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authorSulfurNitride <SulfurNitride@users.noreply.github.com>2026-02-11 02:37:39 -0600
committerSulfurNitride <SulfurNitride@users.noreply.github.com>2026-02-11 02:37:39 -0600
commit7ee008e150bc5bcf76082d726f719ee0fdfda982 (patch)
tree27fb39be241fdb5ac2734c574de678977d1856d0 /libs/bsa_ffi/src
Fluorine Manager: full Linux port of Mod Organizer 2
Complete native Linux port with FUSE-based virtual filesystem, Proton/umu-run integration, and Flatpak packaging. Key features: - FUSE VFS replacing Windows USVFS (in-process + standalone helper for Flatpak) - Proton/GE-Proton/umu-run launcher with env var forwarding - Flatpak support (sandbox-aware VFS, NXM handler, umu-run) - Wine prefix management UI - Case-insensitive path resolution for Linux filesystems - QSettings-safe INI handling (avoids Bethesda INI corruption) - Portable instance support with auto-generated launcher scripts Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Diffstat (limited to 'libs/bsa_ffi/src')
-rw-r--r--libs/bsa_ffi/src/archive/ba2_reader.rs125
-rw-r--r--libs/bsa_ffi/src/archive/ba2_writer.rs336
-rw-r--r--libs/bsa_ffi/src/archive/mod.rs436
-rw-r--r--libs/bsa_ffi/src/archive/reader.rs154
-rw-r--r--libs/bsa_ffi/src/archive/tes3_reader.rs104
-rw-r--r--libs/bsa_ffi/src/archive/writer.rs256
-rw-r--r--libs/bsa_ffi/src/lib.rs325
7 files changed, 1736 insertions, 0 deletions
diff --git a/libs/bsa_ffi/src/archive/ba2_reader.rs b/libs/bsa_ffi/src/archive/ba2_reader.rs
new file mode 100644
index 0000000..e6dd984
--- /dev/null
+++ b/libs/bsa_ffi/src/archive/ba2_reader.rs
@@ -0,0 +1,125 @@
+//! BA2 (Fallout 4/Starfield) archive reading
+//!
+//! Provides read support for FO4 format BA2 files (Fallout 4, Fallout 76, Starfield).
+
+use anyhow::{bail, Context, Result};
+use ba2::fo4::{Archive, File as Ba2File, FileWriteOptions};
+use ba2::prelude::*;
+use ba2::ByteSlice;
+use rayon::prelude::*;
+use std::collections::HashSet;
+use std::io::Cursor;
+use std::path::Path;
+use std::sync::atomic::{AtomicUsize, Ordering};
+use tracing::debug;
+
+/// Entry for a file in a BA2 archive
+#[derive(Debug, Clone)]
+pub struct Ba2FileEntry {
+ pub path: String,
+}
+
+/// List all files in a BA2 archive
+pub fn list_files(ba2_path: &Path) -> Result<Vec<Ba2FileEntry>> {
+ let (archive, _options): (Archive, _) = Archive::read(ba2_path)
+ .with_context(|| format!("Failed to open BA2: {}", ba2_path.display()))?;
+
+ let mut files = Vec::new();
+
+ for (key, _file) in archive.iter() {
+ let path = String::from_utf8_lossy(key.name().as_bytes()).to_string();
+
+ files.push(Ba2FileEntry { path });
+ }
+
+ debug!("Listed {} files in BA2 {}", files.len(), ba2_path.display());
+ Ok(files)
+}
+
+/// Extract a single file from a BA2 archive
+#[allow(dead_code)]
+pub fn extract_file(ba2_path: &Path, file_path: &str) -> Result<Vec<u8>> {
+ let (archive, options): (Archive, _) = Archive::read(ba2_path)
+ .with_context(|| format!("Failed to open BA2: {}", ba2_path.display()))?;
+
+ let write_options: FileWriteOptions = options.into();
+
+ // Normalize path for comparison (BA2 uses forward slashes typically)
+ let normalized = file_path.replace('\\', "/").to_lowercase();
+ let normalized_backslash = file_path.replace('/', "\\").to_lowercase();
+
+ for (key, file) in archive.iter() {
+ let current_path = String::from_utf8_lossy(key.name().as_bytes()).to_lowercase();
+
+ // Try both slash conventions
+ if current_path == normalized
+ || current_path == normalized_backslash
+ || current_path.replace('\\', "/") == normalized
+ || current_path.replace('/', "\\") == normalized_backslash
+ {
+ // Write to memory buffer
+ let mut buffer = Cursor::new(Vec::new());
+ file.write(&mut buffer, &write_options)
+ .with_context(|| format!("Failed to extract file: {}", file_path))?;
+
+ return Ok(buffer.into_inner());
+ }
+ }
+
+ bail!(
+ "File not found in BA2: {} (searched for '{}')",
+ file_path,
+ normalized
+ )
+}
+
+/// Extract multiple files from a BA2 archive in parallel.
+/// Opens the archive once, collects matching entries, then decompresses
+/// and writes them in parallel using rayon.
+/// `wanted` should contain lowercase forward-slash-separated paths.
+pub fn extract_files_batch<F>(
+ ba2_path: &Path,
+ wanted: &HashSet<String>,
+ callback: F,
+) -> Result<usize>
+where
+ F: Fn(&str, Vec<u8>) -> Result<()> + Send + Sync,
+{
+ let (archive, options): (Archive, _) = Archive::read(ba2_path)
+ .with_context(|| format!("Failed to open BA2: {}", ba2_path.display()))?;
+
+ let write_options: FileWriteOptions = options.into();
+
+ // Collect matching entries with references
+ let mut entries: Vec<(String, &Ba2File)> = Vec::new();
+ for (key, file) in archive.iter() {
+ let path = String::from_utf8_lossy(key.name().as_bytes()).to_string();
+ let lookup = path.replace('\\', "/").to_lowercase();
+ if wanted.contains(&lookup) {
+ entries.push((path, file));
+ }
+ }
+
+ // Decompress + write in parallel
+ let extracted = AtomicUsize::new(0);
+ entries
+ .par_iter()
+ .try_for_each(|(path, file)| -> Result<()> {
+ let mut buffer = Cursor::new(Vec::new());
+ file.write(&mut buffer, &write_options)
+ .with_context(|| format!("Failed to extract file: {}", path))?;
+
+ callback(path, buffer.into_inner())?;
+ extracted.fetch_add(1, Ordering::Relaxed);
+ Ok(())
+ })?;
+
+ let count = extracted.load(Ordering::Relaxed);
+ debug!(
+ "Batch extracted {} of {} wanted files from BA2 {}",
+ count,
+ wanted.len(),
+ ba2_path.display()
+ );
+ Ok(count)
+}
diff --git a/libs/bsa_ffi/src/archive/ba2_writer.rs b/libs/bsa_ffi/src/archive/ba2_writer.rs
new file mode 100644
index 0000000..aa461d5
--- /dev/null
+++ b/libs/bsa_ffi/src/archive/ba2_writer.rs
@@ -0,0 +1,336 @@
+//! BA2 (Fallout 4/Starfield) archive creation
+//!
+//! Provides write support for FO4 format BA2 files (Fallout 4, Fallout 76, Starfield).
