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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
#if SMAPI_FOR_WINDOWS
using Microsoft.Win32;
#endif
using StardewModdingApi.Installer.Enums;
namespace StardewModdingApi.Installer
{
/// <summary>Interactively performs the install and uninstall logic.</summary>
internal class InteractiveInstaller
{
/*********
** Properties
*********/
/// <summary>The default file paths where Stardew Valley can be installed.</summary>
/// <remarks>Derived from the crossplatform mod config: https://github.com/Pathoschild/Stardew.ModBuildConfig. </remarks>
private IEnumerable<string> DefaultInstallPaths
{
get
{
// Linux
yield return $"{Environment.GetEnvironmentVariable("HOME")}/GOG Games/Stardew Valley/game";
yield return $"{Environment.GetEnvironmentVariable("HOME")}/.local/share/Steam/steamapps/common/Stardew Valley";
// Mac
yield return "/Applications/Stardew Valley.app/Contents/MacOS";
yield return $"{Environment.GetEnvironmentVariable("HOME")}/Library/Application Support/Steam/steamapps/common/Stardew Valley/Contents/MacOS";
// Windows
yield return @"C:\Program Files (x86)\GalaxyClient\Games\Stardew Valley";
yield return @"C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley";
// Windows registry
#if SMAPI_FOR_WINDOWS
IDictionary<string, string> registryKeys = new Dictionary<string, string>
{
[@"SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 413150"] = "InstallLocation", // Steam
[@"SOFTWARE\WOW6432Node\GOG.com\Games\1453375253"] = "PATH", // GOG on 64-bit Windows
};
foreach (var pair in registryKeys)
{
string path = this.GetLocalMachineRegistryValue(pair.Key, pair.Value);
if (!string.IsNullOrWhiteSpace(path))
yield return path;
}
#endif
}
}
/// <summary>Get the absolute file or folder paths to remove when uninstalling SMAPI.</summary>
/// <param name="installDir">The folder for Stardew Valley and SMAPI.</param>
/// <param name="modsDir">The folder for SMAPI mods.</param>
private IEnumerable<string> GetUninstallPaths(DirectoryInfo installDir, DirectoryInfo modsDir)
{
Func<string, string> installPath = path => Path.Combine(installDir.FullName, path);
// common
yield return installPath("Mono.Cecil.dll");
yield return installPath("Newtonsoft.Json.dll");
yield return installPath("StardewModdingAPI.exe");
yield return installPath("StardewModdingAPI.config.json");
yield return installPath("StardewModdingAPI.data.json");
yield return installPath("StardewModdingAPI.AssemblyRewriters.dll");
yield return installPath("steam_appid.txt");
// Linux/Mac only
yield return installPath("StardewModdingAPI");
yield return installPath("StardewModdingAPI.exe.mdb");
yield return installPath("System.Numerics.dll");
yield return installPath("System.Runtime.Caching.dll");
// Windows only
yield return installPath("StardewModdingAPI.pdb");
// obsolete
yield return installPath("Mods/.cache"); // 1.3-1.4
yield return installPath("Mono.Cecil.Rocks.dll"); // 1.3–1.8
yield return installPath("StardewModdingAPI-settings.json"); // 1.0-1.4
if (modsDir.Exists)
{
foreach (DirectoryInfo modDir in modsDir.EnumerateDirectories())
yield return Path.Combine(modDir.FullName, ".cache"); // 1.4–1.7
}
yield return Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "ErrorLogs", "MODDED_ProgramLog.Log_LATEST.txt"); // *–1.8
}
/// <summary>Whether the current console supports color formatting.</summary>
private static readonly bool ConsoleSupportsColor = InteractiveInstaller.GetConsoleSupportsColor();
/*********
** Public methods
*********/
/// <summary>Run the install or uninstall script.</summary>
/// <param name="args">The command line arguments.</param>
/// <remarks>
/// Initialisation flow:
/// 1. Collect information (mainly OS and install path) and validate it.
/// 2. Ask the user whether to install or uninstall.
///
/// Uninstall logic:
/// 1. On Linux/Mac: if a backup of the launcher exists, delete the launcher and restore the backup.
/// 2. Delete all files and folders in the game directory matching one of the <see cref="UninstallPaths"/>.
///
/// Install flow:
/// 1. Run the uninstall flow.
/// 2. Copy the SMAPI files from package/Windows or package/Mono into the game directory.
/// 3. On Linux/Mac: back up the game launcher and replace it with the SMAPI launcher. (This isn't possible on Windows, so the user needs to configure it manually.)
