#include "mod_catalog.h" #include "mod_merge.h" #include "native_db.h" #include "Engine/Core/Json/json.h" #include #include #include #include #include #include #include #include #include #include #include namespace dingosdk::mods { namespace { namespace fs = std::filesystem; constexpr char levels_name[] = "reskate-levels.json"; std::string lower(std::string_view text) { std::string result(text); for (auto& ch : result) if (ch >= 'A' && ch <= 'Z') ch = static_cast(ch + ('a' - 'A')); return result; } std::string join(const std::vector& parts, const char* separator) { std::string text; for (const auto& part : parts) { if (!text.empty()) text += separator; text += part; } return text; } // Identifies this ReSkate.dll build, so a new one retries mods an older one left out. // The game build a layout.toc belongs to: its pipelineCodeChangelists. A mod's // layout is a copy of the game's from the build it was made for, so a mod made // for an earlier build carries that build's number. Empty when unreadable. std::string layout_changelist(const fs::path& path) noexcept { try { std::ifstream file(path, std::ios::binary); const std::vector bytes{std::istreambuf_iterator(file), {}}; if (bytes.size() <= native_db::envelope_size) return {}; const auto root = native_db::read(std::span(bytes).subspan(native_db::envelope_size), "layout.toc", nullptr, {.unique_fields = false}); // It sits in the install manifest; search rather than pin the path. const auto find = [](const auto& self, const native_db::Node& node) -> const native_db::Node* { if (const auto* found = node.field("pipelineCodeChangelists")) return found; for (const auto& child : node.children) if (const auto* found = self(self, child)) return found; return nullptr; }; const auto* field = find(find, root); if (!field) return {}; if (field->children.empty()) return field->text; std::string joined; for (const auto& child : field->children) joined += (joined.empty() ? "" : ",") + child.text; return joined; } catch (...) { return {}; } } std::string sdk_identity() { // ReSkate.dll beside the running executable, not whichever module holds // this code: Skate.exe and ReSkateLauncher.exe both sit beside it, and // both merge, so both have to arrive at the same answer or each would // call the other's exclusions stale and merge everything again. Not the // data root, which -dataPath can move away from the dll. An empty answer // (no dll) simply retries, as it always did. std::array host{}; const auto length = GetModuleFileNameW(nullptr, host.data(), static_cast(host.size())); if (!length || length >= host.size()) return {}; std::error_code error; const auto file = fs::path(std::wstring(host.data(), length)).parent_path() / L"ReSkate.dll"; const auto size = fs::file_size(file, error); if (error) return {}; const auto written = fs::last_write_time(file, error).time_since_epoch().count(); return error ? std::string{} : std::to_string(size) + "-" + std::to_string(written); } } // namespace std::filesystem::path engine_data_root() noexcept { try { std::array module_path{}; const auto length = GetModuleFileNameW(nullptr, module_path.data(), static_cast(module_path.size())); if (!length || length >= module_path.size()) return {}; const auto game = fs::path(std::wstring(module_path.data(), length)).parent_path(); int count{}; const auto arguments = CommandLineToArgvW(GetCommandLineW(), &count); if (!arguments) return game; std::wstring value; for (int index = 1; index < count; ++index) { const std::wstring argument(arguments[index]); const auto equals = argument.find(L'='); const auto name = argument.substr(0, equals); if (_wcsicmp(name.c_str(), L"-dataPath")) continue; if (equals != std::wstring::npos) value = argument.substr(equals + 1); else if (index + 1 < count) value = arguments[index + 1]; break; } LocalFree(arguments); if (value.empty()) return game; std::error_code error; auto root = fs::weakly_canonical(game / value, error); return error ? game / value : root; } catch (...) { return {}; } } Catalog load_catalog(const std::filesystem::path& data_root, const MergeObserver& observe, bool run_merge) noexcept { Catalog result; result.data_root = data_root; if (data_root.empty()) { result.issue = "The engine data root could not be resolved"; return result; } auto list = scan_mods(data_root); result.root = std::move(list.root); result.present = list.present; if (!result.present) return result; for (auto& note : list.notes) result.notes.push_back(std::move(note)); if (!list.issue.empty()) { // A typo in mods.json must not silently change which mods load. result.issue = std::move(list.issue); return result; } try { for (const auto& name : list.missing) result.notes.push_back("mods.json