Cleanup and fit ResourceTree to new paradigm.

This commit is contained in:
Ottermandias 2023-03-23 17:51:02 +01:00
parent d28299f699
commit e6b17d536b
8 changed files with 602 additions and 679 deletions

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@ -1,678 +0,0 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using Dalamud.Game.ClientState.Objects.Enums;
using Dalamud.Game.ClientState.Objects.SubKinds;
using FFXIVClientStructs.FFXIV.Client.Game.Character;
using FFXIVClientStructs.FFXIV.Client.Graphics.Scene;
using FFXIVClientStructs.FFXIV.Client.System.Resource;
using OtterGui;
using Penumbra.Collections;
using Penumbra.GameData.Actors;
using Penumbra.GameData.Enums;
using Penumbra.GameData.Files;
using Penumbra.Interop.Resolver;
using Penumbra.Interop.Structs;
using Penumbra.String;
using Penumbra.String.Classes;
using Objects = Dalamud.Game.ClientState.Objects.Types;
using GameObject = FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject;
namespace Penumbra.Interop;
public class ResourceTree
{
public readonly string Name;
public readonly nint SourceAddress;
public readonly bool PlayerRelated;
public readonly string CollectionName;
public readonly List<Node> Nodes;
public ResourceTree( string name, nint sourceAddress, bool playerRelated, string collectionName )
{
Name = name;
SourceAddress = sourceAddress;
PlayerRelated = playerRelated;
CollectionName = collectionName;
Nodes = new();
}
public static ResourceTree[] FromObjectTable( bool withNames = true )
{
var cache = new TreeBuildCache();
return cache.Characters
.Select( chara => FromCharacter( chara, cache, withNames ) )
.OfType<ResourceTree>()
.ToArray();
}
public static IEnumerable<(Objects.Character Character, ResourceTree ResourceTree)> FromCharacters( IEnumerable<Objects.Character> characters, bool withNames = true )
{
var cache = new TreeBuildCache();
foreach( var chara in characters )
{
var tree = FromCharacter( chara, cache, withNames );
if( tree != null )
{
yield return (chara, tree);
}
}
}
public static unsafe ResourceTree? FromCharacter( Objects.Character chara, bool withNames = true )
{
return FromCharacter( chara, new TreeBuildCache(), withNames );
}
private static unsafe ResourceTree? FromCharacter( Objects.Character chara, TreeBuildCache cache, bool withNames = true )
{
if( !chara.IsValid() )
{
return null;
}
var charaStruct = ( Character* )chara.Address;
var gameObjStruct = &charaStruct->GameObject;
var model = ( CharacterBase* )gameObjStruct->GetDrawObject();
if( model == null )
{
return null;
}
var equipment = new ReadOnlySpan<EquipmentRecord>( charaStruct->EquipSlotData, 10 );
// var customize = new ReadOnlySpan<byte>( charaStruct->CustomizeData, 26 );
var collectionResolveData = PathResolver.IdentifyCollection( gameObjStruct, true );
if( !collectionResolveData.Valid )
{
return null;
}
var collection = collectionResolveData.ModCollection;
var name = GetCharacterName( chara, cache );
var tree = new ResourceTree( name.Name, new nint( charaStruct ), name.PlayerRelated, collection.Name );
var globalContext = new GlobalResolveContext(
FileCache: cache,
Collection: collection,
Skeleton: charaStruct->ModelSkeletonId,
WithNames: withNames
);
for( var i = 0; i < model->SlotCount; ++i )
{
var context = globalContext.CreateContext(
Slot: ( i < equipment.Length ) ? ( ( uint )i ).ToEquipSlot() : EquipSlot.Unknown,
Equipment: ( i < equipment.Length ) ? equipment[i] : default
);
var imc = ( ResourceHandle* )model->IMCArray[i];
var imcNode = context.CreateNodeFromImc( imc );
if( imcNode != null )
{
tree.Nodes.Add( withNames ? imcNode.WithName( imcNode.Name ?? $"IMC #{i}" ) : imcNode );
}
var mdl = ( RenderModel* )model->ModelArray[i];
var mdlNode = context.CreateNodeFromRenderModel( mdl );
if( mdlNode != null )
{
tree.Nodes.Add( withNames ? mdlNode.WithName(mdlNode.Name ?? $"Model #{i}") : mdlNode );
}
}
if( chara is PlayerCharacter )
{
AddHumanResources( tree, globalContext, ( HumanExt* )model );
}
return tree;
}
private static unsafe (string Name, bool PlayerRelated) GetCharacterName( Objects.Character chara, TreeBuildCache cache )
{
var identifier = Penumbra.Actors.FromObject( ( GameObject* )chara.Address, out var owner, true, false, false );
var name = chara.Name.ToString().Trim();
var playerRelated = true;
if( chara.ObjectKind != ObjectKind.Player )
{
name = $"{name} ({chara.ObjectKind.ToName()})".Trim();
playerRelated = false;
}
if( identifier.Type == IdentifierType.Owned && cache.CharactersById.TryGetValue( owner->ObjectID, out var ownerChara ) )
{
var ownerName = GetCharacterName( ownerChara, cache );
name = $"[{ownerName.Name}] {name}".Trim();
