public static List <string> Relink(ExportEntry sourceExport, ExportEntry relinkingExport, OrderedMultiValueDictionary <IEntry, IEntry> crossPCCObjectMappingList, bool importExportDependencies = false) { var relinkFailedReport = new List <string>(); IMEPackage sourcePcc = sourceExport.FileRef; //Relink stack if (relinkingExport.HasStack) { byte[] stack = relinkingExport.GetStack(); int uIndex = BitConverter.ToInt32(stack, 0); string relinkResult = relinkUIndex(sourceExport.FileRef, relinkingExport, ref uIndex, "Stack: Node", crossPCCObjectMappingList, "", importExportDependencies); if (relinkResult is null) { stack.OverwriteRange(0, BitConverter.GetBytes(uIndex)); } else { relinkFailedReport.Add(relinkResult); } uIndex = BitConverter.ToInt32(stack, 4); relinkResult = relinkUIndex(sourceExport.FileRef, relinkingExport, ref uIndex, "Stack: StateNode", crossPCCObjectMappingList, "", importExportDependencies); if (relinkResult is null) { stack.OverwriteRange(4, BitConverter.GetBytes(uIndex)); } else { relinkFailedReport.Add(relinkResult); } relinkingExport.SetStack(stack); } //Relink Properties PropertyCollection transplantProps = sourceExport.GetProperties(); relinkFailedReport.AddRange(relinkPropertiesRecursive(sourcePcc, relinkingExport, transplantProps, crossPCCObjectMappingList, "", importExportDependencies)); relinkingExport.WriteProperties(transplantProps); //Relink Binary try { if (relinkingExport.Game != sourcePcc.Game && (relinkingExport.IsClass || relinkingExport.ClassName == "State" || relinkingExport.ClassName == "Function")) { relinkFailedReport.Add($"{relinkingExport.UIndex} {relinkingExport.FullPath} binary relinking failed. Cannot port {relinkingExport.ClassName} between games!"); return(relinkFailedReport); } if (ObjectBinary.From(relinkingExport) is ObjectBinary objBin) { List <(UIndex, string)> indices = objBin.GetUIndexes(relinkingExport.FileRef.Game); foreach ((UIndex uIndex, string propName) in indices) { string result = relinkUIndex(sourcePcc, relinkingExport, ref uIndex.value, $"(Binary Property: {propName})", crossPCCObjectMappingList, "", importExportDependencies); if (result != null) { relinkFailedReport.Add(result); } } //UStruct is abstract baseclass for Class, State, and Function, and can have script in it if (objBin is UStruct uStructBinary && uStructBinary.ScriptBytes.Length > 0) { if (relinkingExport.Game == MEGame.ME3) { (List <Token> tokens, _) = Bytecode.ParseBytecode(uStructBinary.ScriptBytes, sourceExport); foreach (Token token in tokens) { relinkFailedReport.AddRange(RelinkToken(token, uStructBinary.ScriptBytes, sourceExport, relinkingExport, crossPCCObjectMappingList, importExportDependencies)); } } else { relinkFailedReport.Add($"{relinkingExport.UIndex} {relinkingExport.FullPath} binary relinking failed. {relinkingExport.ClassName} contains script, " + $"which cannot be relinked for {relinkingExport.Game}"); } } relinkingExport.setBinaryData(objBin.ToBytes(relinkingExport.FileRef, relinkingExport.DataOffset + relinkingExport.propsEnd())); return(relinkFailedReport); } byte[] binarydata = relinkingExport.getBinaryData(); if (binarydata.Length > 0) { switch (relinkingExport.ClassName) { //todo: make a WwiseEvent ObjectBinary class case "WwiseEvent": { void relinkAtPosition(int binaryPosition, string propertyName) { int uIndex = BitConverter.ToInt32(binarydata, binaryPosition); string relinkResult = relinkUIndex(sourcePcc, relinkingExport, ref uIndex, propertyName, crossPCCObjectMappingList, "", importExportDependencies); if (relinkResult is null) { binarydata.OverwriteRange(binaryPosition, BitConverter.GetBytes(uIndex)); } else { relinkFailedReport.Add(relinkResult); } } if (relinkingExport.FileRef.Game == MEGame.ME3) { int count = BitConverter.ToInt32(binarydata, 0); for (int j = 0; j < count; j++) { relinkAtPosition(4 + (j * 4), $"(Binary Property: WwiseStreams[{j}])"); } relinkingExport.setBinaryData(binarydata); } else if (relinkingExport.FileRef.Game == MEGame.ME2) { int parsingPos = 4; int linkCount = BitConverter.ToInt32(binarydata, parsingPos); parsingPos += 4; for (int j = 0; j < linkCount; j++) { int bankcount = BitConverter.ToInt32(binarydata, parsingPos); parsingPos += 4; for (int k = 0; k < bankcount; k++) { relinkAtPosition(parsingPos, $"(Binary Property: link[{j}].WwiseBanks[{k}])"); parsingPos += 4; } int wwisestreamcount = BitConverter.ToInt32(binarydata, parsingPos); parsingPos += 4; for (int k = 0; k < wwisestreamcount; k++) { relinkAtPosition(parsingPos, $"(Binary Property: link[{j}].WwiseStreams[{k}])"); parsingPos += 4; } } relinkingExport.setBinaryData(binarydata); } } break; case "DominantDirectionalLightComponent": case "SphericalHarmonicLightComponent": case "DominantPointLightComponent": case "StaticLightCollectionActor": case "DominantSpotLightComponent": case "DirectionalLightComponent": case "StaticMeshCollectionActor": case "TerrainWeightMapTexture": case "PhysicsAssetInstance": case "PointLightComponent": case "ShadowMapTexture2D": case "SpotLightComponent": case "LightMapTexture2D": case "SkyLightComponent": case "TextureFlipBook": case "BrushComponent": case "FaceFXAnimSet": case "TextureMovie": case "AnimSequence": case "RB_BodySetup": case "MorphTarget": case "ShadowMap1D": case "WwiseStream": case "WwiseBank": case "Texture2D": //these classes have binary but do not need relinking break; default: if (binarydata.Any(b => b != 0)) { relinkFailedReport.Add($"{relinkingExport.UIndex} {relinkingExport.FullPath} has unparsed binary. " + $"This binary may contain items that need to be relinked. Come to the Discord server " + $"(click ME3Tweaks logo in main window for invite) and ask devs to parse this class."); } break; } } } catch (Exception e) when(!App.IsDebug) { relinkFailedReport.Add($"{relinkingExport.UIndex} {relinkingExport.FullPath} binary relinking failed due to exception: {e.Message}"); } return(relinkFailedReport); }