fix formatting and code style (#636)

This commit is contained in:
Jesse Plamondon-Willard 2019-04-14 21:17:51 -04:00
parent a13af946e2
commit 05bfd33ac4
No known key found for this signature in database
GPG Key ID: CF8B1456B3E29F49
4 changed files with 317 additions and 165 deletions

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@ -13,10 +13,8 @@ using System.Text.RegularExpressions;
using System.Threading;
#if SMAPI_FOR_WINDOWS
using System.Windows.Forms;
#endif
using Newtonsoft.Json;
using StardewModdingAPI.Events;
using StardewModdingAPI.Framework.Events;
using StardewModdingAPI.Framework.Exceptions;
@ -34,15 +32,15 @@ using StardewModdingAPI.Toolkit.Framework.Clients.WebApi;
using StardewModdingAPI.Toolkit.Framework.ModData;
using StardewModdingAPI.Toolkit.Serialisation;
using StardewModdingAPI.Toolkit.Utilities;
using StardewValley;
using Object = StardewValley.Object;
using ThreadState = System.Threading.ThreadState;
namespace StardewModdingAPI.Framework {
namespace StardewModdingAPI.Framework
{
/// <summary>The core class which initialises and manages SMAPI.</summary>
internal class SCore : IDisposable {
internal class SCore : IDisposable
{
/*********
** Fields
*********/
@ -132,7 +130,8 @@ namespace StardewModdingAPI.Framework {
/// <summary>Construct an instance.</summary>
/// <param name="modsPath">The path to search for mods.</param>
/// <param name="writeToConsole">Whether to output log messages to the console.</param>
public SCore(string modsPath, bool writeToConsole) {
public SCore(string modsPath, bool writeToConsole)
{
// init paths
this.VerifyPath(modsPath);
this.VerifyPath(Constants.LogDir);
@ -145,7 +144,8 @@ namespace StardewModdingAPI.Framework {
// init basics
this.Settings = JsonConvert.DeserializeObject<SConfig>(File.ReadAllText(Constants.ApiConfigPath));
this.LogFile = new LogFileManager(logPath);
this.Monitor = new Monitor("SMAPI", this.ConsoleManager, this.LogFile, this.CancellationTokenSource, this.Settings.ColorScheme, this.Settings.VerboseLogging) {
this.Monitor = new Monitor("SMAPI", this.ConsoleManager, this.LogFile, this.CancellationTokenSource, this.Settings.ColorScheme, this.Settings.VerboseLogging)
{
WriteToConsole = writeToConsole,
ShowTraceInConsole = this.Settings.DeveloperMode,
ShowFullStampInConsole = this.Settings.DeveloperMode
@ -167,7 +167,8 @@ namespace StardewModdingAPI.Framework {
// validate platform
#if SMAPI_FOR_WINDOWS
if (Constants.Platform != Platform.Windows) {
if (Constants.Platform != Platform.Windows)
{
this.Monitor.Log("Oops! You're running Windows, but this version of SMAPI is for Linux or Mac. Please reinstall SMAPI to fix this.", LogLevel.Error);
this.PressAnyKeyToExit();
return;
@ -184,9 +185,11 @@ namespace StardewModdingAPI.Framework {
/// <summary>Launch SMAPI.</summary>
[HandleProcessCorruptedStateExceptions, SecurityCritical] // let try..catch handle corrupted state exceptions
public void RunInteractively() {
public void RunInteractively()
{
// initialise SMAPI
try {
try
{
#if !SMAPI_3_0_STRICT
// hook up events
ContentEvents.Init(this.EventManager);
@ -230,7 +233,7 @@ namespace StardewModdingAPI.Framework {
// apply game patches
new GamePatcher(this.Monitor).Apply(
new CheckEventPreconditionErrorPatch(this.MonitorForGame, this.Reflection),
new CheckEventPreconditionErrorPatch(this.MonitorForGame),
new DialogueErrorPatch(this.MonitorForGame, this.Reflection),
new ObjectErrorPatch(),
new LoadForNewGamePatch(this.Reflection, this.GameInstance.OnLoadStageChanged)
@ -240,11 +243,15 @@ namespace StardewModdingAPI.Framework {
new Thread(() =>
{
this.CancellationTokenSource.Token.WaitHandle.WaitOne();
if (this.IsGameRunning) {
try {
if (this.IsGameRunning)
{
try
{
File.WriteAllText(Constants.FatalCrashMarker, string.Empty);
File.Copy(this.LogFile.Path, Constants.FatalCrashLog, overwrite: true);
} catch (Exception ex) {
}
catch (Exception ex)
{
this.Monitor.Log($"SMAPI failed trying to track the crash details: {ex.GetLogSummary()}");
}
@ -259,17 +266,22 @@ namespace StardewModdingAPI.Framework {
this.GameInstance.Window.Title += " [SMAPI 3.0 strict mode]";
Console.Title += " [SMAPI 3.0 strict mode]";
#endif
} catch (Exception ex) {
}
catch (Exception ex)
{
this.Monitor.Log($"SMAPI failed to initialise: {ex.GetLogSummary()}", LogLevel.Error);
this.PressAnyKeyToExit();
return;
}
// check update marker
if (File.Exists(Constants.UpdateMarker)) {
if (File.Exists(Constants.UpdateMarker))
{
string rawUpdateFound = File.ReadAllText(Constants.UpdateMarker);
if (SemanticVersion.TryParse(rawUpdateFound, out ISemanticVersion updateFound)) {
if (Constants.ApiVersion.IsPrerelease() && updateFound.IsNewerThan(Constants.ApiVersion)) {
if (SemanticVersion.TryParse(rawUpdateFound, out ISemanticVersion updateFound))
{
if (Constants.ApiVersion.IsPrerelease() && updateFound.IsNewerThan(Constants.ApiVersion))
{
this.Monitor.Log("A new version of SMAPI was detected last time you played.", LogLevel.Error);
this.Monitor.Log($"You can update to {updateFound}: https://smapi.io.", LogLevel.Error);
