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using CommonMark ;
using Compression.BSA ;
using System ;
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using System.CodeDom ;
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using System.Collections.Concurrent ;
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using System.Collections.Generic ;
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using System.Diagnostics ;
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using System.IO ;
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using System.IO.Compression ;
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using System.Linq ;
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using System.Reflection ;
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using System.Text ;
using System.Text.RegularExpressions ;
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using System.Threading.Tasks ;
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using VFS ;
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using Wabbajack.Common ;
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using Wabbajack.Lib.CompilationSteps ;
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using Wabbajack.Lib.Downloaders ;
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using Wabbajack.Lib.ModListRegistry ;
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using Wabbajack.Lib.NexusApi ;
using Wabbajack.Lib.Validation ;
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using Directory = Alphaleonis . Win32 . Filesystem . Directory ;
using File = Alphaleonis . Win32 . Filesystem . File ;
using FileInfo = Alphaleonis . Win32 . Filesystem . FileInfo ;
using Path = Alphaleonis . Win32 . Filesystem . Path ;
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namespace Wabbajack.Lib
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{
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public class Compiler : ACompiler
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{
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private string _mo2DownloadsFolder ;
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public Dictionary < string , IEnumerable < IndexedFileMatch > > DirectMatchIndex ;
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public string MO2Folder ;
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public string MO2Profile ;
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public string ModListName , ModListAuthor , ModListDescription , ModListWebsite , ModListImage , ModListReadme ;
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public string WabbajackVersion ;
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public Compiler ( string mo2_folder )
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{
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ModManager = ModManager . MO2 ;
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MO2Folder = mo2_folder ;
MO2Ini = Path . Combine ( MO2Folder , "ModOrganizer.ini" ) . LoadIniFile ( ) ;
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GamePath = ( ( string ) MO2Ini . General . gamePath ) . Replace ( "\\\\" , "\\" ) ;
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ModListOutputFolder = "output_folder" ;
ModListOutputFile = MO2Profile + ExtensionManager . Extension ;
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}
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public dynamic MO2Ini { get ; }
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public bool ShowReportWhenFinished { get ; set ; } = true ;
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public bool IgnoreMissingFiles { get ; set ; }
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public string MO2DownloadsFolder
{
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get
{
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if ( _mo2DownloadsFolder ! = null ) return _mo2DownloadsFolder ;
if ( MO2Ini ! = null )
if ( MO2Ini . Settings ! = null )
if ( MO2Ini . Settings . download_directory ! = null )
return MO2Ini . Settings . download_directory . Replace ( "/" , "\\" ) ;
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return Path . Combine ( MO2Folder , "downloads" ) ;
}
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set = > _mo2DownloadsFolder = value ;
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}
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public string MO2ProfileDir = > Path . Combine ( MO2Folder , "profiles" , MO2Profile ) ;
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internal UserStatus User { get ; private set ; }
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public ConcurrentBag < Directive > ExtraFiles { get ; private set ; }
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public Dictionary < string , dynamic > ModInis { get ; private set ; }
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public HashSet < string > SelectedProfiles { get ; set ; } = new HashSet < string > ( ) ;
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public override void Info ( string msg )
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{
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Utils . Log ( msg ) ;
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}
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public override void Status ( string msg )
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{
WorkQueue . Report ( msg , 0 ) ;
}
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public override void Error ( string msg )
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{
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Utils . Log ( msg ) ;
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throw new Exception ( msg ) ;
