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Environment::read/writeModuleName: Convert lumpnums to a netsafe form for transit
- Introduces new functions
- W_LumpIntoNetSave
- W_LumpFromNetSave
- Essentially shims the upper 16 bits to account for unimportant files
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a01300cd54
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3 changed files with 98 additions and 2 deletions
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@ -25,6 +25,7 @@
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#include "Script.hpp"
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#include "Serial.hpp"
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#include "Thread.hpp"
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#include "../../../w_wad.h"
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#include <iostream>
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#include <list>
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@ -596,7 +597,12 @@ namespace ACSVM
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ModuleName Environment::readModuleName(Serial &in) const
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{
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auto s = readString(in);
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auto i = ReadVLN<std::size_t>(in);
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size_t i = ReadVLN<std::size_t>(in);
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if ((i = W_LumpFromNetSave(i)) == LUMPERROR)
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{
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CONS_Debug(DBG_GAMELOGIC, "lumpnum not found for ACS module '%s'\n", s->str);
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}
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return {s, nullptr, i};
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}
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@ -768,7 +774,7 @@ namespace ACSVM
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void Environment::writeModuleName(Serial &out, ModuleName const &in) const
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{
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writeString(out, in.s);
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WriteVLN(out, in.i);
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WriteVLN<std::size_t>(out, W_LumpIntoNetSave(in.i));
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}
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//
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@ -1634,6 +1634,93 @@ UINT8 W_LumpExists(const char *name)
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return false;
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}
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// Thanks to the introduction of "client side WAD files",
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// a notion which is insanity in any other branch of DOOM,
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// any direct wadnum ID is not a guaranteed index (and
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// lumpnum_t, which has it in their upper bits, suffer too)
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// We can do an O(n) conversion back and forth, which is
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// better than nothing, but still kind of annoying to do.
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// It was either this or killing musicwads lmao ~toast 180925
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lumpnum_t W_LumpIntoNetSave(lumpnum_t lump)
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{
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UINT32 wad = (lump >> 16);
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if (lump == LUMPERROR // Bad already
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|| wad < mainwads) // Same between client/server
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{
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// Give what we get.
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return lump;
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}
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if (wad >= numwadfiles // Outside of range
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|| !wadfiles[wad]->important) // Can't convert local lumpnum
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{
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// No good return result!
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return LUMPERROR;
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}
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// Count previous local files the client might not have.
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UINT32 i = (mainwads + musicwads), localoffset = 0;
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for (; i < wad; i++)
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{
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if (wadfiles[i]->important)
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continue;
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localoffset++;
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}
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if (!localoffset)
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{
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// No local files, return unchanged.
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return lump;
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}
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if (localoffset <= wad)
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{
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// Success, return with the conversion.
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return ((wad - localoffset) << 16) | (lump & UINT16_MAX);
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}
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// Death!!
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return LUMPERROR;
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}
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lumpnum_t W_LumpFromNetSave(lumpnum_t lump)
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{
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UINT32 netwad = (lump >> 16);
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if (lump == LUMPERROR // Bad already
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|| netwad < mainwads) // Same between client/server
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{
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// Give what we get.
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return lump;
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}
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// Count previous local files the server would ignore.
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UINT32 i = (mainwads + musicwads), localoffset = 0;
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for (; (i - localoffset) <= netwad && i < numwadfiles; i++)
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{
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if (wadfiles[i]->important)
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continue;
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localoffset++;
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}
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if (!localoffset)
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{
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// No local files, return unchanged.
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return lump;
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}
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if (netwad + localoffset < numwadfiles)
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{
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// Success, return with the conversion.
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return ((netwad + localoffset) << 16) | (lump & UINT16_MAX);
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}
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// Death!!
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return LUMPERROR;
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}
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size_t W_LumpLengthPwad(UINT16 wad, UINT16 lump)
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{
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if (!TestValidLump(wad, lump))
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@ -188,6 +188,9 @@ lumpnum_t W_CheckNumForNameInBlock(const char *name, const char *blockstart, con
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lumpnum_t W_CheckNumForNameInFolder(const char *lump, const char *folder);
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UINT8 W_LumpExists(const char *name); // Lua uses this.
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lumpnum_t W_LumpIntoNetSave(lumpnum_t lump);
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lumpnum_t W_LumpFromNetSave(lumpnum_t lump);
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size_t W_LumpLengthPwad(UINT16 wad, UINT16 lump);
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size_t W_LumpLength(lumpnum_t lumpnum);
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