playerRelated |= ownerName.PlayerRelated;
}
return (name, playerRelated);
}
private static unsafe void AddHumanResources( ResourceTree tree, GlobalResolveContext globalContext, HumanExt* human )
{
var firstSubObject = ( CharacterBase* )human->Human.CharacterBase.DrawObject.Object.ChildObject;
if( firstSubObject != null )
{
var subObjectNodes = new List<Node>();
var subObject = firstSubObject;
var subObjectIndex = 0;
do
{
var weapon = ( subObject->GetModelType() == CharacterBase.ModelType.Weapon ) ? ( Weapon* )subObject : null;
var subObjectNamePrefix = ( weapon != null ) ? "Weapon" : "Fashion Acc.";
var subObjectContext = globalContext.CreateContext(
Slot: ( weapon != null ) ? EquipSlot.MainHand : EquipSlot.Unknown,
Equipment: ( weapon != null ) ? new EquipmentRecord( weapon->ModelSetId, ( byte )weapon->Variant, ( byte )weapon->ModelUnknown ) : default
);
for( var i = 0; i < subObject->SlotCount; ++i )
{
var imc = ( ResourceHandle* )subObject->IMCArray[i];
var imcNode = subObjectContext.CreateNodeFromImc( imc );
if( imcNode != null )
{
subObjectNodes.Add( globalContext.WithNames ? imcNode.WithName( imcNode.Name ?? $"{subObjectNamePrefix} #{subObjectIndex}, IMC #{i}" ) : imcNode );
}
var mdl = ( RenderModel* )subObject->ModelArray[i];
var mdlNode = subObjectContext.CreateNodeFromRenderModel( mdl );
if( mdlNode != null )
{
subObjectNodes.Add( globalContext.WithNames ? mdlNode.WithName( mdlNode.Name ?? $"{subObjectNamePrefix} #{subObjectIndex}, Model #{i}" ) : mdlNode );
}
}
subObject = ( CharacterBase* )subObject->DrawObject.Object.NextSiblingObject;
++subObjectIndex;
} while( subObject != null && subObject != firstSubObject );
tree.Nodes.InsertRange( 0, subObjectNodes );
}
var context = globalContext.CreateContext(
Slot: EquipSlot.Unknown,
Equipment: default
);
var skeletonNode = context.CreateHumanSkeletonNode( human->Human.RaceSexId );
if( skeletonNode != null )
{
tree.Nodes.Add( globalContext.WithNames ? skeletonNode.WithName( skeletonNode.Name ?? "Skeleton" ) : skeletonNode );
}
var decalNode = context.CreateNodeFromTex( human->Decal );
if( decalNode != null )
{
tree.Nodes.Add( globalContext.WithNames ? decalNode.WithName( decalNode.Name ?? "Face Decal" ) : decalNode );
}
var legacyDecalNode = context.CreateNodeFromTex( human->LegacyBodyDecal );
if( legacyDecalNode != null )
{
tree.Nodes.Add( globalContext.WithNames ? legacyDecalNode.WithName( legacyDecalNode.Name ?? "Legacy Body Decal" ) : legacyDecalNode );
}
}
private static unsafe bool CreateOwnedGamePath( byte* rawGamePath, out Utf8GamePath gamePath, bool addDx11Prefix = false, bool isShader = false )
{
if( rawGamePath == null )
{
gamePath = default;
return false;
}
if( isShader )
{
var path = $"shader/sm5/shpk/{new ByteString( rawGamePath )}";
return Utf8GamePath.FromString( path, out gamePath );
}
if( addDx11Prefix )
{
var unprefixed = MemoryMarshal.CreateReadOnlySpanFromNullTerminated( rawGamePath );
var lastDirectorySeparator = unprefixed.LastIndexOf( ( byte )'/' );
if( unprefixed[lastDirectorySeparator + 1] != ( byte )'-' || unprefixed[lastDirectorySeparator + 2] != ( byte )'-' )
{
Span<byte> prefixed = stackalloc byte[unprefixed.Length + 2];
unprefixed[..( lastDirectorySeparator + 1 )].CopyTo( prefixed );
prefixed[lastDirectorySeparator + 1] = ( byte )'-';
prefixed[lastDirectorySeparator + 2] = ( byte )'-';
unprefixed[( lastDirectorySeparator + 1 )..].CopyTo( prefixed[( lastDirectorySeparator + 3 )..] );
if( !Utf8GamePath.FromSpan( prefixed, out gamePath ) )
{
return false;
}
gamePath = gamePath.Clone();
return true;
}
}
if( !Utf8GamePath.FromPointer( rawGamePath, out gamePath ) )
{
return false;
}
gamePath = gamePath.Clone();
return true;
}
[StructLayout( LayoutKind.Sequential, Pack = 1, Size = 4 )]
private readonly record struct EquipmentRecord( ushort SetId, byte Variant, byte Dye );
private class TreeBuildCache
{
private readonly Dictionary<FullPath, MtrlFile?> Materials = new();
private readonly Dictionary<FullPath, ShpkFile?> ShaderPackages = new();
public readonly List<Objects.Character> Characters;
public readonly Dictionary<uint, Objects.Character> CharactersById;
public TreeBuildCache()
{
Characters = new();
CharactersById = new();
foreach( var chara in Dalamud.Objects.OfType<Objects.Character>() )
{
if( chara.IsValid() )
{
Characters.Add( chara );
if( chara.ObjectId != Objects.GameObject.InvalidGameObjectId && !CharactersById.TryAdd( chara.ObjectId, chara ) )
{
var existingChara = CharactersById[chara.ObjectId];
Penumbra.Log.Warning( $"Duplicate character ID {chara.ObjectId:X8} (old: {existingChara.Name} {existingChara.ObjectKind}, new: {chara.Name} {chara.ObjectKind})" );
