Minor fix
This commit is contained in:
parent
c0ef6a5b53
commit
0e859cfbcb
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@ -28,46 +28,34 @@ ldnull
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callvirt System.Void StardewValley.ModHooks::OnGame1_Draw(Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.RenderTarget2D)
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Optional Section
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Fix back button£º
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Optional
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GamePad Input
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Modify class StardewValley.Game1, modify method updateAndroidMenus(), modify Instructions at beginning:
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ldsfld StardewValley.InputState StardewValley.Game1::input
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callvirt Microsoft.Xna.Framework.Input.GamePadState StardewValley.InputState::GetGamePadState()
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Json Asset£º
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checkForAction Prefix
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Json Asset Support£º
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0 ldsfld StardewValley.ModHooks StardewValley.Game1::hooks
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5 ldarg.0
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6 callvirt System.Boolean StardewValley.ModHooks::OnObject_checkForAction(StardewValley.Object)
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11 brtrue.s -> (6) ldarg.2
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13 ldc.i4.0
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14 ret
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Modify class StardewValley.Object, modify method checkForAction,insert instructions at beginning:
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ldsfld StardewValley.ModHooks StardewValley.Game1::hooks
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ldarg.0
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callvirt System.Boolean StardewValley.ModHooks::OnObject_checkForAction(StardewValley.Object)
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brtrue.s -> (6) ldarg.2
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ldc.i4.0
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ret
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modify method isIndexOkForBasicShippedCategory,replace instructions:
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ldarg.0
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ldc.i4 434
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bne.un.s -> (5) ldsfld StardewValley.ModHooks StardewValley.Game1::hooks
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ldc.i4.0
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ret
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ldsfld StardewValley.ModHooks StardewValley.Game1::hooks
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ldarg.0
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ldloca.s -> (0) (System.Boolean)
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callvirt System.Void StardewValley.ModHooks::OnObject_isIndexOkForBasicShippedCategory(System.Int32,System.Boolean&)
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ldloc.0
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ret
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modify method canBePlacedHere insert instructions at beginning:
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ldsfld StardewValley.ModHooks StardewValley.Game1::hooks
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ldarg.0
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ldarg.1
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ldarg.2
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ldloca.s -> (1) (System.Boolean)
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callvirt System.Boolean StardewValley.ModHooks::OnObject_canBePlacedHere(StardewValley.Object,StardewValley.GameLocation,Microsoft.Xna.Framework.Vector2,System.Boolean&)
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brtrue.s -> (9) ldarg.1
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ldloc.1
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ret
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isIndexOkForBasicShippedCategory Postfix
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0 ldarg.0
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1 ldc.i4 434
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6 bne.un.s -> (5) ldsfld StardewValley.ModHooks StardewValley.Game1::hooks
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8 ldc.i4.0
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9 ret
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10 ldsfld StardewValley.ModHooks StardewValley.Game1::hooks
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15 ldarg.0
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16 ldloca.s -> (0) (System.Boolean)
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18 callvirt System.Void StardewValley.ModHooks::OnObject_isIndexOkForBasicShippedCategory(System.Int32,System.Boolean&)
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23 ldloc.0
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24 ret
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@ -544,6 +544,7 @@
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<Compile Include="SMAPI\Framework\ModHelpers\InputHelper.cs" />
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<Compile Include="SMAPI\Framework\ModHelpers\ModHelper.cs" />
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<Compile Include="SMAPI\Framework\ModHelpers\ModRegistryHelper.cs" />
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<Compile Include="SMAPI\Framework\ModHelpers\MultiplayerHelper.cs" />
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<Compile Include="SMAPI\Framework\ModHelpers\ReflectionHelper.cs" />
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<Compile Include="SMAPI\Framework\ModHelpers\TranslationHelper.cs" />
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<Compile Include="SMAPI\Framework\ModLoading\AssemblyDefinitionResolver.cs" />
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@ -600,6 +601,7 @@
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<Compile Include="SMAPI\Framework\SGameConstructorHack.cs" />
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<Compile Include="SMAPI\Framework\Singleton.cs" />
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<Compile Include="SMAPI\Framework\SModHooks.cs" />
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<Compile Include="SMAPI\Framework\SMultiplayer.cs" />
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<Compile Include="SMAPI\Framework\StateTracking\Comparers\EquatableComparer.cs" />
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<Compile Include="SMAPI\Framework\StateTracking\Comparers\GenericEqualsComparer.cs" />
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<Compile Include="SMAPI\Framework\StateTracking\Comparers\ObjectReferenceComparer.cs" />
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@ -641,6 +643,7 @@
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<Compile Include="SMAPI\IModLinked.cs" />
