diff options
Diffstat (limited to 'src/StardewModdingAPI/Framework')
29 files changed, 2571 insertions, 145 deletions
diff --git a/src/StardewModdingAPI/Framework/AssemblyLoader.cs b/src/StardewModdingAPI/Framework/AssemblyLoader.cs index 123211b9..f6fe89f5 100644 --- a/src/StardewModdingAPI/Framework/AssemblyLoader.cs +++ b/src/StardewModdingAPI/Framework/AssemblyLoader.cs @@ -5,7 +5,6 @@ using System.Linq; using System.Reflection; using Mono.Cecil; using Mono.Cecil.Cil; -using Mono.Cecil.Rocks; using StardewModdingAPI.AssemblyRewriters; namespace StardewModdingAPI.Framework @@ -55,14 +54,17 @@ namespace StardewModdingAPI.Framework /// <summary>Preprocess and load an assembly.</summary> /// <param name="assemblyPath">The assembly file path.</param> + /// <param name="assumeCompatible">Assume the mod is compatible, even if incompatible code is detected.</param> /// <returns>Returns the rewrite metadata for the preprocessed assembly.</returns> - public Assembly Load(string assemblyPath) + /// <exception cref="IncompatibleInstructionException">An incompatible CIL instruction was found while rewriting the assembly.</exception> + public Assembly Load(string assemblyPath, bool assumeCompatible) { // get referenced local assemblies AssemblyParseResult[] assemblies; { AssemblyDefinitionResolver resolver = new AssemblyDefinitionResolver(); - assemblies = this.GetReferencedLocalAssemblies(new FileInfo(assemblyPath), new HashSet<string>(), resolver).ToArray(); + HashSet<string> visitedAssemblyNames = new HashSet<string>(AppDomain.CurrentDomain.GetAssemblies().Select(p => p.GetName().Name)); // don't try loading assemblies that are already loaded + assemblies = this.GetReferencedLocalAssemblies(new FileInfo(assemblyPath), visitedAssemblyNames, resolver).ToArray(); if (!assemblies.Any()) throw new InvalidOperationException($"Could not load '{assemblyPath}' because it doesn't exist."); resolver.Add(assemblies.Select(p => p.Definition).ToArray()); @@ -72,10 +74,10 @@ namespace StardewModdingAPI.Framework Assembly lastAssembly = null; foreach (AssemblyParseResult assembly in assemblies) { - this.Monitor.Log($"Loading {assembly.File.Name}...", LogLevel.Trace); - bool changed = this.RewriteAssembly(assembly.Definition); + bool changed = this.RewriteAssembly(assembly.Definition, assumeCompatible); if (changed) { + this.Monitor.Log($"Loading {assembly.File.Name} (rewritten in memory)...", LogLevel.Trace); using (MemoryStream outStream = new MemoryStream()) { assembly.Definition.Write(outStream); @@ -84,7 +86,10 @@ namespace StardewModdingAPI.Framework } } else + { + this.Monitor.Log($"Loading {assembly.File.Name}...", LogLevel.Trace); lastAssembly = Assembly.UnsafeLoadFrom(assembly.File.FullName); + } } // last assembly loaded is the root @@ -116,18 +121,16 @@ namespace StardewModdingAPI.Framework ****/ /// <summary>Get a list of referenced local assemblies starting from the mod assembly, ordered from leaf to root.</summary> /// <param name="file">The assembly file to load.</param> - /// <param name="visitedAssemblyPaths">The assembly paths that should be skipped.</param> + /// <param name="visitedAssemblyNames">The assembly names that should be skipped.</param> + /// <param name="assemblyResolver">A resolver which resolves references to known assemblies.</param> /// <returns>Returns the rewrite metadata for the preprocessed assembly.</returns> - private IEnumerable<AssemblyParseResult> GetReferencedLocalAssemblies(FileInfo file, HashSet<string> visitedAssemblyPaths, IAssemblyResolver assemblyResolver) + private IEnumerable<AssemblyParseResult> GetReferencedLocalAssemblies(FileInfo file, HashSet<string> visitedAssemblyNames, IAssemblyResolver assemblyResolver) { // validate if (file.Directory == null) throw new InvalidOperationException($"Could not get directory from file path '{file.FullName}'."); - if (visitedAssemblyPaths.Contains(file.FullName)) - yield break; // already visited if (!file.Exists) yield break; // not a local assembly - visitedAssemblyPaths.Add(file.FullName); // read assembly byte[] assemblyBytes = File.ReadAllBytes(file.FullName); @@ -135,11 +138,16 @@ namespace StardewModdingAPI.Framework using (Stream readStream = new MemoryStream(assemblyBytes)) assembly = AssemblyDefinition.ReadAssembly(readStream, new