Files
ReSkate/Engine/Vfs/mod_merge_overrides.cpp
T
2026-10-05 12:32:31 -06:00

209 lines
13 KiB
C++

#include "mod_merge_internal.h"
#include "Engine/Resource/cas_codec.h"
#include "Engine/Resource/ebx_document.h"
#include <algorithm>
#include <set>
#include <stdexcept>
namespace dingosdk::mods::detail {
AssetOverrides collect_asset_overrides(const std::vector<const Mod*>& mods,
const std::map<const Mod*, RelativeFiles>& modFiles,
const CasStore& store, const fs::path& baseRoot,
const fs::path& gameRoot, MergeReport& report) {
AssetOverrides out;
// Highest priority first: an asset a higher mod already changed keeps that change.
for (const auto* mod : mods) {
// A map's edits to the game's assets serve its own levels; asset mods
// (cameras, tuning, cosmetics) are the ones meant to apply everywhere.
if (mod->provides_levels) continue;
const auto files = modFiles.find(mod);
if (files == modFiles.end()) continue;
std::size_t changed{};
// This mod's new assets, and the partitions its recorded changes import.
// An added asset only follows a change that refers to it: copied on its
// own, it could arrive in another mod's bundle without the resources
// and chunks it was added with.
std::vector<std::pair<std::string, AssetAddition>> candidates, companions;
std::vector<fb::TocChunk> newChunks; // TOC chunks the game's TOCs do not have
std::set<fb::Guid> imported;
const auto decoded = [&](std::span<const std::byte> encoded) {
return fb::ebx::read_document(fb::decode_cas(encoded, {gameRoot}));
};
for (const auto& relative : files->second.tocs) {
std::error_code error;
const auto baseToc = baseRoot / fs::path(relative);
if (!fs::is_regular_file(baseToc, error)) continue;
try {
const auto own = fb::read_toc(read_file(mod->directory / fs::path(relative)));
const auto game = fb::read_toc(read_file(baseToc));
std::map<std::string, const fb::TocBundle*, std::less<>> gameBundles;
for (const auto& bundle : game.bundles) gameBundles.emplace(lower(bundle.name), &bundle);
std::set<fb::Guid> gameChunks;
for (const auto& chunk : game.chunks) gameChunks.insert(chunk.guid);
for (const auto& chunk : own.chunks)
if (!chunk.removed && chunk.location.patch && !gameChunks.contains(chunk.guid)) newChunks.push_back(chunk);
for (const auto& bundle : own.bundles) {
const auto shipped = gameBundles.find(lower(bundle.name));
if (shipped == gameBundles.end()) continue;
const auto modListing = list_bundle(store, mod->directory, baseRoot, bundle, gameRoot);
const auto gameListing = list_bundle(store, baseRoot, baseRoot, *shipped->second, gameRoot);
if (!modListing || !gameListing) continue;
std::map<std::string, fb::Sha1, std::less<>> original;
for (const auto& asset : gameListing->manifest.ebx) original.emplace(lower(asset.name), asset.sha1);
for (std::size_t index = 0; index < modListing->manifest.ebx.size(); ++index) {
const auto& asset = modListing->manifest.ebx[index];
const auto name = lower(asset.name);
const auto game_copy = original.find(name);
if (game_copy != original.end() && game_copy->second == asset.sha1) continue;
const auto at = modListing->first + index;
if (at >= modListing->files.size()) continue;
const auto& file = modListing->files[at];
const auto payload = [&] {
return store.read(file.location.patch ? mod->directory : baseRoot,
file.location, file.offset, file.size);
};
if (game_copy == original.end()) {
candidates.push_back({lower(bundle.name), {mod->name, asset, payload(), lower(relative)}});
continue;
}
auto& versions = out.changed[name];
if (versions.contains(game_copy->second)) continue;
const auto& change = versions.emplace(game_copy->second,
AssetOverride{mod->name, asset.sha1, asset.originalSize, payload()}).first->second;
++changed;
try {
for (const auto& reference : decoded(change.encoded).imports)
imported.insert(reference.fileGuid);
} catch (const std::exception&) {}
}
// Maps carry stock SkaterLoader too. Replacing it only in the game's
// bundles loses custom cosmetic material targets on a map transition.
// Other resource types retain their own table/dependency merge rules.
std::map<std::string, const fb::BundleAsset*, std::less<>> gameScripts;
for (const auto& asset : gameListing->manifest.resources)
if (asset.resourceType == luaScriptResourceType) gameScripts.emplace(lower(asset.name), &asset);
for (std::size_t index = 0; index < modListing->manifest.resources.size(); ++index) {
const auto& asset = modListing->manifest.resources[index];
if (asset.resourceType != luaScriptResourceType) continue;
const auto name = lower(asset.name);
const auto originalScript = gameScripts.find(name);
if (originalScript == gameScripts.end() || originalScript->second->sha1 == asset.sha1 ||
originalScript->second->resourceId != asset.resourceId) continue;
auto& versions = out.scripts[name];
if (versions.contains(originalScript->second->sha1)) continue;
const auto at = modListing->first + modListing->manifest.ebx.size() + index;
if (at >= modListing->files.size()) continue;
const auto& file = modListing->files[at];
versions.emplace(originalScript->second->sha1,
AssetOverride{mod->name, asset.sha1, asset.originalSize,
store.read(file.location.patch ? mod->directory : baseRoot,
file.location, file.offset, file.size), asset});
++changed;
}
// Resources the mod adds, kept to go with an added EBX of the same name
// (a wave's sound-bank resource registers the wave with the audio system).
