fix errors during overridden update loop immediately crashing the game with no log entry
This commit is contained in:
parent
b977a8e48f
commit
8439594b10
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@ -15,6 +15,7 @@ See [log](https://github.com/Pathoschild/SMAPI/compare/1.12...1.13).
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For players:
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* SMAPI now recovers better from mod draw errors and detects when the error is irrecoverable.
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* SMAPI now recovers automatically from update errors if possible.
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* SMAPI now remembers if your game crashed and offers help next time you launch it.
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* Fixed installer finding redundant game paths on Linux.
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* Fixed save events not being raised after the first day on Linux/Mac.
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@ -0,0 +1,44 @@
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namespace StardewModdingAPI.Framework
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{
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/// <summary>Counts down from a baseline value.</summary>
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internal class Countdown
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{
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/*********
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** Accessors
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*********/
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/// <summary>The initial value from which to count down.</summary>
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public int Initial { get; }
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/// <summary>The current value.</summary>
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public int Current { get; private set; }
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/*********
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** Public methods
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*********/
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/// <summary>Construct an instance.</summary>
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/// <param name="initial">The initial value from which to count down.</param>
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public Countdown(int initial)
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{
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this.Initial = initial;
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this.Current = initial;
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}
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/// <summary>Reduce the current value by one.</summary>
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/// <returns>Returns whether the value was decremented (i.e. wasn't already zero).</returns>
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public bool Decrement()
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{
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if (this.Current <= 0)
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return false;
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this.Current--;
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return true;
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}
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/// <summary>Restart the countdown.</summary>
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public void Reset()
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{
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this.Current = this.Initial;
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}
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}
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}
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@ -30,15 +30,15 @@ namespace StardewModdingAPI.Framework
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** SMAPI state
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****/
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/// <summary>The maximum number of consecutive attempts SMAPI should make to recover from a draw error.</summary>
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private readonly int MaxFailedDraws = 60; // roughly one second
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private readonly Countdown DrawCrashTimer = new Countdown(60); // 60 ticks = roughly one second
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/// <summary>The maximum number of consecutive attempts SMAPI should make to recover from an update error.</summary>
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private readonly Countdown UpdateCrashTimer = new Countdown(60); // 60 ticks = roughly one second
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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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/// <summary>The number of consecutive failed draws.</summary>
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private int FailedDraws;
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/// <summary>Whether the game is returning to the menu.</summary>
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private bool IsExiting;
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@ -234,339 +234,353 @@ namespace StardewModdingAPI.Framework
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/// <param name="gameTime">A snapshot of the game timing state.</param>
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protected override void Update(GameTime gameTime)
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{
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/*********
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** Skip conditions
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*********/
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// SMAPI exiting, stop processing game updates
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if (this.Monitor.IsExiting)
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{
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this.Monitor.Log("SMAPI shutting down: aborting update.", LogLevel.Trace);
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return;
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}
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// While a background new-day task is in progress, the game skips its own update logic
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// and defers to the XNA Update method. Running mod code in parallel to the background
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// update is risky, because data changes can conflict (e.g. collection changed during
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// enumeration errors) and data may change unexpectedly from one mod instruction to the
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// next.
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//
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// Therefore we can just run Game1.Update here without raising any SMAPI events. There's
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// a small chance that the task will finish after we defer but before the game checks,
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// which means technically events should be raised, but the effects of missing one
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// update tick are neglible and not worth the complications of bypassing Game1.Update.
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if (SGame._newDayTask != null)
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{
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base.Update(gameTime);
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return;
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}
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// While the game is writing to the save file in the background, mods can unexpectedly
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// fail since they don't have exclusive access to resources (e.g. collection changed
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// during enumeration errors). To avoid problems, events are not invoked while a save
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// is in progress. It's safe to raise SaveEvents.BeforeSave as soon as the menu is
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// opened (since the save hasn't started yet), but all other events should be suppressed.
