log skipped loose files
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@ -9,9 +9,9 @@ These changes have not been released yet.
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* Improved performance.
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* Rewrote launch script on Linux to improve compatibility (thanks to kurumushi and toastal!).
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* Improved mod scanning:
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* Now ignores metadata files/folders like `__MACOSX` and `__folder_managed_by_vortex`.
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* Now ignores content files like `.txt` or `.png`, which avoids missing-manifest errors in some common cases.
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* Now detects XNB mods more accurately, and consolidates multi-folder XNB mods.
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* Now ignores metadata files and folders (like `__MACOSX` and `__folder_managed_by_vortex`) and content files (like `.txt` or `.png`), which avoids missing-manifest errors in some common cases.
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* Now detects XNB mods more accurately, and consolidates multi-folder XNB mods in logged messages.
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* Added trace logs for skipped loose files so it's easier to troubleshoot player logs.
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* Save Backup now works in the background, to avoid affecting startup time for players with a large number of saves.
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* Duplicate-mod errors now show the mod version in each folder.
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* Updated mod compatibility list.
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@ -25,7 +25,6 @@ using StardewModdingAPI.Framework.ModLoading;
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using StardewModdingAPI.Framework.Patching;
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using StardewModdingAPI.Framework.Reflection;
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using StardewModdingAPI.Framework.Serialization;
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using StardewModdingAPI.Internal;
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using StardewModdingAPI.Patches;
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using StardewModdingAPI.Toolkit;
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using StardewModdingAPI.Toolkit.Framework.Clients.WebApi;
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@ -395,6 +394,13 @@ namespace StardewModdingAPI.Framework
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this.Monitor.Log("Loading mod metadata...", LogLevel.Trace);
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ModResolver resolver = new ModResolver();
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// log loose files
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{
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string[] looseFiles = new DirectoryInfo(this.ModsPath).GetFiles().Select(p => p.Name).ToArray();
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if (looseFiles.Any())
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this.Monitor.Log($" Ignored loose files: {string.Join(", ", looseFiles.OrderBy(p => p, StringComparer.InvariantCultureIgnoreCase))}", LogLevel.Trace);
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}
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// load manifests
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IModMetadata[] mods = resolver.ReadManifests(toolkit, this.ModsPath, modDatabase).ToArray();
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