diff options
Diffstat (limited to 'src/StardewModdingAPI')
-rw-r--r-- | src/StardewModdingAPI/Constants.cs | 66 | ||||
-rw-r--r-- | src/StardewModdingAPI/FodyWeavers.xml | 12 | ||||
-rw-r--r-- | src/StardewModdingAPI/Framework/AssemblyRewriting/AssemblyTypeRewriter.cs | 160 | ||||
-rw-r--r-- | src/StardewModdingAPI/Framework/AssemblyRewriting/CachePaths.cs | 33 | ||||
-rw-r--r-- | src/StardewModdingAPI/Framework/ModAssemblyLoader.cs | 136 | ||||
-rw-r--r-- | src/StardewModdingAPI/Program.cs | 245 | ||||
-rw-r--r-- | src/StardewModdingAPI/StardewModdingAPI.csproj | 107 | ||||
-rw-r--r-- | src/StardewModdingAPI/packages.config | 3 |
8 files changed, 570 insertions, 192 deletions
diff --git a/src/StardewModdingAPI/Constants.cs b/src/StardewModdingAPI/Constants.cs index 05e410ab..3feb0830 100644 --- a/src/StardewModdingAPI/Constants.cs +++ b/src/StardewModdingAPI/Constants.cs @@ -1,7 +1,10 @@ using System; +using System.Collections.Generic; using System.IO; using System.Linq; using System.Reflection; +using StardewModdingAPI.AssemblyRewriters; +using StardewModdingAPI.AssemblyRewriters.Rewriters; using StardewValley; namespace StardewModdingAPI @@ -23,13 +26,13 @@ namespace StardewModdingAPI ** Accessors *********/ /// <summary>SMAPI's current semantic version.</summary> - public static readonly Version Version = new Version(1, 2, 0, null); + public static readonly Version Version = new Version(1, 3, 0, null); /// <summary>The minimum supported version of Stardew Valley.</summary> public const string MinimumGameVersion = "1.1"; /// <summary>The GitHub repository to check for updates.</summary> - public const string GitHubRepository = "ClxS/SMAPI"; + public const string GitHubRepository = "Pathoschild/SMAPI"; /// <summary>The directory path containing Stardew Valley's app data.</summary> public static string DataPath => Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley"); @@ -63,8 +66,63 @@ namespace StardewModdingAPI /********* - ** Private field + ** Protected 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); + } + + /// <summary>Get method rewriters which fix incompatible method calls in mod assemblies.</summary> + internal static IEnumerable<IMethodRewriter> GetMethodRewriters() + { + return new[] + { + new SpriteBatchRewriter() + }; + } + /// <summary>Get the name of a save directory for the current player.</summary> private static string GetSaveFolderName() { @@ -72,4 +130,4 @@ namespace StardewModdingAPI return $"{prefix}_{Game1.uniqueIDForThisGame}"; } } -}
\ No newline at end of file +} diff --git a/src/StardewModdingAPI/FodyWeavers.xml b/src/StardewModdingAPI/FodyWeavers.xml deleted file mode 100644 index 0ef30506..00000000 --- a/src/StardewModdingAPI/FodyWeavers.xml +++ /dev/null @@ -1,12 +0,0 @@ -<?xml version="1.0" encoding="utf-8"?> -<Weavers> - <Costura> - <ExcludeAssemblies> - Stardew Valley - xTile - Steamworks.NET - Lidgren.Network - </ExcludeAssemblies> - </Costura> - -</Weavers>
\ No newline at end of file diff --git a/src/StardewModdingAPI/Framework/AssemblyRewriting/AssemblyTypeRewriter.cs b/src/StardewModdingAPI/Framework/AssemblyRewriting/AssemblyTypeRewriter.cs new file mode 100644 index 00000000..3459488e --- /dev/null +++ b/src/StardewModdingAPI/Framework/AssemblyRewriting/AssemblyTypeRewriter.cs @@ -0,0 +1,160 @@ +using System.Collections.Generic; +using System.Linq; +using System.Reflection; +using Mono.Cecil; +using Mono.Cecil.Cil; +using Mono.Cecil.Rocks; +using StardewModdingAPI.AssemblyRewriters; + +namespace StardewModdingAPI.Framework.AssemblyRewriting +{ + /// <summary>Rewrites type references.</summary> + internal class AssemblyTypeRewriter + { + /********* + ** Properties + *********/ + /// <summary>Metadata for mapping assemblies to the current <see cref="Platform"/>.</summary> + private readonly PlatformAssemblyMap AssemblyMap; + + /// <summary>A type => assembly lookup for types which should be rewritten.</summary> + private readonly IDictionary<string, Assembly> TypeAssemblies; + + /// <summary>Encapsulates monitoring and logging.</summary> + private readonly IMonitor Monitor; + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="assemblyMap">Metadata for mapping assemblies to the current <see cref="Platform"/>.</param> + /// <param name="monitor">Encapsulates monitoring and logging.