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).
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@ -26,6 +26,7 @@
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* Fixed `world_settime` sometimes breaking NPC schedules (e.g. so they stay in bed).
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* Fixed launch issue for Linux players with some terminals. (Thanks to HanFox and kurumushi!)
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* Fixed issue where a mod crashing in `CanEdit` or `CanLoad` could cause an abort-retry loop.
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* Fixed many mods not working if the player name is blank.
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* Renamed `install.exe` to `install on Windows.exe` to avoid confusion.
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* Updated compatibility list.
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@ -35,7 +35,7 @@ namespace StardewModdingAPI
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** Internal
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****/
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/// <summary>Whether a player save has been loaded.</summary>
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internal static bool IsSaveLoaded => Game1.hasLoadedGame && !string.IsNullOrEmpty(Game1.player.Name);
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internal static bool IsSaveLoaded => Game1.hasLoadedGame && !(Game1.activeClickableMenu is TitleMenu);
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/// <summary>Whether the game is currently writing to the save file.</summary>
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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
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@ -61,7 +61,7 @@ namespace StardewModdingAPI.Framework
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/// <summary>The number of ticks until SMAPI should notify mods that the game has loaded.</summary>
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/// <remarks>Skipping a few frames ensures the game finishes initialising the world before mods try to change it.</remarks>
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private int AfterLoadTimer = 5;
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private readonly Countdown AfterLoadTimer = new Countdown(5);
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/// <summary>Whether the after-load events were raised for this session.</summary>
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private bool RaisedAfterLoadEvent;
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@ -313,13 +313,14 @@ namespace StardewModdingAPI.Framework
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/*********
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** Update context
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*********/
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if (Context.IsWorldReady && !Context.IsSaveLoaded)
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bool wasWorldReady = Context.IsWorldReady;
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if ((Context.IsWorldReady && !Context.IsSaveLoaded) || Game1.exitToTitle)
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this.MarkWorldNotReady();
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else if (Context.IsSaveLoaded && !SaveGame.IsProcessing /*still loading save*/ && this.AfterLoadTimer >= 0 && Game1.currentLocation != null)
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else if (Context.IsSaveLoaded && !SaveGame.IsProcessing /*still loading save*/ && this.AfterLoadTimer.Current > 0 && Game1.currentLocation != null)
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{
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if (Game1.dayOfMonth != 0) // wait until new-game intro finishes (world not fully initialised yet)
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this.AfterLoadTimer--;
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Context.IsWorldReady = this.AfterLoadTimer <= 0;
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this.AfterLoadTimer.Decrement();
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Context.IsWorldReady = this.AfterLoadTimer.Current == 0;
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}
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/*********
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@ -342,9 +343,14 @@ namespace StardewModdingAPI.Framework
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}
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/*********
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** After load events
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** Load / return-to-title events
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*********/
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if (!this.RaisedAfterLoadEvent && Context.IsWorldReady)
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if (wasWorldReady && !Context.IsWorldReady)
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{
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this.Monitor.Log("Context: returned to title", LogLevel.Trace);
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this.Events.Save_AfterReturnToTitle.Raise();
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}
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else if (!this.RaisedAfterLoadEvent && Context.IsWorldReady)
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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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@ -363,15 +369,6 @@ namespace StardewModdingAPI.Framework
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this.Events.Time_AfterDayStarted.Raise();
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}
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/*********
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** Exit to title events
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*********/
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if (Game1.exitToTitle)
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{
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this.Monitor.Log("Context: returned to title", LogLevel.Trace);
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this.Events.Save_AfterReturnToTitle.Raise();
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}
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/*********
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** Window events
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*********/
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@ -1342,7 +1339,7 @@ namespace StardewModdingAPI.Framework
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private void MarkWorldNotReady()
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{
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Context.IsWorldReady = false;
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this.AfterLoadTimer = 5;
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this.AfterLoadTimer.Reset();
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this.RaisedAfterLoadEvent = false;
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}
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