396 lines
7.8 KiB
Go
396 lines
7.8 KiB
Go
package main
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import (
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"bufio"
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"encoding/csv"
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"fmt"
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"io"
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"io/fs"
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"os"
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"path/filepath"
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"strings"
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)
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type App struct {
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ConfigDirPath string
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}
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func (game *Game) CachePath() (string, error) {
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var path, pathError = os.UserCacheDir()
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if pathError != nil {
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return "", pathError
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}
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path = filepath.Join(path, "modman", game.ID)
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if mkdirError := os.MkdirAll(path, 0755); mkdirError != nil {
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return "", mkdirError
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}
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return path, nil
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}
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func (game *Game) Clean() error {
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var cachePath, cachePathError = game.CachePath()
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if cachePathError != nil {
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return cachePathError
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}
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var deployedListPath = filepath.Join(cachePath, "backup", "deployed.txt")
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if backupFile, openError := os.Open(deployedListPath); !(os.IsNotExist(openError)) {
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defer backupFile.Close()
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var scanner = bufio.NewScanner(backupFile)
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for scanner.Scan() {
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var
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}
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}
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return nil
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}
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func (game *Game) ConfigPath() (string, error) {
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var path, pathError = os.UserConfigDir()
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if pathError != nil {
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return "", pathError
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}
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path = filepath.Join(path, "modman", game.ID)
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if mkdirError := os.MkdirAll(path, 0755); mkdirError != nil {
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return "", mkdirError
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}
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return path, nil
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}
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func (game *Game) Deploy() error {
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var cachePath, cachePathError = game.CachePath()
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if cachePathError != nil {
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return cachePathError
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}
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var configPath, configPathError = game.ConfigPath()
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if configPathError != nil {
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return configPathError
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}
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var backupPath = filepath.Join(cachePath, "backup")
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var deployedListPath = filepath.Join(backupPath, "deployed.txt")
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if backupFile, openError := os.Open(deployedListPath); !(os.IsNotExist(openError)) {
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defer backupFile.Close()
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var scanner = bufio.NewScanner(backupFile)
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for scanner.Scan() {
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var
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}
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}
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var modsPath = filepath.Join(configPath, "mods")
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for i := range game.ModOrder {
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var mod = game.ModOrder[i]
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if mod.IsEnabled {
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var modPath = filepath.Join(modsPath, mod.Name)
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if walkError := filepath.WalkDir(modPath, func(
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path string, dirEntry fs.DirEntry, dirError error) error {
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if dirError != nil {
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return dirError
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}
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var fileMode = dirEntry.Type()
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if !(fileMode.IsDir()) {
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var localPath, relativeError = filepath.Rel(modPath, path)
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if relativeError != nil {
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return relativeError
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}
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var linkPath = filepath.Join(game.Path, localPath)
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if pathError := os.MkdirAll(filepath.Dir(linkPath),
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fileMode.Perm()); pathError != nil {
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return pathError
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}
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if _, statError := os.Stat(linkPath); !(os.IsNotExist(statError)) {
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var sourceFile, sourceOpenError = os.Open(linkPath)
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if sourceOpenError != nil {
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return sourceOpenError
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}
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defer sourceFile.Close()
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var targetFile, targetOpenError = os.Create(backupPath)
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if targetOpenError != nil {
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return targetOpenError
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}
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defer targetFile.Close()
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var _, copyError = io.Copy(targetFile, sourceFile)
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if copyError != nil {
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return copyError
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}
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}
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if linkError := os.Link(path, linkPath); linkError != nil {
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return linkError
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}
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}
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return nil
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}); walkError != nil {
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return walkError
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}
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}
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}
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return nil
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}
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type Extractor func(string, string) error
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type Game struct {
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ID string
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ModOrder []Mod
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ModNames map[string]int
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Path string
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HasUpdated bool
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}
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func (game *Game) InstallMod(extractor Extractor, archivePath string) error {
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var baseName = filepath.Base(archivePath)
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var modName = strings.TrimSuffix(baseName, filepath.Ext(baseName))
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if _, exists := game.ModNames[modName]; exists {
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return fmt.Errorf("mod with name already exists: `%s`", modName)
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}
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var configPath, pathError = game.ConfigPath()
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if pathError != nil {
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return pathError
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}
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if extractError := extractor(archivePath, filepath.Join(
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configPath, "mods", modName)); extractError != nil {
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return extractError
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}
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game.ModNames[modName] = len(game.ModOrder)
