rename mod compatibility records for broader use (#361)
This commit is contained in:
parent
a89dbce854
commit
9495cc0f49
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@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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@ -30,7 +30,7 @@ namespace StardewModdingAPI.Tests.Core
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Directory.CreateDirectory(rootFolder);
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// act
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IModMetadata[] mods = new ModResolver().ReadManifests(rootFolder, new JsonHelper(), new ModCompatibility[0]).ToArray();
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IModMetadata[] mods = new ModResolver().ReadManifests(rootFolder, new JsonHelper(), new ModDataRecord[0]).ToArray();
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// assert
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Assert.AreEqual(0, mods.Length, 0, $"Expected to find zero manifests, found {mods.Length} instead.");
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@ -45,7 +45,7 @@ namespace StardewModdingAPI.Tests.Core
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Directory.CreateDirectory(modFolder);
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// act
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IModMetadata[] mods = new ModResolver().ReadManifests(rootFolder, new JsonHelper(), new ModCompatibility[0]).ToArray();
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IModMetadata[] mods = new ModResolver().ReadManifests(rootFolder, new JsonHelper(), new ModDataRecord[0]).ToArray();
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IModMetadata mod = mods.FirstOrDefault();
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// assert
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@ -84,13 +84,13 @@ namespace StardewModdingAPI.Tests.Core
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File.WriteAllText(filename, JsonConvert.SerializeObject(original));
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// act
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IModMetadata[] mods = new ModResolver().ReadManifests(rootFolder, new JsonHelper(), new ModCompatibility[0]).ToArray();
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IModMetadata[] mods = new ModResolver().ReadManifests(rootFolder, new JsonHelper(), new ModDataRecord[0]).ToArray();
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IModMetadata mod = mods.FirstOrDefault();
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// assert
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Assert.AreEqual(1, mods.Length, 0, "Expected to find one manifest.");
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Assert.IsNotNull(mod, "The loaded manifest shouldn't be null.");
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Assert.AreEqual(null, mod.Compatibility, "The compatibility record should be null since we didn't provide one.");
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Assert.AreEqual(null, mod.DataRecord, "The data record should be null since we didn't provide one.");
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Assert.AreEqual(modFolder, mod.DirectoryPath, "The directory path doesn't match.");
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Assert.AreEqual(ModMetadataStatus.Found, mod.Status, "The status doesn't match.");
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Assert.AreEqual(null, mod.Error, "The error should be null since parsing should have succeeded.");
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@ -136,12 +136,12 @@ namespace StardewModdingAPI.Tests.Core
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mock.VerifyGet(p => p.Status, Times.Once, "The validation did not check the manifest status.");
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}
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[Test(Description = "Assert that validation fails if the mod has 'assume broken' compatibility.")]
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public void ValidateManifests_ModCompatibility_AssumeBroken_Fails()
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[Test(Description = "Assert that validation fails if the mod has 'assume broken' status.")]
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public void ValidateManifests_ModStatus_AssumeBroken_Fails()
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{
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// arrange
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Mock<IModMetadata> mock = this.GetMetadata("Mod A", new string[0], allowStatusChange: true);
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this.SetupMetadataForValidation(mock, new ModCompatibility { Status = ModStatus.AssumeBroken, UpperVersion = new SemanticVersion("1.0"), UpdateUrls = new[] { "http://example.org" } });
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this.SetupMetadataForValidation(mock, new ModDataRecord { Status = ModStatus.AssumeBroken, UpperVersion = new SemanticVersion("1.0"), UpdateUrls = new[] { "http://example.org" } });
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// act
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new ModResolver().ValidateManifests(new[] { mock.Object }, apiVersion: new SemanticVersion("1.0"));
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@ -211,7 +211,7 @@ namespace StardewModdingAPI.Tests.Core
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// arrange
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Mock<IModMetadata> mock = new Mock<IModMetadata>(MockBehavior.Strict);
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mock.Setup(p => p.Status).Returns(ModMetadataStatus.Found);
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mock.Setup(p => p.Compatibility).Returns(() => null);
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mock.Setup(p => p.DataRecord).Returns(() => null);
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mock.Setup(p => p.Manifest).Returns(manifest);
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mock.Setup(p => p.DirectoryPath).Returns(modFolder);
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@ -523,7 +523,7 @@ namespace StardewModdingAPI.Tests.Core
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private Mock<IModMetadata> GetMetadata(IManifest manifest, bool allowStatusChange = false)
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{
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Mock<IModMetadata> mod = new Mock<IModMetadata>(MockBehavior.Strict);
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mod.Setup(p => p.Compatibility).Returns(() => null);
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mod.Setup(p => p.DataRecord).Returns(() => null);
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mod.Setup(p => p.Status).Returns(ModMetadataStatus.Found);
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mod.Setup(p => p.DisplayName).Returns(manifest.UniqueID);
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mod.Setup(p => p.Manifest).Returns(manifest);
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@ -539,14 +539,14 @@ namespace StardewModdingAPI.Tests.Core
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/// <summary>Set up a mock mod metadata for <see cref="ModResolver.ValidateManifests"/>.</summary>
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/// <param name="mod">The mock mod metadata.</param>
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/// <param name="compatibility">The compatibility record to set.</param>
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private void SetupMetadataForValidation(Mock<IModMetadata> mod, ModCompatibility compatibility = null)
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/// <param name="modRecord">The extra metadata about the mod from SMAPI's internal data (if any).</param>
