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Difference between revisions of "Republic Commando UCC"

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Line 36: Line 36:
#include "Core/inc/Core.h"
#include "Core/inc/Core.h"


FOutputDevice* GFileLog; //OutputDevice that writes to a log file
namespace{
//Global variables


//Helper function used for case-insensitive string comparisons
FOutputDevice* GFileLog; //OutputDevice that writes to a log file
std::string ToUpper(const std::string& s){
std::string result;


result.reserve(s.size());
struct CommandletName{
std::string Package, Commandlet;
};


for(std::size_t i = 0; i < s.size(); i++)
//All commandlets shipped with RC
result += std::toupper(s[i]);
const CommandletName DefaultCommandlets[] = {
{"Editor", "AnalyzeContent"},
{"Editor", "BatchExport"},
{"Editor", "ChecksumPackage"},
{"Editor", "CheckUnicode"},
{"Editor", "CompareInt"},
{"IpDrv", "Compress"},
{"Editor", "CompressToDXT"},
{"Editor", "Conform"},
{"Editor", "ConvertMaterial"},
{"Editor", "CutdownContent"},
{"Editor", "DataRip"},
{"IpDrv", "Decompress"},
{"XGame", "DumpGameList"},
{"Editor", "DumpInt"},
{"XGame", "DumpMapList"},
{"XGame", "DumpMutatorList"},
{"Editor", "DumpSoundParams"},
{"Editor", "DumpSoundPropLog"},
{"XGame", "DumpWeaponList"},
{"Editor", "DXTConvert"},
{"Editor", "Exec"},
{"Editor", "FontUpdate"},
{"Core", "HelloWorld"},
{"Editor", "ImportAse"},
{"Editor", "ImportTexture"},
{"Editor", "ListPackageContents"},
{"Editor", "Make"},
{"Editor", "MapConvert"},
{"Editor", "Master"},
{"Editor", "MergeInt"},
{"Editor", "ModifyPackageFlags"},
{"Editor", "PackageFlag"},
{"Editor", "Pkg"},
{"Editor", "RearrangeInt"},
{"Editor", "ResavePackage"},
{"Engine", "Server"},
{"Editor", "StripSource"},
{"Editor", "TestMath"},
{"Editor", "UpdateUMod"},
{"Editor", "XACTExport"}
};


return result;
//Helper function used for case-insensitive string comparisons
}
std::string ToUpper(const std::string& s){
std::string result;
 
result.reserve(s.size());
 
for(std::size_t i = 0; i < s.size(); i++)
result += std::toupper(s[i]);
 
return result;
}


/*
/*
* Replacement for Serialize function of 'InWarn', passed to appInit
* Replacement for Serialize function of 'InWarn', passed to appInit
* Have to do this vtable hack because creating new FFeedbackContext and passing it results in crash
* Have to do this vtable hack because creating new FFeedbackContext and passing it results in crash
*/
*/
void __stdcall FFeedbackContextAnsiSerialize(const TCHAR* V, EName Event){
void __stdcall FFeedbackContextAnsiSerialize(const TCHAR* V, EName Event){
TCHAR Temp[1024]= "";
TCHAR Temp[1024]= "";


if(Event==NAME_Title){
if(Event==NAME_Title){
return;
return;
}else if(Event==NAME_Heading){
}else if(Event==NAME_Heading){
appSprintf(Temp, "\n--------------------%s--------------------", V);
appSprintf(Temp, "\n--------------------%s--------------------", V);


V = Temp;
V = Temp;
}else if(Event==NAME_SubHeading){
}else if(Event==NAME_SubHeading){
appSprintf(Temp, "%s...", V);
appSprintf(Temp, "%s...", V);


V = Temp;
V = Temp;
}else if(Event == NAME_Error || Event == NAME_Warning || Event == NAME_ExecWarning || Event == NAME_ScriptWarning || Event == NAME_Critical){
}else if(Event == NAME_Error || Event == NAME_Warning || Event == NAME_ExecWarning || Event == NAME_ScriptWarning || Event == NAME_Critical){
appSprintf(Temp, "%s : %s", *FName(Event), V);
appSprintf(Temp, "%s: %s", *FName(Event), V);


V = Temp;
V = Temp;
}
}


std::puts(V);
std::puts(V);


GFileLog->Serialize(V, Event);
GFileLog->Serialize(V, Event);
}
}
}


Line 95: Line 147:
//===============================================================
//===============================================================


InWarn->Log("======================================= \n"
InWarn->Log("=======================================");
"ucc.exe for Star Wars Republic Commando \n"
InWarn->Log("ucc.exe for Star Wars Republic Commando");
"made by Leon0628 \n"
InWarn->Log("made by Leon0628");
"======================================= \n");
InWarn->Log("=======================================\n");


//Server stuff...
//Server stuff...
Line 113: Line 165:
}
}
}
}
 
//Actual UCC stuff...
//Actual UCC stuff...


