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827 lines
36 KiB
827 lines
36 KiB
using LibGit2Sharp;
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using log4net;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.IO.Compression;
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using System.Linq;
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using System.Text;
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using System.Text.RegularExpressions;
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using AM2RLauncherLib.XML;
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namespace AM2RLauncherLib;
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/// <summary>
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/// An enum, that has possible return codes for <see cref="Profile.CheckIfZipIsAM2R11"/>.
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/// </summary>
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public enum IsZipAM2R11ReturnCodes
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{
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Successful,
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MissingOrInvalidAM2RExe,
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MissingOrInvalidD3DX943Dll,
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MissingOrInvalidDataWin,
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GameIsInASubfolder
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}
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/// <summary>
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/// Class that has methods related to AM2RLauncher profiles.
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/// </summary>
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public static class Profile
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{
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/// <summary>
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/// The logger for <see cref="Core"/>, used to write any caught exceptions.
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/// </summary>
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private static readonly ILog log = Core.Log;
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/// <summary>
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/// Caches the result of <see cref="Is11Installed"/> so that we don't extract and verify it too often.
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/// </summary>
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private static bool? isAM2R11InstalledCache;
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/// <summary>
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/// Caches the MD5 hash of the provided AM2R_11.zip so we don't end up checking the zip if it hasn't changed.
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/// </summary>
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private static string lastAM2R11ZipMD5 = "";
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/// <summary>
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/// Checks if AM2R 1.1 has been installed already, aka if a valid AM2R 1.1 Zip in AM2RLauncherData exists.
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/// This method will store the result in a cache and return that, unless it's invalidated by <paramref name="invalidateCache"/>.
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/// </summary>
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/// <param name="invalidateCache">Determines if the AM2R_11 Cache should be invalidated.</param>
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/// <returns></returns>
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public static bool Is11Installed(bool invalidateCache = false)
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{
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// Only invalidate if we need to
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if (invalidateCache) InvalidateAM2R11InstallCache();
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// If we have a cache, return that instead
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if (isAM2R11InstalledCache != null) return isAM2R11InstalledCache.Value;
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string am2r11file = Core.AM2R11File;
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// Return safely if file doesn't exist
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if (!File.Exists(am2r11file)) return false;
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lastAM2R11ZipMD5 = HelperMethods.CalculateMD5(am2r11file);
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IsZipAM2R11ReturnCodes returnCode = CheckIfZipIsAM2R11(am2r11file);
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// Check if it's valid, if not log it, rename it and silently leave
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if (returnCode != IsZipAM2R11ReturnCodes.Successful)
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{
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log.Info($"Detected invalid AM2R_11 zip with following error code: {returnCode}");
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HelperMethods.RecursiveRollover(am2r11file);
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isAM2R11InstalledCache = false;
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return false;
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}
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isAM2R11InstalledCache = true;
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return true;
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}
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/// <summary>
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/// Invalidates <see cref="isAM2R11InstalledCache"/> if necessary.
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/// </summary>
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private static void InvalidateAM2R11InstallCache()
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{
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// If the file exists, and its hash matches with ours, don't invalidate
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if (HelperMethods.CalculateMD5(Core.AM2R11File) == lastAM2R11ZipMD5)
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return;
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isAM2R11InstalledCache = null;
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}
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/// <summary>
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/// Checks if a Zip file is a valid AM2R_1.1 zip.
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/// </summary>
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/// <param name="zipPath">Full Path to the Zip file to validate.</param>
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/// <returns><see cref="IsZipAM2R11ReturnCodes"/> detailing the result</returns>
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public static IsZipAM2R11ReturnCodes CheckIfZipIsAM2R11(string zipPath)
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{
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const string d3dHash = "86e39e9161c3d930d93822f1563c280d";
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const string dataWinHash = "f2b84fe5ba64cb64e284be1066ca08ee";
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const string am2rHash = "15253f7a66d6ea3feef004ebbee9b438";
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string tmpPath = Path.GetTempPath() + Path.GetFileNameWithoutExtension(zipPath);
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// Clean up in case folder exists already
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if (Directory.Exists(tmpPath))
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Directory.Delete(tmpPath, true);
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Directory.CreateDirectory(tmpPath);
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// Open archive
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ZipArchive am2rZip = ZipFile.OpenRead(zipPath);
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// Check if exe exists anywhere
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ZipArchiveEntry am2rExe = am2rZip.Entries.FirstOrDefault(x => x.FullName.Contains("AM2R.exe"));
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if (am2rExe == null)
