Initial commit

I can parse some of the data files, and extract individual frames from .obj
files. I can't yet convert those frames into something viewable.
This commit is contained in:
2018-02-24 13:50:35 +00:00
commit 107c209354
10 changed files with 1450 additions and 0 deletions

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package data
import (
"bytes"
"errors"
)
// Comments are `//`, start of line only, for accounting
var (
comment = []byte("//")
)
type Accounting map[string]string
func LoadAccounting(filename string) (Accounting, error) {
scanLines, err := fileToScanner(filename)
if err != nil {
return nil, err
}
out := make(Accounting)
for scanLines.Scan() {
if err := parse(out, scanLines.Bytes()); err != nil {
return nil, err
}
}
if err := scanLines.Err(); err != nil {
return nil, err
}
return out, nil
}
func parse(into Accounting, line []byte) error {
if len(line) == 0 || bytes.Equal(line[0:2], comment) {
return nil
}
idx := bytes.Index(line, []byte("="))
key := string(line[0:idx])
value := string(bytes.Trim(line[idx+1:len(line)], "\t\r\n"))
if _, ok := into[key]; ok {
return errors.New("Duplicate key: " + key)
}
into[key] = value
return nil
}

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package data
import (
"bufio"
"errors"
// "fmt"
"io"
"strconv"
"strings"
)
type Cell struct {
X int // FIXME: This is just a guess, but I think it's a 3D coordinate system
Y int
Z int
}
type AnimatedObject struct {
CentreCell Cell
Direction int
Type int
AnimationID int
AnimationGroup int
AnimatedType int
AnimationIDs CompassPoints // 8 of these, down to MoveBits. Compass points?
InCells CompassPoints
VisualBits CompassPoints
MoveBits CompassPoints
Visibility int
Protection int
MinDelay int // in milliseconds
DelayRange int // in milliseconds
}
func LoadAnimatedObjectDefinitions(filename string) ([]AnimatedObject, error) {
var out []AnimatedObject
scanLines, err := fileToScanner(filename)
if err != nil {
return nil, err
}
for {
obj, err := consumeAnimatedObjectDefinition(scanLines)
if err == io.EOF {
return out, nil
} else if err != nil {
return nil, err
}
out = append(out, obj)
}
}
func consumeAnimatedObjectDefinition(scanner *bufio.Scanner) (AnimatedObject, error) {
var out AnimatedObject
var err error
out.CentreCell, err = consumeCell(scanner)
if err != nil {
return out, err
}
if err := consumeIntPtrs(
scanner,
&out.Direction, &out.Type, &out.AnimationID, &out.AnimationGroup, &out.AnimatedType,
); err != nil {
return out, err
}
// 8-int arrays
out.AnimationIDs, err = consumeCompassPoints(scanner)
if err != nil {
return out, err
}
out.InCells, err = consumeCompassPoints(scanner)
if err != nil {
return out, err
}
out.VisualBits, err = consumeCompassPoints(scanner)
if err != nil {
return out, err
}
out.MoveBits, err = consumeCompassPoints(scanner)
if err != nil {
return out, err
}
if err := consumeIntPtrs(
scanner,
&out.Visibility, &out.Protection, &out.MinDelay, &out.DelayRange,
); err != nil {
return out, err
}
return out, nil
}
func consumeCell(scanner *bufio.Scanner) (Cell, error) {
out := Cell{}
str, err := consumeString(scanner)
if err != nil {
return out, err
}
parts := strings.Split(str, " ")
if len(parts) != 3 {
return out, errors.New("Malformed cell definition")
}
if out.X, err = strconv.Atoi(parts[0]); err != nil {
return out, err
}
if out.Y, err = strconv.Atoi(parts[1]); err != nil {
return out, err
}
