Add id check for each chunk load

scene_man
En Yi 2023-09-02 14:34:24 +08:00
parent 20d5bd4ac7
commit 5cfa0c0fc0
3 changed files with 137 additions and 104 deletions

View File

@ -40,7 +40,18 @@ bool load_from_rres(const char* file, Assets_t* assets)
rres_file.dir = rresLoadCentralDirectory(file);
rres_file.fname = file;
rresResourceChunk chunk = rresLoadResourceChunk(file, rresGetResourceId(rres_file.dir, "assets.info")); // Hardcoded
if (rres_file.dir.count == 0)
{
puts("Empty central directory");
return false;
}
int res_id = rresGetResourceId(rres_file.dir, "assets.info");
rresResourceChunk chunk = rresLoadResourceChunk(file, res_id); // Hardcoded
bool okay = false;
if (chunk.info.id == res_id)
{
FILE* in_file = fmemopen(chunk.data.raw, chunk.info.baseSize, "rb");
char buffer[256];
@ -137,10 +148,11 @@ bool load_from_rres(const char* file, Assets_t* assets)
line_num++;
}
fclose(in_file);
okay = true;
}
rresUnloadResourceChunk(chunk);
rresUnloadCentralDirectory(rres_file.dir);
return true;
return okay;
}
bool load_from_infofile(const char* file, Assets_t* assets)

View File

@ -87,19 +87,25 @@ Texture2D* add_texture_rres(Assets_t* assets, const char* name, const char* file
uint8_t tex_idx = n_loaded[0];
assert(tex_idx < MAX_TEXTURES);
rresResourceChunk chunk = rresLoadResourceChunk(rres_file->fname, rresGetResourceId(rres_file->dir, filename));
int res_id = rresGetResourceId(rres_file->dir, filename);
rresResourceChunk chunk = rresLoadResourceChunk(rres_file->fname, res_id);
Texture2D* out_tex = NULL;
if (chunk.info.id == res_id)
{
//Expect RAW type of png extension
Image image = LoadImageFromMemory(GetFileExtension(filename), chunk.data.raw, chunk.info.baseSize);
Texture2D tex = LoadTextureFromImage(image);
UnloadImage(image);
rresUnloadResourceChunk(chunk);
textures[tex_idx].texture = tex;
strncpy(textures[tex_idx].name, name, MAX_NAME_LEN);
sc_map_put_s64(&assets->m_textures, textures[tex_idx].name, tex_idx);
n_loaded[0]++;
return &textures[tex_idx].texture;
out_tex = &textures[tex_idx].texture;
}
rresUnloadResourceChunk(chunk);
return out_tex;
}
Sprite_t* add_sprite(Assets_t* assets, const char* name, Texture2D* texture)
@ -312,14 +318,18 @@ LevelPack_t* uncompress_level_pack(Assets_t* assets, const char* name, const cha
LevelPack_t* add_level_pack_rres(Assets_t* assets, const char* name, const char* filename, const RresFileInfo_t* rres_file)
{
int res_id = rresGetResourceId(rres_file->dir, filename);
rresResourceChunk chunk = rresLoadResourceChunk(rres_file->fname, rresGetResourceId(rres_file->dir, filename));
rresResourceChunk chunk = rresLoadResourceChunk(rres_file->fname, res_id);
LevelPack_t* pack = NULL;
if ( chunk.info.id == res_id)
{
FILE* f_in = fmemopen(chunk.data.raw, chunk.info.baseSize, "rb");
LevelPack_t* pack = add_level_pack_zst(assets, name, f_in);
pack = add_level_pack_zst(assets, name, f_in);
fclose(f_in);
}
rresUnloadResourceChunk(chunk);
return pack;
}

View File

@ -183,11 +183,22 @@ bool init_player_creation_rres(const char* rres_fname, const char* file, Assets_
rres_file.dir = rresLoadCentralDirectory(rres_fname);
rres_file.fname = rres_fname;
rresResourceChunk chunk = rresLoadResourceChunk(rres_file.fname, rresGetResourceId(rres_file.dir, file)); // Hardcoded
FILE* in_file = fmemopen(chunk.data.raw, chunk.info.baseSize, "rb");
if (rres_file.dir.count == 0)
{
puts("Empty central directory");
return false;
}
bool okay = init_player_file(in_file, assets);
int res_id = rresGetResourceId(rres_file.dir, file);
rresResourceChunk chunk = rresLoadResourceChunk(rres_file.fname, res_id);
bool okay = false;
if (chunk.info.id == res_id)
{
FILE* in_file = fmemopen(chunk.data.raw, chunk.info.baseSize, "rb");
okay = init_player_file(in_file, assets);
fclose(in_file);
}
rresUnloadResourceChunk(chunk);
rresUnloadCentralDirectory(rres_file.dir);