If you want to help us maintaining this wiki, check out our discord server: https://discord.gg/3u69jMa
Difference between revisions of "Republic Commando UCC"
Jump to navigation
Jump to search
Line 26: | Line 26: | ||
#pragma comment(lib, "Core.lib") | #pragma comment(lib, "Core.lib") | ||
#include <windows.h> //VirtualProtect | #include <windows.h> //VirtualProtect | ||
#include < | #include <cstdio> //std::puts | ||
#include <cstdlib> //__argc, __argv | #include <cstdlib> //__argc, __argv | ||
#include <cctype> //std::toupper | #include <cctype> //std::toupper | ||
#include <string> | #include <string> | ||
#include "Core/inc/Core.h" | #include "Core/inc/Core.h" | ||
FOutputDevice* GFileLog; //OutputDevice that writes to a log file | |||
//Helper function used for case-insensitive string comparisons | //Helper function used for case-insensitive string comparisons | ||
Line 62: | Line 60: | ||
return; | return; | ||
}else if(Event==NAME_Heading){ | }else if(Event==NAME_Heading){ | ||
appSprintf(Temp, "--------------------%s--------------------", V); | appSprintf(Temp, "\n--------------------%s--------------------", V); | ||
V = Temp; | V = Temp; | ||
Line 69: | Line 67: | ||
V = Temp; | V = Temp; | ||
}else if(Event==NAME_Error || Event==NAME_Warning || Event==NAME_ExecWarning || Event==NAME_ScriptWarning){ | }else if(Event == NAME_Error || Event == NAME_Warning || Event == NAME_ExecWarning || Event == NAME_ScriptWarning || Event == NAME_Critical){ | ||
appSprintf(Temp, " | appSprintf(Temp, "%s : %s", *FName(Event), V); | ||
V = Temp; | V = Temp; | ||
} | } | ||
std:: | std::puts(V); | ||
GFileLog->Serialize(V, Event); | |||
} | } | ||
//Entry point, called by modified SWRepublicCommando.exe | |||
//Entry point called by modified SWRepublicCommando.exe | |||
__declspec(dllexport) void uccInit(const TCHAR* InPackage, const TCHAR* InCmdLine, FOutputDevice* InLog, FOutputDeviceError* InError, | __declspec(dllexport) void uccInit(const TCHAR* InPackage, const TCHAR* InCmdLine, FOutputDevice* InLog, FOutputDeviceError* InError, | ||
FFeedbackContext* InWarn, FConfigCache*(*ConfigFactory)(), UBOOL RequireConfig){ | FFeedbackContext* InWarn, FConfigCache*(*ConfigFactory)(), UBOOL RequireConfig){ | ||
int ExitVal = EXIT_SUCCESS; | int ExitVal = EXIT_SUCCESS; | ||
GFileLog = InLog; | |||
//Small vtable hack to have InWarn call my own Serialize function | //Small vtable hack to have InWarn call my own Serialize function | ||
Line 124: | Line 94: | ||
vtable[0] = FFeedbackContextAnsiSerialize; | vtable[0] = FFeedbackContextAnsiSerialize; | ||
//=============================================================== | //=============================================================== | ||
InWarn->Log("======================================= \n" | |||
"ucc.exe for Star Wars Republic Commando \n" | |||
"made by Leon0628 \n" | |||
"======================================= \n"); | |||
//Server stuff... | //Server stuff... | ||
Line 130: | Line 105: | ||
std::string Temp = ToUpper(__argv[i]); | std::string Temp = ToUpper(__argv[i]); | ||
//In case user wants to start a server | //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!!! | //Uses RC server command line syntax, not Engine.ServerCommandlet!!! | ||
if(Temp == "-SERVER"){ | if(Temp == "-SERVER"){ | ||
appInit(InPackage, InCmdLine, InWarn, InError, InWarn, ConfigFactory, RequireConfig); | |||
appInit(InPackage, InCmdLine, | |||
return; | return; | ||
Line 155: | Line 128: | ||
std::string Token = ToUpper(__argv[1]); | std::string Token = ToUpper(__argv[1]); | ||
DWORD LoadFlags = | DWORD LoadFlags = LOAD_NoWarn | LOAD_Quiet; | ||
std::string ClassName; | std::string ClassName; | ||
bool bIsUScript = false; | bool bIsUScript = false; | ||
if(Token == "MAKE" || Token == "EDITOR.MAKECOMMANDLET"){ | if(Token == "MAKE" || Token == "EDITOR.MAKE" || Token == "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 too... | ||
ClassName = "Editor.MakeCommandlet"; | ClassName = "Editor.MakeCommandlet"; | ||
}else if(Token == "USCRIPT"){ //When executing commandlets written in UnrealScript, like Core.HelloWorldCommandlet | }else if(Token == "USCRIPT"){ //When executing commandlets written in UnrealScript, like Core.HelloWorldCommandlet | ||
ClassName = __argc > 2 ? __argv[2] : Token; | ClassName = __argc > 2 ? __argv[2] : Token; //If no commandlet was specified, just using "USCRIPT" which will give an error | ||
bIsUScript = true; | bIsUScript = true; | ||
}else{ | }else{ | ||
Line 170: | Line 143: | ||
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 | |||
Class = UObject::StaticLoadClass(UCommandlet::StaticClass(), NULL, (ClassName + "Commandlet").c_str(), NULL, LoadFlags, NULL); | |||
if(Class){ | if(Class){ | ||
Line 179: | Line 155: | ||
Commandlet->ParseParms(appCmdLine()); | Commandlet->ParseParms(appCmdLine()); | ||
if(!bIsUScript) | GLog = InWarn; //Redirecting commandlet output to console | ||
if(!bIsUScript) | |||
Commandlet->Main(appCmdLine()); | Commandlet->Main(appCmdLine()); | ||
else | |||
Commandlet->Main(FString(appCmdLine())); //For non-native commandlets this overload has to be used | 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{ | }else{ | ||
InWarn->Log("Usage:\n" | |||
" ucc PackageName.CommandletName <parameters> \n" | |||
"OR\n" | |||
" ucc uscript PackageName.CommandletName <parameters>\n" | |||
" for commandlets written in UnrealScript\n"); | |||
} | } | ||
Revision as of 21:41, 21 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"
FOutputDevice* GFileLog; //OutputDevice that writes to a log file
//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("======================================= \n"
"ucc.exe for Star Wars Republic Commando \n"
"made by Leon0628 \n"
"======================================= \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]);
DWORD LoadFlags = LOAD_NoWarn | LOAD_Quiet;
std::string ClassName;
bool bIsUScript = false;
if(Token == "MAKE" || Token == "EDITOR.MAKE" || Token == "EDITOR.MAKECOMMANDLET"){
LoadFlags |= LOAD_DisallowFiles; //Not sure what this does but the original ucc has it too...
ClassName = "Editor.MakeCommandlet";
}else if(Token == "USCRIPT"){ //When executing commandlets written in UnrealScript, like Core.HelloWorldCommandlet
ClassName = __argc > 2 ? __argv[2] : Token; //If no commandlet was specified, just using "USCRIPT" which will give an error
bIsUScript = true;
}else{
ClassName = __argv[1];
}
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:\n"
" ucc PackageName.CommandletName <parameters> \n"
"OR\n"
" ucc uscript PackageName.CommandletName <parameters>\n"
" for commandlets written in UnrealScript\n");
}
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
}