}
}
}
}
public MtrlFile? ReadMaterial( FullPath path )
{
return ReadFile( path, Materials, bytes => new MtrlFile( bytes ) );
}
public ShpkFile? ReadShaderPackage( FullPath path )
{
return ReadFile( path, ShaderPackages, bytes => new ShpkFile( bytes ) );
}
private static T? ReadFile<T>( FullPath path, Dictionary<FullPath, T?> cache, Func<byte[], T> parseFile ) where T : class
{
if( path.FullName.Length == 0 )
{
return null;
}
if( cache.TryGetValue( path, out var cached ) )
{
return cached;
}
var pathStr = path.ToPath();
T? parsed;
try
{
if( path.IsRooted )
{
parsed = parseFile( File.ReadAllBytes( pathStr ) );
}
else
{
var bytes = Dalamud.GameData.GetFile( pathStr )?.Data;
parsed = ( bytes != null ) ? parseFile( bytes ) : null;
}
}
catch( Exception e )
{
Penumbra.Log.Error( $"Could not read file {pathStr}:\n{e}" );
parsed = null;
}
cache.Add( path, parsed );
return parsed;
}
}
private record class GlobalResolveContext( TreeBuildCache FileCache, ModCollection Collection, int Skeleton, bool WithNames )
{
public ResolveContext CreateContext( EquipSlot Slot, EquipmentRecord Equipment )
=> new( FileCache, Collection, Skeleton, WithNames, Slot, Equipment );
}
private record class ResolveContext( TreeBuildCache FileCache, ModCollection Collection, int Skeleton, bool WithNames, EquipSlot Slot, EquipmentRecord Equipment )
{
private unsafe Node? CreateNodeFromGamePath( ResourceType type, nint sourceAddress, byte* rawGamePath, bool @internal, bool addDx11Prefix = false, bool isShader = false )
{
if( !CreateOwnedGamePath( rawGamePath, out var gamePath, addDx11Prefix, isShader ) )
{
return null;
}
return CreateNodeFromGamePath( type, sourceAddress, gamePath, @internal );
}
private unsafe Node CreateNodeFromGamePath( ResourceType type, nint sourceAddress, Utf8GamePath gamePath, bool @internal )
=> new( null, type, sourceAddress, gamePath, FilterFullPath( Collection.ResolvePath( gamePath ) ?? new FullPath( gamePath ) ), @internal );
private unsafe Node? CreateNodeFromResourceHandle( ResourceType type, nint sourceAddress, ResourceHandle* handle, bool @internal, bool withName )
{
if( handle == null )
{
return null;
}
var name = handle->FileNameAsSpan();
if( name.Length == 0 )
{
return null;
}
if( name[0] == ( byte )'|' )
{
name = name[1..];
var pos = name.IndexOf( ( byte )'|' );
if( pos < 0 )
{
return null;
}
name = name[( pos + 1 )..];
}
var fullPath = new FullPath( Encoding.UTF8.GetString( name ) );
var gamePaths = Collection.ReverseResolvePath( fullPath ).ToList();
fullPath = FilterFullPath( fullPath );
if( gamePaths.Count > 1 )
{
gamePaths = Filter( gamePaths );
}
if( gamePaths.Count == 1 )
{
return new Node( withName ? GuessNameFromPath( gamePaths[0] ) : null, type, sourceAddress, gamePaths[0], fullPath, @internal );
}
else
{
Penumbra.Log.Information( $"Found {gamePaths.Count} game paths while reverse-resolving {fullPath} in {Collection.Name}:" );
foreach( var gamePath in gamePaths )
{
Penumbra.Log.Information( $"Game path: {gamePath}" );
}
return new Node( null, type, sourceAddress, gamePaths.ToArray(), fullPath, @internal );
}
}
public unsafe Node? CreateHumanSkeletonNode( ushort raceSexId )
{
var raceSexIdStr = raceSexId.ToString( "D4" );
var path = $"chara/human/c{raceSexIdStr}/skeleton/base/b0001/skl_c{raceSexIdStr}b0001.sklb";
if( !Utf8GamePath.FromString( path, out var gamePath ) )
{
return null;
}
return CreateNodeFromGamePath( ResourceType.Sklb, 0, gamePath, false );
}
public unsafe Node? CreateNodeFromImc( ResourceHandle* imc )
{
var node = CreateNodeFromResourceHandle( ResourceType.Imc, new nint( imc ), imc, true, false );
if( node == null )
{
return null;
}
if( WithNames )
{
var name = GuessModelName( node.GamePath );
node = node.WithName( ( name != null ) ? $"IMC: {name}" : null );
}
return node;
}
public unsafe Node? CreateNodeFromTex( ResourceHandle* tex )
{
return CreateNodeFromResourceHandle( ResourceType.Tex, new nint( tex ), tex, false, WithNames );
}
public unsafe Node? CreateNodeFromRenderModel( RenderModel* mdl )
{
if( mdl == null || mdl->ResourceHandle == null || mdl->ResourceHandle->Category != ResourceCategory.Chara )
{
return null;
}
var node = CreateNodeFromResourceHandle( ResourceType.Mdl, new nint( mdl ), mdl->ResourceHandle, false, false );
if( node == null )
{
return null;
}
if( WithNames )
{
node = node.WithName( GuessModelName( node.GamePath ) );
}
for( var i = 0; i < mdl->MaterialCount; i++ )
{
var mtrl = ( Material* )mdl->Materials[i];
var mtrlNode = CreateNodeFromMaterial( mtrl );
if( mtrlNode != null )
{
// Don't keep the material's name if it's redundant with the model's name.
