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We had a few odd dependencies that caused nothing but pain in dependent projects like libphysis. One of these was libunshield (a C library) that our game_install feature used, but to be honest this was the wrong library to put this code. It was really only ever used by Astra, and should live there instead - there's no reason to have it shared between applications (and it's small enough to be copied if *you* need it.) Also that also killed the system-deps dependency which had a significant impact on our build time. Another dependency was replaced: libz-sys. This is replaced by the pure Rust libz-rs (through libz-rs-sys) which should simplify deploying physis without having to worry about manually linking libz or other nonsense. Some leftover copied code from flate2 can also be removed. I also removed the visual_data feature as Astra ended up using it anyway, and the distinction doesn't make much sense now. It was previously to gate some dependencies needed for visual data extraction, but the bitflags and half crates are small. I can look into splitting the crate up into more features if needed later. A dependency that was erroneously included in the refactoring was quote, which has been removed. Also ran cargo fmt, clippy too.
51 lines
1.6 KiB
Rust
51 lines
1.6 KiB
Rust
// SPDX-FileCopyrightText: 2024 Joshua Goins <josh@redstrate.com>
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// SPDX-License-Identifier: GPL-3.0-or-later
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use physis::common::Platform;
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use physis::gamedata::GameData;
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use std::env;
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use std::fs::File;
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use std::io::Write;
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/// A simple program that allows a user to extract raw files from the game
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fn main() {
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let args: Vec<String> = env::args().collect();
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if args.len() != 4 {
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println!("Usage: extractor [game dir] [filepath_to_extract] [destination]");
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return;
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}
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/// Collect our arguments
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let game_dir = &args[1];
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let file_path = &args[2];
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let destination_path = &args[3];
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/// Create a GameData struct, this manages the repositories. It allows us to easily extract files.
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let Some(mut game_data) = GameData::from_existing(Platform::Win32, game_dir) else {
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println!("Invalid game directory ({})!", game_dir);
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return;
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};
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/// Extract said file:
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let Some(game_file) = game_data.extract(file_path) else {
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println!("File {} not found!", file_path);
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return;
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};
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/// Create the file to write into.
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let Ok(mut file) = File::create(destination_path) else {
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println!("Failed to open file {} for writing.", destination_path);
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return;
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};
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/// Since GameData::extract returns a byte buffer, it's trivial to write that to a file on disk.
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if file.write_all(&game_file).is_err() {
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println!("Failed to write to file {}.", destination_path);
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return;
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};
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println!(
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"Successfully extracted {} to {}!",
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file_path, destination_path
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);
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}
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