add more visible log output for players during early startup
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@ -3,6 +3,7 @@
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# Release notes
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## Upcoming release
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* For players:
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* Added more progress updates in the log during startup.
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* Fixed crash loading mods with corrupted translation files.
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* For mod authors:
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@ -289,7 +289,7 @@ namespace StardewModdingAPI.Framework
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this.UpdateWindowTitles();
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// start game
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this.Monitor.Log("Starting game...", LogLevel.Debug);
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this.Monitor.Log("Waiting for game to launch...", LogLevel.Debug);
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try
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{
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this.IsGameRunning = true;
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@ -377,7 +377,7 @@ namespace StardewModdingAPI.Framework
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// load mods
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{
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this.Monitor.Log("Loading mod metadata...");
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this.Monitor.Log("Loading mod metadata...", LogLevel.Debug);
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ModResolver resolver = new ModResolver();
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// log loose files
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@ -1487,7 +1487,7 @@ namespace StardewModdingAPI.Framework
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/// <param name="modDatabase">Handles access to SMAPI's internal mod metadata list.</param>
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private void LoadMods(IModMetadata[] mods, JsonHelper jsonHelper, ContentCoordinator contentCore, ModDatabase modDatabase)
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{
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this.Monitor.Log("Loading mods...");
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this.Monitor.Log("Loading mods...", LogLevel.Debug);
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// load mods
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IList<IModMetadata> skippedMods = new List<IModMetadata>();
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@ -1523,6 +1523,7 @@ namespace StardewModdingAPI.Framework
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this.ReloadTranslations(loaded);
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// initialize loaded non-content-pack mods
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this.Monitor.Log("Launching mods...", LogLevel.Debug);
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foreach (IModMetadata metadata in loadedMods)
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{
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// add interceptors
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@ -1572,6 +1573,8 @@ namespace StardewModdingAPI.Framework
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// unlock mod integrations
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this.ModRegistry.AreAllModsInitialized = true;
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this.Monitor.Log("Mods loaded and ready!", LogLevel.Debug);
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}
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/// <summary>Raised after a mod adds or removes asset interceptors.</summary>
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