KeyValues2Parser 1.1.1

There is a newer version of this package available.
See the version list below for details.
dotnet add package KeyValues2Parser --version 1.1.1                
NuGet\Install-Package KeyValues2Parser -Version 1.1.1                
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="KeyValues2Parser" Version="1.1.1" />                
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add KeyValues2Parser --version 1.1.1                
#r "nuget: KeyValues2Parser, 1.1.1"                
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
// Install KeyValues2Parser as a Cake Addin
#addin nuget:?package=KeyValues2Parser&version=1.1.1

// Install KeyValues2Parser as a Cake Tool
#tool nuget:?package=KeyValues2Parser&version=1.1.1                

A library for parsing through kv2 files.

For parsing VMAP files for example, you will need to decode the file to a kv2 format first, using 'dmxconvert.exe' (this is provided by Valve). Tested with Counter-Strike 2 VMAP files only.

Data should be retrieved by calling the GetParsedVMapData() method in ParsedVMapDataGatherer.cs. You need to provide 2 arguments to this method, -game and -vmapFilepath, explained more below.

Example code:

using Configuration.Constants; using Configuration.Models; using Configuration; using KeyValues2Parser;

namespace YourProject { public static class ExampleClass { // takes 2 arguments: -game and -vmapFilepath // -game is the path to your '...\game\csgo' folder. Eg: 'C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\game\csgo' // -vmapFilepath is the path to the vmap file that you are parsing // Take a look in SetArgs() in GameConfigurationValues.cs static void Main(string[] args) { GetVmapRequiredData(args); }

    private static void GetVmapRequiredData(string[] args)
    {
        var parsedVMapData = ParsedVMapDataGatherer.GetParsedVMapData(args);

        List<VBlock> allWorldMeshes = parsedVMapData.VMapContents.AllWorldMeshes
        List<VBlock> allEntities = parsedVMapData.VMapContents.AllEntities
        List<VBlock> allInstanceGroups = parsedVMapData.VMapContents.AllInstanceGroups
        List<VBlock> allInstances = parsedVMapData.VMapContents.AllInstances
        List<VBlock> allPrefabs = parsedVMapData.VMapContents.AllPrefabs
        
        Console.WriteLine();
        Console.WriteLine("Getting required data from the main vmap and prefabs...");

        // prefabs contents
        if (ConfigurationSorter.prefabEntityIdsByVmap != null && ConfigurationSorter.prefabEntityIdsByVmap.Any())
        {
            foreach (var prefabEntityIdByVmap in ConfigurationSorter.prefabEntityIdsByVmap)
            {
                var prefabEntityId = prefabEntityIdByVmap.Value;
                var prefab = prefabEntityIdByVmap.Key;

                AllEntitiesAndHiddenEntityMeshIdsInSpecificVmap allEntitiesAndHiddenEntityMeshIdsInPrefab = ConfigurationSorter.GetAllEntitiesInSpecificVmap(prefab, ConfigurationSorter.hiddenElementIdsInMainVmap) ?? new(prefab.MapName);
                List<VBlock> allWorldMeshesInPrefab = ConfigurationSorter.GetAllWorldMeshesInSpecificVmap(prefab, ConfigurationSorter.hiddenElementIdsInMainVmap, allEntitiesAndHiddenEntityMeshIdsInPrefab.hiddenEntityMeshIds);
                //List<VBlock> allMeshEntitiesInPrefab = ConfigurationSorter.GetAllMeshEntitiesInListOfEntities(allEntitiesAndHiddenEntityMeshIdsInPrefab.allEntities, ConfigurationSorter.hiddenElementIdsInMainVmap);
                List<VBlock> allInstanceGroupsInPrefab = ConfigurationSorter.GetAllInstanceGroupsInSpecificVmap(prefab, ConfigurationSorter.hiddenElementIdsInMainVmap);
                List<VBlock> allInstancesInPrefab = ConfigurationSorter.GetAllInstancesInSpecificVmap(prefab, ConfigurationSorter.hiddenElementIdsInMainVmap);

                // change the ids
                foreach (var entity in allEntitiesAndHiddenEntityMeshIdsInPrefab.allEntities)
                {
                    var oldEntityId = Guid.Parse(entity.Variables["id"]);
                    var newEntityId = Guid.NewGuid();

                    // replaces the Id in the entity itself
                    entity.Variables.Remove("id");
                    entity.Variables.Add("id", newEntityId.ToString());

                    // replaces the Id that the selection set contains, to ensure that it points to the new Id instead
                    foreach (var selectionSet in selectionSetsInPrefabByPrefabEntityId[prefabEntityIdByVmap.Value].GetAllInList())
					{
                        if (selectionSet == null)
                            continue;

