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using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using Mono.Cecil;
using StardewModdingAPI.Common;
namespace StardewModdingAPI.Framework.ModLoading
{
/// <summary>Metadata for mapping assemblies to the current <see cref="Platform"/>.</summary>
internal class PlatformAssemblyMap
{
/*********
** Accessors
*********/
/****
** Data
****/
/// <summary>The target game platform.</summary>
public readonly Platform TargetPlatform;
/// <summary>The short assembly names to remove as assembly reference, and replace with the <see cref="Targets"/>. These should be short names (like "Stardew Valley").</summary>
public readonly string[] RemoveNames;
/****
** Metadata
****/
/// <summary>The assemblies to target. Equivalent types should be rewritten to use these assemblies.</summary>
public readonly Assembly[] Targets;
/// <summary>An assembly => reference cache.</summary>
public readonly IDictionary<Assembly, AssemblyNameReference> TargetReferences;
/// <summary>An assembly => module cache.</summary>
public readonly IDictionary<Assembly, ModuleDefinition> TargetModules;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="targetPlatform">The target game platform.</param>
/// <param name="removeAssemblyNames">The assembly short names to remove (like <c>Stardew Valley</c>).</param>
/// <param name="targetAssemblies">The assemblies to target.</param>
public PlatformAssemblyMap(Platform targetPlatform, string[] removeAssemblyNames, Assembly[] targetAssemblies)
{
// save data
this.TargetPlatform = targetPlatform;
this.RemoveNames = removeAssemblyNames;
// cache assembly metadata
this.Targets = targetAssemblies;
this.TargetReferences = this.Targets.ToDictionary(assembly => assembly, assembly => AssemblyNameReference.Parse(assembly.FullName));
this.TargetModules = this.Targets.ToDictionary(assembly => assembly, assembly => ModuleDefinition.ReadModule(assembly.Modules.Single().FullyQualifiedName));
}
}
}
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