add Constants.GamePath & deprecate Constants.ExecutionPath
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@ -4,20 +4,27 @@
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## Upcoming release
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* For players:
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* Improved translations. Thanks to ChulkyBow (updated Ukrainian)!
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* Fixed `player_add` console command's handling of Journal Scraps and Secret Notes.
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* For mod authors:
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* Added `IAssetName` field to the asset info received by `IAssetEditor` and `IAssetLoader` methods.
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_This provides utility methods for working with asset names, parsed locales, etc. The `asset.AssetNameEquals` method is now deprecated in favor of `asset.Name.IsEquivalentTo`_.
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* The `SDate` constructor is no longer case-sensitive for season names.
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* Fixed issue where suppressing `[Left|Right]Thumbstick[Down|Left]` keys would suppress the opposite direction instead.
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* Added `IAssetName Name` field to the info received by `IAssetEditor` and `IAssetLoader` methods.
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_This adds methods for working with asset names, parsed locales, etc._
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* Fixed the `SDate` constructor being case-sensitive.
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* Fixed support for using locale codes from custom languages in asset names (e.g. `Data/Achievements.eo-EU`).
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* Fixed issue where suppressing `[Left|Right]Thumbstick[Down|Left]` keys would suppress the opposite direction instead.
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* For console commands:
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* Fixed `player_add` with Journal Scraps and Secret Notes.
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* **Deprecation warning for mod authors:**
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These APIs are now deprecated and will be removed in the upcoming SMAPI 4.0.0.
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API | how to update code
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:-- | :-----------------
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`Constants.ExecutionPath` | Use `Constants.GamePath` instead.
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`IAssetInfo.AssetName`<br />`IAssetData.AssetName` | Use `Name` instead, which changes the type from `string` to the new `AssetName`.
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`IAssetInfo.AssetNameEquals`<br />`IAssetData.AssetNameEquals` | Use `Name.IsEquivalentTo` instead.
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* For the web UI:
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* Added `data-*` attributes to log parser page for external tools.
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* Fixed JSON validator warning for update keys without a subkey.
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* Fixed JSON validator warning shown for update keys without a subkey.
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## 3.13.4
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Released 16 January 2022 for Stardew Valley 1.5.6 or later.
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@ -1,4 +1,4 @@
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using System.Diagnostics;
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using System.Diagnostics;
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namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Other
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{
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@ -18,8 +18,8 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Other
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/// <param name="args">The command arguments.</param>
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public override void Handle(IMonitor monitor, string command, ArgumentParser args)
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{
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Process.Start(Constants.ExecutionPath);
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monitor.Log($"OK, opening {Constants.ExecutionPath}.", LogLevel.Info);
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Process.Start(Constants.GamePath);
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monitor.Log($"OK, opening {Constants.GamePath}.", LogLevel.Info);
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}
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}
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}
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@ -19,7 +19,7 @@ namespace StardewModdingAPI.Mods.SaveBackup
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private readonly int BackupsToKeep = 10;
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/// <summary>The absolute path to the folder in which to store save backups.</summary>
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private readonly string BackupFolder = Path.Combine(Constants.ExecutionPath, "save-backups");
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private readonly string BackupFolder = Path.Combine(Constants.GamePath, "save-backups");
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/// <summary>A unique label for the save backup to create.</summary>
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private readonly string BackupLabel = $"{DateTime.UtcNow:yyyy-MM-dd} - SMAPI {Constants.ApiVersion} with Stardew Valley {Game1.version}";
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@ -31,10 +31,10 @@ namespace StardewModdingAPI
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** Accessors
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*********/
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/// <summary>The path to the game folder.</summary>
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public static string ExecutionPath { get; } = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
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public static string GamePath { get; } = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
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/// <summary>The absolute path to the folder containing SMAPI's internal files.</summary>
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public static readonly string InternalFilesPath = Path.Combine(EarlyConstants.ExecutionPath, "smapi-internal");
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public static readonly string InternalFilesPath = Path.Combine(EarlyConstants.GamePath, "smapi-internal");
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/// <summary>The target game platform.</summary>
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internal static GamePlatform Platform { get; } = (GamePlatform)Enum.Parse(typeof(GamePlatform), LowLevelEnvironmentUtility.DetectPlatform());
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@ -77,7 +77,11 @@ namespace StardewModdingAPI
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public static GameFramework GameFramework { get; } = EarlyConstants.GameFramework;
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/// <summary>The path to the game folder.</summary>
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public static string ExecutionPath { get; } = EarlyConstants.ExecutionPath;
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[Obsolete($"Use {nameof(GamePath)} instead.")]
