void ProcessUserconfig(IHaveInstalledState currentGame, bool force = true) { var checksum = userconfigProcessor.ProcessUserconfig(Path, currentGame.InstalledState.Directory, Mod.UserConfigChecksum, force); if (checksum != null) { Mod.UserConfigChecksum = checksum; } }
void TryProcessUserconfig(IHaveInstalledState currentGame, bool forceUserconfig) { try { ProcessUserconfig(currentGame, forceUserconfig); } catch (IOException e) { // It is extremly hard to figure out failure with the DirectoryCopy method :S // The Data property has info, but it is probably localized in the OS language. // If Overwrite is true, THhen the exception could be warranted. this.Logger().FormattedWarnException(e); } catch (Exception e) { Tools.InformUserError(null, "Failure during processing of mod userconfig for " + Mod.Name, e); } }
void ProcessUserconfig(IHaveInstalledState currentGame, bool force = true) { var checksum = userconfigProcessor.ProcessUserconfig(Path, currentGame.InstalledState.Directory, Mod.UserConfigChecksum, force); if (checksum != null) Mod.UserConfigChecksum = checksum; }
void TryProcessUserconfig(IHaveInstalledState currentGame, bool forceUserconfig) { try { ProcessUserconfig(currentGame, forceUserconfig); } catch (IOException e) { // It is extremly hard to figure out failure with the DirectoryCopy method :S // The Data property has info, but it is probably localized in the OS language. // If Overwrite is true, THhen the exception could be warranted. this.Logger().FormattedWarnException(e); } catch (Exception e) { UserError.Throw(new InformationalUserError(e, null, "Failure during processing of mod userconfig for " + Mod.Name)); } }
bool BuildMatch(IHaveInstalledState game) => BuildMatch(game.InstalledState.Version);