Files
ReSkate/Engine/Vfs/Test/bundle_ref_table_tests.cpp
T
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

88 lines
5.1 KiB
C++

// Merges the game's character bundle-reference table with a cosmetic mod's
// copy of it. Arguments: <Skate folder> <cosmetic mod folder> [<another
// cosmetic mod folder>]; skipped when either of the first two is missing.
#include "Engine/Vfs/mod_merge_internal.h"
#include "Engine/Resource/bundle_ref_table.h"
#include "Engine/Resource/cas_codec.h"
#include <algorithm>
#include <array>
#include <iostream>
#include <stdexcept>
namespace fs = std::filesystem;
namespace fb = dingosdk::frostbite;
using namespace dingosdk::mods::detail;
namespace {
int failures = 0;
void check(bool condition, const char* what) {
if (!condition) { std::cerr << "FAILED: " << what << "\n"; ++failures; }
}
struct Copy { std::vector<std::byte> bytes, meta; };
Copy read_table(const CasStore& store, const fs::path& root, const fs::path& base_root, const fs::path& game_root) {
const auto toc = fb::read_toc(read_file(root / L"Win32" / L"items.toc"));
for (const auto& bundle : toc.bundles) {
if (lower(bundle.name) != "win32/characters/customization/configs/cas_main_sharedbundle") continue;
const auto listing = list_bundle(store, root, base_root, bundle, game_root);
if (!listing) break;
for (std::size_t i = 0; i < listing->manifest.resources.size(); ++i) {
const auto& resource = listing->manifest.resources[i];
if (lower(resource.name) != "characters/customization/configs/cas_main_bundlereftable") continue;
const auto& file = listing->files.at(listing->first + listing->manifest.ebx.size() + i);
return {fb::decode_cas(store.read(file.location.patch ? root : base_root, file.location, file.offset, file.size),
{game_root}),
resource.resourceMeta};
}
}
throw std::runtime_error("no cas_main_bundlereftable in " + root.string());
}
} // namespace
int main(int argc, char** argv) {
if (argc < 3 || !fs::exists(argv[1]) || !fs::exists(fs::path(argv[2]) / L"Win32" / L"items.toc")) {
std::cout << "No game or cosmetic mod given; skipped.\n";
return 0;
}
try {
const fs::path game_root = argv[1], mod = argv[2], base_root = game_root / L"Data";
const auto layout = dingosdk::vfs::read_layout(mod / L"layout.toc");
const CasStore store(base_root, fs::temp_directory_path() / L"reskate-bundle-ref-test", layout.root);
const auto base = read_table(store, base_root, base_root, game_root);
const auto copy = read_table(store, mod, base_root, game_root);
const fb::bundle_ref::Table base_table{base.bytes, base.meta}, mod_table{copy.bytes, copy.meta};
const auto once = fb::bundle_ref::merge(base_table, std::span(&mod_table, 1));
check(once.added > 0, "the mod's presets are added");
const std::array twice_tables{mod_table, mod_table};
const auto twice = fb::bundle_ref::merge(base_table, twice_tables);
check(twice.added == once.added && !twice.conflicts, "the same preset from two mods is added once");
const fb::bundle_ref::Table merged{once.resource, once.resourceMeta};
const auto again = fb::bundle_ref::merge(merged, std::span(&mod_table, 1));
check(again.added == 0, "the merged table already holds every preset");
std::cout << "base " << base.bytes.size() << " bytes, mod " << copy.bytes.size() << " bytes, merged "
<< once.resource.size() << " bytes; " << once.added << " preset(s) added.\n";
if (argc > 3 && fs::exists(fs::path(argv[3]) / L"Win32" / L"items.toc")) {
// Mods number their presets alike (cust_tops/1_ap, cust_bottoms/1_ap), so two
// mods can share leaf names. Every preset of both still has to go in.
const auto other = read_table(store, argv[3], base_root, game_root);
const fb::bundle_ref::Table other_table{other.bytes, other.meta};
const auto alone = fb::bundle_ref::merge(base_table, std::span(&other_table, 1));
const std::array both_tables{mod_table, other_table}, reversed_tables{other_table, mod_table};
const auto both = fb::bundle_ref::merge(base_table, both_tables);
const auto reversed = fb::bundle_ref::merge(base_table, reversed_tables);
check(both.added >= std::max(once.added, alone.added) && both.added <= once.added + alone.added,
"two mods' presets are all added");
check(reversed.added == both.added && reversed.shadowed.size() == both.shadowed.size(),
"the order of the mods changes which preset keeps a shared leaf name, not what is added");
for (const auto& clash : both.shadowed)
check(clash.edit == 1 && !clash.path.empty() && !clash.holder.empty() && clash.path != clash.holder,
"a shared leaf name is reported with the preset that holds it");
std::cout << "two mods: " << both.added << " preset(s) added, " << both.shadowed.size()
<< " under their full path only.\n";
}
} catch (const std::exception& error) {
std::cerr << "FAILED: " << error.what() << "\n";
return 1;
}
return failures ? 1 : 0;
}