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using System.IO;
namespace StardewModdingAPI.Framework.AssemblyRewriting
{
/// <summary>Represents cached metadata for a rewritten assembly.</summary>
internal class CacheEntry
{
/*********
** Accessors
*********/
/// <summary>The MD5 hash for the original assembly.</summary>
public readonly string Hash;
/// <summary>The SMAPI version used to rewrite the assembly.</summary>
public readonly string ApiVersion;
/// <summary>Whether to use the cached assembly instead of the original assembly.</summary>
public readonly bool UseCachedAssembly;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="hash">The MD5 hash for the original assembly.</param>
/// <param name="apiVersion">The SMAPI version used to rewrite the assembly.</param>
/// <param name="useCachedAssembly">Whether to use the cached assembly instead of the original assembly.</param>
public CacheEntry(string hash, string apiVersion, bool useCachedAssembly)
{
this.Hash = hash;
this.ApiVersion = apiVersion;
this.UseCachedAssembly = useCachedAssembly;
}
/// <summary>Get whether the cache entry is up-to-date for the given assembly hash.</summary>
/// <param name="paths">The paths for the cached assembly.</param>
/// <param name="hash">The MD5 hash of the original assembly.</param>
/// <param name="currentVersion">The current SMAPI version.</param>
public bool IsUpToDate(CachePaths paths, string hash, Version currentVersion)
{
return hash == this.Hash
&& this.ApiVersion == currentVersion.ToString()
&& (!this.UseCachedAssembly || File.Exists(paths.Assembly));
}
}
}
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