/// 4. Create the 'Mods' directory.
/// 5. Copy the bundled mods into the 'Mods' directory (deleting any existing versions).
/// 6. Move any mods from app data into game's mods directory.
/// </remarks>
public void Run(string[] args)
{
/****
** collect details
****/
Platform platform = this.DetectPlatform();
DirectoryInfo packageDir = new DirectoryInfo(Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "internal", platform.ToString()));
DirectoryInfo installDir = this.InteractivelyGetInstallPath(platform);
DirectoryInfo modsDir = new DirectoryInfo(Path.Combine(installDir.FullName, "Mods"));
var paths = new
{
executable = Path.Combine(installDir.FullName, platform == Platform.Mono ? "StardewValley.exe" : "Stardew Valley.exe"),
unixSmapiLauncher = Path.Combine(installDir.FullName, "StardewModdingAPI"),
unixLauncher = Path.Combine(installDir.FullName, "StardewValley"),
unixLauncherBackup = Path.Combine(installDir.FullName, "StardewValley-original")
};
this.PrintDebug($"Detected {(platform == Platform.Windows ? "Windows" : "Linux or Mac")} with game in {installDir}.");
/****
** validate assumptions
****/
if (!packageDir.Exists)
{
this.ExitError($"The 'internal/{platform}' package folder is missing (should be at {packageDir}).");
return;
}
if (!File.Exists(paths.executable))
{
this.ExitError("The detected game install path doesn't contain a Stardew Valley executable.");
return;
}
Console.WriteLine();
/****
** ask user what to do
****/
Console.WriteLine("You can....");
Console.WriteLine("[1] Install SMAPI.");
Console.WriteLine("[2] Uninstall SMAPI.");
Console.WriteLine();
ScriptAction action;
{
string choice = this.InteractivelyChoose("What do you want to do? Type 1 or 2, then press enter.", "1", "2");
switch (choice)
{
case "1":
action = ScriptAction.Install;
break;
case "2":
action = ScriptAction.Uninstall;
break;
default:
throw new InvalidOperationException($"Unexpected action key '{choice}'.");
}
}
Console.WriteLine();
/****
** Always uninstall old files
****/
// restore game launcher
if (platform == Platform.Mono && File.Exists(paths.unixLauncherBackup))
{
this.PrintDebug("Removing SMAPI launcher...");
if (File.Exists(paths.unixLauncher))
File.Delete(paths.unixLauncher);
File.Move(paths.unixLauncherBackup, paths.unixLauncher);
}
// remove old files
string[] removePaths = this.GetUninstallPaths(installDir, modsDir)
.Where(path => Directory.Exists(path) || File.Exists(path))
.ToArray();
if (removePaths.Any())
{
this.PrintDebug(action == ScriptAction.Install ? "Removing previous SMAPI files..." : "Removing SMAPI files...");
foreach (string path in removePaths)
{
if (Directory.Exists(path))
Directory.Delete(path, recursive: true);
else
File.Delete(path);
}
}
/****
** Install new files
****/
if (action == ScriptAction.Install)
{
// copy SMAPI files to game dir
this.PrintDebug("Adding SMAPI files...");
foreach (FileInfo sourceFile in packageDir.EnumerateFiles())
{
string targetPath = Path.Combine(installDir.FullName, sourceFile.Name);
if (File.Exists(targetPath))
File.Delete(targetPath);
sourceFile.CopyTo(targetPath);
}
// replace mod launcher (if possible)
if (platform == Platform.Mono)
{
this.PrintDebug("Safely replacing game launcher...");
if (!File.Exists(paths.unixLauncherBackup))
File.Move(paths.unixLauncher, paths.unixLauncherBackup);
else if (File.Exists(paths.unixLauncher))
File.Delete(paths.unixLauncher);
File.Move(paths.unixSmapiLauncher, paths.unixLauncher);
}
// create mods directory (if needed)
if (!modsDir.Exists)
{
this.PrintDebug("Creating mods directory...");
modsDir.Create();
}
// add or replace bundled mods
Directory.CreateDirectory(Path.Combine(installDir.FullName, "Mods"));
DirectoryInfo packagedModsDir = new DirectoryInfo(Path.Combine(packageDir.FullName, "Mods"));
if (packagedModsDir.Exists && packagedModsDir.EnumerateDirectories().Any())
{
this.PrintDebug("Adding bundled mods...");
foreach (DirectoryInfo sourceDir in packagedModsDir.EnumerateDirectories())
{
this.PrintDebug($" adding {sourceDir.Name}...");
// initialise target dir
DirectoryInfo targetDir = new DirectoryInfo(Path.Combine(modsDir.FullName, sourceDir.Name));
if (targetDir.Exists)
targetDir.Delete(recursive: true);
targetDir.Create();
// copy files
foreach (FileInfo sourceFile in sourceDir.EnumerateFiles())
sourceFile.CopyTo(Path.Combine(targetDir.FullName, sourceFile.Name));
}
}
// remove obsolete appdata mods
this.InteractivelyRemoveAppDataMods(platform, modsDir, packagedModsDir);
}
Console.WriteLine();
/****
** exit
****/
this.PrintColor("Done!", ConsoleColor.DarkGreen);
if (platform == Platform.Windows)
{
this.PrintColor(
action == ScriptAction.Install
? "Don't forget to launch StardewModdingAPI.exe instead of the normal game executable. See the readme.txt for details."
