wabbajack/Wabbajack/Installer.cs

651 lines
25 KiB
C#
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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Net.Http;
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using System.Reflection;
using System.Runtime.Serialization;
using System.Runtime.Serialization.Formatters.Binary;
using System.Text;
using System.Text.RegularExpressions;
using System.Windows;
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using CG.Web.MegaApiClient;
using Compression.BSA;
using K4os.Compression.LZ4.Streams;
using VFS;
using Wabbajack.Common;
using Directory = Alphaleonis.Win32.Filesystem.Directory;
using File = Alphaleonis.Win32.Filesystem.File;
using FileInfo = Alphaleonis.Win32.Filesystem.FileInfo;
using Path = Alphaleonis.Win32.Filesystem.Path;
namespace Wabbajack
{
public class Installer
{
private string _downloadsFolder;
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public Installer(ModList mod_list, string output_folder)
{
Outputfolder = output_folder;
ModList = mod_list;
}
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public VirtualFileSystem VFS => VirtualFileSystem.VFS;
public string Outputfolder { get; }
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public string DownloadFolder
{
get => _downloadsFolder ?? Path.Combine(Outputfolder, "downloads");
set => _downloadsFolder = value;
}
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public ModList ModList { get; }
public Dictionary<string, string> HashedArchives { get; private set; }
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public string NexusAPIKey { get; set; }
public bool IgnoreMissingFiles { get; internal set; }
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public string GameFolder { get; set; }
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public void Info(string msg)
{
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Utils.Log(msg);
}
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public void Status(string msg)
{
WorkQueue.Report(msg, 0);
}
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public void Status(string msg, int progress)
{
WorkQueue.Report(msg, progress);
}
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private void Error(string msg)
{
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Utils.Log(msg);
throw new Exception(msg);
}
public void Install()
{
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VirtualFileSystem.Clean();
Directory.CreateDirectory(Outputfolder);
Directory.CreateDirectory(DownloadFolder);
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if (Directory.Exists(Path.Combine(Outputfolder, "mods")))
{
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if (MessageBox.Show(
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"There already appears to be a Mod Organizer 2 install in this folder, are you sure you wish to continue" +
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" with installation? If you do, you may render both your existing install and the new modlist inoperable.",
"Existing MO2 installation in install folder",
MessageBoxButton.YesNo,
MessageBoxImage.Exclamation) == MessageBoxResult.No)
{
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Utils.Log("Existing installation at the request of the user, existing mods folder found.");
return;
}
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}
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if (GameFolder == null)
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{
MessageBox.Show(
"In order to do a proper install Wabbajack needs to know where your game folder resides. This is most likely " +
"somewhere in one of your Steam folders. Please select this folder on the next screen." +
"Note: This is not the install location where Mod Organizer 2 will be installed. ",
"Select your Game Folder", MessageBoxButton.OK);
if (!LocateGameFolder())
{
Info("Stopping installation because game folder was not selected");
return;
}
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}
HashArchives();
DownloadArchives();
HashArchives();
var missing = ModList.Archives.Where(a => !HashedArchives.ContainsKey(a.Hash)).ToList();
if (missing.Count > 0)
{
foreach (var a in missing)
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Info($"Unable to download {a.Name}");
if (IgnoreMissingFiles)
Info("Missing some archives, but continuing anyways at the request of the user");
else
Error("Cannot continue, was unable to download one or more archives");
}
PrimeVFS();
BuildFolderStructure();
InstallArchives();
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InstallIncludedFiles();
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BuildBSAs();
Info("Installation complete! You may exit the program.");
// Removed until we decide if we want this functionality
// Nexus devs weren't sure this was a good idea, I (halgari) agree.
