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-rw-r--r--src/StardewModdingAPI/Framework/ModLoading/ModResolver.cs374
1 files changed, 374 insertions, 0 deletions
diff --git a/src/StardewModdingAPI/Framework/ModLoading/ModResolver.cs b/src/StardewModdingAPI/Framework/ModLoading/ModResolver.cs
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+++ b/src/StardewModdingAPI/Framework/ModLoading/ModResolver.cs
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+using System;
+using System.Collections.Generic;
+using System.IO;
+using System.Linq;
+using StardewModdingAPI.Framework.Exceptions;
+using StardewModdingAPI.Framework.Models;
+using StardewModdingAPI.Framework.Serialisation;
+
+namespace StardewModdingAPI.Framework.ModLoading
+{
+ /// <summary>Finds and processes mod metadata.</summary>
+ internal class ModResolver
+ {
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Get manifest metadata for each folder in the given root path.</summary>
+ /// <param name="rootPath">The root path to search for mods.</param>
+ /// <param name="jsonHelper">The JSON helper with which to read manifests.</param>
+ /// <param name="compatibilityRecords">Metadata about mods that SMAPI should assume is compatible or broken, regardless of whether it detects incompatible code.</param>
+ /// <param name="disabledMods">Metadata about mods that SMAPI should consider obsolete and not load.</param>
+ /// <returns>Returns the manifests by relative folder.</returns>
+ public IEnumerable<IModMetadata> ReadManifests(string rootPath, JsonHelper jsonHelper, IEnumerable<ModCompatibility> compatibilityRecords, IEnumerable<DisabledMod> disabledMods)
+ {
+ compatibilityRecords = compatibilityRecords.ToArray();
+ disabledMods = disabledMods.ToArray();
+
+ foreach (DirectoryInfo modDir in this.GetModFolders(rootPath))
+ {
+ // read file
+ Manifest manifest = null;
+ string path = Path.Combine(modDir.FullName, "manifest.json");
+ string error = null;
+ try
+ {
+ // read manifest
+ manifest = jsonHelper.ReadJsonFile<Manifest>(path);
+
+ // validate
+ if (manifest == null)
+ {
+ error = File.Exists(path)
+ ? "its manifest is invalid."
+ : "it doesn't have a manifest.";
+ }
+ else if (string.IsNullOrWhiteSpace(manifest.EntryDll))
+ error = "its manifest doesn't set an entry DLL.";
+ }
+ catch (SParseException ex)
+ {
+ error = $"parsing its manifest failed: {ex.Message}";
+ }
+ catch (Exception ex)
+ {
+ error = $"parsing its manifest failed:\n{ex.GetLogSummary()}";
+ }
+
+ // validate metadata
+ ModCompatibility compatibility = null;
+ if (manifest != null)
+ {
+ // get unique key for lookups
+ string key = !string.IsNullOrWhiteSpace(manifest.UniqueID) ? manifest.UniqueID : manifest.EntryDll;
+
+ // check if mod should be disabled
+ DisabledMod disabledMod = disabledMods.FirstOrDefault(mod => mod.ID.Contains(key, StringComparer.InvariantCultureIgnoreCase));
+ if (disabledMod != null)
+ error = $"it's obsolete: {disabledMod.ReasonPhrase}";
+
+ // get compatibility record
+ compatibility = (
+ from mod in compatibilityRecords
+ where
+ mod.ID.Any(p => p.Matches(key, manifest))
