update for split-screen mode
This includes splitting GameRunner (the main game instance) from Game1 (now a per-screen game state), adding a PerScreen<T> utility to simplify per-screen values, adding separate per-screen input handling and events, adding new Context fields for split-screen, and logging the screen ID in split-screen mode to distinguish log entries.
This commit is contained in:
parent
50a146d1c9
commit
2e8c7e06c5
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@ -9,7 +9,11 @@
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## Upcoming release
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* For players:
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* Updated for Stardew Valley 1.5.
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* Updated for Stardew Valley 1.5, including split-screen support.
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* For modders:
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* Added `PerScreen<T>` utility and new `Context` fields to simplify split-screen support in mods.
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* Added screen ID to log when playing in split-screen mode.
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## 3.7.6
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Released 21 November 2020 for Stardew Valley 1.4.1 or later.
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@ -16,6 +16,9 @@ namespace StardewModdingAPI.Web.Framework.LogParsing
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/// <summary>The log level for the next log message.</summary>
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public LogLevel Level { get; set; }
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/// <summary>The screen ID in split-screen mode.</summary>
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public int ScreenId { get; set; }
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/// <summary>The mod name for the next log message.</summary>
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public string Mod { get; set; }
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@ -36,10 +39,11 @@ namespace StardewModdingAPI.Web.Framework.LogParsing
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/// <summary>Start accumulating values for a new log message.</summary>
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/// <param name="time">The local time when the log was posted.</param>
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/// <param name="level">The log level.</param>
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/// <param name="screenId">The screen ID in split-screen mode.</param>
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/// <param name="mod">The mod name.</param>
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/// <param name="text">The initial log text.</param>
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/// <exception cref="InvalidOperationException">A log message is already started; call <see cref="Clear"/> before starting a new message.</exception>
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public void Start(string time, LogLevel level, string mod, string text)
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public void Start(string time, LogLevel level, int screenId, string mod, string text)
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{
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if (this.Started)
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throw new InvalidOperationException("Can't start new message, previous log message isn't done yet.");
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@ -48,6 +52,7 @@ namespace StardewModdingAPI.Web.Framework.LogParsing
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this.Time = time;
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this.Level = level;
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this.ScreenId = screenId;
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this.Mod = mod;
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this.Text.Append(text);
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}
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@ -74,6 +79,7 @@ namespace StardewModdingAPI.Web.Framework.LogParsing
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{
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Time = this.Time,
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Level = this.Level,
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ScreenId = this.ScreenId,
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Mod = this.Mod,
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Text = this.Text.ToString()
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};
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@ -14,7 +14,7 @@ namespace StardewModdingAPI.Web.Framework.LogParsing
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** Fields
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*********/
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/// <summary>A regex pattern matching the start of a SMAPI message.</summary>
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private readonly Regex MessageHeaderPattern = new Regex(@"^\[(?<time>\d\d[:\.]\d\d[:\.]\d\d) (?<level>[a-z]+) +(?<modName>[^\]]+)\] ", RegexOptions.Compiled | RegexOptions.IgnoreCase);
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private readonly Regex MessageHeaderPattern = new Regex(@"^\[(?<time>\d\d[:\.]\d\d[:\.]\d\d) (?<level>[a-z]+)(?: +screen_(?<screen>\d+))? +(?<modName>[^\]]+)\] ", RegexOptions.Compiled | RegexOptions.IgnoreCase);
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/// <summary>A regex pattern matching SMAPI's initial platform info message.</summary>
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private readonly Regex InfoLinePattern = new Regex(@"^SMAPI (?<apiVersion>.+) with Stardew Valley (?<gameVersion>.+) on (?<os>.+)", RegexOptions.Compiled | RegexOptions.IgnoreCase);
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@ -304,9 +304,11 @@ namespace StardewModdingAPI.Web.Framework.LogParsing
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builder.Clear();
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}
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var screenGroup = header.Groups["screen"];
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builder.Start(
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time: header.Groups["time"].Value,
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level: Enum.Parse<LogLevel>(header.Groups["level"].Value, ignoreCase: true),
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screenId: screenGroup.Success ? int.Parse(screenGroup.Value) : 0, // main player is always screen ID 0
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mod: header.Groups["modName"].Value,
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text: line.Substring(header.Length)
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);
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@ -12,6 +12,9 @@ namespace StardewModdingAPI.Web.Framework.LogParsing.Models
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/// <summary>The log level.</summary>
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public LogLevel Level { get; set; }
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/// <summary>The screen ID in split-screen mode.</summary>
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public int ScreenId { get; set; }
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/// <summary>The mod name.</summary>
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public string Mod { get; set; }
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@ -13,6 +13,8 @@
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.ToDictionary(level => level.ToString().ToLower(), level => level != LogLevel.Trace);
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string curPageUrl = this.Url.PlainAction("Index", "LogParser", new { id = Model.PasteID }, absoluteUrl: true);
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ISet<int> screenIds = new HashSet<int>(Model.ParsedLog?.Messages?.Select(p => p.ScreenId) ?? new int[0]);
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}
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@section Head {
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showMods: @this.ForJson(Model.ParsedLog?.Mods?.Select(p => Model.GetSlug(p.Name)).Distinct().ToDictionary(slug => slug, slug => true)),
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showSections: @this.ForJson(Enum.GetNames(typeof(LogSection)).ToDictionary(section => section, section => false)),
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showLevels: @this.ForJson(defaultFilters),
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enableFilters: @this.ForJson(!Model.ShowRaw)
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enableFilters: @this.ForJson(!Model.ShowRaw),
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screenIds: @this.ForJson(screenIds)
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}, '@this.Url.PlainAction("Index", "LogParser", values: null)');
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});
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</script>
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@ -305,6 +308,10 @@ else if (Model.ParsedLog?.IsValid == true)
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@if (message.IsStartOfSection) { <text> v-on:click="toggleSection('@message.Section')" </text> }
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v-show="filtersAllow('@Model.GetSlug(message.Mod)', '@levelStr') @sectionFilter">
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<td v-pre>@message.Time</td>
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@if (screenIds.Count > 1)
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{
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<td v-pre>screen_@message.ScreenId</td>
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}
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<td v-pre>@message.Level.ToString().ToUpper()</td>
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<td v-pre data-title="@message.Mod">@message.Mod</td>
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<td>
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@ -325,7 +332,7 @@ else if (Model.ParsedLog?.IsValid == true)
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if (message.Repeated > 0)
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{
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<tr class="@levelStr mod mod-repeat" v-show="filtersAllow('@Model.GetSlug(message.Mod)', '@levelStr') @sectionFilter">
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<td colspan="3"></td>
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<td colspan="4"></td>
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<td v-pre><i>repeats [@message.Repeated] times.</i></td>
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</tr>
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}
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@ -39,6 +39,9 @@ namespace StardewModdingAPI
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/// <summary>The game's assembly name.</summary>
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internal static string GameAssemblyName => EarlyConstants.Platform == GamePlatform.Windows ? "Stardew Valley" : "StardewValley";
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/// <summary>The <see cref="Context.ScreenId"/> value which should appear in the SMAPI log, if any.</summary>