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<Compile Include="SMAPI\IModRegistry.cs" />
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<Compile Include="SMAPI\IMonitor.cs" />
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<Compile Include="SMAPI\IMultiplayerHelper.cs" />
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<Compile Include="SMAPI\IMultiplayerPeer.cs" />
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<Compile Include="SMAPI\IMultiplayerPeerMod.cs" />
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<Compile Include="SMAPI\Internal\ConsoleWriting\ColorfulConsoleWriter.cs" />
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@ -4,6 +4,7 @@ using StardewValley;
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using StardewModdingAPI.Framework;
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using System.Threading;
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using Microsoft.Xna.Framework.Graphics;
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using System.IO;
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namespace SMDroid
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{
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@ -19,7 +20,7 @@ namespace SMDroid
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public ModEntry()
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{
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this.core = new SCore("/sdcard/SMDroid/Mods", false);
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this.core = new SCore(Path.Combine(Android.OS.Environment.ExternalStorageDirectory.Path, "SMDroid/Mods"), false);
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}
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public override LocalizedContentManager OnGame1_CreateContentManager(IServiceProvider serviceProvider, string rootDirectory)
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{
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@ -30,7 +31,6 @@ namespace SMDroid
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this.ContentCore = new ContentCoordinator(serviceProvider, rootDirectory, Thread.CurrentThread.CurrentUICulture, SGame.ConstructorHack.Monitor, SGame.ConstructorHack.Reflection, SGame.ConstructorHack.JsonHelper, SGame.OnLoadingFirstAsset ?? SGame.ConstructorHack?.OnLoadingFirstAsset);
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this.NextContentManagerIsMain = true;
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this.core.RunInteractively(this.ContentCore);
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SGame.printLog("ROOT Directory:" + rootDirectory);
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return this.ContentCore.CreateGameContentManager("Game1._temporaryContent");
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}
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@ -32,16 +32,16 @@ namespace StardewModdingAPI
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public static GamePlatform TargetPlatform => (GamePlatform)Constants.Platform;
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/// <summary>The path to the game folder.</summary>
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public static string ExecutionPath { get; } = "/sdcard/SMDroid";
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public static string ExecutionPath { get; } = Path.Combine(Android.OS.Environment.ExternalStorageDirectory.Path , "SMDroid");
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/// <summary>The directory path containing Stardew Valley's app data.</summary>
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public static string DataPath { get; } = Path.Combine("/sdcard", "SMDroid");
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public static string DataPath { get; } = Path.Combine(Android.OS.Environment.ExternalStorageDirectory.Path, "SMDroid");
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/// <summary>The directory path in which error logs should be stored.</summary>
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public static string LogDir { get; } = Path.Combine(Constants.DataPath, "ErrorLogs");
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/// <summary>The directory path where all saves are stored.</summary>
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public static string SavesPath { get; } = Path.Combine("/sdcard", "StardewValley");
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public static string SavesPath { get; } = Path.Combine(Android.OS.Environment.ExternalStorageDirectory.Path, "StardewValley");
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/// <summary>The name of the current save folder (if save info is available, regardless of whether the save file exists yet).</summary>
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public static string SaveFolderName => Constants.GetSaveFolderName();
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@ -56,7 +56,7 @@ namespace StardewModdingAPI
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internal const string HomePageUrl = "https://smapi.io";
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/// <summary>The absolute path to the folder containing SMAPI's internal files.</summary>
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internal static readonly string InternalFilesPath = "/sdcard/SMDroid/smapi-internal";
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internal static readonly string InternalFilesPath = Path.Combine(Android.OS.Environment.ExternalStorageDirectory.Path, "SMDroid/smapi-internal");
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/// <summary>The file path for the SMAPI configuration file.</summary>
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internal static string ApiConfigPath => Path.Combine(Constants.InternalFilesPath, "StardewModdingAPI.config.json");
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@ -81,7 +81,7 @@ namespace StardewModdingAPI.Framework.Input
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try
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{
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// get new states
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GamePadState realController = GamePad.GetState(PlayerIndex.One);
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GamePadState realController = GamePad.GetState(Game1.playerOneIndex);
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KeyboardState realKeyboard = Keyboard.GetState();
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MouseState realMouse = Mouse.GetState();
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var activeButtons = this.DeriveStatuses(this.ActiveButtons, realKeyboard, realMouse, realController);
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@ -40,7 +40,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
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public ICommandHelper ConsoleCommands { get; }
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/// <summary>Provides multiplayer utilities.</summary>
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//public IMultiplayerHelper Multiplayer { get; }
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public IMultiplayerHelper Multiplayer { get; }
