bloxstrap/Bloxstrap/Helpers/Integrations/ReShade.cs
pizzaboxer abd56959f2 Fix bug with Bloxstrap not staying open
looks like my dumbass completely forgot why i used application.run to begin with
2023-02-03 21:31:36 +00:00

411 lines
19 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.IO.Compression;
using System.Linq;
using System.Threading.Tasks;
using Bloxstrap.Models;
using IniParser;
using IniParser.Model;
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
private static string BaseDirectory => Path.Combine(Directories.Integrations, "ReShade");
private static string FontsFolder => Path.Combine(BaseDirectory, "Fonts");
private static string PresetsFolder => Path.Combine(BaseDirectory, "Presets");
private static string ShadersFolder => Path.Combine(BaseDirectory, "Shaders");
private static string TexturesFolder => Path.Combine(BaseDirectory, "Textures");
private static string ConfigLocation => Path.Combine(Directories.Modifications, "ReShade.ini");
// the base url that we're fetching all our remote configs and resources and stuff from
private const string BaseUrl = "https://raw.githubusercontent.com/Extravi/extravi.github.io/main/update";
// 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 $",..\\..\\Integrations\\ReShade\\{type}\\{name}";
}
public static async Task DownloadConfig()
{
Debug.WriteLine("[ReShade] Downloading/Upgrading config file...");
{
byte[] bytes = await App.HttpClient.GetByteArrayAsync($"{BaseUrl}/config.zip");
using MemoryStream zipStream = new(bytes);
using ZipArchive archive = new(zipStream);
archive.Entries.First(x => x.FullName == "ReShade.ini").ExtractToFile(ConfigLocation, true);
// when we extract the file we have to make sure the last modified date is overwritten
// or else it will synchronize with the config in the version folder
// really the config adjustments below should do this for us, but this is just to be safe
File.SetLastWriteTime(ConfigLocation, DateTime.Now);
// we also gotta download the editor fonts
foreach (ZipArchiveEntry entry in archive.Entries.Where(x => x.FullName.EndsWith(".ttf")))
entry.ExtractToFile(Path.Combine(FontsFolder, entry.FullName), true);
}
// now we have to adjust the config file to use the paths that we need
// some of these can be removed later when the config file is better adjusted for bloxstrap by default
FileIniDataParser parser = new();
IniData data = parser.ReadFile(ConfigLocation);
data["GENERAL"]["EffectSearchPaths"] = "..\\..\\Integrations\\ReShade\\Shaders";
data["GENERAL"]["TextureSearchPaths"] = "..\\..\\Integrations\\ReShade\\Textures";
data["GENERAL"]["PresetPath"] = data["GENERAL"]["PresetPath"].Replace(".\\reshade-presets\\", "..\\..\\Integrations\\ReShade\\Presets\\");
//data["SCREENSHOT"]["SavePath"] = "..\\..\\ReShade\\Screenshots";
data["SCREENSHOT"]["SavePath"] = Path.Combine(Directories.MyPictures, "Roblox-ReShade");
data["STYLE"]["EditorFont"] = data["STYLE"]["EditorFont"].Replace(".\\", "..\\..\\Integrations\\ReShade\\Fonts\\");
data["STYLE"]["Font"] = data["STYLE"]["Font"].Replace(".\\", "..\\..\\Integrations\\ReShade\\Fonts\\");
// add search paths for shaders and textures
foreach (string name in Directory.GetDirectories(ShadersFolder).Select(x => Path.GetRelativePath(ShadersFolder, x)).ToArray())
data["GENERAL"]["EffectSearchPaths"] += GetSearchPath("Shaders", name);
foreach (string name in Directory.GetDirectories(TexturesFolder).Select(x => Path.GetRelativePath(TexturesFolder, x)).ToArray())
data["GENERAL"]["TextureSearchPaths"] += GetSearchPath("Textures", name);
parser.WriteFile(ConfigLocation, data);
}
public static void SynchronizeConfigFile()
{
Debug.WriteLine($"[ReShade] Synchronizing configuration file...");
// yeah, this is going to be a bit of a pain
// keep in mind the config file is going to be in two places: the mod folder and the version folder
// so we have to make sure the two below scenaros work flawlessly:
// - if the user manually updates their reshade config in the mod folder or it gets updated, it must be copied to the version folder
// - if the user updates their reshade settings ingame, the updated config must be copied to the mod folder
// the easiest way to manage this is to just compare the modification dates of the two
// anyway, this is where i'm expecting most of the bugs to arise from
// config synchronization will be done whenever roblox updates or whenever we launch roblox
string modFolderConfigPath = ConfigLocation;
string versionFolderConfigPath = Path.Combine(Directories.Versions, App.Settings.VersionGuid, "ReShade.ini");
// we shouldn't be here if the mod config doesn't already exist
if (!File.Exists(modFolderConfigPath))
{
Debug.WriteLine($"[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(ShadersFolder, name)))
return;
Debug.WriteLine($"[ReShade] Downloading shaders for {name}");
{
byte[] bytes = await App.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;
// ingore shaders with compiler errors
