Publish draft for ReShade support

Only things left to implement are updating for ReShade/Extravi's presets, credits, and hopefully some bug fixes.
This commit is contained in:
pizzaboxer 2023-01-15 17:51:53 +00:00
parent 84233ea254
commit 7f978c22a4
10 changed files with 418 additions and 22 deletions

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@ -10,8 +10,8 @@
<PlatformTarget>AnyCPU</PlatformTarget>
<Platforms>AnyCPU;x86</Platforms>
<ApplicationIcon>Bloxstrap.ico</ApplicationIcon>
<Version>1.6.2</Version>
<FileVersion>1.6.2.0</FileVersion>
<Version>1.7.0</Version>
<FileVersion>1.7.0.0</FileVersion>
</PropertyGroup>
<ItemGroup>
@ -26,6 +26,7 @@
<ItemGroup>
<PackageReference Include="DiscordRichPresence" Version="1.1.3.18" />
<PackageReference Include="ini-parser-netstandard" Version="2.5.2" />
<PackageReference Include="securifybv.ShellLink" Version="0.1.0" />
</ItemGroup>

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@ -472,7 +472,6 @@ namespace Bloxstrap
Directory.CreateDirectory(Directories.Base);
Dialog.CancelEnabled = true;
Dialog.ProgressStyle = ProgressBarStyle.Continuous;
// compute total bytes to download
@ -512,6 +511,8 @@ namespace Bloxstrap
if (!FreshInstall)
{
ReShade.SynchronizeConfigFile();
// let's take this opportunity to delete any packages we don't need anymore
foreach (string filename in Directory.GetFiles(Directories.Downloads))
{
@ -554,13 +555,15 @@ namespace Bloxstrap
await CheckModPreset(Program.Settings.UseOldMouseCursor, @"content\textures\Cursors\KeyboardMouse\ArrowFarCursor.png", "OldFarCursor.png");
await CheckModPreset(Program.Settings.UseDisableAppPatch, @"ExtraContent\places\Mobile.rbxl", "");
await ReShade.CheckModifications();
foreach (string file in Directory.GetFiles(modFolder, "*.*", SearchOption.AllDirectories))
{
// get relative directory path
string relativeFile = file.Substring(modFolder.Length + 1);
// ignore files placed in the root directory
if (!relativeFile.Contains('\\'))
// ignore files placed in the root directory as long as they're not ini or dll files
if (!relativeFile.Contains('\\') && !relativeFile.EndsWith(".ini") && !relativeFile.EndsWith(".dll"))
continue;
modFolderFiles.Add(relativeFile);
@ -613,6 +616,11 @@ namespace Bloxstrap
catch (InvalidOperationException)
{
// package doesn't exist, likely mistakenly placed file
string versionFileLocation = Path.Combine(VersionFolder, fileLocation);
if (File.Exists(versionFileLocation))
File.Delete(versionFileLocation);
continue;
}

