Merge branch 'develop' of https://github.com/Pathoschild/SMAPI.git into android
This commit is contained in:
commit
1648ec1cba
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@ -1,6 +1,26 @@
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← [README](README.md)
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# Release notes
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## Upcoming release
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* For players:
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* Updated translations. Thanks to xCarloC (added Italian)!
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* For the Save Backup mod:
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* Fixed warning on MacOS when you have no saves yet.
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* Reduced log messages.
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* For modders:
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* Added support for self-broadcasts through the multiplayer API. (Mods can now send messages to the current machine. That enables simple integrations between mods without needing an API, and lets mods notify a host mod without needing different code depending on whether the current player is the host or a farmhand.)
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* Added `helper.Input.GetStatus` method to get the low-level status of a button.
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* Eliminated unneeded network messages when broadcasting to a peer who can't handle the message (e.g. because they don't have SMAPI or don't have the target mod).
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* Fixed marriage dialogue cleared when propagating dialogue changes.
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* For the web UI:
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* Updated the JSON validator and Content Patcher schema for `.tmx` support.
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* For SMAPI/tool developers:
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* The SMAPI log now prefixes the OS name with `Android` on Android.
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## 3.2
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Released 01 February 2020 for Stardew Valley 1.4.1 or later.
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@ -66,29 +66,37 @@ namespace StardewModdingAPI.Mods.SaveBackup
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FileInfo targetFile = new FileInfo(Path.Combine(backupFolder.FullName, this.FileName));
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DirectoryInfo fallbackDir = new DirectoryInfo(Path.Combine(backupFolder.FullName, this.BackupLabel));
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if (targetFile.Exists || fallbackDir.Exists)
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{
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this.Monitor.Log("Already backed up today.");
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return;
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}
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// copy saves to fallback directory (ignore non-save files/folders)
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this.Monitor.Log($"Backing up saves to {fallbackDir.FullName}...", LogLevel.Trace);
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DirectoryInfo savesDir = new DirectoryInfo(Constants.SavesPath);
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this.RecursiveCopy(savesDir, fallbackDir, entry => this.MatchSaveFolders(savesDir, entry), copyRoot: false);
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if (!this.RecursiveCopy(savesDir, fallbackDir, entry => this.MatchSaveFolders(savesDir, entry), copyRoot: false))
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{
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this.Monitor.Log("No saves found.");
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return;
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}
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// compress backup if possible
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this.Monitor.Log("Compressing backup if possible...", LogLevel.Trace);
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if (!this.TryCompress(fallbackDir.FullName, targetFile, out Exception compressError))
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{
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if (Constants.TargetPlatform != GamePlatform.Android) // expected to fail on Android
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this.Monitor.Log($"Couldn't compress backup, leaving it uncompressed.\n{compressError}", LogLevel.Trace);
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this.Monitor.Log(Constants.TargetPlatform != GamePlatform.Android
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? $"Backed up to {fallbackDir.FullName}." // expected to fail on Android
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: $"Backed up to {fallbackDir.FullName}. Couldn't compress backup:\n{compressError}"
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);
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}
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else
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{
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this.Monitor.Log($"Backed up to {targetFile.FullName}.");
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fallbackDir.Delete(recursive: true);
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this.Monitor.Log("Backup done!", LogLevel.Trace);
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}
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}
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catch (Exception ex)
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{
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this.Monitor.Log("Couldn't back up save files (see log file for details).", LogLevel.Warn);
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this.Monitor.Log(ex.ToString(), LogLevel.Trace);
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this.Monitor.Log("Couldn't back up saves (see log file for details).", LogLevel.Warn);
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this.Monitor.Log(ex.ToString());
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}
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}
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@ -108,7 +116,7 @@ namespace StardewModdingAPI.Mods.SaveBackup
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{
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try
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{
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this.Monitor.Log($"Deleting {entry.Name}...", LogLevel.Trace);
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this.Monitor.Log($"Deleting {entry.Name}...");
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if (entry is DirectoryInfo folder)
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folder.Delete(recursive: true);
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else
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@ -123,7 +131,7 @@ namespace StardewModdingAPI.Mods.SaveBackup
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catch (Exception ex)
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{
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this.Monitor.Log("Couldn't remove old backups (see log file for details).", LogLevel.Warn);
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this.Monitor.Log(ex.ToString(), LogLevel.Trace);
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this.Monitor.Log(ex.ToString());
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}
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}