ReaderParameters(ReadingMode.Deferred) { AssemblyResolver = assemblyResolver }); + // skip if already visited + if (visitedAssemblyNames.Contains(assembly.Name.Name)) + yield break; + visitedAssemblyNames.Add(assembly.Name.Name); + // yield referenced assemblies foreach (AssemblyNameReference dependency in assembly.MainModule.AssemblyReferences) { FileInfo dependencyFile = new FileInfo(Path.Combine(file.Directory.FullName, $"{dependency.Name}.dll")); - foreach (AssemblyParseResult result in this.GetReferencedLocalAssemblies(dependencyFile, visitedAssemblyPaths, assemblyResolver)) + foreach (AssemblyParseResult result in this.GetReferencedLocalAssemblies(dependencyFile, visitedAssemblyNames, assemblyResolver)) yield return result; } @@ -152,62 +160,88 @@ namespace StardewModdingAPI.Framework ****/ /// <summary>Rewrite the types referenced by an assembly.</summary> /// <param name="assembly">The assembly to rewrite.</param> + /// <param name="assumeCompatible">Assume the mod is compatible, even if incompatible code is detected.</param> /// <returns>Returns whether the assembly was modified.</returns> - private bool RewriteAssembly(AssemblyDefinition assembly) + /// <exception cref="IncompatibleInstructionException">An incompatible CIL instruction was found while rewriting the assembly.</exception> + private bool RewriteAssembly(AssemblyDefinition assembly, bool assumeCompatible) { - ModuleDefinition module = assembly.Modules.Single(); // technically an assembly can have multiple modules, but none of the build tools (including MSBuild) support it; simplify by assuming one module + ModuleDefinition module = assembly.MainModule; + HashSet<string> loggedMessages = new HashSet<string>(); - // remove old assembly references - bool shouldRewrite = false; + // swap assembly references if needed (e.g. XNA => MonoGame) + bool platformChanged = false; for (int i = 0; i < module.AssemblyReferences.Count; i++) { + // remove old assembly reference if (this.AssemblyMap.RemoveNames.Any(name => module.AssemblyReferences[i].Name == name)) { - shouldRewrite = true; + this.LogOnce(this.Monitor, loggedMessages, $"Rewriting {assembly.Name.Name} for OS..."); + platformChanged = true; module.AssemblyReferences.RemoveAt(i); i--; } } - if (!shouldRewrite) - return false; - - // add target assembly references - foreach (AssemblyNameReference target in this.AssemblyMap.TargetReferences.Values) - module.AssemblyReferences.Add(target); + if (platformChanged) + { + // add target assembly references + foreach (AssemblyNameReference target in this.AssemblyMap.TargetReferences.Values) + module.AssemblyReferences.Add(target); - // rewrite type scopes to use target assemblies - IEnumerable<TypeReference> typeReferences = module.GetTypeReferences().OrderBy(p => p.FullName); - foreach (TypeReference type in typeReferences) - this.ChangeTypeScope(type); + // rewrite type scopes to use target assemblies + IEnumerable<TypeReference> typeReferences = module.GetTypeReferences().OrderBy(p => p.FullName); + foreach (TypeReference type in typeReferences) + this.ChangeTypeScope(type); + } - // rewrite incompatible methods - IMethodRewriter[] methodRewriters = Constants.GetMethodRewriters().ToArray(); + // find (and optionally rewrite) incompatible instructions + bool anyRewritten = false; + IInstructionRewriter[] rewriters = Constants.GetRewriters().ToArray(); foreach (MethodDefinition method in this.GetMethods(module)) { - // skip methods with no rewritable method - bool hasMethodToRewrite = method.Body.Instructions.Any(op => (op.OpCode == OpCodes.Call || op.OpCode == OpCodes.Callvirt) && methodRewriters.Any(rewriter => rewriter.ShouldRewrite((MethodReference)op.Operand))); - if (!hasMethodToRewrite) - continue; + // check method definition + foreach (IInstructionRewriter rewriter in rewriters) + { + try + { + if (rewriter.Rewrite(module, method, this.AssemblyMap, platformChanged)) + { + this.LogOnce(this.Monitor, loggedMessages, $"Rewrote {assembly.Name.Name} to fix {rewriter.NounPhrase}..."); + anyRewritten = true; + } + } + catch (IncompatibleInstructionException) + { + if (!assumeCompatible) + throw new IncompatibleInstructionException(rewriter.NounPhrase, $"Found an incompatible CIL instruction ({rewriter.NounPhrase}) while loading assembly {assembly.Name.Name}."); + this.LogOnce(this.Monitor, loggedMessages, $"Found an incompatible CIL instruction ({rewriter.NounPhrase}) while loading assembly {assembly.Name.Name}, but SMAPI is configured to allow it anyway. The mod may crash or behave unexpectedly.", LogLevel.Warn); + } + } - // rewrite method references - method.Body.SimplifyMacros(); + // check CIL instructions ILProcessor cil = method.Body.GetILProcessor(); - Instruction[] instructions = cil.Body.Instructions.ToArray(); - foreach (Instruction op in instructions) + foreach (Instruction instruction in cil.Body.Instructions.ToArray()) { - if (op.OpCode == OpCodes.Call || op.OpCode == OpCodes.Callvirt) + foreach (IInstructionRewriter rewriter in rewriters) { - IMethodRewriter rewriter = methodRewriters.FirstOrDefault(p => p.ShouldRewrite((MethodReference)op.Operand)); - if (rewriter != null) + try { - MethodReference methodRef = (MethodReference)op.Operand; - rewriter.Rewrite(module, cil, op, methodRef, this.AssemblyMap); + if (rewriter.Rewrite(module, cil, instruction, this.AssemblyMap, platformChanged)) + { + this.LogOnce(this.Monitor, loggedMessages, $"Rewrote {assembly.Name.Name} to fix {rewriter.NounPhrase}..."); + anyRewritten = true; + } + } + catch (IncompatibleInstructionException) + { + if (!assumeCompatible) + throw new IncompatibleInstructionException(rewriter.NounPhrase, $"Found an incompatible CIL instruction ({rewriter.NounPhrase}) while loading assembly {assembly.Name.Name}."); + this.LogOnce(this.Monitor, loggedMessages, $"Found an incompatible CIL instruction ({rewriter.NounPhrase}) while loading assembly {assembly.Name.Name}, but SMAPI is configured to allow it anyway. The mod may crash or behave unexpectedly.", LogLevel.Warn); } } } - method.Body.OptimizeMacros(); } - return true; + + return platformChanged || anyRewritten; } /// <summary>Get the correct reference to use for compatibility with the current platform.</summary> @@ -240,5 +274,19 @@ namespace StardewModdingAPI.Framework select method ); } + + /// <summary>Log a message for the player or developer the first time it occurs.</summary> + /// <param name="monitor">The monitor through which to log the message.</param> + /// <param name="hash">The hash of logged messages.</param> + /// <param name="message">The message to log.</param> + /// <param name="level">The log severity level.</param> + private void LogOnce(IMonitor monitor, HashSet<string> hash, string message, LogLevel level = LogLevel.Trace) + { + if (!hash.Contains(message)) + { + this.Monitor.Log(message, level); + hash.Add(message); + } + } } } diff --git a/src/StardewModdingAPI/Framework/Command.cs b/src/StardewModdingAPI/Framework/Command.cs new file mode 100644 index 00000000..943e018d --- /dev/null +++ b/src/StardewModdingAPI/Framework/Command.cs @@ -0,0 +1,40 @@ +using System; + +namespace StardewModdingAPI.Framework +{ + /// <summary>A command that can be submitted through the SMAPI console to interact with SMAPI.</summary> + internal class Command + { + /********* + ** Accessor + *********/ + /// <summary>The friendly name for the mod that registered the command.</summary> + public string ModName { get; } + + /// <summary>The command name, which the user must type to trigger it.</summary> + public string Name { get; } + + /// <summary>The human-readable documentation shown when the player runs the built-in 'help' command.</summary> + public string Documentation { get; } + + /// <summary>The method to invoke when the command is triggered. This method is passed the command name and arguments submitted by the user.</summary> + public Action<string, string[]> Callback { get; } + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="modName">The friendly name for the mod that registered the command.</param> + /// <param name="name">The command name, which the user must type to trigger it.</param> + /// <param name="documentation">The human-readable documentation shown when the player runs the built-in 'help' command.</param> + /// <param name="callback">The method to invoke when the command is triggered. This method is passed the command name and arguments submitted by the user.