feat(world): record the zone files a world loads, with sizes and hashes

ZoneFileLog keeps the .luz, .lvl, .lutriggers, terrain .raw and navmesh a
world read while loading its zone: absolute path of the loose file (or
the name in the pack), size and an FNV-1a hash of the bytes read.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-30 02:44:08 -05:00
parent b629766182
commit e709855b7d
8 changed files with 165 additions and 0 deletions

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@@ -23,6 +23,7 @@ set(DCOMMON_SOURCES
"FdbMappedFile.cpp"
"FdbReader.cpp"
"FdbSnapshot.cpp"
"ZoneFileLog.cpp"
"JSONUtils.cpp"
"TinyXmlUtils.cpp"
"Sd0.cpp"

69
dCommon/ZoneFileLog.cpp Normal file
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@@ -0,0 +1,69 @@
#include "ZoneFileLog.h"
#include <algorithm>
#include "AssetManager.h"
#include "FdbSnapshot.h"
namespace {
std::vector<ZoneFileLog::Entry> g_Entries;
std::string Absolute(const std::filesystem::path& path) {
std::error_code code;
const auto absolute = std::filesystem::absolute(path, code);
return (code ? path : absolute).lexically_normal().generic_string();
}
}
const char* ZoneFileLog::KindName(eKind kind) {
switch (kind) {
case eKind::ZONE: return "zone";
case eKind::SCENE: return "scene";
case eKind::TRIGGERS: return "triggers";
case eKind::TERRAIN: return "terrain";
case eKind::NAVMESH: return "navmesh";
case eKind::OTHER: return "other";
}
return "other";
}
void ZoneFileLog::Record(eKind kind, const std::string& path, bool packed, std::string_view bytes) {
Entry entry;
entry.kind = kind;
entry.packed = packed;
entry.size = bytes.size();
entry.hash = FdbSnapshot::Hash(reinterpret_cast<const uint8_t*>(bytes.data()), bytes.size());
entry.path = path;
const auto existing = std::find_if(g_Entries.begin(), g_Entries.end(), [&path](const Entry& e) { return e.path == path; });
if (existing != g_Entries.end()) *existing = std::move(entry);
else g_Entries.push_back(std::move(entry));
}
void ZoneFileLog::RecordAsset(const AssetManager* assets, eKind kind, const std::string& name, const AssetStream& stream) {
const auto loose = assets ? assets->GetLoosePath(name) : std::nullopt;
Record(kind, loose ? Absolute(*loose) : name, !loose, stream.Bytes());
}
void ZoneFileLog::RecordFile(eKind kind, const std::filesystem::path& path) {
std::error_code code;
const auto size = std::filesystem::file_size(path, code);
if (code) return;
const auto hash = FdbSnapshot::HashFile(path);
if (!hash) return;
Entry entry;
entry.kind = kind;
entry.size = static_cast<uint64_t>(size);
entry.hash = *hash;
entry.path = Absolute(path);
const auto existing = std::find_if(g_Entries.begin(), g_Entries.end(), [&entry](const Entry& e) { return e.path == entry.path; });
if (existing != g_Entries.end()) *existing = std::move(entry);
else g_Entries.push_back(std::move(entry));
}
const std::vector<ZoneFileLog::Entry>& ZoneFileLog::Entries() {
return g_Entries;
}
void ZoneFileLog::Clear() {
g_Entries.clear();
}

57
dCommon/ZoneFileLog.h Normal file
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@@ -0,0 +1,57 @@
#ifndef ZONEFILELOG_H
#define ZONEFILELOG_H
#include <cstdint>
#include <filesystem>
#include <string>
#include <string_view>
#include <vector>
class AssetManager;
struct AssetStream;
/**
* The zone data files a world server loaded (docs/WorldHotReload.md): the .luz, every .lvl scene and its .lutriggers,
* the terrain .raw and the navmesh, each with its size and a hash of the bytes the world read. The world sends the
* list to master once it is ready (WORLD_FILES), and master watches those files for changes.
*
* Main thread only (the world records while it loads its zone).
*/
namespace ZoneFileLog {
enum class eKind : uint8_t {
ZONE = 0, // .luz
SCENE, // .lvl
TRIGGERS, // .lutriggers
TERRAIN, // .raw
NAVMESH, // navmeshes/<zone>.bin
OTHER,
};
const char* KindName(eKind kind);
struct Entry {
eKind kind{ eKind::OTHER };
bool packed{}; // read from the client's packs: path is the name in the pack, and nothing watches it
uint64_t size{};
uint64_t hash{}; // FdbSnapshot::Hash of the bytes read
std::string path; // absolute path of a loose file
bool operator==(const Entry& other) const = default;
};
// A file the world read; a path already recorded is recorded again (the last read wins)
void Record(eKind kind, const std::string& path, bool packed, std::string_view bytes);
// A file read from the client's res folder through the asset manager: the loose file's absolute path, or the
// name in the pack
void RecordAsset(const AssetManager* assets, eKind kind, const std::string& name, const AssetStream& stream);
// A file read straight from disk (the navmesh): hashed here, not recorded when it can't be read
void RecordFile(eKind kind, const std::filesystem::path& path);
const std::vector<Entry>& Entries();
void Clear();
};
#endif // ZONEFILELOG_H

