public OperationResult MoveModFileAndFolder() { var operationResult = new OperationResult(); // NOTE: This method may be V2 specific. I'll have to talk to Idhrendur about the rules for how this is/will be handled in other converters. // I'll figure out some generic way of handling any problems related to that when and if it occurs. var targetGameModPathItem = options.CurrentConverter.RequiredItems.First(i => i.InternalTagName.Equals("targetGameModPath")); var desiredFileName = folderProxy.GetFileNameWithoutExtension(options.CurrentConverter.AbsoluteSourceSaveGame.SelectedValue) + options.CurrentConverter.TargetGame.SaveGameExtension; if (options.CurrentConverter.Categories != null) { var activeConfiguration = options.CurrentConverter.Categories.First(c => c.FriendlyName == "Configuration"); if (activeConfiguration != null) { var outputName = activeConfiguration.Preferences.FirstOrDefault(d => d.Name == "output_name"); if (outputName != null) { var grabbedName = outputName.ToString(); int index1 = grabbedName.IndexOf("\""); int index2 = grabbedName.LastIndexOf("\""); if (index2 - index1 > 1) { grabbedName = grabbedName.Substring(index1 + 1, index2 - index1 - 1); desiredFileName = grabbedName; } operationResult.LogEntries.Add(new LogEntry("Output name: " + desiredFileName, LogEntrySeverity.Info, LogEntrySource.UI)); } } } // This is savegame normalization. It strips accents in a fashion compatible with the converter. var normalizedString = desiredFileName.Normalize(NormalizationForm.FormD); var stringBuilder = new StringBuilder(); foreach (var c in normalizedString) { var unicodeCategory = CharUnicodeInfo.GetUnicodeCategory(c); if (unicodeCategory != UnicodeCategory.NonSpacingMark) { stringBuilder.Append(c); } } desiredFileName = stringBuilder.ToString().Normalize(NormalizationForm.FormC); // Here we transliterate the name in case Normalize failed to do it's job (cyrillic letters won't normalize at all in frontend, unlike converter) // This produces questionmarks for non-normalizable characters, which we replace with zeroes, same as the converter does. byte[] unicodeBytes = Encoding.Unicode.GetBytes(desiredFileName); byte[] asciiBytes = Encoding.Convert(Encoding.Unicode, Encoding.ASCII, unicodeBytes); desiredFileName = Encoding.ASCII.GetString(asciiBytes); desiredFileName = desiredFileName.Replace('?', '0'); operationResult.LogEntries.Add(new LogEntry("Mod to be copied: ", LogEntrySeverity.Info, LogEntrySource.UI, desiredFileName)); var translatedSaveGameName = nameTranslator.TranslateName(desiredFileName); // Copy the newly created output mod to the target game mod directory. // The mod consists of two things: One file and one folder named after the save. Ex: The folder "France144_11_11" and the file "France144_11_11.mod". var converterWorkingDirectory = directoryHelper.GetConverterWorkingDirectory(options.CurrentConverter); var outputModFolderSourcePath = folderProxy.Combine(converterWorkingDirectory, "output", translatedSaveGameName); var outputModFileSourcePath = folderProxy.Combine(converterWorkingDirectory, "output", (translatedSaveGameName + ".mod")); var expectedAbsoluteOutputModFolderTargetPath = folderProxy.Combine(targetGameModPathItem.SelectedValue, translatedSaveGameName); var expectedAbsoluteOutputModFileTargetPath = expectedAbsoluteOutputModFolderTargetPath + ".mod"; var modFileExists = fileProxy.Exists(expectedAbsoluteOutputModFileTargetPath); var modFolderExists = folderProxy.Exists(expectedAbsoluteOutputModFolderTargetPath); if (modFileExists || modFolderExists) { var confirmationMessage = string.Format("One or more parts of the output mod exists in {0} already. Overwrite?", targetGameModPathItem.SelectedValue); var result = messageBoxProxy.Show(confirmationMessage, "Confirmation Required", MessageBoxButton.YesNo); if (result == MessageBoxResult.No) { operationResult.State = OperationResultState.Warning; return(operationResult); } } try { fileProxy.Copy(outputModFileSourcePath, expectedAbsoluteOutputModFileTargetPath, true); directoryCopyHelper.DirectoryCopy(outputModFolderSourcePath, expectedAbsoluteOutputModFolderTargetPath, true, true); operationResult.LogEntries.Add(new LogEntry("Mod copied to: ", LogEntrySeverity.Info, LogEntrySource.UI, expectedAbsoluteOutputModFolderTargetPath)); } catch (Exception e) { operationResult.LogEntries.Add(new LogEntry(e.Message, LogEntrySeverity.Error, LogEntrySource.UI)); operationResult.State = OperationResultState.Error; } return(operationResult); }
public OperationResult MoveModFileAndFolder() { var operationResult = new OperationResult(); // NOTE: This method may be V2 specific. I'll have to talk to Idhrendur about the rules for how this is/will be handled in other converters. // I'll figure out some generic way of handling any problems related to that when and if it occurs. var targetGameModPathItem = options.CurrentConverter.RequiredItems.First(i => i.InternalTagName.Equals("targetGameModPath")); var desiredFileName = folderProxy.GetFileNameWithoutExtension(options.CurrentConverter.AbsoluteSourceSaveGame.SelectedValue) + options.CurrentConverter.TargetGame.SaveGameExtension; var translatedSaveGameName = nameTranslator.TranslateName(desiredFileName); // Copy the newly created output mod to the target game mod directory. // The mod consists of two things: One file and one folder named after the save. Ex: The folder "France144_11_11" and the file "France144_11_11.mod". var converterWorkingDirectory = directoryHelper.GetConverterWorkingDirectory(options.CurrentConverter); var outputModFolderSourcePath = folderProxy.Combine(converterWorkingDirectory, "output", translatedSaveGameName); var outputModFileSourcePath = folderProxy.Combine(converterWorkingDirectory, "output", (translatedSaveGameName + ".mod")); var expectedAbsoluteOutputModFolderTargetPath = folderProxy.Combine(targetGameModPathItem.SelectedValue, translatedSaveGameName); var expectedAbsoluteOutputModFileTargetPath = expectedAbsoluteOutputModFolderTargetPath + ".mod"; var modFileExists = fileProxy.Exists(expectedAbsoluteOutputModFileTargetPath); var modFolderExists = folderProxy.Exists(expectedAbsoluteOutputModFolderTargetPath); if (modFileExists || modFolderExists) { var confirmationMessage = string.Format("One or more parts of the output mod exists in {0} already. Overwrite?", targetGameModPathItem.SelectedValue); var result = messageBoxProxy.Show(confirmationMessage, "Confirmation Required", MessageBoxButton.YesNo); if (result == MessageBoxResult.No) { operationResult.State = OperationResultState.Warning; return(operationResult); } } try { fileProxy.Copy(outputModFileSourcePath, expectedAbsoluteOutputModFileTargetPath, true); directoryCopyHelper.DirectoryCopy(outputModFolderSourcePath, expectedAbsoluteOutputModFolderTargetPath, true, true); operationResult.LogEntries.Add(new LogEntry("Mod copied to: ", LogEntrySeverity.Info, LogEntrySource.UI, expectedAbsoluteOutputModFolderTargetPath)); } catch (Exception e) { operationResult.LogEntries.Add(new LogEntry(e.Message, LogEntrySeverity.Error, LogEntrySource.UI)); operationResult.State = OperationResultState.Error; } return(operationResult); }