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using System;
using System.IO;
using System.Linq;
using System.Reflection;
using StardewModdingAPI.Enums;
using StardewModdingAPI.Framework;
using StardewModdingAPI.Framework.ModLoading;
using StardewModdingAPI.Toolkit.Framework;
using StardewModdingAPI.Toolkit.Utilities;
using StardewValley;
namespace StardewModdingAPI
{
/// <summary>Contains constants that are accessed before the game itself has been loaded.</summary>
/// <remarks>Most code should use <see cref="Constants"/> instead of this class directly.</remarks>
internal static class EarlyConstants
{
//
// Note: this class *must not* depend on any external DLL beyond .NET Framework itself.
// That includes the game or SMAPI toolkit, since it's accessed before those are loaded.
//
// Adding an external dependency may seem to work in some cases, but will prevent SMAPI
// from showing a human-readable error if the game isn't available. To test this, just
// rename "Stardew Valley.exe" in the game folder; you should see an error like "Oops!
// SMAPI can't find the game", not a technical exception.
//
/*********
** Accessors
*********/
/// <summary>The path to the game folder.</summary>
public static string ExecutionPath { get; } = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
/// <summary>The absolute path to the folder containing SMAPI's internal files.</summary>
public static readonly string InternalFilesPath = Path.Combine(EarlyConstants.ExecutionPath, "smapi-internal");
/// <summary>The target game platform.</summary>
internal static GamePlatform Platform { get; } = (GamePlatform)Enum.Parse(typeof(GamePlatform), LowLevelEnvironmentUtility.DetectPlatform());
/// <summary>The game's assembly name.</summary>
internal static string GameAssemblyName => EarlyConstants.Platform == GamePlatform.Windows ? "Stardew Valley" : "StardewValley";
/// <summary>The <see cref="Context.ScreenId"/> value which should appear in the SMAPI log, if any.</summary>
internal static int? LogScreenId { get; set; }
}
/// <summary>Contains SMAPI's constants and assumptions.</summary>
public static class Constants
{
/*********
** Accessors
*********/
/****
** Public
****/
/// <summary>SMAPI's current semantic version.</summary>
public static ISemanticVersion ApiVersion { get; } = new Toolkit.SemanticVersion("3.9.1");
/// <summary>The minimum supported version of Stardew Valley.</summary>
public static ISemanticVersion MinimumGameVersion { get; } = new GameVersion("1.5.4");
/// <summary>The maximum supported version of Stardew Valley.</summary>
public static ISemanticVersion MaximumGameVersion { get; } = null;
/// <summary>The target game platform.</summary>
public static GamePlatform TargetPlatform { get; } = EarlyConstants.Platform;
/// <summary>The path to the game folder.</summary>
public static string ExecutionPath { get; } = EarlyConstants.ExecutionPath;
/// <summary>The directory path containing Stardew Valley's app data.</summary>
public static string DataPath { get; } = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley");
/// <summary>The directory path in which error logs should be stored.</summary>
public static string LogDir { get; } = Path.Combine(Constants.DataPath, "ErrorLogs");
/// <summary>The directory path where all saves are stored.</summary>
public static string SavesPath { get; } = Path.Combine(Constants.DataPath, "Saves");
/// <summary>The name of the current save folder (if save info is available, regardless of whether the save file exists yet).</summary>
public static string SaveFolderName => Constants.GetSaveFolderName();
/// <summary>The absolute path to the current save folder (if save info is available and the save file exists).</summary>
public static string CurrentSavePath => Constants.GetSaveFolderPathIfExists();
/****
** Internal
****/
/// <summary>Whether SMAPI was compiled in debug mode.</summary>
internal const bool IsDebugBuild =
#if DEBUG
true;
#else
false;
#endif
/// <summary>The URL of the SMAPI home page.</summary>
internal const string HomePageUrl = "https://smapi.io";
/// <summary>The absolute path to the folder containing SMAPI's internal files.</summary>
internal static readonly string InternalFilesPath = EarlyConstants.InternalFilesPath;
/// <summary>The file path for the SMAPI configuration file.</summary>
internal static string ApiConfigPath => Path.Combine(Constants.InternalFilesPath, "config.json");
/// <summary>The file path for the overrides file for <see cref="ApiConfigPath"/>, which is applied over it.</summary>
internal static string ApiUserConfigPath => Path.Combine(Constants.InternalFilesPath, "config.user.json");
/// <summary>The file path for the SMAPI metadata file.</summary>
internal static string ApiMetadataPath => Path.Combine(Constants.InternalFilesPath, "metadata.json");
/// <summary>The filename prefix used for all SMAPI logs.</summary>
internal static string LogNamePrefix { get; } = "SMAPI-";
/// <summary>The filename for SMAPI's main log, excluding the <see cref="LogExtension"/>.</summary>
internal static string LogFilename { get; } = $"{Constants.LogNamePrefix}latest";
/// <summary>The filename extension for SMAPI log files.</summary>
internal static string LogExtension { get; } = "txt";
/// <summary>The file path for the log containing the previous fatal crash, if any.</summary>
internal static string FatalCrashLog => Path.Combine(Constants.LogDir, "SMAPI-crash.txt");
/// <summary>The file path which stores a fatal crash message for the next run.</summary>
internal static string FatalCrashMarker => Path.Combine(Constants.InternalFilesPath, "StardewModdingAPI.crash.marker");
/// <summary>The file path which stores the detected update version for the next run.</summary>
internal static string UpdateMarker => Path.Combine(Constants.InternalFilesPath, "StardewModdingAPI.update.marker");
/// <summary>The default full path to search for mods.</summary>
internal static string DefaultModsPath { get; } = Path.Combine(Constants.ExecutionPath, "Mods");
/// <summary>The actual full path to search for mods.</summary>
internal static string ModsPath { get; set; }
/// <summary>The game's current semantic version.</summary>
internal static ISemanticVersion GameVersion { get; } = new GameVersion(Game1.version);
/// <summary>The target game platform as a SMAPI toolkit constant.</summary>
internal static Platform Platform { get; } = (Platform)Constants.TargetPlatform;
/// <summary>The language code for non-translated mod assets.</summary>
internal static LocalizedContentManager.LanguageCode DefaultLanguage { get; } = LocalizedContentManager.LanguageCode.en;
/*********
** Internal methods
*********/
/// <summary>Get the SMAPI version to recommend for an older game version, if any.</summary>
/// <param name="version">The game version to search.</param>
/// <returns>Returns the compatible SMAPI version, or <c>null</c> if none was found.</returns>
internal static ISemanticVersion GetCompatibleApiVersion(ISemanticVersion version)
{
// This covers all officially supported public game updates. It might seem like version
// ranges would be better, but the given SMAPI versions may not be compatible with
// intermediate unlisted versions (e.g. private beta updates).
