using System;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Threading;
using Microsoft.Win32;
using StardewModdingApi.Installer.Enums;
using StardewModdingAPI.Installer.Framework;
using StardewModdingAPI.Internal.ConsoleWriting;
using StardewModdingAPI.Toolkit;
using StardewModdingAPI.Toolkit.Framework.ModScanning;
using StardewModdingAPI.Toolkit.Utilities;
#if !SMAPI_FOR_WINDOWS
using System.Diagnostics;
#endif
namespace StardewModdingApi.Installer
{
/// Interactively performs the install and uninstall logic.
internal class InteractiveInstaller
{
/*********
** Fields
*********/
/// The absolute path to the directory containing the files to copy into the game folder.
private readonly string BundlePath;
/// The value that represents Windows 7.
private readonly Version Windows7Version = new Version(6, 1);
/// The mod IDs which the installer should allow as bundled mods.
private readonly string[] BundledModIDs = new[]
{
"SMAPI.SaveBackup",
"SMAPI.ConsoleCommands"
};
/// Get the absolute file or folder paths to remove when uninstalling SMAPI.
/// The folder for Stardew Valley and SMAPI.
/// The folder for SMAPI mods.
private IEnumerable GetUninstallPaths(DirectoryInfo installDir, DirectoryInfo modsDir)
{
string GetInstallPath(string path) => Path.Combine(installDir.FullName, path);
// current files
yield return GetInstallPath("libgdiplus.dylib"); // Linux/Mac only
yield return GetInstallPath("StardewModdingAPI"); // Linux/Mac only
yield return GetInstallPath("StardewModdingAPI.exe");
yield return GetInstallPath("StardewModdingAPI.exe.config");
yield return GetInstallPath("StardewModdingAPI.exe.mdb"); // Linux/Mac only
yield return GetInstallPath("StardewModdingAPI.pdb"); // Windows only
yield return GetInstallPath("StardewModdingAPI.xml");
yield return GetInstallPath("smapi-internal");
yield return GetInstallPath("steam_appid.txt");
// obsolete
yield return GetInstallPath(Path.Combine("Mods", ".cache")); // 1.3-1.4
yield return GetInstallPath(Path.Combine("Mods", "TrainerMod")); // *–2.0 (renamed to ConsoleCommands)
yield return GetInstallPath("Mono.Cecil.Rocks.dll"); // 1.3–1.8
yield return GetInstallPath("StardewModdingAPI-settings.json"); // 1.0-1.4
yield return GetInstallPath("StardewModdingAPI.AssemblyRewriters.dll"); // 1.3-2.5.5
yield return GetInstallPath("0Harmony.dll"); // moved in 2.8
yield return GetInstallPath("0Harmony.pdb"); // moved in 2.8
yield return GetInstallPath("Mono.Cecil.dll"); // moved in 2.8
yield return GetInstallPath("Newtonsoft.Json.dll"); // moved in 2.8
yield return GetInstallPath("StardewModdingAPI.config.json"); // moved in 2.8
yield return GetInstallPath("StardewModdingAPI.crash.marker"); // moved in 2.8
yield return GetInstallPath("StardewModdingAPI.metadata.json"); // moved in 2.8
yield return GetInstallPath("StardewModdingAPI.update.marker"); // moved in 2.8
yield return GetInstallPath("StardewModdingAPI.Toolkit.dll"); // moved in 2.8
yield return GetInstallPath("StardewModdingAPI.Toolkit.pdb"); // moved in 2.8
yield return GetInstallPath("StardewModdingAPI.Toolkit.xml"); // moved in 2.8
yield return GetInstallPath("StardewModdingAPI.Toolkit.CoreInterfaces.dll"); // moved in 2.8
yield return GetInstallPath("StardewModdingAPI.Toolkit.CoreInterfaces.pdb"); // moved in 2.8
yield return GetInstallPath("StardewModdingAPI.Toolkit.CoreInterfaces.xml"); // moved in 2.8
yield return GetInstallPath("System.Numerics.dll"); // moved in 2.8
yield return GetInstallPath("System.Runtime.Caching.dll"); // moved in 2.8
yield return GetInstallPath("System.ValueTuple.dll"); // moved in 2.8
if (modsDir.Exists)
{
foreach (DirectoryInfo modDir in modsDir.EnumerateDirectories())
yield return Path.Combine(modDir.FullName, ".cache"); // 1.4–1.7
}
yield return Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "ErrorLogs"); // remove old log files
}
/// Handles writing text to the console.
private IConsoleWriter ConsoleWriter;
/*********
** Public methods
*********/
/// Construct an instance.