//AskToEndorse();
}
private void AskToEndorse()
{
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var mods = ModList.Archives
.OfType<NexusMod>()
.GroupBy(f => (f.GameName, f.ModID))
.Select(mod => mod.First())
.ToArray();
var result = MessageBox.Show(
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$"Installation has completed, but you have installed {mods.Length} from the Nexus, would you like to" +
" endorse these mods to show support to the authors? It will only take a few moments.", "Endorse Mods?",
MessageBoxButton.YesNo, MessageBoxImage.Question);
if (result != MessageBoxResult.Yes) return;
// Shuffle mods so that if we hit a API limit we don't always miss the same mods
var r = new Random();
for (var i = 0; i < mods.Length; i++)
{
var a = r.Next(mods.Length);
var b = r.Next(mods.Length);
var tmp = mods[a];
mods[a] = mods[b];
mods[b] = tmp;
}
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mods.PMap(mod =>
{
var er = NexusAPI.EndorseMod(mod, NexusAPIKey);
Utils.Log($"Endorsed {mod.GameName} - {mod.ModID} - Result: {er.message}");
});
Info("Done! You may now exit the application!");
}
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private bool LocateGameFolder()
{
var fs = UIUtils.ShowFolderSelectionDialog("Please locate your game installation path");
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if (fs != null)
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{
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GameFolder = fs;
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return true;
}
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return false;
}
/// <summary>
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/// We don't want to make the installer index all the archives, that's just a waste of time, so instead
/// we'll pass just enough information to VFS to let it know about the files we have.
/// </summary>
private void PrimeVFS()
{
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HashedArchives.Do(a => VFS.AddKnown(new VirtualFile
{
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Paths = new[] {a.Value},
Hash = a.Key
}));
VFS.RefreshIndexes();
ModList.Directives
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.OfType<FromArchive>()
.Do(f =>
{
var updated_path = new string[f.ArchiveHashPath.Length];
f.ArchiveHashPath.CopyTo(updated_path, 0);
updated_path[0] = VFS.HashIndex[updated_path[0]].Where(e => e.IsConcrete).First().FullPath;
VFS.AddKnown(new VirtualFile {Paths = updated_path});
});
VFS.BackfillMissing();
}
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private void BuildBSAs()
{
var bsas = ModList.Directives.OfType<CreateBSA>().ToList();
Info($"Building {bsas.Count} bsa files");
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bsas.Do(bsa =>
{
Status($"Building {bsa.To}");
var source_dir = Path.Combine(Outputfolder, Consts.BSACreationDir, bsa.TempID);
var source_files = Directory.EnumerateFiles(source_dir, "*", SearchOption.AllDirectories)
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.Select(e => e.Substring(source_dir.Length + 1))
.ToList();
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if (source_files.Count > 0)
using (var a = new BSABuilder())
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{
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//a.Create(Path.Combine(Outputfolder, bsa.To), (bsa_archive_type_t)bsa.Type, entries);
a.HeaderType = (VersionType) bsa.Type;
a.FileFlags = (FileFlags) bsa.FileFlags;
a.ArchiveFlags = (ArchiveFlags) bsa.ArchiveFlags;
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source_files.PMap(f =>
{
Status($"Adding {f} to BSA");
using (var fs = File.OpenRead(Path.Combine(source_dir, f)))
{
a.AddFile(f, fs);
}
});
Info($"Writing {bsa.To}");
a.Build(Path.Combine(Outputfolder, bsa.To));
}
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});
var bsa_dir = Path.Combine(Outputfolder, Consts.BSACreationDir);
if (Directory.Exists(bsa_dir))
{
Info($"Removing temp folder {Consts.BSACreationDir}");
VirtualFileSystem.DeleteDirectory(bsa_dir);
}
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}
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private void InstallIncludedFiles()
{
Info("Writing inline files");
ModList.Directives
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.OfType<InlineFile>()
.PMap(directive =>
{
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Status($"Writing included file {directive.To}");
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var out_path = Path.Combine(Outputfolder, directive.To);
if (File.Exists(out_path)) File.Delete(out_path);
if (directive is RemappedInlineFile)
WriteRemappedFile((RemappedInlineFile) directive);
else if (directive is CleanedESM)