if out.Z, err = strconv.Atoi(parts[2]); err != nil {
return out, err
}
return out, nil
}

107
internal/data/data.go Normal file
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package data
import (
"bufio"
"bytes"
"io"
"io/ioutil"
"strconv"
)
var hashComment = []byte("#")
type CompassPoints struct {
N int
NE int
E int
SE int
S int
SW int
W int
NW int
}
type Range struct {
Start int
End int
}
func fileToScanner(filename string) (*bufio.Scanner, error) {
data, err := ioutil.ReadFile(filename)
if err != nil {
return nil, err
}
return bufio.NewScanner(bytes.NewReader(data)), nil
}
func consumeString(scanner *bufio.Scanner) (string, error) {
for scanner.Scan() {
line := scanner.Bytes()
if len(line) == 0 || line[0] == hashComment[0] { // Most .dat files use # for comments
continue
}
comment := bytes.Index(line, hashComment)
if comment > 0 {
line = line[0:comment]
}
return string(bytes.TrimRight(line, "\r\n\t ")), nil
}
err := scanner.Err()
if err == nil {
return "", io.EOF
}
return "", err
}
func consumeInt(scanner *bufio.Scanner) (int, error) {
str, err := consumeString(scanner)
if err != nil {
return 0, err
}
return strconv.Atoi(str)
}
func consumeIntPtr(to *int, scanner *bufio.Scanner) error {
val, err := consumeInt(scanner)
if err != nil {
return err
}
*to = val
return nil
}
func consumeIntPtrs(scanner *bufio.Scanner, ptrs ...*int) error {
for _, ptr := range ptrs {
if err := consumeIntPtr(ptr, scanner); err != nil {
return err
}
}
return nil
}
func consumeRange(scanner *bufio.Scanner) (Range, error) {
var out Range
err := consumeIntPtrs(scanner, &out.Start, &out.End)
return out, err
}
func consumeCompassPoints(scanner *bufio.Scanner) (CompassPoints, error) {
var out CompassPoints
err := consumeIntPtrs(
scanner,
&out.N, &out.NE, &out.E, &out.SE, &out.S, &out.SW, &out.W, &out.NW,
)
return out, err
}

339
internal/data/generic.go Normal file
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package data
type ActionPointEnum int
type SettingEnum int
type TransitionFrameEnum int
type SquadTypeEnum int // just for the multiplayer choose units menu
type VehicleTypeEnum int // just for the multiplayer choose units screen
type OptionEnum int // differs from settings in that these are defaults changeable from the UI
type SpellEnum int
type AIPriorityEnum int // FIXME: no idea what this is for
type RngRangeEnum int
// VEHICLE_WALK_TRANSITION_FRAME entries
const (
APCastSpell ActionPointEnum = 0
APWalk = 1
APRun = 2
APTurn = 3
APCrouch = 4
APStand = 5
APOpenDoor = 6
APDropItem = 7
APPickupItem = 8
APThrowItem = 9
APUseMedikit = 10
APUseScanner = 11
APJump = 12
APThrowGrenade = 13
APHalfTurn = 14
APToClearJammedWeapon = 15
APHandToHandRound = 16
APToUseSwitch = 17
APToUseKey = 18
APToBoardDisembark = 19
APWhenOnFire = 20
APWhenBroken = 21
APMax = 22
SettingOccasionalSoundPercent SettingEnum = 0
SettingOccasionalMovementSound = 1
SettingFullJumpFuel = 2
SettingMaxJumpDistance = 3
SettingFlyFramesPerCell = 4
SettingPowerArmorRating = 5
SettingTerminatorArmorRating = 6
SettingBloodThirsterArmorRating = 7
SettingDemonicArmorRating = 8
SettingPrimitiveArmorRating = 9
SettingHorrorArmorRating = 10
SettingArmorDice = 11
SettingJumpPixelsPerFrame = 12
SettingCharacterAnimationDelay = 13
SettingVehicleAnimationDelay = 14
SettingLoopingEffectsDelay = 15
SettingFireAnimationDelay = 16
SettingCharacterFireTransparency = 17
SettingMissileDrawOffset = 18 // pixels per missing piece
