wabbajack/Wabbajack.Lib/VortexCompiler.cs

397 lines
16 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Security.Cryptography;
using System.Text;
using Microsoft.WindowsAPICodePack.Shell;
using Newtonsoft.Json;
using Wabbajack.Common;
using Wabbajack.Lib.CompilationSteps;
using Wabbajack.Lib.NexusApi;
using Wabbajack.VirtualFileSystem;
using File = Alphaleonis.Win32.Filesystem.File;
namespace Wabbajack.Lib
{
public class VortexCompiler : ACompiler
{
/* vortex creates a vortex.deployment.json file that contains information
about all deployed files, parsing that file, we can get a list of all 'active'
archives so we don't force the user to install all archives found in the downloads folder.
Similar to how IgnoreDisabledMods for MO2 works
*/
public VortexDeployment VortexDeployment;
public List<string> ActiveArchives;
public Game Game { get; }
public string GameName { get; }
public string VortexFolder { get; set; }
public string StagingFolder { get; set; }
public string DownloadsFolder { get; set; }
public bool IgnoreMissingFiles { get; set; }
public const string StagingMarkerName = "__vortex_staging_folder";
public const string DownloadMarkerName = "__vortex_downloads_folder";
public VortexCompiler(Game game, string gamePath, string vortexFolder, string downloadsFolder, string stagingFolder)
{
ModManager = ModManager.Vortex;
Game = game;
GamePath = gamePath;
GameName = GameRegistry.Games[game].NexusName;
VortexFolder = vortexFolder;
DownloadsFolder = downloadsFolder;
StagingFolder = stagingFolder;
ModListOutputFolder = "output_folder";
ActiveArchives = new List<string>();
}
protected override bool _Begin()
{
ConfigureProcessor(10);
if (string.IsNullOrEmpty(ModListName))
ModListName = $"Vortex ModList for {Game.ToString()}";
ModListOutputFile = $"{ModListName}{ExtensionManager.Extension}";
Info($"Starting Vortex compilation for {GameName} at {GamePath} with staging folder at {StagingFolder} and downloads folder at {DownloadsFolder}.");
ParseDeploymentFile();
Info("Starting pre-compilation steps");
CreateMetaFiles();
Info($"Indexing {StagingFolder}");
VFS.AddRoot(StagingFolder);
Info($"Indexing {GamePath}");
VFS.AddRoot(GamePath);
Info($"Indexing {DownloadsFolder}");
VFS.AddRoot(DownloadsFolder);
AddExternalFolder();
Info("Cleaning output folder");
if (Directory.Exists(ModListOutputFolder)) Directory.Delete(ModListOutputFolder, true);
Directory.CreateDirectory(ModListOutputFolder);
IEnumerable<RawSourceFile> vortexStagingFiles = Directory.EnumerateFiles(StagingFolder, "*", SearchOption.AllDirectories)
.Where(p => p.FileExists() && p != StagingMarkerName)
.Select(p => new RawSourceFile(VFS.Index.ByRootPath[p])
{Path = p.RelativeTo(StagingFolder)});
IEnumerable<RawSourceFile> vortexDownloads = Directory.EnumerateFiles(DownloadsFolder, "*", SearchOption.AllDirectories)
.Where(p => p.FileExists())
.Select(p => new RawSourceFile(VFS.Index.ByRootPath[p])
{Path = p.RelativeTo(DownloadsFolder)});
IEnumerable<RawSourceFile> gameFiles = Directory.EnumerateFiles(GamePath, "*", SearchOption.AllDirectories)
.Where(p => p.FileExists())
.Select(p => new RawSourceFile(VFS.Index.ByRootPath[p])
{ Path = Path.Combine(Consts.GameFolderFilesDir, p.RelativeTo(GamePath)) });
Info("Indexing Archives");
IndexedArchives = Directory.EnumerateFiles(DownloadsFolder)
.Where(f => File.Exists(f + ".meta"))
.Select(f => new IndexedArchive
{
File = VFS.Index.ByRootPath[f],
Name = Path.GetFileName(f),
IniData = (f + ".meta").LoadIniFile(),
Meta = File.ReadAllText(f + ".meta")
})
.ToList();
Info("Indexing Files");
IndexedFiles = IndexedArchives.SelectMany(f => f.File.ThisAndAllChildren)
.OrderBy(f => f.NestingFactor)
.GroupBy(f => f.Hash)
.ToDictionary(f => f.Key, f => f.AsEnumerable());
Info("Searching for mod files");
AllFiles = vortexStagingFiles.Concat(vortexDownloads)
.Concat(gameFiles)
.DistinctBy(f => f.Path)
.ToList();
