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AM2RPortHelper/GlennLib/RawMods.cs

705 lines
37 KiB

using System.Diagnostics;
using System.IO.Compression;
using System.Runtime.InteropServices;
using System.Security;
using System.Text.RegularExpressions;
using UndertaleModLib;
using UndertaleModLib.Decompiler;
using UndertaleModLib.Models;
namespace GlennLib;
public abstract class RawMods : ModsBase
{
// For completionist sake, it should be possible to also port raw APKs to win/lin/mac
// But until some person actually shows up that needs this feature, I'm too lazy to implement it
/// <summary>
/// Determines for which OS a raw mod zip was made for.
/// </summary>
/// <param name="inputRawZipPath">The path to the raw mod zip.</param>
/// <returns>The OS for which the zip was made for as <see cref="Core.ModOS"/>.</returns>
/// <exception cref="NotSupportedException">The OS for which the zip was made for could not be determined.</exception>
public static Core.ModOS GetModOSOfRawZip(string inputRawZipPath)
{
if (inputRawZipPath is null)
throw new ArgumentNullException(nameof(inputRawZipPath) + " cannot be null!");
if (!File.Exists(inputRawZipPath))
throw new FileNotFoundException(nameof(inputRawZipPath) + " does not exist!");
ZipArchive archive = ZipFile.OpenRead(inputRawZipPath);
// Since exe's can be differently named, we'll search for exactly one exe in no subdirectories.
var exeList = archive.Entries.Where(f => f.FullName.EndsWith(".exe")).ToList();
if (exeList.Count == 1 && !exeList[0].FullName.Contains('/') && archive.Entries.Any(f => f.FullName == "data.win"))
return Core.ModOS.Windows;
if (archive.Entries.Any(f => f.FullName == "runner") && archive.Entries.Any(f => f.FullName == "assets/game.unx"))
return Core.ModOS.Linux;
// I probably *should* use fullpaths for these, but the .app file could technically be different and don't want to thinka bout how to circumvent it
if (archive.Entries.Any(f => f.FullName.EndsWith(".app/Contents/MacOS/Mac_Runner")) && archive.Entries.Any(f => f.FullName.EndsWith(".app/Contents/Resources/game.ios"))
&& archive.Entries.Any(f => f.FullName.EndsWith(".app/Contents/Info.plist")) && archive.Entries.Any(f => f.FullName.EndsWith(".app/Contents/PkgInfo"))
&& archive.Entries.Any(f => f.FullName.EndsWith(".app/Contents/Frameworks/libYoYoGamepad.dylib")) && archive.Entries.Any(f => f.FullName.EndsWith(".app/Contents/Frameworks/libYoYoIAP.dylib")))
return Core.ModOS.Mac;
throw new NotSupportedException("The OS of the mod zip is unknown and thus not supported");
}
/// <summary>
/// Gets the file path of a PNG resource, either from the embedded assembly, or from an overwrite in a specific path.
/// </summary>
/// <param name="nameOfResource">The name of a resource, without any extension.</param>
/// <param name="userResourcePath">A custom resource path, that should be used instead if it exists.</param>
/// <returns>If <paramref name="userResourcePath"/>exists, it will return that, otherwise an accessible file path to the resource.</returns>
/// <exception cref="InvalidDataException"><paramref name="nameOfResource"/> does not exist as an embedded resource.</exception>
public static string GetProperPathToBuiltinIcons(string nameOfResource, string userResourcePath)
{
string SubCaseFunction(string resource)
{
if (File.Exists(userResourcePath))
return userResourcePath;
var byteArray = resource switch
{
nameof(Resources.icon) + ".png" => Resources.icon,
nameof(Resources.splash) + ".png" => Resources.splash,
_ => throw new InvalidDataException("SubCaseFunction was called with an improper resource!")
};
string resPath = TempDir + "/" + resource;
if (File.Exists(resPath))
File.Delete(resPath);
File.WriteAllBytes(resPath, byteArray);
return resPath;
}
switch (nameOfResource)
{
case nameof(Resources.icon):
return SubCaseFunction(nameof(Resources.icon) + ".png");
case nameof(Resources.splash):
return SubCaseFunction(nameof(Resources.splash) + ".png");
default: throw new InvalidDataException(nameOfResource + " is an unknown Icon!");
}
}
/// <summary>
/// Ports a raw AM2R mod zip for Linux.