//
// Nonstandard versions are normalized by GameVersion (e.g. 1.07 => 1.0.7).
switch (version.ToString())
{
case "1.4.1":
case "1.4.0":
return new SemanticVersion("3.0.1");
case "1.3.36":
return new SemanticVersion("2.11.2");
case "1.3.33":
case "1.3.32":
return new SemanticVersion("2.10.2");
case "1.3.28":
return new SemanticVersion("2.7.0");
case "1.2.33":
case "1.2.32":
case "1.2.31":
case "1.2.30":
return new SemanticVersion("2.5.5");
case "1.2.29":
case "1.2.28":
case "1.2.27":
case "1.2.26":
return new SemanticVersion("1.13.1");
case "1.1.1":
case "1.1.0":
return new SemanticVersion("1.9.0");
case "1.0.7.1":
case "1.0.7":
case "1.0.6":
case "1.0.5.2":
case "1.0.5.1":
case "1.0.5":
case "1.0.4":
case "1.0.3":
case "1.0.2":
case "1.0.1":
case "1.0.0":
return new SemanticVersion("0.40.0");
default:
return null;
}
}
/// <summary>Get metadata for mapping assemblies to the current platform.</summary>
/// <param name="targetPlatform">The target game platform.</param>
internal static PlatformAssemblyMap GetAssemblyMap(Platform targetPlatform)
{
// get assembly changes needed for platform
string[] removeAssemblyReferences;
Assembly[] targetAssemblies;
switch (targetPlatform)
{
case Platform.Linux:
case Platform.Mac:
removeAssemblyReferences = new[]
{
"Netcode",
"Stardew Valley",
"Microsoft.Xna.Framework",
"Microsoft.Xna.Framework.Game",
"Microsoft.Xna.Framework.Graphics",
"Microsoft.Xna.Framework.Xact",
"StardewModdingAPI.Toolkit.CoreInterfaces" // renamed in SMAPI 3.0
};
targetAssemblies = new[]
{
typeof(StardewValley.Game1).Assembly, // note: includes Netcode types on Linux/Mac
typeof(Microsoft.Xna.Framework.Vector2).Assembly,
typeof(StardewModdingAPI.IManifest).Assembly
};
break;
case Platform.Windows:
removeAssemblyReferences = new[]
{
"StardewValley",
"MonoGame.Framework",
"StardewModdingAPI.Toolkit.CoreInterfaces" // renamed in SMAPI 3.0
};
targetAssemblies = new[]
{
typeof(Netcode.NetBool).Assembly,
typeof(StardewValley.Game1).Assembly,
typeof(Microsoft.Xna.Framework.Vector2).Assembly,
typeof(Microsoft.Xna.Framework.Game).Assembly,
typeof(Microsoft.Xna.Framework.Graphics.SpriteBatch).Assembly,
typeof(StardewModdingAPI.IManifest).Assembly
};
break;
default:
throw new InvalidOperationException($"Unknown target platform '{targetPlatform}'.");
}
return new PlatformAssemblyMap(targetPlatform, removeAssemblyReferences, targetAssemblies);
}
/*********
** Private methods
*********/
/// <summary>Get the name of the save folder, if any.</summary>
private static string GetSaveFolderName()
{
// save not available
if (Context.LoadStage == LoadStage.None)
return null;
// get basic info
string saveName = Game1.GetSaveGameName(set_value: false);
ulong saveID = Context.LoadStage == LoadStage.SaveParsed
? SaveGame.loaded.uniqueIDForThisGame
: Game1.uniqueIDForThisGame;
// build folder name
return $"{new string(saveName.Where(char.IsLetterOrDigit).ToArray())}_{saveID}";
}
/// <summary>Get the path to the current save folder, if any.</summary>
private static string GetSaveFolderPathIfExists()
{
string folderName = Constants.GetSaveFolderName();
if (folderName == null)
return null;
string path = Path.Combine(Constants.SavesPath, folderName);
return Directory.Exists(path)
? path
: null;
}
}
}
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