}
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internal override string IncludeFile ( byte [ ] data )
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{
var id = Guid . NewGuid ( ) . ToString ( ) ;
File . WriteAllBytes ( Path . Combine ( ModListOutputFolder , id ) , data ) ;
return id ;
}
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internal override string IncludeFile ( string data )
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{
var id = Guid . NewGuid ( ) . ToString ( ) ;
File . WriteAllText ( Path . Combine ( ModListOutputFolder , id ) , data ) ;
return id ;
}
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public override bool Compile ( )
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{
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VirtualFileSystem . Clean ( ) ;
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Info ( "Looking for other profiles" ) ;
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var other_profiles_path = Path . Combine ( MO2ProfileDir , "otherprofiles.txt" ) ;
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SelectedProfiles = new HashSet < string > ( ) ;
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if ( File . Exists ( other_profiles_path ) ) SelectedProfiles = File . ReadAllLines ( other_profiles_path ) . ToHashSet ( ) ;
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SelectedProfiles . Add ( MO2Profile ) ;
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Info ( "Using Profiles: " + string . Join ( ", " , SelectedProfiles . OrderBy ( p = > p ) ) ) ;
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Info ( $"Indexing {MO2Folder}" ) ;
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VFS . AddRoot ( MO2Folder ) ;
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Info ( $"Indexing {GamePath}" ) ;
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VFS . AddRoot ( GamePath ) ;
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Info ( $"Indexing {MO2DownloadsFolder}" ) ;
VFS . AddRoot ( MO2DownloadsFolder ) ;
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Info ( "Cleaning output folder" ) ;
if ( Directory . Exists ( ModListOutputFolder ) )
Directory . Delete ( ModListOutputFolder , true ) ;
Directory . CreateDirectory ( ModListOutputFolder ) ;
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var mo2_files = Directory . EnumerateFiles ( MO2Folder , "*" , SearchOption . AllDirectories )
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. Where ( p = > p . FileExists ( ) )
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. Select ( p = > new RawSourceFile ( VFS . Lookup ( p ) ) { Path = p . RelativeTo ( MO2Folder ) } ) ;
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var game_files = Directory . EnumerateFiles ( GamePath , "*" , SearchOption . AllDirectories )
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. Where ( p = > p . FileExists ( ) )
. Select ( p = > new RawSourceFile ( VFS . Lookup ( p ) )
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{ Path = Path . Combine ( Consts . GameFolderFilesDir , p . RelativeTo ( GamePath ) ) } ) ;
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var loot_path = Path . Combine ( Environment . GetFolderPath ( Environment . SpecialFolder . LocalApplicationData ) ,
"LOOT" ) ;
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// TODO: make this generic so we can add more paths
IEnumerable < RawSourceFile > loot_files = new List < RawSourceFile > ( ) ;
if ( Directory . Exists ( loot_path ) )
{
Info ( $"Indexing {loot_path}" ) ;
VFS . AddRoot ( loot_path ) ;
loot_files = Directory . EnumerateFiles ( loot_path , "userlist.yaml" , SearchOption . AllDirectories )
. Where ( p = > p . FileExists ( ) )
. Select ( p = > new RawSourceFile ( VFS . Lookup ( p ) )
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{ Path = Path . Combine ( Consts . LOOTFolderFilesDir , p . RelativeTo ( loot_path ) ) } ) ;
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}
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Info ( "Indexing Archives" ) ;
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IndexedArchives = Directory . EnumerateFiles ( MO2DownloadsFolder )
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. Where ( f = > File . Exists ( f + ".meta" ) )
. Select ( f = > new IndexedArchive
{
File = VFS . Lookup ( f ) ,
Name = Path . GetFileName ( f ) ,
IniData = ( f + ".meta" ) . LoadIniFile ( ) ,
Meta = File . ReadAllText ( f + ".meta" )
} )
. ToList ( ) ;
Info ( "Indexing Files" ) ;
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var grouped = VFS . GroupedByArchive ( ) ;
IndexedFiles = IndexedArchives . Select ( f = >
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{
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if ( grouped . TryGetValue ( f . File , out var result ) )
return result ;
return new List < VirtualFile > ( ) ;
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} )
. SelectMany ( fs = > fs )
. Concat ( IndexedArchives . Select ( f = > f . File ) )
. OrderByDescending ( f = > f . TopLevelArchive . LastModified )
. GroupBy ( f = > f . Hash )
. ToDictionary ( f = > f . Key , f = > f . AsEnumerable ( ) ) ;
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Info ( "Searching for mod files" ) ;
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AllFiles = mo2_files . Concat ( game_files )
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. Concat ( loot_files )
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. DistinctBy ( f = > f . Path )
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. ToList ( ) ;
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Info ( $"Found {AllFiles.Count} files to build into mod list" ) ;
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Info ( "Verifying destinations" ) ;
