add delegating mod hooks for mod use
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5518b8d461
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@ -12,6 +12,7 @@
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* Fixed save backups being empty in rare cases on macOS.
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* For mod authors:
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* Added `DelegatingModHooks` utility for rare cases where a mod needs to override SMAPI's mod hooks in the game directly.
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* Updated to Newtonsoft.Json 13.0.2 (see [changes](https://github.com/JamesNK/Newtonsoft.Json/releases/tag/13.0.2)) and Pintail 2.2.1 (see [changes](https://github.com/Nanoray-pl/Pintail/blob/master/docs/release-notes.md#222)).
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## 3.18.1
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@ -258,7 +258,11 @@ namespace StardewModdingAPI.Framework
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monitor: this.Monitor,
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reflection: this.Reflection,
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eventManager: this.EventManager,
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modHooks: new SModHooks(this.OnNewDayAfterFade, this.Monitor),
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modHooks: new SModHooks(
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parent: new ModHooks(),
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beforeNewDayAfterFade: this.OnNewDayAfterFade,
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monitor: this.Monitor
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),
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multiplayer: this.Multiplayer,
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exitGameImmediately: this.ExitGameImmediately,
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@ -1795,7 +1799,7 @@ namespace StardewModdingAPI.Framework
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// call entry method
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try
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{
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mod.Entry(mod.Helper!);
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mod.Entry(mod.Helper);
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}
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catch (Exception ex)
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{
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@ -1822,7 +1826,7 @@ namespace StardewModdingAPI.Framework
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}
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// validate mod doesn't implement both GetApi() and GetApi(mod)
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if (metadata.Api != null && mod.GetType().GetMethod(nameof(Mod.GetApi), new Type[] { typeof(IModInfo) })!.DeclaringType != typeof(Mod))
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if (metadata.Api != null && mod.GetType().GetMethod(nameof(Mod.GetApi), new[] { typeof(IModInfo) })!.DeclaringType != typeof(Mod))
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metadata.LogAsMod($"Mod implements both {nameof(Mod.GetApi)}() and {nameof(Mod.GetApi)}({nameof(IModInfo)}), which isn't allowed. The latter will be ignored.", LogLevel.Error);
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}
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Context.HeuristicModsRunningCode.TryPop(out _);
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@ -1,11 +1,12 @@
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using System;
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using System.Threading.Tasks;
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using StardewModdingAPI.Utilities;
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using StardewValley;
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namespace StardewModdingAPI.Framework
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{
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/// <summary>Invokes callbacks for mod hooks provided by the game.</summary>
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internal class SModHooks : ModHooks
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internal class SModHooks : DelegatingModHooks
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{
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/*********
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** Fields
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@ -21,25 +22,24 @@ namespace StardewModdingAPI.Framework
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** Public methods
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*********/
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/// <summary>Construct an instance.</summary>
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/// <param name="parent">The underlying hooks to call by default.</param>
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/// <param name="beforeNewDayAfterFade">A callback to invoke before <see cref="Game1.newDayAfterFade"/> runs.</param>
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/// <param name="monitor">Writes messages to the console.</param>
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public SModHooks(Action beforeNewDayAfterFade, IMonitor monitor)
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public SModHooks(ModHooks parent, Action beforeNewDayAfterFade, IMonitor monitor)
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: base(parent)
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{
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this.BeforeNewDayAfterFade = beforeNewDayAfterFade;
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this.Monitor = monitor;
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}
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/// <summary>A hook invoked when <see cref="Game1.newDayAfterFade"/> is called.</summary>
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/// <param name="action">The vanilla <see cref="Game1.newDayAfterFade"/> logic.</param>
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/// <inheritdoc />
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public override void OnGame1_NewDayAfterFade(Action action)
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{
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this.BeforeNewDayAfterFade();
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action();
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}
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/// <summary>Start an asynchronous task for the game.</summary>
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/// <param name="task">The task to start.</param>
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/// <param name="id">A unique key which identifies the task.</param>
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/// <inheritdoc />
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public override Task StartTask(Task task, string id)
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{
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this.Monitor.Log($"Synchronizing '{id}' task...");
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@ -48,9 +48,7 @@ namespace StardewModdingAPI.Framework
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return task;
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}
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/// <summary>Start an asynchronous task for the game.</summary>
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/// <param name="task">The task to start.</param>
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/// <param name="id">A unique key which identifies the task.</param>
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/// <inheritdoc />
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public override Task<T> StartTask<T>(Task<T> task, string id)
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{
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this.Monitor.Log($"Synchronizing '{id}' task...");
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@ -0,0 +1,137 @@
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using System;
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using System.Threading.Tasks;
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using Microsoft.Xna.Framework.Input;
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using StardewModdingAPI.Events;
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using StardewModdingAPI.Framework;
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using StardewValley;
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using StardewValley.Events;
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namespace StardewModdingAPI.Utilities
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{
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/// <summary>An implementation of <see cref="ModHooks"/> which automatically calls the parent instance for any method that's not overridden.</summary>
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/// <remarks>The mod hooks are primarily meant for SMAPI to use. Using this directly in mods is a last resort, since it's very easy to break SMAPI this way. This class requires that SMAPI is present in the parent chain.</remarks>
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public class DelegatingModHooks : ModHooks
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{
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/*********
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** Accessors
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*********/
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/// <summary>The underlying instance to delegate to by default.</summary>
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public ModHooks Parent { get; }
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/*********
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** Public methods