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return IsZipAM2R11ReturnCodes.MissingOrInvalidAM2RExe;
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// Check if it's not in a subfolder. if it'd be in a subfolder, fullname would be "folder/AM2R.exe"
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if (am2rExe.FullName != "AM2R.exe")
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return IsZipAM2R11ReturnCodes.GameIsInASubfolder;
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// Check validity
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am2rExe.ExtractToFile($"{tmpPath}/{am2rExe.FullName}");
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if (HelperMethods.CalculateMD5($"{tmpPath}/{am2rExe.FullName}") != am2rHash)
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return IsZipAM2R11ReturnCodes.MissingOrInvalidAM2RExe;
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// Check if data.win exists / is valid
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ZipArchiveEntry dataWin = am2rZip.Entries.FirstOrDefault(x => x.FullName == "data.win");
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if (dataWin == null)
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return IsZipAM2R11ReturnCodes.MissingOrInvalidDataWin;
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dataWin.ExtractToFile($"{tmpPath}/{dataWin.FullName}");
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if (HelperMethods.CalculateMD5($"{tmpPath}/{dataWin.FullName}") != dataWinHash)
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return IsZipAM2R11ReturnCodes.MissingOrInvalidDataWin;
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// Check if d3d.dll exists / is valid
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ZipArchiveEntry d3dx = am2rZip.Entries.FirstOrDefault(x => x.FullName == "D3DX9_43.dll");
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if (d3dx == null)
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return IsZipAM2R11ReturnCodes.MissingOrInvalidD3DX943Dll;
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d3dx.ExtractToFile($"{tmpPath}/{d3dx.FullName}");
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if (HelperMethods.CalculateMD5($"{tmpPath}/{d3dx.FullName}") != d3dHash)
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return IsZipAM2R11ReturnCodes.MissingOrInvalidD3DX943Dll;
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// Clean up
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Directory.Delete(tmpPath, true);
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// If we didn't exit before, everything is fine
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log.Info("AM2R_11 check successful!");
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return IsZipAM2R11ReturnCodes.Successful;
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}
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/// <summary>
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/// Checks if the repository has been validly cloned already.
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/// </summary>
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/// <returns><see langword="true"/> if yes, <see langword="false"/> if not.</returns>
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public static bool IsPatchDataCloned()
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{
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// isValid seems to only check for a .git folder, and there are cases where that exists, but not the profile.xml
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return File.Exists($"{Core.PatchDataPath}/profile.xml") && Repository.IsValid(Core.PatchDataPath);
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}
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/// <summary>
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/// Git Pulls patching content from the repository.
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/// </summary>
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public static void PullPatchData(Func<TransferProgress, bool> transferProgressHandlerMethod)
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{
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using Repository repo = new Repository(Core.PatchDataPath);
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// Throw if we neither have a master nor main branch
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Branch originMaster = repo.Branches.FirstOrDefault(b => b.FriendlyName.Contains("origin/master") || b.FriendlyName.Contains("origin/main"));
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if (originMaster == null)
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throw new UserCancelledException("Neither branch 'master' nor branch 'main' could be found! Corrupted or invalid git repo?");
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// Permanently undo commits not pushed to remote
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repo.Reset(ResetMode.Hard, originMaster.Tip);
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// Credential information to fetch
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PullOptions options = new PullOptions
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{
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FetchOptions = new FetchOptions { OnTransferProgress = tp => transferProgressHandlerMethod(tp)}
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};
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// Create dummy user information to create a merge commit
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Signature signature = new Signature("null", "null", DateTimeOffset.Now);
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// Pull
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try
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{
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Commands.Pull(repo, signature, options);
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}
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catch
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{
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log.Error("Repository pull attempt failed!");
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return;
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}
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log.Info("Repository pulled successfully.");
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}
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/// <summary>
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/// Scans the PatchData and Mods folders for valid profile entries, creates and returns a list of them.
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/// </summary>
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/// <returns>A <see cref="List{ProfileXML}"/> containing all valid profile entries.</returns>
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public static List<ProfileXML> LoadProfiles()
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{
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log.Info("Loading profiles...");
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List<ProfileXML> profileList = new List<ProfileXML>();
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// Check for and add the Community Updates profile
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if (File.Exists($"{Core.PatchDataPath}/profile.xml"))
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{
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ProfileXML profile = Serializer.Deserialize<ProfileXML>(File.ReadAllText($"{Core.PatchDataPath}/profile.xml"));
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profile.DataPath = "/PatchData/data";
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profileList.Add(profile);
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}
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// Safety check to generate the Mods folder if it does not exist
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if (!Directory.Exists(Core.ModsPath))
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Directory.CreateDirectory(Core.ModsPath);
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// Get Mods folder info
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DirectoryInfo modsDir = new DirectoryInfo(Core.ModsPath);
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// Add all extracted profiles in Mods to the profileList.