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if (Context.IsSaving)
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{
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// raise before-save
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if (!this.IsBetweenSaveEvents)
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{
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this.IsBetweenSaveEvents = true;
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this.Monitor.Log("Context: before save.", LogLevel.Trace);
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SaveEvents.InvokeBeforeSave(this.Monitor);
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}
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// suppress non-save events
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base.Update(gameTime);
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return;
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}
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if (this.IsBetweenSaveEvents)
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{
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// raise after-save
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this.IsBetweenSaveEvents = false;
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this.Monitor.Log($"Context: after save, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
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SaveEvents.InvokeAfterSave(this.Monitor);
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TimeEvents.InvokeAfterDayStarted(this.Monitor);
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}
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/*********
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** Game loaded events
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*********/
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if (this.FirstUpdate)
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{
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GameEvents.InvokeInitialize(this.Monitor);
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GameEvents.InvokeLoadContent(this.Monitor);
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GameEvents.InvokeGameLoaded(this.Monitor);
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}
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/*********
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** Locale changed events
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*********/
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if (this.PreviousLocale != LocalizedContentManager.CurrentLanguageCode)
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{
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var oldValue = this.PreviousLocale;
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var newValue = LocalizedContentManager.CurrentLanguageCode;
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this.Monitor.Log($"Context: locale set to {newValue}.", LogLevel.Trace);
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if (oldValue != null)
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ContentEvents.InvokeAfterLocaleChanged(this.Monitor, oldValue.ToString(), newValue.ToString());
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this.PreviousLocale = newValue;
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}
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/*********
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** After load events
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*********/
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if (Context.IsSaveLoaded && !SaveGame.IsProcessing/*still loading save*/ && this.AfterLoadTimer >= 0)
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{
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if (this.AfterLoadTimer == 0)
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{
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this.Monitor.Log($"Context: loaded saved game '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
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Context.IsWorldReady = true;
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SaveEvents.InvokeAfterLoad(this.Monitor);
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PlayerEvents.InvokeLoadedGame(this.Monitor, new EventArgsLoadedGameChanged(Game1.hasLoadedGame));
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TimeEvents.InvokeAfterDayStarted(this.Monitor);
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}
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this.AfterLoadTimer--;
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}
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/*********
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** Exit to title events
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*********/
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// before exit to title
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if (Game1.exitToTitle)
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this.IsExiting = true;
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// after exit to title
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if (Context.IsWorldReady && this.IsExiting && Game1.activeClickableMenu is TitleMenu)
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{
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this.Monitor.Log("Context: returned to title", LogLevel.Trace);
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Context.IsWorldReady = false;
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SaveEvents.InvokeAfterReturnToTitle(this.Monitor);
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this.AfterLoadTimer = 5;
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this.IsExiting = false;
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}
