mirror of
https://github.com/zeldaret/botw
synced 2026-06-20 07:40:59 -04:00
209 lines
6.3 KiB
C++
209 lines
6.3 KiB
C++
#include "KingSystem/Resource/resResourceGameSaveData.h"
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#include <algorithm>
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#include <codec/seadHashCRC32.h>
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#include <prim/seadContainerIterator.h>
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#include "KingSystem/GameData/gdtManager.h"
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#include "KingSystem/Utils/Byaml.h"
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namespace ksys::res {
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void GameSaveData::File::forEachFlag(const sead::Delegate1<SaveMgr, const Flag&>& delegate) {
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for (const auto& flag : flags)
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delegate(flag);
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}
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void GameSaveData::File::forEachFlag(const sead::Delegate1<SaveMgr, const Flag&>& delegate,
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s32 start, s32 end) {
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if (start == end)
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return;
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for (auto it = flags.begin(start), it_end = flags.begin(end); it != it_end; ++it)
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delegate(*it);
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}
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void GameSaveData::File::forEachFlag(const sead::Delegate1<SaveMgr, Flag&>& delegate) {
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for (auto& flag : flags)
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delegate(flag);
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}
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s32 GameSaveData::File::findFlagIndex(u32 flag_name_hash) const {
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s32 a = 0;
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s32 b = flags.size() - 1;
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while (a < b) {
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const s32 m = (a + b) / 2;
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if (u32(flags[m].kv.name_hash) == flag_name_hash)
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return m;
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if (u32(flags[m].kv.name_hash) < flag_name_hash)
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a = m + 1;
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else
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b = m;
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}
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if (u32(flags[a].kv.name_hash) == flag_name_hash)
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return a;
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return -1;
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}
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// NON_MATCHING: cNullChar is loaded too late (which throws off a lot of things) and Clang is
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// using a different register to access file->info
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void GameSaveData::doCreate_(u8* buffer, u32, sead::Heap*) {
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auto* heap = gdt::Manager::instance()->getSaveAreaHeap();
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al::ByamlIter root_iter{buffer};
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al::ByamlIter file_info_iter;
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al::ByamlIter save_info_iter;
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al::ByamlIter flags_iter;
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{
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al::ByamlIter iter;
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if (root_iter.tryGetIterByKey(&iter, "file_list")) {
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iter.tryGetIterByIndex(&file_info_iter, 0);
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iter.tryGetIterByIndex(&flags_iter, 1);
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}
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al::ByamlIter iter2;
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if (root_iter.tryGetIterByKey(&iter2, "save_info"))
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iter2.tryGetIterByIndex(&save_info_iter, 0);
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}
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mFiles.allocBuffer(1, heap);
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mSaveInfo = new (heap) SaveInfo;
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save_info_iter.tryGetIntByKey(&mSaveInfo->revision, "revision");
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save_info_iter.tryGetIntByKey(&mSaveInfo->directory_num, "directory_num");
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save_info_iter.tryGetBoolByKey(&mSaveInfo->is_build_machine, "is_build_machine");
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#ifdef MATCHING_HACK_NX_CLANG
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// This isn't required but makes the diff cleaner... cNullChar is loaded here in the original.
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*static_cast<volatile const char*>(&sead::SafeString::cNullChar);
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#endif
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const auto num_flags = flags_iter.getSize();
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auto* file = new (heap) File;
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file->name_hash = std::numeric_limits<int>::min();
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file->info = new (heap) FileInfo;
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const char* file_name = "";
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file_info_iter.tryGetStringByKey(&file_name, "file_name");
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auto* file_name_str = new (heap) sead::FixedSafeString<64>;
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file_name_str->copy(file_name);
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file->info->name = file_name_str->cstr();
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file_info_iter.tryGetBoolByKey(&file->info->is_common, "IsCommon");
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file_info_iter.tryGetBoolByKey(&file->info->is_common_at_same_account, "IsCommonAtSameAccount");
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file_info_iter.tryGetBoolByKey(&file->info->is_save_secure_code, "IsSaveSecureCode");
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if (num_flags > 0) {
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file->flags.allocBuffer(num_flags, heap);
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for (s32 i = 0; i < num_flags; ++i) {
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al::ByamlIter iter;
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if (!flags_iter.tryGetIterByIndex(&iter, i))
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continue;
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Flag flag;
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iter.tryGetIntByKey(&flag.kv.name_hash, "HashValue");
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const char* data_name = "";
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iter.tryGetStringByKey(&data_name, "DataName");
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const s32 data_name_hash = sead::HashCRC32::calcStringHash(data_name);
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if (flag.kv.name_hash != data_name_hash)
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flag.kv.name_hash = data_name_hash;
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file->flags.pushBack(flag);
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}
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}
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mFiles.pushBack(file);
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}
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void GameSaveData::finalize() {
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if (mSaveInfo)
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delete mSaveInfo;
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if (mFiles.isBufferReady()) {
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for (auto it = mFiles.begin(), end = mFiles.end(); it != end; ++it) {
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it->flags.freeBuffer();
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delete &*it;
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[[maybe_unused]] auto next = it;
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++next;
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}
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mFiles.freeBuffer();
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}
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}
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void GameSaveData::allocFiles(s32 count, sead::Heap* heap) {
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mFiles.allocBuffer(count, heap);
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}
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void GameSaveData::addFile(u32 hash, sead::Heap* heap) {
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if (!mFiles.isBufferReady())
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return;
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auto* file = new (heap) File;
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file->info = nullptr;
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file->name_hash = hash;
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mFiles.pushBack(file);
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}
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std::optional<GameSaveData::File*> GameSaveData::getFile(u32 hash) const {
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for (auto& file : mFiles)
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if (file.name_hash == hash)
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return &file;
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return std::nullopt;
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}
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void GameSaveData::allocFlags(u32 file_name_hash, s32 count, sead::Heap* heap) {
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if (!mFiles.isBufferReady())
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return;
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auto file = getFile(file_name_hash);
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if (!file)
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return;
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(*file)->flags.allocBuffer(count, heap);
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}
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void GameSaveData::copyFrom(const GameSaveData& src, sead::Heap* heap) {
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if (!mSaveInfo && src.mSaveInfo) {
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mSaveInfo = new (heap) SaveInfo;
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*mSaveInfo = *src.mSaveInfo;
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}
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if (!mFiles.isBufferReady())
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return;
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auto it = mFiles.begin(), end = mFiles.end();
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const File& src_file = *src.mFiles[0];
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for (; it != end; ++it) {
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const u32 other_hash = sead::HashCRC32::calcStringHash(src_file.info->name);
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if (it->name_hash != other_hash)
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continue;
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if (it->info == nullptr) {
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it->info = new (heap) FileInfo;
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auto* target = it->info;
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*target = *src_file.info;
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}
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for (auto flag = src_file.flags.begin(), e = src_file.flags.end(); flag != e; ++flag)
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it->flags.pushBack(*flag);
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}
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}
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[[gnu::noinline]] static void sortGameSaveDataFlags(sead::RingBuffer<GameSaveData::Flag>& flags) {
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const auto wrapper = sead::stdIterator(flags);
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std::sort(wrapper.begin(), wrapper.end(),
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[](const GameSaveData::Flag& lhs, const GameSaveData::Flag& rhs) {
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return lhs.kv.name_hash < rhs.kv.name_hash;
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});
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}
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void GameSaveData::sortFlags() {
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if (!mFiles.isBufferReady())
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return;
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for (auto& file : mFiles)
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sortGameSaveDataFlags(file.flags);
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}
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} // namespace ksys::res
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