diff options
-rw-r--r-- | docs/release-notes.md | 7 | ||||
-rw-r--r-- | src/SMAPI.Toolkit/Framework/ModScanning/ModFolder.cs | 20 | ||||
-rw-r--r-- | src/SMAPI.Toolkit/Framework/ModScanning/ModParseError.cs | 24 | ||||
-rw-r--r-- | src/SMAPI.Toolkit/Framework/ModScanning/ModScanner.cs | 141 | ||||
-rw-r--r-- | src/SMAPI.Toolkit/Framework/ModScanning/ModType.cs | 3 | ||||
-rw-r--r-- | src/SMAPI/Framework/ModLoading/ModResolver.cs | 7 |
6 files changed, 156 insertions, 46 deletions
diff --git a/docs/release-notes.md b/docs/release-notes.md index 68763598..14d1a8fa 100644 --- a/docs/release-notes.md +++ b/docs/release-notes.md @@ -5,9 +5,12 @@ These changes have not been released yet. * For players: * Updated for Stardew Valley 1.4. * Improved performance. - * Updated mod compatibility list. * Rewrote launch script on Linux to improve compatibility (thanks to kurumushi and toastal!). - * Improved handling for XNB mods unzipped into `Mods` (improved detection over generic invalid mods, and multi-folder XNB mods are now counted as one mod). + * Improved mod scanning: + * Now ignores metadata files/folders like `__MACOSX` and `__folder_managed_by_vortex`. + * Now ignores content files like `.txt` or `.png`, which avoids missing-manifest errors in some common cases. + * Now detects XNB mods more accurately, and consolidates multi-folder XNB mods. + * Updated mod compatibility list. * Fixed Save Backup not pruning old backups if they're uncompressed. * Fixed issues when a farmhand reconnects before the game notices they're disconnected. * Fixed 'received message' logs shown in non-developer mode. diff --git a/src/SMAPI.Toolkit/Framework/ModScanning/ModFolder.cs b/src/SMAPI.Toolkit/Framework/ModScanning/ModFolder.cs index adfee527..4ce17c66 100644 --- a/src/SMAPI.Toolkit/Framework/ModScanning/ModFolder.cs +++ b/src/SMAPI.Toolkit/Framework/ModScanning/ModFolder.cs @@ -25,10 +25,10 @@ namespace StardewModdingAPI.Toolkit.Framework.ModScanning public Manifest Manifest { get; } /// <summary>The error which occurred parsing the manifest, if any.</summary> - public string ManifestParseError { get; } + public ModParseError ManifestParseError { get; set; } - /// <summary>Whether the mod should be loaded by default. This is <c>false</c> if it was found within a folder whose name starts with a dot.</summary> - public bool ShouldBeLoaded { get; } + /// <summary>A human-readable message for the <see cref="ManifestParseError"/>, if any.</summary> + public string ManifestParseErrorText { get; set; } /********* @@ -39,16 +39,24 @@ namespace StardewModdingAPI.Toolkit.Framework.ModScanning /// <param name="directory">The folder containing the mod's manifest.json.</param> /// <param name="type">The mod type.</param> /// <param name="manifest">The mod manifest.</param> + public ModFolder(DirectoryInfo root, DirectoryInfo directory, ModType type, Manifest manifest) + : this(root, directory, type, manifest, ModParseError.None, null) { } + + /// <summary>Construct an instance.</summary> + /// <param name="root">The root folder containing mods.</param> + /// <param name="directory">The folder containing the mod's manifest.json.</param> + /// <param name="type">The mod type.</param> + /// <param name="manifest">The mod manifest.</param> /// <param name="manifestParseError">The error which occurred parsing the manifest, if any.</param> - /// <param name="shouldBeLoaded">Whether the mod should be loaded by default. This should be <c>false</c> if it was found within a folder whose name starts with a dot.</param> - public ModFolder(DirectoryInfo root, DirectoryInfo directory, ModType type, Manifest manifest, string manifestParseError = null, bool shouldBeLoaded = true) + /// <param name="manifestParseErrorText">A human-readable message for the <paramref name="manifestParseError"/>, if any.