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use dedicated sets for saves and account data
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cengelha committed Mar 21, 2024
1 parent 66a5702 commit a6e6c93
Showing 1 changed file with 53 additions and 49 deletions.
102 changes: 53 additions & 49 deletions SaveFileMapping/Program.cs
Original file line number Diff line number Diff line change
Expand Up @@ -85,66 +85,70 @@ static void UpdateHashes(Type fieldType, HashSet<Tuple<string, string>> data)

static void Main(string[] args)
{
var main_data = new Dictionary<string, object>();
Type s = typeof(libMBIN.NMS.GameComponents.GcPlayerStateData);
var data = new HashSet<Tuple<string, string>>();
UpdateHashes(s, data);
var save_mapping = new HashSet<Tuple<string, string>>();
UpdateHashes(typeof(libMBIN.NMS.GameComponents.GcPlayerStateData), save_mapping);
// Add some other values we need:
// Added Keys:
data.Add(new Tuple<string, string>(HashName("Version"), "Version"));
data.Add(new Tuple<string, string>(HashName("Platform"), "Platform"));
data.Add(new Tuple<string, string>(HashName("ActiveContext"), "ActiveContext"));
data.Add(new Tuple<string, string>(HashName("GameMode"), "GameMode"));
data.Add(new Tuple<string, string>(HashName("ReserveStore"), "ReserveStore"));
data.Add(new Tuple<string, string>(HashName("ReserveManaged"), "ReserveManaged"));
save_mapping.Add(new Tuple<string, string>(HashName("Version"), "Version"));
save_mapping.Add(new Tuple<string, string>(HashName("Platform"), "Platform"));
save_mapping.Add(new Tuple<string, string>(HashName("ActiveContext"), "ActiveContext"));
save_mapping.Add(new Tuple<string, string>(HashName("GameMode"), "GameMode"));
save_mapping.Add(new Tuple<string, string>(HashName("ReserveStore"), "ReserveStore"));
save_mapping.Add(new Tuple<string, string>(HashName("ReserveManaged"), "ReserveManaged"));
// Open Objects:
data.Add(new Tuple<string, string>(HashName("CommonStateData"), "CommonStateData"));
save_mapping.Add(new Tuple<string, string>(HashName("CommonStateData"), "CommonStateData"));
// CommonStateData is of type GcPlayerCommonStateData
UpdateHashes(typeof(libMBIN.NMS.GameComponents.GcPlayerCommonStateData), data);
data.Add(new Tuple<string, string>(HashName("BaseContext"), "BaseContext"));
data.Add(new Tuple<string, string>(HashName("ExpeditionContext"), "ExpeditionContext"));
data.Add(new Tuple<string, string>(HashName("PlayerStateData"), "PlayerStateData"));
data.Add(new Tuple<string, string>(HashName("SpawnStateData"), "SpawnStateData"));
data.Add(new Tuple<string, string>(HashName("GameKnowledgeData"), "GameKnowledgeData"));
data.Add(new Tuple<string, string>(HashName("DiscoveryManagerData"), "DiscoveryManagerData"));
data.Add(new Tuple<string, string>(HashName("DiscoveryData-v1"), "DiscoveryData-v1"));
UpdateHashes(typeof(libMBIN.NMS.GameComponents.GcPlayerCommonStateData), save_mapping);
save_mapping.Add(new Tuple<string, string>(HashName("BaseContext"), "BaseContext"));
save_mapping.Add(new Tuple<string, string>(HashName("ExpeditionContext"), "ExpeditionContext"));
save_mapping.Add(new Tuple<string, string>(HashName("PlayerStateData"), "PlayerStateData"));
save_mapping.Add(new Tuple<string, string>(HashName("SpawnStateData"), "SpawnStateData"));
save_mapping.Add(new Tuple<string, string>(HashName("GameKnowledgeData"), "GameKnowledgeData"));
save_mapping.Add(new Tuple<string, string>(HashName("DiscoveryManagerData"), "DiscoveryManagerData"));
save_mapping.Add(new Tuple<string, string>(HashName("DiscoveryData-v1"), "DiscoveryData-v1"));
// Open Arrays:
data.Add(new Tuple<string, string>(HashName("MultiTool"), "MultiTool"));
data.Add(new Tuple<string, string>(HashName("Waypoints"), "Waypoints"));
save_mapping.Add(new Tuple<string, string>(HashName("MultiTool"), "MultiTool"));
save_mapping.Add(new Tuple<string, string>(HashName("Waypoints"), "Waypoints"));
// Waypoints is a list of GcGalaxyWaypoint's:
UpdateHashes(typeof(libMBIN.NMS.GameComponents.GcGalaxyWaypoint), data);
UpdateHashes(typeof(libMBIN.NMS.GameComponents.GcGalaxyWaypoint), save_mapping);
// Session::SavePersistent
