fix errors during overridden update loop immediately crashing the game with no log entry

This commit is contained in:
Jesse Plamondon-Willard 2017-05-17 11:45:17 -04:00
parent b977a8e48f
commit 8439594b10
4 changed files with 392 additions and 333 deletions

View File

@ -15,6 +15,7 @@ See [log](https://github.com/Pathoschild/SMAPI/compare/1.12...1.13).
For players: For players:
* SMAPI now recovers better from mod draw errors and detects when the error is irrecoverable. * SMAPI now recovers better from mod draw errors and detects when the error is irrecoverable.
* SMAPI now recovers automatically from update errors if possible.
* SMAPI now remembers if your game crashed and offers help next time you launch it. * SMAPI now remembers if your game crashed and offers help next time you launch it.
* Fixed installer finding redundant game paths on Linux. * Fixed installer finding redundant game paths on Linux.
* Fixed save events not being raised after the first day on Linux/Mac. * Fixed save events not being raised after the first day on Linux/Mac.

View File

@ -0,0 +1,44 @@
namespace StardewModdingAPI.Framework
{
/// <summary>Counts down from a baseline value.</summary>
internal class Countdown
{
/*********
** Accessors
*********/
/// <summary>The initial value from which to count down.</summary>
public int Initial { get; }
/// <summary>The current value.</summary>
public int Current { get; private set; }
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="initial">The initial value from which to count down.</param>
public Countdown(int initial)
{
this.Initial = initial;
this.Current = initial;
}
/// <summary>Reduce the current value by one.</summary>
/// <returns>Returns whether the value was decremented (i.e. wasn't already zero).</returns>
public bool Decrement()
{
if (this.Current <= 0)
return false;
this.Current--;
return true;
}
/// <summary>Restart the countdown.</summary>
public void Reset()
{
this.Current = this.Initial;
}
}
}

