Merge pull request #882 from Shockah/mod-load-order

Add options to override mod load order

# Conflicts:
#	src/SMAPI/Framework/Models/SConfig.cs
This commit is contained in:
Jesse Plamondon-Willard 2022-11-11 01:29:30 -05:00
commit 133aeab3fc
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4 changed files with 78 additions and 7 deletions

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@ -165,10 +165,32 @@ 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> /// <summary>Sort the given mods by the order they should be loaded.</summary>
/// <param name="mods">The mods to process.</param> /// <param name="mods">The mods to process.</param>
/// <param name="modDatabase">Handles access to SMAPI's internal mod metadata list.</param> /// <param name="modDatabase">Handles access to SMAPI's internal mod metadata list.</param>
public IEnumerable<IModMetadata> ProcessDependencies(IEnumerable<IModMetadata> mods, ModDatabase modDatabase) public IEnumerable<IModMetadata> ProcessDependencies(IReadOnlyList<IModMetadata> mods, ModDatabase modDatabase)
{ {
// initialize metadata // initialize metadata
mods = mods.ToArray(); mods = mods.ToArray();
@ -184,7 +206,7 @@ namespace StardewModdingAPI.Framework.ModLoading
// sort mods // sort mods
foreach (IModMetadata mod in mods) foreach (IModMetadata mod in mods)
this.ProcessDependencies(mods.ToArray(), modDatabase, mod, states, sortedMods, new List<IModMetadata>()); this.ProcessDependencies(mods, modDatabase, mod, states, sortedMods, new List<IModMetadata>());
return sortedMods.Reverse(); return sortedMods.Reverse();
} }
@ -201,7 +223,7 @@ namespace StardewModdingAPI.Framework.ModLoading
/// <param name="sortedMods">The list in which to save mods sorted by dependency order.</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> /// <param name="currentChain">The current change of mod dependencies.</param>
/// <returns>Returns the mod dependency status.</returns> /// <returns>Returns the mod dependency status.</returns>
private ModDependencyStatus ProcessDependencies(IModMetadata[] mods, ModDatabase modDatabase, IModMetadata mod, IDictionary<IModMetadata, ModDependencyStatus> states, Stack<IModMetadata> sortedMods, ICollection<IModMetadata> currentChain) private ModDependencyStatus ProcessDependencies(IReadOnlyList<IModMetadata> mods, ModDatabase modDatabase, IModMetadata mod, IDictionary<IModMetadata, ModDependencyStatus> states, Stack<IModMetadata> sortedMods, ICollection<IModMetadata> currentChain)
{ {
// check if already visited // check if already visited
switch (states[mod]) switch (states[mod])
@ -332,7 +354,7 @@ namespace StardewModdingAPI.Framework.ModLoading
/// <summary>Get the dependencies declared in a manifest.</summary> /// <summary>Get the dependencies declared in a manifest.</summary>
/// <param name="manifest">The mod manifest.</param> /// <param name="manifest">The mod manifest.</param>
/// <param name="loadedMods">The loaded mods.</param> /// <param name="loadedMods">The loaded mods.</param>
private IEnumerable<ModDependency> GetDependenciesFrom(IManifest manifest, IModMetadata[] loadedMods) private IEnumerable<ModDependency> GetDependenciesFrom(IManifest manifest, IReadOnlyList<IModMetadata> loadedMods)
{ {
IModMetadata? FindMod(string id) => loadedMods.FirstOrDefault(m => m.HasID(id)); IModMetadata? FindMod(string id) => loadedMods.FirstOrDefault(m => m.HasID(id));

