Fix rigassets to walk all locators and resolve race and clothing GUIDs for v0.4.1

This commit is contained in:
Justin Oros
2026-09-24 22:39:03 -07:00
parent 1028903e49
commit 66ab105b34
4 changed files with 164 additions and 39 deletions
+3 -2
View File
@@ -22,7 +22,8 @@ Run these in the in-game console.
| `rigprobe` | Dump the player, remote players, carry bodies, all actor prefabs and live actors, plus all loaded clips and controllers |
| `rigprobe <filter>` | Same, limited to actor types containing the filter, e.g. `rigprobe female` |
| `rigscene` | Dump every character in the loaded scenes (posers, cutscene characters, props with skinned meshes), one file per character |
| `rigassets [filter]` | Dump the Addressables catalog (keys, internal ids, types), optionally filtered, e.g. `rigassets female` |
| `rigassets [filter]` | Dump the Addressables catalog (keys, internal ids, types), optionally filtered, e.g. `rigassets female`, and resolve every race and clothing GUID |
| `rigassets key:<key>` | Resolve a single Addressables key or GUID |
| `rigwatch [player\|robby\|virginia]` | Log every animator state change on the target while you play |
| `rigwatch off` | Stop watching and write a summary of every state seen |
| `rigspawn <Type> [variation]` | Spawn an actor in front of you so its live variant gets dumped, e.g. `rigspawn Virginia` |
@@ -33,7 +34,7 @@ Written to `Sons Of The Forest\UserData\RigProbe\`:
- `characters\index.tsv` one line per character with rig family and player bone match
- `characters\clips.tsv` every loaded animation clip, `characters\controllers.tsv` every loaded animator controller and who uses it
- `assets.tsv` or `assets_<filter>.tsv` from `rigassets`
- `assets.tsv` or `assets_<filter>.tsv`, `assets_locators.tsv` and `assets_known.tsv` (race and clothing GUIDs resolved) from `rigassets`
- `watch\<target>_<time>.log` and `_states.tsv` from `rigwatch`
- `characters\rigfamilies.txt` characters grouped by shared skeleton
- `characters\<source>_<name>.json` full data per character
+159 -35
View File
@@ -16,7 +16,6 @@ using SonsSdk.Attributes;
using TheForest.Utils;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.AddressableAssets.ResourceLocators;
using UnityEngine.ResourceManagement.ResourceLocations;
namespace RigProbe;
@@ -656,61 +655,186 @@ public class RigProbe : SonsMod
{
var outDir = Path.Combine(LoaderEnvironment.UserDataDirectory, "RigProbe");
Directory.CreateDirectory(outDir);
if (filter.StartsWith("key:", StringComparison.OrdinalIgnoreCase))
{
var key = filter.Substring(4).Trim();
var one = new StringBuilder();
one.AppendLine("label\tkey\tprimaryKey\tinternalId\ttype\tprovider");
var found = ResolveKey(one, key, key);
var onePath = Path.Combine(outDir, $"assets_key_{Sanitize(key)}.tsv");
File.WriteAllText(onePath, one.ToString());
Say($"RigProbe: {found} locations for {key} written to {onePath}");
return;
}
var locSb = new StringBuilder();
locSb.AppendLine("locatorId\ttype\tkeys");
var sb = new StringBuilder();
sb.AppendLine("locator\tkey\tprimaryKey\tinternalId\ttype\tprovider");
int rows = 0;
var locators = Addressables.ResourceLocators;
var en = locators.GetEnumerator();
var move = en.Cast<Il2CppSystem.Collections.IEnumerator>();
while (move.MoveNext())
foreach (var locator in Iterate(Addressables.ResourceLocators))
{
var locator = en.Current;
if (locator == null)
continue;
var map = locator.TryCast<ResourceLocationMap>();
if (map == null)
string locType;
try
{
sb.AppendLine($"{locator.LocatorId}\t(not a ResourceLocationMap)\t\t\t\t");
continue;
locType = locator.GetIl2CppType().FullName;
}
catch
{
locType = "?";
}
foreach (var kv in map.Locations)
int keyCount = 0;
foreach (var keyObj in Iterate(locator.Keys))
{
var key = kv.Key != null ? kv.Key.ToString() : string.Empty;
var list = kv.Value?.TryCast<Il2CppSystem.Collections.Generic.List<IResourceLocation>>();
if (list == null)
if (keyObj == null)
continue;
for (int i = 0; i < list.Count; i++)
keyCount++;
var key = keyObj.ToString();
Il2CppSystem.Collections.Generic.IList<IResourceLocation> locs = null;
bool ok;
try
{
ok = locator.Locate(keyObj, null, out locs);
}
catch
{
ok = false;
}
if (!ok || locs == null)
continue;
foreach (var loc in Iterate(locs.Cast<Il2CppSystem.Collections.Generic.IEnumerable<IResourceLocation>>()))
{
var loc = list[i];
if (loc == null)
continue;
var internalId = loc.InternalId ?? string.Empty;
if (filter.Length > 0
&& key.IndexOf(filter, StringComparison.OrdinalIgnoreCase) < 0
&& internalId.IndexOf(filter, StringComparison.OrdinalIgnoreCase) < 0
