mirror of
https://github.com/Mauler125/r5sdk.git
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* split rtech_game and rtech_utils cpp files into multiple files * rebuilt several large pak load routines for debugging and custom implementations * moved rson code to rtech_game * reworked and improved engine and sdk pak precache system * reversed more of the jobthreads system
366 lines
12 KiB
C++
366 lines
12 KiB
C++
//=====================================================================================//
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//
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// model loading and caching
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//
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// $NoKeywords: $
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//=====================================================================================//
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#include "core/stdafx.h"
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#include "tier0/threadtools.h"
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#include "tier1/cvar.h"
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#include "tier1/utldict.h"
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#include "datacache/mdlcache.h"
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#include "datacache/imdlcache.h"
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#include "datacache/idatacache.h"
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#include "rtech/pak/paktools.h"
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#include "public/studio.h"
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CStudioFallbackHandler g_StudioMdlFallbackHandler;
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#define IS_VALID_DATACACHE_HANDLE(cacheHandle) (cacheHandle && cacheHandle != DC_INVALID_HANDLE)
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//-----------------------------------------------------------------------------
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// Purpose: finds an MDL
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// Input : *this -
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// handle -
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// *a3 -
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// Output : a pointer to the studiohdr_t object
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//-----------------------------------------------------------------------------
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studiohdr_t* CMDLCache::FindMDL(CMDLCache* const cache, const MDLHandle_t handle, void* a3)
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{
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studiodata_t* const studioData = cache->GetStudioData(handle);
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if (!studioData)
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{
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studiohdr_t* const pStudioHdr = GetErrorModel();
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if (!IsKnownBadModel(handle))
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{
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if (!pStudioHdr)
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Error(eDLL_T::ENGINE, EXIT_FAILURE, "Model with handle \"%hu\" not found and \"%s\" couldn't be loaded.\n", handle, ERROR_MODEL);
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else
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Error(eDLL_T::ENGINE, NO_ERROR, "Model with handle \"%hu\" not found; replacing with \"%s\".\n", handle, ERROR_MODEL);
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}
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return pStudioHdr;
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}
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studiomodelcache_t* modelCache = studioData->GetModelCache();
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// Store error and empty fallback models.
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if (IS_VALID_DATACACHE_HANDLE(modelCache))
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{
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studiohdr_t* const studioHdr = studioData->GetModelCache()->GetStudioHdr();
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if (studioHdr)
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{
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// Typically, you would only check for '(m_nFlags & STUDIODATA_ERROR_MODEL)',
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// but for some reason this game doesn't have this flag set on that model.
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if (!HasErrorModel() && ((studioData->flags & STUDIODATA_ERROR_MODEL)
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|| V_ComparePath(studioHdr->name, ERROR_MODEL)))
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{
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g_StudioMdlFallbackHandler.SetFallbackModel(studioHdr, handle);
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}
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}
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}
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const int nFlags = STUDIOHDR_FLAGS_NEEDS_DEFERRED_ADDITIVE | STUDIOHDR_FLAGS_OBSOLETE;
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if ((studioData->flags & nFlags))
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{
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if (IS_VALID_DATACACHE_HANDLE(modelCache))
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{
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if (a3)
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{
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FindCachedMDL(cache, studioData, a3);
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modelCache = studioData->GetModelCache();
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}
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studiohdr_t* const pStudioHdr = modelCache->GetStudioHdr();
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if (pStudioHdr)
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return pStudioHdr;
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return FindUncachedMDL(cache, handle, studioData, a3);
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}
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studioanimcache_t* const animCache = studioData->GetAnimCache();
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if (IS_VALID_DATACACHE_HANDLE(animCache))
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{
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studiohdr_t* const pStudioHdr = animCache->GetStudioHdr();
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if (pStudioHdr)
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return pStudioHdr;
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}
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}
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return FindUncachedMDL(cache, handle, studioData, a3);
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}
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//-----------------------------------------------------------------------------
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// Purpose: finds an MDL cached
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// Input : *this -
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// *pStudioData -
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// *a3 -
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//-----------------------------------------------------------------------------
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void CMDLCache::FindCachedMDL(CMDLCache* const cache, studiodata_t* const pStudioData, void* a3)
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{
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if (a3)
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{
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AUTO_LOCK(pStudioData->mutex);
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*(_QWORD*)((int64_t)a3 + 0x880) = *(_QWORD*)&pStudioData->pad[0x24];
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int64_t v6 = *(_QWORD*)&pStudioData->pad[0x24];
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if (v6)
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*(_QWORD*)(v6 + 0x878) = (int64_t)a3;
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*(_QWORD*)&pStudioData->pad[0x24] = (int64_t)a3;
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*(_QWORD*)((int64_t)a3 + 0x870) = (int64_t)cache;
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*(_WORD*)((int64_t)a3 + 0x888) = pStudioData->modelHandle;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: finds an MDL uncached
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// Input : *this -