this.Monitor.Log("Press any key to continue playing anyway. (This only appears when using a SMAPI beta.)", LogLevel.Info);
@ -280,7 +292,8 @@ namespace StardewModdingAPI.Framework {
}
// show details if game crashed during last session
if (File.Exists(Constants.FatalCrashMarker)) {
if (File.Exists(Constants.FatalCrashMarker))
{
this.Monitor.Log("The game crashed last time you played. That can be due to bugs in the game, but if it happens repeatedly you can ask for help here: https://community.playstarbound.com/threads/108375/.", LogLevel.Error);
this.Monitor.Log("If you ask for help, make sure to share your SMAPI log: https://log.smapi.io.", LogLevel.Error);
this.Monitor.Log("Press any key to delete the crash data and continue playing.", LogLevel.Info);
@ -291,29 +304,38 @@ namespace StardewModdingAPI.Framework {
// start game
this.Monitor.Log("Starting game...", LogLevel.Debug);
try {
try
{
this.IsGameRunning = true;
StardewValley.Program.releaseBuild = true; // game's debug logic interferes with SMAPI opening the game window
this.GameInstance.Run();
} catch (InvalidOperationException ex) when (ex.Source == "Microsoft.Xna.Framework.Xact" && ex.StackTrace.Contains("Microsoft.Xna.Framework.Audio.AudioEngine..ctor")) {
}
catch (InvalidOperationException ex) when (ex.Source == "Microsoft.Xna.Framework.Xact" && ex.StackTrace.Contains("Microsoft.Xna.Framework.Audio.AudioEngine..ctor"))
{
this.Monitor.Log("The game couldn't load audio. Do you have speakers or headphones plugged in?", LogLevel.Error);
this.Monitor.Log($"Technical details: {ex.GetLogSummary()}", LogLevel.Trace);
this.PressAnyKeyToExit();
} catch (FileNotFoundException ex) when (ex.Message == "Could not find file 'C:\\Program Files (x86)\\Steam\\SteamApps\\common\\Stardew Valley\\Content\\XACT\\FarmerSounds.xgs'.") // path in error is hardcoded regardless of install path
}
catch (FileNotFoundException ex) when (ex.Message == "Could not find file 'C:\\Program Files (x86)\\Steam\\SteamApps\\common\\Stardew Valley\\Content\\XACT\\FarmerSounds.xgs'.") // path in error is hardcoded regardless of install path
{
this.Monitor.Log("The game can't find its Content\\XACT\\FarmerSounds.xgs file. You can usually fix this by resetting your content files (see https://smapi.io/troubleshoot#reset-content ), or by uninstalling and reinstalling the game.", LogLevel.Error);
this.Monitor.Log($"Technical details: {ex.GetLogSummary()}", LogLevel.Trace);
this.PressAnyKeyToExit();
} catch (Exception ex) {
}
catch (Exception ex)
{
this.MonitorForGame.Log($"The game failed to launch: {ex.GetLogSummary()}", LogLevel.Error);
this.PressAnyKeyToExit();
} finally {
}
finally
{
this.Dispose();
}
}
/// <summary>Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.</summary>
public void Dispose() {
public void Dispose()
{
// skip if already disposed
if (this.IsDisposed)
return;
@ -321,10 +343,14 @@ namespace StardewModdingAPI.Framework {
this.Monitor.Log("Disposing...", LogLevel.Trace);
// dispose mod data
foreach (IModMetadata mod in this.ModRegistry.GetAll()) {
try {
foreach (IModMetadata mod in this.ModRegistry.GetAll())
{
try
{
(mod.Mod as IDisposable)?.Dispose();
} catch (Exception ex) {
}
catch (Exception ex)
{
mod.LogAsMod($"Mod failed during disposal: {ex.GetLogSummary()}.", LogLevel.Warn);
}
}
@ -346,7 +372,8 @@ namespace StardewModdingAPI.Framework {
** Private methods
*********/
/// <summary>Initialise SMAPI and mods after the game starts.</summary>
private void InitialiseAfterGameStart() {
private void InitialiseAfterGameStart()
{
// add headers
#if SMAPI_3_0_STRICT
this.Monitor.Log($"You're running SMAPI 3.0 strict mode, so most mods won't work correctly. If that wasn't intended, install the normal version of SMAPI from https://smapi.io instead.", LogLevel.Warn);
@ -386,8 +413,10 @@ namespace StardewModdingAPI.Framework {
this.LoadMods(mods, this.Toolkit.JsonHelper, this.ContentCore, modDatabase);
// write metadata file
if (this.Settings.DumpMetadata) {
ModFolderExport export = new ModFolderExport {
if (this.Settings.DumpMetadata)
{
ModFolderExport export = new ModFolderExport
{
Exported = DateTime.UtcNow.ToString("O"),
ApiVersion = Constants.ApiVersion.ToString(),
GameVersion = Constants.GameVersion.ToString(),
@ -400,7 +429,8 @@ namespace StardewModdingAPI.Framework {
// check for updates
this.CheckForUpdatesAsync(mods);
}
if (this.Monitor.IsExiting) {
if (this.Monitor.IsExiting)
{
this.Monitor.Log("SMAPI shutting down: aborting initialisation.", LogLevel.Warn);
return;
}
@ -420,7 +450,8 @@ namespace StardewModdingAPI.Framework {
}
/// <summary>Handle the game changing locale.</summary>
private void OnLocaleChanged() {
private void OnLocaleChanged()
{
// get locale
string locale = this.ContentCore.GetLocale();
LocalizedContentManager.LanguageCode languageCode = this.ContentCore.Language;
@ -432,7 +463,8 @@ namespace StardewModdingAPI.Framework {
/// <summary>Run a loop handling console input.</summary>
[SuppressMessage("ReSharper", "FunctionNeverReturns", Justification = "The thread is aborted when the game exits.")]
