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using System ;
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using System.Collections.Concurrent ;
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using System.Collections.Generic ;
using System.IO ;
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using log4net ;
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using ACE.DatLoader.FileTypes ;
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namespace ACE.DatLoader
{
public class DatDatabase
{
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private static readonly ILog log = LogManager . GetLogger ( System . Reflection . MethodBase . GetCurrentMethod ( ) . DeclaringType ) ;
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private const uint DAT_HEADER_OFFSET = 0x140 ;
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public string FilePath { get ; }
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public int Iteration { get { return GetTotalIterations ( ) ; } }
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private FileStream stream { get ; }
private static readonly object streamMutex = new object ( ) ;
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public DatDatabaseHeader Header { get ; } = new DatDatabaseHeader ( ) ;
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public DatDirectory RootDirectory { get ; }
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public Dictionary < uint , DatFile > AllFiles { get ; } = new Dictionary < uint , DatFile > ( ) ;
Object overhaul (#384)
* Object overhaul - clean up enums (#337)
* Give property enums a static value to aviod positional fubar later on. Cleaned up using.
* Cleaning up enums
* Fixed Line ending update change log.
* Review & Comment only || Object overhaul - POC (#339)
* Give property enums a static value to aviod positional fubar later on. Cleaned up using.
* Cleaning up enums
* Fixed Line ending update change log.
* Added new positionType
* Started work on implementing object overhaul - want to make sure I am heading in the right direction.
* Minor clean up, responded to feedback and fixed a few bugs. Thanks for the second and third set of eyes.
* Object Overhaul - ready for review and merge. Still Work in Progress but a good spot. (#341)
* Give property enums a static value to aviod positional fubar later on. Cleaned up using.
* Cleaning up enums
* Fixed Line ending update change log.
* Added new positionType
* Started work on implementing object overhaul - want to make sure I am heading in the right direction.
* Minor clean up, responded to feedback and fixed a few bugs. Thanks for the second and third set of eyes.
* Continued work. Please review as these are a LOT of manual changes. Compiles and you can log in.
* Continued work. I have all of the items pulling from properties now. Still work to make baseAceObject and AceObject on thing / finish work around workmanship and actually kick the tires and start pulling data. Sorry this is taking so long.
* Had time for a few more and cleaned up whitespace.
* Good point to check in. All of the property tables are hooked up and loading data. I created the workmanship hackery we discussed. As always comments and suggestions much appreciated.
* One quick shot to fix appveyor before bed.
* * Continued work on Overhaul
* Created mapping cross reference file to faciltate docuatation and cleaning up names - work in progress https://goo.gl/eaaNQb
* Created new database schema for world_object - modified mysqlinstall.bat to refect new baseline
* created script to ETL old schema to new schema. I have not included it as we will be refactoring the initial data load to use the new
* schema according to Ripley. I have the script tested and posted on my dropbox if anyone wants it. I also have a complete data dump that
* zips down to a manageable size.
* BaseAceObject is now using the new schema
* I re-hooked up telepoi to use the new schema. Still to do, convert to constructed statement
* Next steps - refactor AceObject and make sure world objects load again.
* Once that is complete - start same process using clone of this schema for character as discussed.
* renabled more data loading.
* Continued work on hooking data back up. Working on moveto debug command - this creates a world object. Not quite there yet.
* WIP
* Making progress. Test object able to be spwaned from new schema. Still to do, renable constructed statements, clean up and re-enable the other constructed statements.
* updated worldbase
* * Intital work done for new schema. Rebased and removed update sql files. (#353)
* Tested and the auto setting of Physics and Weenie Header Flags looks really solid. Side note, the values we have
* in the database for weenieHeaderFlags and PhysicsDescriptionFlag should probably be dropped we don't read them or use them now.
* Doors, portals NPC's and signs are all back in the world now.
* I would suggest we remearge with the main branch sooner rather than later - we can create another branch to introduce these
* changes into the character side.
* TODO items:
* Creature spawns need to be refactored - I left them commented out. We need to ditch seperate tables that we have now, I think all
* creature can use what we have now, plus maybe two additional world tables. Everything else fits into the current schema.
* Test Ripley data and update ACE_World.
* Refactor portals - I just left the old way in and faked it out with a view.
* Once this looks good and stable and we fix any found bugs - we need to clone this over to the character database and start refactoring
* That will get us to persisted inventory.
* Objects - Game data refactored - issue with character login (#355)
* wip
* WIP - character login is trying to persist a world object
* Still throwing an exception on player login.
* Working Code - finished GameData - need to complete PhysicsData and ModelData. Thanks to @Lidefeath for finding my issue.
* WIP compiles but has error on run. Data changes have broken something. Will fix tomorrow.