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@ -52,16 +52,16 @@
<ColumnDefinition Width="130" />
<ColumnDefinition Width="*" />
</Grid.ColumnDefinitions>
<CheckBox Grid.Column="0" x:Name="CheckBoxUseReshade" Content=" Use ReShade" Margin="5" IsChecked="{Binding UseReshade, Mode=TwoWay}" />
<CheckBox Grid.Column="1" x:Name="CheckBoxUseReshadeExtraviPresets" Content=" Use Extravi's presets w/ shaders" Margin="5" IsChecked="{Binding UseReshadeExtraviPresets, Mode=TwoWay}" />
<CheckBox Grid.Column="0" x:Name="CheckBoxUseReShade" Content=" Use ReShade" Margin="5" IsChecked="{Binding UseReShade, Mode=TwoWay}" />
<CheckBox Grid.Column="1" x:Name="CheckBoxUseReShadeExtraviPresets" Content=" Use Extravi's presets w/ shaders" Margin="5" IsChecked="{Binding UseReShadeExtraviPresets, Mode=TwoWay}" />
</Grid>
<Grid Margin="5,5,5,5">
<Grid.ColumnDefinitions>
<ColumnDefinition Width="*" />
<ColumnDefinition Width="90" />
</Grid.ColumnDefinitions>
<Button Grid.Column="0" x:Name="ButtonOpenReshadeFolder" ToolTip="{Binding ReshadeFolderButtonTooltip, Mode=OneTime}" IsEnabled="{Binding ReshadeFolderButtonEnabled, Mode=OneTime}" Content="Open ReShade folder" Height="23" Margin="0,0,5,0" />
<Button Grid.Column="1" x:Name="ButtonOpenReshadeCredits" Content="Credits" Height="23" Margin="5,0,0,0" />
<Button Grid.Column="0" x:Name="ButtonOpenReShadeFolder" ToolTip="{Binding ReShadeFolderButtonTooltip, Mode=OneTime}" IsEnabled="{Binding ReShadeFolderButtonEnabled, Mode=OneTime}" Content="Open ReShade folder" Height="23" Margin="0,0,5,0" />
<Button Grid.Column="1" x:Name="ButtonOpenReShadeCredits" Content="Credits" Height="23" Margin="5,0,0,0" />
</Grid>
</StackPanel>
</GroupBox>

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@ -195,20 +195,20 @@ namespace Bloxstrap.Dialogs
set => Program.Settings.RFUAutoclose = value;
}
public bool UseReshade
public bool UseReShade
{
get => Program.Settings.UseReshade;
set => Program.Settings.UseReshade = value;
get => Program.Settings.UseReShade;
set => Program.Settings.UseReShade = value;
}
public bool UseReshadeExtraviPresets
public bool UseReShadeExtraviPresets
{
get => Program.Settings.UseReshadeExtraviPresets;
set => Program.Settings.UseReshadeExtraviPresets = value;
get => Program.Settings.UseReShadeExtraviPresets;
set => Program.Settings.UseReShadeExtraviPresets = value;
}
public bool ReshadeFolderButtonEnabled { get; } = !Program.IsFirstRun;
public string ReshadeFolderButtonTooltip { get; } = Program.IsFirstRun ? "Bloxstrap must first be installed before managing ReShade" : "This is the folder that contains all your ReShade resources for presets, shaders and textures.";
public bool ReShadeFolderButtonEnabled { get; } = !Program.IsFirstRun;
public string ReShadeFolderButtonTooltip { get; } = Program.IsFirstRun ? "Bloxstrap must first be installed before managing ReShade" : "This is the folder that contains all your ReShade resources for presets, shaders and textures.";
#endregion
#region Modifications

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@ -10,6 +10,7 @@ namespace Bloxstrap.Helpers
public static string Versions { get; private set; } = "";
public static string Modifications { get; private set; } = "";
public static string Updates { get; private set; } = "";
public static string ReShade { get; private set; } = "";
public static string App { get; private set; } = "";
@ -23,6 +24,7 @@ namespace Bloxstrap.Helpers
Versions = Path.Combine(Base, "Versions");
Modifications = Path.Combine(Base, "Modifications");
Updates = Path.Combine(Base, "Updates");
ReShade = Path.Combine(Base, "ReShade");
App = Path.Combine(Base, $"{Program.ProjectName}.exe");
}

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@ -95,9 +95,11 @@ namespace Bloxstrap.Helpers.Integrations
using (MemoryStream zipStream = new(bytes))
{
ZipArchive zip = new(zipStream);
using (ZipArchive zip = new(zipStream))
{
zip.ExtractToDirectory(folderLocation, true);
}
}
if (!File.Exists(settingsLocation))
{

