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author | Jesse Plamondon-Willard <github@jplamondonw.com> | 2017-05-19 18:04:57 -0400 |
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committer | Jesse Plamondon-Willard <github@jplamondonw.com> | 2017-05-19 18:04:57 -0400 |
commit | 16281fb58944e7e829b184b014e27822c91c9f43 (patch) | |
tree | e9db3b9943d61163a87190c4293673a002d17da1 /src/StardewModdingAPI/Framework/ModLoading/ModResolver.cs | |
parent | c84310dfebafd3085dc418f3620154f9934865de (diff) | |
parent | cbb1777ba00f581b428e61a0f7245a87ac53cf09 (diff) | |
download | SMAPI-16281fb58944e7e829b184b014e27822c91c9f43.tar.gz SMAPI-16281fb58944e7e829b184b014e27822c91c9f43.tar.bz2 SMAPI-16281fb58944e7e829b184b014e27822c91c9f43.zip |
Merge branch 'develop' into stable
Diffstat (limited to 'src/StardewModdingAPI/Framework/ModLoading/ModResolver.cs')
-rw-r--r-- | src/StardewModdingAPI/Framework/ModLoading/ModResolver.cs | 291 |
1 files changed, 291 insertions, 0 deletions
diff --git a/src/StardewModdingAPI/Framework/ModLoading/ModResolver.cs b/src/StardewModdingAPI/Framework/ModLoading/ModResolver.cs new file mode 100644 index 00000000..2c68a639 --- /dev/null +++ b/src/StardewModdingAPI/Framework/ModLoading/ModResolver.cs @@ -0,0 +1,291 @@ +using System; +using System.Collections.Generic; +using System.IO; +using System.Linq; +using StardewModdingAPI.Framework.Models; +using StardewModdingAPI.Framework.Serialisation; + +namespace StardewModdingAPI.Framework.ModLoading +{ + /// <summary>Finds and processes mod metadata.</summary> + internal class ModResolver + { + /********* + ** Public methods + *********/ + /// <summary>Get manifest metadata for each folder in the given root path.</summary> + /// <param name="rootPath">The root path to search for mods.</param> + /// <param name="jsonHelper">The JSON helper with which to read manifests.</param> + /// <param name="compatibilityRecords">Metadata about mods that SMAPI should assume is compatible or broken, regardless of whether it detects incompatible code.</param> + /// <returns>Returns the manifests by relative folder.</returns> + public IEnumerable<IModMetadata> ReadManifests(string rootPath, JsonHelper jsonHelper, IEnumerable<ModCompatibility> compatibilityRecords) + { + compatibilityRecords = compatibilityRecords.ToArray(); + foreach (DirectoryInfo modDir in this.GetModFolders(rootPath)) + { + // read file + Manifest manifest = null; + string path = Path.Combine(modDir.FullName, "manifest.json"); + string error = null; + try + { + // read manifest + manifest = jsonHelper.ReadJsonFile<Manifest>(path); + + // validate + if (manifest == null) + { + error = File.Exists(path) + ? "its manifest is invalid." + : "it doesn't have a manifest."; + } + else if (string.IsNullOrWhiteSpace(manifest.EntryDll)) + error = "its manifest doesn't set an entry DLL."; + } + catch (Exception ex) + { + error = $"parsing its manifest failed:\n{ex.GetLogSummary()}"; + } + + // get compatibility record + ModCompatibility compatibility = null; + if (manifest != null) + { + string key = !string.IsNullOrWhiteSpace(manifest.UniqueID) ? manifest.UniqueID : manifest.EntryDll; + compatibility = ( + from mod in compatibilityRecords + where + mod.ID.Contains(key, StringComparer.InvariantCultureIgnoreCase) + && (mod.LowerSemanticVersion == null || !manifest.Version.IsOlderThan(mod.LowerSemanticVersion)) + && !manifest.Version.IsNewerThan(mod.UpperSemanticVersion) + select mod + ).FirstOrDefault(); + } + // build metadata + string displayName = !string.IsNullOrWhiteSpace(manifest?.Name) + ? manifest.Name + : modDir.FullName.Replace(rootPath, "").Trim('/', '\\'); + ModMetadataStatus status = error == null + ? ModMetadataStatus.Found + : ModMetadataStatus.Failed; + + yield return new ModMetadata(displayName, modDir.FullName, manifest, compatibility).SetStatus(status, error); + } + } + + /// <summary>Validate manifest metadata.</summary> + /// <param name="mods">The mod manifests to validate.