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/// <summary>An API for reading translations stored in the mod's <c>i18n</c> folder, with one file per locale (like <c>en.json</c>) containing a flat key => value structure. Translations are fetched with locale fallback, so missing translations are filled in from broader locales (like <c>pt-BR.json</c> < <c>pt.json</c> < <c>default.json</c>).</summary>
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public ITranslationHelper Translation { get; }
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@ -64,7 +64,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
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/// <param name="translationHelper">An API for reading translations stored in the mod's <c>i18n</c> folder.</param>
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/// <exception cref="ArgumentNullException">An argument is null or empty.</exception>
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/// <exception cref="InvalidOperationException">The <paramref name="modDirectory"/> path does not exist on disk.</exception>
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public ModHelper(string modID, string modDirectory, SInputState inputState, IModEvents events, IContentHelper contentHelper, IContentPackHelper contentPackHelper, ICommandHelper commandHelper, IDataHelper dataHelper, IModRegistry modRegistry, IReflectionHelper reflectionHelper, ITranslationHelper translationHelper)
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public ModHelper(string modID, string modDirectory, SInputState inputState, IModEvents events, IContentHelper contentHelper, IContentPackHelper contentPackHelper, ICommandHelper commandHelper, IDataHelper dataHelper, IModRegistry modRegistry, IReflectionHelper reflectionHelper, IMultiplayerHelper multiplayer, ITranslationHelper translationHelper)
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: base(modID)
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{
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// validate directory
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@ -82,7 +82,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
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this.ModRegistry = modRegistry ?? throw new ArgumentNullException(nameof(modRegistry));
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this.ConsoleCommands = commandHelper ?? throw new ArgumentNullException(nameof(commandHelper));
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this.Reflection = reflectionHelper ?? throw new ArgumentNullException(nameof(reflectionHelper));
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//this.Multiplayer = multiplayer ?? throw new ArgumentNullException(nameof(multiplayer));
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this.Multiplayer = multiplayer ?? throw new ArgumentNullException(nameof(multiplayer));
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this.Translation = translationHelper ?? throw new ArgumentNullException(nameof(translationHelper));
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this.Events = events;
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}
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@ -0,0 +1,76 @@
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using System;
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using System.Collections.Generic;
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using StardewModdingAPI.Framework.Networking;
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using StardewValley;
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namespace StardewModdingAPI.Framework.ModHelpers
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{
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/// <summary>Provides multiplayer utilities.</summary>
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internal class MultiplayerHelper : BaseHelper, IMultiplayerHelper
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{
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/*********
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** Fields
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*********/
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/// <summary>SMAPI's core multiplayer utility.</summary>
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private readonly SMultiplayer Multiplayer;
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/*********
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** Public methods
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*********/
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/// <summary>Construct an instance.</summary>
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/// <param name="modID">The unique ID of the relevant mod.</param>
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/// <param name="multiplayer">SMAPI's core multiplayer utility.</param>
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public MultiplayerHelper(string modID, SMultiplayer multiplayer)
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: base(modID)
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{
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this.Multiplayer = multiplayer;
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}
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/// <summary>Get a new multiplayer ID.</summary>
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public long GetNewID()
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{
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return this.Multiplayer.getNewID();
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}
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/// <summary>Get the locations which are being actively synced from the host.</summary>
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public IEnumerable<GameLocation> GetActiveLocations()
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{
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return this.Multiplayer.activeLocations();
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}
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/// <summary>Get a connected player.</summary>
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/// <param name="id">The player's unique ID.</param>
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/// <returns>Returns the connected player, or <c>null</c> if no such player is connected.</returns>
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public IMultiplayerPeer GetConnectedPlayer(long id)
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{
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return this.Multiplayer.Peers.TryGetValue(id, out MultiplayerPeer peer)
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? peer
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: null;
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}
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/// <summary>Get all connected players.</summary>
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public IEnumerable<IMultiplayerPeer> GetConnectedPlayers()
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{
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return this.Multiplayer.Peers.Values;
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}
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/// <summary>Send a message to mods installed by connected players.</summary>
