change new fields to hash sets & simplify sorting

This makes the mod IDs case-insensitive (like the 'SuppressUpdateChecks' field), fixes a build error in unit tests, and avoids re-scanning the mod list multiple times.
This commit is contained in:
Jesse Plamondon-Willard 2022-11-11 01:22:45 -05:00
parent 9fd8c35b46
commit 0629f19698
No known key found for this signature in database
GPG Key ID: CF8B1456B3E29F49
3 changed files with 51 additions and 43 deletions

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@ -242,12 +242,32 @@ namespace StardewModdingAPI.Framework.ModLoading
}
}
/// <summary>Apply preliminary overrides to the load order based on the SMAPI configuration.</summary>
/// <param name="mods">The mods to process.</param>
/// <param name="modIdsToLoadEarly">The mod IDs SMAPI should load before any other mods (except those needed to load them).</param>
/// <param name="modIdsToLoadLate">The mod IDs SMAPI should load after any other mods.</param>
public IModMetadata[] ApplyLoadOrderOverrides(IModMetadata[] mods, HashSet<string> modIdsToLoadEarly, HashSet<string> modIdsToLoadLate)
{
if (!modIdsToLoadEarly.Any() && !modIdsToLoadLate.Any())
return mods;
return mods
.OrderBy(mod =>
{
string id = mod.Manifest.UniqueID;
if (modIdsToLoadEarly.Contains(id))
return -1;
if (modIdsToLoadLate.Contains(id))
return 1;
return 0;
})
.ToArray();
}
/// <summary>Sort the given mods by the order they should be loaded.</summary>
/// <param name="mods">The mods to process.</param>
/// <param name="modDatabase">Handles access to SMAPI's internal mod metadata list.</param>
/// <param name="modIdsToLoadEarly">The mod IDs SMAPI should try to load early, before any other mods not included in this list.</param>
/// <param name="modIdsToLoadLate">The mod IDs SMAPI should try to load late, after all other mods not included in this list.</param>
public IEnumerable<IModMetadata> ProcessDependencies(IEnumerable<IModMetadata> mods, IReadOnlyList<string> modIdsToLoadEarly, IReadOnlyList<string> modIdsToLoadLate, ModDatabase modDatabase)
public IEnumerable<IModMetadata> ProcessDependencies(IReadOnlyList<IModMetadata> mods, ModDatabase modDatabase)
{
// initialize metadata
mods = mods.ToArray();
@ -262,28 +282,8 @@ namespace StardewModdingAPI.Framework.ModLoading
}
// sort mods
IModMetadata[] allMods = mods.ToArray();
IModMetadata[] modsToLoadEarly = modIdsToLoadEarly
.Where(modId => !modIdsToLoadLate.Contains(modId))
.Select(modId => allMods.FirstOrDefault(m => m.Manifest.UniqueID == modId))
.Where(m => m != null)
.Select(m => m!)
.ToArray();
IModMetadata[] modsToLoadLate = modIdsToLoadLate
.Where(modId => !modIdsToLoadEarly.Contains(modId))
.Select(modId => allMods.FirstOrDefault(m => m.Manifest.UniqueID == modId))
.Where(m => m != null)
.Select(m => m!)
.ToArray();
IModMetadata[] modsToLoadAsUsual = allMods.Where(m => !modsToLoadEarly.Contains(m) && !modsToLoadLate.Contains(m)).ToArray();
List<IModMetadata> orderSortedMods = new();
orderSortedMods.AddRange(modsToLoadEarly);
orderSortedMods.AddRange(modsToLoadAsUsual);
orderSortedMods.AddRange(modsToLoadLate);
foreach (IModMetadata mod in orderSortedMods)
this.ProcessDependencies(orderSortedMods, modDatabase, mod, states, sortedMods, new List<IModMetadata>());
foreach (IModMetadata mod in mods)
this.ProcessDependencies(mods, modDatabase, mod, states, sortedMods, new List<IModMetadata>());
return sortedMods.Reverse();
}

