disable case-insensitive paths by default pending performance rework

This commit is contained in:
Jesse Plamondon-Willard 2022-05-04 20:35:08 -04:00
parent 42bf82d870
commit c1342bd4cd
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GPG Key ID: CF8B1456B3E29F49
16 changed files with 158 additions and 70 deletions

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@ -3,6 +3,8 @@
# Release notes
## Upcoming release
* For players:
* Case-insensitive file paths (introduced in 3.14.0) are now disabled by default.
_You can enable them via `smapi-internal/config.json` if needed. These will be re-enabled in a later version after reworking them to reduce performance impact._
* Updated compatibility list.
## 3.14.0

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@ -435,8 +435,8 @@ namespace StardewModdingApi.Installer
{
this.PrintDebug("Adding bundled mods...");
ModFolder[] targetMods = toolkit.GetModFolders(paths.ModsPath).ToArray();
foreach (ModFolder sourceMod in toolkit.GetModFolders(bundledModsDir.FullName))
ModFolder[] targetMods = toolkit.GetModFolders(paths.ModsPath, useCaseInsensitiveFilePaths: true).ToArray();
foreach (ModFolder sourceMod in toolkit.GetModFolders(bundledModsDir.FullName, useCaseInsensitiveFilePaths: true))
{
// validate source mod
if (sourceMod.Manifest == null)

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@ -12,6 +12,7 @@ using StardewModdingAPI.Toolkit;
using StardewModdingAPI.Toolkit.Framework.ModData;
using StardewModdingAPI.Toolkit.Framework.UpdateData;
using StardewModdingAPI.Toolkit.Serialization.Models;
using StardewModdingAPI.Toolkit.Utilities.PathLookups;
using SemanticVersion = StardewModdingAPI.SemanticVersion;
namespace SMAPI.Tests.Core
@ -34,7 +35,7 @@ namespace SMAPI.Tests.Core
Directory.CreateDirectory(rootFolder);
// act
IModMetadata[] mods = new ModResolver().ReadManifests(new ModToolkit(), rootFolder, new ModDatabase()).ToArray();
IModMetadata[] mods = new ModResolver().ReadManifests(new ModToolkit(), rootFolder, new ModDatabase(), useCaseInsensitiveFilePaths: true).ToArray();
// assert
Assert.AreEqual(0, mods.Length, 0, $"Expected to find zero manifests, found {mods.Length} instead.");
@ -52,7 +53,7 @@ namespace SMAPI.Tests.Core
Directory.CreateDirectory(modFolder);
// act
IModMetadata[] mods = new ModResolver().ReadManifests(new ModToolkit(), rootFolder, new ModDatabase()).ToArray();
IModMetadata[] mods = new ModResolver().ReadManifests(new ModToolkit(), rootFolder, new ModDatabase(), useCaseInsensitiveFilePaths: true).ToArray();
IModMetadata? mod = mods.FirstOrDefault();
// assert
@ -94,7 +95,7 @@ namespace SMAPI.Tests.Core
File.WriteAllText(filename, JsonConvert.SerializeObject(original));
// act
IModMetadata[] mods = new ModResolver().ReadManifests(new ModToolkit(), rootFolder, new ModDatabase()).ToArray();
IModMetadata[] mods = new ModResolver().ReadManifests(new ModToolkit(), rootFolder, new ModDatabase(), useCaseInsensitiveFilePaths: true).ToArray();
IModMetadata? mod = mods.FirstOrDefault();
// assert
@ -132,7 +133,7 @@ namespace SMAPI.Tests.Core
[Test(Description = "Assert that validation doesn't fail if there are no mods installed.")]
public void ValidateManifests_NoMods_DoesNothing()
{
new ModResolver().ValidateManifests(Array.Empty<ModMetadata>(), apiVersion: new SemanticVersion("1.0"), getUpdateUrl: _ => null, validateFilesExist: false);
new ModResolver().ValidateManifests(Array.Empty<ModMetadata>(), apiVersion: new SemanticVersion("1.0"), getUpdateUrl: _ => null, getFilePathLookup: _ => MinimalPathLookup.Instance, validateFilesExist: false);
}
[Test(Description = "Assert that validation skips manifests that have already failed without calling any other properties.")]
@ -143,7 +144,7 @@ namespace SMAPI.Tests.Core
mock.Setup(p => p.Status).Returns(ModMetadataStatus.Failed);
// act
new ModResolver().ValidateManifests(new[] { mock.Object }, apiVersion: new SemanticVersion("1.0"), getUpdateUrl: _ => null, validateFilesExist: false);
new ModResolver().ValidateManifests(new[] { mock.Object }, apiVersion: new SemanticVersion("1.0"), getUpdateUrl: _ => null, getFilePathLookup: _ => MinimalPathLookup.Instance, validateFilesExist: false);
// assert
mock.VerifyGet(p => p.Status, Times.Once, "The validation did not check the manifest status.");
@ -160,7 +161,7 @@ namespace SMAPI.Tests.Core
});
// act
new ModResolver().ValidateManifests(new[] { mock.Object }, apiVersion: new SemanticVersion("1.0"), getUpdateUrl: _ => null, validateFilesExist: false);
new ModResolver().ValidateManifests(new[] { mock.Object }, apiVersion: new SemanticVersion("1.0"), getUpdateUrl: _ => null, getFilePathLookup: _ => MinimalPathLookup.Instance, validateFilesExist: false);
// assert
mock.Verify(p => p.SetStatus(ModMetadataStatus.Failed, It.IsAny<ModFailReason>(), It.IsAny<string>(), It.IsAny<string>()), Times.Once, "The validation did not fail the metadata.");
@ -174,7 +175,7 @@ namespace SMAPI.Tests.Core
mock.Setup(p => p.Manifest).Returns(this.GetManifest(minimumApiVersion: "1.1"));
// act
new ModResolver().ValidateManifests(new[] { mock.Object }, apiVersion: new SemanticVersion("1.0"), getUpdateUrl: _ => null, validateFilesExist: false);
new ModResolver().ValidateManifests(new[] { mock.Object }, apiVersion: new SemanticVersion("1.0"), getUpdateUrl: _ => null, getFilePathLookup: _ => MinimalPathLookup.Instance, validateFilesExist: false);
// assert
mock.Verify(p => p.SetStatus(ModMetadataStatus.Failed, It.IsAny<ModFailReason>(), It.IsAny<string>(), It.IsAny<string>()), Times.Once, "The validation did not fail the metadata.");
@ -189,7 +190,7 @@ namespace SMAPI.Tests.Core
Directory.CreateDirectory(directoryPath);
// act
new ModResolver().ValidateManifests(new[] { mock.Object }, apiVersion: new SemanticVersion("1.0"), getUpdateUrl: _ => null);
new ModResolver().ValidateManifests(new[] { mock.Object }, apiVersion: new SemanticVersion("1.0"), getUpdateUrl: _ => null, getFilePathLookup: _ => MinimalPathLookup.Instance);
// assert
mock.Verify(p => p.SetStatus(ModMetadataStatus.Failed, It.IsAny<ModFailReason>(), It.IsAny<string>(), It.IsAny<string>()), Times.Once, "The validation did not fail the metadata.");
@ -206,7 +207,7 @@ namespace SMAPI.Tests.Core
Mock<IModMetadata> modB = this.GetMetadata(this.GetManifest(id: "Mod A", name: "Mod B", version: "1.0"), allowStatusChange: true);
// act
new ModResolver().ValidateManifests(new[] { modA.Object, modB.Object }, apiVersion: new SemanticVersion("1.0"), getUpdateUrl: _ => null, validateFilesExist: false);
new ModResolver().ValidateManifests(new[] { modA.Object, modB.Object }, apiVersion: new SemanticVersion("1.0"), getUpdateUrl: _ => null, getFilePathLookup: _ => MinimalPathLookup.Instance, validateFilesExist: false);
// assert
modA.Verify(p => p.SetStatus(ModMetadataStatus.Failed, ModFailReason.Duplicate, It.IsAny<string>(), It.IsAny<string>()), Times.AtLeastOnce, "The validation did not fail the first mod with a unique ID.");
@ -232,7 +233,7 @@ namespace SMAPI.Tests.Core
mock.Setup(p => p.DirectoryPath).Returns(modFolder);
// act
new ModResolver().ValidateManifests(new[] { mock.Object }, apiVersion: new SemanticVersion("1.0"), getUpdateUrl: _ => null);
new ModResolver().ValidateManifests(new[] { mock.Object }, apiVersion: new SemanticVersion("1.0"), getUpdateUrl: _ => null, getFilePathLookup: _ => MinimalPathLookup.Instance);
// assert
// if Moq doesn't throw a method-not-setup exception, the validation didn't override the status.

