mirror of
https://github.com/wabbajack-tools/wabbajack.git
synced 2024-08-30 18:42:17 +00:00
483 lines
18 KiB
C#
483 lines
18 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.IO.Compression;
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using System.Linq;
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using System.Text;
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using System.Windows;
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using VFS;
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using Wabbajack.Common;
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using Wabbajack.Lib.Downloaders;
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using Wabbajack.Lib.NexusApi;
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using Wabbajack.Lib.Validation;
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using Directory = Alphaleonis.Win32.Filesystem.Directory;
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using File = Alphaleonis.Win32.Filesystem.File;
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using FileInfo = Alphaleonis.Win32.Filesystem.FileInfo;
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using Path = Alphaleonis.Win32.Filesystem.Path;
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namespace Wabbajack.Lib
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{
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public class Installer
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{
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private string _downloadsFolder;
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public Installer(string archive, ModList mod_list, string output_folder)
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{
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ModListArchive = archive;
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Outputfolder = output_folder;
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ModList = mod_list;
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}
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public VirtualFileSystem VFS => VirtualFileSystem.VFS;
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public string Outputfolder { get; }
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public string DownloadFolder
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{
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get => _downloadsFolder ?? Path.Combine(Outputfolder, "downloads");
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set => _downloadsFolder = value;
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}
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public string ModListArchive { get; }
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public ModList ModList { get; }
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public Dictionary<string, string> HashedArchives { get; private set; }
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public bool IgnoreMissingFiles { get; internal set; }
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public string GameFolder { get; set; }
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public void Info(string msg)
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{
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Utils.Log(msg);
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}
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public void Status(string msg)
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{
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WorkQueue.Report(msg, 0);
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}
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public void Status(string msg, int progress)
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{
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WorkQueue.Report(msg, progress);
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}
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private void Error(string msg)
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{
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Utils.Log(msg);
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throw new Exception(msg);
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}
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private byte[] LoadBytesFromPath(string path)
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{
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using (var fs = new FileStream(ModListArchive, FileMode.Open, FileAccess.Read, FileShare.Read))
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using (var ar = new ZipArchive(fs, ZipArchiveMode.Read))
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using (var ms = new MemoryStream())
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{
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var entry = ar.GetEntry(path);
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using (var e = entry.Open())
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e.CopyTo(ms);
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return ms.ToArray();
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}
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}
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public static ModList LoadFromFile(string path)
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{
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using (var fs = new FileStream(path, FileMode.Open, FileAccess.Read, FileShare.Read))
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using (var ar = new ZipArchive(fs, ZipArchiveMode.Read))
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using (var ms = new MemoryStream())
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{
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var entry = ar.GetEntry("modlist.json");
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using (var e = entry.Open())
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return e.FromJSON<ModList>();
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}
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}
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public void Install()
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{
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ValidateModlist.RunValidation(ModList);
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VirtualFileSystem.Clean();
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Directory.CreateDirectory(Outputfolder);
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Directory.CreateDirectory(DownloadFolder);
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if (Directory.Exists(Path.Combine(Outputfolder, "mods")))
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{
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if (MessageBox.Show(
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"There already appears to be a Mod Organizer 2 install in this folder, are you sure you wish to continue" +
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" with installation? If you do, you may render both your existing install and the new modlist inoperable.",
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"Existing MO2 installation in install folder",
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MessageBoxButton.YesNo,
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MessageBoxImage.Exclamation) == MessageBoxResult.No)
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{
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Utils.Log("Existing installation at the request of the user, existing mods folder found.");
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return;
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}
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}
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var game = GameRegistry.Games[ModList.GameType];
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GameFolder = game.GameLocation;
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if (GameFolder == null)
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{
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MessageBox.Show(
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$"In order to do a proper install Wabbajack needs to know where your {game.MO2Name} folder resides. We tried looking the" +
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"game location up in the windows registry but were unable to find it, please make sure you launch the game once before running this installer. ",
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"Could not find game location", MessageBoxButton.OK);
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Utils.Log("Exiting because we couldn't find the game folder.");
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return;
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}
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HashArchives();
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DownloadArchives();
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HashArchives();
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var missing = ModList.Archives.Where(a => !HashedArchives.ContainsKey(a.Hash)).ToList();
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if (missing.Count > 0)
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{
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foreach (var a in missing)
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Info($"Unable to download {a.Name}");
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if (IgnoreMissingFiles)
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Info("Missing some archives, but continuing anyways at the request of the user");
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else
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Error("Cannot continue, was unable to download one or more archives");
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}
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PrimeVFS();
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BuildFolderStructure();
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InstallArchives();
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InstallIncludedFiles();
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BuildBSAs();
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Info("Installation complete! You may exit the program.");
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// Removed until we decide if we want this functionality
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// Nexus devs weren't sure this was a good idea, I (halgari) agree.
