#include "BrickByBrickFix.h" #include #include #include "tinyxml2.h" #include "Database.h" #include "Game.h" #include "ZCompression.h" #include "dLogger.h" //! Forward declarations std::unique_ptr GetModelsFromDatabase(); void WriteSd0Magic(char* input, uint32_t chunkSize); /** * @brief Truncates all models with broken data from the database. * * @return The number of models deleted */ uint32_t BrickByBrickFix::TruncateBrokenBrickByBrickXml() { uint32_t modelsTruncated{}; auto modelsToTruncate = GetModelsFromDatabase(); bool previousCommitValue = Database::GetAutoCommit(); Database::SetAutoCommit(false); std::unique_ptr modelsToDelete(Database::CreatePreppedStmt("DELETE CASCADE FROM properties_contents WHERE ugc_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) { while (true) { uint32_t chunkSize{}; modelAsSd0->read(reinterpret_cast(&chunkSize), sizeof(uint32_t)); // Extract chunk size from istream // 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 compressedChunk(new uint8_t[chunkSize]); for (uint32_t i = 0; i < chunkSize; i++) { compressedChunk[i] = modelAsSd0->get(); } std::unique_ptr 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 document = std::make_unique(); 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; } } 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; } /** * @brief Updates all current models in the database to have the Segmented Data 0 (SD0) format. * Any models that do not start with zlib and best compression magic will not be updated. * * @return The number of models updated to SD0 */ uint32_t BrickByBrickFix::UpdateBrickByBrickModelsToSd0() { uint32_t updatedModels = 0; auto modelsToUpdate = GetModelsFromDatabase(); auto previousAutoCommitState = Database::GetAutoCommit(); Database::SetAutoCommit(false); std::unique_ptr insertionStatement(Database::CreatePreppedStmt("UPDATE ugc SET lxfml = ? WHERE id = ?;")); while (modelsToUpdate->next()) { uint32_t modelId = modelsToUpdate->getInt(1); auto oldLxfml = modelsToUpdate->getBlob(2); // Check if the stored blob starts with zlib magic (0x78 0xDA - best compression of zlib) // If it does, convert it to sd0. if (oldLxfml->get() == 0x78 && oldLxfml->get() == 0xDA) { Game::logger->Log("BrickByBrickFix", "Updating model %i", modelId); // Get and save size of zlib compressed chunk. oldLxfml->seekg(0, std::ios::end); uint32_t oldLxfmlSize = static_cast(oldLxfml->tellg()); oldLxfml->seekg(0); // Allocate 9 extra bytes. 5 for sd0 magic, 4 for the only zlib compressed size. uint32_t oldLxfmlSizeWithHeader = oldLxfmlSize + 9; std::unique_ptr sd0ConvertedModel(new char[oldLxfmlSizeWithHeader]); WriteSd0Magic(sd0ConvertedModel.get(), oldLxfmlSize); for (uint32_t i = 9; i < oldLxfmlSizeWithHeader; i++) { sd0ConvertedModel.get()[i] = oldLxfml->get(); } std::string outputString(sd0ConvertedModel.get(), oldLxfmlSizeWithHeader); std::istringstream outputStringStream(outputString); insertionStatement->setBlob(1, static_cast(&outputStringStream)); insertionStatement->setInt64(2, modelId); try { insertionStatement->executeUpdate(); Game::logger->Log("BrickByBrickFix", "Updated model %i", modelId); updatedModels++; } catch (sql::SQLException exception) { Game::logger->Log( "BrickByBrickFix", "Failed to update model %i. This model should be inspected manually to see why." "The database error is %s", modelId, exception.what()); } } } Database::Commit(); Database::SetAutoCommit(previousAutoCommitState); return updatedModels; } std::unique_ptr GetModelsFromDatabase() { std::unique_ptr modelsRawDataQuery(Database::CreatePreppedStmt("SELECT id, lxfml FROM ugc;")); return std::unique_ptr(modelsRawDataQuery->executeQuery()); } /** * @brief Writes sd0 magic at the front of a char* * * @param input the char* to write at the front of * @param chunkSize The size of the first chunk to write the size of */ void WriteSd0Magic(char* input, uint32_t chunkSize) { input[0] = 's'; input[1] = 'd'; input[2] = '0'; input[3] = 0x01; input[4] = 0xFF; *reinterpret_cast(input + 5) = chunkSize; // Write the integer to the character array }