raP File Format - OFP: Difference between revisions
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==Introduction== | |||
raP encoding applies to any humanly readable text file in OFP that contains class statements. Examples of files that are, or should be, raPified, are mission.sqm, config.cpp, description.ext. | |||
In fact, any text file that contains class statements, contains nothing else but class statements. So much so, that '''entire''' contents of that file, is considered to be a class !!! | |||
eg | |||
class mission.sqm | |||
{ | |||
... | |||
}; | |||
The fact of the matter is, if you do not raPify these files, the engine will before using them (and thus causing uneccessary cpu load) | |||
raP encoding simply means that the data inherent in these types of files has been sanitised (stripped of commments and crud) and massaged into a form of indexed lookup table for the engine to use directly. Once done, it is free of the need to check for syntax errors, among other things. Hence, much much faster processing. | |||
These types of files were once known as 'encrypted' or 'binarised' files. They are no such thing. They are simply a cleaner. closer equivalent to what the engine uses internally. For instance, all your savegames are raP encoded (there is no, text equivalent). | |||
A raP encoded file is detected by the magic signature '\0raP' in the first four bytes of the file. Because of the leading 0 byte, no text file can inadvertently have this signature. | |||
Importantly, '''the filename extension is immaterial'''. | |||
The engine will work with config.'''cpp''' as a raP encoded entity, just as it would work with config.'''bin'''. | |||
===Tools=== | |||
Various utilities exist which refer to binary <> cpp compression and extraction (or encoding and decoding). Again, these terms are misleading because the file concerned is not executable binary data, just tokenised strings and values. | |||
===Basics=== | |||
There is no need here to elaborately define what a mission.sqm file is. But, it is worth understanding the basics of these (types of) files to understand the <u>very small</u> requirements needed to raPify them. | |||
class files only contain one of 3 types of construct | |||
#names | |||
#variables | |||
#classes | |||
names are names = variable; | names are names = variable; | ||
variables come in 4 flavours | variables come in 4 flavours | ||
aString="A string"; | |||
anInteger=77; | |||
aFloat 1.855; // float | |||
anArray[]={......}; | |||
// an array containing more name's including (possibly) more arrays or more variables | |||
thing[]={ 1.0, 7.67, "Elephants", fred[]={......} }; | |||
raPifying encodes each of these basic types. | |||
The only other construct of a sqm file is the class | The only other construct of a sqm file is the class | ||
class classname [:inherit] { ...}; | |||
class classname [:inherit] { ...}; | |||
[:inherit] is optional and simply refers to another classname | [:inherit] is optional and simply refers to another classname | ||
This is the only other construct that a compression utility needs to encode. | This is the only other construct that a compression utility needs to encode. | ||
class filename | ==Construct== | ||
{ | |||
all raPified data can be expressed as | |||
class filename | |||
{ | |||
number of embedded classes | number of embedded classes | ||
class FirstEmbeddedClass | |||
}; | { | ||
number of embedded classes in this class | |||
... variables | |||
class FirstEmbeddedEmbeddedClass | |||
{ | |||
... | |||
}; | |||
... | |||
}; | |||
... | |||
class LastEmbeddedClass | |||
{ | |||
}; | |||
}; | |||
number of #defines (optional) | number of #defines (optional) | ||
#define table (if any) | #define table (if any) | ||
the beginning class, the filename, is not recorded in the humanly readable text output. | the beginning class, the filename, is not recorded in the humanly readable text output. | ||
See below for #defines | See below for #defines | ||
A | |||
"\0raP\004\0\0" | ==Header=== | ||
A raPified file the first 4 bytes of the file encoded as follows: | |||
"\0raP" | |||
For OFP and RESISTANCE the '''next''' three bytes are | |||
\004\0\0" | |||
see elsewhere for Elite and ArmA) | |||