SettingWeaponJamPercent = 19 // to two decimal places
SettingScanFrequency = 20
SettingCoverSearchRadius = 21
SettingDialogAutoCloseTime = 22
SettingPointBlankBallisticSkillBonus = 23
SettingPointBlankRange = 24
SettingMinimumOverwatchShotPercent = 25
SettingMultipleSekectDragTolerance = 26
SettingStandingGuardPostRadius = 27
SettingMaxDemonFlyDistance = 28
SettingSpellLoopingVolume = 29 // percentage, 0 decimal places
SettingPercentOfChaosInSecondaryQuadrant = 30
SettingNumberOfRandomCrates = 31
SettingMax = 32
TFDeletedVehicle TransitionFrameEnum = 0
TFUltraRhino = 1
TFUltraPredator = 2
TFUltraLandSpeeder = 3
TFUltraDreadnought = 4
TFChaosRhino = 5
TFChaosPredator = 6
TFChaosDreadnought = 7
TFMax = 8
SquadTerminator SquadTypeEnum = 0
SquadTactical = 1
SquadAssault = 2
SquadDevastator = 3
SquadChaos = 4
SquadChaosKhorne = 5
SquadChaosTerminator = 6
SquadChaosCultise = 7
SquadLibrarian = 8
SquadTechmarine = 9
SquadApothecary = 10
SquadChaplain = 11
SquadCaptain = 12
SquadChaosLord = 13
SquadChaosChaplain = 14
SquadChaosSorcerer = 15
SauadChaosBlodThirster = 16
SquadChaosBlootLetter = 17
SquadChaosFleshHound = 18
SquadChaosLordOfChange = 19
SquadChaosFlamer = 20
SquadChaosPinkHorror = 21
SquadChaosBlueHorror = 22
SquadMax = 23
VehicleUltraRhino VehicleTypeEnum = 0
VehicleUltraPredator = 1
VehicleUltraLandSpeeder = 2
VehicleUltraDreadnought = 3
VehicleChaosRhino = 4
VehicleChaosPredator = 5
VehicleChaosDreadnought = 6
VehicleMax = 7
OptionMovies OptionEnum = 0
OptionMusic = 1
OptionCombatVoices = 2
OptionGrid = 3
OptionShowPaths = 4
OptionPointSave = 5
OptionAutoCutLevel = 6
OptionShowUnitAnimations = 7
OptionCombatResolution = 8
OptionMusicVolume = 9 // percentage, 0df
OptionSoundEffectsVolume = 10 // percentage, 0df
OptionUnitAnimationSpeed = 11 // percentage, 0df, see CHARCTER ANIMATION DELAY / VEHICLE ANIMATION DELAY for worst case value
OptionEffectAnimationSpeed = 12 // percentage, 0d, see LOOPING_EFFECTS_DELAY for worst case value
OptionMax = 13
SpellHellfire SpellEnum = 0
SpellLightningArc = 1
SpellGate = 2
SpellAssail = 3
SpellDisplacement = 4
SpellMachineCurse = 5
SpellScan = 6
SpellQuickening = 7
SpellStrengthOfMind = 8
SpellSmite = 9
SpellIronArm = 10
SpellSalamandar = 11
SpellTeleport = 12
SpellPsychicShield = 13
SpellDestroyDemon = 14
SpellHolocaust = 15
SpellScourge = 16
SpellPurge = 17
SpellAuraOfFire = 18
SpellVortex = 19
SpellStormOfWrath = 20
SpellAuraOfFortitude = 21
SpellPinkFireOfTzeentch = 22
SpellBoltOfChange = 23
SpellTzeentchFireStore = 24
SpellMax = 25
AIPrioritySpecialCharacter = 0
AIPriorityVehicle = 1
AIPriorityTerminator = 2
AIPriorityHeavyWeapon = 3
AIPriorityRegular = 4
AIPriorityCultist = 5
AIPriorityMax = 6
RngRangeVehicleHillHeight RngRangeEnum = 0
RngRangeVehicleHillWidth = 1
RngRangeVehicleHillDensity = 2
RngRangeVehicleLargeObjectDensity = 3
RngRangeVehicleSmallObjectDensity = 4
RngRangeNoVehicleHillHeight = 5
RngRangeNoVehicleHillWidth = 6
RngRangeNoVehicleHillDensity = 7
RngRangeNoVehicleLargeObjectDensity = 8
RngRangeNoVehicleSmallObjectDensity = 9
RngRangeMax = 10
// FIXME: is this really a hardcoded value?
NumCampaignScenarios = 15
)
type Generic struct {
ActionPoints map[ActionPointEnum]int
Settings map[SettingEnum]int
VehicleWalkTransitionFrames map[TransitionFrameEnum]CompassPoints
MPChooseUnitSquadLimits map[SquadTypeEnum]int
// I'm assuming this is to do with MP becauses squads are. I could be wrong.
