diff options
Diffstat (limited to 'src')
35 files changed, 1317 insertions, 261 deletions
diff --git a/src/GlobalAssemblyInfo.cs b/src/GlobalAssemblyInfo.cs index 239c5eba..0dfb42bb 100644 --- a/src/GlobalAssemblyInfo.cs +++ b/src/GlobalAssemblyInfo.cs @@ -2,5 +2,5 @@ using System.Runtime.InteropServices; [assembly: ComVisible(false)] -[assembly: AssemblyVersion("1.3.0.0")] -[assembly: AssemblyFileVersion("1.3.0.0")]
\ No newline at end of file +[assembly: AssemblyVersion("1.4.0.0")] +[assembly: AssemblyFileVersion("1.4.0.0")]
\ No newline at end of file diff --git a/src/StardewModdingAPI.AssemblyRewriters/StardewModdingAPI.AssemblyRewriters.csproj b/src/StardewModdingAPI.AssemblyRewriters/StardewModdingAPI.AssemblyRewriters.csproj index 51a49da0..1e6caacc 100644 --- a/src/StardewModdingAPI.AssemblyRewriters/StardewModdingAPI.AssemblyRewriters.csproj +++ b/src/StardewModdingAPI.AssemblyRewriters/StardewModdingAPI.AssemblyRewriters.csproj @@ -47,7 +47,6 @@ <ErrorReport>prompt</ErrorReport> <CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet> </PropertyGroup> - <Import Project="$(SolutionDir)\dependencies.targets" /> <ItemGroup> <Reference Include="Mono.Cecil, Version=0.9.6.0, Culture=neutral, PublicKeyToken=0738eb9f132ed756, processorArchitecture=MSIL"> <HintPath>..\packages\Mono.Cecil.0.9.6.4\lib\net45\Mono.Cecil.dll</HintPath> @@ -82,13 +81,6 @@ <ItemGroup> <None Include="packages.config" /> </ItemGroup> - <ItemGroup /> + <Import Project="$(SolutionDir)\crossplatform.targets" /> <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> - <!-- To modify your build process, add your task inside one of the targets below and uncomment it. - Other similar extension points exist, see Microsoft.Common.targets. - <Target Name="BeforeBuild"> - </Target> - <Target Name="AfterBuild"> - </Target> - --> </Project>
\ No newline at end of file diff --git a/src/StardewModdingAPI.Installer/InteractiveInstaller.cs b/src/StardewModdingAPI.Installer/InteractiveInstaller.cs index 1d3802ab..9c8f8af9 100644 --- a/src/StardewModdingAPI.Installer/InteractiveInstaller.cs +++ b/src/StardewModdingAPI.Installer/InteractiveInstaller.cs @@ -1,7 +1,11 @@ using System; +using System.Collections.Generic; using System.IO; using System.Linq; using System.Reflection; +#if SMAPI_FOR_WINDOWS +using Microsoft.Win32; +#endif using StardewModdingApi.Installer.Enums; namespace StardewModdingApi.Installer @@ -14,21 +18,40 @@ namespace StardewModdingApi.Installer *********/ /// <summary>The default file paths where Stardew Valley can be installed.</summary> /// <remarks>Derived from the crossplatform mod config: https://github.com/Pathoschild/Stardew.ModBuildConfig. </remarks> - private readonly string[] DefaultInstallPaths = { - // Linux - $"{Environment.GetEnvironmentVariable("HOME")}/GOG Games/Stardew Valley/game", - $"{Environment.GetEnvironmentVariable("HOME")}/.local/share/Steam/steamapps/common/Stardew Valley", + private IEnumerable<string> DefaultInstallPaths + { + get + { + // Linux + yield return $"{Environment.GetEnvironmentVariable("HOME")}/GOG Games/Stardew Valley/game"; + yield return $"{Environment.GetEnvironmentVariable("HOME")}/.local/share/Steam/steamapps/common/Stardew Valley"; - // Mac - $"{Environment.GetEnvironmentVariable("HOME")}/Library/Application Support/Steam/steamapps/common/Stardew Valley/Contents/MacOS", + // Mac + yield return $"{Environment.GetEnvironmentVariable("HOME")}/Library/Application Support/Steam/steamapps/common/Stardew Valley/Contents/MacOS"; - // Windows - @"C:\Program Files (x86)\GalaxyClient\Games\Stardew Valley", - @"C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley" - }; + // Windows + yield return @"C:\Program Files (x86)\GalaxyClient\Games\Stardew Valley"; + yield return @"C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley"; - /// <summary>The files to remove when uninstalling SMAPI.