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foreach (DirectoryInfo dir in modsDir.GetDirectories())
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{
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// If no profile.xml exists we don't add anything
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if (!File.Exists($"{dir.FullName}/profile.xml"))
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continue;
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ProfileXML profile = Serializer.Deserialize<ProfileXML>(File.ReadAllText($"{dir.FullName}/profile.xml"));
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profile.DataPath = $"/Mods/{dir.Name}";
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// Safety check for non-installable profiles
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// If not installable and isn't installed, remove it
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if (!profile.Installable && !IsProfileInstalled(profile))
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DeleteProfile(profile);
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else
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profileList.Add(profile);
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}
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log.Info($"Loaded {profileList.Count} profile(s).");
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return profileList;
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}
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/// <summary>
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/// Archives a given Profile by making a copy with "Name (version)". Silently does nothing if user archives already exist.
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/// </summary>
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/// <param name="profile">The profile to archive</param>
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public static void ArchiveProfile(ProfileXML profile)
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{
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// Temporarily serialize and deserialize to essentially "clone" the variable as otherwise we'd modify references
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File.WriteAllText($"{Path.GetTempPath()}/{profile.Name}", Serializer.Serialize<ProfileXML>(profile));
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profile = Serializer.Deserialize<ProfileXML>(File.ReadAllText($"{Path.GetTempPath()}/{profile.Name}"));
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File.Delete($"{Path.GetTempPath()}/{profile.Name}");
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string originalName = profile.Name;
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// Change name to include version and be unique
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profile.Name += $" ({profile.Version})";
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// if we're archiving community updates, remove the "latest" part
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profile.Name = profile.Name.Replace("Community Updates (Latest)", "Community Updates");
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log.Info($"Archiving {profile.Name}");
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// Rename directory in the profiles folder
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string profileArchivePath = $"{Core.ProfilesPath}/{profile.Name}";
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// If our desired rename already exists, it's probably a user archive...
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// so we just delete the original folder and move on.
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if (Directory.Exists(profileArchivePath))
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{
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HelperMethods.DeleteDirectory($"{Core.ProfilesPath}/{originalName}");
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log.Info("Cancelling archival! User-defined archive in Profiles already exists.");
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return;
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}
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// Rename current profile if we have it installed
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if (Directory.Exists($"{Core.ProfilesPath}/{originalName}"))
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Directory.Move($"{Core.ProfilesPath}/{originalName}", profileArchivePath);
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// Set as non-installable so that it's just treated as a launching reference
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profile.Installable = false;
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// Try archiving profile as a mod
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string modArchivePath = $"{Core.ModsPath}/{profile.Name}";
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if (Directory.Exists(modArchivePath))
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{
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HelperMethods.DeleteDirectory(profileArchivePath);
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log.Info("Cancelling archival! User-defined archive in Mods already exists.");
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return;
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}
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Directory.CreateDirectory(modArchivePath);
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File.WriteAllText($"{modArchivePath}/profile.xml", Serializer.Serialize<ProfileXML>(profile));
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log.Info("Finished archival.");
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}
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/// <summary>
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/// Deletes a profile from the Mods and Profiles folder.
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/// </summary>
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/// <param name="profile">The profile to delete.</param>
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public static void DeleteProfile(ProfileXML profile)
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{
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log.Info($"Attempting to delete profile {profile.Name}...");
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// Delete folder in Mods
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if (Directory.Exists(CrossPlatformOperations.CurrentPath + profile.DataPath))
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HelperMethods.DeleteDirectory(CrossPlatformOperations.CurrentPath + profile.DataPath);
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// Delete the zip file in Mods
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if (File.Exists($"{CrossPlatformOperations.CurrentPath}{profile.DataPath}.zip"))
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{
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// For some reason, it was set at read only, so we undo that here
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File.SetAttributes($"{CrossPlatformOperations.CurrentPath}{profile.DataPath}.zip", FileAttributes.Normal);
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File.Delete($"{CrossPlatformOperations.CurrentPath}{profile.DataPath}.zip");
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}
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// Delete folder in Profiles
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if (Directory.Exists($"{Core.ProfilesPath}/{profile.Name}"))
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HelperMethods.DeleteDirectory($"{Core.ProfilesPath}/{profile.Name}");
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log.Info($"Successfully deleted profile {profile.Name}.");
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}
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/// <summary>
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/// Installs <paramref name="profile"/>.
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/// </summary>
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/// <param name="profile"><see cref="ProfileXML"/> to be installed.</param>
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/// <param name="useHqMusic">Whether to patch this with high quality music or not.</param>
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/// <param name="progress">Provides the current progress of this method.</param>
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public static void InstallProfile(ProfileXML profile, bool useHqMusic, IProgress<int> progress)
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{
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log.Info($"Installing profile {profile.Name}...");
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string profilePath = $"{Core.ProfilesPath}/{profile.Name}";
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// Failsafe for Profiles directory
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if (!Directory.Exists(Core.ProfilesPath))
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Directory.CreateDirectory(Core.ProfilesPath);
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// This failsafe should NEVER get triggered, but Miepee's broken this too much for me to trust it otherwise.
