using System; using System.Collections.Generic; using System.IO; using System.IO.Compression; using System.Linq; using System.Text.RegularExpressions; using Microsoft.Build.Framework; using Microsoft.Build.Utilities; using StardewModdingAPI.ModBuildConfig.Framework; namespace StardewModdingAPI.ModBuildConfig { /// A build task which deploys the mod files and prepares a release zip. public class DeployModTask : Task { /********* ** Accessors *********/ /// The name of the mod folder. [Required] public string ModFolderName { get; set; } /// The absolute or relative path to the folder which should contain the generated zip file. [Required] public string ModZipPath { get; set; } /// The folder containing the project files. [Required] public string ProjectDir { get; set; } /// The folder containing the build output. [Required] public string TargetDir { get; set; } /// The folder containing the game's mod folders. [Required] public string GameModsDir { get; set; } /// Whether to enable copying the mod files into the game's Mods folder. [Required] public bool EnableModDeploy { get; set; } /// Whether to enable the release zip. [Required] public bool EnableModZip { get; set; } /// Custom comma-separated regex patterns matching files to ignore when deploying or zipping the mod. public string IgnoreModFilePatterns { get; set; } /********* ** Public methods *********/ /// When overridden in a derived class, executes the task. /// true if the task successfully executed; otherwise, false. public override bool Execute() { if (!this.EnableModDeploy && !this.EnableModZip) return true; // nothing to do try { // parse ignore patterns Regex[] ignoreFilePatterns = this.GetCustomIgnorePatterns().ToArray(); // get mod info ModFileManager package = new ModFileManager(this.ProjectDir, this.TargetDir, ignoreFilePatterns, validateRequiredModFiles: this.EnableModDeploy || this.EnableModZip); // deploy mod files if (this.EnableModDeploy) { string outputPath = Path.Combine(this.GameModsDir, 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 *********/ /// Get the custom ignore patterns provided by the user. private IEnumerable GetCustomIgnorePatterns() { if (string.IsNullOrWhiteSpace(this.IgnoreModFilePatterns)) yield break; foreach (string raw in this.IgnoreModFilePatterns.Split(',')) { Regex regex; try { regex = new Regex(raw.Trim(), RegexOptions.IgnoreCase); } catch (Exception ex) { this.Log.LogWarning($"Ignored invalid <{nameof(this.IgnoreModFilePatterns)}> pattern {raw}:\n{ex}"); continue; } yield return regex; } } /// Copy the mod files into the game's mod folder. /// The files to include. /// The folder path to create with the mod files. private void CreateModFolder(IDictionary files, string modFolderPath) { foreach (var entry in files) { string fromPath = entry.Value.FullName; string toPath = Path.Combine(modFolderPath, entry.Key); // ReSharper disable once AssignNullToNotNullAttribute -- not applicable in this context Directory.CreateDirectory(Path.GetDirectoryName(toPath)); File.Copy(fromPath, toPath, overwrite: true); } } /// Create a release zip in the recommended format for uploading to mod sites. /// The files to include. /// The name of the mod. /// The mod version string. /// The absolute or relative path to the folder which should contain the generated zip file. private void CreateReleaseZip(IDictionary files, string modName, string modVersion, string outputFolderPath) { // get names string zipName = this.EscapeInvalidFilenameCharacters($"{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); } } /// Get a copy of a filename with all invalid filename characters substituted. /// The filename. private string EscapeInvalidFilenameCharacters(string name) { foreach (char invalidChar in Path.GetInvalidFileNameChars()) name = name.Replace(invalidChar, '.'); return name; } } }