add support for ignored mod folders
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8231d05a33
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88ea1eae13
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@ -3,9 +3,11 @@
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* For players:
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* Update checks now work even for mods without update keys in most cases.
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* Reorganised SMAPI files:
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* You can now group mods into subfolders to organise them.
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* Most SMAPI files are now tucked into a `smapi-internal` subfolder.
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* Save backups are now in a `save-backups` subfolder, so they're easier to access. Note that previous backups will be deleted when you update.
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* Added support for organising mods:
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* You can now group mods into subfolders to organise them.
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* You can now mark a mod folder ignored by starting the name with a dot (like `.disabled mods`).
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* Improved various error messages to be more clear and intuitive.
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* SMAPI now prevents a crash caused by mods adding dialogue the game can't parse.
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* When you have an older game version, SMAPI now recommends a compatible SMAPI version in its error.
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@ -33,6 +33,9 @@ namespace StardewModdingAPI.Framework
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/// <summary>The reason the metadata is invalid, if any.</summary>
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string Error { get; }
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/// <summary>Whether the mod folder should be ignored. This is <c>true</c> if it was found within a folder whose name starts with a dot.</summary>
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bool IsIgnored { get; }
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/// <summary>The mod instance (if loaded and <see cref="IModInfo.IsContentPack"/> is false).</summary>
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IMod Mod { get; }
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@ -37,6 +37,9 @@ namespace StardewModdingAPI.Framework.ModLoading
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/// <summary>The reason the metadata is invalid, if any.</summary>
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public string Error { get; private set; }
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/// <summary>Whether the mod folder should be ignored. This is <c>true</c> if it was found within a folder whose name starts with a dot.</summary>
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public bool IsIgnored { get; }
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/// <summary>The mod instance (if loaded and <see cref="IsContentPack"/> is false).</summary>
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public IMod Mod { get; private set; }
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@ -65,13 +68,15 @@ namespace StardewModdingAPI.Framework.ModLoading
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/// <param name="relativeDirectoryPath">The <paramref name="directoryPath"/> relative to the game's Mods folder.</param>
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/// <param name="manifest">The mod manifest.</param>
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/// <param name="dataRecord">Metadata about the mod from SMAPI's internal data (if any).</param>
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public ModMetadata(string displayName, string directoryPath, string relativeDirectoryPath, IManifest manifest, ModDataRecordVersionedFields dataRecord)
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/// <param name="isIgnored">Whether the mod folder should be ignored. This should be <c>true</c> if it was found within a folder whose name starts with a dot.</param>
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public ModMetadata(string displayName, string directoryPath, string relativeDirectoryPath, IManifest manifest, ModDataRecordVersionedFields dataRecord, bool isIgnored)
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{
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this.DisplayName = displayName;
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this.DirectoryPath = directoryPath;
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this.RelativeDirectoryPath = relativeDirectoryPath;
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this.Manifest = manifest;
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this.DataRecord = dataRecord;
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this.IsIgnored = isIgnored;
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}
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/// <summary>Set the mod status.</summary>
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@ -38,11 +38,11 @@ namespace StardewModdingAPI.Framework.ModLoading
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}
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// build metadata
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ModMetadataStatus status = folder.ManifestParseError == null
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ModMetadataStatus status = folder.ManifestParseError == null || !folder.ShouldBeLoaded
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? ModMetadataStatus.Found
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: ModMetadataStatus.Failed;
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string relativePath = PathUtilities.GetRelativePath(rootPath, folder.Directory.FullName);
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yield return new ModMetadata(folder.DisplayName, folder.Directory.FullName, relativePath, manifest, dataRecord).SetStatus(status, folder.ManifestParseError);
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yield return new ModMetadata(folder.DisplayName, folder.Directory.FullName, relativePath, manifest, dataRecord, isIgnored: !folder.ShouldBeLoaded).SetStatus(status, folder.ManifestParseError ?? "disabled by dot convention");
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}
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}
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@ -373,12 +373,15 @@ namespace StardewModdingAPI.Framework
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// load manifests
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IModMetadata[] mods = resolver.ReadManifests(toolkit, this.ModsPath, modDatabase).ToArray();
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resolver.ValidateManifests(mods, Constants.ApiVersion, toolkit.GetUpdateUrl);
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// process dependencies
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mods = resolver.ProcessDependencies(mods, modDatabase).ToArray();
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// filter out ignored mods
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foreach (IModMetadata mod in mods.Where(p => p.IsIgnored))
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this.Monitor.Log($" Skipped {mod.RelativeDirectoryPath} (folder name starts with a dot).", LogLevel.Trace);
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mods = mods.Where(p => !p.IsIgnored).ToArray();
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// load mods
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resolver.ValidateManifests(mods, Constants.ApiVersion, toolkit.GetUpdateUrl);
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mods = resolver.ProcessDependencies(mods, modDatabase).ToArray();
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this.LoadMods(mods, this.Toolkit.JsonHelper, this.ContentCore, modDatabase);
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// write metadata file
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@ -24,6 +24,9 @@ namespace StardewModdingAPI.Toolkit.Framework.ModScanning
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/// <summary>The error which occurred parsing the manifest, if any.</summary>
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public string ManifestParseError { get; }
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/// <summary>Whether the mod should be loaded by default. This is <c>false</c> if it was found within a folder whose name starts with a dot.</summary>
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public bool ShouldBeLoaded { get; }
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/*********
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** Public methods
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@ -33,12 +36,14 @@ namespace StardewModdingAPI.Toolkit.Framework.ModScanning
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/// <param name="directory">The folder containing the mod's manifest.json.</param>
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/// <param name="manifest">The mod manifest.</param>
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/// <param name="manifestParseError">The error which occurred parsing the manifest, if any.</param>
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public ModFolder(DirectoryInfo root, DirectoryInfo directory, Manifest manifest, string manifestParseError = null)
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/// <param name="shouldBeLoaded">Whether the mod should be loaded by default. This should be <c>false</c> if it was found within a folder whose name starts with a dot.</param>
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public ModFolder(DirectoryInfo root, DirectoryInfo directory, Manifest manifest, string manifestParseError = null, bool shouldBeLoaded = true)
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{
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// save info
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this.Directory = directory;
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this.Manifest = manifest;
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this.ManifestParseError = manifestParseError;
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this.ShouldBeLoaded = shouldBeLoaded;
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// set display name
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this.DisplayName = manifest?.Name;
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@ -102,8 +102,12 @@ namespace StardewModdingAPI.Toolkit.Framework.ModScanning
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/// <param name="folder">The folder to search for mods.</param>
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public IEnumerable<ModFolder> GetModFolders(DirectoryInfo root, DirectoryInfo folder)
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{
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// skip
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if (folder.FullName != root.FullName && folder.Name.StartsWith("."))
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yield return new ModFolder(root, folder, null, "ignored folder because its name starts with a dot.", shouldBeLoaded: false);
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// recurse into subfolders
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if (this.IsModSearchFolder(root, folder))
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else if (this.IsModSearchFolder(root, folder))
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{
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foreach (DirectoryInfo subfolder in folder.EnumerateDirectories())
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{
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