Add functionality to delete bad models

Adds functionality to delete bad models.  Models are batched together and deleted in one commit.

More testing is needed to ensure data safety.  Positive tests on a live database reveal the broken models were truncated and complete ones were kept around successfully.  Tests should be done to ensure larger sd0 models are properly saved and not truncated since this command should be able to be run any time.

Valgrind tests need to be run as well to ensure no memory leaks exist.
This commit is contained in:
EmosewaMC 2022-09-06 03:57:36 -07:00
parent 06a1778c6f
commit 5d7efbd174
3 changed files with 94 additions and 29 deletions

View File

@ -5,6 +5,7 @@
#include "Database.h"
#include "dLogger.h"
#include "Game.h"
#include "ZCompression.h"
#include "tinyxml2.h"
@ -14,20 +15,81 @@ std::unique_ptr<sql::ResultSet> GetModelsFromDatabase();
void WriteSd0Magic(char* input, uint32_t chunkSize);
uint32_t BrickByBrickFix::TruncateBrokenBrickByBrickXml() {
uint32_t modelsTruncated{};
auto modelsToTruncate = GetModelsFromDatabase();
bool previousCommitValue = Database::GetAutoCommit();
Database::SetAutoCommit(false);
std::unique_ptr<sql::PreparedStatement> modelsToDelete(Database::CreatePreppedStmt("DELETE FROM ugc WHERE id = ?;"));
while (modelsToTruncate->next()) {
std::string completeUncompressedModel;
uint32_t chunkCount{};
uint64_t modelId = modelsToTruncate->getInt(1);
auto modelAsSd0 = modelsToTruncate->getBlob(2);
Game::logger->Log("BrickByBrickFix", "Checking brick-by-brick model %llu", modelId);
// Check that header is sd0 by checking for the sd0 magic.
if (
modelAsSd0->get() == 's' && modelAsSd0->get() == 'd' && modelAsSd0->get() == '0' &&
modelAsSd0->get() == 0x01 && modelAsSd0->get() == 0xFF && modelAsSd0->good()) {
modelAsSd0->get() == 0x01 && modelAsSd0->get() == 0xFF) {
while (true) {
uint32_t chunkSize{};
modelAsSd0->read(reinterpret_cast<char*>(&chunkSize), sizeof(uint32_t)); // Extract chunk size from istream
}
else {
Game::logger->Log("BrickByBrickFix", "Please update models to use sd0 through UpdateOldModels.");
// Check if good here since if at the end of an sd0 file, this will have eof flagged.
if (!modelAsSd0->good()) break;
Game::logger->Log("BrickByBrickFix", "Inflating chunk %i", chunkCount);
std::unique_ptr<uint8_t[]> compressedChunk(new uint8_t[chunkSize]);
for (uint32_t i = 0; i < chunkSize; i++) {
compressedChunk[i] = modelAsSd0->get();
}
std::unique_ptr<uint8_t[]> uncompressedChunk(new uint8_t[MAX_SD0_CHUNK_SIZE]);
int32_t err{};
int32_t actualUncompressedSize = ZCompression::Decompress(
compressedChunk.get(), chunkSize, uncompressedChunk.get(), MAX_SD0_CHUNK_SIZE, err);
if (actualUncompressedSize != -1) {
Game::logger->Log("BrickByBrickFix", "Chunk %i inflated successfully", chunkCount);
completeUncompressedModel.append((char*)uncompressedChunk.get());
completeUncompressedModel.shrink_to_fit();
} else {
Game::logger->Log("BrickByBrickFix", "Failed to inflate chunk %i for model %llu. Error: %i", chunkCount, modelId, err);
break;
}
chunkCount++;
}
std::unique_ptr<tinyxml2::XMLDocument> document = std::make_unique<tinyxml2::XMLDocument>();
if (!document) {
Game::logger->Log("BrickByBrickFix", "Failed to initialize tinyxml document. Aborting.");
return 0;
}
if (document->Parse(completeUncompressedModel.c_str(), completeUncompressedModel.size()) == tinyxml2::XML_SUCCESS) {
Game::logger->Log("BrickByBrickFix", "Model %llu is a valid brick-by-brick model!", modelId);
} else {
Game::logger->Log("BrickByBrickFix",
"Model %llu is an invalid brick-by-brick model and will be deleted!", modelId);
modelsToDelete->setInt64(1, modelsToTruncate->getInt64(1));
modelsToDelete->addBatch();
modelsTruncated++;
}
} else {
Game::logger->Log("BrickByBrickFix",
"Aborting truncation. Update models to use sd0 through UpdateOldModels.");
return 0;
}
}
return 0;
try {
modelsToDelete->executeBatch();
} catch (sql::SQLException error) {
Game::logger->Log("BrickByBrickFix",
"encountered error truncating models. Not truncating models. Error is: %s", error.what());
return 0;
}
Game::logger->Log("BrickByBrickFix", "Successfully executed batch deletion. Commiting...");
Database::Commit();
Database::SetAutoCommit(previousCommitValue);
return modelsTruncated;
}
uint32_t BrickByBrickFix::UpdateBrickByBrickModelsToSd0() {
@ -51,18 +113,18 @@ uint32_t BrickByBrickFix::UpdateBrickByBrickModelsToSd0() {
// Allocate 9 extra bytes. 5 for sd0 magic, 4 for the only zlib compressed size.
uint32_t oldLxfmlSizeWithHeader = oldLxfmlSize + 9;
char* sd0ConvertedModel = static_cast<char*>(malloc(oldLxfmlSizeWithHeader));
std::unique_ptr<char> sd0ConvertedModel(new char[oldLxfmlSizeWithHeader]);
WriteSd0Magic(sd0ConvertedModel, oldLxfmlSize);
WriteSd0Magic(sd0ConvertedModel.get(), oldLxfmlSize);
for (uint32_t i = 9; i < oldLxfmlSizeWithHeader; i++) {
sd0ConvertedModel[i] = oldLxfml->get();
sd0ConvertedModel.get()[i] = oldLxfml->get();
}
std::string outputString(sd0ConvertedModel, oldLxfmlSizeWithHeader);
std::string outputString(sd0ConvertedModel.get(), oldLxfmlSizeWithHeader);
std::istringstream outputStringStream(outputString);
insertionStatement->setBlob(1, static_cast<std::istream*>(&outputStringStream));
insertionStatement->setInt(2, modelId);
insertionStatement->setInt64(2, modelId);
try {
insertionStatement->executeUpdate();
Game::logger->Log("BrickByBrickFix", "Updated model %i", modelId);
@ -73,7 +135,6 @@ uint32_t BrickByBrickFix::UpdateBrickByBrickModelsToSd0() {
"Failed to update model %i. This model should be inspected manually to see why."
"The database error is %s", modelId, exception.what());
}
free(sd0ConvertedModel);
}
}
Database::Commit();
@ -92,6 +153,5 @@ void WriteSd0Magic(char* input, uint32_t chunkSize) {
input[2] = '0';
input[3] = 0x01;
input[4] = 0xFF;
// Write the integer to the character array
*reinterpret_cast<uint32_t*>(input + 5) = chunkSize;
*reinterpret_cast<uint32_t*>(input + 5) = chunkSize; // Write the integer to the character array
}