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@ -5,7 +5,7 @@ using System.Linq;
using System.Text.RegularExpressions;
using StardewModdingAPI.Toolkit.Serialization;
using StardewModdingAPI.Toolkit.Serialization.Models;
using StardewModdingAPI.Toolkit.Utilities;
using StardewModdingAPI.Toolkit.Utilities.PathLookups;
namespace StardewModdingAPI.Toolkit.Framework.ModScanning
{
@ -95,19 +95,20 @@ namespace StardewModdingAPI.Toolkit.Framework.ModScanning
/// <summary>Extract information about all mods in the given folder.</summary>
/// <param name="rootPath">The root folder containing mods.</param>
public IEnumerable<ModFolder> GetModFolders(string rootPath)
/// <param name="useCaseInsensitiveFilePaths">Whether to match file paths case-insensitively, even on Linux.</param>
public IEnumerable<ModFolder> GetModFolders(string rootPath, bool useCaseInsensitiveFilePaths)
{
DirectoryInfo root = new(rootPath);
return this.GetModFolders(root, root);
return this.GetModFolders(root, root, useCaseInsensitiveFilePaths);
}
/// <summary>Extract information about all mods in the given folder.</summary>
/// <param name="rootPath">The root folder containing mods. Only the <paramref name="modPath"/> will be searched, but this field allows it to be treated as a potential mod folder of its own.</param>
/// <param name="modPath">The mod path to search.</param>
// /// <param name="tryConsolidateMod">If the folder contains multiple XNB mods, treat them as subfolders of a single mod. This is useful when reading a single mod archive, as opposed to a mods folder.</param>
public IEnumerable<ModFolder> GetModFolders(string rootPath, string modPath)
/// <param name="useCaseInsensitiveFilePaths">Whether to match file paths case-insensitively, even on Linux.</param>
public IEnumerable<ModFolder> GetModFolders(string rootPath, string modPath, bool useCaseInsensitiveFilePaths)
{
return this.GetModFolders(root: new DirectoryInfo(rootPath), folder: new DirectoryInfo(modPath));
return this.GetModFolders(root: new DirectoryInfo(rootPath), folder: new DirectoryInfo(modPath), useCaseInsensitiveFilePaths: useCaseInsensitiveFilePaths);
}
/// <summary>Extract information from a mod folder.</summary>
@ -195,7 +196,8 @@ namespace StardewModdingAPI.Toolkit.Framework.ModScanning
/// <summary>Recursively extract information about all mods in the given folder.</summary>
/// <param name="root">The root mod folder.</param>
/// <param name="folder">The folder to search for mods.</param>
private IEnumerable<ModFolder> GetModFolders(DirectoryInfo root, DirectoryInfo folder)
/// <param name="useCaseInsensitiveFilePaths">Whether to match file paths case-insensitively, even on Linux.</param>
private IEnumerable<ModFolder> GetModFolders(DirectoryInfo root, DirectoryInfo folder, bool useCaseInsensitiveFilePaths)
{
bool isRoot = folder.FullName == root.FullName;
@ -214,7 +216,7 @@ namespace StardewModdingAPI.Toolkit.Framework.ModScanning
// find mods in subfolders
if (this.IsModSearchFolder(root, folder))
{
IEnumerable<ModFolder> subfolders = folder.EnumerateDirectories().SelectMany(sub => this.GetModFolders(root, sub));
IEnumerable<ModFolder> subfolders = folder.EnumerateDirectories().SelectMany(sub => this.GetModFolders(root, sub, useCaseInsensitiveFilePaths));
if (!isRoot)
subfolders = this.TryConsolidate(root, folder, subfolders.ToArray());
foreach (ModFolder subfolder in subfolders)

