centralise core SMAPI logic, decouple from Game1 where possible

This commit is contained in:
Jesse Plamondon-Willard 2020-08-23 17:24:08 -04:00
parent ad1b9a870b
commit fd3bc77d81
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GPG Key ID: CF8B1456B3E29F49
9 changed files with 798 additions and 870 deletions

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@ -10,7 +10,7 @@ namespace StardewModdingAPI.Events
** Accessors
*********/
/// <summary>The number of ticks elapsed since the game started, including the current tick.</summary>
public uint Ticks => SGame.TicksElapsed;
public uint Ticks => SCore.TicksElapsed;
/*********

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@ -10,7 +10,7 @@ namespace StardewModdingAPI.Events
** Accessors
*********/
/// <summary>The number of ticks elapsed since the game started, excluding the upcoming tick.</summary>
public uint Ticks => SGame.TicksElapsed;
public uint Ticks => SCore.TicksElapsed;
/*********

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@ -10,7 +10,7 @@ namespace StardewModdingAPI.Events
** Accessors
*********/
/// <summary>The number of ticks elapsed since the game started, including the current tick.</summary>
public uint Ticks => SGame.TicksElapsed;
public uint Ticks => SCore.TicksElapsed;
/// <summary>Whether <see cref="Ticks"/> is a multiple of 60, which happens approximately once per second.</summary>
public bool IsOneSecond => this.Ticks % 60 == 0;

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@ -10,7 +10,7 @@ namespace StardewModdingAPI.Events
** Accessors
*********/
/// <summary>The number of ticks elapsed since the game started, excluding the upcoming tick.</summary>
public uint Ticks => SGame.TicksElapsed;
public uint Ticks => SCore.TicksElapsed;
/// <summary>Whether <see cref="Ticks"/> is a multiple of 60, which happens approximately once per second.</summary>
public bool IsOneSecond => this.Ticks % 60 == 0;

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@ -10,7 +10,7 @@ namespace StardewModdingAPI.Events
** Accessors
*********/
/// <summary>The number of ticks elapsed since the game started, including the current tick.</summary>
public uint Ticks => SGame.TicksElapsed;
public uint Ticks => SCore.TicksElapsed;
/// <summary>Whether <see cref="Ticks"/> is a multiple of 60, which happens approximately once per second.</summary>
public bool IsOneSecond => this.Ticks % 60 == 0;

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@ -10,7 +10,7 @@ namespace StardewModdingAPI.Events
** Accessors
*********/
/// <summary>The number of ticks elapsed since the game started, excluding the upcoming tick.</summary>
public uint Ticks => SGame.TicksElapsed;
public uint Ticks => SCore.TicksElapsed;
/// <summary>Whether <see cref="Ticks"/> is a multiple of 60, which happens approximately once per second.</summary>
public bool IsOneSecond => this.Ticks % 60 == 0;

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@ -1,4 +1,5 @@
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
@ -9,21 +10,31 @@ using System.Runtime.ExceptionServices;
using System.Security;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using Microsoft.Xna.Framework;
#if SMAPI_FOR_WINDOWS
using System.Windows.Forms;
#endif
using Newtonsoft.Json;
using StardewModdingAPI.Enums;
using StardewModdingAPI.Events;
using StardewModdingAPI.Framework.Content;
using StardewModdingAPI.Framework.Events;
using StardewModdingAPI.Framework.Exceptions;
using StardewModdingAPI.Framework.Input;
using StardewModdingAPI.Framework.Logging;
using StardewModdingAPI.Framework.Models;
using StardewModdingAPI.Framework.ModHelpers;
using StardewModdingAPI.Framework.ModLoading;
using StardewModdingAPI.Framework.Networking;
using StardewModdingAPI.Framework.Patching;
using StardewModdingAPI.Framework.PerformanceMonitoring;
using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Framework.Rendering;
using StardewModdingAPI.Framework.Serialization;
using StardewModdingAPI.Framework.StateTracking.Comparers;
using StardewModdingAPI.Framework.StateTracking.Snapshots;
using StardewModdingAPI.Framework.Utilities;
using StardewModdingAPI.Patches;
using StardewModdingAPI.Toolkit;
using StardewModdingAPI.Toolkit.Framework.Clients.WebApi;
@ -42,15 +53,18 @@ namespace StardewModdingAPI.Framework
/*********
** Fields
*********/
/****
** Low-level components
****/
/// <summary>Tracks whether the game should exit immediately and any pending initialization should be cancelled.</summary>
private readonly CancellationTokenSource CancellationToken = new CancellationTokenSource();
/// <summary>Manages the SMAPI console window and log file.</summary>
private readonly LogManager LogManager;
/// <summary>The core logger and monitor for SMAPI.</summary>
private Monitor Monitor => this.LogManager.Monitor;
/// <summary>Tracks whether the game should exit immediately and any pending initialization should be cancelled.</summary>
private readonly CancellationTokenSource CancellationToken = new CancellationTokenSource();
/// <summary>Simplifies access to private game code.</summary>
private readonly Reflector Reflection = new Reflector();
@ -60,11 +74,26 @@ namespace StardewModdingAPI.Framework
/// <summary>The SMAPI configuration settings.</summary>
private readonly SConfig Settings;
/// <summary>The mod toolkit used for generic mod interactions.</summary>
private readonly ModToolkit Toolkit = new ModToolkit();
/****
** Higher-level components
****/
/// <summary>Manages console commands.</summary>
private readonly CommandManager CommandManager = new CommandManager();