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internal static int? LogScreenId { get; set; }
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}
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/// <summary>Contains SMAPI's constants and assumptions.</summary>
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using System.Collections.Generic;
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using StardewModdingAPI.Enums;
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using StardewModdingAPI.Events;
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using StardewModdingAPI.Utilities;
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using StardewValley;
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using StardewValley.Menus;
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/// <summary>Provides information about the current game state.</summary>
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public static class Context
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{
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/*********
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** Fields
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*********/
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/// <summary>Whether the player has loaded a save and the world has finished initializing.</summary>
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private static readonly PerScreen<bool> IsWorldReadyForScreen = new PerScreen<bool>();
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/// <summary>The current stage in the game's loading process.</summary>
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private static readonly PerScreen<LoadStage> LoadStageForScreen = new PerScreen<LoadStage>();
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/// <summary>Whether a player save has been loaded.</summary>
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internal static bool IsSaveLoaded => Game1.hasLoadedGame && !(Game1.activeClickableMenu is TitleMenu);
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/// <summary>Whether the game is currently writing to the save file.</summary>
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internal static bool IsSaving => Game1.activeClickableMenu is SaveGameMenu || Game1.activeClickableMenu is ShippingMenu; // saving is performed by SaveGameMenu, but it's wrapped by ShippingMenu on days when the player shipping something
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/// <summary>The active split-screen instance IDs.</summary>
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internal static readonly ISet<int> ActiveScreenIds = new HashSet<int>();
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/// <summary>The last screen ID that was removed from the game, used to synchronize <see cref="PerScreen{T}"/>.</summary>
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internal static int LastRemovedScreenId = -1;
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/// <summary>The current stage in the game's loading process.</summary>
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internal static LoadStage LoadStage
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{
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get => Context.LoadStageForScreen.Value;
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set => Context.LoadStageForScreen.Value = value;
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}
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/*********
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** Accessors
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*********/
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/****
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** Public
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** Game/player state
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****/
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/// <summary>Whether the game has performed core initialization. This becomes true right before the first update tick.</summary>
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public static bool IsGameLaunched { get; internal set; }
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/// <summary>Whether the player has loaded a save and the world has finished initializing.</summary>
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public static bool IsWorldReady { get; internal set; }
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public static bool IsWorldReady
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{
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get => Context.IsWorldReadyForScreen.Value;
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set => Context.IsWorldReadyForScreen.Value = value;
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}
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/// <summary>Whether <see cref="IsWorldReady"/> is true and the player is free to act in the world (no menu is displayed, no cutscene is in progress, etc).</summary>
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public static bool IsPlayerFree => Context.IsWorldReady && Game1.currentLocation != null && Game1.activeClickableMenu == null && !Game1.dialogueUp && (!Game1.eventUp || Game1.isFestival());
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/// <summary>Whether the game is currently running the draw loop. This isn't relevant to most mods, since you should use <see cref="IDisplayEvents"/> events to draw to the screen.</summary>
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public static bool IsInDrawLoop { get; internal set; }
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/// <summary>Whether <see cref="IsWorldReady"/> and the player loaded the save in multiplayer mode (regardless of whether any other players are connected).</summary>
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public static bool IsMultiplayer => Context.IsWorldReady && Game1.multiplayerMode != Game1.singlePlayer;
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/// <summary>Whether <see cref="IsWorldReady"/> and the current player is the main player. This is always true in single-player, and true when hosting in multiplayer.</summary>
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public static bool IsMainPlayer => Context.IsWorldReady && Game1.IsMasterGame;
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/****
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** Internal
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** Multiplayer
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****/
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/// <summary>Whether a player save has been loaded.</summary>
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internal static bool IsSaveLoaded => Game1.hasLoadedGame && !(Game1.activeClickableMenu is TitleMenu);
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/// <summary>The unique ID of the current screen in split-screen mode. A screen is always assigned a new ID when it's opened (so a player who quits and rejoins has a new screen ID).</summary>
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public static int ScreenId => Game1.game1?.instanceId ?? 0;
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/// <summary>Whether the game is currently writing to the save file.</summary>
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internal static bool IsSaving => Game1.activeClickableMenu is SaveGameMenu || Game1.activeClickableMenu is ShippingMenu; // saving is performed by SaveGameMenu, but it's wrapped by ShippingMenu on days when the player shipping something
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/// <summary>Whether the game is running in multiplayer or split-screen mode (regardless of whether any other players are connected). See <see cref="IsSplitScreen"/> and <see cref="HasRemotePlayers"/> for more specific checks.</summary>
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public static bool IsMultiplayer => Context.IsSplitScreen || (Context.IsWorldReady && Game1.multiplayerMode != Game1.singlePlayer);
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/// <summary>The current stage in the game's loading process.</summary>
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internal static LoadStage LoadStage { get; set; }
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/// <summary>Whether this player is running on the main player's computer. This is true for both the main player and split-screen players.</summary>
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public static bool IsOnHostComputer => Context.IsMainPlayer || Context.IsSplitScreen;
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/// <summary>Whether the current player is playing in a split-screen. This is only applicable when <see cref="IsOnHostComputer"/> is true, since split-screen players on another computer are just regular remote players.</summary>
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public static bool IsSplitScreen => LocalMultiplayer.IsLocalMultiplayer();
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/// <summary>Whether there are players connected over the network.</summary>
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public static bool HasRemotePlayers => Context.IsMultiplayer && !Game1.hasLocalClientsOnly;
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/// <summary>Whether the current player is the main player. This is always true in single-player, and true when hosting in multiplayer.</summary>
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public static bool IsMainPlayer => Game1.IsMasterGame && !(TitleMenu.subMenu is FarmhandMenu);
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/*********
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** Public methods
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*********/
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/// <summary>Get whether a screen ID is still active.</summary>
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/// <param name="id">The screen ID.</param>
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public static bool HasScreenId(int id)
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{
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return Context.ActiveScreenIds.Contains(id);
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}
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}
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}
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@ -84,10 +84,11 @@ namespace StardewModdingAPI.Framework.Logging
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/// <param name="writeToConsole">Whether to output log messages to the console.</param>
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/// <param name="isVerbose">Whether verbose logging is enabled. This enables more detailed diagnostic messages than are normally needed.</param>
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/// <param name="isDeveloperMode">Whether to enable full console output for developers.</param>
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public LogManager(string logPath, ColorSchemeConfig colorConfig, bool writeToConsole, bool isVerbose, bool isDeveloperMode)
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/// <param name="getScreenIdForLog">Get the screen ID that should be logged to distinguish between players in split-screen mode, if any.</param>