/// </summary>
/// <param name="inputRawZipPath">The path to the raw mod zip.</param>
/// <param name="outputRawZipPath">The path where the ported Windows mod zip should be saved to.</param>
/// <param name="outputDelegate">A delegate to post output info to.</param>
/// <exception cref="NotSupportedException">The raw mod zip was made for an OS that can't be determined.</exception>
public static void PortToWindows(string inputRawZipPath, string outputRawZipPath, OutputHandlerDelegate outputDelegate = null)
{
CheckIfOutputPathIsNull(outputRawZipPath);
Core.ModOS currentOS = GetModOSOfRawZip(inputRawZipPath);
outputDelegate.SendOutput("Zip Recognized as " + currentOS);
if (currentOS == Core.ModOS.Windows)
{
outputDelegate.SendOutput("Zip is already a raw Windows zip. Copying to output directory...");
File.Copy(inputRawZipPath, outputRawZipPath);
return;
}
string extractDirectory = TempDir + "/" + Guid.NewGuid();
// Check if temp folder exists, delete if yes, extract zip to there
if (Directory.Exists(extractDirectory))
Directory.Delete(extractDirectory, true);
outputDelegate.SendOutput("Extracting for Raw Windows...");
Directory.CreateDirectory(extractDirectory);
ZipFile.ExtractToDirectory(inputRawZipPath, extractDirectory);
// Delete unnecessary files, rename data.win, move in the new runner
outputDelegate.SendOutput("Delete unnecessary files for Windows...");
switch (currentOS)
{
case Core.ModOS.Linux:
File.Delete(extractDirectory + "/runner");
HelperMethods.DirectoryCopy(extractDirectory + "/assets", extractDirectory);
Directory.Delete(extractDirectory + "/assets", true);
File.Move(extractDirectory + "/game.unx", extractDirectory + "/data.win");
break;
case Core.ModOS.Mac:
var appDir = new DirectoryInfo(extractDirectory).GetDirectories().First(n => n.Name.EndsWith(".app"));
HelperMethods.DirectoryCopy(extractDirectory + "/" + appDir.Name + "/Contents/Resources", extractDirectory);
File.Delete(extractDirectory + "/gamecontrollerdb.txt");
File.Delete(extractDirectory + "/yoyorunner.config");
Directory.Delete(extractDirectory + "/English.lproj", true);
Directory.Delete(extractDirectory + "/" + appDir.Name, true);
File.Move(extractDirectory + "/game.ios", extractDirectory + "/data.win");
break;
default: throw new NotSupportedException("The OS of the mod zip is unknown and thus not supported.");
}
File.Copy(UtilDir + "/executable.exe", extractDirectory + "/AM2R.exe");
File.Copy(UtilDir + "/D3DX9_43.dll", extractDirectory + "/D3DX9_43.dll");
//zip the result
outputDelegate.SendOutput("Creating raw Windows zip...");
ZipFile.CreateFromDirectory(extractDirectory, outputRawZipPath);
// Clean up
Directory.Delete(TempDir, true);
}
/// <summary>
/// Ports a raw AM2R mod zip for Linux.
/// </summary>
/// <param name="inputRawZipPath">The path to the raw mod zip.</param>
/// <param name="outputRawZipPath">The path where the ported Linux mod zip should be saved to.</param>
/// <param name="pathToIcon">The path to an icon PNG image that should be used on Linux for i.e. the taskbar.
/// If this is <see langword="null"/>, a default stock icon is used.</param>
/// <param name="pathToSplashScreen">The path to an splash PNG image that should be used on Linux when starting the game.
