Merge branch 'develop' into stable

This commit is contained in:
Jesse Plamondon-Willard 2022-05-12 00:21:52 -04:00
commit a9cadc7f32
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GPG Key ID: CF8B1456B3E29F49
26 changed files with 486 additions and 339 deletions

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@ -1,7 +1,7 @@
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<!--set general build properties -->
<Version>3.14.2</Version>
<Version>3.14.3</Version>
<Product>SMAPI</Product>
<LangVersion>latest</LangVersion>
<AssemblySearchPaths>$(AssemblySearchPaths);{GAC}</AssemblySearchPaths>

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@ -1,6 +1,21 @@
← [README](README.md)
# Release notes
## 3.14.3
Released 12 May 2022 for Stardew Valley 1.5.6 or later.
* For players:
* Reduced in-game performance impact.
* For mod authors:
* Refactored how event handling works under the hood, particularly the new content API. This should have no effect on mod usage.
* Verbose mode now logs the in-game time.
* Fixed error when loading a `.xnb` file through the old content API without the file extension.
* Fixed asset propagation for player sprites not fully updating recolor masks in some cases.
* For the web UI:
* Updated the JSON validator/schema for Content Patcher 1.26.0.
## 3.14.2
Released 08 May 2022 for Stardew Valley 1.5.6 or later.

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@ -1,9 +1,9 @@
{
"Name": "Console Commands",
"Author": "SMAPI",
"Version": "3.14.2",
"Version": "3.14.3",
"Description": "Adds SMAPI console commands that let you manipulate the game.",
"UniqueID": "SMAPI.ConsoleCommands",
"EntryDll": "ConsoleCommands.dll",
"MinimumApiVersion": "3.14.2"
"MinimumApiVersion": "3.14.3"
}

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@ -1,9 +1,9 @@
{
"Name": "Error Handler",
"Author": "SMAPI",
"Version": "3.14.2",
"Version": "3.14.3",
"Description": "Handles some common vanilla errors to log more useful info or avoid breaking the game.",
"UniqueID": "SMAPI.ErrorHandler",
"EntryDll": "ErrorHandler.dll",
"MinimumApiVersion": "3.14.2"
"MinimumApiVersion": "3.14.3"
}

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@ -1,9 +1,9 @@
{
"Name": "Save Backup",
"Author": "SMAPI",
"Version": "3.14.2",
"Version": "3.14.3",
"Description": "Automatically backs up all your saves once per day into its folder.",
"UniqueID": "SMAPI.SaveBackup",
"EntryDll": "SaveBackup.dll",
"MinimumApiVersion": "3.14.2"
"MinimumApiVersion": "3.14.3"
}

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@ -14,9 +14,9 @@
"title": "Format version",
"description": "The format version. You should always use the latest version to enable the latest features, avoid obsolete behavior, and reduce load times.",
"type": "string",
"const": "1.25.0",
"const": "1.26.0",
"@errorMessages": {
"const": "Incorrect value '@value'. You should always use the latest format version (currently 1.25.0) to enable the latest features, avoid obsolete behavior, and reduce load times."
"const": "Incorrect value '@value'. You should always use the latest format version (currently 1.26.0) to enable the latest features, avoid obsolete behavior, and reduce load times."
}
},
"ConfigSchema": {
@ -51,6 +51,11 @@
"description": "An optional explanation of the config field for players, shown in UIs like Generic Mod Config Menu.",
"type": "string"
},
"Section": {
"title": "Section",
"description": "An optional section key to group related fields on config UIs. This can be the literal text to show, or you can add a translation with the key 'config.section.<section value>.name' and '.description' to add a translated name & tooltip.",
"type": "string"
},
"additionalProperties": false
},

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@ -50,7 +50,7 @@ namespace StardewModdingAPI
internal static int? LogScreenId { get; set; }
/// <summary>SMAPI's current raw semantic version.</summary>
internal static string RawApiVersion = "3.14.2";
internal static string RawApiVersion = "3.14.3";
}
/// <summary>Contains SMAPI's constants and assumptions.</summary>

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@ -14,7 +14,7 @@ namespace StardewModdingAPI.Events
** Fields
*********/
/// <summary>The mod handling the event.</summary>
private readonly IModMetadata Mod;
private IModMetadata? Mod;
/// <summary>Get the mod metadata for a content pack, if it's a valid content pack for the mod.</summary>
private readonly Func<IModMetadata, string?, string, IModMetadata?> GetOnBehalfOf;
@ -37,26 +37,31 @@ namespace StardewModdingAPI.Events
public Type DataType => this.AssetInfo.DataType;
/// <summary>The load operations requested by the event handler.</summary>
internal IList<AssetLoadOperation> LoadOperations { get; } = new List<AssetLoadOperation>();
internal List<AssetLoadOperation> LoadOperations { get; } = new();
/// <summary>The edit operations requested by the event handler.</summary>
internal IList<AssetEditOperation> EditOperations { get; } = new List<AssetEditOperation>();
internal List<AssetEditOperation> EditOperations { get; } = new();
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="mod">The mod handling the event.</param>
/// <param name="assetInfo">The asset info being requested.</param>
/// <param name="getOnBehalfOf">Get the mod metadata for a content pack, if it's a valid content pack for the mod.</param>
internal AssetRequestedEventArgs(IModMetadata mod, IAssetInfo assetInfo, Func<IModMetadata, string?, string, IModMetadata?> getOnBehalfOf)
internal AssetRequestedEventArgs(IAssetInfo assetInfo, Func<IModMetadata, string?, string, IModMetadata?> getOnBehalfOf)
{
this.Mod = mod;
this.AssetInfo = assetInfo;
this.GetOnBehalfOf = getOnBehalfOf;
}
/// <summary>Set the mod handling the event.</summary>
/// <param name="mod">The mod handling the event.</param>
internal void SetMod(IModMetadata mod)
{
this.Mod = mod;
}
/// <summary>Provide the initial instance for the asset, instead of trying to load it from the game's <c>Content</c> folder.</summary>
/// <param name="load">Get the initial instance of an asset.</param>
/// <param name="priority">If there are multiple loads that apply to the same asset, the priority with which this one should be applied.</param>
@ -70,10 +75,11 @@ namespace StardewModdingAPI.Events
/// </remarks>
public void LoadFrom(Func<object> load, AssetLoadPriority priority, string? onBehalfOf = null)
{
IModMetadata mod = this.GetMod();
this.LoadOperations.Add(
new AssetLoadOperation(
Mod: this.Mod,
OnBehalfOf: this.GetOnBehalfOf(this.Mod, onBehalfOf, "load assets"),
Mod: mod,
OnBehalfOf: this.GetOnBehalfOf(mod, onBehalfOf, "load assets"),
Priority: priority,
GetData: _ => load()
)
@ -94,12 +100,13 @@ namespace StardewModdingAPI.Events
public void LoadFromModFile<TAsset>(string relativePath, AssetLoadPriority priority)
where TAsset : notnull
{
IModMetadata mod = this.GetMod();
this.LoadOperations.Add(
new AssetLoadOperation(
Mod: this.Mod,
Mod: mod,
OnBehalfOf: null,
Priority: priority,
GetData: _ => this.Mod.Mod!.Helper.ModContent.Load<TAsset>(relativePath)
GetData: _ => mod.Mod!.Helper.ModContent.Load<TAsset>(relativePath)
)
);
}
@ -117,14 +124,26 @@ namespace StardewModdingAPI.Events
/// </remarks>
public void Edit(Action<IAssetData> apply, AssetEditPriority priority = AssetEditPriority.Default, string? onBehalfOf = null)
{
IModMetadata mod = this.GetMod();
this.EditOperations.Add(
new AssetEditOperation(
Mod: this.Mod,
Mod: mod,
Priority: priority,
OnBehalfOf: this.GetOnBehalfOf(this.Mod, onBehalfOf, "edit assets"),
OnBehalfOf: this.GetOnBehalfOf(mod, onBehalfOf, "edit assets"),
ApplyEdit: apply
)
);
}
/*********
** Private methods
*********/
/// <summary>Get the mod handling the event.</summary>
/// <exception cref="InvalidOperationException">This instance hasn't been initialized with the mod metadata yet.</exception>
private IModMetadata GetMod()
{
return this.Mod ?? throw new InvalidOperationException($"This {nameof(AssetRequestedEventArgs)} instance hasn't been initialized yet.");
}
}
}

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@ -1,8 +1,9 @@
using System.Collections.Generic;
namespace StardewModdingAPI.Framework.Content
{
/// <summary>A set of operations to apply to an asset for a given <see cref="IAssetEditor"/> or <see cref="IAssetLoader"/> implementation.</summary>
/// <param name="Mod">The mod applying the changes.</param>
/// <summary>A set of operations to apply to an asset.</summary>
/// <param name="LoadOperations">The load operations to apply.</param>
/// <param name="EditOperations">The edit operations to apply.</param>
internal record AssetOperationGroup(IModMetadata Mod, AssetLoadOperation[] LoadOperations, AssetEditOperation[] EditOperations);
internal record AssetOperationGroup(List<AssetLoadOperation> LoadOperations, List<AssetEditOperation> EditOperations);
}

