private void Start() { LoadedOfficialTalkFiles = new List <TalkFile>(); MERTalkFiles = new List <TalkFile>(); // Load the basegame TLKs var bgPath = MEDirectories.GetBioGamePath(MERFileSystem.Game); // ME2 specific - ignore ME2Randomizer TLKs, we do not want to modify those var tlkFiles = Directory.GetFiles(bgPath, "*.tlk", SearchOption.AllDirectories); foreach (var tlkFile in tlkFiles) { if (tlkFile.Contains("DLC_440")) // Change if our module number changes { TalkFile tf = new TalkFile(); tf.LoadTlkData(tlkFile); MERTalkFiles.Add(tf); if (tlkFile.Contains("_INT")) { MERTalkFile = tf; } var fname = Path.GetFileNameWithoutExtension(tlkFile); loadedLanguages.Add(fname.Substring(fname.LastIndexOf("_") + 1)); } else { TalkFile tf = new TalkFile(); tf.LoadTlkData(tlkFile); LoadedOfficialTalkFiles.Add(tf); var fname = Path.GetFileNameWithoutExtension(tlkFile); loadedLanguages.Add(fname.Substring(fname.LastIndexOf("_") + 1)); } } }
public static IEntry EnsureClassIsInFile(IMEPackage pcc, string className) { //check to see class is already in file foreach (ImportEntry import in pcc.Imports) { if (import.IsClass && import.ObjectName == className) { return(import); } } foreach (ExportEntry export in pcc.Exports) { if (export.IsClass && export.ObjectName == className) { return(export); } } ClassInfo info = UnrealObjectInfo.GetClassOrStructInfo(pcc.Game, className); //backup some package state so we can undo changes if something goes wrong int exportCount = pcc.ExportCount; int importCount = pcc.ImportCount; List <string> nameListBackup = pcc.Names.ToList(); try { if (EntryImporter.IsSafeToImportFrom(info.pccPath, pcc.Game)) { string package = Path.GetFileNameWithoutExtension(info.pccPath); return(pcc.getEntryOrAddImport($"{package}.{className}")); } //It's a class that's defined locally in every file that uses it. Stream loadStream = null; if (info.pccPath == UnrealObjectInfo.Me3ExplorerCustomNativeAdditionsName) { loadStream = Utilities.GetCustomAppResourceStream(pcc.Game); //string resourceFilePath = App.CustomResourceFilePath(pcc.Game); //if (File.Exists(resourceFilePath)) //{ // sourceFilePath = resourceFilePath; //} } else { string testPath = Path.Combine(MEDirectories.GetBioGamePath(pcc.Game), info.pccPath); if (File.Exists(testPath)) { loadStream = new MemoryStream(File.ReadAllBytes(testPath)); } else if (pcc.Game == MEGame.ME1) { testPath = Path.Combine(ME1Directory.DefaultGamePath, info.pccPath); if (File.Exists(testPath)) { loadStream = new MemoryStream(File.ReadAllBytes(testPath)); } } } if (loadStream == null) { //can't find file to import from. This may occur if user does not have game or neccesary dlc installed return(null); } using IMEPackage sourcePackage = MEPackageHandler.OpenMEPackageFromStream(loadStream); if (!sourcePackage.IsUExport(info.exportIndex)) { return(null); //not sure how this would happen } ExportEntry sourceClassExport = sourcePackage.GetUExport(info.exportIndex); if (sourceClassExport.ObjectName != className) { return(null); } //Will make sure that, if the class is in a package, that package will exist in pcc IEntry parent = EntryImporter.GetOrAddCrossImportOrPackage(sourceClassExport.ParentFullPath, sourcePackage, pcc); var relinkResults = EntryImporter.ImportAndRelinkEntries(EntryImporter.PortingOption.CloneAllDependencies, sourceClassExport, pcc, parent, true, out IEntry result); if (relinkResults?.Count > 0) { ListDialog ld = new ListDialog(relinkResults, "Relink report", "The following items failed to relink.", null); ld.Show(); } return(result); } catch (Exception e) { //remove added entries var entriesToRemove = new List <IEntry>(); for (int i = exportCount; i < pcc.Exports.Count; i++) { entriesToRemove.Add(pcc.Exports[i]); } for (int i = importCount; i < pcc.Imports.Count; i++) { entriesToRemove.Add(pcc.Imports[i]); } EntryPruner.TrashEntries(pcc, entriesToRemove); pcc.restoreNames(nameListBackup); return(null); } }
