Exemplo n.º 1
0
        /// <summary>
        /// Performs post-patch modlist corrections and validation, prompting user also to generate backups after a successful completion.
        /// </summary>
        /// <returns></returns>
        public async Task DoPostPatchCleanup()
        {
            FlexibleMessageBox.Show(_mainWindow.Win32Window, UIMessages.PatchDetectedMessage, "Post Patch Cleanup Starting", MessageBoxButtons.OK, MessageBoxIcon.Information, MessageBoxDefaultButton.Button1);
            MainWindow.MakeHighlander();

            var resetLumina = false;

            await _mainWindow.LockUi("Performing Post-Patch Maintenence", "This may take a few minutes if you have many mods installed.", this);

            var gi = XivCache.GameInfo;

            if (XivCache.GameInfo.UseLumina)
            {
                resetLumina = true;
                XivCache.SetGameInfo(gi.GameDirectory, gi.GameLanguage, gi.DxMode, false, false, gi.LuminaDirectory, gi.UseLumina);
            }

            var workerStatus = XivCache.CacheWorkerEnabled;

            if (workerStatus)
            {
                // Stop the cache worker if it's running.
                XivCache.CacheWorkerEnabled = false;
            }
            try
            {
                var modding = new Modding(_gameDirectory);
                var _index  = new Index(_gameDirectory);
                var _dat    = new Dat(_gameDirectory);

                var validTypes = new List <int>()
                {
                    2, 3, 4
                };

                // We have to do a few things here.
                // 1.  Save a list of what mods were enabled.
                // 2.  Go through and validate everything that says it is enabled actually is enabled, or mark it as disabled and update its original index offset if it is not.
                // 3.  Prompt the user for either a full disable and backup creation, or a restore to normal state (re-enable anything that was enabled before but is not now)
                var modList = modding.GetModList();

                Dictionary <XivDataFile, IndexFile> indexFiles = new Dictionary <XivDataFile, IndexFile>();


                // Cache our currently enabled stuff.
                List <Mod> enabledMods = modList.Mods.Where(x => x.enabled == true).ToList();
                var        toRemove    = new List <Mod>();

                foreach (var mod in modList.Mods)
                {
                    if (!String.IsNullOrEmpty(mod.fullPath))
                    {
                        var df = IOUtil.GetDataFileFromPath(mod.fullPath);
                        if (!indexFiles.ContainsKey(df))
                        {
                            indexFiles[df] = await _index.GetIndexFile(df);
                        }

                        var index1Value       = indexFiles[df].Get8xDataOffset(mod.fullPath);
                        var index2Value       = indexFiles[df].Get8xDataOffsetIndex2(mod.fullPath);
                        var oldOriginalOffset = mod.data.originalOffset;
                        var modOffset         = mod.data.modOffset;


                        // In any event where an offset does not match either of our saved offsets, we must assume this is a new
                        // default file offset for post-patch.
                        if (index1Value != oldOriginalOffset && index1Value != modOffset && index1Value != 0)
                        {
                            // Index 1 value is our new base offset.
                            var type = _dat.GetFileType(index1Value, df);

                            // Make sure the file it's trying to point to is actually valid.
                            if (validTypes.Contains(type))
                            {
                                mod.data.originalOffset = index1Value;
                                mod.enabled             = false;
                            }
                            else
                            {
                                // Oh dear.  The new index is f****d.  Is the old Index Ok?
                                type = _dat.GetFileType(oldOriginalOffset, df);

                                if (validTypes.Contains(type) && oldOriginalOffset != 0)
                                {
                                    // Old index is fine, so keep using that.

                                    // But mark the index value as invalid, so that we stomp on the index value after this.
                                    index1Value = -1;
                                    mod.enabled = false;
                                }
                                else
                                {
                                    // Okay... Maybe the new Index2 Value?
                                    if (index2Value != 0)
                                    {
                                        type = _dat.GetFileType(index2Value, df);
                                        if (validTypes.Contains(type))
                                        {
                                            // Set the index 1 value to invalid so that the if later down the chain stomps the index1 value.
                                            index1Value = -1;

                                            mod.data.originalOffset = index2Value;
                                            mod.enabled             = false;
                                        }
                                        else
                                        {
                                            // We be f****d.
                                            throw new Exception("Unable to determine working original offset for file:" + mod.fullPath);
                                        }
                                    }
                                    else
                                    {
                                        // We be f****d.
                                        throw new Exception("Unable to determine working original offset for file:" + mod.fullPath);
                                    }
                                }
                            }
                        }
                        else if (index2Value != oldOriginalOffset && index2Value != modOffset && index2Value != 0)
                        {
                            // Our Index 1 was normal, but our Index 2 is changed to an unknown value.
                            // If the index 2 points to a valid file, we must assume that this new file
                            // is our new base data offset.