Info($"Found {AllFiles.Count} files to build into mod list");
Info("Verifying destinations");
List<IGrouping<string, RawSourceFile>> dups = AllFiles.GroupBy(f => f.Path)
.Where(fs => fs.Count() > 1)
.Select(fs =>
{
Utils.Log($"Duplicate files installed to {fs.Key} from : {string.Join(", ", fs.Select(f => f.AbsolutePath))}");
return fs;
}).ToList();
if (dups.Count > 0)
{
Error($"Found {dups.Count} duplicates, exiting");
}
IEnumerable<ICompilationStep> stack = MakeStack();
Info("Running Compilation Stack");
List<Directive> results = AllFiles.PMap(Queue, f => RunStack(stack.Where(s => s != null), f)).ToList();
IEnumerable<NoMatch> noMatch = results.OfType<NoMatch>().ToList();
Info($"No match for {noMatch.Count()} files");
foreach (var file in noMatch)
Info($" {file.To}");
if (noMatch.Any())
{
if (IgnoreMissingFiles)
{
Info("Continuing even though files were missing at the request of the user.");
}
else
{
Info("Exiting due to no way to compile these files");
return false;
}
}
InstallDirectives = results.Where(i => !(i is IgnoredDirectly)).ToList();
// TODO: nexus stuff
/*Info("Getting Nexus api_key, please click authorize if a browser window appears");
if (IndexedArchives.Any(a => a.IniData?.General?.gameName != null))
{
var nexusClient = new NexusApiClient();
if (!nexusClient.IsPremium) Error($"User {nexusClient.Username} is not a premium Nexus user, so we cannot access the necessary API calls, cannot continue");
}
*/
GatherArchives();
ModList = new ModList
{
Name = ModListName ?? "",
Author = ModListAuthor ?? "",
Description = ModListDescription ?? "",
Readme = ModListReadme ?? "",
Image = ModListImage ?? "",
Website = ModListWebsite ?? "",
Archives = SelectedArchives,
ModManager = ModManager.Vortex,
Directives = InstallDirectives,
GameType = Game
};
GenerateReport();
ExportModList();
Info("Done Building ModList");
ShowReport();
return true;
}
private void ParseDeploymentFile()
{
Info("Searching for vortex.deployment.json...");
var deploymentFile = "";
Directory.EnumerateFiles(GamePath, "vortex.deployment.json", SearchOption.AllDirectories)
.Where(File.Exists)
.Do(f => deploymentFile = f);
var currentGame = GameRegistry.Games[Game];
if (currentGame.AdditionalFolders != null && currentGame.AdditionalFolders.Count != 0)
currentGame.AdditionalFolders.Do(f => Directory.EnumerateFiles(f, "vortex.deployment.json", SearchOption.AllDirectories)
.Where(File.Exists)
.Do(d => deploymentFile = d));
if (string.IsNullOrEmpty(deploymentFile))
{
Info("vortex.deployment.json not found!");
return;
}
Info("vortex.deployment.json found at "+deploymentFile);
Info("Parsing vortex.deployment.json...");
try
{
VortexDeployment = deploymentFile.FromJSON<VortexDeployment>();
}
catch (JsonSerializationException e)
{
Info("Failed to parse vortex.deployment.json!");
Utils.LogToFile(e.Message);
Utils.LogToFile(e.StackTrace);
}
VortexDeployment.files.Do(f =>
{
var archive = f.source;
if(!ActiveArchives.Contains(archive)) ActiveArchives.Add(archive);
});
}
/// <summary>
/// Some have mods outside their game folder located
/// </summary>
private void AddExternalFolder()
{
var currentGame = GameRegistry.Games[Game];
if (currentGame.AdditionalFolders == null || currentGame.AdditionalFolders.Count == 0) return;
currentGame.AdditionalFolders.Do(f =>
{
var path = f.Replace("%documents%", KnownFolders.Documents.Path);
if (!Directory.Exists(path)) return;
Info($"Indexing {path}");
VFS.AddRoot(path);
});
}
private void CreateMetaFiles()
{
Utils.Log("Getting Nexus api_key, please click authorize if a browser window appears");
var nexusClient = new NexusApiClient();
Directory.EnumerateFiles(DownloadsFolder, "*", SearchOption.TopDirectoryOnly)
.Where(f => File.Exists(f) && Path.GetExtension(f) != ".meta" && !File.Exists(f+".meta") && ActiveArchives.Contains(Path.GetFileNameWithoutExtension(f)))
.Do(f =>
{
