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