</param> + public Command(string modName, string name, string documentation, Action<string, string[]> callback) + { + this.ModName = modName; + this.Name = name; + this.Documentation = documentation; + this.Callback = callback; + } + } +} diff --git a/src/StardewModdingAPI/Framework/CommandHelper.cs b/src/StardewModdingAPI/Framework/CommandHelper.cs new file mode 100644 index 00000000..2e9dea8e --- /dev/null +++ b/src/StardewModdingAPI/Framework/CommandHelper.cs @@ -0,0 +1,53 @@ +using System; + +namespace StardewModdingAPI.Framework +{ + /// <summary>Provides an API for managing console commands.</summary> + internal class CommandHelper : ICommandHelper + { + /********* + ** Accessors + *********/ + /// <summary>The friendly mod name for this instance.</summary> + private readonly string ModName; + + /// <summary>Manages console commands.</summary> + private readonly CommandManager CommandManager; + + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="modName">The friendly mod name for this instance.</param> + /// <param name="commandManager">Manages console commands.</param> + public CommandHelper(string modName, CommandManager commandManager) + { + this.ModName = modName; + this.CommandManager = commandManager; + } + + /// <summary>Add a console command.</summary> + /// <param name="name">The command name, which the user must type to trigger it.</param> + /// <param name="documentation">The human-readable documentation shown when the player runs the built-in 'help' command.</param> + /// <param name="callback">The method to invoke when the command is triggered. This method is passed the command name and arguments submitted by the user.</param> + /// <exception cref="ArgumentNullException">The <paramref name="name"/> or <paramref name="callback"/> is null or empty.</exception> + /// <exception cref="FormatException">The <paramref name="name"/> is not a valid format.</exception> + /// <exception cref="ArgumentException">There's already a command with that name.</exception> + public ICommandHelper Add(string name, string documentation, Action<string, string[]> callback) + { + this.CommandManager.Add(this.ModName, name, documentation, callback); + return this; + } + + /// <summary>Trigger a command.</summary> + /// <param name="name">The command name.</param> + /// <param name="arguments">The command arguments.</param> + /// <returns>Returns whether a matching command was triggered.</returns> + public bool Trigger(string name, string[] arguments) + { + return this.CommandManager.Trigger(name, arguments); + } + } +}
\ No newline at end of file diff --git a/src/StardewModdingAPI/Framework/CommandManager.cs b/src/StardewModdingAPI/Framework/CommandManager.cs new file mode 100644 index 00000000..9af3d27a --- /dev/null +++ b/src/StardewModdingAPI/Framework/CommandManager.cs @@ -0,0 +1,117 @@ +using System; +using System.Collections.Generic; +using System.Linq; + +namespace StardewModdingAPI.Framework +{ + /// <summary>Manages console commands.</summary> + internal class CommandManager + { + /********* + ** Properties + *********/ + /// <summary>The commands registered with SMAPI.</summary> + private readonly IDictionary<string, Command> Commands = new Dictionary<string, Command>(StringComparer.InvariantCultureIgnoreCase); + + + /********* + ** Public methods + *********/ + /// <summary>Add a console command.</summary> + /// <param name="modName">The friendly mod name for this instance.</param> + /// <param name="name">The command name, which the user must type to trigger it.</param> + /// <param name="documentation">The human-readable documentation shown when the player runs the built-in 'help' command.</param> + /// <param name="callback">The method to invoke when the command is triggered. This method is passed the command name and arguments submitted by the user.</param> + /// <param name="allowNullCallback">Whether to allow a null <paramref name="callback"/> argument; this should only used for backwards compatibility.</param> + /// <exception cref="ArgumentNullException">The <paramref name="name"/> or <paramref name="callback"/> is null or empty.</exception> + /// <exception cref="FormatException">The <paramref name="name"/> is not a valid format.</exception> + /// <exception cref="ArgumentException">There's already a command with that name.