Files
OpenRA3/src/fs/ra3.fs.cppm
T
EnderTheCoder 23f8be394c feat(assets): read retail assets through the vendored libra3assets library
Vendor libra3assets (C++26 modules: BIG4, RefPack, BinaryAsset, CSF, CkMp map)
under third_party/ and add the ra3_assets target. ra3.fs, ra3.map and ra3.terrain
become thin adapters over it:

- ra3.fs delegates RefPack and the BIG4 index/payload reads (index-only, payloads
  read on demand).
- ra3.map decodes ObjectsList and CSF via map_document/csf_table; starts come from
  player_starts(), replacing the off-by-one whole-buffer scan.
- ra3.terrain takes the CkMp container and HeightMapData from map_document, with
  BlendTileData (not modelled by the library) parsed from the chunk payload.

Adds an opt-in real-asset check (OPENRA3_TEST_ASSETS) plus the library's own unit
suite as ra3assets_unit.
2026-09-29 23:58:13 +08:00

192 lines
7.7 KiB
C++

export module ra3.fs;
import std;
export import ra3.core;
import ra3.assets;
/**
* Reading of the retail game's on-disk assets.
*
* Red Alert 3 ships its data in `BIG4` archives under `<install>\Data`, with
* individual payloads compressed by EA's RefPack codec. The container and codec
* are implemented by the vendored `libra3assets` (`ra3.assets`, a sibling of
* `libenderlog`); this module is the thin adapter OpenRA3's loader talks to, so
* the format knowledge lives in one place.
*
* No game data is ever written into the repository; callers point the loader at
* their local install (`--game-dir` / `RA3_GAME_DIR`, default `C:\Red Alert 3`).
*/
export namespace ra3::fs {
using ra3::core::uint32;
using ra3::core::uint8;
using ra3::core::usize;
/** Thrown when a `BIG4` archive is malformed or an entry is missing. */
class archive_error : public std::runtime_error {
public:
using std::runtime_error::runtime_error;
};
/** Thrown when a RefPack stream is malformed. */
class refpack_error : public std::runtime_error {
public:
using std::runtime_error::runtime_error;
};
inline constexpr std::array<uint8, 4> big_magic{'B', 'I', 'G', '4'};
inline constexpr uint8 refpack_mask = 0x3EU;
inline constexpr uint8 refpack_magic2 = 0xFBU;
/** One file inside a `BIG4` archive. */
struct big_entry {
std::string name;
uint32 offset = 0;
uint32 size = 0;
};
namespace detail {
/** View a `uint8` range as bytes, the currency of `libra3assets`. */
[[nodiscard]] inline auto as_bytes(std::span<const uint8> data) -> std::span<const std::byte> { return std::as_bytes(data); }
/** Copy a `libra3assets` byte buffer into OpenRA3's `uint8` vector. */
[[nodiscard]] inline auto to_u8(std::vector<std::byte> bytes) -> std::vector<uint8> {
std::vector<uint8> out(bytes.size());
if (!bytes.empty()) std::memcpy(out.data(), bytes.data(), bytes.size());
return out;
}
}
/** True when `data` starts with a RefPack header (`0b??010000`, `0xFB`). */
[[nodiscard]] inline auto is_refpack(std::span<const uint8> data) -> bool { return ra3::assets::is_refpack(detail::as_bytes(data)); }
/**
* Decompress an EA RefPack stream.
*
* @param data Compressed stream, starting at the header byte.
* @return The decompressed bytes.
* @throws refpack_error if the stream is malformed or the length disagrees.
*/
[[nodiscard]] inline auto refpack_decompress(std::span<const uint8> data) -> std::vector<uint8> {
try {
return detail::to_u8(ra3::assets::refpack_decompress(detail::as_bytes(data)));
} catch (const ra3::assets::refpack_error &error) {
throw refpack_error(error.what());
}
}
/** Decompress `data` when it is RefPack, otherwise copy it unchanged. */
[[nodiscard]] inline auto maybe_decompress(std::span<const uint8> data) -> std::vector<uint8> {
if (!is_refpack(data)) return {data.begin(), data.end()};
return refpack_decompress(data);
}
/**
* Read the declared output size from a RefPack header without decompressing.
*
