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Cyberpunk 2077 plugin to parse/format data like Json.

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Red Data

Cyberpunk 2077 GitHub License Donate

This plugin provides parsing/formatting for different data formats. It only supports Json for now. It can be used with Redscript and CET.

Getting started

Compatibility

Installation

  1. Install requirements:
  1. Extract the latest archive into the Cyberpunk 2077 directory.

API wrapper

This plugin can be used when writing a RED4ext plugin with RedLib. You can find a C++ API wrapper in branch api.

Usage

All Json features are defined in module RedData.Json. You need to import it with:

import RedData.Json.*

Parse Json

ParseJson(text: String) -> ref<JsonVariant>

e.g. with Json data:

{
  "name": "RedData",
  "version": 1,
  "isEnabled": true,
  "pi": 3.14159265358979323846,
  "items": [2077, 13.37, true, "Cyberpunk"],
  "i18n": {
    "en-US": "Hello",
    "fr-FR": "Bonjour"
  }
}

You can parse Json content of a String like this:

// ...
let json = ParseJson("<json data from example above>");

if !IsDefined(json) {
  LogChannel(n"Error", s"Failed to parse Json.");
  return;
}
if !json.IsObject() {
  LogChannel(n"Error", s"Expect root of Json document to be an object.");
  return;
}
// ...

JsonVariant

IsUndefined() -> Bool
IsNull() -> Bool

IsBool() -> Bool
IsInt64() -> Bool
IsUint64() -> Bool
IsDouble() -> Bool
IsString() -> Bool

IsArray() -> Bool
IsObject() -> Bool

ToString(opt indent: String) -> String

You can format Json data to a String. It will format output as minified Json by default. You can pretty format Json with spaces and/or tabulations using indent argument.

// ...
LogChannel(n"Info", s"Minified: \(json.ToString())");
LogChannel(n"Info", s"Pretty (two spaces): \(json.ToString("  "))");
LogChannel(n"Info", s"Pretty (tab): \(json.ToString("\t"))");

Note

Order of keys in a JsonObject is not preserved due to underlying optimization.

Warning

Using other characters than spaces and tabulations is not allowed. It will fallback to minified Json instead.

JsonObject

GetKeys() -> array<String>
GetValues() -> array<ref<JsonVariant>>

HasKey(key: String) -> Bool
GetKey(key: String) -> ref<JsonVariant>
SetKey(key: String, value: ref<JsonVariant>) -> Void
RemoveKey(key: String) -> Bool

GetKeyBool(key: String) -> Bool
GetKeyInt64(key: String) -> Int64
GetKeyUint64(key: String) -> Uint64
GetKeyDouble(key: String) -> Double
GetKeyString(key: String) -> String

SetKeyNull(key: String) -> Void
SetKeyBool(key: String, value: Bool) -> Void
SetKeyInt64(key: String, value: Int64) -> Void
SetKeyUint64(key: String, value: Uint64) -> Void
SetKeyDouble(key: String, value: Double) -> Void
SetKeyString(key: String, value: String) -> Void

Clear() -> Void

Get values:

// ...
let obj = json as JsonObject;
let name = obj.GetKeyString("name");
let version = obj.GetKeyInt64("version");
let isEnabled = obj.GetKeyBool("isEnabled");
let pi = obj.GetKeyDouble("pi");
// Same as:
// let name = obj.GetKey("name").GetString();
// let version = obj.GetKey("version").GetInt64();
// let isEnabled = obj.GetKey("isEnabled").GetBool();
// let pi = obj.GetKey("pi").GetDouble();

Get a list of keys:

// ...
let keys = obj.GetKeys();

// keys == ["name", "version", "isEnabled", "pi", "items", "i18n"]

Get a list of values:

// ...
let values = obj.GetValues();

// values[0].GetString() == "RedData"
// values[1].GetInt64() == 1
// values[2].GetBool() == true
// values[3].GetDouble() == 3.14159265358979323846
// values[4] == [...]
// values[5] == {...}

Test whether a key is present:

// ...
let hasName = obj.HasKey("name");
let hasUnknown = obj.HasKey("unknown");

// hasName == true
// hasUnknown == false

JsonArray

GetSize() -> Uint32
GetItem(index: Uint32) -> ref<JsonVariant>
SetItem(index: Uint32, value: ref<JsonVariant>) -> Void
RemoveItem(index: Uint32) -> Bool
AddItem(value: ref<JsonVariant>) -> Void
InsertItem(index: Uint32, value: ref<JsonVariant>) -> Void

GetItemBool(index: Uint32) -> Bool
GetItemInt64(index: Uint32) -> Int64
GetItemUint64(index: Uint32) -> Uint64
GetItemDouble(index: Uint32) -> Double
GetItemString(index: Uint32) -> String

