mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-10-14 20:18:59 +00:00
560 lines
17 KiB
C++
560 lines
17 KiB
C++
#include <string>
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#include <codecvt>
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#include <locale>
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#include "SlippiGame.h"
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namespace Slippi {
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//**********************************************************************
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//* Event Handlers
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//**********************************************************************
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//The read operators will read a value and increment the index so the next read will read in the correct location
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uint8_t readByte(uint8_t* a, int& idx, uint32_t maxSize, uint8_t defaultValue) {
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if (idx >= (int)maxSize) {
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idx += 1;
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return defaultValue;
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}
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return a[idx++];
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}
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uint16_t readHalf(uint8_t* a, int& idx, uint32_t maxSize, uint16_t defaultValue) {
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if (idx >= (int)maxSize) {
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idx += 2;
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return defaultValue;
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}
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uint16_t value = a[idx] << 8 | a[idx + 1];
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idx += 2;
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return value;
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}
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uint32_t readWord(uint8_t* a, int& idx, uint32_t maxSize, uint32_t defaultValue) {
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if (idx >= (int)maxSize) {
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idx += 4;
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return defaultValue;
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}
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uint32_t value = a[idx] << 24 | a[idx + 1] << 16 | a[idx + 2] << 8 | a[idx + 3];
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idx += 4;
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return value;
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}
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float readFloat(uint8_t* a, int& idx, uint32_t maxSize, float defaultValue) {
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uint32_t bytes = readWord(a, idx, maxSize, *(uint32_t*)(&defaultValue));
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return *(float*)(&bytes);
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}
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void handleGameInit(Game* game, uint32_t maxSize) {
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int idx = 0;
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// Read version number
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for (int i = 0; i < 4; i++) {
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game->version[i] = readByte(data, idx, maxSize, 0);
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}
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// Read entire game info header
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for (int i = 0; i < GAME_INFO_HEADER_SIZE; i++) {
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game->settings.header[i] = readWord(data, idx, maxSize, 0);
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}
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// Load random seed
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game->settings.randomSeed = readWord(data, idx, maxSize, 0);
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// Read UCF toggle bytes
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bool shouldRead = game->version[0] >= 1;
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for (int i = 0; i < UCF_TOGGLE_SIZE; i++) {
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uint32_t value = shouldRead ? readWord(data, idx, maxSize, 0) : 0;
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game->settings.ucfToggles[i] = value;
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}
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// Read nametag for each player
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std::array<std::array<uint16_t, NAMETAG_SIZE>, 4> playerNametags;
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < NAMETAG_SIZE; j++) {
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playerNametags[i][j] = readHalf(data, idx, maxSize, 0);
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}
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}
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// Read isPAL byte
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game->settings.isPAL = readByte(data, idx, maxSize, 0);
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// Read isFrozenPS byte
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game->settings.isFrozenPS = readByte(data, idx, maxSize, 0);
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// Pull header data into struct
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int player1Pos = 24; // This is the index of the first players character info
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std::array<uint32_t, Slippi::GAME_INFO_HEADER_SIZE> gameInfoHeader = game->settings.header;
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for (int i = 0; i < 4; i++) {
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// this is the position in the array that this player's character info is stored
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int pos = player1Pos + (9 * i);
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uint32_t playerInfo = gameInfoHeader[pos];
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uint8_t playerType = (playerInfo & 0x00FF0000) >> 16;
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if (playerType == 0x3) {
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// Player type 3 is an empty slot
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continue;
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}
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PlayerSettings p;
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// Get player settings
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p.controllerPort = i;
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p.characterId = playerInfo >> 24;
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p.playerType = playerType;
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p.characterColor = playerInfo & 0xFF;
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p.nametag = playerNametags[i];
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//Add player settings to result
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game->settings.players[i] = p;
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}
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game->settings.stage = gameInfoHeader[3] & 0xFFFF;
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auto majorVersion = game->version[0];
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auto minorVersion = game->version[1];
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if (majorVersion > 3 || (majorVersion == 3 && minorVersion >= 1)) {
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// After version 3.1.0 we added a dynamic gecko loading process. These
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// are needed before starting the game. areSettingsLoaded will be set
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// to true when they are received
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game->areSettingsLoaded = false;
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}
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else if (majorVersion > 1 || (majorVersion == 1 && minorVersion >= 6)) {
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// Indicate settings loaded immediately if after version 1.6.0
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// Sheik game info was added in this version and so we no longer
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// need to wait