                        if (selectionSet.SelectedObjectIds.Any(x => x.Equals(oldEntityId)))
                        {
                            selectionSet.SelectedObjectIds?.RemoveAll(x => x.Equals(oldEntityId));
                            selectionSet.SelectedObjectIds?.Add(newEntityId);
                        }

                        if (selectionSet.MeshIds.Any(x => x.Equals(oldEntityId))) // this might break face selection sets
                        {
                            selectionSet.MeshIds?.RemoveAll(x => x.Equals(oldEntityId));
                            selectionSet.MeshIds?.Add(newEntityId);
                        }
                    }

                    // the meshes inside the entity
                    var entityMeshes = entity.Arrays.Where(x => x.Id == "children" && x.InnerBlocks != null)?
                        .SelectMany(x => x.InnerBlocks.Where(y => y.Id == "CMapMesh" && y.InnerBlocks != null));

                    foreach (var entityMesh in entityMeshes)
                    {
                        var oldEntityMeshId = Guid.Parse(entityMesh.Variables["id"]);
                        var newEntityMeshId = Guid.NewGuid();

                        // replaces the Id in the entity mesh itself
                        entityMesh.Variables.Remove("id");
                        entityMesh.Variables.Add("id", newEntityMeshId.ToString());

                        // replaces the Id that the selection set contains, to ensure that it points to the new Id instead
                        foreach (var selectionSet in selectionSetsInPrefabByPrefabEntityId[prefabEntityIdByVmap.Value].GetAllInList())
					    {
                            if (selectionSet == null)
                                continue;

                            if (selectionSet.SelectedObjectIds.Any(x => x.Equals(oldEntityMeshId)))
                            {
                                selectionSet.SelectedObjectIds?.RemoveAll(x => x.Equals(oldEntityMeshId));
                                selectionSet.SelectedObjectIds?.Add(newEntityMeshId);
                            }

                            if (selectionSet.MeshIds.Any(x => x.Equals(oldEntityMeshId))) // this might break face selection sets
                            {
                                selectionSet.MeshIds?.RemoveAll(x => x.Equals(oldEntityMeshId));
                                selectionSet.MeshIds?.Add(newEntityMeshId);
                            }
                        }
                    }
                    //
                }
                foreach (var mesh in allWorldMeshesInPrefab)
                {
                    var oldMeshId = Guid.Parse(mesh.Variables["id"]);
                    var newMeshId = Guid.NewGuid();

                    // replaces the Id in the mesh itself
                    mesh.Variables.Remove("id");
                    mesh.Variables.Add("id", newMeshId.ToString());

                    // replaces the Id that the selection set contains, to ensure that it points to the new Id instead
                    foreach (var selectionSet in selectionSetsInPrefabByPrefabEntityId[prefabEntityIdByVmap.Value].GetAllInList())
					{
                        if (selectionSet == null)
                            continue;

                        if (selectionSet.SelectedObjectIds.Any(x => x.Equals(oldMeshId)))
                        {
                            selectionSet.SelectedObjectIds?.RemoveAll(x => x.Equals(oldMeshId));
                            selectionSet.SelectedObjectIds?.Add(newMeshId);
                        }

                        if (selectionSet.MeshIds.Any(x => x.Equals(oldMeshId))) // this might break face selection sets
                        {
                            selectionSet.MeshIds?.RemoveAll(x => x.Equals(oldMeshId));
                            selectionSet.MeshIds?.Add(newMeshId);
                        }
                    }
                }
                foreach (var instanceGroup in allInstanceGroupsInPrefab)
                {
                    var oldInstanceGroupId = Guid.Parse(instanceGroup.Variables["id"]);
                    var newInstanceGroupId = Guid.NewGuid();

                    // replaces the Id in the instanceGroup itself
                    instanceGroup.Variables.Remove("id");
                    instanceGroup.Variables.Add("id", newInstanceGroupId.ToString());

                    // replaces the Id that the selection set contains, to ensure that it points to the new Id instead
                    foreach (var selectionSet in selectionSetsInPrefabByPrefabEntityId[prefabEntityIdByVmap.Value].GetAllInList())
					{
                        if (selectionSet == null)
                            continue;

                        if (selectionSet.SelectedObjectIds.Any(x => x.Equals(oldInstanceGroupId)))
                        {
                            selectionSet.SelectedObjectIds?.RemoveAll(x => x.Equals(oldInstanceGroupId));
                            selectionSet.SelectedObjectIds?.Add(newInstanceGroupId);
                        }

                        if (selectionSet.MeshIds.Any(x => x.Equals(oldInstanceGroupId))) // this might break face selection sets
                        {
                            selectionSet.MeshIds?.RemoveAll(x => x.Equals(oldInstanceGroupId));
                            selectionSet.MeshIds?.Add(newInstanceGroupId);
                        }
                    }
                }
                foreach (var instance in allInstancesInPrefab)
                {
                    var oldInstanceId = Guid.Parse(instance.Variables["id"]);
                    var newInstanceId = Guid.NewGuid();