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@ -199,29 +207,33 @@ namespace StardewModdingAPI.Mods.SaveBackup
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/// <param name="copyRoot">Whether to copy the root folder itself, or <c>false</c> to only copy its contents.</param>
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/// <param name="filter">A filter which matches the files or directories to copy, or <c>null</c> to copy everything.</param>
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/// <remarks>Derived from the SMAPI installer code.</remarks>
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private void RecursiveCopy(FileSystemInfo source, DirectoryInfo targetFolder, Func<FileSystemInfo, bool> filter, bool copyRoot = true)
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/// <returns>Returns whether any files were copied.</returns>
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private bool RecursiveCopy(FileSystemInfo source, DirectoryInfo targetFolder, Func<FileSystemInfo, bool> filter, bool copyRoot = true)
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{
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if (!targetFolder.Exists)
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targetFolder.Create();
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if (!source.Exists || filter?.Invoke(source) == false)
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return false;
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if (filter?.Invoke(source) == false)
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return;
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bool anyCopied = false;
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switch (source)
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{
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case FileInfo sourceFile:
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targetFolder.Create();
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sourceFile.CopyTo(Path.Combine(targetFolder.FullName, sourceFile.Name));
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anyCopied = true;
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break;
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case DirectoryInfo sourceDir:
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DirectoryInfo targetSubfolder = copyRoot ? new DirectoryInfo(Path.Combine(targetFolder.FullName, sourceDir.Name)) : targetFolder;
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foreach (var entry in sourceDir.EnumerateFileSystemInfos())
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this.RecursiveCopy(entry, targetSubfolder, filter);
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anyCopied = this.RecursiveCopy(entry, targetSubfolder, filter) || anyCopied;
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break;
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default:
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throw new NotSupportedException($"Unknown filesystem info type '{source.GetType().FullName}'.");
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}
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return anyCopied;
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}
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/// <summary>A copy filter which matches save folders.</summary>
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@ -53,7 +53,19 @@ namespace StardewModdingAPI.Toolkit.Utilities
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}
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catch { }
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#endif
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return (platform == Platform.Mac ? "MacOS " : "") + Environment.OSVersion;
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string name = Environment.OSVersion.ToString();
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switch (platform)
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{
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case Platform.Android:
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name = $"Android {name}";
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break;
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case Platform.Mac:
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name = $"MacOS {name}";
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break;
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}
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return name;
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}
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/// <summary>Get the name of the Stardew Valley executable.</summary>
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@ -142,7 +142,7 @@
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},
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"FromFile": {
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"title": "Source file",
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"description": "The relative file path in your content pack folder to load instead (like 'assets/dinosaur.png'). This can be a .json (data), .png (image), .tbin (map), or .xnb file. This field supports tokens and capitalization doesn't matter.",
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"description": "The relative file path in your content pack folder to load instead (like 'assets/dinosaur.png'). This can be a .json (data), .png (image), .tbin or .tmx (map), or .xnb file. This field supports tokens and capitalization doesn't matter.",
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"type": "string",
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"allOf": [
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{
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}
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},
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{
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"pattern": "\\.(json|png|tbin|xnb) *$"
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"pattern": "\\.(json|png|tbin|tmx|xnb) *$"
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}
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],
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"@errorMessages": {
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"allOf:indexes: 0": "Invalid value; must not contain directory climbing (like '../').",
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"allOf:indexes: 1": "Invalid value; must be a file path ending with .json, .png, .tbin, or .xnb."
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"allOf:indexes: 1": "Invalid value; must be a file path ending with .json, .png, .tbin, .tmx, or .xnb."
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}
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},
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"FromArea": {
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"then": {
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"properties": {
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"FromFile": {
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"description": "The relative path to the map in your content pack folder from which to copy (like assets/town.tbin). This can be a .tbin or .xnb file. This field supports tokens and capitalization doesn't matter.\nContent Patcher will handle tilesheets referenced by the FromFile map for you:\n - If a tilesheet isn't referenced by the target map, Content Patcher will add it for you (with a z_ ID prefix to avoid conflicts with hardcoded game logic). If the source map has a custom version of a tilesheet that's already referenced, it'll be added as a separate tilesheet only used by your tiles.\n - If you include the tilesheet file in your mod folder, Content Patcher will use that one automatically; otherwise it will be loaded from the game's Content/Maps folder."
