using System; using System.Diagnostics.Contracts; using System.IO; using System.Linq; using System.Text.RegularExpressions; namespace StardewModdingAPI.Toolkit.Utilities { /// Provides utilities for normalizing file paths. public static class PathUtilities { /********* ** Fields *********/ /// The root prefix for a Windows UNC path. private const string WindowsUncRoot = @"\\"; /********* ** Accessors *********/ /// The possible directory separator characters in a file path. public static readonly char[] PossiblePathSeparators = new[] { '/', '\\', Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar }.Distinct().ToArray(); /// The preferred directory separator character in an asset key. public static readonly string PreferredPathSeparator = Path.DirectorySeparatorChar.ToString(); /********* ** Public methods *********/ /// Get the segments from a path (e.g. /usr/bin/example => usr, bin, and example). /// The path to split. /// The number of segments to match. Any additional segments will be merged into the last returned part. [Pure] public static string[] GetSegments(string path, int? limit = null) { return limit.HasValue ? path.Split(PathUtilities.PossiblePathSeparators, limit.Value, StringSplitOptions.RemoveEmptyEntries) : path.Split(PathUtilities.PossiblePathSeparators, StringSplitOptions.RemoveEmptyEntries); } /// Normalize path separators in a file path. /// The file path to normalize. [Pure] public static string NormalizePathSeparators(string path) { if (string.IsNullOrWhiteSpace(path)) return path; return string.Join(PathUtilities.PreferredPathSeparator, path.Split(PathUtilities.PossiblePathSeparators)); } /// Get a directory or file path relative to a given source path. If no relative path is possible (e.g. the paths are on different drives), an absolute path is returned. /// The source folder path. /// The target folder or file path. /// /// /// NOTE: this is a heuristic implementation that works in the cases SMAPI needs it for, but it doesn't handle all edge cases (e.g. case-sensitivity on Linux, or traversing between UNC paths on Windows). This should be replaced with the more comprehensive Path.GetRelativePath if the game ever migrates to .NET Core. /// /// [Pure] public static string GetRelativePath(string sourceDir, string targetPath) { // convert to URIs Uri from = new Uri(sourceDir.TrimEnd(PathUtilities.PossiblePathSeparators) + "/"); Uri to = new Uri(targetPath.TrimEnd(PathUtilities.PossiblePathSeparators) + "/"); if (from.Scheme != to.Scheme) throw new InvalidOperationException($"Can't get path for '{targetPath}' relative to '{sourceDir}'."); // get relative path string relative = PathUtilities.NormalizePathSeparators(Uri.UnescapeDataString(from.MakeRelativeUri(to).ToString())); // normalize if (relative == "") relative = "."; else { // trim trailing slash from URL if (relative.EndsWith(PathUtilities.PreferredPathSeparator)) relative = relative.Substring(0, relative.Length - PathUtilities.PreferredPathSeparator.Length); // fix root if (relative.StartsWith("file:") && !targetPath.Contains("file:")) relative = relative.Substring("file:".Length); } return relative; } /// Get whether a path is relative and doesn't try to climb out of its containing folder (e.g. doesn't contain ../). /// The path to check. [Pure] public static bool IsSafeRelativePath(string path) { if (string.IsNullOrWhiteSpace(path)) return true; return !Path.IsPathRooted(path) && PathUtilities.GetSegments(path).All(segment => segment.Trim() != ".."); } /// Get whether a string is a valid 'slug', containing only basic characters that are safe in all contexts (e.g. filenames, URLs, etc). /// The string to check. [Pure] public static bool IsSlug(string str) { return !Regex.IsMatch(str, "[^a-z0-9_.-]", RegexOptions.IgnoreCase); } } }