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/// <typeparam name="TMessage">The data type. This can be a class with a default constructor, or a value type.</typeparam>
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/// <param name="message">The data to send over the network.</param>
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/// <param name="messageType">A message type which receiving mods can use to decide whether it's the one they want to handle, like <c>SetPlayerLocation</c>. This doesn't need to be globally unique, since mods should check the originating mod ID.</param>
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/// <param name="modIDs">The mod IDs which should receive the message on the destination computers, or <c>null</c> for all mods. Specifying mod IDs is recommended to improve performance, unless it's a general-purpose broadcast.</param>
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/// <param name="playerIDs">The <see cref="Farmer.UniqueMultiplayerID" /> values for the players who should receive the message, or <c>null</c> for all players. If you don't need to broadcast to all players, specifying player IDs is recommended to reduce latency.</param>
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/// <exception cref="ArgumentNullException">The <paramref name="message"/> or <paramref name="messageType" /> is null.</exception>
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public void SendMessage<TMessage>(TMessage message, string messageType, string[] modIDs = null, long[] playerIDs = null)
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{
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this.Multiplayer.BroadcastModMessage(
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message: message,
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messageType: messageType,
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fromModID: this.ModID,
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toModIDs: modIDs,
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toPlayerIDs: playerIDs
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);
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}
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}
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}
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@ -981,7 +981,7 @@ namespace StardewModdingAPI.Framework
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IDataHelper dataHelper = new DataHelper(manifest.UniqueID, mod.DirectoryPath, jsonHelper);
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IReflectionHelper reflectionHelper = new ReflectionHelper(manifest.UniqueID, mod.DisplayName, this.Reflection);
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IModRegistry modRegistryHelper = new ModRegistryHelper(manifest.UniqueID, this.ModRegistry, proxyFactory, monitor);
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//IMultiplayerHelper multiplayerHelper = new MultiplayerHelper(manifest.UniqueID, this.GameInstance.Multiplayer);
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IMultiplayerHelper multiplayerHelper = new MultiplayerHelper(manifest.UniqueID, this.GameInstance.Multiplayer);
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IContentPack CreateFakeContentPack(string packDirPath, IManifest packManifest)
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{
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@ -991,7 +991,7 @@ namespace StardewModdingAPI.Framework
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return new ContentPack(packDirPath, packManifest, packContentHelper, packTranslationHelper, this.Toolkit.JsonHelper);
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}
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modHelper = new ModHelper(manifest.UniqueID, mod.DirectoryPath, this.GameInstance.Input, events, contentHelper, contentPackHelper, commandHelper, dataHelper, modRegistryHelper, reflectionHelper, translationHelper);
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modHelper = new ModHelper(manifest.UniqueID, mod.DirectoryPath, this.GameInstance.Input, events, contentHelper, contentPackHelper, commandHelper, dataHelper, modRegistryHelper, reflectionHelper, multiplayerHelper, translationHelper);
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}
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// init mod
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@ -72,6 +72,7 @@ namespace StardewModdingAPI.Framework
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internal bool OnObjectCanBePlacedHere(SObject instance, GameLocation location, Vector2 tile, ref bool result)
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{
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ObjectCanBePlacedHereEventArgs args = new ObjectCanBePlacedHereEventArgs(instance, location, tile, result);
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args.__result = result;
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bool run =this.Events.ObjectCanBePlacedHere.RaiseForChainRun(args);
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result = args.__result;
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return run;
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@ -80,6 +81,7 @@ namespace StardewModdingAPI.Framework
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internal void OnObjectIsIndexOkForBasicShippedCategory(int index, ref bool result)
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{
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ObjectIsIndexOkForBasicShippedCategoryEventArgs args = new ObjectIsIndexOkForBasicShippedCategoryEventArgs(index, result);
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args.__result = result;
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this.Events.ObjectIsIndexOkForBasicShippedCategory.RaiseForChainRun(args);
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result = args.__result;
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}
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@ -147,8 +149,8 @@ namespace StardewModdingAPI.Framework
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/// <summary>Manages input visible to the game.</summary>
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public SInputState Input => (SInputState)this.Reflection.GetField<InputState>(typeof(Game1), "input").GetValue();
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///// <summary>The game's core multiplayer utility.</summary>
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//public SMultiplayer Multiplayer => (SMultiplayer)this.Reflection.GetField<Multiplayer>(typeof(Game1), "multiplayer").GetValue();
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/// <summary>The game's core multiplayer utility.</summary>
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public SMultiplayer Multiplayer => (SMultiplayer)this.Reflection.GetField<Multiplayer>(typeof(Game1), "multiplayer").GetValue();
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/// <summary>A list of queued commands to execute.</summary>
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/// <remarks>This property must be threadsafe, since it's accessed from a separate console input thread.</remarks>
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@ -198,7 +200,7 @@ namespace StardewModdingAPI.Framework
