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diff --git a/src/StardewModdingAPI/Constants.cs b/src/StardewModdingAPI/Constants.cs
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-using System;
-using System.Collections.Generic;
-using System.IO;
-using System.Linq;
-using System.Reflection;
-using StardewModdingAPI.Framework;
-using StardewModdingAPI.Framework.ModLoading;
-using StardewValley;
-
-namespace StardewModdingAPI
-{
- /// <summary>Contains SMAPI's constants and assumptions.</summary>
- public static class Constants
- {
- /*********
- ** Properties
- *********/
- /// <summary>The directory path containing the current save's data (if a save is loaded).</summary>
- private static string RawSavePath => Context.IsSaveLoaded ? Path.Combine(Constants.SavesPath, Constants.GetSaveFolderName()) : null;
-
- /// <summary>Whether the directory containing the current save's data exists on disk.</summary>
- private static bool SavePathReady => Context.IsSaveLoaded && Directory.Exists(Constants.RawSavePath);
-
-
- /*********
- ** Accessors
- *********/
- /****
- ** Public
- ****/
- /// <summary>SMAPI's current semantic version.</summary>
- public static ISemanticVersion ApiVersion { get; } = new SemanticVersion(2, 0, 0, "beta.1");
-
- /// <summary>The minimum supported version of Stardew Valley.</summary>
- public static ISemanticVersion MinimumGameVersion { get; } = new SemanticVersion("1.2.30");
-
- /// <summary>The maximum supported version of Stardew Valley.</summary>
- public static ISemanticVersion MaximumGameVersion { get; } = null;
-
- /// <summary>The path to the game folder.</summary>
- public static string ExecutionPath { get; } = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
-
- /// <summary>The directory path containing Stardew Valley's app data.</summary>
- public static string DataPath { get; } = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley");
-
- /// <summary>The directory path in which error logs should be stored.</summary>
- public static string LogDir { get; } = Path.Combine(Constants.DataPath, "ErrorLogs");
-
- /// <summary>The directory path where all saves are stored.</summary>
- public static string SavesPath { get; } = Path.Combine(Constants.DataPath, "Saves");
-
- /// <summary>The directory name containing the current save's data (if a save is loaded and the directory exists).</summary>
- public static string SaveFolderName => Context.IsSaveLoaded ? Constants.GetSaveFolderName() : "";
-
- /// <summary>The directory path containing the current save's data (if a save is loaded and the directory exists).</summary>
- public static string CurrentSavePath => Constants.SavePathReady ? Path.Combine(Constants.SavesPath, Constants.GetSaveFolderName()) : "";
-
- /****
- ** Internal
- ****/
- /// <summary>The GitHub repository to check for updates.</summary>
- internal const string GitHubRepository = "Pathoschild/SMAPI";
-
- /// <summary>The file path for the SMAPI configuration file.</summary>
- internal static string ApiConfigPath => Path.Combine(Constants.ExecutionPath, $"{typeof(Program).Assembly.GetName().Name}.config.json");
-
- /// <summary>The file path to the log where the latest output should be saved.</summary>
- internal static string DefaultLogPath => Path.Combine(Constants.LogDir, "SMAPI-latest.txt");
-
- /// <summary>A copy of the log leading up to the previous fatal crash, if any.</summary>
- internal static string FatalCrashLog => Path.Combine(Constants.LogDir, "SMAPI-crash.txt");
-
- /// <summary>The file path which stores a fatal crash message for the next run.</summary>
- internal static string FatalCrashMarker => Path.Combine(Constants.ExecutionPath, "StardewModdingAPI.crash.marker");
-
- /// <summary>The full path to the folder containing mods.</summary>
- internal static string ModPath { get; } = Path.Combine(Constants.ExecutionPath, "Mods");
-
- /// <summary>The game's current semantic version.</summary>
- internal static ISemanticVersion GameVersion { get; } = new GameVersion(Constants.GetGameVersion());
-
- /// <summary>The target game platform.</summary>
- internal static Platform TargetPlatform { get; } =
-#if SMAPI_FOR_WINDOWS
- Platform.Windows;
-#else
- Platform.Mono;
-#endif
-
- /// <summary>Maps vendor keys (like <c>Nexus</c>) to their mod URL template (where <c>{0}</c> is the mod ID) during mod compatibility checks. This doesn't affect update checks, which defer to the remote web API.</summary>
- internal static readonly IDictionary<string, string> VendorModUrls = new Dictionary<string, string>(StringComparer.InvariantCultureIgnoreCase)
- {
- ["Chucklefish"] = "https://community.playstarbound.com/resources/{0}",
- ["Nexus"] = "http://nexusmods.com/stardewvalley/mods/{0}",
- ["GitHub"] = "https://github.com/{0}/releases"
- };
-
-
- /*********
- ** Internal methods
- *********/
- /// <summary>Get metadata for mapping assemblies to the current platform.</summary>
- /// <param name="targetPlatform">The target game platform.</param>
- internal static PlatformAssemblyMap GetAssemblyMap(Platform targetPlatform)
- {
- // get assembly changes needed for platform
- string[] removeAssemblyReferences;
- Assembly[] targetAssemblies;
- switch (targetPlatform)
- {
- case Platform.Mono:
- removeAssemblyReferences = new[]
- {
- "Stardew Valley",
- "Microsoft.Xna.Framework",
- "Microsoft.Xna.Framework.Game",
- "Microsoft.Xna.Framework.Graphics"
- };
- targetAssemblies = new[]
- {
- typeof(StardewValley.Game1).Assembly,
- typeof(Microsoft.Xna.Framework.Vector2).Assembly
- };
- break;
-
- case Platform.Windows:
- removeAssemblyReferences = new[]
- {
- "StardewValley",
- "MonoGame.Framework"
- };
- targetAssemblies = new[]
- {
- typeof(StardewValley.Game1).Assembly,
- typeof(Microsoft.Xna.Framework.Vector2).Assembly,
- typeof(Microsoft.Xna.Framework.Game).Assembly,
- typeof(Microsoft.Xna.Framework.Graphics.SpriteBatch).Assembly
- };
- break;
-
- default:
- throw new InvalidOperationException($"Unknown target platform '{targetPlatform}'.");
- }
-
- return new PlatformAssemblyMap(targetPlatform, removeAssemblyReferences, targetAssemblies);
- }
-
-
- /*********
- ** Private methods
- *********/
- /// <summary>Get the name of a save directory for the current player.</summary>
- private static string GetSaveFolderName()
- {
- string prefix = new string(Game1.player.name.Where(char.IsLetterOrDigit).ToArray());
- return $"{prefix}_{Game1.uniqueIDForThisGame}";
- }
-
- /// <summary>Get the game's current version string.</summary>
- private static string GetGameVersion()
- {
- // we need reflection because it's a constant, so SMAPI's references to it are inlined at compile-time
- FieldInfo field = typeof(Game1).GetField(nameof(Game1.version), BindingFlags.Public | BindingFlags.Static);
- if (field == null)
- throw new InvalidOperationException($"The {nameof(Game1)}.{nameof(Game1.version)} field could not be found.");
- return (string)field.GetValue(null);
- }
- }
-}