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using StardewModdingAPI.Framework.Models;
namespace StardewModdingAPI.Framework.ModLoading
{
/// <summary>Metadata for a mod.</summary>
internal class ModMetadata : IModMetadata
{
/*********
** Accessors
*********/
/// <summary>The mod's display name.</summary>
public string DisplayName { get; }
/// <summary>The mod's full directory path.</summary>
public string DirectoryPath { get; }
/// <summary>The mod manifest.</summary>
public IManifest Manifest { get; }
/// <summary>Optional metadata about a mod version that SMAPI should assume is compatible or broken, regardless of whether it detects incompatible code.</summary>
public ModCompatibility Compatibility { get; }
/// <summary>The metadata resolution status.</summary>
public ModMetadataStatus Status { get; private set; }
/// <summary>The reason the metadata is invalid, if any.</summary>
public string Error { get; private set; }
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="displayName">The mod's display name.</param>
/// <param name="directoryPath">The mod's full directory path.</param>
/// <param name="manifest">The mod manifest.</param>
/// <param name="compatibility">Optional metadata about a mod version that SMAPI should assume is compatible or broken, regardless of whether it detects incompatible code.</param>
public ModMetadata(string displayName, string directoryPath, IManifest manifest, ModCompatibility compatibility)
{
this.DisplayName = displayName;
this.DirectoryPath = directoryPath;
this.Manifest = manifest;
this.Compatibility = compatibility;
}
/// <summary>Set the mod status.</summary>
/// <param name="status">The metadata resolution status.</param>
/// <param name="error">The reason the metadata is invalid, if any.</param>
/// <returns>Return the instance for chaining.</returns>
public IModMetadata SetStatus(ModMetadataStatus status, string error = null)
{
this.Status = status;
this.Error = error;
return this;
}
}
}
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