</param> + public AssemblyTypeRewriter(PlatformAssemblyMap assemblyMap, IMonitor monitor) + { + // save config + this.AssemblyMap = assemblyMap; + this.Monitor = monitor; + + // collect type => assembly lookup + this.TypeAssemblies = new Dictionary<string, Assembly>(); + foreach (Assembly assembly in assemblyMap.Targets) + { + ModuleDefinition module = this.AssemblyMap.TargetModules[assembly]; + foreach (TypeDefinition type in module.GetTypes()) + { + if (!type.IsPublic) + continue; // no need to rewrite + if (type.Namespace.Contains("<")) + continue; // ignore assembly metadata + this.TypeAssemblies[type.FullName] = assembly; + } + } + } + + /// <summary>Rewrite the types referenced by an assembly.</summary> + /// <param name="assembly">The assembly to rewrite.</param> + public void RewriteAssembly(AssemblyDefinition assembly) + { + 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 + + // remove old assembly references + bool shouldRewrite = false; + for (int i = 0; i < module.AssemblyReferences.Count; i++) + { + if (this.AssemblyMap.RemoveNames.Any(name => module.AssemblyReferences[i].Name == name)) + { + this.Monitor.Log($"removing reference to {module.AssemblyReferences[i]}", LogLevel.Trace); + shouldRewrite = true; + module.AssemblyReferences.RemoveAt(i); + i--; + } + } + if (!shouldRewrite) + return; + + // add target assembly references + foreach (AssemblyNameReference target in this.AssemblyMap.TargetReferences.Values) + { + this.Monitor.Log($" adding reference to {target}", LogLevel.Trace); + module.AssemblyReferences.Add(target); + } + + // rewrite type scopes to use target assemblies + IEnumerable<TypeReference> typeReferences = module.GetTypeReferences().OrderBy(p => p.FullName); + string lastTypeLogged = null; + foreach (TypeReference type in typeReferences) + { + this.ChangeTypeScope(type, shouldLog: type.FullName != lastTypeLogged); + lastTypeLogged = type.FullName; + } + + // rewrite incompatible methods + IMethodRewriter[] methodRewriters = Constants.GetMethodRewriters().ToArray(); + foreach (MethodDefinition method in this.GetMethods(module)) + { + // skip methods with no rewritable method + bool hasMethodToRewrite = method.Body.Instructions.Any(op => (op.OpCode == OpCodes.Call || op.OpCode == OpCodes.Callvirt) && methodRewriters.Any(rewriter => rewriter.ShouldRewrite((MethodReference)op.Operand))); + if (!hasMethodToRewrite) + continue; + + // rewrite method references + method.Body.SimplifyMacros(); + ILProcessor cil = method.Body.GetILProcessor(); + Instruction[] instructions = cil.Body.Instructions.ToArray(); + foreach (Instruction op in instructions) + { + if (op.OpCode == OpCodes.Call || op.OpCode == OpCodes.Callvirt) + { + IMethodRewriter rewriter = methodRewriters.FirstOrDefault(p => p.ShouldRewrite((MethodReference)op.Operand)); + if (rewriter != null) + { + MethodReference methodRef = (MethodReference)op.Operand; + this.Monitor.Log($"rewriting method reference {methodRef.DeclaringType.FullName}.{methodRef.Name}", LogLevel.Trace); + rewriter.Rewrite(module, cil, op, methodRef, this.AssemblyMap); + } + } + } + method.Body.OptimizeMacros(); + } + } + + + /********* + ** Private methods + *********/ + /// <summary>Get the correct reference to use for compatibility with the current platform.</summary> + /// <param name="type">The type reference to rewrite.</param> + /// <param name="shouldLog">Whether to log a message.</param> + private void ChangeTypeScope(TypeReference type, bool shouldLog) + { + // check skip conditions + if (type == null || type.FullName.StartsWith("System.")) + return; + + // get assembly + Assembly assembly; + if (!this.TypeAssemblies.TryGetValue(type.FullName, out assembly)) + return; + + // replace scope + AssemblyNameReference assemblyRef = this.AssemblyMap.TargetReferences[assembly]; + if (shouldLog) + this.Monitor.Log($"redirecting {type.FullName} from {type.Scope.Name} to {assemblyRef.Name}", LogLevel.Trace); + type.Scope = assemblyRef; + } + + /// <summary>Get all methods in a module.</summary> + /// <param name="module">The module to search.</param> + private IEnumerable<MethodDefinition> GetMethods(ModuleDefinition module) + { + return ( + from type in module.GetTypes() + where type.HasMethods + from method in type.Methods + where method.HasBody + select method + ); + } + } +} diff --git a/src/StardewModdingAPI/Framework/AssemblyRewriting/CachePaths.cs b/src/StardewModdingAPI/Framework/AssemblyRewriting/CachePaths.cs new file mode 100644 index 00000000..17c4d188 --- /dev/null +++ b/src/StardewModdingAPI/Framework/AssemblyRewriting/CachePaths.cs @@ -0,0 +1,33 @@ +namespace StardewModdingAPI.Framework.AssemblyRewriting +{ + /// <summary>Contains the paths for an assembly's cached data.</summary> + internal struct CachePaths + { + /********* + ** Accessors + *********/ + /// <summary>The directory path which contains the assembly.</summary> + public string Directory { get; } + + /// <summary>The file path of the assembly file.</summary> + public string Assembly { get; } + + /// <summary>The file path containing the MD5 hash for the assembly.</summary> + public string Hash { get; } + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="directory">The directory path which contains the assembly.</param> + /// <param name="assembly">The file path of the assembly file.</param> + /// <param name="hash">The file path containing the MD5 hash for the assembly.</param> + public CachePaths(string directory, string assembly, string hash) + { + this.Directory = directory; + this.Assembly = assembly; + this.Hash = hash; + } + } +}