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public LogManager(string logPath, ColorSchemeConfig colorConfig, bool writeToConsole, bool isVerbose, bool isDeveloperMode, Func<int?> getScreenIdForLog)
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{
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// init construction logic
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this.GetMonitorImpl = name => new Monitor(name, this.IgnoreChar, this.LogFile, colorConfig, isVerbose)
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this.GetMonitorImpl = name => new Monitor(name, this.IgnoreChar, this.LogFile, colorConfig, isVerbose, getScreenIdForLog)
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{
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WriteToConsole = writeToConsole,
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ShowTraceInConsole = isDeveloperMode,
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|
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@ -69,8 +69,8 @@ namespace StardewModdingAPI.Framework.ModHelpers
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{
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if (Context.LoadStage == LoadStage.None)
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throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.ReadSaveData)} when a save file isn't loaded.");
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if (!Game1.IsMasterGame)
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throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.ReadSaveData)} because this isn't the main player. (Save files are stored on the main player's computer.)");
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if (!Context.IsOnHostComputer)
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throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.ReadSaveData)} when connected to a remote host. (Save files are stored on the main player's computer.)");
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string internalKey = this.GetSaveFileKey(key);
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@ -87,8 +87,8 @@ namespace StardewModdingAPI.Framework.ModHelpers
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{
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if (Context.LoadStage == LoadStage.None)
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throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.WriteSaveData)} when a save file isn't loaded.");
|
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if (!Game1.IsMasterGame)
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throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.WriteSaveData)} because this isn't the main player. (Save files are stored on the main player's computer.)");
|
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if (!Context.IsOnHostComputer)
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throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.WriteSaveData)} when connected to a remote host. (Save files are stored on the main player's computer.)");
|
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string internalKey = this.GetSaveFileKey(key);
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string data = model != null
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|
|
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@ -1,3 +1,4 @@
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using System;
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using StardewModdingAPI.Framework.Input;
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namespace StardewModdingAPI.Framework.ModHelpers
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@ -8,8 +9,8 @@ namespace StardewModdingAPI.Framework.ModHelpers
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|||
/*********
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** Accessors
|
||||
*********/
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/// <summary>Manages the game's input state.</summary>
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private readonly SInputState InputState;
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/// <summary>Manages the game's input state for the current player instance. That may not be the main player in split-screen mode.</summary>
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private readonly Func<SInputState> CurrentInputState;
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|
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/*********
|
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@ -17,41 +18,41 @@ namespace StardewModdingAPI.Framework.ModHelpers
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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="inputState">Manages the game's input state.</param>
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public InputHelper(string modID, SInputState inputState)
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/// <param name="currentInputState">Manages the game's input state for the current player instance. That may not be the main player in split-screen mode.</param>
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public InputHelper(string modID, Func<SInputState> currentInputState)
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: base(modID)
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{
|
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this.InputState = inputState;
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this.CurrentInputState = currentInputState;
|
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}
|
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/// <inheritdoc />
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public ICursorPosition GetCursorPosition()
|
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{
|
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return this.InputState.CursorPosition;
|
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return this.CurrentInputState().CursorPosition;
|
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}
|
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|
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/// <inheritdoc />
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public bool IsDown(SButton button)
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{
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return this.InputState.IsDown(button);
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return this.CurrentInputState().IsDown(button);
|
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}
|
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|
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/// <inheritdoc />
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public bool IsSuppressed(SButton button)
|
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{
|
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return this.InputState.IsSuppressed(button);
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return this.CurrentInputState().IsSuppressed(button);
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}
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/// <inheritdoc />
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public void Suppress(SButton button)
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{
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this.InputState.OverrideButton(button, setDown: false);
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this.CurrentInputState().OverrideButton(button, setDown: false);
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}
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/// <inheritdoc />
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public SButtonState GetState(SButton button)
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{
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return this.InputState.GetState(button);
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return this.CurrentInputState().GetState(button);
|
||||
}
|
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}
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}
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|
|
|
@ -51,7 +51,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
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/// <summary>Construct an instance.</summary>
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/// <param name="modID">The mod's unique ID.</param>
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/// <param name="modDirectory">The full path to the mod's folder.</param>
|
||||
/// <param name="inputState">Manages the game's input state.</param>
|
||||
/// <param name="currentInputState">Manages the game's input state for the current player instance. That may not be the main player in split-screen mode.</param>
|
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/// <param name="events">Manages access to events raised by SMAPI.</param>
|
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/// <param name="contentHelper">An API for loading content assets.</param>
|
||||
/// <param name="contentPackHelper">An API for managing content packs.</param>
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|
@ -63,7 +63,7 @@ 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, IMultiplayerHelper multiplayer, ITranslationHelper translationHelper)
|
||||
public ModHelper(string modID, string modDirectory, Func<SInputState> currentInputState, IModEvents events, IContentHelper contentHelper, IContentPackHelper contentPackHelper, ICommandHelper commandHelper, IDataHelper dataHelper, IModRegistry modRegistry, IReflectionHelper reflectionHelper, IMultiplayerHelper multiplayer, ITranslationHelper translationHelper)
|
||||
: base(modID)
|
||||
{
|
||||
// validate directory
|
||||
|
@ -77,7 +77,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
|
|||
this.Content = contentHelper ?? throw new ArgumentNullException(nameof(contentHelper));
|
||||
this.ContentPacks = contentPackHelper ?? throw new ArgumentNullException(nameof(contentPackHelper));
|
||||
this.Data = dataHelper ?? throw new ArgumentNullException(nameof(dataHelper));
|
||||
this.Input = new InputHelper(modID, inputState);
|
||||
this.Input = new InputHelper(modID, currentInputState);
|
||||
this.ModRegistry = modRegistry ?? throw new ArgumentNullException(nameof(modRegistry));
|
||||
this.ConsoleCommands = commandHelper ?? throw new ArgumentNullException(nameof(commandHelper));
|
||||
this.Reflection = reflectionHelper ?? throw new ArgumentNullException(nameof(reflectionHelper));
|
||||
|
|
|
@ -30,6 +30,9 @@ namespace StardewModdingAPI.Framework
|
|||
/// <summary>A cache of messages that should only be logged once.</summary>
|
||||
private readonly HashSet<string> LogOnceCache = new HashSet<string>();
|
||||
|
||||
/// <summary>Get the screen ID that should be logged to distinguish between players in split-screen mode, if any.</summary>
|
||||
private readonly Func<int?> GetScreenIdForLog;
|
||||
|
||||
|
||||
/*********
|
||||
** Accessors
|
||||
|
@ -56,7 +59,8 @@ namespace StardewModdingAPI.Framework
|
|||
/// <param name="logFile">The log file to which to write messages.</param>
|
||||
/// <param name="colorConfig">The colors to use for text written to the SMAPI console.</param>
|
||||
/// <param name="isVerbose">Whether verbose logging is enabled. This enables more detailed diagnostic messages than are normally needed.</param>
|
||||
public Monitor(string source, char ignoreChar, LogFileManager logFile, ColorSchemeConfig colorConfig, bool isVerbose)
|
||||
/// <param name="getScreenIdForLog">Get the screen ID that should be logged to distinguish between players in split-screen mode, if any.</param>
