Esempio n. 1
0
        /// <summary>
        /// Edits the specified game specific value.
        /// </summary>
        /// <param name="p_strKey">The key of the edited Game Specific Value.</param>
        /// <param name="p_bteValue">The value to install.</param>
        /// <returns><c>true</c> if the value was set; <c>false</c> otherwise.</returns>
        public virtual bool EditGameSpecificValue(string p_strKey, byte[] p_bteValue)
        {
            if (m_booDontOverwriteAll)
            {
                return(false);
            }

            ShaderEdit  sedShader  = new ShaderEdit(p_strKey);
            SDPArchives sdpManager = new SDPArchives(GameModeInfo, FileUtility);

            if (!TouchedFiles.Contains(sdpManager.GetPath(sedShader.Package)))
            {
                TouchedFiles.Add(sdpManager.GetPath(sedShader.Package));
                TransactionalFileManager.Snapshot(sdpManager.GetPath(sedShader.Package));
            }

            IMod modOldMod = InstallLog.GetCurrentGameSpecificValueEditOwner(p_strKey);

            if (!m_booOverwriteAll && (modOldMod != null))
            {
                string strMessage = String.Format("Shader '{0}' in package '{1}' has already been overwritten by '{2}'\n" +
                                                  "Overwrite the changes?", sedShader.ShaderName, sedShader.Package, modOldMod.ModName);
                switch (m_dlgOverwriteConfirmationDelegate(strMessage, false, false))
                {
                case OverwriteResult.YesToAll:
                    m_booOverwriteAll = true;
                    break;

                case OverwriteResult.NoToAll:
                    m_booDontOverwriteAll = true;
                    break;

                case OverwriteResult.Yes:
                    break;

                default:
                    return(false);
                }
            }

            byte[] oldData;
            if (!sdpManager.EditShader(sedShader.Package, sedShader.ShaderName, p_bteValue, out oldData))
            {
                throw new Exception("Failed to edit the shader");
            }

            //if we are overwriting an original shader, back it up
            if ((modOldMod == null) && (oldData != null))
            {
                InstallLog.LogOriginalGameSpecificValue(p_strKey, oldData);
            }

            InstallLog.AddGameSpecificValueEdit(Mod, p_strKey, p_bteValue);
            return(true);
        }