using System;
using System.IO;
using System.Linq;
using System.Reflection;
using StardewModdingAPI.Enums;
using StardewModdingAPI.Framework;
using StardewModdingAPI.Framework.ModLoading;
using StardewModdingAPI.Toolkit.Utilities;
using StardewValley;
namespace StardewModdingAPI
{
/// Contains SMAPI's constants and assumptions.
public static class Constants
{
/*********
** Accessors
*********/
/****
** Public
****/
/// SMAPI's current semantic version.
public static ISemanticVersion ApiVersion { get; } = new Toolkit.SemanticVersion("3.6.2");
/// The minimum supported version of Stardew Valley.
public static ISemanticVersion MinimumGameVersion { get; } = new GameVersion("1.4.1");
/// The maximum supported version of Stardew Valley.
public static ISemanticVersion MaximumGameVersion { get; } = null;
/// The target game platform.
public static GamePlatform TargetPlatform => (GamePlatform)Constants.Platform;
/// The path to the game folder.
public static string ExecutionPath { get; } = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
/// The directory path containing Stardew Valley's app data.
public static string DataPath { get; } = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley");
/// The directory path in which error logs should be stored.
public static string LogDir { get; } = Path.Combine(Constants.DataPath, "ErrorLogs");
/// The directory path where all saves are stored.
public static string SavesPath { get; } = Path.Combine(Constants.DataPath, "Saves");
/// The name of the current save folder (if save info is available, regardless of whether the save file exists yet).
public static string SaveFolderName => Constants.GetSaveFolderName();
/// The absolute path to the current save folder (if save info is available and the save file exists).
public static string CurrentSavePath => Constants.GetSaveFolderPathIfExists();
/****
** Internal
****/
/// Whether SMAPI was compiled in debug mode.
internal const bool IsDebugBuild =
#if DEBUG
true;
#else
false;
#endif
/// The URL of the SMAPI home page.
internal const string HomePageUrl = "https://smapi.io";
/// The default performance counter name for unknown event handlers.
internal const string GamePerformanceCounterName = "";
/// The absolute path to the folder containing SMAPI's internal files.
internal static readonly string InternalFilesPath = Program.DllSearchPath;
/// The file path for the SMAPI configuration file.
internal static string ApiConfigPath => Path.Combine(Constants.InternalFilesPath, "config.json");
/// The file path for the overrides file for , which is applied over it.
internal static string ApiUserConfigPath => Path.Combine(Constants.InternalFilesPath, "config.user.json");
/// The file path for the SMAPI metadata file.
internal static string ApiMetadataPath => Path.Combine(Constants.InternalFilesPath, "metadata.json");
/// The filename prefix used for all SMAPI logs.
internal static string LogNamePrefix { get; } = "SMAPI-";
/// The filename for SMAPI's main log, excluding the .
internal static string LogFilename { get; } = $"{Constants.LogNamePrefix}latest";
/// The filename extension for SMAPI log files.
internal static string LogExtension { get; } = "txt";
/// The file path for the log containing the previous fatal crash, if any.
internal static string FatalCrashLog => Path.Combine(Constants.LogDir, "SMAPI-crash.txt");
/// The file path which stores a fatal crash message for the next run.
internal static string FatalCrashMarker => Path.Combine(Constants.InternalFilesPath, "StardewModdingAPI.crash.marker");
/// The file path which stores the detected update version for the next run.
internal static string UpdateMarker => Path.Combine(Constants.InternalFilesPath, "StardewModdingAPI.update.marker");
/// The default full path to search for mods.
internal static string DefaultModsPath { get; } = Path.Combine(Constants.ExecutionPath, "Mods");
/// The actual full path to search for mods.
internal static string ModsPath { get; set; }
/// The game's current semantic version.
internal static ISemanticVersion GameVersion { get; } = new GameVersion(Game1.version);
/// The target game platform.
internal static Platform Platform { get; } = EnvironmentUtility.DetectPlatform();
/// The game's assembly name.
internal static string GameAssemblyName => Constants.Platform == Platform.Windows ? "Stardew Valley" : "StardewValley";
/// The language code for non-translated mod assets.
internal static LocalizedContentManager.LanguageCode DefaultLanguage { get; } = LocalizedContentManager.LanguageCode.en;
/*********
** Internal methods
*********/
/// Get the SMAPI version to recommend for an older game version, if any.