+ && (mod.LowerVersion == null || !manifest.Version.IsOlderThan(mod.LowerVersion))
+ && !manifest.Version.IsNewerThan(mod.UpperVersion)
+ select mod
+ ).FirstOrDefault();
+ }
+
+ // build metadata
+ string displayName = !string.IsNullOrWhiteSpace(manifest?.Name)
+ ? manifest.Name
+ : modDir.FullName.Replace(rootPath, "").Trim('/', '\\');
+ ModMetadataStatus status = error == null
+ ? ModMetadataStatus.Found
+ : ModMetadataStatus.Failed;
+
+ yield return new ModMetadata(displayName, modDir.FullName, manifest, compatibility).SetStatus(status, error);
+ }
+ }
+
+ /// <summary>Validate manifest metadata.</summary>
+ /// <param name="mods">The mod manifests to validate.</param>
+ /// <param name="apiVersion">The current SMAPI version.</param>
+ public void ValidateManifests(IEnumerable<IModMetadata> mods, ISemanticVersion apiVersion)
+ {
+ mods = mods.ToArray();
+
+ // validate each manifest
+ foreach (IModMetadata mod in mods)
+ {
+ // skip if already failed
+ if (mod.Status == ModMetadataStatus.Failed)
+ continue;
+
+ // validate compatibility
+ {
+ ModCompatibility compatibility = mod.Compatibility;
+ if (compatibility?.Compatibility == ModCompatibilityType.AssumeBroken)
+ {
+#if SMAPI_1_x
+ bool hasOfficialUrl = mod.Compatibility.UpdateUrls.Length > 0;
+ bool hasUnofficialUrl = mod.Compatibility.UpdateUrls.Length > 1;
+
+ string reasonPhrase = compatibility.ReasonPhrase ?? "it's not compatible with the latest version of the game or SMAPI";
+ string error = $"{reasonPhrase}. Please check for a version newer than {compatibility.UpperVersionLabel ?? compatibility.UpperVersion.ToString()} here:";
+ if (hasOfficialUrl)
+ error += !hasUnofficialUrl ? $" {compatibility.UpdateUrls[0]}" : $"{Environment.NewLine}- official mod: {compatibility.UpdateUrls[0]}";
+ if (hasUnofficialUrl)
+ error += $"{Environment.NewLine}- unofficial update: {compatibility.UpdateUrls[1]}";
+#else
+ string reasonPhrase = compatibility.ReasonPhrase ?? "it's no longer compatible";
+ string error = $"{reasonPhrase}. Please check for a ";
+ if (mod.Manifest.Version.Equals(compatibility.UpperVersion) && compatibility.UpperVersionLabel == null)
+ error += "newer version";
+ else
+ error += $"version newer than {compatibility.UpperVersionLabel ?? compatibility.UpperVersion.ToString()}";
+ error += " at " + string.Join(" or ", compatibility.UpdateUrls);
+#endif
+
+ mod.SetStatus(ModMetadataStatus.Failed, error);
+ continue;
+ }
+ }
+
+ // validate SMAPI version
+ if (mod.Manifest.MinimumApiVersion?.IsNewerThan(apiVersion) == true)
+ {
+ mod.SetStatus(ModMetadataStatus.Failed, $"it needs SMAPI {mod.Manifest.MinimumApiVersion} or later. Please update SMAPI to the latest version to use this mod.");
+ continue;
+ }
+
+ // validate DLL path
+ string assemblyPath = Path.Combine(mod.DirectoryPath, mod.Manifest.EntryDll);
+ if (!File.Exists(assemblyPath))
+ {
+ mod.SetStatus(ModMetadataStatus.Failed, $"its DLL '{mod.Manifest.EntryDll}' doesn't exist.");
+ continue;
+ }
+
+ // validate required fields
+#if !SMAPI_1_x
+ {
+ List<string> missingFields = new List<string>(3);
+
+ if (string.IsNullOrWhiteSpace(mod.Manifest.Name))
+ missingFields.Add(nameof(IManifest.Name));