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if (Directory.Exists(profilePath))
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Directory.Delete(profilePath, true);
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// Create profile directory
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Directory.CreateDirectory(profilePath);
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// Switch profilePath on Linux and Mac, as they need special handling
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if (OS.IsLinux)
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{
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profilePath += "/assets";
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Directory.CreateDirectory(profilePath);
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}
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else if (OS.IsMac)
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{
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// Folder structure for mac is like this:
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// am2r.app -> Contents
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// |-Frameworks (some libs)
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// |-MacOS (runner)
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// |-Resources (asset path)
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profilePath += "/AM2R.app/Contents";
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Directory.CreateDirectory(profilePath);
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Directory.CreateDirectory($"{profilePath}/MacOS");
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Directory.CreateDirectory($"{profilePath}/Resources");
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profilePath += "/Resources";
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}
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// Extract 1.1
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ZipFile.ExtractToDirectory(Core.AM2R11File, profilePath);
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progress.Report(33);
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log.Info("Profile folder created and AM2R_11.zip extracted.");
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// Set local dataPath for installation files
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string dataPath = CrossPlatformOperations.CurrentPath + profile.DataPath;
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string dataWin = null;
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string exe = null;
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if (OS.IsWindows)
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{
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dataWin = "data.win";
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exe = "AM2R.exe";
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}
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else if (OS.IsLinux)
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{
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dataWin = "game.unx";
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// Use the exe name based on the desktop file in the AppImage, rather than hard coding it.
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string desktopContents = File.ReadAllText($"{Core.PatchDataPath}/data/AM2R.AppDir/AM2R.desktop");
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exe = Regex.Match(desktopContents, @"(?<=Exec=).*").Value;
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log.Info($"According to AppImage desktop file, using \"{exe}\" as game name.");
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}
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else if (OS.IsMac)
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{
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dataWin = "game.ios";
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exe = "Mac_Runner";
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}
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else
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{
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log.Error($"{OS.Name} does not have valid runner / data.win names!");
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}
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// Patch runner and data file.
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log.Info($"Attempting to patch in {profilePath}");
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if (OS.IsWindows)
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{
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if (profile.UsesYYC)
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{
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CrossPlatformOperations.ApplyXdeltaPatch($"{profilePath}/data.win", $"{dataPath}/AM2R.xdelta", $"{profilePath}/{exe}");
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// Delete 1.1's data.win, we don't need it anymore!
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// TODO: *theoretically* if someone would make some game like serradius in gms2 and push that as a yyc am2r mod, this *will* break!
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// Becauase GMS2 YYC *does* ship the data.win file, contrary to GMS1.4
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File.Delete($"{profilePath}/data.win");
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}
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else
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{
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CrossPlatformOperations.ApplyXdeltaPatch($"{profilePath}/data.win", $"{dataPath}/data.xdelta", $"{profilePath}/{dataWin}");
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CrossPlatformOperations.ApplyXdeltaPatch($"{profilePath}/AM2R.exe", $"{dataPath}/AM2R.xdelta", $"{profilePath}/{exe}");
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}
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}
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// YYC and VM look exactly the same on Linux and Mac so we're all good here.
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else if (OS.IsUnix)
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{
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CrossPlatformOperations.ApplyXdeltaPatch($"{profilePath}/data.win", $"{dataPath}/game.xdelta", $"{profilePath}/{dataWin}");
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CrossPlatformOperations.ApplyXdeltaPatch($"{profilePath}/AM2R.exe", $"{dataPath}/AM2R.xdelta", $"{profilePath}/{exe}");
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// Just in case the resulting file isn't set as executable...
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Process.Start("chmod", $"+x \"{profilePath}/{exe}\"")?.WaitForExit();
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// These are not needed by linux or Mac at all, so we delete them
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File.Delete($"{profilePath}/data.win");
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File.Delete($"{profilePath}/AM2R.exe");
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File.Delete($"{profilePath}/D3DX9_43.dll");
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// Move exe one directory out on Linux, move to MacOS folder instead on Mac
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if (OS.IsLinux)
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File.Move($"{profilePath}/{exe}", $"{profilePath}/../{exe}");
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else
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File.Move($"{profilePath}/{exe}", $"{profilePath.Replace("Resources", "MacOS")}/{exe}");
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}
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else
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{
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log.Error($"{OS.Name} does not have patching methods!");
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}
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// Applied patch
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if (OS.IsWindows || OS.IsMac) progress.Report(66);
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else if (OS.IsLinux) progress.Report(44); // Linux will take a bit longer, due to AppImage creation
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log.Info("xdelta patch(es) applied.");
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// Install new datafiles
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HelperMethods.DirectoryCopy($"{dataPath}/files_to_copy", profilePath);
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// HQ music
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if (!profile.UsesCustomMusic && useHqMusic)
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HelperMethods.DirectoryCopy($"{Core.PatchDataPath}/data/HDR_HQ_in-game_music", profilePath);
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// Linux post-process
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if (OS.IsLinux)
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{
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string assetsPath = profilePath;
|
|
profilePath = $"{Core.ProfilesPath}/{profile.Name}";
|
|
|
|
// Rename all songs to lowercase
|
|
foreach (FileInfo file in new DirectoryInfo(assetsPath).GetFiles())
|
|
{
|
|
if (file.Name.EndsWith(".ogg") && !File.Exists($"{file.DirectoryName}/{file.Name.ToLower()}"))
|
|
File.Move(file.FullName, $"{file.DirectoryName}/{file.Name.ToLower()}");
|
|
}
|
|
|
|
log.Info("Linux specific formatting finished.");
|
|
|
|
#if NOAPPIMAGE
|
|
// TODO: figure out a way to use patchelf to have users not rely on deprecated insecure ssl deps.
