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using System;
using System.IO;
using StardewModdingAPI.Framework;
using StardewModdingAPI.Framework.Models;
namespace StardewModdingAPI
{
/// <summary>The base class for a mod.</summary>
public class Mod : IMod, IDisposable
{
/*********
** Properties
*********/
/// <summary>Manages deprecation warnings.</summary>
private static DeprecationManager DeprecationManager;
/// <summary>The backing field for <see cref="Mod.PathOnDisk"/>.</summary>
private string _pathOnDisk;
/*********
** Accessors
*********/
/// <summary>Provides simplified APIs for writing mods.</summary>
public IModHelper Helper { get; internal set; }
/// <summary>Writes messages to the console and log file.</summary>
public IMonitor Monitor { get; internal set; }
/// <summary>The mod's manifest.</summary>
public IManifest ModManifest { get; internal set; }
/// <summary>The full path to the mod's directory on the disk.</summary>
[Obsolete("Use " + nameof(Mod.Helper) + "." + nameof(IModHelper.DirectoryPath) + " instead")]
public string PathOnDisk
{
get
{
Mod.DeprecationManager.Warn($"{nameof(Mod)}.{nameof(Mod.PathOnDisk)}", "1.0", DeprecationLevel.Info);
return this._pathOnDisk;
}
internal set { this._pathOnDisk = value; }
}
/// <summary>The full path to the mod's <c>config.json</c> file on the disk.</summary>
[Obsolete("Use " + nameof(Mod.Helper) + "." + nameof(IModHelper.ReadConfig) + " instead")]
public string BaseConfigPath
{
get
{
Mod.DeprecationManager.Warn($"{nameof(Mod)}.{nameof(Mod.BaseConfigPath)}", "1.0", DeprecationLevel.Info);
Mod.DeprecationManager.MarkWarned($"{nameof(Mod)}.{nameof(Mod.PathOnDisk)}", "1.0"); // avoid redundant warnings
return Path.Combine(this.PathOnDisk, "config.json");
}
}
/// <summary>The full path to the per-save configs folder (if <see cref="Manifest.PerSaveConfigs"/> is <c>true</c>).</summary>
[Obsolete("Use " + nameof(Mod.Helper) + "." + nameof(IModHelper.ReadJsonFile) + " instead")]
public string PerSaveConfigFolder => this.GetPerSaveConfigFolder();
/// <summary>The full path to the per-save configuration file for the current save (if <see cref="Manifest.PerSaveConfigs"/> is <c>true</c>).</summary>
[Obsolete("Use " + nameof(Mod.Helper) + "." + nameof(IModHelper.ReadJsonFile) + " instead")]
public string PerSaveConfigPath
{
get
{
Mod.DeprecationManager.Warn($"{nameof(Mod)}.{nameof(Mod.PerSaveConfigPath)}", "1.0", DeprecationLevel.Info);
Mod.DeprecationManager.MarkWarned($"{nameof(Mod)}.{nameof(Mod.PerSaveConfigFolder)}", "1.0"); // avoid redundant warnings
return Context.IsSaveLoaded ? Path.Combine(this.PerSaveConfigFolder, $"{Constants.SaveFolderName}.json") : "";
}
}
/*********
** Public methods
*********/
/// <summary>Injects types required for backwards compatibility.</summary>
/// <param name="deprecationManager">Manages deprecation warnings.</param>
internal static void Shim(DeprecationManager deprecationManager)
{
Mod.DeprecationManager = deprecationManager;
}
/// <summary>The mod entry point, called after the mod is first loaded.</summary>
[Obsolete("This overload is obsolete since SMAPI 1.0.")]
public virtual void Entry(params object[] objects) { }
/// <summary>The mod entry point, called after the mod is first loaded.</summary>
/// <param name="helper">Provides simplified APIs for writing mods.</param>
public virtual void Entry(IModHelper helper) { }
/// <summary>Release or reset unmanaged resources.</summary>
public void Dispose()
{
(this.Helper as IDisposable)?.Dispose(); // deliberate do this outside overridable dispose method so mods don't accidentally suppress it
this.Dispose(true);
GC.SuppressFinalize(this);
}
/*********
** Private methods
*********/
/// <summary>Get the full path to the per-save configuration file for the current save (if <see cref="Manifest.PerSaveConfigs"/> is <c>true</c>).</summary>
[Obsolete]
private string GetPerSaveConfigFolder()
{
Mod.DeprecationManager.Warn($"{nameof(Mod)}.{nameof(Mod.PerSaveConfigFolder)}", "1.0", DeprecationLevel.Info);
Mod.DeprecationManager.MarkWarned($"{nameof(Mod)}.{nameof(Mod.PathOnDisk)}", "1.0"); // avoid redundant warnings
if (!((Manifest)this.ModManifest).PerSaveConfigs)
{
this.Monitor.Log("Tried to fetch the per-save config folder, but this mod isn't configured to use per-save config files.", LogLevel.Error);
return "";
}
return Path.Combine(this.PathOnDisk, "psconfigs");
}
/// <summary>Release or reset unmanaged resources when the game exits. There's no guarantee this will be called on every exit.</summary>
/// <param name="disposing">Whether the instance is being disposed explicitly rather than finalised. If this is false, the instance shouldn't dispose other objects since they may already be finalised.</param>
protected virtual void Dispose(bool disposing) { }
/// <summary>Destruct the instance.</summary>
~Mod()
{
this.Dispose(false);
}
}
}
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