diff options
Diffstat (limited to 'src/SMAPI.ModBuildConfig/DeployModTask.cs')
-rw-r--r-- | src/SMAPI.ModBuildConfig/DeployModTask.cs | 154 |
1 files changed, 154 insertions, 0 deletions
diff --git a/src/SMAPI.ModBuildConfig/DeployModTask.cs b/src/SMAPI.ModBuildConfig/DeployModTask.cs new file mode 100644 index 00000000..a5725a81 --- /dev/null +++ b/src/SMAPI.ModBuildConfig/DeployModTask.cs @@ -0,0 +1,154 @@ +using System; +using System.Collections.Generic; +using System.IO; +using System.IO.Compression; +using Microsoft.Build.Framework; +using Microsoft.Build.Utilities; +using StardewModdingAPI.ModBuildConfig.Framework; + +namespace StardewModdingAPI.ModBuildConfig +{ + /// <summary>A build task which deploys the mod files and prepares a release zip.</summary> + public class DeployModTask : Task + { + /********* + ** Accessors + *********/ + /// <summary>The name of the mod folder.</summary> + [Required] + public string ModFolderName { get; set; } + + /// <summary>The absolute or relative path to the folder which should contain the generated zip file.</summary> + [Required] + public string ModZipPath { get; set; } + + /// <summary>The folder containing the project files.</summary> + [Required] + public string ProjectDir { get; set; } + + /// <summary>The folder containing the build output.</summary> + [Required] + public string TargetDir { get; set; } + + /// <summary>The folder containing the game files.</summary> + [Required] + public string GameDir { get; set; } + + /// <summary>Whether to enable copying the mod files into the game's Mods folder.</summary> + [Required] + public bool EnableModDeploy { get; set; } + + /// <summary>Whether to enable the release zip.</summary> + [Required] + public bool EnableModZip { get; set; } + + + /********* + ** Public methods + *********/ + /// <summary>When overridden in a derived class, executes the task.</summary> + /// <returns>true if the task successfully executed; otherwise, false.</returns> + public override bool Execute() + { + if (!this.EnableModDeploy && !this.EnableModZip) + return true; // nothing to do + + try + { + // get mod info + ModFileManager package = new ModFileManager(this.ProjectDir, this.TargetDir); + + // deploy mod files + if (this.EnableModDeploy) + { + string outputPath = Path.Combine(this.GameDir, "Mods", this.EscapeInvalidFilenameCharacters(this.ModFolderName)); + this.Log.LogMessage(MessageImportance.High, $"The mod build package is copying the mod files to {outputPath}..."); + this.CreateModFolder(package.GetFiles(), outputPath); + } + + // create release zip + if (this.EnableModZip) + { + this.Log.LogMessage(MessageImportance.High, $"The mod build package is generating a release zip at {this.ModZipPath} for {this.ModFolderName}..."); + this.CreateReleaseZip(package.GetFiles(), this.ModFolderName, package.GetManifestVersion(), this.ModZipPath); + } + + return true; + } + catch (UserErrorException ex) + { + this.Log.LogErrorFromException(ex); + return false; + } + catch (Exception ex) + { + this.Log.LogError($"The mod build package failed trying to deploy the mod.\n{ex}"); + return false; + } + } + + + /********* + ** Private methods + *********/ + /// <summary>Copy the mod files into the game's mod folder.</summary> + /// <param name="files">The files to include.</param> + /// <param name="modFolderPath">The folder path to create with the mod files.</param> + private void CreateModFolder(IDictionary<string, FileInfo> files, string modFolderPath) + { + foreach (var entry in files) + { + string fromPath = entry.Value.FullName; + string toPath = Path.Combine(modFolderPath, entry.Key); + + // ReSharper disable once AssignNullToNotNullAttribute -- not applicable in this context + Directory.CreateDirectory(Path.GetDirectoryName(toPath)); + + File.Copy(fromPath, toPath, overwrite: true); + } + } + + /// <summary>Create a release zip in the recommended format for uploading to mod sites.</summary> + /// <param name="files">The files to include.</param> + /// <param name="modName">The name of the mod.</param> + /// <param name="modVersion">The mod version string.</param> + /// <param name="outputFolderPath">The absolute or relative path to the folder which should contain the generated zip file.</param> + private void CreateReleaseZip(IDictionary<string, FileInfo> files, string modName, string modVersion, string outputFolderPath) + { + // get names + string zipName = this.EscapeInvalidFilenameCharacters($"{modName} {modVersion}.zip"); + string folderName = this.EscapeInvalidFilenameCharacters(modName); + string zipPath = Path.Combine(outputFolderPath, zipName); + + // create zip file + Directory.CreateDirectory(outputFolderPath); + using (Stream zipStream = new FileStream(zipPath, FileMode.Create, FileAccess.Write)) + using (ZipArchive archive = new ZipArchive(zipStream, ZipArchiveMode.Create)) + { + foreach (var fileEntry in files) + { + string relativePath = fileEntry.Key; + FileInfo file = fileEntry.Value; + + // get file info + string filePath = file.FullName; + string entryName = folderName + '/' + relativePath.Replace(Path.DirectorySeparatorChar, '/'); + + // add to zip + using (Stream fileStream = new FileStream(filePath, FileMode.Open, FileAccess.Read)) + using (Stream fileStreamInZip = archive.CreateEntry(entryName).Open()) + fileStream.CopyTo(fileStreamInZip); + } + } + } + + /// <summary>Get a copy of a filename with all invalid filename characters substituted.</summary> + /// <param name="name">The filename.</param> + private string EscapeInvalidFilenameCharacters(string name) + { + foreach (char invalidChar in Path.GetInvalidFileNameChars()) + name = name.Replace(invalidChar, '.'); + return name; + } + } +} |