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ReSkate/Engine/Vfs/mod_merge_overrides.cpp
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2026-10-09 15:42:23 -05:00

319 lines
21 KiB
C++

#include "mod_merge_internal.h"
#include "Engine/Resource/cas_codec.h"
#include "Engine/Resource/ebx_document.h"
#include "Engine/Resource/ebx_merge.h"
#include "Engine/Resource/ebx_writer.h"
#include <algorithm>
#include <array>
#include <cstring>
#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;
// Where in `out.added` each bundle's addition of a kind and (lower-case) name is: looked up
// for every addition and companion, which a search of the list made quadratic.
std::map<std::string, std::map<std::pair<fb::AssetKind, std::string>, std::size_t>, std::less<>> addedAt;
// 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;
// The game's assets this mod changed. They wait until its additions are
// settled: one that another mod's asset of the same name stands in for
// is not where a copy can find it, and a change must not name it there.
struct Change {
std::string bundle; // lower case: where the mod changed it
std::string name; // lower case
std::string asset; // as the bundle spells it
fb::Sha1 game; // the game's copy it replaces
fb::Sha1 sha1;
std::uint64_t originalSize{};
std::vector<std::byte> encoded;
std::optional<fb::BundleFileInfo> gameFile; // where the game's copy is
};
std::vector<Change> changes;
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;
// The game's copy of each asset: its sha1, and where in the listing it is.
std::map<std::string, std::pair<fb::Sha1, std::size_t>, std::less<>> original;
for (std::size_t index = 0; index < gameListing->manifest.ebx.size(); ++index) {
const auto& asset = gameListing->manifest.ebx[index];
original.emplace(lower(asset.name), std::pair{asset.sha1, index});
}
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.first == 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 encodedPayload = payload();
try {
for (const auto& reference : decoded(encodedPayload).imports)
imported.insert(reference.fileGuid);
} catch (const std::exception&) {}
// A higher mod's version of the asset, which this change is
// combined with below, may name what this mod adds.
if (const auto versions = out.changed.find(name); versions != out.changed.end())
if (const auto existing = versions->second.find(game_copy->second.first);
existing != versions->second.end()) try {
for (const auto& reference : decoded(existing->second.encoded).imports)
imported.insert(reference.fileGuid);
} catch (const std::exception&) {}
std::optional<fb::BundleFileInfo> gameFile;
if (const auto gameAt = gameListing->first + game_copy->second.second;
gameAt < gameListing->files.size())
gameFile = gameListing->files[gameAt];
changes.push_back({lower(bundle.name), name, asset.name, game_copy->second.first, asset.sha1,
asset.originalSize, std::move(encodedPayload), gameFile});
}
// 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
// This mod's added EBX that another mod's different document stands in for: what
// names one by its guid finds nothing in a copy that was given the other's.
std::set<fb::Guid> lost;
const auto keep = [&](const std::string& bundle, AssetAddition addition) {
auto& list = out.added[bundle];
auto& index = addedAt[bundle];
const auto [place, fresh] = index.try_emplace({addition.asset.kind, lower(addition.asset.name)}, list.size());
if (!fresh) {
const auto holder = list.begin() + static_cast<std::ptrdiff_t>(place->second);
if (holder->mod != addition.mod && holder->asset.sha1 != addition.asset.sha1) {
auto& [count, example] = shadowed[holder->mod];
if (!count++) example = addition.asset.name;
if (addition.asset.kind == fb::AssetKind::ebx && holder->file != addition.file)
lost.insert(addition.file);
}
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).
std::vector<bool> followed(candidates.size());
// The documents this mod added to each bundle, by guid.
std::map<std::string, std::set<fb::Guid>, std::less<>> addedIn;
for (std::size_t index = 0; index < candidates.size(); ++index) {
auto& addition = candidates[index].second;
try {
const auto document = decoded(addition.encoded);
addition.file = document.fileGuid;
for (const auto& reference : document.imports) addition.names.push_back(reference.fileGuid);
addedIn[candidates[index].first].insert(addition.file);
} catch (const std::exception&) { followed[index] = true; } // unreadable: never follows
}
for (bool grew = true; grew;) {
grew = false;
for (std::size_t index = 0; index < candidates.size(); ++index) {
auto& [bundle, addition] = candidates[index];
if (followed[index] || !imported.contains(addition.file)) continue;
followed[index] = grew = true;
imported.insert(addition.names.begin(), addition.names.end());
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;
// One addition per kind and name in a bundle (keep): this mod's, or not.
