Reconstruct readable C++ and organize cohesive source subsystems
Administrative source import: native x86 compilation passed for 423 authored units. Source placement and submission states are migrated separately; this commit does not imply peer acceptance.
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Payload SHA256: 592f016d2730c5593bb653aa054c1e5f76a6df72c8f5a09e66f74876e2e33dee
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890 changed files with 11796 additions and 16664 deletions
110
Source/Contents/World/WorldModelLoading.cpp
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110
Source/Contents/World/WorldModelLoading.cpp
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#include "Contents/Models/ModelActor.h"
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#include "Contents/Ground/TerrainHeight.h"
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#include "Contents/World/WorldModelLoading.h"
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#include "Contents/World/WorldModelPlacement.h"
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#include "Contents/World/WorldSpatialInitialization.h"
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#include "Resource/ResourceMgr.h"
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#include "Resource/World/WorldResource.h"
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#include <algorithm>
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#include <atomic>
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#include <cmath>
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#include <cstdint>
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namespace {
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bool Before(const DeferredWorldModel& left, const DeferredWorldModel& right) {
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if (left.distance < right.distance) {
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return true;
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}
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if (right.distance < left.distance) {
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return false;
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}
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if (left.distance == right.distance) {
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return reinterpret_cast<std::uintptr_t>(left.placement) < reinterpret_cast<std::uintptr_t>(right.placement);
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}
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return false;
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}
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}
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void WorldModelLoading::Schedule(const WorldModelRecord& placement, const TerrainHeight& terrain, int column, int row, float* center) {
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terrain.CellCenter(column, row, center[0], center[2]);
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const float y = placement.position[1] - center[1];
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const float x = placement.position[0] - center[0];
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const float z = placement.position[2] - center[2];
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const float squared = (y * y + x * x) + z * z;
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const float distance = std::sqrt(squared);
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if (distance > 200.0f) {
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this->deferred.push_back({distance, &placement});
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return;
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}
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auto* resource = static_cast<C3dModelRes*>(this->resources.Load(placement.model));
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if (resource) {
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if (C3dActor* model = CreatePlacedWorldModel(placement, *resource, this->movies, this->lighting)) {
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this->models.push_back(model);
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}
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}
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}
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DWORD WINAPI WorldModelLoading::ThreadEntry(void* context) {
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static_cast<WorldModelLoading*>(context)->Run();
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return 0;
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}
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void WorldModelLoading::Start() {
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this->thread = CreateThread(nullptr, 0, &WorldModelLoading::ThreadEntry, this, 0, nullptr);
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if (!this->thread) {
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this->Run();
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this->Finish();
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}
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}
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// OFFSET: 0x00AC8BF0
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// FUNCTION: fn_17680
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void WorldModelLoading::Run() {
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SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_HIGHEST);
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std::sort(this->deferred.begin(), this->deferred.end(), Before);
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for (const DeferredWorldModel& entry : this->deferred) {
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const WorldModelRecord& placement = *entry.placement;
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auto* resource = static_cast<C3dModelRes*>(this->resources.Load(placement.model));
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if (!resource) {
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continue;
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}
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C3dActor* model = CreatePlacedWorldModel(placement, *resource, this->movies, this->lighting);
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if (!model) {
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continue;
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}
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this->models.push_back(model);
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std::atomic_ref<int>(this->pending).fetch_add(1, std::memory_order_seq_cst);
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Sleep(0);
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}
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}
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void WorldModelLoading::Publish(WorldSpatialTree& root) {
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C3dActor* const* data = this->models.data();
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PublishWorldModels(root, data, this->published, this->pending);
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}
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// OFFSET: 0x00ACB6C0
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// FUNCTION: fn_17705
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void WorldModelLoading::Finish() {
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if (this->thread) {
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WaitForSingleObject(this->thread, INFINITE);
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CloseHandle(this->thread);
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this->thread = nullptr;
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}
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this->deferred.clear();
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std::atomic_ref<int>(this->pending).store(0, std::memory_order_release);
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}
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