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Silent Hunter 3/4/5 file parsers

This repository contains:

  • Silent Hunter game file parsers (with extensions .dat, .sim, .zon, .dsd, .cam, .val, .sdl, .off)
  • Silent Hunter controller templates
  • Dynamic code compiler (for controller templates)

Build status

SilentHunter.FileFormats NuGet NuGet
SilentHunter.Controllers NuGet NuGet
SilentHunter.Controllers.Templates NuGet NuGet
SilentHunter.Controllers.Compiler NuGet NuGet

Why?

Over a decade ago, I wrote a popular modding application called S3D (http://s3d.skwas.com) for Silent Hunter game files. Back then, I used some proprietary code to do so (from my own business). Fast forward to today - for posterity sake - I took some time to clean up the old code base and release it for everyone to use.

This repository only covers the parsing logic and controller templates, but time permitted I will try to release S3D source code too in the future.

Important: this is not fully backward compatible with S3D's controller templates that were released in 2009. This is due some refactoring done to make it more usuable in open source context. If you have updated/added/improved controllers, please submit a PR.

Usage

There are two ways to configure the parsers:

  • Using a dynamically compiled controller assembly
  • Using a precompiled controller assembly

S3D specifically uses the dynamic controller assembly. This enabled modders to modify the controller templates, after which S3D would be able to use the new templates.

Which method you choose depends on how you wish to distribute your application. If you do not care much about this, simply use the precompiled package.

Configuration

The file parsers are developed with dependency injection for IServiceCollection in mind, allowing you to inject the parsers in your own code base. As such, you need to configure the container before being able to use the parsers.

Using a dynamically compiled controller assembly

Install-Package SilentHunter.Controllers.Templates
Install-Package SilentHunter.Controllers.Compiler
Install-Package SilentHunter.FileFormats

By adding the package SilentHunter.Controllers.Templates, the template source files are added to your application build output directory.

The benefit of using the dynamic compiled assembly is that controllers can be updated without rebuilding/redistributing the whole application, and at the same time allowing modders control over the controller templates (hence why I did this for S3D).

IServiceCollection services = ...

string controllerPath = "path to the controllers";

// Add services
services
    .AddSilentHunterParsers(configurer => configurer
        .Controllers.CompileFrom(
            controllerPath,
            assemblyName: "Controllers"
        )
    );

Using a precompiled controller assembly

The benefit of using the precompiled assembly is that you have strong typed access to all controllers and don't have to use reflection.

Install-Package SilentHunter.Controllers
Install-Package SilentHunter.FileFormats
IServiceCollection services = ...

// Add services
services
    .AddSilentHunterParsers(configurer => configurer
        .Controllers.FromAssembly(typeof(ParticleGenerator).Assembly)
    );

Using the file parsers

DatFile

IServiceProvider serviceProvider = ...  // Or inject into your classes directly.

// Request (transient) instance of DatFile
DatFile datFile = serviceProvider.GetRequiredService<DatFile>();
using (var fsIn = File.OpenRead(...))
using (var fsOut = File.OpenWrite(...))
{
    await datFile.LoadAsync(fsIn);

    var newChunk = datFile.CreateChunk<LabelChunk>();
    newChunk.Text = "My new label";
    datFile.Chunks.Add(newChunk);

    await datFile.SaveAsync(fsOut);
}

This example uses IServiceProvider directly. It is better to design classes and inject DatFile, SdlFile or OffFile instances in there to work with.

SdlFile / OffFile

For SDL and OFF files, the principle is the same. Simply request a new instance from the service container or inject into a class:

SdlFile sdlFile = serviceProvider.GetRequiredService<SdlFile>();
await sdlFile.LoadAsync(..filename..);
var newSound = new SoundInfo
{
    Name = "sound_name",
    WaveName = "sound.wav",
    Volume = 0.9f,
    ..
};
sdlFile.Add(newSound);
OffFile offFile = serviceProvider.GetRequiredService<OffFile>();
await offFile.LoadAsync(..filename..);
var newChar = new OffCharacter
{
    Character = 'A',
    BoundingBox = new Rectangle
    {
        X = 10,
        Y = 20,
        Width = 30,
        Height = 40
    }
}
offFile.Add(newChar);

Contributions

PR's are welcome. Please rebase before submitting, provide test coverage, and ensure the AppVeyor build passes. I will not consider PR's otherwise.

Contributors

  • skwas (author/maintainer)

Target Frameworks

  • .NET Standard 2.0
  • .NET 4.6.1

Build requirements

  • Visual Studio 2017/2019
  • .NET Core 2.2 SDK
  • .NET 4.6.1 targetting pack

Useful info

With thanks to

Ubisoft, Silent Hunter development team, SubSim.com

Also individuals:
CaptainCox, leovampire, the modders at Submarine Sim Central, tater, Anvart, Bando, WEBSTER, maikarant, Jace11, WilhelmTell, lurbz, Sansal, longam, PepsiCan, UBOAT234, Digital_Trucker, DirtyHarry3033, Kaleun_Endrass, sergbuto, SquareSteelBar, sober, jaketoox, reallydedpoet, swdw, nautilus42, nvdrifter, kapitan_zur_see, DeepIron, panthercules, l3th4l, Laffertytig, alamwuhk2a, privateer, g_BonE, Ducimus, lurker_hlb3, haegemon, wildchild, urfisch, LukeFF, ref, kikn79, WernerSobe, Redwine, GuillermoZS, keltos01, Mikhayl, Kriller2, DrBeast, jimbob, Rubini, M. Sarsfield, miner1436, AVGWarhawk, reallydedpoet, Subject, and those who have been debugging the file formats long before me.

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