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@ -2,20 +2,25 @@
#include <cstdint>
class BrickByBrickFix {
public:
/**
* @brief Deletes all broken BrickByBrick models that have invalid XML
*
* @return The number of BrickByBrick models that were truncated
*/
static uint32_t TruncateBrokenBrickByBrickXml();
namespace BrickByBrickFix {
/**
* @brief Deletes all broken BrickByBrick models that have invalid XML
*
* @return The number of BrickByBrick models that were truncated
*/
uint32_t TruncateBrokenBrickByBrickXml();
/**
* @brief Updates all BrickByBrick models in the database to be
* in the sd0 format as opposed to a zlib compressed format.
*
* @return The number of BrickByBrick models that were updated
*/
static uint32_t UpdateBrickByBrickModelsToSd0();
/**
* @brief Updates all BrickByBrick models in the database to be
* in the sd0 format as opposed to a zlib compressed format.
*
* @return The number of BrickByBrick models that were updated
*/
uint32_t UpdateBrickByBrickModelsToSd0();
/**
* @brief Max size of an inflated sd0 zlib chunk
*
*/
constexpr uint32_t MAX_SD0_CHUNK_SIZE = 1024 * 256;
};

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@ -21,7 +21,7 @@ include_directories(${PROJECT_SOURCE_DIR}/dCommon/)
add_library(dCommon STATIC ${DCOMMON_SOURCES})
target_link_libraries(dCommon bcrypt dDatabase)
target_link_libraries(dCommon bcrypt dDatabase tinyxml2)
if (UNIX)
find_package(ZLIB REQUIRED)