\ No newline at end of file diff --git a/src/StardewModdingAPI/Framework/ModAssemblyLoader.cs b/src/StardewModdingAPI/Framework/ModAssemblyLoader.cs new file mode 100644 index 00000000..51018b0b --- /dev/null +++ b/src/StardewModdingAPI/Framework/ModAssemblyLoader.cs @@ -0,0 +1,136 @@ +using System; +using System.IO; +using System.Linq; +using System.Reflection; +using System.Security.Cryptography; +using Mono.Cecil; +using StardewModdingAPI.AssemblyRewriters; +using StardewModdingAPI.Framework.AssemblyRewriting; + +namespace StardewModdingAPI.Framework +{ + /// <summary>Preprocesses and loads mod assemblies.</summary> + internal class ModAssemblyLoader + { + /********* + ** Properties + *********/ + /// <summary>The directory in which to cache data.</summary> + private readonly string CacheDirPath; + + /// <summary>Metadata for mapping assemblies to the current <see cref="Platform"/>.</summary> + private readonly PlatformAssemblyMap AssemblyMap; + + /// <summary>Rewrites assembly types to match the current platform.</summary> + private readonly AssemblyTypeRewriter AssemblyTypeRewriter; + + /// <summary>Encapsulates monitoring and logging.</summary> + private readonly IMonitor Monitor; + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="cacheDirPath">The cache directory.</param> + /// <param name="targetPlatform">The current game platform.</param> + /// <param name="monitor">Encapsulates monitoring and logging.</param> + public ModAssemblyLoader(string cacheDirPath, Platform targetPlatform, IMonitor monitor) + { + this.CacheDirPath = cacheDirPath; + this.Monitor = monitor; + this.AssemblyMap = Constants.GetAssemblyMap(targetPlatform); + this.AssemblyTypeRewriter = new AssemblyTypeRewriter(this.AssemblyMap, monitor); + } + + /// <summary>Preprocess an assembly and cache the modified version.</summary> + /// <param name="assemblyPath">The assembly file path.</param> + public void ProcessAssembly(string assemblyPath) + { + // read assembly data + string assemblyFileName = Path.GetFileName(assemblyPath); + string assemblyDir = Path.GetDirectoryName(assemblyPath); + byte[] assemblyBytes = File.ReadAllBytes(assemblyPath); + string hash = $"SMAPI {Constants.Version}|" + string.Join("", MD5.Create().ComputeHash(assemblyBytes).Select(p => p.ToString("X2"))); + + // check cache + CachePaths cachePaths = this.GetCacheInfo(assemblyPath); + bool canUseCache = File.Exists(cachePaths.Assembly) && File.Exists(cachePaths.Hash) && hash == File.ReadAllText(cachePaths.Hash); + + // process assembly if not cached + if (!canUseCache) + { + this.Monitor.Log($"Loading {assemblyFileName} for the first time; preprocessing...", LogLevel.Trace); + + // read assembly definition + AssemblyDefinition assembly; + using (Stream readStream = new MemoryStream(assemblyBytes)) + assembly = AssemblyDefinition.ReadAssembly(readStream); + + // rewrite assembly to match platform + this.AssemblyTypeRewriter.RewriteAssembly(assembly); + + // write cache + using (MemoryStream outStream = new MemoryStream()) + { + // get assembly bytes + assembly.Write(outStream); + byte[] outBytes = outStream.ToArray(); + + // write assembly data + Directory.CreateDirectory(cachePaths.Directory); + File.WriteAllBytes(cachePaths.Assembly, outBytes); + File.WriteAllText(cachePaths.Hash, hash); + + // copy any mdb/pdb files + foreach (string path in Directory.GetFiles(assemblyDir, "*.mdb").Concat(Directory.GetFiles(assemblyDir, "*.pdb"))) + { + string filename = Path.GetFileName(path); + File.Copy(path, Path.Combine(cachePaths.Directory, filename), overwrite: true); + } + } + } + } + + /// <summary>Load a preprocessed assembly.</summary> + /// <param name="assemblyPath">The assembly file path.</param> + public Assembly LoadCachedAssembly(string assemblyPath) + { + CachePaths cachePaths = this.GetCacheInfo(assemblyPath); + if (!File.Exists(cachePaths.Assembly)) + throw new InvalidOperationException($"The assembly {assemblyPath} doesn't exist in the preprocessed cache."); + return Assembly.UnsafeLoadFrom(cachePaths.Assembly); // unsafe load allows DLLs downloaded from the Internet without the user needing to 'unblock' them + } + + /// <summary>Resolve an assembly from its name.