public static PropertyCollection GetSequenceObjectDefaults(IMEPackage pcc, ClassInfo info) { MEGame game = pcc.Game; PropertyCollection defaults = new PropertyCollection(); if (info.ClassName == "Sequence") { defaults.Add(new ArrayProperty <ObjectProperty>("SequenceObjects")); } else if (!info.IsA(SequenceVariableName, game)) { ArrayProperty <StructProperty> varLinksProp = null; ArrayProperty <StructProperty> outLinksProp = null; ArrayProperty <StructProperty> eventLinksProp = null; ArrayProperty <StructProperty> inLinksProp = null; Dictionary <string, ClassInfo> classes = UnrealObjectInfo.GetClasses(game); try { ClassInfo classInfo = info; while (classInfo != null && (varLinksProp is null || outLinksProp is null || eventLinksProp is null || game == MEGame.ME1 && inLinksProp is null)) { string filepath = Path.Combine(MEDirectories.GetBioGamePath(game), classInfo.pccPath); Stream loadStream = null; if (File.Exists(classInfo.pccPath)) { loadStream = new MemoryStream(File.ReadAllBytes(classInfo.pccPath)); } else if (classInfo.pccPath == UnrealObjectInfo.Me3ExplorerCustomNativeAdditionsName) { loadStream = Utilities.GetCustomAppResourceStream(game); } else if (File.Exists(filepath)) { loadStream = new MemoryStream(File.ReadAllBytes(filepath)); } else if (game == MEGame.ME1) { filepath = Path.Combine(ME1Directory.DefaultGamePath, classInfo.pccPath); //for files from ME1 DLC if (File.Exists(filepath)) { loadStream = new MemoryStream(File.ReadAllBytes(filepath)); } } if (loadStream != null) { using IMEPackage importPCC = MEPackageHandler.OpenMEPackageFromStream(loadStream); ExportEntry classExport = importPCC.GetUExport(classInfo.exportIndex); UClass classBin = ObjectBinary.From <UClass>(classExport); ExportEntry classDefaults = importPCC.GetUExport(classBin.Defaults); foreach (var prop in classDefaults.GetProperties()) { if (varLinksProp == null && prop.Name == "VariableLinks" && prop is ArrayProperty <StructProperty> vlp) { varLinksProp = vlp; //relink ExpectedType foreach (StructProperty varLink in varLinksProp) { if (varLink.GetProp <ObjectProperty>("ExpectedType") is ObjectProperty expectedTypeProp && importPCC.TryGetEntry(expectedTypeProp.Value, out IEntry expectedVar) && EntryImporterExtended.EnsureClassIsInFile(pcc, expectedVar.ObjectName) is IEntry portedExpectedVar) { expectedTypeProp.Value = portedExpectedVar.UIndex; } } } if (outLinksProp == null && prop.Name == "OutputLinks" && prop is ArrayProperty <StructProperty> olp) { outLinksProp = olp; } if (eventLinksProp == null && prop.Name == "EventLinks" && prop is ArrayProperty <StructProperty> elp) { eventLinksProp = elp; //relink ExpectedType foreach (StructProperty eventLink in eventLinksProp) { if (eventLink.GetProp <ObjectProperty>("ExpectedType") is ObjectProperty expectedTypeProp && importPCC.TryGetEntry(expectedTypeProp.Value, out IEntry expectedVar) && EntryImporterExtended.EnsureClassIsInFile(pcc, expectedVar.ObjectName) is IEntry portedExpectedVar) { expectedTypeProp.Value = portedExpectedVar.UIndex; } } } if (game == MEGame.ME1 && inLinksProp is null && prop.Name == "InputLinks" && prop is ArrayProperty <StructProperty> ilp) { inLinksProp = ilp; } } } classes.TryGetValue(classInfo.baseClass, out classInfo); } } catch { // ignored } if (varLinksProp != null) { defaults.Add(varLinksProp); } if (outLinksProp != null) { defaults.Add(outLinksProp); } if (eventLinksProp != null) { defaults.Add(eventLinksProp); } if (inLinksProp != null) { defaults.Add(inLinksProp); } //remove links if empty if (defaults.GetProp <ArrayProperty <StructProperty> >("OutputLinks") is { } outLinks&& outLinks.IsEmpty()) { defaults.Remove(outLinks); } if (defaults.GetProp <ArrayProperty <StructProperty> >("VariableLinks") is { } varLinks&& varLinks.IsEmpty()) { defaults.Remove(varLinks); } if (defaults.GetProp <ArrayProperty <StructProperty> >("EventLinks") is { } eventLinks&& eventLinks.IsEmpty()) { defaults.Remove(eventLinks); } if (defaults.GetProp <ArrayProperty <StructProperty> >("InputLinks") is { } inputLinks&& inputLinks.IsEmpty()) { defaults.Remove(inputLinks); } } int objInstanceVersion = UnrealObjectInfo.getSequenceObjectInfo(game, info.ClassName)?.ObjInstanceVersion ?? 1; defaults.Add(new IntProperty(objInstanceVersion, "ObjInstanceVersion")); return(defaults); }
public static string GetBioGamePath(GameTarget target) => MEDirectories.GetBioGamePath(target.Game, target.TargetPath);