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NameKeyGenerator.cpp
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269 lines (226 loc) · 8.61 KB
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/*
** Command & Conquer Generals Zero Hour(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
// FILE: NameKeyGenerator.cpp /////////////////////////////////////////////////////////////////////
// Created: Michael Booth, May 2001
// Colin Day, May 2001
// Desc: Name key system to translate between names and unique key ids
///////////////////////////////////////////////////////////////////////////////////////////////////
#include "PreRTS.h" // This must go first in EVERY cpp file in the GameEngine
// Public Data ////////////////////////////////////////////////////////////////////////////////////
NameKeyGenerator *TheNameKeyGenerator = nullptr; ///< name key gen. singleton
//-------------------------------------------------------------------------------------------------
NameKeyGenerator::NameKeyGenerator()
{
m_nextID = (UnsignedInt)NAMEKEY_INVALID; // uninitialized system
for (Int i = 0; i < SOCKET_COUNT; ++i)
m_sockets[i] = nullptr;
}
//-------------------------------------------------------------------------------------------------
NameKeyGenerator::~NameKeyGenerator()
{
// free all system data
freeSockets();
}
//-------------------------------------------------------------------------------------------------
void NameKeyGenerator::init()
{
DEBUG_ASSERTCRASH(m_nextID == (UnsignedInt)NAMEKEY_INVALID, ("NameKeyGen already inited"));
// start keys at the beginning again
freeSockets();
m_nextID = 1;
}
//-------------------------------------------------------------------------------------------------
void NameKeyGenerator::reset()
{
freeSockets();
m_nextID = 1;
}
//-------------------------------------------------------------------------------------------------
void NameKeyGenerator::freeSockets()
{
for (Int i = 0; i < SOCKET_COUNT; ++i)
{
Bucket *next;
for (Bucket *b = m_sockets[i]; b; b = next)
{
next = b->m_nextInSocket;
deleteInstance(b);
}
m_sockets[i] = nullptr;
}
}
//-------------------------------------------------------------------------------------------------
inline UnsignedInt calcHashForString(const char* p)
{
UnsignedInt result = 0;
Byte *pp = (Byte*)p;
while (*pp)
result = (result << 5) + result + *pp++;
return result;
}
//-------------------------------------------------------------------------------------------------
inline UnsignedInt calcHashForLowercaseString(const char* p)
{
UnsignedInt result = 0;
Byte *pp = (Byte*)p;
while (*pp)
result = (result << 5) + result + tolower(*pp++);
return result;
}
//-------------------------------------------------------------------------------------------------
AsciiString NameKeyGenerator::keyToName(NameKeyType key)
{
for (Int i = 0; i < SOCKET_COUNT; ++i)
{
for (Bucket *b = m_sockets[i]; b; b = b->m_nextInSocket)
{
if (key == b->m_key)
return b->m_nameString;
}
}
return AsciiString::TheEmptyString;
}
//-------------------------------------------------------------------------------------------------
#if RETAIL_COMPATIBLE_CRC
#if RTS_ZEROHOUR
// TheSuperHackers @bugfix Caball009 24/02/2026 Originally the game would hash three files
// for the file exist cache of the file system in Zero Hour.
// TheScienceStore and TheUpgradeCenter rely on having the exact same name key IDs across all clients.
// That means that we still need to hash 3 dummy strings to keep the name key IDs synchronized with retail.
void NameKeyGenerator::syncNameKeyID()
{
nameToLowercaseKey("Data\\English\\Language9x.ini");
nameToLowercaseKey("Data\\Audio\\Tracks\\English\\GLA_02.mp3");
nameToLowercaseKey("Data\\Audio\\Tracks\\GLA_02.mp3");
}
#endif
void NameKeyGenerator::verifyNameKeyID(UnsignedInt expectedNextID) const
{
// this should only be called before the initialization of TheScienceStore and TheUpgradeCenter in GameEngine::init
DEBUG_ASSERTCRASH(expectedNextID == m_nextID,
("Retail client expects items to start with name key ID %d for unmodded files, but starts with %d", expectedNextID, m_nextID));
}
#endif
//-------------------------------------------------------------------------------------------------
NameKeyType NameKeyGenerator::nameToKey(const AsciiString& name)
{
const UnsignedInt hash = calcHashForString(name.str()) % SOCKET_COUNT;
// do we have it already?
