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); }
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 }); } } } } }); } } }