wabbajack/Wabbajack.Lib/VortexCompiler.cs

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C#
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using System;
using System.Collections.Generic;
using System.IO;
using System.IO.Compression;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using VFS;
using Wabbajack.Common;
using Wabbajack.Lib.CompilationSteps;
namespace Wabbajack.Lib
{
public class VortexCompiler : ACompiler
{
public string GameName { get; }
public string VortexFolder { get; }
public string StagingFolder { get; }
public string DownloadsFolder { get; }
public bool IgnoreMissingFiles { get; set; }
public VortexCompiler(string gameName, string gamePath)
{
_vortexCompiler = this;
_mo2Compiler = null;
ModManager = ModManager.Vortex;
// TODO: only for testing
IgnoreMissingFiles = true;
GamePath = gamePath;
GameName = gameName;
// currently only works if staging and downloads folder is in the standard directory
// aka %APPDATADA%\Vortex\
VortexFolder = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "Vortex");
StagingFolder = Path.Combine(VortexFolder, gameName, "mods");
DownloadsFolder = Path.Combine(VortexFolder, "downloads", gameName);
ModListOutputFolder = "output_folder";
// TODO: add custom modlist name
ModListOutputFile = $"VORTEX_TEST_MODLIST{ExtensionManager.Extension}";
VFS = VirtualFileSystem.VFS;
SelectedArchives = new List<Archive>();
AllFiles = new List<RawSourceFile>();
IndexedArchives = new List<IndexedArchive>();
IndexedFiles = new Dictionary<string, IEnumerable<VirtualFile>>();
}
public override void Info(string msg)
{
Utils.Log(msg);
}
public override void Status(string msg)
{
WorkQueue.Report(msg, 0);
}
public override void Error(string msg)
{
Utils.Log(msg);
throw new Exception(msg);
}
internal override string IncludeFile(byte[] data)
{
var id = Guid.NewGuid().ToString();
File.WriteAllBytes(Path.Combine(ModListOutputFolder, id), data);
return id;
}
internal override string IncludeFile(string data)
{
var id = Guid.NewGuid().ToString();
File.WriteAllText(Path.Combine(ModListOutputFolder, id), data);
return id;
}
public override bool Compile()
{
VirtualFileSystem.Clean();
Info($"Starting Vortex compilation for {GameName} at {GamePath} with staging folder at {StagingFolder} and downloads folder at {DownloadsFolder}.");
Info($"Indexing {GamePath}");
VFS.AddRoot(GamePath);
Info($"Indexing {DownloadsFolder}");
VFS.AddRoot(DownloadsFolder);
Info("Cleaning output folder");
if (Directory.Exists(ModListOutputFolder)) Directory.Delete(ModListOutputFolder, true);
Directory.CreateDirectory(ModListOutputFolder);
IEnumerable<RawSourceFile> game_files = Directory.EnumerateFiles(GamePath, "*", SearchOption.AllDirectories)
.Where(p => p.FileExists())
.Select(p => new RawSourceFile(VFS.Lookup(p))
{ Path = Alphaleonis.Win32.Filesystem.Path.Combine(Consts.GameFolderFilesDir, p.RelativeTo(GamePath)) });
Info("Indexing Archives");
IndexedArchives = Directory.EnumerateFiles(DownloadsFolder)
.Where(File.Exists)
.Select(f => new IndexedArchive
{
File = VFS.Lookup(f),
Name = Path.GetFileName(f)
})
.ToList();
Info("Indexing Files");
IDictionary<VirtualFile, IEnumerable<VirtualFile>> grouped = VFS.GroupedByArchive();
IndexedFiles = IndexedArchives.Select(f => grouped.TryGetValue(f.File, out var result) ? result : new List<VirtualFile>())
.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());
Info("Searching for mod files");
AllFiles = game_files.DistinctBy(f => f.Path).ToList();
Info($"Found {AllFiles.Count} files to build into mod list");
Info("Verifying destinations");
List<IGrouping<string, RawSourceFile>> dups = AllFiles.GroupBy(f => f.Path)
.Where(fs => fs.Count() > 1)
.Select(fs =>
{
Utils.Log($"Duplicate files installed to {fs.Key} from : {String.Join(", ", fs.Select(f => f.AbsolutePath))}");
return fs;
}).ToList();
if (dups.Count > 0)
{
Error($"Found {dups.Count} duplicates, exiting");