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"description": "The relative path to the map in your content pack folder from which to copy (like assets/town.tbin). This can be a .tbin, .tmx, or .xnb file. This field supports tokens and capitalization doesn't matter.\nContent Patcher will handle tilesheets referenced by the FromFile map for you:\n - If a tilesheet isn't referenced by the target map, Content Patcher will add it for you (with a z_ ID prefix to avoid conflicts with hardcoded game logic). If the source map has a custom version of a tilesheet that's already referenced, it'll be added as a separate tilesheet only used by your tiles.\n - If you include the tilesheet file in your mod folder, Content Patcher will use that one automatically; otherwise it will be loaded from the game's Content/Maps folder."
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},
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"FromArea": {
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"description": "The part of the source map to copy. Defaults to the whole source map."
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@ -169,6 +169,13 @@ namespace StardewModdingAPI.Framework.Input
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return buttons.Any(button => this.IsDown(button.ToSButton()));
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}
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/// <summary>Get the status of a button.</summary>
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/// <param name="button">The button to check.</param>
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public InputStatus GetStatus(SButton button)
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{
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return this.GetStatus(this.ActiveButtons, button);
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}
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/*********
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** Private methods
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@ -50,5 +50,12 @@ namespace StardewModdingAPI.Framework.ModHelpers
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{
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this.InputState.SuppressButtons.Add(button);
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}
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/// <summary>Get the status of a button.</summary>
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/// <param name="button">The button to check.</param>
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public InputStatus GetStatus(SButton button)
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{
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return this.InputState.GetStatus(button);
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}
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}
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}
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@ -21,7 +21,7 @@ namespace StardewModdingAPI.Framework.Networking
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/****
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** Destination
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****/
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/// <summary>The players who should receive the message, or <c>null</c> for all players.</summary>
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/// <summary>The players who should receive the message.</summary>
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public long[] ToPlayerIDs { get; set; }
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/// <summary>The mods which should receive the message, or <c>null</c> for all mods.</summary>
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@ -338,30 +338,49 @@ namespace StardewModdingAPI.Framework
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/// <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>
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public void BroadcastModMessage<TMessage>(TMessage message, string messageType, string fromModID, string[] toModIDs, long[] toPlayerIDs)
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{
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// validate
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// validate input
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if (message == null)
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throw new ArgumentNullException(nameof(message));
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if (string.IsNullOrWhiteSpace(messageType))
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throw new ArgumentNullException(nameof(messageType));
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if (string.IsNullOrWhiteSpace(fromModID))
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throw new ArgumentNullException(nameof(fromModID));
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if (!this.Peers.Any())
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// get target players
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long curPlayerId = Game1.player.UniqueMultiplayerID;
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bool sendToSelf = false;
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List<MultiplayerPeer> sendToPeers = new List<MultiplayerPeer>();
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if (toPlayerIDs == null)
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{
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this.Monitor.VerboseLog($"Ignored '{messageType}' broadcast from mod {fromModID}: not connected to any players.");
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return;
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sendToSelf = true;
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sendToPeers.AddRange(this.Peers.Values);
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}
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else
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{
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foreach (long id in toPlayerIDs.Distinct())
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{
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if (id == curPlayerId)
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sendToSelf = true;
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else if (this.Peers.TryGetValue(id, out MultiplayerPeer peer) && peer.HasSmapi)
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sendToPeers.Add(peer);
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}
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}
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// filter player IDs
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HashSet<long> playerIDs = null;
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if (toPlayerIDs != null && toPlayerIDs.Any())
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// filter by mod ID
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if (toModIDs != null)
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{
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playerIDs = new HashSet<long>(toPlayerIDs);
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playerIDs.RemoveWhere(id => !this.Peers.ContainsKey(id));
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if (!playerIDs.Any())
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{
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this.Monitor.VerboseLog($"Ignored '{messageType}' broadcast from mod {fromModID}: none of the specified player IDs are connected.");
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return;
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HashSet<string> sendToMods = new HashSet<string>(toModIDs, StringComparer.InvariantCultureIgnoreCase);
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if (sendToSelf && toModIDs.All(id => this.ModRegistry.Get(id) == null))
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sendToSelf = false;
