add delegating mod hooks for mod use

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Jesse Plamondon-Willard 2023-01-08 22:05:22 -05:00
parent 5518b8d461
commit e5407417a0
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4 changed files with 153 additions and 13 deletions

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@ -12,6 +12,7 @@
* Fixed save backups being empty in rare cases on macOS.
* For mod authors:
* Added `DelegatingModHooks` utility for rare cases where a mod needs to override SMAPI's mod hooks in the game directly.
* 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)).
## 3.18.1

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@ -258,7 +258,11 @@ namespace StardewModdingAPI.Framework
monitor: this.Monitor,
reflection: this.Reflection,
eventManager: this.EventManager,
modHooks: new SModHooks(this.OnNewDayAfterFade, this.Monitor),
modHooks: new SModHooks(
parent: new ModHooks(),
beforeNewDayAfterFade: this.OnNewDayAfterFade,
monitor: this.Monitor
),
multiplayer: this.Multiplayer,
exitGameImmediately: this.ExitGameImmediately,
@ -1795,7 +1799,7 @@ namespace StardewModdingAPI.Framework
// call entry method
try
{
mod.Entry(mod.Helper!);
mod.Entry(mod.Helper);
}
catch (Exception ex)
{
@ -1822,7 +1826,7 @@ namespace StardewModdingAPI.Framework
}
// validate mod doesn't implement both GetApi() and GetApi(mod)
if (metadata.Api != null && mod.GetType().GetMethod(nameof(Mod.GetApi), new Type[] { typeof(IModInfo) })!.DeclaringType != typeof(Mod))
if (metadata.Api != null && mod.GetType().GetMethod(nameof(Mod.GetApi), new[] { typeof(IModInfo) })!.DeclaringType != typeof(Mod))
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);
}
Context.HeuristicModsRunningCode.TryPop(out _);

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@ -1,11 +1,12 @@
using System;
using System.Threading.Tasks;
using StardewModdingAPI.Utilities;
using StardewValley;
namespace StardewModdingAPI.Framework
{
/// <summary>Invokes callbacks for mod hooks provided by the game.</summary>
internal class SModHooks : ModHooks
internal class SModHooks : DelegatingModHooks
{
/*********
** Fields
@ -21,25 +22,24 @@ namespace StardewModdingAPI.Framework
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="parent">The underlying hooks to call by default.</param>
/// <param name="beforeNewDayAfterFade">A callback to invoke before <see cref="Game1.newDayAfterFade"/> runs.</param>
/// <param name="monitor">Writes messages to the console.</param>
public SModHooks(Action beforeNewDayAfterFade, IMonitor monitor)
public SModHooks(ModHooks parent, Action beforeNewDayAfterFade, IMonitor monitor)
: base(parent)
{
this.BeforeNewDayAfterFade = beforeNewDayAfterFade;
this.Monitor = monitor;
}
/// <summary>A hook invoked when <see cref="Game1.newDayAfterFade"/> is called.</summary>
/// <param name="action">The vanilla <see cref="Game1.newDayAfterFade"/> logic.</param>
/// <inheritdoc />
public override void OnGame1_NewDayAfterFade(Action action)
{
this.BeforeNewDayAfterFade();
action();
}
/// <summary>Start an asynchronous task for the game.</summary>
/// <param name="task">The task to start.</param>
/// <param name="id">A unique key which identifies the task.</param>
/// <inheritdoc />
public override Task StartTask(Task task, string id)
{
this.Monitor.Log($"Synchronizing '{id}' task...");
@ -48,9 +48,7 @@ namespace StardewModdingAPI.Framework
return task;
}
/// <summary>Start an asynchronous task for the game.</summary>
/// <param name="task">The task to start.</param>
/// <param name="id">A unique key which identifies the task.</param>
/// <inheritdoc />
public override Task<T> StartTask<T>(Task<T> task, string id)
{
this.Monitor.Log($"Synchronizing '{id}' task...");

