add EarlyConstants for constants needed before external DLLs are loaded

This commit is contained in:
Jesse Plamondon-Willard 2020-08-23 18:45:04 -04:00
parent 625c41c0ea
commit 76c926c396
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5 changed files with 132 additions and 67 deletions

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@ -6,18 +6,17 @@ using System.Linq;
using System.Management;
#endif
using System.Runtime.InteropServices;
using StardewModdingAPI.Toolkit.Utilities;
namespace StardewModdingAPI.Toolkit.Utilities
namespace StardewModdingAPI.Toolkit.Framework
{
/// <summary>Provides methods for fetching environment information.</summary>
public static class EnvironmentUtility
/// <summary>Provides low-level methods for fetching environment information.</summary>
/// <remarks>This is used by the SMAPI core before the toolkit DLL is available; most code should use <see cref="EnvironmentUtility"/> instead.</remarks>
internal static class LowLevelEnvironmentUtility
{
/*********
** Fields
*********/
/// <summary>The cached platform.</summary>
private static Platform? CachedPlatform;
/// <summary>Get the OS name from the system uname command.</summary>
/// <param name="buffer">The buffer to fill with the resulting string.</param>
[DllImport("libc")]
@ -28,16 +27,32 @@ namespace StardewModdingAPI.Toolkit.Utilities
** Public methods
*********/
/// <summary>Detect the current OS.</summary>
public static Platform DetectPlatform()
public static string DetectPlatform()
{
return EnvironmentUtility.CachedPlatform ??= EnvironmentUtility.DetectPlatformImpl();
switch (Environment.OSVersion.Platform)
{
case PlatformID.MacOSX:
return nameof(Platform.Mac);
case PlatformID.Unix when LowLevelEnvironmentUtility.IsRunningAndroid():
return nameof(Platform.Android);
case PlatformID.Unix when LowLevelEnvironmentUtility.IsRunningMac():
return nameof(Platform.Mac);
case PlatformID.Unix:
return nameof(Platform.Linux);
default:
return nameof(Platform.Windows);
}
}
/// <summary>Get the human-readable OS name and version.</summary>
/// <param name="platform">The current platform.</param>
[SuppressMessage("ReSharper", "EmptyGeneralCatchClause", Justification = "Error suppressed deliberately to fallback to default behaviour.")]
public static string GetFriendlyPlatformName(Platform platform)
public static string GetFriendlyPlatformName(string platform)
{
#if SMAPI_FOR_WINDOWS
try
@ -54,11 +69,11 @@ namespace StardewModdingAPI.Toolkit.Utilities
string name = Environment.OSVersion.ToString();
switch (platform)
{
case Platform.Android:
case nameof(Platform.Android):
name = $"Android {name}";
break;
case Platform.Mac:
case nameof(Platform.Mac):
name = $"MacOS {name}";
break;
}
@ -67,46 +82,24 @@ namespace StardewModdingAPI.Toolkit.Utilities
/// <summary>Get the name of the Stardew Valley executable.</summary>
/// <param name="platform">The current platform.</param>
public static string GetExecutableName(Platform platform)
public static string GetExecutableName(string platform)
{
return platform == Platform.Windows
return platform == nameof(Platform.Windows)
? "Stardew Valley.exe"
: "StardewValley.exe";
}
/// <summary>Get whether the platform uses Mono.</summary>
/// <param name="platform">The current platform.</param>
public static bool IsMono(this Platform platform)
public static bool IsMono(string platform)
{
return platform == Platform.Linux || platform == Platform.Mac;
return platform == nameof(Platform.Linux) || platform == nameof(Platform.Mac);
}
/*********
** Private methods
*********/
/// <summary>Detect the current OS.</summary>
private static Platform DetectPlatformImpl()
{
switch (Environment.OSVersion.Platform)
{
case PlatformID.MacOSX:
return Platform.Mac;
case PlatformID.Unix when EnvironmentUtility.IsRunningAndroid():
return Platform.Android;
case PlatformID.Unix when EnvironmentUtility.IsRunningMac():
return Platform.Mac;
case PlatformID.Unix:
return Platform.Linux;
default:
return Platform.Windows;
}
}
/// <summary>Detect whether the code is running on Android.</summary>
/// <remarks>
/// This code is derived from https://stackoverflow.com/a/47521647/262123. It detects Android by calling the
@ -149,7 +142,7 @@ namespace StardewModdingAPI.Toolkit.Utilities
try
{
buffer = Marshal.AllocHGlobal(8192);
if (EnvironmentUtility.uname(buffer) == 0)
if (LowLevelEnvironmentUtility.uname(buffer) == 0)
{
string os = Marshal.PtrToStringAnsi(buffer);
return os == "Darwin";