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sendToPeers.RemoveAll(peer => peer.Mods.All(mod => !sendToMods.Contains(mod.ID)));
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}
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// validate recipients
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if (!sendToSelf && !sendToPeers.Any())
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{
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this.Monitor.VerboseLog($"Ignored '{messageType}' broadcast from mod {fromModID}: none of the specified player IDs can receive this message.");
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return;
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}
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// get data to send
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@ -369,33 +388,44 @@ namespace StardewModdingAPI.Framework
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fromPlayerID: Game1.player.UniqueMultiplayerID,
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fromModID: fromModID,
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toModIDs: toModIDs,
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toPlayerIDs: playerIDs?.ToArray(),
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toPlayerIDs: sendToPeers.Select(p => p.PlayerID).ToArray(),
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type: messageType,
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data: JToken.FromObject(message)
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);
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string data = JsonConvert.SerializeObject(model, Formatting.None);
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// log message
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// send self-message
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if (sendToSelf)
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{
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if (this.LogNetworkTraffic)
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this.Monitor.Log($"Broadcasting '{messageType}' message: {data}.", LogLevel.Trace);
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this.Monitor.Log($"Broadcasting '{messageType}' message to self: {data}.", LogLevel.Trace);
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// send message
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this.OnModMessageReceived(model);
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}
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// send message to peers
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if (sendToPeers.Any())
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{
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if (Context.IsMainPlayer)
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{
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foreach (MultiplayerPeer peer in this.Peers.Values)
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foreach (MultiplayerPeer peer in sendToPeers)
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{
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if (playerIDs == null || playerIDs.Contains(peer.PlayerID))
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{
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model.ToPlayerIDs = new[] { peer.PlayerID };
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if (this.LogNetworkTraffic)
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this.Monitor.Log($"Broadcasting '{messageType}' message to farmhand {peer.PlayerID}: {data}.", LogLevel.Trace);
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peer.SendMessage(new OutgoingMessage((byte)MessageType.ModMessage, peer.PlayerID, data));
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}
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}
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}
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else if (this.HostPeer != null && this.HostPeer.HasSmapi)
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else if (this.HostPeer?.HasSmapi == true)
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{
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if (this.LogNetworkTraffic)
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this.Monitor.Log($"Broadcasting '{messageType}' message to host {this.HostPeer.PlayerID}: {data}.", LogLevel.Trace);
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this.HostPeer.SendMessage(new OutgoingMessage((byte)MessageType.ModMessage, this.HostPeer.PlayerID, data));
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}
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else
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this.Monitor.VerboseLog(" Can't send message because no valid connections were found.");
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}
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}
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|
|
|
@ -17,5 +17,9 @@ namespace StardewModdingAPI
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|||
/// <summary>Prevent the game from handling a button press. This doesn't prevent other mods from receiving the event.</summary>
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/// <param name="button">The button to suppress.</param>
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void Suppress(SButton button);
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/// <summary>Get the status of a button.</summary>
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/// <param name="button">The button to check.</param>
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InputStatus GetStatus(SButton button);
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}
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||||
}
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||||
|
|
|
@ -1,7 +1,7 @@
|
|||
namespace StardewModdingAPI.Framework.Input
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||||
namespace StardewModdingAPI
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||||
{
|
||||
/// <summary>The input status for a button during an update frame.</summary>
|
||||
internal enum InputStatus
|
||||
public enum InputStatus
|
||||
{
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||||
/// <summary>The button was neither pressed, held, nor released.</summary>
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||||
None,
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|
@ -887,10 +887,17 @@ namespace StardewModdingAPI.Metadata
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return false;
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||||
// update dialogue
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// Note that marriage dialogue isn't reloaded after reset, but it doesn't need to be
|
||||
// propagated anyway since marriage dialogue keys can't be added/removed and the field
|
||||
// doesn't store the text itself.
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||||
foreach (NPC villager in villagers)
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{
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||||
MarriageDialogueReference[] marriageDialogue = villager.currentMarriageDialogue.ToArray();
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||||
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villager.resetSeasonalDialogue(); // doesn't only affect seasonal dialogue
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villager.resetCurrentDialogue();
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villager.currentMarriageDialogue.Set(marriageDialogue);
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||||
}
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||||
return true;
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||||
|
|
|
@ -0,0 +1,3 @@
|
|||
{
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||||
"warn.invalid-content-removed": "Contenuto non valido rimosso per prevenire un crash (Guarda la console di SMAPI per maggiori informazioni)."
|
||||
}
|
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