</param> + public ModFolder(DirectoryInfo root, DirectoryInfo directory, ModType type, Manifest manifest, ModParseError manifestParseError, string manifestParseErrorText) { // save info this.Directory = directory; this.Type = type; this.Manifest = manifest; this.ManifestParseError = manifestParseError; - this.ShouldBeLoaded = shouldBeLoaded; + this.ManifestParseErrorText = manifestParseErrorText; // set display name this.DisplayName = manifest?.Name; diff --git a/src/SMAPI.Toolkit/Framework/ModScanning/ModParseError.cs b/src/SMAPI.Toolkit/Framework/ModScanning/ModParseError.cs new file mode 100644 index 00000000..b10510ff --- /dev/null +++ b/src/SMAPI.Toolkit/Framework/ModScanning/ModParseError.cs @@ -0,0 +1,24 @@ +namespace StardewModdingAPI.Toolkit.Framework.ModScanning +{ + /// <summary>Indicates why a mod could not be parsed.</summary> + public enum ModParseError + { + /// <summary>No parse error.</summary> + None, + + /// <summary>The folder is empty or contains only ignored files.</summary> + EmptyFolder, + + /// <summary>The folder is ignored by convention.</summary> + IgnoredFolder, + + /// <summary>The mod's <c>manifest.json</c> could not be parsed.</summary> + ManifestInvalid, + + /// <summary>The folder contains non-ignored and non-XNB files, but none of them are <c>manifest.json</c>.</summary> + ManifestMissing, + + /// <summary>The folder is an XNB mod, which can't be loaded through SMAPI.</summary> + XnbMod + } +} diff --git a/src/SMAPI.Toolkit/Framework/ModScanning/ModScanner.cs b/src/SMAPI.Toolkit/Framework/ModScanning/ModScanner.cs index ae0f292f..54cb2b8b 100644 --- a/src/SMAPI.Toolkit/Framework/ModScanning/ModScanner.cs +++ b/src/SMAPI.Toolkit/Framework/ModScanning/ModScanner.cs @@ -2,6 +2,7 @@ using System; using System.Collections.Generic; using System.IO; using System.Linq; +using System.Text.RegularExpressions; using StardewModdingAPI.Toolkit.Serialisation; using StardewModdingAPI.Toolkit.Serialisation.Models; @@ -17,20 +18,32 @@ namespace StardewModdingAPI.Toolkit.Framework.ModScanning private readonly JsonHelper JsonHelper; /// <summary>A list of filesystem entry names to ignore when checking whether a folder should be treated as a mod.</summary> - private readonly HashSet<string> IgnoreFilesystemEntries = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase) + private readonly HashSet<Regex> IgnoreFilesystemEntries = new HashSet<Regex> { - ".DS_Store", - "mcs", - "Thumbs.db" + // OS metadata files + new Regex(@"^__folder_managed_by_vortex$", RegexOptions.Compiled | RegexOptions.IgnoreCase), // Vortex mod manager + new Regex(@"^(?:__MACOSX|\._\.DS_Store|\.DS_Store|mcs)$", RegexOptions.Compiled | RegexOptions.IgnoreCase), // MacOS + new Regex(@"^(?:desktop\.ini|Thumbs\.db)$", RegexOptions.Compiled | RegexOptions.IgnoreCase), // Windows + new Regex(@"\.(?:url|lnk)$", RegexOptions.Compiled | RegexOptions.IgnoreCase), // Windows shortcut files + + // other + new Regex(@"\.(?:bmp|gif|jpeg|jpg|png|psd|tif)$", RegexOptions.Compiled | RegexOptions.IgnoreCase), // image files + new Regex(@"\.(?:md|rtf|txt)$", RegexOptions.Compiled | RegexOptions.IgnoreCase), // text files + new Regex(@"\.(?:backup|bak|old)$", RegexOptions.Compiled | RegexOptions.IgnoreCase) // backup file }; - /// <summary>The extensions for files which an XNB mod may contain. If a mod contains *only* these file extensions, it should be considered an XNB mod.</summary> + /// <summary>The extensions for files which an XNB mod may contain. If a mod doesn't have a <c>manifest.json</c> and contains *only* these file extensions, it should be considered an XNB mod.</summary> private readonly HashSet<string> PotentialXnbModExtensions = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase) { - ".md", - ".png", - ".txt", - ".xnb" + // XNB files + ".xgs", + ".xnb", + ".xsb", + ".xwb", + + // unpacking artifacts + ".json", + ".yaml" }; @@ -72,30 +85,36 @@ namespace StardewModdingAPI.Toolkit.Framework.ModScanning // set appropriate invalid-mod error if (manifestFile == null) { - FileInfo[] files = searchFolder.GetFiles("*", SearchOption.AllDirectories).Where(this.IsRelevant).ToArray(); + FileInfo[] files = this.RecursivelyGetRelevantFiles(searchFolder).ToArray(); if (!files.Any()) - return new ModFolder(root, searchFolder, ModType.Invalid, null, "it's an empty folder."); - if (files.All(file => this.PotentialXnbModExtensions.Contains(file.Extension))) - return new