/// The absolute path to the directory containing the files to copy into the game folder.
public InteractiveInstaller(string bundlePath)
{
this.BundlePath = bundlePath;
this.ConsoleWriter = new ColorfulConsoleWriter(EnvironmentUtility.DetectPlatform());
}
/// Run the install or uninstall script.
/// The command line arguments.
///
/// Initialization flow:
/// 1. Collect information (mainly OS and install path) and validate it.
/// 2. Ask the user whether to install or uninstall.
///
/// Uninstall logic:
/// 1. On Linux/Mac: if a backup of the launcher exists, delete the launcher and restore the backup.
/// 2. Delete all files and folders in the game directory matching one of the values returned by .
///
/// 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.
///
public void Run(string[] args)
{
/*********
** Step 1: initial setup
*********/
/****
** Get basic info & set window title
****/
ModToolkit toolkit = new ModToolkit();
Platform platform = EnvironmentUtility.DetectPlatform();
Console.Title = $"SMAPI {this.GetDisplayVersion(this.GetType().Assembly.GetName().Version)} installer on {platform} {EnvironmentUtility.GetFriendlyPlatformName(platform)}";
Console.WriteLine();
/****
** Check if correct installer
****/
#if SMAPI_FOR_WINDOWS
if (platform == Platform.Linux || platform == Platform.Mac)
{
this.PrintError($"This is the installer for Windows. Run the 'install on {platform}.{(platform == Platform.Linux ? "sh" : "command")}' file instead.");
Console.ReadLine();
return;
}
#else
if (platform == Platform.Windows)
{
this.PrintError($"This is the installer for Linux/Mac. Run the 'install on Windows.exe' file instead.");
Console.ReadLine();
return;
}
#endif
/****
** Check Windows dependencies
****/
if (platform == Platform.Windows)
{
// .NET Framework 4.5+
if (!this.HasNetFramework45(platform))
{
this.PrintError(Environment.OSVersion.Version >= this.Windows7Version
? "Please install the latest version of .NET Framework before installing SMAPI." // Windows 7+
: "Please install .NET Framework 4.5 before installing SMAPI." // Windows Vista or earlier
);
this.PrintError("See the download page at https://www.microsoft.com/net/download/framework for details.");
Console.ReadLine();
return;
}
if (!this.HasXna(platform))
{
this.PrintError("You don't seem to have XNA Framework installed. Please run the game at least once before installing SMAPI, so it can perform its first-time setup.");
Console.ReadLine();
return;
}
}
/****
** read command-line arguments
****/
// get action from CLI
bool installArg = args.Contains("--install");
bool uninstallArg = args.Contains("--uninstall");
if (installArg && uninstallArg)
{
this.PrintError("You can't specify both --install and --uninstall command-line flags.");
Console.ReadLine();
return;
}
// get game path from CLI
string gamePathArg = null;
{
int pathIndex = Array.LastIndexOf(args, "--game-path") + 1;
if (pathIndex >= 1 && args.Length >= pathIndex)
gamePathArg = args[pathIndex];
}
/*********
** Step 2: choose a theme (can't auto-detect on Linux/Mac)
*********/
MonitorColorScheme scheme = MonitorColorScheme.AutoDetect;
if (platform == Platform.Linux || platform == Platform.Mac)
{
/****
** print header
****/
this.PrintPlain("Hi there! I'll help you install or remove SMAPI. Just a few questions first.");
this.PrintPlain("----------------------------------------------------------------------------");
Console.WriteLine();
/****
** show theme selector
****/
// get theme writers
var lightBackgroundWriter = new ColorfulConsoleWriter(platform, ColorfulConsoleWriter.GetDefaultColorSchemeConfig(MonitorColorScheme.LightBackground));