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@ -82,11 +82,11 @@ namespace StardewModdingAPI.Framework.Models
/// <summary>The mod IDs SMAPI should ignore when performing update checks or validating update keys.</summary>
public HashSet<string> SuppressUpdateChecks { get; set; }
/// <summary>The mod IDs SMAPI should try to load early, before any other mods not included in this list.</summary>
public List<string> ModsToLoadEarly { get; set; }
/// <summary>The mod IDs SMAPI should load before any other mods (except those needed to load them).</summary>
public HashSet<string> ModsToLoadEarly { get; set; }
/// <summary>The mod IDs SMAPI should try to load late, after all other mods not included in this list.</summary>
public List<string> ModsToLoadLate { get; set; }
/// <summary>The mod IDs SMAPI should load after any other mods.</summary>
public HashSet<string> ModsToLoadLate { get; set; }
/********
@ -106,8 +106,8 @@ namespace StardewModdingAPI.Framework.Models
/// <param name="consoleColors">The colors to use for text written to the SMAPI console.</param>
/// <param name="suppressHarmonyDebugMode">Whether to prevent mods from enabling Harmony's debug mode, which impacts performance and creates a file on your desktop. Debug mode should never be enabled by a released mod.</param>
/// <param name="suppressUpdateChecks">The mod IDs SMAPI should ignore when performing update checks or validating update keys.</param>
/// <param name="modsToLoadEarly">The mod IDs SMAPI should try to load early, before any other mods not included in this list.</param>
/// <param name="modsToLoadLate">The mod IDs SMAPI should try to load late, after all other mods not included in this list.</param>
/// <param name="modsToLoadEarly">The mod IDs SMAPI should load before any other mods (except those needed to load them).</param>
/// <param name="modsToLoadLate">The mod IDs SMAPI should load after any other mods.</param>
public SConfig(bool developerMode, bool? checkForUpdates, bool? paranoidWarnings, bool? useBetaChannel, string gitHubProjectName, string webApiBaseUrl, string[]? verboseLogging, bool? rewriteMods, bool? useCaseInsensitivePaths, bool? logNetworkTraffic, ColorSchemeConfig consoleColors, bool? suppressHarmonyDebugMode, string[]? suppressUpdateChecks, string[]? modsToLoadEarly, string[]? modsToLoadLate)
{
this.DeveloperMode = developerMode;
@ -123,8 +123,8 @@ namespace StardewModdingAPI.Framework.Models
this.ConsoleColors = consoleColors;
this.SuppressHarmonyDebugMode = suppressHarmonyDebugMode ?? (bool)SConfig.DefaultValues[nameof(this.SuppressHarmonyDebugMode)];
this.SuppressUpdateChecks = new HashSet<string>(suppressUpdateChecks ?? Array.Empty<string>(), StringComparer.OrdinalIgnoreCase);
this.ModsToLoadEarly = new List<string>(modsToLoadEarly ?? Array.Empty<string>());
this.ModsToLoadLate = new List<string>(modsToLoadLate ?? Array.Empty<string>());
this.ModsToLoadEarly = new HashSet<string>(modsToLoadEarly ?? Array.Empty<string>(), StringComparer.OrdinalIgnoreCase);
this.ModsToLoadLate = new HashSet<string>(modsToLoadLate ?? Array.Empty<string>(), StringComparer.OrdinalIgnoreCase);
}
/// <summary>Override the value of <see cref="DeveloperMode"/>.</summary>

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@ -424,19 +424,27 @@ namespace StardewModdingAPI.Framework
mods = mods.Where(p => !p.IsIgnored).ToArray();
// warn about mods that should load early or late which are not found at all, or both
foreach (string modId in this.Settings.ModsToLoadEarly)
if (!mods.Any(m => m.Manifest.UniqueID == modId))
this.Monitor.Log($" SMAPI configuration specifies a mod {modId} that should load early, but it could not be found or was skipped.", LogLevel.Warn);
foreach (string modId in this.Settings.ModsToLoadLate)
if (!mods.Any(m => m.Manifest.UniqueID == modId))
this.Monitor.Log($" SMAPI configuration specifies a mod {modId} that should load late, but it could not be found or was skipped.", LogLevel.Warn);
foreach (string modId in this.Settings.ModsToLoadEarly)
if (this.Settings.ModsToLoadLate.Contains(modId))
this.Monitor.Log($" SMAPI configuration specifies a mod {modId} that should load both early and late - this will be ignored.", LogLevel.Warn);
{
HashSet<string> installedIds = new HashSet<string>(mods.Select(p => p.Manifest.UniqueID), StringComparer.OrdinalIgnoreCase);
foreach (string modId in this.Settings.ModsToLoadEarly)
{
if (!installedIds.Contains(modId))
this.Monitor.Log($" SMAPI configuration specifies a mod {modId} that should load early, but it could not be found or was skipped.", LogLevel.Warn);
}
foreach (string modId in this.Settings.ModsToLoadLate)
{
if (this.Settings.ModsToLoadEarly.Contains(modId))
this.Monitor.Log($" SMAPI configuration specifies a mod {modId} that should load both early and late - this will be ignored.", LogLevel.Warn);
else if (!installedIds.Contains(modId))
this.Monitor.Log($" SMAPI configuration specifies a mod {modId} that should load late, but it could not be found or was skipped.", LogLevel.Warn);
}
}
// load mods
resolver.ValidateManifests(mods, Constants.ApiVersion, toolkit.GetUpdateUrl, getFileLookup: this.GetFileLookup);
mods = resolver.ProcessDependencies(mods, this.Settings.ModsToLoadEarly, this.Settings.ModsToLoadLate, modDatabase).ToArray();
mods = resolver.ApplyLoadOrderOverrides(mods, this.Settings.ModsToLoadEarly, this.Settings.ModsToLoadLate);
mods = resolver.ProcessDependencies(mods, modDatabase).ToArray();
this.LoadMods(mods, this.Toolkit.JsonHelper, this.ContentCore, modDatabase);
// check for software likely to cause issues