</summary> + /// <param name="name">The assembly name.</param> + /// <remarks> + /// This implementation returns the first loaded assembly which matches the short form of + /// the assembly name, to resolve assembly resolution issues when rewriting + /// assemblies (especially with Mono). Since this is meant to be called on <see cref="AppDomain.AssemblyResolve"/>, + /// the implicit assumption is that loading the exact assembly failed. + /// </remarks> + public Assembly ResolveAssembly(string name) + { + string shortName = name.Split(new[] { ',' }, 2).First(); // get simple name (without version and culture) + return AppDomain.CurrentDomain + .GetAssemblies() + .FirstOrDefault(p => p.GetName().Name == shortName); + } + + + /********* + ** Private methods + *********/ + /// <summary>Get the cache details for an assembly.</summary> + /// <param name="assemblyPath">The assembly file path.</param> + private CachePaths GetCacheInfo(string assemblyPath) + { + string key = Path.GetFileNameWithoutExtension(assemblyPath); + string dirPath = Path.Combine(this.CacheDirPath, new DirectoryInfo(Path.GetDirectoryName(assemblyPath)).Name); + string cacheAssemblyPath = Path.Combine(dirPath, $"{key}.dll"); + string cacheHashPath = Path.Combine(dirPath, $"{key}.hash"); + return new CachePaths(dirPath, cacheAssemblyPath, cacheHashPath); + } + } +} diff --git a/src/StardewModdingAPI/Program.cs b/src/StardewModdingAPI/Program.cs index d31a1d39..e648ed64 100644 --- a/src/StardewModdingAPI/Program.cs +++ b/src/StardewModdingAPI/Program.cs @@ -9,6 +9,7 @@ using System.Windows.Forms; #endif using Microsoft.Xna.Framework.Graphics; using Newtonsoft.Json; +using StardewModdingAPI.AssemblyRewriters; using StardewModdingAPI.Events; using StardewModdingAPI.Framework; using StardewModdingAPI.Inheritance; @@ -23,16 +24,23 @@ namespace StardewModdingAPI /********* ** Properties *********/ - /// <summary>The full path to the Stardew Valley executable.</summary> + /// <summary>The target game platform.</summary> + private static readonly Platform TargetPlatform = #if SMAPI_FOR_WINDOWS - private static readonly string GameExecutablePath = Path.Combine(Constants.ExecutionPath, "Stardew Valley.exe"); + Platform.Windows; #else - private static readonly string GameExecutablePath = Path.Combine(Constants.ExecutionPath, "StardewValley.exe"); + Platform.Mono; #endif + /// <summary>The full path to the Stardew Valley executable.</summary> + private static readonly string GameExecutablePath = Path.Combine(Constants.ExecutionPath, Program.TargetPlatform == Platform.Windows ? "Stardew Valley.exe" : "StardewValley.exe"); + /// <summary>The full path to the folder containing mods.</summary> private static readonly string ModPath = Path.Combine(Constants.ExecutionPath, "Mods"); + /// <summary>The full path to the folder containing cached SMAPI data.</summary> + private static readonly string CachePath = Path.Combine(Program.ModPath, ".cache"); + /// <summary>The log file to which to write messages.</summary> private static readonly LogFileManager LogFile = new LogFileManager(Constants.LogPath); @@ -126,6 +134,7 @@ namespace StardewModdingAPI Program.Monitor.Log("Loading SMAPI..."); Console.Title = Constants.ConsoleTitle; Program.VerifyPath(Program.ModPath); + Program.VerifyPath(Program.CachePath); Program.VerifyPath(Constants.LogDir); if (!File.Exists(Program.GameExecutablePath)) { @@ -293,141 +302,175 @@ namespace StardewModdingAPI private static void LoadMods() { Program.Monitor.Log("Loading mods..."); + + // get assembly loader + ModAssemblyLoader modAssemblyLoader = new ModAssemblyLoader(Program.CachePath, Program.TargetPlatform, Program.Monitor); + AppDomain.CurrentDomain.AssemblyResolve += (sender, e) => modAssemblyLoader.ResolveAssembly(e.Name); + + // load mods foreach (string directory in Directory.GetDirectories(Program.ModPath)) { - foreach (string manifestPath in Directory.GetFiles(directory, "manifest.json")) + // ignore internal directory + if (new DirectoryInfo(directory).Name == ".cache") + continue; + + // check for cancellation + if (Program.CancellationTokenSource.IsCancellationRequested) + { + Program.Monitor.Log("Shutdown requested; interrupting mod loading.", LogLevel.Error); + return; + } + + // get helper + IModHelper helper = new ModHelper(directory); + + // get manifest path + string manifestPath = Path.Combine(directory, "manifest.json"); + string errorPrefix = $"Couldn't load mod