summaryrefslogtreecommitdiff
path: root/src/SMAPI.ModBuildConfig/DeployModTask.cs
blob: 88412d920c05e0d143813b6c24514aa1c9c95d8d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
using System;
using System.Collections.Generic;
using System.IO;
using System.IO.Compression;
using System.Linq;
using System.Reflection;
using System.Text.RegularExpressions;
using Microsoft.Build.Framework;
using Microsoft.Build.Utilities;
using StardewModdingAPI.ModBuildConfig.Framework;
using StardewModdingAPI.Toolkit.Utilities;

namespace StardewModdingAPI.ModBuildConfig
{
    /// <summary>A build task which deploys the mod files and prepares a release zip.</summary>
    public class DeployModTask : Task
    {
        /*********
        ** Accessors
        *********/
        /// <summary>The name (without extension or path) of the current mod's DLL.</summary>
        [Required]
        public string ModDllName { get; set; }

        /// <summary>The name of the mod folder.</summary>
        [Required]
        public string ModFolderName { get; set; }

        /// <summary>The absolute or relative path to the folder which should contain the generated zip file.</summary>
        [Required]
        public string ModZipPath { get; set; }

        /// <summary>The folder containing the project files.</summary>
        [Required]
        public string ProjectDir { get; set; }

        /// <summary>The folder containing the build output.</summary>
        [Required]
        public string TargetDir { get; set; }

        /// <summary>The folder containing the game's mod folders.</summary>
        [Required]
        public string GameModsDir { get; set; }

        /// <summary>Whether to enable copying the mod files into the game's Mods folder.</summary>
        [Required]
        public bool EnableModDeploy { get; set; }

        /// <summary>Whether to enable the release zip.</summary>
        [Required]
        public bool EnableModZip { get; set; }

        /// <summary>A comma-separated list of regex patterns matching files to ignore when deploying or zipping the mod.</summary>
        public string IgnoreModFilePatterns { get; set; }

        /// <summary>A comma-separated list of relative file paths to ignore when deploying or zipping the mod.</summary>
        public string IgnoreModFilePaths { get; set; }

        /// <summary>A comma-separated list of <see cref="ExtraAssemblyTypes"/> values which indicate which extra DLLs to bundle.</summary>
        public string BundleExtraAssemblies { get; set; }


        /*********
        ** Public methods
        *********/
        /// <summary>When overridden in a derived class, executes the task.</summary>
        /// <returns>true if the task successfully executed; otherwise, false.</returns>
        public override bool Execute()
        {
            // log build settings
            {
                var properties = this
                    .GetPropertiesToLog()
                    .Select(p => $"{p.Key}: {p.Value}");
                this.Log.LogMessage(MessageImportance.High, $"[mod build package] Handling build with options {string.Join(", ", properties)}");
            }

            if (!this.EnableModDeploy && !this.EnableModZip)
                return true; // nothing to do

            try
            {
                // parse extra DLLs to bundle
                ExtraAssemblyTypes bundleAssemblyTypes = this.GetExtraAssembliesToBundleOption();

                // parse ignore patterns
                string[] ignoreFilePaths = this.GetCustomIgnoreFilePaths().ToArray();
                Regex[] ignoreFilePatterns = this.GetCustomIgnorePatterns().ToArray();

                // get mod info
                ModFileManager package = new(this.ProjectDir, this.TargetDir, ignoreFilePaths, ignoreFilePatterns, bundleAssemblyTypes, this.ModDllName, validateRequiredModFiles: this.EnableModDeploy || this.EnableModZip);

                // deploy mod files
                if (this.EnableModDeploy)
                {
                    string outputPath = Path.Combine(this.GameModsDir, this.EscapeInvalidFilenameCharacters(this.ModFolderName));
                    this.Log.LogMessage(MessageImportance.High, $"[mod build package] Copying the mod files to {outputPath}...");
                    this.CreateModFolder(package.GetFiles(), outputPath);
                }

                // create release zip
                if (this.EnableModZip)
                {
                    string zipName = this.EscapeInvalidFilenameCharacters($"{this.ModFolderName} {package.GetManifestVersion()}.zip");
                    string zipPath = Path.Combine(this.ModZipPath, zipName);

                    this.Log.LogMessage(MessageImportance.High, $"[mod build package] Generating the release zip at {zipPath}...");
                    this.CreateReleaseZip(package.GetFiles(), this.ModFolderName, zipPath);
                }

                return true;
            }
            catch (UserErrorException ex)
            {
                this.Log.LogErrorFromException(ex);
                return false;
            }
            catch (Exception ex)
            {
                this.Log.LogError($"[mod build package] Failed trying to deploy the mod.\n{ex}");
                return false;
            }
        }


        /*********
        ** Private methods
        *********/
        /// <summary>Get the properties to write to the log.</summary>
        private IEnumerable<KeyValuePair<string, string>> GetPropertiesToLog()
        {
            var properties = this.GetType().GetProperties(BindingFlags.Public | BindingFlags.Instance | BindingFlags.DeclaredOnly);
            foreach (PropertyInfo property in properties.OrderBy(p => p.Name))
            {
                if (property.Name == nameof(this.IgnoreModFilePatterns) && string.IsNullOrWhiteSpace(this.IgnoreModFilePatterns))
                    continue;

                string name = property.Name;

                string value = property.GetValue(this)?.ToString();
                if (value == null)
                    value = "null";
                else if (property.PropertyType == typeof(bool))
                    value = value.ToLower();
                else
                    value = $"'{value}'";

                yield return new KeyValuePair<string, string>(name, value);
            }
        }

        /// <summary>Parse the extra assembly types which should be bundled with the mod.</summary>
        private ExtraAssemblyTypes GetExtraAssembliesToBundleOption()
        {
            ExtraAssemblyTypes flags = ExtraAssemblyTypes.None;

            if (!string.IsNullOrWhiteSpace(this.BundleExtraAssemblies))
            {
                foreach (string raw in this.BundleExtraAssemblies.Split(','))
                {
                    if (!Enum.TryParse(raw, out ExtraAssemblyTypes type))
                    {
                        this.Log.LogWarning($"[mod build package] Ignored invalid <{nameof(this.BundleExtraAssemblies)}> value '{raw}', expected one of '{string.Join("', '", Enum.GetNames(typeof(ExtraAssemblyTypes)))}'.");
                        continue;
                    }

                    flags |= type;
                }
            }

            return flags;
        }

        /// <summary>Get the custom ignore patterns provided by the user.</summary>
        private IEnumerable<Regex> GetCustomIgnorePatterns()
        {
            if (string.IsNullOrWhiteSpace(this.IgnoreModFilePatterns))
                yield break;

            foreach (string raw in this.IgnoreModFilePatterns.Split(','))
            {
                Regex regex;
                try
                {
                    regex = new Regex(raw.Trim(), RegexOptions.IgnoreCase);
                }
                catch (Exception ex)
                {
                    this.Log.LogWarning($"[mod build package] Ignored invalid <{nameof(this.IgnoreModFilePatterns)}> pattern {raw}:\n{ex}");
                    continue;
                }

                yield return regex;
            }
        }

        /// <summary>Get the custom relative file paths provided by the user to ignore.</summary>
        private IEnumerable<string> GetCustomIgnoreFilePaths()
        {
            if (string.IsNullOrWhiteSpace(this.IgnoreModFilePaths))
                yield break;

            foreach (string raw in this.IgnoreModFilePaths.Split(','))
            {
                string path;
                try
                {
                    path = PathUtilities.NormalizePath(raw);
                }
                catch (Exception ex)
                {
                    this.Log.LogWarning($"[mod build package] Ignored invalid <{nameof(this.IgnoreModFilePaths)}> path {raw}:\n{ex}");
                    continue;
                }

                yield return path;
            }
        }

        /// <summary>Copy the mod files into the game's mod folder.</summary>
        /// <param name="files">The files to include.</param>
        /// <param name="modFolderPath">The folder path to create with the mod files.</param>
        private void CreateModFolder(IDictionary<string, FileInfo> files, string modFolderPath)
        {
            foreach (var entry in files)
            {
                string fromPath = entry.Value.FullName;
                string toPath = Path.Combine(modFolderPath, entry.Key);

                Directory.CreateDirectory(Path.GetDirectoryName(toPath)!);

                File.Copy(fromPath, toPath, overwrite: true);
            }
        }

        /// <summary>Create a release zip in the recommended format for uploading to mod sites.</summary>
        /// <param name="files">The files to include.</param>
        /// <param name="modName">The name of the mod.</param>
        /// <param name="zipPath">The absolute path to the zip file to create.</param>
        private void CreateReleaseZip(IDictionary<string, FileInfo> files, string modName, string zipPath)
        {
            // get folder name within zip
            string folderName = this.EscapeInvalidFilenameCharacters(modName);

            // create zip file
            Directory.CreateDirectory(Path.GetDirectoryName(zipPath)!);
            using Stream zipStream = new FileStream(zipPath, FileMode.Create, FileAccess.Write);
            using ZipArchive archive = new(zipStream, ZipArchiveMode.Create);

            foreach (var fileEntry in files)
            {
                string relativePath = fileEntry.Key;
                FileInfo file = fileEntry.Value;

                // get file info
                string filePath = file.FullName;
                string entryName = folderName + '/' + relativePath.Replace(Path.DirectorySeparatorChar, '/');

                // add to zip
                using Stream fileStream = new FileStream(filePath, FileMode.Open, FileAccess.Read);
                using Stream fileStreamInZip = archive.CreateEntry(entryName).Open();
                fileStream.CopyTo(fileStreamInZip);
            }
        }

        /// <summary>Get a copy of a filename with all invalid filename characters substituted.</summary>
        /// <param name="name">The filename.</param>
        private string EscapeInvalidFilenameCharacters(string name)
        {
            foreach (char invalidChar in Path.GetInvalidFileNameChars())
                name = name.Replace(invalidChar, '.');
            return name;
        }
    }
}