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using System;
using System.Collections.Generic;
using System.IO;
using System.IO.Compression;
using System.Linq;
using System.Text.RegularExpressions;
using Microsoft.Build.Framework;
using Microsoft.Build.Utilities;
using StardewModdingAPI.ModBuildConfig.Framework;
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 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 files.</summary>
[Required]
public string GameDir { 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>Custom comma-separated regex patterns matching files to ignore when deploying or zipping the mod.</summary>
public string IgnoreModFilePatterns { 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()
{
if (!this.EnableModDeploy && !this.EnableModZip)
return true; // nothing to do
try
{
// parse ignore patterns
Regex[] ignoreFilePatterns = this.GetCustomIgnorePatterns().ToArray();
// get mod info
ModFileManager package = new ModFileManager(this.ProjectDir, this.TargetDir, ignoreFilePatterns);
// deploy mod files
if (this.EnableModDeploy)
{
string outputPath = Path.Combine(this.GameDir, "Mods", this.EscapeInvalidFilenameCharacters(this.ModFolderName));
this.Log.LogMessage(MessageImportance.High, $"The mod build package is copying the mod files to {outputPath}...");
this.CreateModFolder(package.GetFiles(), outputPath);
}
// create release zip
if (this.EnableModZip)
{
this.Log.LogMessage(MessageImportance.High, $"The mod build package is generating a release zip at {this.ModZipPath} for {this.ModFolderName}...");
this.CreateReleaseZip(package.GetFiles(), this.ModFolderName, package.GetManifestVersion(), this.ModZipPath);
}
return true;
}
catch (UserErrorException ex)
{
this.Log.LogErrorFromException(ex);
return false;
}
catch (Exception ex)
{
this.Log.LogError($"The mod build package failed trying to deploy the mod.\n{ex}");
return false;
}
}
/*********
** Private methods
*********/
/// <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($"Ignored invalid <{nameof(this.IgnoreModFilePatterns)}> pattern {raw}:\n{ex}");
continue;
}
yield return regex;
}
}
/// <summary>Copy the mod files into the game's mod folder.</summary>
/// <param name="files">The files to include.</param>
/// <param name="modFolderPath">The folder path to create with the mod files.</param>
private void CreateModFolder(IDictionary<string, FileInfo> files, string modFolderPath)
{
foreach (var entry in files)
{
string fromPath = entry.Value.FullName;
string toPath = Path.Combine(modFolderPath, entry.Key);
// ReSharper disable once AssignNullToNotNullAttribute -- not applicable in this context
Directory.CreateDirectory(Path.GetDirectoryName(toPath));
File.Copy(fromPath, toPath, overwrite: true);
}
}
/// <summary>Create a release zip in the recommended format for uploading to mod sites.</summary>
/// <param name="files">The files to include.</param>
/// <param name="modName">The name of the mod.</param>
/// <param name="modVersion">The mod version string.</param>
/// <param name="outputFolderPath">The absolute or relative path to the folder which should contain the generated zip file.</param>
private void CreateReleaseZip(IDictionary<string, FileInfo> files, string modName, string modVersion, string outputFolderPath)
{
// get names
string zipName = this.EscapeInvalidFilenameCharacters($"{modName} {modVersion}.zip");
string folderName = this.EscapeInvalidFilenameCharacters(modName);
string zipPath = Path.Combine(outputFolderPath, zipName);
// create zip file
Directory.CreateDirectory(outputFolderPath);
using (Stream zipStream = new FileStream(zipPath, FileMode.Create, FileAccess.Write))
using (ZipArchive archive = new ZipArchive(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;
}
}
}
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