From 61d6ec12daee843f758e5f828a713a72a767a94b Mon Sep 17 00:00:00 2001 From: Tyler Date: Tue, 18 Oct 2022 20:03:28 -0500 Subject: add detailed manifest validation errors at build time --- src/SMAPI/Framework/ModLoading/ModResolver.cs | 98 +++------------------------ 1 file changed, 10 insertions(+), 88 deletions(-) (limited to 'src/SMAPI/Framework/ModLoading/ModResolver.cs') diff --git a/src/SMAPI/Framework/ModLoading/ModResolver.cs b/src/SMAPI/Framework/ModLoading/ModResolver.cs index fe56f4d2..352c22cc 100644 --- a/src/SMAPI/Framework/ModLoading/ModResolver.cs +++ b/src/SMAPI/Framework/ModLoading/ModResolver.cs @@ -8,7 +8,6 @@ using StardewModdingAPI.Toolkit.Framework.ModData; using StardewModdingAPI.Toolkit.Framework.ModScanning; using StardewModdingAPI.Toolkit.Framework.UpdateData; using StardewModdingAPI.Toolkit.Serialization.Models; -using StardewModdingAPI.Toolkit.Utilities; using StardewModdingAPI.Toolkit.Utilities.PathLookups; namespace StardewModdingAPI.Framework.ModLoading @@ -126,100 +125,23 @@ namespace StardewModdingAPI.Framework.ModLoading continue; } - // validate DLL / content pack fields + // check for dll if it's supposed to have one + if (!string.IsNullOrEmpty(mod.Manifest.EntryDll) && validateFilesExist) { - bool hasDll = !string.IsNullOrWhiteSpace(mod.Manifest.EntryDll); - bool isContentPack = mod.Manifest.ContentPackFor != null; - - // validate field presence - if (!hasDll && !isContentPack) + IFileLookup pathLookup = getFileLookup(mod.DirectoryPath); + FileInfo file = pathLookup.GetFile(mod.Manifest.EntryDll!); + if (!file.Exists) { - mod.SetStatus(ModMetadataStatus.Failed, ModFailReason.InvalidManifest, $"its manifest has no {nameof(IManifest.EntryDll)} or {nameof(IManifest.ContentPackFor)} field; must specify one."); - continue; - } - if (hasDll && isContentPack) - { - mod.SetStatus(ModMetadataStatus.Failed, ModFailReason.InvalidManifest, $"its manifest sets both {nameof(IManifest.EntryDll)} and {nameof(IManifest.ContentPackFor)}, which are mutually exclusive."); - continue; - } - - // validate DLL - if (hasDll) - { - // invalid filename format - if (mod.Manifest.EntryDll!.Intersect(Path.GetInvalidFileNameChars()).Any()) - { - mod.SetStatus(ModMetadataStatus.Failed, ModFailReason.InvalidManifest, $"its manifest has invalid filename '{mod.Manifest.EntryDll}' for the EntryDLL field."); - continue; - } - - // file doesn't exist - if (validateFilesExist) - { - IFileLookup pathLookup = getFileLookup(mod.DirectoryPath); - FileInfo file = pathLookup.GetFile(mod.Manifest.EntryDll!); - if (!file.Exists) - { - mod.SetStatus(ModMetadataStatus.Failed, ModFailReason.InvalidManifest, $"its DLL '{mod.Manifest.EntryDll}' doesn't exist."); - continue; - } - } - } - - // validate content pack - else - { - // invalid content pack ID - if (string.IsNullOrWhiteSpace(mod.Manifest.ContentPackFor!.UniqueID)) - { - mod.SetStatus(ModMetadataStatus.Failed, ModFailReason.InvalidManifest, $"its manifest declares {nameof(IManifest.ContentPackFor)} without its required {nameof(IManifestContentPackFor.UniqueID)} field."); - continue; - } - } - } - - // validate required fields - { - List missingFields = new List(3); - - if (string.IsNullOrWhiteSpace(mod.Manifest.Name)) - missingFields.Add(nameof(IManifest.Name)); - if (mod.Manifest.Version == null || mod.Manifest.Version.ToString() == "0.0.0") - missingFields.Add(nameof(IManifest.Version)); - if (string.IsNullOrWhiteSpace(mod.Manifest.UniqueID)) - missingFields.Add(nameof(IManifest.UniqueID)); - - if (missingFields.Any()) - { - mod.SetStatus(ModMetadataStatus.Failed, ModFailReason.InvalidManifest, $"its manifest is missing required fields ({string.Join(", ", missingFields)})."); + mod.SetStatus(ModMetadataStatus.Failed, ModFailReason.InvalidManifest, $"its DLL '{mod.Manifest.EntryDll}' doesn't exist."); continue; } } - // validate ID format - if (!PathUtilities.IsSlug(mod.Manifest.UniqueID)) - mod.SetStatus(ModMetadataStatus.Failed, ModFailReason.InvalidManifest, "its manifest specifies an invalid ID (IDs must only contain letters, numbers, underscores, periods, or hyphens)."); - - // validate dependencies - foreach (IManifestDependency? dependency in mod.Manifest.Dependencies) + // validate manifest + if (mod.Manifest is Manifest manifest && !manifest.TryValidate(out string manifestError)) { - // null dependency - if (dependency == null) - { - mod.SetStatus(ModMetadataStatus.Failed, ModFailReason.InvalidManifest, $"its manifest has a null entry under {nameof(IManifest.Dependencies)}."); - continue; - } - - // missing ID - if (string.IsNullOrWhiteSpace(dependency.UniqueID)) - { - mod.SetStatus(ModMetadataStatus.Failed, ModFailReason.InvalidManifest, $"its manifest has a {nameof(IManifest.Dependencies)} entry with no {nameof(IManifestDependency.UniqueID)} field."); - continue; - } - - // invalid ID - if (!PathUtilities.IsSlug(dependency.UniqueID)) - mod.SetStatus(ModMetadataStatus.Failed, ModFailReason.InvalidManifest, $"its manifest has a {nameof(IManifest.Dependencies)} entry with an invalid {nameof(IManifestDependency.UniqueID)} field (IDs must only contain letters, numbers, underscores, periods, or hyphens)."); + mod.SetStatus(ModMetadataStatus.Failed, ModFailReason.InvalidManifest, $"its {manifestError}"); + continue; } } -- cgit From bb2fde18292352471501887013ca2b7f60a9dc25 Mon Sep 17 00:00:00 2001 From: Michał Dolaś Date: Wed, 9 Nov 2022 17:25:25 +0100 Subject: Added ModsToLoadFirst/Last to SMAPI config, along with the implementation --- src/SMAPI/Framework/ModLoading/ModResolver.cs | 22 +++++++++++++++++----- 1 file changed, 17 insertions(+), 5 deletions(-) (limited to 'src/SMAPI/Framework/ModLoading/ModResolver.cs') diff --git a/src/SMAPI/Framework/ModLoading/ModResolver.cs b/src/SMAPI/Framework/ModLoading/ModResolver.cs index fe56f4d2..b90f9ba5 100644 --- a/src/SMAPI/Framework/ModLoading/ModResolver.cs +++ b/src/SMAPI/Framework/ModLoading/ModResolver.cs @@ -245,7 +245,9 @@ namespace StardewModdingAPI.Framework.ModLoading /// Sort the given mods by the order they should be loaded. /// The mods to process. /// Handles access to SMAPI's internal mod metadata list. - public IEnumerable ProcessDependencies(IEnumerable mods, ModDatabase modDatabase) + /// The mod IDs SMAPI should try to load first, before any other mods not included in this list. + /// The mod IDs SMAPI should try to load last, after all other mods not included in this list. + public IEnumerable ProcessDependencies(IEnumerable mods, IReadOnlyList modIdsToLoadFirst, IReadOnlyList modIdsToLoadLast, ModDatabase modDatabase) { // initialize metadata mods = mods.ToArray(); @@ -260,8 +262,18 @@ namespace StardewModdingAPI.Framework.ModLoading } // sort mods - foreach (IModMetadata mod in mods) - this.ProcessDependencies(mods.ToArray(), modDatabase, mod, states, sortedMods, new List()); + IModMetadata[] allMods = mods.ToArray(); + IModMetadata[] modsToLoadFirst = allMods.Where(m => modIdsToLoadFirst.Contains(m.Manifest.UniqueID)).ToArray(); + IModMetadata[] modsToLoadLast = allMods.Where(m => modIdsToLoadLast.Contains(m.Manifest.UniqueID)).ToArray(); + IModMetadata[] modsToLoadAsUsual = allMods.Where(m => !modsToLoadFirst.Contains(m) && !modsToLoadLast.Contains(m)).ToArray(); + + List orderSortedMods = new(); + orderSortedMods.AddRange(modsToLoadFirst); + orderSortedMods.AddRange(modsToLoadAsUsual); + orderSortedMods.AddRange(modsToLoadLast); + + foreach (IModMetadata mod in orderSortedMods) + this.ProcessDependencies(orderSortedMods, modDatabase, mod, states, sortedMods, new List()); return sortedMods.Reverse(); } @@ -278,7 +290,7 @@ namespace StardewModdingAPI.Framework.ModLoading /// The list in which to save mods sorted by dependency order. /// The current change of mod dependencies. /// Returns the mod dependency status. - private ModDependencyStatus ProcessDependencies(IModMetadata[] mods, ModDatabase modDatabase, IModMetadata mod, IDictionary states, Stack sortedMods, ICollection currentChain) + private ModDependencyStatus ProcessDependencies(IReadOnlyList mods, ModDatabase modDatabase, IModMetadata mod, IDictionary states, Stack sortedMods, ICollection currentChain) { // check if already visited switch (states[mod]) @@ -409,7 +421,7 @@ namespace StardewModdingAPI.Framework.ModLoading /// Get the dependencies declared in a manifest. /// The mod manifest. /// The loaded mods. - private IEnumerable GetDependenciesFrom(IManifest manifest, IModMetadata[] loadedMods) + private IEnumerable GetDependenciesFrom(IManifest manifest, IReadOnlyList loadedMods) { IModMetadata? FindMod(string id) => loadedMods.FirstOrDefault(m => m.HasID(id)); -- cgit From 42b4b6b6a4ae1bb59182857b383539b24b063215 Mon Sep 17 00:00:00 2001 From: Michał Dolaś Date: Wed, 9 Nov 2022 19:50:32 +0100 Subject: Renamed first/last to early/late; ignoring mods declared as both and warning about those --- src/SMAPI/Framework/ModLoading/ModResolver.cs | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) (limited to 'src/SMAPI/Framework/ModLoading/ModResolver.cs') diff --git a/src/SMAPI/Framework/ModLoading/ModResolver.cs b/src/SMAPI/Framework/ModLoading/ModResolver.cs index b90f9ba5..f9ba73c4 100644 --- a/src/SMAPI/Framework/ModLoading/ModResolver.cs +++ b/src/SMAPI/Framework/ModLoading/ModResolver.cs @@ -245,9 +245,9 @@ namespace StardewModdingAPI.Framework.ModLoading /// Sort the given mods by the order they should be loaded. /// The mods to process. /// Handles access to SMAPI's internal mod metadata list. - /// The mod IDs SMAPI should try to load first, before any other mods not included in this list. - /// The mod IDs SMAPI should try to load last, after all other mods not included in this list. - public IEnumerable ProcessDependencies(IEnumerable mods, IReadOnlyList modIdsToLoadFirst, IReadOnlyList modIdsToLoadLast, ModDatabase modDatabase) + /// The mod IDs SMAPI should try to load early, before any other mods not included in this list. + /// The mod IDs SMAPI should try to load late, after all other mods not included in this list. + public IEnumerable ProcessDependencies(IEnumerable mods, IReadOnlyList modIdsToLoadEarly, IReadOnlyList modIdsToLoadLate, ModDatabase modDatabase) { // initialize metadata mods = mods.ToArray(); @@ -263,14 +263,14 @@ namespace StardewModdingAPI.Framework.ModLoading // sort mods IModMetadata[] allMods = mods.ToArray(); - IModMetadata[] modsToLoadFirst = allMods.Where(m => modIdsToLoadFirst.Contains(m.Manifest.UniqueID)).ToArray(); - IModMetadata[] modsToLoadLast = allMods.Where(m => modIdsToLoadLast.Contains(m.Manifest.UniqueID)).ToArray(); - IModMetadata[] modsToLoadAsUsual = allMods.Where(m => !modsToLoadFirst.Contains(m) && !modsToLoadLast.Contains(m)).ToArray(); + IModMetadata[] modsToLoadEarly = allMods.Where(m => modIdsToLoadEarly.Contains(m.Manifest.UniqueID) && !modIdsToLoadLate.Contains(m.Manifest.UniqueID)).ToArray(); + IModMetadata[] modsToLoadLate = allMods.Where(m => modIdsToLoadLate.Contains(m.Manifest.UniqueID) && !modIdsToLoadEarly.Contains(m.Manifest.UniqueID)).ToArray(); + IModMetadata[] modsToLoadAsUsual = allMods.Where(m => !modsToLoadEarly.Contains(m) && !modsToLoadLate.Contains(m)).ToArray(); List orderSortedMods = new(); - orderSortedMods.AddRange(modsToLoadFirst); + orderSortedMods.AddRange(modsToLoadEarly); orderSortedMods.AddRange(modsToLoadAsUsual); - orderSortedMods.AddRange(modsToLoadLast); + orderSortedMods.AddRange(modsToLoadLate); foreach (IModMetadata mod in orderSortedMods) this.ProcessDependencies(orderSortedMods, modDatabase, mod, states, sortedMods, new List()); -- cgit From 9fd8c35b462bc19efb520da21cda66f83559a66e Mon Sep 17 00:00:00 2001 From: Michał Dolaś Date: Wed, 9 Nov 2022 20:26:50 +0100 Subject: Actually taking order into consideration --- src/SMAPI/Framework/ModLoading/ModResolver.cs | 14 ++++++++++++-- 1 file changed, 12 insertions(+), 2 deletions(-) (limited to 'src/SMAPI/Framework/ModLoading/ModResolver.cs') diff --git a/src/SMAPI/Framework/ModLoading/ModResolver.cs b/src/SMAPI/Framework/ModLoading/ModResolver.cs index f9ba73c4..8ef5e4a8 100644 --- a/src/SMAPI/Framework/ModLoading/ModResolver.cs +++ b/src/SMAPI/Framework/ModLoading/ModResolver.cs @@ -263,8 +263,18 @@ namespace StardewModdingAPI.Framework.ModLoading // sort mods IModMetadata[] allMods = mods.ToArray(); - IModMetadata[] modsToLoadEarly = allMods.Where(m => modIdsToLoadEarly.Contains(m.Manifest.UniqueID) && !modIdsToLoadLate.Contains(m.Manifest.UniqueID)).ToArray(); - IModMetadata[] modsToLoadLate = allMods.Where(m => modIdsToLoadLate.Contains(m.Manifest.UniqueID) && !modIdsToLoadEarly.Contains(m.Manifest.UniqueID)).ToArray(); + IModMetadata[] modsToLoadEarly = modIdsToLoadEarly + .Where(modId => !modIdsToLoadLate.Contains(modId)) + .Select(modId => allMods.FirstOrDefault(m => m.Manifest.UniqueID == modId)) + .Where(m => m != null) + .Select(m => m!) + .ToArray(); + IModMetadata[] modsToLoadLate = modIdsToLoadLate + .Where(modId => !modIdsToLoadEarly.Contains(modId)) + .Select(modId => allMods.FirstOrDefault(m => m.Manifest.UniqueID == modId)) + .Where(m => m != null) + .Select(m => m!) + .ToArray(); IModMetadata[] modsToLoadAsUsual = allMods.Where(m => !modsToLoadEarly.Contains(m) && !modsToLoadLate.Contains(m)).ToArray(); List orderSortedMods = new(); -- cgit From 346fddda670704c1458e42104ee7405fc1de7ccc Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Thu, 10 Nov 2022 23:27:38 -0500 Subject: move validation logic out of Manifest model This avoids tightly coupling higher logic to the implementation class, since we can validate the interface. --- src/SMAPI/Framework/ModLoading/ModResolver.