示例#1
0
        /// <summary>
        /// Deletes all files in the Content/Art/Env/NYC folder
        /// </summary>
        public void DeleteMapFilesFromNYCFolder()
        {
            if (SessionPath.IsSessionPathValid() == false)
            {
                return;
            }

            // check if RMS is loaded
            if (RMSToolsuiteLoader.LoadedToolsuiteFiles.Count == 0)
            {
                RMSToolsuiteLoader.IsLoaded();
            }

            foreach (string fileName in Directory.GetFiles(SessionPath.ToNYCFolder))
            {
                if (RMSToolsuiteLoader.LoadedToolsuiteFiles.Contains(fileName))
                {
                    continue; // don't delete files associated with RMS
                }

                Logger.Info($"... deleting file {fileName}");
                if (File.Exists(fileName))
                {
                    File.Delete(fileName);
                }
            }

            LoadedMapFiles.Clear();
        }
示例#2
0
        /// <summary>
        /// Checks .ini file for the map that will load on game start
        /// </summary>
        public string GetGameDefaultMapSetting()
        {
            if (SessionPath.IsSessionPathValid() == false)
            {
                return("");
            }

            CreateDefaultUserEngineIniFile();

            if (!File.Exists(SessionPath.ToUserEngineIniFile))
            {
                return("");
            }

            try
            {
                var parser = new FileIniDataParser();
                parser.Parser.Configuration.AllowDuplicateKeys = true;
                IniData iniFile = parser.ReadFile(SessionPath.ToUserEngineIniFile);

                return(iniFile["/Script/EngineSettings.GameMapsSettings"]["GameDefaultMap"]);
            }
            catch (Exception e)
            {
                Logger.Error(e);
                return("");
            }
        }
        public bool SetGameDefaultMapSetting(string defaultMapValue, string defaultGameModeValue = "")
        {
            if (SessionPath.IsSessionPathValid() == false)
            {
                return(false);
            }

            var parser = new FileIniDataParser();

            parser.Parser.Configuration.AllowDuplicateKeys = true;
            IniData iniFile = parser.ReadFile(SessionPath.ToDefaultEngineIniFile);

            iniFile["/Script/EngineSettings.GameMapsSettings"]["GameDefaultMap"] = defaultMapValue;

            if (!string.IsNullOrEmpty(defaultGameModeValue))
            {
                iniFile["/Script/EngineSettings.GameMapsSettings"]["GlobalDefaultGameMode"] = defaultGameModeValue;
            }
            else if (iniFile["/Script/EngineSettings.GameMapsSettings"].ContainsKey("GlobalDefaultGameMode"))
            {
                iniFile["/Script/EngineSettings.GameMapsSettings"].RemoveKey("GlobalDefaultGameMode");
            }

            try
            {
                parser.WriteFile(SessionPath.ToDefaultEngineIniFile, iniFile);
                return(true);
            }
            catch (Exception)
            {
                return(false);
            }
        }
        /// <summary>
        /// Deletes all files in the Content/Art/Env/NYC folder
        /// that does not have NYC_01 prefix (original game files).
        /// Also deletes NYC01_Persistent files
        /// </summary>
        /// <remarks>
        /// The NYC01_Persistent.umap file must be deleted so a custom map can be loaded when you leave the apartment in-game.
        /// If this file is not deleted then the game loads the default map when you leave the apartment.
        /// </remarks>
        public void DeleteMapFilesFromNYCFolder()
        {
            if (SessionPath.IsSessionPathValid() == false)
            {
                return;
            }

            foreach (string fileName in Directory.GetFiles(SessionPath.ToNYCFolder))
            {
                // only delete custom map files, not NYC01 files
                if (fileName.Contains("NYC01_") == false)
                {
                    Logger.Info($"... deleting {fileName}");
                    File.Delete(fileName);
                }
            }