The rest of the file contains packets of 3 different construct types as noted above with the 1st byte defining what 'type' it is. | The rest of the file contains packets of 3 different construct types as noted above with the 1st byte defining what 'type' it is. | ||
Thus | Thus | ||
struct Packet | struct Packet | ||
{ | { | ||
byte PacketType; // 0,1 or 2 | byte PacketType; // 0,1 or 2 | ||
....... depends on packet type | ....... depends on packet type | ||
}; | }; | ||
Packet Type 0: Classname | Packet Type 0: Classname | ||
Packet Type 1: Variables | Packet Type 1: Variables | ||
Packet Type 2: Arrays | Packet Type 2: Arrays | ||
The very first packet encountered is a classname. It is the enclosing class for *everything* else in the file. The name of his class is the name of the file. It is *not* recorded in humanly readable text output. | |||
'''The very first packet encountered is a classname. It is the enclosing class for *everything* | |||
class Classname: InheritedClassName { Packets... }; | else in the file. The name of his class is the name of the file. It is *not* recorded in humanly | ||
struct ClassPacket | readable text output.''' | ||
{ | |||
==Packets== | |||
===PacketType0: Classname=== | |||
class Classname: InheritedClassName { Packets... }; | |||
}; | struct ClassPacket | ||
{ | |||
byte PacketType; // = 0 == class | |||
IndexedString Classname; | |||
Asciiz InheritedClassName; // optional or zero length string | |||
BIS_short nImbeddedPackets; // Iterates thru embedded Packet(s) can be zero | |||
}; | |||
===PacketType1: Variables=== | |||
The first byte of this packet defines what type of variable. Thus | The first byte of this packet defines what type of variable. Thus | ||
struct VarPacket | |||
{ | struct VarPacket | ||
{ | |||
byte PacketType; // = 1 | |||
byte VarType; // = 0 to 2 | |||
IndexedString SomeName; | |||
}; | .... depends on VarType | ||
VarType0 | }; | ||
====VarType0 String==== | |||
SomeName="SomeOtherName"; | SomeName="SomeOtherName"; | ||
struct VarTypString | |||
{ | struct VarTypString | ||
{ | |||
byte PacketType; // = 1 | |||
byte VarType; // = 0 | |||
IndexedString SomeName; | |||
}; | IndexedString SomeOtherName; | ||
}; | |||
====VarType1 Float==== | |||
SomeName=1.23445; | SomeName=1.23445; | ||
struct VarTypFloat | |||
{ | struct VarTypFloat | ||
{ | |||
byte PacketType; // = 1 | |||
byte VarType; // = 1 | |||
IndexedString SomeName; | |||
}; | float value; // 4 bytes | ||
}; | |||
====VarType2 Integer==== | |||
SomeName=123; | SomeName=123; | ||
struct VarTypLongInteger | struct VarTypLongInteger | ||
{ | { | ||
byte PacketType; // = 1 | |||
byte VarType; // = 2 | |||
IndexedString SomeName; | |||
int value; // 4 bytes | |||
}; | }; | ||
===PacketType2: Arrays=== | |||
Arrays[] contain four possible element types. They are the traditional variables mentioned above with an added tweak of an embedded array type. | |||
thus | thus | ||
SomeName[]={ | |||
struct ArrayPacket | SomeName[]={ Element,Element[],"element",....}; | ||
{ | |||
struct ArrayPacket | |||
{ | |||
byte PacketType; // = 2 | |||
IndexedString SomeName; | |||
}; | BIS_short nConstTypes; // iterate thru ConstTypes, can be 0 | ||
.... depends on ConstTypes | |||
}; | |||
====ArrayType0 String==== | |||
"SomeName", | "SomeName", | ||
struct | |||
{ | struct ArrayString | ||
{ | |||
byte VarType; // = 0 | |||
}; | IndexedString SomeName; | ||
}; | |||
====ArrayType1 Float==== | |||
1.234, | 1.234, | ||
struct | struct ArrayFloat | ||
{ | { | ||
byte VarType; // = 1 | |||
float value; // 4 bytes | |||
}; | }; | ||
====ArrayType2 Integer==== | |||
123, | 123, | ||
struct | |||
{ | struct ArrayInteger | ||
{ | |||
byte VarType; // = 2 | |||
}; | int value; // 4 bytes | ||
{ | }; | ||
struct | ====ArrayType3 Embedded_Array==== | ||
{ | {array(...},....}, | ||
struct EmbeddedArray | |||
... depends on | { | ||
}; | byte VarType; // = 3 | ||
with the above construct (embedded array) each embedded array can contain any | BIS_short nArrayElements; // iterate thru ConstTypes | ||
The difference of course is these embedded arrays have no individual name associated with them (unlike the packet array) | ... depends on elememt types in this embedded array | ||