private void RunConsoleLoop() {
private void RunConsoleLoop()
{
// prepare console
this.Monitor.Log("Type 'help' for help, or 'help <cmd>' for a command's usage", LogLevel.Info);
this.GameInstance.CommandManager.Add(null, "help", "Lists command documentation.\n\nUsage: help\nLists all available commands.\n\nUsage: help <cmd>\n- cmd: The name of a command whose documentation to display.", this.HandleCommand);
@ -441,7 +473,8 @@ namespace StardewModdingAPI.Framework {
// start handling command line input
Thread inputThread = new Thread(() =>
{
while (true) {
while (true)
{
// get input
string input = Console.ReadLine();
if (string.IsNullOrWhiteSpace(input))
@ -463,7 +496,8 @@ namespace StardewModdingAPI.Framework {
/// <summary>Look for common issues with the game's XNB content, and log warnings if anything looks broken or outdated.</summary>
/// <returns>Returns whether all integrity checks passed.</returns>
private bool ValidateContentIntegrity() {
private bool ValidateContentIntegrity()
{
this.Monitor.Log("Detecting common issues...", LogLevel.Trace);
bool issuesFound = false;
@ -472,9 +506,11 @@ namespace StardewModdingAPI.Framework {
// detect issues
bool hasObjectIssues = false;
void LogIssue(int id, string issue) => this.Monitor.Log($@"Detected issue: item #{id} in Content\Data\ObjectInformation.xnb is invalid ({issue}).", LogLevel.Trace);
foreach (KeyValuePair<int, string> entry in Game1.objectInformation) {
foreach (KeyValuePair<int, string> entry in Game1.objectInformation)
{
// must not be empty
if (string.IsNullOrWhiteSpace(entry.Value)) {
if (string.IsNullOrWhiteSpace(entry.Value))
{
LogIssue(entry.Key, "entry is empty");
hasObjectIssues = true;
continue;
@ -482,16 +518,19 @@ namespace StardewModdingAPI.Framework {
// require core fields
string[] fields = entry.Value.Split('/');
if (fields.Length < Object.objectInfoDescriptionIndex + 1) {
if (fields.Length < Object.objectInfoDescriptionIndex + 1)
{
LogIssue(entry.Key, "too few fields for an object");
hasObjectIssues = true;
continue;
}
// check min length for specific types
switch (fields[Object.objectInfoTypeIndex].Split(new[] { ' ' }, 2)[0]) {
switch (fields[Object.objectInfoTypeIndex].Split(new[] { ' ' }, 2)[0])
{
case "Cooking":
if (fields.Length < Object.objectInfoBuffDurationIndex + 1) {
if (fields.Length < Object.objectInfoBuffDurationIndex + 1)
{
LogIssue(entry.Key, "too few fields for a cooking item");
hasObjectIssues = true;
}
@ -500,7 +539,8 @@ namespace StardewModdingAPI.Framework {
}
// log error
if (hasObjectIssues) {
if (hasObjectIssues)
{
issuesFound = true;
this.Monitor.Log(@"Your Content\Data\ObjectInformation.xnb file seems to be broken or outdated.", LogLevel.Warn);
}
@ -511,7 +551,8 @@ namespace StardewModdingAPI.Framework {
/// <summary>Asynchronously check for a new version of SMAPI and any installed mods, and print alerts to the console if an update is available.</summary>
/// <param name="mods">The mods to include in the update check (if eligible).</param>
private void CheckForUpdatesAsync(IModMetadata[] mods) {
private void CheckForUpdatesAsync(IModMetadata[] mods)
{
if (!this.Settings.CheckForUpdates)
return;
@ -527,23 +568,32 @@ namespace StardewModdingAPI.Framework {
// check SMAPI version
ISemanticVersion updateFound = null;
try {
try
{
ModEntryModel response = client.GetModInfo(new[] { new ModSearchEntryModel("Pathoschild.SMAPI", new[] { $"GitHub:{this.Settings.GitHubProjectName}" }) }).Single().Value;
ISemanticVersion latestStable = response.Main?.Version;
ISemanticVersion latestBeta = response.Optional?.Version;
if (latestStable == null && response.Errors.Any()) {
if (latestStable == null && response.Errors.Any())
{
this.Monitor.Log("Couldn't check for a new version of SMAPI. This won't affect your game, but you may not be notified of new versions if this keeps happening.", LogLevel.Warn);
this.Monitor.Log($"Error: {string.Join("\n", response.Errors)}");
} else if (this.IsValidUpdate(Constants.ApiVersion, latestBeta, this.Settings.UseBetaChannel)) {
}
else if (this.IsValidUpdate(Constants.ApiVersion, latestBeta, this.Settings.UseBetaChannel))
{
updateFound = latestBeta;
this.Monitor.Log($"You can update SMAPI to {latestBeta}: {Constants.HomePageUrl}", LogLevel.Alert);
} else if (this.IsValidUpdate(Constants.ApiVersion, latestStable, this.Settings.UseBetaChannel)) {
}
else if (this.IsValidUpdate(Constants.ApiVersion, latestStable, this.Settings.UseBetaChannel))
{
updateFound = latestStable;
this.Monitor.Log($"You can update SMAPI to {latestStable}: {Constants.HomePageUrl}", LogLevel.Alert);
} else
}
else
this.Monitor.Log(" SMAPI okay.", LogLevel.Trace);
} catch (Exception ex) {
}
catch (Exception ex)
{
this.Monitor.Log("Couldn't check for a new version of SMAPI. This won't affect your game, but you won't be notified of new versions if this keeps happening.", LogLevel.Warn);
this.Monitor.Log(ex is WebException && ex.InnerException == null
? $"Error: {ex.Message}"
@ -556,13 +606,16 @@ namespace StardewModdingAPI.Framework {
File.WriteAllText(Constants.UpdateMarker, updateFound.ToString());
// check mod versions
if (mods.Any()) {
try {
if (mods.Any())
{
try
{
HashSet<string> suppressUpdateChecks = new HashSet<string>(this.Settings.SuppressUpdateChecks, StringComparer.InvariantCultureIgnoreCase);
// prepare search model
List<ModSearchEntryModel> searchMods = new List<ModSearchEntryModel>();
foreach (IModMetadata mod in mods) {
foreach (IModMetadata mod in mods)
{
if (!mod.HasID() || suppressUpdateChecks.Contains(mod.Manifest.UniqueID))
continue;
@ -580,14 +633,16 @@ namespace StardewModdingAPI.Framework {
// extract update alerts & errors
var updates = new List<Tuple<IModMetadata, ISemanticVersion, string>>();
var errors = new StringBuilder();
foreach (IModMetadata mod in mods.OrderBy(p => p.DisplayName)) {
foreach (IModMetadata mod in mods.OrderBy(p => p.DisplayName))
{
// link to update-check data
if (!mod.HasID() || !results.TryGetValue(mod.Manifest.UniqueID, out ModEntryModel result))
continue;
mod.SetUpdateData(result);
// handle errors
if (result.Errors != null && result.Errors.Any()) {
if (result.Errors != null && result.Errors.Any())
{
errors.AppendLine(result.Errors.Length == 1
? $" {mod.DisplayName}: {result.Errors[0]}"
: $" {mod.DisplayName}:\n - {string.Join("\n - ", result.Errors)}"
@ -615,18 +670,23 @@ namespace StardewModdingAPI.Framework {
this.Monitor.Log("Got update-check errors for some mods:\n" + errors.ToString().TrimEnd(), LogLevel.Trace);
// show update alerts
if (updates.Any()) {
if (updates.Any())
{
this.Monitor.Newline();
