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Resource system and AIDef:AI/PriestBossLineFormationFall: Difference between pages

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imported>Leoetlino
 
imported>Leoetlino
(import AI definitions from 1.5.0)
 
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In ''Breath of the Wild'', the '''resource system''' is a subsystem that is responsible for managing resources, i.e. content files. It is composed of [[ResourceMgrTask]], [[ResourceSystem]] and a few ancillary classes (such as "resource binders" and "handles").
{{AIDef
|name=PriestBossLineFormationFall
|type=AI
}}


== Concepts ==
== StaticInstParams ==
=== Resource ===
{|class="wikitable"
Resources (in the context of the codebase) are C++ classes that are responsible for parsing raw data from content files and storing them in a more convenient data structure.
! Name !! Type !! Default value !! Description
|-
| WarpHightOffset || Float ||  ||
|-
|}


In general, there is one resource class per file type, not format. As an example, [[bgparamlist]] and [[bxml]] do not share the same class even though both are [[AAMP]] files.


In some cases, the resource is nothing more than a thin wrapper over the underlying file bytes. This is the case for [[BYML]]s and other simple resource types that don't require any additional memory allocation. Such a wrapper is (unofficially) called ResourceBase.
== Children ==
{|class="wikitable"
! Name !! Description
|-
| 分身消す ||
|-
| 待機 ||
|-
| 攻撃 ||
|-
| 攻撃前 ||
|-
| 攻撃後 ||
|-
| 陣形作成_消える ||
|-
| 陣形作成_現れる ||
|-
|}


=== Resource factory ===
== Derived definitions ==
Factories are C++ classes that create resource objects.
=== 一列流星 (Priest_Boss_ShadowClone, シンクロモード_0) ===
 
{{AIDefDerived
During application init, factory instances are created and registered with the resource system. When a resource is loaded, the system will look up the corresponding factory based on the file extension, load the entire file into memory, and pass the data to the factory, which then returns a Resource object on which <code>parse()</code> must be called.
|name=一列流星
 
|group_name=シンクロモード_0
==== List of resource factories ====
|derived_from=PriestBossLineFormationFall
[https://github.com/leoetlino/rstb/blob/master/rstb/resource_factory_info.tsv A complete list of resource factories can be found in the <code>rstb</code> project].
|aiprog=Priest_Boss_ShadowClone
 
}}
These values were extracted from the Switch and Wii U 1.5.0 executables.
{|class="wikitable"
 
! Name !! Value
Note that:
|-
* For ResourceLoadArg3 (used in model/bfres related code), the factory is hardcoded to be the ResourceBase factory.
| WarpHightOffset || 3.0
* For ResourceLoadArg2 (used for actor resources and physics stuff) and ResourceLoadArg (everything else), the factory is determined from the file extension.
|-
* Any file for which there isn't any specific factory will use the ResourceBase factory. 
|}
 
=== 一列流星 (Priest_Boss_ShadowClone_Real, シンクロモード_0) ===
== Special cases ==
{{AIDefDerived
=== Compressed files ===
|name=一列流星
Compressed files can be automatically decompressed and loaded if their extension starts with an 's'. The 's' prefix indicates that a file is [[Yaz0]] compressed.
|group_name=シンクロモード_0
 
|derived_from=PriestBossLineFormationFall
When a resource load is requested, the resource system will in most cases automatically prepend 's' to the extension and use <code>sead::ResourceMgr::tryLoadWithDecomp</code> to try loading a compressed version first. This means that any code that interacts with the resource loading functions '''must''' not include the prefix in resource paths.
|aiprog=Priest_Boss_ShadowClone_Real
 
}}
Exceptions: bfevfl, bcamanim and barslist are always loaded uncompressed (see 0x710120A9F4 in Switch 1.5.0).
{|class="wikitable"
 
! Name !! Value
=== Archives ===
|-
The resource system can be configured to try loading from an [[SARC]] archive first.
| WarpHightOffset || 3.0
 
|-
To load from an archive, the global resource pack pointer (<code>res::ResourceMgrTask::sInstance->packRes</code> @ this+0x9c06f0 in Switch 1.5.0) must be set to an archive resource handle. Files in the archive can then be accessed as if they were at the root of the romfs/content partition. For example, if <code>EventFlow/Test.bfevfl</code> is a file in <code>Pack/TitleBG.pack</code>, the path that should be used for loading is <code>EventFlow/Test.bfevfl</code>, not <code>Pack/TitleBG.pack/EventFlow/Test.bfevfl</code>.
|}
 
Calls to any of the resource loading functions will automatically check whether the specified resource exists in the archive. If it does exist, it will be loaded from the archive. If the file cannot be found in the archive, the game will ignore the active resource pack and load from the usual file device.
 
=== Add-on content ===
In order to load add-on content, the file device '''must''' be set to the AoC file device when calling a resource loading function.
 
This can be done by calling various <code>aocManager</code> that return the AoC file device if the resource path matches specific AoC path patterns and assigning the result to field 0x48 in the ResourceLoadArg class.
 
If no file device is explicitly set, the resource system will use the default file device (romfs on Switch or content directory on Wii U).
 