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private void SetupMetadataForValidation(Mock<IModMetadata> mod, ModDataRecord modRecord = null)
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{
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mod.Setup(p => p.Status).Returns(ModMetadataStatus.Found);
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mod.Setup(p => p.Compatibility).Returns(() => null);
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mod.Setup(p => p.DataRecord).Returns(() => null);
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mod.Setup(p => p.Manifest).Returns(this.GetManifest());
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mod.Setup(p => p.DirectoryPath).Returns(Path.GetTempPath());
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mod.Setup(p => p.Compatibility).Returns(compatibility);
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mod.Setup(p => p.DataRecord).Returns(modRecord);
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}
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}
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}
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@ -1,4 +1,4 @@
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using StardewModdingAPI.Framework.Models;
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using StardewModdingAPI.Framework.Models;
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using StardewModdingAPI.Framework.ModLoading;
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namespace StardewModdingAPI.Framework
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@ -18,8 +18,8 @@ namespace StardewModdingAPI.Framework
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/// <summary>The mod manifest.</summary>
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IManifest Manifest { get; }
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/// <summary>Optional metadata about a mod version that SMAPI should assume is compatible or broken, regardless of whether it detects incompatible code.</summary>
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ModCompatibility Compatibility { get; }
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/// <summary>>Metadata about the mod from SMAPI's internal data (if any).</summary>
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ModDataRecord DataRecord { get; }
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/// <summary>The metadata resolution status.</summary>
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ModMetadataStatus Status { get; }
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@ -1,4 +1,4 @@
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using StardewModdingAPI.Framework.Models;
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using StardewModdingAPI.Framework.Models;
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namespace StardewModdingAPI.Framework.ModLoading
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{
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@ -17,8 +17,8 @@ namespace StardewModdingAPI.Framework.ModLoading
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/// <summary>The mod manifest.</summary>
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public IManifest Manifest { get; }
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/// <summary>Optional metadata about a mod version that SMAPI should assume is compatible or broken, regardless of whether it detects incompatible code.</summary>
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public ModCompatibility Compatibility { get; }
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/// <summary>Metadata about the mod from SMAPI's internal data (if any).</summary>
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public ModDataRecord DataRecord { get; }
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/// <summary>The metadata resolution status.</summary>
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public ModMetadataStatus Status { get; private set; }
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@ -37,13 +37,13 @@ namespace StardewModdingAPI.Framework.ModLoading
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/// <param name="displayName">The mod's display name.</param>
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/// <param name="directoryPath">The mod's full directory path.</param>
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/// <param name="manifest">The mod manifest.</param>
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/// <param name="compatibility">Optional metadata about a mod version that SMAPI should assume is compatible or broken, regardless of whether it detects incompatible code.</param>
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public ModMetadata(string displayName, string directoryPath, IManifest manifest, ModCompatibility compatibility)
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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, IManifest manifest, ModDataRecord dataRecord)
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{
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this.DisplayName = displayName;
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this.DirectoryPath = directoryPath;
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this.Manifest = manifest;
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this.Compatibility = compatibility;
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this.DataRecord = dataRecord;
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}
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/// <summary>Set the mod status.</summary>
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@ -17,11 +17,11 @@ namespace StardewModdingAPI.Framework.ModLoading
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/// <summary>Get manifest metadata for each folder in the given root path.</summary>
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/// <param name="rootPath">The root path to search for mods.</param>
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/// <param name="jsonHelper">The JSON helper with which to read manifests.</param>
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/// <param name="compatibilityRecords">Metadata about mods that SMAPI should assume is compatible or broken, regardless of whether it detects incompatible code.</param>
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/// <param name="dataRecords">Metadata about mods from SMAPI's internal data.</param>
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/// <returns>Returns the manifests by relative folder.</returns>
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public IEnumerable<IModMetadata> ReadManifests(string rootPath, JsonHelper jsonHelper, IEnumerable<ModCompatibility> compatibilityRecords)
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public IEnumerable<IModMetadata> ReadManifests(string rootPath, JsonHelper jsonHelper, IEnumerable<ModDataRecord> dataRecords)
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{
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compatibilityRecords = compatibilityRecords.ToArray();
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dataRecords = dataRecords.ToArray();
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foreach (DirectoryInfo modDir in this.GetModFolders(rootPath))
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{
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@ -54,15 +54,15 @@ namespace StardewModdingAPI.Framework.ModLoading
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}
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// validate metadata
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ModCompatibility compatibility = null;
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ModDataRecord dataRecord = null;