/// If this is <see langword="null"/>, a default stock splash screen is used.</param>
/// <param name="outputDelegate">A delegate to post output info to.</param>
/// <exception cref="NotSupportedException">The raw mod zip was made for an OS that can't be determined.</exception>
public static void PortToLinux(string inputRawZipPath, string outputRawZipPath, string pathToIcon = null, string pathToSplashScreen = null,
OutputHandlerDelegate outputDelegate = null)
{
CheckIfOutputPathIsNull(outputRawZipPath);
Core.ModOS currentOS = GetModOSOfRawZip(inputRawZipPath);
outputDelegate.SendOutput("Zip Recognized as " + currentOS);
string extractDirectory = TempDir + "/" + Guid.NewGuid();
string assetsDir = extractDirectory + "/assets";
// Check if temp folder exists, delete if yes, extract zip to there
if (Directory.Exists(extractDirectory))
Directory.Delete(extractDirectory, true);
outputDelegate.SendOutput("Extracting for Raw Linux...");
Directory.CreateDirectory(assetsDir);
// Zip is linux, so just overwrite the icons/splashes
if (currentOS == Core.ModOS.Linux)
{
ZipFile.ExtractToDirectory(inputRawZipPath, extractDirectory);
outputDelegate.SendOutput("Zip is already a raw Linux zip. Checking and replacing icons and splashes...");
File.Copy(GetProperPathToBuiltinIcons(nameof(Resources.icon), pathToIcon), assetsDir + "/icon.png", true);
File.Copy(GetProperPathToBuiltinIcons(nameof(Resources.splash), pathToSplashScreen), assetsDir + "/splash.png", true);
outputDelegate.SendOutput("Creating raw Linux zip...");
ZipFile.CreateFromDirectory(extractDirectory, outputRawZipPath);
Directory.Delete(TempDir, true);
return;
}
ZipFile.ExtractToDirectory(inputRawZipPath, assetsDir);
// Delete unnecessary files, rename data.win, move in the new runner
outputDelegate.SendOutput("Delete unnecessary files for Linux...");
switch (currentOS)
{
case Core.ModOS.Windows:
var exeFile = new DirectoryInfo(assetsDir).GetFiles().First(f => f.Name.EndsWith(".exe"));
exeFile.Delete();
File.Delete(assetsDir + "/D3DX9_43.dll");
File.Move(assetsDir + "/data.win", assetsDir + "/game.unx");
break;
case Core.ModOS.Mac:
var appDir = new DirectoryInfo(assetsDir).GetDirectories().First(n => n.Name.EndsWith(".app"));
HelperMethods.DirectoryCopy(assetsDir + "/" + appDir.Name + "/Contents/Resources", assetsDir);
File.Delete(assetsDir + "/gamecontrollerdb.txt");
File.Delete(assetsDir + "/yoyorunner.config");
Directory.Delete(assetsDir + "/English.lproj", true);
Directory.Delete(assetsDir + "/" + appDir.Name, true);
File.Move(assetsDir + "/game.ios", assetsDir + "/game.unx");
break;
default: throw new NotSupportedException("The OS of the mod zip is unknown and thus not supported");
}
File.Copy(UtilDir + "/runner", extractDirectory + "/runner");
File.Copy(GetProperPathToBuiltinIcons(nameof(Resources.icon), pathToIcon), assetsDir + "/icon.png", true);
File.Copy(GetProperPathToBuiltinIcons(nameof(Resources.splash), pathToSplashScreen), assetsDir + "/splash.png", true);
//recursively lowercase everything in the assets folder
outputDelegate.SendOutput("Lowercase everything in the assets folder...");
HelperMethods.LowercaseFolder(assetsDir);
//zip the result
outputDelegate.SendOutput("Creating raw Linux zip...");
ZipFile.CreateFromDirectory(extractDirectory, outputRawZipPath);
// Clean up
Directory.Delete(TempDir, true);
}
/// <summary>
/// Ports a raw AM2R mod zip for Android.
/// </summary>
/// <param name="inputRawZipPath">The path to the raw mod zip.</param>
/// <param name="outputRawApkPath">The path where the ported Android mod apk should be saved to.</param>
/// <param name="useCustomSaveDirectory">Whether the mod should use a custom save location on Android.</param>
/// <param name="usesInternet">Whether the mod needs an Internet connection.</param>
/// <param name="pathToIcon">The path to an icon PNG image that should be used on Android for i.e. the home screen.
/// If this is <see langword="null"/>, a default stock icon is used.</param>
/// <param name="pathToSplashScreen">The path to an splash PNG image that should be used on Android when starting the game.
/// If this is <see langword="null"/>, a default stock splash screen is used.</param>
/// <param name="outputDelegate">A delegate to post output info to.</param>
/// <exception cref="NotSupportedException">The raw mod zip was made for an OS that can't be determined.</exception>
/// <exception cref="InvalidDataException"><paramref name="useCustomSaveDirectory"/> was given, but the display name of the mod is unsuitable as a name for the directory.