Added Wrinkles | }; | ||
with the above construct (embedded array) each embedded array can contain any ArrayType, including, another embedded array. The difference of course is these embedded arrays have no individual name associated with them (unlike the packet array). | |||
==Added Wrinkles== | |||
#defines | #defines | ||
Optionally, an encrypted file can contain a #define table after the filename class definition. | Optionally, an encrypted file can contain a #define table after the filename class definition. | ||
Long NumberOfDefines | Long NumberOfDefines | ||
Struct DefTable | |||
{ | Struct DefTable | ||
{ | |||
Asciiz String; | Asciiz String; | ||
Long value; | Long value; | ||
}[NumberOfDefines] | }[NumberOfDefines]; | ||
Revision as of 05:10, 14 July 2006
Gah!
dont' touch this one folks just at moment, it's a cut 'n paste from my website and needs *severe* re-wording.
I've plunked it here in my sandbox to get to work on it as and when....
Introduction
raP encoding applies to any humanly readable text file in OFP that contains class statements. Examples of files that are, or should be, raPified, are mission.sqm, config.cpp, description.ext.
In fact, any text file that contains class statements, contains nothing else but class statements. So much so, that entire contents of that file, is considered to be a class !!!
eg
class mission.sqm { ... };
The fact of the matter is, if you do not raPify these files, the engine will before using them (and thus causing uneccessary cpu load)
raP encoding simply means that the data inherent in these types of files has been sanitised (stripped of commments and crud) and massaged into a form of indexed lookup table for the engine to use directly. Once done, it is free of the need to check for syntax errors, among other things. Hence, much much faster processing.
These types of files were once known as 'encrypted' or 'binarised' files. They are no such thing. They are simply a cleaner. closer equivalent to what the engine uses internally. For instance, all your savegames are raP encoded (there is no, text equivalent).
A raP encoded file is detected by the magic signature '\0raP' in the first four bytes of the file. Because of the leading 0 byte, no text file can inadvertently have this signature.
Importantly, the filename extension is immaterial.
The engine will work with config.cpp as a raP encoded entity, just as it would work with config.bin.
Tools
Various utilities exist which refer to binary <> cpp compression and extraction (or encoding and decoding). Again, these terms are misleading because the file concerned is not executable binary data, just tokenised strings and values.
Basics
There is no need here to elaborately define what a mission.sqm file is. But, it is worth understanding the basics of these (types of) files to understand the very small requirements needed to raPify them.
class files only contain one of 3 types of construct
#names #variables #classes
names are names = variable;
variables come in 4 flavours
aString="A string"; anInteger=77; aFloat 1.855; // float anArray[]={......}; // an array containing more name's including (possibly) more arrays or more variables
thing[]={ 1.0, 7.67, "Elephants", fred[]={......} };
raPifying encodes each of these basic types.
The only other construct of a sqm file is the class
class classname [:inherit] { ...};
[:inherit] is optional and simply refers to another classname
This is the only other construct that a compression utility needs to encode.
Construct
all raPified data can be expressed as
class filename { number of embedded classes class FirstEmbeddedClass { number of embedded classes in this class ... variables class FirstEmbeddedEmbeddedClass { ... }; ... }; ... class LastEmbeddedClass { }; };
number of #defines (optional)
- define table (if any)
the beginning class, the filename, is not recorded in the humanly readable text output. See below for #defines
Header=
A raPified file the first 4 bytes of the file encoded as follows: "\0raP"
For OFP and RESISTANCE the next three bytes are
\004\0\0"
see elsewhere for Elite and ArmA)
The rest of the file contains packets of 3 different construct types as noted above with the 1st byte defining what 'type' it is.
