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And priority to how game files are resolved
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@ -3,7 +3,7 @@
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#### Version - 2.1.0.0 - ???
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* Game files are available as downloads automatically during compilation/installation
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* Game files are patched/copied/used in BSA creation automatically
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* CleanedESM support removed from the compiler stack (still usable during installation for backwards compatability)
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* CleanedESM support removed from the compiler stack (still usable during installation for backwards compatibility)
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* VR games automatically pull from base games if they are required and are installed during compilation
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#### Version - 2.0.9.4 - 6/16/2020
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@ -47,6 +47,8 @@ namespace Wabbajack.Lib
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public ModList ModList = new ModList();
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public List<IndexedArchive> IndexedArchives = new List<IndexedArchive>();
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public Dictionary<AbsolutePath, IndexedArchive> ArchivesByFullPath { get; set; } = new Dictionary<AbsolutePath, IndexedArchive>();
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public Dictionary<Hash, IEnumerable<VirtualFile>> IndexedFiles = new Dictionary<Hash, IEnumerable<VirtualFile>>();
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public ACompiler(int steps)
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@ -2,6 +2,8 @@
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using System.Threading.Tasks;
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using Alphaleonis.Win32.Filesystem;
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using Newtonsoft.Json;
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using Wabbajack.Lib.Downloaders;
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using Wabbajack.VirtualFileSystem;
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namespace Wabbajack.Lib.CompilationSteps
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{
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@ -11,13 +13,27 @@ namespace Wabbajack.Lib.CompilationSteps
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{
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}
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public static int GetFilePriority(MO2Compiler compiler, VirtualFile file)
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{
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var archive = file.TopParent;
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var adata = compiler.ArchivesByFullPath[archive.AbsoluteName];
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if (adata.State is GameFileSourceDownloader.State gs)
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{
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return gs.Game == compiler.CompilingGame.Game ? 1 : 3;
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}
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return 2;
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}
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public override async ValueTask<Directive?> Run(RawSourceFile source)
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{
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var mo2Compiler = (MO2Compiler)_compiler;
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if (!_compiler.IndexedFiles.TryGetValue(source.Hash, out var found)) return null;
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var result = source.EvolveTo<FromArchive>();
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var match = found.Where(f => f.Name.FileName == source.Path.FileName)
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.OrderBy(f => f.NestingFactor)
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.OrderBy(f => GetFilePriority(mo2Compiler, f))
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.ThenBy(f => f.NestingFactor)
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.FirstOrDefault()
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?? found.OrderBy(f => f.NestingFactor).FirstOrDefault();
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@ -80,7 +80,8 @@ namespace Wabbajack.Lib.CompilationSteps
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{
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// Just match some file in the archive based on the smallest delta difference
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found = arch.SelectMany(a => a.ThisAndAllChildren)
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.OrderBy(o => Math.Abs(o.Size - source.File.Size))
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.OrderBy(o => DirectMatch.GetFilePriority(_mo2Compiler, o))
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.ThenBy(o => Math.Abs(o.Size - source.File.Size))
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.First();
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}
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}
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@ -290,6 +290,7 @@ namespace Wabbajack.Lib
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public string Meta = string.Empty;
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public string Name = string.Empty;
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public VirtualFile File { get; }
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public AbstractDownloadState? State { get; set; }
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public IndexedArchive(VirtualFile file)
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{
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@ -221,7 +221,9 @@ namespace Wabbajack.Lib
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}
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}
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await CleanInvalidArchives();
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IndexedArchives = IndexedArchives.DistinctBy(a => a.File.AbsoluteName).ToList();
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await CleanInvalidArchivesAndFillState();
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UpdateTracker.NextStep("Finding Install Files");
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ModListOutputFolder.CreateDirectory();
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@ -293,6 +295,8 @@ namespace Wabbajack.Lib
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.Where(f => f.Item1 != default)
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.Select(f => new KeyValuePair<AbsolutePath, dynamic>(f.Item1, f.Item2)));
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ArchivesByFullPath = IndexedArchives.ToDictionary(a => a.File.AbsoluteName);
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if (cancel.IsCancellationRequested) return false;
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var stack = MakeStack();
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UpdateTracker.NextStep("Running Compilation Stack");
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@ -359,15 +363,16 @@ namespace Wabbajack.Lib
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return true;
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}
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public bool UseGamePaths { get; set; } = true;
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private async Task CleanInvalidArchives()
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private async Task CleanInvalidArchivesAndFillState()
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{
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var remove = (await IndexedArchives.PMap(Queue, async a =>
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{
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try
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{
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await ResolveArchive(a);
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a.State = (await ResolveArchive(a)).State;
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return null;
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}
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catch
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@ -125,6 +125,9 @@ namespace Wabbajack.VirtualFileSystem
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}
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public VirtualFile TopParent => IsNative ? this : Parent.TopParent;
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public T ThisAndAllChildrenReduced<T>(T acc, Func<T, VirtualFile, T> fn)
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{
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acc = fn(acc, this);
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