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@ -57,7 +57,7 @@ namespace StardewModdingAPI.Framework
private readonly Action<IList<IAssetName>> OnAssetsInvalidated;
/// <summary>Get the load/edit operations to apply to an asset by querying registered <see cref="IContentEvents.AssetRequested"/> event handlers.</summary>
private readonly Func<IAssetInfo, IList<AssetOperationGroup>> RequestAssetOperations;
private readonly Func<IAssetInfo, AssetOperationGroup?> RequestAssetOperations;
/// <summary>The loaded content managers (including the <see cref="MainContentManager"/>).</summary>
private readonly List<IContentManager> ContentManagers = new();
@ -79,15 +79,15 @@ namespace StardewModdingAPI.Framework
private Lazy<Dictionary<string, LocalizedContentManager.LanguageCode>> LocaleCodes;
/// <summary>The cached asset load/edit operations to apply, indexed by asset name.</summary>
private readonly TickCacheDictionary<IAssetName, IList<AssetOperationGroup>> AssetOperationsByKey = new();
private readonly TickCacheDictionary<IAssetName, AssetOperationGroup?> AssetOperationsByKey = new();
/// <summary>A cache of asset operation groups created for legacy <see cref="IAssetLoader"/> implementations.</summary>
[Obsolete("This only exists to support legacy code and will be removed in SMAPI 4.0.0.")]
private readonly Dictionary<IAssetLoader, Dictionary<Type, AssetOperationGroup>> LegacyLoaderCache = new(ReferenceEqualityComparer.Instance);
private readonly Dictionary<IAssetLoader, Dictionary<Type, AssetLoadOperation>> LegacyLoaderCache = new(ReferenceEqualityComparer.Instance);
/// <summary>A cache of asset operation groups created for legacy <see cref="IAssetEditor"/> implementations.</summary>
[Obsolete("This only exists to support legacy code and will be removed in SMAPI 4.0.0.")]
private readonly Dictionary<IAssetEditor, Dictionary<Type, AssetOperationGroup>> LegacyEditorCache = new(ReferenceEqualityComparer.Instance);
private readonly Dictionary<IAssetEditor, Dictionary<Type, AssetEditOperation>> LegacyEditorCache = new(ReferenceEqualityComparer.Instance);
/*********
@ -126,7 +126,7 @@ namespace StardewModdingAPI.Framework
/// <param name="getFileLookup">Get a file lookup for the given directory.</param>
/// <param name="onAssetsInvalidated">A callback to invoke when any asset names have been invalidated from the cache.</param>
/// <param name="requestAssetOperations">Get the load/edit operations to apply to an asset by querying registered <see cref="IContentEvents.AssetRequested"/> event handlers.</param>
public ContentCoordinator(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action onLoadingFirstAsset, Action<BaseContentManager, IAssetName> onAssetLoaded, Func<string, IFileLookup> getFileLookup, Action<IList<IAssetName>> onAssetsInvalidated, Func<IAssetInfo, IList<AssetOperationGroup>> requestAssetOperations)
public ContentCoordinator(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action onLoadingFirstAsset, Action<BaseContentManager, IAssetName> onAssetLoaded, Func<string, IFileLookup> getFileLookup, Action<IList<IAssetName>> onAssetsInvalidated, Func<IAssetInfo, AssetOperationGroup?> requestAssetOperations)
{
this.GetFileLookup = getFileLookup;
this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor));
@ -449,16 +449,12 @@ namespace StardewModdingAPI.Framework
/// <summary>Get the asset load and edit operations to apply to a given asset if it's (re)loaded now.</summary>
/// <typeparam name="T">The asset type.</typeparam>
/// <param name="info">The asset info to load or edit.</param>
public IList<AssetOperationGroup> GetAssetOperations<T>(IAssetInfo info)
public AssetOperationGroup? GetAssetOperations<T>(IAssetInfo info)
where T : notnull
{
return this.AssetOperationsByKey.GetOrSet(
info.Name,
#pragma warning disable CS0612, CS0618 // deprecated code
() => this.Editors.Count > 0 || this.Loaders.Count > 0
? this.GetAssetOperationsIncludingLegacyWithoutCache<T>(info).ToArray()
#pragma warning restore CS0612, CS0618
: this.RequestAssetOperations(info)
() => this.GetAssetOperationsWithoutCache<T>(info)
);
}
@ -584,41 +580,40 @@ namespace StardewModdingAPI.Framework
/// <summary>Get the asset load and edit operations to apply to a given asset if it's (re)loaded now, ignoring the <see cref="AssetOperationsByKey"/> cache.</summary>
/// <typeparam name="T">The asset type.</typeparam>
/// <param name="info">The asset info to load or edit.</param>
[Obsolete("This only exists to support legacy code and will be removed in SMAPI 4.0.0.")]
private IEnumerable<AssetOperationGroup> GetAssetOperationsIncludingLegacyWithoutCache<T>(IAssetInfo info)
private AssetOperationGroup? GetAssetOperationsWithoutCache<T>(IAssetInfo info)
where T : notnull
{
IAssetInfo legacyInfo = this.GetLegacyAssetInfo(info);
// new content API
foreach (AssetOperationGroup group in this.RequestAssetOperations(info))
yield return group;
AssetOperationGroup? group = this.RequestAssetOperations(info);
// legacy load operations
foreach (ModLinked<IAssetLoader> loader in this.Loaders)
#pragma warning disable CS0612, CS0618 // deprecated code
if (this.Editors.Count > 0 || this.Loaders.Count > 0)
{
// check if loader applies
try
{
if (!loader.Data.CanLoad<T>(legacyInfo))
continue;
}
catch (Exception ex)
{
loader.Mod.LogAsMod($"Mod failed when checking whether it could load asset '{legacyInfo.Name}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
continue;
}
IAssetInfo legacyInfo = this.GetLegacyAssetInfo(info);
// add operation
yield return this.GetOrCreateLegacyOperationGroup(
cache: this.LegacyLoaderCache,
editor: loader.Data,
dataType: info.DataType,
createGroup: () => new AssetOperationGroup(
Mod: loader.Mod,
LoadOperations: new[]
{
new AssetLoadOperation(
foreach (ModLinked<IAssetLoader> loader in this.Loaders)
{
// check if loader applies
try
{
if (!loader.Data.CanLoad<T>(legacyInfo))
continue;
}
catch (Exception ex)
{
loader.Mod.LogAsMod($"Mod failed when checking whether it could load asset '{legacyInfo.Name}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
continue;
}
// add operation
group ??= new AssetOperationGroup(new List<AssetLoadOperation>(), new List<AssetEditOperation>());
group.LoadOperations.Add(
this.GetOrCreateLegacyOperation(
cache: this.LegacyLoaderCache,
editor: loader.Data,
dataType: info.DataType,
create: () => new AssetLoadOperation(
Mod: loader.Mod,
OnBehalfOf: null,
Priority: AssetLoadPriority.Exclusive,
@ -626,59 +621,54 @@ namespace StardewModdingAPI.Framework
this.GetLegacyAssetInfo(assetInfo)
)
)
},
EditOperations: Array.Empty<AssetEditOperation>()
)
);
}
)
);
}
// legacy edit operations
foreach (var editor in this.Editors)
{
// check if editor applies
try
// legacy edit operations
foreach (var editor in this.Editors)
{
if (!editor.Data.CanEdit<T>(legacyInfo))
// check if editor applies
try
{
if (!editor.Data.CanEdit<T>(legacyInfo))
continue;
}
catch (Exception ex)
{
editor.Mod.LogAsMod($"Mod crashed when checking whether it could edit asset '{legacyInfo.Name}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
continue;
}
catch (Exception ex)
{
editor.Mod.LogAsMod($"Mod crashed when checking whether it could edit asset '{legacyInfo.Name}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error);
continue;
}
}
// HACK
//
// If two editors have the same priority, they're applied in registration order (so
// whichever was registered first is applied first). Mods often depend on this
// behavior, like Json Assets registering its interceptors before Content Patcher.
//
// Unfortunately the old & new content APIs have separate lists, so new-API
// interceptors always ran before old-API interceptors with the same priority,
// regardless of the registration order *between* APIs. Since the new API works in
// a fundamentally different way (i.e. loads/edits are defined on asset request
// instead of by registering a global 'editor' or 'loader' class), there's no way
// to track registration order between them.
//
// Until we drop the old content API in SMAPI 4.0.0, this sets the priority for
// specific legacy editors to maintain compatibility.
AssetEditPriority priority = editor.Data.GetType().FullName switch
{
"JsonAssets.Framework.ContentInjector1" => AssetEditPriority.Default - 1, // must be applied before Content Patcher
_ => AssetEditPriority.Default
};
// HACK
//
// If two editors have the same priority, they're applied in registration order (so
// whichever was registered first is applied first). Mods often depend on this
// behavior, like Json Assets registering its interceptors before Content Patcher.
//
// Unfortunately the old & new content APIs have separate lists, so new-API
// interceptors always ran before old-API interceptors with the same priority,
// regardless of the registration order *between* APIs. Since the new API works in
// a fundamentally different way (i.e. loads/edits are defined on asset request
// instead of by registering a global 'editor' or 'loader' class), there's no way
// to track registration order between them.
//
// Until we drop the old content API in SMAPI 4.0.0, this sets the priority for
// specific legacy editors to maintain compatibility.
AssetEditPriority priority = editor.Data.GetType().FullName switch
{
"JsonAssets.Framework.ContentInjector1" => AssetEditPriority.Default - 1, // must be applied before Content Patcher
_ => AssetEditPriority.Default
};
// add operation
yield return this.GetOrCreateLegacyOperationGroup(
cache: this.LegacyEditorCache,
editor: editor.Data,
dataType: info.DataType,
createGroup: () => new AssetOperationGroup(
Mod: editor.Mod,
LoadOperations: Array.Empty<AssetLoadOperation>(),
EditOperations: new[]
{
new AssetEditOperation(
// add operation
group ??= new AssetOperationGroup(new List<AssetLoadOperation>(), new List<AssetEditOperation>());
group.EditOperations.Add(
this.GetOrCreateLegacyOperation(
cache: this.LegacyEditorCache,
editor: editor.Data,
dataType: info.DataType,
create: () => new AssetEditOperation(
Mod: editor.Mod,
OnBehalfOf: null,
Priority: priority,
@ -686,28 +676,32 @@ namespace StardewModdingAPI.Framework
this.GetLegacyAssetData(assetData)
)
)
}
)
);
)
);
}
}
#pragma warning restore CS0612, CS0618
return group;
}
/// <summary>Get a cached asset operation group for a legacy <see cref="IAssetLoader"/> or <see cref="IAssetEditor"/> instance, creating it if needed.</summary>
/// <typeparam name="TInterceptor">The editor type (one of <see cref="IAssetLoader"/> or <see cref="IAssetEditor"/>).</typeparam>
/// <typeparam name="TOperation">The operation model type.</typeparam>
/// <param name="cache">The cached operation groups for the interceptor type.</param>
/// <param name="editor">The legacy asset interceptor.</param>
/// <param name="dataType">The asset data type.</param>
/// <param name="createGroup">Create the asset operation group if it's not cached yet.</param>
private AssetOperationGroup GetOrCreateLegacyOperationGroup<TInterceptor>(Dictionary<TInterceptor, Dictionary<Type, AssetOperationGroup>> cache, TInterceptor editor, Type dataType, Func<AssetOperationGroup> createGroup)
/// <param name="create">Create the asset operation group if it's not cached yet.</param>
private TOperation GetOrCreateLegacyOperation<TInterceptor, TOperation>(Dictionary<TInterceptor, Dictionary<Type, TOperation>> cache, TInterceptor editor, Type dataType, Func<TOperation> create)
where TInterceptor : class
{
if (!cache.TryGetValue(editor, out Dictionary<Type, AssetOperationGroup>? cacheByType))
cache[editor] = cacheByType = new Dictionary<Type, AssetOperationGroup>();
if (!cache.TryGetValue(editor, out Dictionary<Type, TOperation>? cacheByType))
cache[editor] = cacheByType = new Dictionary<Type, TOperation>();
if (!cacheByType.TryGetValue(dataType, out AssetOperationGroup? group))
cacheByType[dataType] = group = createGroup();
if (!cacheByType.TryGetValue(dataType, out TOperation? operation))
cacheByType[dataType] = operation = create();
return group;
return operation;
}
/// <summary>Get an asset info compatible with legacy <see cref="IAssetLoader"/> and <see cref="IAssetEditor"/> instances, which always expect the base name.</summary>