</param> + /// <param name="apiVersion">The current SMAPI version.</param> + public void ValidateManifests(IEnumerable<IModMetadata> mods, ISemanticVersion apiVersion) + { + foreach (IModMetadata mod in mods) + { + // skip if already failed + if (mod.Status == ModMetadataStatus.Failed) + continue; + + // validate compatibility + { + ModCompatibility compatibility = mod.Compatibility; + if (compatibility?.Compatibility == ModCompatibilityType.AssumeBroken) + { + bool hasOfficialUrl = !string.IsNullOrWhiteSpace(mod.Compatibility.UpdateUrl); + bool hasUnofficialUrl = !string.IsNullOrWhiteSpace(mod.Compatibility.UnofficialUpdateUrl); + + string reasonPhrase = compatibility.ReasonPhrase ?? "it's not compatible with the latest version of the game"; + string error = $"{reasonPhrase}. Please check for a version newer than {compatibility.UpperVersionLabel ?? compatibility.UpperVersion} here:"; + if (hasOfficialUrl) + error += !hasUnofficialUrl ? $" {compatibility.UpdateUrl}" : $"{Environment.NewLine}- official mod: {compatibility.UpdateUrl}"; + if (hasUnofficialUrl) + error += $"{Environment.NewLine}- unofficial update: {compatibility.UnofficialUpdateUrl}"; + + mod.SetStatus(ModMetadataStatus.Failed, error); + continue; + } + } + + // validate SMAPI version + if (!string.IsNullOrWhiteSpace(mod.Manifest.MinimumApiVersion)) + { + if (!SemanticVersion.TryParse(mod.Manifest.MinimumApiVersion, out ISemanticVersion minVersion)) + { + mod.SetStatus(ModMetadataStatus.Failed, $"it has an invalid minimum SMAPI version '{mod.Manifest.MinimumApiVersion}'. This should be a semantic version number like {apiVersion}."); + continue; + } + if (minVersion.IsNewerThan(apiVersion)) + { + mod.SetStatus(ModMetadataStatus.Failed, $"it needs SMAPI {minVersion} or later. Please update SMAPI to the latest version to use this mod."); + continue; + } + } + + // validate DLL path + string assemblyPath = Path.Combine(mod.DirectoryPath, mod.Manifest.EntryDll); + if (!File.Exists(assemblyPath)) + mod.SetStatus(ModMetadataStatus.Failed, $"its DLL '{mod.Manifest.EntryDll}' doesn't exist."); + } + } + +#if EXPERIMENTAL + /// <summary>Sort the given mods by the order they should be loaded.</summary> + /// <param name="mods">The mods to process.</param> + public IEnumerable<IModMetadata> ProcessDependencies(IEnumerable<IModMetadata> mods) + { + // initialise metadata + mods = mods.ToArray(); + var sortedMods = new Stack<IModMetadata>(); + var states = mods.ToDictionary(mod => mod, mod => ModDependencyStatus.Queued); + + // handle failed mods + foreach (IModMetadata mod in mods.Where(m => m.Status == ModMetadataStatus.Failed)) + { + states[mod] = ModDependencyStatus.Failed; + sortedMods.Push(mod); + } + + // sort mods + foreach (IModMetadata mod in mods) + this.ProcessDependencies(mods.ToArray(), mod, states, sortedMods, new List<IModMetadata>()); + + return sortedMods.Reverse(); + } +#endif + + + /********* + ** Private methods + *********/ +#if EXPERIMENTAL + /// <summary>Sort a mod's dependencies by the order they should be loaded, and remove any mods that can't be loaded due to missing or conflicting dependencies.</summary> + /// <param name="mods">The full list of mods being validated.</param> + /// <param name="mod">The mod whose dependencies to process.</param> + /// <param name="states">The dependency state for each mod.</param> + /// <param name="sortedMods">The list in which to save mods sorted by dependency order.</param> + /// <param name="currentChain">The current change of mod dependencies.</param> + /// <returns>Returns the mod dependency status.