Basic refactor of Main

- Moved sections of Main out into: ConfigureUI, ConfigurePaths, ConfigureInjector, ConfigureSDV, GameRunInvoker
This commit is contained in:
James Finlay 2016-03-06 12:19:59 -08:00
parent 0e24d862a9
commit 65c7c9b733
1 changed files with 120 additions and 87 deletions

View File

@ -18,10 +18,11 @@ namespace StardewModdingAPI
{
public class Program
{
private static List<string> _modPaths;
private static List<string> _modContentPaths;
public static string ExecutionPath { get; private set; }
public static string DataPath = Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley"));
public static List<string> ModPaths = new List<string>();
public static List<string> ModContentPaths = new List<string>();
public static string DataPath = Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley"));
public static string LogPath = Path.Combine(Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley")), "ErrorLogs");
public static Texture2D DebugPixel { get; private set; }
@ -37,86 +38,99 @@ namespace StardewModdingAPI
public static Thread gameThread;
public static Thread consoleInputThread;
public const string Version = "0.36 Alpha";
private const string _version = "0.36 Alpha";
private static string _consoleTitle = string.Format("Stardew Modding API Console - Version {0}", _version);
public static bool StardewInjectorLoaded { get; private set; }
public static Mod StardewInjectorMod { get; private set; }
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/// <summary>
/// Main method holding the API execution
/// </summary>
/// <param name="args"></param>
private static void Main(string[] args)
{
Console.Title = "Stardew Modding API Console";
{
try
{
ConfigureUI();
ConfigurePaths();
ConfigureInjector();
ConfigureSDV();
GameRunInvoker();
}
catch (Exception e)
{
// Catch and display all exceptions.
Log.Error("Critical error: " + e);
}
Log.Comment("The API will now terminate. Press any key to continue...");
Console.ReadKey();
}
Console.Title += " - Version " + Version;
/// <summary>
/// Set up the console properties
/// </summary>
private static void ConfigureUI()
{
Console.Title = _consoleTitle;
#if DEBUG
Console.Title += " - DEBUG IS NOT FALSE, AUTHOUR NEEDS TO REUPLOAD THIS VERSION";
#endif
#endif
}
/// <summary>
/// Setup the required paths and logging
/// </summary>
private static void ConfigurePaths()
{
Log.Info("Validating api paths...");
_modPaths = new List<string>();
_modContentPaths = new List<string>();
//TODO: Have an app.config and put the paths inside it so users can define locations to load mods from
ExecutionPath = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
ModPaths.Add(Path.Combine(Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley")), "Mods"));
ModPaths.Add(Path.Combine(ExecutionPath, "Mods"));
ModPaths.Add(Path.Combine(Path.Combine(ExecutionPath, "Mods"), "Content"));
ModContentPaths.Add(Path.Combine(Path.Combine(Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley")), "Mods"), "Content"));
_modPaths.Add(Path.Combine(Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley")), "Mods"));
_modPaths.Add(Path.Combine(ExecutionPath, "Mods"));
_modPaths.Add(Path.Combine(Path.Combine(ExecutionPath, "Mods"), "Content"));
_modContentPaths.Add(Path.Combine(Path.Combine(Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley")), "Mods"), "Content"));
//Checks that all defined modpaths exist as directories
foreach (string ModPath in ModPaths)
{
try
{
if (File.Exists(ModPath))
File.Delete(ModPath);
if (!Directory.Exists(ModPath))
Directory.CreateDirectory(ModPath);
}
catch (Exception ex)
{
Log.Error("Could not create a missing ModPath: " + ModPath + "\n\n" + ex);
}
}
//Same for content
foreach (string ModContentPath in ModContentPaths)
{
try
{
if (!Directory.Exists(ModContentPath))
Directory.CreateDirectory(ModContentPath);
}
catch (Exception ex)
{
Log.Error("Could not create a missing ModContentPath: " + ModContentPath + "\n\n" + ex);
}
}
//And then make sure we have an errorlog dir
try
{
if (!Directory.Exists(LogPath))
Directory.CreateDirectory(LogPath);
}
catch (Exception ex)
{
Log.Error("Could not create the missing ErrorLogs path: " + LogPath + "\n\n" + ex);
}
_modPaths.ForEach(path => VerifyPath(path));
_modContentPaths.ForEach(path => VerifyPath(path));
VerifyPath(LogPath);
