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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;
}
// ignore by assembly type
ExtraAssemblyTypes type = this.GetExtraAssemblyType(file, modDllName);
switch (bundleAssemblyTypes)
{
// Only explicitly-referenced assemblies are in the build output. These should be added to the zip,
// since it's possible the game won't load them (except game assemblies which will always be loaded
// separately). If they're already loaded, SMAPI will just ignore them.
case ExtraAssemblyTypes.None:
if (type is ExtraAssemblyTypes.Game)
return true;
break;
// All assemblies are in the build output (due to how .NET builds references), but only those which
// match the bundled type should be in the zip.
default:
if (type != ExtraAssemblyTypes.None && !bundleAssemblyTypes.HasFlag(type))
return true;
break;
}
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);
}
}
}
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