                            var type = _dat.GetFileType(index2Value, df);

                            if (validTypes.Contains(type) && index2Value != 0)
                            {
                                mod.data.originalOffset = index2Value;
                                mod.enabled             = false;
                            }
                            else
                            {
                                // Oh dear.  The new index is f****d.  Is the old Index Ok?
                                type = _dat.GetFileType(oldOriginalOffset, df);

                                if (validTypes.Contains(type) && oldOriginalOffset != 0)
                                {
                                    // Old index is fine, so keep using that, but set the index2 value to invalid to ensure we
                                    // stomp on the current broken index value.
                                    index2Value = -1;
                                }
                                else
                                {
                                    // We be f****d.
                                    throw new Exception("Unable to determine working original offset for file:" + mod.fullPath);
                                }
                            }
                        }

                        // Indexes don't match.  This can occur if SE adds something to index2 that didn't exist in index2 before.
                        if (index1Value != index2Value && index2Value != 0)
                        {
                            // We should never actually get to this state for file-addition mods.  If we do, uh.. I guess correct the indexes and yolo?
                            // ( Only way we get here is if SE added a new file at the same name as a file the user had created via modding, in which case, it's technically no longer a file addition mod )
                            indexFiles[df].SetDataOffset(mod.fullPath, mod.data.originalOffset);
                            index1Value = mod.data.originalOffset;
                            index2Value = mod.data.originalOffset;

                            mod.enabled = false;
                        }

                        // Set it to the corrected state.
                        if (index1Value == mod.data.modOffset)
                        {
                            mod.enabled = true;
                        }
                        else
                        {
                            mod.enabled = false;
                        }

                        // Perform a basic file type check on our results.
                        var fileType         = _dat.GetFileType(mod.data.modOffset, IOUtil.GetDataFileFromPath(mod.fullPath));
                        var originalFileType = _dat.GetFileType(mod.data.modOffset, IOUtil.GetDataFileFromPath(mod.fullPath));

                        if (!validTypes.Contains(fileType) || mod.data.modOffset == 0)
                        {
                            // Mod data is busted.  Fun.
                            toRemove.Add(mod);
                        }

                        if ((!validTypes.Contains(originalFileType)) || mod.data.originalOffset == 0)
                        {
                            if (mod.IsCustomFile())
                            {
                                // Okay, in this case this is recoverable as the mod is a custom addition anyways, so we can just delete it.
                                if (!toRemove.Contains(mod))
                                {
                                    toRemove.Add(mod);
                                }
                            }
                            else
                            {
                                // Update ended up with us unable to find a working offset.  Double fun.
                                throw new Exception("Unable to determine working offset for file:" + mod.fullPath);
                            }
                        }
                    }

                    // Okay, this mod is now represented in the modlist in it's actual post-patch index state.
                    var datNum = (int)((mod.data.modOffset / 8) & 0x0F) / 2;
                    var dat    = XivDataFiles.GetXivDataFile(mod.datFile);

                    var originalDats = await _dat.GetUnmoddedDatList(dat);

                    var datPath = $"{dat.GetDataFileName()}{Dat.DatExtension}{datNum}";

                    // Test for SE Dat file rollover.
                    if (originalDats.Contains(datPath))
                    {
                        // Shit.  This means that the dat file where this mod lived got eaten by SE.  We have to destroy the modlist entry at this point.
                        toRemove.Add(mod);
                    }
                }

                // Save any index changes we made.
                foreach (var dkv in indexFiles)
                {
                    await _index.SaveIndexFile(dkv.Value);
                }

                // The modlist is now saved in its current index-represented post patch state.
                modding.SaveModList(modList);

                // We now need to clear out any mods that are irreparably f****d, and clear out all of our
                // internal data files so we can rebuild them later.

                var internalFiles = modList.Mods.Where(x => x.IsInternal());
                toRemove.AddRange(internalFiles);

                if (toRemove.Count > 0)
                {
                    var removedString = "";