node.Children.Add( WithNames ? mtrlNode.WithName( ( string.Equals( mtrlNode.Name, node.Name, StringComparison.Ordinal ) ? null : mtrlNode.Name ) ?? $"Material #{i}" ) : mtrlNode );
}
}
return node;
}
private unsafe Node? CreateNodeFromMaterial( Material* mtrl )
{
if( mtrl == null )
{
return null;
}
var resource = ( MtrlResource* )mtrl->ResourceHandle;
var node = CreateNodeFromResourceHandle( ResourceType.Mtrl, new nint( mtrl ), &resource->Handle, false, WithNames );
if( node == null )
{
return null;
}
var mtrlFile = WithNames ? FileCache.ReadMaterial( node.FullPath ) : null;
var shpkNode = CreateNodeFromGamePath( ResourceType.Shpk, 0, resource->ShpkString, false, isShader: true );
if( shpkNode != null )
{
node.Children.Add( WithNames ? shpkNode.WithName( "Shader Package" ) : shpkNode );
}
var shpkFile = ( WithNames && shpkNode != null ) ? FileCache.ReadShaderPackage( shpkNode.FullPath ) : null;
var samplers = WithNames ? mtrlFile?.GetSamplersByTexture(shpkFile) : null;
for( var i = 0; i < resource->NumTex; i++ )
{
var texNode = CreateNodeFromGamePath( ResourceType.Tex, 0, resource->TexString( i ), false, addDx11Prefix: resource->TexIsDX11( i ) );
if( texNode != null )
{
if( WithNames )
{
var name = ( samplers != null && i < samplers.Count ) ? samplers[i].Item2?.Name : null;
node.Children.Add( texNode.WithName( name ?? $"Texture #{i}" ) );
}
else
{
node.Children.Add( texNode );
}
}
}
return node;
}
private static FullPath FilterFullPath( FullPath fullPath )
{
if( !fullPath.IsRooted )
{
return fullPath;
}
var relPath = Path.GetRelativePath( Penumbra.Config.ModDirectory, fullPath.FullName );
if( relPath == "." || !relPath.StartsWith( '.' ) && !Path.IsPathRooted( relPath ) )
{
return fullPath.Exists ? fullPath : FullPath.Empty;
}
return FullPath.Empty;
}
private List<Utf8GamePath> Filter( List<Utf8GamePath> gamePaths )
{
var filtered = new List<Utf8GamePath>( gamePaths.Count );
foreach( var path in gamePaths )
{
// In doubt, keep the paths.
if( IsMatch( path.ToString().Split( new char[] { '/' }, StringSplitOptions.RemoveEmptyEntries ) ) ?? true )
{
filtered.Add( path );
}
}
return filtered;
}
private bool? IsMatch( ReadOnlySpan<string> path )
=> SafeGet( path, 0 ) switch
{
"chara" => SafeGet( path, 1 ) switch
{
"accessory" => IsMatchEquipment( path[2..], $"a{Equipment.SetId:D4}" ),
"equipment" => IsMatchEquipment( path[2..], $"e{Equipment.SetId:D4}" ),
"monster" => SafeGet( path, 2 ) == $"m{Skeleton:D4}",
"weapon" => IsMatchEquipment( path[2..], $"w{Equipment.SetId:D4}" ),
_ => null,
},
_ => null,
};
private bool? IsMatchEquipment( ReadOnlySpan<string> path, string equipmentDir )
=> SafeGet( path, 0 ) == equipmentDir
? SafeGet( path, 1 ) switch
{
"material" => SafeGet( path, 2 ) == $"v{Equipment.Variant:D4}",
_ => null,
}
: false;
private string? GuessModelName( Utf8GamePath gamePath )
{
var path = gamePath.ToString().Split( new char[] { '/' }, StringSplitOptions.RemoveEmptyEntries );
// Weapons intentionally left out.
var isEquipment = SafeGet( path, 0 ) == "chara" && SafeGet( path, 1 ) is "accessory" or "equipment";
if( isEquipment )
{
foreach( var item in Penumbra.Identifier.Identify( Equipment.SetId, Equipment.Variant, Slot.ToSlot() ) )
{
return Slot switch
{
EquipSlot.RFinger => "R: ",
EquipSlot.LFinger => "L: ",
_ => string.Empty,
} + item.Name.ToString();
}
}
var nameFromPath = GuessNameFromPath( gamePath );
if( nameFromPath != null )
{
return nameFromPath;
}
if( isEquipment )
{
return Slot.ToName();
}
return null;
}
private static string? GuessNameFromPath( Utf8GamePath gamePath )
{
foreach( var obj in Penumbra.Identifier.Identify( gamePath.ToString() ) )
{
var name = obj.Key;
if( name.StartsWith( "Customization:" ) )
{
name = name[14..].Trim();
}
if( name != "Unknown" )
{
return name;
}
}
return null;
}
private static string? SafeGet( ReadOnlySpan<string> array, Index index )
{
var i = index.GetOffset( array.Length );
return ( i >= 0 && i < array.Length ) ? array[i] : null;
}
}
public class Node
{
public readonly string? Name;
public readonly ResourceType Type;
public readonly nint SourceAddress;
public readonly Utf8GamePath GamePath;
public readonly Utf8GamePath[] PossibleGamePaths;
public readonly FullPath FullPath;
public readonly bool Internal;
public readonly List<Node> Children;
public Node( string? name, ResourceType type, nint sourceAddress, Utf8GamePath gamePath, FullPath fullPath, bool @internal )
{
Name = name;
Type = type;
SourceAddress = sourceAddress;
GamePath = gamePath;
PossibleGamePaths = new[] { gamePath };
FullPath = fullPath;
Internal = @internal;
Children = new();
}
public Node( string? name, ResourceType type, nint sourceAddress, Utf8GamePath[] possibleGamePaths, FullPath fullPath, bool @internal )
{
Name = name;
Type = type;
SourceAddress = sourceAddress;
GamePath = ( possibleGamePaths.Length == 1 ) ? possibleGamePaths[0] : Utf8GamePath.Empty;
PossibleGamePaths = possibleGamePaths;
FullPath = fullPath;
Internal = @internal;
Children = new();
}
private Node( string? name, Node originalNode )