GenerateCleanedESM((CleanedESM) directive);
else
File.WriteAllBytes(out_path, directive.SourceData.FromBase64());
});
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}
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private void GenerateCleanedESM(CleanedESM directive)
{
var filename = Path.GetFileName(directive.To);
var game_file = Path.Combine(GameFolder, "Data", filename);
Info($"Generating cleaned ESM for {filename}");
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if (!File.Exists(game_file)) throw new InvalidDataException($"Missing {filename} at {game_file}");
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Status($"Hashing game version of {filename}");
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var sha = game_file.FileSHA256();
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if (sha != directive.SourceESMHash)
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throw new InvalidDataException(
$"Cannot patch {filename} from the game folder hashes don't match have you already cleaned the file?");
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var patch_data = directive.SourceData.FromBase64();
var to_file = Path.Combine(Outputfolder, directive.To);
Status($"Patching {filename}");
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using (var output = File.OpenWrite(to_file))
{
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BSDiff.Apply(File.OpenRead(game_file), () => new MemoryStream(patch_data), output);
}
}
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private void WriteRemappedFile(RemappedInlineFile directive)
{
var data = Encoding.UTF8.GetString(directive.SourceData.FromBase64());
data = data.Replace(Consts.GAME_PATH_MAGIC_BACK, GameFolder);
data = data.Replace(Consts.GAME_PATH_MAGIC_DOUBLE_BACK, GameFolder.Replace("\\", "\\\\"));
data = data.Replace(Consts.GAME_PATH_MAGIC_FORWARD, GameFolder.Replace("\\", "/"));
data = data.Replace(Consts.MO2_PATH_MAGIC_BACK, Outputfolder);
data = data.Replace(Consts.MO2_PATH_MAGIC_DOUBLE_BACK, Outputfolder.Replace("\\", "\\\\"));
data = data.Replace(Consts.MO2_PATH_MAGIC_FORWARD, Outputfolder.Replace("\\", "/"));
data = data.Replace(Consts.DOWNLOAD_PATH_MAGIC_BACK, DownloadFolder);
data = data.Replace(Consts.DOWNLOAD_PATH_MAGIC_DOUBLE_BACK, DownloadFolder.Replace("\\", "\\\\"));
data = data.Replace(Consts.DOWNLOAD_PATH_MAGIC_FORWARD, DownloadFolder.Replace("\\", "/"));
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File.WriteAllText(Path.Combine(Outputfolder, directive.To), data);
}
private void BuildFolderStructure()
{
Info("Building Folder Structure");
ModList.Directives
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.Select(d => Path.Combine(Outputfolder, Path.GetDirectoryName(d.To)))
.ToHashSet()
.Do(f =>
{
if (Directory.Exists(f)) return;
Directory.CreateDirectory(f);
});
}
private void InstallArchives()
{
Info("Installing Archives");
Info("Grouping Install Files");
var grouped = ModList.Directives
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.OfType<FromArchive>()
.GroupBy(e => e.ArchiveHashPath[0])
.ToDictionary(k => k.Key);
var archives = ModList.Archives
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.Select(a => new {Archive = a, AbsolutePath = HashedArchives.GetOrDefault(a.Hash)})
.Where(a => a.AbsolutePath != null)
.ToList();
Info("Installing Archives");
archives.PMap(a => InstallArchive(a.Archive, a.AbsolutePath, grouped[a.Archive.Hash]));
}
private void InstallArchive(Archive archive, string absolutePath, IGrouping<string, FromArchive> grouping)
{
Status($"Extracting {archive.Name}");
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var vfiles = grouping.Select(g =>
{
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var file = VFS.FileForArchiveHashPath(g.ArchiveHashPath);
g.FromFile = file;
return g;
}).ToList();
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var on_finish = VFS.Stage(vfiles.Select(f => f.FromFile).Distinct());
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Status($"Copying files for {archive.Name}");
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vfiles.DoIndexed((idx, file) =>
{
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Utils.Status("Installing files", idx * 100 / vfiles.Count);
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File.Copy(file.FromFile.StagedPath, Path.Combine(Outputfolder, file.To));
});
Status("Unstaging files");
on_finish();
// Now patch all the files from this archive
foreach (var to_patch in grouping.OfType<PatchedFromArchive>())
using (var patch_stream = new MemoryStream())
{
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Status($"Patching {Path.GetFileName(to_patch.To)}");
// Read in the patch data
