fix inconsistent LoadStage behavior when creating a new save

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Jesse Plamondon-Willard 2019-05-10 23:49:08 -04:00
parent 2be3b7fb01
commit f2dd11fe3f
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GPG Key ID: CF8B1456B3E29F49
3 changed files with 19 additions and 39 deletions

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@ -25,6 +25,7 @@ These changes have not been released yet.
* Removed all deprecated APIs. * Removed all deprecated APIs.
* Removed the `Monitor.ExitGameImmediately` method. * Removed the `Monitor.ExitGameImmediately` method.
* Updated to Json.NET 12.0.1. * Updated to Json.NET 12.0.1.
* Fixed `LoadStageChanged` event not raising correct flags in some cases when creating a new save.
## 2.11.3 ## 2.11.3
Released 13 September 2019 for Stardew Valley 1.3.36. Released 13 September 2019 for Stardew Valley 1.3.36.

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@ -774,7 +774,7 @@ namespace StardewModdingAPI.Framework
} }
// preloaded // preloaded
if (Context.IsSaveLoaded && Context.LoadStage != LoadStage.Loaded && Context.LoadStage != LoadStage.Ready) if (Context.IsSaveLoaded && Context.LoadStage != LoadStage.Loaded && Context.LoadStage != LoadStage.Ready && Game1.dayOfMonth != 0)
this.OnLoadStageChanged(LoadStage.Loaded); this.OnLoadStageChanged(LoadStage.Loaded);
// update tick // update tick