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@ -198,9 +198,9 @@ namespace StardewModdingAPI.Framework.ContentManagers
// NOTE: the game checks for ContentLoadException to handle invalid keys, so avoid
// throwing other types like ArgumentException here.
if (string.IsNullOrWhiteSpace(assetName))
throw new SContentLoadException("The asset key or local path is empty.");
throw new SContentLoadException(ContentLoadErrorType.InvalidName, "The asset key or local path is empty.");
if (assetName.Intersect(Path.GetInvalidPathChars()).Any())
throw new SContentLoadException("The asset key or local path contains invalid characters.");
throw new SContentLoadException(ContentLoadErrorType.InvalidName, "The asset key or local path contains invalid characters.");
return this.Cache.NormalizeKey(assetName);
}

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@ -75,15 +75,19 @@ namespace StardewModdingAPI.Framework.ContentManagers
// custom asset from a loader
string locale = this.GetLocale();
IAssetInfo info = new AssetInfo(locale, assetName, typeof(T), this.AssertAndNormalizeAssetName);
AssetLoadOperation[] loaders = this.GetLoaders<object>(info).ToArray();
if (!this.AssertMaxOneRequiredLoader(info, loaders, out string? error))
AssetOperationGroup? operations = this.Coordinator.GetAssetOperations<object>(info);
if (operations?.LoadOperations.Count > 0)
{
this.Monitor.Log(error, LogLevel.Warn);
return false;
if (!this.AssertMaxOneRequiredLoader(info, operations.LoadOperations, out string? error))
{
this.Monitor.Log(error, LogLevel.Warn);
return false;
}
return true;
}
return loaders.Any();
return false;
}
/// <inheritdoc />
@ -121,10 +125,11 @@ namespace StardewModdingAPI.Framework.ContentManagers
data = this.AssetsBeingLoaded.Track(assetName.Name, () =>
{
IAssetInfo info = new AssetInfo(assetName.LocaleCode, assetName, typeof(T), this.AssertAndNormalizeAssetName);
AssetOperationGroup? operations = this.Coordinator.GetAssetOperations<T>(info);
IAssetData asset =
this.ApplyLoader<T>(info)
this.ApplyLoader<T>(info, operations?.LoadOperations)
?? new AssetDataForObject(info, this.RawLoad<T>(assetName, useCache), this.AssertAndNormalizeAssetName, this.Reflection);
asset = this.ApplyEditors<T>(info, asset);
asset = this.ApplyEditors<T>(info, asset, operations?.EditOperations);
return (T)asset.Data;
});
}
@ -149,25 +154,23 @@ namespace StardewModdingAPI.Framework.ContentManagers
*********/
/// <summary>Load the initial asset from the registered loaders.</summary>
/// <param name="info">The basic asset metadata.</param>
/// <param name="loadOperations">The load operations to apply to the asset.</param>
/// <returns>Returns the loaded asset metadata, or <c>null</c> if no loader matched.</returns>
private IAssetData? ApplyLoader<T>(IAssetInfo info)
private IAssetData? ApplyLoader<T>(IAssetInfo info, List<AssetLoadOperation>? loadOperations)
where T : notnull
{
// find matching loader
AssetLoadOperation? loader;
AssetLoadOperation? loader = null;
if (loadOperations?.Count > 0)
{
AssetLoadOperation[] loaders = this.GetLoaders<T>(info).OrderByDescending(p => p.Priority).ToArray();
if (!this.AssertMaxOneRequiredLoader(info, loaders, out string? error))
if (!this.AssertMaxOneRequiredLoader(info, loadOperations, out string? error))
{
this.Monitor.Log(error, LogLevel.Warn);
return null;
}
loader = loaders.FirstOrDefault();
loader = loadOperations.OrderByDescending(p => p.Priority).FirstOrDefault();
}
// no loader found
if (loader == null)
return null;
@ -195,9 +198,13 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <typeparam name="T">The asset type.</typeparam>
/// <param name="info">The basic asset metadata.</param>
/// <param name="asset">The loaded asset.</param>
private IAssetData ApplyEditors<T>(IAssetInfo info, IAssetData asset)
/// <param name="editOperations">The edit operations to apply to the asset.</param>
private IAssetData ApplyEditors<T>(IAssetInfo info, IAssetData asset, List<AssetEditOperation>? editOperations)
where T : notnull
{
if (editOperations?.Count is not > 0)
return asset;
IAssetData GetNewData(object data) => new AssetDataForObject(info, data, this.AssertAndNormalizeAssetName, this.Reflection);
// special case: if the asset was loaded with a more general type like 'object', call editors with the actual type instead.
@ -210,12 +217,12 @@ namespace StardewModdingAPI.Framework.ContentManagers
return (IAssetData)this.GetType()
.GetMethod(nameof(this.ApplyEditors), BindingFlags.NonPublic | BindingFlags.Instance)!
.MakeGenericMethod(actualType)
.Invoke(this, new object[] { info, asset })!;
.Invoke(this, new object[] { info, asset, editOperations })!;
}
}
// edit asset
AssetEditOperation[] editors = this.GetEditors<T>(info).OrderBy(p => p.Priority).ToArray();
AssetEditOperation[] editors = editOperations.OrderBy(p => p.Priority).ToArray();
foreach (AssetEditOperation editor in editors)
{
IModMetadata mod = editor.Mod;
@ -250,34 +257,12 @@ namespace StardewModdingAPI.Framework.ContentManagers
return asset;
}
/// <summary>Get the asset loaders which handle an asset.</summary>
/// <typeparam name="T">The asset type.</typeparam>
/// <param name="info">The basic asset metadata.</param>
private IEnumerable<AssetLoadOperation> GetLoaders<T>(IAssetInfo info)
where T : notnull
{
return this.Coordinator
.GetAssetOperations<T>(info)
.SelectMany(p => p.LoadOperations);
}
/// <summary>Get the asset editors to apply to an asset.</summary>
/// <typeparam name="T">The asset type.</typeparam>
/// <param name="info">The basic asset metadata.</param>
private IEnumerable<AssetEditOperation> GetEditors<T>(IAssetInfo info)
where T : notnull
{
return this.Coordinator
.GetAssetOperations<T>(info)
.SelectMany(p => p.EditOperations);
}
/// <summary>Assert that at most one loader will be applied to an asset.</summary>
/// <param name="info">The basic asset metadata.</param>
/// <param name="loaders">The asset loaders to apply.</param>
/// <param name="error">The error message to show to the user, if the method returns false.</param>
/// <returns>Returns true if only one loader will apply, else false.</returns>
private bool AssertMaxOneRequiredLoader(IAssetInfo info, AssetLoadOperation[] loaders, [NotNullWhen(false)] out string? error)
private bool AssertMaxOneRequiredLoader(IAssetInfo info, List<AssetLoadOperation> loaders, [NotNullWhen(false)] out string? error)
{
AssetLoadOperation[] required = loaders.Where(p => p.Priority == AssetLoadPriority.Exclusive).ToArray();
if (required.Length <= 1)
@ -295,7 +280,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
? $"Multiple mods want to provide the '{info.Name}' asset: {string.Join(", ", loaderNames)}"
: $"The '{loaderNames[0]}' mod wants to provide the '{info.Name}' asset multiple times";
error = $"{errorPhrase}. An asset can't be loaded multiple times, so SMAPI will use the default asset instead. Uninstall one of the mods to fix this. (Message for modders: you should usually use {typeof(IAssetEditor)} instead to avoid conflicts.)";
error = $"{errorPhrase}. An asset can't be loaded multiple times, so SMAPI will use the default asset instead. Uninstall one of the mods to fix this. (Message for modders: you should avoid {nameof(AssetLoadPriority)}.{nameof(AssetLoadPriority.Exclusive)} and {nameof(IAssetLoader)} if possible to avoid conflicts.)";
return false;
}