/// <summary>The underlying game instance.</summary>
private SGame GameInstance;
/// <summary>The underlying content manager.</summary>
private ContentCoordinator ContentCore => this.GameInstance.ContentCore;
/// <summary>Manages input visible to the game.</summary>
private SInputState Input => SGame.Input;
/// <summary>The game's core multiplayer utility.</summary>
private SMultiplayer Multiplayer => SGame.Multiplayer;
/// <summary>SMAPI's content manager.</summary>
private ContentCoordinator ContentCore;
/// <summary>Tracks the installed mods.</summary>
/// <remarks>This is initialized after the game starts.</remarks>
@ -73,17 +102,52 @@ namespace StardewModdingAPI.Framework
/// <summary>Manages SMAPI events for mods.</summary>
private readonly EventManager EventManager;
/// <summary>Monitors the entire game state for changes.</summary>
private WatcherCore Watchers;
/// <summary>A snapshot of the current <see cref="Watchers"/> state.</summary>
private readonly WatcherSnapshot WatcherSnapshot = new WatcherSnapshot();
/****
** State
****/
/// <summary>The path to search for mods.</summary>
private string ModsPath => Constants.ModsPath;
/// <summary>Whether the game is currently running.</summary>
private bool IsGameRunning;
/// <summary>Whether the program has been disposed.</summary>
private bool IsDisposed;
/// <summary>The mod toolkit used for generic mod interactions.</summary>
private readonly ModToolkit Toolkit = new ModToolkit();
/// <summary>Whether the next content manager requested by the game will be for <see cref="Game1.content"/>.</summary>
private bool NextContentManagerIsMain;
/// <summary>The path to search for mods.</summary>
private string ModsPath => Constants.ModsPath;
/// <summary>Whether post-game-startup initialization has been performed.</summary>
private bool IsInitialized;
/// <summary>The maximum number of consecutive attempts SMAPI should make to recover from an update error.</summary>
private readonly Countdown UpdateCrashTimer = new Countdown(60); // 60 ticks = roughly one second
/// <summary>The number of ticks until SMAPI should notify mods that the game has loaded.</summary>
/// <remarks>Skipping a few frames ensures the game finishes initializing the world before mods try to change it.</remarks>
private readonly Countdown AfterLoadTimer = new Countdown(5);
/// <summary>Whether custom content was removed from the save data to avoid a crash.</summary>
private bool IsSaveContentRemoved;
/// <summary>Whether the game is saving and SMAPI has already raised <see cref="IGameLoopEvents.Saving"/>.</summary>
private bool IsBetweenSaveEvents;
/// <summary>Whether the game is creating the save file and SMAPI has already raised <see cref="IGameLoopEvents.SaveCreating"/>.</summary>
private bool IsBetweenCreateEvents;
/// <summary>Asset interceptors added or removed since the last tick.</summary>
private readonly List<AssetInterceptorChange> ReloadAssetInterceptorsQueue = new List<AssetInterceptorChange>();
/// <summary>A list of queued commands to execute.</summary>
/// <remarks>This property must be thread-safe, since it's accessed from a separate console input thread.</remarks>
public ConcurrentQueue<string> CommandQueue { get; } = new ConcurrentQueue<string>();
/*********
@ -97,6 +161,9 @@ namespace StardewModdingAPI.Framework
/// <remarks>This is initialized after the game starts. This is non-private for use by Console Commands.</remarks>
internal static PerformanceMonitor PerformanceMonitor { get; private set; }
/// <summary>The number of update ticks which have already executed. This is similar to <see cref="Game1.ticks"/>, but incremented more consistently for every tick.</summary>
internal static uint TicksElapsed { get; private set; }
/*********
** Public methods
@ -179,23 +246,24 @@ namespace StardewModdingAPI.Framework
LocalizedContentManager.OnLanguageChange += locale => this.OnLocaleChanged();
// override game
SGame.ConstructorHack = new SGameConstructorHack(this.Monitor, this.Reflection, this.Toolkit.JsonHelper, this.InitializeBeforeFirstAssetLoaded);
var multiplayer = new SMultiplayer(this.Monitor, this.EventManager, this.Toolkit.JsonHelper, this.ModRegistry, this.Reflection, this.OnModMessageReceived, this.Settings.LogNetworkTraffic);
var modHooks = new SModHooks(this.OnNewDayAfterFade);
SGame.CreateContentManagerImpl = this.CreateContentManager; // must be static since the game accesses it before the SGame constructor is called
this.GameInstance = new SGame(
monitor: this.Monitor,
monitorForGame: this.LogManager.MonitorForGame,
reflection: this.Reflection,
translator: this.Translator,
eventManager: this.EventManager,
jsonHelper: this.Toolkit.JsonHelper,
modRegistry: this.ModRegistry,
deprecationManager: SCore.DeprecationManager,
performanceMonitor: SCore.PerformanceMonitor,
onGameInitialized: this.InitializeAfterGameStart,
onGameExiting: this.Dispose,
cancellationToken: this.CancellationToken,
logNetworkTraffic: this.Settings.LogNetworkTraffic
modHooks: modHooks,
multiplayer: multiplayer,
exitGameImmediately: this.ExitGameImmediately
);
this.Translator.SetLocale(this.GameInstance.ContentCore.GetLocale(), this.GameInstance.ContentCore.Language);
// hook game events
this.GameInstance.OnGameContentLoaded += this.OnLoadContent;
this.GameInstance.OnGameUpdating += this.OnGameUpdating;
this.GameInstance.OnGameExiting += this.OnGameExiting;
this.Translator.SetLocale(this.ContentCore.GetLocale(), this.ContentCore.Language);
StardewValley.Program.gamePtr = this.GameInstance;
// apply game patches
@ -203,8 +271,8 @@ namespace StardewModdingAPI.Framework
