Example #1
0
        public static List <string> Relink(ExportEntry sourceExport, ExportEntry relinkingExport, OrderedMultiValueDictionary <IEntry, IEntry> crossPCCObjectMappingList, bool importExportDependencies = false)
        {
            var        relinkFailedReport = new List <string>();
            IMEPackage sourcePcc          = sourceExport.FileRef;

            //Relink stack
            if (relinkingExport.HasStack)
            {
                byte[] stack = relinkingExport.GetStack();

                int    uIndex       = BitConverter.ToInt32(stack, 0);
                string relinkResult = relinkUIndex(sourceExport.FileRef, relinkingExport, ref uIndex, "Stack: Node",
                                                   crossPCCObjectMappingList, "", importExportDependencies);
                if (relinkResult is null)
                {
                    stack.OverwriteRange(0, BitConverter.GetBytes(uIndex));
                }
                else
                {
                    relinkFailedReport.Add(relinkResult);
                }

                uIndex       = BitConverter.ToInt32(stack, 4);
                relinkResult = relinkUIndex(sourceExport.FileRef, relinkingExport, ref uIndex, "Stack: StateNode",
                                            crossPCCObjectMappingList, "", importExportDependencies);
                if (relinkResult is null)
                {
                    stack.OverwriteRange(4, BitConverter.GetBytes(uIndex));
                }
                else
                {
                    relinkFailedReport.Add(relinkResult);
                }

                relinkingExport.SetStack(stack);
            }

            //Relink Properties
            PropertyCollection transplantProps = sourceExport.GetProperties();

            relinkFailedReport.AddRange(relinkPropertiesRecursive(sourcePcc, relinkingExport, transplantProps, crossPCCObjectMappingList, "", importExportDependencies));
            relinkingExport.WriteProperties(transplantProps);

            //Relink Binary
            try
            {
                if (relinkingExport.Game != sourcePcc.Game && (relinkingExport.IsClass || relinkingExport.ClassName == "State" || relinkingExport.ClassName == "Function"))
                {
                    relinkFailedReport.Add($"{relinkingExport.UIndex} {relinkingExport.FullPath} binary relinking failed. Cannot port {relinkingExport.ClassName} between games!");
                    return(relinkFailedReport);
                }

                if (ObjectBinary.From(relinkingExport) is ObjectBinary objBin)
                {
                    List <(UIndex, string)> indices = objBin.GetUIndexes(relinkingExport.FileRef.Game);

                    foreach ((UIndex uIndex, string propName) in indices)
                    {
                        string result = relinkUIndex(sourcePcc, relinkingExport, ref uIndex.value, $"(Binary Property: {propName})", crossPCCObjectMappingList, "",
                                                     importExportDependencies);
                        if (result != null)
                        {
                            relinkFailedReport.Add(result);
                        }
                    }

                    //UStruct is abstract baseclass for Class, State, and Function, and can have script in it
                    if (objBin is UStruct uStructBinary && uStructBinary.ScriptBytes.Length > 0)
                    {
                        if (relinkingExport.Game == MEGame.ME3)
                        {
                            (List <Token> tokens, _) = Bytecode.ParseBytecode(uStructBinary.ScriptBytes, sourceExport);
                            foreach (Token token in tokens)
                            {
                                relinkFailedReport.AddRange(RelinkToken(token, uStructBinary.ScriptBytes, sourceExport, relinkingExport, crossPCCObjectMappingList,
                                                                        importExportDependencies));
                            }
                        }
                        else
                        {
                            relinkFailedReport.Add($"{relinkingExport.UIndex} {relinkingExport.FullPath} binary relinking failed. {relinkingExport.ClassName} contains script, " +
                                                   $"which cannot be relinked for {relinkingExport.Game}");
                        }
                    }

                    relinkingExport.setBinaryData(objBin.ToBytes(relinkingExport.FileRef, relinkingExport.DataOffset + relinkingExport.propsEnd()));
                    return(relinkFailedReport);
                }

                byte[] binarydata = relinkingExport.getBinaryData();

                if (binarydata.Length > 0)
                {
                    switch (relinkingExport.ClassName)
                    {
                    //todo: make a WwiseEvent ObjectBinary class
                    case "WwiseEvent":
                    {
                        void relinkAtPosition(int binaryPosition, string propertyName)
                        {
                            int    uIndex       = BitConverter.ToInt32(binarydata, binaryPosition);
                            string relinkResult = relinkUIndex(sourcePcc, relinkingExport, ref uIndex, propertyName,
                                                               crossPCCObjectMappingList, "", importExportDependencies);

