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Ingramz committed Sep 4, 2022
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42 changes: 42 additions & 0 deletions .gitignore
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*.swp
*.*~
project.lock.json
.DS_Store
*.pyc
nupkg/

# Visual Studio Code
.vscode

# Rider
.idea

# User-specific files
*.suo
*.user
*.userosscache
*.sln.docstates

# Build results
[Dd]ebug/
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/
x64/
x86/
build/
bld/
[Bb]in/
[Oo]bj/
[Oo]ut/
msbuild.log
msbuild.err
msbuild.wrn

# Visual Studio 2015
.vs/

# Project-specific
FodyWeavers.xsd
Costura32/xlpack.dll
Costura32/tbb.dll
Empty file added Costura32/.gitkeep
Empty file.
21 changes: 21 additions & 0 deletions FileUtil.cs
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using System.IO;

public class FileUtil {
// https://stackoverflow.com/a/937558
public static bool IsFileLocked(string path) {
try {
using (FileStream stream = new FileInfo(path).Open(FileMode.Open, FileAccess.Read, FileShare.None)) {
stream.Close();
}
} catch (IOException) {
// the file is unavailable because it is:
// still being written to
// or being processed by another thread
// or does not exist (has already been processed)
return true;
}

// file is not locked
return false;
}
}
4 changes: 4 additions & 0 deletions FodyWeavers.xml
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<?xml version="1.0" encoding="utf-8"?>
<Weavers xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="FodyWeavers.xsd">
<Costura />
</Weavers>
21 changes: 21 additions & 0 deletions LICENSE
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MIT License

Copyright (c) 2022 Indrek Ardel

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
87 changes: 87 additions & 0 deletions Program.cs
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if (args.Length < 2) {
Console.Error.WriteLine($"Usage: <game_directory> <patch_pak>");
Environment.Exit(0);
}

string gameFolderStr = args[0];
string patchPakStr = args[1];

string gameFolder = Path.GetFullPath(gameFolderStr);
string gamePakStr = Path.Join(gameFolder, "game_pak");
string gamePak = Path.GetFullPath(gamePakStr);
string patchPak = Path.GetFullPath(patchPakStr);

if (!Directory.Exists(gameFolder)) {
Console.Error.WriteLine($"game directory '{gameFolder}' does not exist.");
Environment.Exit(1);
}

if (!File.Exists(gamePak)) {
Console.Error.WriteLine($"game pak not found at path '{gamePak}'");
Environment.Exit(1);
}

if (!File.Exists(patchPak)) {
Console.Error.WriteLine($"patch pak not found at path '{patchPak}'");
Environment.Exit(1);
}

if (FileUtil.IsFileLocked(gamePak)) {
Console.Error.WriteLine($"game pak '{gamePak}' is being used by another process.");
Environment.Exit(1);
}

Action<string, Func<bool>> step = (text, func) =>
{
Console.Write($"{text}... ");
bool result = func();
Console.WriteLine(result ? "SUCCESS" : "FAILURE");

if (!result) {
Environment.Exit(1);
}
};

Dictionary<string, IntPtr> handles = new Dictionary<string, IntPtr>();

step("Creating temporary file system", () => XLPack.CreateFileSystem());

step($"Mounting '{gamePak}' to /master", () => {
IntPtr handle = XLPack.Mount("/master", gamePak, true);

handles["master"] = handle;

return handle != IntPtr.Zero;
});

step($"Applying '{patchPak} to /master'", () => XLPack.ApplyPatchPak("/master", patchPak));

step("Unmounting '/master'", () => XLPack.Unmount(handles["master"]));

step($"Mounting '{gamePak}' to /src", () => {
IntPtr handle = XLPack.Mount("/src", gamePak, true);

handles["src"] = handle;

return handle != IntPtr.Zero;
});

step($"Mounting '{gameFolder}' to /dst", () => {
IntPtr handle = XLPack.Mount("/dst", gameFolder + @"\", true);

handles["dst"] = handle;