            // only delete the .umap file when the game is running, otherwise the default map will always load when you leave the apartment
            // ... Some maps rely on the .umap file to stream other content to the custom map so the .umap file is NOT deleted while Session is not running allowing the custom map to use its assets.
            string nycMapFilePath = Path.Combine(SessionPath.ToNYCFolder, "NYC01_Persistent.umap");

            if (SessionPath.IsSessionRunning() && File.Exists(nycMapFilePath))
            {
                Logger.Info($"... Session running - deleting {nycMapFilePath}");
                File.Delete(nycMapFilePath);
            }
        }
示例#5
0
        public BoolWithMessage LoadMap(MapListItem map)
        {
            if (SessionPath.IsSessionPathValid() == false)
            {
                return(BoolWithMessage.False("Cannot Load: 'Path to Session' is invalid."));
            }

            if (map == null)
            {
                return(BoolWithMessage.False("Cannot Load: map is null"));
            }

            if (SessionPath.IsSessionRunning() == false || FirstLoadedMap == null)
            {
                FirstLoadedMap = map;
            }

            if (Directory.Exists(SessionPath.ToNYCFolder) == false)
            {
                Directory.CreateDirectory(SessionPath.ToNYCFolder);
            }

            if (map.IsDefaultMap)
            {
                return(LoadDefaultMap(map));
            }

            try
            {
                // delete session map file / custom maps from game
                DeleteMapFilesFromNYCFolder();

                CopyMapFilesToNYCFolder(map);

                // update the ini file with the new map path
                // .. when the game is running the map file is renamed to NYC01_Persistent so it can load when you leave the apartment
                string selectedMapPath = "/Game/Art/Env/NYC/NYC01_Persistent";

                if (SessionPath.IsSessionRunning() == false)
                {
                    selectedMapPath = $"/Game/Art/Env/NYC/{map.MapName}";
                }

                SetGameDefaultMapSetting(selectedMapPath);


                return(BoolWithMessage.True($"{map.MapName} Loaded!"));
            }
            catch (Exception e)
            {
                Logger.Error(e);
                return(BoolWithMessage.False($"Failed to load {map.MapName}: {e.Message}"));
            }
        }
        public bool CopyMapFilesToNYCFolder(MapListItem map)
        {
            if (SessionPath.IsSessionPathValid() == false)
            {
                return(false);
            }

            // copy all files related to map to game directory
            foreach (string fileName in Directory.GetFiles(map.DirectoryPath))
            {
                if (fileName.Contains(map.MapName))
                {
                    FileInfo fi = new FileInfo(fileName);
                    string   fullTargetFilePath = SessionPath.ToNYCFolder;


                    if (SessionPath.IsSessionRunning() && FirstLoadedMap != null)
                    {
                        // while the game is running, the map being loaded must have the same name as the initial map that was loaded when the game first started.
                        // ... thus we build the destination filename based on what was first loaded.
                        if (FirstLoadedMap.IsDefaultMap)
                        {
                            fullTargetFilePath = Path.Combine(fullTargetFilePath, "NYC01_Persistent"); // this is the name of the default map that is loaded
                        }
                        else
                        {
                            fullTargetFilePath = Path.Combine(fullTargetFilePath, FirstLoadedMap.MapName);
                        }

                        if (fileName.Contains("_BuiltData"))
                        {
                            fullTargetFilePath += $"_BuiltData{fi.Extension}";
                        }
                        else
                        {
                            fullTargetFilePath += fi.Extension;
                        }
                    }
                    else
                    {
                        // if the game is not running then the files can be copied as-is (file names do not need to be changed)
                        string targetFileName = fileName.Replace(map.DirectoryPath, "");
                        fullTargetFilePath += targetFileName;
                    }

                    Logger.Info($"... copying {fileName} -> {fullTargetFilePath}");
                    File.Copy(fileName, fullTargetFilePath, true);
                }
            }

            return(true);
        }
        public BoolWithMessage BackupOriginalMapFiles()
        {
            if (SessionPath.IsSessionPathValid() == false)
            {
                return(BoolWithMessage.False("Cannot backup: 'Path to Session' is invalid."));
            }

            if (IsOriginalMapFilesBackedUp())
            {
                // the files are already backed up
                return(BoolWithMessage.False("Skipping backup: original files already backed up."));
            }

            if (DoesOriginalMapFileExistInGameDirectory() == false)
            {
                // the original files are missing from the Session directory
                return(BoolWithMessage.False("Cannot backup: original map files for Session are missing from Session game directory."));
            }

            try
            {
                // create folder if it doesn't exist
                Directory.CreateDirectory(SessionPath.ToOriginalSessionMapFiles);

                string   fileNamePrefix        = "NYC01_Persistent";
                string[] fileExtensionsToCheck = { ".umap", ".uexp", "_BuiltData.uasset", "_BuiltData.uexp", "_BuiltData.ubulk" };