                    // Soft-Disable all metadata mods, since we're going to purge their internal file entries.
                    var metadata = modList.Mods.Where(x => x.fullPath.EndsWith(".meta") || x.fullPath.EndsWith(".rgsp"));
                    foreach (var mod in metadata)
                    {
                        var df = IOUtil.GetDataFileFromPath(mod.fullPath);
                        await modding.ToggleModUnsafe(false, mod, true, false, indexFiles[df], modList);
                    }

                    foreach (var mod in toRemove)
                    {
                        if (mod.data.modOffset == 0 || mod.data.originalOffset == 0)
                        {
                            if (mod.data.originalOffset == 0 && mod.enabled)
                            {
                                // This is awkward.  We have a mod whose data got bashed, but has no valid original offset to restore.
                                // So the indexes here are f****d if we do, f****d if we don't.
                                throw new Exception("Patch-Broken file has no valid index to restore.  Clean Index Restoration required.");
                            }

                            modList.Mods.Remove(mod);
                            enabledMods.Remove(mod);
                            removedString += mod.fullPath + "\n";
                        }
                        else
                        {
                            if (mod.enabled)
                            {
                                var df = IOUtil.GetDataFileFromPath(mod.fullPath);
                                await modding.ToggleModUnsafe(false, mod, true, false, indexFiles[df], modList);
                            }

                            modList.Mods.Remove(mod);

                            // Since we're deleting this entry entirely, we can't leave it in the other cached list either to get re-enabled later.
                            enabledMods.Remove(mod);

                            if (!mod.IsInternal())
                            {
                                removedString += mod.fullPath + "\n";
                            }
                        }
                    }

                    // Save the index files and modlist again now that we've removed all the invalid entries.
                    foreach (var dkv in indexFiles)
                    {
                        await _index.SaveIndexFile(dkv.Value);
                    }
                    modding.SaveModList(modList);

                    // Show the user a message if we purged any real files.
                    if (toRemove.Any(x => !String.IsNullOrEmpty(x.fullPath) && !x.IsInternal()))
                    {
                        var text = String.Format(UIMessages.PatchDestroyedFiles, removedString);

                        FlexibleMessageBox.Show(_mainWindow.Win32Window, text, "Destroyed Files Notification", MessageBoxButtons.OK, MessageBoxIcon.Warning, MessageBoxDefaultButton.Button1);
                    }
                }

                // Always create clean index backups after this process is completed.

                _mainWindow.LockProgress.Report("Disabling Mods...");
                await modding.ToggleAllMods(false);

                _mainWindow.LockProgress.Report("Creating Index Backups...");
                var           pc = new ProblemChecker(_gameDirectory);
                DirectoryInfo backupDir;
                try
                {
                    Directory.CreateDirectory(Settings.Default.Backup_Directory);
                    backupDir = new DirectoryInfo(Settings.Default.Backup_Directory);
                }
                catch
                {
                    throw new Exception("Unable to create index backups.\nThe Index Backup directory is invalid or inaccessible: " + Settings.Default.Backup_Directory);
                }

                await pc.BackupIndexFiles(backupDir);

                // Now restore the modlist enable/disable state back to how the user had it before.
                _mainWindow.LockProgress.Report("Re-Enabling mods...");

                // Re-enable things.
                await modding.ToggleMods(true, enabledMods.Select(x => x.fullPath));

                FlexibleMessageBox.Show(_mainWindow.Win32Window, UIMessages.PostPatchComplete, "Post-Patch Process Complete", MessageBoxButtons.OK, MessageBoxIcon.Information, MessageBoxDefaultButton.Button1);
            }
            catch (Exception Ex)
            {
                // Show the user the error, then let them go about their business of fixing things.
                FlexibleMessageBox.Show(_mainWindow.Win32Window, String.Format(UIMessages.PostPatchError, Ex.Message), "Post-Patch Failure", MessageBoxButtons.OK, MessageBoxIcon.Information, MessageBoxDefaultButton.Button1);
            }
            finally
            {
                if (resetLumina)
                {
                    // Reset lumina mode back to on if we disabled it to perform update checks.
                    XivCache.SetGameInfo(gi.GameDirectory, gi.GameLanguage, gi.DxMode, true, false, gi.LuminaDirectory, true);
                }

