wabbajack/Wabbajack.Lib/CompilationSteps/PatchStockESMs.cs
2020-04-10 13:32:35 -05:00

58 lines
2.0 KiB
C#

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)
{
var filename = source.Path.FileName;
var gameFile = _mo2Compiler.GamePath.Combine((RelativePath)"Data", filename);
if (!Consts.GameESMs.Contains(filename) || !source.Path.StartsWith("mods\\") ||
!gameFile.Exists) return null;
Utils.Log(
$"An ESM named {filename} was found in a mod that shares a name with one of the core game ESMs, it is assumed this is a cleaned ESM and it will be binary patched");
var result = source.EvolveTo<CleanedESM>();
result.SourceESMHash = _compiler.VFS.Index.ByRootPath[gameFile].Hash;
Utils.Status($"Generating patch of {filename}");
await using (var ms = new MemoryStream())
{
await Utils.CreatePatch(await gameFile.ReadAllBytesAsync(), await source.AbsolutePath.ReadAllBytesAsync(), ms);
var data = ms.ToArray();
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);
}
}
}
}