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if (manifest != null)
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{
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// get unique key for lookups
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string key = !string.IsNullOrWhiteSpace(manifest.UniqueID) ? manifest.UniqueID : manifest.EntryDll;
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// get compatibility record
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compatibility = (
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from mod in compatibilityRecords
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// get data record
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dataRecord = (
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from mod in dataRecords
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where
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mod.ID.Any(p => p.Matches(key, manifest))
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&& (mod.LowerVersion == null || !manifest.Version.IsOlderThan(mod.LowerVersion))
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@ -79,7 +79,7 @@ namespace StardewModdingAPI.Framework.ModLoading
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? ModMetadataStatus.Found
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: ModMetadataStatus.Failed;
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yield return new ModMetadata(displayName, modDir.FullName, manifest, compatibility).SetStatus(status, error);
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yield return new ModMetadata(displayName, modDir.FullName, manifest, dataRecord).SetStatus(status, error);
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}
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}
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@ -99,22 +99,22 @@ namespace StardewModdingAPI.Framework.ModLoading
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// validate compatibility
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{
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ModCompatibility compatibility = mod.Compatibility;
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switch (compatibility?.Status)
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ModDataRecord dataRecord = mod.DataRecord;
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switch (dataRecord?.Status)
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{
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case ModStatus.Obsolete:
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mod.SetStatus(ModMetadataStatus.Failed, $"it's obsolete: {compatibility.ReasonPhrase}");
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mod.SetStatus(ModMetadataStatus.Failed, $"it's obsolete: {dataRecord.ReasonPhrase}");
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continue;
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case ModStatus.AssumeBroken:
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{
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string reasonPhrase = compatibility.ReasonPhrase ?? "it's no longer compatible";
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string reasonPhrase = dataRecord.ReasonPhrase ?? "it's no longer compatible";
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string error = $"{reasonPhrase}. Please check for a ";
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if (mod.Manifest.Version.Equals(compatibility.UpperVersion) && compatibility.UpperVersionLabel == null)
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if (mod.Manifest.Version.Equals(dataRecord.UpperVersion) && dataRecord.UpperVersionLabel == null)
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error += "newer version";
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else
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error += $"version newer than {compatibility.UpperVersionLabel ?? compatibility.UpperVersion.ToString()}";
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error += " at " + string.Join(" or ", compatibility.UpdateUrls);
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error += $"version newer than {dataRecord.UpperVersionLabel ?? dataRecord.UpperVersion.ToString()}";
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error += " at " + string.Join(" or ", dataRecord.UpdateUrls);
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mod.SetStatus(ModMetadataStatus.Failed, error);
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continue;
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@ -1,10 +1,10 @@
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using System;
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using System;
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using Newtonsoft.Json;
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namespace StardewModdingAPI.Framework.Models
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{
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/// <summary>Uniquely identifies a mod for compatibility checks.</summary>
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internal class ModCompatibilityID
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/// <summary>Uniquely identifies a mod in SMAPI's internal data.</summary>
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internal class ModDataID
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{
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/*********
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** Accessors
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@ -23,11 +23,11 @@ namespace StardewModdingAPI.Framework.Models
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** Public methods
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*********/
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/// <summary>Construct an instance.</summary>
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public ModCompatibilityID() { }
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public ModDataID() { }
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/// <summary>Construct an instance.</summary>
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/// <param name="data">The mod ID or a JSON string matching the <see cref="ModCompatibilityID"/> fields.</param>
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public ModCompatibilityID(string data)
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/// <param name="data">The mod ID or a JSON string matching the <see cref="ModDataID"/> fields.</param>
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public ModDataID(string data)
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{
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// JSON can be stuffed into the ID string as a convenience hack to keep JSON mod lists
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// formatted readably. The tradeoff is that the format is a bit more magical, but that's
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@ -3,15 +3,15 @@ using StardewModdingAPI.Framework.Serialisation;
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namespace StardewModdingAPI.Framework.Models
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{
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/// <summary>Metadata about a mod version that SMAPI should assume is compatible or broken, regardless of whether it detects incompatible code.</summary>
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internal class ModCompatibility
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/// <summary>Metadata about a mod from SMAPI's internal data.</summary>
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internal class ModDataRecord
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{
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/*********
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** Accessors
