#include "stdafx.h" #include "net.minecraft.world.level.chunk.storage.h" #include "net.minecraft.world.level.storage.h" #include "ConsoleSaveFileIO.h" #include "ConsoleSaveFileConverter.h" #include "ProgressListener.h" void ConsoleSaveFileConverter::ProcessSimpleFile(ConsoleSaveFile *sourceSave, FileEntry *sourceFileEntry, ConsoleSaveFile *targetSave, FileEntry *targetFileEntry) { DWORD numberOfBytesRead = 0; DWORD numberOfBytesWritten = 0; byte *data = new byte[sourceFileEntry->getFileSize()]; // Read from source sourceSave->readFile(sourceFileEntry, data, sourceFileEntry->getFileSize(), &numberOfBytesRead); // Write back to target targetSave->writeFile(targetFileEntry, data, numberOfBytesRead, &numberOfBytesWritten); delete [] data; } void ConsoleSaveFileConverter::ProcessStandardRegionFile(ConsoleSaveFile *sourceSave, File sourceFile, ConsoleSaveFile *targetSave, File targetFile) { DWORD numberOfBytesWritten = 0; DWORD numberOfBytesRead = 0; RegionFile sourceRegionFile(sourceSave, &sourceFile); RegionFile targetRegionFile(targetSave, &targetFile); for(unsigned int x = 0; x < 32; ++x) { for(unsigned int z = 0; z < 32; ++z) { DataInputStream *dis = sourceRegionFile.getChunkDataInputStream(x,z); if(dis) { int read = dis->read(); DataOutputStream *dos = targetRegionFile.getChunkDataOutputStream(x,z); while(read != -1) { dos->write( read & 0xff ); read = dis->read(); } dos->close(); dos->deleteChildStream(); delete dos; } delete dis; } } } void ConsoleSaveFileConverter::ConvertSave(ConsoleSaveFile *sourceSave, ConsoleSaveFile *targetSave, ProgressListener *progress) { // Process level.dat ConsoleSavePath ldatPath( wstring(L"level.dat") ); FileEntry *sourceLdatFe = sourceSave->createFile( ldatPath ); FileEntry *targetLdatFe = targetSave->createFile( ldatPath ); app.DebugPrintf("Processing level.dat\n"); ProcessSimpleFile(sourceSave, sourceLdatFe, targetSave, targetLdatFe); // Process game rules { ConsoleSavePath gameRulesPath( GAME_RULE_SAVENAME ); if(sourceSave->doesFileExist(gameRulesPath) ) { FileEntry *sourceFe = sourceSave->createFile( gameRulesPath ); FileEntry *targetFe = targetSave->createFile( gameRulesPath ); app.DebugPrintf("Processing game rules\n"); ProcessSimpleFile(sourceSave, sourceFe, targetSave, targetFe); } } // MGH added - find any player data files and copy them across #if defined(__PS3__) vector* playerFiles = sourceSave->getValidPlayerDatFiles(); #else vector *playerFiles = sourceSave->getFilesWithPrefix( DirectoryLevelStorage::getPlayerDir() ); #endif if(playerFiles != NULL) { for(int fileIdx = 0; fileIdx < playerFiles->size();fileIdx++) { ConsoleSavePath sourcePlayerDatPath( playerFiles->at(fileIdx)->data.filename ); ConsoleSavePath targetPlayerDatPath( playerFiles->at(fileIdx)->data.filename ); { FileEntry *sourceFe = sourceSave->createFile( sourcePlayerDatPath ); FileEntry *targetFe = targetSave->createFile( targetPlayerDatPath ); app.DebugPrintf("Processing player dat file %s\n", playerFiles->at(fileIdx)->data.filename); ProcessSimpleFile(sourceSave, sourceFe, targetSave, targetFe); targetFe->data.lastModifiedTime = sourceFe->data.lastModifiedTime; } } delete playerFiles; } #ifdef SPLIT_SAVES int xzSize = LEVEL_LEGACY_WIDTH; int hellScale = HELL_LEVEL_LEGACY_SCALE; if ( sourceSave->doesFileExist( ldatPath ) ) { ConsoleSaveFileInputStream fis = ConsoleSaveFileInputStream(sourceSave, ldatPath); CompoundTag *root = NbtIo::readCompressed(&fis); CompoundTag *tag = root->getCompound(L"Data"); LevelData ret(tag); xzSize = ret.getXZSize(); hellScale = ret.getHellScale(); delete root; } RegionFileCache sourceCache; RegionFileCache