Line 127: Line 179:
GIsUCC = GIsClient = GIsServer = GIsEditor = GIsScriptable = GLazyLoad = 1;
GIsUCC = GIsClient = GIsServer = GIsEditor = GIsScriptable = GLazyLoad = 1;


std::string Token = ToUpper(__argv[1]);
std::string ClassName = __argv[1];
std::string Upper = ToUpper(ClassName);
DWORD LoadFlags = LOAD_NoWarn | LOAD_Quiet;
DWORD LoadFlags = LOAD_NoWarn | LOAD_Quiet;
std::string ClassName;
bool bIsUScript = true; //Whether the commandlet is written in UnrealScript or native code
bool bIsUScript = false;


if(Token == "MAKE" || Token == "EDITOR.MAKE" || Token == "EDITOR.MAKECOMMANDLET"){
if(Upper == "MAKE" || Upper == "EDITOR.MAKE" || Upper == "EDITOR.MAKECOMMANDLET"){
LoadFlags |= LOAD_DisallowFiles; //Not sure what this does but the original ucc has it too...
LoadFlags |= LOAD_DisallowFiles; //Not sure what this does but the original ucc has it aswell...
ClassName = "Editor.MakeCommandlet";
ClassName = "Editor.MakeCommandlet";
}else if(Token == "USCRIPT"){ //When executing commandlets written in UnrealScript, like Core.HelloWorldCommandlet
bIsUScript = false;
ClassName = __argc > 2 ? __argv[2] : Token; //If no commandlet was specified, just using "USCRIPT" which will give an error
bIsUScript = true;
}else{
}else{
ClassName = __argv[1];
//Looking it up in list of default commandlets
for(int i = 0; i < ARRAY_COUNT(DefaultCommandlets); i++){
if(Upper == ToUpper(DefaultCommandlets[i].Commandlet) ||
Upper == ToUpper(DefaultCommandlets[i].Commandlet) + "COMMANDLET"){
ClassName = DefaultCommandlets[i].Package + "." + DefaultCommandlets[i].Commandlet + "Commandlet";
 
//HelloWorld is the only standard commandlet written in UnrealScript
bIsUScript = ClassName == "Core.HelloWorldCommandlet";
 
break;
}else if(Upper == ToUpper(DefaultCommandlets[i].Package + "." + DefaultCommandlets[i].Commandlet) ||
Upper == ToUpper(DefaultCommandlets[i].Package + "." + DefaultCommandlets[i].Commandlet) + "COMMANDLET"){
//HelloWorld is the only standard commandlet written in UnrealScript
bIsUScript = Upper == "CORE.HELLOWORLD" || Upper == "CORE.HELLOWORLDCOMMANDLET";
 
break;
}
}
}
}


UClass* Class = UObject::StaticLoadClass(UCommandlet::StaticClass(), NULL, ClassName.c_str(), NULL, LoadFlags, NULL);
UClass* Class = UObject::StaticLoadClass(UCommandlet::StaticClass(), NULL, ClassName.c_str(), NULL, LoadFlags, NULL);


if(!Class) //If class failed to load appending "Commandlet" and trying again
if(!Class) //If class failed to load, appending "Commandlet" and trying again
Class = UObject::StaticLoadClass(UCommandlet::StaticClass(), NULL, (ClassName + "Commandlet").c_str(), NULL, LoadFlags, NULL);
Class = UObject::StaticLoadClass(UCommandlet::StaticClass(), NULL, (ClassName + "Commandlet").c_str(), NULL, LoadFlags, NULL);


Line 167: Line 234:
}
}
}else{
}else{
InWarn->Log("Usage:\n"
InWarn->Log("Usage:");
"    ucc PackageName.CommandletName <parameters>   \n"
InWarn->Log("    ucc PackageName.CommandletName <parameters>");
"OR\n"
InWarn->Log("OR");
"    ucc uscript PackageName.CommandletName <parameters>\n"
InWarn->Log("    ucc uscript PackageName.CommandletName <parameters>");
"    for commandlets written in UnrealScript\n");
InWarn->Log("    for commandlets written in UnrealScript");
}
}



Revision as of 11:32, 22 November 2017

Author: Leon

Used Tools: MS Visual Studio 2003

Description: A self written UCC for Republic Commando, still in development. Used for executing Unreal Commandlets.

