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Give messages for unsupported file redirection types.
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parent
9b18ffce66
commit
50c4207844
3 changed files with 59 additions and 40 deletions
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@ -1,3 +1,4 @@
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using Dalamud.Interface.ImGuiNotification;
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using OtterGui;
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using OtterGui.Classes;
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using Penumbra.Meta.Manipulations;
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@ -274,6 +275,24 @@ public sealed class CollectionCache : IDisposable
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_manager.ResolvedFileChanged.Invoke(collection, type, key, value, old, mod);
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}
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private static bool IsRedirectionSupported(Utf8GamePath path, IMod mod)
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{
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var ext = path.Extension().AsciiToLower().ToString();
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switch (ext)
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{
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case ".atch" or ".eqp" or ".eqdp" or ".est" or ".gmp" or ".cmp" or ".imc":
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Penumbra.Messager.NotificationMessage(
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$"Redirection of {ext} files for {mod.Name} is unsupported. Please use the corresponding meta manipulations instead.",
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NotificationType.Warning);
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return false;
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case ".lvb" or ".lgb" or ".sgb":
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Penumbra.Messager.NotificationMessage($"Redirection of {ext} files for {mod.Name} is unsupported as this breaks the game.",
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NotificationType.Warning);
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return false;
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default: return true;
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}
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}
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// Add a specific file redirection, handling potential conflicts.
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// For different mods, higher mod priority takes precedence before option group priority,
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// which takes precedence before option priority, which takes precedence before ordering.
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@ -283,6 +302,9 @@ public sealed class CollectionCache : IDisposable
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if (!CheckFullPath(path, file))
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return;
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if (!IsRedirectionSupported(path, mod))
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return;
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try
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{
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if (ResolvedFiles.TryAdd(path, new ModPath(mod, file)))
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@ -342,8 +364,9 @@ public sealed class CollectionCache : IDisposable
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// Returns if the added mod takes priority before the existing mod.
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private bool AddConflict(object data, IMod addedMod, IMod existingMod)
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{
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var addedPriority = addedMod.Index >= 0 ? _collection.GetActualSettings(addedMod.Index).Settings!.Priority : addedMod.Priority;
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var existingPriority = existingMod.Index >= 0 ? _collection.GetActualSettings(existingMod.Index).Settings!.Priority : existingMod.Priority;
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var addedPriority = addedMod.Index >= 0 ? _collection.GetActualSettings(addedMod.Index).Settings!.Priority : addedMod.Priority;
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var existingPriority =
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existingMod.Index >= 0 ? _collection.GetActualSettings(existingMod.Index).Settings!.Priority : existingMod.Priority;
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if (existingPriority < addedPriority)
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{
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@ -427,7 +450,8 @@ public sealed class CollectionCache : IDisposable
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if (!_changedItems.TryGetValue(name, out var data))
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_changedItems.Add(name, (new SingleArray<IMod>(mod), obj));
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else if (!data.Item1.Contains(mod))
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_changedItems[name] = (data.Item1.Append(mod), obj is IdentifiedCounter x && data.Item2 is IdentifiedCounter y ? x + y : obj);
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_changedItems[name] = (data.Item1.Append(mod),
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obj is IdentifiedCounter x && data.Item2 is IdentifiedCounter y ? x + y : obj);
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else if (obj is IdentifiedCounter x && data.Item2 is IdentifiedCounter y)
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_changedItems[name] = (data.Item1, x + y);
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}
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@ -171,8 +171,7 @@ public class CollectionCacheManager : IDisposable, IService
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try
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{
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ResolvedFileChanged.Invoke(collection, ResolvedFileChanged.Type.FullRecomputeStart, Utf8GamePath.Empty, FullPath.Empty,
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FullPath.Empty,
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null);
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FullPath.Empty, null);
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cache.ResolvedFiles.Clear();
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cache.Meta.Reset();
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cache.ConflictDict.Clear();
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@ -49,42 +49,38 @@ public class PathResolver : IDisposable, IService
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if (!_config.EnableMods)
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return (null, ResolveData.Invalid);
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// Do not allow manipulating layers to prevent very obvious cheating and softlocks.
