wabbajack/Wabbajack.Lib/CompilationSteps/PatchStockESMs.cs

56 lines
1.9 KiB
C#

using System.IO;
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 Compiler _mo2Compiler;
public PatchStockESMs(ACompiler compiler) : base(compiler)
{
_mo2Compiler = (Compiler) compiler;
}
public override Directive Run(RawSourceFile source)
{
var filename = Path.GetFileName(source.Path);
var gameFile = Path.Combine(_mo2Compiler.GamePath, "Data", filename);
if (!Consts.GameESMs.Contains(filename) || !source.Path.StartsWith("mods\\") ||
!File.Exists(gameFile)) return null;
Utils.Log(
$"A ESM named {filename} was found in a mod that shares a name with a core game ESMs, it is assumed this is a cleaned ESM and it will be binary patched.");
var result = source.EvolveTo<CleanedESM>();
result.SourceESMHash = _compiler.VFS.Lookup(gameFile).Hash;
Utils.Status($"Generating patch of {filename}");
using (var ms = new MemoryStream())
{
Utils.CreatePatch(File.ReadAllBytes(gameFile), File.ReadAllBytes(source.AbsolutePath), ms);
var data = ms.ToArray();
result.SourceDataID = _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);
}
}
}
}