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@ -0,0 +1,57 @@
using System;
using System.Diagnostics.CodeAnalysis;
using StardewModdingAPI.Toolkit.Framework;
namespace StardewModdingAPI.Toolkit.Utilities
{
/// <summary>Provides methods for fetching environment information.</summary>
public static class EnvironmentUtility
{
/*********
** Fields
*********/
/// <summary>The cached platform.</summary>
private static Platform? CachedPlatform;
/*********
** Public methods
*********/
/// <summary>Detect the current OS.</summary>
public static Platform DetectPlatform()
{
Platform? platform = EnvironmentUtility.CachedPlatform;
if (platform == null)
{
string rawPlatform = LowLevelEnvironmentUtility.DetectPlatform();
EnvironmentUtility.CachedPlatform = platform = (Platform)Enum.Parse(typeof(Platform), rawPlatform, ignoreCase: true);
}
return platform.Value;
}
/// <summary>Get the human-readable OS name and version.</summary>
/// <param name="platform">The current platform.</param>
[SuppressMessage("ReSharper", "EmptyGeneralCatchClause", Justification = "Error suppressed deliberately to fallback to default behaviour.")]
public static string GetFriendlyPlatformName(Platform platform)
{
return LowLevelEnvironmentUtility.GetFriendlyPlatformName(platform.ToString());
}
/// <summary>Get the name of the Stardew Valley executable.</summary>
/// <param name="platform">The current platform.</param>
public static string GetExecutableName(Platform platform)
{
return LowLevelEnvironmentUtility.GetExecutableName(platform.ToString());
}
/// <summary>Get whether the platform uses Mono.</summary>
/// <param name="platform">The current platform.</param>
public static bool IsMono(this Platform platform)
{
return LowLevelEnvironmentUtility.IsMono(platform.ToString());
}
}
}

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@ -5,11 +5,42 @@ using System.Reflection;
using StardewModdingAPI.Enums;
using StardewModdingAPI.Framework;
using StardewModdingAPI.Framework.ModLoading;
using StardewModdingAPI.Toolkit.Framework;
using StardewModdingAPI.Toolkit.Utilities;
using StardewValley;
namespace StardewModdingAPI
{
/// <summary>Contains constants that are accessed before the game itself has been loaded.</summary>
/// <remarks>Most code should use <see cref="Constants"/> instead of this class directly.</remarks>
internal static class EarlyConstants
{
//
// Note: this class *must not* depend on any external DLL beyond .NET Framework itself.
// That includes the game or SMAPI toolkit, since it's accessed before those are loaded.
//
// Adding an external dependency may seem to work in some cases, but will prevent SMAPI
// from showing a human-readable error if the game isn't available. To test this, just
// rename "Stardew Valley.exe" in the game folder; you should see an error like "Oops!
// SMAPI can't find the game", not a technical exception.
//
/*********
** Accessors
*********/
/// <summary>The path to the game folder.</summary>
public static string ExecutionPath { get; } = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
/// <summary>The absolute path to the folder containing SMAPI's internal files.</summary>
public static readonly string InternalFilesPath = Path.Combine(EarlyConstants.ExecutionPath, "smapi-internal");
/// <summary>The target game platform.</summary>
internal static GamePlatform Platform { get; } = (GamePlatform)Enum.Parse(typeof(GamePlatform), LowLevelEnvironmentUtility.DetectPlatform());
/// <summary>The game's assembly name.</summary>
internal static string GameAssemblyName => EarlyConstants.Platform == GamePlatform.Windows ? "Stardew Valley" : "StardewValley";
}
/// <summary>Contains SMAPI's constants and assumptions.</summary>
public static class Constants
{
@ -29,10 +60,10 @@ namespace StardewModdingAPI
public static ISemanticVersion MaximumGameVersion { get; } = null;
/// <summary>The target game platform.</summary>
public static GamePlatform TargetPlatform => (GamePlatform)Constants.Platform;
public static GamePlatform TargetPlatform { get; } = EarlyConstants.Platform;
/// <summary>The path to the game folder.</summary>
public static string ExecutionPath { get; } = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
public static string ExecutionPath { get; } = EarlyConstants.ExecutionPath;
/// <summary>The directory path containing Stardew Valley's app data.</summary>
public static string DataPath { get; } = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley");
@ -67,7 +98,7 @@ namespace StardewModdingAPI
internal const string GamePerformanceCounterName = "<StardewValley>";
/// <summary>The absolute path to the folder containing SMAPI's internal files.</summary>
internal static readonly string InternalFilesPath = Program.DllSearchPath;
internal static readonly string InternalFilesPath = EarlyConstants.InternalFilesPath;
/// <summary>The file path for the SMAPI configuration file.</summary>
internal static string ApiConfigPath => Path.Combine(Constants.InternalFilesPath, "config.json");
@ -105,11 +136,8 @@ namespace StardewModdingAPI
/// <summary>The game's current semantic version.</summary>
internal static ISemanticVersion GameVersion { get; } = new GameVersion(Game1.version);
/// <summary>The target game platform.</summary>
internal static Platform Platform { get; } = EnvironmentUtility.DetectPlatform();
/// <summary>The game's assembly name.</summary>
internal static string GameAssemblyName => Constants.Platform == Platform.Windows ? "Stardew Valley" : "StardewValley";
/// <summary>The target game platform as a SMAPI toolkit constant.</summary>
internal static Platform Platform { get; } = (Platform)Constants.TargetPlatform;
/// <summary>The language code for non-translated mod assets.</summary>
internal static LocalizedContentManager.LanguageCode DefaultLanguage { get; } = LocalizedContentManager.LanguageCode.en;