* Wip - nothing really working yet. I can log in but item creation is not working.
* Objects (#357)
* wip
* WIP - character login is trying to persist a world object
* Still throwing an exception on player login.
* Working Code - finished GameData - need to complete PhysicsData and ModelData. Thanks to @Lidefeath for finding my issue.
* WIP compiles but has error on run. Data changes have broken something. Will fix tomorrow.
* Wip - nothing really working yet. I can log in but item creation is not working.
* Best attempt stabbed (#358)
* wip 1
* wip 2
* wip 3
* wip 3
* i think thats it for now. good luck!
* Read cached characters and launch to char list (#360)
* First corrections and commenting out so the start to command line works
* The basics for launching to character list is working.
* Edit config.json for AppVeyor
* Rework Base SQL scripts. (#361)
Expect broken execution until views are corrected for ace_shard
* Cleaning up error list (#362)
Clearing stylecop issues and warnings in Error List
* ACE Enum adjustments (#363)
* More Enum Adjustments (#364)
* More Enum Adjustments
* Further Enum Refinement
* Changed Enum Value
* More Enum and Object Realignment (#365)
* Adding Enums to better align with AC standards. GroupTypeChat and AccessLevel will be converted to these.
* Object level changes to go with enum resorting
* Extend ORM to allow aggregate functions i.e. MAX(column) and (#366)
* Extend ORM to allow aggregate functions i.e. MAX(column) and implement GetNextCharacterId
* For AppVeyor, thanks @ogmage78 for the sql
* Implements IsCharacterNameAvailable and fixes some errors in the chargen code. (#367)
* Character Loading (#368)
* Cleaned up some whitespace issues. Still understanding the direction.
* WIP added enums for PropertyAttribute
* Wip got a lot of aceCharacter done - working on position - about 1/2 done.
* WIP - Ace Character Loading.
* Intital work done for loading character from ace_shard. Rebased and removed update sql files.
* Tested up to position loading. Made changes to position, but have not loaded the dictionary yet.
* Fixed a few bugs - attribute loading had a few.
* TODO items:
* Finish up loading positions then see what is left.
* Work on saving as OptimShi - has character creation ready to go.
* Fixed for rebase and apveyor
* Hand wrote view per request and removed unneeded position.
* Read character creation values from client_portal.dat (#369)
* Read character creation values from client_portal.dat and assign to appropriate Character Properties
* Added AceCharacter properties for the character appearance data
* More fun in Zombieland - character loading. (#370)
* [Og II]
* Continued work loading character from ace_shard. Rebased
* Added cascade delete to all child tables in ace_shard.
* Completed and tested up to skillz loading. Made a few changes on the db side for key consistancy.
* TODO items:
* Finish up loading - spells, friends, allegiance info, spell comps, spell bars etc. etc....
* Fixed bug in setXXXProperty methods with the add new. Was not setting the AceObjectId
* Fixed auto inc and unsealed position class and made aceObjectId virtual again.
* SaveObject implemented in ShardDatabase.cs (#371)
* First steps of SaveObject
* Hopefully I didn't bork anything too hard.
* Character creation -- data present on save appears to make its way to the DB. Thanks to Lidefeath for the starter here.
* Removed all references to SaveCharacterOptions -- replace with SaveObject().
* Removed all references to SaveCharacterOptions -- replace with SaveObject().
* Cleanup of DbGetListAttribute (#372)
* First steps of SaveObject
* Hopefully I didn't bork anything too hard.
* Character creation -- data present on save appears to make its way to the DB. Thanks to Lidefeath for the starter here.
* Removed all references to SaveCharacterOptions -- replace with SaveObject().
* Removed all references to SaveCharacterOptions -- replace with SaveObject().
* Reworked DbGetListAttribute, got rid of hacky code.
* Forgot to remove sloppy comments from refactoring.
* Create Database.cs
* Fix the "You do not own this character" error. (#373)
* Refactoring, save/restore progress on object overhaul (#375)
* First steps of SaveObject
* added todo
* Hopefully I didn't bork anything too hard.
* Character creation -- data present on save appears to make its way to the DB. Thanks to Lidefeath for the starter here.
* Removed all references to SaveCharacterOptions -- replace with SaveObject().
* Removed all references to SaveCharacterOptions -- replace with SaveObject().
* Working on player login. Getting closer. At SendSelf in player.cs
* Reworked DbGetListAttribute, got rid of hacky code.
* Forgot to remove sloppy comments from refactoring.
* Create Database.cs
* Continued work on character login. A little closer - we can get into the world now. Please see change log for list of outstanding items.
* Can log in, and walk around. Some properties still wrong. Still need to submit several DB level fixes.
* Many fixups/bugfixes.
