r5sdk/r5dev/public/binstream.cpp

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Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
#include "core/stdafx.h"
#include "engine/sys_utils.h"
#include "public/include/binstream.h"
//-----------------------------------------------------------------------------
// Purpose: CIOStream constructor
//-----------------------------------------------------------------------------
CIOStream::CIOStream()
{
eCurrentMode = eStreamFileMode::NONE;
}
//-----------------------------------------------------------------------------
// Purpose: CIOStream destructor
//-----------------------------------------------------------------------------
CIOStream::~CIOStream()
{
if (writer.is_open())
{
writer.close();
}
if (reader.is_open())
{
reader.close();
}
}
//-----------------------------------------------------------------------------
// Purpose: opens the file in specified mode
// Input : fileFullPath - mode
// Output : true if operation is successfull
//-----------------------------------------------------------------------------
bool CIOStream::open(std::string svFileFullPath, eStreamFileMode eMode)
{
svFilePath = svFileFullPath;
if (eMode == eStreamFileMode::WRITE)
{
eCurrentMode = eMode;
// check if we had a previously opened file to close it
if (writer.is_open())
{
writer.close();
}
writer.open(svFilePath.c_str(), std::ios::binary);
if (!writer.is_open())
{
DevMsg(eDLL_T::FS, "Error opening file '%s' for write operation!\n", svFilePath.c_str());
eCurrentMode = eStreamFileMode::NONE;
}
}
// Read mode
else if (eMode == eStreamFileMode::READ)
{
eCurrentMode = eMode;
// check if we had a previously opened file to close it
if (reader.is_open())
{
reader.close();
}
reader.open(svFilePath.c_str(), std::ios::binary);
if (!reader.is_open())
{
DevMsg(eDLL_T::FS, "Error opening file '%s' for read operation!\n", svFilePath.c_str());
eCurrentMode = eStreamFileMode::NONE;
}
}
// if the mode is still the NONE -> we failed
return eCurrentMode == eStreamFileMode::NONE ? false : true;
}
//-----------------------------------------------------------------------------
// Purpose: closes the file
//-----------------------------------------------------------------------------
void CIOStream::close()
{
if (eCurrentMode == eStreamFileMode::WRITE)
{
writer.close();
}
else if (eCurrentMode == eStreamFileMode::READ)
{
reader.close();
}
}
//-----------------------------------------------------------------------------
// Purpose: checks if we are able to read the file
//-----------------------------------------------------------------------------
bool CIOStream::checkReadabilityStatus()
{
if (eCurrentMode != eStreamFileMode::READ)
{
2022-03-04 15:59:33 +01:00
Error(eDLL_T::FS, "Error: StreamFileMode doesn't match required mode for read operation.\n");
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
return false;
}
// check if we hit the end of the file.
if (reader.eof())
{
2022-03-04 15:59:33 +01:00
Error(eDLL_T::FS, "Error: trying to read past EOF.\n");
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
reader.close();
eCurrentMode = eStreamFileMode::NONE;
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: checks if we are able to write to file
//-----------------------------------------------------------------------------
bool CIOStream::checkWritabilityStatus()
{
if (eCurrentMode != eStreamFileMode::WRITE)
{
2022-03-04 15:59:33 +01:00
Error(eDLL_T::FS, "Error: StreamFileMode doesn't match required mode for write operation.\n");
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: checks if we hit the end of file
//-----------------------------------------------------------------------------
bool CIOStream::eof()
{
return reader.eof();
}
//-----------------------------------------------------------------------------
// Purpose: reads a string from the file and returns it
//-----------------------------------------------------------------------------
std::string CIOStream::readString()
{
if (checkReadabilityStatus())
{
char c;
std::string result = "";
while (!reader.eof() && (c = readR<char>()) != '\0')
{
result += c;
}
return result;
}
return "";
}
//-----------------------------------------------------------------------------
// Purpose: writes a string to the file
//-----------------------------------------------------------------------------
void CIOStream::writeString(std::string str)
{
if (!checkWritabilityStatus())
{
return;
}
str += '\0'; // null-terminate the string.
char* text = (char*)(str.c_str());
size_t size = str.size();
writer.write((const char*)text, size);
}