tweak world-ready events to handle edge cases

In particular:
- world was never considered ready if the player's name was blank;
- AfterReturnToTitle didn't trigger after being disconnected in multiplayer (#545).
This commit is contained in:
Jesse Plamondon-Willard 2018-06-30 13:40:48 -04:00
parent d67690ea3e
commit 79ad322a8e
3 changed files with 16 additions and 18 deletions

View File

@ -26,6 +26,7 @@
* Fixed `world_settime` sometimes breaking NPC schedules (e.g. so they stay in bed). * Fixed `world_settime` sometimes breaking NPC schedules (e.g. so they stay in bed).
* Fixed launch issue for Linux players with some terminals. (Thanks to HanFox and kurumushi!) * Fixed launch issue for Linux players with some terminals. (Thanks to HanFox and kurumushi!)
* Fixed issue where a mod crashing in `CanEdit` or `CanLoad` could cause an abort-retry loop. * Fixed issue where a mod crashing in `CanEdit` or `CanLoad` could cause an abort-retry loop.
* Fixed many mods not working if the player name is blank.
* Renamed `install.exe` to `install on Windows.exe` to avoid confusion. * Renamed `install.exe` to `install on Windows.exe` to avoid confusion.
* Updated compatibility list. * Updated compatibility list.

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@ -35,7 +35,7 @@ namespace StardewModdingAPI
** Internal ** Internal
****/ ****/
/// <summary>Whether a player save has been loaded.</summary> /// <summary>Whether a player save has been loaded.</summary>
internal static bool IsSaveLoaded => Game1.hasLoadedGame && !string.IsNullOrEmpty(Game1.player.Name); internal static bool IsSaveLoaded => Game1.hasLoadedGame && !(Game1.activeClickableMenu is TitleMenu);
/// <summary>Whether the game is currently writing to the save file.</summary> /// <summary>Whether the game is currently writing to the save file.</summary>
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 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

View File

@ -61,7 +61,7 @@ namespace StardewModdingAPI.Framework
/// <summary>The number of ticks until SMAPI should notify mods that the game has loaded.</summary> /// <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 initialising the world before mods try to change it.</remarks> /// <remarks>Skipping a few frames ensures the game finishes initialising the world before mods try to change it.</remarks>
private int AfterLoadTimer = 5; private readonly Countdown AfterLoadTimer = new Countdown(5);
/// <summary>Whether the after-load events were raised for this session.</summary> /// <summary>Whether the after-load events were raised for this session.</summary>
private bool RaisedAfterLoadEvent; private bool RaisedAfterLoadEvent;
@ -313,13 +313,14 @@ namespace StardewModdingAPI.Framework
/********* /*********
** Update context ** Update context
*********/ *********/
if (Context.IsWorldReady && !Context.IsSaveLoaded) bool wasWorldReady = Context.IsWorldReady;
if ((Context.IsWorldReady && !Context.IsSaveLoaded) || Game1.exitToTitle)
this.MarkWorldNotReady(); this.MarkWorldNotReady();
else if (Context.IsSaveLoaded && !SaveGame.IsProcessing /*still loading save*/ && this.AfterLoadTimer >= 0 && Game1.currentLocation != null) else if (Context.IsSaveLoaded && !SaveGame.IsProcessing /*still loading save*/ && this.AfterLoadTimer.Current > 0 && Game1.currentLocation != null)
{ {
if (Game1.dayOfMonth != 0) // wait until new-game intro finishes (world not fully initialised yet) if (Game1.dayOfMonth != 0) // wait until new-game intro finishes (world not fully initialised yet)
this.AfterLoadTimer--; this.AfterLoadTimer.Decrement();
Context.IsWorldReady = this.AfterLoadTimer <= 0; Context.IsWorldReady = this.AfterLoadTimer.Current == 0;
} }
/********* /*********
@ -342,9 +343,14 @@ namespace StardewModdingAPI.Framework
} }
/********* /*********
** After load events ** Load / return-to-title events
*********/ *********/
if (!this.RaisedAfterLoadEvent && Context.IsWorldReady) if (wasWorldReady && !Context.IsWorldReady)
{
this.Monitor.Log("Context: returned to title", LogLevel.Trace);
this.Events.Save_AfterReturnToTitle.Raise();
}
else if (!this.RaisedAfterLoadEvent && Context.IsWorldReady)
{ {
// print context // print context
string context = $"Context: loaded saved game '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}."; string context = $"Context: loaded saved game '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.";
@ -363,15 +369,6 @@ namespace StardewModdingAPI.Framework
this.Events.Time_AfterDayStarted.Raise(); this.Events.Time_AfterDayStarted.Raise();
} }
/*********
** Exit to title events
*********/
if (Game1.exitToTitle)
{
this.Monitor.Log("Context: returned to title", LogLevel.Trace);
this.Events.Save_AfterReturnToTitle.Raise();
}
/********* /*********
** Window events ** Window events
*********/ *********/
@ -1342,7 +1339,7 @@ namespace StardewModdingAPI.Framework
private void MarkWorldNotReady() private void MarkWorldNotReady()
{ {
Context.IsWorldReady = false; Context.IsWorldReady = false;
this.AfterLoadTimer = 5; this.AfterLoadTimer.Reset();
this.RaisedAfterLoadEvent = false; this.RaisedAfterLoadEvent = false;
} }