var dups = AllFiles . GroupBy ( f = > f . Path )
. Where ( fs = > fs . Count ( ) > 1 )
. Select ( fs = >
{
Utils . Log ( $"Duplicate files installed to {fs.Key} from : {String.Join(" , ", fs.Select(f => f.AbsolutePath))}" ) ;
return fs ;
} ) . ToList ( ) ;
if ( dups . Count > 0 )
{
Error ( $"Found {dups.Count} duplicates, exiting" ) ;
}
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ExtraFiles = new ConcurrentBag < Directive > ( ) ;
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ModInis = Directory . EnumerateDirectories ( Path . Combine ( MO2Folder , "mods" ) )
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. Select ( f = >
{
var mod_name = Path . GetFileName ( f ) ;
var meta_path = Path . Combine ( f , "meta.ini" ) ;
if ( File . Exists ( meta_path ) )
return ( mod_name , meta_path . LoadIniFile ( ) ) ;
return ( null , null ) ;
} )
. Where ( f = > f . Item2 ! = null )
. ToDictionary ( f = > f . Item1 , f = > f . Item2 ) ;
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var stack = MakeStack ( ) ;
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Info ( "Running Compilation Stack" ) ;
var results = AllFiles . PMap ( f = > RunStack ( stack , f ) ) . ToList ( ) ;
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// Add the extra files that were generated by the stack
Info ( $"Adding {ExtraFiles.Count} that were generated by the stack" ) ;
results = results . Concat ( ExtraFiles ) . ToList ( ) ;
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var nomatch = results . OfType < NoMatch > ( ) ;
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Info ( $"No match for {nomatch.Count()} files" ) ;
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foreach ( var file in nomatch )
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Info ( $" {file.To}" ) ;
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if ( nomatch . Count ( ) > 0 )
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{
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if ( IgnoreMissingFiles )
{
Info ( "Continuing even though files were missing at the request of the user." ) ;
}
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else
{
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Info ( "Exiting due to no way to compile these files" ) ;
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return false ;
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}
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}
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InstallDirectives = results . Where ( i = > ! ( i is IgnoredDirectly ) ) . ToList ( ) ;
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Info ( "Getting Nexus api_key, please click authorize if a browser window appears" ) ;
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if ( IndexedArchives . Any ( a = > a . IniData ? . General ? . gameName ! = null ) )
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{
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var nexusClient = new NexusApiClient ( ) ;
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if ( ! nexusClient . IsPremium ) Error ( $"User {nexusClient.Username} is not a premium Nexus user, so we cannot access the necessary API calls, cannot continue" ) ;
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}
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zEditIntegration . VerifyMerges ( this ) ;
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GatherArchives ( ) ;
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IncludeArchiveMetadata ( ) ;
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BuildPatches ( ) ;
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ModList = new ModList
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{
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GameType = GameRegistry . Games . Values . First ( f = > f . MO2Name = = MO2Ini . General . gameName ) . Game ,
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WabbajackVersion = WabbajackVersion ,
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Archives = SelectedArchives ,
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ModManager = ModManager . MO2 ,
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Directives = InstallDirectives ,
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Name = ModListName ? ? MO2Profile ,
Author = ModListAuthor ? ? "" ,
Description = ModListDescription ? ? "" ,
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Readme = ModListReadme ? ? "" ,
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Image = ModListImage ? ? "" ,
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Website = ModListWebsite ? ? ""
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} ;
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ValidateModlist . RunValidation ( ModList ) ;
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GenerateReport ( ) ;
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ExportModlist ( ) ;
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ResetMembers ( ) ;
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ShowReport ( ) ;
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Info ( "Done Building Modlist" ) ;
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return true ;
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}
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private void IncludeArchiveMetadata ( )
{
Utils . Log ( $"Including {SelectedArchives.Count} .meta files for downloads" ) ;
SelectedArchives . Do ( a = >
{
var source = Path . Combine ( MO2DownloadsFolder , a . Name + ".meta" ) ;
InstallDirectives . Add ( new ArchiveMeta ( )
{
SourceDataID = IncludeFile ( File . ReadAllText ( source ) ) ,
Size = File . GetSize ( source ) ,
