r5sdk/r5dev/vpc/rson.h
Kawe Mazidjatari 75ccebb4b6 Squirrel system restructure
Properly decouple squirrel and game code. This makes it easier to reverse engineer more of this squirrel system, and to compile them as individual libraries later on when moving to CMake to significantly decrease compile times.
2023-05-06 16:23:56 +02:00

110 lines
2.7 KiB
C++

#pragma once
#include "mathlib/color.h"
#include "tier1/utlbuffer.h"
#include "public/ifilesystem.h"
#include "filesystem/filesystem.h"
class RSON
{
public:
enum eFieldType
{
RSON_NULL = 0x1,
RSON_STRING = 0x2,
RSON_VALUE = 0x4,
RSON_OBJECT = 0x8,
RSON_BOOLEAN = 0x10,
RSON_INTEGER = 0x20,
RSON_SIGNED_INTEGER = 0x40,
RSON_UNSIGNED_INTEGER = 0x80,
RSON_DOUBLE = 0x100,
RSON_ARRAY = 0x1000,
};
struct Field_t;
union Value_t
{
Field_t* pSubKey;
char* pszString;
__int64 integerValue;
};
// used for the root node of rson tree
struct Node_t
{
eFieldType m_Type;
int m_nValueCount;
Value_t m_Value;
Field_t* GetFirstSubKey()
{
if (m_Type & eFieldType::RSON_OBJECT)
return m_Value.pSubKey;
return NULL;
};
// does not support finding a key in a different level of the tree
Field_t* FindKey(const char* pszKeyName)
{
if ((m_Type & eFieldType::RSON_OBJECT) == 0)
return NULL;
for (Field_t* pKey = GetFirstSubKey(); pKey != nullptr; pKey = pKey->GetNextKey())
{
if (!_stricmp(pKey->m_pszName, pszKeyName))
return pKey;
}
return NULL;
}
};
// used for every other field of the rson tree
struct Field_t
{
char* m_pszName;
Node_t m_Node;
Field_t* m_pNext;
Field_t* m_pPrev;
Field_t* GetNextKey() { return m_pNext; };
Field_t* GetLastKey() { return m_pPrev; };
Field_t* GetFirstSubKey() { return m_Node.GetFirstSubKey(); };
Field_t* FindKey(const char* pszKeyName) { return m_Node.FindKey(pszKeyName); };
const char* GetString() { return (m_Node.m_Type == RSON_STRING) ? m_Node.m_Value.pszString : NULL; };
};
public:
static Node_t* LoadFromBuffer(const char* pszBufferName, char* pBuffer, eFieldType rootType);
static Node_t* LoadFromFile(const char* pszFilePath);
};
///////////////////////////////////////////////////////////////////////////////
inline CMemory p_RSON_LoadFromBuffer;
inline auto RSON_LoadFromBuffer = p_RSON_LoadFromBuffer.RCast<RSON::Node_t * (__fastcall*)(const char* bufName, char* buf, RSON::eFieldType rootType, __int64 a4, void* a5)>();
///////////////////////////////////////////////////////////////////////////////
class VRSON : public IDetour
{
virtual void GetAdr(void) const
{
}
virtual void GetFun(void) const
{
p_RSON_LoadFromBuffer = g_GameDll.FindPatternSIMD("E8 ? ? ? ? 48 89 45 60 48 8B D8").FollowNearCallSelf();
RSON_LoadFromBuffer = p_RSON_LoadFromBuffer.RCast< RSON::Node_t * (__fastcall*)(const char* bufName, char* buf, RSON::eFieldType rootType, __int64 a4, void* a5)>();
}
virtual void GetVar(void) const { }
virtual void GetCon(void) const { }
virtual void Attach(void) const { }
virtual void Detach(void) const { }
};
///////////////////////////////////////////////////////////////////////////////