MPChooseVehicleLimits map[VehicleTypeEnum]int
Options map[OptionEnum]int
CampaignMaps []string
CampaignEndMissionWavs []string
AICoherentForce int // Range that defnines a coherent for for the AI. No idea
AISpellDeltaPriorityWeights map[SpellEnum]int // AI delta priority weights for each spell
AIPriority map[AIPriorityEnum]int
AICommandInfiniteLoopCounterWatermark int // Messing with this can cripple the API...
RngRanges map[RngRangeEnum]Range
}
// TODO: consume these values from the file
func LoadGeneric(filename string) (*Generic, error) {
scanLines, err := fileToScanner(filename)
if err != nil {
return nil, err
}
out := &Generic{
ActionPoints: make(map[ActionPointEnum]int),
Settings: make(map[SettingEnum]int),
VehicleWalkTransitionFrames: make(map[TransitionFrameEnum]CompassPoints),
MPChooseUnitSquadLimits: make(map[SquadTypeEnum]int),
MPChooseVehicleLimits: make(map[VehicleTypeEnum]int),
Options: make(map[OptionEnum]int),
AISpellDeltaPriorityWeights: make(map[SpellEnum]int),
AIPriority: make(map[AIPriorityEnum]int),
RngRanges: make(map[RngRangeEnum]Range),
}
// Various action point values, first to last
for ap := ActionPointEnum(0); ap < APMax; ap++ {
val, err := consumeInt(scanLines)
if err != nil {
return nil, err
}
out.ActionPoints[ap] = val
}
// Other miscellaneous data fields, first to last
for setting := SettingEnum(0); setting < SettingMax; setting++ {
val, err := consumeInt(scanLines)
if err != nil {
return nil, err
}
out.Settings[setting] = val
}
// Vehicle walk transition frames. Whatever they are.
for tf := TransitionFrameEnum(0); tf < TFMax; tf++ {
val, err := consumeCompassPoints(scanLines)
if err != nil {
return nil, err
}
out.VehicleWalkTransitionFrames[tf] = val
}
for st := SquadTypeEnum(0); st < SquadMax; st++ {
val, err := consumeInt(scanLines)
if err != nil {
return nil, err
}
out.MPChooseUnitSquadLimits[st] = val
}
for vt := VehicleTypeEnum(0); vt < VehicleMax; vt++ {
val, err := consumeInt(scanLines)
if err != nil {
return nil, err
}
out.MPChooseVehicleLimits[vt] = val
}
for op := OptionEnum(0); op < OptionMax; op++ {
val, err := consumeInt(scanLines)
if err != nil {
return nil, err
}
out.Options[op] = val
}
for i := 0; i < NumCampaignScenarios; i++ {
val, err := consumeString(scanLines)
if err != nil {
return nil, err
}
out.CampaignMaps = append(out.CampaignMaps, val)
}
for i := 0; i < NumCampaignScenarios; i++ {
val, err := consumeString(scanLines)
if err != nil {
return nil, err
}
// FIXME: "none" is a special-case value here
out.CampaignEndMissionWavs = append(out.CampaignEndMissionWavs, val)
}
out.AICoherentForce, err = consumeInt(scanLines)
if err != nil {
return nil, err
}
for sp := SpellEnum(0); sp < SpellMax; sp++ {
val, err := consumeInt(scanLines)
if err != nil {
return nil, err
}
out.AISpellDeltaPriorityWeights[sp] = val
}
for ai := AIPriorityEnum(0); ai < AIPriorityMax; ai++ {
val, err := consumeInt(scanLines)
if err != nil {
return nil, err
}
out.AIPriority[ai] = val
}
out.AICommandInfiniteLoopCounterWatermark, err = consumeInt(scanLines)
if err != nil {
return nil, err
}
for rg := RngRangeEnum(0); rg < RngRangeMax; rg++ {
val, err := consumeRange(scanLines)
if err != nil {
return nil, err
}
out.RngRanges[rg] = val
}
return out, nil
}

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internal/data/object.go Normal file
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package data
import (
"bytes"
"encoding/binary"
"fmt"
