private void timer1_Tick(object sender, EventArgs e) { if (mpupThread != null) { if (mpupThread.IsAlive) { updateLogs(); } else { updateLogs(); mpup = null; mpupThread = null; } } if (spupThread != null) { if (spupThread.IsAlive) { updateLogs(); } else { updateLogs(); spup = null; spupThread = null; } } }
private void RepackSounds() { spup = new SPUP(); spupThread = new Thread(() => spup.Repack(gameDirectory + "\\TextSoundRando\\Temp\\Sound", threadCount, gameDirectory)); spupThread.Start(); spupThread.Join(); }
private void FixMainSoundFile() { LogMessage("Checking main sound file"); bool isValid = false; string mainSoundFileFolder = gameDirectory + "\\TextSoundRando\\Temp\\Sound\\frpg_main.fsb"; if (File.Exists(gameDirectory + "\\TextSoundRando\\Output\\Sound\\frpg_main.fsb")) { long mainFileSize = new FileInfo(gameDirectory + "\\TextSoundRando\\Output\\sound\\frpg_main.fsb").Length; if (File.Exists(mainSoundFileFolder + "\\frpg_main.fsb") && mainFileSize > minMainSoundFileSize && mainFileSize < maxMainSoundFileSize) { isValid = true; } } while (!isValid) { LogMessage("Main sound file is invalid, retrying."); Directory.CreateDirectory(mainSoundFileFolder); //clear main sound temp folder foreach (var file in Directory.GetFiles(mainSoundFileFolder)) { File.Delete(file); } List <string> smallSoundFiles, mediumSoundFiles, largeSoundFiles; GetSoundsToSwap(out smallSoundFiles, out mediumSoundFiles, out largeSoundFiles); //cant use seed for fixing main file or itll just give the same files over Random r = new Random(); foreach (string file in Directory.GetFiles(gameDirectory + "\\TextSoundRando\\Unpack\\Sound\\frpg_main.fsb")) { if (CheckIsValidSoundForSwapping(file)) { long fileSize = new FileInfo(file).Length; //sound files must be replaced by a similar-ish sized or else the game might not load if (fileSize < soundSmallFileThreshold) { int rando = r.Next(smallSoundFiles.Count); File.Copy(smallSoundFiles[rando], mainSoundFileFolder + "\\" + Path.GetFileName(file), true); if (!onlyCustomSounds) { smallSoundFiles.RemoveAt(rando); } } else if (fileSize < soundMediumFileThreshold) { int rando = r.Next(mediumSoundFiles.Count); File.Copy(mediumSoundFiles[rando], mainSoundFileFolder + "\\" + Path.GetFileName(file), true); if (!onlyCustomSounds) { mediumSoundFiles.RemoveAt(rando); } } else { int rando = r.Next(largeSoundFiles.Count); File.Copy(largeSoundFiles[rando], mainSoundFileFolder + "\\" + Path.GetFileName(file), true); if (!onlyCustomSounds) { largeSoundFiles.RemoveAt(rando); } } } else { //not a sound file - copy it to directory as is File.Copy(file, mainSoundFileFolder + "\\" + Path.GetFileName(file), true); } } spup = new SPUP(); spupThread = new Thread(() => spup.Repack(gameDirectory + "\\TextSoundRando\\Temp\\Sound\\frpg_main.fsb", 1, gameDirectory)); spupThread.Start(); spupThread.Join(); if (File.Exists(mainSoundFileFolder + "\\frpg_main.fsb")) { long mainFileSize = new FileInfo(mainSoundFileFolder + "\\frpg_main.fsb").Length; if (mainFileSize > minMainSoundFileSize && mainFileSize < maxMainSoundFileSize) { isValid = true; } } } File.Copy(mainSoundFileFolder + "\\frpg_main.fsb", gameDirectory + "\\sound\\frpg_main.fsb", true); LogMessage("Main sound file is valid!"); }