: "If you manually changed shortcuts or Steam to launch SMAPI, don't forget to change those back.",
ConsoleColor.DarkGreen
);
}
else if (action == ScriptAction.Install)
this.PrintColor("You can launch the game the same way as before to play with mods.", ConsoleColor.DarkGreen);
Console.ReadKey();
}
/*********
** Private methods
*********/
/// <summary>Detect the game's platform.</summary>
/// <exception cref="NotSupportedException">The platform is not supported.</exception>
private Platform DetectPlatform()
{
switch (Environment.OSVersion.Platform)
{
case PlatformID.MacOSX:
case PlatformID.Unix:
return Platform.Mono;
default:
return Platform.Windows;
}
}
/// <summary>Test whether the current console supports color formatting.</summary>
private static bool GetConsoleSupportsColor()
{
try
{
Console.ForegroundColor = Console.ForegroundColor;
return true;
}
catch (Exception)
{
return false; // Mono bug
}
}
#if SMAPI_FOR_WINDOWS
/// <summary>Get the value of a key in the Windows registry.</summary>
/// <param name="key">The full path of the registry key relative to HKLM.</param>
/// <param name="name">The name of the value.</param>
private string GetLocalMachineRegistryValue(string key, string name)
{
RegistryKey localMachine = Environment.Is64BitOperatingSystem ? RegistryKey.OpenBaseKey(RegistryHive.LocalMachine, RegistryView.Registry64) : Registry.LocalMachine;
RegistryKey openKey = localMachine.OpenSubKey(key);
if (openKey == null)
return null;
using (openKey)
return (string)openKey.GetValue(name);
}
#endif
/// <summary>Print a debug message.</summary>
/// <param name="text">The text to print.</param>
private void PrintDebug(string text)
{
this.PrintColor(text, ConsoleColor.DarkGray);
}
/// <summary>Print a warning message.</summary>
/// <param name="text">The text to print.</param>
private void PrintWarning(string text)
{
this.PrintColor(text, ConsoleColor.DarkYellow);
}
/// <summary>Print an error and pause the console if needed.</summary>
/// <param name="error">The error text.</param>
private void ExitError(string error)
{
this.PrintColor(error, ConsoleColor.Red);
Console.ReadLine();
}
/// <summary>Print a message to the console.</summary>
/// <param name="text">The message text.</param>
/// <param name="color">The text foreground color.</param>
private void PrintColor(string text, ConsoleColor color)
{
if (InteractiveInstaller.ConsoleSupportsColor)
{
Console.ForegroundColor = color;
Console.WriteLine(text);
Console.ResetColor();
}
else
Console.WriteLine(text);
}
/// <summary>Interactively ask the user to choose a value.</summary>
/// <param name="message">The message to print.</param>
/// <param name="options">The allowed options (not case sensitive).</param>
private string InteractivelyChoose(string message, params string[] options)
{
while (true)
{
Console.WriteLine(message);
string input = Console.ReadLine()?.Trim().ToLowerInvariant();
if (!options.Contains(input))
{
Console.WriteLine("That's not a valid option.");
continue;
}
return input;
}
}
/// <summary>Interactively locate the game's install path.</summary>
/// <param name="platform">The current platform.</param>
private DirectoryInfo InteractivelyGetInstallPath(Platform platform)
{
// try default paths
foreach (string defaultPath in this.DefaultInstallPaths)
{
if (Directory.Exists(defaultPath))
return new DirectoryInfo(defaultPath);
}
// ask user
Console.WriteLine("Oops, couldn't find the game automatically.");
while (true)
{
// get path from user
Console.WriteLine($"Type the file path to the game directory (the one containing '{(platform == Platform.Mono ? "StardewValley.exe" : "Stardew Valley.exe")}'), then press enter.");
string path = Console.ReadLine()?.Trim();
if (string.IsNullOrWhiteSpace(path))
{
Console.WriteLine(" You must specify a directory path to continue.");
