429 Commits
Author SHA1 Message Date
Oliver Hamlet b23e33144e Update changelog and version for 0.22.3 release 2023-12-06 19:02:23 +00:00
Oliver Hamlet 8463e9ee7c Update changelog and version for 0.22.2 release 2023-11-25 17:05:41 +00:00
Oliver Hamlet 2614e02dbf Update version and changelog for v0.22.1 release 2023-10-06 14:49:16 +01:00
Oliver Hamlet 8a21b8321b Update version and changelogs for v0.22.0 release 2023-09-29 17:15:38 +01:00
Oliver Hamlet bf1a2fc98e Update release date 2023-09-13 10:04:54 +01:00
Oliver Hamlet cb4e6e6743 Update release date 2023-09-12 20:31:07 +01:00
Oliver Hamlet 2408a7b3ba Remove SimpleMessage
It's no longer used by LOOT.
2023-09-12 19:56:53 +01:00
Oliver Hamlet 0a7efcb4d3 Update version and changelogs for v0.21 release 2023-08-30 19:57:06 +01:00
Oliver HamletandOliver Hamlet dc95b18805 Replace use of Boost Format with fmt
Using the version of fmt that's bundled with spdlog.

This breaks compatibility with existing metadata messages that use
substitutions, as the placeholder syntax has changed. The new syntax is
compatible with C++20's std::format.
2023-08-29 21:32:52 +01:00
Oliver Hamlet 356eb0243f Don't add .ghost file extensions in plugin class
Instead assume that paths passed in are correct, and then trim the
.ghost extension if present before setting the plugin name.
2023-08-23 19:48:20 +01:00
Oliver Hamlet 2141576a5a Update loot-condition-interpreter to v3.0.0 2023-08-18 18:40:13 +01:00
Oliver Hamlet 74805a3bc6 Update version and changelog for v0.19.4 release 2023-05-06 21:19:54 +01:00
Oliver Hamlet c5efd9e5c2 Update version and changelog for v0.19.3 release 2023-03-18 21:56:15 +00:00
Oliver Hamlet 3a070420c8 Update version and changelog for v0.19.2 release 2023-01-13 21:27:03 +00:00
Oliver Hamlet 6c1d7dc57f Update version and changelog for v0.19.1 release 2023-01-09 19:13:26 +00:00
Oliver Hamlet 58df21f11c Revert back to using lexicographical vertex order
For vertices in the plugin graph. This is so that the group and overlap
edges are evaluated in an order that does not depend on the current load
order. Tie-breaking still uses the current load order.

This is necessary because if the group and overlap edges that get added
depend on the current load order, sorting and applying changes the
current load order, so sorting again may give different results even
even though no plugin data or metadata has changed.
2023-01-09 19:00:41 +00:00
Oliver Hamlet 938d5bce57 Update version and changelog for v0.19.0 release 2023-01-07 19:21:35 +00:00
Oliver Hamlet aaf05a6460 Find predecessor group plugins on demand
Rather than storing them in PluginSortingData, which is now immutable.

This also means the predecessor groups plugins map can use vertices
instead of plugin names, which is a
little simpler.
2023-01-06 22:30:12 +00:00
Oliver Hamlet 8c40db89fd Use C++17 parallel algorithms during plugin loading
This requires linking to the TBB library on Linux, where libstdc++
and libc++ don't provide an implementation.
2023-01-06 22:20:36 +00:00
Oliver Hamlet ef2a34aa23 Minor optimisations to adding hardcoded edges
It only speeds up sorting by about 3% with my 1619 plugin load order,
but I think the logic is simpler despite all the iterators involved.
2023-01-06 22:20:33 +00:00
Oliver Hamlet 232202c17e Split plugin graph in two
All master-flagged plugins must load before all non-master-flaggeg
plugins, and this means that most of the edges added in the graph
(about 2/3rds in large load orders) are just enforcing this.

Having lots of edges negatively impacts the performance of checking for
paths, and adding overlap edges is O(n^2), so instead of having one
graph containing all plugins, create one graph for masters and another
for plugins, and sort them independently, then append the non-masters
order to the masters order.

This speeds up my 1619 plugin sort from 44s to 34s, and larger load
orders should see more benefit.

This does introduce some behavioural changes though:

- any requirement or load after metadata that tries to put a master
  after a non-master will now be ignored instead of causing a cyclic
  interaction error. A master-flagged plugin that has a
  non-master-flagged plugin will also no longer cause a cyclic
  interaction error, but that scenario is much less likely.
- The resulting load order may differ slightly. When tie-breaking finds
  a path that contradicts the old load order, it pins the positions of
  plugins in the path. However, the lack of master flag edges causes
  later edges to be added or skipped differently. This is all ultimately
  down to the order of edge iteration mattering during path discovery
  (since it stops at the first path discovered), so even though the two
  approaches result in graphs that enforce the same relationships
  between plugins at the point that tie-breaking starts, ties may be
  broken differently due to differences in the edges enforcing those
  relationships.
2023-01-06 22:20:31 +00:00
Oliver Hamlet b110bb6d60 Add tie-break plugin graph edges more efficiently
Instead of brute-forcing the existence of a Hamiltonian path, attempt
to create one by adding edges between each pair of adjacent vertices
in the old load order wherever possible without introducing a cycle,
and otherwise move plugins as necessary.

The bidirectional BFS has been refactored to use a visitor so that
the implementation can be shared between checking if a path exists and
finding a path without always incurring the cost of the latter.

This may result in a different sorted load order than the previous
method, but that shouldn't make a practical difference as tie-break edges
are only added between unrelated plugins.

For a load order containing 1619 plugins, this reduces the time taken
to sort them from around 400s to around 51s.
2023-01-06 21:48:04 +00:00
Oliver Hamlet 38cecac07d Add support for checking assets in BA2 files
They're used by Fallout 4.

BA2 file and folder hashes are 32-bit, so collisions are much more
likely than with BSAs, which use 64-bit hashes. I put in some logging
to check the likelihood of collisions, and found that the largest
number of assets loaded was by Fallout4.esm (no surprise), which loaded
371182 files across 5746 folders, with the most files in one folder
being 124871. That puts the probability of a hash collision within that
folder at above 80%.

I did see different Fallout4 -*.ba2 files contain files with the same
combination of folder and file hashes, and similar for
DLCUltraHighResolution -*.ba2 files, so I'm going to try calculating
64-bit hashes from the file paths stored in the BA2 files.
2022-12-31 18:55:43 +00:00
Oliver Hamlet d05685aea4 Take loaded BSAs into account during sorting
This supports BSAs used from:

* Oblivion
* Fallout 3
* Fallout: New Vegas
* Skyrim
* Skyrim: Special Edition

If Skyrim VR uses the same BSA format as Skyrim SE, that's also supported.

Morrowind BSAs are intentionally not supported because they cannot be
loaded by plugins and so are of no interest to LOOT.

The BSA parsing code has been adapted from my abandoned libbsa library.

This doesn't bother reading folder and file names as hash collisions
seem pretty unlikely (2^64 possible folder hashes, and 2^64 possible
file hashes per folder).

The code checks and requires that BSAs use little-endian numbers, as
while big-endian BSAs are apparently possible I've never seen one,
and I don't want to try adding support without one to test against.
2022-12-31 18:55:40 +00:00
Oliver Hamlet ce7d9c21cd Update version and changelog for v0.18.3 release 2022-12-13 20:51:45 +00:00