tweak context trace messages to make multiplayer context more clear
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@ -386,8 +386,19 @@ namespace StardewModdingAPI.Framework
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*********/
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*********/
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if (!this.RaisedAfterLoadEvent && Context.IsWorldReady)
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if (!this.RaisedAfterLoadEvent && Context.IsWorldReady)
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{
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{
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// print context
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string context = $"Context: loaded saved game '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.";
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if (Context.IsMultiplayer)
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{
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int onlineCount = Game1.getOnlineFarmers().Count();
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context += $" {(Context.IsMainPlayer ? "Main player" : "Farmhand")} with {onlineCount} {(onlineCount == 1 ? "player" : "players")} online.";
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}
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else
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context += " Single-player.";
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this.Monitor.Log(context, LogLevel.Trace);
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// raise events
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this.RaisedAfterLoadEvent = true;
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this.RaisedAfterLoadEvent = true;
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this.Monitor.Log($"Context: loaded saved game '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
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this.Events.Save_AfterLoad.Raise();
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this.Events.Save_AfterLoad.Raise();
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this.Events.Time_AfterDayStarted.Raise();
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this.Events.Time_AfterDayStarted.Raise();
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}
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}
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