From 0c191eb32c41ffedd321951cda70b521e9b51c96 Mon Sep 17 00:00:00 2001 From: atravita-mods <94934860+atravita-mods@users.noreply.github.com> Date: Sat, 15 Oct 2022 08:36:24 -0400 Subject: make asset name comparing lazy. --- src/SMAPI/Framework/Content/AssetName.cs | 108 ++++++++++++++++++++++--------- 1 file changed, 78 insertions(+), 30 deletions(-) (limited to 'src/SMAPI/Framework') diff --git a/src/SMAPI/Framework/Content/AssetName.cs b/src/SMAPI/Framework/Content/AssetName.cs index 148354a1..05e1d1c2 100644 --- a/src/SMAPI/Framework/Content/AssetName.cs +++ b/src/SMAPI/Framework/Content/AssetName.cs @@ -1,7 +1,11 @@ using System; using StardewModdingAPI.Toolkit.Utilities; +using StardewModdingAPI.Utilities.AssetPathUtilities; + using StardewValley; +using ToolkitPathUtilities = StardewModdingAPI.Toolkit.Utilities.PathUtilities; + namespace StardewModdingAPI.Framework.Content { /// An asset name that can be loaded through the content pipeline. @@ -94,10 +98,28 @@ namespace StardewModdingAPI.Framework.Content if (string.IsNullOrWhiteSpace(assetName)) return false; - assetName = PathUtilities.NormalizeAssetName(assetName); + AssetPartYielder compareTo = new(useBaseName ? this.BaseName : this.Name); + AssetPartYielder compareFrom = new(assetName); + + while (true) + { + bool otherHasMore = compareFrom.MoveNext(); + bool iHaveMore = compareTo.MoveNext(); + + // neither of us have any more to yield, I'm done. + if (!otherHasMore && !iHaveMore) + return true; + + // One of us has more but the other doesn't, this isn't a match. + if (otherHasMore ^ iHaveMore) + return false; - string compareTo = useBaseName ? this.BaseName : this.Name; - return compareTo.Equals(assetName, StringComparison.OrdinalIgnoreCase); + // My next bit doesn't match their next bit, this isn't a match. + if (!compareTo.Current.Equals(compareFrom.Current, StringComparison.OrdinalIgnoreCase)) + return false; + + // continue checking. + } } /// @@ -119,43 +141,69 @@ namespace StardewModdingAPI.Framework.Content if (prefix is null) return false; - string rawTrimmed = prefix.Trim(); + ReadOnlySpan trimmed = prefix.AsSpan().Trim(); + + // just because most ReadOnlySpan/Span APIs expect a ReadOnlySpan/Span, easier to read. + ReadOnlySpan seperators = new(ToolkitPathUtilities.PossiblePathSeparators); - // asset keys can't have a leading slash, but NormalizeAssetName will trim them - if (rawTrimmed.StartsWith('/') || rawTrimmed.StartsWith('\\')) + // asset keys can't have a leading slash, but AssetPathYielder won't yield that. + if (seperators.Contains(trimmed[0])) return false; - // normalize prefix + if (trimmed.Length == 0) + return true; + + AssetPartYielder compareTo = new(this.Name); + AssetPartYielder compareFrom = new(trimmed); + + while (true) { - string normalized = PathUtilities.NormalizeAssetName(prefix); + bool otherHasMore = compareFrom.MoveNext(); + bool iHaveMore = compareTo.MoveNext(); - // keep trailing slash - if (rawTrimmed.EndsWith('/') || rawTrimmed.EndsWith('\\')) - normalized += PathUtilities.PreferredAssetSeparator; + // Neither of us have any more to yield, I'm done. + if (!otherHasMore && !iHaveMore) + return true; - prefix = normalized; - } + // the prefix is actually longer than the asset name, this can't be true. + if (otherHasMore && !iHaveMore) + return false; - // compare - if (prefix.Length == 0) - return true; + // they're done, I have more. (These are going to be word boundaries, I don't need to check that). + if (!otherHasMore && iHaveMore) + { + return allowSubfolder || !compareTo.Remainder.Contains(seperators, StringComparison.Ordinal); + } - return - this.Name.StartsWith(prefix, StringComparison.OrdinalIgnoreCase) - && ( - allowPartialWord - || this.Name.Length == prefix.Length - || !char.IsLetterOrDigit(prefix[^1]) // last character in suffix is word separator - || !char.IsLetterOrDigit(this.Name[prefix.Length]) // or first character after it is - ) - && ( - allowSubfolder - || this.Name.Length == prefix.Length - || !this.Name[prefix.Length..].Contains(PathUtilities.PreferredAssetSeparator) - ); + // check my next segment against theirs. + if (otherHasMore && iHaveMore) + { + // my next segment doesn't match theirs. + if (!compareTo.Current.StartsWith(compareFrom.Current, StringComparison.OrdinalIgnoreCase)) + return false; + + // my next segment starts with theirs but isn't an exact match. + if (compareTo.Current.Length != compareFrom.Current.Length) + { + // something like "Maps/" would require an exact match. + if (seperators.Contains(trimmed[^1])) + return false; + + // check for partial