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Sources - Local Files: add a folder of music from the setup page (MP3, M4A, AAC, Ogg, FLAC, WAV; up to 200 songs a folder, 12 folders). Names and covers come from the files' tags. Each folder is a tile in its own row. - Online Radio: find stations by name (radio-browser.info) or add a stream's address (MP3, AAC, .pls, .m3u; no HLS). Each station is a tile in its own row; the track name follows what the station sends. Up to 24. - Both are decoded by the library built into the DLL (SpotifyHelper), which now plays files and HTTP streams as well as a program's output, reads tags and embedded pictures, and accepts MPEG-2 ADTS from AAC stations. Sound - Five-band equaliser (60 Hz, 250 Hz, 1 kHz, 4 kHz, 12 kHz) and loudness levelling, applied to every source on its way into the game. - Loudness, the speakers option, the equaliser and levelling are now kept in music-settings.json between sessions. Setup page - Remade in the mod's own colours and type, with numbered steps per source. - Queue pinned to the right: now playing, the playlist's songs with covers, find, and press to jump. Spotify's own queue shows once signed in. - Cards for Local files and Online radio; equaliser and levelling under Sound. In game - MUSIC page in the menu: player and queue, sound settings, source status and a button for the setup page. - "Loading song..." notice in the corner for songs that take a moment, with a switch to hide it. Presses made while a song is loading no longer restart it. - The Spotify row is hidden when Spotify is not in use. - Console: "spotify ..." is now "music ..." (music, music setup, music gain, music through, music spotify client|login|logout). Logs - The music sources' working lines (traces, per-song and per-bind lines, librespot's own) are debug only; stack captures are skipped unless debug logging is on. Grind exits: the per-pop line is debug only too. - A "Pace:" line when the game takes the sound faster or slower than real time, to find why music sounds fast after tabbing back in. Chat filter - A run of digits is a number, not a word spelled with look-alikes: a race time such as 2:55.0 is no longer masked.
79 lines
4.7 KiB
C++
79 lines
4.7 KiB
C++
#include "bootstrap.h"
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#include "Engine/Core/Log/logging.h"
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#include "Engine/Core/Hooks/hooks.h"
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#include "Engine/Core/Platform/launcher_support.h"
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#include "Extension/Boot/startup_interventions.h"
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#include "Extension/Boot/steam_restart_guard.h"
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#include "Extension/Boot/user_data_redirect.h"
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#include "Extension/Boot/ea_app_block.h"
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#include "Extension/Boot/ea_service_block.h"
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#include "Extension/Assets/native_patch_support.h"
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#include "Extension/Assets/mod_layers.h"
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#include "Extension/Assets/loose_files.h"
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#include "Extension/Scripting/custom_script_loader.h"
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#include "Extension/Scripting/lua_native_block.h"
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#include "Extension/Assets/morph_memory_pool.h"
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#include "Extension/Assets/native_render_resource_pool.h"
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#include "Extension/Rendering/display_startup.h"
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#include "Extension/World/native_route_lookahead.h"
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#include "Extension/World/native_entity_pages.h"
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#include "Extension/World/physics_world_size.h"
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#include <string>
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namespace dingosdk::runtime {
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namespace {
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bool stage(logging::Channel channel, const char* name, bool ready, const std::string& error) {
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logging::log(ready ? logging::Level::info : logging::Level::error, channel,
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"{}: {}{}", name, ready ? "ready" : "failed", error.empty() ? "" : " - " + error);
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return ready;
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}
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}
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bool initialize_bootstrap(std::uintptr_t base) {
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if (!base) return false;
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using logging::Channel;
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std::string error;
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bool ready = start_startup_interventions(base, error);
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if (!stage(Channel::runtime, "Startup interventions", ready, error)) return false;
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const auto hooks = hook_initialize();
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if (hooks != HookOk && hooks != HookAlreadyInitialized) {
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logging::log(logging::Level::error, Channel::hooks, "Hook service failed: {} ({})", hook_status_string(hooks), static_cast<long>(hooks));
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return false;
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}
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logging::write(logging::Level::info, Channel::hooks, "Microsoft Detours hook service ready.");
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error.clear(); ready = start_native_patch_support(base, error);
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if (!stage(Channel::assets, "Native InitFS/package support", ready, error)) return false;
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error.clear(); ready = start_mod_layers(base, error);
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if (!stage(Channel::assets, "Mod layout layers", ready, error)) return false;
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// Before anything that lets a script of the player's own into the game's Lua.
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error.clear(); ready = start_lua_native_block(base, error);
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if (!stage(Channel::assets, "Lua kept to Lua (no DLLs, programs, file writes or bytecode)", ready, error)) return false;
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error.clear(); ready = start_loose_files(base, error);
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if (!stage(Channel::assets, "Loose Lua/config files", ready, error)) return false;
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error.clear(); ready = start_custom_script_loader(base, error);
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if (!stage(Channel::assets, "Custom Lua scripts", ready, error)) return false;
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error.clear(); ready = start_morph_memory_pool(base, error);
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if (!stage(Channel::assets, "Morph memory pools", ready, error)) return false;
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error.clear(); ready = start_native_render_resource_pool(base, error);
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if (!stage(Channel::assets, "Native render-resource pools", ready, error)) return false;
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error.clear(); ready = start_native_entity_pages(base, error);
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if (!stage(Channel::world, "Native entity pages (524288 entity/update slots, 1048576 render slots, 16384 spatial blocks/bucket, 128 MiB arena minimum)", ready, error)) return false;
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error.clear(); ready = start_physics_world_size(base, error);
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if (!stage(Channel::world, "Physics world pools (65000 static bodies)", ready, error)) return false;
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error.clear(); ready = start_native_route_lookahead(base, error);
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if (!stage(Channel::world, "NPC route cycle and endpoint guards", ready, error)) return false;
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// The level unload guard (unload_guard.h) is not installed: stepping over an entry with no
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// asset stopped the crash, but that entry had been registered when the level loaded, and
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// left registered it kept the level from ever finishing its unload (a map change that never
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// ends, which is worse than the crash). It goes back in once it can release what it skips.
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if (!stage(Channel::graphics, "Display startup settings", start_display_settings(base), {})) return false;
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error.clear(); ready = start_user_data_redirect(error);
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if (!stage(Channel::runtime, "Separate game user data", ready, error)) return false;
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error.clear(); ready = start_ea_app_block(error);
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if (!stage(Channel::runtime, "EA app launch block", ready, error)) return false;
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error.clear(); ready = start_ea_service_block(error);
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if (!stage(Channel::runtime, "EA online services block", ready, error)) return false;
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error.clear(); ready = start_steam_restart_guard(error);
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return stage(Channel::runtime, launcher::offline_mode() ? "Offline Steam" : "Steam restart guard", ready, error);
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}
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}
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