/// <summary>
 /// Writes all of the game individual mod configurations for the currently selected game.
 /// </summary>
 /// <param name="gameConfigurations">List of game configurations to be written back.</param>
 public void WriteAllMods(List <GameConfigParser.GameConfig> gameConfigurations)
 {
     // Read each game configuration
     foreach (GameConfigParser.GameConfig gameConfiguration in gameConfigurations)
     {
         GameConfigParser.WriteConfig(gameConfiguration);
     }
 }
Exemple #2
0
        /// <summary>
        /// Checks whether the supplied argument for the config path ends with Config.json and strips
        /// the argument if it does to obtain the game configuration from the parser.
        /// </summary>
        private static GameConfigParser.GameConfig CheckConfigJson(string argument)
        {
            // Accept the supplied config path if it ends on Config.json.
            if (argument.EndsWith(Strings.Parsers.ConfigFile))
            {
                return(GameConfigParser.ParseConfig(Path.GetDirectoryName(argument)));
            }

            // Otherwise get the game config from the vanilla argument.
            return(GameConfigParser.ParseConfig(argument));
        }
        /// <summary>
        /// Retrieves all of the game individual game configurations, including the global
        /// game configuration containing global mods.
        /// </summary>
        public List <GameConfigParser.GameConfig> GetAllGameConfigs()
        {
            // Retrieves the name of all directories in the 'Games' folder.
            string[] directories = Directory.GetDirectories(LoaderPaths.GetModLoaderGamesDirectory());

            // Retrieve the game configurations
            List <GameConfigParser.GameConfig> gameConfigurations = new List <GameConfigParser.GameConfig>(directories.Length);

            // Read each game configuration
            foreach (string directory in directories)
            {
                try { gameConfigurations.Add(GameConfigParser.ParseConfig(directory)); }
                catch (Exception ex) { MessageBox.Show("One of your game configurations is missing or corrupt: " + ex.Message); }
            }

            // Return.
            return(gameConfigurations);
        }
        /// <summary>
        /// Creates the new game configuration for the combobox
        /// dropdown and selects it.
        /// </summary>
        /// <param name="configDirectory">The absolute directory where the game configuration will be stored. (Subdirectory of Reloaded-Config/Games</param>
        private void CreateNewGameConfig(string configDirectory)
        {
            // Get current index.
            int nextGameIndex = borderless_CurrentGame.Items.Count;

            // Add a new game onto the configurations.
            Global.GameConfigurations.Add
            (
                new GameConfigParser.GameConfig
            {
                GameName           = "New Game " + nextGameIndex,
                GameDirectory      = "",
                GameVersion        = "",
                EnabledMods        = new List <string>(),
                ModDirectory       = "",
                ConfigLocation     = configDirectory,
                ExecutableLocation = ""
            }
            );

            // Get latest gameconfig
            GameConfigParser.GameConfig gameConfig = Global.GameConfigurations.Last();

            // Write latest gameconfig
            GameConfigParser.WriteConfig(gameConfig);

            // Add a new configuration.
            borderless_CurrentGame.Items.Add
            (
                gameConfig.GameName + " " + Theme.ThemeProperties.TitleProperties.LoaderTitleDelimiter + " " +
                gameConfig.ExecutableLocation + " " + Theme.ThemeProperties.TitleProperties.LoaderTitleDelimiter + " " +
                gameConfig.GameVersion
            );

            // Select last item.
            borderless_CurrentGame.SelectedIndex = nextGameIndex;
        }
Exemple #5
0
        /// <summary>
        /// Saves the mods from their listview onto the mod configuration for the game.
        /// </summary>
        private void SaveMods()
        {
            // Stores the currently enabled mods.
            List <string> enabledMods = new List <string>();

            // Cycle each row of the DataGridView
            for (int x = 0; x < box_ModList.Rows.Count; x++)
            {
                // Assign DataGridView Row
                DataGridViewRow row = box_ModList.Rows[x];