|
||||
public Monitor(string source, char ignoreChar, LogFileManager logFile, ColorSchemeConfig colorConfig, bool isVerbose, Func<int?> getScreenIdForLog)
|
||||
{
|
||||
// validate
|
||||
if (string.IsNullOrWhiteSpace(source))
|
||||
|
@ -68,6 +72,7 @@ namespace StardewModdingAPI.Framework
|
|||
this.ConsoleWriter = new ColorfulConsoleWriter(Constants.Platform, colorConfig);
|
||||
this.IgnoreChar = ignoreChar;
|
||||
this.IsVerbose = isVerbose;
|
||||
this.GetScreenIdForLog = getScreenIdForLog;
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
|
@ -143,7 +148,9 @@ namespace StardewModdingAPI.Framework
|
|||
private string GenerateMessagePrefix(string source, ConsoleLogLevel level)
|
||||
{
|
||||
string levelStr = level.ToString().ToUpper().PadRight(Monitor.MaxLevelLength);
|
||||
return $"[{DateTime.Now:HH:mm:ss} {levelStr} {source}]";
|
||||
int? playerIndex = this.GetScreenIdForLog();
|
||||
|
||||
return $"[{DateTime.Now:HH:mm:ss} {levelStr}{(playerIndex != null ? $" screen_{playerIndex}" : "")} {source}]";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -85,17 +85,14 @@ namespace StardewModdingAPI.Framework
|
|||
private readonly CommandManager CommandManager = new CommandManager();
|
||||
|
||||
/// <summary>The underlying game instance.</summary>
|
||||
private SGame Game;
|
||||
|
||||
/// <summary>Manages input visible to the game.</summary>
|
||||
private SInputState Input => SGame.Input;
|
||||
|
||||
/// <summary>The game's core multiplayer utility.</summary>
|
||||
private SMultiplayer Multiplayer => SGame.Multiplayer;
|
||||
private SGameRunner Game;
|
||||
|
||||
/// <summary>SMAPI's content manager.</summary>
|
||||
private ContentCoordinator ContentCore;
|
||||
|
||||
/// <summary>The game's core multiplayer utility for the main player.</summary>
|
||||
private SMultiplayer Multiplayer;
|
||||
|
||||
/// <summary>Tracks the installed mods.</summary>
|
||||
/// <remarks>This is initialized after the game starts.</remarks>
|
||||
private readonly ModRegistry ModRegistry = new ModRegistry();
|
||||
|
@ -103,11 +100,6 @@ namespace StardewModdingAPI.Framework
|
|||
/// <summary>Manages SMAPI events for mods.</summary>
|
||||
private readonly EventManager EventManager;
|
||||
|
||||
/// <summary>Monitors the entire game state for changes.</summary>
|
||||
private WatcherCore Watchers;
|
||||
|
||||
/// <summary>A snapshot of the current <see cref="Watchers"/> state.</summary>
|
||||
private readonly WatcherSnapshot WatcherSnapshot = new WatcherSnapshot();
|
||||
|
||||
/****
|
||||
** State
|
||||
|
@ -127,25 +119,15 @@ namespace StardewModdingAPI.Framework
|
|||
/// <summary>Whether post-game-startup initialization has been performed.</summary>
|
||||
private bool IsInitialized;
|
||||
|
||||
/// <summary>Whether the player just returned to the title screen.</summary>
|
||||
public bool JustReturnedToTitle { get; set; }
|
||||
|
||||
/// <summary>The maximum number of consecutive attempts SMAPI should make to recover from an update error.</summary>
|
||||
private readonly Countdown UpdateCrashTimer = new Countdown(60); // 60 ticks = roughly one second
|
||||
|
||||
/// <summary>The number of ticks until SMAPI should notify mods that the game has loaded.</summary>
|
||||
/// <remarks>Skipping a few frames ensures the game finishes initializing the world before mods try to change it.</remarks>
|
||||
private readonly Countdown AfterLoadTimer = new Countdown(5);
|
||||
|
||||
/// <summary>Whether custom content was removed from the save data to avoid a crash.</summary>
|
||||
private bool IsSaveContentRemoved;
|
||||
|
||||
/// <summary>Whether the game is saving and SMAPI has already raised <see cref="IGameLoopEvents.Saving"/>.</summary>
|
||||
private bool IsBetweenSaveEvents;
|
||||
|
||||
/// <summary>Whether the game is creating the save file and SMAPI has already raised <see cref="IGameLoopEvents.SaveCreating"/>.</summary>
|
||||
private bool IsBetweenCreateEvents;
|
||||
|
||||
/// <summary>Whether the player just returned to the title screen.</summary>
|
||||
private bool JustReturnedToTitle;
|
||||
|
||||
/// <summary>Asset interceptors added or removed since the last tick.</summary>
|
||||
private readonly List<AssetInterceptorChange> ReloadAssetInterceptorsQueue = new List<AssetInterceptorChange>();
|
||||
|
||||
|
@ -191,7 +173,7 @@ namespace StardewModdingAPI.Framework
|
|||
if (File.Exists(Constants.ApiUserConfigPath))
|
||||
JsonConvert.PopulateObject(File.ReadAllText(Constants.ApiUserConfigPath), this.Settings);
|
||||
|
||||
this.LogManager = new LogManager(logPath: logPath, colorConfig: this.Settings.ConsoleColors, writeToConsole: writeToConsole, isVerbose: this.Settings.VerboseLogging, isDeveloperMode: this.Settings.DeveloperMode);
|
||||
this.LogManager = new LogManager(logPath: logPath, colorConfig: this.Settings.ConsoleColors, writeToConsole: writeToConsole, isVerbose: this.Settings.VerboseLogging, isDeveloperMode: this.Settings.DeveloperMode, getScreenIdForLog: this.GetScreenIdForLog);
|
||||
|
||||
SCore.PerformanceMonitor = new PerformanceMonitor(this.Monitor);
|
||||
this.EventManager = new EventManager(this.ModRegistry, SCore.PerformanceMonitor);
|
||||
|
@ -250,22 +232,22 @@ namespace StardewModdingAPI.Framework
|
|||
LocalizedContentManager.OnLanguageChange += locale => this.OnLocaleChanged();
|
||||
|
||||
// override game
|
||||
var multiplayer = new SMultiplayer(this.Monitor, this.EventManager, this.Toolkit.JsonHelper, this.ModRegistry, this.Reflection, this.OnModMessageReceived, this.Settings.LogNetworkTraffic);
|
||||
var modHooks = new SModHooks(this.OnNewDayAfterFade);
|
||||
this.Multiplayer = new SMultiplayer(this.Monitor, this.EventManager, this.Toolkit.JsonHelper, this.ModRegistry, this.Reflection, this.OnModMessageReceived, this.Settings.LogNetworkTraffic);
|
||||
SGame.CreateContentManagerImpl = this.CreateContentManager; // must be static since the game accesses it before the SGame constructor is called
|
||||
this.Game = new SGame(
|
||||
this.Game = new SGameRunner(
|
||||
monitor: this.Monitor,
|
||||
reflection: this.Reflection,
|
||||
eventManager: this.EventManager,
|
||||
modHooks: modHooks,
|
||||
multiplayer: multiplayer,
|
||||
modHooks: new SModHooks(this.OnNewDayAfterFade),
|
||||
multiplayer: this.Multiplayer,
|
||||
exitGameImmediately: this.ExitGameImmediately,
|
||||
|
||||
onGameContentLoaded: this.OnGameContentLoaded,
|
||||
onGameUpdating: this.OnGameUpdating,
|
||||
onPlayerInstanceUpdating: this.OnPlayerInstanceUpdating,
|
||||
onGameExiting: this.OnGameExiting
|
||||
);
|
||||
StardewValley.Program.gamePtr = this.Game;
|
||||
StardewValley.GameRunner.instance = this.Game;
|
||||
|
||||
// apply game patches
|
||||
new GamePatcher(this.Monitor).Apply(
|
||||
|
@ -422,12 +404,6 @@ namespace StardewModdingAPI.Framework
|
|||
/// <summary>Raised after the game finishes initializing.</summary>
|
||||
private void OnGameInitialized()
|
||||
{
|
||||
// set initial state
|
||||
this.Input.TrueUpdate();
|
||||
|
||||
// init watchers
|
||||
this.Watchers = new WatcherCore(this.Input, this.Game.GetObservableLocations());
|
||||
|
||||
// validate XNB integrity
|
||||
if (!this.ValidateContentIntegrity())
|
||||
this.Monitor.Log("SMAPI found problems in your game's content files which are likely to cause errors or crashes. Consider uninstalling XNB mods or reinstalling the game.", LogLevel.Error);
|
||||
|
@ -460,8 +436,6 @@ namespace StardewModdingAPI.Framework
|
|||
/// <param name="runGameUpdate">Invoke the game's update logic.</param>
|
||||
private void OnGameUpdating(GameTime gameTime, Action runGameUpdate)
|
||||
{
|
||||
var events = this.EventManager;
|
||||
|
||||
try
|
||||
{
|
||||
/*********
|
||||
|
@ -471,15 +445,6 @@ namespace StardewModdingAPI.Framework
|
|||
SCore.DeprecationManager.PrintQueued();
|
||||
SCore.PerformanceMonitor.PrintQueuedAlerts();
|
||||
|
||||
// reapply overrides
|
||||
if (this.JustReturnedToTitle)
|
||||
{
|
||||
if (!(Game1.mapDisplayDevice is SDisplayDevice))
|
||||
Game1.mapDisplayDevice = this.GetMapDisplayDevice();
|
||||
|
||||
this.JustReturnedToTitle = false;
|
||||
}
|
||||
|
||||
/*********
|
||||
** First-tick initialization
|
||||
*********/
|
||||
|
@ -489,16 +454,6 @@ namespace StardewModdingAPI.Framework
|
|||
this.OnGameInitialized();
|
||||
}
|
||||
|
||||
/*********
|
||||
** Update input
|
||||
*********/
|
||||
// This should *always* run, even when suppressing mod events, since the game uses
|
||||
// this too. For example, doing this after mod event suppression would prevent the
|
||||
// user from doing anything on the overnight shipping screen.
|
||||
SInputState inputState = this.Input;
|
||||
if (this.Game.IsActive)
|
||||
inputState.TrueUpdate();
|
||||
|
||||
/*********
|
||||
** Special cases
|
||||
*********/
|
||||
|
@ -509,98 +464,6 @@ namespace StardewModdingAPI.Framework
|
|||
return;
|
||||
}
|
||||
|
||||
// Run async tasks synchronously to avoid issues due to mod events triggering
|
||||
// concurrently with game code.
|
||||
bool saveParsed = false;
|
||||
if (Game1.currentLoader != null)
|
||||
{
|
||||
this.Monitor.Log("Game loader synchronizing...");
|
||||
while (Game1.currentLoader?.MoveNext() == true)
|
||||
{
|
||||
// raise load stage changed
|
||||
switch (Game1.currentLoader.Current)
|
||||
{
|
||||
case 20 when (!saveParsed && SaveGame.loaded != null):
|
||||
saveParsed = true;
|
||||
this.OnLoadStageChanged(LoadStage.SaveParsed);
|
||||
break;
|
||||
|
||||
case 36:
|
||||
this.OnLoadStageChanged(LoadStage.SaveLoadedBasicInfo);
|
||||
break;
|
||||
|
||||
case 50:
|
||||
this.OnLoadStageChanged(LoadStage.SaveLoadedLocations);
|
||||
break;
|
||||
|
||||
default:
|
||||
if (Game1.gameMode == Game1.playingGameMode)
|
||||
this.OnLoadStageChanged(LoadStage.Preloaded);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
Game1.currentLoader = null;
|
||||
this.Monitor.Log("Game loader done.");
|
||||
}
|
||||
|
||||
if (SGame.NewDayTask?.Status == TaskStatus.Created)
|
||||
{
|
||||
this.Monitor.Log("New day task synchronizing...");
|
||||
SGame.NewDayTask.RunSynchronously();
|
||||
this.Monitor.Log("New day task done.");
|
||||
}
|
||||
|
||||
// While a background task is in progress, the game may make changes to the game
|
||||
// state while mods are running their code. This is risky, because data changes can
|
||||
// conflict (e.g. collection changed during enumeration errors) and data may change
|
||||
// unexpectedly from one mod instruction to the next.
|
||||
//
|
||||
// Therefore we can just run Game1.Update here without raising any SMAPI events. There's
|
||||
// a small chance that the task will finish after we defer but before the game checks,
|
||||
// which means technically events should be raised, but the effects of missing one
|
||||
// update tick are negligible and not worth the complications of bypassing Game1.Update.
|
||||
if (SGame.NewDayTask != null || Game1.gameMode == Game1.loadingMode)
|
||||
{
|
||||
events.UnvalidatedUpdateTicking.RaiseEmpty();
|
||||
SCore.TicksElapsed++;
|
||||
runGameUpdate();
|
||||
events.UnvalidatedUpdateTicked.RaiseEmpty();
|
||||
return;
|
||||
}
|
||||
|
||||
// Raise minimal events while saving.
|
||||
// While the game is writing to the save file in the background, mods can unexpectedly
|
||||
// fail since they don't have exclusive access to resources (e.g. collection changed
|
||||
// during enumeration errors). To avoid problems, events are not invoked while a save
|
||||
// is in progress. It's safe to raise SaveEvents.BeforeSave as soon as the menu is
|
||||
// opened (since the save hasn't started yet), but all other events should be suppressed.