                    // replaces the Id in the instance itself
                    instance.Variables.Remove("id");
                    instance.Variables.Add("id", newInstanceId.ToString());

                    // replaces the Id that the selection set contains, to ensure that it points to the new Id instead
                    foreach (var selectionSet in selectionSetsInPrefabByPrefabEntityId[prefabEntityIdByVmap.Value].GetAllInList())
					{
                        if (selectionSet == null)
                            continue;

                        if (selectionSet.SelectedObjectIds.Any(x => x.Equals(oldInstanceId)))
                        {
                            selectionSet.SelectedObjectIds?.RemoveAll(x => x.Equals(oldInstanceId));
                            selectionSet.SelectedObjectIds?.Add(newInstanceId);
                        }

                        if (selectionSet.MeshIds.Any(x => x.Equals(oldInstanceId))) // this might break face selection sets
                        {
                            selectionSet.MeshIds?.RemoveAll(x => x.Equals(oldInstanceId));
                            selectionSet.MeshIds?.Add(newInstanceId);
                        }
                    }
                }

                allWorldMeshes.AddRange(allWorldMeshesInPrefab);
                allEntities.AddRange(allEntitiesAndHiddenEntityMeshIdsInPrefab.allEntities);
                allInstanceGroups.AddRange(allInstanceGroupsInPrefab);
                allInstances.AddRange(allInstancesInPrefab);
            }
        }


        var allWorldMeshesInExampleSelectionSet = GetAllVBlocksInCorrectSelectionSet(allWorldMeshes, allInstances, selectionSetsInMainVmap.ExampleSelectionSet, selectionSetsInPrefabByPrefabEntityId.Values.Select(x => x.ExampleSelectionSet));


        // meshes
        var allSelectionSetsInVmapAndAllPrefabs = selectionSetsInMainVmap.GetAllInList().Concat(selectionSetsInPrefabByPrefabEntityId.Values.SelectMany(x => x.GetAllInList())).ToList();
        var allWorldMeshesInNoSpecificSelectionSet = GetAllMeshesInNoSpecificSelectionSet(allWorldMeshes, allSelectionSetsInVmapAndAllPrefabs);


        // mesh entities
        var buyzoneMeshEntities = ConfigurationSorter.GetEntitiesByClassname(allEntities, Classnames.Buyzone);


        // point entities
        var hostageEntities = ConfigurationSorter.GetEntitiesByClassnameInSelectionSetList(allEntities, Classnames.HostageList, selectionSetsInMainVmap, selectionSetsInPrefabByPrefabEntityId);


        // props
        var allEntitiesInExampleSelectionSet = ConfigurationSorter.GetEntitiesInSpecificSelectionSet(allEntities, SelectionSetNames.ExampleSelectionSetName, selectionSetsInMainVmap, selectionSetsInPrefabByPrefabEntityId);

        Console.WriteLine("Finished getting required data from the main vmap and prefabs");
    }


    private static List<VBlock> GetAllVBlocksInCorrectSelectionSet(List<VBlock> vBlocksSearchingThrough, List<VBlock> allInstances, VSelectionSet selectionSetInMainVmap, IEnumerable<VSelectionSet> selectionSetsInEachPrefab)
    {
        return
            (from x in vBlocksSearchingThrough
            where (selectionSetInMainVmap != null &&
                    (selectionSetInMainVmap.SelectedObjectIds.Any(y => y.Equals(Guid.Parse(x.Variables.First(z => z.Key == "id").Value))) ||
                        selectionSetInMainVmap.MeshIds.Any(y => y.Equals(Guid.Parse(x.Variables.First(z => z.Key == "id").Value))) ||
                        selectionSetInMainVmap.SelectedObjectIds.Any(y => allInstances.Any(z => Guid.Parse(z.Variables.First(z => z.Key == "id").Value).Equals(y))) ||
                        selectionSetInMainVmap.MeshIds.Any(y => allInstances.Any(z => Guid.Parse(z.Variables.First(z => z.Key == "id").Value).Equals(y))))) ||
                selectionSetsInEachPrefab.Any(y =>
                    y != null &&
                        (y.SelectedObjectIds.Any(z => z.Equals(Guid.Parse(x.Variables.First(z => z.Key == "id").Value))) ||
                        y.MeshIds.Any(z => z.Equals(Guid.Parse(x.Variables.First(z => z.Key == "id").Value))) ||
                        y.SelectedObjectIds.Any(y => allInstances.Any(z => Guid.Parse(z.Variables.First(z => z.Key == "id").Value).Equals(y))) ||
                        y.MeshIds.Any(y => allInstances.Any(z => Guid.Parse(z.Variables.First(z => z.Key == "id").Value).Equals(y)))))
            select x).Distinct().ToList()
            ?? new List<VBlock>();
    }