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public static string ExecutionPath => Constants.GamePath;
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/// <summary>The path to the game folder.</summary>
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public static string GamePath { get; } = EarlyConstants.GamePath;
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/// <summary>The directory path containing Stardew Valley's app data.</summary>
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public static string DataPath { get; } = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley");
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@ -139,7 +143,7 @@ namespace StardewModdingAPI
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internal static string UpdateMarker => Path.Combine(Constants.InternalFilesPath, "StardewModdingAPI.update.marker");
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/// <summary>The default full path to search for mods.</summary>
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internal static string DefaultModsPath { get; } = Path.Combine(Constants.ExecutionPath, "Mods");
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internal static string DefaultModsPath { get; } = Path.Combine(Constants.GamePath, "Mods");
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/// <summary>The actual full path to search for mods.</summary>
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internal static string ModsPath { get; set; }
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@ -222,7 +226,7 @@ namespace StardewModdingAPI
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internal static void ConfigureAssemblyResolver(AssemblyDefinitionResolver resolver)
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{
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// add search paths
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resolver.AddSearchDirectory(Constants.ExecutionPath);
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resolver.AddSearchDirectory(Constants.GamePath);
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resolver.AddSearchDirectory(Constants.InternalFilesPath);
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// add SMAPI explicitly
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@ -107,7 +107,7 @@ namespace StardewModdingAPI.Framework
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this.Reflection = reflection;
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this.JsonHelper = jsonHelper;
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this.OnLoadingFirstAsset = onLoadingFirstAsset;
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this.FullRootDirectory = Path.Combine(Constants.ExecutionPath, rootDirectory);
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this.FullRootDirectory = Path.Combine(Constants.GamePath, rootDirectory);
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this.ContentManagers.Add(
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this.MainContentManager = new GameContentManager(
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name: "Game1.content",
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@ -56,7 +56,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
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public LanguageCode Language => this.GetCurrentLanguage();
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/// <inheritdoc />
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public string FullRootDirectory => Path.Combine(Constants.ExecutionPath, this.RootDirectory);
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public string FullRootDirectory => Path.Combine(Constants.GamePath, this.RootDirectory);
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/// <inheritdoc />
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public bool IsNamespaced { get; }
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@ -66,7 +66,7 @@ namespace StardewModdingAPI
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{
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Program.AssemblyPathsByName = new(StringComparer.OrdinalIgnoreCase);
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foreach (string searchPath in new[] { EarlyConstants.ExecutionPath, Program.DllSearchPath })
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foreach (string searchPath in new[] { EarlyConstants.GamePath, Program.DllSearchPath })
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{
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foreach (string dllPath in Directory.EnumerateFiles(searchPath, "*.dll"))
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{
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@ -110,7 +110,7 @@ namespace StardewModdingAPI
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catch (Exception ex)
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{
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// file doesn't exist
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if (!File.Exists(Path.Combine(EarlyConstants.ExecutionPath, $"{EarlyConstants.GameAssemblyName}.exe")))
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if (!File.Exists(Path.Combine(EarlyConstants.GamePath, $"{EarlyConstants.GameAssemblyName}.exe")))
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Program.PrintErrorAndExit("Oops! SMAPI can't find the game. Make sure you're running StardewModdingAPI.exe in your game folder.");
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// can't load file
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@ -160,8 +160,8 @@ namespace StardewModdingAPI
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/// <remarks>This is needed to resolve native DLLs like libSkiaSharp.</remarks>
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private static void AssertDepsJson()
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{
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string sourcePath = Path.Combine(Constants.ExecutionPath, "Stardew Valley.deps.json");
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string targetPath = Path.Combine(Constants.ExecutionPath, "StardewModdingAPI.deps.json");
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string sourcePath = Path.Combine(Constants.GamePath, "Stardew Valley.deps.json");
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string targetPath = Path.Combine(Constants.GamePath, "StardewModdingAPI.deps.json");
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if (!File.Exists(targetPath) || FileUtilities.GetFileHash(sourcePath) != FileUtilities.GetFileHash(targetPath))
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{
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@ -194,7 +194,7 @@ namespace StardewModdingAPI
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// normalise
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modsPath = !string.IsNullOrWhiteSpace(rawModsPath)
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? Path.Combine(Constants.ExecutionPath, rawModsPath)
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? Path.Combine(Constants.GamePath, rawModsPath)
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: Constants.DefaultModsPath;
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}
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