names a folder that is not present: " + name); for (auto& entry : list.entries) { if (!entry.enabled) { result.notes.push_back("Mod disabled in mods.json: " + entry.mod.name); result.disabled.push_back(entry.mod.name); if (entry.mod.provides_layout) result.inactive.push_back(std::move(entry.mod)); continue; } if (!entry.mod.provides_layout && !entry.mod.provides_levels && entry.mod.park_maps.empty()) result.notes.push_back("Mod " + entry.mod.name + " has no layout.toc or reskate-levels.json"); result.mods.push_back(std::move(entry.mod)); } std::sort(result.disabled.begin(), result.disabled.end(), [](const std::string& a, const std::string& b) { return lower(a) < lower(b); }); // Mods built for another Skate.exe (or not stamped with one) never load until they are // updated, enabled or not (a disabled mod's layout is merged too). They are checked on every // launch, so they never enter the exclusions file. for (std::size_t i = result.mods.size(); i-- > 0;) { if (result.mods[i].outdated.empty()) continue; auto mod = std::move(result.mods[i]); result.mods.erase(result.mods.begin() + static_cast(i)); result.notes.push_back("Leaving out " + mod.name + ": " + mod.outdated); mod.problems = {"outdated: " + mod.outdated + "; update it for this game version"}; result.outdated.push_back(mod); result.excluded.push_back(std::move(mod)); } for (std::size_t i = result.inactive.size(); i-- > 0;) { if (result.inactive[i].outdated.empty()) continue; result.notes.push_back("Disabled mod " + result.inactive[i].name + " is left out of the patch too: " + result.inactive[i].outdated); result.outdated.push_back(std::move(result.inactive[i])); result.inactive.erase(result.inactive.begin() + static_cast(i)); } // Mods that failed before and are unchanged stay out without a retry. auto exclusions = read_exclusions(result.root); const auto sdk = sdk_identity(); std::map> still_excluded; const auto leave_out = [&](std::size_t index, std::vector problems, const std::string& fingerprint) { auto mod = std::move(result.mods[index]); result.mods.erase(result.mods.begin() + static_cast(index)); // Level bundles decide whether a map loads at all, so their problems lead. std::stable_partition(problems.begin(), problems.end(), [](const std::string& problem) { return problem.find("levels/game/") != std::string::npos; }); mod.problems = std::move(problems); still_excluded[mod.name] = {fingerprint, sdk, mod.problems}; result.excluded.push_back(std::move(mod)); }; for (std::size_t i = result.mods.size(); i-- > 0;) { const auto found = list.excluded.find(result.mods[i].name); if (found == list.excluded.end()) continue; const auto& previous = exclusions.at(result.mods[i].name); if (sdk.empty() || previous.sdk != sdk) continue; // a new ReSkate may merge it now result.notes.push_back("Leaving out " + result.mods[i].name + ": it could not be merged cleanly before and its files have not changed since"); leave_out(i, found->second, previous.fingerprint); } // A mod made for another game build ships that build's layout and full // copies of shared game bundles (globals, the level root) that point // into the old build's archives: merged in, the game waits on the // splash screen forever. Leave such mods out, enabled or not (a // disabled map's globals are merged too), until they are rebuilt. const auto game_build = layout_changelist(data_root / L"Data" / L"layout.toc"); const auto made_for = [&](const Mod& mod) -> std::string { if (game_build.empty() || !mod.provides_layout) return {}; const auto build = layout_changelist(mod.directory / L"layout.toc"); return !build.empty() && build != game_build ? build : std::string{}; }; for (std::size_t i = result.mods.size(); i-- > 0;) { const auto build = made_for(result.mods[i]); if (build.empty()) continue; result.notes.push_back("Leaving out " + result.mods[i].name + ": it was made for game build " + build + ", the installed game is " + game_build); leave_out(i, {"made for game build " + build + ", not the installed " + game_build + "; rebuild it with ReSkate Studio for this game build"}, mod_fingerprint(result.mods[i].directory)); } for (std::size_t i = result.inactive.size(); i-- > 0;) { const auto build = made_for(result.inactive[i]); if (build.empty()) continue; result.notes.push_back("Disabled mod " + result.inactive[i].name + " is left out of the patch too: it was made for game build " + build + ", the installed game is " + game_build); result.inactive.erase(result.inactive.begin() + static_cast(i)); } // Any Mods folder gets a patch, even an empty one or one of disabled // mods only: a mod enabled or dropped in while the game runs needs it // mounted from launch. if (run_merge) { MergeReport merge; // Merge, and whenever a mod could not be merged cleanly, merge again // without it. Removing one mod cannot break another, but a few rounds // are allowed in case two damaged mods hid each other's problems. for (int round = 0; round < 4; ++round) { merge = merge_mods(result, observe); if (!merge.issue.empty()) break; bool removed = false; for (std::size_t i = result.mods.size(); i-- > 0;) { const auto found = merge.problems.find(result.mods[i].name); if (found == merge.problems.end() || found->second.empty()) continue; result.notes.push_back("Leaving out " + result.mods[i].name + ": it could not be merged cleanly; merging the other mods again without it"); leave_out(i, found->second, mod_fingerprint(result.mods[i].directory)); removed = true; } if (!removed) break; } for (auto& note : merge.notes) result.notes.push_back(std::move(note)); result.merged = merge.built; if (!merge.issue.empty()) result.issue = "the mods could not be merged into one patch: " + merge.issue; else if (merge.reused) result.notes.push_back("Kept the merged patch of " + std::to_string(result.mods.size()) + " mod(s) (" + std::to_string(merge.superbundles) + " superbundle(s), " + std::to_string(merge.archives) + " archive(s)); nothing changed since it was built"); else if (merge.built) result.notes.push_back("Merged " + std::to_string(result.mods.size()) + " mod(s) into " + std::to_string(merge.superbundles) + " superbundle(s) and " + std::to_string(merge.archives) + " archive(s)"); } if (run_merge) write_exclusions(result.root, still_excluded); // One line per mod, so a log shows at a glance what was installed and // what built it. for (const auto& mod : result.mods) result.notes.push_back(describe(mod)); for (const auto& mod : result.excluded) { if (!mod.outdated.empty()) { result.warnings.push_back("Mod " + mod.name + " was not loaded: it is outdated (" + mod.outdated + "). Update it for this game version."); continue; } if (!mod.problems.empty() && mod.problems.front().starts_with("made for game build ")) { result.warnings.push_back("Mod " + mod.name + " was not loaded: it was " + mod.problems.front() + (mod.levels.empty() ? std::string{} : " (its maps are not listed: " + join(mod.levels, ", ") + ")") + "."); continue; } constexpr std::size_t shown = 3; const std::vector first(mod.problems.begin(), mod.problems.begin() + static_cast(std::min(shown, mod.problems.size()))); result.warnings.push_back("Mod " + mod.name + " was not loaded because it could not be merged cleanly" + (mod.levels.empty() ? std::string{} : " (its maps are not listed: " + join(mod.levels, ", ") + ")") + ". " + join(first, " | ") + (mod.problems.size() > shown ? " | and " + std::to_string(mod.problems.size() - shown) + " more" : std::string{}) + ". Reinstall the whole mod folder, or rebuild it with a current ReSkate Studio."); } } catch (const std::exception& failure) { result.mods.clear(); result.merged = false; result.issue = failure.what(); } catch (...) { result.mods.clear(); result.merged = false; result.issue = "The mod catalogue could not be read"; } return result; } const Catalog& catalog(const MergeObserver& observe) noexcept { static const Catalog value = load_catalog(engine_data_root(), observe); return value; } std::vector level_manifest_paths(const Catalog& catalog) { std::vector paths; for (const auto& mod : catalog.mods) if (mod.provides_levels) paths.push_back(mod.directory / levels_name); return paths; } const Mod* mod_registering(const Catalog& catalog, std::string_view destination) noexcept { try { const auto haystack = lower(destination); for (const auto& mod : catalog.mods) for (const auto& level : mod.levels) if (!level.empty() && haystack.find(lower(level)) != std::string::npos) return &mod; } catch (...) {} return nullptr; } std::string describe(const Mod& mod) { std::string text = "Mod " + mod.name + ": "; if (mod.tool.empty() && mod.version.empty() && mod.built.empty()) text += "no build info (an older Studio or another tool built it)"; else text += "built by " + (mod.tool.empty() ? std::string("an unnamed tool") : mod.tool) + (mod.version.empty() ? "" : " " + mod.version) + (mod.built.empty() ? "" : " on " + mod.built); text += mod.provides_layout ? "; ships a layout" : "; ships no layout"; if (!mod.levels.empty()) text += "; registers " + std::to_string(mod.levels.size()) + " level(s): " + join(mod.levels, ", "); else if (mod.provides_levels) text += "; registers no level"; if (!mod.provides_layout) return text; text += mod.problems.empty() ? "; no merge problem recorded" : "; " + std::to_string(mod.problems.size()) + " merge problem(s), see the warning"; return text; } } // namespace dingosdk::mods