Added loadOrder support + fixed some bug

add the getDataPath function / .h that will find the data folder of the game.
this fixe some issue with older games like morrowind
This commit is contained in:
Marc
2022-10-08 10:59:32 +02:00
parent f3cd47b2bb
commit 9ee12a6c7e
7 changed files with 179 additions and 51 deletions
+2
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@@ -21,8 +21,10 @@ project(mod-manager)
set(SOURCES
src/steam.c
src/loadOrder.c
src/install.c
src/overlayfs.c
src/getDataPath.c
src/getHome.c
src/file.c
src/order.c
+40
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@@ -0,0 +1,40 @@
#include "getDataPath.h"
#include "main.h"
#include "steam.h"
#include <glib.h>
#include <unistd.h>
error_t getDataPath(int appid, char ** destination) {
GHashTable * gamePaths;
error_t status = search_games(&gamePaths);
if(status == ERR_FAILURE) {
return ERR_FAILURE;
}
int gameId = getGameIdFromAppId(appid);
if(gameId < 0 ) {
return ERR_FAILURE;
}
const char * path = g_hash_table_lookup(gamePaths, &appid);
char * gameFolder = g_build_filename(path, "steamapps/common", GAMES_NAMES[gameId], NULL);
//the folder names for older an newer titles
char * dataFolderOld = g_build_filename(gameFolder, "Data Files", NULL);
char * dataFolderNew = g_build_filename(gameFolder, "Data", NULL);
g_free(gameFolder);
*destination = NULL;
if(access(dataFolderOld, F_OK) == 0) {
*destination = strdup(dataFolderOld);
} else if(access(dataFolderNew, F_OK) == 0) {
*destination = strdup(dataFolderOld);
}
g_free(dataFolderNew);
g_free(dataFolderOld);
if(*destination == NULL) return ERR_FAILURE;
else return ERR_SUCCESS;
}
+15
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@@ -0,0 +1,15 @@
#ifndef __DATA_PATH_H__
#define __DATA_PATH_H__
#include "main.h"
/**
* @brief Get the path to the data folder
* @param appid appid of the game
* @param destination pointer to a null char * variable. it's value will be allocated with malloc
* @return error_t
*/
error_t getDataPath(int appid, char ** destination);
#endif
+72 -16
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@@ -4,19 +4,16 @@
#include "file.h"
#include <stdio.h>
#include <sys/types.h>
#include <unistd.h>
error_t listPlugins(int appid, GList ** plugins) {
GHashTable * gamePaths;
error_t status = search_games(&gamePaths);
if(status == ERR_FAILURE) {
return ERR_FAILURE;
}
#include "getDataPath.h"
//TODO: detect if the game is running
//TODO: deploy the game
error_t listPlugins(int appid, GList ** plugins) {
int gameId = getGameIdFromAppId(appid);
if(gameId < 0 ) {
return ERR_FAILURE;
}
//save appid parsing
//TODO: apply a similar mechanism everywhere
@@ -24,13 +21,14 @@ error_t listPlugins(int appid, GList ** plugins) {
char appidStr[appidStrLen];
sprintf(appidStr, "%d", appid);
const char * path = g_hash_table_lookup(gamePaths, &appid);
char * steamGameFolder = g_build_filename(path, "steamapps/common", GAMES_NAMES[gameId], "Data", NULL);
char * dataFolder = NULL;
error_t error = getDataPath(appid, &dataFolder);
if(error != ERR_SUCCESS) {
return ERR_FAILURE;
}
//esp && esm files are loadable
DIR * d = opendir(steamGameFolder);
DIR * d = opendir(dataFolder);
struct dirent *dir;
if (d) {
while ((dir = readdir(d)) != NULL) {
@@ -41,7 +39,7 @@ error_t listPlugins(int appid, GList ** plugins) {
}
}
g_free(steamGameFolder);
free(dataFolder);
return ERR_SUCCESS;
}
@@ -139,3 +137,61 @@ error_t setLoadOrder(int appid, GList * loadOrder) {
return ERR_SUCCESS;
}
//TODO: support compression since it can change how we read the file
//https://en.uesp.net/wiki/Skyrim_Mod:Mod_File_Format#Records
//https://www.mwmythicmods.com/argent/tech/es_format.html
error_t getModDependencies(const char * esmPath, GList ** dependencies) {
FILE * file = fopen(esmPath, "r");
char sectionName[5];
sectionName[4] = '\0';
fread(sectionName, sizeof(char), 4, file);
size_t sizeFieldSize = 0;
u_int8_t recordHeaderToIgnore = 0;
//the field "length" in the sub-record change between games.