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@ -0,0 +1,137 @@
using System;
using System.Threading.Tasks;
using Microsoft.Xna.Framework.Input;
using StardewModdingAPI.Events;
using StardewModdingAPI.Framework;
using StardewValley;
using StardewValley.Events;
namespace StardewModdingAPI.Utilities
{
/// <summary>An implementation of <see cref="ModHooks"/> which automatically calls the parent instance for any method that's not overridden.</summary>
/// <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>
public class DelegatingModHooks : ModHooks
{
/*********
** Accessors
*********/
/// <summary>The underlying instance to delegate to by default.</summary>
public ModHooks Parent { get; }
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="modHooks">The underlying instance to delegate to by default.</param>
public DelegatingModHooks(ModHooks modHooks)
{
this.AssertSmapiInChain(modHooks);
this.Parent = modHooks;
}
/// <summary>Raised before the in-game clock changes.</summary>
/// <param name="action">Run the vanilla update logic.</param>
/// <remarks>In mods, consider using <see cref="IGameLoopEvents.TimeChanged"/> instead.</remarks>
public override void OnGame1_PerformTenMinuteClockUpdate(Action action)
{
this.Parent.OnGame1_PerformTenMinuteClockUpdate(action);
}
/// <summary>Raised before initializing the new day and saving.</summary>
/// <param name="action">Run the vanilla update logic.</param>
/// <remarks>In mods, consider using <see cref="IGameLoopEvents.DayEnding"/> or <see cref="IGameLoopEvents.Saving"/> instead.</remarks>
public override void OnGame1_NewDayAfterFade(Action action)
{
this.Parent.OnGame1_NewDayAfterFade(action);
}
/// <summary>Raised before showing the end-of-day menus (e.g. shipping menus, level-up screen, etc).</summary>
/// <param name="action">Run the vanilla update logic.</param>
public override void OnGame1_ShowEndOfNightStuff(Action action)
{
this.Parent.OnGame1_ShowEndOfNightStuff(action);
}
/// <summary>Raised before updating the gamepad, mouse, and keyboard input state.</summary>
/// <param name="keyboardState">The keyboard state.</param>
/// <param name="mouseState">The mouse state.</param>
/// <param name="gamePadState">The gamepad state.</param>
/// <param name="action">Run the vanilla update logic.</param>
/// <remarks>In mods, consider using <see cref="IInputEvents"/> instead.</remarks>
public override void OnGame1_UpdateControlInput(ref KeyboardState keyboardState, ref MouseState mouseState, ref GamePadState gamePadState, Action action)
{
this.Parent.OnGame1_UpdateControlInput(ref keyboardState, ref mouseState, ref gamePadState, action);
}
/// <summary>Raised before a location is updated for the local player entering it.</summary>
/// <param name="location">The location that will be updated.</param>
/// <param name="action">Run the vanilla update logic.</param>
/// <remarks>In mods, consider using <see cref="IPlayerEvents.Warped"/> instead.</remarks>
public override void OnGameLocation_ResetForPlayerEntry(GameLocation location, Action action)
{
this.Parent.OnGameLocation_ResetForPlayerEntry(location, action);
}
/// <summary>Raised before the game checks for an action to trigger for a player interaction with a tile.</summary>
/// <param name="location">The location being checked.</param>
/// <param name="tileLocation">The tile position being checked.</param>
/// <param name="viewport">The game's current position and size within the map, measured in pixels.</param>
/// <param name="who">The player interacting with the tile.</param>
/// <param name="action">Run the vanilla update logic.</param>
/// <returns>Returns whether the interaction was handled.</returns>
public override bool OnGameLocation_CheckAction(GameLocation location, xTile.Dimensions.Location tileLocation, xTile.Dimensions.Rectangle viewport, Farmer who, Func<bool> action)
{
return this.Parent.OnGameLocation_CheckAction(location, tileLocation, viewport, who, action);
}
/// <summary>Raised before the game picks a night event to show on the farm after the player sleeps.</summary>
/// <param name="action">Run the vanilla update logic.</param>
/// <returns>Returns the selected farm event.</returns>
public override FarmEvent OnUtility_PickFarmEvent(Func<FarmEvent> action)
{
return this.Parent.OnUtility_PickFarmEvent(action);
}
/// <summary>Start an asynchronous task for the game.</summary>
/// <param name="task">The task to start.</param>
/// <param name="id">A unique key which identifies the task.</param>
public override Task StartTask(Task task, string id)
{
return this.Parent.StartTask(task, id);
}
/// <summary>Start an asynchronous task for the game.</summary>
/// <typeparam name="T">The type returned by the task when it completes.</typeparam>
/// <param name="task">The task to start.</param>
/// <param name="id">A unique key which identifies the task.</param>
public override Task<T> StartTask<T>(Task<T> task, string id)
{
return this.Parent.StartTask<T>(task, id);
}
/*********
** Private methods
*********/
/// <summary>Assert that SMAPI's mod hook implementation is in the inheritance chain.</summary>
/// <param name="hooks">The mod hooks to check.</param>
private void AssertSmapiInChain(ModHooks hooks)
{
// this is SMAPI
if (this is SModHooks)
return;
// SMAPI in delegated chain
for (ModHooks? cur = hooks; cur != null; cur = (cur as DelegatingModHooks)?.Parent)
{
if (cur is SModHooks)
return;
}
// SMAPI not found
throw new InvalidOperationException($"Can't create a {nameof(DelegatingModHooks)} instance without SMAPI's mod hooks in the parent chain.");
}
}
}