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using System.Collections.Generic;
using Microsoft.Xna.Framework.Graphics;
using StardewModdingAPI.Events;
using StardewModdingAPI.Framework.ModLoading;
using StardewModdingAPI.Framework.ModLoading.Finders;
using StardewModdingAPI.Framework.ModLoading.RewriteFacades;
using StardewModdingAPI.Framework.ModLoading.Rewriters;
using StardewValley;
using StardewValley.Locations;
namespace StardewModdingAPI.Metadata
{
/// <summary>Provides CIL instruction handlers which rewrite mods for compatibility and throw exceptions for incompatible code.</summary>
internal class InstructionMetadata
{
/*********
** Fields
*********/
/// <summary>The assembly names to which to heuristically detect broken references.</summary>
/// <remarks>The current implementation only works correctly with assemblies that should always be present.</remarks>
private readonly ISet<string> ValidateReferencesToAssemblies = new HashSet<string> { "StardewModdingAPI", "Stardew Valley", "StardewValley", "Netcode" };
/*********
** Public methods
*********/
/// <summary>Get rewriters which detect or fix incompatible CIL instructions in mod assemblies.</summary>
/// <param name="paranoidMode">Whether to detect paranoid mode issues.</param>
/// <param name="platformChanged">Whether the assembly was rewritten for crossplatform compatibility.</param>
/// <param name="rewriteMods">Whether to get handlers which rewrite mods for compatibility.</param>
public IEnumerable<IInstructionHandler> GetHandlers(bool paranoidMode, bool platformChanged, bool rewriteMods)
{
/****
** rewrite CIL to fix incompatible code
****/
// rewrite for crossplatform compatibility
if (rewriteMods)
{
// rewrite for Stardew Valley 1.5
yield return new FieldReplaceRewriter()
.AddField(typeof(DecoratableLocation), "furniture", typeof(GameLocation), nameof(GameLocation.furniture))
.AddField(typeof(Farm), "resourceClumps", typeof(GameLocation), nameof(GameLocation.resourceClumps))
.AddField(typeof(MineShaft), "resourceClumps", typeof(GameLocation), nameof(GameLocation.resourceClumps));
// heuristic rewrites
yield return new HeuristicFieldRewriter(this.ValidateReferencesToAssemblies);
yield return new HeuristicMethodRewriter(this.ValidateReferencesToAssemblies);
// rewrite for Stardew Valley 1.5.5
if (platformChanged)
yield return new MethodParentRewriter(typeof(SpriteBatch), typeof(SpriteBatchFacade));
yield return new ArchitectureAssemblyRewriter();
// detect Harmony & rewrite for SMAPI 3.12 (Harmony 1.x => 2.0 update)
yield return new HarmonyRewriter();
#if SMAPI_DEPRECATED
// detect issues for SMAPI 4.0.0
yield return new LegacyAssemblyFinder();
#endif
}
else
yield return new HarmonyRewriter(shouldRewrite: false);
/****
** detect mod issues
****/
// detect broken code
yield return new ReferenceToMissingMemberFinder(this.ValidateReferencesToAssemblies);
yield return new ReferenceToMemberWithUnexpectedTypeFinder(this.ValidateReferencesToAssemblies);
/****
** detect code which may impact game stability
****/
yield return new FieldFinder(typeof(SaveGame).FullName!, new[] { nameof(SaveGame.serializer), nameof(SaveGame.farmerSerializer), nameof(SaveGame.locationSerializer) }, InstructionHandleResult.DetectedSaveSerializer);
yield return new EventFinder(typeof(ISpecializedEvents).FullName!, new[] { nameof(ISpecializedEvents.UnvalidatedUpdateTicked), nameof(ISpecializedEvents.UnvalidatedUpdateTicking) }, InstructionHandleResult.DetectedUnvalidatedUpdateTick);
/****
** detect paranoid issues
****/
if (paranoidMode)
{
// filesystem access
yield return new TypeFinder(typeof(System.Console).FullName!, InstructionHandleResult.DetectedConsoleAccess);
yield return new TypeFinder(
new[]
{
typeof(System.IO.File).FullName!,
typeof(System.IO.FileStream).FullName!,
typeof(System.IO.FileInfo).FullName!,
typeof(System.IO.Directory).FullName!,
typeof(System.IO.DirectoryInfo).FullName!,
typeof(System.IO.DriveInfo).FullName!,
typeof(System.IO.FileSystemWatcher).FullName!
},
InstructionHandleResult.DetectedFilesystemAccess
);
// shell access
yield return new TypeFinder(typeof(System.Diagnostics.Process).FullName!, InstructionHandleResult.DetectedShellAccess);
}
}
}
}
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