Пример #1
0
        private List <EntryTreeNode> PopulateForge(EntryTreeNode node)
        {
            Forge forge = node.Forge;

            if (forge == null)
            {
                return(null);
            }

            // read if only the forge has not been read
            if (!forge.IsFullyRead())
            {
                if (forge.GetEntryCount() > 20000)
                {
                    string entries = string.Format("{0:n0}", forge.GetEntryCount());
                    if (MessageBox.Show($"This .forge contains more than 20,000 entries ({entries} exactly). Blacksmith may freeze while loading or it may not load them at all.\nDo this at your own risk.", "Warning", MessageBoxButtons.YesNo) == DialogResult.Yes)
                    {
                        forge.Read();
                    }
                    else
                    {
                        return(null);
                    }
                }
                else
                {
                    forge.Read();
                }
                node.Forge = forge; // set again for assurance
            }

            // populate the forge tree with its entries
            List <EntryTreeNode> entryNodes = new List <EntryTreeNode>();

            foreach (Forge.FileEntry entry in forge.FileEntries)
            {
                EntryTreeNode n = new EntryTreeNode
                {
                    Game   = node.Game,
                    Offset = entry.IndexTable.OffsetToRawDataTable,
                    Path   = Path.Combine(node.Path, entry.NameTable.Name),
                    Size   = entry.IndexTable.RawDataSize,
                    Text   = entry.NameTable.Name,
                    Type   = EntryTreeNodeType.ENTRY
                };
                n.Nodes.Add(new EntryTreeNode(""));
                entryNodes.Add(n);
            }

            return(entryNodes);
        }
Пример #2
0
        private void treeView_BeforeExpand(object sender, TreeViewCancelEventArgs e)
        {
            if (e.Node == null || e.Node.Tag == null)
            {
                return;
            }

            EntryTreeNode node = (EntryTreeNode)e.Node;

            int   levels = LevelsDeep(node.FullPath);
            Forge forge  = levels == 1 ?
                           node.Forge :
                           levels == 2 ?
                           ((EntryTreeNode)node.Parent).Forge:
                           ((EntryTreeNode)node.Parent.Parent).Forge;

            Console.WriteLine(levels + " deep");

            string text = node.Text;
            string tag  = (string)node.Tag;

            if (string.IsNullOrEmpty(text))
            {
                return;
            }

            // a forge file
            if (tag.EndsWith(".forge"))
            {
                // dump resources used by currentForge
                if (currentForge != null)
                {
                    currentForge.Dump();
                }

                currentForge = new Forge(tag);

                Helpers.DoBackgroundWork(() =>
                {
                    currentForge.Read();
                }, () =>
                {
                    // show message if there are over 10000 files in the forge
                    if (forge.FileEntries.Length > 10000 && MessageBox.Show("This forge file contains more " +
                                                                            "than 10000 entries (" + forge.FileEntries.Length + " exactly). Loading all these " +
                                                                            "entries will take a while and Blacksmith will freeze.\n\nContinue?", "Large forge file!",
                                                                            MessageBoxButtons.YesNo) != DialogResult.Yes)
                    {
                        return;
                    }

                    // delete the empty tree node
                    e.Node.Nodes.RemoveAt(0);

                    // show and update the progress bar
                    toolStripProgressBar.Visible = true;
                    toolStripProgressBar.Value   = 0;
                    toolStripProgressBar.Maximum = forge.FileEntries.Length;

                    Helpers.DoBackgroundWork(() =>
                    {
                        // load entries into this forge's tree node
                        if (!forge.IsFullyRead())
                        {
                            return;
                        }

                        for (int i = 0; i < forge.FileEntries.Length; i++)
                        {
                            if (forge.FileEntries[i].NameTable == null)
                            {
                                continue;
                            }

                            string name     = forge.FileEntries[i].NameTable.Name;
                            EntryTreeNode n = new EntryTreeNode
                            {
                                Text   = name,
                                Forge  = forge,
                                Tag    = $"{node.Tag}{FORGE_ENTRY_IDENTIFIER}{name}", // set the tag of this file's tree node
                                Offset = forge.FileEntries[i].IndexTable.OffsetToRawDataTable,
                                Size   = forge.FileEntries[i].IndexTable.RawDataSize,
                                Game   = node.Game
                            };
                            n.Nodes.Add(new EntryTreeNode()); // add empty node (for entry's contents)
                            Invoke(new Action(() =>
                            {
                                if (this != null && toolStripProgressBar.Value < 3001) // I recieved an error stating that the progress bar cannot go above 3001
                                {
                                    node.Nodes.Add(n);
                                    toolStripProgressBar.Value++;
                                }
                            }));
                        }
                    }, () =>
                    {
                        // reset and hide the progress bar
                        toolStripProgressBar.Value   = toolStripProgressBar.Maximum = 0;
                        toolStripProgressBar.Visible = false;
                    });
                });
            }
            // forge entry
            else if (tag.Contains(FORGE_ENTRY_IDENTIFIER) && !tag.Contains(FORGE_SUBENTRY_IDENTIFIER))
            {
                // extract, if the entry has an empty node
                if (node.Nodes.Count == 1 && node.Nodes[0].Text == "")
                {
                    BeginMarquee();

                    Helpers.DoBackgroundWork(() =>
                    {
                        byte[] rawData = forge.GetRawData(node.Offset, (int)node.Size);
                        Helpers.WriteToFile($"{text}.ext", rawData, true);

                        if (node.Game == Game.ODYSSEY || node.Game == Game.ORIGINS) // temporary, until this Origins no longer works like Odyssey
                        {
                            Odyssey.ReadFile(Helpers.GetTempPath($"{text}.ext"));
                        }
                        else
                        {
                            Steep.ReadFile(Helpers.GetTempPath($"{text}.ext"));
                        }
                    }, () =>
                    {
                        EndMarquee();

                        // remove nodes
                        node.Nodes.Clear();

                        // look for supported resource types. steep stays out, for now (because it causes crashes).
                        string combined = $"{Helpers.GetTempPath(text)}.dec";
                        if (File.Exists(combined))
                        {
                            using (Stream stream = new FileStream(combined, FileMode.Open, FileAccess.Read, FileShare.Read))
                            {
                                using (BinaryReader reader = new BinaryReader(stream))
                                {
                                    // create nodes based on located resource types
                                    foreach (Helpers.ResourceLocation loc in Helpers.LocateResourceIdentifiers(reader))
                                    {
                                        node.Nodes.Add(new EntryTreeNode
                                        {
                                            Text         = loc.Type.ToString(),
                                            Tag          = $"{tag}{FORGE_SUBENTRY_IDENTIFIER}{loc.Type.ToString()}",
                                            ResourceType = loc.Type,
                                            Game         = node.Game
                                        });
                                    }
                                }
                            }
                        }
                    });
                }
            }
        }