if (fullPath.EndsWith("dh_Lain.fx") || fullPath.EndsWith("dh_rtgi.fx"))
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(
BaseDirectory,
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(ConfigLocation);
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(TexturesFolder, name)) && !data["GENERAL"]["TextureSearchPaths"].Contains(name))
data["GENERAL"]["TextureSearchPaths"] += GetSearchPath("Textures", name);
parser.WriteFile(ConfigLocation, data);
}
public static void DeleteShaders(string name)
{
Debug.WriteLine($"[ReShade] Deleting shaders for {name}");
string shadersPath = Path.Combine(ShadersFolder, name);
string texturesPath = Path.Combine(TexturesFolder, name);
if (Directory.Exists(shadersPath))
Directory.Delete(shadersPath, true);
if (Directory.Exists(texturesPath))
Directory.Delete(texturesPath, true);
if (!File.Exists(ConfigLocation))
return;
// now we have to update ReShade.ini and remove the installed shaders from the search paths
FileIniDataParser parser = new();
IniData data = parser.ReadFile(ConfigLocation);
string shaderSearchPaths = data["GENERAL"]["EffectSearchPaths"];
string textureSearchPaths = data["GENERAL"]["TextureSearchPaths"];
if (shaderSearchPaths.Contains(name))
{
string searchPath = GetSearchPath("Shaders", name);
data["GENERAL"]["EffectSearchPaths"] = shaderSearchPaths.Remove(shaderSearchPaths.IndexOf(searchPath), searchPath.Length);
}
if (textureSearchPaths.Contains(name))
{
string searchPath = GetSearchPath("Textures", name);
data["GENERAL"]["TextureSearchPaths"] = textureSearchPaths.Remove(textureSearchPaths.IndexOf(searchPath), searchPath.Length);
}
parser.WriteFile(ConfigLocation, data);
}
public static async Task InstallExtraviPresets()
{
Debug.WriteLine("[ReShade] Installing Extravi's presets...");
foreach (string name in ExtraviPresetsShaders)
await DownloadShaders(name);
byte[] bytes = await App.HttpClient.GetByteArrayAsync($"{BaseUrl}/reshade-presets.zip");
using MemoryStream zipStream = new(bytes);
using ZipArchive archive = new(zipStream);
foreach (ZipArchiveEntry entry in archive.Entries)
{
if (entry.FullName.EndsWith('/'))
continue;
// remove containing folder
string filename = entry.FullName.Substring(entry.FullName.IndexOf('/') + 1);
await Task.Run(() => entry.ExtractToFile(Path.Combine(PresetsFolder, filename), true));
}
}
public static void UninstallExtraviPresets()
{
if (!Directory.Exists(PresetsFolder))
return;
Debug.WriteLine("[ReShade] Uninstalling Extravi's presets...");
FileInfo[] presets = new DirectoryInfo(PresetsFolder).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");
if (!App.Settings.UseReShadeExtraviPresets)
{
UninstallExtraviPresets();
App.Settings.ExtraviPresetsVersion = "";
}
if (!App.Settings.UseReShade)
{
Debug.WriteLine("[ReShade] Uninstalling ReShade...");
// delete any stock config files
File.Delete(injectorLocation);
File.Delete(ConfigLocation);
App.Settings.ReShadeConfigVersion = "";
//DeleteShaders("Stock");
if (Directory.Exists(BaseDirectory))
Directory.Delete(BaseDirectory, true);
return;
}
// initialize directories
Directory.CreateDirectory(BaseDirectory);
Directory.CreateDirectory(FontsFolder);
Directory.CreateDirectory(ShadersFolder);
Directory.CreateDirectory(TexturesFolder);
Directory.CreateDirectory(PresetsFolder);
// the version manfiest contains the version of reshade available for download and the last date the presets were updated
var versionManifest = await Utilities.GetJson<ReShadeVersionManifest>("https://raw.githubusercontent.com/Extravi/extravi.github.io/main/update/version.json");
bool shouldFetchReShade = false;
bool shouldFetchConfig = false;
if (!File.Exists(injectorLocation))
{
shouldFetchReShade = true;
}
else if (versionManifest is not null)
{
// check if an update for reshade is available
FileVersionInfo injectorVersionInfo = FileVersionInfo.GetVersionInfo(injectorLocation);
if (injectorVersionInfo.ProductVersion != versionManifest.ReShade)
shouldFetchReShade = true;
}
// check if we should download a fresh copy of the config
// extravi may need to update the config ota, in which case we'll redownload it
if (!File.Exists(ConfigLocation) || versionManifest is not null && App.Settings.ReShadeConfigVersion != versionManifest.ConfigFile)
shouldFetchConfig = true;
if (shouldFetchReShade)
{
Debug.WriteLine("[ReShade] Installing/Upgrading ReShade...");
{
byte[] bytes = await App.HttpClient.GetByteArrayAsync($"{BaseUrl}/dxgi.zip");
using MemoryStream zipStream = new(bytes);
using ZipArchive archive = new(zipStream);
archive.ExtractToDirectory(Directories.Modifications, true);
}
}
if (shouldFetchConfig)
{
await DownloadConfig();
if (versionManifest is not null)
App.Settings.ReShadeConfigVersion = versionManifest.ConfigFile;
}
await DownloadShaders("Stock");
if (App.Settings.UseReShadeExtraviPresets && App.Settings.ExtraviPresetsVersion != versionManifest!.Presets)
{
await InstallExtraviPresets();
App.Settings.ExtraviPresetsVersion = versionManifest.Presets;
}
SynchronizeConfigFile();
}
}
}