data.Add(new Tuple<string, string>(HashName("Store"), "Store"));
data.Add(new Tuple<string, string>(HashName("Record"), "Record"));
data.Add(new Tuple<string, string>(HashName("TSrec"), "TSrec"));
data.Add(new Tuple<string, string>(HashName("Available"), "Available"));
data.Add(new Tuple<string, string>(HashName("Enqueued"), "Enqueued"));
save_mapping.Add(new Tuple<string, string>(HashName("Store"), "Store"));
save_mapping.Add(new Tuple<string, string>(HashName("Record"), "Record"));
save_mapping.Add(new Tuple<string, string>(HashName("TSrec"), "TSrec"));
save_mapping.Add(new Tuple<string, string>(HashName("Available"), "Available"));
save_mapping.Add(new Tuple<string, string>(HashName("Enqueued"), "Enqueued"));
// Not sure if these are still used, but kept for any kind of backward compatibility.
data.Add(new Tuple<string, string>(HashName("OWS"), "OWS"));
data.Add(new Tuple<string, string>(HashName("LID"), "LID"));
data.Add(new Tuple<string, string>(HashName("UID"), "UID"));
data.Add(new Tuple<string, string>(HashName("DM"), "DM"));
data.Add(new Tuple<string, string>(HashName("CN"), "CN"));
data.Add(new Tuple<string, string>(HashName("FL"), "FL"));
data.Add(new Tuple<string, string>(HashName("RID"), "RID"));
data.Add(new Tuple<string, string>(HashName("PTK"), "PTK"));
data.Add(new Tuple<string, string>(HashName("H"), "H"));
data.Add(new Tuple<string, string>(HashName("R"), "R"));
data.Add(new Tuple<string, string>(HashName("C"), "C"));
data.Add(new Tuple<string, string>(HashName("U"), "U"));
data.Add(new Tuple<string, string>(HashName("F"), "F"));
data.Add(new Tuple<string, string>(HashName("DD"), "DD"));
data.Add(new Tuple<string, string>(HashName("UA"), "UA"));
data.Add(new Tuple<string, string>(HashName("DT"), "DT"));
data.Add(new Tuple<string, string>(HashName("VP"), "VP"));
data.Add(new Tuple<string, string>(HashName("TS"), "TS"));
data.Add(new Tuple<string, string>(HashName("USN"), "USN"));
save_mapping.Add(new Tuple<string, string>(HashName("OWS"), "OWS"));
save_mapping.Add(new Tuple<string, string>(HashName("LID"), "LID"));
save_mapping.Add(new Tuple<string, string>(HashName("UID"), "UID"));
save_mapping.Add(new Tuple<string, string>(HashName("DM"), "DM"));
save_mapping.Add(new Tuple<string, string>(HashName("CN"), "CN"));
save_mapping.Add(new Tuple<string, string>(HashName("FL"), "FL"));
save_mapping.Add(new Tuple<string, string>(HashName("RID"), "RID"));
save_mapping.Add(new Tuple<string, string>(HashName("PTK"), "PTK"));
save_mapping.Add(new Tuple<string, string>(HashName("H"), "H"));
save_mapping.Add(new Tuple<string, string>(HashName("R"), "R"));
save_mapping.Add(new Tuple<string, string>(HashName("C"), "C"));
save_mapping.Add(new Tuple<string, string>(HashName("U"), "U"));
save_mapping.Add(new Tuple<string, string>(HashName("F"), "F"));
save_mapping.Add(new Tuple<string, string>(HashName("DD"), "DD"));
save_mapping.Add(new Tuple<string, string>(HashName("UA"), "UA"));
save_mapping.Add(new Tuple<string, string>(HashName("DT"), "DT"));
save_mapping.Add(new Tuple<string, string>(HashName("VP"), "VP"));
save_mapping.Add(new Tuple<string, string>(HashName("TS"), "TS"));
save_mapping.Add(new Tuple<string, string>(HashName("USN"), "USN"));

// Also add the GcUserSettingsData class
data.Add(new Tuple<string, string>(HashName("UserSettingsData"), "UserSettingsData"));
UpdateHashes(typeof(libMBIN.NMS.GameComponents.GcUserSettingsData), data);
var account_mapping = new HashSet<Tuple<string, string>>();
account_mapping.Add(new Tuple<string, string>(HashName("UserSettingsData"), "UserSettingsData"));
UpdateHashes(typeof(libMBIN.NMS.GameComponents.GcUserSettingsData), account_mapping);

var main_data = new Dictionary<string, object>();
main_data["libMBIN_version"] = libMBIN.Version.AssemblyVersion.ToString();
main_data["Mapping"] = data;
main_data["Mapping"] = save_mapping.ToList().Concat(account_mapping.ToList());
// main_data["Mapping_save"] = save_mapping; // alternatively split mapping in 2
// main_data["Mapping_account"] = account_mapping;

var options = new JsonSerializerOptions
{
PropertyNamingPolicy = new MappingPolicy(),
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