+
+use anyhow::{bail, Context, Result};
+use ba2::fo4::{
+ Archive, ArchiveKey, ArchiveOptionsBuilder, Chunk, ChunkCompressionOptions,
+ CompressionFormat as Ba2CrateCompression, CompressionLevel, File as Ba2File,
+ FileReadOptionsBuilder, Format, Version,
+};
+use ba2::prelude::*;
+use ba2::{CompressionResult, Copied};
+use rayon::prelude::*;
+use std::collections::HashMap;
+use std::fs;
+use std::io::BufWriter;
+use std::path::Path;
+use tracing::info;
+
+/// BA2 archive version
+#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
+pub enum Ba2Version {
+ /// Fallout 4 Old Gen, Fallout 76
+ V1,
+ /// Starfield
+ V2,
+ /// Starfield
+ V3,
+ /// Fallout 4 Next Gen
+ #[default]
+ V7,
+ /// Fallout 4 Next Gen
+ V8,
+}
+
+impl Ba2Version {
+ /// Convert to the ba2 crate's Version type
+ pub fn to_crate_version(self) -> Version {
+ match self {
+ Ba2Version::V1 => Version::v1,
+ Ba2Version::V2 => Version::v2,
+ Ba2Version::V3 => Version::v3,
+ Ba2Version::V7 => Version::v7,
+ Ba2Version::V8 => Version::v8,
+ }
+ }
+}
+
+/// Compression format for BA2 archives
+#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
+pub enum Ba2CompressionFormat {
+ /// No compression
+ None,
+ /// zlib compression (Fallout 4, Fallout 76)
+ #[default]
+ Zlib,
+ /// LZ4 compression (Starfield)
+ Lz4,
+}
+
+/// Archive format variant
+#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
+pub enum Ba2Format {
+ /// General archive (GNRL) - for meshes, scripts, etc.
+ #[default]
+ General,
+ /// DirectX 10 textures (DX10) - for DDS textures
+ DX10,
+}
+
+/// Builder for creating BA2 archives
+pub struct Ba2Builder {
+ /// Files organized by path -> data
+ files: HashMap<String, Vec<u8>>,
+ /// Archive format (General or DX10)
+ format: Ba2Format,
+ /// Compression format
+ compression: Ba2CompressionFormat,
+ /// Whether to include string table
+ strings: bool,
+ /// Archive version
+ version: Ba2Version,
+}
+
+impl Ba2Builder {
+ pub fn new() -> Self {
+ Self {
+ files: HashMap::new(),
+ format: Ba2Format::General,
+ compression: Ba2CompressionFormat::Zlib,
+ strings: true,
+ version: Ba2Version::default(),
+ }
+ }
+
+ /// Create builder with settings detected from BA2 name
+ #[allow(dead_code)]
+ pub fn from_name(name: &str) -> Self {
+ let name_lower = name.to_lowercase();
+
+ // Texture archives need DX10 format for proper texture headers
+ let is_texture_archive = {
+ let filename = name_lower.rsplit(['/', '\\']).next().unwrap_or(&name_lower);
+ filename.contains(" - textures")
+ || filename.starts_with("textures")
+ || (filename.contains("textures")
+ && !filename.contains(" - main")
+ && !filename.contains("_main"))
+ };
+
+ let format = if is_texture_archive {
+ Ba2Format::DX10
+ } else {
+ Ba2Format::General
+ };
+
+ // Default to zlib compression for FO4
+ let compression = Ba2CompressionFormat::Zlib;
+
+ Self {
+ files: HashMap::new(),
+ format,
+ compression,
+ strings: true,
+ version: Ba2Version::default(),
+ }
+ }
+
+ /// Set archive version
+ pub fn with_version(mut self, version: Ba2Version) -> Self {
+ self.version = version;
+ self
+ }
+
+ /// Set archive format
+ pub fn with_format(mut self, format: Ba2Format) -> Self {
+ self.format = format;
+ self
+ }
+
+ /// Set compression format
+ pub fn with_compression(mut self, compression: Ba2CompressionFormat) -> Self {
+ self.compression = compression;
+ self
+ }
+
+ /// Enable or disable string table
+ #[allow(dead_code)]
+ pub fn with_strings(mut self, strings: bool) -> Self {
+ self.strings = strings;
+ self
+ }
+
+ /// Add a file to the archive
+ pub fn add_file(&mut self, path: &str, data: Vec<u8>) {
+ // Normalize: forward slashes, strip leading slash
+ let normalized = path.replace('\\', "/");
+ let normalized = normalized.trim_start_matches('/').to_string();
+ self.files.insert(normalized, data);
+ }
+
+ /// Get number of files
+ pub fn file_count(&self) -> usize {
+ self.files.len()
+ }
+
+ /// Check if empty
+ pub fn is_empty(&self) -> bool {
+ self.files.is_empty()
+ }
+
+ /// Build and write the BA2 to disk with progress callback
+ pub fn build_with_progress<F>(self, output_path: &Path, progress: F) -> Result<()>
+ where
+ F: Fn(usize, usize, &str) + Send + Sync,
+ {
+ if self.is_empty() {
+ bail!("Cannot create empty BA2 archive");
+ }
+
+ let file_count = self.file_count();
+ let total_size: u64 = self.files.values().map(|data| data.len() as u64).sum();
+
+ info!(
+ "Building BA2: {} ({} files, {} MB, format {:?}, compression {:?})",
+ output_path.display(),
+ file_count,
+ total_size / 1_000_000,
+ self.format,
+ self.compression
+ );
+
+ // For DX10 (texture) archives, we need special handling
+ if self.format == Ba2Format::DX10 {
+ return self.build_dx10_with_progress(output_path, progress);
+ }
+
+ // Build archive entries in parallel
+ let entries: Vec<(String, Vec<u8>)> = self.files.into_iter().collect();
+ let total = entries.len();
+ let processed_count = std::sync::atomic::AtomicUsize::new(0);
+ let compression = self.compression;
+
+ let archive_entries: Result<Vec<(ArchiveKey<'static>, Ba2File<'static>)>> = entries
+ .par_iter()
+ .map(|(path, data)| {
+ // Create chunk from data
+ let chunk = Chunk::from_decompressed(data.clone().into_boxed_slice());
+
+ // Optionally compress the chunk
+ let chunk = if compression != Ba2CompressionFormat::None {
+ let options = ChunkCompressionOptions::default();
+ match chunk.compress(&options) {
+ Ok(compressed) => compressed,
+ Err(_) => chunk, // Fall back to uncompressed if compression fails
+ }
+ } else {
+ chunk
+ };
+
+ // Create file from chunk
+ let file: Ba2File = [chunk].into_iter().collect();
+
+ // Create key from path
+ let key: ArchiveKey = path.as_bytes().into();
+
+ let current =
+ processed_count.fetch_add(1, std::sync::atomic::Ordering::Relaxed) + 1;
+ progress(current, total, path);
+
+ Ok((key, file))
+ })
+ .collect();
+
+ let archive_entries = archive_entries?;
+
+ // Build archive from entries
+ let archive: Archive = archive_entries.into_iter().collect();
+
+ let options = ArchiveOptionsBuilder::default()
+ .version(self.version.to_crate_version())
+ .strings(self.strings)
+ .build();
+
+ // Create parent directory
+ if let Some(parent) = output_path.parent() {
+ fs::create_dir_all(parent)?;
+ }
+
+ // Write archive
+ let file = fs::File::create(output_path)
+ .with_context(|| format!("Failed to create BA2: {}", output_path.display()))?;
+ let mut writer = BufWriter::new(file);
+
+ archive
+ .write(&mut writer, &options)
+ .with_context(|| format!("Failed to write BA2: {}", output_path.display()))?;
+
+ info!("Created BA2: {}", output_path.display());
+ Ok(())
+ }
+
+ /// Build a DX10 (texture) archive with progress callback
+ fn build_dx10_with_progress<F>(self, output_path: &Path, progress: F) -> Result<()>
+ where
+ F: Fn(usize, usize, &str) + Send + Sync,
+ {
+ let compress = self.compression != Ba2CompressionFormat::None;
+ let entries: Vec<(String, Vec<u8>)> = self.files.into_iter().collect();
+ let total = entries.len();
+ let processed_count = std::sync::atomic::AtomicUsize::new(0);
+
+ // Build read options for DX10 format
+ let read_options = FileReadOptionsBuilder::new()
+ .format(Format::DX10)
+ .compression_format(Ba2CrateCompression::Zip)
+ .compression_level(CompressionLevel::FO4)
+ .compression_result(if compress {
+ CompressionResult::Compressed
+ } else {
+ CompressionResult::Decompressed
+ })
+ .build();
+
+ let archive_entries: Result<Vec<(ArchiveKey<'static>, Ba2File<'static>)>> = entries
+ .par_iter()
+ .map(|(path, data)| {
+ let file = Ba2File::read(Copied(data), &read_options)
+ .with_context(|| format!("Failed to parse DDS texture: {}", path))?;
+
+ let key: ArchiveKey = path.as_bytes().into();
+
+ let current =
+ processed_count.fetch_add(1, std::sync::atomic::Ordering::Relaxed) + 1;
+ progress(current, total, path);
+
+ Ok((key, file))
+ })
+ .collect();
+
+ let archive_entries = archive_entries?;
+ let archive: Archive = archive_entries.into_iter().collect();
+
+ let options = ArchiveOptionsBuilder::default()
+ .version(self.version.to_crate_version())
+ .format(Format::DX10)
+ .compression_format(Ba2CrateCompression::Zip)
+ .strings(self.strings)
+ .build();
+
+ if let Some(parent) = output_path.parent() {
+ fs::create_dir_all(parent)?;
+ }
+
+ let file = fs::File::create(output_path)
+ .with_context(|| format!("Failed to create BA2: {}", output_path.display()))?;
+ let mut writer = BufWriter::new(file);
+
+ archive
+ .write(&mut writer, &options)
+ .with_context(|| format!("Failed to write BA2: {}", output_path.display()))?;
+
+ info!(
+ "Created DX10 BA2: {} ({} files)",
+ output_path.display(),
+ total
+ );
+ Ok(())
+ }
+}
+
+impl Default for Ba2Builder {
+ fn default() -> Self {
+ Self::new()
+ }
+}
diff --git a/libs/bsa_ffi/src/archive/mod.rs b/libs/bsa_ffi/src/archive/mod.rs
new file mode 100644
index 0000000..247789e
--- /dev/null
+++ b/libs/bsa_ffi/src/archive/mod.rs
@@ -0,0 +1,436 @@
+//! BSA/BA2 (Bethesda Archive) handling
+//!