SetItemNull(index: Uint32) -> Void
SetItemBool(index: Uint32, value: Bool) -> Void
SetItemInt64(index: Uint32, value: Int64) -> Void
SetItemUint64(index: Uint32, value: Uint64) -> Void
SetItemDouble(index: Uint32, value: Double) -> Void
SetItemString(index: Uint32, value: String) -> Void

AddItemNull() -> Void
AddItemBool(value: Bool) -> Void
AddItemInt64(value: Int64) -> Void
AddItemUint64(value: Uint64) -> Void
AddItemDouble(value: Double) -> Void
AddItemString(value: String) -> Void

InsertItemNull(index: Uint32) -> Void
InsertItemBool(index: Uint32, value: Bool) -> Void
InsertItemInt64(index: Uint32, value: Int64) -> Void
InsertItemUint64(index: Uint32, value: Uint64) -> Void
InsertItemDouble(index: Uint32, value: Double) -> Void
InsertItemString(index: Uint32, value: String) -> Void

Clear() -> Void

Get items:

// ...
let items = obj.GetKey("items") as JsonArray;
let year = items.GetItemInt64(0u);
let elite = items.GetItemDouble(1u);
let theWay = items.GetItemBool(2u);
let title = items.GetItemString(3u);
// Same as:
// let year = items.GetItem(0u).GetInt64();
// let elite = items.GetItem(1u).GetDouble();
// let theWay = items.GetItem(2u).GetBool();
// let title = items.GetItem(3u).GetString();

Get the number of items:

let size: Uint32 = items.GetSize();

Note: arrays are iterated from 1 to N when using Lua. In this case, you must iterate from 0 to N - 1.

Json to DTO

FromJson(json: ref<JsonObject>, type: CName) -> ref<IScriptable>;

You can create a class from Json. It will match properties of the class with keys from Json data. The name of a property/key is case-sensitive.

public class MessageDto {
  let id: Uint64;
  let createdAt: Int32;
  let author: ref<UserDto>;
  let text: String;
}

public class UserDto {
  let id: Uint64;
  let firstName: String;
  let lastName: String;
  let permissions: array<String>;
}

let json = ParseJson("<Json data>") as JsonObject;
let message = FromJson(json, n"MessageDto") as MessageDto;
//                           ^
//                           | CName of the class to format Json to.

LogChannel(n"Info", s"text: \"\(message.text)\"");

This feature supports the following types:

  • Bool
  • Int8, Int16, Int32, Int64
  • Uint8, Uint16, Uint32, Uint64
  • Float, Double
  • String, CName, ResRef, TweakDBID
  • ref<T>, array<T>

When property is:

  • a weak reference: the value is always set to null.
  • a strong reference: the value is set with a new instance built from the Json data, or it fallbacks to null.
  • an array: the value is set with an array built from the Json data.

Note

Type of array can be any of the supported types above, but it does not support arrays within arrays.

DTO to Json

ToJson(object: ref<IScriptable>) -> ref<JsonObject>;

You can create Json data from a class. It will create a JsonObject based on properties of the object.

// ...
let message = new MessageDto();

message.id = 42;
message.createdAt = 1337;
message.author = null;
message.text = "Hello world!";
let json = ToJson(message);

LogChannel(n"Info", s"json: \(json.ToString("  "))");
// It should log:
// {
//   "id": 42,
//   "createdAt": 1337,
//   "author": null,
//   "text": "Hello world!"
// }

This feature supports the following types:

  • Bool
  • Int8, Int16, Int32, Int64
  • Uint8, Uint16, Uint32, Uint64
  • Float, Double
  • String, CName
  • ref<T>, array<T>

ResRef and TweakDBID are not supported because they cannot be transformed back to a String.

Note

Type of an array can be any of the supported types above, but it does not support arrays within arrays.

Create Json data

You can create JsonObject/JsonArray.

// ...
let json = new JsonObject();

json.SetKeyString("name", "RedData");
json.SetKeyBool("isEnabled", true);
json.SetKeyDouble("version", 2.12);
let items = new JsonArray();

items.AddItemNull();
items.AddItemBool(true);
items.AddItemInt64(2077);
items.AddItemDouble(13.37);
items.AddItemString("Welcome to Night City!");
json.SetKey("items", items);
let text = json.ToString("\t");

LogChannel(n"Info", s"Json:");
LogChannel(n"Info", text);

Development

Contributions are welcome, feel free to fill an issue or a PR.

Usage

  1. Install requirements:
  • CMake v3.27+
  • Visual Studio Community 2022+
  • Node JS v20.11+
    • run npm install --save-dev archiver
  1. Configure project with:
cmake -G "Visual Studio 17 2022" -A x64 -S . -B build
  1. Build in debug mode:
cmake --build build --target RedData --config Debug

Tests

  1. Install in your game directory:
node install.mjs
  1. Run game.
  2. Open CET, show Game Log popup.
  3. Output should show tests result.

Release

  1. Build in release mode:
cmake --build build --target RedData --config Release
  1. Bundle release:
node bundle.mjs