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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using StardewModdingAPI.AssemblyRewriters;
using StardewModdingAPI.AssemblyRewriters.Finders;
using StardewModdingAPI.AssemblyRewriters.Rewriters.Crossplatform;
using StardewModdingAPI.AssemblyRewriters.Rewriters.SDV1_2;
using StardewValley;
namespace StardewModdingAPI
{
/// <summary>Contains SMAPI's constants and assumptions.</summary>
public static class Constants
{
/*********
** Properties
*********/
/// <summary>The directory path containing the current save's data (if a save is loaded).</summary>
private static string RawSavePath => Constants.IsSaveLoaded ? Path.Combine(Constants.SavesPath, Constants.GetSaveFolderName()) : null;
/// <summary>Whether the directory containing the current save's data exists on disk.</summary>
private static bool SavePathReady => Constants.IsSaveLoaded && Directory.Exists(Constants.RawSavePath);
/*********
** Accessors
*********/
/****
** Public
****/
/// <summary>SMAPI's current semantic version.</summary>
public static ISemanticVersion ApiVersion { get; } = new SemanticVersion(1, 8, 0);
/// <summary>The minimum supported version of Stardew Valley.</summary>
public static ISemanticVersion MinimumGameVersion { get; } = new SemanticVersion("1.2.13");
/// <summary>The path to the game folder.</summary>
public static string ExecutionPath { get; } = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
/// <summary>The directory path containing Stardew Valley's app data.</summary>
public static string DataPath { get; } = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley");
/// <summary>The directory path in which error logs should be stored.</summary>
public static string LogDir { get; } = Path.Combine(Constants.DataPath, "ErrorLogs");
/// <summary>The directory path where all saves are stored.</summary>
public static string SavesPath { get; } = Path.Combine(Constants.DataPath, "Saves");
/// <summary>The directory name containing the current save's data (if a save is loaded and the directory exists).</summary>
public static string SaveFolderName => Constants.SavePathReady ? Constants.GetSaveFolderName() : "";
/// <summary>The directory path containing the current save's data (if a save is loaded and the directory exists).</summary>
public static string CurrentSavePath => Constants.SavePathReady ? Path.Combine(Constants.SavesPath, Constants.GetSaveFolderName()) : "";
/****
** Internal
****/
/// <summary>The GitHub repository to check for updates.</summary>
internal const string GitHubRepository = "Pathoschild/SMAPI";
/// <summary>The file path for the SMAPI configuration file.</summary>
internal static string ApiConfigPath => Path.Combine(Constants.ExecutionPath, $"{typeof(Program).Assembly.GetName().Name}.config.json");
/// <summary>The file path to the log where the latest output should be saved.</summary>
internal static string LogPath => Path.Combine(Constants.LogDir, "SMAPI-latest.txt");
/// <summary>The full path to the folder containing mods.</summary>
internal static string ModPath { get; } = Path.Combine(Constants.ExecutionPath, "Mods");
/// <summary>Whether a player save has been loaded.</summary>
internal static bool IsSaveLoaded => Game1.hasLoadedGame && !string.IsNullOrEmpty(Game1.player.name);
/// <summary>The game's current semantic version.</summary>
internal static ISemanticVersion GameVersion { get; } = Constants.GetGameVersion();
/// <summary>The game's current version as it should be displayed to players.</summary>
internal static ISemanticVersion GameDisplayVersion { get; } = Constants.GetGameDisplayVersion(Constants.GameVersion);
/// <summary>The target game platform.</summary>
internal static Platform TargetPlatform { get; } =
#if SMAPI_FOR_WINDOWS
Platform.Windows;
#else
Platform.Mono;
#endif
/*********
** Protected methods
*********/
/// <summary>Get metadata for mapping assemblies to the current platform.</summary>
/// <param name="targetPlatform">The target game platform.</param>
internal static PlatformAssemblyMap GetAssemblyMap(Platform targetPlatform)
{
// get assembly changes needed for platform
string[] removeAssemblyReferences;
Assembly[] targetAssemblies;
switch (targetPlatform)
{
case Platform.Mono:
removeAssemblyReferences = new[]
{
"Stardew Valley",
"Microsoft.Xna.Framework",
"Microsoft.Xna.Framework.Game",
"Microsoft.Xna.Framework.Graphics"
};
targetAssemblies = new[]
{
typeof(StardewValley.Game1).Assembly,
typeof(Microsoft.Xna.Framework.Vector2).Assembly
};
break;
case Platform.Windows:
removeAssemblyReferences = new[]
{
"StardewValley",
"MonoGame.Framework"
};
targetAssemblies = new[]
{
typeof(StardewValley.Game1).Assembly,
typeof(Microsoft.Xna.Framework.Vector2).Assembly,
typeof(Microsoft.Xna.Framework.Game).Assembly,
typeof(Microsoft.Xna.Framework.Graphics.SpriteBatch).Assembly
};
break;
default:
throw new InvalidOperationException($"Unknown target platform '{targetPlatform}'.");
}
return new PlatformAssemblyMap(targetPlatform, removeAssemblyReferences, targetAssemblies);
}
/// <summary>Get finders which match incompatible CIL instructions in mod assemblies.</summary>
internal static IEnumerable<IInstructionFinder> GetIncompatibilityFinders()
{
return new IInstructionFinder[]
{
// changes in Stardew Valley 1.2
new GenericFieldFinder("Game1", "borderFont", isStatic: true),
new GenericFieldFinder("Game1", "smoothFont", isStatic: true),
// APIs removed in SMAPI 1.9
new GenericTypeFinder("StardewModdingAPI.Extensions"),
new GenericTypeFinder("StardewModdingAPI.Inheritance.SGame")
};
}
/// <summary>Get rewriters which fix incompatible CIL instructions in mod assemblies.</summary>
internal static IEnumerable<IInstructionRewriter> GetRewriters()
{
return new IInstructionRewriter[]
{
// crossplatform
new SpriteBatch_MethodRewriter(),
// Stardew Valley 1.2
new Game1_ActiveClickableMenu_FieldRewriter(),
new Game1_GameMode_FieldRewriter(),
new Game1_Player_FieldRewriter()
};
}
/// <summary>Get the name of a save directory for the current player.</summary>
private static string GetSaveFolderName()
{
string prefix = new string(Game1.player.name.Where(char.IsLetterOrDigit).ToArray());
return $"{prefix}_{Game1.uniqueIDForThisGame}";
}
/// <summary>Get the game's current semantic version.</summary>
private static ISemanticVersion GetGameVersion()
{
// get raw version
// we need reflection because it's a constant, so SMAPI's references to it are inlined at compile-time
FieldInfo field = typeof(Game1).GetField(nameof(Game1.version), BindingFlags.Public | BindingFlags.Static);
if (field == null)
throw new InvalidOperationException($"The {nameof(Game1)}.{nameof(Game1.version)} field could not be found.");
string version = (string)field.GetValue(null);
// get semantic version
if (version == "1.11")
version = "1.1.1"; // The 1.1 patch was released as 1.11, which means it's out of order for semantic version checks
return new SemanticVersion(version);
}
/// <summary>Get game current version as it should be displayed to players.</summary>
/// <param name="version">The semantic game version.</param>
private static ISemanticVersion GetGameDisplayVersion(ISemanticVersion version)
{
switch (version.ToString())
{
case "1.1.1":
return new SemanticVersion(1, 11, 0); // The 1.1 patch was released as 1.11
default:
return version;
}
}
}
}
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