using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Reflection; #if SMAPI_FOR_WINDOWS using Microsoft.Win32; #endif using StardewModdingApi.Installer.Enums; namespace StardewModdingApi.Installer { /// Interactively performs the install and uninstall logic. internal class InteractiveInstaller { /********* ** Properties *********/ /// The default file paths where Stardew Valley can be installed. /// Derived from the crossplatform mod config: https://github.com/Pathoschild/Stardew.ModBuildConfig. private IEnumerable DefaultInstallPaths { get { // Linux yield return $"{Environment.GetEnvironmentVariable("HOME")}/GOG Games/Stardew Valley/game"; yield return $"{Environment.GetEnvironmentVariable("HOME")}/.local/share/Steam/steamapps/common/Stardew Valley"; // Mac yield return "/Applications/Stardew Valley.app/Contents/MacOS"; yield return $"{Environment.GetEnvironmentVariable("HOME")}/Library/Application Support/Steam/steamapps/common/Stardew Valley/Contents/MacOS"; // Windows yield return @"C:\Program Files (x86)\GalaxyClient\Games\Stardew Valley"; yield return @"C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley"; // Windows registry #if SMAPI_FOR_WINDOWS IDictionary registryKeys = new Dictionary { [@"SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 413150"] = "InstallLocation", // Steam [@"SOFTWARE\WOW6432Node\GOG.com\Games\1453375253"] = "PATH", // GOG on 64-bit Windows }; foreach (var pair in registryKeys) { string path = this.GetLocalMachineRegistryValue(pair.Key, pair.Value); if (!string.IsNullOrWhiteSpace(path)) yield return path; } #endif } } /// Get the absolute file or folder paths to remove when uninstalling SMAPI. /// The folder for Stardew Valley and SMAPI. /// The folder for SMAPI mods. private IEnumerable GetUninstallPaths(DirectoryInfo installDir, DirectoryInfo modsDir) { Func installPath = path => Path.Combine(installDir.FullName, path); // common yield return installPath("Mono.Cecil.dll"); yield return installPath("Newtonsoft.Json.dll"); yield return installPath("StardewModdingAPI.exe"); yield return installPath("StardewModdingAPI.config.json"); yield return installPath("StardewModdingAPI.data.json"); yield return installPath("StardewModdingAPI.AssemblyRewriters.dll"); yield return installPath("steam_appid.txt"); // Linux/Mac only yield return installPath("StardewModdingAPI"); yield return installPath("StardewModdingAPI.exe.mdb"); yield return installPath("System.Numerics.dll"); yield return installPath("System.Runtime.Caching.dll"); // Windows only yield return installPath("StardewModdingAPI.pdb"); // obsolete yield return installPath("Mods/.cache"); // 1.3-1.4 yield return installPath("Mono.Cecil.Rocks.dll"); // 1.3–1.8 yield return installPath("StardewModdingAPI-settings.json"); // 1.0-1.4 if (modsDir.Exists) { foreach (DirectoryInfo modDir in modsDir.EnumerateDirectories()) yield return Path.Combine(modDir.FullName, ".cache"); // 1.4–1.7 } yield return Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "ErrorLogs", "MODDED_ProgramLog.Log_LATEST.txt"); // *–1.8 } /// Whether the current console supports color formatting. private static readonly bool ConsoleSupportsColor = InteractiveInstaller.GetConsoleSupportsColor(); /********* ** Public methods *********/ /// Run the install or uninstall script. /// The command line arguments. /// /// Initialisation flow: /// 1. Collect information (mainly OS and install path) and validate it. /// 2. Ask the user whether to install or uninstall. /// /// Uninstall logic: /// 1. On Linux/Mac: if a backup of the launcher exists, delete the launcher and restore the backup. /// 2. Delete all files and folders in the game directory matching one of the . /// /// Install flow: /// 1. Run the uninstall flow. /// 2. Copy the SMAPI files from package/Windows or package/Mono into the game directory. /// 3. On Linux/Mac: back up