this.Monitor.Log($"You can update {updates.Count} mod{(updates.Count != 1 ? "s" : "")}:", LogLevel.Alert);
foreach (var entry in updates) {
foreach (var entry in updates)
{
IModMetadata mod = entry.Item1;
ISemanticVersion newVersion = entry.Item2;
string newUrl = entry.Item3;
this.Monitor.Log($" {mod.DisplayName} {newVersion}: {newUrl}", LogLevel.Alert);
}
} else
}
else
this.Monitor.Log(" All mods up to date.", LogLevel.Trace);
} catch (Exception ex) {
}
catch (Exception ex)
{
this.Monitor.Log("Couldn't check for new mod versions. This won't affect your game, but you won't be notified of mod updates if this keeps happening.", LogLevel.Warn);
this.Monitor.Log(ex is WebException && ex.InnerException == null
? ex.Message
@ -641,7 +701,8 @@ namespace StardewModdingAPI.Framework {
/// <param name="currentVersion">The current semantic version.</param>
/// <param name="newVersion">The target semantic version.</param>
/// <param name="useBetaChannel">Whether the user enabled the beta channel and should be offered pre-release updates.</param>
private bool IsValidUpdate(ISemanticVersion currentVersion, ISemanticVersion newVersion, bool useBetaChannel) {
private bool IsValidUpdate(ISemanticVersion currentVersion, ISemanticVersion newVersion, bool useBetaChannel)
{
return
newVersion != null
&& newVersion.IsNewerThan(currentVersion)
@ -650,11 +711,15 @@ namespace StardewModdingAPI.Framework {
/// <summary>Create a directory path if it doesn't exist.</summary>
/// <param name="path">The directory path.</param>
private void VerifyPath(string path) {
try {
private void VerifyPath(string path)
{
try
{
if (!Directory.Exists(path))
Directory.CreateDirectory(path);
} catch (Exception ex) {
}
catch (Exception ex)
{
// note: this happens before this.Monitor is initialised
Console.WriteLine($"Couldn't create a path: {path}\n\n{ex.GetLogSummary()}");
}
@ -665,23 +730,27 @@ namespace StardewModdingAPI.Framework {
/// <param name="jsonHelper">The JSON helper with which to read mods' JSON files.</param>
/// <param name="contentCore">The content manager to use for mod content.</param>
/// <param name="modDatabase">Handles access to SMAPI's internal mod metadata list.</param>
private void LoadMods(IModMetadata[] mods, JsonHelper jsonHelper, ContentCoordinator contentCore, ModDatabase modDatabase) {
private void LoadMods(IModMetadata[] mods, JsonHelper jsonHelper, ContentCoordinator contentCore, ModDatabase modDatabase)
{
this.Monitor.Log("Loading mods...", LogLevel.Trace);
// load mods
IDictionary<IModMetadata, Tuple<string, string>> skippedMods = new Dictionary<IModMetadata, Tuple<string, string>>();
using (AssemblyLoader modAssemblyLoader = new AssemblyLoader(Constants.Platform, this.Monitor, this.Settings.ParanoidWarnings)) {
using (AssemblyLoader modAssemblyLoader = new AssemblyLoader(Constants.Platform, this.Monitor, this.Settings.ParanoidWarnings))
{
// init
HashSet<string> suppressUpdateChecks = new HashSet<string>(this.Settings.SuppressUpdateChecks, StringComparer.InvariantCultureIgnoreCase);
InterfaceProxyFactory proxyFactory = new InterfaceProxyFactory();
void LogSkip(IModMetadata mod, string errorPhrase, string errorDetails) {
void LogSkip(IModMetadata mod, string errorPhrase, string errorDetails)
{
skippedMods[mod] = Tuple.Create(errorPhrase, errorDetails);
if (mod.Status != ModMetadataStatus.Failed)
mod.SetStatus(ModMetadataStatus.Failed, errorPhrase);
}
// load mods
foreach (IModMetadata contentPack in mods) {
foreach (IModMetadata contentPack in mods)
{
if (!this.TryLoadMod(contentPack, mods, modAssemblyLoader, proxyFactory, jsonHelper, contentCore, modDatabase, suppressUpdateChecks, out string errorPhrase, out string errorDetails))
LogSkip(contentPack, errorPhrase, errorDetails);
}
@ -694,7 +763,8 @@ namespace StardewModdingAPI.Framework {
// log loaded mods
this.Monitor.Log($"Loaded {loadedMods.Length} mods" + (loadedMods.Length > 0 ? ":" : "."), LogLevel.Info);
foreach (IModMetadata metadata in loadedMods.OrderBy(p => p.DisplayName)) {
foreach (IModMetadata metadata in loadedMods.OrderBy(p => p.DisplayName))
{
IManifest manifest = metadata.Manifest;
this.Monitor.Log(
$" {metadata.DisplayName} {manifest.Version}"
@ -706,11 +776,13 @@ namespace StardewModdingAPI.Framework {
this.Monitor.Newline();
// log loaded content packs
if (loadedContentPacks.Any()) {
if (loadedContentPacks.Any())
{
string GetModDisplayName(string id) => loadedMods.FirstOrDefault(p => p.HasID(id))?.DisplayName;
this.Monitor.Log($"Loaded {loadedContentPacks.Length} content packs:", LogLevel.Info);
foreach (IModMetadata metadata in loadedContentPacks.OrderBy(p => p.DisplayName)) {
foreach (IModMetadata metadata in loadedContentPacks.OrderBy(p => p.DisplayName))
{
IManifest manifest = metadata.Manifest;
this.Monitor.Log(
$" {metadata.DisplayName} {manifest.Version}"
@ -730,9 +802,11 @@ namespace StardewModdingAPI.Framework {
this.ReloadTranslations(loadedMods);
// initialise loaded non-content-pack mods
foreach (IModMetadata metadata in loadedMods) {
foreach (IModMetadata metadata in loadedMods)
{
// add interceptors
if (metadata.Mod.Helper.Content is ContentHelper helper) {
if (metadata.Mod.Helper.Content is ContentHelper helper)
{
// ReSharper disable SuspiciousTypeConversion.Global
if (metadata.Mod is IAssetEditor editor)
helper.ObservableAssetEditors.Add(editor);
@ -745,17 +819,22 @@ namespace StardewModdingAPI.Framework {
}
// call entry method
try {
try
{
IMod mod = metadata.Mod;
mod.Entry(mod.Helper);
} catch (Exception ex) {
}
catch (Exception ex)
{
metadata.LogAsMod($"Mod crashed on entry and might not work correctly. Technical details:\n{ex.GetLogSummary()}", LogLevel.Error);
}
// get mod API
try {
try
{
object api = metadata.Mod.GetApi();
if (api != null && !api.GetType().IsPublic) {
if (api != null && !api.GetType().IsPublic)
{
api = null;
this.Monitor.Log($"{metadata.DisplayName} provides an API instance with a non-public type. This isn't currently supported, so the API won't be available to other mods.", LogLevel.Warn);
}
@ -763,25 +842,31 @@ namespace StardewModdingAPI.Framework {
if (api != null)
this.Monitor.Log($" Found mod-provided API ({api.GetType().FullName}).", LogLevel.Trace);
metadata.SetApi(api);
} catch (Exception ex) {
}
catch (Exception ex)
{
this.Monitor.Log($"Failed loading mod-provided API for {metadata.DisplayName}. Integrations with other mods may not work. Error: {ex.GetLogSummary()}", LogLevel.Error);
}
}
// invalidate cache entries when needed
// (These listeners are registered after Entry to avoid repeatedly reloading assets as mods initialise.)