{
Name = name;
Type = originalNode.Type;
SourceAddress = originalNode.SourceAddress;
GamePath = originalNode.GamePath;
PossibleGamePaths = originalNode.PossibleGamePaths;
FullPath = originalNode.FullPath;
Internal = originalNode.Internal;
Children = originalNode.Children;
}
public Node WithName( string? name )
=> string.Equals( Name, name, StringComparison.Ordinal ) ? this : new Node( name, this );
}
}

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using System;
using System.Collections.Generic;
using System.IO;
using Dalamud.Data;
using Penumbra.GameData.Files;
using Penumbra.String.Classes;
namespace Penumbra.Interop.ResourceTree;
internal class FileCache
{
private readonly DataManager _dataManager;
private readonly Dictionary<FullPath, MtrlFile?> _materials = new();
private readonly Dictionary<FullPath, ShpkFile?> _shaderPackages = new();
public FileCache(DataManager dataManager)
=> _dataManager = dataManager;
/// <summary> Try to read a material file from the given path and cache it on success. </summary>
public MtrlFile? ReadMaterial(FullPath path)
=> ReadFile(_dataManager, path, _materials, bytes => new MtrlFile(bytes));
/// <summary> Try to read a shpk file from the given path and cache it on success. </summary>
public ShpkFile? ReadShaderPackage(FullPath path)
=> ReadFile(_dataManager, path, _shaderPackages, bytes => new ShpkFile(bytes));
private static T? ReadFile<T>(DataManager dataManager, FullPath path, Dictionary<FullPath, T?> cache, Func<byte[], T> parseFile)
where T : class
{
if (path.FullName.Length == 0)
return null;
if (cache.TryGetValue(path, out var cached))
return cached;
var pathStr = path.ToPath();
T? parsed;
try
{
if (path.IsRooted)
{
parsed = parseFile(File.ReadAllBytes(pathStr));
}
else
{
var bytes = dataManager.GetFile(pathStr)?.Data;
parsed = bytes != null ? parseFile(bytes) : null;
}
}
catch (Exception e)
{
Penumbra.Log.Error($"Could not read file {pathStr}:\n{e}");
parsed = null;
}
cache.Add(path, parsed);
return parsed;
}
}

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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using FFXIVClientStructs.FFXIV.Client.System.Resource;
using Penumbra.Collections;
using Penumbra.GameData;
using Penumbra.GameData.Enums;
using Penumbra.GameData.Structs;
using Penumbra.Interop.Structs;
using Penumbra.String;
using Penumbra.String.Classes;
namespace Penumbra.Interop.ResourceTree;
internal record class GlobalResolveContext(Configuration Config, IObjectIdentifier Identifier, FileCache FileCache, ModCollection Collection, int Skeleton, bool WithNames)
{
public ResolveContext CreateContext(EquipSlot slot, CharacterArmor equipment)
=> new(Config, Identifier, FileCache, Collection, Skeleton, WithNames, slot, equipment);
}
internal record class ResolveContext(Configuration Config, IObjectIdentifier Identifier, FileCache FileCache, ModCollection Collection, int Skeleton, bool WithNames, EquipSlot Slot,
CharacterArmor Equipment)
{
private static readonly ByteString ShpkPrefix = ByteString.FromSpanUnsafe("shader/sm5/shpk"u8, true, true, true);
private ResourceNode? CreateNodeFromShpk(nint sourceAddress, ByteString gamePath, bool @internal)
{
if (gamePath.IsEmpty)
return null;
if (!Utf8GamePath.FromByteString(ByteString.Join((byte)'/', ShpkPrefix, gamePath), out var path, false))
return null;
return CreateNodeFromGamePath(ResourceType.Shpk, sourceAddress, path, @internal);
}
private ResourceNode? CreateNodeFromTex(nint sourceAddress, ByteString gamePath, bool @internal, bool dx11)
{
if (dx11)
{
var lastDirectorySeparator = gamePath.LastIndexOf((byte)'/');
if (lastDirectorySeparator == -1 || lastDirectorySeparator > gamePath.Length - 3)
return null;
if (gamePath[lastDirectorySeparator + 1] != (byte)'-' || gamePath[lastDirectorySeparator + 2] != (byte)'-')
{
Span<byte> prefixed = stackalloc byte[gamePath.Length + 3];
gamePath.Span[..(lastDirectorySeparator + 1)].CopyTo(prefixed);
prefixed[lastDirectorySeparator + 1] = (byte)'-';
prefixed[lastDirectorySeparator + 2] = (byte)'-';
gamePath.Span[(lastDirectorySeparator + 1)..].CopyTo(prefixed[(lastDirectorySeparator + 3)..]);
if (!Utf8GamePath.FromSpan(prefixed, out var tmp))
return null;
gamePath = tmp.Path.Clone();
}
}
if (!Utf8GamePath.FromByteString(gamePath, out var path))
return null;
return CreateNodeFromGamePath(ResourceType.Tex, sourceAddress, path, @internal);
}
private ResourceNode CreateNodeFromGamePath(ResourceType type, nint sourceAddress, Utf8GamePath gamePath, bool @internal)
=> new(null, type, sourceAddress, gamePath, FilterFullPath(Collection.ResolvePath(gamePath) ?? new FullPath(gamePath)), @internal);
private unsafe ResourceNode? CreateNodeFromResourceHandle(ResourceType type, nint sourceAddress, ResourceHandle* handle, bool @internal,
bool withName)
{
if (handle == null)
return null;
var name = handle->FileName();
if (name.IsEmpty)
return null;
if (name[0] == (byte)'|')
{
var pos = name.IndexOf((byte)'|', 1);
if (pos < 0)
return null;
