summaryrefslogtreecommitdiff
path: root/src/SMAPI/Framework/ModLoading/ModMetadata.cs
blob: 0cb62a754a07373b47233d17e8cb147ca5717a91 (plain)
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
using System;
using System.Collections.Generic;
using System.Linq;
using StardewModdingAPI.Toolkit.Framework.Clients.WebApi;
using StardewModdingAPI.Toolkit.Framework.ModData;
using StardewModdingAPI.Toolkit.Framework.UpdateData;

namespace StardewModdingAPI.Framework.ModLoading
{
    /// <summary>Metadata for a mod.</summary>
    internal class ModMetadata : IModMetadata
    {
        /*********
        ** Accessors
        *********/
        /// <summary>The mod's display name.</summary>
        public string DisplayName { get; }

        /// <summary>The mod's full directory path.</summary>
        public string DirectoryPath { get; }

        /// <summary>The <see cref="IModMetadata.DirectoryPath"/> relative to the game's Mods folder.</summary>
        public string RelativeDirectoryPath { get; }

        /// <summary>The mod manifest.</summary>
        public IManifest Manifest { get; }

        /// <summary>Metadata about the mod from SMAPI's internal data (if any).</summary>
        public ModDataRecordVersionedFields DataRecord { get; }

        /// <summary>The metadata resolution status.</summary>
        public ModMetadataStatus Status { get; private set; }

        /// <summary>Indicates non-error issues with the mod.</summary>
        public ModWarning Warnings { get; private set; }

        /// <summary>The reason the metadata is invalid, if any.</summary>
        public string Error { get; private set; }

        /// <summary>Whether the mod folder should be ignored. This is <c>true</c> if it was found within a folder whose name starts with a dot.</summary>
        public bool IsIgnored { get; }

        /// <summary>The mod instance (if loaded and <see cref="IsContentPack"/> is false).</summary>
        public IMod Mod { get; private set; }

        /// <summary>The content pack instance (if loaded and <see cref="IsContentPack"/> is true).</summary>
        public IContentPack ContentPack { get; private set; }

        /// <summary>Writes messages to the console and log file as this mod.</summary>
        public IMonitor Monitor { get; private set; }

        /// <summary>The mod-provided API (if any).</summary>
        public object Api { get; private set; }

        /// <summary>The update-check metadata for this mod (if any).</summary>
        public ModEntryModel UpdateCheckData { get; private set; }

        /// <summary>Whether the mod is a content pack.</summary>
        public bool IsContentPack => this.Manifest?.ContentPackFor != null;


        /*********
        ** Public methods
        *********/
        /// <summary>Construct an instance.</summary>
        /// <param name="displayName">The mod's display name.</param>
        /// <param name="directoryPath">The mod's full directory path.</param>
        /// <param name="relativeDirectoryPath">The <paramref name="directoryPath"/> relative to the game's Mods folder.</param>
        /// <param name="manifest">The mod manifest.</param>
        /// <param name="dataRecord">Metadata about the mod from SMAPI's internal data (if any).</param>
        /// <param name="isIgnored">Whether the mod folder should be ignored. This should be <c>true</c> if it was found within a folder whose name starts with a dot.</param>
        public ModMetadata(string displayName, string directoryPath, string relativeDirectoryPath, IManifest manifest, ModDataRecordVersionedFields dataRecord, bool isIgnored)
        {
            this.DisplayName = displayName;
            this.DirectoryPath = directoryPath;
            this.RelativeDirectoryPath = relativeDirectoryPath;
            this.Manifest = manifest;
            this.DataRecord = dataRecord;
            this.IsIgnored = isIgnored;
        }

        /// <summary>Set the mod status.</summary>
        /// <param name="status">The metadata resolution status.</param>
        /// <param name="error">The reason the metadata is invalid, if any.</param>
        /// <returns>Return the instance for chaining.</returns>
        public IModMetadata SetStatus(ModMetadataStatus status, string error = null)
        {
            this.Status = status;
            this.Error = error;
            return this;
        }

        /// <summary>Set a warning flag for the mod.</summary>
        /// <param name="warning">The warning to set.</param>
        public IModMetadata SetWarning(ModWarning warning)
        {
            this.Warnings |= warning;
            return this;
        }

        /// <summary>Set the mod instance.</summary>
        /// <param name="mod">The mod instance to set.</param>
        public IModMetadata SetMod(IMod mod)
        {
            if (this.ContentPack != null)
                throw new InvalidOperationException("A mod can't be both an assembly mod and content pack.");

            this.Mod = mod;
            this.Monitor = mod.Monitor;
            return this;
        }

        /// <summary>Set the mod instance.</summary>
        /// <param name="contentPack">The contentPack instance to set.</param>
        /// <param name="monitor">Writes messages to the console and log file.</param>
        public IModMetadata SetMod(IContentPack contentPack, IMonitor monitor)
        {
            if (this.Mod != null)
                throw new InvalidOperationException("A mod can't be both an assembly mod and content pack.");

            this.ContentPack = contentPack;
            this.Monitor = monitor;
            return this;
        }

        /// <summary>Set the mod-provided API instance.</summary>
        /// <param name="api">The mod-provided API.</param>
        public IModMetadata SetApi(object api)
        {
            this.Api = api;
            return this;
        }

        /// <summary>Set the update-check metadata for this mod.</summary>
        /// <param name="data">The update-check metadata.</param>
        public IModMetadata SetUpdateData(ModEntryModel data)
        {
            this.UpdateCheckData = data;
            return this;
        }

        /// <summary>Whether the mod manifest was loaded (regardless of whether the mod itself was loaded).</summary>
        public bool HasManifest()
        {
            return this.Manifest != null;
        }

        /// <summary>Whether the mod has an ID (regardless of whether the ID is valid or the mod itself was loaded).</summary>
        public bool HasID()
        {
            return
                this.HasManifest()
                && !string.IsNullOrWhiteSpace(this.Manifest.UniqueID);
        }

        /// <summary>Whether the mod has the given ID.</summary>
        /// <param name="id">The mod ID to check.</param>
        public bool HasID(string id)
        {
            return
                this.HasID()
                && string.Equals(this.Manifest.UniqueID.Trim(), id?.Trim(), StringComparison.InvariantCultureIgnoreCase);
        }

        /// <summary>Get the defined update keys.</summary>
        /// <param name="validOnly">Only return valid update keys.</param>
        public IEnumerable<UpdateKey> GetUpdateKeys(bool validOnly = false)
        {
            foreach (string rawKey in this.Manifest?.UpdateKeys ?? new string[0])
            {
                UpdateKey updateKey = UpdateKey.Parse(rawKey);
                if (updateKey.LooksValid || !validOnly)
                    yield return updateKey;
            }
        }

        /// <summary>Whether the mod has at least one valid update key set.</summary>
        public bool HasValidUpdateKeys()
        {
            return this.GetUpdateKeys(validOnly: true).Any();
        }
    }
}