word. + if (!allowPartialWord + && char.IsLetterOrDigit(compareFrom.Current[^1]) // last character in suffix is not word separator + && char.IsLetterOrDigit(compareTo.Current[compareFrom.Current.Length]) // and the first character after it isn't either. + ) + return false; + + return allowSubfolder || !compareTo.Remainder.Contains(seperators, StringComparison.Ordinal); + } + + // exact matches should continue checking. + } + } } - /// public bool IsDirectlyUnderPath(string? assetFolder) { -- cgit From 70cde89480e43bb1369c1063c7b19f757784f269 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Sun, 16 Oct 2022 14:41:45 -0400 Subject: tweak naming in new code --- src/SMAPI/Framework/Content/AssetName.cs | 52 +++++++++++++++----------------- 1 file changed, 25 insertions(+), 27 deletions(-) (limited to 'src/SMAPI/Framework') diff --git a/src/SMAPI/Framework/Content/AssetName.cs b/src/SMAPI/Framework/Content/AssetName.cs index 05e1d1c2..d7ee6dba 100644 --- a/src/SMAPI/Framework/Content/AssetName.cs +++ b/src/SMAPI/Framework/Content/AssetName.cs @@ -1,9 +1,7 @@ using System; using StardewModdingAPI.Toolkit.Utilities; using StardewModdingAPI.Utilities.AssetPathUtilities; - using StardewValley; - using ToolkitPathUtilities = StardewModdingAPI.Toolkit.Utilities.PathUtilities; namespace StardewModdingAPI.Framework.Content @@ -98,24 +96,24 @@ namespace StardewModdingAPI.Framework.Content if (string.IsNullOrWhiteSpace(assetName)) return false; - AssetPartYielder compareTo = new(useBaseName ? this.BaseName : this.Name); - AssetPartYielder compareFrom = new(assetName); - + AssetNamePartEnumerator curParts = new(useBaseName ? this.BaseName : this.Name); + AssetNamePartEnumerator otherParts = new(assetName); + while (true) { - bool otherHasMore = compareFrom.MoveNext(); - bool iHaveMore = compareTo.MoveNext(); + bool otherHasMore = otherParts.MoveNext(); + bool curHasMore = curParts.MoveNext(); // neither of us have any more to yield, I'm done. - if (!otherHasMore && !iHaveMore) + if (!otherHasMore && !curHasMore) return true; // One of us has more but the other doesn't, this isn't a match. - if (otherHasMore ^ iHaveMore) + if (otherHasMore ^ curHasMore) return false; // My next bit doesn't match their next bit, this isn't a match. - if (!compareTo.Current.Equals(compareFrom.Current, StringComparison.OrdinalIgnoreCase)) + if (!curParts.Current.Equals(otherParts.Current, StringComparison.OrdinalIgnoreCase)) return false; // continue checking. @@ -144,59 +142,59 @@ namespace StardewModdingAPI.Framework.Content ReadOnlySpan trimmed = prefix.AsSpan().Trim(); // just because most ReadOnlySpan/Span APIs expect a ReadOnlySpan/Span, easier to read. - ReadOnlySpan seperators = new(ToolkitPathUtilities.PossiblePathSeparators); + ReadOnlySpan pathSeparators = new(ToolkitPathUtilities.PossiblePathSeparators); // asset keys can't have a leading slash, but AssetPathYielder won't yield that. - if (seperators.Contains(trimmed[0])) + if (pathSeparators.Contains(trimmed[0])) return false; if (trimmed.Length == 0) return true; - AssetPartYielder compareTo = new(this.Name); - AssetPartYielder compareFrom = new(trimmed); + AssetNamePartEnumerator curParts = new(this.Name); + AssetNamePartEnumerator prefixParts = new(trimmed); while (true) { - bool otherHasMore = compareFrom.MoveNext(); - bool iHaveMore = compareTo.MoveNext(); + bool prefixHasMore = prefixParts.MoveNext(); + bool curHasMore = curParts.MoveNext(); // Neither of us have any more to yield, I'm done. - if (!otherHasMore && !iHaveMore) + if (!prefixHasMore && !curHasMore) return true; // the prefix is actually longer than the asset name, this can't be true. - if (otherHasMore && !iHaveMore) + if (prefixHasMore && !curHasMore) return false; // they're done, I have more. (These are going to be word boundaries, I don't need to check that). - if (!otherHasMore && iHaveMore) + if (!prefixHasMore && curHasMore) { - return allowSubfolder || !compareTo.Remainder.Contains(seperators, StringComparison.Ordinal); + return allowSubfolder || !curParts.Remainder.Contains(pathSeparators, StringComparison.Ordinal); } // check my next segment against theirs. - if (otherHasMore && iHaveMore) + if (prefixHasMore && curHasMore) { // my next segment doesn't match theirs. - if (!compareTo.Current.StartsWith(compareFrom.Current, StringComparison.OrdinalIgnoreCase)) + if (!curParts.Current.StartsWith(prefixParts.Current, StringComparison.OrdinalIgnoreCase)) return false; // my next segment starts with theirs but isn't an exact match. - if (compareTo.Current.Length != compareFrom.Current.Length) + if (curParts.Current.Length != prefixParts.Current.Length) { // something like "Maps/" would require an exact match. - if (seperators.Contains(trimmed[^1])) + if (pathSeparators.Contains(trimmed[^1])) return false; // check for partial word. if (!allowPartialWord - && char.IsLetterOrDigit(compareFrom.Current[^1]) // last character in suffix is not word separator - && char.IsLetterOrDigit(compareTo.Current[compareFrom.Current.Length]) // and the first character after it isn't either. + && char.IsLetterOrDigit(prefixParts.Current[^1]) // last character in suffix is not word separator + && char.IsLetterOrDigit(curParts.Current[prefixParts.Current.Length]) // and the first character after it isn't either. ) return false; - return allowSubfolder || !compareTo.Remainder.Contains(seperators, StringComparison.Ordinal); + return allowSubfolder || !curParts.Remainder.Contains(pathSeparators, StringComparison.Ordinal); } // exact matches should continue checking. -- cgit From 4e3b2810e6951b72bdf5c5cbdd23a079d53a4c96 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Sun, 16 Oct 2022 14:41:45 -0400 Subject: fix index-out-of-range error when StartsWith prefix is empty --- src/SMAPI/Framework/Content/AssetName.cs | 14 ++++++-------- 1 file changed, 6 insertions(+), 8 deletions(-) (limited to 'src/SMAPI/Framework') diff --git a/src/SMAPI/Framework/Content/AssetName.cs b/src/SMAPI/Framework/Content/AssetName.cs index d7ee6dba..c0572105 100644 --- a/src/SMAPI/Framework/Content/AssetName.cs +++ b/src/SMAPI/Framework/Content/AssetName.cs @@ -139,21 +139,19 @@ namespace StardewModdingAPI.Framework.Content if (prefix is null) return false; + // get initial values ReadOnlySpan trimmed = prefix.AsSpan().Trim(); + if (trimmed.Length == 0) + return true; + ReadOnlySpan pathSeparators = new(ToolkitPathUtilities.PossiblePathSeparators); // just to simplify calling other span APIs - // just because most ReadOnlySpan/Span APIs expect a ReadOnlySpan/Span, easier to read. - ReadOnlySpan pathSeparators = new(ToolkitPathUtilities.PossiblePathSeparators); - - // asset keys can't have a leading slash, but AssetPathYielder won't yield that. + // asset keys can't have a leading slash, but AssetPathYielder will trim them if (pathSeparators.Contains(trimmed[0])) return false; - if (trimmed.Length == 0) - return true; - + // compare segments AssetNamePartEnumerator curParts = new(this.Name); AssetNamePartEnumerator prefixParts = new(trimmed); - while (true) { bool prefixHasMore = prefixParts.MoveNext(); -- cgit From 5d30b47e1e903f7ceb53116528255934c238e5ba Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Sun, 16 Oct 2022 14:41:46 -0400 Subject: fix IsEquivalentTo no longer ignoring surrounding whitespace --- src/SMAPI/Framework/Content/AssetName.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/SMAPI/Framework') diff --git a/src/SMAPI/Framework/Content/AssetName.cs b/src/SMAPI/Framework/Content/AssetName.cs index c0572105..6220ea61 100644 --- a/src/SMAPI/Framework/Content/AssetName.cs +++ b/src/SMAPI/Framework/Content/AssetName.cs @@ -97,7 +97,7 @@ namespace StardewModdingAPI.Framework.Content return false; AssetNamePartEnumerator curParts = new(useBaseName ? this.BaseName : this.Name); - AssetNamePartEnumerator otherParts = new(assetName); + AssetNamePartEnumerator otherParts = new(assetName.AsSpan().Trim()); while (true) { -- cgit From 573f732c2a2118d7a4848151764df6bef1a47008 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Sun, 16 Oct 2022 14:41:46 -0400 Subject: reduce sequential bool checks a bit --- src/SMAPI/Framework/Content/AssetName.cs | 77 +++++++++++++++----------------- 1 file changed, 37 insertions(+), 40 deletions(-) (limited to 'src/SMAPI/Framework') diff --git a/src/SMAPI/Framework/Content/AssetName.cs b/src/SMAPI/Framework/Content/AssetName.cs index 6220ea61..bdb79dde 100644 --- a/src/SMAPI/Framework/Content/AssetName.cs +++ b/src/SMAPI/Framework/Content/AssetName.cs @@ -101,22 +101,20 @@ namespace StardewModdingAPI.Framework.Content while (true) { - bool otherHasMore = otherParts.MoveNext(); bool curHasMore = curParts.MoveNext(); + bool otherHasMore = otherParts.MoveNext(); - // neither of us have any more to yield, I'm done. - if (!otherHasMore && !curHasMore) - return true; - - // One of us has more but the other doesn't, this isn't a match. - if (otherHasMore ^ curHasMore) + // mismatch: lengths differ + if (otherHasMore != curHasMore) return false; - // My next bit doesn't match their next bit, this isn't a match. + // match: both reached the end without a mismatch + if (!curHasMore) + return