#include "decompilation_process.h" #include #include #include "config.h" #include "common/log/log.h" #include "common/util/Timer.h" #include "common/util/os.h" #include "Disasm/OpcodeInfo.h" #include "ObjectFile/ObjectFileDB.h" #include "data/streamed_audio.h" #include "level_extractor/extract_level.h" int run_decompilation_process(decompiler::Config config, const fs::path& in_folder, const fs::path& out_folder, const bool minimal_for_extractor) { using namespace decompiler; Timer decomp_timer; lg::info("[Mem] Top of main: {} MB\n", get_peak_rss() / (1024 * 1024)); init_opcode_info(); lg::info("[Mem] After init: {} MB\n", get_peak_rss() / (1024 * 1024)); std::vector dgos, objs, strs, tex_strs, art_strs; if (minimal_for_extractor) { // TODO - does this even matter, or can we just make the DGOs lazily loaded (does it already // happen?) for (const auto& dgo_name : config.dgo_names) { std::string common_name = "GAME.CGO"; if (dgo_name.length() > 3 && dgo_name.substr(dgo_name.length() - 3) == "DGO") { // ends in DGO, it's a level dgos.push_back(in_folder / dgo_name); } else if (dgo_name.length() >= common_name.length() && dgo_name.substr(dgo_name.length() - common_name.length()) == common_name) { // it's COMMON.CGO, we need that too. dgos.push_back(in_folder / dgo_name); } } } else { for (const auto& dgo_name : config.dgo_names) { dgos.push_back(in_folder / dgo_name); } } if (minimal_for_extractor) { // TODO - does this even matter, or can we just make the DGOs lazily loaded (does it already // happen?) for (const auto& obj_name : config.object_file_names) { if (obj_name.length() > 3 && obj_name.substr(obj_name.length() - 3) == "TXT") { // ends in TXT objs.push_back(in_folder / obj_name); } } } else { for (const auto& obj_name : config.object_file_names) { objs.push_back(in_folder / obj_name); } } if (!minimal_for_extractor) { for (const auto& str_name : config.str_file_names) { strs.push_back(in_folder / str_name); } } for (const auto& str_name : config.str_texture_file_names) { tex_strs.push_back(in_folder / str_name); } for (const auto& str_name : config.str_art_file_names) { art_strs.push_back(in_folder / str_name); } lg::info("[Mem] After config read: {} MB", get_peak_rss() / (1024 * 1024)); // build file database lg::info("Setting up object file DB..."); ObjectFileDB db(dgos, fs::path(config.obj_file_name_map_file), objs, strs, tex_strs, art_strs, config); // Explicitly fail if a file in the 'allowed_objects' list wasn't found in the DB // as this is another silent error that can be confusing if (!config.allowed_objects.empty()) { for (const auto& expected_obj : config.allowed_objects) { if (db.obj_files_by_name.count(expected_obj) == 0) { // TODO - this is wrong for jak1, fix eventually as this is now done in 3 places lg::error( "Expected to find '{}' in the ObjectFileDB but did not. Check " "./decompiler/config/{}/inputs.jsonc", expected_obj, config.game_name); return 1; } } } lg::info("[Mem] After DB setup: {} MB", get_peak_rss() / (1024 * 1024)); // write out DGO file info file_util::create_dir_if_needed(out_folder); file_util::write_text_file(out_folder / "dgo.txt", db.generate_dgo_listing()); // write out object file map (used for future decompilations, if desired) file_util::write_text_file(out_folder / "obj.txt", db.generate_obj_listing(config.merged_objects)); // dump raw objs if (config.dump_objs) { auto path = out_folder / "raw_obj"; file_util::create_dir_if_needed(path); db.dump_raw_objects(path); } // process files (required for all analysis) db.process_link_data(config); lg::info("[Mem] After link data: {} MB", get_peak_rss() / (1024 * 1024)); db.find_code(config); db.process_labels(); lg::info("[Mem] After code: {} MB", get_peak_rss() / (1024 * 1024)); // top level decompile (do this before printing asm so we get function names) if (config.find_functions) { db.ir2_top_level_pass(config); } // print disassembly if (config.disassemble_code || config.disassemble_data) { db.write_disassembly(out_folder, config.disassemble_data, config.disassemble_code, config.write_hex_near_instructions); } if (config.process_art_groups) { db.extract_art_info(); // dump art info to json if requested if (config.dump_art_group_info) { auto ag_file_name = out_folder / "dump" / "art-group-info.min.json"; nlohmann::json ag_json = db.dts.art_group_info; file_util::create_dir_if_needed_for_file(ag_file_name); file_util::write_text_file(ag_file_name, ag_json.dump(-1)); lg::info("[DUMP] Dumped art group info to {}", ag_file_name.string()); } if (config.dump_joint_geo_info) { auto jg_file_name = out_folder / "dump" / "joint-node-info.min.json"; nlohmann::json jg_json = db.dts.jg_info; file_util::create_dir_if_needed_for_file(jg_file_name); file_util::write_text_file(jg_file_name, jg_json.dump(-1)); lg::info("[DUMP] Dumped joint node info to {}", jg_file_name.string()); } } else if (!config.art_group_info_dump.empty() || !config.jg_info_dump.empty()) { // process art groups (used in decompilation) // - if the config has a path to the art info dump, just use that // - otherwise (or if we want to dump it fresh) extract it if (!config.art_group_info_dump.empty()) { db.dts.art_group_info = config.art_group_info_dump; } if (!config.jg_info_dump.empty()) { db.dts.jg_info = config.jg_info_dump; } } else { lg::error("`process_art_groups` was false and no art-group-info dump was provided!"); return 1; } if (config.process_tpages && !config.texture_info_dump.empty()) { db.dts.textures = config.texture_info_dump; } // main decompile. if (config.decompile_code) { db.analyze_functions_ir2(out_folder, config, {}, {}, {}); } if (config.generate_all_types) { ASSERT_MSG(config.decompile_code, "Must decompile code to generate all-types"); db.ir2_analyze_all_types(out_folder / "new-all-types.gc", config.old_all_types_file, config.hacks.types_with_bad_inspect_methods); } lg::info("[Mem] After decomp: {} MB", get_peak_rss() / (1024 * 1024)); // write out all symbols file_util::write_text_file(out_folder / "all-syms.gc", db.dts.dump_symbol_types()); // write art groups if (config.process_art_groups) { db.dump_art_info(out_folder); } if (config.hexdump_code || config.hexdump_data) { db.write_object_file_words(out_folder, config.hexdump_data, config.hexdump_code); } // data stuff if (config.write_scripts) { db.find_and_write_scripts(out_folder); } // ensure asset dir exists file_util::create_dir_if_needed(out_folder / "assets"); if (config.process_game_text) { auto result = db.process_game_text_files(config); if (!result.empty()) { file_util::write_text_file(out_folder / "assets" / "game_text.txt", result); } } lg::info("[Mem] After text: {} MB", get_peak_rss() / (1024 * 1024)); if (config.process_subtitle_text || config.process_subtitle_images) { auto result = db.process_all_spool_subtitles( config, config.process_subtitle_images ? out_folder / "assets" / "subtitle-images" : ""); if (!result.empty()) { file_util::write_text_file(out_folder / "assets" / "game_subs.txt", result); } } lg::info("[Mem] After spool handling: {} MB", get_peak_rss() / (1024 * 1024)); TextureDB tex_db; if (config.process_tpages || config.levels_extract) { auto textures_out = out_folder / "textures"; auto dump_out = out_folder / "import"; file_util::create_dir_if_needed(textures_out); auto result = db.process_tpages(tex_db, textures_out, config, dump_out); if (!result.empty() && config.process_tpages) { file_util::write_text_file(textures_out / "tpage-dir.txt", result); file_util::write_text_file(textures_out / "tex-remap.txt", tex_db.generate_texture_dest_adjustment_table()); } if (config.dump_tex_info) { auto texture_file_name = out_folder / "dump" / "tex-info.min.json"; nlohmann::json texture_json = db.dts.textures; file_util::create_dir_if_needed_for_file(texture_file_name); file_util::write_text_file(texture_file_name, texture_json.dump(-1)); lg::info("[DUMP] Dumped texture info to {}", texture_file_name.string()); } } lg::info("[Mem] After textures: {} MB", get_peak_rss() / (1024 * 1024)); // Merge textures before replacing them, in other words, replacements take priority auto texture_merge_path = file_util::get_jak_project_dir() / "game" / "assets" / game_version_names[config.game_version] / "texture_merges"; if (fs::exists(texture_merge_path)) { tex_db.merge_textures(texture_merge_path); } auto replacements_path = file_util::get_jak_project_dir() / "custom_assets" / game_version_names[config.game_version] / "texture_replacements"; if (fs::exists(replacements_path)) { tex_db.replace_textures(replacements_path); } if (config.process_game_count) { auto result = db.process_game_count_file(); if (!result.empty()) { file_util::write_text_file(out_folder / "assets" / "game_count.txt", result); } } if (config.levels_extract) { auto level_out_path = file_util::get_jak_project_dir() / "out" / game_version_names[config.game_version] / "fr3"; file_util::create_dir_if_needed(level_out_path); extract_all_levels(db, tex_db, config.levels_to_extract, "GAME.CGO", config, level_out_path); } lg::info("[Mem] After extraction: {} MB", get_peak_rss() / (1024 * 1024)); if (config.rip_streamed_audio) { auto streaming_audio_out = out_folder / "audio"; file_util::create_dir_if_needed(streaming_audio_out); process_streamed_audio(config, streaming_audio_out, in_folder, config.streamed_audio_file_names); } lg::info("Decompiler has finished successfully in {:.2f} seconds.", decomp_timer.getSeconds()); return 0; }