From 57bc71c7eb2e9c0145cae454424d53ca544f06e1 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Tue, 15 Sep 2020 17:34:14 -0400 Subject: [PATCH] make IContentPack file paths case-insensitive --- docs/release-notes.md | 6 +++ src/SMAPI/Framework/ContentPack.cs | 66 +++++++++++++++++++++++------- src/SMAPI/IContentPack.cs | 10 ++--- 3 files changed, 63 insertions(+), 19 deletions(-) diff --git a/docs/release-notes.md b/docs/release-notes.md index 964a0c50..bbf6e437 100644 --- a/docs/release-notes.md +++ b/docs/release-notes.md @@ -8,6 +8,12 @@ --> ## Upcoming release +* For players: + * Fixed errors on Linux/Mac due to mods with incorrect filename case. + +* For modders: + * All content pack file paths accessed through `IContentPack` are now case-insensitive. + * For the web UI: * You can now renew the expiry for an uploaded JSON/log file if you need it longer. diff --git a/src/SMAPI/Framework/ContentPack.cs b/src/SMAPI/Framework/ContentPack.cs index 65abba5b..161fdbe4 100644 --- a/src/SMAPI/Framework/ContentPack.cs +++ b/src/SMAPI/Framework/ContentPack.cs @@ -1,4 +1,5 @@ using System; +using System.Collections.Generic; using System.IO; using StardewModdingAPI.Toolkit.Serialization; using StardewModdingAPI.Toolkit.Utilities; @@ -17,6 +18,9 @@ namespace StardewModdingAPI.Framework /// Encapsulates SMAPI's JSON file parsing. private readonly JsonHelper JsonHelper; + /// A cache of case-insensitive => exact relative paths within the content pack, for case-insensitive file lookups on Linux/Mac. + private readonly IDictionary RelativePaths = new Dictionary(StringComparer.OrdinalIgnoreCase); + /********* ** Accessors @@ -47,23 +51,29 @@ namespace StardewModdingAPI.Framework this.Content = content; this.Translation = translation; this.JsonHelper = jsonHelper; + + foreach (string path in Directory.EnumerateFiles(this.DirectoryPath, "*", SearchOption.AllDirectories)) + { + string relativePath = path.Substring(this.DirectoryPath.Length + 1); + this.RelativePaths[relativePath] = relativePath; + } } /// public bool HasFile(string path) { - this.AssertRelativePath(path, nameof(this.HasFile)); + path = PathUtilities.NormalizePath(path); - return File.Exists(Path.Combine(this.DirectoryPath, path)); + return this.GetFile(path).Exists; } /// public TModel ReadJsonFile(string path) where TModel : class { - this.AssertRelativePath(path, nameof(this.ReadJsonFile)); + path = PathUtilities.NormalizePath(path); - path = Path.Combine(this.DirectoryPath, PathUtilities.NormalizePath(path)); - return this.JsonHelper.ReadJsonFileIfExists(path, out TModel model) + FileInfo file = this.GetFile(path); + return file.Exists && this.JsonHelper.ReadJsonFileIfExists(file.FullName, out TModel model) ? model : null; } @@ -71,21 +81,30 @@ namespace StardewModdingAPI.Framework /// public void WriteJsonFile(string path, TModel data) where TModel : class { - this.AssertRelativePath(path, nameof(this.WriteJsonFile)); + path = PathUtilities.NormalizePath(path); - path = Path.Combine(this.DirectoryPath, PathUtilities.NormalizePath(path)); - this.JsonHelper.WriteJsonFile(path, data); + FileInfo file = this.GetFile(path, out path); + this.JsonHelper.WriteJsonFile(file.FullName, data); + + if (!this.RelativePaths.ContainsKey(path)) + this.RelativePaths[path] = path; } /// public T LoadAsset(string key) { + key = PathUtilities.NormalizePath(key); + + key = this.GetCaseInsensitiveRelativePath(key); return this.Content.Load(key, ContentSource.ModFolder); } /// public string GetActualAssetKey(string key) { + key = PathUtilities.NormalizePath(key); + + key = this.GetCaseInsensitiveRelativePath(key); return this.Content.GetActualAssetKey(key, ContentSource.ModFolder); } @@ -93,13 +112,32 @@ namespace StardewModdingAPI.Framework /********* ** Private methods *********/ - /// Assert that a relative path was passed it to a content pack method. - /// The path to check. - /// The name of the method which was invoked. - private void AssertRelativePath(string path, string methodName) + /// Get the real relative path from a case-insensitive path. + /// The normalized relative path. + private string GetCaseInsensitiveRelativePath(string relativePath) { - if (!PathUtilities.IsSafeRelativePath(path)) - throw new InvalidOperationException($"You must call {nameof(IContentPack)}.{methodName} with a relative path."); + if (!PathUtilities.IsSafeRelativePath(relativePath)) + throw new InvalidOperationException($"You must call {nameof(IContentPack)} methods with a relative path."); + + return this.RelativePaths.TryGetValue(relativePath, out string caseInsensitivePath) + ? caseInsensitivePath + : relativePath; + } + + /// Get the underlying file info. + /// The normalized file path relative to the content pack directory. + private FileInfo GetFile(string relativePath) + { + return this.GetFile(relativePath, out _); + } + + /// Get the underlying file info. + /// The normalized file path relative to the content pack directory. + /// The relative path after case-insensitive matching. + private FileInfo GetFile(string relativePath, out string actualRelativePath) + { + actualRelativePath = this.GetCaseInsensitiveRelativePath(relativePath); + return new FileInfo(Path.Combine(this.DirectoryPath, actualRelativePath)); } } } diff --git a/src/SMAPI/IContentPack.cs b/src/SMAPI/IContentPack.cs index c0479eae..9cc64dcd 100644 --- a/src/SMAPI/IContentPack.cs +++ b/src/SMAPI/IContentPack.cs @@ -25,32 +25,32 @@ namespace StardewModdingAPI ** Public methods *********/ /// Get whether a given file exists in the content pack. - /// The file path to check. + /// The relative file path within the content pack (case-insensitive). bool HasFile(string path); /// Read a JSON file from the content pack folder. /// The model type. This should be a plain class that has public properties for the data you want. The properties can be complex types. - /// The file path relative to the content pack directory. + /// The relative file path within the content pack (case-insensitive). /// Returns the deserialized model, or null if the file doesn't exist or is empty. /// The is not relative or contains directory climbing (../). TModel ReadJsonFile(string path) where TModel : class; /// Save data to a JSON file in the content pack's folder. /// The model type. This should be a plain class that has public properties for the data you want. The properties can be complex types. - /// The file path relative to the mod folder. + /// The relative file path within the content pack (case-insensitive). /// The arbitrary data to save. /// The is not relative or contains directory climbing (../). void WriteJsonFile(string path, TModel data) where TModel : class; /// Load content from the content pack folder (if not already cached), and return it. When loading a .png file, this must be called outside the game's draw loop. /// The expected data type. The main supported types are , , and dictionaries; other types may be supported by the game's content pipeline. - /// The local path to a content file relative to the content pack folder. + /// The relative file path within the content pack (case-insensitive). /// The is empty or contains invalid characters. /// The content asset couldn't be loaded (e.g. because it doesn't exist). T LoadAsset(string key); /// Get the underlying key in the game's content cache for an asset. This can be used to load custom map tilesheets, but should be avoided when you can use the content API instead. This does not validate whether the asset exists. - /// The the local path to a content file relative to the content pack folder. + /// The relative file path within the content pack (case-insensitive). /// The is empty or contains invalid characters. string GetActualAssetKey(string key); }