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@ -72,17 +72,19 @@ namespace StardewModdingAPI.Toolkit
/// <summary>Extract information about all mods in the given folder.</summary>
/// <param name="rootPath">The root folder containing mods.</param>
public IEnumerable<ModFolder> GetModFolders(string rootPath)
/// <param name="useCaseInsensitiveFilePaths">Whether to match file paths case-insensitively, even on Linux.</param>
public IEnumerable<ModFolder> GetModFolders(string rootPath, bool useCaseInsensitiveFilePaths)
{
return new ModScanner(this.JsonHelper).GetModFolders(rootPath);
return new ModScanner(this.JsonHelper).GetModFolders(rootPath, useCaseInsensitiveFilePaths);
}
/// <summary>Extract information about all mods in the given folder.</summary>
/// <param name="rootPath">The root folder containing mods. Only the <paramref name="modPath"/> will be searched, but this field allows it to be treated as a potential mod folder of its own.</param>
/// <param name="modPath">The mod path to search.</param>
public IEnumerable<ModFolder> GetModFolders(string rootPath, string modPath)
/// <param name="useCaseInsensitiveFilePaths">Whether to match file paths case-insensitively, even on Linux.</param>
public IEnumerable<ModFolder> GetModFolders(string rootPath, string modPath, bool useCaseInsensitiveFilePaths)
{
return new ModScanner(this.JsonHelper).GetModFolders(rootPath, modPath);
return new ModScanner(this.JsonHelper).GetModFolders(rootPath, modPath, useCaseInsensitiveFilePaths);
}
/// <summary>Get an update URL for an update key (if valid).</summary>

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@ -2,10 +2,10 @@ using System;
using System.Collections.Generic;
using System.IO;
namespace StardewModdingAPI.Toolkit.Utilities
namespace StardewModdingAPI.Toolkit.Utilities.PathLookups
{
/// <summary>Provides an API for case-insensitive relative path lookups within a root directory.</summary>
internal class CaseInsensitivePathLookup
/// <summary>An API for case-insensitive relative path lookups within a root directory.</summary>
internal class CaseInsensitivePathLookup : IFilePathLookup
{
/*********
** Fields
@ -32,24 +32,19 @@ namespace StardewModdingAPI.Toolkit.Utilities
this.RelativePathCache = new(() => this.GetRelativePathCache(searchOption));
}
/// <summary>Get the exact capitalization for a given relative file path.</summary>
/// <param name="relativePath">The relative path.</param>
/// <remarks>Returns the resolved path in file path format, else the normalized <paramref name="relativePath"/>.</remarks>
/// <inheritdoc />
public string GetFilePath(string relativePath)
{
return this.GetImpl(PathUtilities.NormalizePath(relativePath));
}
/// <summary>Get the exact capitalization for a given asset name.</summary>
/// <param name="relativePath">The relative path.</param>
/// <remarks>Returns the resolved path in asset name format, else the normalized <paramref name="relativePath"/>.</remarks>
/// <inheritdoc />
public string GetAssetName(string relativePath)
{
return this.GetImpl(PathUtilities.NormalizeAssetName(relativePath));
}
/// <summary>Add a relative path that was just created by a SMAPI API.</summary>
/// <param name="relativePath">The relative path. This must already be normalized in asset name or file path format.</param>
/// <inheritdoc />
public void Add(string relativePath)
{
// skip if cache isn't created yet (no need to add files manually in that case)

