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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using StardewModdingAPI.Framework;
using StardewModdingAPI.Framework.ModLoading;
using StardewModdingAPI.Internal;
using StardewValley;
namespace StardewModdingAPI
{
/// <summary>Contains SMAPI's constants and assumptions.</summary>
public static class Constants
{
/*********
** Properties
*********/
/// <summary>The directory path containing the current save's data (if a save is loaded).</summary>
private static string RawSavePath => Context.IsSaveLoaded ? Path.Combine(Constants.SavesPath, Constants.GetSaveFolderName()) : null;
/// <summary>Whether the directory containing the current save's data exists on disk.</summary>
private static bool SavePathReady => Context.IsSaveLoaded && Directory.Exists(Constants.RawSavePath);
/// <summary>Maps vendor keys (like <c>Nexus</c>) to their mod URL template (where <c>{0}</c> is the mod ID). This doesn't affect update checks, which defer to the remote web API.</summary>
private static readonly IDictionary<string, string> VendorModUrls = new Dictionary<string, string>(StringComparer.InvariantCultureIgnoreCase)
{
["Chucklefish"] = "https://community.playstarbound.com/resources/{0}",
["GitHub"] = "https://github.com/{0}/releases",
["Nexus"] = "https://www.nexusmods.com/stardewvalley/mods/{0}"
};
/*********
** Accessors
*********/
/****
** Public
****/
/// <summary>SMAPI's current semantic version.</summary>
public static ISemanticVersion ApiVersion { get; }
/// <summary>The minimum supported version of Stardew Valley.</summary>
public static ISemanticVersion MinimumGameVersion { get; }
/// <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 => (GamePlatform)Constants.Platform;
/// <summary>The path to the game folder.</summary>
public static string ExecutionPath { get; } = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
/// <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 directory name containing the current save's data (if a save is loaded and the directory exists).</summary>
public static string SaveFolderName => Context.IsSaveLoaded ? Constants.GetSaveFolderName() : "";
/// <summary>The directory path containing the current save's data (if a save is loaded and the directory exists).</summary>
public static string CurrentSavePath => Constants.SavePathReady ? Path.Combine(Constants.SavesPath, Constants.GetSaveFolderName()) : "";
/****
** Internal
****/
/// <summary>SMAPI's current semantic version as a mod toolkit version.</summary>
internal static Toolkit.ISemanticVersion ApiVersionForToolkit { get; }
/// <summary>The URL of the SMAPI home page.</summary>
internal const string HomePageUrl = "https://smapi.io";
/// <summary>The file path for the SMAPI configuration file.</summary>
internal static string ApiConfigPath => Path.Combine(Constants.ExecutionPath, $"{typeof(Program).Assembly.GetName().Name}.config.json");
/// <summary>The file path for the SMAPI metadata file.</summary>
internal static string ApiMetadataPath => Path.Combine(Constants.ExecutionPath, $"{typeof(Program).Assembly.GetName().Name}.metadata.json");
/// <summary>The filename prefix for SMAPI log files.</summary>
internal static string LogNamePrefix { get; } = "SMAPI-latest";
/// <summary>The filename extension for SMAPI log files.</summary>
internal static string LogNameExtension { get; } = "txt";
/// <summary>A copy of the log leading up to 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.ExecutionPath, "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.ExecutionPath, "StardewModdingAPI.update.marker");
/// <summary>The full path to the folder containing mods.</summary>
internal static string ModPath { get; } = Path.Combine(Constants.ExecutionPath, "Mods");
/// <summary>The game's current semantic version.</summary>
internal static ISemanticVersion GameVersion { get; } = new GameVersion(Constants.GetGameVersion());
/// <summary>The target game platform.</summary>
internal static Platform Platform { get; } = EnvironmentUtility.DetectPlatform();
/// <summary>The game's assembly name.</summary>
internal static string GameAssemblyName => Constants.Platform == Platform.Windows ? "Stardew Valley" : "StardewValley";
/*********
** Internal methods
*********/
/// <summary>Initialise the static values.</summary>
static Constants()
{
Constants.ApiVersionForToolkit = new Toolkit.SemanticVersion("2.6-beta.16");
Constants.MinimumGameVersion = new GameVersion("1.3.17");
Constants.ApiVersion = new SemanticVersion(Constants.ApiVersionForToolkit);
}
/// <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"
};
targetAssemblies = new[]
{
typeof(StardewValley.Game1).Assembly, // note: includes Netcode types on Linux/Mac
typeof(Microsoft.Xna.Framework.Vector2).Assembly
};
break;
case Platform.Windows:
removeAssemblyReferences = new[]
{
"StardewValley",
"MonoGame.Framework"
};
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
};
break;
default:
throw new InvalidOperationException($"Unknown target platform '{targetPlatform}'.");
}
return new PlatformAssemblyMap(targetPlatform, removeAssemblyReferences, targetAssemblies);
}
/// <summary>Get an update URL for an update key (if valid).</summary>
/// <param name="updateKey">The update key.</param>
internal static string GetUpdateUrl(string updateKey)
{
string[] parts = updateKey.Split(new[] { ':' }, 2);
if (parts.Length != 2)
return null;
string vendorKey = parts[0].Trim();
string modID = parts[1].Trim();
if (Constants.VendorModUrls.TryGetValue(vendorKey, out string urlTemplate))
return string.Format(urlTemplate, modID);
return null;
}
/*********
** Private methods
*********/
/// <summary>Get the name of a save directory for the current player.</summary>
private static string GetSaveFolderName()
{
string prefix = new string(Game1.player.Name.Where(char.IsLetterOrDigit).ToArray());
return $"{prefix}_{Game1.uniqueIDForThisGame}";
}
/// <summary>Get the game's current version string.</summary>
private static string GetGameVersion()
{
// we need reflection because it's a constant, so SMAPI's references to it are inlined at compile-time
FieldInfo field = typeof(Game1).GetField(nameof(Game1.version), BindingFlags.Public | BindingFlags.Static);
if (field == null)
throw new InvalidOperationException($"The {nameof(Game1)}.{nameof(Game1.version)} field could not be found.");
return (string)field.GetValue(null);
}
}
}
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