                XivCache.CacheWorkerEnabled = workerStatus;
                await _mainWindow.UnlockUi(this);
            }
        }
Exemplo n.º 2
0
        private async void ExtractButton_Click(object sender, RoutedEventArgs e)
        {
            if (String.IsNullOrWhiteSpace(FromBox.Text))
            {
                return;
            }

            var path   = FromBox.Text;
            var ext    = Path.GetExtension(path);
            var _dat   = new Dat(XivCache.GameInfo.GameDirectory);
            var _index = new Index(XivCache.GameInfo.GameDirectory);

            byte[] data = null;

            var sd = new SaveFileDialog();

            if (ext.Length > 0)
            {
                ext = ext.Substring(1);

                sd.Filter = $"{ext.ToUpper()} Files (*.{ext})|*.{ext}";
            }

            sd.FileName = Path.GetFileName(path);

            sd.RestoreDirectory = true;
            if (sd.ShowDialog() != System.Windows.Forms.DialogResult.OK)
            {
                return;
            }

            try
            {
                var offset = await _index.GetDataOffset(path);

                var df = IOUtil.GetDataFileFromPath(path);
                if (offset <= 0)
                {
                    FlexibleMessageBox.Show("File does not exist.\n\nFile: " + path, "File Not Found", MessageBoxButtons.OK, MessageBoxIcon.Warning);
                    return;
                }

                var type = _dat.GetFileType(offset, df);
                if (type < 2 || type > 4)
                {
                    throw new InvalidDataException("Invalid or Unknown Data Type.");
                }

                var size = await _dat.GetCompressedFileSize(offset, df);

                if (type == 2)
                {
                    if (DecompressType2Box.IsChecked == true)
                    {
                        data = await _dat.GetType2Data(offset, df);
                    }
                    else
                    {
                        data = _dat.GetRawData(offset, df, size);
                    }
                }
                if (type == 3)
                {
                    data = _dat.GetRawData(offset, df, size);
                }
                if (type == 4)
                {
                    data = _dat.GetRawData(offset, df, size);
                }


                using (var stream = new BinaryWriter(sd.OpenFile()))
                {
                    stream.Write(data);
                }

                FlexibleMessageBox.Show("Raw file extracted successfully to path:\n" + sd.FileName, "Extraction Success", MessageBoxButtons.OK, MessageBoxIcon.Information);
                this.Close();
            } catch (Exception Ex)
            {
                FlexibleMessageBox.Show("Unable to decompress or read file:\n" + path + "\n\nError: " + Ex.Message, "File Not Found", MessageBoxButtons.OK, MessageBoxIcon.Error);
                return;
            }
        }
Exemplo n.º 3
0
        /// <summary>
        /// Checks the mods for any problems
        /// </summary>
        private void CheckMods()
        {
            var modListDirectory = new DirectoryInfo(Path.Combine(_gameDirectory.Parent.Parent.FullName, XivStrings.ModlistFilePath));

            var modList = JsonConvert.DeserializeObject <ModList>(File.ReadAllText(modListDirectory.FullName));

            var dat = new Dat(_gameDirectory);

            if (modList.modCount > 0)
            {
                foreach (var mod in modList.Mods)
                {
                    if (mod.name.Equals(string.Empty))
                    {
                        continue;
                    }

                    var fileName = Path.GetFileName(mod.fullPath);

                    var tabs = "";
                    if (fileName.Length < 21 && fileName.Length > 12)
                    {
                        tabs = "\t";
                    }
                    else if (fileName.Length < 12)
                    {
                        tabs = "\t\t";
                    }

                    AddText($"\t{fileName}{tabs}", textColor);

                    if (mod.data.originalOffset == 0)
                    {
                        AddText("\t\u2716\n", "Red");
                        AddText("\tOriginal Offset was 0, you will be unable to revert to original, consider starting over. \n", "Red");
                    }
                    else if (mod.data.modOffset == 0)
                    {
                        AddText("\t\u2716\n", "Red");
                        AddText("\tMod Offset was 0, Disable from File > Modlist and reimport.\n", "Red");
                    }
                    else
                    {
                        AddText("\t\u2714", "Green");
                    }

                    var fileType = 0;
                    try
                    {
                        fileType = dat.GetFileType(mod.data.modOffset, XivDataFiles.GetXivDataFile(mod.datFile));
                    }
                    catch (Exception ex)
                    {
                        AddText("\t\u2716\n", "Red");
                        AddText($"\tError: {ex.Message}\n", "Red");
                    }


                    if (fileType != 2 && fileType != 3 && fileType != 4)
                    {
                        AddText("\t\u2716\n", "Red");
                        AddText($"\tFound unknown file type ( {fileType} ) offset is most likely corrupt.\n", "Red");
                    }
                    else
                    {
                        AddText("\t\u2714\n", "Green");
                    }
                }
            }
            else
            {
                AddText("\tNo entries found in modlist.\n", "Orange");
            }
        }