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@ -0,0 +1,20 @@
namespace StardewModdingAPI.Toolkit.Utilities.PathLookups
{
/// <summary>An API for relative path lookups within a root directory.</summary>
internal interface IFilePathLookup
{
/// <summary>Get the actual path for a given relative file path.</summary>
/// <param name="relativePath">The relative path.</param>
/// <remarks>Returns the resolved path in file path format, else the normalized <paramref name="relativePath"/>.</remarks>
string GetFilePath(string relativePath);
/// <summary>Get the actual path for a given asset name.</summary>
/// <param name="relativePath">The relative path.</param>
/// <remarks>Returns the resolved path in asset name format, else the normalized <paramref name="relativePath"/>.</remarks>
string GetAssetName(string relativePath);
/// <summary>Add a relative path that was just created by a SMAPI API.</summary>
/// <param name="relativePath">The relative path. This must already be normalized in asset name or file path format.</param>
void Add(string relativePath);
}
}

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@ -0,0 +1,31 @@
namespace StardewModdingAPI.Toolkit.Utilities.PathLookups
{
/// <summary>An API for relative path lookups within a root directory with minimal preprocessing.</summary>
internal class MinimalPathLookup : IFilePathLookup
{
/*********
** Accessors
*********/
/// <summary>A singleton instance for reuse.</summary>
public static readonly MinimalPathLookup Instance = new();
/*********
** Public methods
*********/
/// <inheritdoc />
public string GetFilePath(string relativePath)
{
return PathUtilities.NormalizePath(relativePath);
}
/// <inheritdoc />
public string GetAssetName(string relativePath)
{
return PathUtilities.NormalizeAssetName(relativePath);
}
/// <inheritdoc />
public void Add(string relativePath) { }
}
}

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@ -16,6 +16,7 @@ using StardewModdingAPI.Internal;
using StardewModdingAPI.Metadata;
using StardewModdingAPI.Toolkit.Serialization;
using StardewModdingAPI.Toolkit.Utilities;
using StardewModdingAPI.Toolkit.Utilities.PathLookups;
using StardewValley;
using StardewValley.GameData;
using xTile;
@ -34,6 +35,9 @@ namespace StardewModdingAPI.Framework
/// <summary>Whether to enable more aggressive memory optimizations.</summary>
private readonly bool AggressiveMemoryOptimizations;
/// <summary>Get a file path lookup for the given directory.</summary>
private readonly Func<string, IFilePathLookup> GetFilePathLookup;
/// <summary>Encapsulates monitoring and logging.</summary>
private readonly IMonitor Monitor;
@ -115,11 +119,13 @@ namespace StardewModdingAPI.Framework
/// <param name="onLoadingFirstAsset">A callback to invoke the first time *any* game content manager loads an asset.</param>
/// <param name="onAssetLoaded">A callback to invoke when an asset is fully loaded.</param>
/// <param name="aggressiveMemoryOptimizations">Whether to enable more aggressive memory optimizations.</param>
/// <param name="getFilePathLookup">Get a file path lookup for the given directory.</param>
/// <param name="onAssetsInvalidated">A callback to invoke when any asset names have been invalidated from the cache.</param>
/// <param name="requestAssetOperations">Get the load/edit operations to apply to an asset by querying registered <see cref="IContentEvents.AssetRequested"/> event handlers.</param>
public ContentCoordinator(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action onLoadingFirstAsset, Action<BaseContentManager, IAssetName> onAssetLoaded, bool aggressiveMemoryOptimizations, Action<IList<IAssetName>> onAssetsInvalidated, Func<IAssetInfo, IList<AssetOperationGroup>> requestAssetOperations)
public ContentCoordinator(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action onLoadingFirstAsset, Action<BaseContentManager, IAssetName> onAssetLoaded, bool aggressiveMemoryOptimizations, Func<string, IFilePathLookup> getFilePathLookup, Action<IList<IAssetName>> onAssetsInvalidated, Func<IAssetInfo, IList<AssetOperationGroup>> requestAssetOperations)
{
this.AggressiveMemoryOptimizations = aggressiveMemoryOptimizations;
this.GetFilePathLookup = getFilePathLookup;
this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor));
this.Reflection = reflection;
this.JsonHelper = jsonHelper;
@ -208,7 +214,7 @@ namespace StardewModdingAPI.Framework
jsonHelper: this.JsonHelper,
onDisposing: this.OnDisposing,
aggressiveMemoryOptimizations: this.AggressiveMemoryOptimizations,
relativePathCache: CaseInsensitivePathLookup.GetCachedFor(rootDirectory)
relativePathLookup: this.GetFilePathLookup(rootDirectory)
);
this.ContentManagers.Add(manager);
return manager;

