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authorJesse Plamondon-Willard <github@jplamondonw.com>2017-10-07 23:20:36 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2017-10-07 23:20:36 -0400
commitd0dd2f7ba729de6be749d326a2fed78988ba9d7b (patch)
treea22127da6a8900e9f29bbb847bfd5d3347f6b952 /src/SMAPI/Constants.cs
parent7889676ea24cafc945899bf25608784e3f5bc9e0 (diff)
parent5928f5f86c4493ddb6b89bce0b7d0fb73a884c09 (diff)
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Merge branch 'add-mod-build-config' into develop
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diff --git a/src/SMAPI/Constants.cs b/src/SMAPI/Constants.cs
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+using System;
+using System.Collections.Generic;
+using System.IO;
+using System.Linq;
+using System.Reflection;
+using StardewModdingAPI.Framework;
+using StardewModdingAPI.Framework.ModLoading;
+using StardewValley;
+
+namespace StardewModdingAPI
+{
+ /// <summary>Contains SMAPI's constants and assumptions.</summary>
+ public static class Constants
+ {
+ /*********
+ ** Properties
+ *********/
+ /// <summary>The directory path containing the current save's data (if a save is loaded).</summary>
+ private static string RawSavePath => Context.IsSaveLoaded ? Path.Combine(Constants.SavesPath, Constants.GetSaveFolderName()) : null;
+
+ /// <summary>Whether the directory containing the current save's data exists on disk.</summary>
+ private static bool SavePathReady => Context.IsSaveLoaded && Directory.Exists(Constants.RawSavePath);
+
+
+ /*********
+ ** Accessors
+ *********/
+ /****
+ ** Public
+ ****/
+ /// <summary>SMAPI's current semantic version.</summary>
+ public static ISemanticVersion ApiVersion { get; } = new SemanticVersion(2, 0, 0, "beta.1");
+
+ /// <summary>The minimum supported version of Stardew Valley.</summary>
+ public static ISemanticVersion MinimumGameVersion { get; } = new SemanticVersion("1.2.30");
+
+ /// <summary>The maximum supported version of Stardew Valley.</summary>
+ public static ISemanticVersion MaximumGameVersion { get; } = null;
+
+ /// <summary>The path to the game folder.</summary>
+ public static string ExecutionPath { get; } = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
+
+ /// <summary>The directory path containing Stardew Valley's app data.</summary>
+ public static string DataPath { get; } = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley");
+
+ /// <summary>The directory path in which error logs should be stored.</summary>
+ public static string LogDir { get; } = Path.Combine(Constants.DataPath, "ErrorLogs");
+
+ /// <summary>The directory path where all saves are stored.</summary>
+ public static string SavesPath { get; } = Path.Combine(Constants.DataPath, "Saves");
+
+ /// <summary>The directory name containing the current save's data (if a save is loaded and the directory exists).</summary>
+ public static string SaveFolderName => Context.IsSaveLoaded ? Constants.GetSaveFolderName() : "";
+
+ /// <summary>The directory path containing the current save's data (if a save is loaded and the directory exists).</summary>
+ public static string CurrentSavePath => Constants.SavePathReady ? Path.Combine(Constants.SavesPath, Constants.GetSaveFolderName()) : "";
+
+ /****
+ ** Internal
+ ****/
+ /// <summary>The GitHub repository to check for updates.</summary>
+ internal const string GitHubRepository = "Pathoschild/SMAPI";
+
+ /// <summary>The file path for the SMAPI configuration file.</summary>
+ internal static string ApiConfigPath => Path.Combine(Constants.ExecutionPath, $"{typeof(Program).Assembly.GetName().Name}.config.json");
+
+ /// <summary>The file path to the log where the latest output should be saved.</summary>