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// handle -
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// *pStudioData -
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// *a4 -
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// Output : a pointer to the studiohdr_t object
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//-----------------------------------------------------------------------------
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studiohdr_t* CMDLCache::FindUncachedMDL(CMDLCache* const cache, const MDLHandle_t handle, studiodata_t* pStudioData, void* a4)
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{
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AUTO_LOCK(pStudioData->mutex);
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const char* modelName = cache->GetModelName(handle);
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const size_t fileNameLen = strlen(modelName);
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studiohdr_t* studioHdr = nullptr;
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if (fileNameLen < 5 ||
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(Q_stricmp(&modelName[fileNameLen - 5], ".rmdl") != 0) &&
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(Q_stricmp(&modelName[fileNameLen - 5], ".rrig") != 0) &&
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(Q_stricmp(&modelName[fileNameLen - 5], ".rpak") != 0))
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{
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studioHdr = GetErrorModel();
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if (!IsKnownBadModel(handle))
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{
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if (!studioHdr)
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Error(eDLL_T::ENGINE, EXIT_FAILURE, "Attempted to load old model \"%s\" and \"%s\" couldn't be loaded.\n", modelName, ERROR_MODEL);
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else
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Error(eDLL_T::ENGINE, NO_ERROR, "Attempted to load old model \"%s\"; replacing with \"%s\".\n", modelName, ERROR_MODEL);
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}
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return studioHdr;
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}
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pStudioData->processing = true;
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Pak_StringToGuid(modelName);
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pStudioData->processing = false;
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studiomodelcache_t* const modelCache = pStudioData->GetModelCache();
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if (IS_VALID_DATACACHE_HANDLE(modelCache))
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{
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FindCachedMDL(cache, pStudioData, a4);
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studioHdr = modelCache->GetStudioHdr();
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}
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else
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{
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// Attempt to get studio header from anim cache.
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studioanimcache_t* const animCache = pStudioData->GetAnimCache();
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if (IS_VALID_DATACACHE_HANDLE(animCache))
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{
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studioHdr = animCache->GetStudioHdr();
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}
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else
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{
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studioHdr = GetErrorModel();
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if (!IsKnownBadModel(handle))
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{
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if (!studioHdr)
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Error(eDLL_T::ENGINE, EXIT_FAILURE, "Model \"%s\" not found and \"%s\" couldn't be loaded.\n", modelName, ERROR_MODEL);
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else
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Error(eDLL_T::ENGINE, NO_ERROR, "Model \"%s\" not found; replacing with \"%s\".\n", modelName, ERROR_MODEL);
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}
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}
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}
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assert(studioHdr);
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return studioHdr;
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}
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//-----------------------------------------------------------------------------
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// Purpose: gets the model cache by handle
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// Input : handle -
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// Output : a pointer to the studiomodelcache_t object
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//-----------------------------------------------------------------------------
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studiomodelcache_t* CMDLCache::GetModelCache(const MDLHandle_t handle)
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{
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if (handle == MDLHANDLE_INVALID)
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return nullptr;
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const studiodata_t* const studioData = GetStudioData(handle);
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if (!studioData)
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return nullptr;
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studiomodelcache_t* const modelCache = studioData->GetModelCache();
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return modelCache;
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}
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//-----------------------------------------------------------------------------
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// Purpose: gets the vcollide data from cache pool by handle
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// Input : *this -
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// handle -
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// Output : a pointer to the vcollide_t object
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//-----------------------------------------------------------------------------
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vcollide_t* CMDLCache::GetVCollide(CMDLCache* const cache, const MDLHandle_t handle)
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{
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studiomodelcache_t* const modelCache = cache->GetModelCache(handle);
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if (!IS_VALID_DATACACHE_HANDLE(modelCache))
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{
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Warning(eDLL_T::ENGINE, "Attempted to load collision data on model \"%s\" with invalid studio data!\n", cache->GetModelName(handle));
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return nullptr;
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}
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studiophysicsref_t* const physicsCache = modelCache->GetPhysicsCache();
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if (!physicsCache)
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return nullptr;
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CStudioVCollide* const pVCollide = physicsCache->GetStudioVCollide();
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if (!pVCollide)
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return nullptr;
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return pVCollide->GetVCollide();
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}
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//-----------------------------------------------------------------------------
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// Purpose: gets the physics geometry data from cache pool by handle
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// Input : *this -
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// handle -
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// Output : a pointer to the physics geometry descriptor
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//-----------------------------------------------------------------------------
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void* CMDLCache::GetPhysicsGeometry(CMDLCache* const cache, const MDLHandle_t handle)