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'src/SMAPI/Framework/ModLoading/ModResolver.cs') diff --git a/src/SMAPI/Framework/ModLoading/ModResolver.cs b/src/SMAPI/Framework/ModLoading/ModResolver.cs index 352c22cc..0b4fe3e9 100644 --- a/src/SMAPI/Framework/ModLoading/ModResolver.cs +++ b/src/SMAPI/Framework/ModLoading/ModResolver.cs @@ -4,6 +4,7 @@ using System.Diagnostics.CodeAnalysis; using System.IO; using System.Linq; using StardewModdingAPI.Toolkit; +using StardewModdingAPI.Toolkit.Framework; using StardewModdingAPI.Toolkit.Framework.ModData; using StardewModdingAPI.Toolkit.Framework.ModScanning; using StardewModdingAPI.Toolkit.Framework.UpdateData; @@ -138,7 +139,7 @@ namespace StardewModdingAPI.Framework.ModLoading } // validate manifest - if (mod.Manifest is Manifest manifest && !manifest.TryValidate(out string manifestError)) + if (!ManifestValidator.TryValidate(mod.Manifest, out string manifestError)) { mod.SetStatus(ModMetadataStatus.Failed, ModFailReason.InvalidManifest, $"its {manifestError}"); continue; -- cgit From 867afdd96ff8896dc81fdab204cf045713d32d91 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Thu, 10 Nov 2022 23:27:38 -0500 Subject: tweak new code --- src/SMAPI/Framework/ModLoading/ModResolver.cs | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) (limited to 'src/SMAPI/Framework/ModLoading/ModResolver.cs') diff --git a/src/SMAPI/Framework/ModLoading/ModResolver.cs b/src/SMAPI/Framework/ModLoading/ModResolver.cs index 0b4fe3e9..9db9db99 100644 --- a/src/SMAPI/Framework/ModLoading/ModResolver.cs +++ b/src/SMAPI/Framework/ModLoading/ModResolver.cs @@ -126,7 +126,14 @@ namespace StardewModdingAPI.Framework.ModLoading continue; } - // check for dll if it's supposed to have one + // validate manifest format + if (!ManifestValidator.TryValidateFields(mod.Manifest, out string manifestError)) + { + mod.SetStatus(ModMetadataStatus.Failed, ModFailReason.InvalidManifest, $"its {manifestError}"); + continue; + } + + // check that DLL exists if applicable if (!string.IsNullOrEmpty(mod.Manifest.EntryDll) && validateFilesExist) { IFileLookup pathLookup = getFileLookup(mod.DirectoryPath); @@ -137,13 +144,6 @@ namespace StardewModdingAPI.Framework.ModLoading continue; } } - - // validate manifest - if (!ManifestValidator.TryValidate(mod.Manifest, out string manifestError)) - { - mod.SetStatus(ModMetadataStatus.Failed, ModFailReason.InvalidManifest, $"its {manifestError}"); - continue; - } } // validate IDs are unique -- cgit From 0629f19698c9920e2988d96f316d227f97932df8 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Fri, 11 Nov 2022 01:22:45 -0500 Subject: change new fields to hash sets & simplify sorting This makes the mod IDs case-insensitive (like the 'SuppressUpdateChecks' field), fixes a build error in unit tests, and avoids re-scanning the mod list multiple times. --- src/SMAPI/Framework/ModLoading/ModResolver.cs | 50 +++++++++++++-------------- 1 file changed, 25 insertions(+), 25 deletions(-) (limited to 'src/SMAPI/Framework/ModLoading/ModResolver.cs') diff --git a/src/SMAPI/Framework/ModLoading/ModResolver.cs b/src/SMAPI/Framework/ModLoading/ModResolver.cs index 8ef5e4a8..1080a888 100644 --- a/src/SMAPI/Framework/ModLoading/ModResolver.cs +++ b/src/SMAPI/Framework/ModLoading/ModResolver.cs @@ -242,12 +242,32 @@ namespace StardewModdingAPI.Framework.ModLoading } } + /// Apply preliminary overrides to the load order based on the SMAPI configuration. + /// The mods to process. + /// The mod IDs SMAPI should load before any other mods (except those needed to load them). + /// The mod IDs SMAPI should load after any other mods. + public IModMetadata[] ApplyLoadOrderOverrides(IModMetadata[] mods, HashSet modIdsToLoadEarly, HashSet