mirror of
https://github.com/wabbajack-tools/wabbajack.git
synced 2024-08-30 18:42:17 +00:00
309 lines
7.9 KiB
C#
309 lines
7.9 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.Linq;
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using Compression.BSA;
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using Newtonsoft.Json;
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using Wabbajack.Common;
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using Wabbajack.Common.Serialization.Json;
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using Wabbajack.Lib.Downloaders;
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using Wabbajack.VirtualFileSystem;
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namespace Wabbajack.Lib
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{
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public class RawSourceFile
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{
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public readonly RelativePath Path;
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public RawSourceFile(VirtualFile file, RelativePath path)
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{
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File = file;
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Path = path;
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}
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public AbsolutePath AbsolutePath
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{
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get
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{
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if (!File.IsNative)
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throw new InvalidDataException("Can't get the absolute path of a non-native file");
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return File.FullPath.Base;
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}
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}
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public VirtualFile File { get; }
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public Hash Hash => File.Hash;
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public T EvolveTo<T>() where T : Directive, new()
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{
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var v = new T();
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v.To = Path;
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v.Hash = Hash;
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v.Size = File.Size;
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return v;
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}
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}
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[JsonName("ModList")]
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public class ModList
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{
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/// <summary>
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/// Archives required by this modlist
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/// </summary>
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public List<Archive> Archives = new List<Archive>();
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/// <summary>
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/// Author of the ModList
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/// </summary>
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public string Author = string.Empty;
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/// <summary>
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/// Description of the ModList
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/// </summary>
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public string Description = string.Empty;
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/// <summary>
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/// Install directives
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/// </summary>
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public List<Directive> Directives = new List<Directive>();
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/// <summary>
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/// The game variant to which this game applies
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/// </summary>
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public Game GameType;
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/// <summary>
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/// Hash of the banner-image
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/// </summary>
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public RelativePath Image;
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/// <summary>
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/// The Mod Manager used to create the modlist
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/// </summary>
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public ModManager ModManager;
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/// <summary>
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/// Name of the ModList
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/// </summary>
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public string Name = string.Empty;
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/// <summary>
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/// URL to the readme
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/// </summary>
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public string Readme = string.Empty;
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/// <summary>
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/// The build version of Wabbajack used when compiling the Modlist
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/// </summary>
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public Version? WabbajackVersion;
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/// <summary>
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/// Website of the ModList
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/// </summary>
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public Uri? Website;
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/// <summary>
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/// Current Version of the Modlist
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/// </summary>
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public Version Version = new Version(1, 0, 0, 0);
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/// <summary>
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/// Whether the Modlist is NSFW or not
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/// </summary>
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public bool IsNSFW;
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/// <summary>
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/// The size of all the archives once they're downloaded
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/// </summary>
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[JsonIgnore]
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public long DownloadSize => Archives.Sum(a => a.Size);
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/// <summary>
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/// The size of all the files once they are installed (excluding downloaded archives)
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/// </summary>
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[JsonIgnore]
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public long InstallSize => Directives.Sum(s => s.Size);
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public ModList Clone()
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{
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using var ms = new MemoryStream();
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this.ToJson(ms);
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ms.Position = 0;
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return ms.FromJson<ModList>();
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}
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}
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public abstract class Directive
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{
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public Hash Hash { get; set; }
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public long Size { get; set; }
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/// <summary>
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/// location the file will be copied to, relative to the install path.
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/// </summary>
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public RelativePath To { get; set; }
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}
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public class IgnoredDirectly : Directive
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{
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public string Reason = string.Empty;
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}
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public class NoMatch : IgnoredDirectly
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{
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}
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[JsonName("InlineFile")]
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public class InlineFile : Directive
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{
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/// <summary>
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/// Data that will be written as-is to the destination location;
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/// </summary>
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public RelativePath SourceDataID { get; set; }
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}
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[JsonName("ArchiveMeta")]
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public class ArchiveMeta : Directive
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{
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public RelativePath SourceDataID { get; set; }
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}
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public enum PropertyType { Banner, Readme }
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/// <summary>
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/// File meant to be extracted before the installation
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/// </summary>
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[JsonName("PropertyFile")]
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public class PropertyFile : InlineFile
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{
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public PropertyType Type;
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}
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[JsonName("CleanedESM")]
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public class CleanedESM : InlineFile
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{
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public Hash SourceESMHash;
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}
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/// <summary>
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/// A file that has the game and MO2 folders remapped on installation
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/// </summary>
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[JsonName("RemappedInlineFile")]
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public class RemappedInlineFile : InlineFile
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{
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}
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[JsonName("SteamMeta")]
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public class SteamMeta : ArchiveMeta
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{
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public int ItemID { get; set; }
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}
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[JsonName("FromArchive")]
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public class FromArchive : Directive
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{
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private string? _fullPath;
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public HashRelativePath ArchiveHashPath { get; set; }
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[JsonIgnore]
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public VirtualFile? FromFile { get; set; }
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[JsonIgnore]
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public string FullPath => _fullPath ??= string.Join("|", ArchiveHashPath);
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}
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[JsonName("CreateBSA")]
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public class CreateBSA : Directive
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{
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public RelativePath TempID { get; set; }
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public ArchiveStateObject State { get; }
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public List<FileStateObject> FileStates { get; set; } = new List<FileStateObject>();
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public CreateBSA(ArchiveStateObject state, IEnumerable<FileStateObject>? items = null)
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{
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State = state;
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if (items != null)
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{
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FileStates.AddRange(items);
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}
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}
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}
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[JsonName("PatchedFromArchive")]
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public class PatchedFromArchive : FromArchive
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{
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public Hash FromHash { get; set; }
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/// <summary>
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/// The file to apply to the source file to patch it
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/// </summary>
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public RelativePath PatchID { get; set; }
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/// <summary>
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/// During compilation this holds several possible files that could be used as a patch source. At the end
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/// of compilation we'll go through all of these and find the smallest patch file.
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/// </summary>
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[JsonIgnore]
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public VirtualFile[] Choices { get; set; } = { };
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}
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[JsonName("SourcePatch")]
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public class SourcePatch
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{
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public Hash Hash { get; set; }
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public RelativePath RelativePath { get; set; }
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}
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[JsonName("MergedPatch")]
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public class MergedPatch : Directive
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{
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public RelativePath PatchID { get; set; }
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public List<SourcePatch> Sources { get; set; } = new List<SourcePatch>();
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}
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[JsonName("Archive")]
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public class Archive
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{
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/// <summary>
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/// xxHash64 of the archive
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/// </summary>
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public Hash Hash { get; set; }
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/// <summary>
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/// Meta INI for the downloaded archive
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/// </summary>
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public string? Meta { get; set; }
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/// <summary>
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/// Human friendly name of this archive
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/// </summary>
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public string Name { get; set; } = string.Empty;
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public long Size { get; set; }
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public AbstractDownloadState State { get; }
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public Archive(AbstractDownloadState state)
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{
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State = state;
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}
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}
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public class IndexedArchive
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{
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public dynamic? IniData;
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public string Meta = string.Empty;
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public string Name = string.Empty;
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public VirtualFile File { get; }
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public AbstractDownloadState? State { get; set; }
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public IndexedArchive(VirtualFile file)
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{
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File = file;
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}
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}
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}
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