If the file device is set to the AoC file device, <code>Aoc/0010/</code> will be prepended to the [[canonical resource path]]. This is done to avoid conflicts between the base and AoC versions of a resource. '''Warning:''' the AoC file device is not always set when loading resources from AoC archives. This is the case for the model and [[ActorParam]] code. Conversely, the AoC device is sometimes set even when it is unnecessary.
 
==== Cases where the AoC file device is used ====
If the AoC version is >= 0x200 (in most cases) or >= 0x300 (for DLC Pack 2 content), and if the canonical resource name (without the <code>Aoc/0010/</code> prefix) matches any of the below patterns:
* <code>Terrain/A/AocField*</code>
* Any dungeon pack (<code>Pack/%s.pack</code>): shrines, divine beasts, Final Trial (for shrines, the dungeon number must be > 119)
* <code>UI/StaffRollDLC/*</code>
* <code>Map/MainField/*</code> (if Pack/AocMainField.pack was loaded successfully)
* <code>Map/MainFieldDungeon/*</code>
* <code>Map/AocField/*</code>
* <code>Map/CDungeon/*</code> (for DungeonNNN with NNN > 119)
* <code>Physics/StaticCompound/AocField/*</code>
* <code>Physics/StaticCompound/MainFieldDungeon/*</code>
* <code>Physics/StaticCompound/CDungeon/*</code> (for DungeonNNN with NNN > 119)
* <code>Movie/Demo6*</code>
* <code>Game/AocField/*</code>
* <code>NavMesh/AocField/*</code>
* <code>NavMesh/MainFieldDungeon/*</code>
* <code>NavMesh/CDungeon/*</code> (for DungeonNNN with NNN > 119)
* <code>Physics/TeraMeshRigidBody/AocField/*</code>
* <code>Voice/*/Stream_Demo6*/*.bfstm</code>
There are two other situations where the <code>Aoc/0010/</code> prefix is supposed to be prepended:
* If the load file device is set to the <code>Pack/AocMainField.pack</code> archive file device explicitly
* If the global resource pack is an AoC dungeon pack
However, the first case is irrelevant because that archive only contains Map/MainField/ (a case that is already handled by the path checks) and the second check appears to never pass.
 
== Memory allocation ==
=== Heap size ===
The size of the resource loading heap the system allocates every time a resource is loaded depends on the value that is listed in the [[#Resource size table]] (RSTB). If lookup fails, the game will fall back to the following formula (Switch on 1.5.0):
 
<syntaxhighlight lang="C++">
alignedFileSize = (actualFileSize + 31) & -32;
factory->getResourceSize()
+ factory->constant
+ factory->getLoadDataAlignment()
+ (signed int)(float)(factory->sizeMultiplier * alignedFileSize)
+ (factory->sizeMultiplier * alignedFileSize >= 0.0 &&
  (float)(signed int)(float)(factory->sizeMultiplier * alignedFileSize) != (float)(sizeMultiplier * alignedFileSize))
+ 0x750
</syntaxhighlight>
 
'''Warning''': Failure to add entries to the RSTB for a large number of resources may result in system instability. The purpose of this fallback appears to be to allow loading resources during development even without an entry in the resource size table. As such, the system will often allocate way more memory than needed to account for any dynamic allocation that the resource class may do.
 
=== Parent heap ===
If the heap size is smaller than 0x80000 bytes, the heap is created with the "arena for resource S" (small) heap as parent.
 
Otherwise, the parent heap is the "arena for resource L" (large).
 
=== Resource size table ===
The ''Resource Size Table'' (RSTB) contains a list of canonical resource names and their sizes. It is loaded from [[ResourceSizeTable.product.rsizetable]] and used to determine how much memory should be allocated when loading a resource.
 
It is currently unknown how Nintendo has determined the values in the RSTB. However by REing the resource system it was found that the resource loading heap is, for most factories, only used to allocate the file loading buffer (which is as large as the file to load), the C++ resource class, extra allocations depending on the resource class and some extra bytes to ensure data is aligned correctly in memory.
 
Therefore, the following formula should give a correct size value for all resource types:
 
(size rounded up to multiple of 32) + CONSTANT + sizeof(ResourceClass) + PARSE_SIZE
 
CONSTANT is 0x168 in the Switch version and 0xe4 on Wii U.
 
PARSE_SIZE is the amount of memory allocated from the resource heap in the <code>Resource::parse</code> function. Determining the exact value of PARSE_SIZE requires reversing that function and tracking calls to <code>operator new()</code> because the amount of dynamically allocated memory depends on the resource.
 
[[Category:Internals]]
[[Category:Subsystems (BotW)]]

Revision as of 18:10, 14 October 2018

PriestBossLineFormationFall
AI definition
Type AI

StaticInstParams

Name Type Default value Description
WarpHightOffset Float


Children

Name Description
分身消す
待機
攻撃
攻撃前
攻撃後
陣形作成_消える
陣形作成_現れる

Derived definitions

一列流星 (Priest_Boss_ShadowClone, シンクロモード_0)

Name Value
WarpHightOffset 3.0

一列流星 (Priest_Boss_ShadowClone_Real, シンクロモード_0)

Name Value
WarpHightOffset 3.0