the game launcher and replace it with the SMAPI launcher. (This isn't possible on Windows, so the user needs to configure it manually.) /// 4. Create the 'Mods' directory. /// 5. Copy the bundled mods into the 'Mods' directory (deleting any existing versions). /// 6. Move any mods from app data into game's mods directory. /// public void Run(string[] args) { /**** ** collect details ****/ Platform platform = this.DetectPlatform(); DirectoryInfo packageDir = new DirectoryInfo(Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "internal", platform.ToString())); DirectoryInfo installDir = this.InteractivelyGetInstallPath(platform); DirectoryInfo modsDir = new DirectoryInfo(Path.Combine(installDir.FullName, "Mods")); var paths = new { executable = Path.Combine(installDir.FullName, platform == Platform.Mono ? "StardewValley.exe" : "Stardew Valley.exe"), unixSmapiLauncher = Path.Combine(installDir.FullName, "StardewModdingAPI"), unixLauncher = Path.Combine(installDir.FullName, "StardewValley"), unixLauncherBackup = Path.Combine(installDir.FullName, "StardewValley-original") }; this.PrintDebug($"Detected {(platform == Platform.Windows ? "Windows" : "Linux or Mac")} with game in {installDir}."); /**** ** validate assumptions ****/ if (!packageDir.Exists) { this.ExitError($"The 'internal/{platform}' package folder is missing (should be at {packageDir})."); return; } if (!File.Exists(paths.executable)) { this.ExitError("The detected game install path doesn't contain a Stardew Valley executable."); return; } Console.WriteLine(); /**** ** ask user what to do ****/ Console.WriteLine("You can...."); Console.WriteLine("[1] Install SMAPI."); Console.WriteLine("[2] Uninstall SMAPI."); Console.WriteLine(); ScriptAction action; { string choice = this.InteractivelyChoose("What do you want to do? Type 1 or 2, then press enter.", "1", "2"); switch (choice) { case "1": action = ScriptAction.Install; break; case "2": action = ScriptAction.Uninstall; break; default: throw new InvalidOperationException($"Unexpected action key '{choice}'."); } } Console.WriteLine(); /**** ** Always uninstall old files ****/ // restore game launcher if (platform == Platform.Mono && File.Exists(paths.unixLauncherBackup)) { this.PrintDebug("Removing SMAPI launcher..."); if (File.Exists(paths.unixLauncher)) File.Delete(paths.unixLauncher); File.Move(paths.unixLauncherBackup, paths.unixLauncher); } // remove old files string[] removePaths = this.GetUninstallPaths(installDir, modsDir) .Where(path => Directory.Exists(path) || File.Exists(path)) .ToArray(); if (removePaths.Any()) { this.PrintDebug(action == ScriptAction.Install ? "Removing previous SMAPI files..." : "Removing SMAPI files..."); foreach (string path in removePaths) { if (Directory.Exists(path)) Directory.Delete(path, recursive: true); else File.Delete(path); } } /**** ** Install new files ****/ if (action == ScriptAction.Install) { // copy SMAPI files to game dir this.PrintDebug("Adding SMAPI files..."); foreach (FileInfo sourceFile in packageDir.EnumerateFiles()) { string targetPath = Path.Combine(installDir.FullName, sourceFile.Name); if (File.Exists(targetPath)) File.Delete(targetPath); sourceFile.CopyTo(targetPath); } // replace mod launcher (if possible) if (platform == Platform.Mono) { this.PrintDebug("Safely replacing game launcher..."); if (!File.Exists(paths.unixLauncherBackup)) File.Move(paths.unixLauncher, paths.unixLauncherBackup); else if (File.Exists(paths.unixLauncher)) File.Delete(paths.unixLauncher); File.Move(paths.unixSmapiLauncher, paths.unixLauncher); } // create mods directory (if needed) if (!modsDir.Exists) { this.PrintDebug("Creating mods directory..."); modsDir.Create(); } // add or replace bundled mods Directory.CreateDirectory(Path.Combine(installDir.FullName, "Mods")); DirectoryInfo packagedModsDir = new DirectoryInfo(Path.Combine(packageDir.FullName, "Mods")); if (packagedModsDir.Exists && packagedModsDir.EnumerateDirectories().Any()) { this.PrintDebug("Adding bundled mods..."); foreach (DirectoryInfo sourceDir in packagedModsDir.EnumerateDirectories()) { this.PrintDebug($" adding {sourceDir.Name}..."); // initialise target dir DirectoryInfo targetDir = new DirectoryInfo(Path.Combine(modsDir.FullName, sourceDir.Name)); if (targetDir.Exists) targetDir.Delete(recursive: true); targetDir.Create(); // copy files foreach (FileInfo sourceFile in sourceDir.EnumerateFiles()) sourceFile.CopyTo(Path.Combine(targetDir.FullName, sourceFile.Name)); } } // remove obsolete appdata mods this.InteractivelyRemoveAppDataMods(platform, modsDir, packagedModsDir); } Console.WriteLine(); /**** ** exit ****/ this.PrintColor("Done!", ConsoleColor.DarkGreen); if (platform == Platform.Windows) { this.PrintColor( action == ScriptAction.Install ? "Don't forget to launch StardewModdingAPI.exe instead of the normal game executable. See the readme.txt for details." : "If you manually changed shortcuts or Steam to launch SMAPI, don't forget to change those back.", ConsoleColor.DarkGreen ); } else if (action == ScriptAction.Install) this.PrintColor("You can launch the game the same way as before to play with mods.", ConsoleColor.DarkGreen); Console.ReadKey(); } /********* ** Private methods *********/ /// Detect the game's platform. /// The platform is not supported. private Platform DetectPlatform() { switch (Environment.OSVersion.Platform) { case PlatformID.MacOSX: case PlatformID.Unix: return Platform.Mono; default: return Platform.Windows; } } /// Test whether the current console supports color formatting. private static bool GetConsoleSupportsColor() { try { Console.ForegroundColor = Console.ForegroundColor; return true; } catch (Exception) { return false; // Mono bug } } #if SMAPI_FOR_WINDOWS /// Get the value of a key in the Windows registry. /// The full path of the registry key relative to HKLM. /// The name of the value. private string GetLocalMachineRegistryValue(string key, string name) { RegistryKey localMachine = Environment.Is64BitOperatingSystem ? RegistryKey.OpenBaseKey(RegistryHive.LocalMachine, RegistryView.Registry64) : Registry.LocalMachine; RegistryKey openKey = localMachine.OpenSubKey(key); if (openKey == null) return null; using (openKey) return (string)openKey.GetValue(name); } #endif /// Print a debug message. /// The text to print. private void PrintDebug(string text) { this.PrintColor(text, ConsoleColor.DarkGray); } /// Print a warning message. /// The text to print. private void PrintWarning(string text) { this.PrintColor(text, ConsoleColor.DarkYellow); } /// Print an error and pause the console if needed. /// The error text. private void ExitError(string error) { this.PrintColor(error, ConsoleColor.Red); Console.ReadLine(); } /// Print a message to the console. /// The message text. /// The text foreground color. private void PrintColor(string text, ConsoleColor color) { if (InteractiveInstaller.ConsoleSupportsColor) { Console.ForegroundColor = color; Console.WriteLine(text); Console.ResetColor(); } else Console.WriteLine(text); } /// Interactively ask the user to choose a value. /// The message to print. /// The allowed options (not case sensitive). private string InteractivelyChoose(string message, params string[] options) { while (true) { Console.WriteLine(message); string input = Console.ReadLine()?.Trim().ToLowerInvariant(); if (!options.Contains(input)) { Console.WriteLine("That's not a valid option."); continue; } return input; } } /// Interactively locate the game's install path. /// The current platform. private DirectoryInfo InteractivelyGetInstallPath(Platform platform) { // try default paths foreach (string defaultPath in this.DefaultInstallPaths) { if (Directory.Exists(defaultPath)) return new DirectoryInfo(defaultPath); } // ask