2019-10-07 01:13:39 +00:00
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/*
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* Copyright 2019 faddenSoft
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System;
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2020-08-18 22:10:58 +00:00
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using System.Runtime.Serialization;
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2019-10-07 01:13:39 +00:00
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using CommonUtil;
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namespace PluginCommon {
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/// <summary>
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/// Read-only wrapper around AddressMap.
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///
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/// Instance is immutable, though in theory the underlying AddressMap could change if
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/// some other code has a reference to it.
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/// </summary>
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/// <remarks>
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/// This is currently simple enough that it could just be an interface, but I don't want
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/// to rely on that remaining true.
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2020-03-14 01:39:11 +00:00
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///
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/// TODO(maybe): add a "IsAddressRangeValid(int srcOffset, int addr, int length)" method
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/// that verifies an entire address range is in memory. This would allow subsequent access
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/// to skip error checks. (You still have to do the address-to-offset translation on every
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/// byte though, which is where most of the expense is.)
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/// TODO(maybe): add a "CopyAddressRange(byte[] data, int srcOffset, int addr, int length)"
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/// that returns a newly-allocated buffer with the data copied out. This would allow fast
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/// access to data that is split into multiple regions.
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2019-10-07 01:13:39 +00:00
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/// </remarks>
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public class AddressTranslate {
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private AddressMap mAddrMap;
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public AddressTranslate(AddressMap addrMap) {
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mAddrMap = addrMap;
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}
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2020-03-13 22:34:34 +00:00
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/// <summary>
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/// Converts a file offset to an address.
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/// </summary>
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/// <param name="offset">File offset.</param>
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/// <returns>24-bit address.</returns>
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public int OffsetToAddress(int offset) {
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return mAddrMap.OffsetToAddress(offset);
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}
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2019-10-07 01:13:39 +00:00
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/// <summary>
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/// Determines the file offset that best contains the specified target address.
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/// </summary>
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/// <param name="srcOffset">Offset of the address reference. Only matters when
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/// multiple file offsets map to the same address.</param>
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/// <param name="targetAddr">Address to look up.</param>
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/// <returns>The file offset, or -1 if the address falls outside the file.</returns>
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public int AddressToOffset(int srcOffset, int targetAddr) {
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return mAddrMap.AddressToOffset(srcOffset, targetAddr);
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}
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/// <summary>
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2020-03-13 22:34:34 +00:00
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/// Returns the data found at the specified address. If the address is out
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/// of bounds this throws an AddressException.
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2019-10-07 01:13:39 +00:00
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/// </summary>
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2020-03-13 22:34:34 +00:00
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/// <param name="data">Data array.</param>
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/// <param name="srcOffset">Offset of the address reference. Only matters when
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/// multiple file offsets map to the same address.</param>
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/// <param name="address">Data address.</param>
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/// <returns>Data found.</returns>
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public byte GetDataAtAddress(byte[] data, int srcOffset, int address) {
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int offset = AddressToOffset(srcOffset, address);
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if (offset == -1) {
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Exception ex = new AddressTranslateException("Address $" + address.ToString("X4") +
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" is outside the file bounds");
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ex.Data.Add("Address", address);
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throw ex;
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}
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try {
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byte foo = data[offset];
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Switch to left-handed coordinate system
There's no "standard" coordinate system, so the choice is arbitrary.
However, an examination of the Transporter mesh in Elite revealed
that the mesh was designed for a left-handed coordinate system. We
can compensate for that trivially in the Elite visualizer, but we
might as well match what they're doing. (The only change required
in the code is a couple of sign changes on the Z coordinate, and an
update to the rotation matrix.)
This also downsizes Matrix44 to Matrix33, exposes the rotation mode
enum, and adds a left-handed ZYX rotation mode.
This does mean that meshes that put the front at +Z will show their
backsides initially, since we're now oriented as if we're flying
the ships rather than facing them. I considered adding a 180-degree
Y rotation (with a tweak to the rotation matrix handedness to correct
the first rotation axis) to have them facing by default, but figured
that might be confusing since +Z is supposed to be away.
Anybody who really wants it to be the other way can trivially flip
the coordinates in their visualizer (negate xc/zc).
The Z coordinates in the visualization test project were flipped so
that the design is still facing the viewer at rotation (0,0,0).
2020-03-14 17:25:17 +00:00
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} catch (Exception) {
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2020-03-13 22:34:34 +00:00
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throw new AddressTranslateException("FAILED at srcOff=$" + srcOffset.ToString("x4") +
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" addr=$" + address.ToString("x4"));
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}
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return data[offset];
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2019-10-07 01:13:39 +00:00
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}
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}
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2020-03-13 22:34:34 +00:00
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/// <summary>
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/// Exception thrown by AddressTranslate's GetDataAtAddress().
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/// </summary>
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2020-08-18 22:10:58 +00:00
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[Serializable]
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2020-03-13 22:34:34 +00:00
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public class AddressTranslateException : Exception {
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public AddressTranslateException() : base() { }
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public AddressTranslateException(string msg) : base(msg) { }
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2020-08-18 22:10:58 +00:00
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protected AddressTranslateException(SerializationInfo info, StreamingContext context) :
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base(info, context) {
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// base class handles everything
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}
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2020-03-13 22:34:34 +00:00
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}
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2019-10-07 01:13:39 +00:00
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}
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