new EventErrorPatch(this.LogManager.MonitorForGame),
new DialogueErrorPatch(this.LogManager.MonitorForGame, this.Reflection),
new ObjectErrorPatch(),
new LoadContextPatch(this.Reflection, this.GameInstance.OnLoadStageChanged),
new LoadErrorPatch(this.Monitor, this.GameInstance.OnSaveContentRemoved),
new LoadContextPatch(this.Reflection, this.OnLoadStageChanged),
new LoadErrorPatch(this.Monitor, this.OnSaveContentRemoved),
new ScheduleErrorPatch(this.LogManager.MonitorForGame)
);
@ -345,9 +413,15 @@ namespace StardewModdingAPI.Framework
this.LogManager.SetConsoleTitle($"SMAPI {Constants.ApiVersion} - running Stardew Valley {Constants.GameVersion} with {modsLoaded} mods");
}
/// <summary>Initialize SMAPI and mods after the game starts.</summary>
private void InitializeAfterGameStart()
/// <summary>Raised after the game finishes initializing.</summary>
private void OnGameInitialized()
{
// set initial state
this.Input.TrueUpdate();
// init watchers
this.Watchers = new WatcherCore(this.Input);
// validate XNB integrity
if (!this.ValidateContentIntegrity())
this.Monitor.Log("SMAPI found problems in your game's content files which are likely to cause errors or crashes. Consider uninstalling XNB mods or reinstalling the game.", LogLevel.Error);
@ -355,14 +429,557 @@ namespace StardewModdingAPI.Framework
// start SMAPI console
new Thread(
() => this.LogManager.RunConsoleInputLoop(
commandManager: this.GameInstance.CommandManager,
commandManager: this.CommandManager,
reloadTranslations: this.ReloadTranslations,
handleInput: input => this.GameInstance.CommandQueue.Enqueue(input),
handleInput: input => this.CommandQueue.Enqueue(input),
continueWhile: () => this.IsGameRunning && !this.CancellationToken.IsCancellationRequested
)
).Start();
}
/// <summary>Raised after the game finishes loading its initial content.</summary>
private void OnLoadContent()
{
// override map display device
Game1.mapDisplayDevice = new SDisplayDevice(Game1.content, Game1.game1.GraphicsDevice);
// log GPU info
#if SMAPI_FOR_WINDOWS
this.Monitor.Log($"Running on GPU: {Game1.game1.GraphicsDevice?.Adapter?.Description ?? "<unknown>"}");
#endif
}
/// <summary>Raised when the game is updating its state (roughly 60 times per second).</summary>
/// <param name="gameTime">A snapshot of the game timing state.</param>
/// <param name="runGameUpdate">Invoke the game's update logic.</param>
private void OnGameUpdating(GameTime gameTime, Action runGameUpdate)
{
var events = this.EventManager;
try
{
SCore.DeprecationManager.PrintQueued();
SCore.PerformanceMonitor.PrintQueuedAlerts();
/*********
** First-tick initialization
*********/
if (!this.IsInitialized)
{
this.IsInitialized = true;
this.OnGameInitialized();
}
/*********
** Update input
*********/
// This should *always* run, even when suppressing mod events, since the game uses
// this too. For example, doing this after mod event suppression would prevent the
// user from doing anything on the overnight shipping screen.
SInputState inputState = this.Input;
if (this.GameInstance.IsActive)
inputState.TrueUpdate();
/*********
** Special cases
*********/
// Abort if SMAPI is exiting.
if (this.CancellationToken.IsCancellationRequested)
{
this.Monitor.Log("SMAPI shutting down: aborting update.");
return;
}
// Run async tasks synchronously to avoid issues due to mod events triggering
// concurrently with game code.
bool saveParsed = false;
if (Game1.currentLoader != null)
{
this.Monitor.Log("Game loader synchronizing...");
while (Game1.currentLoader?.MoveNext() == true)
{
// raise load stage changed
switch (Game1.currentLoader.Current)
{
case 20 when (!saveParsed && SaveGame.loaded != null):
saveParsed = true;
this.OnLoadStageChanged(LoadStage.SaveParsed);
break;
case 36:
this.OnLoadStageChanged(LoadStage.SaveLoadedBasicInfo);
break;
case 50:
this.OnLoadStageChanged(LoadStage.SaveLoadedLocations);
break;
default:
if (Game1.gameMode == Game1.playingGameMode)
this.OnLoadStageChanged(LoadStage.Preloaded);
break;
}
}
Game1.currentLoader = null;
this.Monitor.Log("Game loader done.");
}
if (SGame.NewDayTask?.Status == TaskStatus.Created)
{
this.Monitor.Log("New day task synchronizing...");
SGame.NewDayTask.RunSynchronously();
this.Monitor.Log("New day task done.");
}
// While a background task is in progress, the game may make changes to the game
// state while mods are running their code. This is risky, because data changes can
// conflict (e.g. collection changed during enumeration errors) and data may change
// unexpectedly from one mod instruction to the next.
//
// Therefore we can just run Game1.Update here without raising any SMAPI events. There's
// a small chance that the task will finish after we defer but before the game checks,
// which means technically events should be raised, but the effects of missing one
// update tick are negligible and not worth the complications of bypassing Game1.Update.
if (SGame.NewDayTask != null || Game1.gameMode == Game1.loadingMode)
{
events.UnvalidatedUpdateTicking.RaiseEmpty();
SCore.TicksElapsed++;
runGameUpdate();
events.UnvalidatedUpdateTicked.RaiseEmpty();
return;
}
// Raise minimal events while saving.
// While the game is writing to the save file in the background, mods can unexpectedly
// fail since they don't have exclusive access to resources (e.g. collection changed
// during enumeration errors). To avoid problems, events are not invoked while a save
// is in progress. It's safe to raise SaveEvents.BeforeSave as soon as the menu is
// opened (since the save hasn't started yet), but all other events should be suppressed.