continue;
}
// normalise on Windows
if (platform == Platform.Windows)
path = path.Replace("\"", ""); // in Windows, quotes are used to escape spaces and aren't part of the file path
// get directory
if (File.Exists(path))
path = Path.GetDirectoryName(path);
DirectoryInfo directory = new DirectoryInfo(path);
// validate path
if (!directory.Exists)
{
Console.WriteLine(" That directory doesn't seem to exist.");
continue;
}
if (!directory.EnumerateFiles("*.exe").Any(p => p.Name == "StardewValley.exe" || p.Name == "Stardew Valley.exe"))
{
Console.WriteLine(" That directory doesn't contain a Stardew Valley executable.");
continue;
}
// looks OK
Console.WriteLine(" OK!");
return directory;
}
}
/// <summary>Interactively move mods out of the appdata directory.</summary>
/// <param name="platform">The current platform.</param>
/// <param name="properModsDir">The directory which should contain all mods.</param>
/// <param name="packagedModsDir">The installer directory containing packaged mods.</param>
private void InteractivelyRemoveAppDataMods(Platform platform, DirectoryInfo properModsDir, DirectoryInfo packagedModsDir)
{
// get packaged mods to delete
string[] packagedModNames = packagedModsDir.GetDirectories().Select(p => p.Name).ToArray();
// get path
string homePath = platform == Platform.Windows
? Environment.GetEnvironmentVariable("APPDATA")
: Path.Combine(Environment.GetEnvironmentVariable("HOME"), ".config");
string appDataPath = Path.Combine(homePath, "StardewValley");
DirectoryInfo modDir = new DirectoryInfo(Path.Combine(appDataPath, "Mods"));
// check if migration needed
if (!modDir.Exists)
return;
this.PrintDebug($"Found an obsolete mod path: {modDir.FullName}");
this.PrintDebug(" Support for mods here was dropped in SMAPI 1.0 (it was never officially supported).");
// move mods if no conflicts (else warn)
foreach (FileSystemInfo entry in modDir.EnumerateFileSystemInfos())
{
// get type
bool isDir = entry is DirectoryInfo;
if (!isDir && !(entry is FileInfo))
continue; // should never happen
// delete packaged mods (newer version bundled into SMAPI)
if (isDir && packagedModNames.Contains(entry.Name, StringComparer.InvariantCultureIgnoreCase))
{
this.PrintDebug($" Deleting {entry.Name} because it's bundled into SMAPI...");
entry.Delete();
continue;
}
// check paths
string newPath = Path.Combine(properModsDir.FullName, entry.Name);
if (isDir ? Directory.Exists(newPath) : File.Exists(newPath))
{
this.PrintWarning($" Can't move {entry.Name} because it already exists in your game's mod directory.");
continue;
}
// move into mods
this.PrintDebug($" Moving {entry.Name} into the game's mod directory...");
this.Move(entry, newPath);
}
// delete if empty
if (modDir.EnumerateFileSystemInfos().Any())
this.PrintWarning(" You have files in this folder which couldn't be moved automatically. These will be ignored by SMAPI.");
else
{
this.PrintDebug(" Deleted empty directory.");
modDir.Delete();
}
}
/// <summary>Move a filesystem entry to a new parent directory.</summary>
/// <param name="entry">The filesystem entry to move.</param>
/// <param name="newPath">The destination path.</param>
/// <remarks>We can't use <see cref="FileInfo.MoveTo"/> or <see cref="DirectoryInfo.MoveTo"/>, because those don't work across partitions.</remarks>
private void Move(FileSystemInfo entry, string newPath)
{
// file
if (entry is FileInfo)
{
FileInfo file = (FileInfo)entry;
file.CopyTo(newPath);
file.Delete();
}
// directory
else
{
Directory.CreateDirectory(newPath);
DirectoryInfo directory = (DirectoryInfo)entry;
foreach (FileSystemInfo child in directory.EnumerateFileSystemInfos())
this.Move(child, Path.Combine(newPath, child.Name));
directory.Delete();
}
}
}
}
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