fix some shit, add triangle count

check for invalid animations

I hate animations

ignore broken bones from god knows what

fix more idiotic mod things

fully ignore garbage skeletons that fail to process properly

fix my own mistakes

fix more bullshit

check for filename length and continue

idk some cleanup

fix spoopy skellingtons

change loglevel of tris
This commit is contained in:
rootdarkarchon
2024-03-20 15:12:19 +01:00
committed by Loporrit
parent 5642d354e0
commit 324288652d
24 changed files with 432 additions and 40 deletions

View File

@@ -0,0 +1,202 @@
using Dalamud.Plugin.Services;
using FFXIVClientStructs.FFXIV.Client.Game.Character;
using FFXIVClientStructs.FFXIV.Client.Graphics.Scene;
using FFXIVClientStructs.Havok.Animation;
using FFXIVClientStructs.Havok.Common.Base.Types;
using FFXIVClientStructs.Havok.Common.Serialize.Util;
using Lumina;
using Lumina.Data.Files;
using MareSynchronos.FileCache;
using MareSynchronos.MareConfiguration;
using MareSynchronos.PlayerData.Handlers;
using Microsoft.Extensions.Logging;
using System.Runtime.InteropServices;
namespace MareSynchronos.Services;
public sealed class XivDataAnalyzer
{
private readonly ILogger<XivDataAnalyzer> _logger;
private readonly FileCacheManager _fileCacheManager;
private readonly XivDataStorageService _configService;
private readonly GameData _luminaGameData;
public XivDataAnalyzer(ILogger<XivDataAnalyzer> logger, FileCacheManager fileCacheManager,
XivDataStorageService configService, IDataManager gameData)
{
_logger = logger;
_fileCacheManager = fileCacheManager;
_configService = configService;
_luminaGameData = new GameData(gameData.GameData.DataPath.FullName);
}
public unsafe Dictionary<string, List<ushort>>? GetSkeletonBoneIndices(GameObjectHandler handler)
{
if (handler.Address == nint.Zero) return null;
var chara = (CharacterBase*)(((Character*)handler.Address)->GameObject.DrawObject);
if (chara->GetModelType() != CharacterBase.ModelType.Human) return null;
var resHandles = chara->Skeleton->SkeletonResourceHandles;
Dictionary<string, List<ushort>> outputIndices = [];
try
{
for (int i = 0; i < chara->Skeleton->PartialSkeletonCount; i++)
{
var handle = *(resHandles + i);
_logger.LogTrace("Iterating over SkeletonResourceHandle #{i}:{x}", i, ((nint)handle).ToString("X"));
if ((nint)handle == nint.Zero) continue;
var curBones = handle->BoneCount;
// this is unrealistic, the filename shouldn't ever be that long
if (handle->ResourceHandle.FileName.Length > 1024) continue;
var skeletonName = handle->ResourceHandle.FileName.ToString();
if (string.IsNullOrEmpty(skeletonName)) continue;
outputIndices[skeletonName] = new();
for (ushort boneIdx = 0; boneIdx < curBones; boneIdx++)
{
var boneName = handle->HavokSkeleton->Bones[boneIdx].Name.String;
if (boneName == null) continue;
outputIndices[skeletonName].Add((ushort)(boneIdx + 1));
}
}
}
catch (Exception ex)
{
_logger.LogWarning(ex, "Could not process skeleton data");
}
return (outputIndices.Count != 0 && outputIndices.Values.All(u => u.Count > 0)) ? outputIndices : null;
}
public unsafe Dictionary<string, List<ushort>>? GetBoneIndicesFromPap(string hash)
{
if (_configService.Current.BonesDictionary.TryGetValue(hash, out var bones)) return bones;
var cacheEntity = _fileCacheManager.GetFileCacheByHash(hash);
if (cacheEntity == null) return null;
using BinaryReader reader = new BinaryReader(File.Open(cacheEntity.ResolvedFilepath, FileMode.Open, FileAccess.Read, FileShare.Read));
// most of this shit is from vfxeditor, surely nothing will change in the pap format :copium:
reader.ReadInt32(); // ignore
reader.ReadInt32(); // ignore
reader.ReadInt16(); // read 2 (num animations)
reader.ReadInt16(); // read 2 (modelid)
var type = reader.ReadByte();// read 1 (type)
if (type != 0) return null; // it's not human, just ignore it, whatever
reader.ReadByte(); // read 1 (variant)
reader.ReadInt32(); // ignore