    private static List<VBlock> GetAllMeshesInNoSpecificSelectionSet(
        List<VBlock> allWorldMeshesInVmap,
        List<VSelectionSet> selectionSetsToExclude)
	{
        selectionSetsToExclude.RemoveAll(x => x == null);

        if (selectionSetsToExclude != null && selectionSetsToExclude.Any())
        {
            foreach (var selectionSetToExclude in selectionSetsToExclude)
            {
                allWorldMeshesInVmap.RemoveAll(x => selectionSetToExclude.SelectedObjectIds.Any(y => y.Equals(x.Id)));
            }
        }

        return allWorldMeshesInVmap ?? new();
    }


    private static IEnumerable<VBlock> GetMeshesByTextureName(
        IEnumerable<VBlock> allWorldMeshesInVmap,
        string textureName,
        IEnumerable<VBlock> allWorldMeshesInSpecificSelectionSet = null)
	{
        var allWorldMeshes = (from x in allWorldMeshesInVmap
                from y in x.InnerBlocks
                where y.Id == "meshData"
                from z in y.Arrays
                where z.Id == "materials"
                from a in z.AllLinesInArrayByLineSplit
                where a.ToLower().Replace("materials/", string.Empty).Replace(".vmat", string.Empty) == textureName.ToLower()
                select x).Distinct().ToList();

        if (allWorldMeshesInSpecificSelectionSet != null && allWorldMeshesInSpecificSelectionSet.Any())
            allWorldMeshes.AddRange(allWorldMeshesInSpecificSelectionSet);

        allWorldMeshes = allWorldMeshes.Distinct().ToList();

        return allWorldMeshes ?? new();
    }


    private static IEnumerable<VBlock> GetMeshEntityMeshesByTextureName(
        IEnumerable<VBlock> allMeshEntities,
        string textureName,
		IEnumerable<VBlock> allMeshEntityMeshesInSpecificSelectionSet = null)
	{
        var allMeshEntityMeshes = (from x in allMeshEntities
                from y in x.InnerBlocks
                where y.Id == "entity_properties"
                from y2 in x.Arrays
                where y2.Id == "children"
                from z2 in y2.InnerBlocks
                where z2.Id == "CMapMesh"
                from a2 in z2.InnerBlocks
                where a2.Id == "meshData"
                from b2 in a2.Arrays
                where b2.Id == "materials"
                from c2 in b2.AllLinesInArrayByLineSplitUnformatted
                where c2.ToLower().Replace("materials/", string.Empty).Replace(".vmat", string.Empty) == textureName.ToLower()
                select z2).Distinct().ToList();

		if (allMeshEntityMeshesInSpecificSelectionSet != null && allMeshEntityMeshesInSpecificSelectionSet.Any())
			allMeshEntityMeshes.AddRange(allMeshEntityMeshesInSpecificSelectionSet);

        allMeshEntityMeshes = allMeshEntityMeshes.Distinct().ToList();

        return allMeshEntityMeshes ?? new();
	}


    private static IEnumerable<VBlock> GetMeshEntityMeshesByClassname(IEnumerable<VBlock> allMeshEntities, string classname)
    {
        return (from x in allMeshEntities
                from y in x.InnerBlocks
                where y.Id == "entity_properties"
                where y.Variables.Any(z => z.Key == "classname" && z.Value.ToLower() == classname.ToLower())
                from y2 in x.Arrays
                where y2.Id == "children"
                from z2 in y2.InnerBlocks
                where z2.Id == "CMapMesh"
                select z2).Distinct() ?? new List<VBlock>();
    }
}

}

Product Compatible and additional computed target framework versions.
.NET net8.0 is compatible.  net8.0-android was computed.  net8.0-browser was computed.  net8.0-ios was computed.  net8.0-maccatalyst was computed.  net8.0-macos was computed.  net8.0-tvos was computed.  net8.0-windows was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.
  • net8.0

    • No dependencies.

NuGet packages

This package is not used by any NuGet packages.

GitHub repositories

This package is not used by any popular GitHub repositories.

Version Downloads Last updated
1.1.6 118 3/7/2024
1.1.5 86 3/7/2024
1.1.4 97 3/7/2024
1.1.3 102 3/7/2024
1.1.2 109 3/7/2024
1.1.1 99 3/7/2024
1.1.0 110 3/7/2024
1.0.0 98 3/6/2024

Added Class containing logic for structuring the data from the parsed VMap data