const auto& index = addedAt[bundle];
const auto held = index.find({fb::AssetKind::ebx, lower(companion.asset.name)});
if (held != index.end() && found->second[held->second].mod == mod->name) keep(bundle, std::move(companion));
}
for (auto& change : changes) {
// What the change names of the assets the mod added beside it. The mod
// put them in one bundle with what names them, so they stay together.
std::set<fb::Guid> names;
const auto beside = addedIn.find(change.bundle);
try {
auto document = decoded(change.encoded);
const auto stays = [&](const fb::ebx::ImportReference& reference) {
return !lost.contains(reference.fileGuid); };
if (!std::ranges::all_of(document.imports, stays))
if (const auto gone = fb::ebx::drop_root_references(document, stays)) {
const auto rebuilt = fb::ebx::write_document(document);
change.sha1 = sha1_of(rebuilt);
change.originalSize = rebuilt.size();
change.encoded = fb::encode_cas(rebuilt, {gameRoot});
report.notes.push_back(mod->name + ": " + change.asset + ": " + std::to_string(gone) +
" entry(ies) left out of the copies other mods carry, where another mod's asset of "
"the same name stands in for what they name");
}
if (beside != addedIn.end())
for (const auto& reference : document.imports)
if (beside->second.contains(reference.fileGuid) && stays(reference))
names.insert(reference.fileGuid);
} catch (const std::exception&) {}
auto& versions = out.changed[change.name];
const auto existing = versions.find(change.game);
if (existing == versions.end()) {
versions.emplace(change.game, AssetOverride{mod->name, change.sha1, change.originalSize,
std::move(change.encoded), std::nullopt, std::move(names)});
++changed;
continue;
}
// The same change again, from another of the mod's bundles or another mod.
if (existing->second.sha1 == change.sha1) {
existing->second.names.insert(names.begin(), names.end());
continue;
}
if (!change.gameFile) continue;
try {
const auto baseDoc = decoded(store.read(baseRoot, change.gameFile->location,
change.gameFile->offset, change.gameFile->size));
const auto existingDoc = decoded(existing->second.encoded);
const auto thisDoc = decoded(change.encoded);
// Lowest priority first, the order a bundle's own copies are combined
// in: where two mods changed one value, the higher mod's is kept.
const std::array<const fb::ebx::Document*, 2> editDocs{&thisDoc, &existingDoc};
fb::ebx::MergeSummary summary;
auto combined = fb::ebx::merge_documents(baseDoc, editDocs, &summary);
// Changed values alone are only worth a copy that has all of them.
if (!summary.instances && !summary.arrayEntries && !(summary.values && summary.exact())) continue;
const auto rebuilt = fb::ebx::write_document(combined);
existing->second.sha1 = sha1_of(rebuilt);
existing->second.originalSize = rebuilt.size();
existing->second.encoded = fb::encode_cas(rebuilt, {gameRoot});
if (existing->second.mod != mod->name && !existing->second.mod.ends_with(" + " + mod->name))
existing->second.mod += " + " + mod->name;
existing->second.names.insert(names.begin(), names.end());
} catch (const std::exception&) {}
}
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&) {}
// Each carried asset is gone through once, for all the chunks together: looking for
// every chunk in every asset in turn took most of a merge with many of either.
std::set<fb::Guid> wanted, named, taken;
std::vector<bool> starts(0x10000); // the two bytes a wanted chunk's id starts with
for (const auto& chunk : newChunks) {
wanted.insert(chunk.guid);
starts[std::to_integer<std::size_t>(chunk.guid.bytes[0]) << 8 |
std::to_integer<std::size_t>(chunk.guid.bytes[1])] = true;
}
for (const auto& bytes : carried)
for (std::size_t at = 0; at + sizeof(fb::Guid) <= bytes.size(); ++at) {
if (!starts[std::to_integer<std::size_t>(bytes[at]) << 8 | std::to_integer<std::size_t>(bytes[at + 1])])
continue;
fb::Guid id;
std::memcpy(id.bytes.data(), bytes.data() + at, id.bytes.size());
if (wanted.contains(id)) named.insert(id);
}
for (const auto& chunk : newChunks)
if (named.contains(chunk.guid) && taken.insert(chunk.guid).second) out.chunks[mod->name].push_back(chunk);
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