&& (loc.PrimaryKey ?? string.Empty).IndexOf(filter, StringComparison.OrdinalIgnoreCase) < 0)
if (!Matches(filter, key, loc))
continue;
string type;
try
{
type = loc.ResourceType?.FullName ?? string.Empty;
}
catch
{
type = string.Empty;
}
sb.AppendLine($"{map.LocatorId}\t{key}\t{loc.PrimaryKey}\t{internalId}\t{type}\t{loc.ProviderId}");
sb.AppendLine($"{locator.LocatorId}\t{key}\t{LocationRow(loc)}");
rows++;
}
}
locSb.AppendLine($"{locator.LocatorId}\t{locType}\t{keyCount}");
}
var suffix = filter.Length > 0 ? $"_{Sanitize(filter)}" : string.Empty;
File.WriteAllText(Path.Combine(outDir, $"assets{suffix}.tsv"), sb.ToString());
File.WriteAllText(Path.Combine(outDir, "assets_locators.tsv"), locSb.ToString());
var known = new StringBuilder();
known.AppendLine("label\tkey\tprimaryKey\tinternalId\ttype\tprovider");
int knownRows = 0;
foreach (var (label, key) in KnownKeys())
knownRows += ResolveKey(known, label, key);
File.WriteAllText(Path.Combine(outDir, "assets_known.tsv"), known.ToString());
Say($"RigProbe: {rows} catalog locations and {knownRows} known GUID locations written to {outDir}");
}
private static List<(string, string)> KnownKeys()
{
var keys = new List<(string, string)>();
var player = LocalPlayer.GameObject;
if (!player)
return keys;
var race = player.GetComponentInChildren<PlayerRaceSystem>(true);
if (race && race._races != null)
{
for (int i = 0; i < race._races.Count; i++)
{
var r = race._races[i];
if (!r)
continue;
var head = r.HeadAsset?.AssetGUID;
var arms = r.ArmsAsset?.AssetGUID;
if (!string.IsNullOrEmpty(head))
keys.Add(($"race{i} {r.name} head", head));
if (!string.IsNullOrEmpty(arms))
keys.Add(($"race{i} {r.name} arms", arms));
}
}
var clothing = player.GetComponentInChildren<PlayerClothingSystem>(true);
if (clothing && clothing._allClothing != null)
{
foreach (var c in clothing._allClothing)
{
if (!c)
continue;
var guid = c.Renderable?.AssetGUID;
if (!string.IsNullOrEmpty(guid))
keys.Add(($"clothing {c.ItemId} {c.name}", guid));
}
}
return keys;
}
private static int ResolveKey(StringBuilder sb, string label, string key)
{
int rows = 0;
try
{
var keyObj = new Il2CppSystem.Object(Il2CppInterop.Runtime.IL2CPP.ManagedStringToIl2Cpp(key));
var handle = Addressables.LoadResourceLocationsAsync(keyObj, null);
var result = handle.WaitForCompletion();
if (result != null)
{
foreach (var loc in Iterate(result.Cast<Il2CppSystem.Collections.Generic.IEnumerable<IResourceLocation>>()))
{
if (loc == null)
continue;
sb.AppendLine($"{label}\t{key}\t{LocationRow(loc)}");
rows++;
}
}
}
catch (Exception e)
{
sb.AppendLine($"{label}\t{key}\terror: {e.Message}\t\t\t");
return 0;
}
if (rows == 0)
sb.AppendLine($"{label}\t{key}\tnot found\t\t\t");
return rows;
}
var name = filter.Length > 0 ? $"assets_{Sanitize(filter)}.tsv" : "assets.tsv";
var path = Path.Combine(outDir, name);
File.WriteAllText(path, sb.ToString());
Say($"RigProbe: {rows} addressable locations written to {path}");
private static bool Matches(string filter, string key, IResourceLocation loc)
{
if (filter.Length == 0)
return true;
return key.IndexOf(filter, StringComparison.OrdinalIgnoreCase) >= 0
|| (loc.InternalId ?? string.Empty).IndexOf(filter, StringComparison.OrdinalIgnoreCase) >= 0
|| (loc.PrimaryKey ?? string.Empty).IndexOf(filter, StringComparison.OrdinalIgnoreCase) >= 0;
}
private static string LocationRow(IResourceLocation loc)
{
string type;
try
{
type = loc.ResourceType?.FullName ?? string.Empty;
}
catch
{
type = string.Empty;
}
return $"{loc.PrimaryKey}\t{loc.InternalId}\t{type}\t{loc.ProviderId}";
}
private static IEnumerable<T> Iterate<T>(Il2CppSystem.Collections.Generic.IEnumerable<T> source)
{
if (source == null)
yield break;
var en = source.GetEnumerator();
if (en == null)
yield break;
var move = en.Cast<Il2CppSystem.Collections.IEnumerator>();
while (move.MoveNext())
yield return en.Current;
}
private static void StartWatch(string target)
+1 -1
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@@ -6,7 +6,7 @@
<LangVersion>latest</LangVersion>
<AssemblyName>RigProbe</AssemblyName>
<RootNamespace>RigProbe</RootNamespace>
<Version>0.4.0</Version>
<Version>0.4.1</Version>
<NoWarn>CS0436;CS1701;CS1702;MSB3277;MSB3106</NoWarn>
</PropertyGroup>
+1 -1
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@@ -3,7 +3,7 @@
"id": "RigProbe",
"name": "RigProbe",
"author": "JustinOros",
"version": "0.4.0",
"version": "0.4.1",
"description": "Dumps rig, mesh, material and animator data for every Sons of the Forest character to JSON for mod development",
"gameVersion": "1.0.0",
"platform": "Client",