var darkBackgroundWriter = new ColorfulConsoleWriter(platform, ColorfulConsoleWriter.GetDefaultColorSchemeConfig(MonitorColorScheme.DarkBackground));
// print question
this.PrintPlain("Which text looks more readable?");
Console.WriteLine();
Console.Write(" [1] ");
lightBackgroundWriter.WriteLine("Dark text on light background", ConsoleLogLevel.Info);
Console.Write(" [2] ");
darkBackgroundWriter.WriteLine("Light text on dark background", ConsoleLogLevel.Info);
Console.WriteLine();
// handle choice
string choice = this.InteractivelyChoose("Type 1 or 2, then press enter.", new[] { "1", "2" });
switch (choice)
{
case "1":
scheme = MonitorColorScheme.LightBackground;
this.ConsoleWriter = lightBackgroundWriter;
break;
case "2":
scheme = MonitorColorScheme.DarkBackground;
this.ConsoleWriter = darkBackgroundWriter;
break;
default:
throw new InvalidOperationException($"Unexpected action key '{choice}'.");
}
}
Console.Clear();
/*********
** Step 3: find game folder
*********/
InstallerPaths paths;
{
/****
** print header
****/
this.PrintInfo("Hi there! I'll help you install or remove SMAPI. Just a few questions first.");
this.PrintDebug($"Color scheme: {this.GetDisplayText(scheme)}");
this.PrintDebug("----------------------------------------------------------------------------");
Console.WriteLine();
/****
** collect details
****/
// get game path
this.PrintInfo("Where is your game folder?");
DirectoryInfo installDir = this.InteractivelyGetInstallPath(platform, toolkit, gamePathArg);
if (installDir == null)
{
this.PrintError("Failed finding your game path.");
Console.ReadLine();
return;
}
// get folders
DirectoryInfo bundleDir = new DirectoryInfo(this.BundlePath);
paths = new InstallerPaths(bundleDir, installDir, EnvironmentUtility.GetExecutableName(platform));
}
Console.Clear();
/*********
** Step 4: validate assumptions
*********/
if (!File.Exists(paths.ExecutablePath))
{
this.PrintError("The detected game install path doesn't contain a Stardew Valley executable.");
Console.ReadLine();
return;
}
/*********
** Step 5: ask what to do
*********/
ScriptAction action;
{
/****
** print header
****/
this.PrintInfo("Hi there! I'll help you install or remove SMAPI. Just one question first.");
this.PrintDebug($"Game path: {paths.GamePath}");
this.PrintDebug($"Color scheme: {this.GetDisplayText(scheme)}");
this.PrintDebug("----------------------------------------------------------------------------");
Console.WriteLine();
/****
** ask what to do
****/
if (installArg)
action = ScriptAction.Install;
else if (uninstallArg)
action = ScriptAction.Uninstall;
else
{
this.PrintInfo("What do you want to do?");
Console.WriteLine();
this.PrintInfo("[1] Install SMAPI.");
this.PrintInfo("[2] Uninstall SMAPI.");
Console.WriteLine();
string choice = this.InteractivelyChoose("Type 1 or 2, then press enter.", new[] { "1", "2" });
switch (choice)
{
case "1":
action = ScriptAction.Install;
break;
case "2":
action = ScriptAction.Uninstall;
break;
default:
throw new InvalidOperationException($"Unexpected action key '{choice}'.");
}
}
}
Console.Clear();
/*********
** Step 6: apply
*********/
{
/****
** print header
****/
this.PrintInfo($"That's all I need! I'll {action.ToString().ToLower()} SMAPI now.");
this.PrintDebug($"Game path: {paths.GamePath}");
this.PrintDebug($"Color scheme: {this.GetDisplayText(scheme)}");
this.PrintDebug("----------------------------------------------------------------------------");
Console.WriteLine();
/****
** Back up user settings
****/
if (File.Exists(paths.ApiUserConfigPath))
File.Copy(paths.ApiUserConfigPath, paths.BundleApiUserConfigPath);
/****
** Always uninstall old files
****/
// restore game launcher