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@ -0,0 +1,355 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection.Metadata.Ecma335;
using System.Text;
using System.Threading.Tasks;
using System.IO;
using System.IO.Compression;
using Bloxstrap.Models;
using IniParser;
using IniParser.Model;
using System.Diagnostics;
using System.Xml.Linq;
namespace Bloxstrap.Helpers.Integrations
{
internal class ReShade
{
// i havent even started this and i know for a fact this is gonna be a mess of an integration lol
// there's a lot of nuances involved in how reshade functionality is supposed to work (shader management, config management, etc)
// it's gonna be a bit of a pain in the ass, and i'm expecting a lot of bugs to arise from this...
// well, looks like v1.7.0 is gonna be held back for quite a while lol
// also, this is going to be fairly restrictive without a lot of heavy work
// reshade's official installer gives you a list of shader packs and lets you choose which ones you want to install
// and here we're effectively choosing for the user... hm...
// i mean, it should be fine? importing shaders is still gonna be a thing, though maybe not as simple, but most people would be looking to use extravi's presets anyway
// based on the shaders we have installed, we're gonna have to parse and adjust this... yay.............
private static readonly string StockConfig =
"[APP]\r\n" +
"ForceFullscreen=0\r\n" +
"ForceVsync=0\r\n" +
"ForceWindowed=0\r\n" +
"\r\n" +
"[GENERAL]\r\n" +
"EffectSearchPaths=..\\..\\ReShade\\Shaders\r\n" +
"PreprocessorDefinitions=RESHADE_DEPTH_LINEARIZATION_FAR_PLANE=1000.0,RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN=0,RESHADE_DEPTH_INPUT_IS_REVERSED=1,RESHADE_DEPTH_INPUT_IS_LOGARITHMIC=0\r\n" +
"PresetPath=..\\..\\ReShade\\Presets\\ReShadePreset.ini\r\n" +
"TextureSearchPaths=..\\..\\ReShade\\Textures\r\n" +
"\r\n" +
"[INPUT]\r\n" +
"GamepadNavigation=1\r\n" +
"KeyOverlay=36,0,0,0\r\n";
// this is a list of selectable shaders to download:
// this should be formatted as { FolderName, GithubRepositoryUrl }
private static readonly IReadOnlyDictionary<string, string> Shaders = new Dictionary<string, string>()
{
{ "Stock", "https://github.com/crosire/reshade-shaders/archive/refs/heads/master.zip" },
// shaders required for extravi's presets:
{ "AlucardDH", "https://github.com/AlucardDH/dh-reshade-shaders/archive/refs/heads/master.zip" },
{ "AstrayFX", "https://github.com/BlueSkyDefender/AstrayFX/archive/refs/heads/master.zip" },
{ "Depth3D", "https://github.com/BlueSkyDefender/Depth3D/archive/refs/heads/master.zip" },
{ "Glamarye", "https://github.com/rj200/Glamarye_Fast_Effects_for_ReShade/archive/refs/heads/main.zip" },
{ "NiceGuy", "https://github.com/mj-ehsan/NiceGuy-Shaders/archive/refs/heads/main.zip" },
{ "prod80", "https://github.com/prod80/prod80-ReShade-Repository/archive/refs/heads/master.zip" },
{ "qUINT", "https://github.com/martymcmodding/qUINT/archive/refs/heads/master.zip" },
};
private static readonly string[] ExtraviPresetsShaders = new string[]
{
"AlucardDH",
"AstrayFX",
"Depth3D",
"Glamarye",
"NiceGuy",
"prod80",
"qUINT",
};
private static string GetSearchPath(string type, string name)
{
return $",..\\..\\ReShade\\{type}\\{name}";
}
public static void SynchronizeConfigFile()
{
Debug.WriteLine($"[ReShade] Synchronizing configuration file...");
// yeah, this is going to be a bit of a pain
// keep in mind the config file is going to be in two places: the mod folder and the version folder
// so we have to make sure the two below scenaros work flawlessly:
// - if the user manually updates their reshade config in the mod folder, it must be copied to the version folder
// - if the user updates their reshade settings ingame, the updated config must be copied to the mod folder
// the easiest way to manage this is to just compare the modification dates of the two
// anyway, this is where i'm expecting most of the bugs to arise from
// config synchronization will be done whenever roblox updates or whenever we launch roblox
string modFolderConfigPath = Path.Combine(Directories.Modifications, "ReShade.ini");
string versionFolderConfigPath = Path.Combine(Directories.Versions, Program.Settings.VersionGuid, "ReShade.ini");
// we shouldn't be here if the mod config doesn't already exist
if (!File.Exists(modFolderConfigPath))
{
Debug.WriteLine($"[ReShade] ReShade.ini in modifications folder does not exist, aborting sync");
return;
}
// copy to the version folder if it doesn't already exist there
if (!File.Exists(versionFolderConfigPath))
{
Debug.WriteLine($"[ReShade] ReShade.ini in version folder does not exist, synchronized with modifications folder");
File.Copy(modFolderConfigPath, versionFolderConfigPath);
}
// if both the mod and version configs match, then we don't need to do anything
if (Utilities.MD5File(modFolderConfigPath) == Utilities.MD5File(versionFolderConfigPath))
{
Debug.WriteLine($"[ReShade] ReShade.ini in version and modifications folder match");
return;
}
FileInfo modFolderConfigFile = new(modFolderConfigPath);
FileInfo versionFolderConfigFile = new(versionFolderConfigPath);
if (modFolderConfigFile.LastWriteTime > versionFolderConfigFile.LastWriteTime)
{
// overwrite version config if mod config was modified most recently
Debug.WriteLine($"[ReShade] ReShade.ini in version folder is older, synchronized with modifications folder");
File.Copy(modFolderConfigPath, versionFolderConfigPath, true);
}
else if (versionFolderConfigFile.LastWriteTime > modFolderConfigFile.LastWriteTime)
{
// overwrite mod config if version config was modified most recently
Debug.WriteLine($"[ReShade] ReShade.ini in modifications folder is older, synchronized with version folder");
File.Copy(versionFolderConfigPath, modFolderConfigPath, true);
}
}
public static async Task DownloadShaders(string name)
{
string downloadUrl = Shaders.First(x => x.Key == name).Value;
// not all shader packs have a textures folder, so here we're determining if they exist purely based on if they have a Shaders folder
if (Directory.Exists(Path.Combine(Directories.ReShade, "Shaders", name)))
return;
Debug.WriteLine($"[ReShade] Downloading shaders for {name}");
byte[] bytes = await Program.HttpClient.GetByteArrayAsync(downloadUrl);
using (MemoryStream zipStream = new(bytes))
{
using (ZipArchive archive = new(zipStream))
{
foreach (ZipArchiveEntry entry in archive.Entries)
{
if (entry.FullName.EndsWith('/'))
continue;
// github branch zips have a root folder of the name of the branch, so let's just remove that
string fullPath = entry.FullName.Substring(entry.FullName.IndexOf('/') + 1);
// skip file if it's not in the Shaders or Textures folder
if (!fullPath.StartsWith("Shaders") && !fullPath.StartsWith("Textures"))
continue;
// and now we do it again because of how we're handling folder management
// e.g. reshade-shaders-master/Shaders/Vignette.fx should go to ReShade/Shaders/Stock/Vignette.fx
// so in this case, relativePath should just be "Vignette.fx"
string relativePath = fullPath.Substring(fullPath.IndexOf('/') + 1);
// now we stitch it all together
string extractionPath = Path.Combine(
Directories.ReShade,
fullPath.StartsWith("Shaders") ? "Shaders" : "Textures",
name,
relativePath
);