if (Context.IsSaving)
{
// raise before-create
if (!Context.IsWorldReady && !this.IsBetweenCreateEvents)
{
this.IsBetweenCreateEvents = true;
this.Monitor.Log("Context: before save creation.");
events.SaveCreating.RaiseEmpty();
}
// raise before-save
if (Context.IsWorldReady && !this.IsBetweenSaveEvents)
{
this.IsBetweenSaveEvents = true;
this.Monitor.Log("Context: before save.");
events.Saving.RaiseEmpty();
}
// suppress non-save events
events.UnvalidatedUpdateTicking.RaiseEmpty();
SCore.TicksElapsed++;
runGameUpdate();
events.UnvalidatedUpdateTicked.RaiseEmpty();
return;
}
/*********
** Reload assets when interceptors are added/removed
*********/
if (this.ReloadAssetInterceptorsQueue.Any())
{
// get unique interceptors
AssetInterceptorChange[] interceptors = this.ReloadAssetInterceptorsQueue
.GroupBy(p => p.Instance, new ObjectReferenceComparer<object>())
.Select(p => p.First())
.ToArray();
this.ReloadAssetInterceptorsQueue.Clear();
// log summary
this.Monitor.Log("Invalidating cached assets for new editors & loaders...");
this.Monitor.Log(
" changed: "
+ string.Join(", ",
interceptors
.GroupBy(p => p.Mod)
.OrderBy(p => p.Key.DisplayName)
.Select(modGroup =>
$"{modGroup.Key.DisplayName} ("
+ string.Join(", ", modGroup.GroupBy(p => p.WasAdded).ToDictionary(p => p.Key, p => p.Count()).Select(p => $"{(p.Key ? "added" : "removed")} {p.Value}"))
+ ")"
)
)
);
// reload affected assets
this.ContentCore.InvalidateCache(asset => interceptors.Any(p => p.CanIntercept(asset)));
}
/*********
** Execute commands
*********/
while (this.CommandQueue.TryDequeue(out string rawInput))
{
// parse command
string name;
string[] args;
Command command;
try
{
if (!this.CommandManager.TryParse(rawInput, out name, out args, out command))
{
this.Monitor.Log("Unknown command; type 'help' for a list of available commands.", LogLevel.Error);
continue;
}
}
catch (Exception ex)
{
this.Monitor.Log($"Failed parsing that command:\n{ex.GetLogSummary()}", LogLevel.Error);
continue;
}
// execute command
try
{
command.Callback.Invoke(name, args);
}
catch (Exception ex)
{
if (command.Mod != null)
command.Mod.LogAsMod($"Mod failed handling that command:\n{ex.GetLogSummary()}", LogLevel.Error);
else
this.Monitor.Log($"Failed handling that command:\n{ex.GetLogSummary()}", LogLevel.Error);
}
}
/*********
** Update context
*********/
bool wasWorldReady = Context.IsWorldReady;
if ((Context.IsWorldReady && !Context.IsSaveLoaded) || Game1.exitToTitle)
{
Context.IsWorldReady = false;
this.AfterLoadTimer.Reset();
}
else if (Context.IsSaveLoaded && this.AfterLoadTimer.Current > 0 && Game1.currentLocation != null)
{
if (Game1.dayOfMonth != 0) // wait until new-game intro finishes (world not fully initialized yet)
this.AfterLoadTimer.Decrement();
Context.IsWorldReady = this.AfterLoadTimer.Current == 0;
}
/*********
** Update watchers
** (Watchers need to be updated, checked, and reset in one go so we can detect any changes mods make in event handlers.)
*********/
this.Watchers.Update();
this.WatcherSnapshot.Update(this.Watchers);
this.Watchers.Reset();
WatcherSnapshot state = this.WatcherSnapshot;
/*********
** Display in-game warnings
*********/
// save content removed
if (this.IsSaveContentRemoved && Context.IsWorldReady)
{
this.IsSaveContentRemoved = false;
Game1.addHUDMessage(new HUDMessage(this.Translator.Get("warn.invalid-content-removed"), HUDMessage.error_type));
}
/*********
** Pre-update events
*********/
{
/*********
** Save created/loaded events
*********/
if (this.IsBetweenCreateEvents)
{
// raise after-create
this.IsBetweenCreateEvents = false;
this.Monitor.Log($"Context: after save creation, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.");
this.OnLoadStageChanged(LoadStage.CreatedSaveFile);
events.SaveCreated.RaiseEmpty();
}
if (this.IsBetweenSaveEvents)
{
// raise after-save
this.IsBetweenSaveEvents = false;
this.Monitor.Log($"Context: after save, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.");
events.Saved.RaiseEmpty();
events.DayStarted.RaiseEmpty();
}
/*********
** Locale changed events
*********/
if (state.Locale.IsChanged)
this.Monitor.Log($"Context: locale set to {state.Locale.New}.");
/*********
** Load / return-to-title events
*********/
if (wasWorldReady && !Context.IsWorldReady)
this.OnLoadStageChanged(LoadStage.None);
else if (Context.IsWorldReady && Context.LoadStage != LoadStage.Ready)
{
// print context
string context = $"Context: loaded save '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}, locale set to {this.ContentCore.Language}.";
if (Context.IsMultiplayer)
{
int onlineCount = Game1.getOnlineFarmers().Count();
context += $" {(Context.IsMainPlayer ? "Main player" : "Farmhand")} with {onlineCount} {(onlineCount == 1 ? "player" : "players")} online.";
}
else
context += " Single-player.";
this.Monitor.Log(context);
// raise events
this.OnLoadStageChanged(LoadStage.Ready);
events.SaveLoaded.RaiseEmpty();
events.DayStarted.RaiseEmpty();
}
/*********
** Window events
*********/
// Here we depend on the game's viewport instead of listening to the Window.Resize
// event because we need to notify mods after the game handles the resize, so the
// game's metadata (like Game1.viewport) are updated. That's a bit complicated
// since the game adds & removes its own handler on the fly.