for manifest '{manifestPath}'"; + Manifest manifest; + try { - // check for cancellation - if (Program.CancellationTokenSource.IsCancellationRequested) + // read manifest text + string json = File.ReadAllText(manifestPath); + if (string.IsNullOrEmpty(json)) + { + Program.Monitor.Log($"{errorPrefix}: manifest is empty.", LogLevel.Error); + continue; + } + + // deserialise manifest + manifest = helper.ReadJsonFile<Manifest>("manifest.json"); + if (manifest == null) { - Program.Monitor.Log("Shutdown requested; interrupting mod loading.", LogLevel.Error); - return; + Program.Monitor.Log($"{errorPrefix}: the manifest file does not exist.", LogLevel.Error); + continue; + } + if (string.IsNullOrEmpty(manifest.EntryDll)) + { + Program.Monitor.Log($"{errorPrefix}: manifest doesn't specify an entry DLL.", LogLevel.Error); + continue; } - IModHelper helper = new ModHelper(directory); - string errorPrefix = $"Couldn't load mod for manifest '{manifestPath}'"; + // log deprecated fields + if (manifest.UsedAuthourField) + Program.DeprecationManager.Warn(manifest.Name, $"{nameof(Manifest)}.{nameof(Manifest.Authour)}", "1.0", DeprecationLevel.Notice); + } + catch (Exception ex) + { + Program.Monitor.Log($"{errorPrefix}: manifest parsing failed.\n{ex.GetLogSummary()}", LogLevel.Error); + continue; + } - // read manifest - Manifest manifest; + // validate version + if (!string.IsNullOrWhiteSpace(manifest.MinimumApiVersion)) + { try { - // read manifest text - string json = File.ReadAllText(manifestPath); - if (string.IsNullOrEmpty(json)) + Version minVersion = new Version(manifest.MinimumApiVersion); + if (minVersion.IsNewerThan(Constants.Version)) { - Program.Monitor.Log($"{errorPrefix}: manifest is empty.", LogLevel.Error); + Program.Monitor.Log($"{errorPrefix}: this mod requires SMAPI {minVersion} or later. Please update SMAPI to the latest version to use this mod.", LogLevel.Error); continue; } - - // deserialise manifest - manifest = helper.ReadJsonFile<Manifest>("manifest.json"); - if (manifest == null) - { - Program.Monitor.Log($"{errorPrefix}: the manifest file does not exist.", LogLevel.Error); - continue; - } - if (string.IsNullOrEmpty(manifest.EntryDll)) - { - Program.Monitor.Log($"{errorPrefix}: manifest doesn't specify an entry DLL.", LogLevel.Error); - continue; - } - - // log deprecated fields - if (manifest.UsedAuthourField) - Program.DeprecationManager.Warn(manifest.Name, $"{nameof(Manifest)}.{nameof(Manifest.Authour)}", "1.0", DeprecationLevel.Notice); } - catch (Exception ex) + catch (FormatException ex) when (ex.Message.Contains("not a semantic version")) { - Program.Monitor.Log($"{errorPrefix}: manifest parsing failed.\n{ex.GetLogSummary()}", LogLevel.Error); + Program.Monitor.Log($"{errorPrefix}: the mod specified an invalid minimum SMAPI version '{manifest.MinimumApiVersion}'. This should be a semantic version number like {Constants.Version}.", LogLevel.Error); continue; } + } - // validate version - if (!string.IsNullOrWhiteSpace(manifest.MinimumApiVersion)) + // create per-save directory + if (manifest.PerSaveConfigs) + { + Program.DeprecationManager.Warn(manifest.Name, $"{nameof(Manifest)}.{nameof(Manifest.PerSaveConfigs)}", "1.0", DeprecationLevel.Notice); + try { - try + string psDir = Path.Combine(directory, "psconfigs"); + Directory.CreateDirectory(psDir); + if (!Directory.Exists(psDir)) { - Version minVersion = new Version(manifest.MinimumApiVersion); - if (minVersion.IsNewerThan(Constants.Version)) - { - Program.Monitor.Log($"{errorPrefix}: this mod requires SMAPI {minVersion} or later. Please update SMAPI to the latest version to use this mod.", LogLevel.Error); - continue; - } - } - catch (FormatException ex) when (ex.Message.Contains("not a semantic version")) - { - Program.Monitor.Log($"{errorPrefix}: the mod specified an invalid minimum SMAPI version '{manifest.MinimumApiVersion}'. This should be a semantic version number like {Constants.Version}.", LogLevel.Error); + Program.Monitor.Log($"{errorPrefix}: couldn't create the per-save configuration directory ('psconfigs') requested by this mod. The failure reason is unknown.", LogLevel.Error); continue; } } + catch (Exception ex) + { + Program.Monitor.Log($"{errorPrefix}: couldn't create the per-save configuration directory ('psconfigs') requested by this mod.\n{ex.GetLogSummary()}", LogLevel.Error); + continue; + } + } - // create per-save directory - if (manifest.PerSaveConfigs) + // preprocess mod assemblies + { + bool succeeded = true; + foreach (string assemblyPath in Directory.GetFiles(directory, "*.dll")) { - Program.DeprecationManager.Warn(manifest.Name, $"{nameof(Manifest)}.