name = name.Substring(pos + 1);
}
var fullPath = new FullPath(Utf8GamePath.FromByteString(name, out var p) ? p : Utf8GamePath.Empty);
var gamePaths = Collection.ReverseResolvePath(fullPath).ToList();
fullPath = FilterFullPath(fullPath);
if (gamePaths.Count > 1)
gamePaths = Filter(gamePaths);
if (gamePaths.Count == 1)
return new ResourceNode(withName ? GuessNameFromPath(gamePaths[0]) : null, type, sourceAddress, gamePaths[0], fullPath, @internal);
Penumbra.Log.Information($"Found {gamePaths.Count} game paths while reverse-resolving {fullPath} in {Collection.Name}:");
foreach (var gamePath in gamePaths)
Penumbra.Log.Information($"Game path: {gamePath}");
return new ResourceNode(null, type, sourceAddress, gamePaths.ToArray(), fullPath, @internal);
}
public unsafe ResourceNode? CreateHumanSkeletonNode(GenderRace gr)
{
var raceSexIdStr = gr.ToRaceCode();
var path = $"chara/human/c{raceSexIdStr}/skeleton/base/b0001/skl_c{raceSexIdStr}b0001.sklb";
if (!Utf8GamePath.FromString(path, out var gamePath))
return null;
return CreateNodeFromGamePath(ResourceType.Sklb, 0, gamePath, false);
}
public unsafe ResourceNode? CreateNodeFromImc(ResourceHandle* imc)
{
var node = CreateNodeFromResourceHandle(ResourceType.Imc, (nint) imc, imc, true, false);
if (node == null)
return null;
if (WithNames)
{
var name = GuessModelName(node.GamePath);
node = node.WithName(name != null ? $"IMC: {name}" : null);
}
return node;
}
public unsafe ResourceNode? CreateNodeFromTex(ResourceHandle* tex)
=> CreateNodeFromResourceHandle(ResourceType.Tex, (nint) tex, tex, false, WithNames);
public unsafe ResourceNode? CreateNodeFromRenderModel(RenderModel* mdl)
{
if (mdl == null || mdl->ResourceHandle == null || mdl->ResourceHandle->Category != ResourceCategory.Chara)
return null;
var node = CreateNodeFromResourceHandle(ResourceType.Mdl, (nint) mdl, mdl->ResourceHandle, false, false);
if (node == null)
return null;
if (WithNames)
node = node.WithName(GuessModelName(node.GamePath));
for (var i = 0; i < mdl->MaterialCount; i++)
{
var mtrl = (Material*)mdl->Materials[i];
var mtrlNode = CreateNodeFromMaterial(mtrl);
if (mtrlNode != null)
// Don't keep the material's name if it's redundant with the model's name.
node.Children.Add(WithNames
? mtrlNode.WithName((string.Equals(mtrlNode.Name, node.Name, StringComparison.Ordinal) ? null : mtrlNode.Name)
?? $"Material #{i}")
: mtrlNode);
}
return node;
}
private unsafe ResourceNode? CreateNodeFromMaterial(Material* mtrl)
{
if (mtrl == null)
return null;
var resource = (MtrlResource*)mtrl->ResourceHandle;
var node = CreateNodeFromResourceHandle(ResourceType.Mtrl, (nint) mtrl, &resource->Handle, false, WithNames);
if (node == null)
return null;
var mtrlFile = WithNames ? FileCache.ReadMaterial(node.FullPath) : null;
var shpkNode = CreateNodeFromShpk(nint.Zero, new ByteString(resource->ShpkString), false);
if (shpkNode != null)
node.Children.Add(WithNames ? shpkNode.WithName("Shader Package") : shpkNode);
var shpkFile = WithNames && shpkNode != null ? FileCache.ReadShaderPackage(shpkNode.FullPath) : null;
var samplers = WithNames ? mtrlFile?.GetSamplersByTexture(shpkFile) : null;
for (var i = 0; i < resource->NumTex; i++)
{
var texNode = CreateNodeFromTex(nint.Zero, new ByteString(resource->TexString(i)), false, resource->TexIsDX11(i));
if (texNode == null)
continue;
if (WithNames)
{
var name = samplers != null && i < samplers.Count ? samplers[i].Item2?.Name : null;
node.Children.Add(texNode.WithName(name ?? $"Texture #{i}"));
}
else
{
node.Children.Add(texNode);
}
}
return node;
}
private FullPath FilterFullPath(FullPath fullPath)
{
if (!fullPath.IsRooted)
return fullPath;
var relPath = Path.GetRelativePath(Config.ModDirectory, fullPath.FullName);
if (relPath == "." || !relPath.StartsWith('.') && !Path.IsPathRooted(relPath))
return fullPath.Exists ? fullPath : FullPath.Empty;
return FullPath.Empty;
}
private List<Utf8GamePath> Filter(List<Utf8GamePath> gamePaths)
{
var filtered = new List<Utf8GamePath>(gamePaths.Count);
foreach (var path in gamePaths)
{
// In doubt, keep the paths.
if (IsMatch(path.ToString().Split('/', StringSplitOptions.RemoveEmptyEntries))
?? true)
filtered.Add(path);
}
return filtered;
}
private bool? IsMatch(ReadOnlySpan<string> path)
=> SafeGet(path, 0) switch
{
"chara" => SafeGet(path, 1) switch
{
"accessory" => IsMatchEquipment(path[2..], $"a{Equipment.Set.Value:D4}"),
"equipment" => IsMatchEquipment(path[2..], $"e{Equipment.Set.Value:D4}"),
"monster" => SafeGet(path, 2) == $"m{Skeleton:D4}",
"weapon" => IsMatchEquipment(path[2..], $"w{Equipment.Set.Value:D4}"),
_ => null,
},
_ => null,
};
private bool? IsMatchEquipment(ReadOnlySpan<string> path, string equipmentDir)
=> SafeGet(path, 0) == equipmentDir
? SafeGet(path, 1) switch
{
"material" => SafeGet(path, 2) == $"v{Equipment.Variant:D4}",
_ => null,
}
: false;
private string? GuessModelName(Utf8GamePath gamePath)
{
var path = gamePath.ToString().Split('/', StringSplitOptions.RemoveEmptyEntries);
// Weapons intentionally left out.