                // Check if the mod in the row is enabled.
                bool modEnabled = (string)row.Cells[0].Value == TextButtons.ButtonEnabled;

                // If the mod is enabled.
                if (modEnabled)
                {
                    // Find the mod configuration from the set row and column.
                    // Match by mod title and version.
                    ModConfigParser.ModConfig modConfiguration = FindModConfiguration((string)row.Cells[1].Value, (string)row.Cells[4].Value);

                    // Append the folder name only to the list of mods.
                    // Reloaded-Mods/SA2/Testmod => Testmod
                    enabledMods.Add(Path.GetFileName(Path.GetDirectoryName(modConfiguration.ModLocation)));
                }
            }

            // Reverse the mod order such that mods on top take priority.
            enabledMods.Reverse();

            // Assign the currently enabled mods for the game.
            Global.CurrentGameConfig.EnabledMods = enabledMods;

            // Save the game configuration.
            GameConfigParser.WriteConfig(Global.CurrentGameConfig);
        }
        /// <summary>
        /// Finds the mods that are currently enabled for the game and injects into the target process.
        /// </summary>
        /// <param name="gameConfiguration">The game configuration which contains the current directory and list of mods to load.</param>
        /// <param name="reloadedProcess">The reloaded process to inject the modifications into.</param>
        public static void LoadMods(GameConfigParser.GameConfig gameConfiguration, ReloadedProcess reloadedProcess)
        {
            // Get directory containing the global mod list.
            GameConfigParser.GameConfig globalModConfig = GameConfigParser.ParseConfig(LoaderPaths.GetGlobalGameConfigDirectory());

            // Get directory containing the game's mod list
            string gameModDirectory   = Path.Combine(LoaderPaths.GetModLoaderModDirectory(), gameConfiguration.ModDirectory);
            string globalModDirectory = LoaderPaths.GetGlobalModDirectory();

            // Get directories containing enabled mods.
            List <string> modLibraries = new List <string>(gameConfiguration.EnabledMods.Count);

            // Get the game mod dll locations.
            foreach (string modDirectory in gameConfiguration.EnabledMods)
            {
                // Add native or not native.
                if (ReloadedArchitecture.IsGame32Bit)
                {
                    modLibraries.Add(Path.Combine(gameModDirectory, modDirectory, Strings.Loader.Mod32BitDllFile));
                }
                else
                {
                    modLibraries.Add(Path.Combine(gameModDirectory, modDirectory, Strings.Loader.Mod64BitDllFile));
                }
            }

            // Get the global mod dll locations.
            foreach (string modDirectory in globalModConfig.EnabledMods)
            {
                // Add native or not native.
                if (ReloadedArchitecture.IsGame32Bit)
                {
                    modLibraries.Add(Path.Combine(globalModDirectory, modDirectory, Strings.Loader.Mod32BitDllFile));
                }
                else
                {
                    modLibraries.Add(Path.Combine(globalModDirectory, modDirectory, Strings.Loader.Mod64BitDllFile));
                }
            }

            // Initialize DLL Injector
            DllInjector reloadedDllInjector = new DllInjector(reloadedProcess);

            // If the main.dll exists, load it.
            foreach (string modLibrary in modLibraries)
            {
                // If the DLL Exists, Try to Load It
                if (File.Exists(modLibrary))
                {
                    // Allocate Memory for Server Port In Game Memory
                    IntPtr parameterAddress = reloadedProcess.AllocateMemory(IntPtr.Size);

                    // Write Server Port to Game Memory
                    reloadedProcess.WriteMemoryExternal(parameterAddress, BitConverter.GetBytes(LoaderServer.ServerPort));

                    // Inject the individual DLL.
                    reloadedDllInjector.InjectDll(modLibrary, parameterAddress);
                }
            }

            // Resume game after injection.
            reloadedProcess.ResumeAllThreads();
        }