Github: here

Latest Build: here


UCC.cpp

/*
*	This code compiles to a dll. In order to use it, SWRepublicCommando.exe needs to be modified so
*	that it calls this dll's 'uccInit' instead of 'appInit' from Core.dll
*	Also it's subsystem should be changed from window to console
*	Everything compiles fine with 'Visual Studio .NET 2003' but it should also work with newer
*	versions (when making some adjustments to the headers)
*	The following settings are needed to compile everything without errors:
*		- Character Set = Not Set
*		- Struct Member Alignment = 4 Bytes
*		- Calling Convention = __fastcall
*/

#pragma comment(lib, "Core.lib")

#include <windows.h>	//VirtualProtect

#include <cstdio>	//std::puts
#include <cstdlib>	//__argc, __argv
#include <cctype>	//std::toupper
#include <string>

#include "Core/inc/Core.h"

namespace{
	//Global variables

	FOutputDevice* GFileLog;	//OutputDevice that writes to a log file

	struct CommandletName{
		std::string Package, Commandlet;
	};

	//All commandlets shipped with RC
	const CommandletName DefaultCommandlets[] = {
		{"Editor", "AnalyzeContent"},
		{"Editor", "BatchExport"},
		{"Editor", "ChecksumPackage"},
		{"Editor", "CheckUnicode"},
		{"Editor", "CompareInt"},
		{"IpDrv", "Compress"},
		{"Editor", "CompressToDXT"},
		{"Editor", "Conform"},
		{"Editor", "ConvertMaterial"},
		{"Editor", "CutdownContent"},
		{"Editor", "DataRip"},
		{"IpDrv", "Decompress"},
		{"XGame", "DumpGameList"},
		{"Editor", "DumpInt"},
		{"XGame", "DumpMapList"},
		{"XGame", "DumpMutatorList"},
		{"Editor", "DumpSoundParams"},
		{"Editor", "DumpSoundPropLog"},
		{"XGame", "DumpWeaponList"},
		{"Editor", "DXTConvert"},
		{"Editor", "Exec"},
		{"Editor", "FontUpdate"},
		{"Core", "HelloWorld"},
		{"Editor", "ImportAse"},
		{"Editor", "ImportTexture"},
		{"Editor", "ListPackageContents"},
		{"Editor", "Make"},
		{"Editor", "MapConvert"},
		{"Editor", "Master"},
		{"Editor", "MergeInt"},
		{"Editor", "ModifyPackageFlags"},
		{"Editor", "PackageFlag"},
		{"Editor", "Pkg"},
		{"Editor", "RearrangeInt"},
		{"Editor", "ResavePackage"},
		{"Engine", "Server"},
		{"Editor", "StripSource"},
		{"Editor", "TestMath"},
		{"Editor", "UpdateUMod"},
		{"Editor", "XACTExport"}
	};

	//Helper function used for case-insensitive string comparisons
	std::string ToUpper(const std::string& s){
		std::string result;

		result.reserve(s.size());

		for(std::size_t i = 0; i < s.size(); i++)
			result += std::toupper(s[i]);

		return result;
	}

	/*
	*	Replacement for Serialize function of 'InWarn', passed to appInit
	*	Have to do this vtable hack because creating new FFeedbackContext and passing it results in crash
	*/
	void __stdcall FFeedbackContextAnsiSerialize(const TCHAR* V, EName Event){
		TCHAR Temp[1024]= "";

		if(Event==NAME_Title){
			return;
		}else if(Event==NAME_Heading){
			appSprintf(Temp, "\n--------------------%s--------------------", V);

			V = Temp;
		}else if(Event==NAME_SubHeading){
			appSprintf(Temp, "%s...", V);

			V = Temp;
		}else if(Event == NAME_Error || Event == NAME_Warning || Event == NAME_ExecWarning || Event == NAME_ScriptWarning || Event == NAME_Critical){
			appSprintf(Temp, "%s: %s", *FName(Event), V);

			V = Temp;
		}

		std::puts(V);

		GFileLog->Serialize(V, Event);
	}
}

//Entry point, called by modified SWRepublicCommando.exe
__declspec(dllexport) void uccInit(const TCHAR* InPackage, const TCHAR* InCmdLine, FOutputDevice* InLog, FOutputDeviceError* InError,
								   FFeedbackContext* InWarn, FConfigCache*(*ConfigFactory)(), UBOOL RequireConfig){
	int ExitVal = EXIT_SUCCESS;
	
	GFileLog = InLog;

	//Small vtable hack to have InWarn call my own Serialize function
	//===============================================================
	PVOID* vtable = *reinterpret_cast<PVOID**>(InWarn);
	DWORD dwNull;