</exception> + public void Add(string modName, string name, string documentation, Action<string, string[]> callback, bool allowNullCallback = false) + { + name = this.GetNormalisedName(name); + + // validate format + if (string.IsNullOrWhiteSpace(name)) + throw new ArgumentNullException(nameof(name), "Can't register a command with no name."); + if (name.Any(char.IsWhiteSpace)) + throw new FormatException($"Can't register the '{name}' command because the name can't contain whitespace."); + if (callback == null && !allowNullCallback) + throw new ArgumentNullException(nameof(callback), $"Can't register the '{name}' command because without a callback."); + + // ensure uniqueness + if (this.Commands.ContainsKey(name)) + throw new ArgumentException(nameof(callback), $"Can't register the '{name}' command because there's already a command with that name."); + + // add command + this.Commands.Add(name, new Command(modName, name, documentation, callback)); + } + + /// <summary>Get a command by its unique name.</summary> + /// <param name="name">The command name.</param> + /// <returns>Returns the matching command, or <c>null</c> if not found.</returns> + public Command Get(string name) + { + name = this.GetNormalisedName(name); + Command command; + this.Commands.TryGetValue(name, out command); + return command; + } + + /// <summary>Get all registered commands.</summary> + public IEnumerable<Command> GetAll() + { + return this.Commands + .Values + .OrderBy(p => p.Name); + } + + /// <summary>Trigger a command.</summary> + /// <param name="input">The raw command input.</param> + /// <returns>Returns whether a matching command was triggered.</returns> + public bool Trigger(string input) + { + if (string.IsNullOrWhiteSpace(input)) + return false; + + string[] args = input.Split(new[] { ' ' }, StringSplitOptions.RemoveEmptyEntries); + string name = args[0]; + args = args.Skip(1).ToArray(); + + return this.Trigger(name, args); + } + + /// <summary>Trigger a command.</summary> + /// <param name="name">The command name.</param> + /// <param name="arguments">The command arguments.</param> + /// <returns>Returns whether a matching command was triggered.</returns> + public bool Trigger(string name, string[] arguments) + { + // get normalised name + name = this.GetNormalisedName(name); + if (name == null) + return false; + + // get command + Command command; + if (this.Commands.TryGetValue(name, out command)) + { + command.Callback.Invoke(name, arguments); + return true; + } + return false; + } + + /********* + ** Private methods + *********/ + /// <summary>Get a normalised command name.</summary> + /// <param name="name">The command name.</param> + private string GetNormalisedName(string name) + { + name = name?.Trim().ToLower(); + return !string.IsNullOrWhiteSpace(name) + ? name + : null; + } + } +}
\ No newline at end of file diff --git a/src/StardewModdingAPI/Framework/Content/ContentEventData.cs b/src/StardewModdingAPI/Framework/Content/ContentEventData.cs new file mode 100644 index 00000000..1a1779d4 --- /dev/null +++ b/src/StardewModdingAPI/Framework/Content/ContentEventData.cs @@ -0,0 +1,111 @@ +using System; +using System.Collections.Generic; +using Microsoft.Xna.Framework.Graphics; + +namespace StardewModdingAPI.Framework.Content +{ + /// <summary>Base implementation for a content helper which encapsulates access and changes to content being read from a data file.</summary> + /// <typeparam name="TValue">The interface value type.</typeparam> + internal class ContentEventData<TValue> : EventArgs, IContentEventData<TValue> + { + /********* + ** Properties + *********/ + /// <summary>Normalises an asset key to match the cache key.</summary> + protected readonly Func<string, string> GetNormalisedPath; + + + /********* + ** Accessors + *********/ + /// <summary>The content's locale code, if the content is localised.</summary> + public string Locale { get; } + + /// <summary>The normalised asset name being read. The format may change between platforms; see <see cref="IsAssetName"/> to compare with a known path.</summary> + public string AssetName { get; } + + /// <summary>The content data being read.</summary> + public TValue Data { get; protected set; } + + /// <summary>The content data type.</summary> + public Type DataType { get; } + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="locale">The content's locale code, if the content is localised.