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