View File

@ -94,7 +94,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
if (this.Coordinator.TryParseManagedAssetKey(assetName.Name, out string? contentManagerID, out IAssetName? relativePath))
{
if (contentManagerID != this.Name)
throw this.GetLoadError(assetName, "can't load a different mod's managed asset key through this mod content manager.");
throw this.GetLoadError(assetName, ContentLoadErrorType.AccessDenied, "can't load a different mod's managed asset key through this mod content manager.");
assetName = relativePath;
}
}
@ -106,7 +106,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
// get file
FileInfo file = this.GetModFile<T>(assetName.Name);
if (!file.Exists)
throw this.GetLoadError(assetName, "the specified path doesn't exist.");
throw this.GetLoadError(assetName, ContentLoadErrorType.AssetDoesNotExist, "the specified path doesn't exist.");
// load content
asset = file.Extension.ToLower() switch
@ -121,7 +121,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
}
catch (Exception ex) when (ex is not SContentLoadException)
{
throw this.GetLoadError(assetName, "an unexpected occurred.", ex);
throw this.GetLoadError(assetName, ContentLoadErrorType.Other, "an unexpected occurred.", ex);
}
// track & return asset
@ -157,7 +157,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
{
// validate
if (!typeof(T).IsAssignableFrom(typeof(XmlSource)))
throw this.GetLoadError(assetName, $"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(XmlSource)}'.");
throw this.GetLoadError(assetName, ContentLoadErrorType.InvalidData, $"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(XmlSource)}'.");
// load
string source = File.ReadAllText(file.FullName);
@ -171,7 +171,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
private T LoadDataFile<T>(IAssetName assetName, FileInfo file)
{
if (!this.JsonHelper.ReadJsonFileIfExists(file.FullName, out T? asset))
throw this.GetLoadError(assetName, "the JSON file is invalid."); // should never happen since we check for file existence before calling this method
throw this.GetLoadError(assetName, ContentLoadErrorType.InvalidData, "the JSON file is invalid."); // should never happen since we check for file existence before calling this method
return asset;
}
@ -184,7 +184,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
{
// validate
if (typeof(T) != typeof(Texture2D))
throw this.GetLoadError(assetName, $"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Texture2D)}'.");
throw this.GetLoadError(assetName, ContentLoadErrorType.InvalidData, $"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Texture2D)}'.");
// load
using FileStream stream = File.OpenRead(file.FullName);
@ -201,7 +201,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
{
// validate
if (typeof(T) != typeof(Map))
throw this.GetLoadError(assetName, $"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Map)}'.");
throw this.GetLoadError(assetName, ContentLoadErrorType.InvalidData, $"can't read file with extension '{file.Extension}' as type '{typeof(T)}'; must be type '{typeof(Map)}'.");
// load
FormatManager formatManager = FormatManager.Instance;
@ -239,16 +239,17 @@ namespace StardewModdingAPI.Framework.ContentManagers
/// <param name="file">The file to load.</param>
private T HandleUnknownFileType<T>(IAssetName assetName, FileInfo file)
{
throw this.GetLoadError(assetName, $"unknown file extension '{file.Extension}'; must be one of '.fnt', '.json', '.png', '.tbin', '.tmx', or '.xnb'.");
throw this.GetLoadError(assetName, ContentLoadErrorType.InvalidName, $"unknown file extension '{file.Extension}'; must be one of '.fnt', '.json', '.png', '.tbin', '.tmx', or '.xnb'.");
}
/// <summary>Get an error which indicates that an asset couldn't be loaded.</summary>
/// <param name="errorType">Why loading an asset through the content pipeline failed.</param>
/// <param name="assetName">The asset name that failed to load.</param>
/// <param name="reasonPhrase">The reason the file couldn't be loaded.</param>
/// <param name="exception">The underlying exception, if applicable.</param>
private SContentLoadException GetLoadError(IAssetName assetName, string reasonPhrase, Exception? exception = null)
private SContentLoadException GetLoadError(IAssetName assetName, ContentLoadErrorType errorType, string reasonPhrase, Exception? exception = null)
{
return new($"Failed loading asset '{assetName}' from {this.Name}: {reasonPhrase}", exception);
return new(errorType, $"Failed loading asset '{assetName}' from {this.Name}: {reasonPhrase}", exception);
}
/// <summary>Get a file from the mod folder.</summary>
@ -328,13 +329,13 @@ namespace StardewModdingAPI.Framework.ContentManagers
// validate tilesheet path
string errorPrefix = $"{this.ModName} loaded map '{relativeMapPath}' with invalid tilesheet path '{imageSource}'.";
if (Path.IsPathRooted(imageSource) || PathUtilities.GetSegments(imageSource).Contains(".."))
throw new SContentLoadException($"{errorPrefix} Tilesheet paths must be a relative path without directory climbing (../).");
throw new SContentLoadException(ContentLoadErrorType.InvalidData, $"{errorPrefix} Tilesheet paths must be a relative path without directory climbing (../).");
// load best match
try
{
if (!this.TryGetTilesheetAssetName(relativeMapFolder, imageSource, out IAssetName? assetName, out string? error))
throw new SContentLoadException($"{errorPrefix} {error}");
throw new SContentLoadException(ContentLoadErrorType.InvalidData, $"{errorPrefix} {error}");
if (assetName is not null)
{
@ -346,7 +347,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
}
catch (Exception ex) when (ex is not SContentLoadException)
{
throw new SContentLoadException($"{errorPrefix} The tilesheet couldn't be loaded.", ex);
throw new SContentLoadException(ContentLoadErrorType.InvalidData, $"{errorPrefix} The tilesheet couldn't be loaded.", ex);
}
}
}

