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|
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Diagnostics.CodeAnalysis;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Reflection;
using StardewModdingApi.Installer.Enums;
using StardewModdingAPI.Installer.Framework;
using StardewModdingAPI.Internal.ConsoleWriting;
using StardewModdingAPI.Toolkit;
using StardewModdingAPI.Toolkit.Framework;
using StardewModdingAPI.Toolkit.Framework.GameScanning;
using StardewModdingAPI.Toolkit.Framework.ModScanning;
using StardewModdingAPI.Toolkit.Utilities;
namespace StardewModdingApi.Installer
{
/// <summary>Interactively performs the install and uninstall logic.</summary>
internal class InteractiveInstaller
{
/*********
** Fields
*********/
/// <summary>The absolute path to the directory containing the files to copy into the game folder.</summary>
private readonly string BundlePath;
/// <summary>The mod IDs which the installer should allow as bundled mods.</summary>
private readonly string[] BundledModIDs = {
"SMAPI.SaveBackup",
"SMAPI.ConsoleCommands",
"SMAPI.ErrorHandler"
};
/// <summary>Get the absolute file or folder paths to remove when uninstalling SMAPI.</summary>
/// <param name="installDir">The folder for Stardew Valley and SMAPI.</param>
/// <param name="modsDir">The folder for SMAPI mods.</param>
[SuppressMessage("ReSharper", "StringLiteralTypo", Justification = "These are valid file names.")]
private IEnumerable<string> GetUninstallPaths(DirectoryInfo installDir, DirectoryInfo modsDir)
{
string GetInstallPath(string path) => Path.Combine(installDir.FullName, path);
// current files
yield return GetInstallPath("StardewModdingAPI"); // Linux/macOS only
yield return GetInstallPath("StardewModdingAPI.deps.json");
yield return GetInstallPath("StardewModdingAPI.dll");
yield return GetInstallPath("StardewModdingAPI.exe");
yield return GetInstallPath("StardewModdingAPI.exe.config");
yield return GetInstallPath("StardewModdingAPI.exe.mdb"); // Linux/macOS only
yield return GetInstallPath("StardewModdingAPI.pdb"); // before 4.0 (Windows only)
yield return GetInstallPath("StardewModdingAPI.runtimeconfig.json");
yield return GetInstallPath("StardewModdingAPI.xml");
yield return GetInstallPath("smapi-internal");
yield return GetInstallPath("steam_appid.txt");
#if SMAPI_DEPRECATED
// obsolete
yield return GetInstallPath("libgdiplus.dylib"); // before 3.13 (macOS only)
yield return GetInstallPath(Path.Combine("Mods", ".cache")); // 1.3-1.4
yield return GetInstallPath(Path.Combine("Mods", "TrainerMod")); // *–2.0 (renamed to ConsoleCommands)
yield return GetInstallPath("Mono.Cecil.Rocks.dll"); // 1.3–1.8
yield return GetInstallPath("StardewModdingAPI-settings.json"); // 1.0-1.4
yield return GetInstallPath("StardewModdingAPI.AssemblyRewriters.dll"); // 1.3-2.5.5
yield return GetInstallPath("0Harmony.dll"); // moved in 2.8
yield return GetInstallPath("0Harmony.pdb"); // moved in 2.8
yield return GetInstallPath("Mono.Cecil.dll"); // moved in 2.8
yield return GetInstallPath("Newtonsoft.Json.dll"); // moved in 2.8
yield return GetInstallPath("StardewModdingAPI.config.json"); // moved in 2.8
yield return GetInstallPath("StardewModdingAPI.crash.marker"); // moved in 2.8
yield return GetInstallPath("StardewModdingAPI.metadata.json"); // moved in 2.8
yield return GetInstallPath("StardewModdingAPI.update.marker"); // moved in 2.8
yield return GetInstallPath("StardewModdingAPI.Toolkit.dll"); // moved in 2.8
yield return GetInstallPath("StardewModdingAPI.Toolkit.pdb"); // moved in 2.8
yield return GetInstallPath("StardewModdingAPI.Toolkit.xml"); // moved in 2.8
yield return GetInstallPath("StardewModdingAPI.Toolkit.CoreInterfaces.dll"); // moved in 2.8
yield return GetInstallPath("StardewModdingAPI.Toolkit.CoreInterfaces.pdb"); // moved in 2.8
yield return GetInstallPath("StardewModdingAPI.Toolkit.CoreInterfaces.xml"); // moved in 2.8
yield return GetInstallPath("StardewModdingAPI-x64.exe"); // before 3.13
if (modsDir.Exists)
{
foreach (DirectoryInfo modDir in modsDir.EnumerateDirectories())
yield return Path.Combine(modDir.FullName, ".cache"); // 1.4–1.7
}
#endif
yield return Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "ErrorLogs"); // remove old log files
}
/// <summary>Handles writing text to the console.</summary>
private IConsoleWriter ConsoleWriter;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="bundlePath">The absolute path to the directory containing the files to copy into the game folder.</param>
public InteractiveInstaller(string bundlePath)
{
this.BundlePath = bundlePath;
this.ConsoleWriter = new ColorfulConsoleWriter(EnvironmentUtility.DetectPlatform());
}
/// <summary>Run the install or uninstall script.</summary>
/// <param name="args">The command line arguments.</param>
/// <remarks>
/// Initialization 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/macOS: 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 values returned by <see cref="GetUninstallPaths"/>.