const Bucket *b;
for (b = m_sockets[hash]; b; b = b->m_nextInSocket)
{
if (name.compare(b->m_nameString) == 0)
return b->m_key;
}
// nope, guess not. let's allocate it.
return createNameKey(hash, name);
}
//-------------------------------------------------------------------------------------------------
NameKeyType NameKeyGenerator::nameToLowercaseKey(const AsciiString& name)
{
const UnsignedInt hash = calcHashForLowercaseString(name.str()) % SOCKET_COUNT;
// do we have it already?
const Bucket *b;
for (b = m_sockets[hash]; b; b = b->m_nextInSocket)
{
if (name.compareNoCase(b->m_nameString) == 0)
return b->m_key;
}
// nope, guess not. let's allocate it.
return createNameKey(hash, name);
}
//-------------------------------------------------------------------------------------------------
NameKeyType NameKeyGenerator::nameToKey(const char* name)
{
const UnsignedInt hash = calcHashForString(name) % SOCKET_COUNT;
// do we have it already?
const Bucket *b;
for (b = m_sockets[hash]; b; b = b->m_nextInSocket)
{
if (strcmp(name, b->m_nameString.str()) == 0)
return b->m_key;
}
// nope, guess not. let's allocate it.
return createNameKey(hash, name);
}
//-------------------------------------------------------------------------------------------------
NameKeyType NameKeyGenerator::nameToLowercaseKey(const char *name)
{
const UnsignedInt hash = calcHashForLowercaseString(name) % SOCKET_COUNT;
// do we have it already?
const Bucket *b;
for (b = m_sockets[hash]; b; b = b->m_nextInSocket)
{
if (_stricmp(name, b->m_nameString.str()) == 0)
return b->m_key;
}
// nope, guess not. let's allocate it.
return createNameKey(hash, name);
}
//-------------------------------------------------------------------------------------------------
NameKeyType NameKeyGenerator::createNameKey(UnsignedInt hash, const AsciiString& name)
{
Bucket *b = newInstance(Bucket);
b->m_key = (NameKeyType)m_nextID++;
b->m_nameString = name;
b->m_nextInSocket = m_sockets[hash];
m_sockets[hash] = b;
NameKeyType result = b->m_key;
#if defined(RTS_DEBUG)
// reality-check to be sure our hasher isn't going bad.
const Int maxThresh = 3;
Int numOverThresh = 0;
for (Int i = 0; i < SOCKET_COUNT; ++i)
{
Int numInThisSocket = 0;
for (b = m_sockets[i]; b; b = b->m_nextInSocket)
++numInThisSocket;
if (numInThisSocket > maxThresh)
++numOverThresh;
}
// if more than a small percent of the sockets are getting deep, probably want to increase the socket count.
if (numOverThresh > SOCKET_COUNT/20)
{
DEBUG_CRASH(("hmm, might need to increase the number of bucket-sockets for NameKeyGenerator (numOverThresh %d = %f%%)",numOverThresh,(Real)numOverThresh/(Real)(SOCKET_COUNT/20)));
}
#endif
return result;
}
//-------------------------------------------------------------------------------------------------
// Get a string out of the INI. Store it into a NameKeyType
//-------------------------------------------------------------------------------------------------
void NameKeyGenerator::parseStringAsNameKeyType( INI *ini, void *instance, void *store, const void* userData )
{
*(NameKeyType *)store = TheNameKeyGenerator->nameToKey( ini->getNextToken() );
}
//-------------------------------------------------------------------------------------------------
NameKeyType StaticNameKey::key() const
{
if (m_key == NAMEKEY_INVALID)
{
DEBUG_ASSERTCRASH(TheNameKeyGenerator, ("no TheNameKeyGenerator yet"));
if (TheNameKeyGenerator)
m_key = TheNameKeyGenerator->nameToKey(m_name);
}
return m_key;
}