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using System;
using System.IO;
using Newtonsoft.Json;
using StardewModdingAPI.Advanced;
using StardewModdingAPI.Framework.Reflection;
namespace StardewModdingAPI
{
/// <summary>Provides simplified APIs for writing mods.</summary>
[Obsolete("Use " + nameof(IModHelper) + " instead.")] // only direct mod access to this class is obsolete
public class ModHelper : IModHelper
{
/*********
** Properties
*********/
/// <summary>The JSON settings to use when serialising and deserialising files.</summary>
private readonly JsonSerializerSettings JsonSettings = new JsonSerializerSettings
{
Formatting = Formatting.Indented,
ObjectCreationHandling = ObjectCreationHandling.Replace // avoid issue where default ICollection<T> values are duplicated each time the config is loaded
};
/*********
** Accessors
*********/
/// <summary>The mod directory path.</summary>
public string DirectoryPath { get; }
/// <summary>Simplifies access to private game code.</summary>
public IReflectionHelper Reflection { get; } = new ReflectionHelper();
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="modDirectory">The mod directory path.</param>
public ModHelper(string modDirectory)
{
// validate
if (string.IsNullOrWhiteSpace(modDirectory))
throw new InvalidOperationException("The mod directory cannot be empty.");
if (!Directory.Exists(modDirectory))
throw new InvalidOperationException("The specified mod directory does not exist.");
// initialise
this.DirectoryPath = modDirectory;
}
/****
** Mod config file
****/
/// <summary>Read the mod's configuration file (and create it if needed).</summary>
/// <typeparam name="TConfig">The config class type. This should be a plain class that has public properties for the settings you want. These can be complex types.</typeparam>
public TConfig ReadConfig<TConfig>()
where TConfig : class, new()
{
var config = this.ReadJsonFile<TConfig>("config.json") ?? new TConfig();
this.WriteConfig(config); // create file or fill in missing fields
return config;
}
/// <summary>Save to the mod's configuration file.</summary>
/// <typeparam name="TConfig">The config class type.</typeparam>
/// <param name="config">The config settings to save.</param>
public void WriteConfig<TConfig>(TConfig config)
where TConfig : class, new()
{
this.WriteJsonFile("config.json", config);
}
/****
** Generic JSON files
****/
/// <summary>Read a JSON file.</summary>
/// <typeparam name="TModel">The model type.</typeparam>
/// <param name="path">The file path relative to the mod directory.</param>
/// <returns>Returns the deserialised model, or <c>null</c> if the file doesn't exist or is empty.</returns>
public TModel ReadJsonFile<TModel>(string path)
where TModel : class
{
// read file
string fullPath = Path.Combine(this.DirectoryPath, path);
string json;
try
{
json = File.ReadAllText(fullPath);
}
catch (Exception ex) when (ex is DirectoryNotFoundException || ex is FileNotFoundException)
{
return null;
}
// deserialise model
TModel model = JsonConvert.DeserializeObject<TModel>(json, this.JsonSettings);
if (model is IConfigFile)
{
var wrapper = (IConfigFile)model;
wrapper.ModHelper = this;
wrapper.FilePath = path;
}
return model;
}
/// <summary>Save to a JSON file.</summary>
/// <typeparam name="TModel">The model type.</typeparam>
/// <param name="path">The file path relative to the mod directory.</param>
/// <param name="model">The model to save.</param>
public void WriteJsonFile<TModel>(string path, TModel model)
where TModel : class
{
path = Path.Combine(this.DirectoryPath, path);
// create directory if needed
string dir = Path.GetDirectoryName(path);
if (!Directory.Exists(dir))
Directory.CreateDirectory(dir);
// write file
string json = JsonConvert.SerializeObject(model, this.JsonSettings);
File.WriteAllText(path, json);
}
}
}
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