diff options
Diffstat (limited to 'src/SMAPI/Framework')
-rw-r--r-- | src/SMAPI/Framework/ModLoading/ModResolver.cs | 50 | ||||
-rw-r--r-- | src/SMAPI/Framework/Models/SConfig.cs | 16 | ||||
-rw-r--r-- | src/SMAPI/Framework/SCore.cs | 28 |
3 files changed, 51 insertions, 43 deletions
diff --git a/src/SMAPI/Framework/ModLoading/ModResolver.cs b/src/SMAPI/Framework/ModLoading/ModResolver.cs index 8ef5e4a8..1080a888 100644 --- a/src/SMAPI/Framework/ModLoading/ModResolver.cs +++ b/src/SMAPI/Framework/ModLoading/ModResolver.cs @@ -242,12 +242,32 @@ namespace StardewModdingAPI.Framework.ModLoading } } + /// <summary>Apply preliminary overrides to the load order based on the SMAPI configuration.</summary> + /// <param name="mods">The mods to process.</param> + /// <param name="modIdsToLoadEarly">The mod IDs SMAPI should load before any other mods (except those needed to load them).</param> + /// <param name="modIdsToLoadLate">The mod IDs SMAPI should load after any other mods.</param> + public IModMetadata[] ApplyLoadOrderOverrides(IModMetadata[] mods, HashSet<string> modIdsToLoadEarly, HashSet<string> modIdsToLoadLate) + { + if (!modIdsToLoadEarly.Any() && !modIdsToLoadLate.Any()) + return mods; + + return mods + .OrderBy(mod => + { + string id = mod.Manifest.UniqueID; + if (modIdsToLoadEarly.Contains(id)) + return -1; + if (modIdsToLoadLate.Contains(id)) + return 1; + return 0; + }) + .ToArray(); + } + /// <summary>Sort the given mods by the order they should be loaded.</summary> /// <param name="mods">The mods to process.</param> /// <param name="modDatabase">Handles access to SMAPI's internal mod metadata list.</param> - /// <param name="modIdsToLoadEarly">The mod IDs SMAPI should try to load early, before any other mods not included in this list.</param> - /// <param name="modIdsToLoadLate">The mod IDs SMAPI should try to load late, after all other mods not included in this list.</param> - public IEnumerable<IModMetadata> ProcessDependencies(IEnumerable<IModMetadata> mods, IReadOnlyList<string> modIdsToLoadEarly, IReadOnlyList<string> modIdsToLoadLate, ModDatabase modDatabase) + public IEnumerable<IModMetadata> ProcessDependencies(IReadOnlyList<IModMetadata> mods, ModDatabase modDatabase) { // initialize metadata mods = mods.ToArray(); @@ -262,28 +282,8 @@ namespace StardewModdingAPI.Framework.ModLoading } // sort mods - IModMetadata[] allMods = mods.ToArray(); - IModMetadata[] modsToLoadEarly = modIdsToLoadEarly - .Where(modId => !modIdsToLoadLate.Contains(modId)) - .Select(modId => allMods.FirstOrDefault(m => m.Manifest.UniqueID == modId)) - .Where(m => m != null) - .Select(m => m!) - .ToArray(); - IModMetadata[] modsToLoadLate = modIdsToLoadLate - .Where(modId => !modIdsToLoadEarly.Contains(modId)) - .Select(modId => allMods.FirstOrDefault(m => m.Manifest.UniqueID == modId)) - .Where(m => m != null) - .Select(m => m!) - .ToArray(); - IModMetadata[] modsToLoadAsUsual = allMods.Where(m => !modsToLoadEarly.Contains(m) && !modsToLoadLate.Contains(m)).ToArray(); - - List<IModMetadata> orderSortedMods = new(); - orderSortedMods.AddRange(modsToLoadEarly); - orderSortedMods.AddRange(modsToLoadAsUsual); - orderSortedMods.AddRange(modsToLoadLate); - - foreach (IModMetadata mod in orderSortedMods) - this.ProcessDependencies(orderSortedMods, modDatabase, mod, states, sortedMods, new List<IModMetadata>()); + foreach (IModMetadata mod in mods) + this.ProcessDependencies(mods, modDatabase, mod, states, sortedMods, new List<IModMetadata>()); return sortedMods.Reverse(); } diff --git a/src/SMAPI/Framework/Models/SConfig.cs b/src/SMAPI/Framework/Models/SConfig.cs index 40d3450f..ee2dc18d 100644 --- a/src/SMAPI/Framework/Models/SConfig.cs +++ b/src/SMAPI/Framework/Models/SConfig.cs @@ -82,11 +82,11 @@ namespace StardewModdingAPI.Framework.Models /// <summary>The mod IDs SMAPI should ignore when performing update checks or validating update keys.</summary> public HashSet<string> SuppressUpdateChecks { get; set; } - /// <summary>The mod IDs SMAPI should try to load early, before any other mods not included in this list.</summary> - public List<string> ModsToLoadEarly { get; set; } + /// <summary>The mod IDs SMAPI should load before any other mods (except those needed to load them).</summary> + public HashSet<string> ModsToLoadEarly { get; set; } - /// <summary>The mod IDs SMAPI should try to load late, after all other mods not included in this list.</summary> - public List<string> ModsToLoadLate { get; set; } + /// <summary>The mod IDs SMAPI should load after any other mods.</summary> + public HashSet<string> ModsToLoadLate { get; set; } /******** @@ -106,8 +106,8 @@ namespace StardewModdingAPI.Framework.Models /// <param name="consoleColors">The colors to use for text written to the SMAPI console.