Positions now save.
Character logs in.
Game doesn't crash.
Can open multiple sessions.
(some) ORM issues fixed
Issues:
World Objects still don't appear in game.
Race found in ShardDatabase (commented)
* Minor cleanups.
* Object overhaul (#376)
* First steps of SaveObject
* added todo
* Hopefully I didn't bork anything too hard.
* Character creation -- data present on save appears to make its way to the DB. Thanks to Lidefeath for the starter here.
* Removed all references to SaveCharacterOptions -- replace with SaveObject().
* Removed all references to SaveCharacterOptions -- replace with SaveObject().
* Working on player login. Getting closer. At SendSelf in player.cs
* Reworked DbGetListAttribute, got rid of hacky code.
* Forgot to remove sloppy comments from refactoring.
* Create Database.cs
* Continued work on character login. A little closer - we can get into the world now. Please see change log for list of outstanding items.
* Can log in, and walk around. Some properties still wrong. Still need to submit several DB level fixes.
* Many fixups/bugfixes.
Positions now save.
Character logs in.
Game doesn't crash.
Can open multiple sessions.
(some) ORM issues fixed
Issues:
World Objects still don't appear in game.
Race found in ShardDatabase (commented)
* Properly load Data Id instances. Objects now "spawn" in-world, but don't interact properly.
* Fixes to worldbase vw_teleport_location, player description, character handler. Player now gets proper stats and can teleportpoi. Vital inital values are off.
* Sets options on load. May be bad/broken. Need to seriously think how AceObject/AceCharacter and WorldObject/Player should interact. We don't do that well now.
* Fix to attribute2nd, using uint24 instead of uint16 for value (because monster's health can get huuuge).
* Position refactor into backend object AceObjectPropertiesPosition and front-end object Position.
* * fixed issues with the weenieHeaderFlags setting method, fixed PhysicsDescriptionFlag setting issue as well.
* cleaned up and rebased data scripts for WorldBase and ShardBase
* Found issue in my data that was ETL to our new schema - had two flag fields Reversed - that is fixed but would be no issue
* once we have Ripley's new data export. I have shared out a link to the cleaned up data for use while we finish the new export.
* https://www.dropbox.com/s/pohcruvalt9s38h/WorldandShardData.zip?dl=0
* I put in a nasty hack - hard coded weenieClassId on character save - it was being set to 0 and I could not find it. I marked with with a todo.
* player.cs line 490
* Create Landblock.cs
* Updated changelog
* Fear the Walking Dead - More work on our object overhaul - bug fixes and continued work (#377)
* Testing - fixed a few null reference check errors. Added in OptimShi player apperance code.
* added back code needed for ci
* Sending DataId and InstanceId data to character description.
* Forgot to update change log
* Added Ripley's changes to scheam
* Create ShardBase.sql
* Create WorldBase.sql
* Made requested changes
* Lord BucketHead - temp fix. Added start of equipping items and POC code (#378)
* * Added getting and setting ContainerID and Wielder into AceObject and surfaced in worldObject
* Put in a hack to show how equiped weapons and shields work. We will need to establish a place to store this data.
* I put in big TODO to indentify the hack - it is benign and will not impact anything else other than to demo the placement
* of the spear in Rand the Game Hunters hand in Holtburg.
* Modified SetPhysicsDescriptionFlags so it can be container and weilder aware.
* Worked with OptimShi and we put in a fix for Lord BucketHead.
* Found and fixed one more bug with hair styles
* Update Player.cs
removed comment that was out of date.
* SQL Scripts Re-based (#379)
* SQL Scripts Rebased
* More alignment of base DB script.
* Final SQL script rebase
* Code cleanup and a few bug fixes. (#380)
* Code cleanup and a few bug fixes. Working to trello card. Board updated.
* Added first part of wield item.
* Update to remove class diagram
* Update GameActionGetAndWieldItem.cs
* Update GameEventWieldItem.cs
* Fixed Position Saving. (#381)
* Fixed Position Saving.
* Fixed other minor character initialization bugs
* Cleanup backing AceObject (#382)
* Reworked AceObject/Player/WorldObject to better repsect AceObject as a unit backing.
* Enough cleanup to commit. Fixed vitals (Attribute2nd) in the process.
* Fixed bad rebase errors. Appears to work now. Can confirm vitals (Attribute2nds) initialize well, and can be raised.