foreach (IModMetadata metadata in loadedMods) {
if (metadata.Mod.Helper.Content is ContentHelper helper) {
foreach (IModMetadata metadata in loadedMods)
{
if (metadata.Mod.Helper.Content is ContentHelper helper)
{
helper.ObservableAssetEditors.CollectionChanged += (sender, e) =>
{
if (e.NewItems?.Count > 0) {
if (e.NewItems?.Count > 0)
{
this.Monitor.Log("Invalidating cache entries for new asset editors...", LogLevel.Trace);
this.ContentCore.InvalidateCacheFor(e.NewItems.Cast<IAssetEditor>().ToArray(), new IAssetLoader[0]);
}
};
helper.ObservableAssetLoaders.CollectionChanged += (sender, e) =>
{
if (e.NewItems?.Count > 0) {
if (e.NewItems?.Count > 0)
{
this.Monitor.Log("Invalidating cache entries for new asset loaders...", LogLevel.Trace);
this.ContentCore.InvalidateCacheFor(new IAssetEditor[0], e.NewItems.Cast<IAssetLoader>().ToArray());
}
@ -792,7 +877,8 @@ namespace StardewModdingAPI.Framework {
// reset cache now if any editors or loaders were added during entry
IAssetEditor[] editors = loadedMods.SelectMany(p => p.Mod.Helper.Content.AssetEditors).ToArray();
IAssetLoader[] loaders = loadedMods.SelectMany(p => p.Mod.Helper.Content.AssetLoaders).ToArray();
if (editors.Any() || loaders.Any()) {
if (editors.Any() || loaders.Any())
{
this.Monitor.Log("Invalidating cached assets for new editors & loaders...", LogLevel.Trace);
this.ContentCore.InvalidateCacheFor(editors, loaders);
}
@ -813,7 +899,8 @@ namespace StardewModdingAPI.Framework {
/// <param name="errorReasonPhrase">The user-facing reason phrase explaining why the mod couldn't be loaded (if applicable).</param>
/// <param name="errorDetails">More detailed details about the error intended for developers (if any).</param>
/// <returns>Returns whether the mod was successfully loaded.</returns>
private bool TryLoadMod(IModMetadata mod, IModMetadata[] mods, AssemblyLoader assemblyLoader, InterfaceProxyFactory proxyFactory, JsonHelper jsonHelper, ContentCoordinator contentCore, ModDatabase modDatabase, HashSet<string> suppressUpdateChecks, out string errorReasonPhrase, out string errorDetails) {
private bool TryLoadMod(IModMetadata mod, IModMetadata[] mods, AssemblyLoader assemblyLoader, InterfaceProxyFactory proxyFactory, JsonHelper jsonHelper, ContentCoordinator contentCore, ModDatabase modDatabase, HashSet<string> suppressUpdateChecks, out string errorReasonPhrase, out string errorDetails)
{
errorDetails = null;
// log entry
@ -832,7 +919,8 @@ namespace StardewModdingAPI.Framework {
mod.SetWarning(ModWarning.NoUpdateKeys);
// validate status
if (mod.Status == ModMetadataStatus.Failed) {
if (mod.Status == ModMetadataStatus.Failed)
{
this.Monitor.Log($" Failed: {mod.Error}", LogLevel.Trace);
errorReasonPhrase = mod.Error;
return false;
@ -848,9 +936,12 @@ namespace StardewModdingAPI.Framework {
// validate dependencies
// Although dependences are validated before mods are loaded, a dependency may have failed to load.