if (platform.IsMono() && File.Exists(paths.UnixBackupLauncherPath))
{
this.PrintDebug("Removing SMAPI launcher...");
this.InteractivelyDelete(paths.UnixLauncherPath);
File.Move(paths.UnixBackupLauncherPath, paths.UnixLauncherPath);
}
// remove old files
string[] removePaths = this.GetUninstallPaths(paths.GameDir, paths.ModsDir)
.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)
this.InteractivelyDelete(path);
}
// move global save data folder (changed in 3.2)
{
string dataPath = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley");
DirectoryInfo oldDir = new DirectoryInfo(Path.Combine(dataPath, "Saves", ".smapi"));
DirectoryInfo newDir = new DirectoryInfo(Path.Combine(dataPath, ".smapi"));
if (oldDir.Exists)
{
if (newDir.Exists)
this.InteractivelyDelete(oldDir.FullName);
else
oldDir.MoveTo(newDir.FullName);
}
}
/****
** Install new files
****/
if (action == ScriptAction.Install)
{
// copy SMAPI files to game dir
this.PrintDebug("Adding SMAPI files...");
foreach (FileSystemInfo sourceEntry in paths.BundleDir.EnumerateFileSystemInfos().Where(this.ShouldCopy))
{
this.InteractivelyDelete(Path.Combine(paths.GameDir.FullName, sourceEntry.Name));
this.RecursiveCopy(sourceEntry, paths.GameDir);
}
// replace mod launcher (if possible)
if (platform.IsMono())
{
this.PrintDebug("Safely replacing game launcher...");
// back up & remove current launcher
if (File.Exists(paths.UnixLauncherPath))
{
if (!File.Exists(paths.UnixBackupLauncherPath))
File.Move(paths.UnixLauncherPath, paths.UnixBackupLauncherPath);
else
this.InteractivelyDelete(paths.UnixLauncherPath);
}
// add new launcher
File.Move(paths.UnixSmapiLauncherPath, paths.UnixLauncherPath);
// mark file executable
// (MSBuild doesn't keep permission flags for files zipped in a build task.)
// (Note: exclude from Windows build because antivirus apps can flag the process start code as suspicious.)
#if !SMAPI_FOR_WINDOWS
new Process
{
StartInfo = new ProcessStartInfo
{
FileName = "chmod",
Arguments = $"755 \"{paths.UnixLauncherPath}\"",
CreateNoWindow = true
}
}.Start();
#endif
}
// create mods directory (if needed)
if (!paths.ModsDir.Exists)
{
this.PrintDebug("Creating mods directory...");
paths.ModsDir.Create();
}
// add or replace bundled mods
DirectoryInfo bundledModsDir = new DirectoryInfo(Path.Combine(paths.BundlePath, "Mods"));
if (bundledModsDir.Exists && bundledModsDir.EnumerateDirectories().Any())
{
this.PrintDebug("Adding bundled mods...");
ModFolder[] targetMods = toolkit.GetModFolders(paths.ModsPath).ToArray();
foreach (ModFolder sourceMod in toolkit.GetModFolders(bundledModsDir.FullName))
{
// validate source mod
if (sourceMod.Manifest == null)
{
this.PrintWarning($" ignored invalid bundled mod {sourceMod.DisplayName}: {sourceMod.ManifestParseError}");
continue;
}
if (!this.BundledModIDs.Contains(sourceMod.Manifest.UniqueID))
{
this.PrintWarning($" ignored unknown '{sourceMod.DisplayName}' mod in the installer folder. To add mods, put them here instead: {paths.ModsPath}");
continue;
}
// find target folder
ModFolder targetMod = targetMods.FirstOrDefault(p => p.Manifest?.UniqueID?.Equals(sourceMod.Manifest.UniqueID, StringComparison.InvariantCultureIgnoreCase) == true);
DirectoryInfo defaultTargetFolder = new DirectoryInfo(Path.Combine(paths.ModsPath, sourceMod.Directory.Name));
DirectoryInfo targetFolder = targetMod?.Directory ?? defaultTargetFolder;
this.PrintDebug(targetFolder.FullName == defaultTargetFolder.FullName
? $" adding {sourceMod.Manifest.Name}..."
: $" adding {sourceMod.Manifest.Name} to {Path.Combine(paths.ModsDir.Name, PathUtilities.GetRelativePath(paths.ModsPath, targetFolder.FullName))}..."
