From 89d7a3f846b3f380c43656e02ba645d57bef03ea Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Tue, 16 May 2017 23:04:38 -0400 Subject: add compile flag for experimental mod dependencies features --- src/StardewModdingAPI/Framework/ModLoading/ModResolver.cs | 4 ++++ src/StardewModdingAPI/Framework/Models/Manifest.cs | 2 ++ src/StardewModdingAPI/IManifest.cs | 2 ++ src/StardewModdingAPI/Program.cs | 2 ++ 4 files changed, 10 insertions(+) (limited to 'src/StardewModdingAPI') diff --git a/src/StardewModdingAPI/Framework/ModLoading/ModResolver.cs b/src/StardewModdingAPI/Framework/ModLoading/ModResolver.cs index 00d4448b..53c28ace 100644 --- a/src/StardewModdingAPI/Framework/ModLoading/ModResolver.cs +++ b/src/StardewModdingAPI/Framework/ModLoading/ModResolver.cs @@ -126,6 +126,7 @@ namespace StardewModdingAPI.Framework.ModLoading } } +#if EXPERIMENTAL /// Sort the given mods by the order they should be loaded. /// The mods to process. public IEnumerable ProcessDependencies(IEnumerable mods) @@ -138,11 +139,13 @@ namespace StardewModdingAPI.Framework.ModLoading return sortedMods.Reverse(); } +#endif /********* ** Private methods *********/ +#if EXPERIMENTAL /// Sort a mod's dependencies by the order they should be loaded, and remove any mods that can't be loaded due to missing or conflicting dependencies. /// The full list of mods being validated. /// The mod whose dependencies to process. @@ -257,6 +260,7 @@ namespace StardewModdingAPI.Framework.ModLoading return states[mod] = ModDependencyStatus.Sorted; } } +#endif /// Get all mod folders in a root folder, passing through empty folders as needed. /// The root folder path to search. diff --git a/src/StardewModdingAPI/Framework/Models/Manifest.cs b/src/StardewModdingAPI/Framework/Models/Manifest.cs index be781585..53384852 100644 --- a/src/StardewModdingAPI/Framework/Models/Manifest.cs +++ b/src/StardewModdingAPI/Framework/Models/Manifest.cs @@ -30,9 +30,11 @@ namespace StardewModdingAPI.Framework.Models /// The name of the DLL in the directory that has the method. public string EntryDll { get; set; } +#if EXPERIMENTAL /// The other mods that must be loaded before this mod. [JsonConverter(typeof(ManifestFieldConverter))] public IManifestDependency[] Dependencies { get; set; } +#endif /// The unique mod ID. public string UniqueID { get; set; } diff --git a/src/StardewModdingAPI/IManifest.cs b/src/StardewModdingAPI/IManifest.cs index 9533aadb..c036fdd3 100644 --- a/src/StardewModdingAPI/IManifest.cs +++ b/src/StardewModdingAPI/IManifest.cs @@ -29,8 +29,10 @@ namespace StardewModdingAPI /// The name of the DLL in the directory that has the method. string EntryDll { get; } +#if EXPERIMENTAL /// The other mods that must be loaded before this mod. IManifestDependency[] Dependencies { get; } +#endif /// Any manifest fields which didn't match a valid field. IDictionary ExtraFields { get; } diff --git a/src/StardewModdingAPI/Program.cs b/src/StardewModdingAPI/Program.cs index 228071ce..7a8189bd 100644 --- a/src/StardewModdingAPI/Program.cs +++ b/src/StardewModdingAPI/Program.cs @@ -357,8 +357,10 @@ namespace StardewModdingAPI } } +#if EXPERIMENTAL // process dependencies mods = resolver.ProcessDependencies(mods).ToArray(); +#endif // load mods modsLoaded = this.LoadMods(mods, new JsonHelper(), (SContentManager)Game1.content, deprecationWarnings); -- cgit