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this.OnGameInitialised = onGameInitialised;
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this.OnGameExiting = onGameExiting;
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this.Reflection.GetField<InputState>(typeof(Game1), "input").SetValue(new SInputState());
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//this.Reflection.GetField<Multiplayer>(typeof(Game1), "multiplayer").SetValue(new SMultiplayer(monitor, eventManager, jsonHelper, modRegistry, reflection, this.OnModMessageReceived));
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this.Reflection.GetField<Multiplayer>(typeof(Game1), "multiplayer").SetValue(new SMultiplayer(monitor, eventManager, jsonHelper, modRegistry, reflection, this.OnModMessageReceived));
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//Game1.hooks = new SModHooks(this.OnNewDayAfterFade);
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// init observables
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@ -500,7 +502,7 @@ namespace StardewModdingAPI.Framework
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/*********
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** Locale changed events
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*********/
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if (this.Watchers.LocaleWatcher.IsChanged)
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if (this.Watchers.LocaleWatcher.IsChanged || SGame.TicksElapsed == 0)
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{
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this.Monitor.Log($"Context: locale set to {this.Watchers.LocaleWatcher.CurrentValue}.", LogLevel.Trace);
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this.OnLocaleChanged();
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@ -1605,6 +1607,7 @@ namespace StardewModdingAPI.Framework
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string s = Game1.content.LoadString(@"Strings\StringsFromCSFiles:DayTimeMoneyBox.cs.10378");
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SpriteText.drawStringWithScrollBackground(Game1.spriteBatch, s, 0x60, 0x20, "", 1f, -1, 0.088f);
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}
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events.Rendered.RaiseEmpty();
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_spriteBatchEnd.Invoke();
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drawOverlays.Invoke(Game1.spriteBatch);
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renderScreenBuffer.Invoke(BlendState.Opaque);
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@ -1615,12 +1618,12 @@ namespace StardewModdingAPI.Framework
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SpriteBatchBegin.Invoke(1f);
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events.RenderingHud.RaiseEmpty();
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DrawHUD.Invoke();
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events.RenderedHud.RaiseEmpty();
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if (((Game1.currentLocation != null) && !(Game1.activeClickableMenu is GameMenu)) && !(Game1.activeClickableMenu is QuestLog))
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{
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Game1.currentLocation.drawAboveAlwaysFrontLayerText(Game1.spriteBatch);
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}
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DrawAfterMap.Invoke();
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events.RenderedHud.RaiseEmpty();
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_spriteBatchEnd.Invoke();
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if (Game1.tutorialManager != null)
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{
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@ -1658,7 +1661,6 @@ namespace StardewModdingAPI.Framework
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_spriteBatchEnd.Invoke();
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}
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DrawTutorialUI.Invoke();
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events.Rendered.RaiseEmpty();
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}
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}
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}
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@ -0,0 +1,515 @@
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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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//using Galaxy.Api;
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using Newtonsoft.Json;
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using Newtonsoft.Json.Linq;
|
||||
using StardewModdingAPI.Events;
|
||||
using StardewModdingAPI.Framework.Events;
|
||||
using StardewModdingAPI.Framework.Networking;
|
||||
using StardewModdingAPI.Framework.Reflection;
|
||||
using StardewModdingAPI.Toolkit.Serialisation;
|
||||
using StardewValley;
|
||||
using StardewValley.Network;
|
||||
using StardewValley.SDKs;
|
||||
|
||||
namespace StardewModdingAPI.Framework
|
||||
{
|
||||
/// <summary>SMAPI's implementation of the game's core multiplayer logic.</summary>
|
||||
/// <remarks>
|
||||
/// SMAPI syncs mod context to all players through the host as such:
|
||||
/// 1. Farmhand sends ModContext + PlayerIntro.
|
||||
/// 2. If host receives ModContext: it stores the context, replies with known contexts, and forwards it to other farmhands.
|
||||
/// 3. If host receives PlayerIntro before ModContext: it stores a 'vanilla player' context, and forwards it to other farmhands.
|
||||
/// 4. If farmhand receives ModContext: it stores it.
|
||||
/// 5. If farmhand receives ServerIntro without a preceding ModContext: it stores a 'vanilla host' context.
|
||||
/// 6. If farmhand receives PlayerIntro without a preceding ModContext AND it's not the host peer: it stores a 'vanilla player' context.
|
||||
///
|
||||
/// Once a farmhand/server stored a context, messages can be sent to that player through the SMAPI APIs.
|
||||
/// </remarks>
|
||||
internal class SMultiplayer : Multiplayer
|
||||
{
|
||||
/*********
|
||||
** Fields
|
||||
*********/
|
||||
/// <summary>Encapsulates monitoring and logging.</summary>
|
||||
private readonly IMonitor Monitor;
|
||||
|
||||
/// <summary>Tracks the installed mods.</summary>
|
||||
private readonly ModRegistry ModRegistry;
|
||||
|
||||
/// <summary>Encapsulates SMAPI's JSON file parsing.</summary>
|
||||
private readonly JsonHelper JsonHelper;
|
||||
|
||||
/// <summary>Simplifies access to private code.</summary>
|
||||
private readonly Reflector Reflection;
|
||||
|
||||
/// <summary>Manages SMAPI events.</summary>
|
||||
private readonly EventManager EventManager;
|
||||
|
||||
/// <summary>A callback to invoke when a mod message is received.</summary>
|
||||
private readonly Action<ModMessageModel> OnModMessageReceived;
|
||||
|
||||
|
||||
/*********
|
||||
** Accessors
|
||||
*********/
|
||||
/// <summary>The metadata for each connected peer.</summary>
|
||||
public IDictionary<long, MultiplayerPeer> Peers { get; } = new Dictionary<long, MultiplayerPeer>();
|
||||
|
||||
/// <summary>The metadata for the host player, if the current player is a farmhand.</summary>
|
||||
public MultiplayerPeer HostPeer;
|
||||
|
||||
|
||||
/*********
|
||||