/// - or - <paramref name="useCustomSaveDirectory"/> was given, but the display name is the same as vanilla AM2R ("AM2R").</exception>
public static void PortToAndroid(string inputRawZipPath, string outputRawApkPath, string pathToIcon = null, string pathToSplashScreen = null,
bool useCustomSaveDirectory = false, bool usesInternet = false, OutputHandlerDelegate outputDelegate = null)
{
CheckIfOutputPathIsNull(outputRawApkPath);
Core.ModOS currentOS = GetModOSOfRawZip(inputRawZipPath);
outputDelegate.SendOutput("Zip Recognized as " + currentOS);
string extractDirectory = TempDir + "/" + Guid.NewGuid();
string apkDir = extractDirectory + "/apk";
string apkAssetsDir = apkDir + "/assets";
string bin = RuntimeInformation.IsOSPlatform(OSPlatform.Windows) ? "cmd.exe" : "java";
string args = RuntimeInformation.IsOSPlatform(OSPlatform.Windows) ? "/C java -jar " : "-jar ";
string apktool = CurrentDir + "/utils/apktool.jar";
string signer = CurrentDir + "/utils/uber-apk-signer.jar";
string signedApkBuild = extractDirectory + "/build-aligned-debugSigned.apk";
// Check if temp folder exists, delete if yes, extract zip to there
if (Directory.Exists(extractDirectory))
Directory.Delete(extractDirectory, true);
Directory.CreateDirectory(extractDirectory);
// Run APKTOOL and decompress the file
outputDelegate.SendOutput("Decompiling apk...");
ProcessStartInfo pStartInfo = new ProcessStartInfo
{
FileName = bin,
Arguments = args + "\"" + apktool + "\" d -f -o \"" + apkDir + "\" \"" + UtilDir + "/AM2RWrapper.apk" + "\"",
CreateNoWindow = true
};
Process p = new Process { StartInfo = pStartInfo };
p.Start();
p.WaitForExit();
outputDelegate.SendOutput("Extracting for Raw Android...");
ZipFile.ExtractToDirectory(inputRawZipPath, apkAssetsDir);
// Delete unnecessary files, rename data.win, move in the new runner
outputDelegate.SendOutput("Delete unnecessary files for Android...");
switch (currentOS)
{
case Core.ModOS.Windows:
var exeFile = new DirectoryInfo(apkAssetsDir).GetFiles().First(f => f.Name.EndsWith(".exe"));
exeFile.Delete();
File.Delete(apkAssetsDir + "/D3DX9_43.dll");
File.Move(apkAssetsDir + "/data.win", apkAssetsDir + "/game.droid");
break;
case Core.ModOS.Linux:
File.Delete(apkAssetsDir + "/runner");
HelperMethods.DirectoryCopy(apkAssetsDir + "/assets", apkAssetsDir);
Directory.Delete(apkAssetsDir + "/assets", true);
File.Move(apkAssetsDir + "/game.unx", apkAssetsDir + "/game.droid");
break;
case Core.ModOS.Mac:
var appDir = new DirectoryInfo(apkAssetsDir).GetDirectories().First(n => n.Name.EndsWith(".app"));
HelperMethods.DirectoryCopy(apkAssetsDir + "/" + appDir.Name + "/Contents/Resources", apkAssetsDir);
File.Delete(apkAssetsDir + "/gamecontrollerdb.txt");
File.Delete(apkAssetsDir + "/yoyorunner.config");
Directory.Delete(apkAssetsDir + "/English.lproj", true);
Directory.Delete(apkAssetsDir + "/" + appDir.Name, true);
File.Move(apkAssetsDir + "/game.ios", apkAssetsDir + "/game.droid");
break;
default: throw new NotSupportedException("The OS of the mod zip is unknown and thus not supported");
}
// The wrapper always has a splash image, so we want to overwrite it.
File.Copy(GetProperPathToBuiltinIcons(nameof(Resources.splash), pathToSplashScreen), apkAssetsDir + "/splash.png", true);
//recursively lowercase everything in the assets folder
outputDelegate.SendOutput("Lowercase everything in the assets folder...");
HelperMethods.LowercaseFolder(apkAssetsDir);
// Edit apktool.yml to not compress music
outputDelegate.SendOutput("Edit settings file to not compress OGGs...");
string yamlFile = File.ReadAllText(apkDir + "/apktool.yml");
yamlFile = yamlFile.Replace("doNotCompress:", "doNotCompress:\n- ogg");
File.WriteAllText(apkDir + "/apktool.yml", yamlFile);
outputDelegate.SendOutput("Save new icons");
// Edit the icons in the apk. Wrapper always has these, so we need to overwrite these too.