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game->areSettingsLoaded = true;
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}
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}
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void handleGeckoList(Game* game, uint32_t maxSize) {
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game->settings.geckoCodes.clear();
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game->settings.geckoCodes.insert(game->settings.geckoCodes.end(), data, data + maxSize);
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// File is good to load
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game->areSettingsLoaded = true;
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}
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void handleFrameStart(Game* game, uint32_t maxSize) {
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int idx = 0;
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//Check frame count
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int32_t frameCount = readWord(data, idx, maxSize, 0);
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game->frameCount = frameCount;
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auto frameUniquePtr = std::make_unique<FrameData>();
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FrameData* frame = frameUniquePtr.get();
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frame->frame = frameCount;
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frame->randomSeedExists = true;
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frame->randomSeed = readWord(data, idx, maxSize, 0);
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// Add frame to game. The frames are stored in multiple ways because
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// for games with rollback, the same frame may be replayed multiple times
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frame->numSinceStart = game->frames.size();
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game->frames.push_back(std::move(frameUniquePtr));
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game->framesByIndex[frameCount] = frame;
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}
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void handlePreFrameUpdate(Game* game, uint32_t maxSize) {
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int idx = 0;
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//Check frame count
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int32_t frameCount = readWord(data, idx, maxSize, 0);
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game->frameCount = frameCount;
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auto frameUniquePtr = std::make_unique<FrameData>();
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FrameData* frame = frameUniquePtr.get();
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bool isNewFrame = true;
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if (game->framesByIndex.count(frameCount)) {
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// If this frame already exists, get the current frame
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frame = game->frames.back().get();
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isNewFrame = false;
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}
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frame->frame = frameCount;
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PlayerFrameData p;
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uint8_t playerSlot = readByte(data, idx, maxSize, 0);
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uint8_t isFollower = readByte(data, idx, maxSize, 0);
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//Load random seed for player frame update
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p.randomSeed = readWord(data, idx, maxSize, 0);
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//Load player data
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p.animation = readHalf(data, idx, maxSize, 0);
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p.locationX = readFloat(data, idx, maxSize, 0);
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p.locationY = readFloat(data, idx, maxSize, 0);
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p.facingDirection = readFloat(data, idx, maxSize, 0);
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//Controller information
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p.joystickX = readFloat(data, idx, maxSize, 0);
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p.joystickY = readFloat(data, idx, maxSize, 0);
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p.cstickX = readFloat(data, idx, maxSize, 0);
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p.cstickY = readFloat(data, idx, maxSize, 0);
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p.trigger = readFloat(data, idx, maxSize, 0);
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p.buttons = readWord(data, idx, maxSize, 0);
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//Raw controller information
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p.physicalButtons = readHalf(data, idx, maxSize, 0);
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p.lTrigger = readFloat(data, idx, maxSize, 0);
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p.rTrigger = readFloat(data, idx, maxSize, 0);
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if (asmEvents[EVENT_PRE_FRAME_UPDATE] >= 59) {
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p.joystickXRaw = readByte(data, idx, maxSize, 0);
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}
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uint32_t noPercent = 0xFFFFFFFF;
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p.percent = readFloat(data, idx, maxSize, *(float*)(&noPercent));
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// Add player data to frame
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std::unordered_map<uint8_t, PlayerFrameData>* target;
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target = isFollower ? &frame->followers : &frame->players;
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// Set the player data for the player or follower
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target->operator[](playerSlot) = p;
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// Add frame to game
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if (isNewFrame) {
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frame->numSinceStart = game->frames.size();
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game->frames.push_back(std::move(frameUniquePtr));
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game->framesByIndex[frameCount] = frame;
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}
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}
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void handlePostFrameUpdate(Game* game, uint32_t maxSize) {
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int idx = 0;
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//Check frame count
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int32_t frameCount = readWord(data, idx, maxSize, 0);
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FrameData* frame;
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if (game->framesByIndex.count(frameCount)) {
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// If this frame already exists, get the current frame
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frame = game->frames.back().get();
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}
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// As soon as a post frame update happens, we know we have received all the inputs
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// This is used to determine if a frame is ready to be used for a replay (for mirroring)
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frame->inputsFullyFetched = true;
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uint8_t playerSlot = readByte(data, idx, maxSize, 0);
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uint8_t isFollower = readByte(data, idx, maxSize, 0);
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PlayerFrameData* p = isFollower ? &frame->followers[playerSlot] : &frame->players[playerSlot];
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p->internalCharacterId = readByte(data, idx, maxSize, 0);
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// Check if a player started as sheik and update
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if (frameCount == GAME_FIRST_FRAME && p->internalCharacterId == GAME_SHEIK_INTERNAL_ID) {
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game->settings.players[playerSlot].characterId = GAME_SHEIK_EXTERNAL_ID;