|
|
#else
|
|
// Copy AppImage template to here
|
|
HelperMethods.DirectoryCopy($"{Core.PatchDataPath}/data/AM2R.AppDir", $"{profilePath}/AM2R.AppDir/");
|
|
|
|
// Safety checks, in case the folders don't exist
|
|
Directory.CreateDirectory($"{profilePath}/AM2R.AppDir/usr/bin/");
|
|
Directory.CreateDirectory($"{profilePath}/AM2R.AppDir/usr/bin/assets/");
|
|
|
|
// Copy game assets to the AppImageDir
|
|
HelperMethods.DirectoryCopy(assetsPath, $"{profilePath}/AM2R.AppDir/usr/bin/assets/");
|
|
File.Copy($"{profilePath}/{exe}", $"{profilePath}/AM2R.AppDir/usr/bin/{exe}");
|
|
|
|
progress.Report(66);
|
|
|
|
// Temp save the currentWorkingDirectory and STDERR, change it to profilePath and null, call the tool, and change it back.
|
|
// Reason why STDERR is changed is because the tool prints some output to there that we don't want
|
|
string workingDir = Directory.GetCurrentDirectory();
|
|
TextWriter cliError = Console.Error;
|
|
Directory.SetCurrentDirectory(profilePath);
|
|
Console.SetError(new StreamWriter(Stream.Null));
|
|
Environment.SetEnvironmentVariable("ARCH", "x86_64");
|
|
Process.Start($"{Core.PatchDataPath}/utilities/appimagetool-x86_64.AppImage", "-n AM2R.AppDir")?.WaitForExit();
|
|
Directory.SetCurrentDirectory(workingDir);
|
|
Console.SetError(cliError);
|
|
|
|
// Clean files
|
|
Directory.Delete(assetsPath, true);
|
|
File.Delete($"{profilePath}/{exe}");
|
|
Directory.Delete($"{profilePath}/AM2R.AppDir", true);
|
|
if (File.Exists($"{profilePath}/AM2R.AppImage")) File.Delete($"{profilePath}/AM2R.AppImage");
|
|
File.Move($"{profilePath}/AM2R-x86_64.AppImage", $"{profilePath}/AM2R.AppImage");
|
|
log.Info("AppImage created!");
|
|
#endif
|
|
}
|
|
// Mac post-process
|
|
else if (OS.IsMac)
|
|
{
|
|
// Rename all songs to lowercase
|
|
foreach (FileInfo file in new DirectoryInfo(profilePath).GetFiles())
|
|
{
|
|
if (file.Name.EndsWith(".ogg") && !File.Exists($"{file.DirectoryName}/{file.Name.ToLower()}"))
|
|
File.Move(file.FullName, $"{file.DirectoryName}/{file.Name.ToLower()}");
|
|
}
|
|
|
|
// Loading custom fonts crashes on Mac, so we delete those if they exist
|
|
if (Directory.Exists($"{profilePath}/lang/fonts"))
|
|
Directory.Delete($"{profilePath}/lang/fonts", true);
|
|
|
|
// Move Frameworks, Info.plist and PkgInfo over
|
|
HelperMethods.DirectoryCopy($"{Core.PatchDataPath}/data/Frameworks", profilePath.Replace("Resources", "Frameworks"));
|
|
File.Copy($"{dataPath}/Info.plist", $"{profilePath.Replace("Resources", "")}/Info.plist", true);
|
|
File.Copy($"{Core.PatchDataPath}/data/PkgInfo", $"{profilePath.Replace("Resources", "")}/PkgInfo", true);
|
|
|
|
//Put profilePath back to what it was before
|
|
profilePath = $"{Core.ProfilesPath}/{profile.Name}";
|
|
}
|
|
|
|
// Copy profile.xml so we can grab data to compare for updates later!
|
|
// check if we're in PatchData or not, as we need to search for profile.xml in different locations.
|
|
if (new DirectoryInfo(dataPath).Parent?.Name == "PatchData")
|
|
File.Copy($"{dataPath}/../profile.xml", $"{profilePath}/profile.xml");
|
|
else
|
|
File.Copy($"{dataPath}/profile.xml", $"{profilePath}/profile.xml");
|
|
|
|
// Done
|
|
progress.Report(100);
|
|
log.Info($"Successfully installed profile {profile.Name}.");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if <paramref name="profile"/> is installed.