Hash = source . FileHash ( ) ,
To = Path . GetFileName ( source )
} ) ;
} ) ;
}
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private void ExportModlist ( )
{
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Utils . Log ( $"Exporting Modlist to : {ModListOutputFile}" ) ;
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//ModList.ToJSON(Path.Combine(ModListOutputFolder, "modlist.json"));
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ModList . ToCERAS ( Path . Combine ( ModListOutputFolder , "modlist" ) , ref CerasConfig . Config ) ;
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if ( File . Exists ( ModListOutputFile ) )
File . Delete ( ModListOutputFile ) ;
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using ( var fs = new FileStream ( ModListOutputFile , FileMode . Create ) )
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{
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using ( var za = new ZipArchive ( fs , ZipArchiveMode . Create ) )
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{
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Directory . EnumerateFiles ( ModListOutputFolder , "*.*" )
. DoProgress ( "Compressing Modlist" ,
f = >
{
var ze = za . CreateEntry ( Path . GetFileName ( f ) ) ;
using ( var os = ze . Open ( ) )
using ( var ins = File . OpenRead ( f ) )
{
ins . CopyTo ( os ) ;
}
} ) ;
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}
}
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Utils . Log ( "Exporting Modlist metadata" ) ;
var metadata = new ModlistMetadata . DownloadMetadata
{
Size = File . GetSize ( ModListOutputFile ) ,
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Hash = ModListOutputFile . FileHash ( ) ,
NumberOfArchives = ModList . Archives . Count ,
SizeOfArchives = ModList . Archives . Sum ( a = > a . Size ) ,
NumberOfInstalledFiles = ModList . Directives . Count ,
SizeOfInstalledFiles = ModList . Directives . Sum ( a = > a . Size )
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} ;
metadata . ToJSON ( ModListOutputFile + ".meta.json" ) ;
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Utils . Log ( "Removing modlist staging folder" ) ;
Directory . Delete ( ModListOutputFolder , true ) ;
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}
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private void ShowReport ( )
{
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if ( ! ShowReportWhenFinished ) return ;
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var file = Path . GetTempFileName ( ) + ".html" ;
File . WriteAllText ( file , ModList . ReportHTML ) ;
Process . Start ( file ) ;
}
private void GenerateReport ( )
{
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string css = "" ;
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using ( Stream cssStream = Utils . GetResourceStream ( "Wabbajack.Lib.css-min.css" ) )
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{
using ( StreamReader reader = new StreamReader ( cssStream ) )
{
css = reader . ReadToEnd ( ) ;
}
}
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using ( var fs = File . OpenWrite ( $"{ModList.Name}.md" ) )
{
fs . SetLength ( 0 ) ;
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using ( var reporter = new ReportBuilder ( fs , ModListOutputFolder ) )
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{
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reporter . Build ( this , ModList ) ;
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}
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}
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ModList . ReportHTML = "<style>" + css + "</style>"
+ CommonMarkConverter . Convert ( File . ReadAllText ( $"{ModList.Name}.md" ) ) ;
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}
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/// <summary>
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/// Clear references to lists that hold a lot of data.
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/// </summary>
private void ResetMembers ( )
{
AllFiles = null ;
InstallDirectives = null ;
SelectedArchives = null ;
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ExtraFiles = null ;
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}
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/// <summary>
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/// Fills in the Patch fields in files that require them
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/// </summary>
private void BuildPatches ( )
{
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Info ( "Gathering patch files" ) ;
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var groups = InstallDirectives . OfType < PatchedFromArchive > ( )
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. Where ( p = > p . PatchID = = null )
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. GroupBy ( p = > p . ArchiveHashPath [ 0 ] )
. ToList ( ) ;
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Info ( $"Patching building patches from {groups.Count} archives" ) ;
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var absolute_paths = AllFiles . ToDictionary ( e = > e . Path , e = > e . AbsolutePath ) ;
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groups . PMap ( group = > BuildArchivePatches ( group . Key , group , absolute_paths ) ) ;
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if ( InstallDirectives . OfType < PatchedFromArchive > ( ) . FirstOrDefault ( f = > f . PatchID = = null ) ! = null )
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Error ( "Missing patches after generation, this should not happen" ) ;
}
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private void BuildArchivePatches ( string archive_sha , IEnumerable < PatchedFromArchive > group ,