///
/// 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/macOS: 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.
/// </remarks>
public void Run(string[] args)
{
/*********
** Step 1: initial setup
*********/
/****
** Get basic info & set window title
****/
ModToolkit toolkit = new();
var context = new InstallerContext();
Console.Title = $"SMAPI {context.GetInstallerVersion()} installer on {context.Platform} {context.PlatformName}";
Console.WriteLine();
/****
** Check if correct installer
****/
#if SMAPI_FOR_WINDOWS
if (context.IsUnix)
{
this.PrintError($"This is the installer for Windows. Run the 'install on {context.Platform}.{(context.Platform == Platform.Mac ? "command" : "sh")}' file instead.");
Console.ReadLine();
return;
}
#else
if (context.IsWindows)
{
this.PrintError($"This is the installer for Linux/macOS. Run the 'install on Windows.exe' file instead.");
Console.ReadLine();
return;
}
#endif
/****
** read command-line arguments
****/
// get action from CLI
bool installArg = args.Contains("--install");
bool uninstallArg = args.Contains("--uninstall");
if (installArg && uninstallArg)
{
this.PrintError("You can't specify both --install and --uninstall command-line flags.");
Console.ReadLine();
return;
}
// get game path from CLI
string? gamePathArg = null;
{
int pathIndex = Array.LastIndexOf(args, "--game-path") + 1;
if (pathIndex >= 1 && args.Length >= pathIndex)
gamePathArg = args[pathIndex];
}
/*********
** Step 2: choose a theme (can't auto-detect on Linux/macOS)
*********/
MonitorColorScheme scheme = MonitorColorScheme.AutoDetect;
if (context.IsUnix)
{
/****
** print header
****/
this.PrintPlain("Hi there! I'll help you install or remove SMAPI. Just a few questions first.");
this.PrintPlain("----------------------------------------------------------------------------");
Console.WriteLine();
/****
** show theme selector
****/
// get theme writers
ColorfulConsoleWriter lightBackgroundWriter = new(context.Platform, ColorfulConsoleWriter.GetDefaultColorSchemeConfig(MonitorColorScheme.LightBackground));
ColorfulConsoleWriter darkBackgroundWriter = new(context.Platform, ColorfulConsoleWriter.GetDefaultColorSchemeConfig(MonitorColorScheme.DarkBackground));
// print question
this.PrintPlain("Which text looks more readable?");
Console.WriteLine();
Console.Write(" [1] ");
lightBackgroundWriter.WriteLine("Dark text on light background", ConsoleLogLevel.Info);
Console.Write(" [2] ");
darkBackgroundWriter.WriteLine("Light text on dark background", ConsoleLogLevel.Info);
Console.WriteLine();
// handle choice
string choice = this.InteractivelyChoose("Type 1 or 2, then press enter.", new[] { "1", "2" }, printLine: Console.WriteLine);
switch (choice)
{
case "1":
scheme = MonitorColorScheme.LightBackground;
this.ConsoleWriter = lightBackgroundWriter;
break;
case "2":
scheme = MonitorColorScheme.DarkBackground;
this.ConsoleWriter = darkBackgroundWriter;
break;
default:
throw new InvalidOperationException($"Unexpected action key '{choice}'.");
}
}
Console.Clear();
/*********
** Step 3: find game folder
*********/
InstallerPaths paths;
{
/****
** print header
****/
this.PrintInfo("Hi there! I'll help you install or remove SMAPI. Just a few questions first.");
this.PrintDebug($"Color scheme: {this.GetDisplayText(scheme)}");
this.PrintDebug("----------------------------------------------------------------------------");
Console.WriteLine();
/****
** collect details
****/
// get game path
DirectoryInfo? installDir = this.InteractivelyGetInstallPath(toolkit, context, gamePathArg);
if (installDir == null)
{
this.PrintError("Failed finding your game path.");
Console.ReadLine();
return;
}
// get folders
DirectoryInfo bundleDir = new(this.BundlePath);
