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#include "TorchUtils.h"
#include <stack>
#include <Companion.h>
#include <factories/BaseFactory.h>
#include "spdlog/spdlog.h"
namespace fs = std::filesystem;
uint32_t Torch::translate(const uint32_t offset) {
// Segment 0 is a raw offset. BK64 also translates segment 1 (it stores assets
// in compressed segments); other games leave segment 1 raw.
const uint32_t firstSegment = Companion::Instance->GetGBIMinorVersion() == GBIMinorVersion::BK64 ? 0x00 : 0x01;
if (SEGMENT_NUMBER(offset) > firstSegment) {
auto segment = SEGMENT_NUMBER(offset);
const auto addr = Companion::Instance->GetFileOffsetFromSegmentedAddr(segment);
if (!addr.has_value()) {
// Fall back to the compressed-segment map
const auto compressedSegmentPair = Companion::Instance->GetFileOffsetFromCompressedSegmentedAddr(segment);
if (!compressedSegmentPair.has_value()) {
SPDLOG_ERROR("Segment data missing from game config\nPlease add an entry for segment {}", segment);
throw std::runtime_error("Failed to find offset");
}
return compressedSegmentPair.value().first + compressedSegmentPair.value().second + SEGMENT_OFFSET(offset);
}
return addr.value() + SEGMENT_OFFSET(offset);
}
return offset;
}
int getFileDepth(const fs::path& base, const fs::path& p) {
return std::distance(base.begin(), p.begin());
}
std::vector<fs::directory_entry> Torch::getRecursiveEntries(const fs::path baseDir) {
std::set<fs::directory_entry> result;
for (const auto& entry : fs::recursive_directory_iterator(baseDir)) {
result.insert(entry);
}
std::vector<fs::directory_entry> sortedEntries(result.begin(), result.end());
return sortedEntries;
}
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