r5sdk/r5dev/materialsystem/cmaterialsystem.cpp
Kawe Mazidjatari d946f9d1a1 Fixed bug when reading text files using internal file system
Small oversight causing defect, but found during extensive tests and code inspection.
2022-09-01 01:05:15 +02:00

94 lines
3.4 KiB
C++

//===========================================================================//
//
// Purpose:
//
//===========================================================================//
#include "core/stdafx.h"
#include "tier1/cvar.h"
#include "rtech/rtech_utils.h"
#include "filesystem/filesystem.h"
#include "materialsystem/cmaterialsystem.h"
//---------------------------------------------------------------------------------
// Purpose: loads and processes STBSP files
// (overrides level name if stbsp field has value in prerequisites file)
// Input : *pszLevelName -
//---------------------------------------------------------------------------------
void StreamDB_Init(const char* pszLevelName)
{
ostringstream ostream;
ostream << "scripts/levels/settings/" << pszLevelName << ".json";
FileHandle_t pFile = FileSystem()->Open(ostream.str().c_str(), "rt");
if (pFile)
{
uint32_t nLen = FileSystem()->Size(pFile);
uint8_t* pBuf = MemAllocSingleton()->Alloc<uint8_t>(nLen);
int nRead = FileSystem()->Read(pBuf, nLen, pFile);
FileSystem()->Close(pFile);
pBuf[nRead] = '\0';
try
{
nlohmann::json jsIn = nlohmann::json::parse(pBuf);
if (!jsIn.is_null())
{
if (!jsIn[STREAM_DB_EXT].is_null())
{
string svStreamDBFile = jsIn[STREAM_DB_EXT].get<string>();
DevMsg(eDLL_T::MS, "%s: Loading override STBSP file '%s.%s'\n", __FUNCTION__, svStreamDBFile.c_str(), STREAM_DB_EXT);
v_StreamDB_Init(svStreamDBFile.c_str());
MemAllocSingleton()->Free(pBuf);
return;
}
}
}
catch (const std::exception& ex)
{
Warning(eDLL_T::MS, "%s: Exception while parsing STBSP override:\n%s\n", __FUNCTION__, ex.what());
}
MemAllocSingleton()->Free(pBuf);
}
DevMsg(eDLL_T::MS, "%s: Loading STBSP file '%s.%s'\n", __FUNCTION__, pszLevelName, STREAM_DB_EXT);
v_StreamDB_Init(pszLevelName);
}
//---------------------------------------------------------------------------------
// Purpose: draw frame
//---------------------------------------------------------------------------------
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
void* __fastcall DispatchDrawCall(int64_t a1, uint64_t a2, int a3, int a4, char a5, int a6, uint8_t a7, int64_t a8, uint32_t a9, uint32_t a10, __m128* a11, int a12)
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
void* __fastcall DispatchDrawCall(int64_t a1, uint64_t a2, int a3, int a4, int64_t a5, int a6, uint8_t a7, int64_t a8, uint32_t a9, uint32_t a10, int a11, __m128* a12, int a13, int64_t a14)
#endif
{
// This only happens when the BSP is in a horrible condition (bad depth buffer draw calls!)
// but allows you to load BSP's with virtually all missing shaders/materials and models
// being replaced with 'material_for_aspect/error.rpak' and 'mdl/error.rmdl'.
if (!s_pRenderContext.GetValue<void*>())
return nullptr;
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
return v_DispatchDrawCall(a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12);
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
return v_DispatchDrawCall(a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12, a13, a14);
#endif
}
///////////////////////////////////////////////////////////////////////////////
void CMaterialSystem_Attach()
{
DetourAttach((LPVOID*)&v_StreamDB_Init, &StreamDB_Init);
DetourAttach((LPVOID*)&v_DispatchDrawCall, &DispatchDrawCall);
}
void CMaterialSystem_Detach()
{
DetourDetach((LPVOID*)&v_StreamDB_Init, &StreamDB_Init);
DetourDetach((LPVOID*)&v_DispatchDrawCall, &DispatchDrawCall);
}