View File

@ -198,9 +198,9 @@ namespace StardewModdingAPI.Framework.Events
public EventManager(ModRegistry modRegistry)
{
// create shortcut initializers
ManagedEvent<TEventArgs> ManageEventOf<TEventArgs>(string typeName, string eventName, bool isPerformanceCritical = false)
ManagedEvent<TEventArgs> ManageEventOf<TEventArgs>(string typeName, string eventName)
{
return new ManagedEvent<TEventArgs>($"{typeName}.{eventName}", modRegistry, isPerformanceCritical);
return new ManagedEvent<TEventArgs>($"{typeName}.{eventName}", modRegistry);
}
// init events
@ -210,21 +210,21 @@ namespace StardewModdingAPI.Framework.Events
this.LocaleChanged = ManageEventOf<LocaleChangedEventArgs>(nameof(IModEvents.Content), nameof(IContentEvents.LocaleChanged));
this.MenuChanged = ManageEventOf<MenuChangedEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.MenuChanged));
this.Rendering = ManageEventOf<RenderingEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.Rendering), isPerformanceCritical: true);
this.Rendered = ManageEventOf<RenderedEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.Rendered), isPerformanceCritical: true);
this.RenderingWorld = ManageEventOf<RenderingWorldEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.RenderingWorld), isPerformanceCritical: true);
this.RenderedWorld = ManageEventOf<RenderedWorldEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.RenderedWorld), isPerformanceCritical: true);
this.RenderingActiveMenu = ManageEventOf<RenderingActiveMenuEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.RenderingActiveMenu), isPerformanceCritical: true);
this.RenderedActiveMenu = ManageEventOf<RenderedActiveMenuEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.RenderedActiveMenu), isPerformanceCritical: true);
this.RenderingHud = ManageEventOf<RenderingHudEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.RenderingHud), isPerformanceCritical: true);
this.RenderedHud = ManageEventOf<RenderedHudEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.RenderedHud), isPerformanceCritical: true);
this.Rendering = ManageEventOf<RenderingEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.Rendering));
this.Rendered = ManageEventOf<RenderedEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.Rendered));
this.RenderingWorld = ManageEventOf<RenderingWorldEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.RenderingWorld));
this.RenderedWorld = ManageEventOf<RenderedWorldEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.RenderedWorld));
this.RenderingActiveMenu = ManageEventOf<RenderingActiveMenuEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.RenderingActiveMenu));
this.RenderedActiveMenu = ManageEventOf<RenderedActiveMenuEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.RenderedActiveMenu));
this.RenderingHud = ManageEventOf<RenderingHudEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.RenderingHud));
this.RenderedHud = ManageEventOf<RenderedHudEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.RenderedHud));
this.WindowResized = ManageEventOf<WindowResizedEventArgs>(nameof(IModEvents.Display), nameof(IDisplayEvents.WindowResized));
this.GameLaunched = ManageEventOf<GameLaunchedEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.GameLaunched));
this.UpdateTicking = ManageEventOf<UpdateTickingEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.UpdateTicking), isPerformanceCritical: true);
this.UpdateTicked = ManageEventOf<UpdateTickedEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.UpdateTicked), isPerformanceCritical: true);
this.OneSecondUpdateTicking = ManageEventOf<OneSecondUpdateTickingEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.OneSecondUpdateTicking), isPerformanceCritical: true);
this.OneSecondUpdateTicked = ManageEventOf<OneSecondUpdateTickedEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.OneSecondUpdateTicked), isPerformanceCritical: true);
this.UpdateTicking = ManageEventOf<UpdateTickingEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.UpdateTicking));
this.UpdateTicked = ManageEventOf<UpdateTickedEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.UpdateTicked));
this.OneSecondUpdateTicking = ManageEventOf<OneSecondUpdateTickingEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.OneSecondUpdateTicking));
this.OneSecondUpdateTicked = ManageEventOf<OneSecondUpdateTickedEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.OneSecondUpdateTicked));
this.SaveCreating = ManageEventOf<SaveCreatingEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.SaveCreating));
this.SaveCreated = ManageEventOf<SaveCreatedEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.SaveCreated));
this.Saving = ManageEventOf<SavingEventArgs>(nameof(IModEvents.GameLoop), nameof(IGameLoopEvents.Saving));
@ -238,7 +238,7 @@ namespace StardewModdingAPI.Framework.Events
this.ButtonsChanged = ManageEventOf<ButtonsChangedEventArgs>(nameof(IModEvents.Input), nameof(IInputEvents.ButtonsChanged));
this.ButtonPressed = ManageEventOf<ButtonPressedEventArgs>(nameof(IModEvents.Input), nameof(IInputEvents.ButtonPressed));
this.ButtonReleased = ManageEventOf<ButtonReleasedEventArgs>(nameof(IModEvents.Input), nameof(IInputEvents.ButtonReleased));
this.CursorMoved = ManageEventOf<CursorMovedEventArgs>(nameof(IModEvents.Input), nameof(IInputEvents.CursorMoved), isPerformanceCritical: true);
this.CursorMoved = ManageEventOf<CursorMovedEventArgs>(nameof(IModEvents.Input), nameof(IInputEvents.CursorMoved));
this.MouseWheelScrolled = ManageEventOf<MouseWheelScrolledEventArgs>(nameof(IModEvents.Input), nameof(IInputEvents.MouseWheelScrolled));
this.PeerContextReceived = ManageEventOf<PeerContextReceivedEventArgs>(nameof(IModEvents.Multiplayer), nameof(IMultiplayerEvents.PeerContextReceived));
@ -261,8 +261,8 @@ namespace StardewModdingAPI.Framework.Events
this.FurnitureListChanged = ManageEventOf<FurnitureListChangedEventArgs>(nameof(IModEvents.World), nameof(IWorldEvents.FurnitureListChanged));
this.LoadStageChanged = ManageEventOf<LoadStageChangedEventArgs>(nameof(IModEvents.Specialized), nameof(ISpecializedEvents.LoadStageChanged));
this.UnvalidatedUpdateTicking = ManageEventOf<UnvalidatedUpdateTickingEventArgs>(nameof(IModEvents.Specialized), nameof(ISpecializedEvents.UnvalidatedUpdateTicking), isPerformanceCritical: true);
this.UnvalidatedUpdateTicked = ManageEventOf<UnvalidatedUpdateTickedEventArgs>(nameof(IModEvents.Specialized), nameof(ISpecializedEvents.UnvalidatedUpdateTicked), isPerformanceCritical: true);
this.UnvalidatedUpdateTicking = ManageEventOf<UnvalidatedUpdateTickingEventArgs>(nameof(IModEvents.Specialized), nameof(ISpecializedEvents.UnvalidatedUpdateTicking));
this.UnvalidatedUpdateTicked = ManageEventOf<UnvalidatedUpdateTickedEventArgs>(nameof(IModEvents.Specialized), nameof(ISpecializedEvents.UnvalidatedUpdateTicked));
}
}
}

View File

@ -9,7 +9,7 @@ namespace StardewModdingAPI.Framework.Events
/// <summary>A human-readable name for the event.</summary>
string EventName { get; }
/// <summary>Whether the event is typically called at least once per second.</summary>
bool IsPerformanceCritical { get; }
/// <summary>Whether any handlers are listening to the event.</summary>
bool HasListeners { get; }
}
}

View File

@ -20,14 +20,17 @@ namespace StardewModdingAPI.Framework.Events
/// <summary>The underlying event handlers.</summary>
private readonly List<ManagedEventHandler<TEventArgs>> Handlers = new();
/// <summary>A cached snapshot of <see cref="Handlers"/>, or <c>null</c> to rebuild it next raise.</summary>
/// <summary>A cached snapshot of the <see cref="Handlers"/> sorted by event priority, or <c>null</c> to rebuild it next raise.</summary>
private ManagedEventHandler<TEventArgs>[]? CachedHandlers = Array.Empty<ManagedEventHandler<TEventArgs>>();
/// <summary>The total number of event handlers registered for this events, regardless of whether they're still registered.</summary>
private int RegistrationIndex;
/// <summary>Whether new handlers were added since the last raise.</summary>
private bool HasNewHandlers;
/// <summary>Whether handlers were removed since the last raise.</summary>
private bool HasRemovedHandlers;
/// <summary>Whether any of the handlers have a custom priority.</summary>
private bool HasPriorities;
/*********
@ -37,7 +40,7 @@ namespace StardewModdingAPI.Framework.Events
public string EventName { get; }
/// <inheritdoc />
public bool IsPerformanceCritical { get; }
public bool HasListeners { get; private set; }
/*********
@ -46,18 +49,10 @@ namespace StardewModdingAPI.Framework.Events
/// <summary>Construct an instance.</summary>
/// <param name="eventName">A human-readable name for the event.</param>
/// <param name="modRegistry">The mod registry with which to identify mods.</param>
/// <param name="isPerformanceCritical">Whether the event is typically called at least once per second.</param>
public ManagedEvent(string eventName, ModRegistry modRegistry, bool isPerformanceCritical = false)
public ManagedEvent(string eventName, ModRegistry modRegistry)
{
this.EventName = eventName;
this.ModRegistry = modRegistry;
this.IsPerformanceCritical = isPerformanceCritical;
}
/// <summary>Get whether anything is listening to the event.</summary>
public bool HasListeners()
{
return this.Handlers.Count > 0;
}
/// <summary>Add an event handler.</summary>
@ -72,7 +67,8 @@ namespace StardewModdingAPI.Framework.Events
this.Handlers.Add(managedHandler);
this.CachedHandlers = null;
this.HasNewHandlers = true;
this.HasListeners = true;
this.HasPriorities |= priority != EventPriority.Normal;
}
}
@ -90,6 +86,8 @@ namespace StardewModdingAPI.Framework.Events
this.Handlers.RemoveAt(i);
this.CachedHandlers = null;
this.HasListeners = this.Handlers.Count != 0;
this.HasRemovedHandlers = true;
break;
}
}
@ -97,46 +95,40 @@ namespace StardewModdingAPI.Framework.Events
/// <summary>Raise the event and notify all handlers.</summary>
/// <param name="args">The event arguments to pass.</param>
/// <param name="match">A lambda which returns true if the event should be raised for the given mod.</param>
public void Raise(TEventArgs args, Func<IModMetadata, bool>? match = null)
{
this.Raise((_, invoke) => invoke(args), match);
}
/// <summary>Raise the event and notify all handlers.</summary>
/// <param name="invoke">Invoke an event handler. This receives the mod which registered the handler, and should invoke the callback with the event arguments to pass it.</param>
/// <param name="match">A lambda which returns true if the event should be raised for the given mod.</param>
public void Raise(Action<IModMetadata, Action<TEventArgs>> invoke, Func<IModMetadata, bool>? match = null)
public void Raise(TEventArgs args)
{
// skip if no handlers
if (this.Handlers.Count == 0)
return;
// update cached data
// (This is debounced here to avoid repeatedly sorting when handlers are added/removed,
// and keeping a separate cached list allows changes during enumeration.)
var handlers = this.CachedHandlers; // iterate local copy in case a mod adds/removes a handler while handling the event, which will set this field to null
if (handlers == null)
{
lock (this.Handlers)
{
if (this.HasNewHandlers && this.Handlers.Any(p => p.Priority != EventPriority.Normal))
this.Handlers.Sort();
this.CachedHandlers = handlers = this.Handlers.ToArray();
this.HasNewHandlers = false;
}
}
// raise event
foreach (ManagedEventHandler<TEventArgs> handler in handlers)
foreach (ManagedEventHandler<TEventArgs> handler in this.GetHandlers())
{
if (match != null && !match(handler.SourceMod))
continue;
try
{
invoke(handler.SourceMod, args => handler.Handler.Invoke(null, args));
handler.Handler(null, args);
}
catch (Exception ex)
{
this.LogError(handler, ex);
}
}
}
/// <summary>Raise the event and notify all handlers.</summary>
/// <param name="invoke">Invoke an event handler. This receives the mod which registered the handler, and should invoke the callback with the event arguments to pass it.</param>
public void Raise(Action<IModMetadata, Action<TEventArgs>> invoke)
{
// skip if no handlers
if (this.Handlers.Count == 0)
return;
// raise event
foreach (ManagedEventHandler<TEventArgs> handler in this.GetHandlers())
{
try
{
invoke(handler.SourceMod, args => handler.Handler(null, args));
}
catch (Exception ex)
{
@ -152,9 +144,36 @@ namespace StardewModdingAPI.Framework.Events
/// <summary>Log an exception from an event handler.</summary>
/// <param name="handler">The event handler instance.</param>
/// <param name="ex">The exception that was raised.</param>
protected void LogError(ManagedEventHandler<TEventArgs> handler, Exception ex)
private void LogError(ManagedEventHandler<TEventArgs> handler, Exception ex)
{
handler.SourceMod.LogAsMod($"This mod failed in the {this.EventName} event. Technical details: \n{ex.GetLogSummary()}", LogLevel.Error);
}
/// <summary>Get cached copy of the sorted handlers to invoke.</summary>
/// <remarks>This returns the handlers sorted by priority, and allows iterating the list even if a mod adds/removes handlers while handling it. This is debounced when requested to avoid repeatedly sorting when handlers are added/removed.</remarks>
private ManagedEventHandler<TEventArgs>[] GetHandlers()
{
ManagedEventHandler<TEventArgs>[]? handlers = this.CachedHandlers;
if (handlers == null)
{
lock (this.Handlers)
{
// recheck priorities
if (this.HasRemovedHandlers)
this.HasPriorities = this.Handlers.Any(p => p.Priority != EventPriority.Normal);
// sort by priority if needed
if (this.HasPriorities)
this.Handlers.Sort();
// update cache
this.CachedHandlers = handlers = this.Handlers.ToArray();
this.HasRemovedHandlers = false;
}
}
return handlers;
}
}
}