** Public methods
|
||||
*********/
|
||||
/// <summary>Construct an instance.</summary>
|
||||
/// <param name="monitor">Encapsulates monitoring and logging.</param>
|
||||
/// <param name="eventManager">Manages SMAPI events.</param>
|
||||
/// <param name="jsonHelper">Encapsulates SMAPI's JSON file parsing.</param>
|
||||
/// <param name="modRegistry">Tracks the installed mods.</param>
|
||||
/// <param name="reflection">Simplifies access to private code.</param>
|
||||
/// <param name="onModMessageReceived">A callback to invoke when a mod message is received.</param>
|
||||
public SMultiplayer(IMonitor monitor, EventManager eventManager, JsonHelper jsonHelper, ModRegistry modRegistry, Reflector reflection, Action<ModMessageModel> onModMessageReceived)
|
||||
{
|
||||
this.Monitor = monitor;
|
||||
this.EventManager = eventManager;
|
||||
this.JsonHelper = jsonHelper;
|
||||
this.ModRegistry = modRegistry;
|
||||
this.Reflection = reflection;
|
||||
this.OnModMessageReceived = onModMessageReceived;
|
||||
}
|
||||
|
||||
/// <summary>Perform cleanup needed when a multiplayer session ends.</summary>
|
||||
public void CleanupOnMultiplayerExit()
|
||||
{
|
||||
this.Peers.Clear();
|
||||
this.HostPeer = null;
|
||||
}
|
||||
|
||||
/// <summary>Initialise a client before the game connects to a remote server.</summary>
|
||||
/// <param name="client">The client to initialise.</param>
|
||||
public override Client InitClient(Client client)
|
||||
{
|
||||
switch (client)
|
||||
{
|
||||
//case LidgrenClient _:
|
||||
// {
|
||||
// string address = this.Reflection.GetField<string>(client, "address").GetValue();
|
||||
// return new SLidgrenClient(address, this.OnClientProcessingMessage, this.OnClientSendingMessage);
|
||||
// }
|
||||
|
||||
//case GalaxyNetClient _:
|
||||
// {
|
||||
// GalaxyID address = this.Reflection.GetField<GalaxyID>(client, "lobbyId").GetValue();
|
||||
// return new SGalaxyNetClient(address, this.OnClientProcessingMessage, this.OnClientSendingMessage);
|
||||
// }
|
||||
|
||||
default:
|
||||
this.Monitor.Log($"Unknown multiplayer client type: {client.GetType().AssemblyQualifiedName}", LogLevel.Trace);
|
||||
return client;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Initialise a server before the game connects to an incoming player.</summary>
|
||||
/// <param name="server">The server to initialise.</param>
|
||||
public override Server InitServer(Server server)
|
||||
{
|
||||
switch (server)
|
||||
{
|
||||
//case LidgrenServer _:
|
||||
// {
|
||||
// IGameServer gameServer = this.Reflection.GetField<IGameServer>(server, "gameServer").GetValue();
|
||||
// return new SLidgrenServer(gameServer, this, this.OnServerProcessingMessage);
|
||||
// }
|
||||
|
||||
//case GalaxyNetServer _:
|
||||
// {
|
||||
// IGameServer gameServer = this.Reflection.GetField<IGameServer>(server, "gameServer").GetValue();
|
||||
// return new SGalaxyNetServer(gameServer, this, this.OnServerProcessingMessage);
|
||||
// }
|
||||
|
||||
default:
|
||||
this.Monitor.Log($"Unknown multiplayer server type: {server.GetType().AssemblyQualifiedName}", LogLevel.Trace);
|
||||
return server;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>A callback raised when sending a message as a farmhand.</summary>
|
||||
/// <param name="message">The message being sent.</param>
|
||||
/// <param name="sendMessage">Send an arbitrary message through the client.</param>
|
||||
/// <param name="resume">Resume sending the underlying message.</param>
|
||||
protected void OnClientSendingMessage(OutgoingMessage message, Action<OutgoingMessage> sendMessage, Action resume)
|
||||
{
|
||||
if (this.Monitor.IsVerbose)
|
||||
this.Monitor.Log($"CLIENT SEND {(MessageType)message.MessageType} {message.FarmerID}", LogLevel.Trace);
|
||||
|
||||
switch (message.MessageType)
|
||||
{
|
||||
// sync mod context (step 1)
|
||||
case (byte)MessageType.PlayerIntroduction:
|
||||
sendMessage(new OutgoingMessage((byte)MessageType.ModContext, Game1.player.UniqueMultiplayerID, this.GetContextSyncMessageFields()));
|
||||
resume();
|
||||
break;
|
||||
|
||||
// run default logic
|
||||
default:
|
||||
resume();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Process an incoming network message as the host player.</summary>
|
||||
/// <param name="message">The message to process.</param>
|
||||
/// <param name="sendMessage">A method which sends the given message to the client.</param>
|
||||
/// <param name="resume">Process the message using the game's default logic.</param>
|
||||
public void OnServerProcessingMessage(IncomingMessage message, Action<OutgoingMessage> sendMessage, Action resume)
|
||||
{
|
||||
if (this.Monitor.IsVerbose)
|
||||
this.Monitor.Log($"SERVER RECV {(MessageType)message.MessageType} {message.FarmerID}", LogLevel.Trace);
|
||||
|
||||
switch (message.MessageType)
|
||||
{
|
||||
// sync mod context (step 2)
|
||||
case (byte)MessageType.ModContext:
|
||||
{
|
||||
// parse message
|
||||
RemoteContextModel model = this.ReadContext(message.Reader);
|
||||
this.Monitor.Log($"Received context for farmhand {message.FarmerID} running {(model != null ? $"SMAPI {model.ApiVersion} with {model.Mods.Length} mods" : "vanilla")}.", LogLevel.Trace);
|
||||
|
||||
// store peer
|
||||
MultiplayerPeer newPeer = new MultiplayerPeer(message.FarmerID, model, sendMessage, isHost: false);
|
||||
if (this.Peers.ContainsKey(message.FarmerID))
|
||||
{
|
||||
this.Monitor.Log($"Received mod context from farmhand {message.FarmerID}, but the game didn't see them disconnect. This may indicate issues with the network connection.", LogLevel.Info);
|
||||
this.Peers.Remove(message.FarmerID);
|
||||
return;
|
||||
}
|
||||
this.AddPeer(newPeer, canBeHost: false, raiseEvent: false);
|
||||
|
||||
// reply with own context
|
||||
this.Monitor.VerboseLog(" Replying with host context...");
|
||||
newPeer.SendMessage(new OutgoingMessage((byte)MessageType.ModContext, Game1.player.UniqueMultiplayerID, this.GetContextSyncMessageFields()));
|
||||
|
||||
// reply with other players' context
|
||||
foreach (MultiplayerPeer otherPeer in this.Peers.Values.Where(p => p.PlayerID != newPeer.PlayerID))
|
||||
{
|
||||
this.Monitor.VerboseLog($" Replying with context for player {otherPeer.PlayerID}...");
|
||||
newPeer.SendMessage(new OutgoingMessage((byte)MessageType.ModContext, otherPeer.PlayerID, this.GetContextSyncMessageFields(otherPeer)));
|
||||
}
|
||||
|
||||
// forward to other peers
|
||||
if (this.Peers.Count > 1)
|
||||
{
|
||||
object[] fields = this.GetContextSyncMessageFields(newPeer);
|
||||
foreach (MultiplayerPeer otherPeer in this.Peers.Values.Where(p => p.PlayerID != newPeer.PlayerID))
|
||||
{
|
||||
this.Monitor.VerboseLog($" Forwarding context to player {otherPeer.PlayerID}...");
|
||||
otherPeer.SendMessage(new OutgoingMessage((byte)MessageType.ModContext, newPeer.PlayerID, fields));
|
||||
}
|
||||
}
|
||||
|
||||
// raise event
|
||||
this.EventManager.PeerContextReceived.Raise(new PeerContextReceivedEventArgs(newPeer));
|
||||
}
|
||||
break;
|
||||
|
||||
// handle player intro
|
||||
case (byte)MessageType.PlayerIntroduction:
|
||||
// store peer if new
|
||||
if (!this.Peers.ContainsKey(message.FarmerID))
|
||||
{
|
||||
this.Monitor.Log($"Received connection for vanilla player {message.FarmerID}.", LogLevel.Trace);
|
||||
MultiplayerPeer peer = new MultiplayerPeer(message.FarmerID, null, sendMessage, isHost: false);
|
||||
