using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using StardewModdingAPI.Framework.Models;
using StardewModdingAPI.Framework.Serialisation;
namespace StardewModdingAPI.Framework.ModLoading
{
/// Finds and processes mod metadata.
internal class ModResolver
{
/*********
** Public methods
*********/
/// Get manifest metadata for each folder in the given root path.
/// The root path to search for mods.
/// The JSON helper with which to read manifests.
/// Metadata about mods that SMAPI should assume is compatible or broken, regardless of whether it detects incompatible code.
/// Returns the manifests by relative folder.
public IEnumerable ReadManifests(string rootPath, JsonHelper jsonHelper, IEnumerable compatibilityRecords)
{
compatibilityRecords = compatibilityRecords.ToArray();
foreach (DirectoryInfo modDir in this.GetModFolders(rootPath))
{
// read file
Manifest manifest = null;
string path = Path.Combine(modDir.FullName, "manifest.json");
string error = null;
try
{
// read manifest
manifest = jsonHelper.ReadJsonFile(path);
// validate
if (manifest == null)
{
error = File.Exists(path)
? "its manifest is invalid."
: "it doesn't have a manifest.";
}
else if (string.IsNullOrWhiteSpace(manifest.EntryDll))
error = "its manifest doesn't set an entry DLL.";
}
catch (Exception ex)
{
error = $"parsing its manifest failed:\n{ex.GetLogSummary()}";
}
// get compatibility record
ModCompatibility compatibility = null;
if(manifest != null)
{
string key = !string.IsNullOrWhiteSpace(manifest.UniqueID) ? manifest.UniqueID : manifest.EntryDll;
compatibility = (
from mod in compatibilityRecords
where
mod.ID == key
&& (mod.LowerSemanticVersion == null || !manifest.Version.IsOlderThan(mod.LowerSemanticVersion))
&& !manifest.Version.IsNewerThan(mod.UpperSemanticVersion)
select mod
).FirstOrDefault();
}
// build metadata
string displayName = !string.IsNullOrWhiteSpace(manifest?.Name)
? manifest.Name
: modDir.FullName.Replace(rootPath, "").Trim('/', '\\');
ModMetadataStatus status = error == null
? ModMetadataStatus.Found
: ModMetadataStatus.Failed;
yield return new ModMetadata(displayName, modDir.FullName, manifest, compatibility).SetStatus(status, error);
}
}
/// Validate manifest metadata.
/// The mod manifests to validate.
/// The current SMAPI version.
public void ValidateManifests(IEnumerable mods, ISemanticVersion apiVersion)
{
foreach (IModMetadata mod in mods)
{
// skip if already failed
if (mod.Status == ModMetadataStatus.Failed)
continue;
// validate compatibility
{
ModCompatibility compatibility = mod.Compatibility;
if (compatibility?.Compatibility == ModCompatibilityType.AssumeBroken)
{
bool hasOfficialUrl = !string.IsNullOrWhiteSpace(mod.Compatibility.UpdateUrl);
bool hasUnofficialUrl = !string.IsNullOrWhiteSpace(mod.Compatibility.UnofficialUpdateUrl);
string reasonPhrase = compatibility.ReasonPhrase ?? "it's not compatible with the latest version of the game";
string error = $"{reasonPhrase}. Please check for a version newer than {compatibility.UpperVersion} here:";
if (hasOfficialUrl)
error += !hasUnofficialUrl ? $" {compatibility.UpdateUrl}" : $"{Environment.NewLine}- official mod: {compatibility.UpdateUrl}";
if (hasUnofficialUrl)
error += $"{Environment.NewLine}- unofficial update: {compatibility.UnofficialUpdateUrl}";
mod.SetStatus(ModMetadataStatus.Failed, error);
continue;
}
}
// validate SMAPI version
if (!string.IsNullOrWhiteSpace(mod.Manifest.MinimumApiVersion))
{
if (!SemanticVersion.TryParse(mod.Manifest.MinimumApiVersion, out ISemanticVersion minVersion))
{
mod.SetStatus(ModMetadataStatus.Failed, $"it has an invalid minimum SMAPI version '{mod.Manifest.MinimumApiVersion}'. This should be a semantic version number like {apiVersion}.");
continue;
}
if (minVersion.IsNewerThan(apiVersion))
{
mod.SetStatus(ModMetadataStatus.Failed, $"it needs SMAPI {minVersion} or later. Please update SMAPI to the latest version to use this mod.");
continue;
}
}
// validate DLL path
string assemblyPath = Path.Combine(mod.DirectoryPath, mod.Manifest.EntryDll);
if (!File.Exists(assemblyPath))
mod.SetStatus(ModMetadataStatus.Failed, $"its DLL '{mod.Manifest.EntryDll}' doesn't exist.");
}
}
/// Sort the given mods by the order they should be loaded.
