slippi game ported and restructured somewhat. TODO: refactor

This commit is contained in:
R2DLiu 2020-06-29 23:00:35 -04:00
commit 5008d82eaf
7 changed files with 723 additions and 0 deletions

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@ -545,6 +545,8 @@ else()
endif()
add_subdirectory(Externals/glslang)
add_subdirectory(Externals/imgui)
add_subdirectory(Externals/Slippi)
include_directories(Externals/Slippi)
find_package(pugixml)
if(NOT pugixml_FOUND)

21
Externals/Slippi/CMakeLists.txt vendored Normal file
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project(Slippi
VERSION 1.0.0)
set(SRCS
SlippiGame.h
SlippiGame.cpp
)
cmake_minimum_required(VERSION 3.14 FATAL_ERROR)
set(CMAKE_CXX_STANDARD 17)
add_definitions(-std=c++17)
if(NOT MSVC)
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wall -Wextra -Wno-unused-parameter")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -Wextra -Wno-unused-parameter")
endif()
add_library(Slippi STATIC ${SRCS})
target_include_directories(Slippi PUBLIC "../nlohmann")

557
Externals/Slippi/SlippiGame.cpp vendored Normal file
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#include "SlippiGame.h"
namespace Slippi {
// TODO: maybe refactor with std::byte and std::filesystem
//**********************************************************************
//* Event Handlers *
//**********************************************************************
// The read operators will read a value and increment the index so the next read will read in the correct location
uint8_t readByte(uint8_t* a, int& idx, uint32_t maxSize, uint8_t defaultValue) {
if (idx >= (int)maxSize) {
idx += 1;
return defaultValue;
}
return a[idx++];
}
uint16_t readHalf(uint8_t* a, int& idx, uint32_t maxSize, uint16_t defaultValue) {
if (idx >= (int)maxSize) {
idx += 2;
return defaultValue;
}
uint16_t value = a[idx] << 8 | a[idx + 1];
idx += 2;
return value;
}
uint32_t readWord(uint8_t* a, int& idx, uint32_t maxSize, uint32_t defaultValue) {
if (idx >= (int)maxSize) {
idx += 4;
return defaultValue;
}
uint32_t value = a[idx] << 24 | a[idx + 1] << 16 | a[idx + 2] << 8 | a[idx + 3];
idx += 4;
return value;
}
float readFloat(uint8_t* a, int& idx, uint32_t maxSize, float defaultValue) {
uint32_t bytes = readWord(a, idx, maxSize, *(uint32_t*)(&defaultValue));
return *(float*)(&bytes);
}
void handleGameInit(Game &game, uint32_t maxSize) {
int idx = 0;
// Read version number
for (int i = 0; i < 4; i++) {
game.version[i] = readByte(data, idx, maxSize, 0);
}
// Read entire game info header
for (int i = 0; i < GAME_INFO_HEADER_SIZE; i++) {
game.settings.header[i] = readWord(data, idx, maxSize, 0);
}
// Load random seed
game.settings.randomSeed = readWord(data, idx, maxSize, 0);
// Read UCF toggle bytes
bool shouldRead = game.version[0] >= 1;
for (int i = 0; i < UCF_TOGGLE_SIZE; i++) {
uint32_t value = shouldRead ? readWord(data, idx, maxSize, 0) : 0;
game.settings.ucfToggles[i] = value;
}
// Read nametag for each player
std::array<std::array<uint16_t, NAMETAG_SIZE>, 4> playerNametags;
for (int i = 0; i < 4; i++) {
for (int j = 0; j < NAMETAG_SIZE; j++) {
playerNametags[i][j] = readHalf(data, idx, maxSize, 0);
}
}
// Read isPAL byte
game.settings.isPAL = readByte(data, idx, maxSize, 0);
// Read isFrozenPS byte
game.settings.isFrozenPS = readByte(data, idx, maxSize, 0);
// Pull header data into struct