if (state.WindowSize.IsChanged)
{
if (this.Monitor.IsVerbose)
this.Monitor.Log($"Events: window size changed to {state.WindowSize.New}.");
events.WindowResized.Raise(new WindowResizedEventArgs(state.WindowSize.Old, state.WindowSize.New));
}
/*********
** Input events (if window has focus)
*********/
if (this.GameInstance.IsActive)
{
// raise events
bool isChatInput = Game1.IsChatting || (Context.IsMultiplayer && Context.IsWorldReady && Game1.activeClickableMenu == null && Game1.currentMinigame == null && inputState.IsAnyDown(Game1.options.chatButton));
if (!isChatInput)
{
ICursorPosition cursor = this.Input.CursorPosition;
// raise cursor moved event
if (state.Cursor.IsChanged)
events.CursorMoved.Raise(new CursorMovedEventArgs(state.Cursor.Old, state.Cursor.New));
// raise mouse wheel scrolled
if (state.MouseWheelScroll.IsChanged)
{
if (this.Monitor.IsVerbose)
this.Monitor.Log($"Events: mouse wheel scrolled to {state.MouseWheelScroll.New}.");
events.MouseWheelScrolled.Raise(new MouseWheelScrolledEventArgs(cursor, state.MouseWheelScroll.Old, state.MouseWheelScroll.New));
}
// raise input button events
foreach (var pair in inputState.LastButtonStates)
{
SButton button = pair.Key;
SButtonState status = pair.Value;
if (status == SButtonState.Pressed)
{
if (this.Monitor.IsVerbose)
this.Monitor.Log($"Events: button {button} pressed.");
events.ButtonPressed.Raise(new ButtonPressedEventArgs(button, cursor, inputState));
}
else if (status == SButtonState.Released)
{
if (this.Monitor.IsVerbose)
this.Monitor.Log($"Events: button {button} released.");
events.ButtonReleased.Raise(new ButtonReleasedEventArgs(button, cursor, inputState));
}
}
}
}
/*********
** Menu events
*********/
if (state.ActiveMenu.IsChanged)
{
if (this.Monitor.IsVerbose)
this.Monitor.Log($"Context: menu changed from {state.ActiveMenu.Old?.GetType().FullName ?? "none"} to {state.ActiveMenu.New?.GetType().FullName ?? "none"}.");
// raise menu events
events.MenuChanged.Raise(new MenuChangedEventArgs(state.ActiveMenu.Old, state.ActiveMenu.New));
}
/*********
** World & player events
*********/
if (Context.IsWorldReady)
{
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))
{
var added = state.Locations.LocationList.Added.ToArray();
var removed = state.Locations.LocationList.Removed.ToArray();
if (this.Monitor.IsVerbose)
{
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));
}
// raise location contents changed
if (raiseWorldEvents)
{
foreach (LocationSnapshot locState in state.Locations.Locations)
{
var location = locState.Location;
// buildings changed
if (locState.Buildings.IsChanged)
events.BuildingListChanged.Raise(new BuildingListChangedEventArgs(location, locState.Buildings.Added, locState.Buildings.Removed));
// debris changed
if (locState.Debris.IsChanged)
events.DebrisListChanged.Raise(new DebrisListChangedEventArgs(location, locState.Debris.Added, locState.Debris.Removed));
// large terrain features changed
if (locState.LargeTerrainFeatures.IsChanged)
events.LargeTerrainFeatureListChanged.Raise(new LargeTerrainFeatureListChangedEventArgs(location, locState.LargeTerrainFeatures.Added, locState.LargeTerrainFeatures.Removed));
// NPCs changed
if (locState.Npcs.IsChanged)
events.NpcListChanged.Raise(new NpcListChangedEventArgs(location, locState.Npcs.Added, locState.Npcs.Removed));
// objects changed
if (locState.Objects.IsChanged)
events.ObjectListChanged.Raise(new ObjectListChangedEventArgs(location, locState.Objects.Added, locState.Objects.Removed));
// chest items changed
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));
}
}
// terrain features changed
if (locState.TerrainFeatures.IsChanged)
events.TerrainFeatureListChanged.Raise(new TerrainFeatureListChangedEventArgs(location, locState.TerrainFeatures.Added, locState.TerrainFeatures.Removed));
}
}
// raise time changed
if (raiseWorldEvents && state.Time.IsChanged)
events.TimeChanged.Raise(new TimeChangedEventArgs(state.Time.Old, state.Time.New));
// raise player events
if (raiseWorldEvents)
{
PlayerSnapshot playerState = state.CurrentPlayer;
Farmer player = playerState.Player;
// raise current location changed
if (playerState.Location.IsChanged)
{
if (this.Monitor.IsVerbose)
this.Monitor.Log($"Context: set location to {playerState.Location.New}.");
events.Warped.Raise(new WarpedEventArgs(player, playerState.Location.Old, playerState.Location.New));
}
// raise player leveled up a skill
foreach (var pair in playerState.Skills)
{
if (!pair.Value.IsChanged)
continue;
if (this.Monitor.IsVerbose)
this.Monitor.Log($"Events: player skill '{pair.Key}' changed from {pair.Value.Old} to {pair.Value.New}.");
events.LevelChanged.Raise(new LevelChangedEventArgs(player, pair.Key, pair.Value.Old, pair.Value.New));
}
// raise player inventory changed
if (playerState.Inventory.IsChanged)
{
var inventory = playerState.Inventory;
if (this.Monitor.IsVerbose)
this.Monitor.Log("Events: player inventory changed.");
events.InventoryChanged.Raise(new InventoryChangedEventArgs(player, added: inventory.Added, removed: inventory.Removed, quantityChanged: inventory.QuantityChanged));
}
}
}
/*********
** Game update
*********/
// game launched
bool isFirstTick = SCore.TicksElapsed == 0;
if (isFirstTick)
{
Context.IsGameLaunched = true;
events.GameLaunched.Raise(new GameLaunchedEventArgs());
}
// preloaded
if (Context.IsSaveLoaded && Context.LoadStage != LoadStage.Loaded && Context.LoadStage != LoadStage.Ready && Game1.dayOfMonth != 0)
this.OnLoadStageChanged(LoadStage.Loaded);
}
/*********
** Game update tick
*********/
{
bool isOneSecond = SCore.TicksElapsed % 60 == 0;
events.UnvalidatedUpdateTicking.RaiseEmpty();