{nameof(Manifest.PerSaveConfigs)}", "1.0", DeprecationLevel.Notice); try { - string psDir = Path.Combine(directory, "psconfigs"); - Directory.CreateDirectory(psDir); - if (!Directory.Exists(psDir)) - { - Program.Monitor.Log($"{errorPrefix}: couldn't create the per-save configuration directory ('psconfigs') requested by this mod. The failure reason is unknown.", LogLevel.Error); - continue; - } + modAssemblyLoader.ProcessAssembly(assemblyPath); } catch (Exception ex) { - Program.Monitor.Log($"{errorPrefix}: couldm't create the per-save configuration directory ('psconfigs') requested by this mod.\n{ex.GetLogSummary()}", LogLevel.Error); - continue; + Program.Monitor.Log($"{errorPrefix}: an error occurred while preprocessing '{Path.GetFileName(assemblyPath)}'.\n{ex.GetLogSummary()}", LogLevel.Error); + succeeded = false; + break; } } + if (!succeeded) + continue; + } - // load DLL & hook up mod - try + // load assembly + Assembly modAssembly; + try + { + string assemblyPath = Path.Combine(directory, manifest.EntryDll); + modAssembly = modAssemblyLoader.LoadCachedAssembly(assemblyPath); + if (modAssembly.DefinedTypes.Count(x => x.BaseType == typeof(Mod)) == 0) { - string assemblyPath = Path.Combine(directory, manifest.EntryDll); - if (!File.Exists(assemblyPath)) - { - Program.Monitor.Log($"{errorPrefix}: target DLL '{assemblyPath}' does not exist.", LogLevel.Error); - continue; - } - - Assembly modAssembly = Assembly.UnsafeLoadFrom(assemblyPath); - if (modAssembly.DefinedTypes.Count(x => x.BaseType == typeof(Mod)) > 0) - { - TypeInfo modEntryType = modAssembly.DefinedTypes.First(x => x.BaseType == typeof(Mod)); - Mod modEntry = (Mod)modAssembly.CreateInstance(modEntryType.ToString()); - if (modEntry != null) - { - // track mod - Program.ModRegistry.Add(manifest, modAssembly); - - // hook up mod - modEntry.Manifest = manifest; - modEntry.Helper = helper; - modEntry.Monitor = new Monitor(manifest.Name, Program.LogFile) { ShowTraceInConsole = Program.DeveloperMode }; - modEntry.PathOnDisk = directory; - Program.Monitor.Log($"Loaded mod: {modEntry.Manifest.Name} by {modEntry.Manifest.Author}, v{modEntry.Manifest.Version} | {modEntry.Manifest.Description}", LogLevel.Info); - Program.ModsLoaded += 1; - modEntry.Entry(); // deprecated since 1.0 - modEntry.Entry((ModHelper)modEntry.Helper); // deprecated since 1.1 - modEntry.Entry(modEntry.Helper); // deprecated since 1.1 - - // raise deprecation warning for old Entry() method - if (Program.DeprecationManager.IsVirtualMethodImplemented(modEntryType, typeof(Mod), nameof(Mod.Entry), new[] { typeof(object[]) })) - Program.DeprecationManager.Warn(manifest.Name, $"an old version of {nameof(Mod)}.{nameof(Mod.Entry)}", "1.0", DeprecationLevel.Notice); - if (Program.DeprecationManager.IsVirtualMethodImplemented(modEntryType, typeof(Mod), nameof(Mod.Entry), new[] { typeof(ModHelper) })) - Program.DeprecationManager.Warn(manifest.Name, $"an old version of {nameof(Mod)}.{nameof(Mod.Entry)}", "1.1", DeprecationLevel.Notice); - } - } - else - Program.Monitor.Log($"{errorPrefix}: the mod DLL does not contain an implementation of the 'Mod' class.", LogLevel.Error); + Program.Monitor.Log($"{errorPrefix}: the mod DLL does not contain an implementation of the 'Mod' class.", LogLevel.Error); + continue; } - catch (Exception ex) + } + catch (Exception ex) + { + Program.Monitor.Log($"{errorPrefix}: an error occurred while optimising the target DLL.\n{ex.GetLogSummary()}", LogLevel.Error); + continue; + } + + // hook up mod + try + { + TypeInfo modEntryType = modAssembly.DefinedTypes.First(x => x.BaseType == typeof(Mod)); + Mod modEntry = (Mod)modAssembly.CreateInstance(modEntryType.ToString()); + if (modEntry != null) { - Program.Monitor.Log($"{errorPrefix}: an error occurred while loading the target DLL.\n{ex.GetLogSummary()}", LogLevel.Error); + // track mod + Program.ModRegistry.Add(manifest, modAssembly); + + // hook up mod + modEntry.Manifest = manifest; + modEntry.Helper = helper; + modEntry.Monitor = new Monitor(manifest.Name, Program.LogFile) { ShowTraceInConsole = Program.DeveloperMode }; + modEntry.PathOnDisk = directory; + Program.Monitor.Log($"Loaded mod: {modEntry.Manifest.Name} by {modEntry.Manifest.Author}, v{modEntry.Manifest.Version} | {modEntry.Manifest.Description}", LogLevel.Info); + Program.ModsLoaded += 1; + modEntry.Entry(); // deprecated since 1.0 + modEntry.Entry((ModHelper)modEntry.Helper); // deprecated since 1.1 + modEntry.Entry(modEntry.Helper); // deprecated since 1.1 + + // raise deprecation warning for old Entry() method + if (Program.DeprecationManager.IsVirtualMethodImplemented(modEntryType, typeof(Mod), nameof(Mod.Entry), new[] { typeof(object[]) })) + Program.DeprecationManager.Warn(manifest.Name, $"an old version of {nameof(Mod)}.