paths = new InstallerPaths(bundleDir, installDir);
}
/*********
** Step 4: validate assumptions
*********/
// executable exists
if (!File.Exists(paths.GameDllPath))
{
this.PrintError("The detected game install path doesn't contain a Stardew Valley executable.");
Console.ReadLine();
return;
}
Console.Clear();
/*********
** Step 5: ask what to do
*********/
ScriptAction action;
{
/****
** print header
****/
this.PrintInfo("Hi there! I'll help you install or remove SMAPI. Just one question first.");
this.PrintDebug($"Game path: {paths.GamePath}");
this.PrintDebug($"Color scheme: {this.GetDisplayText(scheme)}");
this.PrintDebug("----------------------------------------------------------------------------");
Console.WriteLine();
/****
** ask what to do
****/
if (installArg)
action = ScriptAction.Install;
else if (uninstallArg)
action = ScriptAction.Uninstall;
else
{
this.PrintInfo("What do you want to do?");
Console.WriteLine();
this.PrintInfo("[1] Install SMAPI.");
this.PrintInfo("[2] Uninstall SMAPI.");
Console.WriteLine();
string choice = this.InteractivelyChoose("Type 1 or 2, then press enter.", new[] { "1", "2" });
switch (choice)
{
case "1":
action = ScriptAction.Install;
break;
case "2":
action = ScriptAction.Uninstall;
break;
default:
throw new InvalidOperationException($"Unexpected action key '{choice}'.");
}
}
}
Console.Clear();
/*********
** Step 6: apply
*********/
{
/****
** print header
****/
this.PrintInfo($"That's all I need! I'll {action.ToString().ToLower()} SMAPI now.");
this.PrintDebug($"Game path: {paths.GamePath}");
this.PrintDebug($"Color scheme: {this.GetDisplayText(scheme)}");
this.PrintDebug("----------------------------------------------------------------------------");
Console.WriteLine();
/****
** Back up user settings
****/
if (File.Exists(paths.ApiUserConfigPath))
File.Copy(paths.ApiUserConfigPath, paths.BundleApiUserConfigPath);
/****
** Always uninstall old files
****/
// restore game launcher
if (context.IsUnix && File.Exists(paths.BackupLaunchScriptPath))
{
this.PrintDebug("Removing SMAPI launcher...");
this.InteractivelyDelete(paths.VanillaLaunchScriptPath);
File.Move(paths.BackupLaunchScriptPath, paths.VanillaLaunchScriptPath);
}
// remove old files
string[] removePaths = this.GetUninstallPaths(paths.GameDir, paths.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)
this.InteractivelyDelete(path);
}
// move global save data folder (changed in 3.2)
{
string dataPath = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley");
DirectoryInfo oldDir = new(Path.Combine(dataPath, "Saves", ".smapi"));
DirectoryInfo newDir = new(Path.Combine(dataPath, ".smapi"));
if (oldDir.Exists)
{
if (newDir.Exists)
this.InteractivelyDelete(oldDir.FullName);
else
oldDir.MoveTo(newDir.FullName);
}
}
/****
** Install new files
****/
if (action == ScriptAction.Install)
{
// copy SMAPI files to game dir
this.PrintDebug("Adding SMAPI files...");
foreach (FileSystemInfo sourceEntry in paths.BundleDir.EnumerateFileSystemInfos().Where(this.ShouldCopy))
{
this.InteractivelyDelete(Path.Combine(paths.GameDir.FullName, sourceEntry.Name));
this.RecursiveCopy(sourceEntry, paths.GameDir);
}
// replace mod launcher (if possible)
if (context.IsUnix)
{
this.PrintDebug("Safely replacing game launcher...");
// back up & remove current launcher
if (File.Exists(paths.VanillaLaunchScriptPath))
{
if (!File.Exists(paths.BackupLaunchScriptPath))
File.Move(paths.VanillaLaunchScriptPath, paths.BackupLaunchScriptPath);
else
this.InteractivelyDelete(paths.VanillaLaunchScriptPath);
}
// add new launcher
File.Move(paths.NewLaunchScriptPath, paths.VanillaLaunchScriptPath);
// mark files executable
// (MSBuild doesn't keep permission flags for files zipped in a build task.)