int player1Pos = 24; // This is the index of the first players character info
std::array<uint32_t, Slippi::GAME_INFO_HEADER_SIZE> gameInfoHeader = game.settings.header;
for (int i = 0; i < 4; i++) {
// this is the position in the array that this player's character info is stored
int pos = player1Pos + (9 * i);
uint32_t playerInfo = gameInfoHeader[pos];
uint8_t playerType = (playerInfo & 0x00FF0000) >> 16;
if (playerType == 0x3) {
// Player type 3 is an empty slot
continue;
}
PlayerSettings p;
// Get player settings
p.controllerPort = i;
p.characterId = playerInfo >> 24;
p.playerType = playerType;
p.characterColor = playerInfo & 0xFF;
p.nametag = playerNametags[i];
//Add player settings to result
game.settings.players[i] = p;
}
game.settings.stage = gameInfoHeader[3] & 0xFFFF;
auto majorVersion = game.version[0];
auto minorVersion = game.version[1];
if (majorVersion > 3 || (majorVersion == 3 && minorVersion >= 1)) {
// After version 3.1.0 we added a dynamic gecko loading process. These
// are needed before starting the game. areSettingsLoaded will be set
// to true when they are received
game.areSettingsLoaded = false;
}
else if (majorVersion > 1 || (majorVersion == 1 && minorVersion >= 6)) {
// Indicate settings loaded immediately if after version 1.6.0
// Sheik game info was added in this version and so we no longer
// need to wait
game.areSettingsLoaded = true;
}
}
void handleGeckoList(Game &game, uint32_t maxSize) {
game.settings.geckoCodes.clear();
game.settings.geckoCodes.insert(game.settings.geckoCodes.end(), data, data + maxSize);
// File is good to load
game.areSettingsLoaded = true;
}
void handleFrameStart(Game &game, uint32_t maxSize) {
int idx = 0;
//Check frame count
int32_t frameCount = readWord(data, idx, maxSize, 0);
game.frameCount = frameCount;
auto frameUniquePtr = std::make_unique<FrameData>();
FrameData* frame = frameUniquePtr.get();
frame->frame = frameCount;
frame->randomSeedExists = true;
frame->randomSeed = readWord(data, idx, maxSize, 0);
// Add frame to game. The frames are stored in multiple ways because
// for games with rollback, the same frame may be replayed multiple times
frame->numSinceStart = game.frames.size();
game.frames.push_back(std::move(frameUniquePtr));
game.framesByIndex[frameCount] = frame;
}
void handlePreFrameUpdate(Game &game, uint8_t const preFrameUpdate, uint32_t maxSize) {
int idx = 0;
//Check frame count
int32_t frameCount = readWord(data, idx, maxSize, 0);
game.frameCount = frameCount;
auto frameUniquePtr = std::make_unique<FrameData>();
FrameData* frame = frameUniquePtr.get();
bool isNewFrame = true;
if (game.framesByIndex.count(frameCount)) {
// If this frame already exists, get the current frame
frame = game.frames.back().get();
isNewFrame = false;
}
frame->frame = frameCount;
PlayerFrameData p;
uint8_t playerSlot = readByte(data, idx, maxSize, 0);
uint8_t isFollower = readByte(data, idx, maxSize, 0);
//Load random seed for player frame update
p.randomSeed = readWord(data, idx, maxSize, 0);
//Load player data
p.animation = readHalf(data, idx, maxSize, 0);
p.locationX = readFloat(data, idx, maxSize, 0);
p.locationY = readFloat(data, idx, maxSize, 0);
p.facingDirection = readFloat(data, idx, maxSize, 0);
//Controller information
p.joystickX = readFloat(data, idx, maxSize, 0);
p.joystickY = readFloat(data, idx, maxSize, 0);
p.cstickX = readFloat(data, idx, maxSize, 0);
