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Republic Commando UCC
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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
* 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
}