return handle != IntPtr.Zero;
});

step($"Copying directory 'src/bin32' to 'dst/bin32'", () => XLPack.CopyDir("src/bin32", "dst/bin32"));
step($"Copying directory 'src/bin64' to 'dst/bin64'", () => XLPack.CopyDir("src/bin64", "dst/bin64"));
step($"Copying directory 'src/easyanticheat' to 'dst/easyanticheat'", () => XLPack.CopyDir("src/easyanticheat", "dst/easyanticheat"));
step($"Copying file 'src/launch_game.exe' to 'dst/launch_game.exe'", () => XLPack.Copy("src/launch_game.exe", "dst/launch_game.exe"));

step("Unmounting '/src'", () => XLPack.Unmount(handles["src"]));
step("Unmounting '/dst'", () => XLPack.Unmount(handles["dst"]));
step("Destroying temporary file system", () => {
XLPack.DestroyFileSystem();
return true;
});
46 changes: 46 additions & 0 deletions README.md
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# ArcheAge patcher

Application for applying a patch PAK to an existing ArcheAge installation.

The patching procedure is identical to what [KakaoGames ArcheAge Launcher](https://archeage.playkakaogames.com/download) performs.

## Basic usage

Download the pre-built binary from [releases page](https://github.com/Ingramz/aapatcher/releases).

Then run from command line:
```
aapatcher.exe C:\KakaoGames\ArcheAge C:\path\to\a\patch.pak
```

Output:
```
Creating temporary file system... SUCCESS
Mounting 'C:\KakaoGames\ArcheAge\game_pak' to /master... SUCCESS
Applying 'C:\path\to\a\patch.pak to /master'... SUCCESS
Unmounting '/master'... SUCCESS
Mounting 'C:\KakaoGames\ArcheAge\game_pak' to /src... SUCCESS
Mounting 'C:\KakaoGames\ArcheAge' to /dst... SUCCESS
Copying directory 'src/bin32' to 'dst/bin32'... SUCCESS
Copying directory 'src/bin64' to 'dst/bin64'... SUCCESS
Copying directory 'src/easyanticheat' to 'dst/easyanticheat'... SUCCESS
Copying file 'src/launch_game.exe' to 'dst/launch_game.exe'... SUCCESS
Unmounting '/src'... SUCCESS
Unmounting '/dst'... SUCCESS
Destroying temporary file system... SUCCESS
```

## Building the project

Install [.NET SDK](https://dotnet.microsoft.com/en-us/download).

Copy `xlpack.dll` and `tbb.dll` from an installed [ArcheAge Launcher](https://archeage.playkakaogames.com/download) to `Costura32` directory.

Create the release binary:
```
dotnet publish -c Release
```

## Acknowledgements

[XlPakTool](https://github.com/nikes/XlPakTool) for `xlpack.dll` DLL imports.
81 changes: 81 additions & 0 deletions XLPack.cs
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using System;
using System.Runtime.InteropServices;

public class XLPack {
[DllImport("xlpack.dll", EntryPoint = "?ApplyPatchPak@@YA_NPBD0@Z", CharSet = CharSet.Ansi, CallingConvention = CallingConvention.Cdecl)]
public static extern bool ApplyPatchPak([MarshalAs(UnmanagedType.LPStr)] string to, [MarshalAs(UnmanagedType.LPStr)] string pathToPak);

[DllImport("xlpack.dll", EntryPoint = "?Copy@@YA_NPBD0@Z", CharSet = CharSet.Ansi, CallingConvention = CallingConvention.Cdecl)]
public static extern bool Copy([MarshalAs(UnmanagedType.LPStr)] string from, [MarshalAs(UnmanagedType.LPStr)] string to);

[DllImport("xlpack.dll", EntryPoint = "?CopyDir@@YA_NPBD0@Z", CharSet = CharSet.Ansi)]
public static extern bool CopyDir([MarshalAs(UnmanagedType.LPStr)] string from, [MarshalAs(UnmanagedType.LPStr)] string to);

