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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using StardewModdingAPI.Framework.Models;
using StardewModdingAPI.Framework.Serialisation;
namespace StardewModdingAPI.Framework.ModLoading
{
/// <summary>Finds and processes mod metadata.</summary>
internal class ModResolver
{
/*********
** Public methods
*********/
/// <summary>Get manifest metadata for each folder in the given root path.</summary>
/// <param name="rootPath">The root path to search for mods.</param>
/// <param name="jsonHelper">The JSON helper with which to read manifests.</param>
/// <param name="compatibilityRecords">Metadata about mods that SMAPI should assume is compatible or broken, regardless of whether it detects incompatible code.</param>
/// <returns>Returns the manifests by relative folder.</returns>
public IEnumerable<IModMetadata> ReadManifests(string rootPath, JsonHelper jsonHelper, IEnumerable<ModCompatibility> compatibilityRecords)
{
compatibilityRecords = compatibilityRecords.ToArray();
foreach (DirectoryInfo modDir in this.GetModFolders(rootPath))
{
// read file
Manifest manifest = null;
string path = Path.Combine(modDir.FullName, "manifest.json");
string error = null;
try
{
// read manifest
manifest = jsonHelper.ReadJsonFile<Manifest>(path);
// validate
if (manifest == null)
{
error = File.Exists(path)
? "its manifest is invalid."
: "it doesn't have a manifest.";
}
else if (string.IsNullOrWhiteSpace(manifest.EntryDll))
error = "its manifest doesn't set an entry DLL.";
}
catch (Exception ex)
{
error = $"parsing its manifest failed:\n{ex.GetLogSummary()}";
}
// get compatibility record
ModCompatibility compatibility = null;
if (manifest != null)
{
string key = !string.IsNullOrWhiteSpace(manifest.UniqueID) ? manifest.UniqueID : manifest.EntryDll;
compatibility = (
from mod in compatibilityRecords
where
mod.ID.Contains(key, StringComparer.InvariantCultureIgnoreCase)
&& (mod.LowerSemanticVersion == null || !manifest.Version.IsOlderThan(mod.LowerSemanticVersion))
&& !manifest.Version.IsNewerThan(mod.UpperSemanticVersion)
select mod
).FirstOrDefault();
}
// build metadata
string displayName = !string.IsNullOrWhiteSpace(manifest?.Name)
? manifest.Name
: modDir.FullName.Replace(rootPath, "").Trim('/', '\\');
ModMetadataStatus status = error == null
? ModMetadataStatus.Found
: ModMetadataStatus.Failed;
yield return new ModMetadata(displayName, modDir.FullName, manifest, compatibility).SetStatus(status, error);
}
}
/// <summary>Validate manifest metadata.</summary>
/// <param name="mods">The mod manifests to validate.</param>
/// <param name="apiVersion">The current SMAPI version.</param>
public void ValidateManifests(IEnumerable<IModMetadata> mods, ISemanticVersion apiVersion)
{
foreach (IModMetadata mod in mods)
{
// skip if already failed
if (mod.Status == ModMetadataStatus.Failed)
continue;
// validate compatibility
{
ModCompatibility compatibility = mod.Compatibility;
if (compatibility?.Compatibility == ModCompatibilityType.AssumeBroken)
{
bool hasOfficialUrl = !string.IsNullOrWhiteSpace(mod.Compatibility.UpdateUrl);
bool hasUnofficialUrl = !string.IsNullOrWhiteSpace(mod.Compatibility.UnofficialUpdateUrl);
string reasonPhrase = compatibility.ReasonPhrase ?? "it's not compatible with the latest version of the game";
string error = $"{reasonPhrase}. Please check for a version newer than {compatibility.UpperVersionLabel ?? compatibility.UpperVersion} here:";
if (hasOfficialUrl)
error += !hasUnofficialUrl ? $" {compatibility.UpdateUrl}" : $"{Environment.NewLine}- official mod: {compatibility.UpdateUrl}";
if (hasUnofficialUrl)
error += $"{Environment.NewLine}- unofficial update: {compatibility.UnofficialUpdateUrl}";
mod.SetStatus(ModMetadataStatus.Failed, error);
continue;
}
}
// validate SMAPI version
if (!string.IsNullOrWhiteSpace(mod.Manifest.MinimumApiVersion))
{
if (!SemanticVersion.TryParse(mod.Manifest.MinimumApiVersion, out ISemanticVersion minVersion))
{
mod.SetStatus(ModMetadataStatus.Failed, $"it has an invalid minimum SMAPI version '{mod.Manifest.MinimumApiVersion}'. This should be a semantic version number like {apiVersion}.");
continue;
}
if (minVersion.IsNewerThan(apiVersion))
{
mod.SetStatus(ModMetadataStatus.Failed, $"it needs SMAPI {minVersion} or later. Please update SMAPI to the latest version to use this mod.");
continue;
}
}
// validate DLL path
string assemblyPath = Path.Combine(mod.DirectoryPath, mod.Manifest.EntryDll);
if (!File.Exists(assemblyPath))
mod.SetStatus(ModMetadataStatus.Failed, $"its DLL '{mod.Manifest.EntryDll}' doesn't exist.");
}
}
#if EXPERIMENTAL
/// <summary>Sort the given mods by the order they should be loaded.</summary>
/// <param name="mods">The mods to process.</param>
public IEnumerable<IModMetadata> ProcessDependencies(IEnumerable<IModMetadata> mods)
{
mods = mods.ToArray();
var sortedMods = new Stack<IModMetadata>();
var states = mods.ToDictionary(mod => mod, mod => ModDependencyStatus.Queued);
foreach (IModMetadata mod in mods)
this.ProcessDependencies(mods.ToArray(), mod, states, sortedMods, new List<IModMetadata>());
return sortedMods.Reverse();
}
#endif
/*********
** Private methods
*********/
#if EXPERIMENTAL
/// <summary>Sort a mod's dependencies by the order they should be loaded, and remove any mods that can't be loaded due to missing or conflicting dependencies.</summary>
/// <param name="mods">The full list of mods being validated.</param>
/// <param name="mod">The mod whose dependencies to process.</param>
/// <param name="states">The dependency state for each mod.</param>
/// <param name="sortedMods">The list in which to save mods sorted by dependency order.</param>
/// <param name="currentChain">The current change of mod dependencies.</param>
/// <returns>Returns the mod dependency status.</returns>
private ModDependencyStatus ProcessDependencies(IModMetadata[] mods, IModMetadata mod, IDictionary<IModMetadata, ModDependencyStatus> states, Stack<IModMetadata> sortedMods, ICollection<IModMetadata> currentChain)
{
// check if already visited
switch (states[mod])
{
// already sorted or failed
case ModDependencyStatus.Sorted:
case ModDependencyStatus.Failed:
return states[mod];
// dependency loop
case ModDependencyStatus.Checking:
// This should never happen. The higher-level mod checks if the dependency is
// already being checked, so it can fail without visiting a mod twice. If this
// case is hit, that logic didn't catch the dependency loop for some reason.
throw new InvalidModStateException($"A dependency loop was not caught by the calling iteration ({string.Join(" => ", currentChain.Select(p => p.DisplayName))} => {mod.DisplayName})).");
// not visited yet, start processing
case ModDependencyStatus.Queued:
break;
// sanity check
default:
throw new InvalidModStateException($"Unknown dependency status '{states[mod]}'.");
}
// no dependencies, mark sorted
if (mod.Manifest.Dependencies == null || !mod.Manifest.Dependencies.Any())
{
sortedMods.Push(mod);
return states[mod] = ModDependencyStatus.Sorted;
}
// missing required dependencies, mark failed
{
string[] missingModIDs =
(
from dependency in mod.Manifest.Dependencies
where mods.All(m => m.Manifest.UniqueID != dependency.UniqueID)
orderby dependency.UniqueID
select dependency.UniqueID
)
.ToArray();
if (missingModIDs.Any())
{
sortedMods.Push(mod);
mod.SetStatus(ModMetadataStatus.Failed, $"it requires mods which aren't installed ({string.Join(", ", missingModIDs)}).");
return states[mod] = ModDependencyStatus.Failed;
}
}
// process dependencies
{
states[mod] = ModDependencyStatus.Checking;
// get mods to load first
IModMetadata[] modsToLoadFirst =
(
from other in mods
where mod.Manifest.Dependencies.Any(required => required.UniqueID == other.Manifest.UniqueID)
select other
)
.ToArray();
// recursively sort dependencies
foreach (IModMetadata requiredMod in modsToLoadFirst)
{
var subchain = new List<IModMetadata>(currentChain) { mod };
// detect dependency loop
if (states[requiredMod] == ModDependencyStatus.Checking)
{
sortedMods.Push(mod);
mod.SetStatus(ModMetadataStatus.Failed, $"its dependencies have a circular reference: {string.Join(" => ", subchain.Select(p => p.DisplayName))} => {requiredMod.DisplayName}).");
return states[mod] = ModDependencyStatus.Failed;
}
// recursively process each dependency
var substatus = this.ProcessDependencies(mods, requiredMod, states, sortedMods, subchain);
switch (substatus)
{
// sorted successfully
case ModDependencyStatus.Sorted:
break;
// failed, which means this mod can't be loaded either
case ModDependencyStatus.Failed:
sortedMods.Push(mod);
mod.SetStatus(ModMetadataStatus.Failed, $"it needs the '{requiredMod.DisplayName}' mod, which couldn't be loaded.");
return states[mod] = ModDependencyStatus.Failed;
// unexpected status
case ModDependencyStatus.Queued:
case ModDependencyStatus.Checking:
throw new InvalidModStateException($"Something went wrong sorting dependencies: mod '{requiredMod.DisplayName}' unexpectedly stayed in the '{substatus}' status.");
// sanity check
default:
throw new InvalidModStateException($"Unknown dependency status '{states[mod]}'.");
}
}
// all requirements sorted successfully
sortedMods.Push(mod);
return states[mod] = ModDependencyStatus.Sorted;
}
}
#endif
/// <summary>Get all mod folders in a root folder, passing through empty folders as needed.</summary>
/// <param name="rootPath">The root folder path to search.</param>
private IEnumerable<DirectoryInfo> GetModFolders(string rootPath)
{
foreach (string modRootPath in Directory.GetDirectories(rootPath))
{
DirectoryInfo directory = new DirectoryInfo(modRootPath);
// if a folder only contains another folder, check the inner folder instead
while (!directory.GetFiles().Any() && directory.GetDirectories().Length == 1)
directory = directory.GetDirectories().First();
yield return directory;
}
}
}
}
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