//string SourceName { get { return _source.Name; } } //string DestinationName { get { return _target.Name; } } #endregion //IGameTransfer Implementation public void RunPreProcessing() { if (_preProcessComplete == false) { Status = Interfaces.TransferStatus.Preparing; _startTime = DateTime.UtcNow; Utils.Logging.Logger.InfoFormat("Beginning {1} of {0}.", Application.GameName, this.TransferType.ToLower()); string appId = Application.AppId; (Application as SteamApp)?.MeasureDiskSize(); //Create the directory structure try { var directories = _source.GetDirectoriesForApp(appId); bool acceptCompressedFiles = ((_target is SteamArchive) && ((SteamArchive)_target).CompressNewGames); _workQueue = new Queue <Tuple <string, long> >(_source.GetFilesForApp(appId, acceptCompressedFiles)); if (_workQueue.Any()) { _target.BackupExistingDir(Application.InstallDir); } _target.CreateDirectories(directories); } catch (System.IO.DirectoryNotFoundException) { _workQueue = new Queue <Tuple <string, long> >(); } //If the directory isn't present then allow the acf to move _fileCount = _workQueue.Count; DoPreProcess(); _preProcessComplete = true; } }
//string SourceName { get { return _source.Name; } } //string DestinationName { get { return _target.Name; } } #endregion //IGameTransfer Implementation public void RunPreProcessing() { if (_preProcessComplete == false) { Status = Interfaces.TransferStatus.Preparing; _startTime = DateTime.UtcNow; Utils.Logging.Logger.InfoFormat("Beginning {1} of {0}.", Application.GameName, this.TransferType.ToLower()); string appId = Application.AppId; (Application as SteamApp)?.MeasureDiskSize(); //Create the directory structure _target.BackupExistingDir(Application.InstallDir); _target.CreateDirectories(_source.GetDirectoriesForApp(appId)); bool acceptCompressedFiles = ((_target is SteamArchive) && ((SteamArchive)_target).CompressNewGames); _workQueue = new Queue <string>(_source.GetFilesForApp(appId, acceptCompressedFiles)); _fileCount = _workQueue.Count; DoPreProcess(); _preProcessComplete = true; } }