/// The game version to search.
/// Returns the compatible SMAPI version, or null if none was found.
internal static ISemanticVersion GetCompatibleApiVersion(ISemanticVersion version)
{
// This covers all officially supported public game updates. It might seem like version
// ranges would be better, but the given SMAPI versions may not be compatible with
// intermediate unlisted versions (e.g. private beta updates).
//
// Nonstandard versions are normalized by GameVersion (e.g. 1.07 => 1.0.7).
switch (version.ToString())
{
case "1.4.1":
case "1.4.0":
return new SemanticVersion("3.0.1");
case "1.3.36":
return new SemanticVersion("2.11.2");
case "1.3.33":
case "1.3.32":
return new SemanticVersion("2.10.2");
case "1.3.28":
return new SemanticVersion("2.7.0");
case "1.2.33":
case "1.2.32":
case "1.2.31":
case "1.2.30":
return new SemanticVersion("2.5.5");
case "1.2.29":
case "1.2.28":
case "1.2.27":
case "1.2.26":
return new SemanticVersion("1.13.1");
case "1.1.1":
case "1.1.0":
return new SemanticVersion("1.9.0");
case "1.0.7.1":
case "1.0.7":
case "1.0.6":
case "1.0.5.2":
case "1.0.5.1":
case "1.0.5":
case "1.0.4":
case "1.0.3":
case "1.0.2":
case "1.0.1":
case "1.0.0":
return new SemanticVersion("0.40.0");
default:
return null;
}
}
/// Get metadata for mapping assemblies to the current platform.
/// The target game platform.
internal static PlatformAssemblyMap GetAssemblyMap(Platform targetPlatform)
{
// get assembly changes needed for platform
string[] removeAssemblyReferences;
Assembly[] targetAssemblies;
switch (targetPlatform)
{
case Platform.Linux:
case Platform.Mac:
removeAssemblyReferences = new[]
{
"Netcode",
"Stardew Valley",
"Microsoft.Xna.Framework",
"Microsoft.Xna.Framework.Game",
"Microsoft.Xna.Framework.Graphics",
"Microsoft.Xna.Framework.Xact",
"StardewModdingAPI.Toolkit.CoreInterfaces" // renamed in SMAPI 3.0
};
targetAssemblies = new[]
{
typeof(StardewValley.Game1).Assembly, // note: includes Netcode types on Linux/Mac
typeof(Microsoft.Xna.Framework.Vector2).Assembly,
typeof(StardewModdingAPI.IManifest).Assembly
};
break;
case Platform.Windows:
removeAssemblyReferences = new[]
{
"StardewValley",
"MonoGame.Framework",
"StardewModdingAPI.Toolkit.CoreInterfaces" // renamed in SMAPI 3.0
};
targetAssemblies = new[]
{
typeof(Netcode.NetBool).Assembly,
typeof(StardewValley.Game1).Assembly,
typeof(Microsoft.Xna.Framework.Vector2).Assembly,
typeof(Microsoft.Xna.Framework.Game).Assembly,
typeof(Microsoft.Xna.Framework.Graphics.SpriteBatch).Assembly,
typeof(StardewModdingAPI.IManifest).Assembly
};
break;
default:
throw new InvalidOperationException($"Unknown target platform '{targetPlatform}'.");
}
return new PlatformAssemblyMap(targetPlatform, removeAssemblyReferences, targetAssemblies);
}
/*********
** Private methods
*********/
/// Get the name of the save folder, if any.
private static string GetSaveFolderName()
{
// save not available
if (Context.LoadStage == LoadStage.None)
return null;
// get basic info
string playerName;
ulong saveID;
if (Context.LoadStage == LoadStage.SaveParsed)
{
playerName = SaveGame.loaded.player.Name;
saveID = SaveGame.loaded.uniqueIDForThisGame;
}
else
{
playerName = Game1.player.Name;
saveID = Game1.uniqueIDForThisGame;
}
// build folder name
return $"{new string(playerName.Where(char.IsLetterOrDigit).ToArray())}_{saveID}";
}
/// Get the path to the current save folder, if any.
private static string GetSaveFolderPathIfExists()
{
string folderName = Constants.GetSaveFolderName();
if (folderName == null)
return null;
string path = Path.Combine(Constants.SavesPath, folderName);
return Directory.Exists(path)
? path
: null;
}
}
}