	VirtualProtect(&vtable[0], 4, PAGE_EXECUTE_READWRITE, &dwNull);

	vtable[0] = FFeedbackContextAnsiSerialize;
	//===============================================================

	InWarn->Log("=======================================");
	InWarn->Log("ucc.exe for Star Wars Republic Commando");
	InWarn->Log("made by Leon0628");
	InWarn->Log("=======================================\n");

	//Server stuff...

	for(int i = 1; i < __argc; i++){
		std::string Temp = ToUpper(__argv[i]);

		//In case user wants to start a server, redirecting log to console and returning to SWRepublicCommando.exe
		//Uses RC server command line syntax, not Engine.ServerCommandlet!!!
		if(Temp == "-SERVER"){
			appInit(InPackage, InCmdLine, InWarn, InError, InWarn, ConfigFactory, RequireConfig);

			return;
		}
	}

	//Actual UCC stuff...

	try{
		GIsStarted = 1;
		GIsGuarded = 1;

		appInit(InPackage, InCmdLine, InLog, InError, InWarn, ConfigFactory, 1);
		UObject::SetLanguage("int");

		if(__argc > 1){
			//Initializing global state
			GIsUCC = GIsClient = GIsServer = GIsEditor = GIsScriptable = GLazyLoad = 1;

			std::string ClassName = __argv[1];
			std::string Upper = ToUpper(ClassName);
			DWORD LoadFlags = LOAD_NoWarn | LOAD_Quiet;
			bool bIsUScript = true;	//Whether the commandlet is written in UnrealScript or native code

			if(Upper == "MAKE" || Upper == "EDITOR.MAKE" || Upper == "EDITOR.MAKECOMMANDLET"){
				LoadFlags |= LOAD_DisallowFiles;	//Not sure what this does but the original ucc has it aswell...
				ClassName = "Editor.MakeCommandlet";
				bIsUScript = false;
			}else{
				//Looking it up in list of default commandlets
				for(int i = 0; i < ARRAY_COUNT(DefaultCommandlets); i++){
					if(Upper == ToUpper(DefaultCommandlets[i].Commandlet) ||
					Upper == ToUpper(DefaultCommandlets[i].Commandlet) + "COMMANDLET"){
						ClassName = DefaultCommandlets[i].Package + "." + DefaultCommandlets[i].Commandlet + "Commandlet";

						//HelloWorld is the only standard commandlet written in UnrealScript
						bIsUScript = ClassName == "Core.HelloWorldCommandlet";

						break;
					}else if(Upper == ToUpper(DefaultCommandlets[i].Package + "." + DefaultCommandlets[i].Commandlet) ||
							Upper == ToUpper(DefaultCommandlets[i].Package + "." + DefaultCommandlets[i].Commandlet) + "COMMANDLET"){
						//HelloWorld is the only standard commandlet written in UnrealScript
						bIsUScript = Upper == "CORE.HELLOWORLD" || Upper == "CORE.HELLOWORLDCOMMANDLET";

						break;
					}
				}
			}

			UClass* Class = UObject::StaticLoadClass(UCommandlet::StaticClass(), NULL, ClassName.c_str(), NULL, LoadFlags, NULL);

			if(!Class)	//If class failed to load, appending "Commandlet" and trying again
				Class = UObject::StaticLoadClass(UCommandlet::StaticClass(), NULL, (ClassName + "Commandlet").c_str(), NULL, LoadFlags, NULL);

			if(Class){
				UCommandlet* Commandlet = ConstructObject<UCommandlet>(Class);

				InWarn->Logf("Executing %s\n", Class->GetFullName());

				Commandlet->InitExecution();
				Commandlet->ParseParms(appCmdLine());

				GLog = InWarn;	//Redirecting commandlet output to console

				if(!bIsUScript)
					Commandlet->Main(appCmdLine());
				else
					Commandlet->Main(FString(appCmdLine()));	//For non-native commandlets this overload has to be used

				GLog = GFileLog;
			}else{
				InWarn->Logf("Commandlet %s not found", ClassName.c_str());
			}
		}else{
			InWarn->Log("Usage:");
			InWarn->Log("    ucc PackageName.CommandletName <parameters>");
			InWarn->Log("OR");
			InWarn->Log("    ucc uscript PackageName.CommandletName <parameters>");
			InWarn->Log("    for commandlets written in UnrealScript");
		}

		appPreExit();
		GIsGuarded = 0;
	}catch(...){
		ExitVal = EXIT_FAILURE;
		GIsGuarded = 0;
		InError->HandleError();
	}

	appExit();
	std::exit(ExitVal);	//Needed in order to prevent this function from returning to SWRepublicCommando.exe
}