Dictionary < string , string > absolute_paths )
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{
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var archive = VFS . HashIndex [ archive_sha ] ;
using ( var files = VFS . StageWith ( group . Select ( g = > VFS . FileForArchiveHashPath ( g . ArchiveHashPath ) ) ) )
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{
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var by_path = files . GroupBy ( f = > string . Join ( "|" , f . Paths . Skip ( 1 ) ) )
. ToDictionary ( f = > f . Key , f = > f . First ( ) ) ;
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// Now Create the patches
group . PMap ( entry = >
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{
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Info ( $"Patching {entry.To}" ) ;
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Status ( $"Patching {entry.To}" ) ;
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using ( var origin = by_path [ string . Join ( "|" , entry . ArchiveHashPath . Skip ( 1 ) ) ] . OpenRead ( ) )
using ( var output = new MemoryStream ( ) )
{
var a = origin . ReadAll ( ) ;
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var b = LoadDataForTo ( entry . To , absolute_paths ) . Result ;
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Utils . CreatePatch ( a , b , output ) ;
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entry . PatchID = IncludeFile ( output . ToArray ( ) ) ;
var file_size = File . GetSize ( Path . Combine ( ModListOutputFolder , entry . PatchID ) ) ;
Info ( $"Patch size {file_size} for {entry.To}" ) ;
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}
} ) ;
}
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}
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private async Task < byte [ ] > LoadDataForTo ( string to , Dictionary < string , string > absolute_paths )
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{
if ( absolute_paths . TryGetValue ( to , out var absolute ) )
return File . ReadAllBytes ( absolute ) ;
if ( to . StartsWith ( Consts . BSACreationDir ) )
{
var bsa_id = to . Split ( '\\' ) [ 1 ] ;
var bsa = InstallDirectives . OfType < CreateBSA > ( ) . First ( b = > b . TempID = = bsa_id ) ;
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using ( var a = await BSADispatch . OpenRead ( Path . Combine ( MO2Folder , bsa . To ) ) )
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{
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var find = Path . Combine ( to . Split ( '\\' ) . Skip ( 2 ) . ToArray ( ) ) ;
var file = a . Files . First ( e = > e . Path . Replace ( '/' , '\\' ) = = find ) ;
using ( var ms = new MemoryStream ( ) )
{
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await file . CopyDataToAsync ( ms ) ;
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return ms . ToArray ( ) ;
}
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}
}
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Error ( $"Couldn't load data for {to}" ) ;
return null ;
}
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private void GatherArchives ( )
{
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Info ( "Building a list of archives based on the files required" ) ;
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var shas = InstallDirectives . OfType < FromArchive > ( )
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. Select ( a = > a . ArchiveHashPath [ 0 ] )
. Distinct ( ) ;
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var archives = IndexedArchives . OrderByDescending ( f = > f . File . LastModified )
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. GroupBy ( f = > f . File . Hash )
. ToDictionary ( f = > f . Key , f = > f . First ( ) ) ;
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SelectedArchives = shas . PMap ( sha = > ResolveArchive ( sha , archives ) ) ;
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}
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private Archive ResolveArchive ( string sha , IDictionary < string , IndexedArchive > archives )
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{
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if ( archives . TryGetValue ( sha , out var found ) )
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{
if ( found . IniData = = null )
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Error ( $"No download metadata found for {found.Name}, please use MO2 to query info or add a .meta file and try again." ) ;
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var result = new Archive ( ) ;
result . State = ( AbstractDownloadState ) DownloadDispatcher . ResolveArchive ( found . IniData ) ;
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if ( result . State = = null )
Error ( $"{found.Name} could not be handled by any of the downloaders" ) ;
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result . Name = found . Name ;
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result . Hash = found . File . Hash ;
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result . Meta = found . Meta ;
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result . Size = found . File . Size ;
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Info ( $"Checking link for {found.Name}" ) ;
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if ( ! result . State . Verify ( ) )
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Error (
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$"Unable to resolve link for {found.Name}. If this is hosted on the Nexus the file may have been removed." ) ;
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return result ;
}
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Error ( $"No match found for Archive sha: {sha} this shouldn't happen" ) ;