p.cstickY = readFloat(data, idx, maxSize, 0);
p.trigger = readFloat(data, idx, maxSize, 0);
p.buttons = readWord(data, idx, maxSize, 0);
//Raw controller information
p.physicalButtons = readHalf(data, idx, maxSize, 0);
p.lTrigger = readFloat(data, idx, maxSize, 0);
p.rTrigger = readFloat(data, idx, maxSize, 0);
if (preFrameUpdate >= 59) {
p.joystickXRaw = readByte(data, idx, maxSize, 0);
}
uint32_t noPercent = 0xFFFFFFFF;
p.percent = readFloat(data, idx, maxSize, *(float*)(&noPercent));
// Add player data to frame
std::unordered_map<uint8_t, PlayerFrameData>* target;
target = isFollower ? &frame->followers : &frame->players;
// Set the player data for the player or follower
target->operator[](playerSlot) = p;
// Add frame to game
if (isNewFrame) {
frame->numSinceStart = game.frames.size();
game.frames.push_back(std::move(frameUniquePtr));
game.framesByIndex[frameCount] = frame;
}
}
void handlePostFrameUpdate(Game &game, uint32_t maxSize) {
int idx = 0;
//Check frame count
int32_t frameCount = readWord(data, idx, maxSize, 0);
FrameData* frame;
if (game.framesByIndex.count(frameCount)) {
// If this frame already exists, get the current frame
frame = game.frames.back().get();
}
// As soon as a post frame update happens, we know we have received all the inputs
// This is used to determine if a frame is ready to be used for a replay (for mirroring)
frame->inputsFullyFetched = true;
uint8_t playerSlot = readByte(data, idx, maxSize, 0);
uint8_t isFollower = readByte(data, idx, maxSize, 0);
PlayerFrameData* p = isFollower ? &frame->followers[playerSlot] : &frame->players[playerSlot];
p->internalCharacterId = readByte(data, idx, maxSize, 0);
// Check if a player started as sheik and update
if (frameCount == GAME_FIRST_FRAME && p->internalCharacterId == GAME_SHEIK_INTERNAL_ID) {
game.settings.players[playerSlot].characterId = GAME_SHEIK_EXTERNAL_ID;
}
// Set settings loaded if this is the last character
if (frameCount == GAME_FIRST_FRAME) {
uint8_t lastPlayerIndex = 0;
for (auto it = frame->players.begin(); it != frame->players.end(); ++it) {
if (it->first <= lastPlayerIndex) {
continue;
}
lastPlayerIndex = it->first;
}
if (playerSlot >= lastPlayerIndex) {
game.areSettingsLoaded = true;
}
}
}
void handleGameEnd(Game &game, uint32_t maxSize) {
int idx = 0;
game.winCondition = readByte(data, idx, maxSize, 0);
}
// This function gets the position where the raw data starts
int getRawDataPosition(std::ifstream* f) {
char buffer[2];
f->seekg(0, std::ios::beg);
f->read(buffer, 2);
if (buffer[0] == 0x36) {
return 0;
}
if (buffer[0] != '{') {
// TODO: Do something here to cause an error
return 0;
}
// TODO: Read ubjson file to find the "raw" element and return the start of it
// TODO: For now since raw is the first element the data will always start at 15
return 15;
}
uint32_t getRawDataLength(std::ifstream* f, int position, int fileSize) {
if (position == 0) {
return fileSize;
}
char buffer[4];
f->seekg(position - 4, std::ios::beg);
f->read(buffer, 4);
uint8_t* byteBuf = (uint8_t*)& buffer[0];
uint32_t length = byteBuf[0] << 24 | byteBuf[1] << 16 | byteBuf[2] << 8 | byteBuf[3];
return length;
}
std::unordered_map<uint8_t, uint32_t> getMessageSizes(std::ifstream* f, int position) {
char buffer[2];
f->seekg(position, std::ios::beg);
f->read(buffer, 2);
if (buffer[0] != EVENT_PAYLOAD_SIZES) {
return {};
}
