExt(FString& OutName) const
{
// Ineffective function, but will be replaced later anyway
OutName = FString(Extension ? Extension - RelativeName - 1 : strlen(RelativeName), RelativeName);
}
void CGameFileInfo::GetCleanName(FString& OutName) const
{
OutName = ShortFilename;
}
void CGameFileInfo::GetPath(FString& OutName) const
{
if (ShortFilename > RelativeName)
{
// Ineffective function, but will be replaced later anyway
OutName = FString(ShortFilename - RelativeName - 1, RelativeName);
}
else
{
OutName = "";
}
}
void appEnumGameFilesWorker(bool (*Callback)(const CGameFileInfo*, void*), const char *Ext, void *Param)
{
for (int i = 0; i < GameFiles.Num(); i++)
{
const CGameFileInfo *info = GameFiles[i];
if (!Ext)
{
// enumerate packages
if (!info->IsPackage) continue;
}
else
{
// check extension
if (stricmp(info->GetExtension(), Ext) != 0) continue;
}
if (!Callback(info, Param)) break;
}
}