wabbajack/Wabbajack.Lib/CompilationSteps/PatchStockESMs.cs

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using System.IO;
using System.Threading.Tasks;
using Newtonsoft.Json;
using Wabbajack.Common;
using File = Alphaleonis.Win32.Filesystem.File;
using Path = Alphaleonis.Win32.Filesystem.Path;
namespace Wabbajack.Lib.CompilationSteps
{
public class PatchStockESMs : ACompilationStep
{
private readonly MO2Compiler _mo2Compiler;
public PatchStockESMs(ACompiler compiler) : base(compiler)
{
_mo2Compiler = (MO2Compiler) compiler;
}
public override async ValueTask<Directive> Run(RawSourceFile source)
{
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var filename = source.Path.FileName;
var gameFile = _mo2Compiler.GamePath.Combine((RelativePath)"Data", filename);
if (!Consts.GameESMs.Contains(filename) || !source.Path.StartsWith("mods\\") ||
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!gameFile.Exists) return null;
Utils.Log(
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$"An ESM named {filename} was found in a mod that shares a name with one of the core game ESMs, it is assumed this is a cleaned ESM and it will be binary patched");
var result = source.EvolveTo<CleanedESM>();
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result.SourceESMHash = _compiler.VFS.Index.ByRootPath[gameFile].Hash;
Utils.Status($"Generating patch of {filename}");
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await using (var ms = new MemoryStream())
{
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await Utils.CreatePatch(await gameFile.ReadAllBytesAsync(), await source.AbsolutePath.ReadAllBytesAsync(), ms);
var data = ms.ToArray();
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result.SourceDataID = await _compiler.IncludeFile(data);
Utils.Log($"Generated a {data.Length} byte patch for {filename}");
}
return result;
}
public override IState GetState()
{
return new State();
}
[JsonObject("PatchStockESMs")]
public class State : IState
{
public ICompilationStep CreateStep(ACompiler compiler)
{
return new PatchStockESMs(compiler);
}
}
}
}