check minimum compatibility earlier, move some initialising after game starts

This commit is contained in:
Jesse Plamondon-Willard 2018-06-09 23:21:35 -04:00
parent 248ba90b75
commit e27ada0f61
1 changed files with 49 additions and 49 deletions

View File

@ -127,6 +127,10 @@ namespace StardewModdingAPI
/// <param name="writeToConsole">Whether to output log messages to the console.</param>
public Program(bool writeToConsole)
{
// init paths
this.VerifyPath(Constants.ModPath);
this.VerifyPath(Constants.LogDir);
// init log file
this.PurgeLogFiles();
string logPath = this.GetLogPath();
@ -142,56 +146,11 @@ namespace StardewModdingAPI
};
this.EventManager = new EventManager(this.Monitor, this.ModRegistry);
// apply game patches
new GamePatcher(this.Monitor).Apply(
new GameLocationPatch()
);
// init JSON parser
JsonConverter[] converters = {
new StringEnumConverter<Buttons>(),
new StringEnumConverter<Keys>(),
new StringEnumConverter<SButton>(),
new ColorConverter(),
new PointConverter(),
new RectangleConverter(),
new Framework.Serialisation.SemanticVersionConverter()
};
foreach (JsonConverter converter in converters)
this.JsonHelper.JsonSettings.Converters.Add(converter);
// hook up events
ContentEvents.Init(this.EventManager);
ControlEvents.Init(this.EventManager);
GameEvents.Init(this.EventManager);
GraphicsEvents.Init(this.EventManager);
InputEvents.Init(this.EventManager);
LocationEvents.Init(this.EventManager);
MenuEvents.Init(this.EventManager);
MineEvents.Init(this.EventManager);
MultiplayerEvents.Init(this.EventManager);
PlayerEvents.Init(this.EventManager);
SaveEvents.Init(this.EventManager);
SpecialisedEvents.Init(this.EventManager);
TimeEvents.Init(this.EventManager);
}
/// <summary>Launch SMAPI.</summary>
[HandleProcessCorruptedStateExceptions, SecurityCritical] // let try..catch handle corrupted state exceptions
public void RunInteractively()
{
// initialise SMAPI
try
{
// init logging
this.Monitor.Log($"SMAPI {Constants.ApiVersion} with Stardew Valley {Constants.GameVersion} on {EnvironmentUtility.GetFriendlyPlatformName(Constants.Platform)}", LogLevel.Info);
this.Monitor.Log($"Mods go here: {Constants.ModPath}");
this.Monitor.Log($"Log started at {DateTime.UtcNow:s} UTC", LogLevel.Trace);
// validate paths
this.VerifyPath(Constants.ModPath);
this.VerifyPath(Constants.LogDir);
// validate game version
if (Constants.GameVersion.IsOlderThan(Constants.MinimumGameVersion))
{
@ -206,6 +165,47 @@ namespace StardewModdingAPI
return;
}
// apply game patches
new GamePatcher(this.Monitor).Apply(
new GameLocationPatch()
);
}
/// <summary>Launch SMAPI.</summary>
[HandleProcessCorruptedStateExceptions, SecurityCritical] // let try..catch handle corrupted state exceptions
public void RunInteractively()
{
// initialise SMAPI
try
{
// hook up events
ContentEvents.Init(this.EventManager);
ControlEvents.Init(this.EventManager);
GameEvents.Init(this.EventManager);
GraphicsEvents.Init(this.EventManager);
InputEvents.Init(this.EventManager);
LocationEvents.Init(this.EventManager);
MenuEvents.Init(this.EventManager);
MineEvents.Init(this.EventManager);
MultiplayerEvents.Init(this.EventManager);
PlayerEvents.Init(this.EventManager);
SaveEvents.Init(this.EventManager);
SpecialisedEvents.Init(this.EventManager);
TimeEvents.Init(this.EventManager);
// init JSON parser
JsonConverter[] converters = {
new StringEnumConverter<Buttons>(),
new StringEnumConverter<Keys>(),
new StringEnumConverter<SButton>(),
new ColorConverter(),
new PointConverter(),
new RectangleConverter(),
new Framework.Serialisation.SemanticVersionConverter()
};
foreach (JsonConverter converter in converters)
this.JsonHelper.JsonSettings.Converters.Add(converter);
// add error handlers
#if SMAPI_FOR_WINDOWS
Application.ThreadException += (sender, e) => this.Monitor.Log($"Critical thread exception: {e.Exception.GetLogSummary()}", LogLevel.Error);