//TES4 => Fallout4 Oblivion Skyrim(+SE)
//TES3 => Morrowind
if(strcmp(sectionName, "TES3") == 0) {
printf("Using tes3 file format\n");
recordHeaderToIgnore = 8;
sizeFieldSize = 4;
} else if(strcmp(sectionName, "TES4") == 0) {
printf("Using tes4 file format\n");
recordHeaderToIgnore = 16;
sizeFieldSize = 2;
} else {
fprintf(stderr, "Unrecognized file format %s\n", sectionName);
fclose(file);
return ERR_FAILURE;
}
u_int32_t lengthVal = 0;
fread(&lengthVal, 4, 1, file);
//ignore the rest of the data
fseek(file, recordHeaderToIgnore, SEEK_CUR);
int64_t length = lengthVal;
while(length > 0) {
char sectionName[5];
sectionName[4] = '\0';
fread(sectionName, sizeof(char), 4, file);
unsigned long subsectionLength = 0;
fread(&subsectionLength, sizeFieldSize, 1, file);
length -= 8 + subsectionLength;
if(strcmp(sectionName, "MAST") == 0) {
char * dependency = malloc(subsectionLength + 1);
dependency[subsectionLength] = '\0';
fread(dependency, sizeof(char), subsectionLength, file);
*dependencies = g_list_append(*dependencies, dependency);
} else {
fseek(file, subsectionLength, SEEK_CUR);
}
}
fclose(file);
return ERR_SUCCESS;
}
+25
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@@ -4,8 +4,33 @@
#include <glib.h>
#include "main.h"
/**
* @brief find all plugins in the data folder of the game
* @param appid the appid of the game
* @param order a pointer to a null Glist *. in which there will be the list of esm files.
*/
error_t listPlugins(int appid, GList ** list) __attribute__((warn_unused_result));
/**
* @brief fetch the load order of the game it might be null if setLoadOrder was never called.
* @param appid the appid of the game
* @param order a pointer to a null Glist *. in which there will be the list of esm files.
*/
error_t getLoadOrder(int appid, GList ** order) __attribute__((warn_unused_result));
/**
* @brief change the plugin load order of the game
* @param appid the appid of the game
* @param loadOrder the load order
*/
error_t setLoadOrder(int appid, GList * loadOrder) __attribute__((warn_unused_result));
/**
* @brief List all dependencies for a esm mod.
* @param esmPath path to the esm file
* @param dependencies a pointer to a null Glist *. in which there will be the list of esm files.
* free it using g_list_free_full(dependencies, free);
*/
error_t getModDependencies(const char * esmPath, GList ** dependencies) __attribute__((warn_unused_result));
#endif
+21 -33
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@@ -8,6 +8,7 @@
#include <sys/wait.h>
#include <libaudit.h>
#include "getDataPath.h"
#include "overlayfs.h"
#include "install.h"
#include "getHome.h"
@@ -312,19 +313,14 @@ static int deploy(int argc, char ** argv) {
modsToInstall[modCount] = gameFolder;
modsToInstall[modCount + 1] = NULL;
printf("Mounting the overlay\n");
int gameId = getGameIdFromAppId(appid);
GHashTable * gamePaths;
error_t lookup_status = search_games(&gamePaths);
if(lookup_status == ERR_FAILURE) {
char * dataFolder = NULL;
error_t error = getDataPath(appid, &dataFolder);
if(error != ERR_SUCCESS) {
free(home);
return ERR_FAILURE;
}
const char * path = g_hash_table_lookup(gamePaths, &gameId);
char * steamGameFolder = g_build_path("/", path, "steamapps/common", GAMES_NAMES[gameId], "Data", NULL);
char * gameUpperDir = g_build_filename(home, MANAGER_FILES, GAME_UPPER_DIR_NAME, appIdStr, NULL);
char * gameWorkDir = g_build_filename(home, MANAGER_FILES, GAME_WORK_DIR_NAME, appIdStr, NULL);
free(home);
@@ -333,8 +329,8 @@ static int deploy(int argc, char ** argv) {
//DETACH + FORCE allow us to be sure it will be unload.