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}
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// Set settings loaded if this is the last character
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if (frameCount == GAME_FIRST_FRAME) {
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uint8_t lastPlayerIndex = 0;
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for (auto it = frame->players.begin(); it != frame->players.end(); ++it) {
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if (it->first <= lastPlayerIndex) {
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continue;
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}
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lastPlayerIndex = it->first;
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}
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if (playerSlot >= lastPlayerIndex) {
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game->areSettingsLoaded = true;
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}
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}
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}
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void handleGameEnd(Game* game, uint32_t maxSize) {
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int idx = 0;
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game->winCondition = readByte(data, idx, maxSize, 0);
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}
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// This function gets the position where the raw data starts
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int getRawDataPosition(std::ifstream* f) {
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char buffer[2];
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f->seekg(0, std::ios::beg);
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f->read(buffer, 2);
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if (buffer[0] == 0x36) {
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return 0;
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}
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if (buffer[0] != '{') {
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// TODO: Do something here to cause an error
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return 0;
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}
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// TODO: Read ubjson file to find the "raw" element and return the start of it
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// TODO: For now since raw is the first element the data will always start at 15
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return 15;
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}
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uint32_t getRawDataLength(std::ifstream* f, int position, int fileSize) {
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if (position == 0) {
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return fileSize;
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}
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char buffer[4];
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f->seekg(position - 4, std::ios::beg);
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f->read(buffer, 4);
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uint8_t* byteBuf = (uint8_t*)&buffer[0];
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uint32_t length = byteBuf[0] << 24 | byteBuf[1] << 16 | byteBuf[2] << 8 | byteBuf[3];
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return length;
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}
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std::unordered_map<uint8_t, uint32_t> getMessageSizes(std::ifstream* f, int position) {
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char buffer[2];
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f->seekg(position, std::ios::beg);
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f->read(buffer, 2);
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if (buffer[0] != EVENT_PAYLOAD_SIZES) {
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return {};
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}
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int payloadLength = buffer[1];
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std::unordered_map<uint8_t, uint32_t> messageSizes = {
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{ EVENT_PAYLOAD_SIZES, payloadLength }
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};
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std::vector<char> messageSizesBuffer(payloadLength - 1);
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f->read(&messageSizesBuffer[0], payloadLength - 1);
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for (int i = 0; i < payloadLength - 1; i += 3) {
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uint8_t command = messageSizesBuffer[i];
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// Extract the bytes in u8s. Without this the chars don't or together well
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uint8_t byte1 = messageSizesBuffer[i + 1];
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uint8_t byte2 = messageSizesBuffer[i + 2];
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uint16_t size = byte1 << 8 | byte2;
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messageSizes[command] = size;
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}
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return messageSizes;
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}
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void SlippiGame::processData() {
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if (isProcessingComplete) {
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// If we have finished processing this file, return
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return;
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}
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// This function will process as much data as possible
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int startPos = (int)file->tellg();
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file->seekg(startPos);
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if (startPos == 0) {
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file->seekg(0, std::ios::end);
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int len = (int)file->tellg();
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if (len < 2) {
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// If we can't read message sizes payload size yet, return
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return;
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}
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int rawDataPos = getRawDataPosition(file.get());
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int rawDataLen = len - rawDataPos;
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if (rawDataLen < 2) {
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// If we don't have enough raw data yet to read the replay file, return
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// Reset to begining so that the startPos condition will be hit again
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file->seekg(0);
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return;
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}
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startPos = rawDataPos;
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char buffer[2];
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file->seekg(startPos);
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file->read(buffer, 2);
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file->seekg(startPos);
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auto messageSizesSize = (int)buffer[1];
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if (rawDataLen < messageSizesSize) {
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// If we haven't received the full payload sizes message, return
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// Reset to begining so that the startPos condition will be hit again
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file->seekg(0);
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return;
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}
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asmEvents = getMessageSizes(file.get(), rawDataPos);
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}
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// Read everything to the end
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file->seekg(0, std::ios::end);