events.UpdateTicking.RaiseEmpty();
if (isOneSecond)
events.OneSecondUpdateTicking.RaiseEmpty();
try
{
this.Input.ApplyOverrides(); // if mods added any new overrides since the update, process them now
SCore.TicksElapsed++;
runGameUpdate();
}
catch (Exception ex)
{
this.LogManager.MonitorForGame.Log($"An error occured in the base update loop: {ex.GetLogSummary()}", LogLevel.Error);
}
events.UnvalidatedUpdateTicked.RaiseEmpty();
events.UpdateTicked.RaiseEmpty();
if (isOneSecond)
events.OneSecondUpdateTicked.RaiseEmpty();
}
/*********
** Update events
*********/
this.UpdateCrashTimer.Reset();
}
catch (Exception ex)
{
// log error
this.Monitor.Log($"An error occured in the overridden update loop: {ex.GetLogSummary()}", LogLevel.Error);
// exit if irrecoverable
if (!this.UpdateCrashTimer.Decrement())
this.ExitGameImmediately("The game crashed when updating, and SMAPI was unable to recover the game.");
}
}
/// <summary>Handle the game changing locale.</summary>
private void OnLocaleChanged()
{
@ -380,6 +997,96 @@ namespace StardewModdingAPI.Framework
mod.Translations.SetLocale(locale, languageCode);
}
/// <summary>Raised when the low-level stage while loading a save changes.</summary>
/// <param name="newStage">The new load stage.</param>
internal void OnLoadStageChanged(LoadStage newStage)
{
// nothing to do
if (newStage == Context.LoadStage)
return;
// update data
LoadStage oldStage = Context.LoadStage;
Context.LoadStage = newStage;
this.Monitor.VerboseLog($"Context: load stage changed to {newStage}");
if (newStage == LoadStage.None)
{
this.Monitor.Log("Context: returned to title");
this.OnReturnedToTitle();
}
// raise events
this.EventManager.LoadStageChanged.Raise(new LoadStageChangedEventArgs(oldStage, newStage));
if (newStage == LoadStage.None)
this.EventManager.ReturnedToTitle.RaiseEmpty();
}
/// <summary>Raised after custom content is removed from the save data to avoid a crash.</summary>
internal void OnSaveContentRemoved()
{
this.IsSaveContentRemoved = true;
}
/// <summary>A callback invoked before <see cref="Game1.newDayAfterFade"/> runs.</summary>
protected void OnNewDayAfterFade()
{
this.EventManager.DayEnding.RaiseEmpty();
}
/// <summary>Raised after the player returns to the title screen.</summary>
private void OnReturnedToTitle()
{
// perform cleanup
this.Multiplayer.CleanupOnMultiplayerExit();
if (!(Game1.mapDisplayDevice is SDisplayDevice))
Game1.mapDisplayDevice = new SDisplayDevice(Game1.content, Game1.game1.GraphicsDevice);
}
/// <summary>Raised before the game exits.</summary>
private void OnGameExiting()
{
this.Multiplayer.Disconnect(StardewValley.Multiplayer.DisconnectType.ClosedGame);
this.Dispose();
}
/// <summary>Raised when a mod network message is received.</summary>
/// <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
// raise events
this.EventManager.ModMessageReceived.Raise(new ModMessageReceivedEventArgs(message), mod => mod != null && modIDs.Contains(mod.Manifest.UniqueID));
}
/// <summary>Constructor a content manager to read game content files.</summary>
/// <param name="serviceProvider">The service provider to use to locate services.</param>
/// <param name="rootDirectory">The root directory to search for content.</param>
private LocalizedContentManager CreateContentManager(IServiceProvider serviceProvider, string rootDirectory)
{
// Game1._temporaryContent initializing from SGame constructor
// NOTE: this method is called before the SGame constructor runs. Don't depend on anything being initialized at this point.
if (this.ContentCore == null)
{
this.ContentCore = new ContentCoordinator(serviceProvider, rootDirectory, Thread.CurrentThread.CurrentUICulture, this.Monitor, this.Reflection, this.Toolkit.JsonHelper, this.InitializeBeforeFirstAssetLoaded);
this.NextContentManagerIsMain = true;
return this.ContentCore.CreateGameContentManager("Game1._temporaryContent");
}
// Game1.content initializing from LoadContent
if (this.NextContentManagerIsMain)
{
this.NextContentManagerIsMain = false;
return this.ContentCore.MainContentManager;
}
// any other content manager
return this.ContentCore.CreateGameContentManager("(generated)");
}
/// <summary>Look for common issues with the game's XNB content, and log warnings if anything looks broken or outdated.</summary>
/// <returns>Returns whether all integrity checks passed.</returns>
private bool ValidateContentIntegrity()
@ -635,8 +1342,8 @@ namespace StardewModdingAPI.Framework
this.ContentCore.Loaders.Add(new ModLinked<IAssetLoader>(metadata, loader));
// ReSharper restore SuspiciousTypeConversion.Global
helper.ObservableAssetEditors.CollectionChanged += (sender, e) => this.OnInterceptorsChanged(metadata, e.NewItems?.Cast<IAssetEditor>(), e.OldItems?.Cast<IAssetEditor>(), this.ContentCore.Editors);
helper.ObservableAssetLoaders.CollectionChanged += (sender, e) => this.OnInterceptorsChanged(metadata, e.NewItems?.Cast<IAssetLoader>(), e.OldItems?.Cast<IAssetLoader>(), this.ContentCore.Loaders);
helper.ObservableAssetEditors.CollectionChanged += (sender, e) => this.OnAssetInterceptorsChanged(metadata, e.NewItems?.Cast<IAssetEditor>(), e.OldItems?.Cast<IAssetEditor>(), this.ContentCore.Editors);
helper.ObservableAssetLoaders.CollectionChanged += (sender, e) => this.OnAssetInterceptorsChanged(metadata, e.NewItems?.Cast<IAssetLoader>(), e.OldItems?.Cast<IAssetLoader>(), this.ContentCore.Loaders);
}
// call entry method
@ -670,34 +1377,27 @@ namespace StardewModdingAPI.Framework
}
}
// invalidate cache entries when needed
// (These listeners are registered after Entry to avoid repeatedly reloading assets as mods initialize.)
