mirror of
https://github.com/wabbajack-tools/wabbajack.git
synced 2024-08-30 18:42:17 +00:00
282 lines
11 KiB
C#
282 lines
11 KiB
C#
using System;
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using System.IO;
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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 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 Path = Alphaleonis.Win32.Filesystem.Path;
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namespace Wabbajack.Lib
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{
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public class MO2Installer : AInstaller
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{
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public bool WarnOnOverwrite { get; set; } = true;
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public override ModManager ModManager => ModManager.MO2;
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public string GameFolder { get; set; }
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public MO2Installer(string archive, ModList modList, string outputFolder, string downloadFolder)
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: base(
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archive: archive,
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modList: modList,
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outputFolder: outputFolder,
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downloadFolder: downloadFolder)
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{
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}
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protected override bool _Begin()
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{
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ConfigureProcessor(17, RecommendQueueSize());
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var game = GameRegistry.Games[ModList.GameType];
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if (GameFolder == null)
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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 false;
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}
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UpdateTracker.NextStep("Validating Game ESMs");
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ValidateGameESMs();
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UpdateTracker.NextStep("Validating Modlist");
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ValidateModlist.RunValidation(ModList);
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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")) && WarnOnOverwrite)
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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 false;
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}
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}
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UpdateTracker.NextStep("Optimizing Modlist");
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OptimizeModlist();
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UpdateTracker.NextStep("Hashing Archives");
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HashArchives();
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UpdateTracker.NextStep("Downloading Missing Archives");
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DownloadArchives();
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UpdateTracker.NextStep("Hashing Remaining Archives");
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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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UpdateTracker.NextStep("Priming VFS");
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PrimeVFS();
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UpdateTracker.NextStep("Building Folder Structure");
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BuildFolderStructure();
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UpdateTracker.NextStep("Installing Archives");
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InstallArchives();
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UpdateTracker.NextStep("Installing Included files");
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InstallIncludedFiles();
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UpdateTracker.NextStep("Installing Archive Metas");
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InstallIncludedDownloadMetas();
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UpdateTracker.NextStep("Building BSAs");
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BuildBSAs();
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UpdateTracker.NextStep("Generating Merges");
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zEditIntegration.GenerateMerges(this);
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UpdateTracker.NextStep("Installation complete! You may exit the program.");
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return true;
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}
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private void InstallIncludedDownloadMetas()
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{
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ModList.Directives
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.OfType<ArchiveMeta>()
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.PMap(Queue, directive =>
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{
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Status($"Writing included .meta file {directive.To}");
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var outPath = Path.Combine(DownloadFolder, directive.To);
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if (File.Exists(outPath)) File.Delete(outPath);
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File.WriteAllBytes(outPath, LoadBytesFromPath(directive.SourceDataID));
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});
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}
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private void ValidateGameESMs()
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{
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foreach (var esm in ModList.Directives.OfType<CleanedESM>().ToList())
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{
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var filename = Path.GetFileName(esm.To);
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var gameFile = Path.Combine(GameFolder, "Data", filename);
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Utils.Log($"Validating {filename}");
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var hash = gameFile.FileHash();
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if (hash != esm.SourceESMHash)
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{
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Utils.Error("Game ESM hash doesn't match, is the ESM already cleaned? Please verify your local game files.");
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}
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}
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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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$"Installation has completed, but you have installed {mods.Length} from the Nexus, would you like to" +
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" endorse these mods to show support to the authors? It will only take a few moments.", "Endorse Mods?",
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MessageBoxButton.YesNo, MessageBoxImage.Question);
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if (result != MessageBoxResult.Yes) return;
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// Shuffle mods so that if we hit a API limit we don't always miss the same mods
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var r = new Random();
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for (var i = 0; i < mods.Length; i++)
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{
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var a = r.Next(mods.Length);
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var b = r.Next(mods.Length);
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var tmp = mods[a];
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mods[a] = mods[b];
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mods[b] = tmp;
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}
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mods.PMap(Queue, mod =>
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{
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var er = new NexusApiClient().EndorseMod(mod);
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Utils.Log($"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 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 sourceDir = 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(Queue, state =>
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{
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Status($"Adding {state.Path} to BSA");
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using (var fs = File.OpenRead(Path.Combine(sourceDir, state.Path)))
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{
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a.AddFile(state, fs);
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}
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});
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Info($"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 bsaDir = Path.Combine(OutputFolder, Consts.BSACreationDir);
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if (Directory.Exists(bsaDir))
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{
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Info($"Removing temp folder {Consts.BSACreationDir}");
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Utils.DeleteDirectory(bsaDir);
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}
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}
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private void InstallIncludedFiles()
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{
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Info("Writing inline files");
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ModList.Directives
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.OfType<InlineFile>()
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.PMap(Queue, directive =>
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{
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Status($"Writing included file {directive.To}");
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var outPath = Path.Combine(OutputFolder, directive.To);
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if (File.Exists(outPath)) File.Delete(outPath);
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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(outPath, 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 gameFile = Path.Combine(GameFolder, "Data", filename);
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Info($"Generating cleaned ESM for {filename}");
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if (!File.Exists(gameFile)) throw new InvalidDataException($"Missing {filename} at {gameFile}");
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Status($"Hashing game version of {filename}");
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var sha = gameFile.FileHash();
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if (sha != directive.SourceESMHash)
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throw new InvalidDataException(
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$"Cannot patch {filename} from the game folder hashes don't match have you already cleaned the file?");
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var patchData = LoadBytesFromPath(directive.SourceDataID);
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var toFile = Path.Combine(OutputFolder, directive.To);
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Status($"Patching {filename}");
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using (var output = File.OpenWrite(toFile))
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using (var input = File.OpenRead(gameFile))
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{
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BSDiff.Apply(input, () => new MemoryStream(patchData), 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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}
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}
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