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//AskToEndorse();
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}
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private void AskToEndorse()
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{
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var mods = ModList.Archives
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.Select(m => m.State)
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.OfType<NexusDownloader.State>()
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.GroupBy(f => (f.GameName, f.ModID))
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.Select(mod => mod.First())
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.ToArray();
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var result = MessageBox.Show(
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$"Installation has completed, but you have installed {mods.Length} from the Nexus, would you like to" +
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" endorse these mods to show support to the authors? It will only take a few moments.", "Endorse Mods?",
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MessageBoxButton.YesNo, MessageBoxImage.Question);
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if (result != MessageBoxResult.Yes) return;
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// Shuffle mods so that if we hit a API limit we don't always miss the same mods
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var r = new Random();
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for (var i = 0; i < mods.Length; i++)
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{
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var a = r.Next(mods.Length);
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var b = r.Next(mods.Length);
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var tmp = mods[a];
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mods[a] = mods[b];
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mods[b] = tmp;
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}
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mods.PMap(mod =>
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{
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var er = new NexusApiClient().EndorseMod(mod);
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Utils.Log($"Endorsed {mod.GameName} - {mod.ModID} - Result: {er.message}");
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});
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Info("Done! You may now exit the application!");
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}
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private bool LocateGameFolder()
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{
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var fs = UIUtils.ShowFolderSelectionDialog("Please locate your game installation path");
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if (fs != null)
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{
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GameFolder = fs;
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return true;
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}
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return false;
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}
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/// <summary>
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/// We don't want to make the installer index all the archives, that's just a waste of time, so instead
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/// we'll pass just enough information to VFS to let it know about the files we have.
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/// </summary>
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private void PrimeVFS()
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{
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HashedArchives.Do(a => VFS.AddKnown(new VirtualFile
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{
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Paths = new[] { a.Value },
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Hash = a.Key
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}));
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VFS.RefreshIndexes();
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ModList.Directives
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.OfType<FromArchive>()
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.Do(f =>
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{
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var updated_path = new string[f.ArchiveHashPath.Length];
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f.ArchiveHashPath.CopyTo(updated_path, 0);
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updated_path[0] = VFS.HashIndex[updated_path[0]].Where(e => e.IsConcrete).First().FullPath;
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VFS.AddKnown(new VirtualFile { Paths = updated_path });
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});
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VFS.BackfillMissing();
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}
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private void BuildBSAs()
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{
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var bsas = ModList.Directives.OfType<CreateBSA>().ToList();
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Info($"Building {bsas.Count} bsa files");
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bsas.Do(bsa =>
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{
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Status($"Building {bsa.To}");
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var source_dir = Path.Combine(Outputfolder, Consts.BSACreationDir, bsa.TempID);
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using (var a = bsa.State.MakeBuilder())
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{
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bsa.FileStates.PMap(state =>
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{
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Status($"Adding {state.Path} to BSA");
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using (var fs = File.OpenRead(Path.Combine(source_dir, state.Path)))
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{
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a.AddFile(state, fs);
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}
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});
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Info($"Writing {bsa.To}");
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a.Build(Path.Combine(Outputfolder, bsa.To));
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}
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});
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var bsa_dir = Path.Combine(Outputfolder, Consts.BSACreationDir);
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if (Directory.Exists(bsa_dir))
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{
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Info($"Removing temp folder {Consts.BSACreationDir}");
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VirtualFileSystem.DeleteDirectory(bsa_dir);
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}
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}
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private void InstallIncludedFiles()
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{