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if (resourceType is ResourceType.Lvb or ResourceType.Lgb or ResourceType.Sgb)
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return (null, ResolveData.Invalid);
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// Prevent .atch loading to prevent crashes on outdated .atch files. TODO: handle atch modding differently.
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if (resourceType is ResourceType.Atch)
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return ResolveAtch(path);
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return category switch
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return resourceType switch
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{
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// Only Interface collection.
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ResourceCategory.Ui => ResolveUi(path),
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// Never allow changing scripts.
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ResourceCategory.UiScript => (null, ResolveData.Invalid),
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ResourceCategory.GameScript => (null, ResolveData.Invalid),
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// Use actual resolving.
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ResourceCategory.Chara => Resolve(path, resourceType),
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ResourceCategory.Shader => ResolveShader(path, resourceType),
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ResourceCategory.Vfx => Resolve(path, resourceType),
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ResourceCategory.Sound => Resolve(path, resourceType),
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// EXD Modding in general should probably be prohibited but is currently used for fan translations.
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// We prevent WebURL specifically because it technically allows launching arbitrary programs / to execute arbitrary code.
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ResourceCategory.Exd => path.Path.StartsWith("exd/weburl"u8)
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? (null, ResolveData.Invalid)
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: DefaultResolver(path),
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// None of these files are ever associated with specific characters,
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// always use the default resolver for now,
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// except that common/font is conceptually more UI.
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ResourceCategory.Common => path.Path.StartsWith("common/font"u8)
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? ResolveUi(path)
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: DefaultResolver(path),
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ResourceCategory.BgCommon => DefaultResolver(path),
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ResourceCategory.Bg => DefaultResolver(path),
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ResourceCategory.Cut => DefaultResolver(path),
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ResourceCategory.Music => DefaultResolver(path),
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_ => DefaultResolver(path),
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// Do not allow manipulating layers to prevent very obvious cheating and softlocks.
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ResourceType.Lvb or ResourceType.Lgb or ResourceType.Sgb => (null, ResolveData.Invalid),
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// Prevent .atch loading to prevent crashes on outdated .atch files.
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ResourceType.Atch => ResolveAtch(path),
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_ => category switch
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{
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// Only Interface collection.
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ResourceCategory.Ui => ResolveUi(path),
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// Never allow changing scripts.
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ResourceCategory.UiScript => (null, ResolveData.Invalid),
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ResourceCategory.GameScript => (null, ResolveData.Invalid),
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// Use actual resolving.
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ResourceCategory.Chara => Resolve(path, resourceType),
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ResourceCategory.Shader => ResolveShader(path, resourceType),
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ResourceCategory.Vfx => Resolve(path, resourceType),
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ResourceCategory.Sound => Resolve(path, resourceType),
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// EXD Modding in general should probably be prohibited but is currently used for fan translations.
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// We prevent WebURL specifically because it technically allows launching arbitrary programs / to execute arbitrary code.
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ResourceCategory.Exd => path.Path.StartsWith("exd/weburl"u8) ? (null, ResolveData.Invalid) : DefaultResolver(path),
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// None of these files are ever associated with specific characters,
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// always use the default resolver for now,
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// except that common/font is conceptually more UI.
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ResourceCategory.Common => path.Path.StartsWith("common/font"u8) ? ResolveUi(path) : DefaultResolver(path),
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ResourceCategory.BgCommon => DefaultResolver(path),
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ResourceCategory.Bg => DefaultResolver(path),
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ResourceCategory.Cut => DefaultResolver(path),
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ResourceCategory.Music => DefaultResolver(path),
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_ => DefaultResolver(path),
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}
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};
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}
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