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authorJesse Plamondon-Willard <github@jplamondonw.com>2017-05-14 21:19:27 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2017-05-14 21:19:27 -0400
commit2d9aefebb0991b2e942241bf509eaa98f63b4963 (patch)
treed48c81fcb86afa922788190edd3b24c323cbbe91 /src/StardewModdingAPI/Framework/ModLoading
parent07aadf36126bfadd5df624ccf810828adf679788 (diff)
downloadSMAPI-2d9aefebb0991b2e942241bf509eaa98f63b4963.tar.gz
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rewrite dependency logic to resolve dependency loops by disabling the affected mods (#285)
Diffstat (limited to 'src/StardewModdingAPI/Framework/ModLoading')
-rw-r--r--src/StardewModdingAPI/Framework/ModLoading/InvalidModStateException.cs14
-rw-r--r--src/StardewModdingAPI/Framework/ModLoading/ModDependencyStatus.cs18
-rw-r--r--src/StardewModdingAPI/Framework/ModLoading/ModResolver.cs162
3 files changed, 129 insertions, 65 deletions
diff --git a/src/StardewModdingAPI/Framework/ModLoading/InvalidModStateException.cs b/src/StardewModdingAPI/Framework/ModLoading/InvalidModStateException.cs
new file mode 100644
index 00000000..ab11272a
--- /dev/null
+++ b/src/StardewModdingAPI/Framework/ModLoading/InvalidModStateException.cs
@@ -0,0 +1,14 @@
+using System;
+
+namespace StardewModdingAPI.Framework.ModLoading
+{
+ /// <summary>An exception which indicates that something went seriously wrong while loading mods, and SMAPI should abort outright.</summary>
+ public class InvalidModStateException : Exception
+ {
+ /// <summary>Construct an instance.</summary>
+ /// <param name="message">The error message.</param>
+ /// <param name="ex">The underlying exception, if any.</param>
+ public InvalidModStateException(string message, Exception ex = null)
+ : base(message, ex) { }
+ }
+}
diff --git a/src/StardewModdingAPI/Framework/ModLoading/ModDependencyStatus.cs b/src/StardewModdingAPI/Framework/ModLoading/ModDependencyStatus.cs
new file mode 100644
index 00000000..0774b487
--- /dev/null
+++ b/src/StardewModdingAPI/Framework/ModLoading/ModDependencyStatus.cs
@@ -0,0 +1,18 @@
+namespace StardewModdingAPI.Framework.ModLoading
+{
+ /// <summary>The status of a given mod in the dependency-sorting algorithm.</summary>
+ internal enum ModDependencyStatus
+ {
+ /// <summary>The mod hasn't been visited yet.</summary>
+ Queued,
+
+ /// <summary>The mod is currently being analysed as part of a dependency chain.</summary>
+ Checking,
+
+ /// <summary>The mod has already been sorted.</summary>
+ Sorted,
+
+ /// <summary>The mod couldn't be sorted due to a metadata issue (e.g. missing dependencies).</summary>
+ Failed
+ }
+}
diff --git a/src/StardewModdingAPI/Framework/ModLoading/ModResolver.cs b/src/StardewModdingAPI/Framework/ModLoading/ModResolver.cs
index 8efe57d9..2b081edc 100644
--- a/src/StardewModdingAPI/Framework/ModLoading/ModResolver.cs
+++ b/src/StardewModdingAPI/Framework/ModLoading/ModResolver.cs
@@ -130,26 +130,13 @@ namespace StardewModdingAPI.Framework.ModLoading
/// <param name="mods">The mods to process.</param>
public IEnumerable<IModMetadata> ProcessDependencies(IEnumerable<IModMetadata> mods)
{
- var unsortedMods = mods.ToList();
+ mods = mods.ToArray();
var sortedMods = new Stack<IModMetadata>();
- var visitedMods = new HashSet<IModMetadata>();
- var currentChain = new List<IModMetadata>();
- bool success = true;
-
- foreach (IModMetadata mod in unsortedMods)
- {
- if (mod.Status == ModMetadataStatus.Failed)
- continue;
-
- success = this.ProcessDependencies(mod, visitedMods, sortedMods, currentChain, unsortedMods);
- if (!success)
- break;
- }
-
- if (!success)
- return new ModMetadata[0];
+ var states = mods.ToDictionary(mod => mod, mod => ModDependencyStatus.Queued);
+ foreach (IModMetadata mod in mods)
+ this.ProcessDependencies(mods.ToArray(), mod, states, sortedMods, new List<IModMetadata>());
- return sortedMods.Reverse().ToArray();
+ return sortedMods.Reverse();
}
@@ -157,73 +144,118 @@ namespace StardewModdingAPI.Framework.ModLoading