var patch_data = to_patch.Patch;
var to_file = Path.Combine(Outputfolder, to_patch.To);
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var old_data = new MemoryStream(File.ReadAllBytes(to_file));
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// Remove the file we're about to patch
File.Delete(to_file);
// Patch it
using (var out_stream = File.OpenWrite(to_file))
{
BSDiff.Apply(old_data, () => new MemoryStream(patch_data), out_stream);
}
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Status($"Verifying Patch {Path.GetFileName(to_patch.To)}");
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var result_sha = to_file.FileSHA256();
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if (result_sha != to_patch.Hash)
throw new InvalidDataException($"Invalid Hash for {to_patch.To} after patching");
}
}
private void DownloadArchives()
{
var missing = ModList.Archives.Where(a => !HashedArchives.ContainsKey(a.Hash)).ToList();
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Info($"Missing {missing.Count} archives");
Info("Getting Nexus API Key, if a browser appears, please accept");
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if (ModList.Archives.OfType<NexusMod>().Any())
{
NexusAPIKey = NexusAPI.GetNexusAPIKey();
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var user_status = NexusAPI.GetUserStatus(NexusAPIKey);
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if (!user_status.is_premium)
{
Info(
$"Automated installs with Wabbajack requires a premium nexus account. {user_status.name} is not a premium account");
return;
}
}
DownloadMissingArchives(missing);
}
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private void DownloadMissingArchives(List<Archive> missing, bool download = true)
{
missing.PMap(archive =>
{
Info($"Downloading {archive.Name}");
var output_path = Path.Combine(DownloadFolder, archive.Name);
if (download)
if (output_path.FileExists())
File.Delete(output_path);
return DownloadArchive(archive, download);
});
}
public bool DownloadArchive(Archive archive, bool download)
{
try
{
switch (archive)
{
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case NexusMod a:
string url;
try
{
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url = NexusAPI.GetNexusDownloadLink(a, NexusAPIKey, !download);
if (!download) return true;
}
catch (Exception ex)
{
Info($"{a.Name} - Error Getting Nexus Download URL - {ex.Message}");
return false;
}
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Info($"Downloading Nexus Archive - {archive.Name} - {a.GameName} - {a.ModID} - {a.FileID}");
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DownloadURLDirect(archive, url);
return true;
case MEGAArchive a:
return DownloadMegaArchive(a, download);
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case GoogleDriveMod a:
return DownloadGoogleDriveArchive(a, download);
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case MODDBArchive a:
return DownloadModDBArchive(archive, (archive as MODDBArchive).URL, download);
case MediaFireArchive a:
return false;
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//return DownloadMediaFireArchive(archive, a.URL, download);
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case DirectURLArchive a:
return DownloadURLDirect(archive, a.URL, headers: a.Headers, download: download);
}
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}
catch (Exception ex)
{
Utils.Log($"Download error for file {archive.Name}");
Utils.Log(ex.ToString());
return false;
}
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return false;
}
private void DownloadMediaFireArchive(Archive a, string url)
{
var client = new HttpClient();
var result = client.GetStringSync(url);
var regex = new Regex("(?<= href =\\\").*\\.mediafire\\.com.*(?=\\\")");
var confirm = regex.Match(result);
DownloadURLDirect(a, confirm.ToString(), client);
}
private bool DownloadMegaArchive(MEGAArchive m, bool download)
{
var client = new MegaApiClient();
Status("Logging into MEGA (as anonymous)");
client.LoginAnonymous();
var file_link = new Uri(m.URL);
var node = client.GetNodeFromLink(file_link);
if (!download) return true;
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Status($"Downloading MEGA file: {m.Name}");
var output_path = Path.Combine(DownloadFolder, m.Name);
client.DownloadFile(file_link, output_path);
return true;
}
private bool DownloadGoogleDriveArchive(GoogleDriveMod a, bool download)
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{
var initial_url = $"https://drive.google.com/uc?id={a.Id}&export=download";
var client = new HttpClient();
var result = client.GetStringSync(initial_url);
var regex = new Regex("(?<=/uc\\?export=download&amp;confirm=).*(?=;id=)");
var confirm = regex.Match(result);
