using StardewModdingAPI.Framework.Models; 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 mod manifest.</summary> public IManifest Manifest { get; } /// <summary>Optional metadata about a mod version that SMAPI should assume is compatible or broken, regardless of whether it detects incompatible code.</summary> public ModCompatibility Compatibility { get; } /// <summary>The metadata resolution status.</summary> public ModMetadataStatus Status { get; private set; } /// <summary>The reason the metadata is invalid, if any.</summary> public string Error { get; private set; } /********* ** 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="manifest">The mod manifest.</param> /// <param name="compatibility">Optional metadata about a mod version that SMAPI should assume is compatible or broken, regardless of whether it detects incompatible code.</param> public ModMetadata(string displayName, string directoryPath, IManifest manifest, ModCompatibility compatibility) { this.DisplayName = displayName; this.DirectoryPath = directoryPath; this.Manifest = manifest; this.Compatibility = compatibility; } /// <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; } } }