diff options
| -rw-r--r-- | src/SMAPI/Framework/SCore.cs | 1283 | ||||
| -rw-r--r-- | src/SMAPI/Program.cs | 1281 | ||||
| -rw-r--r-- | src/SMAPI/StardewModdingAPI.csproj | 1 |
3 files changed, 1304 insertions, 1261 deletions
diff --git a/src/SMAPI/Framework/SCore.cs b/src/SMAPI/Framework/SCore.cs new file mode 100644 index 00000000..a9ec5ee4 --- /dev/null +++ b/src/SMAPI/Framework/SCore.cs @@ -0,0 +1,1283 @@ +using System; +using System.Collections.Generic; +using System.Diagnostics; +using System.Diagnostics.CodeAnalysis; +using System.IO; +using System.Linq; +using System.Net; +using System.Reflection; +using System.Runtime.ExceptionServices; +using System.Security; +using System.Text; +using System.Text.RegularExpressions; +using System.Threading; +#if SMAPI_FOR_WINDOWS +using System.Windows.Forms; +#endif +using Newtonsoft.Json; +using StardewModdingAPI.Events; +using StardewModdingAPI.Framework.Events; +using StardewModdingAPI.Framework.Exceptions; +using StardewModdingAPI.Framework.Logging; +using StardewModdingAPI.Framework.Models; +using StardewModdingAPI.Framework.ModHelpers; +using StardewModdingAPI.Framework.ModLoading; +using StardewModdingAPI.Framework.Patching; +using StardewModdingAPI.Framework.Reflection; +using StardewModdingAPI.Framework.Serialisation; +using StardewModdingAPI.Internal; +using StardewModdingAPI.Toolkit; +using StardewModdingAPI.Toolkit.Framework.Clients.WebApi; +using StardewModdingAPI.Toolkit.Framework.ModData; +using StardewModdingAPI.Toolkit.Serialisation; +using StardewModdingAPI.Toolkit.Utilities; +using StardewValley; +using Object = StardewValley.Object; +using ThreadState = System.Threading.ThreadState; + +namespace StardewModdingAPI.Framework +{ + /// <summary>The core class which initialises and manages SMAPI.</summary> + internal class SCore : IDisposable + { + /********* + ** Properties + *********/ + /// <summary>The log file to which to write messages.</summary> + private readonly LogFileManager LogFile; + + /// <summary>Manages console output interception.</summary> + private readonly ConsoleInterceptionManager ConsoleManager = new ConsoleInterceptionManager(); + + /// <summary>The core logger and monitor for SMAPI.</summary> + private readonly Monitor Monitor; + + /// <summary>Tracks whether the game should exit immediately and any pending initialisation should be cancelled.</summary> + private readonly CancellationTokenSource CancellationTokenSource = new CancellationTokenSource(); + + /// <summary>Simplifies access to private game code.</summary> + private readonly Reflector Reflection = new Reflector(); + + /// <summary>The SMAPI configuration settings.</summary> + private readonly SConfig Settings; + + /// <summary>The underlying game instance.</summary> + private SGame GameInstance; + + /// <summary>The underlying content manager.</summary> + private ContentCoordinator ContentCore => this.GameInstance.ContentCore; + + /// <summary>Tracks the installed mods.</summary> + /// <remarks>This is initialised after the game starts.</remarks> + private readonly ModRegistry ModRegistry = new ModRegistry(); + + /// <summary>Manages deprecation warnings.</summary> + /// <remarks>This is initialised after the game starts.</remarks> + private DeprecationManager DeprecationManager; + + /// <summary>Manages SMAPI events for mods.</summary> + private readonly EventManager EventManager; + + /// <summary>Whether the game is currently running.</summary> + private bool IsGameRunning; + + /// <summary>Whether the program has been disposed.</summary> + private bool IsDisposed; + + /// <summary>Regex patterns which match console messages to suppress from the console and log.</summary> + private readonly Regex[] SuppressConsolePatterns = + { + new Regex(@"^TextBox\.Selected is now '(?:True|False)'\.