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/*********
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** Input events
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*********/
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{
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// get latest state
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this.KStateNow = Keyboard.GetState();
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this.MStateNow = Mouse.GetState();
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this.MPositionNow = new Point(Game1.getMouseX(), Game1.getMouseY());
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// raise key pressed
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foreach (var key in this.FramePressedKeys)
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ControlEvents.InvokeKeyPressed(this.Monitor, key);
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// raise key released
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foreach (var key in this.FrameReleasedKeys)
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ControlEvents.InvokeKeyReleased(this.Monitor, key);
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// raise controller button pressed
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for (var i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
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{
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var buttons = this.GetFramePressedButtons(i);
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foreach (var button in buttons)
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{
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if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger)
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ControlEvents.InvokeTriggerPressed(this.Monitor, i, button, button == Buttons.LeftTrigger ? GamePad.GetState(i).Triggers.Left : GamePad.GetState(i).Triggers.Right);
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else
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ControlEvents.InvokeButtonPressed(this.Monitor, i, button);
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}
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}
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// raise controller button released
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for (var i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
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{
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foreach (var button in this.GetFrameReleasedButtons(i))
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{
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if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger)
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ControlEvents.InvokeTriggerReleased(this.Monitor, i, button, button == Buttons.LeftTrigger ? GamePad.GetState(i).Triggers.Left : GamePad.GetState(i).Triggers.Right);
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else
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ControlEvents.InvokeButtonReleased(this.Monitor, i, button);
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}
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}
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// raise keyboard state changed
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if (this.KStateNow != this.KStatePrior)
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ControlEvents.InvokeKeyboardChanged(this.Monitor, this.KStatePrior, this.KStateNow);
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// raise mouse state changed
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if (this.MStateNow != this.MStatePrior)
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{
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ControlEvents.InvokeMouseChanged(this.Monitor, this.MStatePrior, this.MStateNow, this.MPositionPrior, this.MPositionNow);
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this.MStatePrior = this.MStateNow;
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this.MPositionPrior = this.MPositionNow;
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}
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}
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/*********
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** Menu events
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*********/
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if (Game1.activeClickableMenu != this.PreviousActiveMenu)
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{
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IClickableMenu previousMenu = this.PreviousActiveMenu;
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IClickableMenu newMenu = Game1.activeClickableMenu;
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// log context
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if (this.VerboseLogging)
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{
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if (previousMenu == null)
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this.Monitor.Log($"Context: opened menu {newMenu?.GetType().FullName ?? "(none)"}.", LogLevel.Trace);
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else if (newMenu == null)
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this.Monitor.Log($"Context: closed menu {previousMenu.GetType().FullName}.", LogLevel.Trace);
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else
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this.Monitor.Log($"Context: changed menu from {previousMenu.GetType().FullName} to {newMenu.GetType().FullName}.", LogLevel.Trace);
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}
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// raise menu events
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if (newMenu != null)