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return null ;
}
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public override Directive RunStack ( IEnumerable < ICompilationStep > stack , RawSourceFile source )
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{
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Utils . Status ( $"Compiling {source.Path}" ) ;
foreach ( var step in stack )
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{
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var result = step . Run ( source ) ;
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if ( result ! = null ) return result ;
}
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throw new InvalidDataException ( "Data fell out of the compilation stack" ) ;
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}
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public override IEnumerable < ICompilationStep > GetStack ( )
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{
var user_config = Path . Combine ( MO2ProfileDir , "compilation_stack.yml" ) ;
if ( File . Exists ( user_config ) )
return Serialization . Deserialize ( File . ReadAllText ( user_config ) , this ) ;
var stack = MakeStack ( ) ;
File . WriteAllText ( Path . Combine ( MO2ProfileDir , "_current_compilation_stack.yml" ) ,
Serialization . Serialize ( stack ) ) ;
return stack ;
}
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/// <summary>
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/// Creates a execution stack. The stack should be passed into Run stack. Each function
/// in this stack will be run in-order and the first to return a non-null result will have its
/// result included into the pack
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/// </summary>
/// <returns></returns>
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public override IEnumerable < ICompilationStep > MakeStack ( )
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{
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Utils . Log ( "Generating compilation stack" ) ;
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return new List < ICompilationStep >
{
new IncludePropertyFiles ( this ) ,
new IgnoreStartsWith ( this , "logs\\" ) ,
new IgnoreStartsWith ( this , "downloads\\" ) ,
new IgnoreStartsWith ( this , "webcache\\" ) ,
new IgnoreStartsWith ( this , "overwrite\\" ) ,
new IgnorePathContains ( this , "temporary_logs" ) ,
new IgnorePathContains ( this , "GPUCache" ) ,
new IgnorePathContains ( this , "SSEEdit Cache" ) ,
new IgnoreEndsWith ( this , ".pyc" ) ,
new IgnoreEndsWith ( this , ".log" ) ,
new IgnoreOtherProfiles ( this ) ,
new IgnoreDisabledMods ( this ) ,
new IncludeThisProfile ( this ) ,
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// Ignore the ModOrganizer.ini file it contains info created by MO2 on startup
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new IncludeStubbedConfigFiles ( this ) ,
new IncludeLootFiles ( this ) ,
new IgnoreStartsWith ( this , Path . Combine ( Consts . GameFolderFilesDir , "Data" ) ) ,
new IgnoreStartsWith ( this , Path . Combine ( Consts . GameFolderFilesDir , "Papyrus Compiler" ) ) ,
new IgnoreStartsWith ( this , Path . Combine ( Consts . GameFolderFilesDir , "Skyrim" ) ) ,
new IgnoreRegex ( this , Consts . GameFolderFilesDir + "\\\\.*\\.bsa" ) ,
new IncludeModIniData ( this ) ,
new DirectMatch ( this ) ,
new IncludeTaggedMods ( this , Consts . WABBAJACK_INCLUDE ) ,
new DeconstructBSAs ( this ) , // Deconstruct BSAs before building patches so we don't generate massive patch files
new IncludePatches ( this ) ,
new IncludeDummyESPs ( this ) ,
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// If we have no match at this point for a game folder file, skip them, we can't do anything about them
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new IgnoreGameFiles ( this ) ,
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// There are some types of files that will error the compilation, because they're created on-the-fly via tools
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// so if we don't have a match by this point, just drop them.
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new IgnoreEndsWith ( this , ".ini" ) ,
new IgnoreEndsWith ( this , ".html" ) ,
new IgnoreEndsWith ( this , ".txt" ) ,
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// Don't know why, but this seems to get copied around a bit
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new IgnoreEndsWith ( this , "HavokBehaviorPostProcess.exe" ) ,
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// Theme file MO2 downloads somehow
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new IgnoreEndsWith ( this , "splash.png" ) ,
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new IgnoreEndsWith ( this , ".bin" ) ,
new IgnoreEndsWith ( this , ".refcache" ) ,
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new IgnoreWabbajackInstallCruft ( this ) ,
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new PatchStockESMs ( this ) ,
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new IncludeAllConfigs ( this ) ,
new zEditIntegration . IncludeZEditPatches ( this ) ,
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new IncludeTaggedMods ( this , Consts . WABBAJACK_NOMATCH_INCLUDE ) ,
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new DropAll ( this )
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} ;
}
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public class IndexedFileMatch
{
public IndexedArchive Archive ;
public IndexedArchiveEntry Entry ;
public DateTime LastModified ;
}
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}
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}