$", RegexOptions.Compiled | RegexOptions.CultureInvariant), + new Regex(@"^(?:FRUIT )?TREE: IsClient:(?:True|False) randomOutput: \d+$", RegexOptions.Compiled | RegexOptions.CultureInvariant), + new Regex(@"^loadPreferences\(\); begin", RegexOptions.Compiled | RegexOptions.CultureInvariant), + new Regex(@"^savePreferences\(\); async=", RegexOptions.Compiled | RegexOptions.CultureInvariant), + new Regex(@"^DebugOutput: (?:added CLOUD|dismount tile|Ping|playerPos)", RegexOptions.Compiled | RegexOptions.CultureInvariant), + new Regex(@"^static SerializableDictionary<.+>\(\) called\.$", RegexOptions.Compiled | RegexOptions.CultureInvariant), + }; + + /// <summary>The mod toolkit used for generic mod interactions.</summary> + private readonly ModToolkit Toolkit = new ModToolkit(); + + /// <summary>The path to search for mods.</summary> + private readonly string ModsPath; + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="modsPath">The path to search for mods.</param> + /// <param name="writeToConsole">Whether to output log messages to the console.</param> + public SCore(string modsPath, bool writeToConsole) + { + // init paths + this.VerifyPath(modsPath); + this.VerifyPath(Constants.LogDir); + this.ModsPath = modsPath; + + // init log file + this.PurgeLogFiles(); + string logPath = this.GetLogPath(); + + // init basics + this.Settings = JsonConvert.DeserializeObject<SConfig>(File.ReadAllText(Constants.ApiConfigPath)); + this.LogFile = new LogFileManager(logPath); + this.Monitor = new Monitor("SMAPI", this.ConsoleManager, this.LogFile, this.CancellationTokenSource, this.Settings.ColorScheme) + { + WriteToConsole = writeToConsole, + ShowTraceInConsole = this.Settings.DeveloperMode, + ShowFullStampInConsole = this.Settings.DeveloperMode + }; + this.EventManager = new EventManager(this.Monitor, this.ModRegistry); + + // init logging + this.Monitor.Log($"SMAPI {Constants.ApiVersion} with Stardew Valley {Constants.GameVersion} on {EnvironmentUtility.GetFriendlyPlatformName(Constants.Platform)}", LogLevel.Info); + this.Monitor.Log($"Mods go here: {modsPath}"); + if (modsPath != Constants.DefaultModsPath) + this.Monitor.Log("(Using custom --mods-path argument.)", LogLevel.Trace); + this.Monitor.Log($"Log started at {DateTime.UtcNow:s} UTC", LogLevel.Trace); + + // validate game version + if (Constants.GameVersion.IsOlderThan(Constants.MinimumGameVersion)) + { + this.Monitor.Log($"Oops! You're running Stardew Valley {Constants.GameVersion}, but the oldest supported version is {Constants.MinimumGameVersion}. Please update your game before using SMAPI.", LogLevel.Error); + this.PressAnyKeyToExit(); + return; + } + if (Constants.MaximumGameVersion != null && Constants.GameVersion.IsNewerThan(Constants.MaximumGameVersion)) + { + this.Monitor.Log($"Oops! You're running Stardew Valley {Constants.GameVersion}, but this version of SMAPI is only compatible up to Stardew Valley {Constants.MaximumGameVersion}. Please check for a newer version of SMAPI: https://smapi.io.", LogLevel.Error); + this.PressAnyKeyToExit(); + return; + } + + // apply game patches + new GamePatcher(this.Monitor).Apply( + // new GameLocationPatch() + ); + } + + /// <summary>Launch SMAPI.</summary> + [HandleProcessCorruptedStateExceptions, SecurityCritical] // let try..catch handle corrupted state exceptions + public void RunInteractively() + { + // initialise SMAPI + try + { + // hook up events + ContentEvents.Init(this.EventManager); + ControlEvents.Init(this.EventManager); + GameEvents.Init(this.EventManager); + GraphicsEvents.Init(this.EventManager); + InputEvents.Init(this.EventManager); + LocationEvents.Init(this.EventManager); + MenuEvents.Init(this.EventManager); + MineEvents.Init(this.EventManager); + MultiplayerEvents.Init(this.EventManager); + PlayerEvents.Init(this.EventManager); + SaveEvents.Init(this.EventManager); + SpecialisedEvents.Init(this.EventManager); + TimeEvents.Init(this.EventManager); + + // init JSON parser + JsonConverter[] converters = { + new ColorConverter(), + new PointConverter(), + new