-
Notifications
You must be signed in to change notification settings - Fork 0
/
SongManager.cs
222 lines (186 loc) · 9.09 KB
/
SongManager.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
using System.IO;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Rocksmith2014PsarcLib.Psarc;
using Rocksmith2014PsarcLib.Psarc.Models.Json;
using System.Windows.Forms;
namespace RSDiagnostics
{
public class SongManager
{
/// <summary>
/// A list of every song in the user's game.
/// </summary>
public static Dictionary<string, SongData> Songs = new Dictionary<string, SongData>();
/// <summary>
/// Fills Songs with SongData.
/// </summary>
/// <param name="progressBar"> - Attach a progress bar to the loading process.</param>
/// <returns> - Value of Songs</returns>
public static Dictionary<string, SongData> ExtractSongData(ProgressBar progressBar = null)
{
// Init
Songs.Clear();
bool progressBarAvailable = progressBar != null;
List<string> allFiles = Directory.GetFiles(Path.Combine(Settings.Settings.RocksmithLocation, "dlc"), "*_p.psarc", SearchOption.AllDirectories).ToList();
// Setup Progressbar if passed in as a parameter.
if (progressBarAvailable)
{
progressBar.Visible = true;
progressBar.Minimum = 1;
progressBar.Maximum = allFiles.Count;
progressBar.Value = 1;
progressBar.Step = 1;
}
// Look through every file in allFiles.
ParallelLoopResult loopResult = Parallel.ForEach(allFiles, (file) =>
{
try
{
using (PsarcFile psarc = new PsarcFile(file))
{
List<SongArrangement> ExtractedArrangementManifests = psarc.ExtractArrangementManifests(); // List every arrangement in the psarc. This is crucial for looking at song packs!
foreach (SongArrangement arrangement in ExtractedArrangementManifests)
{
SongData song = new SongData()
{
DLCKey = arrangement.Attributes.SongKey,
Artist = arrangement.Attributes.ArtistName,
AppID = psarc.ExtractAppID(),
Title = arrangement.Attributes.SongName,
Shipping = arrangement.Attributes.Shipping,
SKU = arrangement.Attributes.SKU,
CommonName = $"{arrangement.Attributes.ArtistName} - {arrangement.Attributes.SongName}"
};
if (song.DLCKey == null || song.CommonName == string.Empty || song.CommonName == " - " || song.Artist == string.Empty || song.Title == string.Empty || !song.Shipping) // Some songs have a glitched arrangment, so we skip it.
continue;
// Load all RS1 DLC and their ID so we can determine if the user owns it, and if we should display it accordingly.
if (psarc.ExtractToolkitInfo().PackageAuthor == "Ubisoft")
{
song.ODLC = true;
if (arrangement.Attributes.SKU == "RS1" && arrangement.Attributes.DLCRS1Key != null)
song.RS1AppID = arrangement.Attributes.DLCRS1Key[0].WIN32;
}
// Add Song to Songs if it isn't already in it.
if (Songs.ContainsKey(song.DLCKey))
continue;
else if (song != null)
Songs.Add(song.DLCKey, song);
}
}
}
catch {} // We are reading the files too quick. Let's forget about it for now as we are just trying to get a rough count.
});
// Shutdown Progressbar
if (progressBarAvailable)
{
progressBar.Visible = false;
progressBar.Value = progressBar.Minimum;
}
Songs = Songs.Where(song => song.Key != null).Distinct().ToDictionary(song => song.Key, song => song.Value); // Clear out duplicates, and any null values that got accidently set.
return Songs;
}
/// <summary>
/// Find how many official songs are non-authentic.
/// </summary>
/// <param name="officialSongs"> - List of all official songs.</param>
/// <returns> - Number of non-authentic official songs.</returns>
public static int Validate(List<SongData> officialSongs)
{
List<int> UniqueAppIds = new List<int>();
Dictionary<int, List<string>> DLCPacks = new Dictionary<int, List<string>>();
List<string> nonAuthenticSongs = new List<string>();
foreach (SongData song in officialSongs)
{
int appID = song.AppID;
// RS1 Compat Disc
if (appID == 258341 && song.RS1AppID == 0 && song.SKU == "RS1")
continue;
// Exercise Packs
else if (appID == 899900 || appID == 1089222 || appID == 1089172 || appID == 1122551 || appID == 1089199 || appID == 1122574)
{
if(!song.CommonName.ToLower().Contains("notetrackers")) // Every song with these IDs contains "notetrackers" in it's artist / title. If it doesn't, then it's pirated.
{
nonAuthenticSongs.Add(song.CommonName);
}
}
// Extra Pack-Only Packs. There should ONLY be 5 per pack. We check to make sure that only 5 are in each pack further down.
else if (appID == 436572 || appID == 294990 || appID == 390389 || appID == 753836)
{
if (DLCPacks.ContainsKey(appID))
DLCPacks[appID].Add(song.CommonName);
else
DLCPacks.Add(appID, new List<string>() { song.CommonName });
}
else
{
if (UniqueAppIds.Contains(appID)) // Yeah, this is an ODLC with an AppID we've already scanned. This must be non-Authentic.
{
nonAuthenticSongs.Add(song.CommonName);
}
else // We haven't seen this AppID yet.
UniqueAppIds.Add(appID);
}
}
// Validate that "Extra Pack-Only Packs" only have 5 songs per AppID, else they have some non-Authentic files hiding in there.
foreach (KeyValuePair<int, List<string>> pack in DLCPacks)
{
if (pack.Value.Count > 5)
{
foreach(string song in pack.Value)
{
nonAuthenticSongs.Add(song);
}
}
}
return nonAuthenticSongs.Count;
}
}
public class SongData
{
/// <summary>
/// <para>Unique string for song.</para>
/// <para>"DLC Key" in RS Toolkit.</para>
/// </summary>
public string DLCKey { get; set; }
/// <summary>
/// <para>The AppID of the Steam DLC we should assosciate this CDLC / ODLC with.</para>
/// <para>"App ID" in RS Toolkit.</para>
/// </summary>
public int AppID { get; set; }
/// <summary>
/// <para>This one should be pretty self explanatory, what band made this song?</para>
/// <para>"Artist" in RS Toolkit.</para>
/// </summary>
public string Artist { get; set; }
/// <summary>
/// <para>This one should be pretty self explanatory, what is the name of this song?</para>
/// <para>"Song Title" in RS Toolkit.</para>
/// </summary>
public string Title { get; set; }
/// <summary>
/// <para>A combined version of Artist & Title, to be used to identify the song.</para>
/// <para>"Artist - Title" (without quotes).</para>
/// </summary>
public string CommonName { get; set; }
/// <summary>
/// <para>A true / false value that determines if the song should show up in game.</para>
/// <para>This should almost ALWAYS be set to true.</para>
/// </summary>
public bool Shipping { get; set; }
/// <summary>
/// A true / false value that sees if Ubisoft made this chart.
/// </summary>
public bool ODLC { get; set; }
/// <summary>
/// What game was this initially made for ("RS1", "RS2", etc)
/// </summary>
public string SKU { get; set; }
/// <summary>
/// <para>Rocksmith 1 DLC have a number assosciated with them inside their arrangement manifests.</para>
/// <para>We grab this value separate from "AppID", as they are not the same value.</para>
/// </summary>
public int RS1AppID { get; set; }
}
}