This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
301 lines
8.4 KiB
C++
301 lines
8.4 KiB
C++
#include "stdafx.h"
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#include "net.minecraft.world.level.chunk.storage.h"
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#include "net.minecraft.world.level.storage.h"
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#include "ConsoleSaveFileIO.h"
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#include "ConsoleSaveFileConverter.h"
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#include "ProgressListener.h"
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void ConsoleSaveFileConverter::ProcessSimpleFile(ConsoleSaveFile *sourceSave, FileEntry *sourceFileEntry, ConsoleSaveFile *targetSave, FileEntry *targetFileEntry)
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{
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DWORD numberOfBytesRead = 0;
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DWORD numberOfBytesWritten = 0;
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byte *data = new byte[sourceFileEntry->getFileSize()];
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// Read from source
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sourceSave->readFile(sourceFileEntry, data, sourceFileEntry->getFileSize(), &numberOfBytesRead);
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// Write back to target
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targetSave->writeFile(targetFileEntry, data, numberOfBytesRead, &numberOfBytesWritten);
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delete [] data;
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}
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void ConsoleSaveFileConverter::ProcessStandardRegionFile(ConsoleSaveFile *sourceSave, File sourceFile, ConsoleSaveFile *targetSave, File targetFile)
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{
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DWORD numberOfBytesWritten = 0;
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DWORD numberOfBytesRead = 0;
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RegionFile sourceRegionFile(sourceSave, &sourceFile);
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RegionFile targetRegionFile(targetSave, &targetFile);
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for(unsigned int x = 0; x < 32; ++x)
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{
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for(unsigned int z = 0; z < 32; ++z)
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{
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DataInputStream *dis = sourceRegionFile.getChunkDataInputStream(x,z);
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if(dis)
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{
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int read = dis->read();
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DataOutputStream *dos = targetRegionFile.getChunkDataOutputStream(x,z);
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while(read != -1)
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{
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dos->write( read & 0xff );
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read = dis->read();
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}
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dos->close();
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dos->deleteChildStream();
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delete dos;
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}
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delete dis;
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}
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}
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}
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void ConsoleSaveFileConverter::ConvertSave(ConsoleSaveFile *sourceSave, ConsoleSaveFile *targetSave, ProgressListener *progress)
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{
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// Process level.dat
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ConsoleSavePath ldatPath( wstring(L"level.dat") );
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FileEntry *sourceLdatFe = sourceSave->createFile( ldatPath );
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FileEntry *targetLdatFe = targetSave->createFile( ldatPath );
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app.DebugPrintf("Processing level.dat\n");
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ProcessSimpleFile(sourceSave, sourceLdatFe, targetSave, targetLdatFe);
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// Process game rules
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{
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ConsoleSavePath gameRulesPath( GAME_RULE_SAVENAME );
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if(sourceSave->doesFileExist(gameRulesPath) )
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{
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FileEntry *sourceFe = sourceSave->createFile( gameRulesPath );
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FileEntry *targetFe = targetSave->createFile( gameRulesPath );
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app.DebugPrintf("Processing game rules\n");
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ProcessSimpleFile(sourceSave, sourceFe, targetSave, targetFe);
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}
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}
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// MGH added - find any player data files and copy them across
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#if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__)
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vector<FileEntry *>* playerFiles = sourceSave->getValidPlayerDatFiles();
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#else
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vector<FileEntry *> *playerFiles = sourceSave->getFilesWithPrefix( DirectoryLevelStorage::getPlayerDir() );
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#endif
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if(playerFiles != NULL)
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{
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for(int fileIdx = 0; fileIdx < playerFiles->size();fileIdx++)
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{
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ConsoleSavePath sourcePlayerDatPath( playerFiles->at(fileIdx)->data.filename );
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#ifdef _XBOX_ONE
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// 4J Stu - As the XUIDs on X360 and X1 are different, we don't want to transfer these over. However as the first player
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// file should be the owner of the save, we can move their data over to the current players XUID
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if(fileIdx > 0) break;
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PlayerUID xuid;
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ProfileManager.GetXUID(ProfileManager.GetPrimaryPad(), &xuid, false);
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ConsoleSavePath targetPlayerDatPath( L"players/" + xuid.toString() + L".dat" );
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#else
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ConsoleSavePath targetPlayerDatPath( playerFiles->at(fileIdx)->data.filename );
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#endif
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{
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FileEntry *sourceFe = sourceSave->createFile( sourcePlayerDatPath );
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FileEntry *targetFe = targetSave->createFile( targetPlayerDatPath );
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app.DebugPrintf("Processing player dat file %s\n", playerFiles->at(fileIdx)->data.filename);
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ProcessSimpleFile(sourceSave, sourceFe, targetSave, targetFe);
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targetFe->data.lastModifiedTime = sourceFe->data.lastModifiedTime;
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}
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}
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delete playerFiles;
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}
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#ifdef SPLIT_SAVES
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int xzSize = LEVEL_LEGACY_WIDTH;
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int hellScale = HELL_LEVEL_LEGACY_SCALE;
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if ( sourceSave->doesFileExist( ldatPath ) )
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{
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ConsoleSaveFileInputStream fis = ConsoleSaveFileInputStream(sourceSave, ldatPath);
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CompoundTag *root = NbtIo::readCompressed(&fis);
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CompoundTag *tag = root->getCompound(L"Data");
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LevelData ret(tag);
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xzSize = ret.getXZSize();
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hellScale = ret.getHellScale();
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delete root;
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}
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RegionFileCache sourceCache;
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RegionFileCache targetCache;
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if(progress)
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{
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#ifndef _WINDOWS64
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progress->progressStage(IDS_SAVETRANSFER_STAGE_CONVERTING);
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#endif
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}
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// Overworld
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{
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app.DebugPrintf("Processing the overworld\n");