</summary> - private readonly string[] UninstallFiles = + // Windows registry +#if SMAPI_FOR_WINDOWS + IDictionary<string, string> registryKeys = new Dictionary<string, string> + { + [@"SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 413150"] = "InstallLocation", // Steam + [@"SOFTWARE\WOW6432Node\GOG.com\Games\1453375253"] = "PATH", // GOG on 64-bit Windows + }; + foreach (var pair in registryKeys) + { + string path = this.GetLocalMachineRegistryValue(pair.Key, pair.Value); + if (!string.IsNullOrWhiteSpace(path)) + yield return path; + } +#endif + } + } + + /// <summary>The directory or file paths to remove when uninstalling SMAPI, relative to the game directory.</summary> + private readonly string[] UninstallPaths = { // common "StardewModdingAPI.exe", @@ -45,7 +68,10 @@ namespace StardewModdingApi.Installer "System.Numerics.dll", // Windows only - "StardewModdingAPI.pdb" + "StardewModdingAPI.pdb", + + // obsolete + "Mods/.cache" }; @@ -59,16 +85,17 @@ namespace StardewModdingApi.Installer /// 1. Collect information (mainly OS and install path) and validate it. /// 2. Ask the user whether to install or uninstall. /// - /// Install flow: - /// 1. Copy the SMAPI files from package/Windows or package/Mono into the game directory. - /// 2. On Linux/Mac: back up the game launcher and replace it with the SMAPI launcher. (This isn't possible on Windows, so the user needs to configure it manually.) - /// 3. Create the 'Mods' directory. - /// 4. Copy the bundled mods into the 'Mods' directory (deleting any existing versions). - /// 5. Move any mods from app data into game's mods directory. - /// /// Uninstall logic: /// 1. On Linux/Mac: if a backup of the launcher exists, delete the launcher and restore the backup. - /// 2. Delete all files in the game directory matching one of the <see cref="UninstallFiles"/>. + /// 2. Delete all files and folders in the game directory matching one of the <see cref="UninstallPaths"/>. + /// + /// Install flow: + /// 1. Run the uninstall flow. + /// 2. Copy the SMAPI files from package/Windows or package/Mono into the game directory. + /// 3. On Linux/Mac: back up the game launcher and replace it with the SMAPI launcher. (This isn't possible on Windows, so the user needs to configure it manually.) + /// 4. Create the 'Mods' directory. + /// 5. Copy the bundled mods into the 'Mods' directory (deleting any existing versions). + /// 6. Move any mods from app data into game's mods directory. /// </remarks> public void Run(string[] args) { @@ -85,7 +112,6 @@ namespace StardewModdingApi.Installer unixLauncher = Path.Combine(installDir.FullName, "StardewValley"), unixLauncherBackup = Path.Combine(installDir.FullName, "StardewValley-original") }; - this.PrintDebug($"Detected {(platform == Platform.Windows ? "Windows" : "Linux or Mac")} with game in {installDir}."); /**** @@ -115,7 +141,7 @@ namespace StardewModdingApi.Installer ScriptAction action; { - string choice = this.InteractivelyChoose("What do you want to do?", "1", "2"); + string choice = this.InteractivelyChoose("What do you want to do? Type 1 or 2, then press enter.", "1", "2"); switch (choice) { case "1": @@ -131,90 +157,93 @@ namespace StardewModdingApi.Installer Console.WriteLine(); /**** - ** Perform action + ** Always uninstall old files ****/ - switch (action) + // restore game launcher + if (platform == Platform.Mono && File.Exists(paths.unixLauncherBackup)) { - case ScriptAction.Uninstall: - { - // restore game launcher - if (platform == Platform.Mono && File.Exists(paths.unixLauncherBackup)) - { - this.PrintDebug("Restoring game launcher..."); - if (File.Exists(paths.unixLauncher)) - File.Delete(paths.unixLauncher); - File.Move(paths.unixLauncherBackup, paths.unixLauncher); - } - - // remove SMAPI files - this.PrintDebug("Removing SMAPI files..."); - foreach (string filename in this.UninstallFiles) - { - string targetPath = Path.Combine(installDir.FullName, filename); - if (File.Exists(targetPath)) - File.Delete(targetPath); - } - } - break; + this.PrintDebug("Removing SMAPI launcher..."); + if (File.Exists(paths.unixLauncher)) + File.Delete(paths.unixLauncher); + File.Move(paths.unixLauncherBackup, paths.unixLauncher); + } + + // remove old files + string[] removePaths = this.UninstallPaths + .Select(path => Path.Combine(installDir.FullName, path)) + .Where(path => Directory.Exists(path) || File.Exists(path)) + .ToArray(); + if (removePaths.Any()) + { + this.PrintDebug(action == ScriptAction.Install ? "Removing previous SMAPI files..." : "Removing SMAPI files..."); + foreach (string path in removePaths) + { + if (Directory.Exists(path)) + Directory.Delete(path, recursive: true); + else + File.Delete(path); + } + } + + /**** + ** Install new files + ****/ + if (action == ScriptAction.Install) + { + // copy SMAPI files to game dir + this.PrintDebug("Adding SMAPI files..."); + foreach (FileInfo sourceFile in packageDir.EnumerateFiles()) + { + string targetPath = Path.Combine(installDir.FullName, sourceFile.Name); + if (File.Exists(targetPath)) + File.Delete(targetPath); + sourceFile.CopyTo(targetPath); + } + + // replace mod launcher (if possible) + if (platform == Platform.Mono) + { + this.PrintDebug("Safely replacing game launcher..."); + if (!File.Exists(paths.unixLauncherBackup)) + File.Move(paths.unixLauncher, paths.unixLauncherBackup); + else if (File.Exists(paths.unixLauncher)) + File.Delete(paths.unixLauncher); + + File.Move(paths.unixSmapiLauncher, paths.unixLauncher); + } + + // create mods directory (if needed) + DirectoryInfo modsDir = new DirectoryInfo(Path.Combine(installDir.FullName, "Mods")); + if (!modsDir.Exists) + { + this.PrintDebug("Creating mods directory..."); + modsDir.Create(); + } - case ScriptAction.Install: + // add or replace bundled mods + Directory.CreateDirectory(Path.Combine(installDir.FullName, "Mods")); + DirectoryInfo packagedModsDir = new DirectoryInfo(Path.Combine(packageDir.FullName, "Mods")); + if (packagedModsDir.Exists && packagedModsDir.EnumerateDirectories().Any()) + { + this.PrintDebug("Adding bundled mods..."); + foreach (DirectoryInfo sourceDir in packagedModsDir.EnumerateDirectories()) { - // copy SMAPI files to game dir - this.PrintDebug("Copying SMAPI files to game directory..."); - foreach (FileInfo sourceFile in packageDir.EnumerateFiles()) - { - string targetPath = Path.Combine(installDir.FullName, sourceFile.Name); - if (File.Exists(targetPath)) - File.Delete(targetPath); - sourceFile.CopyTo(targetPath); - } - - // replace mod launcher (if possible) - if (platform == Platform.Mono) - { - this.PrintDebug("Safely replacing game launcher..."); - if (!File.Exists(paths.unixLauncherBackup)) - File.Move(paths.unixLauncher, paths.unixLauncherBackup); - else if (File.Exists(paths.unixLauncher)) - File.Delete(paths.unixLauncher); - - File.Move(paths.unixSmapiLauncher, paths.unixLauncher); - } - - // create mods directory (if needed) - DirectoryInfo modsDir = new DirectoryInfo(Path.Combine(installDir.FullName, "Mods")); - if (!modsDir.Exists) - { - this.PrintDebug("Creating mods directory..."); - modsDir.Create(); - } - - // add or replace bundled mods - Directory.CreateDirectory(Path.Combine(installDir.FullName, "Mods")); - DirectoryInfo packagedModsDir = new DirectoryInfo(Path.Combine(packageDir.FullName, "Mods")); - if (packagedModsDir.Exists && packagedModsDir.EnumerateDirectories().Any()) - { - this.PrintDebug("Adding bundled mods..."); - foreach (DirectoryInfo sourceDir