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@@ -154,6 +154,17 @@ bool AssetManager::GetFile(std::string fixedName, char** data, uint32_t* len) co
return success;
}
std::optional<std::filesystem::path> AssetManager::GetLoosePath(std::string fixedName) const {
// The same name fixing as GetFile
std::transform(fixedName.begin(), fixedName.end(), fixedName.begin(), [](uint8_t c) { return std::tolower(c); });
std::replace(fixedName.begin(), fixedName.end(), '\\', '/');
if (this->m_AssetBundleType == eAssetBundleType::Unpacked) GeneralUtils::ReplaceInString(fixedName, "brickmodels", "BrickModels");
const auto path = m_ResPath / fixedName;
std::error_code code;
if (!std::filesystem::exists(path, code)) return std::nullopt;
return path;
}
AssetStream AssetManager::GetFile(const char* name) const {
char* buf; uint32_t len;

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@@ -4,6 +4,8 @@
#include <vector>
#include <unordered_map>
#include <filesystem>
#include <optional>
#include <string_view>
#include "Pack.h"
#include "PackIndex.h"
@@ -44,6 +46,12 @@ struct AssetMemoryBuffer : std::streambuf {
setg(eback(), eback() + off, egptr());
return gptr() - eback();
}
// Every byte of the file (empty when it wasn't found)
std::string_view Bytes() const {
if (!m_Success) return {};
return std::string_view(eback(), static_cast<size_t>(egptr() - eback()));
}
};
struct AssetStream : std::istream {
@@ -56,6 +64,11 @@ struct AssetStream : std::istream {
operator bool() {
return reinterpret_cast<AssetMemoryBuffer*>(rdbuf())->m_Success;
}
// Every byte of the file, whatever has been read of it so far
std::string_view Bytes() const {
return reinterpret_cast<const AssetMemoryBuffer*>(rdbuf())->Bytes();
}
};
class AssetManager {
@@ -78,6 +91,10 @@ public:
[[nodiscard]]
bool GetFile(std::string name, char** data, uint32_t* len) const;
// Where GetFile reads name from when it is a loose file in res; nullopt when it comes from a pack or isn't there
[[nodiscard]]
std::optional<std::filesystem::path> GetLoosePath(std::string name) const;
[[nodiscard]]
AssetStream GetFile(const char* name) const;

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@@ -12,6 +12,7 @@
#include "dZoneManager.h"
#include "DluAssert.h"
#include "DetourExtensions.h"
#include "ZoneFileLog.h"
dNavMesh::dNavMesh(uint32_t zoneId) {
m_ZoneId = zoneId;
@@ -60,6 +61,8 @@ void dNavMesh::LoadNavmesh() {
if (!fp.fp) {
return;
}
// Master watches the files a world loaded (docs/WorldHotReload.md); a broken one too, so fixing it reloads the world
ZoneFileLog::RecordFile(ZoneFileLog::eKind::NAVMESH, path);
// Read header.
NavMeshSetHeader header;

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@@ -15,6 +15,7 @@
#include "CDClientManager.h"
#include "AssetManager.h"
#include "LevelFile.h"
#include "ZoneFileLog.h"
#include "ClientVersion.h"
#include "dConfig.h"
#include <ranges>
@@ -29,6 +30,7 @@ Level::Level(Zone* parentZone, const std::string& filepath, int32_t sceneID) {
LOG("Failed to load %s", filepath.c_str());
return;
}
ZoneFileLog::RecordAsset(Game::assetManager, ZoneFileLog::eKind::SCENE, filepath, stream);
// The file itself is read by LevelFile (dCommon), which the dashboard uses too
LevelFile levelFile;

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@@ -21,6 +21,7 @@
#include "eTriggerEventType.h"
#include "eWaypointCommandType.h"
#include "dNavMesh.h"
#include "ZoneFileLog.h"
Zone::Zone(const LWOZONEID zoneID) :
m_ZoneID(zoneID) {
@@ -54,6 +55,8 @@ void Zone::LoadZoneIntoMemory() {
}
if (file) {
// Master watches the files a world loaded (docs/WorldHotReload.md)
ZoneFileLog::RecordAsset(Game::assetManager, ZoneFileLog::eKind::ZONE, m_ZoneFilePath, file);
// The file itself is read by ZoneFile (dCommon), which the dashboard uses too
ZoneFile zoneFile;
zoneFile.Read(file);
@@ -227,6 +230,7 @@ bool Zone::LoadSceneMap() {
LOG("Could not open the terrain file %s for its scene map", (m_ZonePath + m_ZoneRawPath).c_str());
return false;
}
ZoneFileLog::RecordAsset(Game::assetManager, ZoneFileLog::eKind::TERRAIN, m_ZonePath + m_ZoneRawPath, file);
Raw::Raw raw;
if (!Raw::ReadRaw(file, raw)) {
LOG("Could not read the terrain file %s for its scene map", (m_ZonePath + m_ZoneRawPath).c_str());
@@ -257,6 +261,7 @@ void Zone::LoadScene(ZoneScene&& zoneScene) {
void Zone::LoadLUTriggers(std::string triggerFile, SceneRef& scene) {
auto file = Game::assetManager->GetFile((m_ZonePath + triggerFile).c_str());
if (file) ZoneFileLog::RecordAsset(Game::assetManager, ZoneFileLog::eKind::TRIGGERS, m_ZonePath + triggerFile, file);
std::stringstream data;
data << file.rdbuf();