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ModPathRedirector.cs
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232 lines (196 loc) · 7.16 KB
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using System;
using System.IO;
using System.Threading;
using MelonLoader;
using MelonLoader.Utils;
[assembly: MelonInfo(typeof(ModPathRedirector.ModPathRedirectorMod), "ModPathRedirector", "1.5.1", "DataCenterExporter")]
[assembly: MelonGame("Waseku", "Data Center")]
[assembly: MelonPriority(-10000)]
namespace ModPathRedirector;
/// <summary>
/// Runs with high priority so <see cref="OnPreModsLoaded"/> executes before other plugins.
/// After Il2Cpp assembly generation (see Latest.log: Il2CppAssemblyGenerator), blocks MelonMods load until
/// each subscribed Workshop item is downloaded and present under
/// <c>{GameRoot}/{ExeName}_Data/StreamingAssets/mods/workshop_<id>/WorkshopUploadContent</c>
/// (falls back to <c>workshop_<id></c> alone if the nested folder is not created yet).
/// </summary>
public sealed class ModPathRedirectorMod : MelonPlugin
{
private const int SteamInitWaitMs = 90_000;
private const int WorkshopSyncMaxWaitMs = 600_000;
private const int FolderWaitAfterSteamMs = 180_000;
private const int PollMs = 100;
private const int ProgressLogIntervalMs = 10_000;
public override void OnPreModsLoaded()
{
LoggerInstance.Msg(
"ModPathRedirector: After Il2Cpp assembly step — waiting for Workshop content before MelonMods load.");
if (!WaitForSteamUgc(SteamInitWaitMs))
{
LoggerInstance.Warning(
"ModPathRedirector: Steam UGC not available; continuing without Workshop wait (start Steam & the game from Steam).");
return;
}
if (SteamFlatUgc.FailedResolve)
{
LoggerInstance.Warning("ModPathRedirector: ISteamUGC not resolved; skipping Workshop wait.");
return;
}
WaitForSubscribedWorkshopOnDisk();
}
private bool WaitForSteamUgc(int maxMs)
{
var deadline = DateTime.UtcNow.AddMilliseconds(maxMs);
while (DateTime.UtcNow < deadline)
{
SteamFlatUgc.RunCallbacks();
if (SteamFlatUgc.TryEnsureUgc(out var steamOk) && steamOk)
return true;
if (SteamFlatUgc.FailedResolve)
return false;
Thread.Sleep(PollMs);
}
return SteamFlatUgc.TryEnsureUgc(out _);
}
private void WaitForSubscribedWorkshopOnDisk()
{
var count = SteamFlatUgc.GetNumSubscribedItems();
if (count == 0)
{
LoggerInstance.Msg("ModPathRedirector: No subscribed Workshop items; loading MelonMods.");
return;
}
var items = new ulong[count];
var filled = SteamFlatUgc.GetSubscribedItems(items, count);
RequestDownloadsPerItem(items, filled);
var modsRoot = GetStreamingModsRoot();
var deadline = DateTime.UtcNow.AddMilliseconds(WorkshopSyncMaxWaitMs);
var lastLog = DateTime.UtcNow;
DateTime? allSteamReadySince = null;
while (DateTime.UtcNow < deadline)
{
SteamFlatUgc.RunCallbacks();
if (!SteamFlatUgc.TryEnsureUgc(out var ok) || !ok)
{
Thread.Sleep(PollMs);
continue;
}
var allSteam = true;
for (var i = 0; i < (int)filled; i++)
{
if (!IsSteamItemReady(items[i]))
{
allSteam = false;
break;
}
}
if (!allSteam)
{
allSteamReadySince = null;
if ((DateTime.UtcNow - lastLog).TotalMilliseconds >= ProgressLogIntervalMs)
{
LogPendingItems(items, filled, modsRoot);
lastLog = DateTime.UtcNow;
}
Thread.Sleep(PollMs);
continue;
}
if (allSteamReadySince == null)
allSteamReadySince = DateTime.UtcNow;
if (AllWorkshopFoldersExist(items, filled, modsRoot))
{
LoggerInstance.Msg(
$"ModPathRedirector: All {filled} Workshop item(s) are installed (Steam) and workshop_* content exists under StreamingAssets/mods. Loading MelonMods.");