RectangleConverter() + }; + foreach (JsonConverter converter in converters) + this.Toolkit.JsonHelper.JsonSettings.Converters.Add(converter); + + // add error handlers +#if SMAPI_FOR_WINDOWS + Application.ThreadException += (sender, e) => this.Monitor.Log($"Critical thread exception: {e.Exception.GetLogSummary()}", LogLevel.Error); + Application.SetUnhandledExceptionMode(UnhandledExceptionMode.CatchException); +#endif + AppDomain.CurrentDomain.UnhandledException += (sender, e) => this.Monitor.Log($"Critical app domain exception: {e.ExceptionObject}", LogLevel.Error); + + // add more leniant assembly resolvers + AppDomain.CurrentDomain.AssemblyResolve += (sender, e) => AssemblyLoader.ResolveAssembly(e.Name); + + // override game + SGame.ConstructorHack = new SGameConstructorHack(this.Monitor, this.Reflection, this.Toolkit.JsonHelper); + this.GameInstance = new SGame(this.Monitor, this.Reflection, this.EventManager, this.InitialiseAfterGameStart, this.Dispose); + StardewValley.Program.gamePtr = this.GameInstance; + + // add exit handler + new Thread(() => + { + this.CancellationTokenSource.Token.WaitHandle.WaitOne(); + if (this.IsGameRunning) + { + try + { + File.WriteAllText(Constants.FatalCrashMarker, string.Empty); + File.Copy(this.LogFile.Path, Constants.FatalCrashLog, overwrite: true); + } + catch (Exception ex) + { + this.Monitor.Log($"SMAPI failed trying to track the crash details: {ex.GetLogSummary()}"); + } + + this.GameInstance.Exit(); + } + }).Start(); + + // hook into game events + ContentEvents.AfterLocaleChanged += (sender, e) => this.OnLocaleChanged(); + + // set window titles + this.GameInstance.Window.Title = $"Stardew Valley {Constants.GameVersion} - running SMAPI {Constants.ApiVersion}"; + Console.Title = $"SMAPI {Constants.ApiVersion} - running Stardew Valley {Constants.GameVersion}"; + } + catch (Exception ex) + { + this.Monitor.Log($"SMAPI failed to initialise: {ex.GetLogSummary()}", LogLevel.Error); + this.PressAnyKeyToExit(); + return; + } + + // check update marker + if (File.Exists(Constants.UpdateMarker)) + { + string rawUpdateFound = File.ReadAllText(Constants.UpdateMarker); + if (SemanticVersion.TryParse(rawUpdateFound, out ISemanticVersion updateFound)) + { + if (Constants.ApiVersion.IsPrerelease() && updateFound.IsNewerThan(Constants.ApiVersion)) + { + this.Monitor.Log("A new version of SMAPI was detected last time you played.", LogLevel.Error); + this.Monitor.Log($"You can update to {updateFound}: https://smapi.io.", LogLevel.Error); + this.Monitor.Log("Press any key to continue playing anyway. (This only appears when using a SMAPI beta.)", LogLevel.Info); + Console.ReadKey(); + } + } + File.Delete(Constants.UpdateMarker); + } + + // show details if game crashed during last session + if (File.Exists(Constants.FatalCrashMarker)) + { + this.Monitor.Log("The game crashed last time you played. That can be due to bugs in the game, but if it happens repeatedly you can ask for help here: http://community.playstarbound.com/threads/108375/.", LogLevel.Error); + this.Monitor.Log("If you ask for help, make sure to share your SMAPI log: https://log.smapi.io.", LogLevel.Error); + this.Monitor.Log("Press any key to delete the crash data and continue playing.", LogLevel.Info); + Console.ReadKey(); + File.Delete(Constants.FatalCrashLog); + File.Delete(Constants.FatalCrashMarker); + } + + // start game + this.Monitor.Log("Starting game...", LogLevel.Debug); + try + { + this.IsGameRunning = true; + StardewValley.Program.releaseBuild = true; // game's debug logic interferes with SMAPI opening the game window + this.GameInstance.Run(); + } + catch (InvalidOperationException ex) when (ex.Source == "Microsoft.Xna.Framework.Xact" && ex.StackTrace.Contains("Microsoft.Xna.Framework.Audio.AudioEngine..ctor")) + { + this.Monitor.Log("The game couldn't load audio. Do you have speakers or headphones plugged in?", LogLevel.Error); + this.Monitor.Log($"Technical details: {ex.GetLogSummary()}", LogLevel.Trace); + this.PressAnyKeyToExit(); + } + catch (Exception ex) + { + this.Monitor.Log($"The game failed unexpectedly: {ex.GetLogSummary()}", LogLevel.Error); + this.PressAnyKeyToExit(); + } + finally + { + this.Dispose(); + } + } + + /// <summary>Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.