|
||||
if (Context.IsSaving)
|
||||
{
|
||||
// raise before-create
|
||||
if (!Context.IsWorldReady && !this.IsBetweenCreateEvents)
|
||||
{
|
||||
this.IsBetweenCreateEvents = true;
|
||||
this.Monitor.Log("Context: before save creation.");
|
||||
events.SaveCreating.RaiseEmpty();
|
||||
}
|
||||
|
||||
// raise before-save
|
||||
if (Context.IsWorldReady && !this.IsBetweenSaveEvents)
|
||||
{
|
||||
this.IsBetweenSaveEvents = true;
|
||||
this.Monitor.Log("Context: before save.");
|
||||
events.Saving.RaiseEmpty();
|
||||
}
|
||||
|
||||
// suppress non-save events
|
||||
events.UnvalidatedUpdateTicking.RaiseEmpty();
|
||||
SCore.TicksElapsed++;
|
||||
runGameUpdate();
|
||||
events.UnvalidatedUpdateTicked.RaiseEmpty();
|
||||
return;
|
||||
}
|
||||
|
||||
/*********
|
||||
** Reload assets when interceptors are added/removed
|
||||
*********/
|
||||
|
@ -671,32 +534,7 @@ namespace StardewModdingAPI.Framework
|
|||
}
|
||||
|
||||
/*********
|
||||
** Update context
|
||||
*********/
|
||||
bool wasWorldReady = Context.IsWorldReady;
|
||||
if ((Context.IsWorldReady && !Context.IsSaveLoaded) || Game1.exitToTitle)
|
||||
{
|
||||
Context.IsWorldReady = false;
|
||||
this.AfterLoadTimer.Reset();
|
||||
}
|
||||
else if (Context.IsSaveLoaded && this.AfterLoadTimer.Current > 0 && Game1.currentLocation != null)
|
||||
{
|
||||
if (Game1.dayOfMonth != 0) // wait until new-game intro finishes (world not fully initialized yet)
|
||||
this.AfterLoadTimer.Decrement();
|
||||
Context.IsWorldReady = this.AfterLoadTimer.Current == 0;
|
||||
}
|
||||
|
||||
/*********
|
||||
** Update watchers
|
||||
** (Watchers need to be updated, checked, and reset in one go so we can detect any changes mods make in event handlers.)
|
||||
*********/
|
||||
this.Watchers.Update();
|
||||
this.WatcherSnapshot.Update(this.Watchers);
|
||||
this.Watchers.Reset();
|
||||
WatcherSnapshot state = this.WatcherSnapshot;
|
||||
|
||||
/*********
|
||||
** Display in-game warnings
|
||||
** Show in-game warnings (for main player only)
|
||||
*********/
|
||||
// save content removed
|
||||
if (this.IsSaveContentRemoved && Context.IsWorldReady)
|
||||
|
@ -705,6 +543,178 @@ namespace StardewModdingAPI.Framework
|
|||
Game1.addHUDMessage(new HUDMessage(this.Translator.Get("warn.invalid-content-removed"), HUDMessage.error_type));
|
||||
}
|
||||
|
||||
/*********
|
||||
** Run game update
|
||||
*********/
|
||||
runGameUpdate();
|
||||
|
||||
/*********
|
||||
** Reset crash timer
|
||||
*********/
|
||||
this.UpdateCrashTimer.Reset();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
// log error
|
||||
this.Monitor.Log($"An error occured in the overridden update loop: {ex.GetLogSummary()}", LogLevel.Error);
|
||||
|
||||
// exit if irrecoverable
|
||||
if (!this.UpdateCrashTimer.Decrement())
|
||||
this.ExitGameImmediately("The game crashed when updating, and SMAPI was unable to recover the game.");
|
||||
}
|
||||
finally
|
||||
{
|
||||
SCore.TicksElapsed++;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Raised when the game instance for a local player is updating (once per <see cref="OnGameUpdating"/> per player).</summary>
|
||||
/// <param name="instance">The game instance being updated.</param>
|
||||
/// <param name="gameTime">A snapshot of the game timing state.</param>
|
||||
/// <param name="runUpdate">Invoke the game's update logic.</param>
|
||||
private void OnPlayerInstanceUpdating(SGame instance, GameTime gameTime, Action runUpdate)
|
||||
{
|
||||
var events = this.EventManager;
|
||||
|
||||
try
|
||||
{
|
||||
// reapply overrides
|
||||
if (this.JustReturnedToTitle)
|
||||
{
|
||||
if (!(Game1.mapDisplayDevice is SDisplayDevice))
|
||||
Game1.mapDisplayDevice = this.GetMapDisplayDevice();
|
||||
|
||||
this.JustReturnedToTitle = false;
|
||||
}
|
||||
|
||||
/*********
|
||||
** Update input
|
||||
*********/
|
||||
// This should *always* run, even when suppressing mod events, since the game uses
|
||||
// this too. For example, doing this after mod event suppression would prevent the
|
||||
// user from doing anything on the overnight shipping screen.
|
||||
SInputState inputState = instance.Input;
|
||||
if (this.Game.IsActive)
|
||||
inputState.TrueUpdate();
|
||||
|
||||
/*********
|
||||
** Special cases
|
||||
*********/
|
||||
// Run async tasks synchronously to avoid issues due to mod events triggering
|
||||
// concurrently with game code.
|
||||
bool saveParsed = false;
|
||||
if (Game1.currentLoader != null)
|
||||
{
|
||||
this.Monitor.Log("Game loader synchronizing...");
|
||||
while (Game1.currentLoader?.MoveNext() == true)
|
||||
{
|
||||
// raise load stage changed
|
||||
switch (Game1.currentLoader.Current)
|
||||
{
|
||||
case 20 when (!saveParsed && SaveGame.loaded != null):
|
||||
saveParsed = true;
|
||||
this.OnLoadStageChanged(LoadStage.SaveParsed);
|
||||
break;
|
||||
|
||||
case 36:
|
||||
this.OnLoadStageChanged(LoadStage.SaveLoadedBasicInfo);
|
||||
break;
|
||||
|
||||
case 50:
|
||||
this.OnLoadStageChanged(LoadStage.SaveLoadedLocations);
|
||||
break;
|
||||
|
||||
default:
|
||||
if (Game1.gameMode == Game1.playingGameMode)
|
||||
this.OnLoadStageChanged(LoadStage.Preloaded);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
Game1.currentLoader = null;
|
||||
this.Monitor.Log("Game loader done.");
|
||||
}
|
||||
|
||||
if (instance.NewDayTask?.Status == TaskStatus.Created)
|
||||
{
|
||||
this.Monitor.Log("New day task synchronizing...");
|
||||
instance.NewDayTask.RunSynchronously();
|
||||
this.Monitor.Log("New day task done.");
|
||||
}
|
||||
|
||||
// While a background task is in progress, the game may make changes to the game
|
||||
// state while mods are running their code. This is risky, because data changes can
|
||||
// conflict (e.g. collection changed during enumeration errors) and data may change
|
||||
// unexpectedly from one mod instruction to the next.
|
||||
//
|
||||
// Therefore we can just run Game1.Update here without raising any SMAPI events. There's
|
||||
// a small chance that the task will finish after we defer but before the game checks,
|
||||
// which means technically events should be raised, but the effects of missing one
|
||||
// update tick are negligible and not worth the complications of bypassing Game1.Update.
|
||||
if (instance.NewDayTask != null || Game1.gameMode == Game1.loadingMode)
|
||||
{
|
||||
events.UnvalidatedUpdateTicking.RaiseEmpty();
|
||||
runUpdate();
|
||||
events.UnvalidatedUpdateTicked.RaiseEmpty();
|
||||
return;
|
||||
}
|
||||
|
||||
// Raise minimal events while saving.
|
||||
// While the game is writing to the save file in the background, mods can unexpectedly
|
||||
// fail since they don't have exclusive access to resources (e.g. collection changed
|
||||
// during enumeration errors). To avoid problems, events are not invoked while a save
|
||||
// is in progress. It's safe to raise SaveEvents.BeforeSave as soon as the menu is
|
||||
// opened (since the save hasn't started yet), but all other events should be suppressed.
|
||||
if (Context.IsSaving)
|
||||
{
|
||||
// raise before-create
|
||||
if (!Context.IsWorldReady && !instance.IsBetweenCreateEvents)
|
||||
{
|
||||
instance.IsBetweenCreateEvents = true;
|
||||
this.Monitor.Log("Context: before save creation.");
|
||||
events.SaveCreating.RaiseEmpty();
|
||||
}
|
||||
|
||||
// raise before-save
|
||||
if (Context.IsWorldReady && !instance.IsBetweenSaveEvents)
|
||||
{
|
||||
instance.IsBetweenSaveEvents = true;
|
||||
this.Monitor.Log("Context: before save.");
|
||||
events.Saving.RaiseEmpty();
|
||||
}
|
||||
|
||||
// suppress non-save events
|
||||
events.UnvalidatedUpdateTicking.RaiseEmpty();
|
||||
runUpdate();
|
||||
events.UnvalidatedUpdateTicked.RaiseEmpty();
|
||||
return;
|
||||
}
|
||||
|
||||
/*********
|
||||
** Update context
|
||||
*********/
|
||||
bool wasWorldReady = Context.IsWorldReady;
|
||||
if ((Context.IsWorldReady && !Context.IsSaveLoaded) || Game1.exitToTitle)
|
||||
{
|
||||
Context.IsWorldReady = false;
|
||||
instance.AfterLoadTimer.Reset();
|
||||
}
|
||||
else if (Context.IsSaveLoaded && instance.AfterLoadTimer.Current > 0 && Game1.currentLocation != null)
|
||||
{
|
||||
if (Game1.dayOfMonth != 0) // wait until new-game intro finishes (world not fully initialized yet)
|
||||
instance.AfterLoadTimer.Decrement();
|
||||
Context.IsWorldReady = instance.AfterLoadTimer.Current == 0;