return;
}
// Steam client finished, but game may copy to StreamingAssets slightly later
if ((DateTime.UtcNow - allSteamReadySince.Value).TotalMilliseconds >= FolderWaitAfterSteamMs)
{
LoggerInstance.Warning(
"ModPathRedirector: Steam reports all items installed, but workshop_* folders are still missing under StreamingAssets/mods. " +
"Continuing MelonMods load — if mods are missing, restart once the game has synced Workshop content.");
return;
}
if ((DateTime.UtcNow - lastLog).TotalMilliseconds >= ProgressLogIntervalMs)
{
LoggerInstance.Msg($"ModPathRedirector: Waiting for workshop_*/WorkshopUploadContent under: {modsRoot}");
lastLog = DateTime.UtcNow;
}
Thread.Sleep(PollMs);
}
LoggerInstance.Warning(
"ModPathRedirector: Timed out waiting for Workshop downloads (Steam). " +
"MelonMods will load anyway — let Steam finish, then restart.");
}
private static bool AllWorkshopFoldersExist(ulong[] items, uint filled, string modsRoot)
{
for (var i = 0; i < (int)filled; i++)
{
if (!WorkshopItemPresentOnDisk(modsRoot, items[i]))
return false;
}
return true;
}
/// <summary>
/// Game syncs Workshop content under <c>StreamingAssets/mods/workshop_<id>/WorkshopUploadContent</c>.
/// Accept <c>workshop_<id></c> alone for older layouts or before nested content appears.
/// </summary>
private static bool WorkshopItemPresentOnDisk(string modsRoot, ulong id)
{
var workshopDir = Path.Combine(modsRoot, "workshop_" + id);
var uploadContent = Path.Combine(workshopDir, "WorkshopUploadContent");
return Directory.Exists(uploadContent) || Directory.Exists(workshopDir);
}
private static string GetStreamingModsRoot()
{
var root = MelonEnvironment.GameRootDirectory;
var exe = MelonEnvironment.GameExecutableName;
if (string.IsNullOrEmpty(exe))
exe = "Data Center";
return Path.Combine(root, exe + "_Data", "StreamingAssets", "mods");
}
private static void RequestDownloadsPerItem(ulong[] items, uint filled)
{
for (var i = 0; i < (int)filled; i++)
{
var id = items[i];
var state = SteamFlatUgc.GetItemState(id);
var installed = (state & SteamFlatUgc.ItemState.Installed) != 0;
var downloading = (state & SteamFlatUgc.ItemState.Downloading) != 0;
var downloadPending = (state & SteamFlatUgc.ItemState.DownloadPending) != 0;
var needsUpdate = (state & SteamFlatUgc.ItemState.NeedsUpdate) != 0;
if (installed && !needsUpdate)
continue;
if (!downloading && !downloadPending)
{
if (SteamFlatUgc.DownloadItem(id, true))
MelonLogger.Msg($"ModPathRedirector: Requested download for workshop_{id}");
}
else
{
MelonLogger.Msg($"ModPathRedirector: workshop_{id} already downloading / pending.");
}
}
}
private static bool IsSteamItemReady(ulong id)
{
var state = SteamFlatUgc.GetItemState(id);
var installed = (state & SteamFlatUgc.ItemState.Installed) != 0;
var downloading = (state & SteamFlatUgc.ItemState.Downloading) != 0;
var downloadPending = (state & SteamFlatUgc.ItemState.DownloadPending) != 0;
var needsUpdate = (state & SteamFlatUgc.ItemState.NeedsUpdate) != 0;
return installed && !needsUpdate && !downloading && !downloadPending;
}
private void LogPendingItems(ulong[] items, uint filled, string modsRoot)
{
for (var i = 0; i < (int)filled; i++)
{
var id = items[i];
var state = SteamFlatUgc.GetItemState(id);
var workshopDir = Path.Combine(modsRoot, "workshop_" + id);
var uploadContent = Path.Combine(workshopDir, "WorkshopUploadContent");
LoggerInstance.Msg(
$" workshop_{id}: state=0x{state:X} workshopDir={Directory.Exists(workshopDir)} WorkshopUploadContent={Directory.Exists(uploadContent)}");
}
}
}