);
// remove existing folder
if (targetFolder.Exists)
this.InteractivelyDelete(targetFolder.FullName);
// copy files
this.RecursiveCopy(sourceMod.Directory, paths.ModsDir, filter: this.ShouldCopy);
}
}
// set SMAPI's color scheme if defined
if (scheme != MonitorColorScheme.AutoDetect)
{
string text = File
.ReadAllText(paths.ApiConfigPath)
.Replace(@"""UseScheme"": ""AutoDetect""", $@"""UseScheme"": ""{scheme}""");
File.WriteAllText(paths.ApiConfigPath, text);
}
// remove obsolete appdata mods
this.InteractivelyRemoveAppDataMods(paths.ModsDir, bundledModsDir);
}
}
Console.WriteLine();
Console.WriteLine();
/*********
** Step 7: final instructions
*********/
if (platform == Platform.Windows)
{
if (action == ScriptAction.Install)
{
this.PrintSuccess("SMAPI is installed! If you use Steam, set your launch options to enable achievements (see smapi.io/install):");
this.PrintSuccess($" \"{Path.Combine(paths.GamePath, "StardewModdingAPI.exe")}\" %command%");
Console.WriteLine();
this.PrintSuccess("If you don't use Steam, launch StardewModdingAPI.exe in your game folder to play with mods.");
}
else
this.PrintSuccess("SMAPI is removed! If you configured Steam to launch SMAPI, don't forget to clear your launch options.");
}
else
{
this.PrintSuccess(action == ScriptAction.Install
? "SMAPI is installed! Launch the game the same way as before to play with mods."
: "SMAPI is removed! Launch the game the same way as before to play without mods."
);
}
Console.ReadKey();
}
/*********
** Private methods
*********/
/// Get the display text for an assembly version.
/// The assembly version.
private string GetDisplayVersion(Version version)
{
string str = $"{version.Major}.{version.Minor}";
if (version.Build != 0)
str += $".{version.Build}";
return str;
}
/// Get the display text for a color scheme.
/// The color scheme.
private string GetDisplayText(MonitorColorScheme scheme)
{
switch (scheme)
{
case MonitorColorScheme.AutoDetect:
return "auto-detect";
case MonitorColorScheme.DarkBackground:
return "light text on dark background";
case MonitorColorScheme.LightBackground:
return "dark text on light background";
default:
return scheme.ToString();
}
}
/// Print a message without formatting.
/// The text to print.
private void PrintPlain(string text) => Console.WriteLine(text);
/// Print a debug message.
/// The text to print.
private void PrintDebug(string text) => this.ConsoleWriter.WriteLine(text, ConsoleLogLevel.Debug);
/// Print a debug message.
/// The text to print.
private void PrintInfo(string text) => this.ConsoleWriter.WriteLine(text, ConsoleLogLevel.Info);
/// Print a warning message.
/// The text to print.
private void PrintWarning(string text) => this.ConsoleWriter.WriteLine(text, ConsoleLogLevel.Warn);
/// Print a warning message.
/// The text to print.
private void PrintError(string text) => this.ConsoleWriter.WriteLine(text, ConsoleLogLevel.Error);
/// Print a success message.
/// The text to print.
private void PrintSuccess(string text) => this.ConsoleWriter.WriteLine(text, ConsoleLogLevel.Success);
/// Get whether the current system has .NET Framework 4.5 or later installed. This only applies on Windows.
/// The current platform.
/// The current platform is not Windows.
private bool HasNetFramework45(Platform platform)
{
switch (platform)
{
case Platform.Windows:
using (RegistryKey versionKey = RegistryKey.OpenBaseKey(RegistryHive.LocalMachine, RegistryView.Registry32).OpenSubKey(@"SOFTWARE\Microsoft\NET Framework Setup\NDP\v4\Full"))
return versionKey?.GetValue("Release") != null; // .NET Framework 4.5+
default:
throw new NotSupportedException("The installed .NET Framework version can only be checked on Windows.");
}
}
/// Get whether the current system has XNA Framework installed. This only applies on Windows.
/// The current platform.
/// The current platform is not Windows.
private bool HasXna(Platform platform)
{
switch (platform)
{
case Platform.Windows:
using (RegistryKey key = RegistryKey.OpenBaseKey(RegistryHive.LocalMachine, RegistryView.Registry32).OpenSubKey(@"SOFTWARE\Microsoft\XNA\Framework"))
return key != null; // XNA Framework 4.0+
default:
throw new NotSupportedException("The installed XNA Framework version can only be checked on Windows.");
}
}
/// Interactively delete a file or folder path, and block until deletion completes.
/// The file or folder path.
private void InteractivelyDelete(string path)
{
while (true)
{
try
{
this.ForceDelete(Directory.Exists(path) ? new DirectoryInfo(path) : (FileSystemInfo)new FileInfo(path));
break;
}
catch (Exception ex)
{
this.PrintError($"Oops! The installer couldn't delete {path}: [{ex.GetType().Name}] {ex.Message}.");
this.PrintError("Try rebooting your computer and then run the installer again. If that doesn't work, try deleting it yourself then press any key to retry.");
Console.ReadKey();
}
}
}
/// Recursively copy a directory or file.