string resPath = apkDir + "/res";
// Icon should only be read from if its there, otherwise default frog icon should be in the assembly
string origPath = GetProperPathToBuiltinIcons(nameof(Resources.icon), pathToIcon);
HelperMethods.SaveAndroidIcon(origPath, 96, resPath + "/drawable/icon.png");
HelperMethods.SaveAndroidIcon(origPath, 72, resPath + "/drawable-hdpi-v4/icon.png");
HelperMethods.SaveAndroidIcon(origPath, 36, resPath + "/drawable-ldpi-v4/icon.png");
HelperMethods.SaveAndroidIcon(origPath, 48, resPath + "/drawable-mdpi-v4/icon.png");
HelperMethods.SaveAndroidIcon(origPath, 96, resPath + "/drawable-xhdpi-v4/icon.png");
HelperMethods.SaveAndroidIcon(origPath, 144, resPath + "/drawable-xxhdpi-v4/icon.png");
HelperMethods.SaveAndroidIcon(origPath, 192, resPath + "/drawable-xxxhdpi-v4/icon.png");
// On certain occasions, we need to modify the manifest file.
if (useCustomSaveDirectory || usesInternet)
{
string manifestFile = File.ReadAllText(apkDir + "/AndroidManifest.xml");
// If a custom name was given, replace it everywhere.
if (useCustomSaveDirectory)
{
outputDelegate.SendOutput("Get display name...");
string modName;
FileInfo datafile = new FileInfo(apkAssetsDir + "/game.droid");
using (FileStream fs = datafile.OpenRead())
{
UndertaleData gmData = UndertaleIO.Read(fs, outputDelegate.SendOutput, outputDelegate.SendOutput);
modName = gmData.GeneralInfo.DisplayName.Content;
}
modName = modName.Replace(" ", "").Replace(":", "").Replace(".", "");
modName = modName.Replace("-", "_");
// throw if name is vanilla
if (modName == "AM2R")
throw new InvalidDataException("The display name cannot be " + modName + ", as that's the same as vanilla AM2R and would cause it to not have custom saves!");
// rules for name: A-Z, a-z, digits, underscore and needs to start with letters
Regex nameReg = new Regex(@"^[a-zA-Z][a-zA-Z0-9_]*$");
if (!nameReg.Match(modName).Success)
throw new InvalidDataException("The display name \"" + modName + "\" is invalid! The name has to start with letters (a-z/A-Z), and can only contain letters, digits, space, colon and underscore!");
outputDelegate.SendOutput("Replace Android save directory...");
// first in the manifest
manifestFile = manifestFile.Replace("com.companyname.AM2RWrapper", $"com.companyname.{modName}");
// then in the rest
string AndroidIdReplace(string content)
{
return content.Replace("com.companyname.AM2RWrapper", $"com.companyname.{modName}")
.Replace("com/companyname/AM2RWrapper", $"com/companyname/{modName}")
.Replace("com$companyname$AM2RWrapper", $"com$companyname${modName}");
}
foreach (var file in Directory.GetFiles($"{apkDir}/smali/com/yoyogames/runner"))
{
var content = File.ReadAllText(file);
content = AndroidIdReplace(content);
File.WriteAllText(file, content);
}
var am2rWrapperDir = new DirectoryInfo($"{apkDir}/smali/com/companyname/AM2RWrapper");
foreach (var file in am2rWrapperDir.GetFiles())
{
var content = File.ReadAllText(file.FullName);
content = AndroidIdReplace(content);
File.WriteAllText(file.FullName, content);
}
am2rWrapperDir.MoveTo($"{apkDir}/smali/com/companyname/{modName}");
var layoutContent = File.ReadAllText($"{apkDir}/res/layout/main.xml");
layoutContent = AndroidIdReplace(layoutContent);
File.WriteAllText($"{apkDir}/res/layout/main.xml", layoutContent);
}
// Add internet permission, keying off the Bluetooth permission.
if (usesInternet)
{
outputDelegate.SendOutput("Replace Internet permission...");
const string bluetoothPermission = "<uses-permission android:name=\"android.permission.BLUETOOTH\"/>";
const string internetPermission = "<uses-permission android:name=\"android.permission.INTERNET\"/>";
manifestFile = manifestFile.Replace(bluetoothPermission, internetPermission + "\n " + bluetoothPermission);
}
File.WriteAllText(apkDir + "/AndroidManifest.xml", manifestFile);
}
// Run APKTOOL and build the apk
outputDelegate.SendOutput("Rebuild apk...");
pStartInfo = new ProcessStartInfo
{
FileName = bin,
// Use aapt2 and nc are to ensure that aapt doesn't preprocess images before using then. Needed for tests.