                // copy NYC01_Persistent files to backup folder
                foreach (string fileExt in fileExtensionsToCheck)
                {
                    string fullPathToFile = Path.Combine(SessionPath.ToNYCFolder, $"{fileNamePrefix}{fileExt}");
                    string destFilePath   = Path.Combine(SessionPath.ToOriginalSessionMapFiles, $"{fileNamePrefix}{fileExt}");
                    File.Copy(fullPathToFile, destFilePath, overwrite: true);
                }
            }
            catch (Exception e)
            {
                Logger.Error(e);
                string errorMsg = $"Failed to backup original map files: {e.Message}";
                return(BoolWithMessage.False(errorMsg));
            }

            bool originalMapFilesBackedUp = IsOriginalMapFilesBackedUp();

            DefaultMaps.ForEach(m =>
            {
                m.IsEnabled = originalMapFilesBackedUp;
                m.Tooltip   = m.IsEnabled ? null : "The original Session game files have not been backed up to the custom Maps folder.";
            });

            return(new BoolWithMessage(IsOriginalMapFilesBackedUp()));
        }
        /// <summary>
        /// Deletes all files in the Content/Art/Env/NYC folder
        /// </summary>
        public void DeleteMapFilesFromNYCFolder()
        {
            if (SessionPath.IsSessionPathValid() == false)
            {
                return;
            }

            foreach (string fileName in Directory.GetFiles(SessionPath.ToNYCFolder))
            {
                Logger.Info($"... deleting file {fileName}");
                File.Delete(fileName);
            }
        }
示例#9
0
        public bool CopyMapFilesToNYCFolder(MapListItem map)
        {
            if (SessionPath.IsSessionPathValid() == false)
            {
                return(false);
            }

            Logger.Info($"Copying Map Files for {map.MapName}");


            // copy all files related to map to game directory
            foreach (string fileName in Directory.GetFiles(map.DirectoryPath))
            {
                if (fileName.Contains(map.MapName))
                {
                    FileInfo fi = new FileInfo(fileName);
                    string   fullTargetFilePath = SessionPath.ToNYCFolder;


                    if (SessionPath.IsSessionRunning())
                    {
                        // While Session is running the map files must be copied as NYC01_Persistent so when the user leaves the apartment the custom map is loaded
                        fullTargetFilePath = Path.Combine(fullTargetFilePath, "NYC01_Persistent");

                        if (fileName.Contains("_BuiltData"))
                        {
                            fullTargetFilePath += $"_BuiltData{fi.Extension}";
                        }
                        else
                        {
                            fullTargetFilePath += fi.Extension;
                        }
                    }
                    else
                    {
                        fullTargetFilePath = Path.Combine(fullTargetFilePath, fi.Name);
                    }


                    Logger.Info($"... copying {fileName} -> {fullTargetFilePath}");
                    File.Copy(fileName, fullTargetFilePath, overwrite: true);
                    LoadedMapFiles.Add(fullTargetFilePath);
                }
            }

            return(true);
        }
        public BoolWithMessage LoadMap(MapListItem map)
        {
            if (SessionPath.IsSessionPathValid() == false)
            {
                return(BoolWithMessage.False("Cannot Load: 'Path to Session' is invalid."));
            }

            if (SessionPath.IsSessionRunning() == false || FirstLoadedMap == null)
            {
                FirstLoadedMap = map;
            }

            if (map.IsDefaultMap)
            {
                return(LoadDefaultMap(map));
            }

            try
            {
                // delete session map file / custom maps from game
                DeleteMapFilesFromNYCFolder();

                CopyMapFilesToNYCFolder(map);

                // update the ini file with the new map path
                string selectedMapPath = "/Game/Art/Env/NYC/" + map.MapName;
                SetGameDefaultMapSetting(selectedMapPath);

                return(BoolWithMessage.True($"{map.MapName} Loaded!"));
            }
            catch (Exception e)
            {
                Logger.Error(e);
                return(BoolWithMessage.False($"Failed to load {map.MapName}: {e.Message}"));
            }
        }