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Republic Commando UCC

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Revision as of 05:29, 21 November 2017 by Leon (talk | contribs) (→‎UCC.cpp)
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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
*	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")
//#pragma comment(lib, "Engine.lib")	//Don't even need that, but just in case...

#include <windows.h>	//VirtualProtect

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

// Core and Engine
//#include "Engine/inc/Engine.h"
//Only need Core...
#include "Core/inc/Core.h"

//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, "--------------------%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){
		appSprintf(Temp, "Warning : %s", V);

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

		std::cout << Temp << '\r';

		return;
	}

	std::cout << V << '\n';

	GLog->Serialize(V, Event);
}

/*
*	Helper class to redirect RC's log output to the system console when launching a server
*/
class FOutputDeviceConsole : public FOutputDevice{
public:
	FOutputDeviceConsole(FOutputDevice& FileLog) : FileLog(FileLog){}

	void Serialize(const TCHAR* V, EName Event){
		if(Event != NAME_Title){	//Prevents server from spamming the player count to the console
			std::cout << *FName(Event) << ": " << V << '\n';

			FileLog.Serialize(V, Event);
		}
	}

private:
	FOutputDevice& FileLog;
};

//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;
	
	std::cout << "=======================================\n"
		         "ucc.exe for Star Wars Republic Commando\n"
		         "made by Leon0628\n"
		         "=======================================\n\n";

	//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;
	//===============================================================

	//Server stuff...

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

		//In case user wants to start a server redirect log to console and return to SWRepublicCommando.exe
		//Uses RC server command line syntax, not Engine.ServerCommandlet!!!
		if(Temp == "-SERVER"){
			static FOutputDeviceConsole ConsoleLog(*InLog);	//Static here just to have everything together in one place

			appInit(InPackage, InCmdLine, &ConsoleLog, 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 = 0;
			std::string ClassName;
			bool bIsUScript = false;

			if(Token == "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;
				bIsUScript = true;
			}else{
				ClassName = __argv[1];
			}

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

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

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

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

				if(!bIsUScript){
					Commandlet->Main(appCmdLine());
				}else{
					FOutputDevice* Log = GLog;
					FOutputDeviceConsole ConsoleLog(*GLog);	//Redirecting UnrealScript log to console

					GLog = &ConsoleLog;

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

					GLog = Log;
				}
			}
		}else{
			std::cout << "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
}