+ if (mod.Manifest.Version == null || mod.Manifest.Version.ToString() == "0.0")
+ missingFields.Add(nameof(IManifest.Version));
+ if (string.IsNullOrWhiteSpace(mod.Manifest.UniqueID))
+ missingFields.Add(nameof(IManifest.UniqueID));
+
+ if (missingFields.Any())
+ mod.SetStatus(ModMetadataStatus.Failed, $"its manifest is missing required fields ({string.Join(", ", missingFields)}).");
+ }
+#endif
+ }
+
+ // validate IDs are unique
+#if !SMAPI_1_x
+ {
+ var duplicatesByID = mods
+ .GroupBy(mod => mod.Manifest?.UniqueID?.Trim(), mod => mod, StringComparer.InvariantCultureIgnoreCase)
+ .Where(p => p.Count() > 1);
+ foreach (var group in duplicatesByID)
+ {
+ foreach (IModMetadata mod in group)
+ {
+ if (mod.Status == ModMetadataStatus.Failed)
+ continue; // don't replace metadata error
+ mod.SetStatus(ModMetadataStatus.Failed, $"its unique ID '{mod.Manifest.UniqueID}' is used by multiple mods ({string.Join(", ", group.Select(p => p.DisplayName))}).");
+ }
+ }
+ }
+#endif
+ }
+
+ /// <summary>Sort the given mods by the order they should be loaded.</summary>
+ /// <param name="mods">The mods to process.</param>
+ public IEnumerable<IModMetadata> ProcessDependencies(IEnumerable<IModMetadata> mods)
+ {
+ // initialise metadata
+ mods = mods.ToArray();
+ var sortedMods = new Stack<IModMetadata>();
+ var states = mods.ToDictionary(mod => mod, mod => ModDependencyStatus.Queued);
+
+ // handle failed mods
+ foreach (IModMetadata mod in mods.Where(m => m.Status == ModMetadataStatus.Failed))
+ {
+ states[mod] = ModDependencyStatus.Failed;
+ sortedMods.Push(mod);
+ }
+
+ // sort mods
+ foreach (IModMetadata mod in mods)
+ this.ProcessDependencies(mods.ToArray(), mod, states, sortedMods, new List<IModMetadata>());
+
+ return sortedMods.Reverse();
+ }
+
+
+ /*********
+ ** Private methods
+ *********/
+ /// <summary>Sort a mod's dependencies by the order they should be loaded, and remove any mods that can't be loaded due to missing or conflicting dependencies.</summary>
+ /// <param name="mods">The full list of mods being validated.</param>
+ /// <param name="mod">The mod whose dependencies to process.</param>
+ /// <param name="states">The dependency state for each mod.</param>
+ /// <param name="sortedMods">The list in which to save mods sorted by dependency order.</param>
+ /// <param name="currentChain">The current change of mod dependencies.</param>
+ /// <returns>Returns the mod dependency status.</returns>
+ private ModDependencyStatus ProcessDependencies(IModMetadata[] mods, IModMetadata mod, IDictionary<IModMetadata, ModDependencyStatus> states, Stack<IModMetadata> sortedMods, ICollection<IModMetadata> currentChain)
+ {
+ // check if already visited
+ switch (states[mod])
+ {
+ // already sorted or failed
+ case ModDependencyStatus.Sorted:
+ case ModDependencyStatus.Failed:
+ return states[mod];
+
+ // dependency loop
+ case ModDependencyStatus.Checking:
+ // This should never happen. The higher-level mod checks if the dependency is
+ // already being checked, so it can fail without visiting a mod twice. If this
+ // case is hit, that logic didn't catch the dependency loop for some reason.