if (mod.Manifest.Dependencies?.Any() == true) {
foreach (IManifestDependency dependency in mod.Manifest.Dependencies.Where(p => p.IsRequired)) {
if (this.ModRegistry.Get(dependency.UniqueID) == null) {
if (mod.Manifest.Dependencies?.Any() == true)
{
foreach (IManifestDependency dependency in mod.Manifest.Dependencies.Where(p => p.IsRequired))
{
if (this.ModRegistry.Get(dependency.UniqueID) == null)
{
string dependencyName = mods
.FirstOrDefault(otherMod => otherMod.HasID(dependency.UniqueID))
?.DisplayName ?? dependency.UniqueID;
@ -861,7 +952,8 @@ namespace StardewModdingAPI.Framework {
}
// load as content pack
if (mod.IsContentPack) {
if (mod.IsContentPack)
{
IManifest manifest = mod.Manifest;
IMonitor monitor = this.GetSecondaryMonitor(mod.DisplayName);
IContentHelper contentHelper = new ContentHelper(this.ContentCore, mod.DirectoryPath, manifest.UniqueID, mod.DisplayName, monitor);
@ -874,7 +966,8 @@ namespace StardewModdingAPI.Framework {
}
// load as mod
else {
else
{
IManifest manifest = mod.Manifest;
// load mod
@ -882,31 +975,39 @@ namespace StardewModdingAPI.Framework {
? Path.Combine(mod.DirectoryPath, manifest.EntryDll)
: null;
Assembly modAssembly;
try {
try
{
modAssembly = assemblyLoader.Load(mod, assemblyPath, assumeCompatible: mod.DataRecord?.Status == ModStatus.AssumeCompatible);
this.ModRegistry.TrackAssemblies(mod, modAssembly);
} catch (IncompatibleInstructionException) // details already in trace logs
}
catch (IncompatibleInstructionException) // details already in trace logs
{
string[] updateUrls = new[] { modDatabase.GetModPageUrlFor(manifest.UniqueID), "https://mods.smapi.io" }.Where(p => p != null).ToArray();
errorReasonPhrase = $"it's no longer compatible. Please check for a new version at {string.Join(" or ", updateUrls)}";
return false;
} catch (SAssemblyLoadFailedException ex) {
}
catch (SAssemblyLoadFailedException ex)
{
errorReasonPhrase = $"it DLL couldn't be loaded: {ex.Message}";
return false;
} catch (Exception ex) {
}
catch (Exception ex)
{
errorReasonPhrase = "its DLL couldn't be loaded.";
errorDetails = $"Error: {ex.GetLogSummary()}";
return false;
}
// initialise mod
try {
try
{
// get mod instance
if (!this.TryLoadModEntry(modAssembly, out Mod modEntry, out errorReasonPhrase))
return false;
// get content packs
IContentPack[] GetContentPacks() {
IContentPack[] GetContentPacks()
{
if (!this.ModRegistry.AreAllModsLoaded)
throw new InvalidOperationException("Can't access content packs before SMAPI finishes loading mods.");
@ -931,7 +1032,8 @@ namespace StardewModdingAPI.Framework {
IMultiplayerHelper multiplayerHelper = new MultiplayerHelper(manifest.UniqueID, this.GameInstance.Multiplayer);
ITranslationHelper translationHelper = new TranslationHelper(manifest.UniqueID, manifest.Name, contentCore.GetLocale(), contentCore.Language);
IContentPack CreateFakeContentPack(string packDirPath, IManifest packManifest) {
IContentPack CreateFakeContentPack(string packDirPath, IManifest packManifest)
{
IMonitor packMonitor = this.GetSecondaryMonitor(packManifest.Name);
IContentHelper packContentHelper = new ContentHelper(contentCore, packDirPath, packManifest.UniqueID, packManifest.Name, packMonitor);
return new ContentPack(packDirPath, packManifest, packContentHelper, this.Toolkit.JsonHelper);
@ -949,7 +1051,9 @@ namespace StardewModdingAPI.Framework {
mod.SetMod(modEntry);
this.ModRegistry.Add(mod);
return true;
} catch (Exception ex) {
}
catch (Exception ex)
{
errorReasonPhrase = $"initialisation failed:\n{ex.GetLogSummary()}";
return false;
}
@ -959,7 +1063,8 @@ namespace StardewModdingAPI.Framework {
/// <summary>Write a summary of mod warnings to the console and log.</summary>
/// <param name="mods">The loaded mods.</param>
/// <param name="skippedMods">The mods which were skipped, along with the friendly and developer reasons.</param>
private void LogModWarnings(IModMetadata[] mods, IDictionary<IModMetadata, Tuple<string, string>> skippedMods) {
private void LogModWarnings(IModMetadata[] mods, IDictionary<IModMetadata, Tuple<string, string>> skippedMods)
{
// get mods with warnings
IModMetadata[] modsWithWarnings = mods.Where(p => p.Warnings != ModWarning.None).ToArray();
if (!modsWithWarnings.Any() && !skippedMods.Any())
@ -972,14 +1077,16 @@ namespace StardewModdingAPI.Framework {
}
// log skipped mods
if (skippedMods.Any()) {
if (skippedMods.Any())
{
this.Monitor.Log(" Skipped mods", LogLevel.Error);
this.Monitor.Log(" " + "".PadRight(50, '-'), LogLevel.Error);
this.Monitor.Log(" These mods could not be added to your game.", LogLevel.Error);
this.Monitor.Newline();
HashSet<string> logged = new HashSet<string>();
foreach (var pair in skippedMods.OrderBy(p => p.Key.DisplayName)) {
foreach (var pair in skippedMods.OrderBy(p => p.Key.DisplayName))
{
IModMetadata mod = pair.Key;
string errorReason = pair.Value.Item1;
string errorDetails = pair.Value.Item2;
@ -996,9 +1103,11 @@ namespace StardewModdingAPI.Framework {
}
// log warnings
if (modsWithWarnings.Any()) {
if (modsWithWarnings.Any())
{
// issue block format logic
void LogWarningGroup(ModWarning warning, LogLevel logLevel, string heading, params string[] blurb) {
void LogWarningGroup(ModWarning warning, LogLevel logLevel, string heading, params string[] blurb)
{
IModMetadata[] matches = modsWithWarnings
.Where(mod => mod.HasUnsuppressWarning(warning))
.ToArray();
@ -1024,7 +1133,8 @@ namespace StardewModdingAPI.Framework {
"These mods change the save serialiser. They may corrupt your save files, or make them unusable if",
"you uninstall these mods."
);
if (this.Settings.ParanoidWarnings) {
if (this.Settings.ParanoidWarnings)
{
LogWarningGroup(ModWarning.AccessesFilesystem, LogLevel.Warn, "Accesses filesystem directly",
"These mods directly access the filesystem, and you enabled paranoid warnings. (Note that this may be",
"legitimate and innocent usage; this warning is meaningless without further investigation.)"