|
|
/// </summary>
|
|
/// <param name="profile">The <see cref="ProfileXML"/> that should be checked for installation.</param>
|
|
/// <returns><see langword="true"/> if yes, <see langword="false"/> if not.</returns>
|
|
public static bool IsProfileInstalled(ProfileXML profile)
|
|
{
|
|
if (OS.IsWindows) return File.Exists($"{Core.ProfilesPath}/{profile.Name}/AM2R.exe");
|
|
if (OS.IsLinux)
|
|
{
|
|
#if NOAPPIMAGE
|
|
// Use the exe name based on the desktop file in the AppImage, as that's what has been used for patching
|
|
string desktopContents = File.ReadAllText($"{Core.PatchDataPath}/data/AM2R.AppDir/AM2R.desktop");
|
|
string exe = Regex.Match(desktopContents, @"(?<=Exec=).*").Value;
|
|
return File.Exists($"{Core.ProfilesPath}/{profile.Name}/{exe}");
|
|
#else
|
|
return File.Exists($"{Core.ProfilesPath}/{profile.Name}/AM2R.AppImage");
|
|
#endif
|
|
}
|
|
if (OS.IsMac) return Directory.Exists($"{Core.ProfilesPath}/{profile.Name}/AM2R.app");
|
|
|
|
log.Error($"{OS.Name} can't have profiles installed!");
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates an APK of the selected <paramref name="profile"/>.
|
|
/// </summary>
|
|
/// <param name="profile"><see cref="ProfileXML"/> to be compiled into an APK.</param>
|
|
/// <param name="useHqMusic">Whether to create the APK with high quality music or not.</param>
|
|
/// <param name="progress">Provides the current progress of this method.</param>
|
|
public static void CreateApk(ProfileXML profile, bool useHqMusic, IProgress<int> progress)
|
|
{
|
|
// Overall safety check just in case of bad situations
|
|
if (!profile.SupportsAndroid)
|
|
{
|
|
progress.Report(100);
|
|
return;
|
|
}
|
|
|
|
log.Info($"Creating Android APK for profile {profile.Name}.");
|
|
|
|
// Create working dir after some cleanup
|
|
string apktoolPath = $"{Core.PatchDataPath}/utilities/android/apktool.jar";
|
|
string uberPath = $"{Core.PatchDataPath}/utilities/android/uber-apk-signer.jar";
|
|
string tempDir = new DirectoryInfo($"{CrossPlatformOperations.CurrentPath}/temp").FullName;
|
|
string dataPath = CrossPlatformOperations.CurrentPath + profile.DataPath;
|
|
|
|
// Clean up in case Directory exists already
|
|
if (Directory.Exists(tempDir))
|
|
Directory.Delete(tempDir, true);
|
|
Directory.CreateDirectory(tempDir);
|
|
|
|
log.Info("Cleanup, variables, and working directory created.");
|
|
progress.Report(14);
|
|
|
|
// Decompile AM2RWrapper.apk
|
|
//TODO: double check if this still works on machines with non-ascii characters. See explanation in CrossPlatformOperations.PatchXdelta
|
|
CrossPlatformOperations.RunJavaJar($"\"{apktoolPath}\" d \"{dataPath}/android/AM2RWrapper.apk\"", tempDir);
|
|
log.Info("AM2RWrapper decompiled.");
|
|
progress.Report(28);
|
|
|
|
// Add datafiles: 1.1, new datafiles, hq music, am2r.ini
|
|
string workingDir = $"{tempDir}/AM2RWrapper/assets";
|
|
ZipFile.ExtractToDirectory(Core.AM2R11File, workingDir);
|
|
HelperMethods.DirectoryCopy($"{dataPath}/files_to_copy", workingDir);
|
|
|
|
if (useHqMusic)
|
|
HelperMethods.DirectoryCopy($"{Core.PatchDataPath}/data/HDR_HQ_in-game_music", workingDir);
|
|
|
|
// Yes, I'm aware this is dumb. If you've got any better ideas for how to copy a seemingly randomly named .ini from this folder to the APK, please let me know.
