Ejemplo n.º 1
0
        private async Task GenerateCleanedESM(CleanedESM directive)
        {
            var filename = directive.To.FileName;
            var gameFile = GameFolder !.Value.Combine((RelativePath)"Data", filename);

            Info($"Generating cleaned ESM for {filename}");
            if (!gameFile.Exists)
            {
                throw new InvalidDataException($"Missing {filename} at {gameFile}");
            }
            Status($"Hashing game version of {filename}");
            var sha = await gameFile.FileHashAsync();

            if (sha != directive.SourceESMHash)
            {
                throw new InvalidDataException(
                          $"Cannot patch {filename} from the game folder because the hashes do not match. Have you already cleaned the file?");
            }

            var patchData = await LoadBytesFromPath(directive.SourceDataID);

            var toFile = OutputFolder.Combine(directive.To);

            Status($"Patching {filename}");
            using var output = toFile.Create();
            using var input  = gameFile.OpenRead();
            Utils.ApplyPatch(input, () => new MemoryStream(patchData), output);
        }
Ejemplo n.º 2
0
        private void GenerateCleanedESM(CleanedESM directive)
        {
            var filename = Path.GetFileName(directive.To);
            var gameFile = Path.Combine(GameFolder, "Data", filename);

            Info($"Generating cleaned ESM for {filename}");
            if (!File.Exists(gameFile))
            {
                throw new InvalidDataException($"Missing {filename} at {gameFile}");
            }
            Status($"Hashing game version of {filename}");
            var sha = gameFile.FileHash();

            if (sha != directive.SourceESMHash)
            {
                throw new InvalidDataException(
                          $"Cannot patch {filename} from the game folder because the hashes do not match. Have you already cleaned the file?");
            }

            var patchData = LoadBytesFromPath(directive.SourceDataID);
            var toFile    = Path.Combine(OutputFolder, directive.To);

            Status($"Patching {filename}");
            using (var output = File.Open(toFile, FileMode.Create))
                using (var input = File.OpenRead(gameFile))
                {
                    BSDiff.Apply(input, () => new MemoryStream(patchData), output);
                }
        }