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return DownloadURLDirect(a, $"https://drive.google.com/uc?export=download&confirm={confirm}&id={a.Id}",
client, download);
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}
private bool DownloadModDBArchive(Archive archive, string url, bool download)
{
var client = new HttpClient();
var result = client.GetStringSync(url);
var regex = new Regex("https:\\/\\/www\\.moddb\\.com\\/downloads\\/mirror\\/.*(?=\\\")");
var match = regex.Match(result);
return DownloadURLDirect(archive, match.Value, download: download);
}
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private bool DownloadURLDirect(Archive archive, string url, HttpClient client = null, bool download = true,
List<string> headers = null)
{
try
{
if (client == null)
{
client = new HttpClient();
client.DefaultRequestHeaders.Add("User-Agent", Consts.UserAgent);
}
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if (headers != null)
foreach (var header in headers)
{
var idx = header.IndexOf(':');
var k = header.Substring(0, idx);
var v = header.Substring(idx + 1);
client.DefaultRequestHeaders.Add(k, v);
}
long total_read = 0;
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var buffer_size = 1024 * 32;
var response = client.GetSync(url);
var stream = response.Content.ReadAsStreamAsync();
try
{
stream.Wait();
}
catch (Exception ex)
{
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}
;
if (stream.IsFaulted)
{
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Info($"While downloading {url} - {stream.Exception.ExceptionToString()}");
return false;
}
if (!download)
return true;
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var header_var = "1";
if (response.Content.Headers.Contains("Content-Length"))
header_var = response.Content.Headers.GetValues("Content-Length").FirstOrDefault();
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var content_size = header_var != null ? long.Parse(header_var) : 1;
var output_path = Path.Combine(DownloadFolder, archive.Name);
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;
using (var webs = stream.Result)
using (var fs = File.OpenWrite(output_path))
{
var buffer = new byte[buffer_size];
while (true)
{
var read = webs.Read(buffer, 0, buffer_size);
if (read == 0) break;
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Status("Downloading {archive.Name}", (int)(total_read * 100 / content_size));
fs.Write(buffer, 0, read);
total_read += read;
}
}
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Status($"Hashing {archive.Name}");
HashArchive(output_path);
return true;
}
catch (Exception ex)
{
Info($"{archive.Name} - Error downloading from: {url}");
return false;
}
}
private void HashArchives()
{
HashedArchives = Directory.EnumerateFiles(DownloadFolder)
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.Where(e => !e.EndsWith(".sha"))
.PMap(e => (HashArchive(e), e))
.OrderByDescending(e => File.GetLastWriteTime(e.Item2))
.GroupBy(e => e.Item1)
.Select(e => e.First())
.ToDictionary(e => e.Item1, e => e.Item2);
}
private string HashArchive(string e)
{
var cache = e + ".sha";
if (cache.FileExists() && new FileInfo(cache).LastWriteTime >= new FileInfo(e).LastWriteTime)
return File.ReadAllText(cache);
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Status($"Hashing {Path.GetFileName(e)}");
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File.WriteAllText(cache, e.FileSHA256());
return HashArchive(e);
}
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public static ModList CheckForModList()
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{
Utils.Log("Looking for attached modlist");
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using (var s = File.OpenRead(Assembly.GetExecutingAssembly().Location))
{
var magic_bytes = Encoding.ASCII.GetBytes(Consts.ModListMagic);
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s.Position = s.Length - magic_bytes.Length;
using (var br = new BinaryReader(s))
{
var bytes = br.ReadBytes(magic_bytes.Length);
var magic = Encoding.ASCII.GetString(bytes);
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if (magic != Consts.ModListMagic) return null;
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s.Position = s.Length - magic_bytes.Length - 8;
var start_pos = br.ReadInt64();
s.Position = start_pos;
Utils.Log("Modlist found, loading...");
using (var dc = LZ4Stream.Decode(br.BaseStream, leaveOpen: true))
{
IFormatter formatter = new BinaryFormatter();
var list = formatter.Deserialize(dc);
Utils.Log("Modlist loaded.");
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return (ModList) list;
}
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}
}
}
}
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}