Arguments = args + "\"" + apktool + "\" b \"" + apkDir + "\" -o \"" + extractDirectory + "/build.apk" + "\" --use-aapt2 -nc ",
CreateNoWindow = true
};
p = new Process { StartInfo = pStartInfo };
p.Start();
p.WaitForExit();
// Sign the apk
outputDelegate.SendOutput("Sign apk...");
pStartInfo = new ProcessStartInfo
{
FileName = bin,
Arguments = args + "\"" + signer + "\" -a \"" + extractDirectory + "/build.apk" + "\"",
CreateNoWindow = true
};
p = new Process { StartInfo = pStartInfo };
p.Start();
p.WaitForExit();
//Move apk
File.Move(signedApkBuild, outputRawApkPath);
// Clean up
Directory.Delete(TempDir, true);
}
/// <summary>
/// Ports a raw AM2R mod zip for macOS.
/// </summary>
/// <param name="inputRawZipPath">The path to the raw mod zip.</param>
/// <param name="outputRawZipPath">he path where the ported Mac mod zip should be saved to.</param>
/// <param name="pathToIcon">The path to an icon PNG image that should be used on Mac for i.e. the dock.
/// If this is <see langword="null"/>, a default stock icon is used.</param>
/// <param name="pathToSplashScreen">The path to an splash PNG image that should be used on macOS when starting the game.
/// If this is <see langword="null"/>, a default stock splash screen is used.</param>
/// <param name="outputDelegate">A delegate to post output info to.</param>
/// <exception cref="NotSupportedException">The raw mod zip was made for an OS that can't be determined.</exception>
public static void PortToMac(string inputRawZipPath, string outputRawZipPath, string pathToIcon = null, string pathToSplashScreen = null,
OutputHandlerDelegate outputDelegate = null)
{
CheckIfOutputPathIsNull(outputRawZipPath);
Core.ModOS currentOS = GetModOSOfRawZip(inputRawZipPath);
outputDelegate.SendOutput("Zip Recognized as " + currentOS);
string baseTempDirectory = TempDir + "/" + Guid.NewGuid();
string extractDirectory = baseTempDirectory + "/extract";
string appDirectory = baseTempDirectory + "/AM2R.app";
string contentsDir = baseTempDirectory + "/Contents";
string assetsDir = contentsDir + "/Resources";
// Check if temp folder exists, delete if yes, copy bare runner to there
if (Directory.Exists(baseTempDirectory))
Directory.Delete(baseTempDirectory, true);
// Zip is Mac, so just overwrite the icons/splashes
if (currentOS == Core.ModOS.Mac)
{
// Assign variables differently since we already have a working version
contentsDir = appDirectory + "/Contents";
assetsDir = contentsDir + "/Resources";
ZipFile.ExtractToDirectory(inputRawZipPath, baseTempDirectory);
outputDelegate.SendOutput("Zip is already a raw Mac zip. Checking and replacing icons and splashes...");
File.Copy(GetProperPathToBuiltinIcons(nameof(Resources.icon), pathToIcon), assetsDir + "/icon.png", true);
File.Copy(GetProperPathToBuiltinIcons(nameof(Resources.splash), pathToSplashScreen), assetsDir + "/splash.png", true);
outputDelegate.SendOutput("Creating raw Mac zip...");
ZipFile.CreateFromDirectory(baseTempDirectory, outputRawZipPath);
Directory.Delete(TempDir, true);
return;
}
outputDelegate.SendOutput("Copying Mac Runner...");
Directory.CreateDirectory(contentsDir);
HelperMethods.DirectoryCopy(UtilDir + "/Contents", contentsDir);
// Extract mod to temp location
outputDelegate.SendOutput("Extracting Mac...");
ZipFile.ExtractToDirectory(inputRawZipPath, extractDirectory);
// Delete unnecessary files, rename data.win, move in the new runner
outputDelegate.SendOutput("Delete unnecessary files for Mac...");
switch (currentOS)
{
case Core.ModOS.Windows:
var exeFile = new DirectoryInfo(extractDirectory).GetFiles().First(f => f.Name.EndsWith(".exe"));
exeFile.Delete();
File.Delete(extractDirectory + "/D3DX9_43.dll");
File.Move(extractDirectory + "/data.win", extractDirectory + "/game.ios");
break;
case Core.ModOS.Linux:
File.Delete(extractDirectory + "/runner");
HelperMethods.DirectoryCopy(extractDirectory + "/assets", extractDirectory);
Directory.Delete(extractDirectory + "/assets", true);
File.Move(extractDirectory + "/game.unx", extractDirectory + "/game.ios");
break;
default: throw new NotSupportedException("The OS of the mod zip is unknown and thus not supported");
}
File.Copy(GetProperPathToBuiltinIcons(nameof(Resources.icon), pathToIcon), extractDirectory + "/icon.png", true);
