From 1c7dfb519dd4238336a9a29d677219563e898dc7 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Tue, 10 Oct 2017 22:33:45 -0400 Subject: move validation back into .targets for MonoDevelop compatibility --- .../BuildTasks/DeployModTask.cs | 151 --------------------- 1 file changed, 151 deletions(-) delete mode 100644 src/SMAPI.ModBuildConfig/BuildTasks/DeployModTask.cs (limited to 'src/SMAPI.ModBuildConfig/BuildTasks/DeployModTask.cs') diff --git a/src/SMAPI.ModBuildConfig/BuildTasks/DeployModTask.cs b/src/SMAPI.ModBuildConfig/BuildTasks/DeployModTask.cs deleted file mode 100644 index 433e602f..00000000 --- a/src/SMAPI.ModBuildConfig/BuildTasks/DeployModTask.cs +++ /dev/null @@ -1,151 +0,0 @@ -using System; -using System.Collections.Generic; -using System.IO; -using System.IO.Compression; -using Microsoft.Build.Framework; -using Microsoft.Build.Utilities; -using StardewModdingAPI.ModBuildConfig.Framework; - -namespace StardewModdingAPI.ModBuildConfig.BuildTasks -{ - /// A build task which deploys the mod files and prepares a release zip. - public class DeployModTask : Task - { - /********* - ** Accessors - *********/ - /// The name of the mod folder. - [Required] - public string ModFolderName { get; set; } - - /// The absolute or relative path to the folder which should contain the generated zip file. - [Required] - public string ModZipPath { get; set; } - - /// The folder containing the project files. - [Required] - public string ProjectDir { get; set; } - - /// The folder containing the build output. - [Required] - public string TargetDir { get; set; } - - /// The folder containing the game files. - [Required] - public string GameDir { get; set; } - - /// Whether to enable copying the mod files into the game's Mods folder. - [Required] - public bool EnableModDeploy { get; set; } - - /// Whether to enable the release zip. - [Required] - public bool EnableModZip { get; set; } - - - /********* - ** Public methods - *********/ - /// When overridden in a derived class, executes the task. - /// true if the task successfully executed; otherwise, false. - public override bool Execute() - { - if (!this.EnableModDeploy && !this.EnableModZip) - return true; // nothing to do - - try - { - // get mod info - ModFileManager package = new ModFileManager(this.ProjectDir, this.TargetDir); - - // deploy mod files - if (this.EnableModDeploy) - { - string outputPath = Path.Combine(this.GameDir, "Mods", this.EscapeInvalidFilenameCharacters(this.ModFolderName)); - this.Log.LogMessage(MessageImportance.High, $"The mod build package is copying the mod files to {outputPath}..."); - this.CreateModFolder(package.GetFiles(), outputPath); - } - - // create release zip - if (this.EnableModZip) - { - this.Log.LogMessage(MessageImportance.High, $"The mod build package is generating a release zip at {this.ModZipPath} for {this.ModFolderName}..."); - this.CreateReleaseZip(package.GetFiles(), this.ModFolderName, package.GetManifestVersion(), this.ModZipPath); - } - - return true; - } - catch (UserErrorException ex) - { - this.Log.LogErrorFromException(ex); - return false; - } - catch (Exception ex) - { - this.Log.LogError($"The mod build package failed trying to deploy the mod.\n{ex}"); - return false; - } - } - - - /********* - ** Private methods - *********/ - /// Copy the mod files into the game's mod folder. - /// The files to include. - /// The folder path to create with the mod files. - private void CreateModFolder(IDictionary files, string modFolderPath) - { - Directory.CreateDirectory(modFolderPath); - foreach (var entry in files) - { - string fromPath = entry.Value.FullName; - string toPath = Path.Combine(modFolderPath, entry.Key); - File.Copy(fromPath, toPath, overwrite: true); - } - } - - /// Create a release zip in the recommended format for uploading to mod sites. - /// The files to include. - /// The name of the mod. - /// The mod version string. - /// The absolute or relative path to the folder which should contain the generated zip file. - private void CreateReleaseZip(IDictionary files, string modName, string modVersion, string outputFolderPath) - { - // get names - string zipName = this.EscapeInvalidFilenameCharacters($"{modName} {modVersion}.zip"); - string folderName = this.EscapeInvalidFilenameCharacters(modName); - string zipPath = Path.Combine(outputFolderPath, zipName); - - // create zip file - Directory.CreateDirectory(outputFolderPath); - using (Stream zipStream = new FileStream(zipPath, FileMode.Create, FileAccess.Write)) - using (ZipArchive archive = new ZipArchive(zipStream, ZipArchiveMode.Create)) - { - foreach (var fileEntry in files) - { - string relativePath = fileEntry.Key; - FileInfo file = fileEntry.Value; - - // get file info - string filePath = file.FullName; - string entryName = folderName + '/' + relativePath.Replace(Path.DirectorySeparatorChar, '/'); - - // add to zip - using (Stream fileStream = new FileStream(filePath, FileMode.Open, FileAccess.Read)) - using (Stream fileStreamInZip = archive.CreateEntry(entryName).Open()) - fileStream.CopyTo(fileStreamInZip); - } - } - } - - /// Get a copy of a filename with all invalid filename characters substituted. - /// The filename. - private string EscapeInvalidFilenameCharacters(string name) - { - foreach (char invalidChar in Path.GetInvalidFileNameChars()) - name = name.Replace(invalidChar, '.'); - return name; - } - } -} -- cgit