//it might crash / corrupt game file if the user do it while the game is running
//but it's still very unlikely
while(umount2(steamGameFolder, MNT_FORCE | MNT_DETACH) == 0);
enum overlayErrors status = overlayMount(modsToInstall, steamGameFolder, gameUpperDir, gameWorkDir);
while(umount2(dataFolder, MNT_FORCE | MNT_DETACH) == 0);
enum overlayErrors status = overlayMount(modsToInstall, dataFolder, gameUpperDir, gameWorkDir);
if(status == SUCESS) {
printf("Everything is ready, just launch the game\n");
} else if(status == FAILURE) {
@@ -348,7 +344,7 @@ static int deploy(int argc, char ** argv) {
return EXIT_FAILURE;
}
g_free(steamGameFolder);
g_free(dataFolder);
g_free(gameUpperDir);
g_free(gameWorkDir);
@@ -362,7 +358,6 @@ static int setup(int argc, char ** argv) {
if(appid < 0) {
return EXIT_FAILURE;
}
int gameId = getGameIdFromAppId(appid);
char * home = getHome();
char * gameUpperDir = g_build_filename(home, MANAGER_FILES, GAME_UPPER_DIR_NAME, appIdStr, NULL);
@@ -372,16 +367,12 @@ static int setup(int argc, char ** argv) {
free(gameUpperDir);
free(gameWorkDir);
GHashTable * gamePaths;
error_t status = search_games(&gamePaths);
if(status == ERR_FAILURE) {
free(home);
char * dataFolder = NULL;
error_t error = getDataPath(appid, &dataFolder);
if(error != ERR_SUCCESS) {
return ERR_FAILURE;
}
const char * path = g_hash_table_lookup(gamePaths, &gameId);
char * steamGameFolder = g_build_path("/", path, "steamapps/common", GAMES_NAMES[gameId], "Data", NULL);
char * gameFolder = g_build_filename(home, MANAGER_FILES, GAME_FOLDER_NAME, appIdStr, NULL);
if(access(gameFolder, F_OK) == 0) {
//if the game folder alredy exists just delete it
@@ -392,20 +383,20 @@ static int setup(int argc, char ** argv) {
//links don't conflict with overlayfs and avoid coping 17Gb of files.
//but links require the files to be on the same filesystem
int returnValue = copy(steamGameFolder, gameFolder, CP_RECURSIVE | CP_NO_TARGET_DIR | CP_LINK);
int returnValue = copy(dataFolder, gameFolder, CP_RECURSIVE | CP_NO_TARGET_DIR | CP_LINK);
if(returnValue < 0) {
printf("Coping game files. HINT: having the game on the same partition as you home director will make this operation use zero extra space");
returnValue = copy(steamGameFolder, gameFolder, CP_RECURSIVE | CP_NO_TARGET_DIR);
returnValue = copy(dataFolder, gameFolder, CP_RECURSIVE | CP_NO_TARGET_DIR);
if(returnValue < 0) {
fprintf(stderr, "Copy failed make sure you have enough space on your device.");
free(steamGameFolder);
free(dataFolder);
free(gameFolder);
return EXIT_FAILURE;
}
}
casefold(gameFolder);
free(steamGameFolder);
free(dataFolder);
free(gameFolder);
printf("Done\n");
return EXIT_SUCCESS;
@@ -420,18 +411,15 @@ static int unbind(int argc, char ** argv) {
return EXIT_FAILURE;
}
GHashTable * gamePaths;
error_t status = search_games(&gamePaths);
if(status == ERR_FAILURE)
return EXIT_FAILURE;
char * dataFolder = NULL;
error_t error = getDataPath(appid, &dataFolder);
if(error != ERR_SUCCESS) {
return ERR_FAILURE;
}
int gameId = getGameIdFromAppId(appid);
const char * path = g_hash_table_lookup(gamePaths, &gameId);
char * steamGameFolder = g_build_path("/", path, "steamapps/common", GAMES_NAMES[gameId], "Data", NULL);
while(umount2(dataFolder, MNT_FORCE | MNT_DETACH) == 0);
while(umount2(steamGameFolder, MNT_FORCE | MNT_DETACH) == 0);
free(steamGameFolder);
free(dataFolder);
return EXIT_SUCCESS;
}
+4 -2
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@@ -31,14 +31,16 @@ typedef struct ValveLibraries {
static const u_int32_t GAMES_APPIDS[] = {
489830,
22330,
377160
377160,
22320
};
//the name of the game in the steamapps/common folder
static const char * GAMES_NAMES[] = {
"Skyrim Special Edition",
"Oblivion",
"Fallout 4"
"Fallout 4",
"Morrowind"
};
_Static_assert(LEN(GAMES_APPIDS) == LEN(GAMES_NAMES), "Game APPIDS and Game Names doesn't match");