</summary> + public void Dispose() + { + // skip if already disposed + if (this.IsDisposed) + return; + this.IsDisposed = true; + this.Monitor.Log("Disposing...", LogLevel.Trace); + + // dispose mod data + foreach (IModMetadata mod in this.ModRegistry.GetAll()) + { + try + { + (mod.Mod as IDisposable)?.Dispose(); + } + catch (Exception ex) + { + mod.LogAsMod($"Mod failed during disposal: {ex.GetLogSummary()}.", LogLevel.Warn); + } + } + + // dispose core components + this.IsGameRunning = false; + this.ConsoleManager?.Dispose(); + this.ContentCore?.Dispose(); + this.CancellationTokenSource?.Dispose(); + this.GameInstance?.Dispose(); + this.LogFile?.Dispose(); + + // end game (moved from Game1.OnExiting to let us clean up first) + Process.GetCurrentProcess().Kill(); + } + + + /********* + ** Private methods + *********/ + /// <summary>Initialise SMAPI and mods after the game starts.</summary> + private void InitialiseAfterGameStart() + { + // load settings + this.GameInstance.VerboseLogging = this.Settings.VerboseLogging; + + // load core components + this.DeprecationManager = new DeprecationManager(this.Monitor, this.ModRegistry); + + // redirect direct console output + { + Monitor monitor = this.GetSecondaryMonitor("game"); + if (monitor.WriteToConsole) + this.ConsoleManager.OnMessageIntercepted += message => this.HandleConsoleMessage(monitor, message); + } + + // add headers + if (this.Settings.DeveloperMode) + this.Monitor.Log($"You configured SMAPI to run in developer mode. The console may be much more verbose. You can disable developer mode by installing the non-developer version of SMAPI, or by editing {Constants.ApiConfigPath}.", LogLevel.Info); + if (!this.Settings.CheckForUpdates) + this.Monitor.Log($"You configured SMAPI to not check for updates. Running an old version of SMAPI is not recommended. You can enable update checks by reinstalling SMAPI or editing {Constants.ApiConfigPath}.", LogLevel.Warn); + if (!this.Monitor.WriteToConsole) + this.Monitor.Log("Writing to the terminal is disabled because the --no-terminal argument was received. This usually means launching the terminal failed.", LogLevel.Warn); + this.VerboseLog("Verbose logging enabled."); + + // validate XNB integrity + if (!this.ValidateContentIntegrity()) + this.Monitor.Log("SMAPI found problems in your game's content files which are likely to cause errors or crashes. Consider uninstalling XNB mods or reinstalling the game.", LogLevel.Error); + + // load mod data + ModToolkit toolkit = new ModToolkit(); + ModDatabase modDatabase = toolkit.GetModDatabase(Constants.ApiMetadataPath); + + // load mods + { + this.Monitor.Log("Loading mod metadata...", LogLevel.Trace); + ModResolver resolver = new ModResolver(); + + // load manifests + IModMetadata[] mods = resolver.ReadManifests(toolkit, this.ModsPath, modDatabase).ToArray(); + resolver.ValidateManifests(mods, Constants.ApiVersion, toolkit.GetUpdateUrl); + + // process dependencies + mods = resolver.ProcessDependencies(mods, modDatabase).ToArray(); + + // load mods + this.LoadMods(mods, this.Toolkit.JsonHelper, this.ContentCore, modDatabase); + + // write metadata file + if (this.Settings.DumpMetadata) + { + ModFolderExport export = new ModFolderExport + { + Exported = DateTime.UtcNow.ToString("O"), + ApiVersion = Constants.ApiVersion.ToString(), + GameVersion = Constants.GameVersion.ToString(), + ModFolderPath = this.ModsPath, + Mods = mods + }; + this.Toolkit.JsonHelper.WriteJsonFile(Path.Combine(Constants.LogDir, $"{Constants.LogNamePrefix}metadata-dump.json"), export); + } + + // check for updates + this.CheckForUpdatesAsync(mods); + } + if (this.Monitor.IsExiting) + { + this.Monitor.Log("SMAPI shutting down: aborting initialisation.", LogLevel.Warn); + return; + } + + // update window titles + int modsLoaded = this.ModRegistry.GetAll().Count(); + this.GameInstance.Window.Title = $"Stardew Valley {Constants.GameVersion} - running SMAPI {Constants.ApiVersion} with {modsLoaded} mods"; + Console.Title = $"SMAPI {Constants.ApiVersion} - running Stardew Valley {Constants.GameVersion} with {modsLoaded} mods"; + + // start SMAPI console + new Thread(this.RunConsoleLoop).Start(); + } + + /// <summary>Handle the game changing locale.</summary> + private void OnLocaleChanged() + { + // get locale + string locale = this.ContentCore.GetLocale(); + LocalizedContentManager.LanguageCode languageCode = this.ContentCore.Language; + + // update mod translation helpers + foreach (IModMetadata mod in this.ModRegistry.GetAll(contentPacks: false)) + (mod.Mod.Helper.Translation as TranslationHelper)?.SetLocale(locale, languageCode); + } + + /// <summary>Run a loop handling console input.</summary> + [SuppressMessage("ReSharper", "FunctionNeverReturns", Justification = "The thread is aborted when the game exits.")] + private void RunConsoleLoop() + { + // prepare console + this.Monitor.Log("Type 'help' for help, or 'help <cmd>' for a command's usage", LogLevel.Info); + this.GameInstance.CommandManager.Add("SMAPI", "help", "Lists command documentation.\n\nUsage: help\nLists all available commands.\n\nUsage: help <cmd>\n- cmd: The name of a command whose documentation to display.", this.HandleCommand); + this.GameInstance.CommandManager.Add("SMAPI", "reload_i18n", "Reloads translation files for all mods.\n\nUsage: reload_i18n", this.HandleCommand); + + // start handling command line input + Thread inputThread = new Thread(() => + { + while (true) + { + // get input + string input = Console.ReadLine(); + if (string.IsNullOrWhiteSpace(input)) + continue; + + // handle command + this.Monitor.LogUserInput(input); + this.GameInstance.CommandQueue.Enqueue(input); + } + }); + inputThread.Start(); + + // keep console thread alive while the game is running + while (this.IsGameRunning && !this.Monitor.IsExiting) + Thread.Sleep(1000 / 10); + if (inputThread.ThreadState == ThreadState.Running) + inputThread.Abort(); + } + + /// <summary>Look for common issues with the game's XNB content, and log warnings if anything looks broken or outdated.</summary> + /// <returns>Returns whether all integrity checks passed.</returns> + private bool ValidateContentIntegrity() + { + this.Monitor.Log("Detecting common issues...", LogLevel.Trace); + bool issuesFound = false; + + // object format (commonly broken by outdated files) + { + // detect issues + bool hasObjectIssues = false; + void LogIssue(int id, string issue) => this.Monitor.Log($@"Detected issue: item #{id} in Content\Data\ObjectInformation.xnb is invalid ({issue}).", LogLevel.Trace); + foreach (KeyValuePair<int, string> entry in Game1.objectInformation) + { + // must not be empty + if (string.IsNullOrWhiteSpace(entry.Value)) + { + LogIssue(entry.Key, "entry is empty"); + hasObjectIssues = true; + continue; + } + + // require core fields + string[] fields = entry.Value.Split('/'); + if (fields.Length < Object.objectInfoDescriptionIndex + 1) + { + LogIssue(entry.Key, "too few fields for an object"); + hasObjectIssues = true; + continue; + } + + // check min length for specific types + switch (fields[Object.objectInfoTypeIndex].Split(new[] { ' ' }, 2)[0]) + { + case "Cooking": + if (fields.Length < Object.objectInfoBuffDurationIndex + 1) + { + LogIssue(entry.Key, "too few fields for a cooking item"); + hasObjectIssues = true; + } + break; + } + } + + // log error + if (hasObjectIssues) + { + issuesFound = true; + this.Monitor.Log(@"Your Content\Data\ObjectInformation.xnb file seems to be broken or outdated.", LogLevel.Warn); + } + } + + return !issuesFound; + } + + /// <summary>Asynchronously check for a new version of SMAPI and any installed mods, and print alerts to the console if an update is available.