                            if (relinkResult is null)
                            {
                                binarydata.OverwriteRange(binaryPosition, BitConverter.GetBytes(uIndex));
                            }
                            else
                            {
                                relinkFailedReport.Add(relinkResult);
                            }
                        }

                        if (relinkingExport.FileRef.Game == MEGame.ME3)
                        {
                            int count = BitConverter.ToInt32(binarydata, 0);
                            for (int j = 0; j < count; j++)
                            {
                                relinkAtPosition(4 + (j * 4), $"(Binary Property: WwiseStreams[{j}])");
                            }

                            relinkingExport.setBinaryData(binarydata);
                        }
                        else if (relinkingExport.FileRef.Game == MEGame.ME2)
                        {
                            int parsingPos = 4;
                            int linkCount  = BitConverter.ToInt32(binarydata, parsingPos);
                            parsingPos += 4;
                            for (int j = 0; j < linkCount; j++)
                            {
                                int bankcount = BitConverter.ToInt32(binarydata, parsingPos);
                                parsingPos += 4;
                                for (int k = 0; k < bankcount; k++)
                                {
                                    relinkAtPosition(parsingPos, $"(Binary Property: link[{j}].WwiseBanks[{k}])");

                                    parsingPos += 4;
                                }

                                int wwisestreamcount = BitConverter.ToInt32(binarydata, parsingPos);
                                parsingPos += 4;
                                for (int k = 0; k < wwisestreamcount; k++)
                                {
                                    relinkAtPosition(parsingPos, $"(Binary Property: link[{j}].WwiseStreams[{k}])");

                                    parsingPos += 4;
                                }
                            }

                            relinkingExport.setBinaryData(binarydata);
                        }
                    }
                    break;

                    case "DominantDirectionalLightComponent":
                    case "SphericalHarmonicLightComponent":
                    case "DominantPointLightComponent":
                    case "StaticLightCollectionActor":
                    case "DominantSpotLightComponent":
                    case "DirectionalLightComponent":
                    case "StaticMeshCollectionActor":
                    case "TerrainWeightMapTexture":
                    case "PhysicsAssetInstance":
                    case "PointLightComponent":
                    case "ShadowMapTexture2D":
                    case "SpotLightComponent":
                    case "LightMapTexture2D":
                    case "SkyLightComponent":
                    case "TextureFlipBook":
                    case "BrushComponent":
                    case "FaceFXAnimSet":
                    case "TextureMovie":
                    case "AnimSequence":
                    case "RB_BodySetup":
                    case "MorphTarget":
                    case "ShadowMap1D":
                    case "WwiseStream":
                    case "WwiseBank":
                    case "Texture2D":
                        //these classes have binary but do not need relinking
                        break;

                    default:
                        if (binarydata.Any(b => b != 0))
                        {
                            relinkFailedReport.Add($"{relinkingExport.UIndex} {relinkingExport.FullPath} has unparsed binary. " +
                                                   $"This binary may contain items that need to be relinked. Come to the Discord server " +
                                                   $"(click ME3Tweaks logo in main window for invite) and ask devs to parse this class.");
                        }

                        break;
                    }
                }
            }
            catch (Exception e) when(!App.IsDebug)
            {
                relinkFailedReport.Add($"{relinkingExport.UIndex} {relinkingExport.FullPath} binary relinking failed due to exception: {e.Message}");
            }

            return(relinkFailedReport);
        }