1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
|
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using Mono.Cecil;
using StardewModdingAPI.Enums;
using StardewModdingAPI.Framework;
using StardewModdingAPI.Framework.Deprecations;
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 GamePath { 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.GamePath, "smapi-internal");
/// <summary>The target game platform.</summary>
internal static GamePlatform Platform { get; } = (GamePlatform)Enum.Parse(typeof(GamePlatform), LowLevelEnvironmentUtility.DetectPlatform());
/// <summary>The game framework running the game.</summary>
internal static GameFramework GameFramework { get; } = GameFramework.MonoGame;
/// <summary>The game's assembly name.</summary>
internal static string GameAssemblyName { get; } = "Stardew Valley";
/// <summary>The <see cref="Context.ScreenId"/> value which should appear in the SMAPI log, if any.</summary>
internal static int? LogScreenId { get; set; }
/// <summary>SMAPI's current raw semantic version.</summary>
internal static string RawApiVersion = "3.14.0";
}
/// <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(EarlyConstants.RawApiVersion);
/// <summary>The minimum supported version of Stardew Valley.</summary>
public static ISemanticVersion MinimumGameVersion { get; } = new GameVersion("1.5.6");
/// <summary>The maximum supported version of Stardew Valley, if any.</summary>
public static ISemanticVersion? MaximumGameVersion { get; } = null;
/// <summary>The target game platform.</summary>
public static GamePlatform TargetPlatform { get; } = EarlyConstants.Platform;
/// <summary>The game framework running the game.</summary>
public static GameFramework GameFramework { get; } = EarlyConstants.GameFramework;
/// <summary>The path to the game folder.</summary>
[Obsolete($"Use {nameof(Constants)}.{nameof(GamePath)} instead. This property will be removed in SMAPI 4.0.0.")]
public static string ExecutionPath
{
get
{
SCore.DeprecationManager.Warn(
source: SCore.DeprecationManager.GetModFromStack(),
nounPhrase: $"{nameof(Constants)}.{nameof(Constants.ExecutionPath)}",
version: "3.14.0",
severity: DeprecationLevel.Notice
);
return Constants.GamePath;
}
}
/// <summary>The path to the game folder.</summary>
public static string GamePath { get; } = EarlyConstants.GamePath;
/// <summary>The path to the game's <c>Content</c> folder.</summary>
public static string ContentPath { get; } = Constants.GetContentFolderPath();
/// <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.GamePath, "Mods");
/// <summary>The actual full path to search for mods.</summary>
internal static string ModsPath { get; set; } = null!; // initialized early during SMAPI startup
/// <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;
/*********
** 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>Configure the Mono.Cecil assembly resolver.</summary>
/// <param name="resolver">The assembly resolver.</param>
internal static void ConfigureAssemblyResolver(AssemblyDefinitionResolver resolver)
{
// add search paths
resolver.AddSearchDirectory(Constants.GamePath);
resolver.AddSearchDirectory(Constants.InternalFilesPath);
// add SMAPI explicitly
// Normally this would be handled automatically by the search paths, but for some reason there's a specific
// case involving unofficial 64-bit Stardew Valley when launched through Steam (for some players only)
// where Mono.Cecil can't resolve references to SMAPI.
resolver.Add(AssemblyDefinition.ReadAssembly(typeof(SGame).Assembly.Location));
// make sure game assembly names can be resolved
// The game assembly can have one of three names depending how the mod was compiled:
// - 'StardewValley': assembly name on Linux/macOS;
// - 'Stardew Valley': assembly name on Windows;
// - 'Netcode': an assembly that was separate on Windows only before Stardew Valley 1.5.5.
resolver.AddWithExplicitNames(AssemblyDefinition.ReadAssembly(typeof(Game1).Assembly.Location), "StardewValley", "Stardew Valley", "Netcode");
}
/// <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)
{
var removeAssemblyReferences = new List<string>();
var targetAssemblies = new List<Assembly>();
// get assembly renamed in SMAPI 3.0
removeAssemblyReferences.Add("StardewModdingAPI.Toolkit.CoreInterfaces");
targetAssemblies.Add(typeof(StardewModdingAPI.IManifest).Assembly);
// XNA Framework before Stardew Valley 1.5.5
removeAssemblyReferences.AddRange(new[]
{
"Microsoft.Xna.Framework",
"Microsoft.Xna.Framework.Game",
"Microsoft.Xna.Framework.Graphics",
"Microsoft.Xna.Framework.Xact"
});
targetAssemblies.Add(
typeof(Microsoft.Xna.Framework.Vector2).Assembly
);
// `Netcode.dll` merged into the game assembly in Stardew Valley 1.5.5
removeAssemblyReferences.Add(
"Netcode"
);
// Stardew Valley reference
removeAssemblyReferences.Add("StardewValley");
targetAssemblies.Add(typeof(StardewValley.Game1).Assembly);
return new PlatformAssemblyMap(targetPlatform, removeAssemblyReferences.ToArray(), targetAssemblies.ToArray());
}
/*********
** Private methods
*********/
/// <summary>Get the absolute path to the game's <c>Content</c> folder.</summary>
private static string GetContentFolderPath()
{
//
// We can't use Path.Combine(Constants.GamePath, Game1.content.RootDirectory) here,
// since Game1.content isn't initialized until later in the game startup.
//
string gamePath = EarlyConstants.GamePath;
// most platforms
if (EarlyConstants.Platform != GamePlatform.Mac)
return Path.Combine(gamePath, "Content");
// macOS
string[] paths = new[]
{
// GOG
// - game: Stardew Valley.app/Contents/MacOS
// - content: Stardew Valley.app/Resources/Content
"../../Resources/Content",
// Steam
// - game: StardewValley/Contents/MacOS
// - content: StardewValley/Contents/Resources/Content
"../Resources/Content"
}
.Select(path => Path.GetFullPath(Path.Combine(gamePath, path)))
.ToArray();
foreach (string path in paths)
{
if (Directory.Exists(path))
return path;
}
return paths.Last();
}
/// <summary>Get the name of the save folder, if any.</summary>
private static string? GetSaveFolderName()
{
return Constants.GetSaveFolder()?.Name;
}
/// <summary>Get the absolute path to the current save folder, if any.</summary>
private static string? GetSaveFolderPathIfExists()
{
DirectoryInfo? saveFolder = Constants.GetSaveFolder();
return saveFolder?.Exists == true
? saveFolder.FullName
: null;
}
/// <summary>Get the current save folder, if any.</summary>
private static DirectoryInfo? GetSaveFolder()
{
// save not available
if (Context.LoadStage == LoadStage.None)
return null;
// get basic info
string rawSaveName = Game1.GetSaveGameName(set_value: false);
ulong saveID = Context.LoadStage == LoadStage.SaveParsed
? SaveGame.loaded.uniqueIDForThisGame
: Game1.uniqueIDForThisGame;
// get best match (accounting for rare case where folder name isn't sanitized)
DirectoryInfo? folder = null;
foreach (string saveName in new[] { rawSaveName, new string(rawSaveName.Where(char.IsLetterOrDigit).ToArray()) })
{
try
{
folder = new DirectoryInfo(Path.Combine(Constants.SavesPath, $"{saveName}_{saveID}"));
if (folder.Exists)
return folder;
}
catch (ArgumentException)
{
// ignore invalid path
}
}
// if save doesn't exist yet, return the default one we expect to be created
return folder;
}
/// <summary>Get a display label for the game's build number.</summary>
internal static string GetBuildVersionLabel()
{
string version = typeof(Game1).Assembly.GetName().Version?.ToString() ?? "unknown";
if (version.StartsWith($"{Game1.version}."))
version = version.Substring(Game1.version.Length + 1);
return version;
}
}
}
|