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MenuEvents.InvokeMenuChanged(this.Monitor, previousMenu, newMenu);
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else
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MenuEvents.InvokeMenuClosed(this.Monitor, previousMenu);
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// update previous menu
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// (if the menu was changed in one of the handlers, deliberately defer detection until the next update so mods can be notified of the new menu change)
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this.PreviousActiveMenu = newMenu;
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}
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/*********
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** World & player events
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*********/
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if (Context.IsWorldReady)
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{
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// raise events (only when something changes, not on the initial load)
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if (Game1.uniqueIDForThisGame == this.PreviousSaveID)
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{
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// raise location list changed
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if (this.GetHash(Game1.locations) != this.PreviousGameLocations)
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LocationEvents.InvokeLocationsChanged(this.Monitor, Game1.locations);
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// raise current location changed
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if (Game1.currentLocation != this.PreviousGameLocation)
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{
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if (this.VerboseLogging)
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this.Monitor.Log($"Context: set location to {Game1.currentLocation?.Name ?? "(none)"}.", LogLevel.Trace);
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LocationEvents.InvokeCurrentLocationChanged(this.Monitor, this.PreviousGameLocation, Game1.currentLocation);
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}
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// raise player changed
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if (Game1.player != this.PreviousFarmer)
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PlayerEvents.InvokeFarmerChanged(this.Monitor, this.PreviousFarmer, Game1.player);
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// raise player leveled up a skill
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if (Game1.player.combatLevel != this.PreviousCombatLevel)
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PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Combat, Game1.player.combatLevel);
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if (Game1.player.farmingLevel != this.PreviousFarmingLevel)
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PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Farming, Game1.player.farmingLevel);
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if (Game1.player.fishingLevel != this.PreviousFishingLevel)
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PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Fishing, Game1.player.fishingLevel);
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if (Game1.player.foragingLevel != this.PreviousForagingLevel)
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PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Foraging, Game1.player.foragingLevel);
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if (Game1.player.miningLevel != this.PreviousMiningLevel)
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PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Mining, Game1.player.miningLevel);
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if (Game1.player.luckLevel != this.PreviousLuckLevel)
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PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Luck, Game1.player.luckLevel);
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// raise player inventory changed
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ItemStackChange[] changedItems = this.GetInventoryChanges(Game1.player.items, this.PreviousItems).ToArray();
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if (changedItems.Any())
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PlayerEvents.InvokeInventoryChanged(this.Monitor, Game1.player.items, changedItems);
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// raise current location's object list changed
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if (this.GetHash(Game1.currentLocation.objects) != this.PreviousLocationObjects)
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LocationEvents.InvokeOnNewLocationObject(this.Monitor, Game1.currentLocation.objects);
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// raise time changed
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if (Game1.timeOfDay != this.PreviousTime)
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TimeEvents.InvokeTimeOfDayChanged(this.Monitor, this.PreviousTime, Game1.timeOfDay);
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if (Game1.dayOfMonth != this.PreviousDay)
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TimeEvents.InvokeDayOfMonthChanged(this.Monitor, this.PreviousDay, Game1.dayOfMonth);
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if (Game1.currentSeason != this.PreviousSeason)
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TimeEvents.InvokeSeasonOfYearChanged(this.Monitor, this.PreviousSeason, Game1.currentSeason);
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if (Game1.year != this.PreviousYear)