/// The file or folder to copy.
/// The folder to copy into.
/// A filter which matches directories and files to copy, or null to match all.
private void RecursiveCopy(FileSystemInfo source, DirectoryInfo targetFolder, Func filter = null)
{
if (filter != null && !filter(source))
return;
if (!targetFolder.Exists)
targetFolder.Create();
switch (source)
{
case FileInfo sourceFile:
sourceFile.CopyTo(Path.Combine(targetFolder.FullName, sourceFile.Name));
break;
case DirectoryInfo sourceDir:
DirectoryInfo targetSubfolder = new DirectoryInfo(Path.Combine(targetFolder.FullName, sourceDir.Name));
foreach (var entry in sourceDir.EnumerateFileSystemInfos())
this.RecursiveCopy(entry, targetSubfolder, filter);
break;
default:
throw new NotSupportedException($"Unknown filesystem info type '{source.GetType().FullName}'.");
}
}
/// Delete a file or folder regardless of file permissions, and block until deletion completes.
/// The file or folder to reset.
/// This method is mirrored from FileUtilities.ForceDelete in the toolkit.
private void ForceDelete(FileSystemInfo entry)
{
// ignore if already deleted
entry.Refresh();
if (!entry.Exists)
return;
// delete children
if (entry is DirectoryInfo folder)
{
foreach (FileSystemInfo child in folder.GetFileSystemInfos())
this.ForceDelete(child);
}
// reset permissions & delete
entry.Attributes = FileAttributes.Normal;
entry.Delete();
// wait for deletion to finish
for (int i = 0; i < 10; i++)
{
entry.Refresh();
if (entry.Exists)
Thread.Sleep(500);
}
// throw exception if deletion didn't happen before timeout
entry.Refresh();
if (entry.Exists)
throw new IOException($"Timed out trying to delete {entry.FullName}");
}
/// Interactively ask the user to choose a value.
/// A callback which prints a message to the console.
/// The message to print.
/// The allowed options (not case sensitive).
/// The indentation to prefix to output.
private string InteractivelyChoose(string message, string[] options, string indent = "", Action print = null)
{
print = print ?? this.PrintInfo;
while (true)
{
print(indent + message);
Console.Write(indent);
string input = Console.ReadLine()?.Trim().ToLowerInvariant();
if (!options.Contains(input))
{
print($"{indent}That's not a valid option.");
continue;
}
return input;
}
}
/// Interactively locate the game install path to update.
/// The current platform.
/// The mod toolkit.
/// The path specified as a command-line argument (if any), which should override automatic path detection.
private DirectoryInfo InteractivelyGetInstallPath(Platform platform, ModToolkit toolkit, string specifiedPath)
{
// get executable name
string executableFilename = EnvironmentUtility.GetExecutableName(platform);
// validate specified path
if (specifiedPath != null)
{
var dir = new DirectoryInfo(specifiedPath);
if (!dir.Exists)
{
this.PrintError($"You specified --game-path \"{specifiedPath}\", but that folder doesn't exist.");
return null;
}
if (!dir.EnumerateFiles(executableFilename).Any())
{
this.PrintError($"You specified --game-path \"{specifiedPath}\", but that folder doesn't contain the Stardew Valley executable.");
return null;
}
return dir;
}
// get installed paths
DirectoryInfo[] defaultPaths = toolkit.GetGameFolders().ToArray();
if (defaultPaths.Any())
{
// only one path
if (defaultPaths.Length == 1)
return defaultPaths.First();
// let user choose path
Console.WriteLine();
this.PrintInfo("Found multiple copies of the game:");
for (int i = 0; i < defaultPaths.Length; i++)
this.PrintInfo($"[{i + 1}] {defaultPaths[i].FullName}");
Console.WriteLine();
string[] validOptions = Enumerable.Range(1, defaultPaths.Length).Select(p => p.ToString(CultureInfo.InvariantCulture)).ToArray();
string choice = this.InteractivelyChoose("Where do you want to add/remove SMAPI? Type the number next to your choice, then press enter.", validOptions);
int index = int.Parse(choice, CultureInfo.InvariantCulture) - 1;
return defaultPaths[index];
}
// ask user
this.PrintInfo("Oops, couldn't find the game automatically.");