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@ -1,13 +1,9 @@
using System;
using System.Diagnostics.CodeAnalysis;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Threading;
#if SMAPI_FOR_WINDOWS
#endif
using StardewModdingAPI.Framework;
using StardewModdingAPI.Toolkit.Utilities;
namespace StardewModdingAPI
{
@ -18,9 +14,7 @@ namespace StardewModdingAPI
** Fields
*********/
/// <summary>The absolute path to search for SMAPI's internal DLLs.</summary>
/// <remarks>We can't use <see cref="Constants.ExecutionPath"/> directly, since <see cref="Constants"/> depends on DLLs loaded from this folder.</remarks>
[SuppressMessage("ReSharper", "AssignNullToNotNullAttribute", Justification = "The assembly location is never null in this context.")]
internal static readonly string DllSearchPath = Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "smapi-internal");
internal static readonly string DllSearchPath = EarlyConstants.InternalFilesPath;
/*********
@ -37,10 +31,9 @@ namespace StardewModdingAPI
Program.AssertGameVersion();
Program.Start(args);
}
catch (BadImageFormatException ex) when (ex.FileName == "StardewValley" || ex.FileName == "Stardew Valley") // NOTE: don't use StardewModdingAPI.Constants here, assembly resolution isn't hooked up at this point
catch (BadImageFormatException ex) when (ex.FileName == "StardewValley" || ex.FileName == "Stardew Valley") // don't use EarlyConstants.GameAssemblyName, since we want to check both possible names
{
string executableName = Program.GetExecutableAssemblyName();
Console.WriteLine($"SMAPI failed to initialize because your game's {executableName}.exe seems to be invalid.\nThis may be a pirated version which modified the executable in an incompatible way; if so, you can try a different download or buy a legitimate version.\n\nTechnical details:\n{ex}");
Console.WriteLine($"SMAPI failed to initialize because your game's {ex.FileName}.exe seems to be invalid.\nThis may be a pirated version which modified the executable in an incompatible way; if so, you can try a different download or buy a legitimate version.\n\nTechnical details:\n{ex}");
}
catch (Exception ex)
{
@ -76,11 +69,10 @@ namespace StardewModdingAPI
}
/// <summary>Assert that the game is available.</summary>
/// <remarks>This must be checked *before* any references to <see cref="Constants"/>, and this method should not reference <see cref="Constants"/> itself to avoid errors in Mono.</remarks>
/// <remarks>This must be checked *before* any references to <see cref="Constants"/>, and this method should not reference <see cref="Constants"/> itself to avoid errors in Mono or when the game isn't present.</remarks>
private static void AssertGamePresent()
{
string gameAssemblyName = Program.GetExecutableAssemblyName();
if (Type.GetType($"StardewValley.Game1, {gameAssemblyName}", throwOnError: false) == null)
if (Type.GetType($"StardewValley.Game1, {EarlyConstants.GameAssemblyName}", throwOnError: false) == null)
Program.PrintErrorAndExit("Oops! SMAPI can't find the game. Make sure you're running StardewModdingAPI.exe in your game folder. See the readme.txt file for details.");
}
@ -100,14 +92,6 @@ namespace StardewModdingAPI
// max version
else if (Constants.MaximumGameVersion != null && Constants.GameVersion.IsNewerThan(Constants.MaximumGameVersion))
Program.PrintErrorAndExit($"Oops! You're running Stardew Valley {Constants.GameVersion}, but this version of SMAPI is only compatible up to Stardew Valley {Constants.MaximumGameVersion}. Please check for a newer version of SMAPI: https://smapi.io.");
}
/// <summary>Get the game's executable assembly name.</summary>
private static string GetExecutableAssemblyName()
{
Platform platform = EnvironmentUtility.DetectPlatform();
return platform == Platform.Windows ? "Stardew Valley" : "StardewValley";
}
/// <summary>Initialize SMAPI and launch the game.</summary>

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@ -59,8 +59,11 @@
<ItemGroup>
<Content Include="SMAPI.config.json" CopyToOutputDirectory="PreserveNewest" />
<Content Include="..\SMAPI.Web\wwwroot\SMAPI.metadata.json" Link="SMAPI.metadata.json" CopyToOutputDirectory="PreserveNewest" />
<None Update="i18n\*" CopyToOutputDirectory="PreserveNewest" />
<None Update="steam_appid.txt" CopyToOutputDirectory="PreserveNewest" />
<Compile Include="..\SMAPI.Toolkit\Framework\LowLevelEnvironmentUtility.cs" Link="Framework\Utilities\LowLevelEnvironmentUtility.cs" />
</ItemGroup>
<Import Project="..\SMAPI.Internal\SMAPI.Internal.projitems" Label="Shared" />