std::set<std::string, std::less<>> shippedResources;
for (const auto& asset : gameListing->manifest.resources) shippedResources.insert(lower(asset.name));
for (std::size_t index = 0; index < modListing->manifest.resources.size(); ++index) {
const auto& asset = modListing->manifest.resources[index];
const auto at = modListing->first + modListing->manifest.ebx.size() + index;
if (shippedResources.contains(lower(asset.name)) || at >= modListing->files.size()) continue;
const auto& file = modListing->files[at];
companions.push_back({lower(bundle.name), {mod->name, asset,
store.read(file.location.patch ? mod->directory : baseRoot, file.location, file.offset, file.size), lower(relative)}});
}
}
} catch (const std::exception& failure) {
report.notes.push_back(mod->name + ": " + relative +
": its changes could not be read for other mods' copies (" + failure.what() + ")");
}
}
// One addition per kind and name in a bundle, the highest-priority mod's. Two
// mods adding the same asset is no clash; two different assets under one name
// is, and only one of them can be what a copy gets: say whose, so a song or an
// item that goes missing on a map can be traced to the mod that took its name.
std::map<std::string, std::pair<std::size_t, std::string>, std::less<>> shadowed; // by the mod kept
const auto keep = [&](const std::string& bundle, AssetAddition addition) {
auto& list = out.added[bundle];
const auto name = lower(addition.asset.name);
const auto holder = std::ranges::find_if(list, [&](const AssetAddition& other) {
return other.asset.kind == addition.asset.kind && lower(other.asset.name) == name; });
if (holder != list.end()) {
if (holder->mod != addition.mod && holder->asset.sha1 != addition.asset.sha1) {
auto& [count, example] = shadowed[holder->mod];
if (!count++) example = addition.asset.name;
}
return false;
}
list.push_back(std::move(addition));
return true;
};
// Transitively: an addition a following addition imports follows too (a new song
// imports its new wave, and only the song is named by the changed playlist).
struct Candidate { fb::Guid file; std::vector<fb::Guid> imports; bool taken{}; };
std::vector<Candidate> parsed(candidates.size());
for (std::size_t index = 0; index < candidates.size(); ++index) {
try {
const auto document = decoded(candidates[index].second.encoded);
parsed[index].file = document.fileGuid;
for (const auto& reference : document.imports) parsed[index].imports.push_back(reference.fileGuid);
} catch (const std::exception&) { parsed[index].taken = true; } // unreadable: never follows
}
for (bool grew = true; grew;) {
grew = false;
for (std::size_t index = 0; index < candidates.size(); ++index) {
auto& candidate = parsed[index];
if (candidate.taken || !imported.contains(candidate.file)) continue;
candidate.taken = grew = true;
imported.insert(candidate.imports.begin(), candidate.imports.end());
auto& [bundle, addition] = candidates[index];
keep(bundle, std::move(addition));
}
}
for (auto& [bundle, companion] : companions) {
// Looked up, not made: a bundle with nothing carried must stay out of `added`.
const auto found = out.added.find(bundle);
if (found == out.added.end()) continue;
const auto name = lower(companion.asset.name);
if (std::ranges::any_of(found->second, [&](const AssetAddition& addition) {
return addition.mod == mod->name && addition.asset.kind == fb::AssetKind::ebx &&
lower(addition.asset.name) == name; }))
keep(bundle, std::move(companion));
}
for (const auto& [other, clash] : shadowed)
report.notes.push_back(mod->name + ": " + std::to_string(clash.first) +
" added asset(s) share a name with ones " + other + " adds, e.g. " + clash.second +
"; other mods' copies of the bundle get " + other + "'s");
// The new TOC chunks this mod's carried EBX name (as raw GUID bytes, the way an
// EBX stores a ChunkId), so they can follow those assets into other superbundles.
if (!newChunks.empty()) {
std::vector<std::vector<std::byte>> carried;
for (const auto& [bundle, list] : out.added)
for (const auto& addition : list)
if (addition.mod == mod->name && addition.asset.kind == fb::AssetKind::ebx) try {
carried.push_back(fb::decode_cas(addition.encoded, {gameRoot}));
} catch (const std::exception&) {}
std::set<fb::Guid> taken;
for (const auto& chunk : newChunks) {
const auto& id = chunk.guid.bytes;
if (!taken.contains(chunk.guid) && std::ranges::any_of(carried, [&](const std::vector<std::byte>& bytes) {
return std::search(bytes.begin(), bytes.end(), id.begin(), id.end()) != bytes.end(); })) {
out.chunks[mod->name].push_back(chunk);
taken.insert(chunk.guid);
}
}
if (!taken.empty())
report.notes.push_back(mod->name + ": " + std::to_string(taken.size()) +
" added chunk(s) follow its added assets into other mods' superbundles");
}
if (changed)
report.notes.push_back(mod->name + ": " + std::to_string(changed) +
" changed asset(s) also apply to the copies other mods carry");
}
return out;
}
} // namespace dingosdk::mods::detail