// make sure the folder that we're extracting it to exists
Directory.CreateDirectory(Path.GetDirectoryName(extractionPath)!);
// and now extract
await Task.Run(() => entry.ExtractToFile(extractionPath));
}
}
}
// now we have to update ReShade.ini and add the installed shaders to the search paths
FileIniDataParser parser = new();
IniData data = parser.ReadFile(Path.Combine(Directories.Modifications, "ReShade.ini"));
if (!data["GENERAL"]["EffectSearchPaths"].Contains(name))
data["GENERAL"]["EffectSearchPaths"] += GetSearchPath("Shaders", name);
// not every shader pack has a textures folder
if (Directory.Exists(Path.Combine(Directories.ReShade, "Textures", name)) && !data["GENERAL"]["TextureSearchPaths"].Contains(name))
data["GENERAL"]["TextureSearchPaths"] += GetSearchPath("Textures", name);
parser.WriteFile(Path.Combine(Directories.Modifications, "ReShade.ini"), data);
}
public static void DeleteShaders(string name)
{
Debug.WriteLine($"[ReShade] Deleting shaders for {name}");
string shadersPath = Path.Combine(Directories.ReShade, "Shaders", name);
string texturesPath = Path.Combine(Directories.ReShade, "Textures", name);
if (Directory.Exists(shadersPath))
Directory.Delete(shadersPath, true);
if (Directory.Exists(texturesPath))
Directory.Delete(texturesPath, true);
string configFile = Path.Combine(Directories.Modifications, "ReShade.ini");
if (!File.Exists(configFile))
return;
// now we have to update ReShade.ini and remove the installed shaders from the search paths
FileIniDataParser parser = new();
IniData data = parser.ReadFile(configFile);
string configShaderSearchPaths = data["GENERAL"]["EffectSearchPaths"];
string configTextureSearchPaths = data["GENERAL"]["TextureSearchPaths"];
if (configShaderSearchPaths.Contains(name))
{
string searchPath = GetSearchPath("Shaders", name);
data["GENERAL"]["EffectSearchPaths"] = configShaderSearchPaths.Remove(configShaderSearchPaths.IndexOf(searchPath), searchPath.Length);
}
if (configTextureSearchPaths.Contains(name))
{
string searchPath = GetSearchPath("Textures", name);
data["GENERAL"]["TextureSearchPaths"] = configTextureSearchPaths.Remove(configTextureSearchPaths.IndexOf(searchPath), searchPath.Length);
}
parser.WriteFile(configFile, data);
}
public static async Task InstallExtraviPresets()
{
Debug.WriteLine("[ReShade] Installing Extravi's presets...");
foreach (string name in ExtraviPresetsShaders)
await DownloadShaders(name);
int count = new DirectoryInfo(Path.Combine(Directories.ReShade, "Presets")).GetFiles().Where(x => x.Name.StartsWith("Extravi")).Count();
// there should be at least 7 presets beginning with "Extravi", if there aren't then presume they're not installed
if (count >= 7)
{
Debug.WriteLine("[ReShade] Extravi's presets are already installed, aborting");
return;
}
// we're also gonna need some sort of versioning for this somehow so that extravi can update the presets ota
byte[] bytes = await Program.HttpClient.GetByteArrayAsync("https://github.com/Extravi/extravi.github.io/raw/main/update/reshade-presets.zip");
using (MemoryStream zipStream = new(bytes))
{
using (ZipArchive archive = new(zipStream))
{
foreach (ZipArchiveEntry entry in archive.Entries)
{
if (entry.FullName.EndsWith('/'))
continue;
// github branch zips have a root folder of the name of the branch, so let's just remove that
string filename = entry.FullName.Substring(entry.FullName.IndexOf('/') + 1);
await Task.Run(() => entry.ExtractToFile(Path.Combine(Directories.ReShade, "Presets", filename), true));
}
}
}
}
public static void UninstallExtraviPresets()
{
Debug.WriteLine("[ReShade] Uninstalling Extravi's presets...");