{nameof(Mod.Entry)}", "1.0", DeprecationLevel.Notice); + if (Program.DeprecationManager.IsVirtualMethodImplemented(modEntryType, typeof(Mod), nameof(Mod.Entry), new[] { typeof(ModHelper) })) + Program.DeprecationManager.Warn(manifest.Name, $"an old version of {nameof(Mod)}.{nameof(Mod.Entry)}", "1.1", DeprecationLevel.Notice); } } + catch (Exception ex) + { + Program.Monitor.Log($"{errorPrefix}: an error occurred while loading the target DLL.\n{ex.GetLogSummary()}", LogLevel.Error); + } } // print result diff --git a/src/StardewModdingAPI/StardewModdingAPI.csproj b/src/StardewModdingAPI/StardewModdingAPI.csproj index 0b6a185e..96eb038e 100644 --- a/src/StardewModdingAPI/StardewModdingAPI.csproj +++ b/src/StardewModdingAPI/StardewModdingAPI.csproj @@ -79,67 +79,24 @@ <PropertyGroup> <ApplicationIcon>icon.ico</ApplicationIcon> </PropertyGroup> - <PropertyGroup> - <!-- Linux paths --> - <GamePath Condition="!Exists('$(GamePath)')">$(HOME)/GOG Games/Stardew Valley/game</GamePath> - <GamePath Condition="!Exists('$(GamePath)')">$(HOME)/.local/share/Steam/steamapps/common/Stardew Valley</GamePath> - <!-- Mac paths --> - <GamePath Condition="!Exists('$(GamePath)')">$(HOME)/Library/Application Support/Steam/steamapps/common/Stardew Valley/Contents/MacOS</GamePath> - <!-- Windows paths --> - <GamePath Condition="!Exists('$(GamePath)')">C:\Program Files (x86)\GalaxyClient\Games\Stardew Valley</GamePath> - <GamePath Condition="!Exists('$(GamePath)')">C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley</GamePath> - </PropertyGroup> - <Choose> - <When Condition="$(OS) == 'Windows_NT'"> - <PropertyGroup> - <DefineConstants>$(DefineConstants);SMAPI_FOR_WINDOWS</DefineConstants> - </PropertyGroup> - <ItemGroup> - <Reference Include="Microsoft.Xna.Framework, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86"> - <Private>False</Private> - </Reference> - <Reference Include="Microsoft.Xna.Framework.Game, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86"> - <Private>False</Private> - </Reference> - <Reference Include="Microsoft.Xna.Framework.Graphics, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86"> - <Private>False</Private> - </Reference> - <Reference Include="Microsoft.Xna.Framework.Xact, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86"> - <Private>False</Private> - </Reference> - <Reference Include="Stardew Valley"> - <HintPath>$(GamePath)\Stardew Valley.exe</HintPath> - <Private>False</Private> - </Reference> - <Reference Include="xTile, Version=2.0.4.0, Culture=neutral, processorArchitecture=x86"> - <HintPath>$(GamePath)\xTile.dll</HintPath> - <Private>False</Private> - <SpecificVersion>False</SpecificVersion> - </Reference> - </ItemGroup> - </When> - <Otherwise> - <PropertyGroup> - <DefineConstants>$(DefineConstants);SMAPI_FOR_UNIX</DefineConstants> - </PropertyGroup> - <ItemGroup> - <Reference Include="MonoGame.Framework"> - <HintPath>$(GamePath)\MonoGame.Framework.dll</HintPath> - <Private>False</Private> - <SpecificVersion>False</SpecificVersion> - </Reference> - <Reference Include="StardewValley"> - <HintPath>$(GamePath)\StardewValley.exe</HintPath> - <Private>False</Private> - </Reference> - <Reference Include="xTile"> - <HintPath>$(GamePath)\xTile.dll</HintPath> - <Private>False</Private> - </Reference> - </ItemGroup> - </Otherwise> - </Choose> + <Import Project="$(SolutionDir)\dependencies.targets" /> <ItemGroup> + <Reference Include="Mono.Cecil, Version=0.9.6.0, Culture=neutral, PublicKeyToken=0738eb9f132ed756, processorArchitecture=MSIL"> + <HintPath>..\packages\Mono.Cecil.0.9.6.4\lib\net45\Mono.Cecil.dll</HintPath> + <Private>True</Private> + </Reference> + <Reference Include="Mono.Cecil.Mdb, Version=0.9.6.0, Culture=neutral, PublicKeyToken=0738eb9f132ed756, processorArchitecture=MSIL"> + <HintPath>..\packages\Mono.Cecil.0.9.6.4\lib\net45\Mono.Cecil.Mdb.dll</HintPath> + <Private>True</Private> + </Reference> + <Reference Include="Mono.Cecil.Pdb, Version=0.9.6.0, Culture=neutral, PublicKeyToken=0738eb9f132ed756, processorArchitecture=MSIL"> + <HintPath>..\packages\Mono.Cecil.0.9.6.4\lib\net45\Mono.Cecil.Pdb.dll</HintPath> + <Private>True</Private> + </Reference> + <Reference Include="Mono.Cecil.Rocks, Version=0.9.6.0, Culture=neutral, PublicKeyToken=0738eb9f132ed756, processorArchitecture=MSIL"> + <HintPath>..\packages\Mono.Cecil.0.9.6.4\lib\net45\Mono.Cecil.Rocks.dll</HintPath> + <Private>True</Private> + </Reference> <Reference Include="Newtonsoft.Json, Version=8.0.