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@ -1,16 +1,15 @@
using System; using System;
using System.Collections.ObjectModel;
using System.Collections.Specialized;
using Harmony; using Harmony;
using StardewModdingAPI.Enums; using StardewModdingAPI.Enums;
using StardewModdingAPI.Framework.Patching; using StardewModdingAPI.Framework.Patching;
using StardewModdingAPI.Framework.Reflection; using StardewModdingAPI.Framework.Reflection;
using StardewValley; using StardewValley;
using StardewValley.Menus; using StardewValley.Menus;
using StardewValley.Minigames;
namespace StardewModdingAPI.Patches namespace StardewModdingAPI.Patches
{ {
/// <summary>A Harmony patch for <see cref="Game1.loadForNewGame"/> which notifies SMAPI for save creation load stages.</summary> /// <summary>Harmony patches which notify SMAPI for save creation load stages.</summary>
/// <remarks>This patch hooks into <see cref="Game1.loadForNewGame"/>, checks if <c>TitleMenu.transitioningCharacterCreationMenu</c> is true (which means the player is creating a new save file), then raises <see cref="LoadStage.CreatedBasicInfo"/> after the location list is cleared twice (the second clear happens right before locations are created), and <see cref="LoadStage.CreatedLocations"/> when the method ends.</remarks> /// <remarks>This patch hooks into <see cref="Game1.loadForNewGame"/>, checks if <c>TitleMenu.transitioningCharacterCreationMenu</c> is true (which means the player is creating a new save file), then raises <see cref="LoadStage.CreatedBasicInfo"/> after the location list is cleared twice (the second clear happens right before locations are created), and <see cref="LoadStage.CreatedLocations"/> when the method ends.</remarks>
internal class LoadContextPatch : IHarmonyPatch internal class LoadContextPatch : IHarmonyPatch
{ {
@ -23,12 +22,6 @@ namespace StardewModdingAPI.Patches
/// <summary>A callback to invoke when the load stage changes.</summary> /// <summary>A callback to invoke when the load stage changes.</summary>
private static Action<LoadStage> OnStageChanged; private static Action<LoadStage> OnStageChanged;
/// <summary>Whether <see cref="Game1.loadForNewGame"/> was called as part of save creation.</summary>
private static bool IsCreating;
/// <summary>The number of times that <see cref="Game1.locations"/> has been cleared since <see cref="Game1.loadForNewGame"/> started.</summary>
private static int TimesLocationsCleared;
/********* /*********
** Accessors ** Accessors
@ -53,9 +46,15 @@ namespace StardewModdingAPI.Patches
/// <param name="harmony">The Harmony instance.</param> /// <param name="harmony">The Harmony instance.</param>
public void Apply(HarmonyInstance harmony) public void Apply(HarmonyInstance harmony)
{ {
// detect CreatedBasicInfo
harmony.Patch(
original: AccessTools.Method(typeof(TitleMenu), nameof(TitleMenu.createdNewCharacter)),
prefix: new HarmonyMethod(this.GetType(), nameof(LoadContextPatch.Before_TitleMenu_CreatedNewCharacter))
);
// detect CreatedLocations
harmony.Patch( harmony.Patch(
original: AccessTools.Method(typeof(Game1), nameof(Game1.loadForNewGame)), original: AccessTools.Method(typeof(Game1), nameof(Game1.loadForNewGame)),
prefix: new HarmonyMethod(this.GetType(), nameof(LoadContextPatch.Before_Game1_LoadForNewGame)),
postfix: new HarmonyMethod(this.GetType(), nameof(LoadContextPatch.After_Game1_LoadForNewGame)) postfix: new HarmonyMethod(this.GetType(), nameof(LoadContextPatch.After_Game1_LoadForNewGame))
); );
} }
@ -64,45 +63,25 @@ namespace StardewModdingAPI.Patches
/********* /*********
** Private methods ** Private methods
*********/ *********/
/// <summary>The method to call instead of <see cref="Game1.loadForNewGame"/>.</summary> /// <summary>Called before <see cref="TitleMenu.createdNewCharacter"/>.</summary>
/// <returns>Returns whether to execute the original method.</returns> /// <returns>Returns whether to execute the original method.</returns>
/// <remarks>This method must be static for Harmony to work correctly. See the Harmony documentation before renaming arguments.</remarks> /// <remarks>This method must be static for Harmony to work correctly. See the Harmony documentation before renaming arguments.</remarks>
private static bool Before_Game1_LoadForNewGame() private static bool Before_TitleMenu_CreatedNewCharacter()
{ {
LoadContextPatch.IsCreating = Game1.activeClickableMenu is TitleMenu menu && LoadContextPatch.Reflection.GetField<bool>(menu, "transitioningCharacterCreationMenu").GetValue(); LoadContextPatch.OnStageChanged(LoadStage.CreatedBasicInfo);
LoadContextPatch.TimesLocationsCleared = 0;
if (LoadContextPatch.IsCreating)
{
// raise CreatedBasicInfo after locations are cleared twice
ObservableCollection<GameLocation> locations = (ObservableCollection<GameLocation>)Game1.locations;
locations.CollectionChanged += LoadContextPatch.OnLocationListChanged;
}
return true; return true;
} }
/// <summary>The method to call instead after <see cref="Game1.loadForNewGame"/>.</summary> /// <summary>Called after <see cref="Game1.loadForNewGame"/>.</summary>
/// <remarks>This method must be static for Harmony to work correctly. See the Harmony documentation before renaming arguments.</remarks> /// <remarks>This method must be static for Harmony to work correctly. See the Harmony documentation before renaming arguments.</remarks>
private static void After_Game1_LoadForNewGame() private static void After_Game1_LoadForNewGame()
{ {
if (LoadContextPatch.IsCreating) bool creating =
{ (Game1.currentMinigame is Intro) // creating save with intro
// clean up || (Game1.activeClickableMenu is TitleMenu menu && LoadContextPatch.Reflection.GetField<bool>(menu, "transitioningCharacterCreationMenu").GetValue()); // creating save, skipped intro
ObservableCollection<GameLocation> locations = (ObservableCollection<GameLocation>)Game1.locations;
locations.CollectionChanged -= LoadContextPatch.OnLocationListChanged;
// raise stage changed if (creating)
LoadContextPatch.OnStageChanged(LoadStage.CreatedLocations); LoadContextPatch.OnStageChanged(LoadStage.CreatedLocations);
}
}
/// <summary>Raised when <see cref="Game1.locations"/> changes.</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event arguments.</param>
private static void OnLocationListChanged(object sender, NotifyCollectionChangedEventArgs e)
{
if (++LoadContextPatch.TimesLocationsCleared == 2)
LoadContextPatch.OnStageChanged(LoadStage.CreatedBasicInfo);
} }
} }
} }