wabbajack/Wabbajack/View Models/Compilers/VortexCompilerVM.cs
Justin Swanson dc19fdfe42 CompilerVM exposure of status tracker
Sub compilers control what status tracking to use.  View doesn't currently make use of it, but should have access now
2019-11-17 01:59:00 -06:00

221 lines
8.9 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Reactive.Disposables;
using System.Reactive.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Input;
using DynamicData.Binding;
using ReactiveUI;
using ReactiveUI.Fody.Helpers;
using Wabbajack.Common;
using Wabbajack.Lib;
namespace Wabbajack
{
public class VortexCompilerVM : ViewModel, ISubCompilerVM
{
private readonly VortexCompilationSettings settings;
public IReactiveCommand BeginCommand { get; }
private readonly ObservableAsPropertyHelper<bool> _Compiling;
public bool Compiling => _Compiling.Value;
private readonly ObservableAsPropertyHelper<ModlistSettingsEditorVM> _ModlistSettings;
public ModlistSettingsEditorVM ModlistSettings => _ModlistSettings.Value;
private static ObservableCollectionExtended<GameVM> gameOptions = new ObservableCollectionExtended<GameVM>(
EnumExt.GetValues<Game>()
.Select(g => new GameVM(g))
.OrderBy(g => g.DisplayName));
public ObservableCollectionExtended<GameVM> GameOptions => gameOptions;
[Reactive]
public GameVM SelectedGame { get; set; } = gameOptions.First(x => x.Game == Game.SkyrimSpecialEdition);
[Reactive]
public FilePickerVM GameLocation { get; set; }
[Reactive]
public FilePickerVM DownloadsLocation { get; set; }
[Reactive]
public FilePickerVM StagingLocation { get; set; }
public ICommand FindGameInSteamCommand { get; }
public ICommand FindGameInGogCommand { get; }
[Reactive]
public StatusUpdateTracker StatusTracker { get; private set; }
public VortexCompilerVM(CompilerVM parent)
{
this.GameLocation = new FilePickerVM()
{
DoExistsCheck = true,
PathType = FilePickerVM.PathTypeOptions.Folder,
PromptTitle = "Select Game Folder Location"
};
this.DownloadsLocation = new FilePickerVM()
{
DoExistsCheck = true,
PathType = FilePickerVM.PathTypeOptions.Folder,
PromptTitle = "Select Downloads Folder"
};
this.StagingLocation = new FilePickerVM()
{
DoExistsCheck = true,
PathType = FilePickerVM.PathTypeOptions.Folder,
PromptTitle = "Select Staging Folder"
};
// Wire start command
this.BeginCommand = ReactiveCommand.CreateFromTask(
canExecute: Observable.CombineLatest(
this.WhenAny(x => x.GameLocation.InError),
this.WhenAny(x => x.DownloadsLocation.InError),
this.WhenAny(x => x.StagingLocation.InError),
resultSelector: (g, d, s) => !g && !d && !s)
.ObserveOnGuiThread(),
execute: async () =>
{
VortexCompiler compiler;
try
{
compiler = new VortexCompiler(
game: this.SelectedGame.Game,
gamePath: this.GameLocation.TargetPath,
vortexFolder: VortexCompiler.TypicalVortexFolder(),
downloadsFolder: this.DownloadsLocation.TargetPath,
stagingFolder: this.StagingLocation.TargetPath);
}
catch (Exception ex)
{
while (ex.InnerException != null) ex = ex.InnerException;
Utils.Log($"Compiler error: {ex.ExceptionToString()}");
return;
}
await Task.Run(() =>
{
try
{
this.StatusTracker = compiler.UpdateTracker;
compiler.Compile();
}
catch (Exception ex)
{
while (ex.InnerException != null) ex = ex.InnerException;
Utils.Log($"Compiler error: {ex.ExceptionToString()}");
}
finally
{
this.StatusTracker = null;
}
});
});
this._Compiling = this.BeginCommand.IsExecuting
.ToProperty(this, nameof(this.Compiling));
// Load settings
this.settings = parent.MWVM.Settings.Compiler.VortexCompilation;
this.SelectedGame = gameOptions.First(x => x.Game == settings.LastCompiledGame);
parent.MWVM.Settings.SaveSignal
.Subscribe(_ => Unload())
.DisposeWith(this.CompositeDisposable);
// Load custom game settings when game type changes
this.WhenAny(x => x.SelectedGame)
.Select(game => settings.ModlistSettings.TryCreate(game.Game))
.Pairwise()
.Subscribe(pair =>
{
// Save old
if (pair.Previous != null)
{
pair.Previous.GameLocation = this.GameLocation.TargetPath;
}
// Load new
this.GameLocation.TargetPath = pair.Current?.GameLocation ?? null;
if (string.IsNullOrWhiteSpace(this.GameLocation.TargetPath))
{
this.SetGameToSteamLocation();
}
if (string.IsNullOrWhiteSpace(this.GameLocation.TargetPath))
{
this.SetGameToGogLocation();
}
this.DownloadsLocation.TargetPath = pair.Current?.DownloadLocation ?? null;
if (string.IsNullOrWhiteSpace(this.DownloadsLocation.TargetPath))
{
this.DownloadsLocation.TargetPath = VortexCompiler.RetrieveDownloadLocation(this.SelectedGame.Game);
}
this.StagingLocation.TargetPath = pair.Current?.StagingLocation ?? null;
if (string.IsNullOrWhiteSpace(this.StagingLocation.TargetPath))
{
this.StagingLocation.TargetPath = VortexCompiler.RetrieveStagingLocation(this.SelectedGame.Game);
}
})
.DisposeWith(this.CompositeDisposable);
// Load custom modlist settings when game type changes
this._ModlistSettings = this.WhenAny(x => x.SelectedGame)
.Select(game =>
{
var gameSettings = settings.ModlistSettings.TryCreate(game.Game);
return new ModlistSettingsEditorVM(gameSettings.ModlistSettings);
})
// Interject and save old while loading new
.Pairwise()
.Do(pair =>
{
pair.Previous?.Save();
pair.Current?.Init();
})
.Select(x => x.Current)
// Save to property
.ObserveOnGuiThread()
.ToProperty(this, nameof(this.ModlistSettings));
// Find game commands
this.FindGameInSteamCommand = ReactiveCommand.Create(SetGameToSteamLocation);
this.FindGameInGogCommand = ReactiveCommand.Create(SetGameToGogLocation);
// Add additional criteria to download/staging folders
this.DownloadsLocation.AdditionalError = this.WhenAny(x => x.DownloadsLocation.TargetPath)
.Select(path =>
{
if (path == null) return ErrorResponse.Success;
return VortexCompiler.IsValidDownloadsFolder(path);
});
this.StagingLocation.AdditionalError = this.WhenAny(x => x.StagingLocation.TargetPath)
.Select(path =>
{
if (path == null) return ErrorResponse.Success;
return VortexCompiler.IsValidBaseStagingFolder(path);
});
}
public void Unload()
{
settings.LastCompiledGame = this.SelectedGame.Game;
this.ModlistSettings?.Save();
}
private void SetGameToSteamLocation()
{
var steamGame = SteamHandler.Instance.Games.FirstOrDefault(g => g.Game.HasValue && g.Game == this.SelectedGame.Game);
this.GameLocation.TargetPath = steamGame?.InstallDir;
}
private void SetGameToGogLocation()
{
var gogGame = GOGHandler.Instance.Games.FirstOrDefault(g => g.Game.HasValue && g.Game == this.SelectedGame.Game);
this.GameLocation.TargetPath = gogGame?.Path;
}
}
}