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Info("Writing inline files");
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ModList.Directives
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.OfType<InlineFile>()
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.PMap(directive =>
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{
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Status($"Writing included file {directive.To}");
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var out_path = Path.Combine(Outputfolder, directive.To);
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if (File.Exists(out_path)) File.Delete(out_path);
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if (directive is RemappedInlineFile)
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WriteRemappedFile((RemappedInlineFile)directive);
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else if (directive is CleanedESM)
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GenerateCleanedESM((CleanedESM)directive);
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else
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File.WriteAllBytes(out_path, LoadBytesFromPath(directive.SourceDataID));
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});
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}
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private void GenerateCleanedESM(CleanedESM directive)
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{
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var filename = Path.GetFileName(directive.To);
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var game_file = Path.Combine(GameFolder, "Data", filename);
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Info($"Generating cleaned ESM for {filename}");
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if (!File.Exists(game_file)) throw new InvalidDataException($"Missing {filename} at {game_file}");
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Status($"Hashing game version of {filename}");
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var sha = game_file.FileSHA256();
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if (sha != directive.SourceESMHash)
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throw new InvalidDataException(
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$"Cannot patch {filename} from the game folder hashes don't match have you already cleaned the file?");
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var patch_data = LoadBytesFromPath(directive.SourceDataID);
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var to_file = Path.Combine(Outputfolder, directive.To);
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Status($"Patching {filename}");
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using (var output = File.OpenWrite(to_file))
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{
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BSDiff.Apply(File.OpenRead(game_file), () => new MemoryStream(patch_data), output);
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}
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}
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private void WriteRemappedFile(RemappedInlineFile directive)
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{
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var data = Encoding.UTF8.GetString(LoadBytesFromPath(directive.SourceDataID));
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data = data.Replace(Consts.GAME_PATH_MAGIC_BACK, GameFolder);
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data = data.Replace(Consts.GAME_PATH_MAGIC_DOUBLE_BACK, GameFolder.Replace("\\", "\\\\"));
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data = data.Replace(Consts.GAME_PATH_MAGIC_FORWARD, GameFolder.Replace("\\", "/"));
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data = data.Replace(Consts.MO2_PATH_MAGIC_BACK, Outputfolder);
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data = data.Replace(Consts.MO2_PATH_MAGIC_DOUBLE_BACK, Outputfolder.Replace("\\", "\\\\"));
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data = data.Replace(Consts.MO2_PATH_MAGIC_FORWARD, Outputfolder.Replace("\\", "/"));
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data = data.Replace(Consts.DOWNLOAD_PATH_MAGIC_BACK, DownloadFolder);
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data = data.Replace(Consts.DOWNLOAD_PATH_MAGIC_DOUBLE_BACK, DownloadFolder.Replace("\\", "\\\\"));
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data = data.Replace(Consts.DOWNLOAD_PATH_MAGIC_FORWARD, DownloadFolder.Replace("\\", "/"));
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File.WriteAllText(Path.Combine(Outputfolder, directive.To), data);
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}
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private void BuildFolderStructure()
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{
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Info("Building Folder Structure");
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ModList.Directives
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.Select(d => Path.Combine(Outputfolder, Path.GetDirectoryName(d.To)))
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.ToHashSet()
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.Do(f =>
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{
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if (Directory.Exists(f)) return;
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Directory.CreateDirectory(f);
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});
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}
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private void InstallArchives()
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{
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Info("Installing Archives");
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Info("Grouping Install Files");
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var grouped = ModList.Directives
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.OfType<FromArchive>()
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.GroupBy(e => e.ArchiveHashPath[0])
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.ToDictionary(k => k.Key);
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var archives = ModList.Archives
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.Select(a => new { Archive = a, AbsolutePath = HashedArchives.GetOrDefault(a.Hash) })
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.Where(a => a.AbsolutePath != null)
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.ToList();
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Info("Installing Archives");
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archives.PMap(a => InstallArchive(a.Archive, a.AbsolutePath, grouped[a.Archive.Hash]));
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}
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private void InstallArchive(Archive archive, string absolutePath, IGrouping<string, FromArchive> grouping)
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{
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Status($"Extracting {archive.Name}");
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var vfiles = grouping.Select(g =>
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{
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var file = VFS.FileForArchiveHashPath(g.ArchiveHashPath);
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g.FromFile = file;
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return g;