</summary> + /// <param name="mods">The mods to include in the update check (if eligible).</param> + private void CheckForUpdatesAsync(IModMetadata[] mods) + { + if (!this.Settings.CheckForUpdates) + return; + + new Thread(() => + { + // create client + string url = this.Settings.WebApiBaseUrl; +#if !SMAPI_FOR_WINDOWS + url = url.Replace("https://", "http://"); // workaround for OpenSSL issues with the game's bundled Mono on Linux/Mac +#endif + WebApiClient client = new WebApiClient(url, Constants.ApiVersion); + this.Monitor.Log("Checking for updates...", LogLevel.Trace); + + // check SMAPI version + ISemanticVersion updateFound = null; + try + { + ModEntryModel response = client.GetModInfo(new[] { new ModSearchEntryModel("Pathoschild.SMAPI", new[] { $"GitHub:{this.Settings.GitHubProjectName}" }) }).Single().Value; + ISemanticVersion latestStable = response.Main?.Version; + ISemanticVersion latestBeta = response.Optional?.Version; + + if (latestStable == null && response.Errors.Any()) + { + this.Monitor.Log("Couldn't check for a new version of SMAPI. This won't affect your game, but you may not be notified of new versions if this keeps happening.", LogLevel.Warn); + this.Monitor.Log($"Error: {string.Join("\n", response.Errors)}"); + } + else if (this.IsValidUpdate(Constants.ApiVersion, latestBeta, this.Settings.UseBetaChannel)) + { + updateFound = latestBeta; + this.Monitor.Log($"You can update SMAPI to {latestBeta}: {Constants.HomePageUrl}", LogLevel.Alert); + } + else if (this.IsValidUpdate(Constants.ApiVersion, latestStable, this.Settings.UseBetaChannel)) + { + updateFound = latestStable; + this.Monitor.Log($"You can update SMAPI to {latestStable}: {Constants.HomePageUrl}", LogLevel.Alert); + } + else + this.Monitor.Log(" SMAPI okay.", LogLevel.Trace); + } + catch (Exception ex) + { + this.Monitor.Log("Couldn't check for a new version of SMAPI. This won't affect your game, but you won't be notified of new versions if this keeps happening.", LogLevel.Warn); + this.Monitor.Log(ex is WebException && ex.InnerException == null + ? $"Error: {ex.Message}" + : $"Error: {ex.GetLogSummary()}" + ); + } + + // show update message on next launch + if (updateFound != null) + File.WriteAllText(Constants.UpdateMarker, updateFound.ToString()); + + // check mod versions + if (mods.Any()) + { + try + { + HashSet<string> suppressUpdateChecks = new HashSet<string>(this.Settings.SuppressUpdateChecks, StringComparer.InvariantCultureIgnoreCase); + + // prepare search model + List<ModSearchEntryModel> searchMods = new List<ModSearchEntryModel>(); + foreach (IModMetadata mod in mods) + { + if (!mod.HasID()) + continue; + + string[] updateKeys = mod.Manifest.UpdateKeys ?? new string[0]; + searchMods.Add(new ModSearchEntryModel(mod.Manifest.UniqueID, updateKeys.Except(suppressUpdateChecks).ToArray())); + } + + // fetch results + this.Monitor.Log($" Checking for updates to {searchMods.Count} mods...", LogLevel.Trace); + IDictionary<string, ModEntryModel> results = client.GetModInfo(searchMods.ToArray()); + + // extract update alerts & errors + var updates = new List<Tuple<IModMetadata, ISemanticVersion, string>>(); + var errors = new StringBuilder(); + foreach (IModMetadata mod in mods.OrderBy(p => p.DisplayName)) + { + // link to update-check data + if (!mod.HasID() || !results.TryGetValue(mod.Manifest.UniqueID, out ModEntryModel result)) + continue; + mod.SetUpdateData(result); + + // handle errors + if (result.Errors != null && result.Errors.Any()) + { + errors.AppendLine(result.Errors.Length == 1 + ? $" {mod.DisplayName}: {result.Errors[0]}" + : $" {mod.DisplayName}:\n - {string.Join("\n - ", result.Errors)}" + ); + } + + // parse versions + ISemanticVersion localVersion = mod.DataRecord?.GetLocalVersionForUpdateChecks(mod.Manifest.Version) ?? mod.Manifest.Version; + ISemanticVersion latestVersion = mod.DataRecord?.GetRemoteVersionForUpdateChecks(result.Main?.Version) ?? result.Main?.Version; + ISemanticVersion optionalVersion = mod.DataRecord?.GetRemoteVersionForUpdateChecks(result.Optional?.Version) ?? result.Optional?.Version; + ISemanticVersion unofficialVersion = result.Unofficial?.Version; + + // show update alerts + if (this.IsValidUpdate(localVersion, latestVersion, useBetaChannel: true)) + updates.Add(Tuple.Create(mod, latestVersion, result.Main?.Url)); + else if (this.IsValidUpdate(localVersion, optionalVersion, useBetaChannel: localVersion.IsPrerelease())) + updates.Add(Tuple.Create(mod, optionalVersion, result.Optional?.Url)); + else if (this.IsValidUpdate(localVersion, unofficialVersion, useBetaChannel: mod.Status == ModMetadataStatus.Failed)) + updates.Add(Tuple.Create(mod, unofficialVersion, result.Unofficial?.Url)); + } + + // show update errors + if (errors.Length != 0) + this.Monitor.Log("Got update-check errors for some mods:\n" + errors.ToString().TrimEnd(), LogLevel.Trace); + + // show update alerts + if (updates.Any()) + { + this.Monitor.Newline(); + this.Monitor.Log($"You can update {updates.Count} mod{(updates.Count != 1 ? "s" : "")}:", LogLevel.Alert); + foreach (var entry in updates) + { + IModMetadata mod = entry.Item1; + ISemanticVersion newVersion = entry.Item2; + string newUrl = entry.Item3; + this.Monitor.Log($" {mod.DisplayName} {newVersion}: {newUrl}", LogLevel.Alert); + } + } + else + this.Monitor.Log(" All mods up to date.", LogLevel.Trace); + } + catch (Exception ex) + { + this.Monitor.Log("Couldn't check for new mod versions. This won't affect your game, but you won't be notified of mod updates if this keeps happening.", LogLevel.Warn); + this.Monitor.Log(ex is WebException && ex.InnerException == null + ? ex.Message + : ex.ToString() + ); + } + } + }).Start(); + } + + /// <summary>Get whether a given version should be offered to the user as an update.</summary> + /// <param name="currentVersion">The current semantic version.</param> + /// <param name="newVersion">The target semantic version.</param> + /// <param name="useBetaChannel">Whether the user enabled the beta channel and should be offered pre-release updates.</param> + private bool IsValidUpdate(ISemanticVersion currentVersion, ISemanticVersion newVersion, bool useBetaChannel) + { + return + newVersion != null + && newVersion.IsNewerThan(currentVersion) + && (useBetaChannel || !newVersion.IsPrerelease()); + } + + /// <summary>Create a directory path if it doesn't exist.</summary> + /// <param name="path">The directory path.</param> + private void VerifyPath(string path) + { + try + { + if (!Directory.Exists(path)) + Directory.CreateDirectory(path); + } + catch (Exception ex) + { + this.Monitor.Log($"Couldn't create a path: {path}\n\n{ex.GetLogSummary()}", LogLevel.Error); + } + } + + /// <summary>Load and hook up the given mods.</summary> + /// <param name="mods">The mods to load.</param> + /// <param name="jsonHelper">The JSON helper with which to read mods' JSON files.</param> + /// <param name="contentCore">The content manager to use for mod content.</param> + /// <param name="modDatabase">Handles access to SMAPI's internal mod metadata list.</param> + private void LoadMods(IModMetadata[] mods, JsonHelper jsonHelper, ContentCoordinator contentCore, ModDatabase modDatabase) + { + this.Monitor.Log("Loading mods...", LogLevel.Trace); + + HashSet<string> suppressUpdateChecks = new HashSet<string>(this.Settings.SuppressUpdateChecks, StringComparer.InvariantCultureIgnoreCase); + IDictionary<IModMetadata, string[]> skippedMods = new Dictionary<IModMetadata, string[]>(); + void TrackSkip(IModMetadata mod, string userReasonPhrase, string devReasonPhrase = null) => skippedMods[mod] = new[] { userReasonPhrase, devReasonPhrase }; + + // load content packs + foreach (IModMetadata metadata in