in packagedModsDir.EnumerateDirectories()) - { - this.PrintDebug($" adding {sourceDir.Name}..."); - - // initialise target dir - DirectoryInfo targetDir = new DirectoryInfo(Path.Combine(modsDir.FullName, sourceDir.Name)); - if (targetDir.Exists) - targetDir.Delete(recursive: true); - targetDir.Create(); - - // copy files - foreach (FileInfo sourceFile in sourceDir.EnumerateFiles()) - sourceFile.CopyTo(Path.Combine(targetDir.FullName, sourceFile.Name)); - } - } - - // remove obsolete appdata mods - this.InteractivelyRemoveAppDataMods(platform, modsDir); + this.PrintDebug($" adding {sourceDir.Name}..."); + + // initialise target dir + DirectoryInfo targetDir = new DirectoryInfo(Path.Combine(modsDir.FullName, sourceDir.Name)); + if (targetDir.Exists) + targetDir.Delete(recursive: true); + targetDir.Create(); + + // copy files + foreach (FileInfo sourceFile in sourceDir.EnumerateFiles()) + sourceFile.CopyTo(Path.Combine(targetDir.FullName, sourceFile.Name)); } - break; + } + + // remove obsolete appdata mods + this.InteractivelyRemoveAppDataMods(platform, modsDir, packagedModsDir); } Console.WriteLine(); @@ -255,6 +284,21 @@ namespace StardewModdingApi.Installer } } +#if SMAPI_FOR_WINDOWS + /// <summary>Get the value of a key in the Windows registry.</summary> + /// <param name="key">The full path of the registry key relative to HKLM.</param> + /// <param name="name">The name of the value.</param> + private string GetLocalMachineRegistryValue(string key, string name) + { + RegistryKey localMachine = Environment.Is64BitOperatingSystem ? RegistryKey.OpenBaseKey(RegistryHive.LocalMachine, RegistryView.Registry64) : Registry.LocalMachine; + RegistryKey openKey = localMachine.OpenSubKey(key); + if (openKey == null) + return null; + using (openKey) + return (string)openKey.GetValue(name); + } +#endif + /// <summary>Print a debug message.</summary> /// <param name="text">The text to print.</param> private void PrintDebug(string text) @@ -313,12 +357,11 @@ namespace StardewModdingApi.Installer } // ask user - Console.WriteLine("Oops, couldn't find your Stardew Valley install path automatically. You'll need to specify where the game is installed (or install SMAPI manually)."); + Console.WriteLine("Oops, couldn't find the game automatically."); while (true) { // get path from user - Console.WriteLine(" Enter the game's full directory path (the one containing 'StardewValley.exe' or 'Stardew Valley.exe')."); - Console.Write(" > "); + Console.WriteLine($"Type the file path to the game directory (the one containing '{(platform == Platform.Mono ? "StardewValley.exe" : "Stardew Valley.exe")}'), then press enter."); string path = Console.ReadLine()?.Trim(); if (string.IsNullOrWhiteSpace(path)) { @@ -356,8 +399,12 @@ namespace StardewModdingApi.Installer /// <summary>Interactively move mods out of the appdata directory.</summary> /// <param name="platform">The current platform.</param> /// <param name="properModsDir">The directory which should contain all mods.</param> - private void InteractivelyRemoveAppDataMods(Platform platform, DirectoryInfo properModsDir) + /// <param name="packagedModsDir">The installer directory containing packaged mods.</param> + private void InteractivelyRemoveAppDataMods(Platform platform, DirectoryInfo properModsDir, DirectoryInfo packagedModsDir) { + // get packaged mods to delete + string[] packagedModNames = packagedModsDir.GetDirectories().Select(p => p.Name).ToArray(); + // get path string homePath = platform == Platform.Windows ? Environment.GetEnvironmentVariable("APPDATA") @@ -379,6 +426,14 @@ namespace StardewModdingApi.Installer if (!isDir && !