File.Copy(GetProperPathToBuiltinIcons(nameof(Resources.splash), pathToSplashScreen), extractDirectory + "/splash.png", true);
// Delete fonts folder if it exists, because I need to convert bytecode version from game and newer version doesn't support font loading
if (Directory.Exists(extractDirectory + "/lang/fonts"))
Directory.Delete(extractDirectory + "/lang/fonts", true);
// Lowercase every file first
outputDelegate.SendOutput("Lowercase everything in the assets folder...");
HelperMethods.LowercaseFolder(extractDirectory);
// Convert data.win to BC16 and get rid of not needed functions anymore
outputDelegate.SendOutput("Editing data.win to change ByteCode version and functions...");
string modName;
FileInfo datafile = new FileInfo(extractDirectory + "/game.ios");
// Convert data file to ByteCode 16
{
UndertaleData gmData;
using (FileStream fs = datafile.OpenRead())
{
gmData = UndertaleIO.Read(fs, outputDelegate.SendOutput, outputDelegate.SendOutput);
modName = gmData.GeneralInfo.DisplayName.Content;
ChangeToByteCode16(gmData, outputDelegate.SendOutput);
}
using (FileStream fs = new FileInfo(extractDirectory + "/game.ios").OpenWrite())
{
UndertaleIO.Write(fs, gmData, outputDelegate.SendOutput);
}
}
// Also chmod the runner. Just in case.
if (!RuntimeInformation.IsOSPlatform(OSPlatform.Windows))
Process.Start("chmod", "+x \"" + contentsDir + "/MacOS/Mac_Runner");
// Copy assets to the place where they belong to
outputDelegate.SendOutput("Copy files over...");
HelperMethods.DirectoryCopy(extractDirectory, assetsDir);
// Edit config and plist to change display name
// Escape invalid xml characters
modName = SecurityElement.Escape(modName);
outputDelegate.SendOutput("Editing Runner references to AM2R...");
string textFile = File.ReadAllText(assetsDir + "/yoyorunner.config");
textFile = textFile.Replace("YoYo Runner", modName);
File.WriteAllText(assetsDir + "/yoyorunner.config", textFile);
textFile = File.ReadAllText(contentsDir + "/Info.plist");
textFile = textFile.Replace("YoYo Runner", modName);
File.WriteAllText(contentsDir + "/Info.plist", textFile);
// Create a .app directory and move contents in there
Directory.CreateDirectory(appDirectory);
Directory.Move(contentsDir, appDirectory + "/Contents");
Directory.Delete(extractDirectory, true);
//zip the result
outputDelegate.SendOutput("Creating Mac zip...");
ZipFile.CreateFromDirectory(baseTempDirectory, outputRawZipPath);
// Clean up
Directory.Delete(TempDir, true);
}
private static void CheckIfOutputPathIsNull(string outputPath)
{
if (outputPath is null || String.IsNullOrWhiteSpace(outputPath)) throw new ArgumentOutOfRangeException(nameof(outputPath) + " cannot be null!");
}
/// <summary>
/// Converts a GameMaker data file to bytecode version 16
/// </summary>
/// <param name="Data">The GameMaker data file.</param>
/// <param name="output">Delegate on where to send output messages to.</param>
/// <exception cref="NotSupportedException"><paramref name="Data"/> has a not supported Bytecode version (13, 14, GM2.3+).</exception>
private static void ChangeToByteCode16(UndertaleData Data, OutputHandlerDelegate output)
{
if (Data is null) return;
byte? bcVersion = Data.GeneralInfo.BytecodeVersion;
void ScriptMessage(string s) => output?.Invoke(s);
if (!Data.FORM.Chunks.ContainsKey("AGRP"))
throw new NotSupportedException("Bytecode 13 is not supported.");
if (bcVersion == 14)
throw new NotSupportedException("Bytecode 14 is not supported.");
if (bcVersion == 17)
throw new NotSupportedException("Bytecode 17 is not supported.");
if (Data.IsVersionAtLeast(2, 3))
throw new NotSupportedException("GMS 2.3+ is not supported.");
if (bcVersion != 14 && bcVersion != 15 && bcVersion != 16)
throw new NotSupportedException("Unknown Bytecode version!");
if ((bcVersion == 14) || (bcVersion == 15))
{
// For BC 14
if (bcVersion <= 14)
{
foreach (UndertaleCode code in Data.Code)
{
UndertaleCodeLocals locals = new UndertaleCodeLocals();
locals.Name = code.Name;
UndertaleCodeLocals.LocalVar argsLocal = new UndertaleCodeLocals.LocalVar();
argsLocal.Name = Data.Strings.MakeString("arguments");
argsLocal.Index = 0;
locals.Locals.Add(argsLocal);
code.LocalsCount = 1;
code.GenerateLocalVarDefinitions(code.FindReferencedLocalVars(), locals); // Dunno if we actually need this line, but it seems to work?