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@ -10,6 +10,7 @@ using StardewModdingAPI.Framework.Exceptions;
using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Toolkit.Serialization;
using StardewModdingAPI.Toolkit.Utilities;
using StardewModdingAPI.Toolkit.Utilities.PathLookups;
using StardewValley;
using xTile;
using xTile.Format;
@ -32,8 +33,8 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <summary>The game content manager used for map tilesheets not provided by the mod.</summary>
private readonly IContentManager GameContentManager;
/// <summary>A case-insensitive lookup of relative paths within the <see cref="ContentManager.RootDirectory"/>.</summary>
private readonly CaseInsensitivePathLookup RelativePathCache;
/// <summary>A lookup for relative paths within the <see cref="ContentManager.RootDirectory"/>.</summary>
private readonly IFilePathLookup RelativePathLookup;
/// <summary>If a map tilesheet's image source has no file extensions, the file extensions to check for in the local mod folder.</summary>
private readonly string[] LocalTilesheetExtensions = { ".png", ".xnb" };
@ -55,12 +56,12 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <param name="jsonHelper">Encapsulates SMAPI's JSON file parsing.</param>
/// <param name="onDisposing">A callback to invoke when the content manager is being disposed.</param>
/// <param name="aggressiveMemoryOptimizations">Whether to enable more aggressive memory optimizations.</param>
/// <param name="relativePathCache">A case-insensitive lookup of relative paths within the <paramref name="rootDirectory"/>.</param>
public ModContentManager(string name, IContentManager gameContentManager, IServiceProvider serviceProvider, string modName, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action<BaseContentManager> onDisposing, bool aggressiveMemoryOptimizations, CaseInsensitivePathLookup relativePathCache)
/// <param name="relativePathLookup">A lookup for relative paths within the <paramref name="rootDirectory"/>.</param>
public ModContentManager(string name, IContentManager gameContentManager, IServiceProvider serviceProvider, string modName, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action<BaseContentManager> onDisposing, bool aggressiveMemoryOptimizations, IFilePathLookup relativePathLookup)
: base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isNamespaced: true, aggressiveMemoryOptimizations: aggressiveMemoryOptimizations)
{
this.GameContentManager = gameContentManager;
this.RelativePathCache = relativePathCache;
this.RelativePathLookup = relativePathLookup;
this.JsonHelper = jsonHelper;
this.ModName = modName;
@ -257,7 +258,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
private FileInfo GetModFile(string path)
{
// map to case-insensitive path if needed
path = this.RelativePathCache.GetFilePath(path);
path = this.RelativePathLookup.GetFilePath(path);
// try exact match
FileInfo file = new(Path.Combine(this.FullRootDirectory, path));

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@ -3,6 +3,7 @@ using System.IO;
using StardewModdingAPI.Framework.ModHelpers;
using StardewModdingAPI.Toolkit.Serialization;
using StardewModdingAPI.Toolkit.Utilities;
using StardewModdingAPI.Toolkit.Utilities.PathLookups;
namespace StardewModdingAPI.Framework
{
@ -15,8 +16,8 @@ namespace StardewModdingAPI.Framework
/// <summary>Encapsulates SMAPI's JSON file parsing.</summary>
private readonly JsonHelper JsonHelper;
/// <summary>A case-insensitive lookup of relative paths within the <see cref="DirectoryPath"/>.</summary>
private readonly CaseInsensitivePathLookup RelativePathCache;
/// <summary>A lookup for relative paths within the <see cref="DirectoryPath"/>.</summary>
private readonly IFilePathLookup RelativePathCache;
/*********
@ -47,8 +48,8 @@ namespace StardewModdingAPI.Framework
/// <param name="content">Provides an API for loading content assets from the content pack's folder.</param>
/// <param name="translation">Provides translations stored in the content pack's <c>i18n</c> folder.</param>
/// <param name="jsonHelper">Encapsulates SMAPI's JSON file parsing.</param>
/// <param name="relativePathCache">A case-insensitive lookup of relative paths within the <paramref name="directoryPath"/>.</param>
public ContentPack(string directoryPath, IManifest manifest, IModContentHelper content, TranslationHelper translation, JsonHelper jsonHelper, CaseInsensitivePathLookup relativePathCache)
/// <param name="relativePathCache">A lookup for relative paths within the <paramref name="directoryPath"/>.</param>
public ContentPack(string directoryPath, IManifest manifest, IModContentHelper content, TranslationHelper translation, JsonHelper jsonHelper, IFilePathLookup relativePathCache)
{
this.DirectoryPath = directoryPath;
this.Manifest = manifest;