int payloadLength = buffer[1];
std::unordered_map<uint8_t, uint32_t> messageSizes = {
{ EVENT_PAYLOAD_SIZES, payloadLength }
};
std::vector<char> messageSizesBuffer(payloadLength - 1);
f->read(&messageSizesBuffer[0], payloadLength - 1);
for (int i = 0; i < payloadLength - 1; i += 3) {
uint8_t command = messageSizesBuffer[i];
// Extract the bytes in u8s. Without this the chars don't or together well
uint8_t byte1 = messageSizesBuffer[i + 1];
uint8_t byte2 = messageSizesBuffer[i + 2];
uint16_t size = byte1 << 8 | byte2;
messageSizes[command] = size;
}
return messageSizes;
}
bool SlippiGame::AreSettingsLoaded() {
processData();
return game.areSettingsLoaded;
};
bool SlippiGame::DoesFrameExist(int32_t frame) {
processData();
return (bool)game.framesByIndex.count(frame);
};
std::array<uint8_t, 4> SlippiGame::GetVersion() {
return game.version;
}
FrameData* SlippiGame::GetFrame(int32_t frame) {
// Get the frame we want
return game.framesByIndex.at(frame);
};
FrameData* SlippiGame::GetFrameAt(uint32_t pos) {
if (pos >= game.frames.size()) {
return nullptr;
}
// Get the frame we want
return game.frames[pos].get();
};
int32_t SlippiGame::GetLatestIndex() {
processData();
return game.frameCount;
};
GameSettings* SlippiGame::GetSettings() {
processData();
return &game.settings;
};
bool SlippiGame::DoesPlayerExist(int8_t port) {
return game.settings.players.find(port) != game.settings.players.end();
};
bool SlippiGame::IsProcessingComplete() {
return isProcessingComplete;
}
void SlippiGame::processData() {
if (isProcessingComplete) {
// If we have finished processing this file, return
return;
}
// This function will process as much data as possible
int startPos = (int)file->tellg();
file->seekg(startPos);
if (startPos == 0) {
file->seekg(0, std::ios::end);
int len = (int)file->tellg();
if (len < 2) {
// If we can't read message sizes payload size yet, return
return;
}
int rawDataPos = getRawDataPosition(file.get());
int rawDataLen = len - rawDataPos;
if (rawDataLen < 2) {
// If we don't have enough raw data yet to read the replay file, return
// Reset to begining so that the startPos condition will be hit again
file->seekg(0);
return;
}
startPos = rawDataPos;
char buffer[2];
file->seekg(startPos);
file->read(buffer, 2);
file->seekg(startPos);
auto messageSizesSize = (int)buffer[1];
if (rawDataLen < messageSizesSize) {
// If we haven't received the full payload sizes message, return
// Reset to begining so that the startPos condition will be hit again
file->seekg(0);
return;
}
asmEvents = getMessageSizes(file.get(), rawDataPos);
}
// Read everything to the end
file->seekg(0, std::ios::end);
int endPos = (int)file->tellg();
int sizeToRead = endPos - startPos;
file->seekg(startPos);
//log << "Size to read: " << sizeToRead << "\n";
//log << "Start Pos: " << startPos << "\n";
//log << "End Pos: " << endPos << "\n\n";
if (sizeToRead <= 0) {
return;
}
std::vector<char> newData(sizeToRead);
file->read(&newData[0], sizeToRead);
int newDataPos = 0;
while (newDataPos < sizeToRead) {
auto command = newData[newDataPos];
auto payloadSize = asmEvents[command];
//char buff[100];
//snprintf(buff, sizeof(buff), "%x", command);
//log << "Command: " << buff << " | Payload Size: " << payloadSize << "\n";
auto remainingLen = sizeToRead - newDataPos;
if (remainingLen < ((int)payloadSize + 1)) {
// Here we don't have enough data to read the whole payload