Utils.Log($"Trying to create meta file for {Path.GetFileName(f)}");
var metaString = $"[General]\n" +
$"repository=Nexus\n" +
$"installed=true\n" +
$"uninstalled=false\n" +
$"paused=false\n" +
$"removed=false\n" +
$"gameName={GameName}\n";
string hash;
using(var md5 = MD5.Create())
using (var stream = File.OpenRead(f))
{
Utils.Log($"Calculating hash for {Path.GetFileName(f)}");
byte[] cH = md5.ComputeHash(stream);
hash = BitConverter.ToString(cH).Replace("-", "").ToLowerInvariant();
Utils.Log($"Hash is {hash}");
}
List<MD5Response> md5Response = nexusClient.GetModInfoFromMD5(Game, hash);
if (md5Response.Count >= 1)
{
var modInfo = md5Response[0].mod;
metaString += $"modID={modInfo.mod_id}\ndescription={NexusApiUtils.FixupSummary(modInfo.summary)}\n" +
$"modName={modInfo.name}\nfileID={md5Response[0].file_details.file_id}";
File.WriteAllText(f+".meta",metaString, Encoding.UTF8);
}
else
{
Error("Error while getting information from nexusmods via MD5 hash!");
}
});
}
public override IEnumerable<ICompilationStep> GetStack()
{
var s = Consts.TestMode ? DownloadsFolder : VortexFolder;
var userConfig = Path.Combine(s, "compilation_stack.yml");
if (File.Exists(userConfig))
return Serialization.Deserialize(File.ReadAllText(userConfig), this);
IEnumerable<ICompilationStep> stack = MakeStack();
File.WriteAllText(Path.Combine(s, "_current_compilation_stack.yml"),
Serialization.Serialize(stack));
return stack;
}
public override IEnumerable<ICompilationStep> MakeStack()
{
Utils.Log("Generating compilation stack");
return new List<ICompilationStep>
{
new IncludePropertyFiles(this),
new IgnoreDisabledVortexMods(this),
new IncludeVortexDeployment(this),
new IgnoreVortex(this),
new IgnoreRegex(this, "^*__vortex_staging_folder$"),
Game == Game.DarkestDungeon ? new IncludeRegex(this, "project\\.xml$") : null,
new IgnoreStartsWith(this, StagingFolder),
new IgnoreEndsWith(this, StagingFolder),
new IgnoreGameFiles(this),
new DirectMatch(this),
new IgnoreGameFiles(this),
new IgnoreWabbajackInstallCruft(this),
new DropAll(this)
};
}
public static string TypicalVortexFolder()
{
return Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "Vortex");
}
public static string RetrieveDownloadLocation(Game game, string vortexFolderPath = null)
{
vortexFolderPath = vortexFolderPath ?? TypicalVortexFolder();
return Path.Combine(vortexFolderPath, "downloads", GameRegistry.Games[game].NexusName);
}
public static string RetrieveStagingLocation(Game game, string vortexFolderPath = null)
{
vortexFolderPath = vortexFolderPath ?? TypicalVortexFolder();
var gameName = GameRegistry.Games[game].NexusName;
return Path.Combine(vortexFolderPath, gameName, "mods");
}
public static IErrorResponse IsValidBaseDownloadsFolder(string path)
{
if (!Directory.Exists(path)) return ErrorResponse.Fail($"Path does not exist: {path}");
if (Directory.EnumerateFiles(path, DownloadMarkerName, SearchOption.TopDirectoryOnly).Any()) return ErrorResponse.Success;
return ErrorResponse.Fail($"Folder must contain {DownloadMarkerName} file");
}
public static IErrorResponse IsValidDownloadsFolder(string path)
{
return IsValidBaseDownloadsFolder(Path.GetDirectoryName(path));
}
public static IErrorResponse IsValidBaseStagingFolder(string path)
{
if (!Directory.Exists(path)) return ErrorResponse.Fail($"Path does not exist: {path}");
if (Directory.EnumerateFiles(path, StagingMarkerName, SearchOption.TopDirectoryOnly).Any()) return ErrorResponse.Success;
return ErrorResponse.Fail($"Folder must contain {StagingMarkerName} file");
}
public static IErrorResponse IsValidStagingFolder(string path)
{
return IsValidBaseStagingFolder(Path.GetDirectoryName(path));
}
}
public class VortexDeployment
{
public string instance;
public int version;
public string deploymentMethod;
public List<VortexFile> files;
}
public class VortexFile
{
public string relPath;
public string source;
public string target;
}
}