* Fixed bug with player creation and made a bunch of comments and notes about things I discovered so they would not get lost. (#383)
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public ConcurrentDictionary < uint , FileType > FileCache { get ; } = new ConcurrentDictionary < uint , FileType > ( ) ;
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public DatDatabase ( string filePath , bool keepOpen = false )
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{
if ( ! File . Exists ( filePath ) )
throw new FileNotFoundException ( filePath ) ;
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FilePath = filePath ;
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stream = new FileStream ( filePath , FileMode . Open , FileAccess . Read ) ;
stream . Seek ( DAT_HEADER_OFFSET , SeekOrigin . Begin ) ;
using ( var reader = new BinaryReader ( stream , System . Text . Encoding . Default , true ) )
Header . Unpack ( reader ) ;
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RootDirectory = new DatDirectory ( Header . BTree , Header . BlockSize ) ;
RootDirectory . Read ( stream ) ;
if ( ! keepOpen )
{
stream . Close ( ) ;
stream . Dispose ( ) ;
stream = null ;
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}
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RootDirectory . AddFilesToList ( AllFiles ) ;
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}
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/// <summary>
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/// This will try to find the object for the given fileId in local cache. If the object was not found, it will be read from the dat and cached.<para />
/// This function is thread safe.
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/// </summary>
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public T ReadFromDat < T > ( uint fileId ) where T : FileType , new ( )
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{
// Check the FileCache so we don't need to hit the FileSystem repeatedly
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if ( FileCache . TryGetValue ( fileId , out FileType result ) )
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return ( T ) result ;
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var datReader = GetReaderForFile ( fileId ) ;
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var obj = new T ( ) ;
if ( datReader ! = null )
{
using ( var memoryStream = new MemoryStream ( datReader . Buffer ) )
using ( var reader = new BinaryReader ( memoryStream ) )
obj . Unpack ( reader ) ;
}
// Store this object in the FileCache
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obj = ( T ) FileCache . GetOrAdd ( fileId , obj ) ;
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return obj ;
}
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public DatReader GetReaderForFile ( uint fileId )
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{
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if ( AllFiles . TryGetValue ( fileId , out var file ) )
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{
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DatReader dr ;
if ( stream ! = null )
{
lock ( streamMutex )
dr = new DatReader ( stream , file . FileOffset , file . FileSize , Header . BlockSize ) ;
}
else
dr = new DatReader ( FilePath , file . FileOffset , file . FileSize , Header . BlockSize ) ;
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return dr ;
}
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if ( ( fileId & 0xFFFF ) = = 0xFFFE ) // These are LandBlockInfo objects. Not every landblock has extra info (buildings, etc..)
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{
//log.DebugFormat("Unable to find object_id {0:X8} in {1}", fileId, Enum.GetName(typeof(DatDatabaseType), Header.DataSet));
}
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else
log . InfoFormat ( "Unable to find object_id {0:X8} in {1}" , fileId , Enum . GetName ( typeof ( DatDatabaseType ) , Header . DataSet ) ) ;
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return null ;
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}
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public void ExtractCategorizedPortalContents ( string path )
{
foreach ( KeyValuePair < uint , DatFile > entry in AllFiles )
{
string thisFolder ;
if ( entry . Value . GetFileType ( DatDatabaseType . Portal ) ! = null )
thisFolder = Path . Combine ( path , entry . Value . GetFileType ( DatDatabaseType . Portal ) . ToString ( ) ) ;
else
thisFolder = Path . Combine ( path , "UnknownType" ) ;
if ( ! Directory . Exists ( thisFolder ) )
Directory . CreateDirectory ( thisFolder ) ;
string hex = entry . Value . ObjectId . ToString ( "X8" ) ;
string thisFile = Path . Combine ( thisFolder , hex + ".bin" ) ;
// Use the DatReader to get the file data
DatReader dr = GetReaderForFile ( entry . Value . ObjectId ) ;
File . WriteAllBytes ( thisFile , dr . Buffer ) ;
}
}
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/// <summary>
/// Gets the latest iteration from the dat file (basically, it functions like internal versioning system)
///
/// Per InterrogationResponse generate by the client:
/// PORTAL.DAT is 2072
/// client_English.dat (idDatFile.Type = 1, idDatFile.Id = 3) = 994
/// Cell.dat is 982
///
/// For final end-of-retail dat files, this returns:
/// Cell: 982
/// portal: 2072
/// highres: 497
/// Language: 994
/// </summary>
/// <returns>The iteration from the dat file, or 0 if there was an error</returns>
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private int GetTotalIterations ( )
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{
var iteration = ReadFromDat < Iteration > ( FileTypes . Iteration . FILE_ID ) ;
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if ( iteration . TotalIterations > 0 )
{
if ( iteration . Ints . Count > 1 )
log . Error ( $"{FilePath} contains an incomplete dat file!" ) ;
return iteration . TotalIterations ;
}
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else
{
log . Error ( $"Unable to read iteration from {FilePath}" ) ;
return 0 ;
}
}
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}
}