+//! Provides read/write support for:
+//! - TES3 format BSA files (Morrowind)
+//! - TES4 format BSA files (Oblivion, FO3, FNV, Skyrim)
+//! - FO4 format BA2 files (Fallout 4, Fallout 76, Starfield)
+
+mod ba2_reader;
+mod ba2_writer;
+mod reader;
+mod tes3_reader;
+mod writer;
+
+pub use reader::{
+ extract_file, extract_files_batch as extract_bsa_files_batch, list_files, BsaFileEntry,
+};
+pub use writer::BsaBuilder;
+
+// TES3 (Morrowind) support
+pub use tes3_reader::{
+ extract_file as extract_tes3_file, extract_files_batch as extract_tes3_files_batch,
+ list_files as list_tes3_files,
+};
+
+// BA2 support for Fallout 4/Starfield
+pub use ba2_reader::{
+ extract_file as extract_ba2_file, extract_files_batch as extract_ba2_files_batch,
+ list_files as list_ba2_files,
+};
+pub use ba2_writer::{Ba2Builder, Ba2CompressionFormat, Ba2Format, Ba2Version};
+
+use anyhow::{bail, Result};
+use ba2::tes4::{ArchiveFlags, ArchiveTypes, Version};
+use ba2::{guess_format, FileFormat, Reader};
+use std::collections::HashSet;
+use std::fs::File;
+use std::io::BufReader;
+use std::path::Path;
+use tracing::debug;
+
+/// Archive format type
+#[derive(Debug, Clone, Copy, PartialEq, Eq)]
+pub enum ArchiveFormat {
+ /// TES3 BSA (Morrowind)
+ Tes3Bsa,
+ /// TES4 BSA (Oblivion, FO3, FNV, Skyrim)
+ Bsa,
+ /// FO4 BA2 (Fallout 4, Fallout 76, Starfield)
+ Ba2,
+}
+
+/// Detect archive format using ba2 crate's guess_format
+pub fn detect_format(path: &Path) -> Option<ArchiveFormat> {
+ // Use ba2's built-in format detection
+ if let Ok(file) = File::open(path) {
+ let mut reader = BufReader::new(file);
+ if let Some(format) = guess_format(&mut reader) {
+ let result = match format {
+ FileFormat::TES3 => ArchiveFormat::Tes3Bsa,
+ FileFormat::TES4 => ArchiveFormat::Bsa,
+ FileFormat::FO4 => ArchiveFormat::Ba2,
+ };
+ debug!("Detected {:?} format for: {}", result, path.display());
+ return Some(result);
+ }
+ }
+
+ // Fall back to extension
+ let ext = path.extension()?.to_str()?.to_lowercase();
+ match ext.as_str() {
+ "bsa" => {
+ debug!(
+ "Detected BSA by extension (assuming TES4): {}",
+ path.display()
+ );
+ Some(ArchiveFormat::Bsa)
+ }
+ "ba2" => {
+ debug!("Detected BA2 by extension: {}", path.display());
+ Some(ArchiveFormat::Ba2)
+ }
+ _ => None,
+ }
+}
+
+/// Universal archive file entry
+#[derive(Debug, Clone)]
+pub struct ArchiveFileEntry {
+ pub path: String,
+}
+
+/// List files from any Bethesda archive (TES3 BSA, TES4 BSA, or BA2)
+pub fn list_archive_files(archive_path: &Path) -> Result<Vec<ArchiveFileEntry>> {
+ match detect_format(archive_path) {
+ Some(ArchiveFormat::Tes3Bsa) => {
+ let files = list_tes3_files(archive_path)?;
+ Ok(files
+ .into_iter()
+ .map(|f| ArchiveFileEntry { path: f.path })
+ .collect())
+ }
+ Some(ArchiveFormat::Bsa) => {
+ let files = list_files(archive_path)?;
+ Ok(files
+ .into_iter()
+ .map(|f| ArchiveFileEntry { path: f.path })
+ .collect())
+ }
+ Some(ArchiveFormat::Ba2) => {
+ let files = list_ba2_files(archive_path)?;
+ Ok(files
+ .into_iter()
+ .map(|f| ArchiveFileEntry { path: f.path })
+ .collect())
+ }
+ None => bail!("Unknown archive format: {}", archive_path.display()),
+ }
+}
+
+/// Extract a file from any Bethesda archive (TES3 BSA, TES4 BSA, or BA2)
+#[allow(dead_code)]
+pub fn extract_archive_file(archive_path: &Path, file_path: &str) -> Result<Vec<u8>> {
+ let format = detect_format(archive_path);
+ debug!(
+ "extract_archive_file: archive={}, file={}, format={:?}",
+ archive_path.display(),
+ file_path,
+ format
+ );
+ match format {
+ Some(ArchiveFormat::Tes3Bsa) => extract_tes3_file(archive_path, file_path),
+ Some(ArchiveFormat::Bsa) => extract_file(archive_path, file_path),
+ Some(ArchiveFormat::Ba2) => extract_ba2_file(archive_path, file_path),
+ None => bail!("Unknown archive format: {}", archive_path.display()),
+ }
+}
+
+/// Extract multiple files from any Bethesda archive in a single pass.
+/// Opens the archive once and calls the callback for each extracted file.
+/// `wanted_files` should contain the original paths (as returned by list_archive_files).
+/// Returns the number of files successfully extracted.
