RiivolutionPatcher: More closely match behavior of folder patches to actual Riivolution.
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38fcb9d517
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@ -10,6 +10,8 @@
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#include <string_view>
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#include <vector>
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#include <fmt/format.h>
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#include "Common/FileUtil.h"
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#include "Common/IOFile.h"
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#include "Common/StringUtil.h"
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@ -381,76 +383,9 @@ static void FindFilenameNodesInFST(std::vector<DiscIO::FSTBuilderNode*>* nodes_o
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}
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}
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static void ApplyFolderPatchToFST(const Patch& patch, const Folder& folder,
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const std::vector<FileDataLoader::Node>& external_files,
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const std::string& external_path, bool recursive,
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std::string_view disc_path,
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static void ApplyFilePatchToFST(const Patch& patch, const File& file,
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std::vector<DiscIO::FSTBuilderNode>* fst)
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{
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for (const auto& child : external_files)
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{
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const std::string child_disc_path = std::string(disc_path) + "/" + child.m_filename;
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const std::string child_external_path = external_path + "/" + child.m_filename;
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if (child.m_is_directory)
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{
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if (recursive)
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{
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ApplyFolderPatchToFST(patch, folder,
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patch.m_file_data_loader->GetFolderContents(child_external_path),
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child_external_path, recursive, child_disc_path, fst);
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}
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}
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else
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{
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DiscIO::FSTBuilderNode* node = FindFileNodeInFST(child_disc_path, fst, folder.m_create);
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if (node)
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ApplyPatchToFile(patch, node, child_external_path, 0, 0, folder.m_length, folder.m_resize);
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}
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}
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}
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static void ApplyUnknownFolderPatchToFST(const Patch& patch, const Folder& folder,
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const std::vector<FileDataLoader::Node>& external_files,
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const std::string& external_path, bool recursive,
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std::vector<DiscIO::FSTBuilderNode>* fst)
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{
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for (const auto& child : external_files)
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{
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const std::string child_external_path = external_path + "/" + child.m_filename;
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if (child.m_is_directory)
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{
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if (recursive)
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{
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ApplyUnknownFolderPatchToFST(
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patch, folder, patch.m_file_data_loader->GetFolderContents(child_external_path),
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child_external_path, recursive, fst);
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}
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}
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else
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{
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std::vector<DiscIO::FSTBuilderNode*> nodes;
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FindFilenameNodesInFST(&nodes, child.m_filename, fst);
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for (auto* node : nodes)
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ApplyPatchToFile(patch, node, child_external_path, 0, 0, folder.m_length, folder.m_resize);
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}
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}
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}
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void ApplyPatchesToFiles(const std::vector<Patch>& patches,
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std::vector<DiscIO::FSTBuilderNode>* fst, DiscIO::FSTBuilderNode* dol_node)
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{
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// For file searching purposes, Riivolution assumes that the game's main.dol is in the root of the
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// file system. So to avoid doing a bunch of special case handling for that, we just put a node
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// for this into the FST and remove it again after the file patching is done.
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// We mark the inserted node with a pointer to a stack variable so we can find it again.
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int marker = 0;
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fst->emplace_back(DiscIO::FSTBuilderNode{"main.dol", dol_node->m_size,
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std::move(dol_node->m_content), &marker});
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for (const auto& patch : patches)
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{
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for (const auto& file : patch.m_file_patches)
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{
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if (!file.m_disc.empty() && file.m_disc[0] == '/')
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{
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// If the disc path starts with a / then we should patch that specific disc path.
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@ -467,29 +402,71 @@ void ApplyPatchesToFiles(const std::vector<Patch>& patches,
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for (auto* node : nodes)
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ApplyPatchToFile(patch, file, node);
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}
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}
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}
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for (const auto& folder : patch.m_folder_patches)
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static void ApplyFolderPatchToFST(const Patch& patch, const Folder& folder,
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std::vector<DiscIO::FSTBuilderNode>* fst,
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std::string_view disc_path, std::string_view external_path)
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{
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const auto external_files = patch.m_file_data_loader->GetFolderContents(external_path);
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for (const auto& child : external_files)
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{
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const auto external_files = patch.m_file_data_loader->GetFolderContents(folder.m_external);
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const auto combine_paths = [](std::string_view a, std::string_view b) {
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if (a.empty())
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return std::string(b);
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if (b.empty())
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return std::string(a);
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if (StringEndsWith(a, "/"))
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a.remove_suffix(1);
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if (StringBeginsWith(b, "/"))
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b.remove_prefix(1);
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return fmt::format("{}/{}", a, b);
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};
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std::string child_disc_path = combine_paths(disc_path, child.m_filename);
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std::string child_external_path = combine_paths(external_path, child.m_filename);
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std::string_view disc_path = folder.m_disc;
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while (StringBeginsWith(disc_path, "/"))
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disc_path.remove_prefix(1);
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while (StringEndsWith(disc_path, "/"))
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disc_path.remove_suffix(1);
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if (disc_path.empty())
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if (child.m_is_directory)
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{
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ApplyUnknownFolderPatchToFST(patch, folder, external_files, folder.m_external,
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folder.m_recursive, fst);
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if (folder.m_recursive)
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ApplyFolderPatchToFST(patch, folder, fst, child_disc_path, child_external_path);
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}
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else
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{
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ApplyFolderPatchToFST(patch, folder, external_files, folder.m_external, folder.m_recursive,
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disc_path, fst);
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File file;
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file.m_disc = std::move(child_disc_path);
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file.m_external = std::move(child_external_path);
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file.m_resize = folder.m_resize;
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file.m_create = folder.m_create;
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file.m_length = folder.m_length;
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ApplyFilePatchToFST(patch, file, fst);
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}
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}
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}
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static void ApplyFolderPatchToFST(const Patch& patch, const Folder& folder,
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std::vector<DiscIO::FSTBuilderNode>* fst)
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{
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ApplyFolderPatchToFST(patch, folder, fst, folder.m_disc, folder.m_external);
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}
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void ApplyPatchesToFiles(const std::vector<Patch>& patches,
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std::vector<DiscIO::FSTBuilderNode>* fst, DiscIO::FSTBuilderNode* dol_node)
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{
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// For file searching purposes, Riivolution assumes that the game's main.dol is in the root of the
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// file system. So to avoid doing a bunch of special case handling for that, we just put a node
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// for this into the FST and remove it again after the file patching is done.
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// We mark the inserted node with a pointer to a stack variable so we can find it again.
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int marker = 0;
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fst->emplace_back(DiscIO::FSTBuilderNode{"main.dol", dol_node->m_size,
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std::move(dol_node->m_content), &marker});
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for (const auto& patch : patches)
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{
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for (const auto& file : patch.m_file_patches)
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ApplyFilePatchToFST(patch, file, fst);
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for (const auto& folder : patch.m_folder_patches)
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ApplyFolderPatchToFST(patch, folder, fst);
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}
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// Remove the inserted main.dol node again and propagate its changes.
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