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using System.Collections.Generic;
using System.IO;
using System.Linq;
using StardewModdingAPI.Toolkit.Serialisation.Models;
using StardewModdingAPI.Toolkit.Utilities;
namespace StardewModdingAPI.Toolkit.Framework.ModScanning
{
/// <summary>The info about a mod read from its folder.</summary>
public class ModFolder
{
/*********
** Accessors
*********/
/// <summary>A suggested display name for the mod folder.</summary>
public string DisplayName { get; }
/// <summary>The folder containing the mod's manifest.json.</summary>
public DirectoryInfo Directory { get; }
/// <summary>The mod manifest.</summary>
public Manifest Manifest { get; }
/// <summary>The error which occurred parsing the manifest, if any.</summary>
public string ManifestParseError { get; }
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="root">The root folder containing mods.</param>
/// <param name="directory">The folder containing the mod's manifest.json.</param>
/// <param name="manifest">The mod manifest.</param>
/// <param name="manifestParseError">The error which occurred parsing the manifest, if any.</param>
public ModFolder(DirectoryInfo root, DirectoryInfo directory, Manifest manifest, string manifestParseError = null)
{
// save info
this.Directory = directory;
this.Manifest = manifest;
this.ManifestParseError = manifestParseError;
// set display name
this.DisplayName = manifest?.Name;
if (string.IsNullOrWhiteSpace(this.DisplayName))
this.DisplayName = PathUtilities.GetRelativePath(root.FullName, directory.FullName);
}
/// <summary>Get the update keys for a mod.</summary>
/// <param name="manifest">The mod manifest.</param>
public IEnumerable<string> GetUpdateKeys(Manifest manifest)
{
return
(manifest.UpdateKeys ?? new string[0])
.Where(p => !string.IsNullOrWhiteSpace(p))
.ToArray();
}
}
}
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