mirror of
https://github.com/xivdev/Penumbra.git
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324 lines
10 KiB
C#
324 lines
10 KiB
C#
using System;
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using System.Collections.Concurrent;
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using System.IO;
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using System.Linq;
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using System.Threading.Tasks;
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using Penumbra.Services;
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namespace Penumbra.Mods.Manager;
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/// <summary> Describes the state of a potential move-target for a mod. </summary>
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public enum NewDirectoryState
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{
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NonExisting,
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ExistsEmpty,
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ExistsNonEmpty,
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ExistsAsFile,
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ContainsInvalidSymbols,
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Identical,
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Empty,
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}
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public sealed class ModManager : ModStorage
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{
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private readonly Configuration _config;
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private readonly CommunicatorService _communicator;
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public readonly ModCreator Creator;
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public readonly ModDataEditor DataEditor;
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public readonly ModOptionEditor OptionEditor;
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public DirectoryInfo BasePath { get; private set; } = null!;
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public bool Valid { get; private set; }
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public ModManager(Configuration config, CommunicatorService communicator, ModDataEditor dataEditor, ModOptionEditor optionEditor,
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ModCreator creator)
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{
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_config = config;
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_communicator = communicator;
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DataEditor = dataEditor;
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OptionEditor = optionEditor;
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Creator = creator;
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SetBaseDirectory(config.ModDirectory, true);
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DiscoverMods();
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}
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/// <summary> Change the mod base directory and discover available mods. </summary>
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public void DiscoverMods(string newDir)
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{
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SetBaseDirectory(newDir, false);
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DiscoverMods();
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}
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/// <summary>
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/// Discover mods without changing the root directory.
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/// </summary>
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public void DiscoverMods()
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{
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_communicator.ModDiscoveryStarted.Invoke();
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NewMods.Clear();
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Mods.Clear();
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BasePath.Refresh();
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if (Valid && BasePath.Exists)
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ScanMods();
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_communicator.ModDiscoveryFinished.Invoke();
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Penumbra.Log.Information("Rediscovered mods.");
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if (ModBackup.MigrateModBackups)
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ModBackup.MigrateZipToPmp(this);
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}
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/// <summary> Load a new mod and add it to the manager if successful. </summary>
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public void AddMod(DirectoryInfo modFolder)
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{
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if (this.Any(m => m.ModPath.Name == modFolder.Name))
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return;
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Creator.SplitMultiGroups(modFolder);
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var mod = Creator.LoadMod(modFolder, true);
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if (mod == null)
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return;
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mod.Index = Count;
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Mods.Add(mod);
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_communicator.ModPathChanged.Invoke(ModPathChangeType.Added, mod, null, mod.ModPath);
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Penumbra.Log.Debug($"Added new mod {mod.Name} from {modFolder.FullName}.");
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}
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/// <summary>
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/// Delete a mod. The event is invoked before the mod is removed from the list.
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/// Deletes from filesystem as well as from internal data.
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/// Updates indices of later mods.
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/// </summary>
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public void DeleteMod(Mod mod)
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{
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if (Directory.Exists(mod.ModPath.FullName))
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try
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{
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Directory.Delete(mod.ModPath.FullName, true);
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Penumbra.Log.Debug($"Deleted directory {mod.ModPath.FullName} for {mod.Name}.");
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}
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catch (Exception e)
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{
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Penumbra.Log.Error($"Could not delete the mod {mod.ModPath.Name}:\n{e}");
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}
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_communicator.ModPathChanged.Invoke(ModPathChangeType.Deleted, mod, mod.ModPath, null);
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Mods.RemoveAt(mod.Index);
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foreach (var remainingMod in this.Skip(mod.Index))
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--remainingMod.Index;
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Penumbra.Log.Debug($"Deleted mod {mod.Name}.");
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}
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/// <summary>
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/// Reload a mod without changing its base directory.
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/// If the base directory does not exist anymore, the mod will be deleted.
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/// </summary>
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public void ReloadMod(Mod mod)
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{
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var oldName = mod.Name;
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_communicator.ModPathChanged.Invoke(ModPathChangeType.StartingReload, mod, mod.ModPath, mod.ModPath);
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if (!Creator.ReloadMod(mod, true, out var metaChange))
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{
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Penumbra.Log.Warning(mod.Name.Length == 0
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? $"Reloading mod {oldName} has failed, new name is empty. Deleting instead."
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: $"Reloading mod {oldName} failed, {mod.ModPath.FullName} does not exist anymore or it ha. Deleting instead.");
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DeleteMod(mod);
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return;
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}
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_communicator.ModPathChanged.Invoke(ModPathChangeType.Reloaded, mod, mod.ModPath, mod.ModPath);
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if (metaChange != ModDataChangeType.None)
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_communicator.ModDataChanged.Invoke(metaChange, mod, oldName);
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}
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/// <summary>
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/// Rename/Move a mod directory.
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/// Updates all collection settings and sort order settings.
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/// </summary>
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public void MoveModDirectory(Mod mod, string newName)
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{
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var oldName = mod.Name;
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var oldDirectory = mod.ModPath;
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switch (NewDirectoryValid(oldDirectory.Name, newName, out var dir))
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{
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case NewDirectoryState.NonExisting:
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// Nothing to do
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break;
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case NewDirectoryState.ExistsEmpty:
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try
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{
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Directory.Delete(dir!.FullName);
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}
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catch (Exception e)
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{
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Penumbra.Log.Error($"Could not delete empty directory {dir!.FullName} to move {mod.Name} to it:\n{e}");
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return;
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}
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break;
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// Should be caught beforehand.