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@ -4,7 +4,7 @@ using StardewModdingAPI.Framework.Content;
using StardewModdingAPI.Framework.ContentManagers;
using StardewModdingAPI.Framework.Exceptions;
using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Toolkit.Utilities;
using StardewModdingAPI.Toolkit.Utilities.PathLookups;
namespace StardewModdingAPI.Framework.ModHelpers
{
@ -23,8 +23,8 @@ namespace StardewModdingAPI.Framework.ModHelpers
/// <summary>The friendly mod name for use in errors.</summary>
private readonly string ModName;
/// <summary>A case-insensitive lookup of relative paths within the <see cref="ContentManager.RootDirectory"/>.</summary>
private readonly CaseInsensitivePathLookup RelativePathCache;
/// <summary>A lookup for relative paths within the <see cref="ContentManager.RootDirectory"/>.</summary>
private readonly IFilePathLookup RelativePathLookup;
/// <summary>Simplifies access to private code.</summary>
private readonly Reflector Reflection;
@ -39,9 +39,9 @@ namespace StardewModdingAPI.Framework.ModHelpers
/// <param name="mod">The mod using this instance.</param>
/// <param name="modName">The friendly mod name for use in errors.</param>
/// <param name="gameContentManager">The game content manager used for map tilesheets not provided by the mod.</param>
/// <param name="relativePathCache">A case-insensitive lookup of relative paths within the <paramref name="relativePathCache"/>.</param>
/// <param name="relativePathLookup">A lookup for relative paths within the <paramref name="relativePathLookup"/>.</param>
/// <param name="reflection">Simplifies access to private code.</param>
public ModContentHelper(ContentCoordinator contentCore, string modFolderPath, IModMetadata mod, string modName, IContentManager gameContentManager, CaseInsensitivePathLookup relativePathCache, Reflector reflection)
public ModContentHelper(ContentCoordinator contentCore, string modFolderPath, IModMetadata mod, string modName, IContentManager gameContentManager, IFilePathLookup relativePathLookup, Reflector reflection)
: base(mod)
{
string managedAssetPrefix = contentCore.GetManagedAssetPrefix(mod.Manifest.UniqueID);
@ -49,7 +49,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
this.ContentCore = contentCore;
this.ModContentManager = contentCore.CreateModContentManager(managedAssetPrefix, modName, modFolderPath, gameContentManager);
this.ModName = modName;
this.RelativePathCache = relativePathCache;
this.RelativePathLookup = relativePathLookup;
this.Reflection = reflection;
}
@ -57,7 +57,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
public T Load<T>(string relativePath)
where T : notnull
{
relativePath = this.RelativePathCache.GetAssetName(relativePath);
relativePath = this.RelativePathLookup.GetAssetName(relativePath);
IAssetName assetName = this.ContentCore.ParseAssetName(relativePath, allowLocales: false);
@ -74,7 +74,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
/// <inheritdoc />
public IAssetName GetInternalAssetName(string relativePath)
{
relativePath = this.RelativePathCache.GetAssetName(relativePath);
relativePath = this.RelativePathLookup.GetAssetName(relativePath);
return this.ModContentManager.GetInternalAssetKey(relativePath);
}
@ -86,7 +86,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
throw new ArgumentNullException(nameof(data), "Can't get a patch helper for a null value.");
relativePath = relativePath != null
? this.RelativePathCache.GetAssetName(relativePath)
? this.RelativePathLookup.GetAssetName(relativePath)
: $"temp/{Guid.NewGuid():N}";
return new AssetDataForObject(

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@ -9,6 +9,7 @@ using StardewModdingAPI.Toolkit.Framework.ModScanning;
using StardewModdingAPI.Toolkit.Framework.UpdateData;
using StardewModdingAPI.Toolkit.Serialization.Models;
using StardewModdingAPI.Toolkit.Utilities;
using StardewModdingAPI.Toolkit.Utilities.PathLookups;
namespace StardewModdingAPI.Framework.ModLoading
{
@ -22,10 +23,11 @@ namespace StardewModdingAPI.Framework.ModLoading
/// <param name="toolkit">The mod toolkit.</param>
/// <param name="rootPath">The root path to search for mods.</param>
/// <param name="modDatabase">Handles access to SMAPI's internal mod metadata list.</param>
/// <param name="useCaseInsensitiveFilePaths">Whether to match file paths case-insensitively, even on Linux.</param>
/// <returns>Returns the manifests by relative folder.</returns>
public IEnumerable<IModMetadata> ReadManifests(ModToolkit toolkit, string rootPath, ModDatabase modDatabase)
public IEnumerable<IModMetadata> ReadManifests(ModToolkit toolkit, string rootPath, ModDatabase modDatabase, bool useCaseInsensitiveFilePaths)
{
foreach (ModFolder folder in toolkit.GetModFolders(rootPath))
foreach (ModFolder folder in toolkit.GetModFolders(rootPath, useCaseInsensitiveFilePaths))
{
Manifest? manifest = folder.Manifest;
@ -56,10 +58,11 @@ namespace StardewModdingAPI.Framework.ModLoading
/// <param name="mods">The mod manifests to validate.</param>
/// <param name="apiVersion">The current SMAPI version.</param>
/// <param name="getUpdateUrl">Get an update URL for an update key (if valid).</param>
/// <param name="getFilePathLookup">Get a file path lookup for the given directory.</param>
/// <param name="validateFilesExist">Whether to validate that files referenced in the manifest (like <see cref="IManifest.EntryDll"/>) exist on disk. This can be disabled to only validate the manifest itself.</param>
[SuppressMessage("ReSharper", "ConstantConditionalAccessQualifier", Justification = "Manifest values may be null before they're validated.")]
[SuppressMessage("ReSharper", "ConditionIsAlwaysTrueOrFalse", Justification = "Manifest values may be null before they're validated.")]
public void ValidateManifests(IEnumerable<IModMetadata> mods, ISemanticVersion apiVersion, Func<string, string?> getUpdateUrl, bool validateFilesExist = true)
public void ValidateManifests(IEnumerable<IModMetadata> mods, ISemanticVersion apiVersion, Func<string, string?> getUpdateUrl, Func<string, IFilePathLookup> getFilePathLookup, bool validateFilesExist = true)
{
mods = mods.ToArray();
@ -144,7 +147,8 @@ namespace StardewModdingAPI.Framework.ModLoading
// file doesn't exist
if (validateFilesExist)
{
string fileName = CaseInsensitivePathLookup.GetCachedFor(mod.DirectoryPath).GetFilePath(mod.Manifest.EntryDll!);
IFilePathLookup pathLookup = getFilePathLookup(mod.DirectoryPath);
string fileName = pathLookup.GetFilePath(mod.Manifest.EntryDll!);
if (!File.Exists(Path.Combine(mod.DirectoryPath, fileName)))
{
mod.SetStatus(ModMetadataStatus.Failed, ModFailReason.InvalidManifest, $"its DLL '{mod.Manifest.EntryDll}' doesn't exist.");