@ -1057,23 +1167,27 @@ namespace StardewModdingAPI.Framework {
/// <param name="mod">The loaded instance.</param>
/// <param name="error">The error indicating why loading failed (if applicable).</param>
/// <returns>Returns whether the mod entry class was successfully loaded.</returns>
private bool TryLoadModEntry(Assembly modAssembly, out Mod mod, out string error) {
private bool TryLoadModEntry(Assembly modAssembly, out Mod mod, out string error)
{
mod = null;
// find type
TypeInfo[] modEntries = modAssembly.DefinedTypes.Where(type => typeof(Mod).IsAssignableFrom(type) && !type.IsAbstract).Take(2).ToArray();
if (modEntries.Length == 0) {
if (modEntries.Length == 0)
{
error = $"its DLL has no '{nameof(Mod)}' subclass.";
return false;
}
if (modEntries.Length > 1) {
if (modEntries.Length > 1)
{
error = $"its DLL contains multiple '{nameof(Mod)}' subclasses.";
return false;
}
// get implementation
mod = (Mod)modAssembly.CreateInstance(modEntries[0].ToString());
if (mod == null) {
if (mod == null)
{
error = "its entry class couldn't be instantiated.";
return false;
}
@ -1084,33 +1198,42 @@ namespace StardewModdingAPI.Framework {
/// <summary>Reload translations for all mods.</summary>
/// <param name="mods">The mods for which to reload translations.</param>
private void ReloadTranslations(IEnumerable<IModMetadata> mods) {
private void ReloadTranslations(IEnumerable<IModMetadata> mods)
{
JsonHelper jsonHelper = this.Toolkit.JsonHelper;
foreach (IModMetadata metadata in mods) {
foreach (IModMetadata metadata in mods)
{
if (metadata.IsContentPack)
throw new InvalidOperationException("Can't reload translations for a content pack.");
// read translation files
IDictionary<string, IDictionary<string, string>> translations = new Dictionary<string, IDictionary<string, string>>();
DirectoryInfo translationsDir = new DirectoryInfo(Path.Combine(metadata.DirectoryPath, "i18n"));
if (translationsDir.Exists) {
foreach (FileInfo file in translationsDir.EnumerateFiles("*.json")) {
if (translationsDir.Exists)
{
foreach (FileInfo file in translationsDir.EnumerateFiles("*.json"))
{
string locale = Path.GetFileNameWithoutExtension(file.Name.ToLower().Trim());
try {
try
{
if (jsonHelper.ReadJsonFileIfExists(file.FullName, out IDictionary<string, string> data))
translations[locale] = data;
else
metadata.LogAsMod($"Mod's i18n/{locale}.json file couldn't be parsed.", LogLevel.Warn);
} catch (Exception ex) {
}
catch (Exception ex)
{
metadata.LogAsMod($"Mod's i18n/{locale}.json file couldn't be parsed: {ex.GetLogSummary()}", LogLevel.Warn);
}
}
}
// validate translations
foreach (string locale in translations.Keys.ToArray()) {
foreach (string locale in translations.Keys.ToArray())
{
// skip empty files
if (translations[locale] == null || !translations[locale].Keys.Any()) {
if (translations[locale] == null || !translations[locale].Keys.Any())
{
metadata.LogAsMod($"Mod's i18n/{locale}.json is empty and will be ignored.", LogLevel.Warn);
translations.Remove(locale);
continue;
@ -1119,8 +1242,10 @@ namespace StardewModdingAPI.Framework {
// handle duplicates
HashSet<string> keys = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
HashSet<string> duplicateKeys = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
foreach (string key in translations[locale].Keys.ToArray()) {
if (!keys.Add(key)) {
foreach (string key in translations[locale].Keys.ToArray())
{
if (!keys.Add(key))
{
duplicateKeys.Add(key);
translations[locale].Remove(key);
}
@ -1138,19 +1263,25 @@ namespace StardewModdingAPI.Framework {
/// <summary>The method called when the user submits a core SMAPI command in the console.</summary>
/// <param name="name">The command name.</param>
/// <param name="arguments">The command arguments.</param>
private void HandleCommand(string name, string[] arguments) {
switch (name) {
private void HandleCommand(string name, string[] arguments)
{
switch (name)
{
case "help":
if (arguments.Any()) {
if (arguments.Any())
{
Command result = this.GameInstance.CommandManager.Get(arguments[0]);
if (result == null)
this.Monitor.Log("There's no command with that name.", LogLevel.Error);
else
this.Monitor.Log($"{result.Name}: {result.Documentation}{(result.Mod != null ? $"\n(Added by {result.Mod.DisplayName}.)" : "")}", LogLevel.Info);
} else {
}
else
{
string message = "The following commands are registered:\n";
IGrouping<string, string>[] groups = (from command in this.GameInstance.CommandManager.GetAll() orderby command.Mod?.DisplayName, command.Name group command.Name by command.Mod?.DisplayName).ToArray();
foreach (var group in groups) {
foreach (var group in groups)
{
string modName = group.Key ?? "SMAPI";
string[] commandNames = group.ToArray();
message += $"{modName}:\n {string.Join("\n ", commandNames)}\n\n";
@ -1174,7 +1305,8 @@ namespace StardewModdingAPI.Framework {
/// <summary>Redirect messages logged directly to the console to the given monitor.</summary>
/// <param name="gameMonitor">The monitor with which to log messages as the game.</param>
/// <param name="message">The message to log.</param>
private void HandleConsoleMessage(IMonitor gameMonitor, string message) {
private void HandleConsoleMessage(IMonitor gameMonitor, string message)
{
// detect exception
LogLevel level = message.Contains("Exception") ? LogLevel.Error : LogLevel.Trace;
@ -1183,8 +1315,10 @@ namespace StardewModdingAPI.Framework {
return;
// show friendly error if applicable
foreach (var entry in this.ReplaceConsolePatterns) {
if (entry.Item1.IsMatch(message)) {
foreach (var entry in this.ReplaceConsolePatterns)
{
if (entry.Item1.IsMatch(message))
{
this.Monitor.Log(entry.Item2, entry.Item3);
gameMonitor.Log(message, LogLevel.Trace);
return;
@ -1196,14 +1330,16 @@ namespace StardewModdingAPI.Framework {
}
/// <summary>Show a 'press any key to exit' message, and exit when they press a key.</summary>
private void PressAnyKeyToExit() {
private void PressAnyKeyToExit()
{
this.Monitor.Log("Game has ended. Press any key to exit.", LogLevel.Info);
this.PressAnyKeyToExit(showMessage: false);
}
/// <summary>Show a 'press any key to exit' message, and exit when they press a key.</summary>
/// <param name="showMessage">Whether to print a 'press any key to exit' message to the console.</param>
private void PressAnyKeyToExit(bool showMessage) {
private void PressAnyKeyToExit(bool showMessage)
{
if (showMessage)
Console.WriteLine("Game has ended. Press any key to exit.");
Thread.Sleep(100);
@ -1213,8 +1349,10 @@ namespace StardewModdingAPI.Framework {