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*********/
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/// <summary>The unique mod IDs.</summary>
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[JsonConverter(typeof(SFieldConverter))]
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public ModCompatibilityID[] ID { get; set; }
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public ModDataID[] ID { get; set; }
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/// <summary>The mod name.</summary>
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public string Name { get; set; }
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@ -21,7 +21,7 @@ namespace StardewModdingAPI.Framework.Models
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/// <summary>Whether SMAPI should log more information about the game context.</summary>
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public bool VerboseLogging { get; set; }
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/// <summary>A list of mod versions which should be considered compatible or incompatible regardless of whether SMAPI detects incompatible code.</summary>
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public ModCompatibility[] ModCompatibility { get; set; }
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/// <summary>Extra metadata about mods.</summary>
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public ModDataRecord[] ModData { get; set; }
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}
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}
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@ -27,7 +27,7 @@ namespace StardewModdingAPI.Framework.Serialisation
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return
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objectType == typeof(ISemanticVersion)
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|| objectType == typeof(IManifestDependency[])
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|| objectType == typeof(ModCompatibilityID[]);
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|| objectType == typeof(ModDataID[]);
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}
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/// <summary>Reads the JSON representation of the object.</summary>
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@ -83,14 +83,14 @@ namespace StardewModdingAPI.Framework.Serialisation
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}
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// mod compatibility ID
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if (objectType == typeof(ModCompatibilityID[]))
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if (objectType == typeof(ModDataID[]))
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{
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List<ModCompatibilityID> result = new List<ModCompatibilityID>();
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List<ModDataID> result = new List<ModDataID>();
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foreach (JToken child in JArray.Load(reader).Children())
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{
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result.Add(child is JValue value
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? new ModCompatibilityID(value.Value<string>())
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: child.ToObject<ModCompatibilityID>()
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? new ModDataID(value.Value<string>())
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: child.ToObject<ModDataID>()
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);
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}
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return result.ToArray();
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@ -347,7 +347,7 @@ namespace StardewModdingAPI
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ModResolver resolver = new ModResolver();
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// load manifests
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IModMetadata[] mods = resolver.ReadManifests(Constants.ModPath, new JsonHelper(), this.Settings.ModCompatibility).ToArray();
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IModMetadata[] mods = resolver.ReadManifests(Constants.ModPath, new JsonHelper(), this.Settings.ModData).ToArray();
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resolver.ValidateManifests(mods, Constants.ApiVersion);
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// process dependencies
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Assembly modAssembly;
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try
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{
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modAssembly = modAssemblyLoader.Load(metadata, assemblyPath, assumeCompatible: metadata.Compatibility?.Status == ModStatus.AssumeCompatible);
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modAssembly = modAssemblyLoader.Load(metadata, assemblyPath, assumeCompatible: metadata.DataRecord?.Status == ModStatus.AssumeCompatible);
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}
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catch (IncompatibleInstructionException ex)
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{
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* load a mod regardless of compatibility checks, add a "Compatibility": "AssumeCompatible" field.
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* Changing this field is not recommended and may destabilise your game.
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*/
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"ModCompatibility": [
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"ModData": [
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{
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"Name": "AccessChestAnywhere",
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"ID": [ "AccessChestAnywhere" ],
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<Compile Include="Framework\Utilities\Countdown.cs" />
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<Compile Include="Framework\GameVersion.cs" />
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<Compile Include="Framework\IModMetadata.cs" />
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<Compile Include="Framework\Models\ModCompatibilityID.cs" />
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<Compile Include="Framework\Models\ModDataID.cs" />
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<Compile Include="Framework\ModHelpers\BaseHelper.cs" />
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<Compile Include="Framework\ModHelpers\CommandHelper.cs" />
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<Compile Include="Framework\ModHelpers\ContentHelper.cs" />
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<Compile Include="Framework\DeprecationLevel.cs" />
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<Compile Include="Framework\DeprecationManager.cs" />
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<Compile Include="Framework\InternalExtensions.cs" />
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<Compile Include="Framework\Models\ModCompatibility.cs" />
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<Compile Include="Framework\Models\ModDataRecord.cs" />
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<Compile Include="Framework\ModLoading\AssemblyLoader.cs" />
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<Compile Include="Framework\Reflection\CacheEntry.cs" />
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<Compile Include="Framework\Reflection\PrivateField.cs" />
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