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TimeEvents.InvokeYearOfGameChanged(this.Monitor, this.PreviousYear, Game1.year);
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// raise mine level changed
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if (Game1.mine != null && Game1.mine.mineLevel != this.PreviousMineLevel)
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MineEvents.InvokeMineLevelChanged(this.Monitor, this.PreviousMineLevel, Game1.mine.mineLevel);
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}
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// update state
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this.PreviousGameLocations = this.GetHash(Game1.locations);
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this.PreviousGameLocation = Game1.currentLocation;
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this.PreviousFarmer = Game1.player;
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this.PreviousCombatLevel = Game1.player.combatLevel;
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this.PreviousFarmingLevel = Game1.player.farmingLevel;
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this.PreviousFishingLevel = Game1.player.fishingLevel;
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this.PreviousForagingLevel = Game1.player.foragingLevel;
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this.PreviousMiningLevel = Game1.player.miningLevel;
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this.PreviousLuckLevel = Game1.player.luckLevel;
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this.PreviousItems = Game1.player.items.Where(n => n != null).ToDictionary(n => n, n => n.Stack);
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this.PreviousLocationObjects = this.GetHash(Game1.currentLocation.objects);
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this.PreviousTime = Game1.timeOfDay;
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this.PreviousDay = Game1.dayOfMonth;
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this.PreviousSeason = Game1.currentSeason;
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this.PreviousYear = Game1.year;
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this.PreviousMineLevel = Game1.mine.mineLevel;
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this.PreviousSaveID = Game1.uniqueIDForThisGame;
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}
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/*********
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** Game day transition event (obsolete)
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*********/
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if (Game1.newDay != this.PreviousIsNewDay)
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{
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TimeEvents.InvokeOnNewDay(this.Monitor, this.PreviousDay, Game1.dayOfMonth, Game1.newDay);
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this.PreviousIsNewDay = Game1.newDay;
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}
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/*********
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** Game update
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*********/
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try
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{
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base.Update(gameTime);
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/*********
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** Skip conditions
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*********/
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// SMAPI exiting, stop processing game updates
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if (this.Monitor.IsExiting)
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{
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this.Monitor.Log("SMAPI shutting down: aborting update.", LogLevel.Trace);
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return;
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}
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// While a background new-day task is in progress, the game skips its own update logic
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// and defers to the XNA Update method. Running mod code in parallel to the background
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// update is risky, because data changes can conflict (e.g. collection changed during
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// enumeration errors) and data may change unexpectedly from one mod instruction to the
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// next.
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//
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// Therefore we can just run Game1.Update here without raising any SMAPI events. There's
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// a small chance that the task will finish after we defer but before the game checks,
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// which means technically events should be raised, but the effects of missing one
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// update tick are neglible and not worth the complications of bypassing Game1.Update.
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if (SGame._newDayTask != null)
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{
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base.Update(gameTime);
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return;
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}
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// While the game is writing to the save file in the background, mods can unexpectedly
