using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Reflection; using StardewModdingAPI.Framework; using StardewModdingAPI.Framework.ModLoading; using StardewValley; namespace StardewModdingAPI { /// <summary>Contains SMAPI's constants and assumptions.</summary> public static class Constants { /********* ** Properties *********/ /// <summary>The directory path containing the current save's data (if a save is loaded).</summary> private static string RawSavePath => Context.IsSaveLoaded ? Path.Combine(Constants.SavesPath, Constants.GetSaveFolderName()) : null; /// <summary>Whether the directory containing the current save's data exists on disk.</summary> private static bool SavePathReady => Context.IsSaveLoaded && Directory.Exists(Constants.RawSavePath); /********* ** Accessors *********/ /**** ** Public ****/ /// <summary>SMAPI's current semantic version.</summary> public static ISemanticVersion ApiVersion { get; } = new SemanticVersion(2, 0, 0); /// <summary>The minimum supported version of Stardew Valley.</summary> public static ISemanticVersion MinimumGameVersion { get; } = new SemanticVersion("1.2.30"); /// <summary>The maximum supported version of Stardew Valley.</summary> public static ISemanticVersion MaximumGameVersion { get; } = null; /// <summary>The path to the game folder.</summary> public static string ExecutionPath { get; } = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location); /// <summary>The directory path containing Stardew Valley's app data.</summary> public static string DataPath { get; } = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley"); /// <summary>The directory path in which error logs should be stored.</summary> public static string LogDir { get; } = Path.Combine(Constants.DataPath, "ErrorLogs"); /// <summary>The directory path where all saves are stored.</summary> public static string SavesPath { get; } = Path.Combine(Constants.DataPath, "Saves"); /// <summary>The directory name containing the current save's data (if a save is loaded and the directory exists).</summary> public static string SaveFolderName => Context.IsSaveLoaded ? Constants.GetSaveFolderName() : ""; /// <summary>The directory path containing the current save's data (if a save is loaded and the directory exists).</summary> public static string CurrentSavePath => Constants.SavePathReady ? Path.Combine(Constants.SavesPath, Constants.GetSaveFolderName()) : ""; /**** ** Internal ****/ /// <summary>The GitHub repository to check for updates.</summary> internal const string GitHubRepository = "Pathoschild/SMAPI"; /// <summary>The file path for the SMAPI configuration file.</summary> internal static string ApiConfigPath => Path.Combine(Constants.ExecutionPath, $"{typeof(Program).Assembly.GetName().Name}.config.json"); /// <summary>The file path to the log where the latest output should be saved.</summary> internal static string DefaultLogPath => Path.Combine(Constants.LogDir, "SMAPI-latest.txt"); /// <summary>A copy of the log leading up to the previous fatal crash, if any.</summary> internal static string FatalCrashLog => Path.Combine(Constants.LogDir, "SMAPI-crash.txt"); /// <summary>The file path which stores a fatal crash message for the next run.</summary> internal static string FatalCrashMarker => Path.Combine(Constants.ExecutionPath, "StardewModdingAPI.crash.marker"); /// <summary>The full path to the folder containing mods.</summary> internal static string ModPath { get; } = Path.Combine(Constants.ExecutionPath, "Mods"); /// <summary>The game's current semantic version.</summary> internal static ISemanticVersion GameVersion { get; } = new GameVersion(Constants.GetGameVersion()); /// <summary>The target game platform.</summary> internal static Platform TargetPlatform { get; } = #if SMAPI_FOR_WINDOWS Platform.Windows; #else Platform.Mono; #endif /// <summary>Maps vendor keys (like <c>Nexus</c>) to their mod URL template (where <c>{0}</c> is the mod ID) during mod compatibility checks. This doesn't affect update checks, which defer to the remote web API.</summary> internal static readonly IDictionary<string, string> VendorModUrls = new Dictionary<string, string>(StringComparer.InvariantCultureIgnoreCase) { ["Chucklefish"] = "https://community.playstarbound.com/resources/{0}", ["Nexus"] = "http://nexusmods.com/stardewvalley/mods/{0}", ["GitHub"] = "https://github.com/{0}/releases" }; /********* ** Internal methods *********/ /// <summary>Get metadata for mapping assemblies to the current platform.</summary> /// <param name="targetPlatform">The target game platform.</param> internal static PlatformAssemblyMap GetAssemblyMap(Platform targetPlatform) { // get assembly changes needed for platform string[] removeAssemblyReferences; Assembly[] targetAssemblies; switch (targetPlatform) { case Platform.Mono: removeAssemblyReferences = new[] { "Stardew Valley", "Microsoft.Xna.Framework", "Microsoft.Xna.Framework.Game", "Microsoft.Xna.Framework.Graphics" }; targetAssemblies = new[] { typeof(StardewValley.Game1).Assembly, typeof(Microsoft.Xna.Framework.Vector2).Assembly }; break; case Platform.Windows: removeAssemblyReferences = new[] { "StardewValley", "MonoGame.Framework" }; targetAssemblies = new[] { typeof(StardewValley.Game1).Assembly, typeof(Microsoft.Xna.Framework.Vector2).Assembly, typeof(Microsoft.Xna.Framework.Game).Assembly, typeof(Microsoft.Xna.Framework.Graphics.SpriteBatch).Assembly }; break; default: throw new InvalidOperationException($"Unknown target platform '{targetPlatform}'."); } return new PlatformAssemblyMap(targetPlatform, removeAssemblyReferences, targetAssemblies); } /********* ** Private methods *********/ /// <summary>Get the name of a save directory for the current player.</summary> private static string GetSaveFolderName() { string prefix = new string(Game1.player.name.Where(char.IsLetterOrDigit).ToArray()); return $"{prefix}_{Game1.uniqueIDForThisGame}"; } /// <summary>Get the game's current version string.</summary> private static string GetGameVersion() { // we need reflection because it's a constant, so SMAPI's references to it are inlined at compile-time FieldInfo field = typeof(Game1).GetField(nameof(Game1.version), BindingFlags.Public | BindingFlags.Static); if (field == null) throw new InvalidOperationException($"The {nameof(Game1)}.{nameof(Game1.version)} field could not be found."); return (string)field.GetValue(null); } } }