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Difference between revisions of "Republic Commando UCC"
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Line 35: | Line 35: | ||
#include <string> | #include <string> | ||
//Core and Engine | |||
#include "Engine/inc/Engine.h" | #include "Engine/inc/Engine.h" | ||
Line 40: | Line 41: | ||
//Global variables | //Global variables | ||
FOutputDevice* | FOutputDevice* FileLog; //OutputDevice that writes to a log file | ||
//All commandlets shipped with RC | //All commandlets shipped with RC, used for autocompleting user input | ||
const char* DefaultCommandlets[40][2] = { | const char* DefaultCommandlets[40][2] = { | ||
{"Editor", "AnalyzeContent"}, | {"Editor", "AnalyzeContent"}, | ||
Line 123: | Line 124: | ||
std::puts(V); | std::puts(V); | ||
FileLog->Serialize(V, Event); | |||
} | } | ||
Line 130: | Line 131: | ||
*/ | */ | ||
void UServerCommandletMain(){ | void UServerCommandletMain(){ | ||
UClass* EngineClass = UObject::StaticLoadClass(UEngine::StaticClass(), NULL, "Engine.GameEngine", NULL, LOAD_NoFail, NULL); | UClass* EngineClass = UObject::StaticLoadClass(UEngine::StaticClass(), NULL, "Engine.GameEngine", NULL, LOAD_NoFail, NULL); | ||
GEngine = ConstructObject<UEngine>(EngineClass); | GEngine = ConstructObject<UEngine>(EngineClass); | ||
GEngine->Init(); | GEngine->Init(); | ||
GIsRunning = 1; | |||
double OldTime = appSeconds(); | |||
//Main loop | |||
while(GIsRunning && !GIsRequestingExit){ | while(GIsRunning && !GIsRequestingExit){ | ||
double NewTime = appSeconds(); | |||
//Update the world | |||
GEngine->Tick(NewTime - OldTime); | GEngine->Tick(NewTime - OldTime); | ||
OldTime = NewTime; | OldTime = NewTime; | ||
// Enforce optional maximum tick rate | // Enforce optional maximum tick rate | ||
float MaxTickRate = GEngine->GetMaxTickRate(); | |||
if(MaxTickRate > 0.0f){ | |||
float Delta = (1.0f / MaxTickRate) - (appSeconds() - OldTime); | |||
appSleep(Delta > 0.0f ? Delta : 0.0f); | appSleep(Delta > 0.0f ? Delta : 0.0f); | ||
} | } | ||
Line 161: | Line 166: | ||
int ExitVal = EXIT_SUCCESS; | int ExitVal = EXIT_SUCCESS; | ||
FileLog = InLog; | |||
//vtable hack to have InWarn call my own Serialize function | //vtable hack to have InWarn call my own Serialize function | ||
Line 193: | Line 198: | ||
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 and if found constructing proper class name | ||
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 | ||
Line 227: | Line 232: | ||
}else if(!Commandlet->FindFunction(NAME_Main)) //If no main function is found, the commandlet is written in native code | }else if(!Commandlet->FindFunction(NAME_Main)) //If no main function is found, the commandlet is written in native code | ||
Commandlet->Main(InCmdLine); | Commandlet->Main(InCmdLine); | ||
else | else{ | ||
Commandlet->Main(FString(InCmdLine)); //For non-native commandlets this overload has to be used | Commandlet->Main(FString(InCmdLine)); //For non-native commandlets this overload has to be used | ||
} | |||
GLog = | GLog = FileLog; | ||
}else{ | }else{ | ||
InWarn->Logf("Commandlet %s not found", __argv[1]); | InWarn->Logf("Commandlet %s not found", __argv[1]); |
Revision as of 11:03, 26 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")
#pragma comment(lib, "Engine.lib")
#include <Windows.h> //VirtualProtect
#include <cstdio> //std::puts
#include <cstdlib> //__argc, __argv
#include <cctype> //std::toupper
#include <string>
//Core and Engine
#include "Engine/inc/Engine.h"
namespace{
//Global variables
FOutputDevice* FileLog; //OutputDevice that writes to a log file
//All commandlets shipped with RC, used for autocompleting user input
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);
FileLog->Serialize(V, Event);
}
/*
* Replacement for UServerCommandlet::Main since the one from Engine.dll crashes because it doesn't assign a value to GEngine
*/
void UServerCommandletMain(){
UClass* EngineClass = UObject::StaticLoadClass(UEngine::StaticClass(), NULL, "Engine.GameEngine", NULL, LOAD_NoFail, NULL);
GEngine = ConstructObject<UEngine>(EngineClass);
GEngine->Init();
GIsRunning = 1;
double OldTime = appSeconds();
//Main loop
while(GIsRunning && !GIsRequestingExit){
double NewTime = appSeconds();
//Update the world
GEngine->Tick(NewTime - OldTime);
OldTime = NewTime;
// Enforce optional maximum tick rate
float MaxTickRate = GEngine->GetMaxTickRate();
if(MaxTickRate > 0.0f){
float Delta = (1.0f / MaxTickRate) - (appSeconds() - OldTime);
appSleep(Delta > 0.0f ? Delta : 0.0f);
}
}
}
}
//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;
FileLog = InLog;
//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");
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 and if found constructing proper class name
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(Token == "SERVER" || Token == "SERVERCOMMANDLET" || Token == "ENGINE.SERVER" || Token == "ENGINE.SERVERCOMMANDLET"){
GIsClient = GIsEditor = 0;
UServerCommandletMain(); //The ServerCommandlet has a special Main function
}else 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 = FileLog;
}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
}