(entry is FileInfo)) continue; // should never happen + // delete packaged mods (newer version bundled into SMAPI) + if (isDir && packagedModNames.Contains(entry.Name, StringComparer.InvariantCultureIgnoreCase)) + { + this.PrintDebug($" Deleting {entry.Name} because it's bundled into SMAPI..."); + entry.Delete(); + continue; + } + // check paths string newPath = Path.Combine(properModsDir.FullName, entry.Name); if (isDir ? Directory.Exists(newPath) : File.Exists(newPath)) @@ -389,10 +444,7 @@ namespace StardewModdingApi.Installer // move into mods this.PrintDebug($" Moving {entry.Name} into the game's mod directory..."); - if (isDir) - (entry as DirectoryInfo).MoveTo(newPath); - else - (entry as FileInfo).MoveTo(newPath); + this.Move(entry, newPath); } // delete if empty @@ -404,5 +456,32 @@ namespace StardewModdingApi.Installer modDir.Delete(); } } + + /// <summary>Move a filesystem entry to a new parent directory.</summary> + /// <param name="entry">The filesystem entry to move.</param> + /// <param name="newPath">The destination path.</param> + /// <remarks>We can't use <see cref="FileInfo.MoveTo"/> or <see cref="DirectoryInfo.MoveTo"/>, because those don't work across partitions.</remarks> + private void Move(FileSystemInfo entry, string newPath) + { + // file + if (entry is FileInfo) + { + FileInfo file = (FileInfo)entry; + file.CopyTo(newPath); + file.Delete(); + } + + // directory + else + { + Directory.CreateDirectory(newPath); + + DirectoryInfo directory = (DirectoryInfo)entry; + foreach (FileSystemInfo child in directory.EnumerateFileSystemInfos()) + this.Move(child, Path.Combine(newPath, child.Name)); + + directory.Delete(); + } + } } } diff --git a/src/StardewModdingAPI.Installer/StardewModdingAPI.Installer.csproj b/src/StardewModdingAPI.Installer/StardewModdingAPI.Installer.csproj index 0a33cd57..9baa0d14 100644 --- a/src/StardewModdingAPI.Installer/StardewModdingAPI.Installer.csproj +++ b/src/StardewModdingAPI.Installer/StardewModdingAPI.Installer.csproj @@ -50,6 +50,7 @@ <CopyToOutputDirectory>Always</CopyToOutputDirectory> </Content> </ItemGroup> + <Import Project="$(SolutionDir)\crossplatform.targets" /> <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> <!-- package files --> <Target Name="AfterBuild"> diff --git a/src/StardewModdingAPI.sln b/src/StardewModdingAPI.sln index d97e4645..6e13b16b 100644 --- a/src/StardewModdingAPI.sln +++ b/src/StardewModdingAPI.sln @@ -11,6 +11,7 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "metadata", "metadata", "{86 ProjectSection(SolutionItems) = preProject ..\.gitattributes = ..\.gitattributes ..\.gitignore = ..\.gitignore + crossplatform.targets = crossplatform.targets GlobalAssemblyInfo.cs = GlobalAssemblyInfo.cs ..\LICENSE = ..\LICENSE ..\README.md = ..\README.md diff --git a/src/StardewModdingAPI/Advanced/ConfigFile.cs b/src/StardewModdingAPI/Advanced/ConfigFile.cs index 1aba2f2c..1a2e6618 100644 --- a/src/StardewModdingAPI/Advanced/ConfigFile.cs +++ b/src/StardewModdingAPI/Advanced/ConfigFile.cs @@ -9,7 +9,7 @@ namespace StardewModdingAPI.Advanced /********* ** Accessors *********/ - /// <summary>Provides methods for interacting with the mod directory, including read/writing the config file.</summary> + /// <summary>Provides simplified APIs for writing mods.</summary> public IModHelper ModHelper { get; set; } /// <summary>The file path from which the model was loaded, relative to the mod directory.</summary> diff --git a/src/StardewModdingAPI/Advanced/IConfigFile.cs b/src/StardewModdingAPI/Advanced/IConfigFile.cs index 841f4c58..5bc31a88 100644 --- a/src/StardewModdingAPI/Advanced/IConfigFile.cs +++ b/src/StardewModdingAPI/Advanced/IConfigFile.cs @@ -6,7 +6,7 @@ /********* ** Accessors *********/ - /// <summary>Provides methods for interacting with the mod directory, including read/writing the config file.</summary> + /// <summary>Provides simplified APIs for writing mods.