Files
DarkflameServer/dZoneManager/Level.cpp
Aaron Kimbrell e709855b7d 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>
2026-09-30 02:51:21 -05:00

185 lines
6.6 KiB
C++

#include "Game.h"
#include "Level.h"
#include <fstream>
#include <iostream>
#include <sstream>
#include <string>
#include "BinaryIO.h"
#include "Logger.h"
#include "Spawner.h"
#include "dZoneManager.h"
#include "GeneralUtils.h"
#include "Entity.h"
#include "EntityManager.h"
#include "CDFeatureGatingTable.h"
#include "CDClientManager.h"
#include "AssetManager.h"
#include "LevelFile.h"
#include "ZoneFileLog.h"
#include "ClientVersion.h"
#include "dConfig.h"
#include <ranges>
Level::Level(Zone* parentZone, const std::string& filepath, int32_t sceneID) {
m_ParentZone = parentZone;
m_SceneID = sceneID;
auto stream = Game::assetManager->GetFile(filepath.c_str());
if (!stream) {
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;
levelFile.Read(stream);
for (const auto& [id, chunkHeader] : levelFile.chunkHeaders) {
Header header;
static_cast<LevelFile::ChunkHeader&>(header) = chunkHeader;
m_ChunkHeaders.insert(std::make_pair(id, header));
}
LoadSceneObjects(levelFile.objects);
}
void Level::MakeSpawner(const SceneObject& obj, int32_t sceneID) {
SpawnerInfo spawnInfo = SpawnerInfo();
spawnInfo.scene = sceneID;
SpawnerNode* node = new SpawnerNode();
spawnInfo.templateID = obj.lot;
spawnInfo.spawnerID = obj.id;
spawnInfo.templateScale = obj.scale;
node->position = obj.position;
node->rotation = obj.rotation;
node->config = obj.settings;
spawnInfo.nodes.push_back(node);
for (const auto& data : obj.settings.values | std::views::values) {
if (!data) continue;
if (data->GetKey() == u"spawntemplate") {
spawnInfo.templateID = GeneralUtils::TryParse(data->GetValueAsString(), 0);
}
if (data->GetKey() == u"spawner_node_id") {
node->nodeID = GeneralUtils::TryParse(data->GetValueAsString(), 0u);
}
if (data->GetKey() == u"spawner_name") {
spawnInfo.name = data->GetValueAsString();
}
if (data->GetKey() == u"max_to_spawn") {
spawnInfo.maxToSpawn = GeneralUtils::TryParse(data->GetValueAsString(), 0);
}
if (data->GetKey() == u"spawner_active_on_load") {
spawnInfo.activeOnLoad = GeneralUtils::TryParse(data->GetValueAsString(), false);
}
if (data->GetKey() == u"active_on_load") {
spawnInfo.activeOnLoad = GeneralUtils::TryParse(data->GetValueAsString(), false);
}
if (data->GetKey() == u"respawn") {
if (data->GetValueType() == eLDFType::LDF_TYPE_FLOAT) // Floats are in seconds
{
spawnInfo.respawnTime = GeneralUtils::TryParse(data->GetValueAsString(), 0.0f);
} else if (data->GetValueType() == eLDFType::LDF_TYPE_U32) // Ints are in ms
{
spawnInfo.respawnTime = GeneralUtils::TryParse(data->GetValueAsString(), 0) / 1000;
}
}
if (data->GetKey() == u"spawnsGroupOnSmash") {
spawnInfo.spawnsOnSmash = GeneralUtils::TryParse(data->GetValueAsString(), false);
}
if (data->GetKey() == u"spawnNetNameForSpawnGroupOnSmash") {
spawnInfo.spawnOnSmashGroupName = data->GetValueAsString();
}
if (data->GetKey() == u"groupID") { // Load object groups
spawnInfo.groups = GeneralUtils::SplitString(data->GetValueAsString(), ';');
if (spawnInfo.groups.back().empty()) spawnInfo.groups.erase(spawnInfo.groups.end() - 1);
}
if (data->GetKey() == u"no_auto_spawn") {
spawnInfo.noAutoSpawn = GeneralUtils::TryParse(data->GetValueAsString(), false);
}
if (data->GetKey() == u"no_timed_spawn") {
spawnInfo.noTimedSpawn = GeneralUtils::TryParse(data->GetValueAsString(), false);
}
if (data->GetKey() == u"spawnActivator") {
spawnInfo.spawnActivator = GeneralUtils::TryParse(data->GetValueAsString(), false);
}
}
Game::zoneManager->MakeSpawner(spawnInfo);
}
void Level::LoadSceneObjects(const std::vector<SceneObject>& objects) {
CDFeatureGatingTable* featureGatingTable = CDClientManager::GetTable<CDFeatureGatingTable>();
CDFeatureGating gating;
gating.major =
GeneralUtils::TryParse<int32_t>(Game::config->GetValue("version_major")).value_or(ClientVersion::major);
gating.current =
GeneralUtils::TryParse<int32_t>(Game::config->GetValue("version_current")).value_or(ClientVersion::current);
gating.minor =
GeneralUtils::TryParse<int32_t>(Game::config->GetValue("version_minor")).value_or(ClientVersion::minor);
const auto zoneControlObject = Game::zoneManager->GetZoneControlObject();
DluAssert(zoneControlObject != nullptr);
for (const auto& obj : objects) {
//This is a little bit of a bodge, but because the alpha client (HF) doesn't store the
//spawn position / rotation like the later versions do, we need to check the LOT for the spawn pos & set it.
if (obj.lot == LOT_MARKER_PLAYER_START) {
Game::zoneManager->GetZoneMut()->SetSpawnPos(obj.position);
Game::zoneManager->GetZoneMut()->SetSpawnRot(obj.rotation);
}
// We should never have more than 1 zone control object; and the client never loads a scene object of LOT 1 (the
// player; ReadLvlObjectData)
bool skipLoadingObject = obj.lot == zoneControlObject->GetLOT() || obj.lot == 1;
for (const auto& data : obj.settings | std::views::values) {
if (!data) continue;
if (data->GetKey() == u"gatingOnFeature") {
gating.featureName = data->GetValueAsString();
if (gating.featureName == Game::config->GetValue("event_1")) continue;
else if (gating.featureName == Game::config->GetValue("event_2")) continue;
else if (gating.featureName == Game::config->GetValue("event_3")) continue;
else if (gating.featureName == Game::config->GetValue("event_4")) continue;
else if (gating.featureName == Game::config->GetValue("event_5")) continue;
else if (gating.featureName == Game::config->GetValue("event_6")) continue;
else if (gating.featureName == Game::config->GetValue("event_7")) continue;
else if (gating.featureName == Game::config->GetValue("event_8")) continue;
else if (!featureGatingTable->FeatureUnlocked(gating)) {
// The feature is not unlocked, so we can skip loading this object
skipLoadingObject = true;
break;
}
}
// If this is a client only object, we can skip loading it
if (data->GetKey() == u"loadOnClientOnly") {
skipLoadingObject |= GeneralUtils::TryParse(data->GetValueAsString(), false);
break;
}
}
if (skipLoadingObject) {
continue;
}
if (obj.lot == 176) { //Spawner
MakeSpawner(obj, m_SceneID);
} else { //Regular object
EntityInfo info;
info.spawnerID = 0;
info.id = obj.id;
info.lot = obj.lot;
info.pos = obj.position;
info.rot = obj.rotation;
info.settings = obj.settings;
info.scale = obj.scale;
info.scene = m_SceneID;
Game::entityManager->CreateEntity(info);
}
}
}