mods.Where(p => p.IsContentPack)) + { + this.Monitor.Log($" {metadata.DisplayName} (content pack, {PathUtilities.GetRelativePath(this.ModsPath, metadata.DirectoryPath)})...", LogLevel.Trace); + + // show warning for missing update key + if (metadata.HasManifest() && !metadata.HasUpdateKeys()) + metadata.SetWarning(ModWarning.NoUpdateKeys); + + // validate status + if (metadata.Status == ModMetadataStatus.Failed) + { + this.Monitor.Log($" Failed: {metadata.Error}", LogLevel.Trace); + TrackSkip(metadata, metadata.Error); + continue; + } + + // load mod as content pack + IManifest manifest = metadata.Manifest; + IMonitor monitor = this.GetSecondaryMonitor(metadata.DisplayName); + IContentHelper contentHelper = new ContentHelper(this.ContentCore, metadata.DirectoryPath, manifest.UniqueID, metadata.DisplayName, monitor); + IContentPack contentPack = new ContentPack(metadata.DirectoryPath, manifest, contentHelper, jsonHelper); + metadata.SetMod(contentPack, monitor); + this.ModRegistry.Add(metadata); + } + IModMetadata[] loadedContentPacks = this.ModRegistry.GetAll(assemblyMods: false).ToArray(); + + // load mods + { + // get content packs by mod ID + IDictionary<string, IContentPack[]> contentPacksByModID = + loadedContentPacks + .GroupBy(p => p.Manifest.ContentPackFor.UniqueID, StringComparer.InvariantCultureIgnoreCase) + .ToDictionary( + group => group.Key, + group => group.Select(metadata => metadata.ContentPack).ToArray(), + StringComparer.InvariantCultureIgnoreCase + ); + + // load mods from metadata + using (AssemblyLoader modAssemblyLoader = new AssemblyLoader(Constants.Platform, this.Monitor)) + { + InterfaceProxyFactory proxyFactory = new InterfaceProxyFactory(); + foreach (IModMetadata metadata in mods.Where(p => !p.IsContentPack)) + { + // get basic info + IManifest manifest = metadata.Manifest; + this.Monitor.Log(metadata.Manifest?.EntryDll != null + ? $" {metadata.DisplayName} ({PathUtilities.GetRelativePath(this.ModsPath, metadata.DirectoryPath)}{Path.DirectorySeparatorChar}{metadata.Manifest.EntryDll})..." // don't use Path.Combine here, since EntryDLL might not be valid + : $" {metadata.DisplayName}...", LogLevel.Trace); + + // show warnings + if (metadata.HasManifest() && !metadata.HasUpdateKeys() && !suppressUpdateChecks.Contains(metadata.Manifest.UniqueID)) + metadata.SetWarning(ModWarning.NoUpdateKeys); + + // validate status + if (metadata.Status == ModMetadataStatus.Failed) + { + this.Monitor.Log($" Failed: {metadata.Error}", LogLevel.Trace); + TrackSkip(metadata, metadata.Error); + continue; + } + + // load mod + string assemblyPath = metadata.Manifest?.EntryDll != null + ? Path.Combine(metadata.DirectoryPath, metadata.Manifest.EntryDll) + : null; + Assembly modAssembly; + try + { + modAssembly = modAssemblyLoader.Load(metadata, assemblyPath, assumeCompatible: metadata.DataRecord?.Status == ModStatus.AssumeCompatible); + } + catch (IncompatibleInstructionException) // details already in trace logs + { + string[] updateUrls = new[] { modDatabase.GetModPageUrlFor(metadata.Manifest.UniqueID), "https://smapi.io/compat" }.Where(p => p != null).ToArray(); + + TrackSkip(metadata, $"it's no longer compatible. Please check for a new version at {string.Join(" or ", updateUrls)}."); + continue; + } + catch (SAssemblyLoadFailedException ex) + { + TrackSkip(metadata, $"it DLL couldn't be loaded: {ex.Message}"); + continue; + } + catch (Exception ex) + { + TrackSkip(metadata, "its DLL couldn't be loaded.", $"Error: {ex.GetLogSummary()}"); + continue; + } + + // initialise mod + try + { + // get mod instance + if (!this.TryLoadModEntry(modAssembly, error => TrackSkip(metadata, error), out Mod mod)) + continue; + + // get content packs + if (!contentPacksByModID.TryGetValue(manifest.UniqueID, out IContentPack[] contentPacks)) + contentPacks = new IContentPack[0]; + + // init mod helpers + IMonitor monitor = this.GetSecondaryMonitor(metadata.DisplayName); + |