foreach (string path in new[] { paths.VanillaLaunchScriptPath, paths.UnixSmapiExecutablePath })
{
new Process
{
StartInfo = new ProcessStartInfo
{
FileName = "chmod",
Arguments = $"755 \"{path}\"",
CreateNoWindow = true
}
}.Start();
}
}
// copy the game's deps.json file
// (This is needed to resolve native DLLs like libSkiaSharp.)
File.Copy(
sourceFileName: Path.Combine(paths.GamePath, "Stardew Valley.deps.json"),
destFileName: Path.Combine(paths.GamePath, "StardewModdingAPI.deps.json"),
overwrite: true
);
// create mods directory (if needed)
if (!paths.ModsDir.Exists)
{
this.PrintDebug("Creating mods directory...");
paths.ModsDir.Create();
}
// add or replace bundled mods
DirectoryInfo bundledModsDir = new(Path.Combine(paths.BundlePath, "Mods"));
if (bundledModsDir.Exists && bundledModsDir.EnumerateDirectories().Any())
{
this.PrintDebug("Adding bundled mods...");
ModFolder[] targetMods = toolkit.GetModFolders(paths.ModsPath, useCaseInsensitiveFilePaths: true).ToArray();
foreach (ModFolder sourceMod in toolkit.GetModFolders(bundledModsDir.FullName, useCaseInsensitiveFilePaths: true))
{
// validate source mod
if (sourceMod.Manifest == null)
{
this.PrintWarning($" ignored invalid bundled mod {sourceMod.DisplayName}: {sourceMod.ManifestParseError}");
continue;
}
if (!this.BundledModIDs.Contains(sourceMod.Manifest.UniqueID))
{
this.PrintWarning($" ignored unknown '{sourceMod.DisplayName}' mod in the installer folder. To add mods, put them here instead: {paths.ModsPath}");
continue;
}
// find target folder
// ReSharper disable once ConditionalAccessQualifierIsNonNullableAccordingToAPIContract -- avoid error if the Mods folder has invalid mods, since they're not validated yet
ModFolder? targetMod = targetMods.FirstOrDefault(p => p.Manifest?.UniqueID?.Equals(sourceMod.Manifest.UniqueID, StringComparison.OrdinalIgnoreCase) == true);
DirectoryInfo defaultTargetFolder = new(Path.Combine(paths.ModsPath, sourceMod.Directory.Name));
DirectoryInfo targetFolder = targetMod?.Directory ?? defaultTargetFolder;
this.PrintDebug(targetFolder.FullName == defaultTargetFolder.FullName
? $" adding {sourceMod.Manifest.Name}..."
: $" adding {sourceMod.Manifest.Name} to {Path.Combine(paths.ModsDir.Name, PathUtilities.GetRelativePath(paths.ModsPath, targetFolder.FullName))}..."
);
// remove existing folder
if (targetFolder.Exists)
this.InteractivelyDelete(targetFolder.FullName);
// copy files
this.RecursiveCopy(sourceMod.Directory, paths.ModsDir, filter: this.ShouldCopy);
}
}
// set SMAPI's color scheme if defined
if (scheme != MonitorColorScheme.AutoDetect)
{
string text = File
.ReadAllText(paths.ApiConfigPath)
.Replace(@"""UseScheme"": ""AutoDetect""", $@"""UseScheme"": ""{scheme}""");
File.WriteAllText(paths.ApiConfigPath, text);
}
#if SMAPI_DEPRECATED
// remove obsolete appdata mods
this.InteractivelyRemoveAppDataMods(paths.ModsDir, bundledModsDir);
#endif
}
}
Console.WriteLine();
Console.WriteLine();
/*********
** Step 7: final instructions
*********/
if (context.IsWindows)
{
if (action == ScriptAction.Install)
{
this.PrintSuccess("SMAPI is installed! If you use Steam, set your launch options to enable achievements (see smapi.io/install):");
this.PrintSuccess($" \"{Path.Combine(paths.GamePath, "StardewModdingAPI.exe")}\" %command%");
Console.WriteLine();
this.PrintSuccess("If you don't use Steam, launch StardewModdingAPI.exe in your game folder to play with mods.");
}
else
this.PrintSuccess("SMAPI is removed! If you configured Steam to launch SMAPI, don't forget to clear your launch options.");
}
else
{
this.PrintSuccess(action == ScriptAction.Install
? "SMAPI is installed! Launch the game the same way as before to play with mods."
: "SMAPI is removed! Launch the game the same way as before to play without mods."
);
}
Console.ReadKey();
}
/*********
** Private methods
*********/
/// <summary>Get the display text for a color scheme.</summary>
/// <param name="scheme">The color scheme.</param>
private string GetDisplayText(MonitorColorScheme scheme)
{
switch (scheme)
{
case MonitorColorScheme.AutoDetect:
return "auto-detect";
case MonitorColorScheme.DarkBackground:
return "light text on dark background";
case MonitorColorScheme.LightBackground:
return "dark text on light background";
default:
return scheme.ToString();
}
}
/// <summary>Print a message without formatting.</summary>
/// <param name="text">The text to print.</param>
private void PrintPlain(string text)
{
Console.WriteLine(text);
}
/// <summary>Print a debug message.</summary>
/// <param name="text">The text to print.</param>
private void PrintDebug(string text)
{
this.ConsoleWriter.WriteLine(text, ConsoleLogLevel.Debug);
}
/// <summary>Print a debug message.</summary>
/// <param name="text">The text to print.</param>
private void PrintInfo(string text)
{
this.ConsoleWriter.WriteLine(text, ConsoleLogLevel.Info);
}
/// <summary>Print a warning message.</summary>
/// <param name="text">The text to print.</param>
private void PrintWarning(string text)
{
this.ConsoleWriter.WriteLine(text, ConsoleLogLevel.Warn);
}
/// <summary>Print a warning message.</summary>
/// <param name="text">The text to print.</param>
private void PrintError(string text)
{
this.ConsoleWriter.WriteLine(text, ConsoleLogLevel.Error);
}
/// <summary>Print a success message.</summary>
/// <param name="text">The text to print.</param>
private void PrintSuccess(string text)
{
this.ConsoleWriter.WriteLine(text, ConsoleLogLevel.Success);
}
/// <summary>Interactively delete a file or folder path, and block until deletion completes.</summary>
/// <param name="path">The file or folder path.</param>
private void InteractivelyDelete(string path)
{
while (true)
{
try
{
FileUtilities.ForceDelete(Directory.Exists(path) ? new DirectoryInfo(path) : new FileInfo(path));
break;
}
catch (Exception ex)
{
this.PrintError($"Oops! The installer couldn't delete {path}: [{ex.GetType().Name}] {ex.Message}.");
this.PrintError("Try rebooting your computer and then run the installer again. If that doesn't work, try deleting it yourself then press any key to retry.");
Console.ReadKey();
}
}
}
/// <summary>Recursively copy a directory or file.</summary>
/// <param name="source">The file or folder to copy.</param>
/// <param name="targetFolder">The folder to copy into.</param>
/// <param name="filter">A filter which matches directories and files to copy, or <c>null</c> to match all.</param>
private void RecursiveCopy(FileSystemInfo source, DirectoryInfo targetFolder, Func<FileSystemInfo, bool>? filter = null)
{
if (filter != null && !filter(source))
return;
if (!targetFolder.Exists)
targetFolder.Create();
switch (source)
{
case FileInfo sourceFile:
sourceFile.CopyTo(Path.Combine(targetFolder.FullName, sourceFile.Name));
break;
case DirectoryInfo sourceDir:
DirectoryInfo targetSubfolder = new(Path.Combine(targetFolder.FullName, sourceDir.Name));
foreach (FileSystemInfo entry in sourceDir.EnumerateFileSystemInfos())
this.RecursiveCopy(entry, targetSubfolder, filter);
break;
default:
throw new NotSupportedException($"Unknown filesystem info type '{source.GetType().FullName}'.");
}
}
/// <summary>Interactively ask the user to choose a value.</summary>
/// <param name="printLine">A callback which prints a message to the console.</param>
/// <param name="message">The message to print.</param>
/// <param name="options">The allowed options (not case sensitive).</param>
/// <param name="indent">The indentation to prefix to output.</param>
private string InteractivelyChoose(string message, string[] options, string indent = "", Action<string>? printLine = null)
{
printLine ??= this.PrintInfo;
while (true)
{
printLine(indent + message);
Console.Write(indent);
string? input = Console.ReadLine()?.Trim().ToLowerInvariant();
if (input == null || !options.Contains(input))
{
printLine($"{indent}That's not a valid option.");
continue;
}
return input;
}
}
/// <summary>Interactively locate the game install path to update.</summary>
/// <param name="toolkit">The mod toolkit.</param>
/// <param name="context">The installer context.</param>
/// <param name="specifiedPath">The path specified as a command-line argument (if any), which should override automatic path detection.</param>
private DirectoryInfo? InteractivelyGetInstallPath(ModToolkit toolkit, InstallerContext context, string? specifiedPath)
{
// use specified path
if (specifiedPath != null)
{
string errorPrefix = $"You specified --game-path \"{specifiedPath}\", but";
var dir = new DirectoryInfo(specifiedPath);
if (!dir.Exists)
{
this.PrintError($"{errorPrefix} that folder doesn't exist.");
return null;
}
switch (context.GetGameFolderType(dir))
{
case GameFolderType.Valid:
return dir;
case GameFolderType.Legacy154OrEarlier:
this.PrintWarning($"{errorPrefix} that directory seems to have Stardew Valley 1.5.4 or earlier.");
this.PrintWarning("Please update your game to the latest version to use SMAPI.");
return null;
case GameFolderType.LegacyCompatibilityBranch:
this.PrintWarning($"{errorPrefix} that directory seems to have the Stardew Valley legacy 'compatibility' branch.");
this.PrintWarning("Unfortunately SMAPI is only compatible with the modern version of the game.");
this.PrintWarning("Please update your game to the main branch to use SMAPI.");
return null;
case GameFolderType.NoGameFound:
this.PrintWarning($"{errorPrefix} that directory doesn't contain a Stardew Valley executable.");
return null;
default:
this.PrintWarning($"{errorPrefix} that directory doesn't seem to contain a valid game install.");
return null;
}
}
// let user choose detected path
DirectoryInfo[] defaultPaths = this.DetectGameFolders(toolkit, context).ToArray();
if (defaultPaths.Any())
{
this.PrintInfo("Where do you want to add or remove SMAPI?");
Console.WriteLine();
for (int i = 0; i < defaultPaths.Length; i++)
this.PrintInfo($"[{i + 1}] {defaultPaths[i].FullName}");
this.PrintInfo($"[{defaultPaths.Length + 1}] Enter a custom game path.");
Console.WriteLine();
string[] validOptions = Enumerable.Range(1, defaultPaths.Length + 1).Select(p => p.ToString(CultureInfo.InvariantCulture)).ToArray();
string choice = this.InteractivelyChoose("Type the number next to your choice, then press enter.", validOptions);
int index = int.Parse(choice, CultureInfo.InvariantCulture) - 1;
if (index < defaultPaths.Length)
return defaultPaths[index];
}
else
this.PrintInfo("Oops, couldn't find the game automatically.");
// let user enter manual path
while (true)
{
// get path from user
Console.WriteLine();
this.PrintInfo($"Type the file path to the game directory (the one containing '{Constants.GameDllName}'), then press enter.");
string? path = Console.ReadLine()?.Trim();
if (string.IsNullOrWhiteSpace(path))
{
this.PrintWarning("You must specify a directory path to continue.");
continue;
}
// normalize path
path = context.IsWindows
? path.Replace("\"", "") // in Windows, quotes are used to escape spaces and aren't part of the file path
: path.Replace("\\ ", " "); // in Linux/macOS, spaces in paths may be escaped if copied from the command line
if (path.StartsWith("~/"))
{
string home = Environment.GetEnvironmentVariable("HOME") ?? Environment.GetEnvironmentVariable("USERPROFILE")!;
path = Path.Combine(home, path.Substring(2));
}
// get directory
if (File.Exists(path))
path = Path.GetDirectoryName(path)!;
DirectoryInfo directory = new(path);
// validate path
if (!directory.Exists)
{
this.PrintWarning("That directory doesn't seem to exist.");
continue;
}
switch (context.GetGameFolderType(directory))
{
case GameFolderType.Valid:
this.PrintInfo(" OK!");
return directory;
case GameFolderType.Legacy154OrEarlier:
this.PrintWarning("That directory seems to have Stardew Valley 1.5.4 or earlier.");
this.PrintWarning("Please update your game to the latest version to use SMAPI.");
continue;
case GameFolderType.LegacyCompatibilityBranch:
this.PrintWarning("That directory seems to have the Stardew Valley legacy 'compatibility' branch.");
this.PrintWarning("Unfortunately SMAPI is only compatible with the modern version of the game.");
this.PrintWarning("Please update your game to the main branch to use SMAPI.");
continue;
case GameFolderType.NoGameFound:
this.PrintWarning("That directory doesn't contain a Stardew Valley executable.");
continue;
default:
this.PrintWarning("That directory doesn't seem to contain a valid game install.");
continue;
}
}
}
/// <summary>Get the possible game paths to update.</summary>
/// <param name="toolkit">The mod toolkit.</param>
/// <param name="context">The installer context.</param>
private IEnumerable<DirectoryInfo> DetectGameFolders(ModToolkit toolkit, InstallerContext context)
{
HashSet<string> foundPaths = new HashSet<string>();
// game folder which contains the installer, if any
{
DirectoryInfo? curPath = new FileInfo(Assembly.GetExecutingAssembly().Location).Directory;
while (curPath?.Parent != null) // must be in a folder (not at the root)
{
if (context.LooksLikeGameFolder(curPath))
{
foundPaths.Add(curPath.FullName);
yield return curPath;
break;
}
curPath = curPath.Parent;
}
}
// game paths detected by toolkit
foreach (DirectoryInfo dir in toolkit.GetGameFolders())
{
if (foundPaths.Add(dir.FullName))
yield return dir;
}
}
#if SMAPI_DEPRECATED
/// <summary>Interactively move mods out of the app data directory.</summary>
/// <param name="properModsDir">The directory which should contain all mods.</param>
/// <param name="packagedModsDir">The installer directory containing packaged mods.</param>
private void InteractivelyRemoveAppDataMods(DirectoryInfo properModsDir, DirectoryInfo packagedModsDir)
{
// get packaged mods to delete
string[] packagedModNames = packagedModsDir.GetDirectories().Select(p => p.Name).ToArray();
// get path
string appDataPath = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley");
DirectoryInfo modDir = new(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().Where(this.ShouldCopy))
{
// get type
bool isDir = entry is DirectoryInfo;
if (!isDir && entry is not FileInfo)
continue; // should never happen
// delete packaged mods (newer version bundled into SMAPI)
if (isDir && packagedModNames.Contains(entry.Name, StringComparer.OrdinalIgnoreCase))
{
this.PrintDebug($" Deleting {entry.Name} because it's bundled into SMAPI...");
this.InteractivelyDelete(entry.FullName);
continue;
}
// check paths
string newPath = Path.Combine(properModsDir.FullName, entry.Name);
if (isDir ? Directory.Exists(newPath) : File.Exists(newPath))
{
this.PrintWarning($" 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(recursive: true);
}
}
/// <summary>Move a filesystem entry to a new parent directory.</summary>
/// <param name="entry">The filesystem entry to move.</param>
/// <param name="newPath">The destination path.</param>
/// <remarks>We can't use <see cref="FileInfo.MoveTo(string)"/> or <see cref="DirectoryInfo.MoveTo"/>, because those don't work across partitions.</remarks>
private void Move(FileSystemInfo entry, string newPath)
{
// file
if (entry is FileInfo file)
{
file.CopyTo(newPath);
file.Delete();
}
// directory
else
{
Directory.CreateDirectory(newPath);
DirectoryInfo directory = (DirectoryInfo)entry;
foreach (FileSystemInfo child in directory.EnumerateFileSystemInfos().Where(this.ShouldCopy))
this.Move(child, Path.Combine(newPath, child.Name));
directory.Delete(recursive: true);
}
}
#endif
/// <summary>Get whether a file or folder should be copied from the installer files.</summary>
/// <param name="entry">The file or folder info.</param>
private bool ShouldCopy(FileSystemInfo entry)
{
return entry.Name switch
{
"mcs" => false, // ignore macOS symlink
"Mods" => false, // Mods folder handled separately
_ => true
};
}
}
}
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