foreach (IModMetadata metadata in loadedMods)
{
if (metadata.Mod.Helper.Content is ContentHelper helper)
{
helper.ObservableAssetEditors.CollectionChanged += (sender, e) => this.GameInstance.OnAssetInterceptorsChanged(metadata, e.NewItems, e.OldItems);
helper.ObservableAssetLoaders.CollectionChanged += (sender, e) => this.GameInstance.OnAssetInterceptorsChanged(metadata, e.NewItems, e.OldItems);
}
}
// unlock mod integrations
this.ModRegistry.AreAllModsInitialized = true;
}
/// <summary>Handle a mod adding or removing asset interceptors.</summary>
/// <summary>Raised after a mod adds or removes asset interceptors.</summary>
/// <typeparam name="T">The asset interceptor type (one of <see cref="IAssetEditor"/> or <see cref="IAssetLoader"/>).</typeparam>
/// <param name="mod">The mod metadata.</param>
/// <param name="added">The interceptors that were added.</param>
/// <param name="removed">The interceptors that were removed.</param>
/// <param name="list">The list to update.</param>
private void OnInterceptorsChanged<T>(IModMetadata mod, IEnumerable<T> added, IEnumerable<T> removed, IList<ModLinked<T>> list)
/// <param name="list">A list of interceptors to update for the change.</param>
private void OnAssetInterceptorsChanged<T>(IModMetadata mod, IEnumerable<T> added, IEnumerable<T> removed, IList<ModLinked<T>> list)
{
foreach (T interceptor in added ?? new T[0])
{
this.ReloadAssetInterceptorsQueue.Add(new AssetInterceptorChange(mod, interceptor, wasAdded: true));
list.Add(new ModLinked<T>(mod, interceptor));
}
foreach (T interceptor in removed ?? new T[0])
{
this.ReloadAssetInterceptorsQueue.Add(new AssetInterceptorChange(mod, interceptor, wasAdded: false));
foreach (ModLinked<T> entry in list.Where(p => p.Mod == mod && object.ReferenceEquals(p.Data, interceptor)).ToArray())
list.Remove(entry);
}
@ -841,15 +1541,15 @@ namespace StardewModdingAPI.Framework
}
IModEvents events = new ModEvents(mod, this.EventManager);
ICommandHelper commandHelper = new CommandHelper(mod, this.GameInstance.CommandManager);
ICommandHelper commandHelper = new CommandHelper(mod, this.CommandManager);
IContentHelper contentHelper = new ContentHelper(contentCore, mod.DirectoryPath, manifest.UniqueID, mod.DisplayName, monitor);
IContentPackHelper contentPackHelper = new ContentPackHelper(manifest.UniqueID, new Lazy<IContentPack[]>(GetContentPacks), CreateFakeContentPack);
IDataHelper dataHelper = new DataHelper(manifest.UniqueID, mod.DirectoryPath, jsonHelper);
IReflectionHelper reflectionHelper = new ReflectionHelper(manifest.UniqueID, mod.DisplayName, this.Reflection);
IModRegistry modRegistryHelper = new ModRegistryHelper(manifest.UniqueID, this.ModRegistry, proxyFactory, monitor);
IMultiplayerHelper multiplayerHelper = new MultiplayerHelper(manifest.UniqueID, this.GameInstance.Multiplayer);
IMultiplayerHelper multiplayerHelper = new MultiplayerHelper(manifest.UniqueID, this.Multiplayer);
modHelper = new ModHelper(manifest.UniqueID, mod.DirectoryPath, this.GameInstance.Input, events, contentHelper, contentPackHelper, commandHelper, dataHelper, modRegistryHelper, reflectionHelper, multiplayerHelper, translationHelper);
modHelper = new ModHelper(manifest.UniqueID, mod.DirectoryPath, this.Input, events, contentHelper, contentPackHelper, commandHelper, dataHelper, modRegistryHelper, reflectionHelper, multiplayerHelper, translationHelper);
}
// init mod
@ -969,7 +1669,6 @@ namespace StardewModdingAPI.Framework
catch (Exception ex)
{
errors.Add($"{file.Name} file couldn't be parsed: {ex.GetLogSummary()}");
continue;
}
}
}
@ -1045,5 +1744,13 @@ namespace StardewModdingAPI.Framework
}
}
}
/// <summary>Immediately exit the game without saving. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs.</summary>
/// <param name="message">The fatal log message.</param>
private void ExitGameImmediately(string message)
{
this.Monitor.LogFatal(message);
this.CancellationToken.Cancel();
}
}
}

View File

@ -1,29 +1,15 @@
using System;
using System.Collections;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Netcode;
using StardewModdingAPI.Enums;
using StardewModdingAPI.Events;
using StardewModdingAPI.Framework.Content;
using StardewModdingAPI.Framework.Events;
using StardewModdingAPI.Framework.Input;
using StardewModdingAPI.Framework.Networking;
using StardewModdingAPI.Framework.PerformanceMonitoring;
using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Framework.Rendering;
using StardewModdingAPI.Framework.StateTracking.Comparers;
using StardewModdingAPI.Framework.StateTracking.Snapshots;
using StardewModdingAPI.Framework.Utilities;
using StardewModdingAPI.Toolkit.Serialization;
using StardewValley;
using StardewValley.BellsAndWhistles;
using StardewValley.Events;
@ -42,107 +28,46 @@ namespace StardewModdingAPI.Framework
/*********
** Fields
*********/
/****
** SMAPI state
****/
/// <summary>Encapsulates monitoring and logging for SMAPI.</summary>
private readonly Monitor Monitor;
/// <summary>Encapsulates monitoring and logging on the game's behalf.</summary>
private readonly IMonitor MonitorForGame;
/// <summary>Manages SMAPI events for mods.</summary>
private readonly EventManager Events;
/// <summary>Tracks the installed mods.</summary>
private readonly ModRegistry ModRegistry;
/// <summary>Manages deprecation warnings.</summary>
private readonly DeprecationManager DeprecationManager;
/// <summary>Tracks performance metrics.</summary>
private readonly PerformanceMonitor PerformanceMonitor;
/// <summary>The maximum number of consecutive attempts SMAPI should make to recover from a draw error.</summary>
private readonly Countdown DrawCrashTimer = new Countdown(60); // 60 ticks = roughly one second
/// <summary>The maximum number of consecutive attempts SMAPI should make to recover from an update error.</summary>