|
||||
}
|
||||
|
||||
/*********
|
||||
** Update watchers
|
||||
** (Watchers need to be updated, checked, and reset in one go so we can detect any changes mods make in event handlers.)
|
||||
*********/
|
||||
instance.Watchers.Update();
|
||||
instance.WatcherSnapshot.Update(instance.Watchers);
|
||||
instance.Watchers.Reset();
|
||||
WatcherSnapshot state = instance.WatcherSnapshot;
|
||||
|
||||
/*********
|
||||
** Pre-update events
|
||||
*********/
|
||||
|
@ -712,19 +722,19 @@ namespace StardewModdingAPI.Framework
|
|||
/*********
|
||||
** Save created/loaded events
|
||||
*********/
|
||||
if (this.IsBetweenCreateEvents)
|
||||
if (instance.IsBetweenCreateEvents)
|
||||
{
|
||||
// raise after-create
|
||||
this.IsBetweenCreateEvents = false;
|
||||
instance.IsBetweenCreateEvents = false;
|
||||
this.Monitor.Log($"Context: after save creation, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.");
|
||||
this.OnLoadStageChanged(LoadStage.CreatedSaveFile);
|
||||
events.SaveCreated.RaiseEmpty();
|
||||
}
|
||||
|
||||
if (this.IsBetweenSaveEvents)
|
||||
if (instance.IsBetweenSaveEvents)
|
||||
{
|
||||
// raise after-save
|
||||
this.IsBetweenSaveEvents = false;
|
||||
instance.IsBetweenSaveEvents = false;
|
||||
this.Monitor.Log($"Context: after save, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.");
|
||||
events.Saved.RaiseEmpty();
|
||||
events.DayStarted.RaiseEmpty();
|
||||
|
@ -785,7 +795,7 @@ namespace StardewModdingAPI.Framework
|
|||
bool isChatInput = Game1.IsChatting || (Context.IsMultiplayer && Context.IsWorldReady && Game1.activeClickableMenu == null && Game1.currentMinigame == null && inputState.IsAnyDown(Game1.options.chatButton));
|
||||
if (!isChatInput)
|
||||
{
|
||||
ICursorPosition cursor = this.Input.CursorPosition;
|
||||
ICursorPosition cursor = instance.Input.CursorPosition;
|
||||
|
||||
// raise cursor moved event
|
||||
if (state.Cursor.IsChanged)
|
||||
|
@ -950,9 +960,8 @@ namespace StardewModdingAPI.Framework
|
|||
/*********
|
||||
** Game update
|
||||
*********/
|
||||
// game launched
|
||||
bool isFirstTick = SCore.TicksElapsed == 0;
|
||||
if (isFirstTick)
|
||||
// game launched (not raised for secondary players in split-screen mode)
|
||||
if (instance.IsFirstTick && !Context.IsGameLaunched)
|
||||
{
|
||||
Context.IsGameLaunched = true;
|
||||
events.GameLaunched.Raise(new GameLaunchedEventArgs());
|
||||
|
@ -974,9 +983,8 @@ namespace StardewModdingAPI.Framework
|
|||
events.OneSecondUpdateTicking.RaiseEmpty();
|
||||
try
|
||||
{
|
||||
this.Input.ApplyOverrides(); // if mods added any new overrides since the update, process them now
|
||||
SCore.TicksElapsed++;
|
||||
runGameUpdate();
|
||||
instance.Input.ApplyOverrides(); // if mods added any new overrides since the update, process them now
|
||||
runUpdate();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
|
@ -1113,6 +1121,13 @@ namespace StardewModdingAPI.Framework
|
|||
return this.ContentCore.CreateGameContentManager("(generated)");
|
||||
}
|
||||
|
||||
/// <summary>Get the current game instance. This may not be the main player if playing in split-screen.</summary>
|
||||
private SGame GetCurrentGameInstance()
|
||||
{
|
||||
return Game1.game1 as SGame
|
||||
?? throw new InvalidOperationException("The current game instance wasn't created by SMAPI.");
|
||||
}
|
||||
|
||||
/// <summary>Look for common issues with the game's XNB content, and log warnings if anything looks broken or outdated.</summary>
|
||||
/// <returns>Returns whether all integrity checks passed.</returns>
|
||||
private bool ValidateContentIntegrity()
|
||||
|
@ -1601,7 +1616,7 @@ namespace StardewModdingAPI.Framework
|
|||
IModRegistry modRegistryHelper = new ModRegistryHelper(manifest.UniqueID, this.ModRegistry, proxyFactory, monitor);
|
||||
IMultiplayerHelper multiplayerHelper = new MultiplayerHelper(manifest.UniqueID, this.Multiplayer);
|
||||
|
||||
modHelper = new ModHelper(manifest.UniqueID, mod.DirectoryPath, this.Input, events, contentHelper, contentPackHelper, commandHelper, dataHelper, modRegistryHelper, reflectionHelper, multiplayerHelper, translationHelper);
|
||||
modHelper = new ModHelper(manifest.UniqueID, mod.DirectoryPath, () => this.GetCurrentGameInstance().Input, events, contentHelper, contentPackHelper, commandHelper, dataHelper, modRegistryHelper, reflectionHelper, multiplayerHelper, translationHelper);
|
||||
}
|
||||
|
||||
// init mod
|
||||
|
@ -1813,5 +1828,14 @@ namespace StardewModdingAPI.Framework
|
|||
this.Monitor.LogFatal(message);
|
||||
this.CancellationToken.Cancel();
|
||||
}
|
||||
|
||||
/// <summary>Get the screen ID that should be logged to distinguish between players in split-screen mode, if any.</summary>
|
||||
private int? GetScreenIdForLog()
|
||||
{
|
||||
if (Context.ScreenId != 0 || (Context.IsWorldReady && Context.IsSplitScreen))
|
||||
return Context.ScreenId;
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -5,9 +5,11 @@ using System.Text;
|
|||
using System.Threading.Tasks;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using StardewModdingAPI.Events;
|
||||
using StardewModdingAPI.Framework.Events;
|
||||
using StardewModdingAPI.Framework.Input;
|
||||
using StardewModdingAPI.Framework.Reflection;
|
||||
using StardewModdingAPI.Framework.StateTracking.Snapshots;
|
||||
using StardewModdingAPI.Framework.Utilities;
|
||||
using StardewValley;
|
||||
using StardewValley.BellsAndWhistles;
|
||||
|
@ -41,30 +43,47 @@ namespace StardewModdingAPI.Framework
|
|||
/// <summary>Immediately exit the game without saving. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs.</summary>
|
||||
private readonly Action<string> ExitGameImmediately;
|
||||
|
||||
/// <summary>Raised after the game finishes loading its initial content.</summary>
|
||||
private readonly Action OnGameContentLoaded;
|
||||
/// <summary>The initial override for <see cref="Input"/>. This value is null after initialization.</summary>
|
||||
private SInputState InitialInput;
|
||||
|
||||
/// <summary>Raised when the game is updating its state (roughly 60 times per second).</summary>
|
||||
private readonly Action<GameTime, Action> OnGameUpdating;
|
||||
/// <summary>The initial override for <see cref="Multiplayer"/>. This value is null after initialization.</summary>
|
||||
private SMultiplayer InitialMultiplayer;
|
||||
|
||||
/// <summary>Raised before the game exits.</summary>
|
||||
private readonly Action OnGameExiting;
|
||||
/// <summary>Raised when the instance is updating its state (roughly 60 times per second).</summary>
|
||||
private readonly Action<SGame, GameTime, Action> OnUpdating;
|
||||
|
||||
|
||||
/*********
|
||||
** Accessors
|
||||
*********/
|
||||
/// <summary>Manages input visible to the game.</summary>
|
||||
public static SInputState Input => (SInputState)Game1.input;
|
||||
|
||||
/// <summary>The game's core multiplayer utility.</summary>
|
||||
public static SMultiplayer Multiplayer => (SMultiplayer)Game1.multiplayer;
|
||||
public SInputState Input => (SInputState)Game1.input;
|
||||
|
||||
/// <summary>The game background task which initializes a new day.</summary>
|
||||
public static Task NewDayTask => Game1._newDayTask;
|
||||
public Task NewDayTask => Game1._newDayTask;
|
||||
|
||||
/// <summary>Monitors the entire game state for changes.</summary>
|
||||
public WatcherCore Watchers { get; private set; }
|
||||
|
||||
/// <summary>A snapshot of the current <see cref="Watchers"/> state.</summary>
|
||||
public WatcherSnapshot WatcherSnapshot { get; } = new WatcherSnapshot();
|
||||
|
||||
/// <summary>Whether the current update tick is the first one for this instance.</summary>
|
||||
public bool IsFirstTick = true;
|
||||
|
||||
/// <summary>The number of ticks until SMAPI should notify mods that the game has loaded.</summary>
|
||||
/// <remarks>Skipping a few frames ensures the game finishes initializing the world before mods try to change it.</remarks>
|
||||
public Countdown AfterLoadTimer { get; } = new Countdown(5);
|
||||
|
||||