// Will be processed after getting more data (hopefully)
file->seekg(-remainingLen, std::ios::cur);
return;
}
data = (uint8_t*)& newData[newDataPos + 1];
uint8_t isSplitComplete = false;
uint32_t outerPayloadSize = payloadSize;
// Handle a split message, combining in until we possess the entire message
if (command == EVENT_SPLIT_MESSAGE) {
if (shouldResetSplitMessageBuf)
{
splitMessageBuf.clear();
shouldResetSplitMessageBuf = false;
}
int _ = 0;
uint16_t blockSize = readHalf(&data[SPLIT_MESSAGE_INTERNAL_DATA_LEN], _, payloadSize, 0);
splitMessageBuf.insert(splitMessageBuf.end(), data, data + blockSize);
isSplitComplete = data[SPLIT_MESSAGE_INTERNAL_DATA_LEN + 3];
if (isSplitComplete)
{
// Transform this message into a different message
command = data[SPLIT_MESSAGE_INTERNAL_DATA_LEN + 2];
data = &splitMessageBuf[0];
payloadSize = asmEvents[command];
shouldResetSplitMessageBuf = true;
}
}
switch (command) {
case EVENT_GAME_INIT:
handleGameInit(game, payloadSize);
break;
case EVENT_GECKO_LIST:
handleGeckoList(game, payloadSize);
break;
case EVENT_FRAME_START:
handleFrameStart(game, payloadSize);
break;
case EVENT_PRE_FRAME_UPDATE:
handlePreFrameUpdate(game, asmEvents[EVENT_PRE_FRAME_UPDATE], payloadSize);
break;
case EVENT_POST_FRAME_UPDATE:
handlePostFrameUpdate(game, payloadSize);
break;
case EVENT_GAME_END:
handleGameEnd(game, payloadSize);
isProcessingComplete = true;
break;
case 0x55:
// This is sort of a hack to prevent this functioning
// from processing the metadata as raw data. 0x55 is 'U'
// which is the first character after the raw data in the
// ubjson file format
//log.close();
isProcessingComplete = true;
file->seekg(-remainingLen, std::ios::cur);
return;
}
payloadSize = isSplitComplete ? outerPayloadSize : payloadSize;
newDataPos += payloadSize + 1;
}
}
std::unique_ptr<SlippiGame> SlippiGame::FromFile(std::string path) {
auto result = std::make_unique<SlippiGame>();
result->path = path;
#ifdef _WIN32
// On Windows, we need to convert paths to std::wstring to deal with UTF-8
// TODO: codecvt is deprecated. C++17 msvc support std::filesystem::u8path
// TODO: c++20 std::filesystem::path natively supports utf8
std::wstring convertedPath = std::wstring_convert<std::codecvt_utf8<wchar_t>>().from_bytes(path);
result->file = std::make_unique<std::ifstream>(convertedPath, std::ios::in | std::ios::binary);
#else
result->file = std::make_unique<std::ifstream>(path, std::ios::in | std::ios::binary);
#endif
//result->log.open("log.txt");
if (!result->file->is_open()) {
return nullptr;
}
//int fileLength = (int)file.tellg();
//int rawDataPos = getRawDataPosition(&file);
//uint32_t rawDataLength = getRawDataLength(&file, rawDataPos, fileLength);
//asmEvents = getMessageSizes(&file, rawDataPos);
//std::vector<char> rawData(rawDataLength);
//file.seekg(rawDataPos, std::ios::beg);
//file.read(&rawData[0], rawDataLength);
//SlippiGame* result = processFile((uint8_t*)&rawData[0], rawDataLength);
return std::move(result);
}
}

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#pragma once
#include <string>
#include <array>
#include <vector>
#include <unordered_map>
#include <iostream>
#include <fstream>
#include <memory>
#include <codecvt>
#include <locale>
namespace Slippi {
const uint8_t EVENT_SPLIT_MESSAGE = 0x10;
const uint8_t EVENT_PAYLOAD_SIZES = 0x35;
const uint8_t EVENT_GAME_INIT = 0x36;
const uint8_t EVENT_PRE_FRAME_UPDATE = 0x37;
const uint8_t EVENT_POST_FRAME_UPDATE = 0x38;
const uint8_t EVENT_GAME_END = 0x39;
const uint8_t EVENT_FRAME_START = 0x3A;
const uint8_t EVENT_GECKO_LIST = 0x3D;
const uint8_t GAME_INFO_HEADER_SIZE = 78;
const uint8_t UCF_TOGGLE_SIZE = 8;
const uint8_t NAMETAG_SIZE = 8;
const int32_t GAME_FIRST_FRAME = -123;
const int32_t PLAYBACK_FIRST_SAVE = -122;
const uint8_t GAME_SHEIK_INTERNAL_ID = 0x7;
const uint8_t GAME_SHEIK_EXTERNAL_ID = 0x13;
const uint32_t SPLIT_MESSAGE_INTERNAL_DATA_LEN = 512;
static uint8_t* data;
typedef struct {
// Every player update has its own rng seed because it might change in between players
uint32_t randomSeed;
uint8_t internalCharacterId;
uint16_t animation;
float locationX;
float locationY;
float facingDirection;
uint8_t stocks;
float percent;
float shieldSize;
uint8_t lastMoveHitId;
uint8_t comboCount;
uint8_t lastHitBy;
//Controller information
float joystickX;
float joystickY;
float cstickX;
float cstickY;
float trigger;
uint32_t buttons; //This will include multiple "buttons" pressed on special buttons. For example I think pressing z sets 3 bits
//This is extra controller information
uint16_t physicalButtons; //A better representation of what a player is actually pressing
float lTrigger;
float rTrigger;
uint8_t joystickXRaw;
} PlayerFrameData;
typedef struct {
int32_t frame;
uint32_t numSinceStart;
bool randomSeedExists = false;
uint32_t randomSeed;
bool inputsFullyFetched = false;
std::unordered_map<uint8_t, PlayerFrameData> players;
std::unordered_map<uint8_t, PlayerFrameData> followers;
} FrameData;
typedef struct {
//Static data
uint8_t characterId;
uint8_t characterColor;
uint8_t playerType;
uint8_t controllerPort;
std::array<uint16_t, NAMETAG_SIZE> nametag;
} PlayerSettings;
typedef struct {
uint16_t stage; //Stage ID
uint32_t randomSeed;
std::array<uint32_t, GAME_INFO_HEADER_SIZE> header;
std::array<uint32_t, UCF_TOGGLE_SIZE> ucfToggles;
std::unordered_map<uint8_t, PlayerSettings> players;
uint8_t isPAL;
uint8_t isFrozenPS;
std::vector<uint8_t> geckoCodes;
} GameSettings;
typedef struct {
std::array<uint8_t, 4> version;
std::unordered_map<int32_t, FrameData*> framesByIndex;
std::vector<std::unique_ptr<FrameData>> frames;
GameSettings settings;
bool areSettingsLoaded = false;
int32_t frameCount; // Current/last frame count
//From OnGameEnd event
uint8_t winCondition;
} Game;
class SlippiGame {
public:
bool AreSettingsLoaded();
bool DoesFrameExist(int32_t frame);
std::array<uint8_t, 4> GetVersion();
FrameData* GetFrame(int32_t frame);
FrameData* GetFrameAt(uint32_t pos);
int32_t GetLatestIndex();
GameSettings* GetSettings();
bool DoesPlayerExist(int8_t port);
bool IsProcessingComplete();
private:
Game game;
std::unique_ptr<std::ifstream> file;
std::vector<uint8_t> rawData;
std::string path;
std::ofstream log;
std::vector<uint8_t> splitMessageBuf;
std::unordered_map<uint8_t, uint32_t> asmEvents = {
{ EVENT_GAME_INIT, 320 },
{ EVENT_PRE_FRAME_UPDATE, 58 },
{ EVENT_POST_FRAME_UPDATE, 33 },
{ EVENT_GAME_END, 1 },
{ EVENT_FRAME_START, 8 }
};
bool shouldResetSplitMessageBuf = false;
bool isProcessingComplete = false;
void processData();
static std::unique_ptr<SlippiGame> FromFile(std::string path);
};
}

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@ -558,6 +558,7 @@ PUBLIC
videoogl
videosoftware
videovulkan
Slippi
PRIVATE
fmt::fmt