</returns> + private ModDependencyStatus ProcessDependencies(IModMetadata[] mods, IModMetadata mod, IDictionary<IModMetadata, ModDependencyStatus> states, Stack<IModMetadata> sortedMods, ICollection<IModMetadata> currentChain) + { + // check if already visited + switch (states[mod]) + { + // already sorted or failed + case ModDependencyStatus.Sorted: + case ModDependencyStatus.Failed: + return states[mod]; + + // dependency loop + case ModDependencyStatus.Checking: + // This should never happen. The higher-level mod checks if the dependency is + // already being checked, so it can fail without visiting a mod twice. If this + // case is hit, that logic didn't catch the dependency loop for some reason. + throw new InvalidModStateException($"A dependency loop was not caught by the calling iteration ({string.Join(" => ", currentChain.Select(p => p.DisplayName))} => {mod.DisplayName}))."); + + // not visited yet, start processing + case ModDependencyStatus.Queued: + break; + + // sanity check + default: + throw new InvalidModStateException($"Unknown dependency status '{states[mod]}'."); + } + + // no dependencies, mark sorted + if (mod.Manifest.Dependencies == null || !mod.Manifest.Dependencies.Any()) + { + sortedMods.Push(mod); + return states[mod] = ModDependencyStatus.Sorted; + } + + // missing required dependencies, mark failed + { + string[] missingModIDs = + ( + from dependency in mod.Manifest.Dependencies + where mods.All(m => m.Manifest.UniqueID != dependency.UniqueID) + orderby dependency.UniqueID + select dependency.UniqueID + ) + .ToArray(); + if (missingModIDs.Any()) + { + sortedMods.Push(mod); + mod.SetStatus(ModMetadataStatus.Failed, $"it requires mods which aren't installed ({string.Join(", ", missingModIDs)})."); + return states[mod] = ModDependencyStatus.Failed; + } + } + + // process dependencies + { + states[mod] = ModDependencyStatus.Checking; + + // get mods to load first + IModMetadata[] modsToLoadFirst = + ( + from other in mods + where mod.Manifest.Dependencies.Any(required => required.UniqueID == other.Manifest.UniqueID) + select other + ) + .ToArray(); + + // recursively sort dependencies + foreach (IModMetadata requiredMod in modsToLoadFirst) + { + var subchain = new List<IModMetadata>(currentChain) { mod }; + + // detect dependency loop + if (states[requiredMod] == ModDependencyStatus.Checking) + { + sortedMods.Push(mod); + mod.SetStatus(ModMetadataStatus.Failed, $"its dependencies have a circular reference: {string.Join(" => ", subchain.Select(p => p.DisplayName))} => {requiredMod.DisplayName})."); + return states[mod] = ModDependencyStatus.Failed; + } + + // recursively process each dependency + var substatus = this.ProcessDependencies(mods, requiredMod, states, sortedMods, subchain); + switch (substatus) + { + // sorted successfully + case ModDependencyStatus.Sorted: + break; + + // failed, which means this mod can't be loaded either + case ModDependencyStatus.Failed: + sortedMods.Push(mod); + mod.SetStatus(ModMetadataStatus.Failed, $"it needs the '{requiredMod.DisplayName}' mod, which couldn't be loaded."); + return states[mod] = ModDependencyStatus.Failed; + + // unexpected status + case ModDependencyStatus.Queued: + case ModDependencyStatus.Checking: + throw new InvalidModStateException($"Something went wrong sorting dependencies: mod '{requiredMod.DisplayName}' unexpectedly stayed in the '{substatus}' status."); + + // sanity check + default: + throw new InvalidModStateException($"Unknown dependency status '{states[mod]}'."); + } + } + + // all requirements sorted successfully + sortedMods.Push(mod); + return states[mod] = ModDependencyStatus.Sorted; + } + } +#endif + + /// <summary>Get all mod folders in a root folder, passing through empty folders as needed.</summary> + /// <param name="rootPath">The root folder path to search.</param> + private IEnumerable<DirectoryInfo> GetModFolders(string rootPath) + { + foreach (string modRootPath in Directory.GetDirectories(rootPath)) + { + DirectoryInfo directory = new DirectoryInfo(modRootPath); + + // if a folder only contains another folder, check the inner folder instead + while (!directory.GetFiles().Any() && directory.GetDirectories().Length == 1) + directory = directory.GetDirectories().First(); + + yield return directory; + } + } + } +} |