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}).ToList();
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var on_finish = VFS.Stage(vfiles.Select(f => f.FromFile).Distinct());
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Status($"Copying files for {archive.Name}");
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vfiles.DoIndexed((idx, file) =>
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{
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Utils.Status("Installing files", idx * 100 / vfiles.Count);
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var dest = Path.Combine(Outputfolder, file.To);
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if (File.Exists(dest))
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File.Delete(dest);
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File.Copy(file.FromFile.StagedPath, dest);
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});
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Status("Unstaging files");
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on_finish();
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// Now patch all the files from this archive
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foreach (var to_patch in grouping.OfType<PatchedFromArchive>())
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using (var patch_stream = new MemoryStream())
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{
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Status($"Patching {Path.GetFileName(to_patch.To)}");
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// Read in the patch data
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var patch_data = LoadBytesFromPath(to_patch.PatchID);
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var to_file = Path.Combine(Outputfolder, to_patch.To);
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var old_data = new MemoryStream(File.ReadAllBytes(to_file));
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// Remove the file we're about to patch
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File.Delete(to_file);
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// Patch it
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using (var out_stream = File.OpenWrite(to_file))
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{
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BSDiff.Apply(old_data, () => new MemoryStream(patch_data), out_stream);
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}
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Status($"Verifying Patch {Path.GetFileName(to_patch.To)}");
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var result_sha = to_file.FileSHA256();
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if (result_sha != to_patch.Hash)
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throw new InvalidDataException($"Invalid Hash for {to_patch.To} after patching");
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}
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}
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private void DownloadArchives()
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{
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var missing = ModList.Archives.Where(a => !HashedArchives.ContainsKey(a.Hash)).ToList();
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Info($"Missing {missing.Count} archives");
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Info("Getting Nexus API Key, if a browser appears, please accept");
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var dispatchers = ModList.Archives.Select(m => m.State.GetDownloader()).Distinct();
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foreach (var dispatcher in dispatchers)
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dispatcher.Prepare();
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DownloadMissingArchives(missing);
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}
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private void DownloadMissingArchives(List<Archive> missing, bool download = true)
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{
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missing.PMap(archive =>
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{
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Info($"Downloading {archive.Name}");
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var output_path = Path.Combine(DownloadFolder, archive.Name);
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if (download)
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if (output_path.FileExists())
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File.Delete(output_path);
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return DownloadArchive(archive, download);
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});
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}
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public bool DownloadArchive(Archive archive, bool download)
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{
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try
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{
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archive.State.Download(archive, Path.Combine(DownloadFolder, archive.Name));
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}
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catch (Exception ex)
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{
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Utils.Log($"Download error for file {archive.Name}");
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Utils.Log(ex.ToString());
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return false;
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}
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return false;
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}
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private void HashArchives()
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{
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HashedArchives = Directory.EnumerateFiles(DownloadFolder)
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.Where(e => !e.EndsWith(".sha"))
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.PMap(e => (HashArchive(e), e))
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.OrderByDescending(e => File.GetLastWriteTime(e.Item2))
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.GroupBy(e => e.Item1)
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.Select(e => e.First())
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.ToDictionary(e => e.Item1, e => e.Item2);
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}
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private string HashArchive(string e)
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{
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var cache = e + ".sha";
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if (cache.FileExists() && new FileInfo(cache).LastWriteTime >= new FileInfo(e).LastWriteTime)
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return File.ReadAllText(cache);
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Status($"Hashing {Path.GetFileName(e)}");
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File.WriteAllText(cache, e.FileSHA256());
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return HashArchive(e);
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}
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}
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}
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