"io"
"io/ioutil"
"os"
"path/filepath"
"sort"
"strings"
)
var (
// FIXME: My poor understanding of the .obj format prevents me from
// successfully loading these files
objBlacklist = []string{
/* Lots of unexpected magic values, disable the check for now
"15_rocks.obj", // Unexpected magic value: 19726564 (expected 21102801)
"2_cath.obj", // Unexpected magic value: 21364973 (expected 21102801)
"2nd_flor.obj", // Unexpected magic value: 22151377 (expected 21102801)
"3_cath.obj", // Unexpected magic value: 21102809 (expected 21102801)
"4_cath.obj", // Unexpected magic value: 21496017 (expected 21102801)
"BODIES.obj", // Unexpected magic value: 21627103 (expected 21102801)
"BRDG_TIL.OBJ", // Unexpected magic value: 17957074 (expected 21102801)
"Cheveron.obj", // Unexpected magic value: 10879118 (expected 21102801)
"Heavy_Plasma_Effect.obj", // Unexpected magic value: 14811345 (expected 21102801)
"Heavy_Plasma_Mask.obj", // Unexpected magic value: 14811345 (expected 21102801)
"Heavy_Plasma_Pain_Effect.obj", // Unexpected magic value: 14811345 (expected 21102801)
"Heavy_Plasma_Pain_Mask.obj", // Unexpected magic value: 14811345 (expected 21102801)
"Ht_drt.obj", // Unexpected magic value: 22806737 (expected 21102801)
"Ht_grs.obj", // Unexpected magic value: 22806737 (expected 21102801)
"IVY02.OBJ", // Unexpected magic value: 18481399 (expected 21102801)
"J_top2.obj", // Unexpected magic value: 22347993 (expected 21102801)
"Lascannon_Effect.obj", // Unexpected magic value: 14811345 (expected 21102801)
"Lascannon_Mask.obj", // Unexpected magic value: 14811345 (expected 21102801)
"Lascannon_Pain_Effect.obj", // Unexpected magic value: 14811345 (expected 21102801)
"Lascannon_Pain_Mask.obj", // Unexpected magic value: 14811136 (expected 21102801)
"Man_Shadow.obj", // Unexpected magic value: 22479091 (expected 21102801)
"Melta_Effect.obj", // Unexpected magic value: 14745777 (expected 21102801)
"Melta_Mask.obj", // Unexpected magic value: 14811345 (expected 21102801)
"Melta_Pain_Effect.obj", // Unexpected magic value: 14745777 (expected 21102801)
"Melta_Pain_Mask.obj", // Unexpected magic value: 14811345 (expected 21102801)
"Multi_Melta_Effect.obj",
"Multi_Melta_Mask.obj",
"Multi_Melta_Pain_Effect.obj",
"Multi_Melta_Pain_Mask.obj",
"Plasma_Effect.obj", // Unexpected magic value: 14811345 (expected 21102801)
"Plasma_Mask.obj", // Unexpected magic value: 14811345 (expected 21102801)
"Plasma_Pain_Effect.obj", // Unexpected magic value: 14811345 (expected 21102801)
"Plasma_Pain_Mask.obj", // Unexpected magic value: 14811345 (expected 21102801)
"TZEENTCH.OBJ", // Unexpected magic value: 18088209 (expected 21102801)
"altar.obj", // Unexpected magic value: 18219222 (expected 21102801)
*/
"j_tree2.obj", // ObjectHeader is completely empty
"inven.obj", // Main header padding contains unknown values: [134744072 134744072 134744072]
}
objFrameMagic = uint32(0x014200D1)
)
func init() {
sort.Strings(objBlacklist)
}
type FrameHeader struct {
Magic uint32
Width uint16 // FIXME: I'm not certain this is what these are. If they are, they may be the wrong way around
Height uint16
Padding1 uint32 // I don't think this is used. Could be wrong.
PixelSize uint32 // Size of PixelData, excluding this frame header
Padding2 uint64 // I don't think this is used either. Could be wrong.
}
func (f FrameHeader) Check(expectedSize uint32) error {
// There seem to be different frame types, keyed by the magic value?