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// fail since they don't have exclusive access to resources (e.g. collection changed
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// during enumeration errors). To avoid problems, events are not invoked while a save
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// is in progress. It's safe to raise SaveEvents.BeforeSave as soon as the menu is
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// opened (since the save hasn't started yet), but all other events should be suppressed.
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if (Context.IsSaving)
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{
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// raise before-save
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if (!this.IsBetweenSaveEvents)
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{
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this.IsBetweenSaveEvents = true;
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this.Monitor.Log("Context: before save.", LogLevel.Trace);
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SaveEvents.InvokeBeforeSave(this.Monitor);
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}
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// suppress non-save events
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base.Update(gameTime);
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return;
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}
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if (this.IsBetweenSaveEvents)
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{
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// raise after-save
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this.IsBetweenSaveEvents = false;
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this.Monitor.Log($"Context: after save, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
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SaveEvents.InvokeAfterSave(this.Monitor);
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TimeEvents.InvokeAfterDayStarted(this.Monitor);
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}
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/*********
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** Game loaded events
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*********/
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if (this.FirstUpdate)
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{
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GameEvents.InvokeInitialize(this.Monitor);
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GameEvents.InvokeLoadContent(this.Monitor);
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GameEvents.InvokeGameLoaded(this.Monitor);
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}
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/*********
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** Locale changed events
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*********/
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if (this.PreviousLocale != LocalizedContentManager.CurrentLanguageCode)
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{
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var oldValue = this.PreviousLocale;
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var newValue = LocalizedContentManager.CurrentLanguageCode;
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this.Monitor.Log($"Context: locale set to {newValue}.", LogLevel.Trace);
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if (oldValue != null)
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ContentEvents.InvokeAfterLocaleChanged(this.Monitor, oldValue.ToString(), newValue.ToString());
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this.PreviousLocale = newValue;
|
||||
}
|
||||
|
||||
/*********
|
||||
** After load events
|
||||
*********/
|
||||
if (Context.IsSaveLoaded && !SaveGame.IsProcessing /*still loading save*/ && this.AfterLoadTimer >= 0)
|
||||
{
|
||||
if (this.AfterLoadTimer == 0)
|
||||
{
|
||||
this.Monitor.Log($"Context: loaded saved game '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
|
||||
Context.IsWorldReady = true;
|
||||
|
||||
SaveEvents.InvokeAfterLoad(this.Monitor);
|
||||
PlayerEvents.InvokeLoadedGame(this.Monitor, new EventArgsLoadedGameChanged(Game1.hasLoadedGame));
|
||||
TimeEvents.InvokeAfterDayStarted(this.Monitor);
|
||||
}
|
||||
this.AfterLoadTimer--;
|
||||
}
|
||||
|
||||
/*********
|
||||
** Exit to title events
|
||||
*********/
|
||||
// before exit to title
|
||||
if (Game1.exitToTitle)
|
||||
this.IsExiting = true;
|
||||
|
||||
// after exit to title
|
||||
if (Context.IsWorldReady && this.IsExiting && Game1.activeClickableMenu is TitleMenu)
|
||||
{
|
||||
this.Monitor.Log("Context: returned to title", LogLevel.Trace);
|
||||
Context.IsWorldReady = false;
|
||||
|
||||
SaveEvents.InvokeAfterReturnToTitle(this.Monitor);
|
||||
this.AfterLoadTimer = 5;
|
||||
this.IsExiting = false;
|
||||
}
|
||||
|
||||
/*********
|
||||
** Input events
|
||||
*********/
|
||||
{
|
||||
// get latest state
|
||||
this.KStateNow = Keyboard.GetState();
|
||||
this.MStateNow = Mouse.GetState();
|
||||
this.MPositionNow = new Point(Game1.getMouseX(), Game1.getMouseY());
|
||||
|
||||
// raise key pressed
|
||||
foreach (var key in this.FramePressedKeys)
|
||||
ControlEvents.InvokeKeyPressed(this.Monitor, key);
|
||||
|
||||
// raise key released
|
||||
foreach (var key in this.FrameReleasedKeys)
|
||||
ControlEvents.InvokeKeyReleased(this.Monitor, key);
|
||||
|
||||
// raise controller button pressed
|
||||
for (var i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
|
||||
{
|
||||
var buttons = this.GetFramePressedButtons(i);
|
||||
foreach (var button in buttons)
|
||||
{
|
||||
if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger)
|
||||
