Files
CodenameEngine/source/funkin/backend/utils/SysZip.hx
T
ItsLJcoolandGitHub a7b040152d Fixed / Refactored SysZip to actually work, and store compressed entries without uncompressing an entire zip (#761)
* well boys I fixed it. you can now have Zipped Mods!!!!!

* comment update

* quick fixes + optimizations

* fixed stream audio bug????

* found the issue ffs

* removing traces oops

* fixed videos from not being able to play. Inspired from VideoCutscene's fix for ZIP videos, and also removed that fix in favor for just fixing the issue entirely

* oop just in case no special characters that kill themself on other shit

* Implemented preloading every video (caching) when loading a ZipFolderLibrary.

Since videos have to be decompressed and be saved as a file anyways this reduces the time to do that, and what not.

* [UNTESTED] Allowed Zip Extensions for allowing any extension in the list to be passed as a `.zip`

* After some more testing loading Zip Addons works as well.

* Added the long awaited .cnemod file type!!!!! (it's just a folder with .cnemod with a .zip inside LMAO)

* Chalking up the Streamed Audio Bug to a mod issue, and also added capabilites to detect if a library is considered compressed

* Added warning to those who try to use the editor with compressed libraries

* ok instead of making it a .cnemod, the zip name will be `cnemod.zip` or what not.

* removing unnessesary traces oops

* clean Library accessor ig then

* fixed small issues and removed an idiot idea

* writing todos and fixing some context that left the room in comments

* Fixed an issue where if you had a file of 0 bytes (nothing) in a zipped library it would FUCKING CRASH the game

* Actually fixed the issue of decompressing 0 byte files

Also stopped saving the data for Folders in Zipped files, as they are 0 bytes anyways.

* Added the features that needed to exist, and removed a stupid line I saw in `ModsFolder` lol

For some reason animation offsets for characters are breaking and I can't tell if its my drive killing itself or cne so uh

* fix an issue that will force the game to crash if first ever mod being loaded is a ZipModLibrary
2026-03-15 14:24:47 +07:00

144 lines
4.9 KiB
Haxe

package funkin.backend.utils;
#if sys
import haxe.io.Input;
import haxe.zip.Reader;
import sys.io.File;
import sys.io.FileInput;
import haxe.io.Bytes;
/**
* Class that extends Reader allowing you to load ZIP entries without blowing your RAM up!!
* ~~Half of the code is taken from haxe libraries btw~~ Reworked by ItsLJcool to actually work for zip files.
*/
class SysZip {
var fileInput:FileInput;
var filePath:String;
public var entries:List<SysZipEntry> = new List();
/**
* Opens a zip from a specified path.
* @param path Path to the zip file. (With the extension)
*/
public static function openFromFile(path:String) { return new SysZip(path); } // keeping for compatibility.
/**
* Creates a new SysZip from a specified path.
* @param path Path to the zip file. (With the extension)
*/
public function new(path:String) {
this.filePath = path;
fileInput = File.read(path, true);
updateEntries(); // automatic but if you feel like you don't want it to be automatic, you can remove this.
}
/**
* Unzips and returns all of the data present in an entry.
* @param f Entry to read from.
*/
public function unzipEntry(f:SysZipEntry):Bytes {
if (f.fileSize <= 0) return Bytes.alloc(0);
fileInput.seek(f.seekPos, SeekBegin);
var data = fileInput.read(f.compressedSize);
if (!f.compressed) return data;
var c = new haxe.zip.Uncompress(-15);
var s = Bytes.alloc(f.fileSize);
var r = c.execute(data, 0, s, 0);
c.close();
if (!r.done || r.read != data.length || r.write != f.fileSize) throw 'Invalid compressed data for ${f.fileName} | ${f.compressedSize} -> ${f.fileSize}';
return s;
}
/**
* Updates the `entries` list with the current contents of the zip file.
* This is done when the zip is read from SysZip the first time, but if you REALLY need to re-update the entries, you can call this again.
*
* Note: Calling this function will hold up the game as it has to read the ENTIRE zip, so if it's large like 1GiB or more, it might take a second or more.
*/
public function updateEntries() {
if (entries.length > 0) {
entries.clear();
entries = new List();
}
// --- locate End of Central Directory (EOCD) ---
var fileSize:Int = sys.FileSystem.stat(this.filePath).size; // probably need a better way to check the size of the file.
var scanSize:Int = (65535 < fileSize) ? 65535 : fileSize;
// It seems this usually ends up being 0 anyways, but for cases where it might not be?? I'd just make sure. but Someone do some digging I don't know if this required.
fileInput.seek(fileSize - scanSize, SeekBegin);
var buf = fileInput.read(scanSize);
var b = new haxe.io.BytesInput(buf);
// I LOVE USING MAGIC NUMBERS AND FORGETTING WHAT THEY DO 🔥🔥🔥🔥🔥🔥
b.position = (buf.length - 22) + 16; // offset to start of central directory
// --- read central directory ---
fileInput.seek(b.readInt32(), SeekBegin);
while (true) {
if (fileInput.readInt32() != 0x02014b50) break; // central dir file header signature
fileInput.seek(6, SeekCur); // version/flags
var compression_method = fileInput.readUInt16();
fileInput.seek(8, SeekCur); // time/date + CRC32 (4, 4)
var compressed_size = fileInput.readInt32();
var uncompressed_size = fileInput.readInt32();
var nameLen = fileInput.readUInt16();
var extraLen = fileInput.readUInt16();
var commentLen = fileInput.readUInt16();
fileInput.seek(8, SeekCur); // skip disk number/start attrs
var localHeaderOffset = fileInput.readInt32();
var name = fileInput.read(nameLen).toString();
// skip central directory extra/comment
fileInput.seek(extraLen + commentLen, SeekCur);
// --- compute correct seekPos using local header ---
var curPos = fileInput.tell();
// I also forgor what the `+ 26` is for, so uh my b chat
fileInput.seek(localHeaderOffset + 26, SeekBegin);
var localNameLen = fileInput.readUInt16();
var localExtraLen = fileInput.readUInt16();
fileInput.seek(curPos, SeekBegin);
// I completely forgot that we don't really need to log the FOLDER of the content because we only care about where the contents are.
// the folders are labled as 0 bytes anyways so this will save on storing non-required data.
if (name.endsWith("/")) continue;
var zipEntry:SysZipEntry = {
fileName: name,
fileSize: uncompressed_size,
// I don't remember what the `+ 30` is for, but probably to offset something
seekPos: (localHeaderOffset + 30 + localNameLen + localExtraLen),
compressedSize: compressed_size,
compressed: (compression_method == 8),
};
entries.add(zipEntry);
}
}
/**
* calling `dispose` doesn't actually kill the class, you can still access the entries.
* disposing of SysZip will free the compressed file from being used by the engine.
*/
public function dispose() {
if (fileInput != null) fileInput.close();
}
}
typedef SysZipEntry = {
var fileName:String;
var fileSize:Int;
var seekPos:Int;
var compressedSize:Int;
var compressed:Bool;
}
#end