Example #1
0
        private async void processButton_Click(object sender, EventArgs e)
        {
            processButton.Enabled = false;
            foreach (var btn in radioSet)
            {
                btn.Enabled = false;
            }

            _archive.Append(dummyFileName, dummyVfsPath, false, dummyFileContent);

            progressBar.Value   = 0;
            progressBar.Maximum = _patcher.CandidateCount();
            statusLabel.Text    = "Processing shaders";
            if (offRadio.Checked)
            {
                await _patcher.PatchAsync(new Progress <int>(UpdateProgressBar), Patcher.PatchMode.DisableDithering, 0.0f);
            }
            else if (wideRadio.Checked)
            {
                await _patcher.PatchAsync(new Progress <int>(UpdateProgressBar), Patcher.PatchMode.NarrowDithering, 32.0f);
            }
            else if (narrowRadio.Checked)
            {
                await _patcher.PatchAsync(new Progress <int>(UpdateProgressBar), Patcher.PatchMode.NarrowDithering, 56.0f);
            }
            else
            {
                await _patcher.PatchAsync(new Progress <int>(UpdateProgressBar), Patcher.PatchMode.NarrowDithering, 40.0f);
            }

            progressBar.Value   = 0;
            progressBar.Maximum = _archive.Count();
            statusLabel.Text    = "Writing archive";
            try
            {
                await _archive.SaveAsync(tempArchivePath, new Progress <int>(UpdateProgressBar));

                // Use case:
                // - User applies patch, producing patched archive and backup archive
                // - Game update overwrites patched archive
                // - Backup archive is now present despite regular archive having no patch marker
                if (File.Exists(backupArchivePath))
                {
                    File.Delete(backupArchivePath);
                }

                File.Move(archivePath, backupArchivePath);
                File.Move(tempArchivePath, archivePath);
            }
            catch (IOException ex)
            {
                MessageBox.Show("Could not write shader archive. "
                                + "Please ensure nothing is accessing the following paths (close the game if you're running it):\n\n"
                                + archivePath + "\n"
                                + tempArchivePath + "\n"
                                + backupArchivePath + "\n\n"
                                + "If you're still having problems, try running as Administrator and/or disabling your antivirus.\n\n"
                                + "Details:\n"
                                + ex.Message);
                Application.Exit();
            }

            //await _patcher.DumpDiscardPsAsync(new Progress<int>(UpdateProgressBar));

            statusLabel.Text = "Done";
        }