ModFolder(root, searchFolder, ModType.Xnb, null, "it's not a SMAPI mod (see https://smapi.io/xnb for info)."); - return new ModFolder(root, searchFolder, ModType.Invalid, null, "it contains files, but none of them are manifest.json."); + return new ModFolder(root, searchFolder, ModType.Invalid, null, ModParseError.EmptyFolder, "it's an empty folder."); + if (files.All(this.IsPotentialXnbFile)) + return new ModFolder(root, searchFolder, ModType.Xnb, null, ModParseError.XnbMod, "it's not a SMAPI mod (see https://smapi.io/xnb for info)."); + return new ModFolder(root, searchFolder, ModType.Invalid, null, ModParseError.ManifestMissing, "it contains files, but none of them are manifest.json."); } // read mod info Manifest manifest = null; - string manifestError = null; + ModParseError error = ModParseError.None; + string errorText = null; { try { if (!this.JsonHelper.ReadJsonFileIfExists<Manifest>(manifestFile.FullName, out manifest) || manifest == null) - manifestError = "its manifest is invalid."; + { + error = ModParseError.ManifestInvalid; + errorText = "its manifest is invalid."; + } } catch (SParseException ex) { - manifestError = $"parsing its manifest failed: {ex.Message}"; + error = ModParseError.ManifestInvalid; + errorText = $"parsing its manifest failed: {ex.Message}"; } catch (Exception ex) { - manifestError = $"parsing its manifest failed:\n{ex}"; + error = ModParseError.ManifestInvalid; + errorText = $"parsing its manifest failed:\n{ex}"; } } @@ -117,7 +136,7 @@ namespace StardewModdingAPI.Toolkit.Framework.ModScanning } // build result - return new ModFolder(root, manifestFile.Directory, type, manifest, manifestError); + return new ModFolder(root, manifestFile.Directory, type, manifest, error, errorText); } @@ -127,28 +146,30 @@ namespace StardewModdingAPI.Toolkit.Framework.ModScanning /// <summary>Recursively extract information about all mods in the given folder.</summary> /// <param name="root">The root mod folder.</param> /// <param name="folder">The folder to search for mods.</param> - public IEnumerable<ModFolder> GetModFolders(DirectoryInfo root, DirectoryInfo folder) + private IEnumerable<ModFolder> GetModFolders(DirectoryInfo root, DirectoryInfo folder) { bool isRoot = folder.FullName == root.FullName; // skip - if (!isRoot && folder.Name.StartsWith(".")) - yield return new ModFolder(root, folder, ModType.Invalid, null, "ignored folder because its name starts with a dot.", shouldBeLoaded: false); - - // find mods in subfolders - else if (this.IsModSearchFolder(root, folder)) + if (!isRoot) { - ModFolder[] subfolders = folder.EnumerateDirectories().SelectMany(sub => this.GetModFolders(root, sub)).ToArray(); - if (!isRoot && subfolders.Length > 1 && subfolders.All(p => p.Type == ModType.Xnb)) + if (folder.Name.StartsWith(".")) { - // if this isn't the root, and all subfolders are XNB mods, treat the whole folder as one XNB mod - yield return new ModFolder(folder, folder, ModType.Xnb, null, subfolders[0].ManifestParseError); - } - else - { - foreach (ModFolder subfolder in subfolders) - yield return subfolder; + yield return new ModFolder(root, folder, ModType.Ignored, null, ModParseError.IgnoredFolder, "ignored folder because its name starts with a dot."); + yield break; } + if (!this.IsRelevant(folder)) + yield break; + } + + // find mods in subfolders + if (this.IsModSearchFolder(root, folder)) + { + IEnumerable<ModFolder> subfolders = folder.EnumerateDirectories().SelectMany(sub => this.GetModFolders(root, sub)); + if (!isRoot) + subfolders = this.TryConsolidate(root, folder, subfolders.ToArray()); + foreach (ModFolder subfolder in subfolders) + yield return subfolder; } // treat as mod folder @@ -156,6 +177,26 @@ namespace StardewModdingAPI.Toolkit.Framework.ModScanning yield return this.ReadFolder(root, folder); } + /// <summary>Consolidate adjacent folders into one mod folder, if possible.</summary> + /// <param name="root">The folder containing both parent and subfolders.</param> + /// <param name="parentFolder">The parent folder to consolidate, if possible.</param> + /// <param name="subfolders">The subfolders to consolidate, if possible.