Files
AyeZeeBB a30a8384f3 Keep every mod's cosmetics when two presets share a short name
With several cosmetic mods installed the game crashed as soon as an
equipped custom item came into view, and so on every launch after it
was equipped.
Cosmetic presets (Engine/Resource/bundle_ref_table.*)
- The character bundle-reference table says which bundle holds each
  preset, under the preset's full path and under its leaf name, one row
  per hash. Mods number their presets alike in different folders
  (cust_tops/1_ap, cust_bottoms/1_ap), so two mods can share a leaf
  name. Adding the second preset threw "collides with an existing
  lookup", the merge fell back to the highest-priority mod's copy of
  the table, and every other cosmetic mod's presets were unregistered.
  The game then built the skater with a preset it could not find and
  called through a bad pointer.
- A preset whose leaf name is taken is now added under its full path
  only; the leaf name stays with the preset that had it. Only a clash
  of full paths still fails. MergedTable::shadowed lists each such
  preset with the one that holds its name.
Merge log (Engine/Vfs/mod_merge_combine.cpp)
- Each mod with shadowed presets gets a line naming how many and an
  example pair, so an item that shows the wrong preset can be traced to
  the mods that clash.
Checked against 39 installed mods, 15 of them cosmetic: the table
combines 274 presets where it used to keep one mod's, all reachable by
full path and 267 by leaf name, with the game's own 6264 rows unchanged.
The seven left without a leaf row are a naming clash between the mods
themselves (two Carhartt packs, a Zero tee and deck); whether the game
finds those by full path is not known.
bundle_ref_table_tests takes an optional second mod and checks that two
mods' presets are all added, in either order, and that a shared leaf
name is reported with the preset that holds it.
2026-10-03 21:43:24 -05:00

47 lines
1.7 KiB
C++

#pragma once
// A character bundle-reference table (characters/customization/configs/
// cas_main_bundlereftable and its kind): which bundle to load for each preset,
// looked up by the FNV-1a hash of the preset's full path and of its leaf name.
// A cosmetic mod registers each preset it adds with a pair of rows pointing at
// a bundle the base already lists, so two mods' tables differ from the base
// only by the presets each added and can be combined exactly.
#include <cstddef>
#include <cstdint>
#include <span>
#include <string>
#include <string_view>
#include <vector>
namespace dingosdk::frostbite::bundle_ref {
// Resources named *_bundlereftable.
[[nodiscard]] bool is_table(std::string_view assetName);
struct Table {
std::span<const std::byte> resource;
std::span<const std::byte> resourceMeta;
};
struct MergedTable {
std::vector<std::byte> resource;
std::vector<std::byte> resourceMeta;
std::size_t added{}; // presets taken from the edits
std::size_t conflicts{}; // presets two edits put in different bundles; the first won
// Presets added under their full path only, because another preset already
// answers to the same leaf name (cust_tops/1_ap and cust_bottoms/1_ap).
struct Shadowed {
std::size_t edit{}; // index into `edits`
std::string path; // the preset left without a leaf lookup
std::string holder; // the preset its leaf name finds instead
};
std::vector<Shadowed> shadowed;
};
// Throws when a copy is not a table of this kind, or an edit changes the base's
// bundle list or existing rows (anything beyond added presets).
[[nodiscard]] MergedTable merge(const Table& base, std::span<const Table> edits);
} // namespace dingosdk::frostbite::bundle_ref