View File

@ -23,7 +23,8 @@ namespace StardewModdingAPI.Framework.Models
[nameof(LogNetworkTraffic)] = false,
[nameof(RewriteMods)] = true,
[nameof(AggressiveMemoryOptimizations)] = false,
[nameof(UsePintail)] = true
[nameof(UsePintail)] = true,
[nameof(UseCaseInsensitivePaths)] = false
};
/// <summary>The default values for <see cref="SuppressUpdateChecks"/>, to log changes if different.</summary>
@ -68,6 +69,9 @@ namespace StardewModdingAPI.Framework.Models
/// <summary>Whether to use the experimental Pintail API proxying library, instead of the original proxying built into SMAPI itself.</summary>
public bool UsePintail { get; }
/// <summary>Whether to make SMAPI file APIs case-insensitive, even on Linux.</summary>
public bool UseCaseInsensitivePaths { get; }
/// <summary>Whether SMAPI should log network traffic. Best combined with <see cref="VerboseLogging"/>, which includes network metadata.</summary>
public bool LogNetworkTraffic { get; }
@ -92,10 +96,11 @@ namespace StardewModdingAPI.Framework.Models
/// <param name="rewriteMods">Whether SMAPI should rewrite mods for compatibility.</param>
/// <param name="aggressiveMemoryOptimizations">Whether to enable more aggressive memory optimizations.</param>
/// <param name="usePintail">Whether to use the experimental Pintail API proxying library, instead of the original proxying built into SMAPI itself.</param>
/// <param name="useCaseInsensitivePaths">>Whether to make SMAPI file APIs case-insensitive, even on Linux.</param>
/// <param name="logNetworkTraffic">Whether SMAPI should log network traffic.</param>
/// <param name="consoleColors">The colors to use for text written to the SMAPI console.</param>
/// <param name="suppressUpdateChecks">The mod IDs SMAPI should ignore when performing update checks or validating update keys.</param>
public SConfig(bool developerMode, bool checkForUpdates, bool? paranoidWarnings, bool? useBetaChannel, string gitHubProjectName, string webApiBaseUrl, bool verboseLogging, bool? rewriteMods, bool? aggressiveMemoryOptimizations, bool usePintail, bool logNetworkTraffic, ColorSchemeConfig consoleColors, string[]? suppressUpdateChecks)
public SConfig(bool developerMode, bool checkForUpdates, bool? paranoidWarnings, bool? useBetaChannel, string gitHubProjectName, string webApiBaseUrl, bool verboseLogging, bool? rewriteMods, bool? aggressiveMemoryOptimizations, bool? usePintail, bool? useCaseInsensitivePaths, bool logNetworkTraffic, ColorSchemeConfig consoleColors, string[]? suppressUpdateChecks)
{
this.DeveloperMode = developerMode;
this.CheckForUpdates = checkForUpdates;
@ -106,7 +111,8 @@ namespace StardewModdingAPI.Framework.Models
this.VerboseLogging = verboseLogging;
this.RewriteMods = rewriteMods ?? (bool)SConfig.DefaultValues[nameof(SConfig.RewriteMods)];
this.AggressiveMemoryOptimizations = aggressiveMemoryOptimizations ?? (bool)SConfig.DefaultValues[nameof(SConfig.AggressiveMemoryOptimizations)];
this.UsePintail = usePintail;
this.UsePintail = usePintail ?? (bool)SConfig.DefaultValues[nameof(SConfig.UsePintail)];
this.UseCaseInsensitivePaths = useCaseInsensitivePaths ?? (bool)SConfig.DefaultValues[nameof(SConfig.UseCaseInsensitivePaths)];
this.LogNetworkTraffic = logNetworkTraffic;
this.ConsoleColors = consoleColors;
this.SuppressUpdateChecks = suppressUpdateChecks ?? Array.Empty<string>();