</param> + private IEnumerable<ModFolder> TryConsolidate(DirectoryInfo root, DirectoryInfo parentFolder, ModFolder[] subfolders) + { + if (subfolders.Length > 1) + { + // a collection of empty folders + if (subfolders.All(p => p.ManifestParseError == ModParseError.EmptyFolder)) + return new[] { new ModFolder(root, parentFolder, ModType.Invalid, null, ModParseError.EmptyFolder, subfolders[0].ManifestParseErrorText) }; + + // an XNB mod + if (subfolders.All(p => p.Type == ModType.Xnb || p.ManifestParseError == ModParseError.EmptyFolder)) + return new[] { new ModFolder(root, parentFolder, ModType.Xnb, null, ModParseError.XnbMod, subfolders[0].ManifestParseErrorText) }; + } + + return subfolders; + } + /// <summary>Find the manifest for a mod folder.</summary> /// <param name="folder">The folder to search.</param> private FileInfo FindManifest(DirectoryInfo folder) @@ -193,11 +234,41 @@ namespace StardewModdingAPI.Toolkit.Framework.ModScanning return subfolders.Any() && !files.Any(); } + /// <summary>Recursively get all relevant files in a folder based on the result of <see cref="IsRelevant"/>.</summary> + /// <param name="folder">The root folder to search.</param> + private IEnumerable<FileInfo> RecursivelyGetRelevantFiles(DirectoryInfo folder) + { + foreach (FileSystemInfo entry in folder.GetFileSystemInfos()) + { + if (!this.IsRelevant(entry)) + continue; + + if (entry is FileInfo file) + yield return file; + + if (entry is DirectoryInfo subfolder) + { + foreach (FileInfo subfolderFile in this.RecursivelyGetRelevantFiles(subfolder)) + yield return subfolderFile; + } + } + } + /// <summary>Get whether a file or folder is relevant when deciding how to process a mod folder.</summary> /// <param name="entry">The file or folder.</param> private bool IsRelevant(FileSystemInfo entry) { - return !this.IgnoreFilesystemEntries.Contains(entry.Name); + return !this.IgnoreFilesystemEntries.Any(p => p.IsMatch(entry.Name)); + } + + /// <summary>Get whether a file is potentially part of an XNB mod.</summary> + /// <param name="entry">The file.</param> + private bool IsPotentialXnbFile(FileInfo entry) + { + if (!this.IsRelevant(entry)) + return true; + + return this.PotentialXnbModExtensions.Contains(entry.Extension); // use EndsWith to handle cases like image..png } /// <summary>Strip newlines from a string.</summary> diff --git a/src/SMAPI.Toolkit/Framework/ModScanning/ModType.cs b/src/SMAPI.Toolkit/Framework/ModScanning/ModType.cs index 2ceb9e40..bc86edb6 100644 --- a/src/SMAPI.Toolkit/Framework/ModScanning/ModType.cs +++ b/src/SMAPI.Toolkit/Framework/ModScanning/ModType.cs @@ -6,6 +6,9 @@ namespace StardewModdingAPI.Toolkit.Framework.ModScanning /// <summary>The mod is invalid and its type could not be determined.</summary> Invalid, + /// <summary>The folder is ignored by convention.</summary> + Ignored, + /// <summary>A mod which uses SMAPI directly.</summary> Smapi, diff --git a/src/SMAPI/Framework/ModLoading/ModResolver.cs b/src/SMAPI/Framework/ModLoading/ModResolver.cs index f2002530..b6bdb357 100644 --- a/src/SMAPI/Framework/ModLoading/ModResolver.cs +++ b/src/SMAPI/Framework/ModLoading/ModResolver.cs @@ -38,13 +38,14 @@ namespace StardewModdingAPI.Framework.ModLoading } // build metadata - ModMetadataStatus status = folder.ManifestParseError == null || !folder.ShouldBeLoaded + bool shouldIgnore = folder.Type == ModType.Ignored; + ModMetadataStatus status = folder.ManifestParseError == ModParseError.None || shouldIgnore ? ModMetadataStatus.Found : ModMetadataStatus.Failed; string relativePath = PathUtilities.GetRelativePath(rootPath, folder.Directory.FullName); - yield return new ModMetadata(folder.DisplayName, folder.Directory.FullName, relativePath, manifest, dataRecord, isIgnored: !folder.ShouldBeLoaded) - .SetStatus(status, !folder.ShouldBeLoaded ? "disabled by dot convention" : folder.ManifestParseError); + yield return new ModMetadata(folder.DisplayName, folder.Directory.FullName, relativePath, manifest, dataRecord, isIgnored: shouldIgnore) + .SetStatus(status, shouldIgnore ? "disabled by dot convention" : folder.ManifestParseErrorText); } } |