using System.Collections.Generic; using System.IO; using System.Linq; using StardewModdingAPI.Toolkit.Serialisation.Models; using StardewModdingAPI.Toolkit.Utilities; namespace StardewModdingAPI.Toolkit.Framework.ModScanning { /// <summary>The info about a mod read from its folder.</summary> public class ModFolder { /********* ** Accessors *********/ /// <summary>A suggested display name for the mod folder.</summary> public string DisplayName { get; } /// <summary>The folder containing the mod's manifest.json.</summary> public DirectoryInfo Directory { get; } /// <summary>The mod manifest.</summary> public Manifest Manifest { get; } /// <summary>The error which occurred parsing the manifest, if any.</summary> public string ManifestParseError { get; } /********* ** Public methods *********/ /// <summary>Construct an instance.</summary> /// <param name="root">The root folder containing mods.</param> /// <param name="directory">The folder containing the mod's manifest.json.</param> /// <param name="manifest">The mod manifest.</param> /// <param name="manifestParseError">The error which occurred parsing the manifest, if any.</param> public ModFolder(DirectoryInfo root, DirectoryInfo directory, Manifest manifest, string manifestParseError = null) { // save info this.Directory = directory; this.Manifest = manifest; this.ManifestParseError = manifestParseError; // set display name this.DisplayName = manifest?.Name; if (string.IsNullOrWhiteSpace(this.DisplayName)) this.DisplayName = PathUtilities.GetRelativePath(root.FullName, directory.FullName); } /// <summary>Get the update keys for a mod.</summary> /// <param name="manifest">The mod manifest.</param> public IEnumerable<string> GetUpdateKeys(Manifest manifest) { return (manifest.UpdateKeys ?? new string[0]) .Where(p => !string.IsNullOrWhiteSpace(p)) .ToArray(); } } }