while (true)
{
// get path from user
this.PrintInfo($"Type the file path to the game directory (the one containing '{executableFilename}'), then press enter.");
string path = Console.ReadLine()?.Trim();
if (string.IsNullOrWhiteSpace(path))
{
this.PrintInfo(" You must specify a directory path to continue.");
continue;
}
// normalize path
if (platform == Platform.Windows)
path = path.Replace("\"", ""); // in Windows, quotes are used to escape spaces and aren't part of the file path
if (platform == Platform.Linux || platform == Platform.Mac)
path = path.Replace("\\ ", " "); // in Linux/Mac, spaces in paths may be escaped if copied from the command line
if (path.StartsWith("~/"))
{
string home = Environment.GetEnvironmentVariable("HOME") ?? Environment.GetEnvironmentVariable("USERPROFILE");
path = Path.Combine(home, path.Substring(2));
}
// get directory
if (File.Exists(path))
path = Path.GetDirectoryName(path);
DirectoryInfo directory = new DirectoryInfo(path);
// validate path
if (!directory.Exists)
{
this.PrintInfo(" That directory doesn't seem to exist.");
continue;
}
if (!directory.EnumerateFiles(executableFilename).Any())
{
this.PrintInfo(" That directory doesn't contain a Stardew Valley executable.");
continue;
}
// looks OK
this.PrintInfo(" OK!");
return directory;
}
}
/// Interactively move mods out of the appdata directory.
/// The directory which should contain all mods.
/// The installer directory containing packaged mods.
private void InteractivelyRemoveAppDataMods(DirectoryInfo properModsDir, DirectoryInfo packagedModsDir)
{
// get packaged mods to delete
string[] packagedModNames = packagedModsDir.GetDirectories().Select(p => p.Name).ToArray();
// get path
string appDataPath = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley");
DirectoryInfo modDir = new DirectoryInfo(Path.Combine(appDataPath, "Mods"));
// check if migration needed
if (!modDir.Exists)
return;
this.PrintDebug($"Found an obsolete mod path: {modDir.FullName}");
this.PrintDebug(" Support for mods here was dropped in SMAPI 1.0 (it was never officially supported).");
// move mods if no conflicts (else warn)
foreach (FileSystemInfo entry in modDir.EnumerateFileSystemInfos().Where(this.ShouldCopy))
{
// get type
bool isDir = entry is DirectoryInfo;
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($" Deleting {entry.Name} because it's bundled into SMAPI...");
this.InteractivelyDelete(entry.FullName);
continue;
}
// check paths
string newPath = Path.Combine(properModsDir.FullName, entry.Name);
if (isDir ? Directory.Exists(newPath) : File.Exists(newPath))
{
this.PrintWarning($" Can't move {entry.Name} because it already exists in your game's mod directory.");
continue;
}
// move into mods
this.PrintDebug($" Moving {entry.Name} into the game's mod directory...");
this.Move(entry, newPath);
}
// delete if empty
if (modDir.EnumerateFileSystemInfos().Any())
this.PrintWarning(" You have files in this folder which couldn't be moved automatically. These will be ignored by SMAPI.");
else
{
this.PrintDebug(" Deleted empty directory.");
modDir.Delete(recursive: true);
}
}
/// Move a filesystem entry to a new parent directory.
/// The filesystem entry to move.
/// The destination path.
/// We can't use or , because those don't work across partitions.
private void Move(FileSystemInfo entry, string newPath)
{
// file
if (entry is FileInfo file)
{
file.CopyTo(newPath);
file.Delete();
}
// directory
else
{
Directory.CreateDirectory(newPath);
DirectoryInfo directory = (DirectoryInfo)entry;
foreach (FileSystemInfo child in directory.EnumerateFileSystemInfos().Where(this.ShouldCopy))
this.Move(child, Path.Combine(newPath, child.Name));
directory.Delete(recursive: true);
}
}
/// Get whether a file or folder should be copied from the installer files.
/// The file or folder info.
private bool ShouldCopy(FileSystemInfo entry)
{
switch (entry.Name)
{
case "mcs":
return false; // ignore Mac symlink
case "Mods":
return false; // Mods folder handled separately
default:
return true;
}
}
}
}