}
IEnumerable<ICompilationStep> stack = MakeStack();
Info("Running Compilation Stack");
List<Directive> results = AllFiles.PMap(f => RunStack(stack, f)).ToList();
IEnumerable<NoMatch> noMatch = results.OfType<NoMatch>().ToList();
Info($"No match for {noMatch.Count()} files");
foreach (var file in noMatch)
Info($" {file.To}");
if (noMatch.Any())
{
if (IgnoreMissingFiles)
{
Info("Continuing even though files were missing at the request of the user.");
}
else
{
Info("Exiting due to no way to compile these files");
return false;
}
}
InstallDirectives = results.Where(i => !(i is IgnoredDirectly)).ToList();
// TODO: nexus stuff
/*Info("Getting Nexus api_key, please click authorize if a browser window appears");
if (IndexedArchives.Any(a => a.IniData?.General?.gameName != null))
{
var nexusClient = new NexusApiClient();
if (!nexusClient.IsPremium) Error($"User {nexusClient.Username} is not a premium Nexus user, so we cannot access the necessary API calls, cannot continue");
}
*/
GatherArchives();
ModList = new ModList
{
Archives = SelectedArchives,
ModManager = ModManager.Vortex,
Directives = InstallDirectives
};
ExportModList();
Info("Done Building ModList");
return true;
}
private void ExportModList()
{
Utils.Log($"Exporting ModList to: {ModListOutputFolder}");
// using JSON for better debugging
ModList.ToJSON(Path.Combine(ModListOutputFolder, "modlist.json"));
//ModList.ToCERAS(Path.Combine(ModListOutputFolder, "modlist"), ref CerasConfig.Config);
if(File.Exists(ModListOutputFile))
File.Delete(ModListOutputFile);
using (var fs = new FileStream(ModListOutputFile, FileMode.Create))
{
using (var za = new ZipArchive(fs, ZipArchiveMode.Create))
{
Directory.EnumerateFiles(ModListOutputFolder, "*.*")
.DoProgress("Compressing Modlist",
f =>
{
var ze = za.CreateEntry(Path.GetFileName(f));
using (var os = ze.Open())
using (var ins = File.OpenRead(f))
{
ins.CopyTo(os);
}
});
}
}
Utils.Log("Removing ModList staging folder");
Directory.Delete(ModListOutputFolder, true);
}
private void GatherArchives()
{
Info("Building a list of archives based on the files required");
var shas = InstallDirectives.OfType<FromArchive>()
.Select(a => a.ArchiveHashPath[0])
.Distinct();
var archives = IndexedArchives.OrderByDescending(f => f.File.LastModified)
.GroupBy(f => f.File.Hash)
.ToDictionary(f => f.Key, f => f.First());
SelectedArchives = shas.PMap(sha => ResolveArchive(sha, archives));
}
// TODO: this whole thing
private Archive ResolveArchive(string sha, IDictionary<string, IndexedArchive> archives)
{
if (archives.TryGetValue(sha, out var found))
{
var result = new Archive();
result.Name = found.Name;
result.Hash = found.File.Hash;
result.Size = found.File.Size;
return result;
}
Error($"No match found for Archive sha: {sha} this shouldn't happen");
return null;
}
public override Directive RunStack(IEnumerable<ICompilationStep> stack, RawSourceFile source)
{
Utils.Status($"Compiling {source.Path}");
foreach (var step in stack)
{
var result = step.Run(source);
if (result != null) return result;
}
throw new InvalidDataException("Data fell out of the compilation stack");
}
public override IEnumerable<ICompilationStep> GetStack()
{
var userConfig = Path.Combine(VortexFolder, "compilation_stack.yml");
if (File.Exists(userConfig))
return Serialization.Deserialize(File.ReadAllText(userConfig), this);
IEnumerable<ICompilationStep> stack = MakeStack();
File.WriteAllText(Path.Combine(VortexFolder, "_current_compilation_stack.yml"),
Serialization.Serialize(stack));
return stack;
}
public override IEnumerable<ICompilationStep> MakeStack()
{
Utils.Log("Generating compilation stack");
return new List<ICompilationStep>
{
//new IncludePropertyFiles(this),
new IgnoreGameFiles(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 DirectMatch(this),
new IgnoreGameFiles(this),
new IgnoreWabbajackInstallCruft(this),
new DropAll(this)
};
}
}
}