* @throws refpack_error if the stream is malformed.
*/
[[nodiscard]] inline auto refpack_output_size(std::span<const uint8> data) -> uint32 {
try {
return ra3::assets::refpack_output_size(detail::as_bytes(data));
} catch (const ra3::assets::refpack_error &error) {
throw refpack_error(error.what());
}
}
[[nodiscard]] constexpr auto read_be32(const uint8 *p) -> uint32 {
return (static_cast<uint32>(p[0]) << 24U) | (static_cast<uint32>(p[1]) << 16U) | (static_cast<uint32>(p[2]) << 8U) | static_cast<uint32>(p[3]);
}
[[nodiscard]] constexpr auto read_le32(const uint8 *p) -> uint32 {
return static_cast<uint32>(p[0]) | (static_cast<uint32>(p[1]) << 8U) | (static_cast<uint32>(p[2]) << 16U) | (static_cast<uint32>(p[3]) << 24U);
}
/**
* A parsed `BIG4` archive.
*
* The index and payloads are held by a `ra3::assets::big_archive`; this
* adapter exposes the OpenRA3-facing surface (`big_entry`, `uint8` buffers)
* over it. Payloads are RefPack-decompressed on request.
*/
class big_archive {
public:
/**
* Parse a `BIG4` archive.
*
* @param path Archive path.
* @throws archive_error if the file is missing, not `BIG4`, or truncated.
*/
[[nodiscard]] static auto open(const std::filesystem::path &path) -> big_archive {
try {
return big_archive{ra3::assets::big_archive::open(path), path};
} catch (const ra3::assets::asset_error &error) {
throw archive_error(error.what());
}
}
[[nodiscard]] auto path() const -> const std::filesystem::path & { return path_; }
[[nodiscard]] auto entries() const -> const std::vector<big_entry> & { return entries_; }
[[nodiscard]] auto size() const -> usize { return entries_.size(); }
[[nodiscard]] auto contains(std::string_view name) const -> bool { return archive_.contains(name); }
/** Entry names whose path contains `needle`, in index order. */
[[nodiscard]] auto find(std::string_view needle) const -> std::vector<const big_entry *> {
std::vector<const big_entry *> matches;
for (const auto &entry: entries_) {
if (entry.name.find(needle) != std::string::npos) matches.push_back(&entry);
}
return matches;
}
/**
* Read an entry's payload.
*
* @param name Entry name (backslash-separated, case-sensitive).
* @param decompress RefPack-decompress the payload when true.
* @throws archive_error if the entry is missing or unreadable.
*/
[[nodiscard]] auto read(std::string_view name, bool decompress = true) const -> std::vector<uint8> {
try {
return detail::to_u8(archive_.read(name, decompress));
} catch (const ra3::assets::refpack_error &error) {
throw refpack_error(error.what());
} catch (const ra3::assets::asset_error &error) {
throw archive_error(error.what());
}
}
/** Read the first `count` stored bytes of an entry (no decompression). */
[[nodiscard]] auto read_prefix(std::string_view name, usize count) const -> std::vector<uint8> {
try {
return detail::to_u8(archive_.read_prefix(name, count));
} catch (const ra3::assets::asset_error &error) {
throw archive_error(error.what());
}
}
private:
big_archive(ra3::assets::big_archive archive, std::filesystem::path path) : archive_(std::move(archive)), path_(std::move(path)) {
entries_.reserve(archive_.size());
for (const auto &entry: archive_.entries()) entries_.push_back({entry.name, entry.offset, entry.size});
}
ra3::assets::big_archive archive_;
std::filesystem::path path_;
std::vector<big_entry> entries_;
};
/**
* Locate a Red Alert 3 installation.
*
* Resolution order: the explicit argument, then `$RA3_GAME_DIR`, then the
* default `C:\Red Alert 3`. A directory qualifies only if it has a `Data`
* subdirectory.
*
* @return The install root, or `std::nullopt` when none is found.
*/
[[nodiscard]] inline auto find_game_dir(const std::optional<std::filesystem::path> &explicit_dir = std::nullopt) -> std::optional<std::filesystem::path> {
return ra3::assets::find_game_dir(explicit_dir);
}
}