// if f.Magic != objFrameMagic {
// return fmt.Errorf("Unexpected magic value: %d (expected %d)", f.Magic, objFrameMagic)
// }
if f.Padding1 != 0 || f.Padding2 != 0 {
return fmt.Errorf("Frame header padding contains unknown values: %d %d", f.Padding1, f.Padding2)
}
// Remove 24 bytes from passed-in size to account for the header
if f.PixelSize != expectedSize-24 {
return fmt.Errorf("Advertised pixel size: %d differs from expected: %v", f.PixelSize, expectedSize-24)
}
return nil
}
type Frame struct {
FrameHeader
PixelData []byte
}
type frameInfoHeader struct {
Offset uint32 // Offset of the frame relative to the frame data segment
Size uint32 // Size of the frame in bytes, including the header
}
func (f frameInfoHeader) Check() error {
if f.Size < 24 {
return fmt.Errorf("Unexpected frame size: %d (expected >= 24)", f.Size)
}
return nil
}
// ObjectHeader totals 32 bytes on disk
type ObjectHeader struct {
NumFrames uint32 // How many frames does this object have?
MainHeaderSize uint32 // Number of bytes taken by this header. Should always be `32`
FrameInfoSize uint32 // Number of bytes taken up by the next block. 8 * NumFrames
FrameDataOffset uint32 // The starting point of the frame data
FrameDataSize uint32 // frame data should take up this many bytes
Padding [3]uint32 // Unused, as far as I can see
}
func (h ObjectHeader) ExpectedFrameInfoSize() uint32 {
return h.NumFrames * 8
}
func (h ObjectHeader) Check() error {
if h.MainHeaderSize != 32 {
return fmt.Errorf("Unexpected main header size: %d (expected 32)", h.MainHeaderSize)
}
if h.ExpectedFrameInfoSize() != h.FrameInfoSize {
return fmt.Errorf("Unexpected frame info size: %d (expected %d)", h.FrameInfoSize, h.ExpectedFrameInfoSize())
}
if h.Padding[0] != 0 || h.Padding[1] != 0 || h.Padding[2] != 0 {
return fmt.Errorf("Main header padding contains unknown values: %+v", h.Padding)
}
return nil
}
type Object struct {
ObjectHeader
Filename string
Frames []*Frame
}
func LoadObject(filename string) (*Object, error) {
f, err := os.Open(filename)
if err != nil {
return nil, err
}
defer f.Close()
out := &Object{Filename: filename}
if err := binary.Read(f, binary.LittleEndian, &out.ObjectHeader); err != nil {
return nil, err
}
if err := out.ObjectHeader.Check(); err != nil {
return nil, err
}
// Now load all frames into memory
framesInfo := make([]frameInfoHeader, out.NumFrames)
if err := binary.Read(f, binary.LittleEndian, &framesInfo); err != nil {
return nil, err
}
if _, err := f.Seek(int64(out.FrameDataOffset), io.SeekStart); err != nil {
return nil, err
}
// FIXME: this might - *might* - load interstitial data we don't really
// need, so wasting memory.
data, err := ioutil.ReadAll(f)
if err != nil {
return nil, err
}
buf := bytes.NewReader(data)
for i, frameInfo := range framesInfo {
fmt.Println("Loading frame %s:%d", filename, i)
if err := frameInfo.Check(); err != nil {
return nil, err
}
if _, err := buf.Seek(int64(frameInfo.Offset), io.SeekStart); err != nil {
return nil, err
}
frame := &Frame{}
if err := binary.Read(buf, binary.LittleEndian, &frame.FrameHeader); err != nil {
return nil, err
}
if err := frame.Check(frameInfo.Size); err != nil {
return nil, err
}
// It's safe to assume that a `bytes.Reader` will always satisfy the
// requested read size.
frame.PixelData = make([]byte, frame.PixelSize)
if _, err := buf.Read(frame.PixelData); err != nil {
return nil, err
}
out.Frames = append(out.Frames, frame)
}
return out, nil
}
func readObjFrame(f io.Reader, obj *Object) error {
return nil
}
func LoadObjects(dir string) (map[string]*Object, error) {
fis, err := ioutil.ReadDir(dir)
if err != nil {
return nil, err
}
out := make(map[string]*Object, len(fis))
for _, fi := range fis {
filename := filepath.Join(dir, fi.Name())
basename := filepath.Base(filename)
extname := filepath.Ext(filename)
// Don't try to load non-.obj files
if !strings.EqualFold(extname, ".obj") {
continue
}
i := sort.SearchStrings(objBlacklist, basename)
if i >= len(objBlacklist) || objBlacklist[i] == basename {
continue
}
obj, err := LoadObject(filename)
if err != nil {
return nil, fmt.Errorf("%s: %v", filename, err)
}
out[basename] = obj
}
return out, nil
}