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using Compression.BSA ;
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using System ;
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using System.Collections.Concurrent ;
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using System.Collections.Generic ;
using System.IO ;
using System.Linq ;
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using System.Threading.Tasks ;
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using Wabbajack.Common ;
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using Wabbajack.Lib.CompilationSteps ;
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using Wabbajack.Lib.NexusApi ;
using Wabbajack.Lib.Validation ;
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using Wabbajack.VirtualFileSystem ;
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using Directory = Alphaleonis . Win32 . Filesystem . Directory ;
using File = Alphaleonis . Win32 . Filesystem . File ;
using Path = Alphaleonis . Win32 . Filesystem . Path ;
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namespace Wabbajack.Lib
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{
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public class MO2Compiler : ACompiler
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{
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private string _mo2DownloadsFolder ;
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public string MO2Folder ;
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public string MO2Profile ;
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public MO2Compiler ( 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 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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protected override bool _Begin ( )
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{
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ConfigureProcessor ( 10 ) ;
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UpdateTracker . Reset ( ) ;
UpdateTracker . NextStep ( "Gathering information" ) ;
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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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VFS . IntegrateFromFile ( _vfsCacheName ) ;
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UpdateTracker . NextStep ( $"Indexing {MO2Folder}" ) ;
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VFS . AddRoot ( MO2Folder ) ;
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UpdateTracker . NextStep ( "Writing VFS Cache" ) ;
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VFS . WriteToFile ( _vfsCacheName ) ;
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UpdateTracker . NextStep ( $"Indexing {GamePath}" ) ;
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VFS . AddRoot ( GamePath ) ;
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UpdateTracker . NextStep ( "Writing VFS Cache" ) ;
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VFS . WriteToFile ( _vfsCacheName ) ;
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UpdateTracker . NextStep ( $"Indexing {MO2DownloadsFolder}" ) ;
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VFS . AddRoot ( MO2DownloadsFolder ) ;
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UpdateTracker . NextStep ( "Writing VFS Cache" ) ;
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VFS . WriteToFile ( _vfsCacheName ) ;
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UpdateTracker . NextStep ( "Cleaning output folder" ) ;
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if ( Directory . Exists ( ModListOutputFolder ) )
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Directory . Delete ( ModListOutputFolder , true , true ) ;
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UpdateTracker . NextStep ( "Finding Install Files" ) ;
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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 . Index . ByRootPath [ 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 ( ) )
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. Select ( p = > new RawSourceFile ( VFS . Index . ByRootPath [ 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}" ) ;
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VFS . AddRoot ( loot_path ) ;
VFS . WriteToFile ( _vfsCacheName ) ;
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loot_files = Directory . EnumerateFiles ( loot_path , "userlist.yaml" , SearchOption . AllDirectories )
. Where ( p = > p . FileExists ( ) )
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. Select ( p = > new RawSourceFile ( VFS . Index . ByRootPath [ p ] )
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{ Path = Path . Combine ( Consts . LOOTFolderFilesDir , p . RelativeTo ( loot_path ) ) } ) ;
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}
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IndexedArchives = Directory . EnumerateFiles ( MO2DownloadsFolder )
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. Where ( f = > File . Exists ( f + ".meta" ) )
. Select ( f = > new IndexedArchive
{
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File = VFS . Index . ByRootPath [ f ] ,
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Name = Path . GetFileName ( f ) ,
IniData = ( f + ".meta" ) . LoadIniFile ( ) ,
Meta = File . ReadAllText ( f + ".meta" )
} )
. ToList ( ) ;
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IndexedFiles = IndexedArchives . SelectMany ( f = > f . File . ThisAndAllChildren )
. OrderBy ( f = > f . NestingFactor )
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. GroupBy ( f = > f . Hash )
. ToDictionary ( f = > f . Key , f = > f . AsEnumerable ( ) ) ;
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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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UpdateTracker . NextStep ( "Running Compilation Stack" ) ;
var results = AllFiles . PMap ( Queue , UpdateTracker , 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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/// <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 ( Queue , 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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using ( var files = VFS . StageWith ( group . Select ( g = > VFS . Index . FileForArchiveHashPath ( g . ArchiveHashPath ) ) ) )
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{
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var by_path = files . GroupBy ( f = > string . Join ( "|" , f . FilesInFullPath . Skip ( 1 ) . Select ( i = > i . Name ) ) )
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. ToDictionary ( f = > f . Key , f = > f . First ( ) ) ;
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// Now Create the patches
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group . PMap ( Queue , 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 = 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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file . CopyDataTo ( 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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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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}