/// <summary>Get a monitor instance derived from SMAPI's current settings.</summary>
/// <param name="name">The name of the module which will log messages with this instance.</param>
private Monitor GetSecondaryMonitor(string name) {
return new Monitor(name, this.ConsoleManager, this.LogFile, this.CancellationTokenSource, this.Settings.ColorScheme, this.Settings.VerboseLogging) {
private Monitor GetSecondaryMonitor(string name)
{
return new Monitor(name, this.ConsoleManager, this.LogFile, this.CancellationTokenSource, this.Settings.ColorScheme, this.Settings.VerboseLogging)
{
WriteToConsole = this.Monitor.WriteToConsole,
ShowTraceInConsole = this.Settings.DeveloperMode,
ShowFullStampInConsole = this.Settings.DeveloperMode
@ -1222,7 +1360,8 @@ namespace StardewModdingAPI.Framework {
}
/// <summary>Get the absolute path to the next available log file.</summary>
private string GetLogPath() {
private string GetLogPath()
{
// default path
{
FileInfo defaultFile = new FileInfo(Path.Combine(Constants.LogDir, $"{Constants.LogFilename}.{Constants.LogExtension}"));
@ -1231,7 +1370,8 @@ namespace StardewModdingAPI.Framework {
}
// get first disambiguated path
for (int i = 2; i < int.MaxValue; i++) {
for (int i = 2; i < int.MaxValue; i++)
{
FileInfo file = new FileInfo(Path.Combine(Constants.LogDir, $"{Constants.LogFilename}.player-{i}.{Constants.LogExtension}"));
if (!file.Exists)
return file.FullName;
@ -1242,12 +1382,14 @@ namespace StardewModdingAPI.Framework {
}
/// <summary>Delete normal (non-crash) log files created by SMAPI.</summary>
private void PurgeNormalLogs() {
private void PurgeNormalLogs()
{
DirectoryInfo logsDir = new DirectoryInfo(Constants.LogDir);
if (!logsDir.Exists)
return;
foreach (FileInfo logFile in logsDir.EnumerateFiles()) {
foreach (FileInfo logFile in logsDir.EnumerateFiles())
{
// skip non-SMAPI file
if (!logFile.Name.StartsWith(Constants.LogNamePrefix, StringComparison.InvariantCultureIgnoreCase))
continue;
@ -1257,9 +1399,12 @@ namespace StardewModdingAPI.Framework {
continue;
// delete file
try {
try
{
FileUtilities.ForceDelete(logFile);
} catch (IOException) {
}
catch (IOException)
{
// ignore file if it's in use
}
}

View File

@ -1,26 +1,25 @@
using System.Diagnostics.CodeAnalysis;
using System.Reflection;
using Harmony;
using StardewModdingAPI.Framework.Patching;
using StardewModdingAPI.Framework.Reflection;
using StardewValley;
namespace StardewModdingAPI.Patches {
namespace StardewModdingAPI.Patches
{
/// <summary>A Harmony patch for the <see cref="Dialogue"/> constructor which intercepts invalid dialogue lines and logs an error instead of crashing.</summary>
internal class CheckEventPreconditionErrorPatch : IHarmonyPatch {
internal class CheckEventPreconditionErrorPatch : IHarmonyPatch
{
/*********
** Private methods
** Fields
*********/
/// <summary>Writes messages to the console and log file on behalf of the game.</summary>
private static IMonitor MonitorForGame;
/// <summary>Local variable to store the original method.</summary>
private static MethodInfo originalMethod;
/// <summary>Local variable to check if the method was already arbitrated.</summary>
private static bool isArbitrated;
/// <summary>The method being wrapped.</summary>
private static MethodInfo OriginalMethod;
/// <summary>Whether the method is currently being intercepted.</summary>
private static bool IsArbitrated;
/*********
@ -35,19 +34,20 @@ namespace StardewModdingAPI.Patches {
*********/
/// <summary>Construct an instance.</summary>
/// <param name="monitorForGame">Writes messages to the console and log file on behalf of the game.</param>
/// <param name="reflector">Simplifies access to private code.</param>
public CheckEventPreconditionErrorPatch(IMonitor monitorForGame, Reflector reflector) {
public CheckEventPreconditionErrorPatch(IMonitor monitorForGame)
{
CheckEventPreconditionErrorPatch.MonitorForGame = monitorForGame;
}
/// <summary>Apply the Harmony patch.</summary>
/// <param name="harmony">The Harmony instance.</param>
public void Apply(HarmonyInstance harmony) {
originalMethod = AccessTools.Method(typeof(GameLocation), "checkEventPrecondition");
harmony.Patch(originalMethod, new HarmonyMethod(AccessTools.Method(this.GetType(), "Prefix")));
public void Apply(HarmonyInstance harmony)
{
CheckEventPreconditionErrorPatch.OriginalMethod = AccessTools.Method(typeof(GameLocation), "checkEventPrecondition");
harmony.Patch(CheckEventPreconditionErrorPatch.OriginalMethod, new HarmonyMethod(AccessTools.Method(this.GetType(), nameof(CheckEventPreconditionErrorPatch.Prefix))));
}
/*********
** Private methods
*********/
@ -58,16 +58,23 @@ namespace StardewModdingAPI.Patches {
/// <returns>Returns whether to execute the original method.</returns>
/// <remarks>This method must be static for Harmony to work correctly. See the Harmony documentation before renaming arguments.</remarks>
[SuppressMessage("ReSharper", "InconsistentNaming", Justification = "Argument names are defined by Harmony.")]
private static bool Prefix(GameLocation __instance, ref int __result, string precondition) {
if (isArbitrated) {
isArbitrated = false;
private static bool Prefix(GameLocation __instance, ref int __result, string precondition)
{
if (CheckEventPreconditionErrorPatch.IsArbitrated)
{
CheckEventPreconditionErrorPatch.IsArbitrated = false;
return true;
} else {
isArbitrated = true;
try {
object _ = originalMethod.Invoke(__instance, new object[] { precondition });
__result = _ is null ? -1 : (int)_;
} catch (System.Exception ex) {
}
else
{
CheckEventPreconditionErrorPatch.IsArbitrated = true;
try
{
object isValid = CheckEventPreconditionErrorPatch.OriginalMethod.Invoke(__instance, new object[] { precondition });
__result = isValid is null ? -1 : (int)isValid;
}
catch (System.Exception ex)
{
__result = -1;
CheckEventPreconditionErrorPatch.MonitorForGame.Log($"Failed parsing event info. Event precondition: {precondition}\n{ex}", LogLevel.Error);
}

View File

@ -13,7 +13,7 @@ namespace StardewModdingAPI.Patches
internal class DialogueErrorPatch : IHarmonyPatch
{
/*********
** Private methods
** Fields
*********/
/// <summary>Writes messages to the console and log file on behalf of the game.</summary>
private static IMonitor MonitorForGame;

View File

@ -16,7 +16,7 @@ namespace StardewModdingAPI.Patches
internal class LoadForNewGamePatch : IHarmonyPatch
{
/*********
** Accessors
** Fields
*********/
/// <summary>Simplifies access to private code.</summary>
private static Reflector Reflection;