Ejemplo n.º 1
0
        /// <summary>
        /// Edits the specified game specific value.
        /// </summary>
        /// <remarks>
        /// This method writes the given value in the specified game specific value, if it
        /// is owned by the mod being upgraded. If the specified edit is not owned by the
        /// mod being upgraded, the edit is archived in the install log.
        ///
        /// If the edit was not previously installed by the mod, then the normal install
        /// rules apply, including confirming overwrite if applicable.
        /// </remarks>
        /// <param name="p_strKey">The key of the edited Game Specific Value.</param>
        /// <param name="p_bteValue">The value to install.</param>
        /// <returns><c>true</c> if the value was set; <c>false</c> otherwise.</returns>
        public override bool EditGameSpecificValue(string p_strKey, byte[] p_bteValue)
        {
            IList <IMod> lstInstallers = InstallLog.GetGameSpecificValueEditInstallers(p_strKey);

            if (lstInstallers.Contains(Mod, ModComparer.Filename))
            {
                if (!ModComparer.Filename.Equals(lstInstallers[lstInstallers.Count - 1], Mod))
                {
                    InstallLog.ReplaceGameSpecificValueEdit(Mod, p_strKey, p_bteValue);
                }
                else
                {
                    ShaderEdit  sedShader  = new ShaderEdit(p_strKey);
                    SDPArchives sdpManager = new SDPArchives(GameModeInfo, FileUtility);
                    if (!TouchedFiles.Contains(sdpManager.GetPath(sedShader.Package)))
                    {
                        TouchedFiles.Add(sdpManager.GetPath(sedShader.Package));
                        TransactionalFileManager.Snapshot(sdpManager.GetPath(sedShader.Package));
                    }
                    byte[] oldData;
                    if (!sdpManager.EditShader(sedShader.Package, sedShader.ShaderName, p_bteValue, out oldData))
                    {
                        throw new Exception("Failed to edit the shader");
                    }
                }
                OriginallyInstalledEdits.Remove(p_strKey);
                return(true);
            }

            return(base.EditGameSpecificValue(p_strKey, p_bteValue));
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Edits the specified game specific value.
        /// </summary>
        /// <param name="p_strKey">The key of the edited Game Specific Value.</param>
        /// <param name="p_bteValue">The value to install.</param>
        /// <returns><c>true</c> if the value was set; <c>false</c> otherwise.</returns>
        public virtual bool EditGameSpecificValue(string p_strKey, byte[] p_bteValue)
        {
            if (m_booDontOverwriteAll)
            {
                return(false);
            }

            ShaderEdit  sedShader  = new ShaderEdit(p_strKey);
            SDPArchives sdpManager = new SDPArchives(GameModeInfo, FileUtility);

            if (!TouchedFiles.Contains(sdpManager.GetPath(sedShader.Package)))
            {
                TouchedFiles.Add(sdpManager.GetPath(sedShader.Package));
                TransactionalFileManager.Snapshot(sdpManager.GetPath(sedShader.Package));
            }

            IMod modOldMod = InstallLog.GetCurrentGameSpecificValueEditOwner(p_strKey);

            if (!m_booOverwriteAll && (modOldMod != null))
            {
                string strMessage = String.Format("Shader '{0}' in package '{1}' has already been overwritten by '{2}'\n" +
                                                  "Overwrite the changes?", sedShader.ShaderName, sedShader.Package, modOldMod.ModName);
                switch (m_dlgOverwriteConfirmationDelegate(strMessage, false, false))
                {
                case OverwriteResult.YesToAll:
                    m_booOverwriteAll = true;
                    break;

                case OverwriteResult.NoToAll:
                    m_booDontOverwriteAll = true;
                    break;

                case OverwriteResult.Yes:
                    break;

                default:
                    return(false);
                }
            }

            byte[] oldData;
            if (!sdpManager.EditShader(sedShader.Package, sedShader.ShaderName, p_bteValue, out oldData))
            {
                throw new Exception("Failed to edit the shader");
            }