+pub fn extract_archive_files_batch<F>(
+ archive_path: &Path,
+ wanted_files: &[String],
+ callback: F,
+) -> Result<usize>
+where
+ F: Fn(&str, Vec<u8>) -> Result<()> + Send + Sync,
+{
+ let format = detect_format(archive_path);
+ match format {
+ Some(ArchiveFormat::Tes3Bsa) => {
+ let wanted: HashSet<String> = wanted_files.iter().map(|p| p.to_lowercase()).collect();
+ extract_tes3_files_batch(archive_path, &wanted, callback)
+ }
+ Some(ArchiveFormat::Bsa) => {
+ // BSA uses backslash-separated paths
+ let wanted: HashSet<String> = wanted_files
+ .iter()
+ .map(|p| p.replace('/', "\\").to_lowercase())
+ .collect();
+ extract_bsa_files_batch(archive_path, &wanted, callback)
+ }
+ Some(ArchiveFormat::Ba2) => {
+ // BA2 uses forward-slash paths
+ let wanted: HashSet<String> = wanted_files
+ .iter()
+ .map(|p| p.replace('\\', "/").to_lowercase())
+ .collect();
+ extract_ba2_files_batch(archive_path, &wanted, callback)
+ }
+ None => bail!("Unknown archive format: {}", archive_path.display()),
+ }
+}
+
+/// Game version for archive creation
+#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
+pub enum GameVersion {
+ /// TES3 BSA (Morrowind) - no compression
+ Morrowind,
+ /// TES4 v103 (Oblivion) - no compression
+ Oblivion,
+ /// TES4 v104 (Fallout 3) - zlib compression
+ Fallout3,
+ /// TES4 v104 (Fallout: New Vegas) - zlib compression
+ FalloutNewVegas,
+ /// TES4 v104 (Skyrim LE) - zlib compression
+ SkyrimLE,
+ /// TES4 v105 (Skyrim SE) - zlib compression
+ SkyrimSE,
+ /// BA2 v1 (Fallout 4 / Fallout 76) - zlib compression
+ #[default]
+ Fallout4Fo76,
+ /// BA2 v7 (Fallout 4 Next Gen) - zlib compression
+ Fallout4NGv7,
+ /// BA2 v8 (Fallout 4 Next Gen) - zlib compression
+ Fallout4NGv8,
+ /// BA2 v2 (Starfield) - LZ4 compression
+ StarfieldV2,
+ /// BA2 v3 (Starfield) - LZ4 compression
+ StarfieldV3,
+}
+
+impl GameVersion {
+ /// Get display name for this game version
+ pub fn display_name(&self) -> &'static str {
+ match self {
+ GameVersion::Morrowind => "Morrowind (BSA)",
+ GameVersion::Oblivion => "Oblivion (BSA v103)",
+ GameVersion::Fallout3 => "Fallout 3 (BSA v104)",
+ GameVersion::FalloutNewVegas => "Fallout: New Vegas (BSA v104)",
+ GameVersion::SkyrimLE => "Skyrim LE (BSA v104)",
+ GameVersion::SkyrimSE => "Skyrim SE (BSA v105)",
+ GameVersion::Fallout4Fo76 => "Fallout 4 / Fallout 76 (BA2 v1)",
+ GameVersion::Fallout4NGv7 => "Fallout 4 Next Gen (BA2 v7)",
+ GameVersion::Fallout4NGv8 => "Fallout 4 Next Gen (BA2 v8)",
+ GameVersion::StarfieldV2 => "Starfield (BA2 v2)",
+ GameVersion::StarfieldV3 => "Starfield (BA2 v3)",
+ }
+ }
+
+ /// Check if this game uses BA2 format
+ pub fn is_ba2(&self) -> bool {
+ matches!(
+ self,
+ GameVersion::Fallout4Fo76
+ | GameVersion::Fallout4NGv7
+ | GameVersion::Fallout4NGv8
+ | GameVersion::StarfieldV2
+ | GameVersion::StarfieldV3
+ )
+ }
+
+ /// Check if this game uses TES3 format (Morrowind)
+ pub fn is_tes3(&self) -> bool {
+ matches!(self, GameVersion::Morrowind)
+ }
+
+ /// Check if compression is supported for this game
+ pub fn supports_compression(&self) -> bool {
+ !matches!(self, GameVersion::Morrowind | GameVersion::Oblivion)
+ }
+
+ /// Get BSA version for TES4 format games
+ pub fn bsa_version(&self) -> Option<Version> {
+ match self {
+ GameVersion::Oblivion => Some(Version::v103),
+ GameVersion::Fallout3 | GameVersion::FalloutNewVegas | GameVersion::SkyrimLE => {
+ Some(Version::v104)
+ }
+ GameVersion::SkyrimSE => Some(Version::v105),
+ _ => None,
+ }
+ }
+
+ /// Get BA2 version for FO4/Starfield format games
+ pub fn ba2_version(&self) -> Option<Ba2Version> {
+ match self {
+ GameVersion::Fallout4Fo76 => Some(Ba2Version::V1),
+ GameVersion::Fallout4NGv7 => Some(Ba2Version::V7),
+ GameVersion::Fallout4NGv8 => Some(Ba2Version::V8),
+ GameVersion::StarfieldV2 => Some(Ba2Version::V2),
+ GameVersion::StarfieldV3 => Some(Ba2Version::V3),
+ _ => None,
+ }
+ }
+
+ /// Get BA2 compression format for this game
+ pub fn ba2_compression(&self) -> Ba2CompressionFormat {
+ match self {
+ GameVersion::StarfieldV2 | GameVersion::StarfieldV3 => Ba2CompressionFormat::Lz4,
+ _ => Ba2CompressionFormat::Zlib,
+ }
+ }
+
+ /// Get all game versions
+ pub fn all() -> &'static [GameVersion] {
+ &[
+ GameVersion::Morrowind,
+ GameVersion::Oblivion,
+ GameVersion::Fallout3,
+ GameVersion::FalloutNewVegas,
+ GameVersion::SkyrimLE,
+ GameVersion::SkyrimSE,
+ GameVersion::Fallout4Fo76,
+ GameVersion::Fallout4NGv7,
+ GameVersion::Fallout4NGv8,
+ GameVersion::StarfieldV2,
+ GameVersion::StarfieldV3,
+ ]
+ }
+
+ /// Convert index to game version
+ pub fn from_index(index: i32) -> GameVersion {
+ match index {
+ 0 => GameVersion::Morrowind,
+ 1 => GameVersion::Oblivion,
+ 2 => GameVersion::Fallout3,
+ 3 => GameVersion::FalloutNewVegas,
+ 4 => GameVersion::SkyrimLE,
+ 5 => GameVersion::SkyrimSE,
+ 6 => GameVersion::Fallout4Fo76,
+ 7 => GameVersion::Fallout4NGv7,
+ 8 => GameVersion::Fallout4NGv8,
+ 9 => GameVersion::StarfieldV2,
+ 10 => GameVersion::StarfieldV3,
+ _ => GameVersion::Fallout4Fo76,
+ }
+ }
+
+ /// Convert game version to index
+ pub fn index(self) -> i32 {
+ match self {
+ GameVersion::Morrowind => 0,
+ GameVersion::Oblivion => 1,
+ GameVersion::Fallout3 => 2,
+ GameVersion::FalloutNewVegas => 3,
+ GameVersion::SkyrimLE => 4,
+ GameVersion::SkyrimSE => 5,
+ GameVersion::Fallout4Fo76 => 6,
+ GameVersion::Fallout4NGv7 => 7,
+ GameVersion::Fallout4NGv8 => 8,
+ GameVersion::StarfieldV2 => 9,
+ GameVersion::StarfieldV3 => 10,
+ }
+ }
+
+ /// Short CLI-friendly name
+ pub fn cli_name(&self) -> &'static str {
+ match self {
+ GameVersion::Morrowind => "morrowind",
+ GameVersion::Oblivion => "oblivion",
+ GameVersion::Fallout3 => "fo3",
+ GameVersion::FalloutNewVegas => "fonv",
+ GameVersion::SkyrimLE => "skyrimle",
+ GameVersion::SkyrimSE => "skyrimse",
+ GameVersion::Fallout4Fo76 => "fo4-fo76",
+ GameVersion::Fallout4NGv7 => "fo4ng-v7",
+ GameVersion::Fallout4NGv8 => "fo4ng-v8",
+ GameVersion::StarfieldV2 => "starfield-v2",