this.AddPeer(peer, canBeHost: false);
|
||||
}
|
||||
|
||||
resume();
|
||||
break;
|
||||
|
||||
// handle mod message
|
||||
case (byte)MessageType.ModMessage:
|
||||
this.ReceiveModMessage(message);
|
||||
break;
|
||||
|
||||
default:
|
||||
resume();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Process an incoming network message as a farmhand.</summary>
|
||||
/// <param name="message">The message to process.</param>
|
||||
/// <param name="sendMessage">Send an arbitrary message through the client.</param>
|
||||
/// <param name="resume">Resume processing the message using the game's default logic.</param>
|
||||
/// <returns>Returns whether the message was handled.</returns>
|
||||
public void OnClientProcessingMessage(IncomingMessage message, Action<OutgoingMessage> sendMessage, Action resume)
|
||||
{
|
||||
if (this.Monitor.IsVerbose)
|
||||
this.Monitor.Log($"CLIENT RECV {(MessageType)message.MessageType} {message.FarmerID}", LogLevel.Trace);
|
||||
|
||||
switch (message.MessageType)
|
||||
{
|
||||
// mod context sync (step 4)
|
||||
case (byte)MessageType.ModContext:
|
||||
{
|
||||
// parse message
|
||||
RemoteContextModel model = this.ReadContext(message.Reader);
|
||||
this.Monitor.Log($"Received context for {(model?.IsHost == true ? "host" : "farmhand")} {message.FarmerID} running {(model != null ? $"SMAPI {model.ApiVersion} with {model.Mods.Length} mods" : "vanilla")}.", LogLevel.Trace);
|
||||
|
||||
// store peer
|
||||
MultiplayerPeer peer = new MultiplayerPeer(message.FarmerID, model, sendMessage, isHost: model?.IsHost ?? this.HostPeer == null);
|
||||
if (peer.IsHost && this.HostPeer != null)
|
||||
{
|
||||
this.Monitor.Log($"Rejected mod context from host player {peer.PlayerID}: already received host data from {(peer.PlayerID == this.HostPeer.PlayerID ? "that player" : $"player {peer.PlayerID}")}.", LogLevel.Error);
|
||||
return;
|
||||
}
|
||||
this.AddPeer(peer, canBeHost: true);
|
||||
}
|
||||
break;
|
||||
|
||||
// handle server intro
|
||||
case (byte)MessageType.ServerIntroduction:
|
||||
{
|
||||
// store peer
|
||||
if (!this.Peers.ContainsKey(message.FarmerID) && this.HostPeer == null)
|
||||
{
|
||||
this.Monitor.Log($"Received connection for vanilla host {message.FarmerID}.", LogLevel.Trace);
|
||||
this.AddPeer(new MultiplayerPeer(message.FarmerID, null, sendMessage, isHost: true), canBeHost: false);
|
||||
}
|
||||
resume();
|
||||
break;
|
||||
}
|
||||
|
||||
// handle player intro
|
||||
case (byte)MessageType.PlayerIntroduction:
|
||||
{
|
||||
// store peer
|
||||
if (!this.Peers.TryGetValue(message.FarmerID, out MultiplayerPeer peer))
|
||||
{
|
||||
peer = new MultiplayerPeer(message.FarmerID, null, sendMessage, isHost: this.HostPeer == null);
|
||||
this.Monitor.Log($"Received connection for vanilla {(peer.IsHost ? "host" : "farmhand")} {message.FarmerID}.", LogLevel.Trace);
|
||||
this.AddPeer(peer, canBeHost: true);
|
||||
}
|
||||
|
||||
resume();
|
||||
break;
|
||||
}
|
||||
|
||||
// handle mod message
|
||||
case (byte)MessageType.ModMessage:
|
||||
this.ReceiveModMessage(message);
|
||||
break;
|
||||
|
||||
default:
|
||||
resume();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Remove players who are disconnecting.</summary>
|
||||
protected override void removeDisconnectedFarmers()
|
||||
{
|
||||
//foreach (long playerID in this.disconnectingFarmers)
|
||||
//{
|
||||
// if (this.Peers.TryGetValue(playerID, out MultiplayerPeer peer))
|
||||
// {
|
||||
// this.Monitor.Log($"Player quit: {playerID}", LogLevel.Trace);
|
||||
// this.Peers.Remove(playerID);
|
||||
// this.EventManager.PeerDisconnected.Raise(new PeerDisconnectedEventArgs(peer));
|
||||
// }
|
||||
//}
|
||||
|
||||
base.removeDisconnectedFarmers();
|
||||
}
|
||||
|
||||
/// <summary>Broadcast a mod message to matching players.</summary>
|
||||
/// <param name="message">The data to send over the network.</param>
|
||||
/// <param name="messageType">A message type which receiving mods can use to decide whether it's the one they want to handle, like <c>SetPlayerLocation</c>. This doesn't need to be globally unique, since mods should check the originating mod ID.</param>
|
||||
/// <param name="fromModID">The unique ID of the mod sending the message.</param>
|
||||
/// <param name="toModIDs">The mod IDs which should receive the message on the destination computers, or <c>null</c> for all mods. Specifying mod IDs is recommended to improve performance, unless it's a general-purpose broadcast.</param>
|
||||
/// <param name="toPlayerIDs">The <see cref="Farmer.UniqueMultiplayerID" /> values for the players who should receive the message, or <c>null</c> for all players. If you don't need to broadcast to all players, specifying player IDs is recommended to reduce latency.</param>
|
||||
public void BroadcastModMessage<TMessage>(TMessage message, string messageType, string fromModID, string[] toModIDs, long[] toPlayerIDs)
|
||||
{
|
||||
// validate
|
||||
if (message == null)
|
||||
throw new ArgumentNullException(nameof(message));
|
||||
if (string.IsNullOrWhiteSpace(messageType))
|
||||
throw new ArgumentNullException(nameof(messageType));
|
||||
if (string.IsNullOrWhiteSpace(fromModID))
|
||||
throw new ArgumentNullException(nameof(fromModID));
|
||||
if (!this.Peers.Any())
|
||||
{
|
||||
this.Monitor.VerboseLog($"Ignored '{messageType}' broadcast from mod {fromModID}: not connected to any players.");
|
||||
return;
|
||||
}
|
||||
|
||||
// filter player IDs
|
||||
HashSet<long> playerIDs = null;
|
||||
if (toPlayerIDs != null && toPlayerIDs.Any())
|
||||
{
|
||||
playerIDs = new HashSet<long>(toPlayerIDs);
|
||||
playerIDs.RemoveWhere(id => !this.Peers.ContainsKey(id));
|
||||
if (!playerIDs.Any())
|
||||
{
|
||||
this.Monitor.VerboseLog($"Ignored '{messageType}' broadcast from mod {fromModID}: none of the specified player IDs are connected.");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// get data to send
|
||||
ModMessageModel model = new ModMessageModel(
|
||||
fromPlayerID: Game1.player.UniqueMultiplayerID,
|
||||
fromModID: fromModID,
|
||||
toModIDs: toModIDs,
|
||||
toPlayerIDs: playerIDs?.ToArray(),
|
||||
type: messageType,
|
||||
data: JToken.FromObject(message)
|
||||
);
|
||||
string data = JsonConvert.SerializeObject(model, Formatting.None);
|
||||
|
||||
// log message
|
||||
if (this.Monitor.IsVerbose)
|
||||
this.Monitor.Log($"Broadcasting '{messageType}' message: {data}.", LogLevel.Trace);
|
||||
|
||||
// send message
|
||||
if (Context.IsMainPlayer)
|
||||
{
|
||||
foreach (MultiplayerPeer peer in this.Peers.Values)
|
||||
{
|
||||
if (playerIDs == null || playerIDs.Contains(peer.PlayerID))
|
||||
{
|
||||
model.ToPlayerIDs = new[] { peer.PlayerID };
|
||||
peer.SendMessage(new OutgoingMessage((byte)MessageType.ModMessage, peer.PlayerID, data));
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (this.HostPeer != null && this.HostPeer.HasSmapi)
|
||||
this.HostPeer.SendMessage(new OutgoingMessage((byte)MessageType.ModMessage, this.HostPeer.PlayerID, data));
|
||||
else
|
||||
this.Monitor.VerboseLog(" Can't send message because no valid connections were found.");
|
||||
|
||||
}
|
||||
|
||||
|
||||
/*********
|
||||
** Private methods
|
||||
*********/
|
||||
/// <summary>Save a received peer.</summary>
|
||||
/// <param name="peer">The peer to add.</param>
|
||||
/// <param name="canBeHost">Whether to track the peer as the host if applicable.</param>
|