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int endPos = (int)file->tellg();
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int sizeToRead = endPos - startPos;
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file->seekg(startPos);
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//log << "Size to read: " << sizeToRead << "\n";
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//log << "Start Pos: " << startPos << "\n";
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//log << "End Pos: " << endPos << "\n\n";
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if (sizeToRead <= 0) {
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return;
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}
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std::vector<char> newData(sizeToRead);
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file->read(&newData[0], sizeToRead);
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int newDataPos = 0;
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while (newDataPos < sizeToRead) {
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auto command = newData[newDataPos];
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auto payloadSize = asmEvents[command];
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//char buff[100];
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//snprintf(buff, sizeof(buff), "%x", command);
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//log << "Command: " << buff << " | Payload Size: " << payloadSize << "\n";
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auto remainingLen = sizeToRead - newDataPos;
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if (remainingLen < ((int)payloadSize + 1)) {
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// Here we don't have enough data to read the whole payload
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// Will be processed after getting more data (hopefully)
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file->seekg(-remainingLen, std::ios::cur);
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return;
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}
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data = (uint8_t*)&newData[newDataPos + 1];
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uint8_t isSplitComplete = false;
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uint32_t outerPayloadSize = payloadSize;
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// Handle a split message, combining in until we possess the entire message
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if (command == EVENT_SPLIT_MESSAGE) {
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if (shouldResetSplitMessageBuf)
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{
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splitMessageBuf.clear();
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shouldResetSplitMessageBuf = false;
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}
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int _ = 0;
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uint16_t blockSize = readHalf(&data[SPLIT_MESSAGE_INTERNAL_DATA_LEN], _, payloadSize, 0);
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splitMessageBuf.insert(splitMessageBuf.end(), data, data + blockSize);
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isSplitComplete = data[SPLIT_MESSAGE_INTERNAL_DATA_LEN + 3];
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if (isSplitComplete)
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{
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// Transform this message into a different message
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command = data[SPLIT_MESSAGE_INTERNAL_DATA_LEN + 2];
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data = &splitMessageBuf[0];
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payloadSize = asmEvents[command];
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shouldResetSplitMessageBuf = true;
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}
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}
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switch (command) {
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case EVENT_GAME_INIT:
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handleGameInit(game.get(), payloadSize);
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break;
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case EVENT_GECKO_LIST:
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handleGeckoList(game.get(), payloadSize);
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break;
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case EVENT_FRAME_START:
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handleFrameStart(game.get(), payloadSize);
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break;
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case EVENT_PRE_FRAME_UPDATE:
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handlePreFrameUpdate(game.get(), payloadSize);
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break;
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case EVENT_POST_FRAME_UPDATE:
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handlePostFrameUpdate(game.get(), payloadSize);
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break;
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case EVENT_GAME_END:
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handleGameEnd(game.get(), payloadSize);
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isProcessingComplete = true;
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break;
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case 0x55:
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// This is sort of a hack to prevent this functioning
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// from processing the metadata as raw data. 0x55 is 'U'
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// which is the first character after the raw data in the
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// ubjson file format
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//log.close();
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isProcessingComplete = true;
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file->seekg(-remainingLen, std::ios::cur);
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return;
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}
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payloadSize = isSplitComplete ? outerPayloadSize : payloadSize;
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newDataPos += payloadSize + 1;
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}
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}
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std::unique_ptr<SlippiGame> SlippiGame::FromFile(std::string path) {
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auto result = std::make_unique<SlippiGame>();
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result->game = std::make_unique<Game>();
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result->path = path;
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#ifdef _WIN32
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// On Windows, we need to convert paths to std::wstring to deal with UTF-8
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std::wstring convertedPath = std::wstring_convert<std::codecvt_utf8<wchar_t>>().from_bytes(path);
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result->file = std::make_unique<std::ifstream>(convertedPath, std::ios::in | std::ios::binary);
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#else
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result->file = std::make_unique<std::ifstream>(path, std::ios::in | std::ios::binary);
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#endif
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//result->log.open("log.txt");
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if (!result->file->is_open()) {
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return nullptr;
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}
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//int fileLength = (int)file.tellg();
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//int rawDataPos = getRawDataPosition(&file);
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//uint32_t rawDataLength = getRawDataLength(&file, rawDataPos, fileLength);
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|
//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);
|
|
}
|
|
|
|
bool SlippiGame::IsProcessingComplete() {
|
|
return isProcessingComplete;
|
|
}
|
|
|
|
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();
|
|
}
|
|
}
|