modIdsToLoadLate) + { + if (!modIdsToLoadEarly.Any() && !modIdsToLoadLate.Any()) + return mods; + + return mods + .OrderBy(mod => + { + string id = mod.Manifest.UniqueID; + if (modIdsToLoadEarly.Contains(id)) + return -1; + if (modIdsToLoadLate.Contains(id)) + return 1; + return 0; + }) + .ToArray(); + } + /// Sort the given mods by the order they should be loaded. /// The mods to process. /// Handles access to SMAPI's internal mod metadata list. - /// The mod IDs SMAPI should try to load early, before any other mods not included in this list. - /// The mod IDs SMAPI should try to load late, after all other mods not included in this list. - public IEnumerable ProcessDependencies(IEnumerable mods, IReadOnlyList modIdsToLoadEarly, IReadOnlyList modIdsToLoadLate, ModDatabase modDatabase) + public IEnumerable ProcessDependencies(IReadOnlyList mods, ModDatabase modDatabase) { // initialize metadata mods = mods.ToArray(); @@ -262,28 +282,8 @@ namespace StardewModdingAPI.Framework.ModLoading } // sort mods - IModMetadata[] allMods = mods.ToArray(); - IModMetadata[] modsToLoadEarly = modIdsToLoadEarly - .Where(modId => !modIdsToLoadLate.Contains(modId)) - .Select(modId => allMods.FirstOrDefault(m => m.Manifest.UniqueID == modId)) - .Where(m => m != null) - .Select(m => m!) - .ToArray(); - IModMetadata[] modsToLoadLate = modIdsToLoadLate - .Where(modId => !modIdsToLoadEarly.Contains(modId)) - .Select(modId => allMods.FirstOrDefault(m => m.Manifest.UniqueID == modId)) - .Where(m => m != null) - .Select(m => m!) - .ToArray(); - IModMetadata[] modsToLoadAsUsual = allMods.Where(m => !modsToLoadEarly.Contains(m) && !modsToLoadLate.Contains(m)).ToArray(); - - List orderSortedMods = new(); - orderSortedMods.AddRange(modsToLoadEarly); - orderSortedMods.AddRange(modsToLoadAsUsual); - orderSortedMods.AddRange(modsToLoadLate); - - foreach (IModMetadata mod in orderSortedMods) - this.ProcessDependencies(orderSortedMods, modDatabase, mod, states, sortedMods, new List()); + foreach (IModMetadata mod in mods) + this.ProcessDependencies(mods, modDatabase, mod, states, sortedMods, new List()); return sortedMods.Reverse(); } -- cgit From c1e3b25dcaff2406fa1e3a457c1ba9c0f8ecda7f Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Fri, 11 Nov 2022 21:43:42 -0500 Subject: fix load-early/late mods not correctly sorted relative to others in the same list --- src/SMAPI/Framework/ModLoading/ModResolver.cs | 14 ++++++++++---- 1 file changed, 10 insertions(+), 4 deletions(-) (limited to 'src/SMAPI/Framework/ModLoading/ModResolver.cs') diff --git a/src/SMAPI/Framework/ModLoading/ModResolver.cs b/src/SMAPI/Framework/ModLoading/ModResolver.cs index 96975e05..cb62e16f 100644 --- a/src/SMAPI/Framework/ModLoading/ModResolver.cs +++ b/src/SMAPI/Framework/ModLoading/ModResolver.cs @@ -174,14 +174,20 @@ namespace StardewModdingAPI.Framework.ModLoading if (!modIdsToLoadEarly.Any() && !modIdsToLoadLate.Any()) return mods; + string[] earlyArray = modIdsToLoadEarly.ToArray(); + string[] lateArray = modIdsToLoadLate.ToArray(); + return mods .OrderBy(mod => { string id = mod.Manifest.UniqueID; - if (modIdsToLoadEarly.Contains(id)) - return -1; - if (modIdsToLoadLate.Contains(id)) - return 1; + + if (modIdsToLoadEarly.TryGetValue(id, out string? actualId)) + return -int.MaxValue + Array.IndexOf(earlyArray, actualId); + + if (modIdsToLoadLate.TryGetValue(id, out actualId)) + return int.MaxValue - Array.IndexOf(lateArray, actualId); + return 0; }) .ToArray(); -- cgit