||||
/// <param name="raiseEvent">Whether to raise the <see cref="Events.EventManager.PeerContextReceived"/> event.</param>
|
||||
private void AddPeer(MultiplayerPeer peer, bool canBeHost, bool raiseEvent = true)
|
||||
{
|
||||
// store
|
||||
this.Peers[peer.PlayerID] = peer;
|
||||
if (canBeHost && peer.IsHost)
|
||||
this.HostPeer = peer;
|
||||
|
||||
// raise event
|
||||
if (raiseEvent)
|
||||
this.EventManager.PeerContextReceived.Raise(new PeerContextReceivedEventArgs(peer));
|
||||
}
|
||||
|
||||
/// <summary>Read the metadata context for a player.</summary>
|
||||
/// <param name="reader">The stream reader.</param>
|
||||
private RemoteContextModel ReadContext(BinaryReader reader)
|
||||
{
|
||||
string data = reader.ReadString();
|
||||
RemoteContextModel model = this.JsonHelper.Deserialise<RemoteContextModel>(data);
|
||||
return model.ApiVersion != null
|
||||
? model
|
||||
: null; // no data available for unmodded players
|
||||
}
|
||||
|
||||
/// <summary>Receive a mod message sent from another player's mods.</summary>
|
||||
/// <param name="message">The raw message to parse.</param>
|
||||
private void ReceiveModMessage(IncomingMessage message)
|
||||
{
|
||||
// parse message
|
||||
string json = message.Reader.ReadString();
|
||||
ModMessageModel model = this.JsonHelper.Deserialise<ModMessageModel>(json);
|
||||
HashSet<long> playerIDs = new HashSet<long>(model.ToPlayerIDs ?? this.GetKnownPlayerIDs());
|
||||
if (this.Monitor.IsVerbose)
|
||||
this.Monitor.Log($"Received message: {json}.", LogLevel.Trace);
|
||||
|
||||
// notify local mods
|
||||
if (playerIDs.Contains(Game1.player.UniqueMultiplayerID))
|
||||
this.OnModMessageReceived(model);
|
||||
|
||||
// forward to other players
|
||||
if (Context.IsMainPlayer && playerIDs.Any(p => p != Game1.player.UniqueMultiplayerID))
|
||||
{
|
||||
ModMessageModel newModel = new ModMessageModel(model);
|
||||
foreach (long playerID in playerIDs)
|
||||
{
|
||||
if (playerID != Game1.player.UniqueMultiplayerID && playerID != model.FromPlayerID && this.Peers.TryGetValue(playerID, out MultiplayerPeer peer))
|
||||
{
|
||||
newModel.ToPlayerIDs = new[] { peer.PlayerID };
|
||||
this.Monitor.VerboseLog($" Forwarding message to player {peer.PlayerID}.");
|
||||
peer.SendMessage(new OutgoingMessage((byte)MessageType.ModMessage, peer.PlayerID, this.JsonHelper.Serialise(newModel, Formatting.None)));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Get all connected player IDs, including the current player.</summary>
|
||||
private IEnumerable<long> GetKnownPlayerIDs()
|
||||
{
|
||||
yield return Game1.player.UniqueMultiplayerID;
|
||||
foreach (long peerID in this.Peers.Keys)
|
||||
yield return peerID;
|
||||
}
|
||||
|
||||
/// <summary>Get the fields to include in a context sync message sent to other players.</summary>
|
||||
private object[] GetContextSyncMessageFields()
|
||||
{
|
||||
RemoteContextModel model = new RemoteContextModel
|
||||
{
|
||||
IsHost = Context.IsWorldReady && Context.IsMainPlayer,
|
||||
Platform = Constants.TargetPlatform,
|
||||
ApiVersion = Constants.ApiVersion,
|
||||
GameVersion = Constants.GameVersion,
|
||||
Mods = this.ModRegistry
|
||||
.GetAll()
|
||||
.Select(mod => new RemoteContextModModel
|
||||
{
|
||||
ID = mod.Manifest.UniqueID,
|
||||
Name = mod.Manifest.Name,
|
||||
Version = mod.Manifest.Version
|
||||
})
|
||||
.ToArray()
|
||||
};
|
||||
|
||||
return new object[] { this.JsonHelper.Serialise(model, Formatting.None) };
|
||||
}
|
||||
|
||||
/// <summary>Get the fields to include in a context sync message sent to other players.</summary>
|
||||
/// <param name="peer">The peer whose data to represent.</param>
|
||||
private object[] GetContextSyncMessageFields(IMultiplayerPeer peer)
|
||||
{
|
||||
if (!peer.HasSmapi)
|
||||
return new object[] { "{}" };
|
||||
|
||||
RemoteContextModel model = new RemoteContextModel
|
||||
{
|
||||
IsHost = peer.IsHost,
|
||||
Platform = peer.Platform.Value,
|
||||
ApiVersion = peer.ApiVersion,
|
||||
GameVersion = peer.GameVersion,
|
||||
Mods = peer.Mods
|
||||
.Select(mod => new RemoteContextModModel
|
||||
{
|
||||
ID = mod.ID,
|
||||
Name = mod.Name,
|
||||
Version = mod.Version
|
||||
})
|
||||
.ToArray()
|
||||
};
|
||||
|
||||
return new object[] { this.JsonHelper.Serialise(model, Formatting.None) };
|
||||
}
|
||||
}
|
||||
}
|
|
@ -35,8 +35,8 @@ namespace StardewModdingAPI
|
|||
/// <summary>Metadata about loaded mods.</summary>
|
||||
IModRegistry ModRegistry { get; }
|
||||
|
||||
///// <summary>Provides multiplayer utilities.</summary>
|
||||
//IMultiplayerHelper Multiplayer { get; }
|
||||
/// <summary>Provides multiplayer utilities.</summary>
|
||||
IMultiplayerHelper Multiplayer { get; }
|
||||
|
||||
/// <summary>Provides translations stored in the mod's <c>i18n</c> folder, with one file per locale (like <c>en.json</c>) containing a flat key => value structure. Translations are fetched with locale fallback, so missing translations are filled in from broader locales (like <c>pt-BR.json</c> < <c>pt.json</c> < <c>default.json</c>).</summary>
|
||||
ITranslationHelper Translation { get; }
|
||||
|
|
|
@ -0,0 +1,33 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using StardewValley;
|
||||
|
||||
namespace StardewModdingAPI
|
||||
{
|
||||
/// <summary>Provides multiplayer utilities.</summary>
|
||||
public interface IMultiplayerHelper : IModLinked
|
||||
{
|
||||
/// <summary>Get a new multiplayer ID.</summary>
|
||||
long GetNewID();
|
||||
|
||||
/// <summary>Get the locations which are being actively synced from the host.</summary>
|
||||
IEnumerable<GameLocation> GetActiveLocations();
|
||||
|
||||
/// <summary>Get a connected player.</summary>
|
||||
/// <param name="id">The player's unique ID.</param>
|
||||
/// <returns>Returns the connected player, or <c>null</c> if no such player is connected.</returns>
|
||||
IMultiplayerPeer GetConnectedPlayer(long id);
|
||||
|
||||
/// <summary>Get all connected players.</summary>
|
||||
IEnumerable<IMultiplayerPeer> GetConnectedPlayers();
|
||||
|
||||
/// <summary>Send a message to mods installed by connected players.</summary>
|
||||
/// <typeparam name="TMessage">The data type. This can be a class with a default constructor, or a value type.</typeparam>
|
||||
/// <param name="message">The data to send over the network.</param>
|
||||
/// <param name="messageType">A message type which receiving mods can use to decide whether it's the one they want to handle, like <c>SetPlayerLocation</c>. This doesn't need to be globally unique, since mods should check the originating mod ID.</param>
|
||||
/// <param name="modIDs">The mod IDs which should receive the message on the destination computers, or <c>null</c> for all mods. Specifying mod IDs is recommended to improve performance, unless it's a general-purpose broadcast.</param>
|
||||
/// <param name="playerIDs">The <see cref="Farmer.UniqueMultiplayerID" /> values for the players who should receive the message, or <c>null</c> for all players. If you don't need to broadcast to all players, specifying player IDs is recommended to reduce latency.</param>
|
||||
/// <exception cref="ArgumentNullException">The <paramref name="message"/> or <paramref name="messageType" /> is null.</exception>
|
||||
void SendMessage<TMessage>(TMessage message, string messageType, string[] modIDs = null, long[] playerIDs = null);
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue