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using System;
using StardewModdingAPI.Events;
namespace StardewModdingAPI.Framework.ModLoading
{
/// <summary>Indicates a detected non-error mod issue.</summary>
[Flags]
internal enum ModWarning
{
/// <summary>No issues detected.</summary>
None = 0,
/// <summary>SMAPI detected incompatible code in the mod, but was configured to load it anyway.</summary>
BrokenCodeLoaded = 1,
/// <summary>The mod affects the save serializer in a way that may make saves unloadable without the mod.</summary>
ChangesSaveSerialiser = 2,
/// <summary>The mod patches the game in a way that may impact stability.</summary>
PatchesGame = 4,
/// <summary>The mod uses the <c>dynamic</c> keyword which won't work on Linux/Mac.</summary>
UsesDynamic = 8,
/// <summary>The mod references <see cref="ISpecialisedEvents.UnvalidatedUpdateTicking"/> or <see cref="ISpecialisedEvents.UnvalidatedUpdateTicked"/> which may impact stability.</summary>
UsesUnvalidatedUpdateTick = 16,
/// <summary>The mod has no update keys set.</summary>
NoUpdateKeys = 32,
/// <summary>Uses .NET APIs for filesystem access.</summary>
AccessesFilesystem = 64,
/// <summary>Uses .NET APIs for shell or process access.</summary>
AccessesShell = 128
}
}
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