Thus
struct Packet { byte PacketType; // 0,1 or 2 ....... depends on packet type };
Packet Type 0: Classname Packet Type 1: Variables Packet Type 2: Arrays
The very first packet encountered is a classname. It is the enclosing class for *everything* else in the file. The name of his class is the name of the file. It is *not* recorded in humanly readable text output.
Packets
PacketType0: Classname
class Classname: InheritedClassName { Packets... }; struct ClassPacket { byte PacketType; // = 0 == class IndexedString Classname; Asciiz InheritedClassName; // optional or zero length string BIS_short nImbeddedPackets; // Iterates thru embedded Packet(s) can be zero };
PacketType1: Variables
The first byte of this packet defines what type of variable. Thus
struct VarPacket { byte PacketType; // = 1 byte VarType; // = 0 to 2 IndexedString SomeName; .... depends on VarType };
VarType0 String
SomeName="SomeOtherName";
struct VarTypString { byte PacketType; // = 1 byte VarType; // = 0 IndexedString SomeName; IndexedString SomeOtherName; };
VarType1 Float
SomeName=1.23445;
struct VarTypFloat { byte PacketType; // = 1 byte VarType; // = 1 IndexedString SomeName; float value; // 4 bytes };
VarType2 Integer
SomeName=123;
struct VarTypLongInteger { byte PacketType; // = 1 byte VarType; // = 2 IndexedString SomeName; int value; // 4 bytes };
PacketType2: Arrays
Arrays[] contain four possible element types. They are the traditional variables mentioned above with an added tweak of an embedded array type.
thus
SomeName[]={ Element,Element[],"element",....};
struct ArrayPacket { byte PacketType; // = 2 IndexedString SomeName; BIS_short nConstTypes; // iterate thru ConstTypes, can be 0 .... depends on ConstTypes };
ArrayType0 String
"SomeName",
struct ArrayString { byte VarType; // = 0 IndexedString SomeName; };
ArrayType1 Float
1.234,
struct ArrayFloat { byte VarType; // = 1 float value; // 4 bytes };
ArrayType2 Integer
123,
struct ArrayInteger { byte VarType; // = 2 int value; // 4 bytes };
ArrayType3 Embedded_Array
{array(...},....},
struct EmbeddedArray { byte VarType; // = 3 BIS_short nArrayElements; // iterate thru ConstTypes ... depends on elememt types in this embedded array };
with the above construct (embedded array) each embedded array can contain any ArrayType, including, another embedded array. The difference of course is these embedded arrays have no individual name associated with them (unlike the packet array).
Added Wrinkles
- defines
Optionally, an encrypted file can contain a #define table after the filename class definition.
Long NumberOfDefines
Struct DefTable { Asciiz String; Long value; }[NumberOfDefines];
type definitions
Bis_Short
the value us either one, or two bytes.
{
int val;
if ((val = GetByte())==EOF) return EOF; if (val & 0x80) { int extra; if ((extra = GetByte())==EOF) return EOF; val += (extra - 1) * 0x80; } return val;
}
IndexedString struct {
Bis_Short index; Asciiz String;
}; a table of strings is recorded according to it's index number when that specific index number is first encountered. Although the values appear to be ordinal (0,1,2,3,4,5) you should not assume so. 0 ="Peter" 1="Paul" 2="Mary" These are defined index strings and appear, individually, and uniquely, within the mission.sqm as and when they are first encountered. From then on you will only see an index string as 1="" because 1 has been defined earlier on. Note that this is unlike a postscript dictionary in that strings are defined on an add -hoc basis, not at beginning, only when encountered, this 0="peter" 0= 0= 1="mary" 0= 1= 0= 2="fred" 2= 1= etc