** Private methods
*********/
/// <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="visited">The mods which have been visited.</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>
- /// <param name="unsortedMods">The mods remaining to sort.</param>
- /// <returns>Returns whether the mod can be loaded.</returns>
- private bool ProcessDependencies(IModMetadata mod, HashSet<IModMetadata> visited, Stack<IModMetadata> sortedMods, List<IModMetadata> currentChain, List<IModMetadata> unsortedMods)
+ /// <returns>Returns the mod dependency status.</returns>
+ private ModDependencyStatus ProcessDependencies(IModMetadata[] mods, IModMetadata mod, IDictionary<IModMetadata, ModDependencyStatus> states, Stack<IModMetadata> sortedMods, ICollection<IModMetadata> currentChain)
{
- // visit mod
- if (visited.Contains(mod))
- return true; // already sorted
- visited.Add(mod);
+ // check if already visited
+ switch (states[mod])
+ {
+ // already sorted or failed
+ case ModDependencyStatus.Sorted:
+ case ModDependencyStatus.Failed:
+ return states[mod];
- // mod already failed
- if (mod.Status == ModMetadataStatus.Failed)
- return false;
+ // 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($"A dependency loop was not caught by the calling iteration ({string.Join(" => ", currentChain.Select(p => p.DisplayName))} => {mod.DisplayName})).");
- // process dependencies
- bool success = true;
- if (mod.Manifest.Dependencies != null && mod.Manifest.Dependencies.Any())
+ // not visited yet, start processing
+ case ModDependencyStatus.Queued:
+ break;
+
+ // sanity check
+ default:
+ throw new InvalidModStateException($"Unknown dependency status '{states[mod]}'.");
+ }
+
+ // no dependencies, mark sorted
+ if (mod.Manifest.Dependencies == null || !mod.Manifest.Dependencies.Any())
{
- // validate required dependencies are present
+ 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())
{
- string missingMods = null;
- foreach (IManifestDependency dependency in mod.Manifest.Dependencies)
- {
- if (!unsortedMods.Any(m => m.Manifest.UniqueID.Equals(dependency.UniqueID)))
- missingMods += $"{dependency.UniqueID}, ";
- }
- if (missingMods != null)
- {
- mod.SetStatus(ModMetadataStatus.Failed, $"it requires mods which aren't installed ({missingMods.Substring(0, missingMods.Length - 2)}).");
- return false;
- }
+ sortedMods.Push(mod);
+ mod.SetStatus(ModMetadataStatus.Failed, $"it requires mods which aren't installed ({string.Join(", ", missingModIDs)}).");
+ return states[mod] = ModDependencyStatus.Failed;
}
+ }
- // get mods which should be loaded before this one
+ // process dependencies
+ {
+ states[mod] = ModDependencyStatus.Checking;
+
+ // get mods to load first
IModMetadata[] modsToLoadFirst =
(
- from unsorted in unsortedMods
- where mod.Manifest.Dependencies.Any(required => required.UniqueID == unsorted.Manifest.UniqueID)
- select unsorted
+ from other in mods
+ where mod.Manifest.Dependencies.Any(required => required.UniqueID == other.Manifest.UniqueID)
+ select other
)
.ToArray();
- // detect circular references
- IModMetadata circularReferenceMod = currentChain.FirstOrDefault(modsToLoadFirst.Contains);
- if (circularReferenceMod != null)
- {
- mod.SetStatus(ModMetadataStatus.Failed, $"its dependencies have a circular reference: {string.Join(" => ", currentChain.Select(p => p.DisplayName))} => {circularReferenceMod.DisplayName}).");
- return false;
- }
- currentChain.Add(mod);
-
// recursively sort dependencies
foreach (IModMetadata requiredMod in modsToLoadFirst)
{
- success = this.ProcessDependencies(requiredMod, visited, sortedMods, currentChain, unsortedMods);
- if (!success)
- break;
+ 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]}'.");
+ }
}
- }
- // mark mod sorted
- sortedMods.Push(mod);
- currentChain.Remove(mod);
- return success;
+ // all requirements sorted successfully
+ sortedMods.Push(mod);
+ return states[mod] = ModDependencyStatus.Sorted;
+ }
}
/// <summary>Get all mod folders in a root folder, passing through empty folders as needed.</summary>