using System; using System.Collections.Generic; using System.Linq; using StardewModdingAPI.Toolkit.Framework.Clients.WebApi; using StardewModdingAPI.Toolkit.Framework.ModData; using StardewModdingAPI.Toolkit.Framework.UpdateData; namespace StardewModdingAPI.Framework.ModLoading { /// <summary>Metadata for a mod.</summary> internal class ModMetadata : IModMetadata { /********* ** Accessors *********/ /// <summary>The mod's display name.</summary> public string DisplayName { get; } /// <summary>The mod's full directory path.</summary> public string DirectoryPath { get; } /// <summary>The <see cref="IModMetadata.DirectoryPath"/> relative to the game's Mods folder.</summary> public string RelativeDirectoryPath { get; } /// <summary>The mod manifest.</summary> public IManifest Manifest { get; } /// <summary>Metadata about the mod from SMAPI's internal data (if any).</summary> public ModDataRecordVersionedFields DataRecord { get; } /// <summary>The metadata resolution status.</summary> public ModMetadataStatus Status { get; private set; } /// <summary>Indicates non-error issues with the mod.</summary> public ModWarning Warnings { get; private set; } /// <summary>The reason the metadata is invalid, if any.</summary> public string Error { get; private set; } /// <summary>Whether the mod folder should be ignored. This is <c>true</c> if it was found within a folder whose name starts with a dot.</summary> public bool IsIgnored { get; } /// <summary>The mod instance (if loaded and <see cref="IsContentPack"/> is false).</summary> public IMod Mod { get; private set; } /// <summary>The content pack instance (if loaded and <see cref="IsContentPack"/> is true).</summary> public IContentPack ContentPack { get; private set; } /// <summary>Writes messages to the console and log file as this mod.</summary> public IMonitor Monitor { get; private set; } /// <summary>The mod-provided API (if any).</summary> public object Api { get; private set; } /// <summary>The update-check metadata for this mod (if any).</summary> public ModEntryModel UpdateCheckData { get; private set; } /// <summary>Whether the mod is a content pack.</summary> public bool IsContentPack => this.Manifest?.ContentPackFor != null; /********* ** Public methods *********/ /// <summary>Construct an instance.</summary> /// <param name="displayName">The mod's display name.</param> /// <param name="directoryPath">The mod's full directory path.</param> /// <param name="relativeDirectoryPath">The <paramref name="directoryPath"/> relative to the game's Mods folder.</param> /// <param name="manifest">The mod manifest.</param> /// <param name="dataRecord">Metadata about the mod from SMAPI's internal data (if any).</param> /// <param name="isIgnored">Whether the mod folder should be ignored. This should be <c>true</c> if it was found within a folder whose name starts with a dot.</param> public ModMetadata(string displayName, string directoryPath, string relativeDirectoryPath, IManifest manifest, ModDataRecordVersionedFields dataRecord, bool isIgnored) { this.DisplayName = displayName; this.DirectoryPath = directoryPath; this.RelativeDirectoryPath = relativeDirectoryPath; this.Manifest = manifest; this.DataRecord = dataRecord; this.IsIgnored = isIgnored; } /// <summary>Set the mod status.</summary> /// <param name="status">The metadata resolution status.</param> /// <param name="error">The reason the metadata is invalid, if any.</param> /// <returns>Return the instance for chaining.</returns> public IModMetadata SetStatus(ModMetadataStatus status, string error = null) { this.Status = status; this.Error = error; return this; } /// <summary>Set a warning flag for the mod.</summary> /// <param name="warning">The warning to set.</param> public IModMetadata SetWarning(ModWarning warning) { this.Warnings |= warning; return this; } /// <summary>Set the mod instance.</summary> /// <param name="mod">The mod instance to set.</param> public IModMetadata SetMod(IMod mod) { if (this.ContentPack != null) throw new InvalidOperationException("A mod can't be both an assembly mod and content pack."); this.Mod = mod; this.Monitor = mod.Monitor; return this; } /// <summary>Set the mod instance.</summary> /// <param name="contentPack">The contentPack instance to set.</param> /// <param name="monitor">Writes messages to the console and log file.</param> public IModMetadata SetMod(IContentPack contentPack, IMonitor monitor) { if (this.Mod != null) throw new InvalidOperationException("A mod can't be both an assembly mod and content pack."); this.ContentPack = contentPack; this.Monitor = monitor; return this; } /// <summary>Set the mod-provided API instance.</summary> /// <param name="api">The mod-provided API.</param> public IModMetadata SetApi(object api) { this.Api = api; return this; } /// <summary>Set the update-check metadata for this mod.</summary> /// <param name="data">The update-check metadata.</param> public IModMetadata SetUpdateData(ModEntryModel data) { this.UpdateCheckData = data; return this; } /// <summary>Whether the mod manifest was loaded (regardless of whether the mod itself was loaded).</summary> public bool HasManifest() { return this.Manifest != null; } /// <summary>Whether the mod has an ID (regardless of whether the ID is valid or the mod itself was loaded).</summary> public bool HasID() { return this.HasManifest() && !string.IsNullOrWhiteSpace(this.Manifest.UniqueID); } /// <summary>Whether the mod has the given ID.</summary> /// <param name="id">The mod ID to check.</param> public bool HasID(string id) { return this.HasID() && string.Equals(this.Manifest.UniqueID.Trim(), id?.Trim(), StringComparison.InvariantCultureIgnoreCase); } /// <summary>Get the defined update keys.</summary> /// <param name="validOnly">Only return valid update keys.</param> public IEnumerable<UpdateKey> GetUpdateKeys(bool validOnly = false) { foreach (string rawKey in this.Manifest?.UpdateKeys ?? new string[0]) { UpdateKey updateKey = UpdateKey.Parse(rawKey); if (updateKey.LooksValid || !validOnly) yield return updateKey; } } /// <summary>Whether the mod has at least one valid update key set.</summary> public bool HasValidUpdateKeys() { return this.GetUpdateKeys(validOnly: true).Any(); } } }