/// <summary>Whether the game is saving and SMAPI has already raised <see cref="IGameLoopEvents.Saving"/>.</summary>
|
||||
public bool IsBetweenSaveEvents { get; set; }
|
||||
|
||||
/// <summary>Whether the game is creating the save file and SMAPI has already raised <see cref="IGameLoopEvents.SaveCreating"/>.</summary>
|
||||
public bool IsBetweenCreateEvents { get; set; }
|
||||
|
||||
/// <summary>Construct a content manager to read game content files.</summary>
|
||||
/// <remarks>This must be static because the game accesses it before the <see cref="SGame"/> constructor is called.</remarks>
|
||||
[NonInstancedStatic]
|
||||
public static Func<IServiceProvider, string, LocalizedContentManager> CreateContentManagerImpl;
|
||||
|
||||
|
||||
|
@ -72,63 +91,40 @@ namespace StardewModdingAPI.Framework
|
|||
** Public methods
|
||||
*********/
|
||||
/// <summary>Construct an instance.</summary>
|
||||
/// <param name="playerIndex">The player index.</param>
|
||||
/// <param name="instanceIndex">The instance index.</param>
|
||||
/// <param name="monitor">Encapsulates monitoring and logging for SMAPI.</param>
|
||||
/// <param name="reflection">Simplifies access to private game code.</param>
|
||||
/// <param name="eventManager">Manages SMAPI events for mods.</param>
|
||||
/// <param name="input">Manages the game's input state.</param>
|
||||
/// <param name="modHooks">Handles mod hooks provided by the game.</param>
|
||||
/// <param name="multiplayer">The core multiplayer logic.</param>
|
||||
/// <param name="exitGameImmediately">Immediately exit the game without saving. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs.</param>
|
||||
/// <param name="onGameContentLoaded">Raised after the game finishes loading its initial content.</param>
|
||||
/// <param name="onGameUpdating">Raised when the game is updating its state (roughly 60 times per second).</param>
|
||||
/// <param name="onGameExiting">Raised before the game exits.</param>
|
||||
public SGame(Monitor monitor, Reflector reflection, EventManager eventManager, SModHooks modHooks, SMultiplayer multiplayer, Action<string> exitGameImmediately, Action onGameContentLoaded, Action<GameTime, Action> onGameUpdating, Action onGameExiting)
|
||||
/// <param name="onUpdating">Raised when the instance is updating its state (roughly 60 times per second).</param>
|
||||
public SGame(PlayerIndex playerIndex, int instanceIndex, Monitor monitor, Reflector reflection, EventManager eventManager, SInputState input, SModHooks modHooks, SMultiplayer multiplayer, Action<string> exitGameImmediately, Action<SGame, GameTime, Action> onUpdating)
|
||||
: base(playerIndex, instanceIndex)
|
||||
{
|
||||
// init XNA
|
||||
Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef;
|
||||
|
||||
// hook into game
|
||||
Game1.input = new SInputState();
|
||||
Game1.multiplayer = multiplayer;
|
||||
Game1.input = this.InitialInput = input;
|
||||
Game1.multiplayer = this.InitialMultiplayer = multiplayer;
|
||||
Game1.hooks = modHooks;
|
||||
Game1.locations = new ObservableCollection<GameLocation>();
|
||||
this._locations = new ObservableCollection<GameLocation>();
|
||||
|
||||
// init SMAPI
|
||||
this.Monitor = monitor;
|
||||
this.Events = eventManager;
|
||||
this.Reflection = reflection;
|
||||
this.ExitGameImmediately = exitGameImmediately;
|
||||
this.OnGameContentLoaded = onGameContentLoaded;
|
||||
this.OnGameUpdating = onGameUpdating;
|
||||
this.OnGameExiting = onGameExiting;
|
||||
}
|
||||
|
||||
/// <summary>Get the observable location list.</summary>
|
||||
public ObservableCollection<GameLocation> GetObservableLocations()
|
||||
{
|
||||
return (ObservableCollection<GameLocation>)Game1.locations;
|
||||
this.OnUpdating = onUpdating;
|
||||
}
|
||||
|
||||
|
||||
/*********
|
||||
** Protected methods
|
||||
*********/
|
||||
/// <summary>Load content when the game is launched.</summary>
|
||||
protected override void LoadContent()
|
||||
{
|
||||
base.LoadContent();
|
||||
|
||||
this.OnGameContentLoaded();
|
||||
}
|
||||
|
||||
/// <summary>Perform cleanup logic when the game exits.</summary>
|
||||
/// <param name="sender">The event sender.</param>
|
||||
/// <param name="args">The event args.</param>
|
||||
/// <remarks>This overrides the logic in <see cref="Game1.exitEvent"/> to let SMAPI clean up before exit.</remarks>
|
||||
protected override void OnExiting(object sender, EventArgs args)
|
||||
{
|
||||
this.OnGameExiting();
|
||||
}
|
||||
|
||||
/// <summary>Construct a content manager to read game content files.</summary>
|
||||
/// <param name="serviceProvider">The service provider to use to locate services.</param>
|
||||
/// <param name="rootDirectory">The root directory to search for content.</param>
|
||||
|
@ -140,11 +136,42 @@ namespace StardewModdingAPI.Framework
|
|||
return SGame.CreateContentManagerImpl(serviceProvider, rootDirectory);
|
||||
}
|
||||
|
||||
/// <summary>The method called when the game is updating its state (roughly 60 times per second).</summary>
|
||||
/// <summary>Initialize the instance when the game starts.</summary>
|
||||
protected override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
// The game resets public static fields after the class is constructed (see
|
||||
// GameRunner.SetInstanceDefaults), so SMAPI needs to re-override them here.
|
||||
Game1.input = this.InitialInput;
|
||||
Game1.multiplayer = this.InitialMultiplayer;
|
||||
|
||||
// The Initial* fields should no longer be used after this point, since mods may
|
||||
// further override them after initialization.
|
||||
this.InitialInput = null;
|
||||
this.InitialMultiplayer = null;
|
||||
}
|
||||
|
||||
/// <summary>The method called when the instance is updating its state (roughly 60 times per second).</summary>
|
||||
/// <param name="gameTime">A snapshot of the game timing state.</param>
|
||||
protected override void Update(GameTime gameTime)
|
||||
{
|
||||
this.OnGameUpdating(gameTime, () => base.Update(gameTime));
|
||||
// set initial state
|
||||
if (this.IsFirstTick)
|
||||
{
|
||||
this.Input.TrueUpdate();
|
||||
this.Watchers = new WatcherCore(this.Input, (ObservableCollection<GameLocation>)this._locations);
|
||||
}
|
||||
|
||||
// update
|
||||
try
|
||||
{
|
||||
this.OnUpdating(this, gameTime, () => base.Update(gameTime));
|
||||
}
|
||||
finally
|
||||
{
|
||||
this.IsFirstTick = false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>The method called to draw everything to the screen.</summary>
|
||||
|
@ -171,7 +198,7 @@ namespace StardewModdingAPI.Framework
|
|||
return;
|
||||
}
|
||||
|
||||
// recover sprite batch
|
||||
// recover draw state
|
||||
try
|
||||
{
|
||||
if (Game1.spriteBatch.IsOpen(this.Reflection))
|
||||
|
|
|
@ -0,0 +1,156 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using StardewModdingAPI.Framework.Events;
|
||||
using StardewModdingAPI.Framework.Input;
|
||||
using StardewModdingAPI.Framework.Reflection;
|
||||
using StardewValley;
|
||||
|
||||
namespace StardewModdingAPI.Framework
|
||||
{
|
||||
/// <summary>SMAPI's extension of the game's core <see cref="GameRunner"/>, used to inject SMAPI components.</summary>
|
||||
internal class SGameRunner : GameRunner
|
||||
{
|
||||
/*********
|
||||
** Fields
|
||||
*********/
|
||||
/// <summary>Encapsulates monitoring and logging for SMAPI.</summary>
|
||||
private readonly Monitor Monitor;
|
||||
|
||||
/// <summary>Manages SMAPI events for mods.</summary>
|
||||
private readonly EventManager Events;
|
||||
|
||||
/// <summary>Simplifies access to private game code.</summary>
|
||||
private readonly Reflector Reflection;
|
||||
|
||||
/// <summary>Immediately exit the game without saving. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs.</summary>
|
||||
private readonly Action<string> ExitGameImmediately;
|
||||
|
||||
/// <summary>The core SMAPI mod hooks.</summary>
|
||||
private readonly SModHooks ModHooks;
|
||||
|
||||
/// <summary>The core multiplayer logic.</summary>
|
||||
private readonly SMultiplayer Multiplayer;
|
||||
|
||||
