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-rw-r--r--src/StardewModdingAPI/Constants.cs66
-rw-r--r--src/StardewModdingAPI/FodyWeavers.xml12
-rw-r--r--src/StardewModdingAPI/Framework/AssemblyRewriting/AssemblyTypeRewriter.cs160
-rw-r--r--src/StardewModdingAPI/Framework/AssemblyRewriting/CachePaths.cs33
-rw-r--r--src/StardewModdingAPI/Framework/ModAssemblyLoader.cs136
-rw-r--r--src/StardewModdingAPI/Program.cs245
-rw-r--r--src/StardewModdingAPI/StardewModdingAPI.csproj107
-rw-r--r--src/StardewModdingAPI/packages.config3
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 &lt;GamePath&gt; 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