View File

@ -0,0 +1,21 @@
namespace StardewModdingAPI.Framework.Exceptions
{
/// <summary>Indicates why loading an asset through the content pipeline failed.</summary>
internal enum ContentLoadErrorType
{
/// <summary>The asset name is empty or has an invalid format.</summary>
InvalidName,
/// <summary>The asset doesn't exist.</summary>
AssetDoesNotExist,
/// <summary>The asset is not available in the current context (e.g. an attempt to load another mod's assets).</summary>
AccessDenied,
/// <summary>The asset exists, but the data could not be deserialized or it doesn't match the expected type.</summary>
InvalidData,
/// <summary>An unknown error occurred.</summary>
Other
}
}

View File

@ -6,13 +6,24 @@ namespace StardewModdingAPI.Framework.Exceptions
/// <summary>An implementation of <see cref="ContentLoadException"/> used by SMAPI to detect whether it was thrown by SMAPI or the underlying framework.</summary>
internal class SContentLoadException : ContentLoadException
{
/*********
** Accessors
*********/
/// <summary>Why loading the asset through the content pipeline failed.</summary>
public ContentLoadErrorType ErrorType { get; }
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="errorType">Why loading the asset through the content pipeline failed.</param>
/// <param name="message">The error message.</param>
/// <param name="ex">The underlying exception, if any.</param>
public SContentLoadException(string message, Exception? ex = null)
: base(message, ex) { }
public SContentLoadException(ContentLoadErrorType errorType, string message, Exception? ex = null)
: base(message, ex)
{
this.ErrorType = errorType;
}
}
}

View File

@ -64,7 +64,8 @@ namespace StardewModdingAPI.Framework
/// <param name="event">The event to raise.</param>
public static void RaiseEmpty<TEventArgs>(this ManagedEvent<TEventArgs> @event) where TEventArgs : new()
{
@event.Raise(Singleton<TEventArgs>.Instance);
if (@event.HasListeners)
@event.Raise(Singleton<TEventArgs>.Instance);
}
/****

View File

@ -132,15 +132,40 @@ namespace StardewModdingAPI.Framework.ModHelpers
return this.GameContentManager.LoadLocalized<T>(assetName, this.CurrentLocaleConstant, useCache: false);
case ContentSource.ModFolder:
return this.ModContentManager.LoadExact<T>(assetName, useCache: false);
try
{
return this.ModContentManager.LoadExact<T>(assetName, useCache: false);
}
catch (SContentLoadException ex) when (ex.ErrorType == ContentLoadErrorType.AssetDoesNotExist)
{
// legacy behavior: you can load a .xnb file without the file extension
try
{
IAssetName newName = this.ContentCore.ParseAssetName(assetName.Name + ".xnb", allowLocales: false);
if (this.ModContentManager.DoesAssetExist<T>(newName))
{
T data = this.ModContentManager.LoadExact<T>(newName, useCache: false);
SCore.DeprecationManager.Warn(
this.Mod,
"loading XNB files from the mod folder without the .xnb file extension",
"3.14.0",
DeprecationLevel.Notice
);
return data;
}
}
catch { /* legacy behavior failed, rethrow original error */ }
throw;
}
default:
throw new SContentLoadException($"{this.Mod.DisplayName} failed loading content asset '{key}' from {source}: unknown content source '{source}'.");
throw new SContentLoadException(ContentLoadErrorType.Other, $"{this.Mod.DisplayName} failed loading content asset '{key}' from {source}: unknown content source '{source}'.");
}
}
catch (Exception ex) when (ex is not SContentLoadException)
{
throw new SContentLoadException($"{this.Mod.DisplayName} failed loading content asset '{key}' from {source}.", ex);
throw new SContentLoadException(ContentLoadErrorType.Other, $"{this.Mod.DisplayName} failed loading content asset '{key}' from {source}.", ex);
}
}

View File

@ -85,7 +85,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
}
catch (Exception ex) when (ex is not SContentLoadException)
{
throw new SContentLoadException($"{this.ModName} failed loading content asset '{assetName}' from the game content.", ex);
throw new SContentLoadException(ContentLoadErrorType.Other, $"{this.ModName} failed loading content asset '{assetName}' from the game content.", ex);
}
}

View File

@ -58,7 +58,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
}
catch (Exception ex) when (ex is not SContentLoadException)
{
throw new SContentLoadException($"{this.ModName} failed loading content asset '{relativePath}' from its mod folder.", ex);
throw new SContentLoadException(ContentLoadErrorType.Other, $"{this.ModName} failed loading content asset '{relativePath}' from its mod folder.", ex);
}
}