user Console.WriteLine("Oops, couldn't find the game automatically."); while (true) { // get path from user Console.WriteLine($"Type the file path to the game directory (the one containing '{(platform == Platform.Mono ? "StardewValley.exe" : "Stardew Valley.exe")}'), then press enter."); string path = Console.ReadLine()?.Trim(); if (string.IsNullOrWhiteSpace(path)) { Console.WriteLine(" You must specify a directory path to continue."); continue; } // normalise on Windows if (platform == Platform.Windows) path = path.Replace("\"", ""); // in Windows, quotes are used to escape spaces and aren't part of the file path // get directory if (File.Exists(path)) path = Path.GetDirectoryName(path); DirectoryInfo directory = new DirectoryInfo(path); // validate path if (!directory.Exists) { Console.WriteLine(" That directory doesn't seem to exist."); continue; } if (!directory.EnumerateFiles("*.exe").Any(p => p.Name == "StardewValley.exe" || p.Name == "Stardew Valley.exe")) { Console.WriteLine(" That directory doesn't contain a Stardew Valley executable."); continue; } // looks OK Console.WriteLine(" OK!"); return directory; } } /// Interactively move mods out of the appdata directory. /// The current platform. /// The directory which should contain all mods. /// The installer directory containing packaged mods. private void InteractivelyRemoveAppDataMods(Platform platform, DirectoryInfo properModsDir, DirectoryInfo packagedModsDir) { // get packaged mods to delete string[] packagedModNames = packagedModsDir.GetDirectories().Select(p => p.Name).ToArray(); // get path string homePath = platform == Platform.Windows ? Environment.GetEnvironmentVariable("APPDATA") : Path.Combine(Environment.GetEnvironmentVariable("HOME"), ".config"); string appDataPath = Path.Combine(homePath, "StardewValley"); DirectoryInfo modDir = new DirectoryInfo(Path.Combine(appDataPath, "Mods")); // check if migration needed if (!modDir.Exists) return; this.PrintDebug($"Found an obsolete mod path: {modDir.FullName}"); this.PrintDebug(" Support for mods here was dropped in SMAPI 1.0 (it was never officially supported)."); // move mods if no conflicts (else warn) foreach (FileSystemInfo entry in modDir.EnumerateFileSystemInfos()) { // get type bool isDir = entry is DirectoryInfo; if (!isDir && !(entry is FileInfo)) continue; // should never happen // delete packaged mods (newer version bundled into SMAPI) if (isDir && packagedModNames.Contains(entry.Name, StringComparer.InvariantCultureIgnoreCase)) { this.PrintDebug($" Deleting {entry.Name} because it's bundled into SMAPI..."); entry.Delete(); continue; } // check paths string newPath = Path.Combine(properModsDir.FullName, entry.Name); if (isDir ? Directory.Exists(newPath) : File.Exists(newPath)) { this.PrintWarning($" Can't move {entry.Name} because it already exists in your game's mod directory."); continue; } // move into mods this.PrintDebug($" Moving {entry.Name} into the game's mod directory..."); this.Move(entry, newPath); } // delete if empty if (modDir.EnumerateFileSystemInfos().Any()) this.PrintWarning(" You have files in this folder which couldn't be moved automatically. These will be ignored by SMAPI."); else { this.PrintDebug(" Deleted empty directory."); modDir.Delete(); } } /// Move a filesystem entry to a new parent directory. /// The filesystem entry to move. /// The destination path. /// We can't use or , because those don't work across partitions. private void Move(FileSystemInfo entry, string newPath) { // file if (entry is FileInfo) { FileInfo file = (FileInfo)entry; file.CopyTo(newPath); file.Delete(); } // directory else { Directory.CreateDirectory(newPath); DirectoryInfo directory = (DirectoryInfo)entry; foreach (FileSystemInfo child in directory.EnumerateFileSystemInfos()) this.Move(child, Path.Combine(newPath, child.Name)); directory.Delete(); } } } }