+ GameVersion::StarfieldV3 => "starfield-v3",
+ }
+ }
+
+ /// Parse from CLI name (case-insensitive)
+ pub fn from_cli_name(name: &str) -> Option<GameVersion> {
+ let lower = name.to_lowercase();
+ GameVersion::all()
+ .iter()
+ .find(|v| v.cli_name() == lower)
+ .copied()
+ }
+}
+
+/// Detect game version from archive format
+pub fn detect_game_version(archive_path: &Path) -> Option<GameVersion> {
+ match detect_format(archive_path) {
+ Some(ArchiveFormat::Tes3Bsa) => Some(GameVersion::Morrowind),
+ Some(ArchiveFormat::Ba2) => Some(GameVersion::Fallout4Fo76), // Default to FO4/FO76
+ Some(ArchiveFormat::Bsa) => {
+ // Try to detect version from BSA header
+ let result: Result<(ba2::tes4::Archive, ba2::tes4::ArchiveOptions), _> =
+ ba2::tes4::Archive::read(archive_path);
+ if let Ok((_, options)) = result {
+ match options.version() {
+ Version::v103 => Some(GameVersion::Oblivion),
+ Version::v104 => Some(GameVersion::Fallout3), // Default for v104
+ Version::v105 => Some(GameVersion::SkyrimSE),
+ }
+ } else {
+ Some(GameVersion::Fallout3) // Default
+ }
+ }
+ None => None,
+ }
+}
+
+/// Default flags for FO3/FNV BSAs
+pub fn default_flags_fo3() -> ArchiveFlags {
+ ArchiveFlags::DIRECTORY_STRINGS
+ | ArchiveFlags::FILE_STRINGS
+ | ArchiveFlags::COMPRESSED
+ | ArchiveFlags::RETAIN_DIRECTORY_NAMES
+ | ArchiveFlags::RETAIN_FILE_NAMES
+ | ArchiveFlags::RETAIN_FILE_NAME_OFFSETS
+}
+
+/// Default flags for Oblivion BSAs (no compression)
+#[allow(dead_code)]
+pub fn default_flags_oblivion() -> ArchiveFlags {
+ ArchiveFlags::DIRECTORY_STRINGS | ArchiveFlags::FILE_STRINGS
+}
+
+/// Detect archive types from BSA name
+#[allow(dead_code)]
+pub fn detect_types(name: &str) -> ArchiveTypes {
+ let name_lower = name.to_lowercase();
+
+ if name_lower.contains("meshes") {
+ ArchiveTypes::MESHES
+ } else if name_lower.contains("textures") {
+ ArchiveTypes::TEXTURES
+ } else if name_lower.contains("menuvoices") {
+ ArchiveTypes::MENUS | ArchiveTypes::VOICES
+ } else if name_lower.contains("voices") {
+ ArchiveTypes::VOICES
+ } else if name_lower.contains("sound") {
+ ArchiveTypes::SOUNDS
+ } else {
+ ArchiveTypes::MISC
+ }
+}
+
+/// Detect BSA version from archive name
+#[allow(dead_code)]
+pub fn detect_version(name: &str) -> Version {
+ let name_lower = name.to_lowercase();
+
+ // Oblivion uses v103
+ if name_lower.contains("oblivion")
+ || name_lower.contains("shiveringisles")
+ || name_lower.contains("dlcshiveringisles")
+ || name_lower.contains("dlcbattlehorn")
+ || name_lower.contains("dlcfrostcrag")
+ || name_lower.contains("dlchorse")
+ || name_lower.contains("dlcorrery")
+ || name_lower.contains("dlcthievesden")
+ || name_lower.contains("dlcvilelair")
+ || name_lower.contains("knights")
+ {
+ Version::v103
+ } else {
+ // Default to FO3/FNV
+ Version::v104
+ }
+}
diff --git a/libs/bsa_ffi/src/archive/reader.rs b/libs/bsa_ffi/src/archive/reader.rs
new file mode 100644
index 0000000..21b291c
--- /dev/null
+++ b/libs/bsa_ffi/src/archive/reader.rs
@@ -0,0 +1,154 @@
+//! BSA reading with parallel extraction
+
+use anyhow::{bail, Context, Result};
+use ba2::tes4::{Archive, File as BsaFile, FileCompressionOptions};
+use ba2::{ByteSlice, Reader};
+use rayon::prelude::*;
+use std::collections::HashSet;
+use std::path::Path;
+use std::sync::atomic::{AtomicUsize, Ordering};
+use tracing::debug;
+
+/// Entry for a file in a BSA archive
+#[derive(Debug, Clone)]
+pub struct BsaFileEntry {
+ pub path: String,
+}
+
+/// List all files in a BSA archive
+pub fn list_files(bsa_path: &Path) -> Result<Vec<BsaFileEntry>> {
+ let (archive, _): (Archive, _) = Archive::read(bsa_path)
+ .with_context(|| format!("Failed to open BSA: {}", bsa_path.display()))?;
+
+ let mut files = Vec::new();
+
+ for (dir_key, folder) in archive.iter() {
+ let dir_name = String::from_utf8_lossy(dir_key.name().as_bytes());
+
+ for (file_key, _file) in folder.iter() {
+ let file_name = String::from_utf8_lossy(file_key.name().as_bytes());
+
+ // Build full path with backslash (BSA convention)
+ let full_path = if dir_name.is_empty() || dir_name == "." {
+ file_name.to_string()
+ } else {
+ format!("{}\\{}", dir_name, file_name)
+ };
+
+ files.push(BsaFileEntry { path: full_path });
+ }
+ }
+
+ debug!("Listed {} files in BSA {}", files.len(), bsa_path.display());
+ Ok(files)
+}
+
+/// Extract a single file from a BSA archive
+#[allow(dead_code)]
+pub fn extract_file(bsa_path: &Path, file_path: &str) -> Result<Vec<u8>> {
+ let (archive, options): (Archive, _) = Archive::read(bsa_path)
+ .with_context(|| format!("Failed to open BSA: {}", bsa_path.display()))?;
+
+ // Convert archive options to compression options (includes version info)
+ let compression_options: FileCompressionOptions = (&options).into();
+
+ // Normalize to backslashes and split
+ let normalized = file_path.replace('/', "\\");
+ let (dir_name, file_name) = if let Some(idx) = normalized.rfind('\\') {
+ (&normalized[..idx], &normalized[idx + 1..])
+ } else {
+ ("", normalized.as_str())
+ };
+
+ // Search case-insensitively
+ for (dir_key, folder) in archive.iter() {
+ let current_dir = String::from_utf8_lossy(dir_key.name().as_bytes());
+
+ if current_dir.eq_ignore_ascii_case(dir_name) {
+ for (file_key, file) in folder.iter() {
+ let current_file = String::from_utf8_lossy(file_key.name().as_bytes());
+
+ if current_file.eq_ignore_ascii_case(file_name) {
+ // Extract with decompression if needed (uses version from archive options)
+ let data = if file.is_decompressed() {
+ file.as_bytes().to_vec()
+ } else {
+ file.decompress(&compression_options)?.as_bytes().to_vec()
+ };
+ return Ok(data);
+ }
+ }
+ }
+ }
+
+ bail!(
+ "File not found in BSA: {} (dir='{}', file='{}')",
+ file_path,
+ dir_name,
+ file_name
+ )
+}
+
+/// Extract multiple files from a BSA archive in a single parallel pass.
+/// Opens the archive once, collects matching entries, then decompresses
+/// and writes them in parallel using rayon.
+/// `wanted` should contain lowercase backslash-separated paths.