var isEquipment = SafeGet(path, 0) == "chara" && SafeGet(path, 1) is "accessory" or "equipment";
if (isEquipment)
foreach (var item in Identifier.Identify(Equipment.Set, Equipment.Variant, Slot.ToSlot()))
{
return Slot switch
{
EquipSlot.RFinger => "R: ",
EquipSlot.LFinger => "L: ",
_ => string.Empty,
}
+ item.Name.ToString();
}
var nameFromPath = GuessNameFromPath(gamePath);
if (nameFromPath != null)
return nameFromPath;
return isEquipment ? Slot.ToName() : null;
}
private string? GuessNameFromPath(Utf8GamePath gamePath)
{
foreach (var obj in Identifier.Identify(gamePath.ToString()))
{
var name = obj.Key;
if (name.StartsWith("Customization:"))
name = name[14..].Trim();
if (name != "Unknown")
return name;
}
return null;
}
private static string? SafeGet(ReadOnlySpan<string> array, Index index)
{
var i = index.GetOffset(array.Length);
return i >= 0 && i < array.Length ? array[i] : null;
}
}

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@ -0,0 +1,61 @@
using System;
using System.Collections.Generic;
using Penumbra.GameData.Enums;
using Penumbra.String.Classes;
namespace Penumbra.Interop.ResourceTree;
public class ResourceNode
{
public readonly string? Name;
public readonly ResourceType Type;
public readonly nint SourceAddress;
public readonly Utf8GamePath GamePath;
public readonly Utf8GamePath[] PossibleGamePaths;
public readonly FullPath FullPath;
public readonly bool Internal;
public readonly List<ResourceNode> Children;
public ResourceNode(string? name, ResourceType type, nint sourceAddress, Utf8GamePath gamePath, FullPath fullPath, bool @internal)
{
Name = name;
Type = type;
SourceAddress = sourceAddress;
GamePath = gamePath;
PossibleGamePaths = new[]
{
gamePath,
};
FullPath = fullPath;
Internal = @internal;
Children = new List<ResourceNode>();
}
public ResourceNode(string? name, ResourceType type, nint sourceAddress, Utf8GamePath[] possibleGamePaths, FullPath fullPath,
bool @internal)
{
Name = name;
Type = type;
SourceAddress = sourceAddress;
GamePath = possibleGamePaths.Length == 1 ? possibleGamePaths[0] : Utf8GamePath.Empty;
PossibleGamePaths = possibleGamePaths;
FullPath = fullPath;
Internal = @internal;
Children = new List<ResourceNode>();
}
private ResourceNode(string? name, ResourceNode originalResourceNode)
{
Name = name;
Type = originalResourceNode.Type;
SourceAddress = originalResourceNode.SourceAddress;
GamePath = originalResourceNode.GamePath;
PossibleGamePaths = originalResourceNode.PossibleGamePaths;
FullPath = originalResourceNode.FullPath;
Internal = originalResourceNode.Internal;
Children = originalResourceNode.Children;
}
public ResourceNode WithName(string? name)
=> string.Equals(Name, name, StringComparison.Ordinal) ? this : new ResourceNode(name, this);
}

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@ -0,0 +1,99 @@
using System;
using System.Collections.Generic;
using FFXIVClientStructs.FFXIV.Client.Game.Character;
using FFXIVClientStructs.FFXIV.Client.Game.Object;
using FFXIVClientStructs.FFXIV.Client.Graphics.Scene;
using Penumbra.GameData.Enums;
using Penumbra.GameData.Structs;
using Penumbra.Interop.Structs;
namespace Penumbra.Interop.ResourceTree;
public class ResourceTree
{
public readonly string Name;
public readonly nint SourceAddress;
public readonly string CollectionName;
public readonly List<ResourceNode> Nodes;
public ResourceTree(string name, nint sourceAddress, string collectionName)
{
Name = name;
SourceAddress = sourceAddress;
CollectionName = collectionName;
Nodes = new List<ResourceNode>();
}
internal unsafe void LoadResources(GlobalResolveContext globalContext)
{
var character = (Character*)SourceAddress;
var model = (CharacterBase*) character->GameObject.GetDrawObject();
var equipment = new ReadOnlySpan<CharacterArmor>(character->EquipSlotData, 10);
// var customize = new ReadOnlySpan<byte>( character->CustomizeData, 26 );
for (var i = 0; i < model->SlotCount; ++i)
{
var context = globalContext.CreateContext(
i < equipment.Length ? ((uint)i).ToEquipSlot() : EquipSlot.Unknown,
i < equipment.Length ? equipment[i] : default
);
var imc = (ResourceHandle*)model->IMCArray[i];
var imcNode = context.CreateNodeFromImc(imc);
if (imcNode != null)
Nodes.Add(globalContext.WithNames ? imcNode.WithName(imcNode.Name ?? $"IMC #{i}") : imcNode);
var mdl = (RenderModel*)model->ModelArray[i];
var mdlNode = context.CreateNodeFromRenderModel(mdl);
if (mdlNode != null)
Nodes.Add(globalContext.WithNames ? mdlNode.WithName(mdlNode.Name ?? $"Model #{i}") : mdlNode);
}
if (character->GameObject.GetObjectKind() == (byte) ObjectKind.Pc)
AddHumanResources(globalContext, (HumanExt*)model);
}
private unsafe void AddHumanResources(GlobalResolveContext globalContext, HumanExt* human)
{
var prependIndex = 0;
var firstWeapon = (WeaponExt*)human->Human.CharacterBase.DrawObject.Object.ChildObject;
if (firstWeapon != null)
{