View File

@ -30,15 +30,15 @@ namespace StardewModdingAPI.Framework
** SMAPI state ** SMAPI state
****/ ****/
/// <summary>The maximum number of consecutive attempts SMAPI should make to recover from a draw error.</summary> /// <summary>The maximum number of consecutive attempts SMAPI should make to recover from a draw error.</summary>
private readonly int MaxFailedDraws = 60; // roughly one second private readonly Countdown DrawCrashTimer = new Countdown(60); // 60 ticks = roughly one second
/// <summary>The maximum number of consecutive attempts SMAPI should make to recover from an update error.</summary>
private readonly Countdown UpdateCrashTimer = new Countdown(60); // 60 ticks = roughly one second
/// <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 int AfterLoadTimer = 5;
/// <summary>The number of consecutive failed draws.</summary>
private int FailedDraws;
/// <summary>Whether the game is returning to the menu.</summary> /// <summary>Whether the game is returning to the menu.</summary>
private bool IsExiting; private bool IsExiting;
@ -234,339 +234,353 @@ namespace StardewModdingAPI.Framework
/// <param name="gameTime">A snapshot of the game timing state.</param> /// <param name="gameTime">A snapshot of the game timing state.</param>
protected override void Update(GameTime gameTime) protected override void Update(GameTime gameTime)
{ {
/*********
** Skip conditions
*********/
// SMAPI exiting, stop processing game updates
if (this.Monitor.IsExiting)
{
this.Monitor.Log("SMAPI shutting down: aborting update.", LogLevel.Trace);
return;
}
// While a background new-day task is in progress, the game skips its own update logic
// and defers to the XNA Update method. Running mod code in parallel to the background
// update is risky, because data changes can conflict (e.g. collection changed during
// enumeration errors) and data may change unexpectedly from one mod instruction to the
// next.
//
// Therefore we can just run Game1.Update here without raising any SMAPI events. There's
// a small chance that the task will finish after we defer but before the game checks,
// which means technically events should be raised, but the effects of missing one
// update tick are neglible and not worth the complications of bypassing Game1.Update.
if (SGame._newDayTask != null)
{
base.Update(gameTime);
return;
}
// While the game is writing to the save file in the background, mods can unexpectedly
// fail since they don't have exclusive access to resources (e.g. collection changed
// during enumeration errors). To avoid problems, events are not invoked while a save
// is in progress. It's safe to raise SaveEvents.BeforeSave as soon as the menu is
// opened (since the save hasn't started yet), but all other events should be suppressed.
if (Context.IsSaving)
{
// raise before-save
if (!this.IsBetweenSaveEvents)
{
this.IsBetweenSaveEvents = true;
this.Monitor.Log("Context: before save.", LogLevel.Trace);
SaveEvents.InvokeBeforeSave(this.Monitor);
}
// suppress non-save events
base.Update(gameTime);
return;
}
if (this.IsBetweenSaveEvents)
{
// raise after-save
this.IsBetweenSaveEvents = false;
this.Monitor.Log($"Context: after save, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
SaveEvents.InvokeAfterSave(this.Monitor);
TimeEvents.InvokeAfterDayStarted(this.Monitor);
}
/*********
** Game loaded events
*********/
if (this.FirstUpdate)
{
GameEvents.InvokeInitialize(this.Monitor);
GameEvents.InvokeLoadContent(this.Monitor);
GameEvents.InvokeGameLoaded(this.Monitor);
}
/*********
** Locale changed events
*********/
if (this.PreviousLocale != LocalizedContentManager.CurrentLanguageCode)
{
var oldValue = this.PreviousLocale;
var newValue = LocalizedContentManager.CurrentLanguageCode;
this.Monitor.Log($"Context: locale set to {newValue}.", LogLevel.Trace);
if (oldValue != null)
ContentEvents.InvokeAfterLocaleChanged(this.Monitor, oldValue.ToString(), newValue.ToString());
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 try
{ {
base.Update(gameTime); /*********
** Skip conditions
*********/
// SMAPI exiting, stop processing game updates
if (this.Monitor.IsExiting)
{
this.Monitor.Log("SMAPI shutting down: aborting update.", LogLevel.Trace);
return;
}
// While a background new-day task is in progress, the game skips its own update logic
// and defers to the XNA Update method. Running mod code in parallel to the background
// update is risky, because data changes can conflict (e.g. collection changed during
// enumeration errors) and data may change unexpectedly from one mod instruction to the
// next.
//
// Therefore we can just run Game1.Update here without raising any SMAPI events. There's
// a small chance that the task will finish after we defer but before the game checks,
// which means technically events should be raised, but the effects of missing one
// update tick are neglible and not worth the complications of bypassing Game1.Update.
if (SGame._newDayTask != null)
{
base.Update(gameTime);
return;
}
// While the game is writing to the save file in the background, mods can unexpectedly
// fail since they don't have exclusive access to resources (e.g. collection changed
// during enumeration errors). To avoid problems, events are not invoked while a save
// is in progress. It's safe to raise SaveEvents.BeforeSave as soon as the menu is
// opened (since the save hasn't started yet), but all other events should be suppressed.
if (Context.IsSaving)
{
// raise before-save
if (!this.IsBetweenSaveEvents)
{
this.IsBetweenSaveEvents = true;
this.Monitor.Log("Context: before save.", LogLevel.Trace);
SaveEvents.InvokeBeforeSave(this.Monitor);
