using System; using System.Collections.Generic; using System.IO; using System.IO.Compression; using Microsoft.Build.Framework; using Microsoft.Build.Utilities; using StardewModdingAPI.ModBuildConfig.Framework; namespace StardewModdingAPI.ModBuildConfig { /// <summary>A build task which deploys the mod files and prepares a release zip.</summary> public class DeployModTask : Task { /********* ** Accessors *********/ /// <summary>The name of the mod folder.</summary> [Required] public string ModFolderName { get; set; } /// <summary>The absolute or relative path to the folder which should contain the generated zip file.</summary> [Required] public string ModZipPath { get; set; } /// <summary>The folder containing the project files.</summary> [Required] public string ProjectDir { get; set; } /// <summary>The folder containing the build output.</summary> [Required] public string TargetDir { get; set; } /// <summary>The folder containing the game files.</summary> [Required] public string GameDir { get; set; } /// <summary>Whether to enable copying the mod files into the game's Mods folder.</summary> [Required] public bool EnableModDeploy { get; set; } /// <summary>Whether to enable the release zip.</summary> [Required] public bool EnableModZip { get; set; } /********* ** Public methods *********/ /// <summary>When overridden in a derived class, executes the task.</summary> /// <returns>true if the task successfully executed; otherwise, false.</returns> public override bool Execute() { if (!this.EnableModDeploy && !this.EnableModZip) return true; // nothing to do try { // get mod info ModFileManager package = new ModFileManager(this.ProjectDir, this.TargetDir); // deploy mod files if (this.EnableModDeploy) { string outputPath = Path.Combine(this.GameDir, "Mods", this.EscapeInvalidFilenameCharacters(this.ModFolderName)); this.Log.LogMessage(MessageImportance.High, $"The mod build package is copying the mod files to {outputPath}..."); this.CreateModFolder(package.GetFiles(), outputPath); } // create release zip if (this.EnableModZip) { this.Log.LogMessage(MessageImportance.High, $"The mod build package is generating a release zip at {this.ModZipPath} for {this.ModFolderName}..."); this.CreateReleaseZip(package.GetFiles(), this.ModFolderName, package.GetManifestVersion(), this.ModZipPath); } return true; } catch (UserErrorException ex) { this.Log.LogErrorFromException(ex); return false; } catch (Exception ex) { this.Log.LogError($"The mod build package failed trying to deploy the mod.\n{ex}"); return false; } } /********* ** Private methods *********/ /// <summary>Copy the mod files into the game's mod folder.</summary> /// <param name="files">The files to include.</param> /// <param name="modFolderPath">The folder path to create with the mod files.</param> private void CreateModFolder(IDictionary<string, FileInfo> files, string modFolderPath) { foreach (var entry in files) { string fromPath = entry.Value.FullName; string toPath = Path.Combine(modFolderPath, entry.Key); // ReSharper disable once AssignNullToNotNullAttribute -- not applicable in this context Directory.CreateDirectory(Path.GetDirectoryName(toPath)); File.Copy(fromPath, toPath, overwrite: true); } } /// <summary>Create a release zip in the recommended format for uploading to mod sites.</summary> /// <param name="files">The files to include.</param> /// <param name="modName">The name of the mod.</param> /// <param name="modVersion">The mod version string.</param> /// <param name="outputFolderPath">The absolute or relative path to the folder which should contain the generated zip file.</param> private void CreateReleaseZip(IDictionary<string, FileInfo> files, string modName, string modVersion, string outputFolderPath) { // get names string zipName = this.EscapeInvalidFilenameCharacters($"{modName} {modVersion}.zip"); string folderName = this.EscapeInvalidFilenameCharacters(modName); string zipPath = Path.Combine(outputFolderPath, zipName); // create zip file Directory.CreateDirectory(outputFolderPath); using (Stream zipStream = new FileStream(zipPath, FileMode.Create, FileAccess.Write)) using (ZipArchive archive = new ZipArchive(zipStream, ZipArchiveMode.Create)) { foreach (var fileEntry in files) { string relativePath = fileEntry.Key; FileInfo file = fileEntry.Value; // get file info string filePath = file.FullName; string entryName = folderName + '/' + relativePath.Replace(Path.DirectorySeparatorChar, '/'); // add to zip using (Stream fileStream = new FileStream(filePath, FileMode.Open, FileAccess.Read)) using (Stream fileStreamInZip = archive.CreateEntry(entryName).Open()) fileStream.CopyTo(fileStreamInZip); } } } /// <summary>Get a copy of a filename with all invalid filename characters substituted.</summary> /// <param name="name">The filename.</param> private string EscapeInvalidFilenameCharacters(string name) { foreach (char invalidChar in Path.GetInvalidFileNameChars()) name = name.Replace(invalidChar, '.'); return name; } } }