clean up constants, avoid regenerating values unnecessarily
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@ -16,11 +16,11 @@ namespace StardewModdingAPI
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/*********
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/*********
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** Properties
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** Properties
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*********/
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*********/
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/// <summary>The directory name containing the current save's data (if a save is loaded).</summary>
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private static string RawSaveFolderName => Constants.PlayerNull ? string.Empty : Constants.GetSaveFolderName();
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/// <summary>The directory path containing the current save's data (if a save is loaded).</summary>
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/// <summary>The directory path containing the current save's data (if a save is loaded).</summary>
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private static string RawSavePath => Constants.PlayerNull ? string.Empty : Path.Combine(Constants.SavesPath, Constants.RawSaveFolderName);
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private static string RawSavePath => Constants.IsSaveLoaded ? Path.Combine(Constants.SavesPath, Constants.GetSaveFolderName()) : null;
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/// <summary>Whether the directory containing the current save's data exists on disk.</summary>
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private static bool SavePathReady => Constants.IsSaveLoaded && Directory.Exists(Constants.RawSavePath);
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/*********
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/*********
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@ -30,28 +30,28 @@ namespace StardewModdingAPI
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** Public
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** Public
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****/
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****/
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/// <summary>SMAPI's current semantic version.</summary>
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/// <summary>SMAPI's current semantic version.</summary>
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public static ISemanticVersion ApiVersion => new SemanticVersion(1, 8, 0, null);
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public static ISemanticVersion ApiVersion { get; } = new SemanticVersion(1, 8, 0);
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/// <summary>The minimum supported version of Stardew Valley.</summary>
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/// <summary>The minimum supported version of Stardew Valley.</summary>
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public const string MinimumGameVersion = "1.2.9";
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public static string MinimumGameVersion { get; } = "1.2.9";
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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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/// <summary>The directory path containing Stardew Valley's app data.</summary>
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/// <summary>The directory path containing Stardew Valley's app data.</summary>
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public static string DataPath => Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley");
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public static string DataPath { get; } = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley");
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/// <summary>The directory path where all saves are stored.</summary>
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public static string SavesPath => Path.Combine(Constants.DataPath, "Saves");
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/// <summary>The directory name containing the current save's data (if a save is loaded and the directory exists).</summary>
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public static string SaveFolderName => Constants.CurrentSavePathExists ? Constants.RawSaveFolderName : "";
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/// <summary>The directory path containing the current save's data (if a save is loaded and the directory exists).</summary>
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public static string CurrentSavePath => Constants.CurrentSavePathExists ? Constants.RawSavePath : "";
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/// <summary>The path to the current assembly being executing.</summary>
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public static string ExecutionPath => Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
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/// <summary>The directory path in which error logs should be stored.</summary>
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/// <summary>The directory path in which error logs should be stored.</summary>
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public static string LogDir => Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "ErrorLogs");
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public static string LogDir { get; } = Path.Combine(Constants.DataPath, "ErrorLogs");
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/// <summary>The directory path where all saves are stored.</summary>
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public static string SavesPath { get; } = Path.Combine(Constants.DataPath, "Saves");
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/// <summary>The directory name containing the current save's data (if a save is loaded and the directory exists).</summary>
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public static string SaveFolderName => Constants.SavePathReady ? Constants.GetSaveFolderName() : "";
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/// <summary>The directory path containing the current save's data (if a save is loaded and the directory exists).</summary>
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public static string CurrentSavePath => Constants.SavePathReady ? Path.Combine(Constants.SavesPath, Constants.GetSaveFolderName()) : "";
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/****
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/****
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** Internal
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** Internal
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@ -65,24 +65,11 @@ namespace StardewModdingAPI
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/// <summary>The file path to the log where the latest output should be saved.</summary>
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/// <summary>The file path to the log where the latest output should be saved.</summary>
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internal static string LogPath => Path.Combine(Constants.LogDir, "SMAPI-latest.txt");
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internal static string LogPath => Path.Combine(Constants.LogDir, "SMAPI-latest.txt");
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/// <summary>Whether the directory containing the current save's data exists on disk.</summary>
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internal static bool CurrentSavePathExists => Directory.Exists(Constants.RawSavePath);
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/// <summary>Whether a player save has been loaded.</summary>
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/// <summary>Whether a player save has been loaded.</summary>
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internal static bool PlayerNull => !Game1.hasLoadedGame || Game1.player == null || string.IsNullOrEmpty(Game1.player.name);
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internal static bool IsSaveLoaded => Game1.hasLoadedGame && !string.IsNullOrEmpty(Game1.player.name);
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/// <summary>The actual game version.</summary>
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/// <summary>The current game version.</summary>
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/// <remarks>This is necessary because <see cref="Game1.version"/> is a constant, so SMAPI's references to it are inlined at compile-time.</remarks>
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internal static string GameVersion { get; } = Constants.GetGameVersion();
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internal static string GameVersion
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{
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get
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{
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FieldInfo field = typeof(Game1).GetField(nameof(Game1.version), BindingFlags.Public | BindingFlags.Static);
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if (field == null)
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throw new InvalidOperationException($"The {nameof(Game1)}.{nameof(Game1.version)} field could not be found.");
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return (string)field.GetValue(null);
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}
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}
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/*********
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/*********
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** Protected methods
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** Protected methods
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@ -154,5 +141,15 @@ namespace StardewModdingAPI
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string prefix = new string(Game1.player.name.Where(char.IsLetterOrDigit).ToArray());
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string prefix = new string(Game1.player.name.Where(char.IsLetterOrDigit).ToArray());
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return $"{prefix}_{Game1.uniqueIDForThisGame}";
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return $"{prefix}_{Game1.uniqueIDForThisGame}";
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}
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}
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/// <summary>Get the actual game version.</summary>
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/// <remarks>This uses reflection because <see cref="Game1.version"/> is a constant, so SMAPI's references to it are inlined at compile-time.</remarks>
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private static string GetGameVersion()
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{
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FieldInfo field = typeof(Game1).GetField(nameof(Game1.version), BindingFlags.Public | BindingFlags.Static);
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if (field == null)
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throw new InvalidOperationException($"The {nameof(Game1)}.{nameof(Game1.version)} field could not be found.");
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return (string)field.GetValue(null);
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}
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}
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}
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}
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}
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@ -65,7 +65,7 @@ namespace StardewModdingAPI
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{
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{
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Mod.DeprecationManager.Warn($"{nameof(Mod)}.{nameof(Mod.PerSaveConfigPath)}", "1.0", DeprecationLevel.Info);
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Mod.DeprecationManager.Warn($"{nameof(Mod)}.{nameof(Mod.PerSaveConfigPath)}", "1.0", DeprecationLevel.Info);
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Mod.DeprecationManager.MarkWarned($"{nameof(Mod)}.{nameof(Mod.PerSaveConfigFolder)}", "1.0"); // avoid redundant warnings
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Mod.DeprecationManager.MarkWarned($"{nameof(Mod)}.{nameof(Mod.PerSaveConfigFolder)}", "1.0"); // avoid redundant warnings
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return Constants.CurrentSavePathExists ? Path.Combine(this.PerSaveConfigFolder, Constants.SaveFolderName + ".json") : "";
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return Constants.IsSaveLoaded ? Path.Combine(this.PerSaveConfigFolder, $"{Constants.SaveFolderName}.json") : "";
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}
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}
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}
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}
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