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int halfXZSize = xzSize / 2;
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int progressTarget = (xzSize) * (xzSize);
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int currentProgress = 0;
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if(progress) progress->progressStagePercentage((currentProgress*100)/progressTarget);
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for(int x = -halfXZSize; x < halfXZSize; ++x)
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{
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for(int z = -halfXZSize; z < halfXZSize; ++z)
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{
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//app.DebugPrintf("Processing overworld chunk %d,%d\n",x,z);
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DataInputStream *dis = sourceCache._getChunkDataInputStream(sourceSave,L"",x,z);
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if(dis)
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{
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int read = dis->read();
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DataOutputStream *dos = targetCache._getChunkDataOutputStream(targetSave,L"",x,z);
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BufferedOutputStream bos(dos, 1024 * 1024);
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while(read != -1)
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{
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bos.write( read & 0xff );
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read = dis->read();
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}
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bos.flush();
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dos->close();
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dos->deleteChildStream();
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delete dos;
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dis->deleteChildStream();
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delete dis;
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}
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++currentProgress;
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if(progress) progress->progressStagePercentage( (currentProgress*100)/progressTarget);
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}
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}
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}
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// Nether
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{
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app.DebugPrintf("Processing the nether\n");
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int hellSize = xzSize / hellScale;
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int halfXZSize = hellSize / 2;
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int progressTarget = (hellSize) * (hellSize);
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int currentProgress = 0;
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if(progress) progress->progressStagePercentage((currentProgress*100)/progressTarget);
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for(int x = -halfXZSize; x < halfXZSize; ++x)
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{
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for(int z = -halfXZSize; z < halfXZSize; ++z)
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{
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//app.DebugPrintf("Processing nether chunk %d,%d\n",x,z);
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DataInputStream *dis = sourceCache._getChunkDataInputStream(sourceSave,L"DIM-1",x,z);
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if(dis)
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{
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int read = dis->read();
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DataOutputStream *dos = targetCache._getChunkDataOutputStream(targetSave,L"DIM-1",x,z);
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BufferedOutputStream bos(dos, 1024 * 1024);
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while(read != -1)
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{
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bos.write( read & 0xff );
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read = dis->read();
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}
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bos.flush();
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dos->close();
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dos->deleteChildStream();
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delete dos;
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dis->deleteChildStream();
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delete dis;
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}
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++currentProgress;
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if(progress) progress->progressStagePercentage((currentProgress*100)/progressTarget);
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}
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}
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}
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// End
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{
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app.DebugPrintf("Processing the end\n");
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int halfXZSize = END_LEVEL_MAX_WIDTH / 2;
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int progressTarget = (END_LEVEL_MAX_WIDTH) * (END_LEVEL_MAX_WIDTH);
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int currentProgress = 0;
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if(progress) progress->progressStagePercentage((currentProgress*100)/progressTarget);
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for(int x = -halfXZSize; x < halfXZSize; ++x)
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{
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for(int z = -halfXZSize; z < halfXZSize; ++z)
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{
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//app.DebugPrintf("Processing end chunk %d,%d\n",x,z);
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DataInputStream *dis = sourceCache._getChunkDataInputStream(sourceSave,L"DIM1/",x,z);
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if(dis)
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{
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int read = dis->read();
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DataOutputStream *dos = targetCache._getChunkDataOutputStream(targetSave,L"DIM1/",x,z);
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BufferedOutputStream bos(dos, 1024 * 1024);
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while(read != -1)
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{
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bos.write( read & 0xff );
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read = dis->read();
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}
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bos.flush();
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dos->close();
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dos->deleteChildStream();
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delete dos;
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dis->deleteChildStream();
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delete dis;
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}
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++currentProgress;
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if(progress) progress->progressStagePercentage((currentProgress*100)/progressTarget);
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}
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}
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}
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#else
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// 4J Stu - Old version that just changes the compression of chunks, not usable for XboxOne style split saves or compressed tile formats
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// Process region files
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vector<FileEntry *> *allFilesInSave = sourceSave->getFilesWithPrefix(wstring(L""));
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if ( allFilesInSave )
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{
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for ( FileEntry* fe : *allFilesInSave )
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{
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if (fe != sourceLdatFe)
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{
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wstring fName(fe->data.filename);
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wstring suffix(L".mcr");
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if (fName.compare(fName.length() - suffix.length(), suffix.length(), suffix) == 0)
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{
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#ifndef _CONTENT_PACKAGE
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wprintf(L"Processing a region file: %s\n", fe->data.filename);
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#endif
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ProcessStandardRegionFile(sourceSave, File(fe->data.filename), targetSave, File(fe->data.filename));
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}
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else
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{
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#ifndef _CONTENT_PACKAGE
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wprintf(L"%s is not a region file, ignoring\n", fe->data.filename);
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#endif
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}
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}
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}
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#endif
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}
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} |