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case NewDirectoryState.ExistsNonEmpty:
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case NewDirectoryState.ExistsAsFile:
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case NewDirectoryState.ContainsInvalidSymbols:
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// Nothing to do at all.
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case NewDirectoryState.Identical:
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default:
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return;
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}
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try
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{
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Directory.Move(oldDirectory.FullName, dir!.FullName);
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}
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catch (Exception e)
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{
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Penumbra.Log.Error($"Could not move {mod.Name} from {oldDirectory.Name} to {dir!.Name}:\n{e}");
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return;
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}
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DataEditor.MoveDataFile(oldDirectory, dir);
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dir.Refresh();
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mod.ModPath = dir;
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if (!Creator.ReloadMod(mod, false, out var metaChange))
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{
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Penumbra.Log.Error($"Error reloading moved mod {mod.Name}.");
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return;
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}
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_communicator.ModPathChanged.Invoke(ModPathChangeType.Moved, mod, oldDirectory, dir);
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if (metaChange != ModDataChangeType.None)
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_communicator.ModDataChanged.Invoke(metaChange, mod, oldName);
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}
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/// <summary> Return the state of the new potential name of a directory. </summary>
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public NewDirectoryState NewDirectoryValid(string oldName, string newName, out DirectoryInfo? directory)
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{
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directory = null;
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if (newName.Length == 0)
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return NewDirectoryState.Empty;
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if (oldName == newName)
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return NewDirectoryState.Identical;
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var fixedNewName = ModCreator.ReplaceBadXivSymbols(newName);
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if (fixedNewName != newName)
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return NewDirectoryState.ContainsInvalidSymbols;
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directory = new DirectoryInfo(Path.Combine(BasePath.FullName, fixedNewName));
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if (File.Exists(directory.FullName))
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return NewDirectoryState.ExistsAsFile;
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if (!Directory.Exists(directory.FullName))
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return NewDirectoryState.NonExisting;
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if (directory.EnumerateFileSystemInfos().Any())
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return NewDirectoryState.ExistsNonEmpty;
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return NewDirectoryState.ExistsEmpty;
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}
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/// <summary> Add new mods to NewMods and remove deleted mods from NewMods. </summary>
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private void OnModPathChange(ModPathChangeType type, Mod mod, DirectoryInfo? oldDirectory,
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DirectoryInfo? newDirectory)
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{
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switch (type)
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{
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case ModPathChangeType.Added:
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NewMods.Add(mod);
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break;
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case ModPathChangeType.Deleted:
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NewMods.Remove(mod);
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break;
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case ModPathChangeType.Moved:
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if (oldDirectory != null && newDirectory != null)
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DataEditor.MoveDataFile(oldDirectory, newDirectory);
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break;
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}
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}
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public void Dispose()
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{ }
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/// <summary>
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/// Set the mod base directory.
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/// If its not the first time, check if it is the same directory as before.
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/// Also checks if the directory is available and tries to create it if it is not.
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/// </summary>
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private void SetBaseDirectory(string newPath, bool firstTime)
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{
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if (!firstTime && string.Equals(newPath, _config.ModDirectory, StringComparison.OrdinalIgnoreCase))
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return;
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if (newPath.Length == 0)
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{
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Valid = false;
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BasePath = new DirectoryInfo(".");
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if (_config.ModDirectory != BasePath.FullName)
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TriggerModDirectoryChange(string.Empty, false);
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}
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else
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{
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var newDir = new DirectoryInfo(newPath);
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if (!newDir.Exists)
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try
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{
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Directory.CreateDirectory(newDir.FullName);
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newDir.Refresh();
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}
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catch (Exception e)
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{
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Penumbra.Log.Error($"Could not create specified mod directory {newDir.FullName}:\n{e}");
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}
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BasePath = newDir;
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Valid = Directory.Exists(newDir.FullName);
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if (!firstTime && _config.ModDirectory != BasePath.FullName)
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TriggerModDirectoryChange(BasePath.FullName, Valid);
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}
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}
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private void TriggerModDirectoryChange(string newPath, bool valid)
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{
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_config.ModDirectory = newPath;
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_config.Save();
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Penumbra.Log.Information($"Set new mod base directory from {_config.ModDirectory} to {newPath}.");
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_communicator.ModDirectoryChanged.Invoke(newPath, valid);
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}
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/// <summary>
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/// Iterate through available mods with multiple threads and queue their loads,
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/// then add the mods from the queue.
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/// </summary>
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private void ScanMods()
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{
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var options = new ParallelOptions()
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{
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MaxDegreeOfParallelism = Environment.ProcessorCount / 2,
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};
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var queue = new ConcurrentQueue<Mod>();
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Parallel.ForEach(BasePath.EnumerateDirectories(), options, dir =>
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{
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var mod = Creator.LoadMod(dir, false);
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if (mod != null)
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queue.Enqueue(mod);
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});
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foreach (var mod in queue)
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{
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mod.Index = Count;
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Mods.Add(mod);
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}
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}
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}
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