wabbajack/Wabbajack.Lib/Data.cs

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using System;
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using System.Collections.Generic;
using System.IO;
using System.Linq;
using Compression.BSA;
using Newtonsoft.Json;
using Wabbajack.Common;
using Wabbajack.Common.Serialization.Json;
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using Wabbajack.ImageHashing;
using Wabbajack.Lib.Downloaders;
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using Wabbajack.VirtualFileSystem;
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namespace Wabbajack.Lib
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{
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public class RawSourceFile
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{
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public readonly RelativePath Path;
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public RawSourceFile(VirtualFile file, RelativePath path)
{
File = file;
Path = path;
}
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public AbsolutePath AbsolutePath
{
get
{
if (!File.IsNative)
throw new InvalidDataException("Can't get the absolute path of a non-native file");
return File.FullPath.Base;
}
}
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public VirtualFile File { get; }
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public Hash Hash => File.Hash;
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public T EvolveTo<T>() where T : Directive, new()
{
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var v = new T {To = Path, Hash = File.Hash, Size = File.Size};
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return v;
}
}
[JsonName("ModList")]
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public class ModList
{
/// <summary>
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/// Archives required by this modlist
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/// </summary>
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public List<Archive> Archives = new List<Archive>();
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/// <summary>
/// Author of the ModList
/// </summary>
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public string Author = string.Empty;
/// <summary>
/// Description of the ModList
/// </summary>
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public string Description = string.Empty;
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/// <summary>
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/// Install directives
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/// </summary>
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public List<Directive> Directives = new List<Directive>();
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/// <summary>
/// The game variant to which this game applies
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/// </summary>
public Game GameType;
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/// <summary>
/// Hash of the banner-image
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/// </summary>
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public RelativePath Image;
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/// <summary>
/// The Mod Manager used to create the modlist
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/// </summary>
public ModManager ModManager;
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/// <summary>
/// Name of the ModList
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/// </summary>
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public string Name = string.Empty;
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/// <summary>
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/// URL to the readme
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/// </summary>
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public string Readme = string.Empty;
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/// <summary>
/// The build version of Wabbajack used when compiling the Modlist
/// </summary>
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public Version? WabbajackVersion;
/// <summary>
/// Website of the ModList
/// </summary>
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public Uri? Website;
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/// <summary>
/// Current Version of the Modlist
/// </summary>
public Version Version = new Version(1, 0, 0, 0);
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/// <summary>
/// Whether the Modlist is NSFW or not
/// </summary>
public bool IsNSFW;
/// <summary>
/// The size of all the archives once they're downloaded
/// </summary>
[JsonIgnore]
public long DownloadSize => Archives.Sum(a => a.Size);
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/// <summary>
/// The size of all the files once they are installed (excluding downloaded archives)
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/// </summary>
[JsonIgnore]
public long InstallSize => Directives.Sum(s => s.Size);
public ModList Clone()
{
using var ms = new MemoryStream();
this.ToJson(ms);
ms.Position = 0;
return ms.FromJson<ModList>();
}
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}
public abstract class Directive
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{
public Hash Hash { get; set; }
public long Size { get; set; }
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/// <summary>
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/// location the file will be copied to, relative to the install path.
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/// </summary>
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public RelativePath To { get; set; }
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}
public class IgnoredDirectly : Directive
{
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public string Reason = string.Empty;
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}
public class NoMatch : IgnoredDirectly
{
}
[JsonName("InlineFile")]
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public class InlineFile : Directive
{
/// <summary>
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/// Data that will be written as-is to the destination location;
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/// </summary>
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public RelativePath SourceDataID { get; set; }
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[JsonIgnore]
public VirtualFile? SourceDataFile { get; set; }
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}
[JsonName("ArchiveMeta")]
public class ArchiveMeta : Directive
{
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public RelativePath SourceDataID { get; set; }
}
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public enum PropertyType { Banner, Readme }
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/// <summary>
/// File meant to be extracted before the installation
/// </summary>
[JsonName("PropertyFile")]
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public class PropertyFile : InlineFile
{
public PropertyType Type;
}
[JsonName("CleanedESM")]
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public class CleanedESM : InlineFile
{
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public Hash SourceESMHash;
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}
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/// <summary>
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/// A file that has the game and MO2 folders remapped on installation
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/// </summary>
[JsonName("RemappedInlineFile")]
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public class RemappedInlineFile : InlineFile
{
}
[JsonName("SteamMeta")]
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public class SteamMeta : ArchiveMeta
{
public int ItemID { get; set; }
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}
[JsonName("FromArchive")]
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public class FromArchive : Directive
{
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private string? _fullPath;
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public HashRelativePath ArchiveHashPath { get; set; }
[JsonIgnore]
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public VirtualFile? FromFile { get; set; }
[JsonIgnore]
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public string FullPath => _fullPath ??= string.Join("|", ArchiveHashPath);
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}
[JsonName("CreateBSA")]
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public class CreateBSA : Directive
{
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public RelativePath TempID { get; set; }
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public ArchiveStateObject State { get; }
public List<FileStateObject> FileStates { get; set; } = new List<FileStateObject>();
public CreateBSA(ArchiveStateObject state, IEnumerable<FileStateObject>? items = null)
{
State = state;
if (items != null)
{
FileStates.AddRange(items);
}
}
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}
[JsonName("PatchedFromArchive")]
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public class PatchedFromArchive : FromArchive
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{
public Hash FromHash { get; set; }
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/// <summary>
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/// The file to apply to the source file to patch it
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/// </summary>
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public RelativePath PatchID { get; set; }
/// <summary>
/// During compilation this holds several possible files that could be used as a patch source. At the end
/// of compilation we'll go through all of these and find the smallest patch file.
/// </summary>
[JsonIgnore]
public VirtualFile[] Choices { get; set; } = { };
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}
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[JsonName("TransformedTexture")]
public class TransformedTexture : FromArchive
{
/// <summary>
/// The file to apply to the source file to patch it
/// </summary>
public ImageState ImageState { get; set; } = new();
}
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[JsonName("SourcePatch")]
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public class SourcePatch
{
public Hash Hash { get; set; }
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public RelativePath RelativePath { get; set; }
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}
[JsonName("MergedPatch")]
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public class MergedPatch : Directive
{
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public RelativePath PatchID { get; set; }
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public List<SourcePatch> Sources { get; set; } = new List<SourcePatch>();
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}
[JsonName("Archive")]
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public class Archive
{
/// <summary>
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/// xxHash64 of the archive
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/// </summary>
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public Hash Hash { get; set; }
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/// <summary>
/// Meta INI for the downloaded archive
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/// </summary>
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public string? Meta { get; set; }
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/// <summary>
/// Human friendly name of this archive
/// </summary>
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public string Name { get; set; } = string.Empty;
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public long Size { get; set; }
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public AbstractDownloadState State { get; }
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public Archive(AbstractDownloadState state)
{
State = state;
}
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}
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public class IndexedArchive
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{
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public dynamic? IniData;
public string Meta = string.Empty;
public string Name = string.Empty;
public VirtualFile File { get; }
public AbstractDownloadState? State { get; set; }
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public IndexedArchive(VirtualFile file)
{
File = file;
}
}
}