true; + + // mismatch: current segment is different if (!curParts.Current.Equals(otherParts.Current, StringComparison.OrdinalIgnoreCase)) return false; - - // continue checking. } } @@ -154,48 +152,47 @@ namespace StardewModdingAPI.Framework.Content AssetNamePartEnumerator prefixParts = new(trimmed); while (true) { - bool prefixHasMore = prefixParts.MoveNext(); bool curHasMore = curParts.MoveNext(); + bool prefixHasMore = prefixParts.MoveNext(); - // Neither of us have any more to yield, I'm done. - if (!prefixHasMore && !curHasMore) - return true; - - // the prefix is actually longer than the asset name, this can't be true. - if (prefixHasMore && !curHasMore) - return false; - - // they're done, I have more. (These are going to be word boundaries, I don't need to check that). - if (!prefixHasMore && curHasMore) + // reached end of prefix or asset name + if (prefixHasMore != curHasMore) { + // mismatch: prefix is longer + if (prefixHasMore) + return false; + + // possible match: all prefix segments matched return allowSubfolder || !curParts.Remainder.Contains(pathSeparators, StringComparison.Ordinal); } - // check my next segment against theirs. - if (prefixHasMore && curHasMore) + // match: previous segments matched exactly and both reached the end + if (!prefixHasMore) + return true; + + // compare segment + if (curParts.Current.Length == prefixParts.Current.Length) + { + // mismatch: segments aren't equivalent + if (!curParts.Current.Equals(prefixParts.Current, StringComparison.OrdinalIgnoreCase)) + return false; + } + else { - // my next segment doesn't match theirs. + // mismatch: cur segment doesn't start with prefix if (!curParts.Current.StartsWith(prefixParts.Current, StringComparison.OrdinalIgnoreCase)) return false; - // my next segment starts with theirs but isn't an exact match. - if (curParts.Current.Length != prefixParts.Current.Length) - { - // something like "Maps/" would require an exact match. - if (pathSeparators.Contains(trimmed[^1])) - return false; - - // check for partial word. - if (!allowPartialWord - && char.IsLetterOrDigit(prefixParts.Current[^1]) // last character in suffix is not word separator - && char.IsLetterOrDigit(curParts.Current[prefixParts.Current.Length]) // and the first character after it isn't either. - ) - return false; + // mismatch: something like "Maps/" would need an exact match + if (pathSeparators.Contains(trimmed[^1])) + return false; - return allowSubfolder || !curParts.Remainder.Contains(pathSeparators, StringComparison.Ordinal); - } + // mismatch: partial word match not allowed, and the first or last letter of the suffix isn't a word separator + if (!allowPartialWord && char.IsLetterOrDigit(prefixParts.Current[^1]) && char.IsLetterOrDigit(curParts.Current[prefixParts.Current.Length])) + return false; - // exact matches should continue checking. + // possible match + return allowSubfolder || !curParts.Remainder.Contains(pathSeparators, StringComparison.Ordinal); } } } -- cgit From 4dcc6904b9e72ac3567dfafe3824c2de48218b58 Mon Sep 17 00:00:00 2001 From: atravita-mods <94934860+atravita-mods@users.noreply.github.com> Date: Sun, 16 Oct 2022 18:04:19 -0400 Subject: fix issues with subfolders --- src/SMAPI/Framework/Content/AssetName.cs | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'src/SMAPI/Framework') diff --git a/src/SMAPI/Framework/Content/AssetName.cs b/src/SMAPI/Framework/Content/AssetName.cs index bdb79dde..9d59f222 100644 --- a/src/SMAPI/Framework/Content/AssetName.cs +++ b/src/SMAPI/Framework/Content/AssetName.cs @@ -162,8 +162,8 @@ namespace StardewModdingAPI.Framework.Content if (prefixHasMore) return false; - // possible match: all prefix segments matched - return allowSubfolder || !curParts.Remainder.Contains(pathSeparators, StringComparison.Ordinal); + // possible match: all prefix segments matched. + return allowSubfolder || (pathSeparators.Contains(trimmed[^1]) ? curParts.Remainder.Length == 0 : curParts.Current.Length == 0); } // match: previous segments matched exactly and both reached the end @@ -192,7 +192,7 @@ namespace StardewModdingAPI.Framework.Content return false; // possible match - return allowSubfolder || !curParts.Remainder.Contains(pathSeparators, StringComparison.Ordinal); + return allowSubfolder || (pathSeparators.Contains(trimmed[^1]) ? curParts.Remainder.IndexOfAny(ToolkitPathUtilities.PossiblePathSeparators) < 0 : curParts.Remainder.Length == 0); } } } @@ -203,7 +203,7 @@ namespace StardewModdingAPI.Framework.Content if (assetFolder is null) return false; - return this.StartsWith(assetFolder + "/", allowPartialWord: false, allowSubfolder: false); + return this.StartsWith(assetFolder + ToolkitPathUtilities.PreferredPathSeparator, allowPartialWord: false, allowSubfolder: false); } /// -- cgit From b99dbf53bda9dc1178a3b6e8cbafea609f3ee6dc Mon Sep 17 00:00:00 2001 From: atravita-mods <94934860+atravita-mods@users.noreply.github.com> Date: Tue, 18 Oct 2022 18:58:41 -0400 Subject: fix this case. --- src/SMAPI/Framework/Content/AssetName.cs | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'src/SMAPI/Framework') diff --git a/src/SMAPI/Framework/Content/AssetName.cs b/src/SMAPI/Framework/Content/AssetName.cs index 9d59f222..7b87c0c5 100644 --- a/src/SMAPI/Framework/Content/AssetName.cs +++ b/src/SMAPI/Framework/Content/AssetName.cs @@ -179,6 +179,10 @@ namespace StardewModdingAPI.Framework.Content } else { + // mismatch: prefix has more beyond this, and this segment isn't an exact match + if (prefixParts.Remainder.Length != 0) + return false; + // mismatch: cur segment doesn't start with prefix if (!curParts.Current.StartsWith(prefixParts.Current, StringComparison.OrdinalIgnoreCase)) return false; -- cgit 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') 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 +++++++++++++++++----- src/SMAPI/Framework/Models/SConfig.cs | 12 +++++++++++- src/SMAPI/Framework/SCore.cs | 10 +++++++++- 3 files changed, 37 insertions(+), 7 deletions(-) (limited to 'src/SMAPI/Framework') 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)); diff --git a/src/SMAPI/Framework/Models/SConfig.cs b/src/SMAPI/Framework/Models/SConfig.cs index bceb0940..ddd721d5 100644 --- a/src/SMAPI/Framework/Models/SConfig.cs +++ b/src/SMAPI/Framework/Models/SConfig.cs @@ -82,6 +82,12 @@ namespace StardewModdingAPI.Framework.Models /// The mod IDs SMAPI should ignore when performing update checks or validating update keys. public HashSet SuppressUpdateChecks { get; set; } + /// The mod IDs SMAPI should try to load first, before any other mods not included in this list. + public List ModsToLoadFirst { get; set; } + + /// The mod IDs SMAPI should try to load last, after all other mods not included in this list. + public List ModsToLoadLast { get; set; } + /******** ** Public methods @@ -100,7 +106,9 @@ namespace StardewModdingAPI.Framework.Models /// The colors to use for text written to the SMAPI console. /// Whether to prevent mods from enabling Harmony's debug mode, which impacts performance and creates a file on your desktop. Debug mode should never be enabled by a released mod. /// The mod IDs SMAPI should ignore when performing update checks or validating update keys. - public SConfig(bool developerMode, bool? checkForUpdates, bool? paranoidWarnings, bool? useBetaChannel, string gitHubProjectName, string webApiBaseUrl, string[]? verboseLogging, bool? rewriteMods, bool? useCaseInsensitivePaths, bool? logNetworkTraffic, ColorSchemeConfig consoleColors, bool? suppressHarmonyDebugMode, string[]? suppressUpdateChecks) + /// 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 SConfig(bool developerMode, bool? checkForUpdates, bool? paranoidWarnings, bool? useBetaChannel, string gitHubProjectName, string webApiBaseUrl, string[]? verboseLogging, bool? rewriteMods, bool? useCaseInsensitivePaths, bool? logNetworkTraffic, ColorSchemeConfig consoleColors, bool? suppressHarmonyDebugMode, string[]? suppressUpdateChecks, string[]? modsToLoadFirst, string[]? modsToLoadLast) { this.DeveloperMode = developerMode; this.CheckForUpdates = checkForUpdates ?? (bool)SConfig.DefaultValues[nameof(this.CheckForUpdates)]; @@ -115,6 +123,8 @@ namespace StardewModdingAPI.Framework.Models this.ConsoleColors = consoleColors; this.SuppressHarmonyDebugMode = suppressHarmonyDebugMode ?? (bool)SConfig.DefaultValues[nameof(this.SuppressHarmonyDebugMode)]; this.SuppressUpdateChecks = new HashSet(suppressUpdateChecks ?? Array.Empty(), StringComparer.OrdinalIgnoreCase); + this.ModsToLoadFirst = new List(modsToLoadFirst ?? Array.Empty()); + this.ModsToLoadLast = new List(modsToLoadLast ?? Array.Empty()); } /// Override the value of . diff --git a/src/SMAPI/Framework/SCore.cs b/src/SMAPI/Framework/SCore.cs index 40979b09..7bd60490 100644 --- a/src/SMAPI/Framework/SCore.cs +++ b/src/SMAPI/Framework/SCore.cs @@ -423,9 +423,17 @@ namespace StardewModdingAPI.Framework this.Monitor.Log($" Skipped {mod.GetRelativePathWithRoot()} (folder name starts with a dot)."); mods = mods.Where(p => !p.IsIgnored).ToArray(); + // warn about mods that should load first or last which are not found at all + foreach (string modId in this.Settings.ModsToLoadFirst) + if (!mods.Any(m => m.Manifest.UniqueID == modId)) + this.Monitor.Log($" SMAPI configuration specifies a mod {modId} that should load first, but it could not be found.", LogLevel.Warn); + foreach (string modId in this.Settings.ModsToLoadLast) + if (!mods.Any(m => m.Manifest.UniqueID == modId)) + this.Monitor.Log($" SMAPI configuration specifies a mod {modId} that should load last, but it could not be found.", LogLevel.Warn); + // load mods resolver.ValidateManifests(mods, Constants.ApiVersion, toolkit.GetUpdateUrl, getFileLookup: this.GetFileLookup); - mods = resolver.ProcessDependencies(mods, modDatabase).ToArray(); + mods = resolver.ProcessDependencies(mods, this.Settings.ModsToLoadFirst, this.Settings.ModsToLoadLast, modDatabase).ToArray(); this.LoadMods(mods, this.Toolkit.JsonHelper, this.ContentCore, modDatabase); // check for software likely to cause issues -- 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 ++++++++-------- src/SMAPI/Framework/Models/SConfig.cs | 18 +++++++++--------- src/SMAPI/Framework/SCore.cs | 15 +++++++++------ 3 files changed, 26 insertions(+), 23 deletions(-) (limited to 'src/SMAPI/Framework') 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()); diff --git a/src/SMAPI/Framework/Models/SConfig.cs b/src/SMAPI/Framework/Models/SConfig.cs index ddd721d5..40d3450f 100644 --- a/src/SMAPI/Framework/Models/SConfig.cs +++ b/src/SMAPI/Framework/Models/SConfig.cs @@ -82,11 +82,11 @@ namespace StardewModdingAPI.Framework.Models /// The mod IDs SMAPI should ignore when performing update checks or validating update keys. public HashSet SuppressUpdateChecks { get; set; } - /// The mod IDs SMAPI should try to load first, before any other mods not included in this list. - public List ModsToLoadFirst { get; set; } + /// The mod IDs SMAPI should try to load early, before any other mods not included in this list. + public List ModsToLoadEarly { get; set; } - /// The mod IDs SMAPI should try to load last, after all other mods not included in this list. - public List ModsToLoadLast { get; set; } + /// The mod IDs SMAPI should try to load late, after all other mods not included in this list. + public List ModsToLoadLate { get; set; } /******** @@ -106,9 +106,9 @@ namespace StardewModdingAPI.Framework.Models /// The colors to use for text written to the SMAPI console. /// Whether to prevent mods from enabling Harmony's debug mode, which impacts performance and creates a file on your desktop. Debug mode should never be enabled by a released mod. /// The mod IDs SMAPI should ignore when performing update checks or validating update keys. - /// 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 SConfig(bool developerMode, bool? checkForUpdates, bool? paranoidWarnings, bool? useBetaChannel, string gitHubProjectName, string webApiBaseUrl, string[]? verboseLogging, bool? rewriteMods, bool? useCaseInsensitivePaths, bool? logNetworkTraffic, ColorSchemeConfig consoleColors, bool? suppressHarmonyDebugMode, string[]? suppressUpdateChecks, string[]? modsToLoadFirst, string[]? modsToLoadLast) + /// 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 SConfig(bool developerMode, bool? checkForUpdates, bool? paranoidWarnings, bool? useBetaChannel, string gitHubProjectName, string webApiBaseUrl, string[]? verboseLogging, bool? rewriteMods, bool? useCaseInsensitivePaths, bool? logNetworkTraffic, ColorSchemeConfig consoleColors, bool? suppressHarmonyDebugMode, string[]? suppressUpdateChecks, string[]? modsToLoadEarly, string[]? modsToLoadLate) { this.DeveloperMode = developerMode; this.CheckForUpdates = checkForUpdates ?? (bool)SConfig.DefaultValues[nameof(this.CheckForUpdates)]; @@ -123,8 +123,8 @@ namespace StardewModdingAPI.Framework.Models this.ConsoleColors = consoleColors; this.SuppressHarmonyDebugMode = suppressHarmonyDebugMode ?? (bool)SConfig.DefaultValues[nameof(this.SuppressHarmonyDebugMode)]; this.SuppressUpdateChecks = new HashSet(suppressUpdateChecks ?? Array.Empty(), StringComparer.OrdinalIgnoreCase); - this.ModsToLoadFirst = new List(modsToLoadFirst ?? Array.Empty()); - this.ModsToLoadLast = new List(modsToLoadLast ?? Array.Empty()); + this.ModsToLoadEarly = new List(modsToLoadEarly ?? Array.Empty()); + this.ModsToLoadLate = new List(modsToLoadLate ?? Array.Empty()); } /// Override the value of . diff --git a/src/SMAPI/Framework/SCore.cs b/src/SMAPI/Framework/SCore.cs index 7bd60490..9e91924e 100644 --- a/src/SMAPI/Framework/SCore.cs +++ b/src/SMAPI/Framework/SCore.cs @@ -423,17 +423,20 @@ namespace StardewModdingAPI.Framework this.Monitor.Log($" Skipped {mod.GetRelativePathWithRoot()} (folder name starts with a dot)."); mods = mods.Where(p => !p.IsIgnored).ToArray(); - // warn about mods that should load first or last which are not found at all - foreach (string modId in this.Settings.ModsToLoadFirst) + // warn about mods that should load early or late which are not found at all, or both + foreach (string modId in this.Settings.ModsToLoadEarly) if (!mods.Any(m => m.Manifest.UniqueID == modId)) - this.Monitor.Log($" SMAPI configuration specifies a mod {modId} that should load first, but it could not be found.", LogLevel.Warn); - foreach (string modId in this.Settings.ModsToLoadLast) + this.Monitor.Log($" SMAPI configuration specifies a mod {modId} that should load early, but it could not be found.", LogLevel.Warn); + foreach (string modId in this.Settings.ModsToLoadLate) if (!mods.Any(m => m.Manifest.UniqueID == modId)) - this.Monitor.Log($" SMAPI configuration specifies a mod {modId} that should load last, but it could not be found.", LogLevel.Warn); + this.Monitor.Log($" SMAPI configuration specifies a mod {modId} that should load late, but it could not be found.", LogLevel.Warn); + foreach (string modId in this.Settings.ModsToLoadEarly) + if (this.Settings.ModsToLoadLate.Contains(modId)) + this.Monitor.Log($" SMAPI configuration specifies a mod {modId} that should load both early and late - this will be ignored.", LogLevel.Warn); // load mods resolver.ValidateManifests(mods, Constants.ApiVersion, toolkit.GetUpdateUrl, getFileLookup: this.GetFileLookup); - mods = resolver.ProcessDependencies(mods, this.Settings.ModsToLoadFirst, this.Settings.ModsToLoadLast, modDatabase).ToArray(); + mods = resolver.ProcessDependencies(mods, this.Settings.ModsToLoadEarly, this.Settings.ModsToLoadLate, modDatabase).ToArray(); this.LoadMods(mods, this.Toolkit.JsonHelper, this.ContentCore, modDatabase); // check for software likely to cause issues -- 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 ++++++++++++-- src/SMAPI/Framework/SCore.cs | 4 ++-- 2 files changed, 14 insertions(+), 4 deletions(-) (limited to 'src/SMAPI/Framework') 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(); diff --git a/src/SMAPI/Framework/SCore.cs b/src/SMAPI/Framework/SCore.cs index 9e91924e..4d1eb959 100644 --- a/src/SMAPI/Framework/SCore.cs +++ b/src/SMAPI/Framework/SCore.cs @@ -426,10 +426,10 @@ namespace StardewModdingAPI.Framework // warn about mods that should load early or late which are not found at all, or both foreach (string modId in this.Settings.ModsToLoadEarly) if (!mods.Any(m => m.Manifest.UniqueID == modId)) - this.Monitor.Log($" SMAPI configuration specifies a mod {modId} that should load early, but it could not be found.", LogLevel.Warn); + this.Monitor.Log($" SMAPI configuration specifies a mod {modId} that should load early, but it could not be found or was skipped.", LogLevel.Warn); foreach (string modId in this.Settings.ModsToLoadLate) if (!mods.Any(m => m.Manifest.UniqueID == modId)) - this.Monitor.Log($" SMAPI configuration specifies a mod {modId} that should load late, but it could not be found.", LogLevel.Warn); + this.Monitor.Log($" SMAPI configuration specifies a mod {modId} that should load late, but it could not be found or was skipped.", LogLevel.Warn); foreach (string modId in this.Settings.ModsToLoadEarly) if (this.Settings.ModsToLoadLate.Contains(modId)) this.Monitor.Log($" SMAPI configuration specifies a mod {modId} that should load both early and late - this will be ignored.", LogLevel.Warn); -- cgit From 76e5588f02b247204969efb488c3fb293601faeb Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Wed, 9 Nov 2022 21:41:04 -0500 Subject: add option to disable console input --- src/SMAPI/Framework/Models/SConfig.cs | 34 ++++++++++++++++++++-------------- src/SMAPI/Framework/SCore.cs | 19 +++++++++++-------- 2 files changed, 31 insertions(+), 22 deletions(-) (limited to 'src/SMAPI/Framework') diff --git a/src/SMAPI/Framework/Models/SConfig.cs b/src/SMAPI/Framework/Models/SConfig.cs index bceb0940..825ebb44 100644 --- a/src/SMAPI/Framework/Models/SConfig.cs +++ b/src/SMAPI/Framework/Models/SConfig.cs @@ -16,6 +16,7 @@ namespace StardewModdingAPI.Framework.Models private static readonly IDictionary DefaultValues = new Dictionary { [nameof(CheckForUpdates)] = true, + [nameof(ListenForConsoleInput)] = true, [nameof(ParanoidWarnings)] = Constants.IsDebugBuild, [nameof(UseBetaChannel)] = Constants.ApiVersion.IsPrerelease(), [nameof(GitHubProjectName)] = "Pathoschild/SMAPI", @@ -48,6 +49,9 @@ namespace StardewModdingAPI.Framework.Models /// Whether to check for newer