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{
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studiomodelcache_t* const modelCache = cache->GetModelCache(handle);
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if (!IS_VALID_DATACACHE_HANDLE(modelCache))
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{
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Warning(eDLL_T::ENGINE, "Attempted to load physics geometry on model \"%s\" with invalid studio data!\n", cache->GetModelName(handle));
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return nullptr;
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}
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studiophysicsref_t* const physicsRef = modelCache->GetPhysicsCache();
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if (!physicsRef)
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return nullptr;
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CStudioPhysicsGeoms* const physicsGeoms = physicsRef->GetPhysicsGeoms();
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if (!physicsGeoms)
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return nullptr;
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return physicsGeoms->GetGeometryData();
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}
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//-----------------------------------------------------------------------------
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// Purpose: gets the studio hardware data from cache pool by handle
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// Input : *this -
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// handle -
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// Output : a pointer to the studiohwdata_t object
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//-----------------------------------------------------------------------------
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studiohwdata_t* CMDLCache::GetHardwareData(CMDLCache* const cache, const MDLHandle_t handle)
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{
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const studiodata_t* studioData = nullptr; cache->GetStudioData(handle);
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const studiomodelcache_t* modelCache = cache->GetModelCache(handle);
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if (!IS_VALID_DATACACHE_HANDLE(modelCache))
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{
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if (!HasErrorModel())
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{
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Error(eDLL_T::ENGINE, NO_ERROR, "Studio hardware for model \"%s\" not found and \"%s\" couldn't be loaded!\n",
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cache->GetModelName(handle), ERROR_MODEL);
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assert(0); // Should never be hit!
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return nullptr;
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}
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else
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{
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// Only spew the message once.
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if (g_StudioMdlFallbackHandler.AddToSuppressionList(handle))
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{
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Warning(eDLL_T::ENGINE, "Studio hardware for model \"%s\" not found; replacing with \"%s\".\n",
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cache->GetModelName(handle), ERROR_MODEL);
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}
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}
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studioData = cache->GetStudioData(GetErrorModelHandle());
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modelCache = studioData->GetModelCache();
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}
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else
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{
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studioData = cache->GetStudioData(handle);
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}
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studiophysicsref_t* const physicsRef = modelCache->GetPhysicsCache();
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AcquireSRWLockExclusive(g_pMDLLock);
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CMDLCache__CheckData(physicsRef, 1i64); // !!! DECLARED INLINE IN < S3 !!!
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ReleaseSRWLockExclusive(g_pMDLLock);
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if ((studioData->flags & STUDIODATA_FLAGS_STUDIOMESH_LOADED))
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return studioData->GetHardwareDataRef()->GetHardwareData();
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return nullptr;
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}
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//-----------------------------------------------------------------------------
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// Purpose: gets the error model
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//-----------------------------------------------------------------------------
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studiohdr_t* CMDLCache::GetErrorModel(void)
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{
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return g_StudioMdlFallbackHandler.GetFallbackModelHeader();
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}
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const char* CMDLCache::GetErrorModelName(void)
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{
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const studiohdr_t* const errorStudioHdr = g_StudioMdlFallbackHandler.GetFallbackModelHeader();
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assert(errorStudioHdr);
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return errorStudioHdr ? errorStudioHdr->name : "(invalid)";
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}
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MDLHandle_t CMDLCache::GetErrorModelHandle(void)
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{
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return g_StudioMdlFallbackHandler.GetFallbackModelHandle();
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}
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bool CMDLCache::HasErrorModel(void)
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{
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return g_StudioMdlFallbackHandler.HasFallbackModel();
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}
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//-----------------------------------------------------------------------------
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// Purpose: checks if this model handle is within the set of bad models
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// Input : handle -
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// Output : true if exist, false otherwise
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//-----------------------------------------------------------------------------
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bool CMDLCache::IsKnownBadModel(const MDLHandle_t handle)
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{
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// Only adds if it didn't exist yet, else it returns false.
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return g_StudioMdlFallbackHandler.AddBadModelHandle(handle);
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}
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void VMDLCache::Detour(const bool bAttach) const
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{
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DetourSetup(&CMDLCache__FindMDL, &CMDLCache::FindMDL, bAttach);
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DetourSetup(&CMDLCache__FindCachedMDL, &CMDLCache::FindCachedMDL, bAttach);
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DetourSetup(&CMDLCache__FindUncachedMDL, &CMDLCache::FindUncachedMDL, bAttach);
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DetourSetup(&CMDLCache__GetVCollide, &CMDLCache::GetVCollide, bAttach);
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DetourSetup(&CMDLCache__GetPhysicsGeometry, &CMDLCache::GetPhysicsGeometry, bAttach);
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DetourSetup(&CMDLCache__GetHardwareData, &CMDLCache::GetHardwareData, bAttach);
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}
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