var havokPosition = reader.ReadInt32();
var footerPosition = reader.ReadInt32();
var havokDataSize = footerPosition - havokPosition;
reader.BaseStream.Position = havokPosition;
var havokData = reader.ReadBytes(havokDataSize);
if (havokData.Length <= 8) return null; // no havok data
var output = new Dictionary<string, List<ushort>>(StringComparer.OrdinalIgnoreCase);
var tempHavokDataPath = Path.Combine(Path.GetTempPath(), Path.GetRandomFileName()) + ".hkx";
var tempHavokDataPathAnsi = Marshal.StringToHGlobalAnsi(tempHavokDataPath);
try
{
File.WriteAllBytes(tempHavokDataPath, havokData);
var loadoptions = stackalloc hkSerializeUtil.LoadOptions[1];
loadoptions->TypeInfoRegistry = hkBuiltinTypeRegistry.Instance()->GetTypeInfoRegistry();
loadoptions->ClassNameRegistry = hkBuiltinTypeRegistry.Instance()->GetClassNameRegistry();
loadoptions->Flags = new hkFlags<hkSerializeUtil.LoadOptionBits, int>
{
Storage = (int)(hkSerializeUtil.LoadOptionBits.Default)
};
var resource = hkSerializeUtil.LoadFromFile((byte*)tempHavokDataPathAnsi, null, loadoptions);
if (resource == null)
{
throw new InvalidOperationException("Resource was null after loading");
}
var rootLevelName = @"hkRootLevelContainer"u8;
fixed (byte* n1 = rootLevelName)
{
var container = (hkRootLevelContainer*)resource->GetContentsPointer(n1, hkBuiltinTypeRegistry.Instance()->GetTypeInfoRegistry());
var animationName = @"hkaAnimationContainer"u8;
fixed (byte* n2 = animationName)
{
var animContainer = (hkaAnimationContainer*)container->findObjectByName(n2, null);
for (int i = 0; i < animContainer->Bindings.Length; i++)
{
var binding = animContainer->Bindings[i].ptr;
var boneTransform = binding->TransformTrackToBoneIndices;
string name = binding->OriginalSkeletonName.String! + "_" + i;
output[name] = [];
for (int boneIdx = 0; boneIdx < boneTransform.Length; boneIdx++)
{
output[name].Add((ushort)boneTransform[boneIdx]);
}
output[name].Sort();
}
}
}
}
catch (Exception ex)
{
_logger.LogWarning(ex, "Could not load havok file in {path}", tempHavokDataPath);
}
finally
{
Marshal.FreeHGlobal(tempHavokDataPathAnsi);
File.Delete(tempHavokDataPath);
}
_configService.Current.BonesDictionary[hash] = output;
_configService.Save();
return output;
}
public Task<long> GetTrianglesFromGamePath(string gamePath)
{
if (_configService.Current.TriangleDictionary.TryGetValue(gamePath, out var cachedTris))
return Task.FromResult(cachedTris);
_logger.LogDebug("Detected Model File {path}, calculating Tris", gamePath);
var file = _luminaGameData.GetFile<MdlFile>(gamePath);
if (file == null)
return Task.FromResult((long)0);
if (file.FileHeader.LodCount <= 0)
return Task.FromResult((long)0);
var meshIdx = file.Lods[0].MeshIndex;
var meshCnt = file.Lods[0].MeshCount;
var tris = file.Meshes.Skip(meshIdx).Take(meshCnt).Sum(p => p.IndexCount) / 3;
_logger.LogDebug("{filePath} => {tris} triangles", gamePath, tris);
_configService.Current.TriangleDictionary[gamePath] = tris;
_configService.Save();
return Task.FromResult(tris);
}
public Task<long> GetTrianglesByHash(string hash)
{
if (_configService.Current.TriangleDictionary.TryGetValue(hash, out var cachedTris))
return Task.FromResult(cachedTris);
var path = _fileCacheManager.GetFileCacheByHash(hash);
if (path == null || !path.ResolvedFilepath.EndsWith(".mdl", StringComparison.OrdinalIgnoreCase))
return Task.FromResult((long)0);
var filePath = path.ResolvedFilepath;
_logger.LogDebug("Detected Model File {path}, calculating Tris", filePath);
var file = _luminaGameData.GetFileFromDisk<MdlFile>(filePath);
if (file.FileHeader.LodCount <= 0)
return Task.FromResult((long)0);
var meshIdx = file.Lods[0].MeshIndex;
var meshCnt = file.Lods[0].MeshCount;
var tris = file.Meshes.Skip(meshIdx).Take(meshCnt).Sum(p => p.IndexCount) / 3;
_logger.LogDebug("{filePath} => {tris} triangles", filePath, tris);
_configService.Current.TriangleDictionary[hash] = tris;
_configService.Save();
return Task.FromResult(tris);
}
}