versions of SMAPI and mods on startup. public bool CheckForUpdates { get; set; } + /// Whether SMAPI should listen for console input to support console commands. + public bool ListenForConsoleInput { get; set; } + /// Whether to add a section to the 'mod issues' list for mods which which directly use potentially sensitive .NET APIs like file or shell access. public bool ParanoidWarnings { get; set; } @@ -87,23 +91,25 @@ namespace StardewModdingAPI.Framework.Models ** Public methods ********/ /// Construct an instance. - /// Whether to enable development features. - /// Whether to check for newer versions of SMAPI and mods on startup. - /// Whether to add a section to the 'mod issues' list for mods which which directly use potentially sensitive .NET APIs like file or shell access. - /// Whether to show beta versions as valid updates. - /// SMAPI's GitHub project name, used to perform update checks. - /// The base URL for SMAPI's web API, used to perform update checks. - /// The log contexts for which to enable verbose logging, which may show a lot more information to simplify troubleshooting. - /// Whether SMAPI should rewrite mods for compatibility. - /// >Whether to make SMAPI file APIs case-insensitive, even on Linux. - /// Whether SMAPI should log network traffic. - /// The colors to use for text written to the SMAPI console. - /// Whether to prevent mods from enabling Harmony's debug mode, which impacts performance and creates a file on your desktop. Debug mode should never be enabled by a released mod. - /// The mod IDs SMAPI should ignore when performing update checks or validating update keys. - public SConfig(bool developerMode, bool? checkForUpdates, bool? paranoidWarnings, bool? useBetaChannel, string gitHubProjectName, string webApiBaseUrl, string[]? verboseLogging, bool? rewriteMods, bool? useCaseInsensitivePaths, bool? logNetworkTraffic, ColorSchemeConfig consoleColors, bool? suppressHarmonyDebugMode, string[]? suppressUpdateChecks) + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + public SConfig(bool developerMode, bool? checkForUpdates, bool? listenForConsoleInput, bool? paranoidWarnings, bool? useBetaChannel, string gitHubProjectName, string webApiBaseUrl, string[]? verboseLogging, bool? rewriteMods, bool? useCaseInsensitivePaths, bool? logNetworkTraffic, ColorSchemeConfig consoleColors, bool? suppressHarmonyDebugMode, string[]? suppressUpdateChecks) { this.DeveloperMode = developerMode; this.CheckForUpdates = checkForUpdates ?? (bool)SConfig.DefaultValues[nameof(this.CheckForUpdates)]; + this.ListenForConsoleInput = listenForConsoleInput ?? (bool)SConfig.DefaultValues[nameof(this.ListenForConsoleInput)]; this.ParanoidWarnings = paranoidWarnings ?? (bool)SConfig.DefaultValues[nameof(this.ParanoidWarnings)]; this.UseBetaChannel = useBetaChannel ?? (bool)SConfig.DefaultValues[nameof(this.UseBetaChannel)]; this.GitHubProjectName = gitHubProjectName; diff --git a/src/SMAPI/Framework/SCore.cs b/src/SMAPI/Framework/SCore.cs index 40979b09..7bb54653 100644 --- a/src/SMAPI/Framework/SCore.cs +++ b/src/SMAPI/Framework/SCore.cs @@ -447,14 +447,17 @@ namespace StardewModdingAPI.Framework this.Monitor.Log("SMAPI found problems in your game's content files which are likely to cause errors or crashes. Consider uninstalling XNB mods or reinstalling the game.", LogLevel.Error); // start SMAPI console - new Thread( - () => this.LogManager.RunConsoleInputLoop( - commandManager: this.CommandManager, - reloadTranslations: this.ReloadTranslations, - handleInput: input => this.RawCommandQueue.Add(input), - continueWhile: () => this.IsGameRunning && !this.IsExiting - ) - ).Start(); + if (this.Settings.ListenForConsoleInput) + { + new Thread( + () => this.LogManager.RunConsoleInputLoop( + commandManager: this.CommandManager, + reloadTranslations: this.ReloadTranslations, + handleInput: input => this.RawCommandQueue.Add(input), + continueWhile: () => this.IsGameRunning && !this.IsExiting + ) + ).Start(); + } } /// Raised after an instance finishes loading its initial content. -- cgit From 303b3924ae3ef905d77b9d7ef0f9efc70e58c2b8 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Thu, 10 Nov 2022 21:50:01 -0500 Subject: fix case where prefix ends with a path separator --- src/SMAPI/Framework/Content/AssetName.cs | 23 ++++++++++++----------- 1 file changed, 12 insertions(+), 11 deletions(-) (limited to 'src/SMAPI/Framework') diff --git a/src/SMAPI/Framework/Content/AssetName.cs b/src/SMAPI/Framework/Content/AssetName.cs index 7b87c0c5..99968299 100644 --- a/src/SMAPI/Framework/Content/AssetName.cs