ControlEvents.InvokeTriggerPressed(this.Monitor, i, button, button == Buttons.LeftTrigger ? GamePad.GetState(i).Triggers.Left : GamePad.GetState(i).Triggers.Right);
|
||||
else
|
||||
ControlEvents.InvokeButtonPressed(this.Monitor, i, button);
|
||||
}
|
||||
}
|
||||
|
||||
// raise controller button released
|
||||
for (var i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
|
||||
{
|
||||
foreach (var button in this.GetFrameReleasedButtons(i))
|
||||
{
|
||||
if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger)
|
||||
ControlEvents.InvokeTriggerReleased(this.Monitor, i, button, button == Buttons.LeftTrigger ? GamePad.GetState(i).Triggers.Left : GamePad.GetState(i).Triggers.Right);
|
||||
else
|
||||
ControlEvents.InvokeButtonReleased(this.Monitor, i, button);
|
||||
}
|
||||
}
|
||||
|
||||
// raise keyboard state changed
|
||||
if (this.KStateNow != this.KStatePrior)
|
||||
ControlEvents.InvokeKeyboardChanged(this.Monitor, this.KStatePrior, this.KStateNow);
|
||||
|
||||
// raise mouse state changed
|
||||
if (this.MStateNow != this.MStatePrior)
|
||||
{
|
||||
ControlEvents.InvokeMouseChanged(this.Monitor, this.MStatePrior, this.MStateNow, this.MPositionPrior, this.MPositionNow);
|
||||
this.MStatePrior = this.MStateNow;
|
||||
this.MPositionPrior = this.MPositionNow;
|
||||
}
|
||||
}
|
||||
|
||||
/*********
|
||||
** Menu events
|
||||
*********/
|
||||
if (Game1.activeClickableMenu != this.PreviousActiveMenu)
|
||||
{
|
||||
IClickableMenu previousMenu = this.PreviousActiveMenu;
|
||||
IClickableMenu newMenu = Game1.activeClickableMenu;
|
||||
|
||||
// log context
|
||||
if (this.VerboseLogging)
|
||||
{
|
||||
if (previousMenu == null)
|
||||
this.Monitor.Log($"Context: opened menu {newMenu?.GetType().FullName ?? "(none)"}.", LogLevel.Trace);
|
||||
else if (newMenu == null)
|
||||
this.Monitor.Log($"Context: closed menu {previousMenu.GetType().FullName}.", LogLevel.Trace);
|
||||
else
|
||||
this.Monitor.Log($"Context: changed menu from {previousMenu.GetType().FullName} to {newMenu.GetType().FullName}.", LogLevel.Trace);
|
||||
}
|
||||
|
||||
// raise menu events
|
||||
if (newMenu != null)
|
||||
MenuEvents.InvokeMenuChanged(this.Monitor, previousMenu, newMenu);
|
||||
else
|
||||
MenuEvents.InvokeMenuClosed(this.Monitor, previousMenu);
|
||||
|
||||
// update previous menu
|
||||
// (if the menu was changed in one of the handlers, deliberately defer detection until the next update so mods can be notified of the new menu change)
|
||||
this.PreviousActiveMenu = newMenu;
|
||||
}
|
||||
|
||||
/*********
|
||||
** World & player events
|
||||
*********/
|
||||
if (Context.IsWorldReady)
|
||||
{
|
||||
// raise events (only when something changes, not on the initial load)
|
||||
if (Game1.uniqueIDForThisGame == this.PreviousSaveID)
|
||||
{
|
||||
// raise location list changed
|
||||
if (this.GetHash(Game1.locations) != this.PreviousGameLocations)
|
||||
LocationEvents.InvokeLocationsChanged(this.Monitor, Game1.locations);
|
||||
|
||||
// raise current location changed
|
||||
if (Game1.currentLocation != this.PreviousGameLocation)
|
||||
{
|
||||
if (this.VerboseLogging)
|
||||
this.Monitor.Log($"Context: set location to {Game1.currentLocation?.Name ?? "(none)"}.", LogLevel.Trace);
|
||||
LocationEvents.InvokeCurrentLocationChanged(this.Monitor, this.PreviousGameLocation, Game1.currentLocation);
|
||||
}
|
||||
|
||||
// raise player changed
|
||||
if (Game1.player != this.PreviousFarmer)
|
||||
PlayerEvents.InvokeFarmerChanged(this.Monitor, this.PreviousFarmer, Game1.player);
|
||||
|
||||
// raise player leveled up a skill
|
||||
if (Game1.player.combatLevel != this.PreviousCombatLevel)
|
||||
PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Combat, Game1.player.combatLevel);
|
||||
if (Game1.player.farmingLevel != this.PreviousFarmingLevel)
|
||||
PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Farming, Game1.player.farmingLevel);
|
||||
if (Game1.player.fishingLevel != this.PreviousFishingLevel)
|
||||
PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Fishing, Game1.player.fishingLevel);
|
||||
if (Game1.player.foragingLevel != this.PreviousForagingLevel)
|
||||
PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Foraging, Game1.player.foragingLevel);
|
||||
if (Game1.player.miningLevel != this.PreviousMiningLevel)
|
||||
PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Mining, Game1.player.miningLevel);
|
||||
if (Game1.player.luckLevel != this.PreviousLuckLevel)
|
||||
PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Luck, Game1.player.luckLevel);
|
||||
|
||||
// raise player inventory changed
|
||||
ItemStackChange[] changedItems = this.GetInventoryChanges(Game1.player.items, this.PreviousItems).ToArray();
|
||||
if (changedItems.Any())
|
||||
PlayerEvents.InvokeInventoryChanged(this.Monitor, Game1.player.items, changedItems);
|
||||
|
||||
// raise current location's object list changed
|
||||
if (this.GetHash(Game1.currentLocation.objects) != this.PreviousLocationObjects)
|
||||
LocationEvents.InvokeOnNewLocationObject(this.Monitor, Game1.currentLocation.objects);
|
||||
|
||||
// raise time changed
|
||||
if (Game1.timeOfDay != this.PreviousTime)
|
||||
TimeEvents.InvokeTimeOfDayChanged(this.Monitor, this.PreviousTime, Game1.timeOfDay);
|
||||
if (Game1.dayOfMonth != this.PreviousDay)
|
||||
TimeEvents.InvokeDayOfMonthChanged(this.Monitor, this.PreviousDay, Game1.dayOfMonth);
|
||||
if (Game1.currentSeason != this.PreviousSeason)
|
||||
TimeEvents.InvokeSeasonOfYearChanged(this.Monitor, this.PreviousSeason, Game1.currentSeason);
|
||||
if (Game1.year != this.PreviousYear)
|
||||
TimeEvents.InvokeYearOfGameChanged(this.Monitor, this.PreviousYear, Game1.year);
|
||||
|
||||
// raise mine level changed
|
||||
if (Game1.mine != null && Game1.mine.mineLevel != this.PreviousMineLevel)
|
||||
MineEvents.InvokeMineLevelChanged(this.Monitor, this.PreviousMineLevel, Game1.mine.mineLevel);
|
||||
}
|
||||
|
||||
// update state
|
||||
this.PreviousGameLocations = this.GetHash(Game1.locations);
|
||||
this.PreviousGameLocation = Game1.currentLocation;
|
||||
this.PreviousFarmer = Game1.player;
|
||||
this.PreviousCombatLevel = Game1.player.combatLevel;
|
||||
this.PreviousFarmingLevel = Game1.player.farmingLevel;
|
||||
this.PreviousFishingLevel = Game1.player.fishingLevel;
|
||||
this.PreviousForagingLevel = Game1.player.foragingLevel;
|
||||
this.PreviousMiningLevel = Game1.player.miningLevel;
|
||||
this.PreviousLuckLevel = Game1.player.luckLevel;
|
||||
this.PreviousItems = Game1.player.items.Where(n => n != null).ToDictionary(n => n, n => n.Stack);
|
||||
this.PreviousLocationObjects = this.GetHash(Game1.currentLocation.objects);
|
||||
this.PreviousTime = Game1.timeOfDay;
|
||||
this.PreviousDay = Game1.dayOfMonth;
|
||||
this.PreviousSeason = Game1.currentSeason;
|
||||
this.PreviousYear = Game1.year;
|
||||
this.PreviousMineLevel = Game1.mine.mineLevel;
|
||||
this.PreviousSaveID = Game1.uniqueIDForThisGame;
|
||||
}
|
||||
|
||||
/*********
|
||||
** Game day transition event (obsolete)
|
||||
*********/
|
||||
if (Game1.newDay != this.PreviousIsNewDay)
|
||||
{
|
||||
TimeEvents.InvokeOnNewDay(this.Monitor, this.PreviousDay, Game1.dayOfMonth, Game1.newDay);
|
||||
this.PreviousIsNewDay = Game1.newDay;
|
||||
}
|
||||
|
||||
/*********
|
||||
** Game update
|
||||
*********/
|
||||
try
|
||||
{
|
||||
base.Update(gameTime);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
this.Monitor.Log($"An error occured in the base update loop: {ex.GetLogSummary()}", LogLevel.Error);
|
||||
}
|
||||
|
||||
/*********
|
||||
** Update events
|
||||
*********/
|
||||
GameEvents.InvokeUpdateTick(this.Monitor);
|
||||
if (this.FirstUpdate)
|
||||
{
|
||||
GameEvents.InvokeFirstUpdateTick(this.Monitor);
|
||||
this.FirstUpdate = false;
|
||||
}
|
||||
if (this.CurrentUpdateTick % 2 == 0)
|
||||
GameEvents.InvokeSecondUpdateTick(this.Monitor);
|
||||
if (this.CurrentUpdateTick % 4 == 0)
|
||||
GameEvents.InvokeFourthUpdateTick(this.Monitor);
|
||||
if (this.CurrentUpdateTick % 8 == 0)
|
||||
GameEvents.InvokeEighthUpdateTick(this.Monitor);
|
||||
if (this.CurrentUpdateTick % 15 == 0)
|
||||
GameEvents.InvokeQuarterSecondTick(this.Monitor);
|
||||
if (this.CurrentUpdateTick % 30 == 0)
|
||||
GameEvents.InvokeHalfSecondTick(this.Monitor);
|
||||
if (this.CurrentUpdateTick % 60 == 0)
|
||||
GameEvents.InvokeOneSecondTick(this.Monitor);
|
||||
this.CurrentUpdateTick += 1;
|
||||
if (this.CurrentUpdateTick >= 60)
|
||||
this.CurrentUpdateTick = 0;
|
||||
|
||||
/*********
|
||||
** Update input state
|
||||
*********/
|
||||
this.KStatePrior = this.KStateNow;
|
||||
for (PlayerIndex i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
|
||||
this.PreviouslyPressedButtons[(int)i] = this.GetButtonsDown(i);
|
||||
|
||||
this.UpdateCrashTimer.Reset();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
this.Monitor.Log($"An error occured in the base update loop: {ex.GetLogSummary()}", LogLevel.Error);
|
||||
}
|
||||
// log error
|
||||
this.Monitor.Log($"An error occured in the overridden update loop: {ex.GetLogSummary()}", LogLevel.Error);
|
||||
|
||||
/*********
|
||||
** Update events
|
||||
*********/
|
||||
GameEvents.InvokeUpdateTick(this.Monitor);
|
||||
if (this.FirstUpdate)
|
||||
{
|
||||
GameEvents.InvokeFirstUpdateTick(this.Monitor);
|
||||
this.FirstUpdate = false;
|
||||
// exit if irrecoverable
|
||||
if (!this.UpdateCrashTimer.Decrement())
|
||||
this.Monitor.ExitGameImmediately("the game crashed when updating, and SMAPI was unable to recover the game.");
|
||||
}
|
||||
if (this.CurrentUpdateTick % 2 == 0)
|
||||
GameEvents.InvokeSecondUpdateTick(this.Monitor);
|
||||
if (this.CurrentUpdateTick % 4 == 0)
|
||||
GameEvents.InvokeFourthUpdateTick(this.Monitor);
|
||||
if (this.CurrentUpdateTick % 8 == 0)
|
||||
GameEvents.InvokeEighthUpdateTick(this.Monitor);
|
||||
if (this.CurrentUpdateTick % 15 == 0)
|
||||
GameEvents.InvokeQuarterSecondTick(this.Monitor);
|
||||
if (this.CurrentUpdateTick % 30 == 0)
|
||||
GameEvents.InvokeHalfSecondTick(this.Monitor);
|
||||
if (this.CurrentUpdateTick % 60 == 0)
|
||||
GameEvents.InvokeOneSecondTick(this.Monitor);
|
||||
this.CurrentUpdateTick += 1;
|
||||
if (this.CurrentUpdateTick >= 60)
|
||||
this.CurrentUpdateTick = 0;
|
||||
|
||||
/*********
|
||||
** Update input state
|
||||
*********/
|
||||
this.KStatePrior = this.KStateNow;
|
||||
for (PlayerIndex i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
|
||||
this.PreviouslyPressedButtons[(int)i] = this.GetButtonsDown(i);
|
||||
}
|
||||
|
||||
/// <summary>The method called to draw everything to the screen.</summary>
|
||||
|
@ -577,7 +591,7 @@ namespace StardewModdingAPI.Framework
|
|||
try
|
||||
{
|
||||
this.DrawImpl(gameTime);
|
||||
this.FailedDraws = 0;
|
||||
this.DrawCrashTimer.Reset();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
|
@ -585,12 +599,11 @@ namespace StardewModdingAPI.Framework
|
|||
this.Monitor.Log($"An error occured in the overridden draw loop: {ex.GetLogSummary()}", LogLevel.Error);
|
||||
|
||||
// exit if irrecoverable
|
||||
if (this.FailedDraws >= this.MaxFailedDraws)
|
||||
if (!this.DrawCrashTimer.Decrement())
|
||||
{
|
||||
this.Monitor.ExitGameImmediately("the game crashed when drawing, and SMAPI was unable to recover the game.");
|
||||
return;
|
||||
}
|
||||
this.FailedDraws++;
|
||||
|
||||
// abort in known unrecoverable cases
|
||||
if (Game1.toolSpriteSheet?.IsDisposed == true)
|
||||
|
|
|
@ -121,6 +121,7 @@
|
|||
<Compile Include="Events\EventArgsStringChanged.cs" />
|
||||
<Compile Include="Events\GameEvents.cs" />
|
||||
<Compile Include="Events\GraphicsEvents.cs" />
|
||||
<Compile Include="Framework\Countdown.cs" />
|
||||
<Compile Include="Framework\ModLoading\IModMetadata.cs" />
|
||||
<Compile Include="Framework\ModLoading\InvalidModStateException.cs" />
|
||||
<Compile Include="Framework\ModLoading\ModDependencyStatus.cs" />
|
||||
|
|
Loading…
Reference in New Issue