View File

@ -47,6 +47,7 @@ using StardewModdingAPI.Toolkit.Utilities.PathLookups;
using StardewModdingAPI.Utilities;
using StardewValley;
using StardewValley.Menus;
using StardewValley.Objects;
using xTile.Display;
using LanguageCode = StardewValley.LocalizedContentManager.LanguageCode;
using MiniMonoModHotfix = MonoMod.Utils.MiniMonoModHotfix;
@ -577,6 +578,7 @@ namespace StardewModdingAPI.Framework
private void OnPlayerInstanceUpdating(SGame instance, GameTime gameTime, Action runUpdate)
{
EventManager events = this.EventManager;
bool verbose = this.Monitor.IsVerbose;
try
{
@ -804,10 +806,11 @@ namespace StardewModdingAPI.Framework
// since the game adds & removes its own handler on the fly.
if (state.WindowSize.IsChanged)
{
if (this.Monitor.IsVerbose)
if (verbose)
this.Monitor.Log($"Events: window size changed to {state.WindowSize.New}.");
events.WindowResized.Raise(new WindowResizedEventArgs(state.WindowSize.Old, state.WindowSize.New));
if (events.WindowResized.HasListeners)
events.WindowResized.Raise(new WindowResizedEventArgs(state.WindowSize.Old, state.WindowSize.New));
}
/*********
@ -822,40 +825,50 @@ namespace StardewModdingAPI.Framework
ICursorPosition cursor = instance.Input.CursorPosition;
// raise cursor moved event
if (state.Cursor.IsChanged)
if (state.Cursor.IsChanged && events.CursorMoved.HasListeners)
events.CursorMoved.Raise(new CursorMovedEventArgs(state.Cursor.Old!, state.Cursor.New!));
// raise mouse wheel scrolled
if (state.MouseWheelScroll.IsChanged)
{
if (this.Monitor.IsVerbose)
if (verbose)
this.Monitor.Log($"Events: mouse wheel scrolled to {state.MouseWheelScroll.New}.");
events.MouseWheelScrolled.Raise(new MouseWheelScrolledEventArgs(cursor, state.MouseWheelScroll.Old, state.MouseWheelScroll.New));
if (events.MouseWheelScrolled.HasListeners)
events.MouseWheelScrolled.Raise(new MouseWheelScrolledEventArgs(cursor, state.MouseWheelScroll.Old, state.MouseWheelScroll.New));
}
// raise input button events
if (inputState.ButtonStates.Count > 0)
{
events.ButtonsChanged.Raise(new ButtonsChangedEventArgs(cursor, inputState));
if (events.ButtonsChanged.HasListeners)
events.ButtonsChanged.Raise(new ButtonsChangedEventArgs(cursor, inputState));
foreach (var pair in inputState.ButtonStates)
bool raisePressed = events.ButtonPressed.HasListeners;
bool raiseReleased = events.ButtonReleased.HasListeners;
if (verbose || raisePressed || raiseReleased)
{
SButton button = pair.Key;
SButtonState status = pair.Value;
if (status == SButtonState.Pressed)
foreach ((SButton button, SButtonState status) in inputState.ButtonStates)
{
if (this.Monitor.IsVerbose)
this.Monitor.Log($"Events: button {button} pressed.");
switch (status)
{
case SButtonState.Pressed:
if (verbose)
this.Monitor.Log($"Events: button {button} pressed.");
events.ButtonPressed.Raise(new ButtonPressedEventArgs(button, cursor, inputState));
}
else if (status == SButtonState.Released)
{
if (this.Monitor.IsVerbose)
this.Monitor.Log($"Events: button {button} released.");
if (raisePressed)
events.ButtonPressed.Raise(new ButtonPressedEventArgs(button, cursor, inputState));
break;
events.ButtonReleased.Raise(new ButtonReleasedEventArgs(button, cursor, inputState));
case SButtonState.Released:
if (verbose)
this.Monitor.Log($"Events: button {button} released.");
if (raiseReleased)
events.ButtonReleased.Raise(new ButtonReleasedEventArgs(button, cursor, inputState));
break;
}
}
}
}
@ -867,14 +880,15 @@ namespace StardewModdingAPI.Framework
*********/
if (state.ActiveMenu.IsChanged)
{
var was = state.ActiveMenu.Old;
var now = state.ActiveMenu.New;
IClickableMenu? was = state.ActiveMenu.Old;
IClickableMenu? now = state.ActiveMenu.New;
if (this.Monitor.IsVerbose)
if (verbose)
this.Monitor.Log($"Context: menu changed from {was?.GetType().FullName ?? "none"} to {now?.GetType().FullName ?? "none"}.");
// raise menu events
events.MenuChanged.Raise(new MenuChangedEventArgs(was, now));
if (events.MenuChanged.HasListeners)
events.MenuChanged.Raise(new MenuChangedEventArgs(was, now));
}
/*********
@ -885,19 +899,20 @@ namespace StardewModdingAPI.Framework
bool raiseWorldEvents = !state.SaveID.IsChanged; // don't report changes from unloaded => loaded
// location list changes
if (state.Locations.LocationList.IsChanged && (events.LocationListChanged.HasListeners() || this.Monitor.IsVerbose))
if (state.Locations.LocationList.IsChanged && (events.LocationListChanged.HasListeners || verbose))
{
var added = state.Locations.LocationList.Added.ToArray();
var removed = state.Locations.LocationList.Removed.ToArray();
if (this.Monitor.IsVerbose)
if (verbose)
{
string addedText = added.Any() ? string.Join(", ", added.Select(p => p.Name)) : "none";
string removedText = removed.Any() ? string.Join(", ", removed.Select(p => p.Name)) : "none";
this.Monitor.Log($"Context: location list changed (added {addedText}; removed {removedText}).");
}
events.LocationListChanged.Raise(new LocationListChangedEventArgs(added, removed));
if (events.LocationListChanged.HasListeners)
events.LocationListChanged.Raise(new LocationListChangedEventArgs(added, removed));
}
// raise location contents changed
@ -905,51 +920,54 @@ namespace StardewModdingAPI.Framework
{
foreach (LocationSnapshot locState in state.Locations.Locations)
{
var location = locState.Location;
GameLocation location = locState.Location;
// buildings changed
if (locState.Buildings.IsChanged)
if (locState.Buildings.IsChanged && events.BuildingListChanged.HasListeners)
events.BuildingListChanged.Raise(new BuildingListChangedEventArgs(location, locState.Buildings.Added, locState.Buildings.Removed));
// debris changed
if (locState.Debris.IsChanged)
if (locState.Debris.IsChanged && events.DebrisListChanged.HasListeners)
events.DebrisListChanged.Raise(new DebrisListChangedEventArgs(location, locState.Debris.Added, locState.Debris.Removed));
// large terrain features changed
if (locState.LargeTerrainFeatures.IsChanged)
if (locState.LargeTerrainFeatures.IsChanged && events.LargeTerrainFeatureListChanged.HasListeners)
events.LargeTerrainFeatureListChanged.Raise(new LargeTerrainFeatureListChangedEventArgs(location, locState.LargeTerrainFeatures.Added, locState.LargeTerrainFeatures.Removed));
// NPCs changed
if (locState.Npcs.IsChanged)
if (locState.Npcs.IsChanged && events.NpcListChanged.HasListeners)
events.NpcListChanged.Raise(new NpcListChangedEventArgs(location, locState.Npcs.Added, locState.Npcs.Removed));
// objects changed
if (locState.Objects.IsChanged)
if (locState.Objects.IsChanged && events.ObjectListChanged.HasListeners)
events.ObjectListChanged.Raise(new ObjectListChangedEventArgs(location, locState.Objects.Added, locState.Objects.Removed));
// chest items changed
if (events.ChestInventoryChanged.HasListeners())
if (events.ChestInventoryChanged.HasListeners)
{
foreach (var pair in locState.ChestItems)
{
SnapshotItemListDiff diff = pair.Value;
events.ChestInventoryChanged.Raise(new ChestInventoryChangedEventArgs(pair.Key, location, added: diff.Added, removed: diff.Removed, quantityChanged: diff.QuantityChanged));
}
foreach ((Chest chest, SnapshotItemListDiff diff) in locState.ChestItems)
events.ChestInventoryChanged.Raise(new ChestInventoryChangedEventArgs(chest, location, added: diff.Added, removed: diff.Removed, quantityChanged: diff.QuantityChanged));
}
// terrain features changed
if (locState.TerrainFeatures.IsChanged)
if (locState.TerrainFeatures.IsChanged && events.TerrainFeatureListChanged.HasListeners)
events.TerrainFeatureListChanged.Raise(new TerrainFeatureListChangedEventArgs(location, locState.TerrainFeatures.Added, locState.TerrainFeatures.Removed));
// furniture changed
if (locState.Furniture.IsChanged)
if (locState.Furniture.IsChanged && events.FurnitureListChanged.HasListeners)
events.FurnitureListChanged.Raise(new FurnitureListChangedEventArgs(location, locState.Furniture.Added, locState.Furniture.Removed));
}
}
// raise time changed
if (raiseWorldEvents && state.Time.IsChanged)
events.TimeChanged.Raise(new TimeChangedEventArgs(state.Time.Old, state.Time.New));
{
if (verbose)
this.Monitor.Log($"Context: time changed to {state.Time.New}.");
if (events.TimeChanged.HasListeners)
events.TimeChanged.Raise(new TimeChangedEventArgs(state.Time.Old, state.Time.New));
}
// raise player events
if (raiseWorldEvents)
@ -960,32 +978,41 @@ namespace StardewModdingAPI.Framework
// raise current location changed
if (playerState.Location.IsChanged)
{
if (this.Monitor.IsVerbose)
if (verbose)
this.Monitor.Log($"Context: set location to {playerState.Location.New}.");
events.Warped.Raise(new WarpedEventArgs(player, playerState.Location.Old!, playerState.Location.New!));
if (events.Warped.HasListeners)
events.Warped.Raise(new WarpedEventArgs(player, playerState.Location.Old!, playerState.Location.New!));
}
// raise player leveled up a skill
foreach ((SkillType skill, var value) in playerState.Skills)
bool raiseLevelChanged = events.LevelChanged.HasListeners;
if (verbose || raiseLevelChanged)
{
if (!value.IsChanged)
continue;
foreach ((SkillType skill, var value) in playerState.Skills)
{
if (!value.IsChanged)
continue;
if (this.Monitor.IsVerbose)
this.Monitor.Log($"Events: player skill '{skill}' changed from {value.Old} to {value.New}.");
if (verbose)
this.Monitor.Log($"Events: player skill '{skill}' changed from {value.Old} to {value.New}.");
events.LevelChanged.Raise(new LevelChangedEventArgs(player, skill, value.Old, value.New));
if (raiseLevelChanged)
events.LevelChanged.Raise(new LevelChangedEventArgs(player, skill, value.Old, value.New));
}
}
// raise player inventory changed
if (playerState.Inventory.IsChanged)
{
SnapshotItemListDiff inventory = playerState.Inventory;
if (this.Monitor.IsVerbose)
if (verbose)
this.Monitor.Log("Events: player inventory changed.");
events.InventoryChanged.Raise(new InventoryChangedEventArgs(player, added: inventory.Added, removed: inventory.Removed, quantityChanged: inventory.QuantityChanged));
if (events.InventoryChanged.HasListeners)
{
SnapshotItemListDiff inventory = playerState.Inventory;
events.InventoryChanged.Raise(new InventoryChangedEventArgs(player, added: inventory.Added, removed: inventory.Removed, quantityChanged: inventory.QuantityChanged));
}
}
}
}
@ -997,7 +1024,9 @@ namespace StardewModdingAPI.Framework
if (instance.IsFirstTick && !Context.IsGameLaunched)
{
Context.IsGameLaunched = true;
events.GameLaunched.Raise(new GameLaunchedEventArgs());
if (events.GameLaunched.HasListeners)
events.GameLaunched.Raise(new GameLaunchedEventArgs());
}
// preloaded
@ -1076,7 +1105,7 @@ namespace StardewModdingAPI.Framework
}
// raise event
if (this.EventManager.LocaleChanged.HasListeners())
if (this.EventManager.LocaleChanged.HasListeners)
{
this.EventManager.LocaleChanged.Raise(
new LocaleChangedEventArgs(
@ -1123,9 +1152,11 @@ namespace StardewModdingAPI.Framework
}
// raise events
this.EventManager.LoadStageChanged.Raise(new LoadStageChangedEventArgs(oldStage, newStage));
EventManager events = this.EventManager;
if (events.LoadStageChanged.HasListeners)
events.LoadStageChanged.Raise(new LoadStageChangedEventArgs(oldStage, newStage));
if (newStage == LoadStage.None)
this.EventManager.ReturnedToTitle.RaiseEmpty();
events.ReturnedToTitle.RaiseEmpty();
}
/// <summary>A callback invoked before <see cref="Game1.newDayAfterFade"/> runs.</summary>
@ -1139,7 +1170,7 @@ namespace StardewModdingAPI.Framework
/// <param name="assetName">The asset name that was loaded.</param>
private void OnAssetLoaded(IContentManager contentManager, IAssetName assetName)
{
if (this.EventManager.AssetReady.HasListeners())
if (this.EventManager.AssetReady.HasListeners)
this.EventManager.AssetReady.Raise(new AssetReadyEventArgs(assetName, assetName.GetBaseAssetName()));
}
@ -1147,33 +1178,33 @@ namespace StardewModdingAPI.Framework
/// <param name="assetNames">The invalidated asset names.</param>
private void OnAssetsInvalidated(IList<IAssetName> assetNames)
{
if (this.EventManager.AssetsInvalidated.HasListeners())
if (this.EventManager.AssetsInvalidated.HasListeners)
this.EventManager.AssetsInvalidated.Raise(new AssetsInvalidatedEventArgs(assetNames, assetNames.Select(p => p.GetBaseAssetName())));
}
/// <summary>Get the load/edit operations to apply to an asset by querying registered <see cref="IContentEvents.AssetRequested"/> event handlers.</summary>
/// <param name="asset">The asset info being requested.</param>
private IList<AssetOperationGroup> RequestAssetOperations(IAssetInfo asset)
private AssetOperationGroup? RequestAssetOperations(IAssetInfo asset)
{
List<AssetOperationGroup> operations = new();
// get event
var requestedEvent = this.EventManager.AssetRequested;
if (!requestedEvent.HasListeners)
return null;
this.EventManager.AssetRequested.Raise(
// raise event
AssetRequestedEventArgs args = new(asset, this.GetOnBehalfOfContentPack);
requestedEvent.Raise(
invoke: (mod, invoke) =>
{
AssetRequestedEventArgs args = new(mod, asset, this.GetOnBehalfOfContentPack);
args.SetMod(mod);
invoke(args);
if (args.LoadOperations.Any() || args.EditOperations.Any())
{
operations.Add(
new AssetOperationGroup(mod, args.LoadOperations.ToArray(), args.EditOperations.ToArray())
);
}
}
);
return operations;
// collect operations
return args.LoadOperations.Count != 0 || args.EditOperations.Count != 0
? new AssetOperationGroup(args.LoadOperations, args.EditOperations)
: null;
}
/// <summary>Get the mod metadata for a content pack whose ID matches <paramref name="id"/>, if it's a valid content pack for the given <paramref name="mod"/>.</summary>
@ -1225,13 +1256,26 @@ namespace StardewModdingAPI.Framework
/// <param name="message">The message to deliver to applicable mods.</param>
private void OnModMessageReceived(ModMessageModel message)
{
// get mod IDs to notify
HashSet<string> modIDs = new HashSet<string>(message.ToModIDs ?? this.ModRegistry.GetAll().Select(p => p.Manifest.UniqueID), StringComparer.OrdinalIgnoreCase);
if (message.FromPlayerID == Game1.player?.UniqueMultiplayerID)
modIDs.Remove(message.FromModID); // don't send a broadcast back to the sender
if (this.EventManager.ModMessageReceived.HasListeners)
{
// get mod IDs to notify
HashSet<string> modIDs = new(message.ToModIDs ?? this.ModRegistry.GetAll().Select(p => p.Manifest.UniqueID), StringComparer.OrdinalIgnoreCase);
if (message.FromPlayerID == Game1.player?.UniqueMultiplayerID)
modIDs.Remove(message.FromModID); // don't send a broadcast back to the sender
// raise events
this.EventManager.ModMessageReceived.Raise(new ModMessageReceivedEventArgs(message, this.Toolkit.JsonHelper), mod => modIDs.Contains(mod.Manifest.UniqueID));
// raise events
ModMessageReceivedEventArgs? args = null;
this.EventManager.ModMessageReceived.Raise(
invoke: (mod, invoke) =>
{
if (modIDs.Contains(mod.Manifest.UniqueID))
{
args ??= new(message, this.Toolkit.JsonHelper);
invoke(args);
}
}
);
}
}
/// <summary>Constructor a content manager to read game content files.</summary>