|
|
foreach (FileInfo file in new DirectoryInfo(dataPath).GetFiles().Where(f => f.Name.EndsWith("ini")))
|
|
File.Copy(file.FullName, $"{workingDir}/{file.Name}");
|
|
|
|
log.Info("AM2R_11.zip extracted and datafiles copied into AM2RWrapper.");
|
|
progress.Report(42);
|
|
|
|
// Patch data.win to game.droid
|
|
CrossPlatformOperations.ApplyXdeltaPatch($"{workingDir}/data.win", $"{dataPath}/droid.xdelta", $"{workingDir}/game.droid");
|
|
log.Info("game.droid successfully patched.");
|
|
progress.Report(56);
|
|
|
|
// Delete unnecessary files
|
|
File.Delete($"{workingDir}/AM2R.exe");
|
|
File.Delete($"{workingDir}/D3DX9_43.dll");
|
|
File.Delete($"{workingDir}/explanations.txt");
|
|
File.Delete($"{workingDir}/modifiers.ini");
|
|
File.Delete($"{workingDir}/readme.txt");
|
|
File.Delete($"{workingDir}/data.win");
|
|
Directory.Delete($"{workingDir}/mods", true);
|
|
Directory.Delete($"{workingDir}/lang/headers", true);
|
|
if (OS.IsLinux) File.Delete($"{workingDir}/icon.png");
|
|
|
|
// Modify apktool.yml to NOT compress ogg files
|
|
string apktoolText = File.ReadAllText($"{workingDir}/../apktool.yml");
|
|
apktoolText = apktoolText.Replace("doNotCompress:", "doNotCompress:\n- ogg");
|
|
File.WriteAllText($"{workingDir}/../apktool.yml", apktoolText);
|
|
log.Info("Unnecessary files removed, apktool.yml modified to prevent ogg compression.");
|
|
progress.Report(70);
|
|
|
|
// Rebuild APK
|
|
CrossPlatformOperations.RunJavaJar($"\"{apktoolPath}\" b AM2RWrapper -o \"{profile.Name}.apk\"", tempDir);
|
|
log.Info($"AM2RWrapper rebuilt into {profile.Name}.apk.");
|
|
progress.Report(84);
|
|
|
|
// Debug-sign APK
|
|
CrossPlatformOperations.RunJavaJar($"\"{uberPath}\" -a \"{profile.Name}.apk\"", tempDir);
|
|
|
|
// Extra file cleanup
|
|
File.Copy($"{tempDir}/{profile.Name}-aligned-debugSigned.apk", $"{CrossPlatformOperations.CurrentPath}/{profile.Name}.apk", true);
|
|
log.Info($"{profile.Name}.apk signed and moved to {CrossPlatformOperations.CurrentPath}/{profile.Name}.apk.");
|
|
HelperMethods.DeleteDirectory(tempDir);
|
|
|
|
// Done
|
|
progress.Report(100);
|
|
log.Info($"Successfully created Android APK for profile {profile.Name}.");
|
|
CrossPlatformOperations.OpenFolderAndSelectFile($"{CrossPlatformOperations.CurrentPath}/{profile.Name}.apk");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Runs the game from a given profile.
|
|
/// </summary>
|
|
/// <param name="profile">The <see cref="ProfileXML"/> that should be run.</param>
|
|
/// <param name="useLogging">Whether game logging should take place.</param>
|
|
public static void RunGame(ProfileXML profile, bool useLogging)
|
|
{
|
|
// These are used on all OS for game logging
|
|
string savePath = OS.IsWindows ? Environment.ExpandEnvironmentVariables(profile.SaveLocation)
|
|
: profile.SaveLocation.Replace("~", CrossPlatformOperations.Home);
|
|
DirectoryInfo logDir = new DirectoryInfo($"{savePath}/logs");
|
|
string date = DateTime.Now.ToString("yyyy.MM.dd HH-mm-ss");
|
|
string logFile = $"{logDir.FullName}/{profile.Name}.txt";
|
|
string gameDirectory = $"{Core.ProfilesPath}/{profile.Name}";
|
|
|
|
log.Info($"Launching game profile {profile.Name}.");
|
|
if (OS.IsWindows)
|
|
{
|
|
// Sets the arguments to empty, or to the profiles' logs folder to create time based logs.
|
|
string arguments = "";
|
|
|
|
// Game logging
|
|
if (useLogging)
|
|
{
|
|
log.Info($"Performing logging setup for profile {profile.Name}.");
|
|
|
|
// Check if directory exists, and roll log file over if necessary
|
|
if (!Directory.Exists(logDir.FullName))
|
|
Directory.CreateDirectory(logDir.FullName);
|
|
|
|
if (File.Exists(logFile))
|
|
HelperMethods.RecursiveRollover(logFile, 5);
|
|
|
|
// Write log header to file
|
|
StringBuilder stringBuilder = new StringBuilder();
|
|
stringBuilder.Append($"AM2RLauncher {Core.Version} log generated at {date}");
|
|
if (OS.IsThisRunningFromWINE)
|
|
stringBuilder.Append("Using WINE!");
|
|
File.WriteAllText(logFile, stringBuilder.ToString());
|
|
|
|
arguments = $"-debugoutput \"{logFile}\" -output \"{logFile}\"";
|
|
}
|
|
|
|
ProcessStartInfo processStartInfo = new ProcessStartInfo
|
|
{
|
|
WorkingDirectory = gameDirectory,
|
|
FileName = $"{gameDirectory}/AM2R.exe",
|
|
Arguments = arguments
|
|
};
|
|
|
|
log.Info($"CWD of Profile is {processStartInfo.WorkingDirectory}");
|
|
|
|
using Process process = new Process { StartInfo = processStartInfo };
|
|
process.Start();
|
|
Core.SetForegroundWindow(process.MainWindowHandle);
|
|
process.WaitForExit();
|
|
}
|
|
else if (OS.IsLinux)
|
|
{
|
|
// HACK: GMS1.4 has issues on Linux / Steam Deck if Fullscreen is disabled
|
|
// If the user never launched AM2R before, we create an almost empty config that just
|
|
// has fullscreen set to false, so they don't run into any issues. Game will handle the rest.
|
|
string am2rConfigPath = profile.SaveLocation.Replace("~", CrossPlatformOperations.Home) + "/config.ini";
|
|
if (!File.Exists(am2rConfigPath))
|
|
File.WriteAllText(am2rConfigPath, "[Screen]\nFullscreen=\"0\"\nScale=\"3\"");
|
|
|
|
ProcessStartInfo startInfo = new ProcessStartInfo
|
|
{
|
|
UseShellExecute = false,
|
|
WorkingDirectory = gameDirectory,
|
|
#if NOAPPIMAGE
|
|
FileName = $"{gameDirectory}/runner"
|
|
#else
|
|
FileName = $"{gameDirectory}/AM2R.AppImage"
|
|
#endif
|
|
};
|
|
|
|
log.Info($"CWD of Profile is {startInfo.WorkingDirectory}");
|
|
|
|
if (log.IsDebugEnabled)
|
|
{
|
|
log.Debug("Launching game with following variables: ");
|
|
foreach (System.Collections.DictionaryEntry item in startInfo.EnvironmentVariables)
|
|
log.Debug($"Key: \"{item.Key}\" Value: \"{item.Value}\"");
|
|
}
|
|
|
|
using Process process = new Process();
|
|
process.StartInfo = startInfo;
|
|
|
|
// Game logging
|
|
if (useLogging)
|
|
{
|
|
log.Info($"Performing logging setup for profile {profile.Name}.");
|
|
|
|
// Check if directory exists, and roll log file over if necessary
|
|
if (!Directory.Exists(logDir.FullName))
|
|
Directory.CreateDirectory(logDir.FullName);
|
|
|
|
if (File.Exists(logFile))
|
|
HelperMethods.RecursiveRollover(logFile, 5);
|
|
|
|
// Write log header to file
|
|
File.WriteAllText(logFile, $"AM2RLauncher {Core.Version} log generated at {date}");
|
|
|
|
// Append STDOUT and STDERR to file if we get anything.
|
|
// Should this maybe be done synchronously?
|
|
process.StartInfo.RedirectStandardOutput = true;
|
|
process.OutputDataReceived += (_, e) => { File.AppendAllText(logFile, $"{e.Data}\n"); };
|
|
|
|
process.StartInfo.RedirectStandardError = true;
|
|
process.ErrorDataReceived += (_, e) => { File.AppendAllText(logFile, $"{e.Data}\n"); };
|
|
}
|
|
|
|
process.Start();
|
|
if (useLogging)
|
|
{
|
|
process.BeginOutputReadLine();
|
|
process.BeginErrorReadLine();
|
|
}
|
|
process.WaitForExit();
|
|
}
|
|
else if (OS.IsMac)
|
|
{
|
|
// Sets the arguments to only open, or to the profiles' logs folder to create time based logs.
|
|
string arguments = "AM2R.app -W";
|
|
|
|
// Game logging
|
|
if (useLogging)
|
|
{
|
|
log.Info($"Performing logging setup for profile {profile.Name}.");
|
|
|
|
// Check if directory exists, and roll log file over if necessary
|
|
if (!Directory.Exists(logDir.FullName))
|
|
Directory.CreateDirectory(logDir.FullName);
|
|
|
|
if (File.Exists(logFile))
|
|
HelperMethods.RecursiveRollover(logFile, 5);
|
|
|
|
// Write log header to file
|
|
File.WriteAllText(logFile, $"AM2RLauncher {Core.Version} log generated at {date}");
|
|
|
|
arguments += $" --stdout \"{logFile}\" --stderr \"{logFile}\"";
|
|
}
|
|
|
|
ProcessStartInfo processStartInfo = new ProcessStartInfo
|
|
{
|
|
WorkingDirectory = gameDirectory,
|
|
FileName = "open",
|
|
Arguments = arguments
|
|
};
|
|
|
|
log.Info($"CWD of Profile is {processStartInfo.WorkingDirectory}");
|
|
|
|
using Process process = new Process { StartInfo = processStartInfo };
|
|
process.Start();
|
|
process.WaitForExit();
|
|
}
|
|
else
|
|
log.Error($"{OS.Name} cannot run games!");
|
|
|
|
log.Info($"Profile {profile.Name} process exited.");
|
|
}
|
|
} |