+ throw new InvalidModStateException($"A dependency loop was not caught by the calling iteration ({string.Join(" => ", currentChain.Select(p => p.DisplayName))} => {mod.DisplayName})).");
+
+ // not visited yet, start processing
+ case ModDependencyStatus.Queued:
+ break;
+
+ // sanity check
+ default:
+ throw new InvalidModStateException($"Unknown dependency status '{states[mod]}'.");
+ }
+
+ // no dependencies, mark sorted
+ if (mod.Manifest.Dependencies == null || !mod.Manifest.Dependencies.Any())
+ {
+ sortedMods.Push(mod);
+ return states[mod] = ModDependencyStatus.Sorted;
+ }
+
+ // get dependencies
+ var dependencies =
+ (
+ from entry in mod.Manifest.Dependencies
+ let dependencyMod = mods.FirstOrDefault(m => string.Equals(m.Manifest?.UniqueID, entry.UniqueID, StringComparison.InvariantCultureIgnoreCase))
+ orderby entry.UniqueID
+ select new
+ {
+ ID = entry.UniqueID,
+ MinVersion = entry.MinimumVersion,
+ Mod = dependencyMod,
+ IsRequired =
+#if SMAPI_1_x
+ true
+#else
+ entry.IsRequired
+#endif
+ }
+ )
+ .ToArray();
+
+ // missing required dependencies, mark failed
+ {
+ string[] failedIDs = (from entry in dependencies where entry.IsRequired && entry.Mod == null select entry.ID).ToArray();
+ if (failedIDs.Any())
+ {
+ sortedMods.Push(mod);
+ mod.SetStatus(ModMetadataStatus.Failed, $"it requires mods which aren't installed ({string.Join(", ", failedIDs)}).");
+ return states[mod] = ModDependencyStatus.Failed;
+ }
+ }
+
+ // dependency min version not met, mark failed
+ {
+ string[] failedLabels =
+ (
+ from entry in dependencies
+ where entry.Mod != null && entry.MinVersion != null && entry.MinVersion.IsNewerThan(entry.Mod.Manifest.Version)
+ select $"{entry.Mod.DisplayName} (needs {entry.MinVersion} or later)"
+ )
+ .ToArray();
+ if (failedLabels.Any())
+ {
+ sortedMods.Push(mod);
+ mod.SetStatus(ModMetadataStatus.Failed, $"it needs newer versions of some mods: {string.Join(", ", failedLabels)}.");
+ return states[mod] = ModDependencyStatus.Failed;
+ }
+ }
+
+ // process dependencies
+ {
+ states[mod] = ModDependencyStatus.Checking;
+
+ // recursively sort dependencies
+ foreach (var dependency in dependencies)
+ {
+ IModMetadata requiredMod = dependency.Mod;
+ var subchain = new List<IModMetadata>(currentChain) { mod };
+
+ // ignore missing optional dependency
+ if (!dependency.IsRequired && requiredMod == null)
+ continue;
+
+ // detect dependency loop
+ if (states[requiredMod] == ModDependencyStatus.Checking)
+ {
+ sortedMods.Push(mod);
+ mod.SetStatus(ModMetadataStatus.Failed, $"its dependencies have a circular reference: {string.Join(" => ", subchain.Select(p => p.DisplayName))} => {requiredMod.DisplayName}).");
+ return states[mod] = ModDependencyStatus.Failed;
+ }
+
+ // recursively process each dependency
+ var substatus = this.ProcessDependencies(mods, requiredMod, states, sortedMods, subchain);
+ switch (substatus)
+ {
+ // sorted successfully
+ case ModDependencyStatus.Sorted:
+ break;
+
+ // failed, which means this mod can't be loaded either
+ case ModDependencyStatus.Failed:
+ sortedMods.Push(mod);
+ mod.SetStatus(ModMetadataStatus.Failed, $"it needs the '{requiredMod.DisplayName}' mod, which couldn't be loaded.");
+ return states[mod] = ModDependencyStatus.Failed;
+
+ // unexpected status
+ case ModDependencyStatus.Queued:
+ case ModDependencyStatus.Checking:
+ throw new InvalidModStateException($"Something went wrong sorting dependencies: mod '{requiredMod.DisplayName}' unexpectedly stayed in the '{substatus}' status.");
+
+ // sanity check
+ default:
+ throw new InvalidModStateException($"Unknown dependency status '{states[mod]}'.");
+ }
+ }
+
+ // all requirements sorted successfully
+ sortedMods.Push(mod);
+ return states[mod] = ModDependencyStatus.Sorted;
+ }
+ }
+
+ /// <summary>Get all mod folders in a root folder, passing through empty folders as needed.</summary>
+ /// <param name="rootPath">The root folder path to search.</param>
+ private IEnumerable<DirectoryInfo> GetModFolders(string rootPath)
+ {
+ foreach (string modRootPath in Directory.GetDirectories(rootPath))
+ {
+ DirectoryInfo directory = new DirectoryInfo(modRootPath);
+
+ // if a folder only contains another folder, check the inner folder instead
+ while (!directory.GetFiles().Any() && directory.GetDirectories().Length == 1)
+ directory = directory.GetDirectories().First();
+
+ yield return directory;
+ }
+ }
+ }
+}