+pub fn extract_files_batch<F>(
+ bsa_path: &Path,
+ wanted: &HashSet<String>,
+ callback: F,
+) -> Result<usize>
+where
+ F: Fn(&str, Vec<u8>) -> Result<()> + Send + Sync,
+{
+ let (archive, options): (Archive, _) = Archive::read(bsa_path)
+ .with_context(|| format!("Failed to open BSA: {}", bsa_path.display()))?;
+
+ let compression_options: FileCompressionOptions = (&options).into();
+
+ // Collect matching entries with references to file data
+ let mut entries: Vec<(String, &BsaFile)> = Vec::new();
+ for (dir_key, folder) in archive.iter() {
+ let dir_name = String::from_utf8_lossy(dir_key.name().as_bytes());
+
+ for (file_key, file) in folder.iter() {
+ let file_name = String::from_utf8_lossy(file_key.name().as_bytes());
+
+ let full_path = if dir_name.is_empty() || dir_name == "." {
+ file_name.to_string()
+ } else {
+ format!("{}\\{}", dir_name, file_name)
+ };
+
+ let lookup = full_path.to_lowercase();
+ if wanted.contains(&lookup) {
+ entries.push((full_path, file));
+ }
+ }
+ }
+
+ // Decompress + write in parallel
+ let extracted = AtomicUsize::new(0);
+ entries
+ .par_iter()
+ .try_for_each(|(path, file)| -> Result<()> {
+ let data = if file.is_decompressed() {
+ file.as_bytes().to_vec()
+ } else {
+ file.decompress(&compression_options)?.as_bytes().to_vec()
+ };
+
+ callback(path, data)?;
+ extracted.fetch_add(1, Ordering::Relaxed);
+ Ok(())
+ })?;
+
+ let count = extracted.load(Ordering::Relaxed);
+ debug!(
+ "Batch extracted {} of {} wanted files from BSA {}",
+ count,
+ wanted.len(),
+ bsa_path.display()
+ );
+ Ok(count)
+}
diff --git a/libs/bsa_ffi/src/archive/tes3_reader.rs b/libs/bsa_ffi/src/archive/tes3_reader.rs
new file mode 100644
index 0000000..c03f155
--- /dev/null
+++ b/libs/bsa_ffi/src/archive/tes3_reader.rs
@@ -0,0 +1,104 @@
+//! TES3 (Morrowind) BSA reading
+
+use anyhow::{bail, Context, Result};
+use ba2::tes3::{Archive, File as Tes3File};
+use ba2::{ByteSlice, Reader};
+use rayon::prelude::*;
+use std::collections::HashSet;
+use std::path::Path;
+use std::sync::atomic::{AtomicUsize, Ordering};
+use tracing::debug;
+
+use super::BsaFileEntry;
+
+/// List all files in a TES3 (Morrowind) BSA archive
+pub fn list_files(bsa_path: &Path) -> Result<Vec<BsaFileEntry>> {
+ let archive: Archive = Archive::read(bsa_path)
+ .with_context(|| format!("Failed to open TES3 BSA: {}", bsa_path.display()))?;
+
+ let mut files = Vec::new();
+
+ for (key, _file) in archive.iter() {
+ let path = String::from_utf8_lossy(key.name().as_bytes()).to_string();
+
+ files.push(BsaFileEntry { path });
+ }
+
+ debug!(
+ "Listed {} files in TES3 BSA {}",
+ files.len(),
+ bsa_path.display()
+ );
+ Ok(files)
+}
+
+/// Extract a single file from a TES3 (Morrowind) BSA archive
+#[allow(dead_code)]
+pub fn extract_file(bsa_path: &Path, file_path: &str) -> Result<Vec<u8>> {
+ let archive: Archive = Archive::read(bsa_path)
+ .with_context(|| format!("Failed to open TES3 BSA: {}", bsa_path.display()))?;
+
+ // Normalize path separators
+ let normalized = file_path.replace('/', "\\");
+
+ // Search case-insensitively
+ for (key, file) in archive.iter() {
+ let current_path = String::from_utf8_lossy(key.name().as_bytes());
+
+ if current_path.eq_ignore_ascii_case(&normalized) {
+ // TES3 BSAs are uncompressed, so just return the raw bytes
+ return Ok(file.as_bytes().to_vec());
+ }
+ }
+
+ bail!(
+ "File not found in TES3 BSA: {} (looking for '{}')",
+ bsa_path.display(),
+ file_path
+ )
+}
+
+/// Extract multiple files from a TES3 BSA archive in parallel.
+/// Opens the archive once, collects matching entries, then writes
+/// them in parallel using rayon.
+/// `wanted` should contain lowercase backslash-separated paths.
+pub fn extract_files_batch<F>(
+ bsa_path: &Path,
+ wanted: &HashSet<String>,
+ callback: F,
+) -> Result<usize>
+where
+ F: Fn(&str, Vec<u8>) -> Result<()> + Send + Sync,
+{
+ let archive: Archive = Archive::read(bsa_path)
+ .with_context(|| format!("Failed to open TES3 BSA: {}", bsa_path.display()))?;
+
+ // Collect matching entries
+ let mut entries: Vec<(String, &Tes3File)> = Vec::new();
+ for (key, file) in archive.iter() {
+ let path = String::from_utf8_lossy(key.name().as_bytes()).to_string();
+ let lookup = path.to_lowercase();
+ if wanted.contains(&lookup) {
+ entries.push((path, file));
+ }
+ }
+
+ // Write in parallel
+ let extracted = AtomicUsize::new(0);
+ entries
+ .par_iter()
+ .try_for_each(|(path, file)| -> Result<()> {
+ callback(path, file.as_bytes().to_vec())?;
+ extracted.fetch_add(1, Ordering::Relaxed);
+ Ok(())
+ })?;
+
+ let count = extracted.load(Ordering::Relaxed);
+ debug!(
+ "Batch extracted {} of {} wanted files from TES3 BSA {}",
+ count,
+ wanted.len(),
+ bsa_path.display()
+ );
+ Ok(count)
+}
diff --git a/libs/bsa_ffi/src/archive/writer.rs b/libs/bsa_ffi/src/archive/writer.rs
new file mode 100644
index 0000000..112619f
--- /dev/null
+++ b/libs/bsa_ffi/src/archive/writer.rs
@@ -0,0 +1,256 @@
+//! BSA archive creation
+
+use anyhow::{bail, Context, Result};
+use ba2::tes4::{
+ Archive, ArchiveFlags, ArchiveKey, ArchiveOptions, ArchiveTypes, Directory, DirectoryKey,
+ File as BsaFile, FileCompressionOptions, Version,
+};
+use ba2::CompressableFrom;
+use rayon::prelude::*;
+use std::collections::HashMap;
+use std::fs;
+use std::io::BufWriter;
+use std::path::Path;
+use tracing::info;
+
+use super::{default_flags_fo3, default_flags_oblivion, detect_types, detect_version};
+
+/// Helper struct to hold file data with lifetime for BSA creation
+struct FileEntry {
+ dir_path: String,
+ file_name: String,
+ data: Vec<u8>,
+}
+
+impl FileEntry {
+ /// Create a BSA file, optionally compressing it
+ fn as_bsa_file(&self, version: Version, should_compress: bool) -> Result<BsaFile<'static>> {
+ // Create an uncompressed file from our raw data
+ let uncompressed = BsaFile::from_decompressed(self.data.clone().into_boxed_slice());
+
+ if should_compress {
+ // Compress the file using ba2's compress method
+ let compression_options = FileCompressionOptions::builder().version(version).build();
+
+ uncompressed
+ .compress(&compression_options)
+ .with_context(|| {
+ format!("Failed to compress: {}/{}", self.dir_path, self.file_name)
+ })
+ } else {
+ Ok(uncompressed)
+ }
+ }
+}
+
+/// Builder for creating BSA archives
+pub struct BsaBuilder {
+ /// Files organized by directory -> filename -> data
+ files: HashMap<String, HashMap<String, Vec<u8>>>,
+ flags: ArchiveFlags,
+ types: ArchiveTypes,
+ version: Version,
+}
+
+impl BsaBuilder {
