jak-project/decompiler/main.cpp
Tyler Wilding eaac247074
Decompiler: Cleanup CLI and make overriding the config much easier (#1711)
* decomp: cleaned up CLI for decompiler

* decomp: much more flexible and clean decomp override mechanism

* decomp: cleanup scripts
2022-07-29 20:10:11 -04:00

242 lines
8 KiB
C++

#include <cstdio>
#include <string>
#include <vector>
#include "config.h"
#include "common/log/log.h"
#include "common/util/FileUtil.h"
#include "common/util/Timer.h"
#include "common/util/diff.h"
#include "common/util/os.h"
#include "common/versions.h"
#include <common/util/unicode_util.h>
#include "ObjectFile/ObjectFileDB.h"
#include "decompiler/data/TextureDB.h"
#include "decompiler/data/streamed_audio.h"
#include "decompiler/level_extractor/extract_level.h"
#include "third-party/CLI11.hpp"
int main(int argc, char** argv) {
ArgumentGuard u8_guard(argc, argv);
if (!file_util::setup_project_path(std::nullopt)) {
return 1;
}
lg::set_file(file_util::get_file_path({"log/decompiler.txt"}));
lg::set_file_level(lg::level::info);
lg::set_stdout_level(lg::level::info);
lg::set_flush_level(lg::level::info);
lg::initialize();
fs::path config_path;
fs::path in_folder;
fs::path out_folder;
std::string config_override = "{}";
CLI::App app{"OpenGOAL Decompiler"};
app.add_option("config-path", config_path,
"Path to the decompiler config .jsonc file. ie. "
"./decompiler/config/jak1_ntsc_black_label.jsonc")
->required();
app.add_option("in-folder", in_folder,
"The path containing the iso_data folders. ie. ./iso_data/. Assumes the "
"'gameName' from the config as a sub-directory")
->required();
app.add_option("out-folder", out_folder,
"The path for where the decompiler should place it's outputs. Assumes the "
"'gameName' from the config as a sub-directory")
->required();
app.add_option("--config-override", config_override,
"JSON provided will be merged with the specified config, use to override options");
app.validate_positionals();
CLI11_PARSE(app, argc, argv);
// Validate arguments
using namespace decompiler;
Config config;
try {
config = read_config_file(config_path, config_override);
} catch (const std::exception& e) {
lg::error("Failed to parse config: {}", e.what());
return 1;
}
in_folder = in_folder / config.game_name;
// Verify the in_folder is correct
if (!exists(in_folder)) {
fmt::print("Aborting - 'in_folder' does not exist '{}'\n", in_folder.string());
return 1;
}
out_folder = out_folder / config.game_name;
file_util::create_dir_if_needed(out_folder);
file_util::create_dir_if_needed(out_folder / "assets");
// Warning message if expected ELF isn't found, user could be using bad assets / didn't extract
// the ISO properly
if (!config.expected_elf_name.empty() && !exists(in_folder / config.expected_elf_name)) {
fmt::print(
"WARNING - '{}' does not contain the expected ELF file '{}'. Was the ISO extracted "
"properly or is there a version mismatch?\n",
in_folder.string(), config.expected_elf_name);
}
// -- Begin the Decompilation!
Timer decomp_timer;
fmt::print("[Mem] Top of main: {} MB\n", get_peak_rss() / (1024 * 1024));
init_opcode_info();
fmt::print("[Mem] After init: {} MB\n", get_peak_rss() / (1024 * 1024));
std::vector<fs::path> dgos, objs, strs;
for (const auto& dgo_name : config.dgo_names) {
dgos.push_back(in_folder / dgo_name);
}
for (const auto& obj_name : config.object_file_names) {
objs.push_back(in_folder / obj_name);
}
for (const auto& str_name : config.str_file_names) {
strs.push_back(in_folder / str_name);
}
if (config.rip_levels) {
file_util::create_dir_if_needed(file_util::get_jak_project_dir() / "debug_out");
}
fmt::print("[Mem] After config read: {} MB\n", 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, config);
fmt::print("[Mem] After DB setup: {} MB\n", get_peak_rss() / (1024 * 1024));
// write out DGO file info
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);
fmt::print("[Mem] After link data: {} MB\n", get_peak_rss() / (1024 * 1024));
db.find_code(config);
db.process_labels();
fmt::print("[Mem] After code: {} MB\n", 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);
}
// process art groups (used in decompilation)
if (config.decompile_code || config.process_art_groups) {
db.extract_art_info();
}
// 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);
}
fmt::print("[Mem] After decomp: {} MB\n", 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);
}
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);
}
}
fmt::print("[Mem] After text: {} MB\n", get_peak_rss() / (1024 * 1024));
decompiler::TextureDB tex_db;
if (config.process_tpages || config.levels_extract) {
auto textures_out = out_folder / "textures";
file_util::create_dir_if_needed(textures_out);
auto result = db.process_tpages(tex_db, textures_out);
if (!result.empty() && config.process_tpages) {
file_util::write_text_file(textures_out / "tpage-dir.txt", result);
}
}
fmt::print("[Mem] After textures: {} MB\n", get_peak_rss() / (1024 * 1024));
auto replacements_path = file_util::get_jak_project_dir() / "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.hacks,
config.rip_levels, config.extract_collision, level_out_path);
}
fmt::print("[Mem] After extraction: {} MB\n", get_peak_rss() / (1024 * 1024));
if (!config.audio_dir_file_name.empty()) {
auto streaming_audio_in = in_folder / "VAG";
auto streaming_audio_out = out_folder / "assets" / "streaming_audio";
file_util::create_dir_if_needed(streaming_audio_out);
process_streamed_audio(streaming_audio_out, in_folder, config.streamed_audio_file_names);
}
lg::info("Decompiler has finished successfully in {:.2f} seconds.", decomp_timer.getSeconds());
return 0;
}