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed, processorArchitecture=MSIL"> <HintPath>..\packages\Newtonsoft.Json.8.0.3\lib\net45\Newtonsoft.Json.dll</HintPath> <Private>True</Private> @@ -197,9 +154,12 @@ <Compile Include="Events\PlayerEvents.cs" /> <Compile Include="Events\TimeEvents.cs" /> <Compile Include="Extensions.cs" /> + <Compile Include="Framework\AssemblyRewriting\CachePaths.cs" /> + <Compile Include="Framework\AssemblyRewriting\AssemblyTypeRewriter.cs" /> <Compile Include="Framework\DeprecationLevel.cs" /> <Compile Include="Framework\DeprecationManager.cs" /> <Compile Include="Framework\InternalExtensions.cs" /> + <Compile Include="Framework\ModAssemblyLoader.cs" /> <Compile Include="IModHelper.cs" /> <Compile Include="Framework\LogFileManager.cs" /> <Compile Include="LogLevel.cs" /> @@ -238,7 +198,6 @@ </None> </ItemGroup> <ItemGroup> - <Content Include="FodyWeavers.xml" /> <Content Include="icon.ico" /> <Content Include="steam_appid.txt"> <CopyToOutputDirectory>Always</CopyToOutputDirectory> @@ -256,19 +215,17 @@ <Install>false</Install> </BootstrapperPackage> </ItemGroup> + <ItemGroup> + <ProjectReference Include="..\StardewModdingAPI.AssemblyRewriters\StardewModdingAPI.AssemblyRewriters.csproj"> + <Project>{10db0676-9fc1-4771-a2c8-e2519f091e49}</Project> + <Name>StardewModdingAPI.AssemblyRewriters</Name> + </ProjectReference> + </ItemGroup> <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> <PropertyGroup> <PostBuildEvent> </PostBuildEvent> </PropertyGroup> - <!-- merge Json.NET into the assembly (only in release mode to allow debugging, and only for Windows since Costura isn't crossplatform) --> - <Import Project="..\packages\Fody.1.29.4\build\dotnet\Fody.targets" Condition="$(Configuration) != 'Debug' AND $(OS) == 'WINDOWS_NT' AND Exists('..\packages\Fody.1.29.4\build\dotnet\Fody.targets')" /> - <Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild"> - <PropertyGroup> - <ErrorText>This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}.</ErrorText> - </PropertyGroup> - <Error Condition="!Exists('..\packages\Fody.1.29.4\build\dotnet\Fody.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\Fody.1.29.4\build\dotnet\Fody.targets'))" /> - </Target> <!-- if game path is invalid, show one user-friendly error instead of a slew of reference errors --> <Target Name="BeforeBuild"> <Error Condition="!Exists('$(GamePath)')" Text="Failed to find the game install path automatically; edit the *.csproj file and manually add a <GamePath> setting with the full directory path containing the Stardew Valley executable." /> @@ -279,10 +236,14 @@ <StartProgram>$(GamePath)\StardewModdingAPI.exe</StartProgram> <StartWorkingDirectory>$(GamePath)</StartWorkingDirectory> </PropertyGroup> - <Target Name="AfterBuild" Condition="$(Configuration) == 'Debug' AND $(OS) == 'Windows_NT'"> + <Target Name="AfterBuild" Condition="$(Configuration) == 'Debug'"> <Copy SourceFiles="$(TargetDir)\$(TargetName).exe" DestinationFolder="$(GamePath)" /> - <Copy SourceFiles="$(TargetDir)\$(TargetName).pdb" DestinationFolder="$(GamePath)" /> - <Copy SourceFiles="$(TargetDir)\$(TargetName).xml" DestinationFolder="$(GamePath)" /> + <Copy SourceFiles="$(TargetDir)\StardewModdingAPI.AssemblyRewriters.dll" DestinationFolder="$(GamePath)" /> + <Copy SourceFiles="$(TargetDir)\$(TargetName).exe.mdb" DestinationFolder="$(GamePath)" Condition="$(OS) != 'Windows_NT'" /> + <Copy SourceFiles="$(TargetDir)\$(TargetName).pdb" DestinationFolder="$(GamePath)" Condition="$(OS) == 'Windows_NT'" /> + <Copy SourceFiles="$(TargetDir)\$(TargetName).xml" DestinationFolder="$(GamePath)" Condition="$(OS) == 'Windows_NT'" /> <Copy SourceFiles="$(TargetDir)\Newtonsoft.Json.dll" DestinationFolder="$(GamePath)" /> + <Copy SourceFiles="$(TargetDir)\Mono.Cecil.dll" DestinationFolder="$(GamePath)" /> + <Copy SourceFiles="$(TargetDir)\Mono.Cecil.Rocks.dll" DestinationFolder="$(GamePath)" /> </Target> -</Project>
\ No newline at end of file +</Project> diff --git a/src/StardewModdingAPI/packages.config b/src/StardewModdingAPI/packages.config index 0aec11c6..e5fa3c3a 100644 --- a/src/StardewModdingAPI/packages.config +++ b/src/StardewModdingAPI/packages.config @@ -1,6 +1,5 @@ <?xml version="1.0" encoding="utf-8"?> <packages> - <package id="Costura.Fody" version="1.3.3.0" targetFramework="net461" developmentDependency="true" /> - <package id="Fody" version="1.29.4" targetFramework="net461" developmentDependency="true" /> + <package id="Mono.Cecil" version="0.9.6.4" targetFramework="net45" /> <package id="Newtonsoft.Json" version="8.0.3" targetFramework="net461" /> </packages>
\ No newline at end of file |