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*********/
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/// <summary>Construct an instance.</summary>
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/// <param name="modHooks">The underlying instance to delegate to by default.</param>
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public DelegatingModHooks(ModHooks modHooks)
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{
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this.AssertSmapiInChain(modHooks);
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this.Parent = modHooks;
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}
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/// <summary>Raised before the in-game clock changes.</summary>
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/// <param name="action">Run the vanilla update logic.</param>
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/// <remarks>In mods, consider using <see cref="IGameLoopEvents.TimeChanged"/> instead.</remarks>
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public override void OnGame1_PerformTenMinuteClockUpdate(Action action)
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{
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this.Parent.OnGame1_PerformTenMinuteClockUpdate(action);
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}
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/// <summary>Raised before initializing the new day and saving.</summary>
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/// <param name="action">Run the vanilla update logic.</param>
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/// <remarks>In mods, consider using <see cref="IGameLoopEvents.DayEnding"/> or <see cref="IGameLoopEvents.Saving"/> instead.</remarks>
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public override void OnGame1_NewDayAfterFade(Action action)
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{
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this.Parent.OnGame1_NewDayAfterFade(action);
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}
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/// <summary>Raised before showing the end-of-day menus (e.g. shipping menus, level-up screen, etc).</summary>
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/// <param name="action">Run the vanilla update logic.</param>
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public override void OnGame1_ShowEndOfNightStuff(Action action)
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{
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this.Parent.OnGame1_ShowEndOfNightStuff(action);
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}
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/// <summary>Raised before updating the gamepad, mouse, and keyboard input state.</summary>
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/// <param name="keyboardState">The keyboard state.</param>
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/// <param name="mouseState">The mouse state.</param>
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/// <param name="gamePadState">The gamepad state.</param>
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/// <param name="action">Run the vanilla update logic.</param>
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/// <remarks>In mods, consider using <see cref="IInputEvents"/> instead.</remarks>
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public override void OnGame1_UpdateControlInput(ref KeyboardState keyboardState, ref MouseState mouseState, ref GamePadState gamePadState, Action action)
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{
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this.Parent.OnGame1_UpdateControlInput(ref keyboardState, ref mouseState, ref gamePadState, action);
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}
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/// <summary>Raised before a location is updated for the local player entering it.</summary>
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/// <param name="location">The location that will be updated.</param>
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/// <param name="action">Run the vanilla update logic.</param>
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/// <remarks>In mods, consider using <see cref="IPlayerEvents.Warped"/> instead.</remarks>
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public override void OnGameLocation_ResetForPlayerEntry(GameLocation location, Action action)
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{
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this.Parent.OnGameLocation_ResetForPlayerEntry(location, action);
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}
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/// <summary>Raised before the game checks for an action to trigger for a player interaction with a tile.</summary>
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/// <param name="location">The location being checked.</param>
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/// <param name="tileLocation">The tile position being checked.</param>
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/// <param name="viewport">The game's current position and size within the map, measured in pixels.</param>
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/// <param name="who">The player interacting with the tile.</param>
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/// <param name="action">Run the vanilla update logic.</param>
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/// <returns>Returns whether the interaction was handled.</returns>
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public override bool OnGameLocation_CheckAction(GameLocation location, xTile.Dimensions.Location tileLocation, xTile.Dimensions.Rectangle viewport, Farmer who, Func<bool> action)
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{
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return this.Parent.OnGameLocation_CheckAction(location, tileLocation, viewport, who, action);
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}
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/// <summary>Raised before the game picks a night event to show on the farm after the player sleeps.</summary>
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/// <param name="action">Run the vanilla update logic.</param>
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/// <returns>Returns the selected farm event.</returns>
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public override FarmEvent OnUtility_PickFarmEvent(Func<FarmEvent> action)
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{
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return this.Parent.OnUtility_PickFarmEvent(action);
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}
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/// <summary>Start an asynchronous task for the game.</summary>
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/// <param name="task">The task to start.</param>
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/// <param name="id">A unique key which identifies the task.</param>
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public override Task StartTask(Task task, string id)
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{
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return this.Parent.StartTask(task, id);
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}
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/// <summary>Start an asynchronous task for the game.</summary>
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/// <typeparam name="T">The type returned by the task when it completes.</typeparam>
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/// <param name="task">The task to start.</param>
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/// <param name="id">A unique key which identifies the task.</param>
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public override Task<T> StartTask<T>(Task<T> task, string id)
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{
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return this.Parent.StartTask<T>(task, id);
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}
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/*********
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** Private methods
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*********/
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/// <summary>Assert that SMAPI's mod hook implementation is in the inheritance chain.</summary>
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/// <param name="hooks">The mod hooks to check.</param>
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private void AssertSmapiInChain(ModHooks hooks)
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{
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// this is SMAPI
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if (this is SModHooks)
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return;
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// SMAPI in delegated chain
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for (ModHooks? cur = hooks; cur != null; cur = (cur as DelegatingModHooks)?.Parent)
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{
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if (cur is SModHooks)
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return;
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}
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// SMAPI not found
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throw new InvalidOperationException($"Can't create a {nameof(DelegatingModHooks)} instance without SMAPI's mod hooks in the parent chain.");
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}
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}
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}
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