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Difference between revisions of "Republic Commando UCC"
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* Everything compiles fine with Visual Studio .NET 2003 which is being used to get maximum compatibility | * Everything compiles fine with Visual Studio .NET 2003 which is being used to get maximum compatibility | ||
* since it was also used to compile Republic Commando | * since it was also used to compile Republic Commando | ||
* The following settings are | * The following settings are required in order to compile everything without errors: | ||
* - Character Set = Not Set | * - Character Set = Not Set | ||
* - Struct Member Alignment = 4 Bytes | * - Struct Member Alignment = 4 Bytes | ||
Line 176: | Line 176: | ||
std::string Token = ToUpper(__argv[1]); | std::string Token = ToUpper(__argv[1]); | ||
std::string ClassName = Token; | |||
DWORD LoadFlags = LOAD_NoWarn | LOAD_Quiet; | DWORD LoadFlags = LOAD_NoWarn | LOAD_Quiet; | ||
//Looking it up in list of default commandlets | //Looking it up in list of default commandlets | ||
for(int i = 0; i < ARRAY_COUNT(DefaultCommandlets); i++){ | for(int i = 0; i < ARRAY_COUNT(DefaultCommandlets); i++){ | ||
if(Token == ToUpper(DefaultCommandlets[i][1]) || //Name | if(Token == ToUpper(DefaultCommandlets[i][1]) || //Name | ||
Token == ToUpper( | Token == ToUpper(DefaultCommandlets[i][1]) + "COMMANDLET"){ //Name + "Commandlet" | ||
ClassName = std::string(DefaultCommandlets[i][0]) + "." + DefaultCommandlets[i][1] + "Commandlet"; | |||
break; | break; | ||
Line 195: | Line 190: | ||
} | } | ||
if(Token == " | if(Token == "MAKE" || Token == "MAKECOMMANDLET" || Token == "EDITOR.MAKE" || Token == "EDITOR.MAKECOMMANDLET") | ||
LoadFlags |= LOAD_DisallowFiles; //Not sure what this does but the original ucc has it as well... | LoadFlags |= LOAD_DisallowFiles; //Not sure what this does but the original ucc has it as well... | ||
UClass* Class = UObject::StaticLoadClass(UCommandlet::StaticClass(), 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, ( | Class = UObject::StaticLoadClass(UCommandlet::StaticClass(), NULL, (ClassName + "Commandlet").c_str(), NULL, LoadFlags, NULL); | ||
if(Class){ | if(Class){ | ||
Line 209: | Line 204: | ||
Commandlet->InitExecution(); | Commandlet->InitExecution(); | ||
Commandlet->ParseParms( | Commandlet->ParseParms(InCmdLine); | ||
GLog = InWarn; //Redirecting commandlet output to console | GLog = InWarn; //Redirecting commandlet output to console | ||
if(! | if(!Commandlet->FindFunction(NAME_Main)) //If no main function is found, the commandlet is written in native code | ||
Commandlet->Main( | Commandlet->Main(InCmdLine); | ||
else | else | ||
Commandlet->Main(FString( | Commandlet->Main(FString(InCmdLine)); //For non-native commandlets this overload has to be used | ||
GLog = GFileLog; | GLog = GFileLog; |
Revision as of 12:14, 25 November 2017
Author: Leon
Used Tools: MS Visual Studio 2003
Description: A self written UCC for Republic Commando. 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 which is being used to get maximum compatibility
* since it was also used to compile Republic Commando
* The following settings are required in order 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
//All commandlets shipped with RC
const char* DefaultCommandlets[40][2] = {
{"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 Token = ToUpper(__argv[1]);
std::string ClassName = Token;
DWORD LoadFlags = LOAD_NoWarn | LOAD_Quiet;
//Looking it up in list of default commandlets
for(int i = 0; i < ARRAY_COUNT(DefaultCommandlets); i++){
if(Token == ToUpper(DefaultCommandlets[i][1]) || //Name
Token == ToUpper(DefaultCommandlets[i][1]) + "COMMANDLET"){ //Name + "Commandlet"
ClassName = std::string(DefaultCommandlets[i][0]) + "." + DefaultCommandlets[i][1] + "Commandlet";
break;
}
}
if(Token == "MAKE" || Token == "MAKECOMMANDLET" || Token == "EDITOR.MAKE" || Token == "EDITOR.MAKECOMMANDLET")
LoadFlags |= LOAD_DisallowFiles; //Not sure what this does but the original ucc has it as well...
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(InCmdLine);
GLog = InWarn; //Redirecting commandlet output to console
if(!Commandlet->FindFunction(NAME_Main)) //If no main function is found, the commandlet is written in native code
Commandlet->Main(InCmdLine);
else
Commandlet->Main(FString(InCmdLine)); //For non-native commandlets this overload has to be used
GLog = GFileLog;
}else{
InWarn->Logf("Commandlet %s not found", __argv[1]);
}
}else{
InWarn->Log("Usage:");
InWarn->Log(" ucc CommandletName <parameters>");
}
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
}