</param> /// <param name="suppressHarmonyDebugMode">Whether to prevent mods from enabling Harmony's debug mode, which impacts performance and creates a file on your desktop. Debug mode should never be enabled by a released mod.</param> /// <param name="suppressUpdateChecks">The mod IDs SMAPI should ignore when performing update checks or validating update keys.</param> - /// <param name="modsToLoadEarly">The mod IDs SMAPI should try to load early, before any other mods not included in this list.</param> - /// <param name="modsToLoadLate">The mod IDs SMAPI should try to load late, after all other mods not included in this list.</param> + /// <param name="modsToLoadEarly">The mod IDs SMAPI should load before any other mods (except those needed to load them).</param> + /// <param name="modsToLoadLate">The mod IDs SMAPI should load after any other mods.</param> public SConfig(bool developerMode, bool? checkForUpdates, bool? paranoidWarnings, bool? useBetaChannel, string gitHubProjectName, string webApiBaseUrl, string[]? verboseLogging, bool? rewriteMods, bool? useCaseInsensitivePaths, bool? logNetworkTraffic, ColorSchemeConfig consoleColors, bool? suppressHarmonyDebugMode, string[]? suppressUpdateChecks, string[]? modsToLoadEarly, string[]? modsToLoadLate) { this.DeveloperMode = developerMode; @@ -123,8 +123,8 @@ namespace StardewModdingAPI.Framework.Models this.ConsoleColors = consoleColors; this.SuppressHarmonyDebugMode = suppressHarmonyDebugMode ?? (bool)SConfig.DefaultValues[nameof(this.SuppressHarmonyDebugMode)]; this.SuppressUpdateChecks = new HashSet<string>(suppressUpdateChecks ?? Array.Empty<string>(), StringComparer.OrdinalIgnoreCase); - this.ModsToLoadEarly = new List<string>(modsToLoadEarly ?? Array.Empty<string>()); - this.ModsToLoadLate = new List<string>(modsToLoadLate ?? Array.Empty<string>()); + this.ModsToLoadEarly = new HashSet<string>(modsToLoadEarly ?? Array.Empty<string>(), StringComparer.OrdinalIgnoreCase); + this.ModsToLoadLate = new HashSet<string>(modsToLoadLate ?? Array.Empty<string>(), StringComparer.OrdinalIgnoreCase); } /// <summary>Override the value of <see cref="DeveloperMode"/>.</summary> diff --git a/src/SMAPI/Framework/SCore.cs b/src/SMAPI/Framework/SCore.cs index 4d1eb959..fb835002 100644 --- a/src/SMAPI/Framework/SCore.cs +++ b/src/SMAPI/Framework/SCore.cs @@ -424,19 +424,27 @@ namespace StardewModdingAPI.Framework mods = mods.Where(p => !p.IsIgnored).ToArray(); // warn about mods that should load early or late which are not found at all, or both - foreach (string modId in this.Settings.ModsToLoadEarly) - if (!mods.Any(m => m.Manifest.UniqueID == modId)) - this.Monitor.Log($" SMAPI configuration specifies a mod {modId} that should load early, but it could not be found or was skipped.", LogLevel.Warn); - foreach (string modId in this.Settings.ModsToLoadLate) - if (!mods.Any(m => m.Manifest.UniqueID == modId)) - this.Monitor.Log($" SMAPI configuration specifies a mod {modId} that should load late, but it could not be found or was skipped.", LogLevel.Warn); - foreach (string modId in this.Settings.ModsToLoadEarly) - if (this.Settings.ModsToLoadLate.Contains(modId)) - this.Monitor.Log($" SMAPI configuration specifies a mod {modId} that should load both early and late - this will be ignored.", LogLevel.Warn); + { + HashSet<string> installedIds = new HashSet<string>(mods.Select(p => p.Manifest.UniqueID), StringComparer.OrdinalIgnoreCase); + + foreach (string modId in this.Settings.ModsToLoadEarly) + { + if (!installedIds.Contains(modId)) + this.Monitor.Log($" SMAPI configuration specifies a mod {modId} that should load early, but it could not be found or was skipped.", LogLevel.Warn); + } + foreach (string modId in this.Settings.ModsToLoadLate) + { + if (this.Settings.ModsToLoadEarly.Contains(modId)) + this.Monitor.Log($" SMAPI configuration specifies a mod {modId} that should load both early and late - this will be ignored.", LogLevel.Warn); + else if (!installedIds.Contains(modId)) + this.Monitor.Log($" SMAPI configuration specifies a mod {modId} that should load late, but it could not be found or was skipped.", LogLevel.Warn); + } + } // load mods resolver.ValidateManifests(mods, Constants.ApiVersion, toolkit.GetUpdateUrl, getFileLookup: this.GetFileLookup); - mods = resolver.ProcessDependencies(mods, this.Settings.ModsToLoadEarly, this.Settings.ModsToLoadLate, modDatabase).ToArray(); + mods = resolver.ApplyLoadOrderOverrides(mods, this.Settings.ModsToLoadEarly, this.Settings.ModsToLoadLate); + mods = resolver.ProcessDependencies(mods, modDatabase).ToArray(); this.LoadMods(mods, this.Toolkit.JsonHelper, this.ContentCore, modDatabase); // check for software likely to cause issues |