//?CopyListFile@@YA_NPBD00@Z

[DllImport("xlpack.dll", EntryPoint = "?CreateFileSystem@@YA_NXZ", CallingConvention = CallingConvention.Cdecl)]
public static extern bool CreateFileSystem();

//?CreatePak@@YA_NPBD_N@Z

//?DeleteDir@@YA_NPBD@Z

//?DeleteList@@YA_NPBD0@Z

[DllImport("xlpack.dll", EntryPoint = "?DestroyFileSystem@@YAXXZ", CallingConvention = CallingConvention.Cdecl)]
public static extern void DestroyFileSystem();

//?FClose@@YAXAAPAUFile@@@Z

//?FDelete@@YA_NPBD@Z

//?FEof@@YAHPAUFile@@@Z

//?FFlush@@YAHPAUFile@@@Z

//?FGetStat@@YA_NPAUFile@@PAUpack_stat_t@@@Z

//?FOpen@@YAPAUFile@@PBD0@Z

//?FRead@@YA_JPAUFile@@PAD_J@Z

//?FReadAll@@YA_JPAUFile@@PAPADAA_J@Z

//?FReserveSize@@YA_NPAUFile@@_J@Z

//?FSeek@@YAHAAPAUFile@@_JH@Z

//?FSetStat@@YA_NPAUFile@@PBUpack_stat_t@@@Z

//?FSize@@YA_JPAUFile@@@Z

//?FTell@@YA_JPAUFile@@@Z

//?FWrite@@YA_JPAUFile@@PBD_J@Z

///?GetFileArchivePath@@YAPBDPAUFile@@@Z

///?GetModificationTime@@YA_JPAUFile@@@Z

//?GetPakPath@@YAPBDPAUFile@@@Z

//?Getc@@YAHPAUFile@@@Z

//?IsFileExist@@YA_NPBD@Z

//?IsInPak@@YA_NPAUFile@@@Z

//?MergePatchDeletedList@@YAXPBD0@Z

[DllImport("xlpack.dll", EntryPoint = "?Mount@@YAPAXPBD0_N@Z", CharSet = CharSet.Ansi, CallingConvention = CallingConvention.Cdecl)]
public static extern IntPtr Mount([MarshalAs(UnmanagedType.LPStr)] string where, [MarshalAs(UnmanagedType.LPStr)] string which, [MarshalAs(UnmanagedType.Bool)] bool editable);

//?ReadableLength@@YA_JPAUFile@@@Z

//?Ungetc@@YAHHPAUFile@@@Z

[DllImport("xlpack.dll", EntryPoint = "?Unmount@@YA_NPAX@Z", CharSet = CharSet.Ansi, CallingConvention = CallingConvention.Cdecl)]
public static extern bool Unmount(IntPtr handle);

//?Unmount@@YA_NPBD@Z
}
30 changes: 30 additions & 0 deletions aapatcher.csproj
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<Project Sdk="Microsoft.NET.Sdk">

<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net6.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<PublishSingleFile>true</PublishSingleFile>
<SelfContained>true</SelfContained>
<RuntimeIdentifier>win-x86</RuntimeIdentifier>
<PublishReadyToRun>true</PublishReadyToRun>
<IncludeAllContentForSelfExtract>true</IncludeAllContentForSelfExtract>
<PublishTrimmed>true</PublishTrimmed>
<EnableCompressionInSingleFile>true</EnableCompressionInSingleFile>
</PropertyGroup>

<ItemGroup>
<EmbeddedResource Include="Costura32\tbb.dll" />
<EmbeddedResource Include="Costura32\xlpack.dll" />
</ItemGroup>

<ItemGroup>
<PackageReference Include="Costura.Fody" Version="5.7.0">
<PrivateAssets>all</PrivateAssets>
</PackageReference>
<PackageReference Include="Fody" Version="6.6.3">
<PrivateAssets>all</PrivateAssets>
</PackageReference>
</ItemGroup>
</Project>

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