/// The mods to process.
public IEnumerable ProcessDependencies(IEnumerable mods)
{
var unsortedMods = mods.ToList();
var sortedMods = new Stack();
var visitedMods = new bool[unsortedMods.Count];
var currentChain = new List();
bool success = true;
for (int index = 0; index < unsortedMods.Count; index++)
{
if (unsortedMods[index].Status == ModMetadataStatus.Failed)
continue;
success = this.ProcessDependencies(index, visitedMods, sortedMods, currentChain, unsortedMods);
if (!success)
break;
}
if (!success)
return new ModMetadata[0];
return sortedMods.Reverse().ToArray();
}
/*********
** Private methods
*********/
/// Sort a mod's dependencies by the order they should be loaded, and remove any mods that can't be loaded due to missing or conflicting dependencies.
/// The index of the mod being processed in the .
/// The mods which have been processed.
/// The list in which to save mods sorted by dependency order.
/// The current change of mod dependencies.
/// The mods remaining to sort.
/// Returns whether the mod can be loaded.
private bool ProcessDependencies(int modIndex, bool[] visitedMods, Stack sortedMods, List currentChain, List unsortedMods)
{
// visit mod
if (visitedMods[modIndex])
return true; // already sorted
visitedMods[modIndex] = true;
// mod already failed
IModMetadata mod = unsortedMods[modIndex];
if (mod.Status == ModMetadataStatus.Failed)
return false;
// process dependencies
bool success = true;
if (mod.Manifest.Dependencies != null && mod.Manifest.Dependencies.Any())
{
// validate required dependencies are present
{
string missingMods = null;
foreach (IManifestDependency dependency in mod.Manifest.Dependencies)
{
if (!unsortedMods.Any(m => m.Manifest.UniqueID.Equals(dependency.UniqueID)))
missingMods += $"{dependency.UniqueID}, ";
}
if (missingMods != null)
{
mod.SetStatus(ModMetadataStatus.Failed, $"it requires mods which aren't installed ({missingMods.Substring(0, missingMods.Length - 2)}).");
return false;
}
}
// get mods which should be loaded before this one
IModMetadata[] modsToLoadFirst =
(
from unsorted in unsortedMods
where mod.Manifest.Dependencies.Any(required => required.UniqueID == unsorted.Manifest.UniqueID)
select unsorted
)
.ToArray();
// detect circular references
IModMetadata circularReferenceMod = currentChain.FirstOrDefault(modsToLoadFirst.Contains);
if (circularReferenceMod != null)
{
mod.SetStatus(ModMetadataStatus.Failed, $"its dependencies have a circular reference: {string.Join(" => ", currentChain.Select(p => p.DisplayName))} => {circularReferenceMod.DisplayName}).");
return false;
}
currentChain.Add(mod);
// recursively sort dependencies
foreach (IModMetadata requiredMod in modsToLoadFirst)
{
int index = unsortedMods.IndexOf(requiredMod);
success = this.ProcessDependencies(index, visitedMods, sortedMods, currentChain, unsortedMods);
if (!success)
break;
}
}
// mark mod sorted
sortedMods.Push(mod);
currentChain.Remove(mod);
return success;
}
/// Get all mod folders in a root folder, passing through empty folders as needed.
/// The root folder path to search.
private IEnumerable GetModFolders(string rootPath)
{
foreach (string modRootPath in Directory.GetDirectories(rootPath))
{
DirectoryInfo directory = new DirectoryInfo(modRootPath);
// if a folder only contains another folder, check the inner folder instead
while (!directory.GetFiles().Any() && directory.GetDirectories().Length == 1)
directory = directory.GetDirectories().First();
yield return directory;
}
}
}
}