View File

@ -43,6 +43,7 @@ using StardewModdingAPI.Toolkit.Framework.Clients.WebApi;
using StardewModdingAPI.Toolkit.Framework.ModData;
using StardewModdingAPI.Toolkit.Serialization;
using StardewModdingAPI.Toolkit.Utilities;
using StardewModdingAPI.Toolkit.Utilities.PathLookups;
using StardewModdingAPI.Utilities;
using StardewValley;
using StardewValley.Menus;
@ -396,7 +397,7 @@ namespace StardewModdingAPI.Framework
}
// load manifests
IModMetadata[] mods = resolver.ReadManifests(toolkit, this.ModsPath, modDatabase).ToArray();
IModMetadata[] mods = resolver.ReadManifests(toolkit, this.ModsPath, modDatabase, useCaseInsensitiveFilePaths: this.Settings.UseCaseInsensitivePaths).ToArray();
// filter out ignored mods
foreach (IModMetadata mod in mods.Where(p => p.IsIgnored))
@ -404,7 +405,7 @@ namespace StardewModdingAPI.Framework
mods = mods.Where(p => !p.IsIgnored).ToArray();
// load mods
resolver.ValidateManifests(mods, Constants.ApiVersion, toolkit.GetUpdateUrl);
resolver.ValidateManifests(mods, Constants.ApiVersion, toolkit.GetUpdateUrl, getFilePathLookup: this.GetFilePathLookup);
mods = resolver.ProcessDependencies(mods, modDatabase).ToArray();
this.LoadMods(mods, this.Toolkit.JsonHelper, this.ContentCore, modDatabase);
@ -1253,6 +1254,7 @@ namespace StardewModdingAPI.Framework
onAssetLoaded: this.OnAssetLoaded,
onAssetsInvalidated: this.OnAssetsInvalidated,
aggressiveMemoryOptimizations: this.Settings.AggressiveMemoryOptimizations,
getFilePathLookup: this.GetFilePathLookup,
requestAssetOperations: this.RequestAssetOperations
);
if (this.ContentCore.Language != this.Translator.LocaleEnum)
@ -1753,7 +1755,7 @@ namespace StardewModdingAPI.Framework
if (mod.IsContentPack)
{
IMonitor monitor = this.LogManager.GetMonitor(mod.DisplayName);
CaseInsensitivePathLookup relativePathCache = CaseInsensitivePathLookup.GetCachedFor(mod.DirectoryPath);
IFilePathLookup relativePathCache = this.GetFilePathLookup(mod.DirectoryPath);
GameContentHelper gameContentHelper = new(this.ContentCore, mod, mod.DisplayName, monitor, this.Reflection);
IModContentHelper modContentHelper = new ModContentHelper(this.ContentCore, mod.DirectoryPath, mod, mod.DisplayName, gameContentHelper.GetUnderlyingContentManager(), relativePathCache, this.Reflection);
TranslationHelper translationHelper = new(mod, contentCore.GetLocale(), contentCore.Language);
@ -1772,7 +1774,7 @@ namespace StardewModdingAPI.Framework
// get mod info
string assemblyPath = Path.Combine(
mod.DirectoryPath,
CaseInsensitivePathLookup.GetCachedFor(mod.DirectoryPath).GetFilePath(manifest.EntryDll!)
this.GetFilePathLookup(mod.DirectoryPath).GetFilePath(manifest.EntryDll!)
);
// load mod
@ -1838,7 +1840,7 @@ namespace StardewModdingAPI.Framework
{
IMonitor packMonitor = this.LogManager.GetMonitor(packManifest.Name);
CaseInsensitivePathLookup relativePathCache = CaseInsensitivePathLookup.GetCachedFor(packDirPath);
IFilePathLookup relativePathCache = this.GetFilePathLookup(packDirPath);
GameContentHelper gameContentHelper = new(contentCore, mod, packManifest.Name, packMonitor, this.Reflection);
IModContentHelper packContentHelper = new ModContentHelper(contentCore, packDirPath, mod, packManifest.Name, gameContentHelper.GetUnderlyingContentManager(), relativePathCache, this.Reflection);
@ -1852,12 +1854,12 @@ namespace StardewModdingAPI.Framework
IModEvents events = new ModEvents(mod, this.EventManager);
ICommandHelper commandHelper = new CommandHelper(mod, this.CommandManager);
CaseInsensitivePathLookup relativePathCache = CaseInsensitivePathLookup.GetCachedFor(mod.DirectoryPath);
IFilePathLookup relativePathLookup = this.GetFilePathLookup(mod.DirectoryPath);
#pragma warning disable CS0612 // deprecated code
ContentHelper contentHelper = new(contentCore, mod.DirectoryPath, mod, monitor, this.Reflection);
#pragma warning restore CS0612
GameContentHelper gameContentHelper = new(contentCore, mod, mod.DisplayName, monitor, this.Reflection);
IModContentHelper modContentHelper = new ModContentHelper(contentCore, mod.DirectoryPath, mod, mod.DisplayName, gameContentHelper.GetUnderlyingContentManager(), relativePathCache, this.Reflection);
IModContentHelper modContentHelper = new ModContentHelper(contentCore, mod.DirectoryPath, mod, mod.DisplayName, gameContentHelper.GetUnderlyingContentManager(), relativePathLookup, this.Reflection);
IContentPackHelper contentPackHelper = new ContentPackHelper(mod, new Lazy<IContentPack[]>(GetContentPacks), CreateFakeContentPack);
IDataHelper dataHelper = new DataHelper(mod, mod.DirectoryPath, jsonHelper);
IReflectionHelper reflectionHelper = new ReflectionHelper(mod, mod.DisplayName, this.Reflection);
@ -2035,6 +2037,15 @@ namespace StardewModdingAPI.Framework
return translations;
}
/// <summary>Get a file path lookup for the given directory.</summary>
/// <param name="rootDirectory">The root path to scan.</param>
private IFilePathLookup GetFilePathLookup(string rootDirectory)
{
return this.Settings.UseCaseInsensitivePaths
? CaseInsensitivePathLookup.GetCachedFor(rootDirectory)
: MinimalPathLookup.Instance;
}
/// <summary>Get the map display device which applies SMAPI features like tile rotation to loaded maps.</summary>
/// <remarks>This is separate to let mods like PyTK wrap it with their own functionality.</remarks>
private IDisplayDevice GetMapDisplayDevice()

View File

@ -46,6 +46,12 @@ copy all the settings, or you may cause bugs due to overridden changes in future
*/
"AggressiveMemoryOptimizations": false,
/**
* Whether to make SMAPI file APIs case-insensitive, even on Linux.
* This is experimental, and the initial implementation may impact load times.
*/
"UseCaseInsensitivePaths": false,
/**
* Whether to use the experimental Pintail API proxying library, instead of the original
* proxying built into SMAPI itself.