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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2022-05-07 23:12:33 -0400
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2022-05-07 23:12:33 -0400
commit3db035312641b629aaa5517569d0d30cf71bac29 (patch)
tree8111c155735d5bdef4a5a91de8f59625d4224742 /src/SMAPI/Framework/ModLoading
parentd4ff9f3f5c108493452879938aa224adb556b7c3 (diff)
downloadSMAPI-3db035312641b629aaa5517569d0d30cf71bac29.tar.gz
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simplify and rewrite case-insensitive file path feature
Diffstat (limited to 'src/SMAPI/Framework/ModLoading')
-rw-r--r--src/SMAPI/Framework/ModLoading/AssemblyLoader.cs14
-rw-r--r--src/SMAPI/Framework/ModLoading/ModResolver.cs10
2 files changed, 12 insertions, 12 deletions
diff --git a/src/SMAPI/Framework/ModLoading/AssemblyLoader.cs b/src/SMAPI/Framework/ModLoading/AssemblyLoader.cs
index 72b547b1..a6756e0e 100644
--- a/src/SMAPI/Framework/ModLoading/AssemblyLoader.cs
+++ b/src/SMAPI/Framework/ModLoading/AssemblyLoader.cs
@@ -85,11 +85,11 @@ namespace StardewModdingAPI.Framework.ModLoading
/// <summary>Preprocess and load an assembly.</summary>
/// <param name="mod">The mod for which the assembly is being loaded.</param>
- /// <param name="assemblyPath">The assembly file path.</param>
+ /// <param name="assemblyFile">The assembly file.</param>
/// <param name="assumeCompatible">Assume the mod is compatible, even if incompatible code is detected.</param>
/// <returns>Returns the rewrite metadata for the preprocessed assembly.</returns>
/// <exception cref="IncompatibleInstructionException">An incompatible CIL instruction was found while rewriting the assembly.</exception>
- public Assembly Load(IModMetadata mod, string assemblyPath, bool assumeCompatible)
+ public Assembly Load(IModMetadata mod, FileInfo assemblyFile, bool assumeCompatible)
{
// get referenced local assemblies
AssemblyParseResult[] assemblies;
@@ -100,19 +100,19 @@ namespace StardewModdingAPI.Framework.ModLoading
where name != null
select name
);
- assemblies = this.GetReferencedLocalAssemblies(new FileInfo(assemblyPath), visitedAssemblyNames, this.AssemblyDefinitionResolver).ToArray();
+ assemblies = this.GetReferencedLocalAssemblies(assemblyFile, visitedAssemblyNames, this.AssemblyDefinitionResolver).ToArray();
}
// validate load
if (!assemblies.Any() || assemblies[0].Status == AssemblyLoadStatus.Failed)
{
- throw new SAssemblyLoadFailedException(!File.Exists(assemblyPath)
- ? $"Could not load '{assemblyPath}' because it doesn't exist."
- : $"Could not load '{assemblyPath}'."
+ throw new SAssemblyLoadFailedException(!assemblyFile.Exists
+ ? $"Could not load '{assemblyFile.FullName}' because it doesn't exist."
+ : $"Could not load '{assemblyFile.FullName}'."
);
}
if (assemblies.Last().Status == AssemblyLoadStatus.AlreadyLoaded) // mod assembly is last in dependency order
- throw new SAssemblyLoadFailedException($"Could not load '{assemblyPath}' because it was already loaded. Do you have two copies of this mod?");
+ throw new SAssemblyLoadFailedException($"Could not load '{assemblyFile.FullName}' because it was already loaded. Do you have two copies of this mod?");
// rewrite & load assemblies in leaf-to-root order
bool oneAssembly = assemblies.Length == 1;
diff --git a/src/SMAPI/Framework/ModLoading/ModResolver.cs b/src/SMAPI/Framework/ModLoading/ModResolver.cs
index 1b1fa04e..3e7144f9 100644
--- a/src/SMAPI/Framework/ModLoading/ModResolver.cs
+++ b/src/SMAPI/Framework/ModLoading/ModResolver.cs
@@ -58,11 +58,11 @@ namespace StardewModdingAPI.Framework.ModLoading
/// <param name="mods">The mod manifests to validate.</param>
/// <param name="apiVersion">The current SMAPI version.</param>
/// <param name="getUpdateUrl">Get an update URL for an update key (if valid).</param>
- /// <param name="getFilePathLookup">Get a file path lookup for the given directory.</param>
+ /// <param name="getFileLookup">Get a file lookup for the given directory.</param>
/// <param name="validateFilesExist">Whether to validate that files referenced in the manifest (like <see cref="IManifest.EntryDll"/>) exist on disk. This can be disabled to only validate the manifest itself.</param>
[SuppressMessage("ReSharper", "ConstantConditionalAccessQualifier", Justification = "Manifest values may be null before they're validated.")]
[SuppressMessage("ReSharper", "ConditionIsAlwaysTrueOrFalse", Justification = "Manifest values may be null before they're validated.")]
- public void ValidateManifests(IEnumerable<IModMetadata> mods, ISemanticVersion apiVersion, Func<string, string?> getUpdateUrl, Func<string, IFilePathLookup> getFilePathLookup, bool validateFilesExist = true)
+ public void ValidateManifests(IEnumerable<IModMetadata> mods, ISemanticVersion apiVersion, Func<string, string?> getUpdateUrl, Func<string, IFileLookup> getFileLookup, bool validateFilesExist = true)
{
mods = mods.ToArray();
@@ -147,9 +147,9 @@ namespace StardewModdingAPI.Framework.ModLoading
// file doesn't exist
if (validateFilesExist)
{
- IFilePathLookup pathLookup = getFilePathLookup(mod.DirectoryPath);
- string fileName = pathLookup.GetFilePath(mod.Manifest.EntryDll!);
- if (!File.Exists(Path.Combine(mod.DirectoryPath, fileName)))
+ IFileLookup pathLookup = getFileLookup(mod.DirectoryPath);
+ FileInfo file = pathLookup.GetFile(mod.Manifest.EntryDll!);
+ if (!file.Exists)
{
mod.SetStatus(ModMetadataStatus.Failed, ModFailReason.InvalidManifest, $"its DLL '{mod.Manifest.EntryDll}' doesn't exist.");
continue;