+ pub fn new() -> Self {
+ Self {
+ files: HashMap::new(),
+ flags: default_flags_fo3(),
+ types: ArchiveTypes::empty(),
+ version: Version::v104,
+ }
+ }
+
+ /// Create builder with settings detected from BSA name
+ #[allow(dead_code)]
+ pub fn from_name(name: &str) -> Self {
+ let version = detect_version(name);
+ let types = detect_types(name);
+ let flags = if version == Version::v103 {
+ default_flags_oblivion()
+ } else {
+ default_flags_fo3()
+ };
+
+ Self {
+ files: HashMap::new(),
+ flags,
+ types,
+ version,
+ }
+ }
+
+ /// Set archive flags
+ #[allow(dead_code)]
+ pub fn with_flags(mut self, flags: ArchiveFlags) -> Self {
+ self.flags = flags;
+ self
+ }
+
+ /// Set archive types
+ #[allow(dead_code)]
+ pub fn with_types(mut self, types: ArchiveTypes) -> Self {
+ self.types = types;
+ self
+ }
+
+ /// Set BSA version
+ pub fn with_version(mut self, version: Version) -> Self {
+ self.version = version;
+ self
+ }
+
+ /// Enable or disable compression
+ pub fn with_compression(mut self, compress: bool) -> Self {
+ if compress {
+ self.flags |= ArchiveFlags::COMPRESSED;
+ } else {
+ self.flags &= !ArchiveFlags::COMPRESSED;
+ }
+ self
+ }
+
+ /// Add a file to the archive
+ pub fn add_file(&mut self, path: &str, data: Vec<u8>) {
+ // Normalize: forward slashes, strip leading slash
+ let normalized = path.replace('\\', "/");
+ let normalized = normalized.trim_start_matches('/');
+
+ let (dir_path, file_name) = if let Some(idx) = normalized.rfind('/') {
+ (
+ normalized[..idx].to_string(),
+ normalized[idx + 1..].to_string(),
+ )
+ } else {
+ (".".to_string(), normalized.to_string())
+ };
+
+ self.files
+ .entry(dir_path)
+ .or_default()
+ .insert(file_name, data);
+ }
+
+ /// Get number of files
+ pub fn file_count(&self) -> usize {
+ self.files.values().map(|d| d.len()).sum()
+ }
+
+ /// Check if empty
+ pub fn is_empty(&self) -> bool {
+ self.file_count() == 0
+ }
+
+ /// Build and write the BSA to disk with progress callback
+ pub fn build_with_progress<F>(self, output_path: &Path, progress: F) -> Result<()>
+ where
+ F: Fn(usize, usize, &str) + Send + Sync,
+ {
+ if self.is_empty() {
+ bail!("Cannot create empty BSA archive");
+ }
+
+ let file_count = self.file_count();
+ let total_size: u64 = self
+ .files
+ .values()
+ .flat_map(|files| files.values())
+ .map(|data| data.len() as u64)
+ .sum();
+
+ info!(
+ "Building BSA: {} ({} files, {} MB, version {:?}, flags {:?})",
+ output_path.display(),
+ file_count,
+ total_size / 1_000_000,
+ self.version,
+ self.flags
+ );
+
+ // Check if we should compress files
+ let should_compress = self.flags.contains(ArchiveFlags::COMPRESSED);
+
+ // Flatten to FileEntry structs that own their data
+ let entries: Vec<FileEntry> = self
+ .files
+ .into_iter()
+ .flat_map(|(dir_path, files)| {
+ files.into_iter().map(move |(file_name, data)| FileEntry {
+ dir_path: dir_path.clone(),
+ file_name,
+ data,
+ })
+ })
+ .collect();
+
+ let total = entries.len();
+ let processed_count = std::sync::atomic::AtomicUsize::new(0);
+
+ // Process files in parallel - create and compress BsaFile entries
+ let version = self.version;
+ let processed: Result<Vec<(String, String, BsaFile)>> = entries
+ .par_iter()
+ .map(|entry| {
+ let file = entry.as_bsa_file(version, should_compress)?;
+ let current =
+ processed_count.fetch_add(1, std::sync::atomic::Ordering::Relaxed) + 1;
+ progress(
+ current,
+ total,
+ &format!("{}/{}", entry.dir_path, entry.file_name),
+ );
+ Ok((entry.dir_path.clone(), entry.file_name.clone(), file))
+ })
+ .collect();
+
+ let processed = processed?;
+
+ // Build archive
+ let mut archive = Archive::new();
+ for (dir_path, file_name, file) in processed {
+ let archive_key = ArchiveKey::from(dir_path.as_bytes());
+ let directory_key = DirectoryKey::from(file_name.as_bytes());
+
+ match archive.get_mut(&archive_key) {
+ Some(directory) => {
+ directory.insert(directory_key, file);
+ }
+ None => {
+ let mut directory = Directory::default();
+ directory.insert(directory_key, file);
+ archive.insert(archive_key, directory);
+ }
+ }
+ }
+
+ let options = ArchiveOptions::builder()
+ .version(self.version)
+ .flags(self.flags)
+ .types(self.types)
+ .build();
+
+ // Create parent directory
+ if let Some(parent) = output_path.parent() {
+ fs::create_dir_all(parent)?;
+ }
+
+ // Write archive
+ let file = fs::File::create(output_path)
+ .with_context(|| format!("Failed to create BSA: {}", output_path.display()))?;
+ let mut writer = BufWriter::new(file);
+
+ archive
+ .write(&mut writer, &options)
+ .with_context(|| format!("Failed to write BSA: {}", output_path.display()))?;
+
+ info!("Created BSA: {}", output_path.display());
+ Ok(())
+ }
+}
+
+impl Default for BsaBuilder {
+ fn default() -> Self {
+ Self::new()
+ }
+}
diff --git a/libs/bsa_ffi/src/lib.rs b/libs/bsa_ffi/src/lib.rs
new file mode 100644
index 0000000..2cb2f21
--- /dev/null
+++ b/libs/bsa_ffi/src/lib.rs
@@ -0,0 +1,325 @@
+mod archive;
+
+use std::ffi::{c_char, c_int, CStr, CString};
+use std::fs;
+use std::path::{Path, PathBuf};
+use std::ptr;
+
+use archive::{
+ extract_archive_files_batch, list_archive_files, Ba2Builder, Ba2Format, BsaBuilder,
+ GameVersion,
+};
+use walkdir::WalkDir;
+
+#[repr(C)]
+pub struct BsaFfiStringList {
+ pub items: *mut *mut c_char,
+ pub count: usize,
+ pub error: *mut c_char,
+}
+
+pub type BsaProgressCallback =
+ Option<unsafe extern "C" fn(done: u32, total: u32, current_path: *const c_char)>;
+
+fn to_cstring(s: &str) -> *mut c_char {
+ CString::new(s).unwrap_or_default().into_raw()
+}
+
+fn error_list(msg: &str) -> BsaFfiStringList {
+ BsaFfiStringList {
+ items: ptr::null_mut(),
+ count: 0,
+ error: to_cstring(msg),
+ }
+}
+
+unsafe fn from_cstr<'a>(p: *const c_char) -> Result<&'a str, &'static str> {
+ if p.is_null() {
+ return Err("null pointer");
+ }
+
+ CStr::from_ptr(p)
+ .to_str()
+ .map_err(|_| "invalid UTF-8 string")
+}
+
+fn call_progress(progress_cb: BsaProgressCallback, done: usize, total: usize, path: &str) {
+ if let Some(cb) = progress_cb {
+ if let Ok(c_path) = CString::new(path) {
+ unsafe {
+ cb(done as u32, total as u32, c_path.as_ptr());
+ }
+ }
+ }
+}
+
+fn path_to_rel(root: &Path, child: &Path) -> anyhow::Result<String> {
+ let rel = child.strip_prefix(root)?;
+ Ok(rel.to_string_lossy().replace('\\', "/"))
+}
+
+fn include_file_for_mode(rel: &str, include_mode: i32) -> bool {
+ let is_dds = rel.to_lowercase().ends_with(".dds");
+ match include_mode {
+ 1 => !is_dds,
+ 2 => is_dds,
+ _ => true,
