add friendly error when Steam isn't loaded

This commit is contained in:
Jesse Plamondon-Willard 2018-12-05 22:49:49 -05:00
parent aba15074b3
commit 0a009d6fda
No known key found for this signature in database
GPG Key ID: 7D7C8097B62033CE
3 changed files with 32 additions and 6 deletions

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@ -2,6 +2,7 @@
## Upcoming
* For players:
* Added support for ModDrop in update checks and the mod compatibility list.
* Added friendly error when Steam isn't loaded (for Steam players).
* Fixed cryptic error when running the installer from inside a zip file on Windows.
* Fixed error when leaving and rejoining a multiplayer server in the same session.
* Fixed Console Commands' handling of tool upgrade levels for item commands.

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@ -99,6 +99,20 @@ namespace StardewModdingAPI.Framework
new Regex(@"^static SerializableDictionary<.+>\(\) called\.$", RegexOptions.Compiled | RegexOptions.CultureInvariant),
};
/// <summary>Regex patterns which match console messages to show a more friendly error for.</summary>
private readonly Tuple<Regex, string, LogLevel>[] ReplaceConsolePatterns =
{
Tuple.Create(
new Regex(@"^System\.InvalidOperationException: Steamworks is not initialized\.", RegexOptions.Compiled | RegexOptions.CultureInvariant),
#if SMAPI_FOR_WINDOWS
"Oops! Steam achievements won't work because Steam isn't loaded. You can launch the game through Steam to fix that (see 'Part 2: Configure Steam' in the install guide for more info: https://smapi.io/install).",
#else
"Oops! Steam achievements won't work because Steam isn't loaded. You can launch the game through Steam to fix that.",
#endif
LogLevel.Error
)
};
/// <summary>The mod toolkit used for generic mod interactions.</summary>
private readonly ModToolkit Toolkit = new ModToolkit();
@ -1275,9 +1289,9 @@ namespace StardewModdingAPI.Framework
}
/// <summary>Redirect messages logged directly to the console to the given monitor.</summary>
/// <param name="monitor">The monitor with which to log messages.</param>
/// <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 monitor, string message)
private void HandleConsoleMessage(IMonitor gameMonitor, string message)
{
// detect exception
LogLevel level = message.Contains("Exception") ? LogLevel.Error : LogLevel.Trace;
@ -1286,8 +1300,19 @@ namespace StardewModdingAPI.Framework
if (level != LogLevel.Error && this.SuppressConsolePatterns.Any(p => p.IsMatch(message)))
return;
// show friendly error if applicable
foreach (var entry in this.ReplaceConsolePatterns)
{
if (entry.Item1.IsMatch(message))
{
this.Monitor.Log(entry.Item2, entry.Item3);
gameMonitor.Log(message, LogLevel.Trace);
return;
}
}
// forward to monitor
monitor.Log(message, level);
gameMonitor.Log(message, level);
}
/// <summary>Show a 'press any key to exit' message, and exit when they press a key.</summary>

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@ -31,7 +31,7 @@ using StardewValley.TerrainFeatures;
using StardewValley.Tools;
using xTile.Dimensions;
using xTile.Layers;
using Object = StardewValley.Object;
using SObject = StardewValley.Object;
namespace StardewModdingAPI.Framework
{
@ -718,8 +718,8 @@ namespace StardewModdingAPI.Framework
if (watcher.ObjectsWatcher.IsChanged)
{
GameLocation location = watcher.Location;
KeyValuePair<Vector2, Object>[] added = watcher.ObjectsWatcher.Added.ToArray();
KeyValuePair<Vector2, Object>[] removed = watcher.ObjectsWatcher.Removed.ToArray();
KeyValuePair<Vector2, SObject>[] added = watcher.ObjectsWatcher.Added.ToArray();
KeyValuePair<Vector2, SObject>[] removed = watcher.ObjectsWatcher.Removed.ToArray();
watcher.ObjectsWatcher.Reset();
this.Events.ObjectListChanged.Raise(new ObjectListChangedEventArgs(location, added, removed));