using StardewModdingAPI.Events; namespace StardewModdingAPI.Framework.ModLoading { /// Indicates how an instruction was handled. internal enum InstructionHandleResult { /// No special handling is needed. None, /// The instruction was successfully rewritten for compatibility. Rewritten, /// The instruction is not compatible and can't be rewritten for compatibility. NotCompatible, /// The instruction is compatible, but patches the game in a way that may impact stability. DetectedGamePatch, /// The instruction is compatible, but affects the save serializer in a way that may make saves unloadable without the mod. DetectedSaveSerializer, /// The instruction is compatible, but references or which may impact stability. DetectedUnvalidatedUpdateTick, /// The instruction accesses the SMAPI console directly. DetectedConsoleAccess, /// The instruction accesses the filesystem directly. DetectedFilesystemAccess, /// The instruction accesses the OS shell or processes directly. DetectedShellAccess, #if SMAPI_DEPRECATED /// The module references the legacy System.Configuration.ConfigurationManager assembly and doesn't include a copy in the mod folder, so it'll break in SMAPI 4.0.0. DetectedLegacyConfigurationDll, /// The module references the legacy System.Runtime.Caching assembly and doesn't include a copy in the mod folder, so it'll break in SMAPI 4.0.0. DetectedLegacyCachingDll, /// The module references the legacy System.Security.Permissions assembly and doesn't include a copy in the mod folder, so it'll break in SMAPI 4.0.0. DetectedLegacyPermissionsDll #endif } }