/// <summary>Raised after the game finishes loading its initial content.</summary>
|
||||
private readonly Action OnGameContentLoaded;
|
||||
|
||||
/// <summary>Raised when XNA is updating (roughly 60 times per second).</summary>
|
||||
private readonly Action<GameTime, Action> OnGameUpdating;
|
||||
|
||||
/// <summary>Raised when the game instance for a local split-screen player is updating (once per <see cref="OnGameUpdating"/> per player).</summary>
|
||||
private readonly Action<SGame, GameTime, Action> OnPlayerInstanceUpdating;
|
||||
|
||||
/// <summary>Raised before the game exits.</summary>
|
||||
private readonly Action OnGameExiting;
|
||||
|
||||
|
||||
/*********
|
||||
** Public methods
|
||||
*********/
|
||||
/// <summary>Construct an instance.</summary>
|
||||
/// <param name="monitor">Encapsulates monitoring and logging for SMAPI.</param>
|
||||
/// <param name="reflection">Simplifies access to private game code.</param>
|
||||
/// <param name="eventManager">Manages SMAPI events for mods.</param>
|
||||
/// <param name="modHooks">Handles mod hooks provided by the game.</param>
|
||||
/// <param name="multiplayer">The core multiplayer logic.</param>
|
||||
/// <param name="exitGameImmediately">Immediately exit the game without saving. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs.</param>
|
||||
/// <param name="onGameContentLoaded">Raised after the game finishes loading its initial content.</param>
|
||||
/// <param name="onGameUpdating">Raised when XNA is updating its state (roughly 60 times per second).</param>
|
||||
/// <param name="onPlayerInstanceUpdating">Raised when the game instance for a local split-screen player is updating (once per <see cref="OnGameUpdating"/> per player).</param>
|
||||
/// <param name="onGameExiting">Raised before the game exits.</param>
|
||||
public SGameRunner(Monitor monitor, Reflector reflection, EventManager eventManager, SModHooks modHooks, SMultiplayer multiplayer, Action<string> exitGameImmediately, Action onGameContentLoaded, Action<GameTime, Action> onGameUpdating, Action<SGame, GameTime, Action> onPlayerInstanceUpdating, Action onGameExiting)
|
||||
{
|
||||
// init XNA
|
||||
Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef;
|
||||
|
||||
// hook into game
|
||||
this.ModHooks = modHooks;
|
||||
|
||||
// init SMAPI
|
||||
this.Monitor = monitor;
|
||||
this.Events = eventManager;
|
||||
this.Reflection = reflection;
|
||||
this.Multiplayer = multiplayer;
|
||||
this.ExitGameImmediately = exitGameImmediately;
|
||||
this.OnGameContentLoaded = onGameContentLoaded;
|
||||
this.OnGameUpdating = onGameUpdating;
|
||||
this.OnPlayerInstanceUpdating = onPlayerInstanceUpdating;
|
||||
this.OnGameExiting = onGameExiting;
|
||||
}
|
||||
|
||||
/// <summary>Create a game instance for a local player.</summary>
|
||||
/// <param name="playerIndex">The player index.</param>
|
||||
/// <param name="instanceIndex">The instance index.</param>
|
||||
public override Game1 CreateGameInstance(PlayerIndex playerIndex = PlayerIndex.One, int instanceIndex = 0)
|
||||
{
|
||||
SInputState inputState = new SInputState();
|
||||
return new SGame(playerIndex, instanceIndex, this.Monitor, this.Reflection, this.Events, inputState, this.ModHooks, this.Multiplayer, this.ExitGameImmediately, this.OnPlayerInstanceUpdating);
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void AddGameInstance(PlayerIndex playerIndex)
|
||||
{
|
||||
base.AddGameInstance(playerIndex);
|
||||
|
||||
EarlyConstants.LogScreenId = Context.ScreenId;
|
||||
this.UpdateForSplitScreenChanges();
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void RemoveGameInstance(Game1 instance)
|
||||
{
|
||||
base.RemoveGameInstance(instance);
|
||||
|
||||
if (this.gameInstances.Count <= 1)
|
||||
EarlyConstants.LogScreenId = null;
|
||||
this.UpdateForSplitScreenChanges();
|
||||
}
|
||||
|
||||
|
||||
/*********
|
||||
** Protected methods
|
||||
*********/
|
||||
/// <summary>Load content when the game is launched.</summary>
|
||||
protected override void LoadContent()
|
||||
{
|
||||
base.LoadContent();
|
||||
|
||||
this.OnGameContentLoaded();
|
||||
}
|
||||
|
||||
/// <summary>Perform cleanup logic when the game exits.</summary>
|
||||
/// <param name="sender">The event sender.</param>
|
||||
/// <param name="args">The event args.</param>
|
||||
/// <remarks>This overrides the logic in <see cref="Game1.exitEvent"/> to let SMAPI clean up before exit.</remarks>
|
||||
protected override void OnExiting(object sender, EventArgs args)
|
||||
{
|
||||
this.OnGameExiting();
|
||||
}
|
||||
|
||||
/// <summary>The method called when the game is updating its state (roughly 60 times per second).</summary>
|
||||
/// <param name="gameTime">A snapshot of the game timing state.</param>
|
||||
protected override void Update(GameTime gameTime)
|
||||
{
|
||||
this.OnGameUpdating(gameTime, () => base.Update(gameTime));
|
||||
}
|
||||
|
||||
private void UpdateForSplitScreenChanges()
|
||||
{
|
||||
HashSet<int> oldScreenIds = new HashSet<int>(Context.ActiveScreenIds);
|
||||
|
||||
// track active screens
|
||||
Context.ActiveScreenIds.Clear();
|
||||
foreach (var screen in this.gameInstances)
|
||||
Context.ActiveScreenIds.Add(screen.instanceId);
|
||||
|
||||
// remember last removed screen
|
||||
foreach (int id in oldScreenIds)
|
||||
{
|
||||
if (!Context.ActiveScreenIds.Contains(id))
|
||||
Context.LastRemovedScreenId = id;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,79 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace StardewModdingAPI.Utilities
|
||||
{
|
||||
/// <summary>Manages a separate value for each player in split-screen mode. This can safely be used in non-split-screen mode too, it'll just have a single state in that case.</summary>
|
||||
/// <typeparam name="T">The state class.</typeparam>
|
||||
public class PerScreen<T>
|
||||
{
|
||||
/*********
|
||||
** Fields
|
||||
*********/
|
||||
/// <summary>Create the initial value for a player.</summary>
|
||||
private readonly Func<T> CreateNewState;
|
||||
|
||||
/// <summary>The tracked values for each player.</summary>
|
||||
private readonly IDictionary<int, T> States = new Dictionary<int, T>();
|
||||
|
||||
/// <summary>The last <see cref="Context.LastRemovedScreenId"/> value for which this instance was updated.</summary>
|
||||
private int LastRemovedScreenId;
|
||||
|
||||
|
||||
/*********
|
||||
** Accessors
|
||||
*********/
|
||||
/// <summary>The value for the current player.</summary>
|
||||
/// <remarks>The value is initialized the first time it's requested for that player, unless it's set manually first.</remarks>
|
||||
public T Value
|
||||
{
|
||||
get
|
||||
{
|
||||
this.RemoveDeadPlayers();
|
||||
return this.States.TryGetValue(Context.ScreenId, out T state)
|
||||
? state
|
||||
: this.States[Context.ScreenId] = this.CreateNewState();
|
||||
}
|
||||
set
|
||||
{
|
||||
this.RemoveDeadPlayers();
|
||||
this.States[Context.ScreenId] = value;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*********
|
||||
** Public methods
|
||||
*********/
|
||||
/// <summary>Construct an instance.</summary>
|
||||
public PerScreen()
|
||||
: this(null) { }
|
||||
|
||||
/// <summary>Construct an instance.</summary>
|
||||
/// <param name="createNewState">Create the initial state for a player screen.</param>
|
||||
public PerScreen(Func<T> createNewState)
|
||||
{
|
||||
this.CreateNewState = createNewState ?? (() => default);
|
||||
}
|
||||
|
||||
|
||||
/*********
|
||||
** Private methods
|
||||
*********/
|
||||
/// <summary>Remove players who are no longer have a split-screen index.</summary>
|
||||
/// <returns>Returns whether any players were removed.</returns>
|
||||
private void RemoveDeadPlayers()
|
||||
{
|
||||
if (this.LastRemovedScreenId == Context.LastRemovedScreenId)
|
||||
return;
|
||||
|
||||
this.LastRemovedScreenId = Context.LastRemovedScreenId;
|
||||
foreach (int id in this.States.Keys.ToArray())
|
||||
{
|
||||
if (!Context.HasScreenId(id))
|
||||
this.States.Remove(id);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue