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path: root/src/SMAPI.ModBuildConfig/Framework/ModFileManager.cs
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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text.RegularExpressions;
using StardewModdingAPI.Toolkit.Utilities;

namespace StardewModdingAPI.ModBuildConfig.Framework
{
    /// <summary>Manages the files that are part of a mod package.</summary>
    internal class ModFileManager
    {
        /*********
        ** Fields
        *********/
        /// <summary>The name of the manifest file.</summary>
        private readonly string ManifestFileName = "manifest.json";

        /// <summary>The files that are part of the package.</summary>
        private readonly IDictionary<string, FileInfo> Files;

        /// <summary>The file extensions used by assembly files.</summary>
        private readonly ISet<string> AssemblyFileExtensions = new HashSet<string>(StringComparer.OrdinalIgnoreCase)
        {
            ".dll",
            ".exe",
            ".pdb",
            ".xml"
        };

        /// <summary>The DLLs which match the <see cref="ExtraAssemblyTypes.Game"/> type.</summary>
        private readonly ISet<string> GameDllNames = new HashSet<string>
        {
            // SMAPI
            "0Harmony",
            "Mono.Cecil",
            "Mono.Cecil.Mdb",
            "Mono.Cecil.Pdb",
            "MonoMod.Common",
            "Newtonsoft.Json",
            "StardewModdingAPI",
            "SMAPI.Toolkit",
            "SMAPI.Toolkit.CoreInterfaces",
            "TMXTile",

            // game + framework
            "BmFont",
            "FAudio-CS",
            "GalaxyCSharp",
            "GalaxyCSharpGlue",
            "Lidgren.Network",
            "MonoGame.Framework",
            "SkiaSharp",
            "Stardew Valley",
            "StardewValley.GameData",
            "Steamworks.NET",
            "TextCopy",
            "xTile"
        };


        /*********
        ** Public methods
        *********/
        /// <summary>Construct an instance.</summary>
        /// <param name="projectDir">The folder containing the project files.</param>
        /// <param name="targetDir">The folder containing the build output.</param>
        /// <param name="ignoreFilePaths">The custom relative file paths provided by the user to ignore.</param>
        /// <param name="ignoreFilePatterns">Custom regex patterns matching files to ignore when deploying or zipping the mod.</param>
        /// <param name="bundleAssemblyTypes">The extra assembly types which should be bundled with the mod.</param>
        /// <param name="modDllName">The name (without extension or path) for the current mod's DLL.</param>
        /// <param name="validateRequiredModFiles">Whether to validate that required mod files like the manifest are present.</param>
        /// <exception cref="UserErrorException">The mod package isn't valid.</exception>
        public ModFileManager(string projectDir, string targetDir, string[] ignoreFilePaths, Regex[] ignoreFilePatterns, ExtraAssemblyTypes bundleAssemblyTypes, string modDllName, bool validateRequiredModFiles)
        {
            this.Files = new Dictionary<string, FileInfo>(StringComparer.OrdinalIgnoreCase);

            // validate paths
            if (!Directory.Exists(projectDir))
                throw new UserErrorException("Could not create mod package because the project folder wasn't found.");
            if (!Directory.Exists(targetDir))
                throw new UserErrorException("Could not create mod package because no build output was found.");

            // collect files
            foreach (Tuple<string, FileInfo> entry in this.GetPossibleFiles(projectDir, targetDir))
            {
                string relativePath = entry.Item1;
                FileInfo file = entry.Item2;

                if (!this.ShouldIgnore(file, relativePath, ignoreFilePaths, ignoreFilePatterns, bundleAssemblyTypes, modDllName))
                    this.Files[relativePath] = file;
            }

            // check for required files
            if (validateRequiredModFiles)
            {
                // manifest
                if (!this.Files.ContainsKey(this.ManifestFileName))
                    throw new UserErrorException($"Could not create mod package because no {this.ManifestFileName} was found in the project or build output.");

                // DLL
                // ReSharper disable once SimplifyLinqExpression
                if (!this.Files.Any(p => !p.Key.EndsWith(".dll")))
                    throw new UserErrorException("Could not create mod package because no .dll file was found in the project or build output.");
            }
        }

        /// <summary>Get the files in the mod package.</summary>
        public IDictionary<string, FileInfo> GetFiles()
        {
            return new Dictionary<string, FileInfo>(this.Files, StringComparer.OrdinalIgnoreCase);
        }


        /*********
        ** Private methods
        *********/
        /// <summary>Get all files to include in the mod folder, not accounting for ignore patterns.</summary>
        /// <param name="projectDir">The folder containing the project files.</param>
        /// <param name="targetDir">The folder containing the build output.</param>
        /// <returns>Returns tuples containing the relative path within the mod folder, and the file to copy to it.</returns>
        private IEnumerable<Tuple<string, FileInfo>> GetPossibleFiles(string projectDir, string targetDir)
        {
            // project manifest
            bool hasProjectManifest = false;
            {
                FileInfo manifest = new(Path.Combine(projectDir, this.ManifestFileName));
                if (manifest.Exists)
                {
                    yield return Tuple.Create(this.ManifestFileName, manifest);
                    hasProjectManifest = true;
                }
            }

            // project i18n files
            bool hasProjectTranslations = false;
            DirectoryInfo translationsFolder = new(Path.Combine(projectDir, "i18n"));
            if (translationsFolder.Exists)
            {
                foreach (FileInfo file in translationsFolder.EnumerateFiles())
                    yield return Tuple.Create(Path.Combine("i18n", file.Name), file);
                hasProjectTranslations = true;
            }

            // project assets folder
            bool hasAssetsFolder = false;
            DirectoryInfo assetsFolder = new(Path.Combine(projectDir, "assets"));
            if (assetsFolder.Exists)
            {
                foreach (FileInfo file in assetsFolder.EnumerateFiles("*", SearchOption.AllDirectories))
                {
                    string relativePath = PathUtilities.GetRelativePath(projectDir, file.FullName);
                    yield return Tuple.Create(relativePath, file);
                }
                hasAssetsFolder = true;
            }

            // build output
            DirectoryInfo buildFolder = new(targetDir);
            foreach (FileInfo file in buildFolder.EnumerateFiles("*", SearchOption.AllDirectories))
            {
                // get path info
                string relativePath = PathUtilities.GetRelativePath(buildFolder.FullName, file.FullName);
                string[] segments = PathUtilities.GetSegments(relativePath);

                // prefer project manifest/i18n/assets files
                if (hasProjectManifest && this.EqualsInvariant(relativePath, this.ManifestFileName))
                    continue;
                if (hasProjectTranslations && this.EqualsInvariant(segments[0], "i18n"))
                    continue;
                if (hasAssetsFolder && this.EqualsInvariant(segments[0], "assets"))
                    continue;

                // add file
                yield return Tuple.Create(relativePath, file);
            }
        }

        /// <summary>Get whether a build output file should be ignored.</summary>
        /// <param name="file">The file to check.</param>
        /// <param name="relativePath">The file's relative path in the package.</param>
        /// <param name="ignoreFilePaths">The custom relative file paths provided by the user to ignore.</param>
        /// <param name="ignoreFilePatterns">Custom regex patterns matching files to ignore when deploying or zipping the mod.</param>
        /// <param name="bundleAssemblyTypes">The extra assembly types which should be bundled with the mod.</param>
        /// <param name="modDllName">The name (without extension or path) for the current mod's DLL.</param>
        private bool ShouldIgnore(FileInfo file, string relativePath, string[] ignoreFilePaths, Regex[] ignoreFilePatterns, ExtraAssemblyTypes bundleAssemblyTypes, string modDllName)
        {
            // apply custom patterns
            if (ignoreFilePaths.Any(p => p == relativePath) || ignoreFilePatterns.Any(p => p.IsMatch(relativePath)))
                return true;

            // ignore unneeded files
            {
                bool shouldIgnore =
                    // release zips
                    this.EqualsInvariant(file.Extension, ".zip")

                    // *.deps.json (only SMAPI's top-level one is used)
                    || file.Name.EndsWith(".deps.json")

                    // code analysis files
                    || file.Name.EndsWith(".CodeAnalysisLog.xml", StringComparison.OrdinalIgnoreCase)
                    || file.Name.EndsWith(".lastcodeanalysissucceeded", StringComparison.OrdinalIgnoreCase)

                    // translation class builder (not used at runtime)
                    || (
                        file.Name.StartsWith("Pathoschild.Stardew.ModTranslationClassBuilder")
                        && this.AssemblyFileExtensions.Contains(file.Extension)
                    )

                    // OS metadata files
                    || this.EqualsInvariant(file.Name, ".DS_Store")
                    || this.EqualsInvariant(file.Name, "Thumbs.db");
                if (shouldIgnore)
                    return true;
            }

            // check for bundled assembly types
            // When bundleAssemblyTypes is set, *all* dependencies are copied into the build output but only those which match the given assembly types should be bundled.
            if (bundleAssemblyTypes != ExtraAssemblyTypes.None)
            {
                var type = this.GetExtraAssemblyType(file, modDllName);
                if (type != ExtraAssemblyTypes.None && !bundleAssemblyTypes.HasFlag(type))
                    return true;
            }

            return false;
        }

        /// <summary>Get the extra assembly type for a file, assuming that the user specified one or more extra types to bundle.</summary>
        /// <param name="file">The file to check.</param>
        /// <param name="modDllName">The name (without extension or path) for the current mod's DLL.</param>
        private ExtraAssemblyTypes GetExtraAssemblyType(FileInfo file, string modDllName)
        {
            string baseName = Path.GetFileNameWithoutExtension(file.Name);
            string extension = file.Extension;

            if (baseName == modDllName || !this.AssemblyFileExtensions.Contains(extension))
                return ExtraAssemblyTypes.None;

            if (this.GameDllNames.Contains(baseName))
                return ExtraAssemblyTypes.Game;

            if (baseName.StartsWith("System.", StringComparison.OrdinalIgnoreCase) || baseName.StartsWith("Microsoft.", StringComparison.OrdinalIgnoreCase))
                return ExtraAssemblyTypes.System;

            return ExtraAssemblyTypes.ThirdParty;
        }

        /// <summary>Get whether a string is equal to another case-insensitively.</summary>
        /// <param name="str">The string value.</param>
        /// <param name="other">The string to compare with.</param>
        private bool EqualsInvariant(string str, string other)
        {
            if (str == null)
                return other == null;
            return str.Equals(other, StringComparison.OrdinalIgnoreCase);
        }
    }
}