+ }
+}
+
+#[no_mangle]
+pub unsafe extern "C" fn bsa_ffi_list_files(archive_path: *const c_char) -> BsaFfiStringList {
+ let archive_path = match from_cstr(archive_path) {
+ Ok(v) => v,
+ Err(e) => return error_list(e),
+ };
+
+ let entries = match list_archive_files(Path::new(archive_path)) {
+ Ok(v) => v,
+ Err(e) => return error_list(&e.to_string()),
+ };
+
+ let mut items: Vec<*mut c_char> = entries.into_iter().map(|e| to_cstring(&e.path)).collect();
+ let result = BsaFfiStringList {
+ items: items.as_mut_ptr(),
+ count: items.len(),
+ error: ptr::null_mut(),
+ };
+ std::mem::forget(items);
+ result
+}
+
+#[no_mangle]
+pub unsafe extern "C" fn bsa_ffi_string_list_free(list: BsaFfiStringList) {
+ if !list.items.is_null() {
+ let items = Vec::from_raw_parts(list.items, list.count, list.count);
+ for p in items {
+ if !p.is_null() {
+ let _ = CString::from_raw(p);
+ }
+ }
+ }
+
+ if !list.error.is_null() {
+ let _ = CString::from_raw(list.error);
+ }
+}
+
+#[no_mangle]
+pub unsafe extern "C" fn bsa_ffi_string_free(s: *mut c_char) {
+ if !s.is_null() {
+ let _ = CString::from_raw(s);
+ }
+}
+
+#[no_mangle]
+pub unsafe extern "C" fn bsa_ffi_extract_all(
+ archive_path: *const c_char,
+ output_dir: *const c_char,
+ progress_cb: BsaProgressCallback,
+ cancel_flag: *const c_int,
+) -> *mut c_char {
+ let archive_path = match from_cstr(archive_path) {
+ Ok(v) => v,
+ Err(e) => return to_cstring(e),
+ };
+ let output_dir = match from_cstr(output_dir) {
+ Ok(v) => v,
+ Err(e) => return to_cstring(e),
+ };
+
+ let archive_path = PathBuf::from(archive_path);
+ let output_dir = PathBuf::from(output_dir);
+
+ if let Err(e) = fs::create_dir_all(&output_dir) {
+ return to_cstring(&format!("failed to create output directory: {e}"));
+ }
+
+ let entries = match list_archive_files(&archive_path) {
+ Ok(v) => v,
+ Err(e) => return to_cstring(&e.to_string()),
+ };
+
+ let total = entries.len();
+ let wanted_files: Vec<String> = entries.iter().map(|e| e.path.clone()).collect();
+ let progress_count = std::sync::atomic::AtomicUsize::new(0);
+ let cancel_addr = cancel_flag as usize;
+
+ let res = extract_archive_files_batch(&archive_path, &wanted_files, |path, data| {
+ let cancel_ptr = cancel_addr as *const c_int;
+ if !cancel_ptr.is_null() {
+ let cancelled = unsafe { *cancel_ptr } != 0;
+ if cancelled {
+ anyhow::bail!("cancelled");
+ }
+ }
+
+ let out_path = output_dir.join(path.replace('\\', "/"));
+ if let Some(parent) = out_path.parent() {
+ fs::create_dir_all(parent)?;
+ }
+ fs::write(&out_path, &data)?;
+
+ let done = progress_count.fetch_add(1, std::sync::atomic::Ordering::Relaxed) + 1;
+ call_progress(progress_cb, done, total, path);
+ Ok(())
+ });
+
+ match res {
+ Ok(_) => ptr::null_mut(),
+ Err(e) => to_cstring(&e.to_string()),
+ }
+}
+
+#[no_mangle]
+pub unsafe extern "C" fn bsa_ffi_pack_dir(
+ input_dir: *const c_char,
+ output_archive: *const c_char,
+ game_id: *const c_char,
+ progress_cb: BsaProgressCallback,
+ cancel_flag: *const c_int,
+) -> *mut c_char {
+ bsa_ffi_pack_dir_filtered(
+ input_dir,
+ output_archive,
+ game_id,
+ 0,
+ progress_cb,
+ cancel_flag,
+ )
+}
+
+#[no_mangle]
+pub unsafe extern "C" fn bsa_ffi_pack_dir_filtered(
+ input_dir: *const c_char,
+ output_archive: *const c_char,
+ game_id: *const c_char,
+ include_mode: c_int,
+ progress_cb: BsaProgressCallback,
+ cancel_flag: *const c_int,
+) -> *mut c_char {
+ let input_dir = match from_cstr(input_dir) {
+ Ok(v) => v,
+ Err(e) => return to_cstring(e),
+ };
+ let output_archive = match from_cstr(output_archive) {
+ Ok(v) => v,
+ Err(e) => return to_cstring(e),
+ };
+ let game_id = match from_cstr(game_id) {
+ Ok(v) => v,
+ Err(e) => return to_cstring(e),
+ };
+
+ let game = match GameVersion::from_cli_name(game_id) {
+ Some(v) => v,
+ None => {
+ let valid = GameVersion::all()
+ .iter()
+ .map(GameVersion::cli_name)
+ .collect::<Vec<_>>()
+ .join(", ");
+ return to_cstring(&format!("unknown game_id '{game_id}', valid: {valid}"));
+ }
+ };
+
+ let input_dir = PathBuf::from(input_dir);
+ let output_archive = PathBuf::from(output_archive);
+
+ let mut files: Vec<(String, Vec<u8>)> = Vec::new();
+ for entry in WalkDir::new(&input_dir).into_iter().filter_map(|e| e.ok()) {
+ if !entry.file_type().is_file() {
+ continue;
+ }
+
+ if !cancel_flag.is_null() {
+ let cancelled = unsafe { *cancel_flag } != 0;
+ if cancelled {
+ return to_cstring("cancelled");
+ }
+ }
+
+ let rel = match path_to_rel(&input_dir, entry.path()) {
+ Ok(v) => v,
+ Err(e) => return to_cstring(&format!("path error: {e}")),
+ };
+
+ if !include_file_for_mode(&rel, include_mode) {
+ continue;
+ }
+
+ let data = match fs::read(entry.path()) {
+ Ok(v) => v,
+ Err(e) => return to_cstring(&format!("read error: {e}")),
+ };
+
+ files.push((rel, data));
+ }
+
+ if files.is_empty() {
+ return to_cstring("no files found in input_dir");
+ }
+
+ let total = files.len();
+
+ if game.is_ba2() {
+ let ba2_version = game.ba2_version().unwrap_or_default();
+ let compression = game.ba2_compression();
+
+ let format = if output_archive
+ .file_name()
+ .map(|n| n.to_string_lossy().to_lowercase().contains("textures"))
+ .unwrap_or(false)
+ {
+ Ba2Format::DX10
+ } else {
+ Ba2Format::General
+ };
+
+ let mut builder = Ba2Builder::new()
+ .with_version(ba2_version)
+ .with_compression(compression)
+ .with_format(format);
+
+ for (idx, (rel, data)) in files.into_iter().enumerate() {
+ if !cancel_flag.is_null() {
+ let cancelled = unsafe { *cancel_flag } != 0;
+ if cancelled {
+ return to_cstring("cancelled");
+ }
+ }
+ builder.add_file(&rel, data);
+ call_progress(progress_cb, idx + 1, total, &rel);
+ }
+
+ match builder.build_with_progress(&output_archive, |_, _, _| {}) {
+ Ok(_) => ptr::null_mut(),
+ Err(e) => to_cstring(&e.to_string()),
+ }
+ } else {
+ let version = match game.bsa_version() {
+ Some(v) => v,
+ None => return to_cstring("TES3 BSA writing is not supported yet"),
+ };
+
+ let compress = game.supports_compression();
+
+ let mut builder = BsaBuilder::new().with_version(version).with_compression(compress);
+
+ for (idx, (rel, data)) in files.into_iter().enumerate() {
+ if !cancel_flag.is_null() {
+ let cancelled = unsafe { *cancel_flag } != 0;
+ if cancelled {
+ return to_cstring("cancelled");
+ }
+ }
+ builder.add_file(&rel, data);
+ call_progress(progress_cb, idx + 1, total, &rel);
+ }
+
+ match builder.build_with_progress(&output_archive, |_, _, _| {}) {
+ Ok(_) => ptr::null_mut(),
+ Err(e) => to_cstring(&e.to_string()),
+ }
+ }
+}