+ internal static string DefaultLogPath => Path.Combine(Constants.LogDir, "SMAPI-latest.txt");
+
+ /// <summary>A copy of the log leading up to the previous fatal crash, if any.</summary>
+ internal static string FatalCrashLog => Path.Combine(Constants.LogDir, "SMAPI-crash.txt");
+
+ /// <summary>The file path which stores a fatal crash message for the next run.</summary>
+ internal static string FatalCrashMarker => Path.Combine(Constants.ExecutionPath, "StardewModdingAPI.crash.marker");
+
+ /// <summary>The full path to the folder containing mods.</summary>
+ internal static string ModPath { get; } = Path.Combine(Constants.ExecutionPath, "Mods");
+
+ /// <summary>The game's current semantic version.</summary>
+ internal static ISemanticVersion GameVersion { get; } = new GameVersion(Constants.GetGameVersion());
+
+ /// <summary>The target game platform.</summary>
+ internal static Platform TargetPlatform { get; } =
+#if SMAPI_FOR_WINDOWS
+ Platform.Windows;
+#else
+ Platform.Mono;
+#endif
+
+ /// <summary>Maps vendor keys (like <c>Nexus</c>) to their mod URL template (where <c>{0}</c> is the mod ID) during mod compatibility checks. This doesn't affect update checks, which defer to the remote web API.</summary>
+ internal static readonly IDictionary<string, string> VendorModUrls = new Dictionary<string, string>(StringComparer.InvariantCultureIgnoreCase)
+ {
+ ["Chucklefish"] = "https://community.playstarbound.com/resources/{0}",
+ ["Nexus"] = "http://nexusmods.com/stardewvalley/mods/{0}",
+ ["GitHub"] = "https://github.com/{0}/releases"
+ };
+
+
+ /*********
+ ** Internal methods
+ *********/
+ /// <summary>Get metadata for mapping assemblies to the current platform.</summary>
+ /// <param name="targetPlatform">The target game platform.</param>
+ internal static PlatformAssemblyMap GetAssemblyMap(Platform targetPlatform)
+ {
+ // get assembly changes needed for platform
+ string[] removeAssemblyReferences;
+ Assembly[] targetAssemblies;
+ switch (targetPlatform)
+ {
+ case Platform.Mono:
+ removeAssemblyReferences = new[]
+ {
+ "Stardew Valley",
+ "Microsoft.Xna.Framework",
+ "Microsoft.Xna.Framework.Game",
+ "Microsoft.Xna.Framework.Graphics"
+ };
+ targetAssemblies = new[]
+ {
+ typeof(StardewValley.Game1).Assembly,
+ typeof(Microsoft.Xna.Framework.Vector2).Assembly
+ };
+ break;
+
+ case Platform.Windows:
+ removeAssemblyReferences = new[]
+ {
+ "StardewValley",
+ "MonoGame.Framework"
+ };
+ targetAssemblies = new[]
+ {
+ typeof(StardewValley.Game1).Assembly,
+ typeof(Microsoft.Xna.Framework.Vector2).Assembly,
+ typeof(Microsoft.Xna.Framework.Game).Assembly,
+ typeof(Microsoft.Xna.Framework.Graphics.SpriteBatch).Assembly
+ };
+ break;
+
+ default:
+ throw new InvalidOperationException($"Unknown target platform '{targetPlatform}'.");
+ }
+
+ return new PlatformAssemblyMap(targetPlatform, removeAssemblyReferences, targetAssemblies);
+ }
+
+
+ /*********
+ ** Private methods
+ *********/
+ /// <summary>Get the name of a save directory for the current player.</summary>
+ private static string GetSaveFolderName()
+ {
+ string prefix = new string(Game1.player.name.Where(char.IsLetterOrDigit).ToArray());
+ return $"{prefix}_{Game1.uniqueIDForThisGame}";
+ }
+
+ /// <summary>Get the game's current version string.</summary>
+ private static string GetGameVersion()
+ {
+ // we need reflection because it's a constant, so SMAPI's references to it are inlined at compile-time
+ FieldInfo field = typeof(Game1).GetField(nameof(Game1.version), BindingFlags.Public | BindingFlags.Static);
+ if (field == null)
+ throw new InvalidOperationException($"The {nameof(Game1)}.{nameof(Game1.version)} field could not be found.");
+ return (string)field.GetValue(null);
+ }
+ }
+}