Log.Info("Initializing SDV Assembly...");
if (!File.Exists(ExecutionPath + "\\Stardew Valley.exe"))
{
//If the api isn't next to SDV.exe then terminate. Though it'll crash before we even get here w/o sdv.exe. Perplexing.
Log.Error("Could not find: " + ExecutionPath + "\\Stardew Valley.exe");
Log.Error("The API will now terminate.");
Console.ReadKey();
Environment.Exit(-4);
Log.Initialize(LogPath);
Log.Verbose(LogPath);
if (!File.Exists(ExecutionPath + "\\Stardew Valley.exe"))
{
throw new FileNotFoundException(string.Format("Could not found: {0}\\Stardew Valley.exe", ExecutionPath));
}
//Load in that assembly. Also, ignore security :D
StardewAssembly = Assembly.UnsafeLoadFrom(ExecutionPath + "\\Stardew Valley.exe");
//This will load the injector before anything else if it sees it
//It doesn't matter though
//I'll leave it as a feature in case anyone in the community wants to tinker with it
//All you need is a DLL that inherits from mod and is called StardewInjector.dll with an Entry() method
foreach (string ModPath in ModPaths)
}
/// <summary>
/// Load the injector.
/// </summary>
/// <remarks>
/// This will load the injector before anything else if it sees it
/// It doesn't matter though
/// I'll leave it as a feature in case anyone in the community wants to tinker with it
/// All you need is a DLL that inherits from mod and is called StardewInjector.dll with an Entry() method
/// </remarks>
private static void ConfigureInjector()
{
//This will load the injector before anything else if it sees it
//It doesn't matter though
//I'll leave it as a feature in case anyone in the community wants to tinker with it
//All you need is a DLL that inherits from mod and is called StardewInjector.dll with an Entry() method
foreach (string ModPath in _modPaths)
{
foreach (String s in Directory.GetFiles(ModPath, "StardewInjector.dll"))
{
@ -145,7 +159,18 @@ namespace StardewModdingAPI
Log.Error("Failed to load mod '{0}'. Exception details:\n" + ex, s);
}
}
}
}
}
/// <summary>
/// Load Stardev Valley and control features
/// </summary>
private static void ConfigureSDV()
{
Log.Info("Initializing SDV Assembly...");
// Load in that assembly. Also, ignore security :D
StardewAssembly = Assembly.UnsafeLoadFrom(ExecutionPath + "\\Stardew Valley.exe");
StardewProgramType = StardewAssembly.GetType("StardewValley.Program", true);
StardewGameInfo = StardewProgramType.GetField("gamePtr");
@ -189,7 +214,7 @@ namespace StardewModdingAPI
//Change the game's version
Log.Info("Injecting New SDV Version...");
Game1.version += "-Z_MODDED | SMAPI " + Version;
Game1.version += "-Z_MODDED | SMAPI " + _version;
//Create the thread for the game to run in.
gameThread = new Thread(RunGame);
@ -234,13 +259,19 @@ namespace StardewModdingAPI
gamePtr.IsMouseVisible = false;
gamePtr.Window.Title = "Stardew Valley - Version " + Game1.version;
StardewForm.Resize += Events.GraphicsEvents.InvokeResize;
});
});
}
/// <summary>
/// Wrap the 'RunGame' method for console output
/// </summary>
private static void GameRunInvoker()
{
//Game's in memory now, send the event
Log.Verbose("Game Loaded");
Events.GameEvents.InvokeGameLoaded();
Log.Comment(ConsoleColor.Cyan, "Type 'help' for help, or 'help <cmd>' for a command's usage");
Log.Comment("Type 'help' for help, or 'help <cmd>' for a command's usage");
//Begin listening to input
consoleInputThread.Start();
@ -258,25 +289,27 @@ namespace StardewModdingAPI
Log.Verbose("Game Execution Finished");
Log.Verbose("Shutting Down...");
Thread.Sleep(100);
/*
int time = 0;
int step = 100;
int target = 1000;
while (true)
{
time += step;
Thread.Sleep(step);
Console.Write(".");
if (time >= target)
break;
}
*/
Environment.Exit(0);
}
/// <summary>
/// Create the given directory path if it does not exist
/// </summary>
/// <param name="path">Desired directory path</param>
private static void VerifyPath(string path)
{
try
{
if (!Directory.Exists(path))
{
Directory.CreateDirectory(path);
}
}
catch (Exception ex)
{
Log.Error("Could not create a path: " + path + "\n\n" + ex);
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
@ -340,7 +373,7 @@ namespace StardewModdingAPI
{
Log.Verbose("LOADING MODS");
int loadedMods = 0;
foreach (string ModPath in ModPaths)
foreach (string ModPath in _modPaths)
{
foreach (String s in Directory.GetFiles(ModPath, "*.dll"))
{