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@ -86,6 +86,12 @@ namespace StardewModdingAPI.Framework.Models
/// <summary>The mod IDs SMAPI should ignore when performing update checks or validating update keys.</summary> /// <summary>The mod IDs SMAPI should ignore when performing update checks or validating update keys.</summary>
public HashSet<string> SuppressUpdateChecks { get; set; } public HashSet<string> SuppressUpdateChecks { 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 load after any other mods.</summary>
public HashSet<string> ModsToLoadLate { get; set; }
/******** /********
** Public methods ** Public methods
@ -105,7 +111,9 @@ namespace StardewModdingAPI.Framework.Models
/// <param name="consoleColors"><inheritdoc cref="ConsoleColors" path="/summary" /></param> /// <param name="consoleColors"><inheritdoc cref="ConsoleColors" path="/summary" /></param>
/// <param name="suppressHarmonyDebugMode"><inheritdoc cref="SuppressHarmonyDebugMode" path="/summary" /></param> /// <param name="suppressHarmonyDebugMode"><inheritdoc cref="SuppressHarmonyDebugMode" path="/summary" /></param>
/// <param name="suppressUpdateChecks"><inheritdoc cref="SuppressUpdateChecks" path="/summary" /></param> /// <param name="suppressUpdateChecks"><inheritdoc cref="SuppressUpdateChecks" path="/summary" /></param>
public SConfig(bool developerMode, bool? checkForUpdates, bool? listenForConsoleInput, bool? paranoidWarnings, bool? useBetaChannel, string gitHubProjectName, string webApiBaseUrl, string[]? verboseLogging, bool? rewriteMods, bool? useCaseInsensitivePaths, bool? logNetworkTraffic, ColorSchemeConfig consoleColors, bool? suppressHarmonyDebugMode, string[]? suppressUpdateChecks) /// <param name="modsToLoadEarly"><inheritdoc cref="ModsToLoadEarly" path="/summary" /></param>
/// <param name="modsToLoadLate"><inheritdoc cref="ModsToLoadLate" path="/summary" /></param>
public SConfig(bool developerMode, bool? checkForUpdates, bool? listenForConsoleInput, 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; this.DeveloperMode = developerMode;
this.CheckForUpdates = checkForUpdates ?? (bool)SConfig.DefaultValues[nameof(this.CheckForUpdates)]; this.CheckForUpdates = checkForUpdates ?? (bool)SConfig.DefaultValues[nameof(this.CheckForUpdates)];
@ -121,6 +129,8 @@ namespace StardewModdingAPI.Framework.Models
this.ConsoleColors = consoleColors; this.ConsoleColors = consoleColors;
this.SuppressHarmonyDebugMode = suppressHarmonyDebugMode ?? (bool)SConfig.DefaultValues[nameof(this.SuppressHarmonyDebugMode)]; this.SuppressHarmonyDebugMode = suppressHarmonyDebugMode ?? (bool)SConfig.DefaultValues[nameof(this.SuppressHarmonyDebugMode)];
this.SuppressUpdateChecks = new HashSet<string>(suppressUpdateChecks ?? Array.Empty<string>(), StringComparer.OrdinalIgnoreCase); this.SuppressUpdateChecks = new HashSet<string>(suppressUpdateChecks ?? Array.Empty<string>(), StringComparer.OrdinalIgnoreCase);
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> /// <summary>Override the value of <see cref="DeveloperMode"/>.</summary>
@ -142,6 +152,12 @@ namespace StardewModdingAPI.Framework.Models
custom[name] = value; custom[name] = value;
} }
if (this.ModsToLoadEarly.Any())
custom[nameof(this.ModsToLoadEarly)] = $"[{string.Join(", ", this.ModsToLoadEarly)}]";
if (this.ModsToLoadLate.Any())
custom[nameof(this.ModsToLoadLate)] = $"[{string.Join(", ", this.ModsToLoadLate)}]";
if (!this.SuppressUpdateChecks.SetEquals(SConfig.DefaultSuppressUpdateChecks)) if (!this.SuppressUpdateChecks.SetEquals(SConfig.DefaultSuppressUpdateChecks))
custom[nameof(this.SuppressUpdateChecks)] = $"[{string.Join(", ", this.SuppressUpdateChecks)}]"; custom[nameof(this.SuppressUpdateChecks)] = $"[{string.Join(", ", this.SuppressUpdateChecks)}]";