</summary> IModHelper ModHelper { get; set; } /// <summary>The file path from which the model was loaded, relative to the mod directory.</summary> diff --git a/src/StardewModdingAPI/Constants.cs b/src/StardewModdingAPI/Constants.cs index 3feb0830..f5b9e70a 100644 --- a/src/StardewModdingAPI/Constants.cs +++ b/src/StardewModdingAPI/Constants.cs @@ -26,7 +26,7 @@ namespace StardewModdingAPI ** Accessors *********/ /// <summary>SMAPI's current semantic version.</summary> - public static readonly Version Version = new Version(1, 3, 0, null); + public static readonly Version Version = new Version(1, 4, 0, null); /// <summary>The minimum supported version of Stardew Valley.</summary> public const string MinimumGameVersion = "1.1"; diff --git a/src/StardewModdingAPI/Framework/AssemblyRewriting/AssemblyTypeRewriter.cs b/src/StardewModdingAPI/Framework/AssemblyRewriting/AssemblyTypeRewriter.cs index 3459488e..9d4d6b11 100644 --- a/src/StardewModdingAPI/Framework/AssemblyRewriting/AssemblyTypeRewriter.cs +++ b/src/StardewModdingAPI/Framework/AssemblyRewriting/AssemblyTypeRewriter.cs @@ -54,7 +54,8 @@ namespace StardewModdingAPI.Framework.AssemblyRewriting /// <summary>Rewrite the types referenced by an assembly.</summary> /// <param name="assembly">The assembly to rewrite.</param> - public void RewriteAssembly(AssemblyDefinition assembly) + /// <returns>Returns whether the assembly was modified.</returns> + public bool 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 @@ -71,7 +72,7 @@ namespace StardewModdingAPI.Framework.AssemblyRewriting } } if (!shouldRewrite) - return; + return false; // add target assembly references foreach (AssemblyNameReference target in this.AssemblyMap.TargetReferences.Values) @@ -117,6 +118,7 @@ namespace StardewModdingAPI.Framework.AssemblyRewriting } method.Body.OptimizeMacros(); } + return true; } diff --git a/src/StardewModdingAPI/Framework/AssemblyRewriting/CacheEntry.cs b/src/StardewModdingAPI/Framework/AssemblyRewriting/CacheEntry.cs new file mode 100644 index 00000000..3dfbc78c --- /dev/null +++ b/src/StardewModdingAPI/Framework/AssemblyRewriting/CacheEntry.cs @@ -0,0 +1,46 @@ +using System.IO; + +namespace StardewModdingAPI.Framework.AssemblyRewriting +{ + /// <summary>Represents cached metadata for a rewritten assembly.</summary> + internal class CacheEntry + { + /********* + ** Accessors + *********/ + /// <summary>The MD5 hash for the original assembly.</summary> + public readonly string Hash; + + /// <summary>The SMAPI version used to rewrite the assembly.</summary> + public readonly string ApiVersion; + + /// <summary>Whether to use the cached assembly instead of the original assembly.</summary> + public readonly bool UseCachedAssembly; + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="hash">The MD5 hash for the original assembly.</param> + /// <param name="apiVersion">The SMAPI version used to rewrite the assembly.</param> + /// <param name="useCachedAssembly">Whether to use the cached assembly instead of the original assembly.</param> + public CacheEntry(string hash, string apiVersion, bool useCachedAssembly) + { + this.Hash = hash; + this.ApiVersion = apiVersion; + this.UseCachedAssembly = useCachedAssembly; + } + + /// <summary>Get whether the cache entry is up-to-date for the given assembly hash.</summary> + /// <param name="paths">The paths for the cached assembly.</param> + /// <param name="hash">The MD5 hash of the original assembly.</param> + /// <param name="currentVersion">The current SMAPI version.</param> + public bool IsUpToDate(CachePaths paths, string hash, Version currentVersion) + { + return hash == this.Hash + && this.ApiVersion == currentVersion.ToString() + && (!this.UseCachedAssembly || File.Exists(paths.Assembly)); + } + } +}
\ No newline at end of file |