View File

@ -353,7 +353,7 @@ namespace StardewModdingAPI.Framework
}
if (Game1.currentMinigame != null)
{
if (events.Rendering.HasListeners())
if (events.Rendering.HasListeners)
{
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
events.Rendering.RaiseEmpty();
@ -372,7 +372,7 @@ namespace StardewModdingAPI.Framework
Game1.PushUIMode();
this.drawOverlays(Game1.spriteBatch);
Game1.PopUIMode();
if (events.Rendered.HasListeners())
if (events.Rendered.HasListeners)
{
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
events.Rendered.RaiseEmpty();

View File

@ -235,7 +235,8 @@ namespace StardewModdingAPI.Framework
}
// raise event
this.EventManager.PeerContextReceived.Raise(new PeerContextReceivedEventArgs(newPeer));
if (this.EventManager.PeerContextReceived.HasListeners)
this.EventManager.PeerContextReceived.Raise(new PeerContextReceivedEventArgs(newPeer));
}
break;
@ -259,7 +260,8 @@ namespace StardewModdingAPI.Framework
resume();
// raise event
this.EventManager.PeerConnected.Raise(new PeerConnectedEventArgs(this.Peers[message.FarmerID]));
if (this.EventManager.PeerConnected.HasListeners)
this.EventManager.PeerConnected.Raise(new PeerConnectedEventArgs(this.Peers[message.FarmerID]));
break;
// handle mod message
@ -370,7 +372,9 @@ namespace StardewModdingAPI.Framework
{
this.Monitor.Log($"Player quit: {playerID}");
this.Peers.Remove(playerID);
this.EventManager.PeerDisconnected.Raise(new PeerDisconnectedEventArgs(peer));
if (this.EventManager.PeerDisconnected.HasListeners)
this.EventManager.PeerDisconnected.Raise(new PeerDisconnectedEventArgs(peer));
}
}
@ -481,7 +485,7 @@ namespace StardewModdingAPI.Framework
this.HostPeer = peer;
// raise event
if (raiseEvent)
if (raiseEvent && this.EventManager.PeerContextReceived.HasListeners)
this.EventManager.PeerContextReceived.Raise(new PeerContextReceivedEventArgs(peer));
}

View File

@ -1017,7 +1017,9 @@ namespace StardewModdingAPI.Metadata
foreach (Farmer player in players)
{
this.Reflection.GetField<Dictionary<string, Dictionary<int, List<int>>>?>(typeof(FarmerRenderer), "_recolorOffsets").GetValue()?.Remove(player.getTexture());
var recolorOffsets = this.Reflection.GetField<Dictionary<string, Dictionary<int, List<int>>>?>(typeof(FarmerRenderer), "_recolorOffsets").GetValue();
recolorOffsets?.Clear();
player.FarmerRenderer.MarkSpriteDirty();
}