using System;
using System.IO;
using System.Linq;
using System.Reflection;
using StardewModdingAPI.Framework;
using StardewModdingAPI.Framework.ModLoading;
using StardewValley;
namespace StardewModdingAPI
{
/// Contains SMAPI's constants and assumptions.
public static class Constants
{
/*********
** Properties
*********/
/// The directory path containing the current save's data (if a save is loaded).
private static string RawSavePath => Context.IsSaveLoaded ? Path.Combine(Constants.SavesPath, Constants.GetSaveFolderName()) : null;
/// Whether the directory containing the current save's data exists on disk.
private static bool SavePathReady => Context.IsSaveLoaded && Directory.Exists(Constants.RawSavePath);
/*********
** Accessors
*********/
/****
** Public
****/
/// SMAPI's current semantic version.
public static ISemanticVersion ApiVersion { get; } =
#if SMAPI_1_x
new SemanticVersion(1, 15, 4);
#else
new SemanticVersion(2, 0, 0, $"alpha-{DateTime.UtcNow:yyyyMMddHHmm}");
#endif
/// The minimum supported version of Stardew Valley.
public static ISemanticVersion MinimumGameVersion { get; } = new SemanticVersion("1.2.30");
/// The maximum supported version of Stardew Valley.
public static ISemanticVersion MaximumGameVersion { get; } = null;
/// 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 directory name containing the current save's data (if a save is loaded and the directory exists).
public static string SaveFolderName => Context.IsSaveLoaded ? Constants.GetSaveFolderName() : "";
/// The directory path containing the current save's data (if a save is loaded and the directory exists).
public static string CurrentSavePath => Constants.SavePathReady ? Path.Combine(Constants.SavesPath, Constants.GetSaveFolderName()) : "";
/****
** Internal
****/
/// The GitHub repository to check for updates.
internal const string GitHubRepository = "Pathoschild/SMAPI";
/// The file path for the SMAPI configuration file.
internal static string ApiConfigPath => Path.Combine(Constants.ExecutionPath, $"{typeof(Program).Assembly.GetName().Name}.config.json");
/// The file path to the log where the latest output should be saved.
internal static string DefaultLogPath => Path.Combine(Constants.LogDir, "SMAPI-latest.txt");
/// A copy of the log leading up to 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.ExecutionPath, "StardewModdingAPI.crash.marker");
/// The full path to the folder containing mods.
internal static string ModPath { get; } = Path.Combine(Constants.ExecutionPath, "Mods");
/// The game's current semantic version.
internal static ISemanticVersion GameVersion { get; } = new GameVersion(Constants.GetGameVersion());
/// The target game platform.
internal static Platform TargetPlatform { get; } =
#if SMAPI_FOR_WINDOWS
Platform.Windows;
#else
Platform.Mono;
#endif
/*********
** Internal methods
*********/
/// 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.Mono:
removeAssemblyReferences = new[]
{
"Stardew Valley",
"Microsoft.Xna.Framework",
"Microsoft.Xna.Framework.Game",
"Microsoft.Xna.Framework.Graphics"
};
targetAssemblies = new[]
{
typeof(StardewValley.Game1).Assembly,
typeof(Microsoft.Xna.Framework.Vector2).Assembly
};
break;
case Platform.Windows:
removeAssemblyReferences = new[]
{
"StardewValley",
"MonoGame.Framework"
};
targetAssemblies = new[]
{
typeof(StardewValley.Game1).Assembly,
typeof(Microsoft.Xna.Framework.Vector2).Assembly,
typeof(Microsoft.Xna.Framework.Game).Assembly,
typeof(Microsoft.Xna.Framework.Graphics.SpriteBatch).Assembly
};
break;
default:
throw new InvalidOperationException($"Unknown target platform '{targetPlatform}'.");
}
return new PlatformAssemblyMap(targetPlatform, removeAssemblyReferences, targetAssemblies);
}
/*********
** Private methods
*********/
/// Get the name of a save directory for the current player.
private static string GetSaveFolderName()
{
string prefix = new string(Game1.player.name.Where(char.IsLetterOrDigit).ToArray());
return $"{prefix}_{Game1.uniqueIDForThisGame}";
}
/// Get the game's current version string.
private static string GetGameVersion()
{
// we need reflection because it's a constant, so SMAPI's references to it are inlined at compile-time
FieldInfo field = typeof(Game1).GetField(nameof(Game1.version), BindingFlags.Public | BindingFlags.Static);
if (field == null)
throw new InvalidOperationException($"The {nameof(Game1)}.{nameof(Game1.version)} field could not be found.");
return (string)field.GetValue(null);
}
}
}