}
// suppress non-save events
base.Update(gameTime);
return;
}
if (this.IsBetweenSaveEvents)
{
// raise after-save
this.IsBetweenSaveEvents = false;
this.Monitor.Log($"Context: after save, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
SaveEvents.InvokeAfterSave(this.Monitor);
TimeEvents.InvokeAfterDayStarted(this.Monitor);
}
/*********
** Game loaded events
*********/
if (this.FirstUpdate)
{
GameEvents.InvokeInitialize(this.Monitor);
GameEvents.InvokeLoadContent(this.Monitor);
GameEvents.InvokeGameLoaded(this.Monitor);
}
/*********
** Locale changed events
*********/
if (this.PreviousLocale != LocalizedContentManager.CurrentLanguageCode)
{
var oldValue = this.PreviousLocale;
var newValue = LocalizedContentManager.CurrentLanguageCode;
this.Monitor.Log($"Context: locale set to {newValue}.", LogLevel.Trace);
if (oldValue != null)
ContentEvents.InvokeAfterLocaleChanged(this.Monitor, oldValue.ToString(), newValue.ToString());
this.PreviousLocale = newValue;
}
/*********
** After load events
*********/
if (Context.IsSaveLoaded && !SaveGame.IsProcessing /*still loading save*/ && this.AfterLoadTimer >= 0)
{
if (this.AfterLoadTimer == 0)
{
this.Monitor.Log($"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($"An error occured in the base update loop: {ex.GetLogSummary()}", LogLevel.Error);
}
/*********
** Update events
*********/
GameEvents.InvokeUpdateTick(this.Monitor);
if (this.FirstUpdate)
{
GameEvents.InvokeFirstUpdateTick(this.Monitor);
this.FirstUpdate = false;
}
if (this.CurrentUpdateTick % 2 == 0)
GameEvents.InvokeSecondUpdateTick(this.Monitor);
if (this.CurrentUpdateTick % 4 == 0)
GameEvents.InvokeFourthUpdateTick(this.Monitor);
if (this.CurrentUpdateTick % 8 == 0)
GameEvents.InvokeEighthUpdateTick(this.Monitor);
if (this.CurrentUpdateTick % 15 == 0)
GameEvents.InvokeQuarterSecondTick(this.Monitor);
if (this.CurrentUpdateTick % 30 == 0)
GameEvents.InvokeHalfSecondTick(this.Monitor);
if (this.CurrentUpdateTick % 60 == 0)
GameEvents.InvokeOneSecondTick(this.Monitor);
this.CurrentUpdateTick += 1;
if (this.CurrentUpdateTick >= 60)
this.CurrentUpdateTick = 0;
/*********
** Update input state
*********/
this.KStatePrior = this.KStateNow;
for (PlayerIndex i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
this.PreviouslyPressedButtons[(int)i] = this.GetButtonsDown(i);
this.UpdateCrashTimer.Reset();
} }
catch (Exception ex) catch (Exception ex)
{ {
this.Monitor.Log($"An error occured in the base update loop: {ex.GetLogSummary()}", LogLevel.Error); // log error
} this.Monitor.Log($"An error occured in the overridden update loop: {ex.GetLogSummary()}", LogLevel.Error);
/********* // exit if irrecoverable
** Update events if (!this.UpdateCrashTimer.Decrement())
*********/ this.Monitor.ExitGameImmediately("the game crashed when updating, and SMAPI was unable to recover the game.");
GameEvents.InvokeUpdateTick(this.Monitor);
if (this.FirstUpdate)
{
GameEvents.InvokeFirstUpdateTick(this.Monitor);
this.FirstUpdate = false;
} }
if (this.CurrentUpdateTick % 2 == 0)
GameEvents.InvokeSecondUpdateTick(this.Monitor);
if (this.CurrentUpdateTick % 4 == 0)
GameEvents.InvokeFourthUpdateTick(this.Monitor);
if (this.CurrentUpdateTick % 8 == 0)
GameEvents.InvokeEighthUpdateTick(this.Monitor);
if (this.CurrentUpdateTick % 15 == 0)
GameEvents.InvokeQuarterSecondTick(this.Monitor);
if (this.CurrentUpdateTick % 30 == 0)
GameEvents.InvokeHalfSecondTick(this.Monitor);
if (this.CurrentUpdateTick % 60 == 0)
GameEvents.InvokeOneSecondTick(this.Monitor);
this.CurrentUpdateTick += 1;
if (this.CurrentUpdateTick >= 60)
this.CurrentUpdateTick = 0;
/*********
** Update input state
*********/
this.KStatePrior = this.KStateNow;
for (PlayerIndex i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
this.PreviouslyPressedButtons[(int)i] = this.GetButtonsDown(i);
} }
/// <summary>The method called to draw everything to the screen.</summary> /// <summary>The method called to draw everything to the screen.</summary>
@ -577,7 +591,7 @@ namespace StardewModdingAPI.Framework
try try
{ {
this.DrawImpl(gameTime); this.DrawImpl(gameTime);
this.FailedDraws = 0; this.DrawCrashTimer.Reset();
} }
catch (Exception ex) catch (Exception ex)
{ {
@ -585,12 +599,11 @@ namespace StardewModdingAPI.Framework
this.Monitor.Log($"An error occured in the overridden draw loop: {ex.GetLogSummary()}", LogLevel.Error); this.Monitor.Log($"An error occured in the overridden draw loop: {ex.GetLogSummary()}", LogLevel.Error);
// exit if irrecoverable // 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."); this.Monitor.ExitGameImmediately("the game crashed when drawing, and SMAPI was unable to recover the game.");
return; return;
} }
this.FailedDraws++;
// abort in known unrecoverable cases // abort in known unrecoverable cases
if (Game1.toolSpriteSheet?.IsDisposed == true) if (Game1.toolSpriteSheet?.IsDisposed == true)

View File

@ -121,6 +121,7 @@
<Compile Include="Events\EventArgsStringChanged.cs" /> <Compile Include="Events\EventArgsStringChanged.cs" />
<Compile Include="Events\GameEvents.cs" /> <Compile Include="Events\GameEvents.cs" />
<Compile Include="Events\GraphicsEvents.cs" /> <Compile Include="Events\GraphicsEvents.cs" />
<Compile Include="Framework\Countdown.cs" />
<Compile Include="Framework\ModLoading\IModMetadata.cs" /> <Compile Include="Framework\ModLoading\IModMetadata.cs" />
<Compile Include="Framework\ModLoading\InvalidModStateException.cs" /> <Compile Include="Framework\ModLoading\InvalidModStateException.cs" />
<Compile Include="Framework\ModLoading\ModDependencyStatus.cs" /> <Compile Include="Framework\ModLoading\ModDependencyStatus.cs" />