targetCache; if(progress) { progress->progressStage(IDS_SAVETRANSFER_STAGE_CONVERTING); } // Overworld { app.DebugPrintf("Processing the overworld\n"); int halfXZSize = xzSize / 2; int progressTarget = (xzSize) * (xzSize); int currentProgress = 0; if(progress) progress->progressStagePercentage((currentProgress*100)/progressTarget); for(int x = -halfXZSize; x < halfXZSize; ++x) { for(int z = -halfXZSize; z < halfXZSize; ++z) { //app.DebugPrintf("Processing overworld chunk %d,%d\n",x,z); DataInputStream *dis = sourceCache._getChunkDataInputStream(sourceSave,L"",x,z); if(dis) { int read = dis->read(); DataOutputStream *dos = targetCache._getChunkDataOutputStream(targetSave,L"",x,z); BufferedOutputStream bos(dos, 1024 * 1024); while(read != -1) { bos.write( read & 0xff ); read = dis->read(); } bos.flush(); dos->close(); dos->deleteChildStream(); delete dos; } delete dis; ++currentProgress; if(progress) progress->progressStagePercentage( (currentProgress*100)/progressTarget); } } } // Nether { app.DebugPrintf("Processing the nether\n"); int hellSize = xzSize / hellScale; int halfXZSize = hellSize / 2; int progressTarget = (hellSize) * (hellSize); int currentProgress = 0; if(progress) progress->progressStagePercentage((currentProgress*100)/progressTarget); for(int x = -halfXZSize; x < halfXZSize; ++x) { for(int z = -halfXZSize; z < halfXZSize; ++z) { //app.DebugPrintf("Processing nether chunk %d,%d\n",x,z); DataInputStream *dis = sourceCache._getChunkDataInputStream(sourceSave,L"DIM-1",x,z); if(dis) { int read = dis->read(); DataOutputStream *dos = targetCache._getChunkDataOutputStream(targetSave,L"DIM-1",x,z); BufferedOutputStream bos(dos, 1024 * 1024); while(read != -1) { bos.write( read & 0xff ); read = dis->read(); } bos.flush(); dos->close(); dos->deleteChildStream(); delete dos; } delete dis; ++currentProgress; if(progress) progress->progressStagePercentage((currentProgress*100)/progressTarget); } } } // End { app.DebugPrintf("Processing the end\n"); int halfXZSize = END_LEVEL_MAX_WIDTH / 2; int progressTarget = (END_LEVEL_MAX_WIDTH) * (END_LEVEL_MAX_WIDTH); int currentProgress = 0; if(progress) progress->progressStagePercentage((currentProgress*100)/progressTarget); for(int x = -halfXZSize; x < halfXZSize; ++x) { for(int z = -halfXZSize; z < halfXZSize; ++z) { //app.DebugPrintf("Processing end chunk %d,%d\n",x,z); DataInputStream *dis = sourceCache._getChunkDataInputStream(sourceSave,L"DIM1/",x,z); if(dis) { int read = dis->read(); DataOutputStream *dos = targetCache._getChunkDataOutputStream(targetSave,L"DIM1/",x,z); BufferedOutputStream bos(dos, 1024 * 1024); while(read != -1) { bos.write( read & 0xff ); read = dis->read(); } bos.flush(); dos->close(); dos->deleteChildStream(); delete dos; } delete dis; ++currentProgress; if(progress) progress->progressStagePercentage((currentProgress*100)/progressTarget); } } } #else // 4J Stu - Old version that just changes the compression of chunks, not usable for XboxOne style split saves or compressed tile formats // Process region files vector *allFilesInSave = sourceSave->getFilesWithPrefix(wstring(L"")); for(AUTO_VAR(it, allFilesInSave->begin()); it < allFilesInSave->end(); ++it) { FileEntry *fe = *it; if( fe != sourceLdatFe ) { wstring fName( fe->data.filename ); wstring suffix(L".mcr"); if( fName.compare(fName.length() - suffix.length(), suffix.length(), suffix) == 0 ) { #ifndef _CONTENT_PACKAGE wprintf(L"Processing a region file: %s\n", fe->data.filename); #endif ProcessStandardRegionFile(sourceSave, File(fe->data.filename), targetSave, File(fe->data.filename) ); } else { #ifndef _CONTENT_PACKAGE wprintf(L"%s is not a region file, ignoring\n", fe->data.filename); #endif } } } #endif }