Data.CodeLocals.Add(locals);
}
}
// For BC 13
if (!Data.FORM.Chunks.ContainsKey("AGRP"))
{
Data.FORM.Chunks["AGRP"] = new UndertaleChunkAGRP();
var previous = -1;
var j = 0;
for (var i = -1; i < Data.Sounds.Count - 1; i++)
{
UndertaleSound sound = Data.Sounds[i + 1];
bool flagCompressed = sound.Flags.HasFlag(UndertaleSound.AudioEntryFlags.IsCompressed);
bool flagEmbedded = sound.Flags.HasFlag(UndertaleSound.AudioEntryFlags.IsEmbedded);
if (i == -1)
{
if (!flagCompressed && !flagEmbedded)
{
sound.AudioID = -1;
}
else
{
sound.AudioID = 0;
previous = 0;
j = 1;
}
}
else
{
if (!flagCompressed && !flagEmbedded)
sound.AudioID = previous;
else
{
sound.AudioID = j;
previous = j;
j++;
}
}
}
foreach (UndertaleSound sound in Data.Sounds)
{
if ((sound.AudioID >= 0) && (sound.AudioID < Data.EmbeddedAudio.Count))
{
sound.AudioFile = Data.EmbeddedAudio[sound.AudioID];
}
sound.GroupID = 0;
}
Data.GeneralInfo.Build = 1804;
var newProductID = new byte[] { 0xBA, 0x5E, 0xBA, 0x11, 0xBA, 0xDD, 0x06, 0x60, 0xBE, 0xEF, 0xED, 0xBA, 0x0B, 0xAB, 0xBA, 0xBE };
Data.FORM.EXTN.productIdData.Add(newProductID);
Data.Options.Constants.Clear();
Data.Options.Constants.Add(new UndertaleOptions.Constant { Name = Data.Strings.MakeString("@@SleepMargin"), Value = Data.Strings.MakeString(1.ToString()) });
Data.Options.Constants.Add(new UndertaleOptions.Constant { Name = Data.Strings.MakeString("@@DrawColour"), Value = Data.Strings.MakeString(0xFFFFFFFF.ToString()) });
}
Data.FORM.Chunks["LANG"] = new UndertaleChunkLANG();
Data.FORM.LANG.Object = new UndertaleLanguage();
Data.FORM.Chunks["GLOB"] = new UndertaleChunkGLOB();
string[] order = { "GEN8", "OPTN", "LANG", "EXTN", "SOND", "AGRP", "SPRT", "BGND", "PATH", "SCPT", "GLOB", "SHDR", "FONT", "TMLN", "OBJT", "ROOM", "DAFL", "TPAG", "CODE", "VARI", "FUNC", "STRG", "TXTR", "AUDO" };
Dictionary<string, UndertaleChunk> newChunks = new Dictionary<string, UndertaleChunk>();
foreach (string name in order)
newChunks[name] = Data.FORM.Chunks[name];
Data.FORM.Chunks = newChunks;
Data.GeneralInfo.BytecodeVersion = 16;
ScriptMessage("Upgraded from " + bcVersion + " to 16 successfully.");
}
else if (bcVersion == 16)
{
ScriptMessage("This is already bytecode 16.");
}
ScriptMessage("Trying to remove functions \"immersion_play_effect\", \"immersion_stop\" and \"font_replace\"!");
foreach (UndertaleFunction func in Data.Functions.ToList())
{
if (func.ToString() == "immersion_play_effect" || func.ToString() == "immersion_stop" || func.ToString() == "font_replace")
Data.Functions.Remove(func);
}
}
}