var weapon = firstWeapon;
var weaponIndex = 0;
do
{
var weaponContext = globalContext.CreateContext(
slot: EquipSlot.MainHand,
equipment: new CharacterArmor(weapon->Weapon.ModelSetId, (byte)weapon->Weapon.Variant, (byte)weapon->Weapon.ModelUnknown)
);
var weaponMdlNode = weaponContext.CreateNodeFromRenderModel(*weapon->WeaponRenderModel);
if (weaponMdlNode != null)
Nodes.Insert(prependIndex++,
globalContext.WithNames ? weaponMdlNode.WithName(weaponMdlNode.Name ?? $"Weapon Model #{weaponIndex}") : weaponMdlNode);
weapon = (WeaponExt*)weapon->Weapon.CharacterBase.DrawObject.Object.NextSiblingObject;
++weaponIndex;
} while (weapon != null && weapon != firstWeapon);
}
var context = globalContext.CreateContext(
EquipSlot.Unknown,
default
);
var skeletonNode = context.CreateHumanSkeletonNode((GenderRace) human->Human.RaceSexId);
if (skeletonNode != null)
Nodes.Add(globalContext.WithNames ? skeletonNode.WithName(skeletonNode.Name ?? "Skeleton") : skeletonNode);
var decalNode = context.CreateNodeFromTex(human->Decal);
if (decalNode != null)
Nodes.Add(globalContext.WithNames ? decalNode.WithName(decalNode.Name ?? "Face Decal") : decalNode);
var legacyDecalNode = context.CreateNodeFromTex(human->LegacyBodyDecal);
if (legacyDecalNode != null)
Nodes.Add(globalContext.WithNames ? legacyDecalNode.WithName(legacyDecalNode.Name ?? "Legacy Body Decal") : legacyDecalNode);
}
}

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@ -0,0 +1,76 @@
using System.Collections.Generic;
using System.Linq;
using Dalamud.Data;
using Dalamud.Game.ClientState.Objects;
using FFXIVClientStructs.FFXIV.Client.Game.Character;
using FFXIVClientStructs.FFXIV.Client.Game.Object;
using Penumbra.GameData;
using Penumbra.Interop.Resolver;
using Penumbra.Services;
namespace Penumbra.Interop.ResourceTree;
public class ResourceTreeFactory
{
private readonly DataManager _gameData;
private readonly ObjectTable _objects;
private readonly CollectionResolver _collectionResolver;
private readonly IdentifierService _identifier;
private readonly Configuration _config;
public ResourceTreeFactory(DataManager gameData, ObjectTable objects, CollectionResolver resolver, IdentifierService identifier,
Configuration config)
{
_gameData = gameData;
_objects = objects;
_collectionResolver = resolver;
_identifier = identifier;
_config = config;
}
public ResourceTree[] FromObjectTable(bool withNames = true)
{
var cache = new FileCache(_gameData);
return _objects
.OfType<Dalamud.Game.ClientState.Objects.Types.Character>()
.Select(c => FromCharacter(c, cache, withNames))
.OfType<ResourceTree>()
.ToArray();
}
public IEnumerable<(Dalamud.Game.ClientState.Objects.Types.Character Character, ResourceTree ResourceTree)> FromCharacters(
IEnumerable<Dalamud.Game.ClientState.Objects.Types.Character> characters,
bool withNames = true)
{
var cache = new FileCache(_gameData);
foreach (var character in characters)
{
var tree = FromCharacter(character, cache, withNames);
if (tree != null)
yield return (character, tree);
}
}
public ResourceTree? FromCharacter(Dalamud.Game.ClientState.Objects.Types.Character character, bool withNames = true)
=> FromCharacter(character, new FileCache(_gameData), withNames);
private unsafe ResourceTree? FromCharacter(Dalamud.Game.ClientState.Objects.Types.Character character, FileCache cache,
bool withNames = true)
{
var gameObjStruct = (GameObject*)character.Address;
if (gameObjStruct->GetDrawObject() == null)
return null;
var collectionResolveData = _collectionResolver.IdentifyCollection(gameObjStruct, true);
if (!collectionResolveData.Valid)
return null;
var tree = new ResourceTree(character.Name.ToString(), (nint)gameObjStruct, collectionResolveData.ModCollection.Name);
var globalContext = new GlobalResolveContext(_config, _identifier.AwaitedService, cache, collectionResolveData.ModCollection,
((Character*)gameObjStruct)->ModelCharaId,
withNames);
tree.LoadResources(globalContext);
return tree;
}
}

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@ -0,0 +1,14 @@
using System.Runtime.InteropServices;
using FFXIVClientStructs.FFXIV.Client.Graphics.Scene;
namespace Penumbra.Interop.Structs;
[StructLayout( LayoutKind.Explicit )]
public unsafe struct WeaponExt
{
[FieldOffset( 0x0 )]
public Weapon Weapon;
[FieldOffset( 0xA8 )]
public RenderModel** WeaponRenderModel;
}

View file

@ -11,6 +11,7 @@ using Penumbra.GameData.Data;
using Penumbra.Interop;
using Penumbra.Interop.Loader;
using Penumbra.Interop.Resolver;
using Penumbra.Interop.ResourceTree;
using Penumbra.Interop.Services;
using Penumbra.Mods;
using Penumbra.Services;
@ -95,7 +96,8 @@ public class PenumbraNew
// Add Resource services
services.AddSingleton<ResourceLoader>()
.AddSingleton<ResourceWatcher>();
.AddSingleton<ResourceWatcher>()
.AddSingleton<ResourceTreeFactory>();
// Add Path Resolver
services.AddSingleton<AnimationHookService>()