FileInfo[] presets = new DirectoryInfo(Path.Combine(Directories.ReShade, "Presets")).GetFiles();
foreach (FileInfo preset in presets)
{
if (preset.Name.StartsWith("Extravi"))
preset.Delete();
}
foreach (string name in ExtraviPresetsShaders)
DeleteShaders(name);
}
public static async Task CheckModifications()
{
Debug.WriteLine("[ReShade] Checking ReShade modifications... ");
string injectorLocation = Path.Combine(Directories.Modifications, "dxgi.dll");
string configLocation = Path.Combine(Directories.Modifications, "ReShade.ini");
// initialize directories
Directory.CreateDirectory(Directories.ReShade);
Directory.CreateDirectory(Path.Combine(Directories.ReShade, "Shaders"));
Directory.CreateDirectory(Path.Combine(Directories.ReShade, "Textures"));
Directory.CreateDirectory(Path.Combine(Directories.ReShade, "Presets"));
if (!Program.Settings.UseReShadeExtraviPresets)
UninstallExtraviPresets();
if (!Program.Settings.UseReShade)
{
Debug.WriteLine("[ReShade] Uninstalling ReShade...");
// delete any stock config files
if (File.Exists(injectorLocation))
File.Delete(injectorLocation);
if (File.Exists(configLocation))
File.Delete(configLocation);
DeleteShaders("Stock");
return;
}
// first, let's check to make sure the injector dll is downloaded
if (!File.Exists(injectorLocation))
{
Debug.WriteLine("[ReShade] Installing ReShade...");
// here we're downloading the dll through extravi's repository as reshade doesn't officially distribute binaries
// uhhh... i'm not sure how we're gonna handle checking for updates? there's not exactly a version number to check here...
// only way i can think of is to check the latest commit to the file but thats messy and requires the github api fsdkjhgusedjfzlikohskeolgdfazszwhs\aripy\aws;j/riows\ajuygh
// i think i might have to (or get extravi to) host the binary version somewhere
byte[] bytes = await Program.HttpClient.GetByteArrayAsync("https://github.com/Extravi/extravi.github.io/raw/main/update/dxgi.zip");
using (MemoryStream zipStream = new(bytes))
{
using (ZipArchive zip = new(zipStream))
{
zip.ExtractToDirectory(Directories.Modifications, true);
}
}
}
// and write the stock config if we need to
if (!File.Exists(configLocation))
await File.WriteAllTextAsync(configLocation, StockConfig);
await DownloadShaders("Stock");
if (Program.Settings.UseReShadeExtraviPresets)
await InstallExtraviPresets();
SynchronizeConfigFile();
}
}
}

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@ -0,0 +1,28 @@
using System.Text.Json.Serialization;
namespace Bloxstrap.Models
{
public class GithubCommits
{
[JsonPropertyName("assets")]
public List<GithubCommit>? Commits { get; set; }
}
public class GithubCommit
{
[JsonPropertyName("commit")]
public GithubCommitData Commit { get; set; } = null!;
}
public class GithubCommitData
{
[JsonPropertyName("author")]
public GithubCommitAuthor Author { get; set; } = null!;
}
public class GithubCommitAuthor
{
[JsonPropertyName("date")]
public string Date { get; set; } = null!;
}
}

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@ -22,8 +22,8 @@ namespace Bloxstrap.Models
public string RFUVersion { get; set; } = "";
public bool UseReshade { get; set; } = false;
public bool UseReshadeExtraviPresets { get; set; } = false;
public bool UseReShade { get; set; } = false;
public bool UseReShadeExtraviPresets { get; set; } = false;
public bool UseOldDeathSound { get; set; } = true;
public bool UseOldMouseCursor { get; set; } = false;

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@ -132,7 +132,7 @@ namespace Bloxstrap
string commandLine = "";
#if DEBUG
#if false//DEBUG
new Preferences().ShowDialog();
#else
if (args.Length > 0)