</param> + /// <param name="assetName">The normalised asset name being read.</param> + /// <param name="data">The content data being read.</param> + /// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param> + public ContentEventData(string locale, string assetName, TValue data, Func<string, string> getNormalisedPath) + : this(locale, assetName, data, data.GetType(), getNormalisedPath) { } + + /// <summary>Construct an instance.</summary> + /// <param name="locale">The content's locale code, if the content is localised.</param> + /// <param name="assetName">The normalised asset name being read.</param> + /// <param name="data">The content data being read.</param> + /// <param name="dataType">The content data type being read.</param> + /// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param> + public ContentEventData(string locale, string assetName, TValue data, Type dataType, Func<string, string> getNormalisedPath) + { + this.Locale = locale; + this.AssetName = assetName; + this.Data = data; + this.DataType = dataType; + this.GetNormalisedPath = getNormalisedPath; + } + + /// <summary>Get whether the asset name being loaded matches a given name after normalisation.</summary> + /// <param name="path">The expected asset path, relative to the game's content folder and without the .xnb extension or locale suffix (like 'Data\ObjectInformation').</param> + public bool IsAssetName(string path) + { + path = this.GetNormalisedPath(path); + return this.AssetName.Equals(path, StringComparison.InvariantCultureIgnoreCase); + } + + /// <summary>Replace the entire content value with the given value. This is generally not recommended, since it may break compatibility with other mods or different versions of the game.</summary> + /// <param name="value">The new content value.</param> + /// <exception cref="ArgumentNullException">The <paramref name="value"/> is null.</exception> + /// <exception cref="InvalidCastException">The <paramref name="value"/>'s type is not compatible with the loaded asset's type.</exception> + public void ReplaceWith(TValue value) + { + if (value == null) + throw new ArgumentNullException(nameof(value), "Can't set a loaded asset to a null value."); + if (!this.DataType.IsInstanceOfType(value)) + throw new InvalidCastException($"Can't replace loaded asset of type {this.GetFriendlyTypeName(this.DataType)} with value of type {this.GetFriendlyTypeName(value.GetType())}. The new type must be compatible to prevent game errors."); + + this.Data = value; + } + + + /********* + ** Protected methods + *********/ + /// <summary>Get a human-readable type name.</summary> + /// <param name="type">The type to name.</param> + protected string GetFriendlyTypeName(Type type) + { + // dictionary + if (type.IsGenericType && type.GetGenericTypeDefinition() == typeof(Dictionary<,>)) + { + Type[] genericArgs = type.GetGenericArguments(); + return $"Dictionary<{this.GetFriendlyTypeName(genericArgs[0])}, {this.GetFriendlyTypeName(genericArgs[1])}>"; + } + + // texture + if (type == typeof(Texture2D)) + return type.Name; + + // native type + if (type == typeof(int)) + return "int"; + if (type == typeof(string)) + return "string"; + + // default + return type.FullName; + } + } +} diff --git a/src/StardewModdingAPI/Framework/Content/ContentEventHelper.cs b/src/StardewModdingAPI/Framework/Content/ContentEventHelper.cs new file mode 100644 index 00000000..9bf1ea17 --- /dev/null +++ b/src/StardewModdingAPI/Framework/Content/ContentEventHelper.cs @@ -0,0 +1,47 @@ +using System; +using System.Collections.Generic; +using Microsoft.Xna.Framework.Graphics; + +namespace StardewModdingAPI.Framework.Content +{ + /// <summary>Encapsulates access and changes to content being read from a data file.</summary> + internal class ContentEventHelper : ContentEventData<object>, IContentEventHelper + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="locale">The content's locale code, if the content is localised.</param> + /// <param name="assetName">The normalised asset name being read.</param> + /// <param name="data">The content data being read.</param> + /// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param> + public ContentEventHelper(string locale, string assetName, object data, Func<string, string> getNormalisedPath) + : base( |