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game.ModOrder = append(game.ModOrder, Mod{
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IsEnabled: false,
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Name: modName,
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})
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game.HasUpdated = true
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return nil
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}
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type Mod struct {
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IsEnabled bool
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Name string
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Source string
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}
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func (game *Game) SwitchMods(isEnabled bool, names []string) error {
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if len(names) != 0 {
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for i := range names {
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var name = names[i]
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var index, exists = game.ModNames[name]
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if !(exists) {
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return fmt.Errorf("mod does not exist: `%s`", name)
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}
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var mod = game.ModOrder[index]
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mod.IsEnabled = isEnabled
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game.ModOrder[index] = mod
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}
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game.HasUpdated = true
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}
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return nil
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}
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func WithGame(gameName string, action func(*Game) error) error {
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var supportedGames = []string{"fallout4", "falloutnv", "skyrim"}
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for i := range supportedGames {
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var supportedGame = supportedGames[i]
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if gameName == supportedGame {
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var game = Game{
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ID: supportedGame,
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ModOrder: make([]Mod, 0, 512),
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ModNames: make(map[string]int),
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HasUpdated: false,
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Path: "/home/kayomn/.steam/steam/steamapps/common/Fallout 4/Data",
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}
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var configPath, pathError = game.ConfigPath()
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if pathError != nil {
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return pathError
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}
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var manifestPath = filepath.Join(configPath, "mods.csv")
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// Load manifest from disk.
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{
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var manifestFile, openError = os.Open(manifestPath)
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if openError == nil {
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defer manifestFile.Close()
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var manifestReader = csv.NewReader(manifestFile)
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var recordValues, recordError = manifestReader.Read()
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for recordValues != nil {
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if recordError != nil {
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return recordError
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}
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if len(recordValues) < 2 {
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return fmt.Errorf("could not read mod manifest data - may be corrupt")
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}
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var status = recordValues[0]
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var name = recordValues[1]
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game.ModNames[name] = len(game.ModOrder)
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game.ModOrder = append(game.ModOrder, Mod{
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IsEnabled: status == "*",
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Name: name,
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Source: "",
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})
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recordValues, recordError = manifestReader.Read()
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}
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}
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}
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if actionError := action(&game); actionError != nil {
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return actionError
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}
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// Save manifest back to disk.
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if game.HasUpdated {
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var manifestFile, openError = os.Create(manifestPath)
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if openError != nil {
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return openError
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}
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defer manifestFile.Close()
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var manifestWriter = csv.NewWriter(manifestFile)
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for i := range game.ModOrder {
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var mod = game.ModOrder[i]
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var status = ""
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if mod.IsEnabled {
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status = "*"
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}
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manifestWriter.Write([]string{status, mod.Name, mod.Source})
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}
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manifestWriter.Flush()
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}
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return nil
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}
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}
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return fmt.Errorf("%s: game not supported", gameName)
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}
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func (game *Game) RemoveMods(names []string) error {
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var configPath, pathError = game.ConfigPath()
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if pathError != nil {
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return pathError
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}
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if len(names) != 0 {
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game.HasUpdated = true
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for i := range names {
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var name = names[i]
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var index, exists = game.ModNames[name]
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if !(exists) {
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return fmt.Errorf("unknown mod: `%s`", name)
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}
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if removeError := os.RemoveAll(filepath.Join(configPath, name)); removeError != nil {
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return removeError
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}
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game.ModOrder = append(game.ModOrder[:index], game.ModOrder[index+1:]...)
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delete(game.ModNames, name)
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}
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}
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return nil
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}
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func (game *Game) RenameMod(modName string, newName string) error {
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var configPath, pathError = game.ConfigPath()
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if pathError != nil {
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return pathError
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}
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if _, exists := game.ModNames[modName]; !(exists) {
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return fmt.Errorf("no mod with that name exists")
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}
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if _, nameTaken := game.ModNames[newName]; nameTaken {
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return fmt.Errorf("a mod with the new name already exists")
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}
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var modsPath = filepath.Join(configPath, "mods")
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if renameError := os.Rename(filepath.Join(modsPath, modName),
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filepath.Join(modsPath, newName)); renameError != nil {
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return renameError
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}
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game.ModNames[newName] = game.ModNames[modName]
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delete(game.ModNames, modName)
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game.HasUpdated = true
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return nil
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}
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