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@ -423,8 +423,29 @@ namespace StardewModdingAPI.Framework
this.Monitor.Log($" Skipped {mod.GetRelativePathWithRoot()} (folder name starts with a dot)."); this.Monitor.Log($" Skipped {mod.GetRelativePathWithRoot()} (folder name starts with a dot).");
mods = mods.Where(p => !p.IsIgnored).ToArray(); mods = mods.Where(p => !p.IsIgnored).ToArray();
// load mods // validate manifests
resolver.ValidateManifests(mods, Constants.ApiVersion, toolkit.GetUpdateUrl, getFileLookup: this.GetFileLookup); resolver.ValidateManifests(mods, Constants.ApiVersion, toolkit.GetUpdateUrl, getFileLookup: this.GetFileLookup);
// apply load order customizations
if (this.Settings.ModsToLoadEarly.Any() || this.Settings.ModsToLoadLate.Any())
{
HashSet<string> installedIds = new HashSet<string>(mods.Select(p => p.Manifest.UniqueID), StringComparer.OrdinalIgnoreCase);
string[] missingEarlyMods = this.Settings.ModsToLoadEarly.Where(id => !installedIds.Contains(id)).OrderBy(p => p, StringComparer.OrdinalIgnoreCase).ToArray();
string[] missingLateMods = this.Settings.ModsToLoadLate.Where(id => !installedIds.Contains(id)).OrderBy(p => p, StringComparer.OrdinalIgnoreCase).ToArray();
string[] duplicateMods = this.Settings.ModsToLoadLate.Where(id => this.Settings.ModsToLoadEarly.Contains(id)).OrderBy(p => p, StringComparer.OrdinalIgnoreCase).ToArray();
if (missingEarlyMods.Any())
this.Monitor.Log($" The 'smapi-internal/config.json' file lists mod IDs in {nameof(this.Settings.ModsToLoadEarly)} which aren't installed: '{string.Join("', '", missingEarlyMods)}'.", LogLevel.Warn);
if (missingLateMods.Any())
this.Monitor.Log($" The 'smapi-internal/config.json' file lists mod IDs in {nameof(this.Settings.ModsToLoadLate)} which aren't installed: '{string.Join("', '", missingLateMods)}'.", LogLevel.Warn);
if (duplicateMods.Any())
this.Monitor.Log($" The 'smapi-internal/config.json' file lists mod IDs which are in both {nameof(this.Settings.ModsToLoadEarly)} and {nameof(this.Settings.ModsToLoadLate)}: '{string.Join("', '", duplicateMods)}'. These will be loaded early.", LogLevel.Warn);
mods = resolver.ApplyLoadOrderOverrides(mods, this.Settings.ModsToLoadEarly, this.Settings.ModsToLoadLate);
}
// load mods
mods = resolver.ProcessDependencies(mods, modDatabase).ToArray(); mods = resolver.ProcessDependencies(mods, modDatabase).ToArray();
this.LoadMods(mods, this.Toolkit.JsonHelper, this.ContentCore, modDatabase); this.LoadMods(mods, this.Toolkit.JsonHelper, this.ContentCore, modDatabase);

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@ -147,5 +147,17 @@ copy all the settings, or you may cause bugs due to overridden changes in future
"SMAPI.ConsoleCommands", "SMAPI.ConsoleCommands",
"SMAPI.ErrorHandler", "SMAPI.ErrorHandler",
"SMAPI.SaveBackup" "SMAPI.SaveBackup"
] ],
/**
* The mod IDs SMAPI should load before any other mods (except those needed to load them)
* or after any other mods.
*
* This lets you manually fix the load order if needed, but this is a last resort SMAPI
* automatically adjusts the load order based on mods' dependencies, so needing to manually
* edit the order is usually a problem with one or both mods' metadata that can be reported to
* the mod author.
*/
"ModsToLoadEarly": [],
"ModsToLoadLate": []
} }