            //if we are overwriting an original shader, back it up
            if ((modOldMod == null) && (oldData != null))
            {
                InstallLog.LogOriginalGameSpecificValue(p_strKey, oldData);
            }

            InstallLog.AddGameSpecificValueEdit(Mod, p_strKey, p_bteValue);
            return(true);
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Undoes the edit made to the specified game specific value.
        /// </summary>
        /// <param name="p_strKey">The key of the edited Game Specific Value.</param>
        public void UnEditGameSpecificValue(string p_strKey)
        {
            ShaderEdit  sedShader  = new ShaderEdit(p_strKey);
            SDPArchives sdpManager = new SDPArchives(GameModeInfo, FileUtility);

            if (!TouchedFiles.Contains(sdpManager.GetPath(sedShader.Package)))
            {
                TouchedFiles.Add(sdpManager.GetPath(sedShader.Package));
                TransactionalFileManager.Snapshot(sdpManager.GetPath(sedShader.Package));
            }

            string strKey             = InstallLog.GetModKey(Mod);
            string strCurrentOwnerKey = InstallLog.GetCurrentGameSpecificValueEditOwnerKey(p_strKey);

            //if we didn't edit the shader, then leave it alone
            if (!strKey.Equals(strCurrentOwnerKey))
            {
                return;
            }

            //if we did edit the shader, replace it with the shader we overwrote
            // if we didn't overwrite the shader, then just delete it
            byte[] btePreviousData = InstallLog.GetPreviousGameSpecificValue(p_strKey);
            if (btePreviousData != null)
            {
                /*TODO (likely never): I'm not sure if this is the strictly correct way to unedit a shader
                 * the original unedit code was:
                 *
                 *	if (m_xelModInstallLogSdpEdits != null)
                 *	{
                 *		foreach (XmlNode node in m_xelModInstallLogSdpEdits.ChildNodes)
                 *		{
                 *			//TODO (likely never): Remove this workaround for the release version
                 *			if (node.Attributes.GetNamedItem("crc") == null)
                 *			{
                 *				InstallLog.UndoShaderEdit(int.Parse(node.Attributes.GetNamedItem("package").Value), node.Attributes.GetNamedItem("shader").Value, 0);
                 *			}
                 *			else
                 *			{
                 *				InstallLog.UndoShaderEdit(int.Parse(node.Attributes.GetNamedItem("package").Value), node.Attributes.GetNamedItem("shader").Value,
                 *					uint.Parse(node.Attributes.GetNamedItem("crc").Value));
                 *			}
                 *		}
                 *	}
                 *
                 * where InstallLog.UndoShaderEdit was:
                 *
                 *	public void UndoShaderEdit(int package, string shader, uint crc)
                 *	{
                 *		XmlNode node = sdpEditsNode.SelectSingleNode("sdp[@package='" + package + "' and @shader='" + shader + "']");
                 *		if (node == null) return;
                 *		byte[] b = new byte[node.InnerText.Length / 2];
                 *		for (int i = 0; i < b.Length; i++)
                 *		{
                 *			b[i] = byte.Parse("" + node.InnerText[i * 2] + node.InnerText[i * 2 + 1], System.Globalization.NumberStyles.AllowHexSpecifier);
                 *		}
                 *		if (SDPArchives.RestoreShader(package, shader, b, crc)) sdpEditsNode.RemoveChild(node);
                 *	}
                 *
                 * after looking at SDPArchives it is not clear to me why a crc was being used.
                 * if ever it becomes evident that a crc is required, I will have to alter the log to store
                 *  a crc and pass it to the RestoreShader method.
                 */
                if (!sdpManager.RestoreShader(sedShader.Package, sedShader.ShaderName, btePreviousData, 0))
                {
                    throw new Exception("Failed to unedit the shader");
                }
            }
            //TODO (likely never): how do we delete a shader? Right now, if there was no previous shader the current shader
            // remains
        }