private readonly Countdown UpdateCrashTimer = new Countdown(60); // 60 ticks = roughly one second
/// <summary>The number of ticks until SMAPI should notify mods that the game has loaded.</summary>
/// <remarks>Skipping a few frames ensures the game finishes initializing the world before mods try to change it.</remarks>
private readonly Countdown AfterLoadTimer = new Countdown(5);
/// <summary>Whether custom content was removed from the save data to avoid a crash.</summary>
private bool IsSaveContentRemoved;
/// <summary>Whether the game is saving and SMAPI has already raised <see cref="IGameLoopEvents.Saving"/>.</summary>
private bool IsBetweenSaveEvents;
/// <summary>Whether the game is creating the save file and SMAPI has already raised <see cref="IGameLoopEvents.SaveCreating"/>.</summary>
private bool IsBetweenCreateEvents;
/// <summary>A callback to invoke the first time *any* game content manager loads an asset.</summary>
private readonly Action OnLoadingFirstAsset;
/// <summary>A callback to invoke after the game finishes initializing.</summary>
private readonly Action OnGameInitialized;
/// <summary>A callback to invoke when the game exits.</summary>
private readonly Action OnGameExiting;
/// <summary>Simplifies access to private game code.</summary>
private readonly Reflector Reflection;
/// <summary>Encapsulates access to SMAPI core translations.</summary>
private readonly Translator Translator;
/// <summary>Propagates notification that SMAPI should exit.</summary>
private readonly CancellationTokenSource CancellationToken;
/****
** Game state
****/
/// <summary>Monitors the entire game state for changes.</summary>
private WatcherCore Watchers;
/// <summary>A snapshot of the current <see cref="Watchers"/> state.</summary>
private readonly WatcherSnapshot WatcherSnapshot = new WatcherSnapshot();
/// <summary>Whether post-game-startup initialization has been performed.</summary>
private bool IsInitialized;
/// <summary>Whether the next content manager requested by the game will be for <see cref="Game1.content"/>.</summary>
private bool NextContentManagerIsMain;
/// <summary>Immediately exit the game without saving. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs.</summary>
private readonly Action<string> ExitGameImmediately;
/*********
** Accessors
*********/
/// <summary>Static state to use while <see cref="Game1"/> is initializing, which happens before the <see cref="SGame"/> constructor runs.</summary>
internal static SGameConstructorHack ConstructorHack { get; set; }
/// <summary>The number of update ticks which have already executed. This is similar to <see cref="Game1.ticks"/>, but incremented more consistently for every tick.</summary>
internal static uint TicksElapsed { get; private set; }
/// <summary>SMAPI's content manager.</summary>
public ContentCoordinator ContentCore { get; private set; }
/// <summary>Manages console commands.</summary>
public CommandManager CommandManager { get; } = new CommandManager();
/// <summary>Manages input visible to the game.</summary>
public SInputState Input => (SInputState)Game1.input;
public static SInputState Input => (SInputState)Game1.input;
/// <summary>The game's core multiplayer utility.</summary>
public SMultiplayer Multiplayer => (SMultiplayer)Game1.multiplayer;
public static SMultiplayer Multiplayer => (SMultiplayer)Game1.multiplayer;
/// <summary>A list of queued commands to execute.</summary>
/// <remarks>This property must be threadsafe, since it's accessed from a separate console input thread.</remarks>
public ConcurrentQueue<string> CommandQueue { get; } = new ConcurrentQueue<string>();
/// <summary>The game background task which initializes a new day.</summary>
public static Task NewDayTask => Game1._newDayTask;
/// <summary>Asset interceptors added or removed since the last tick.</summary>
private readonly List<AssetInterceptorChange> ReloadAssetInterceptorsQueue = new List<AssetInterceptorChange>();
/// <summary>Construct a content manager to read game content files.</summary>
/// <remarks>This must be static because the game accesses it before the <see cref="SGame"/> constructor is called.</remarks>
public static Func<IServiceProvider, string, LocalizedContentManager> CreateContentManagerImpl;
/// <summary>Raised after the game finishes loading its initial content.</summary>
public event Action OnGameContentLoaded;
/// <summary>Raised before the game exits.</summary>
public event Action OnGameExiting;
/// <summary>Raised when the game is updating its state (roughly 60 times per second).</summary>
public event Action<GameTime, Action> OnGameUpdating;
/*********
@ -150,74 +75,35 @@ namespace StardewModdingAPI.Framework
*********/
/// <summary>Construct an instance.</summary>
/// <param name="monitor">Encapsulates monitoring and logging for SMAPI.</param>
/// <param name="monitorForGame">Encapsulates monitoring and logging on the game's behalf.</param>
/// <param name="reflection">Simplifies access to private game code.</param>
/// <param name="translator">Encapsulates access to arbitrary translations.</param>
/// <param name="eventManager">Manages SMAPI events for mods.</param>
/// <param name="jsonHelper">Encapsulates SMAPI's JSON file parsing.</param>
/// <param name="modRegistry">Tracks the installed mods.</param>
/// <param name="deprecationManager">Manages deprecation warnings.</param>
/// <param name="performanceMonitor">Tracks performance metrics.</param>
/// <param name="onGameInitialized">A callback to invoke after the game finishes initializing.</param>
/// <param name="onGameExiting">A callback to invoke when the game exits.</param>
/// <param name="cancellationToken">Propagates notification that SMAPI should exit.</param>
/// <param name="logNetworkTraffic">Whether to log network traffic.</param>
internal SGame(Monitor monitor, IMonitor monitorForGame, Reflector reflection, Translator translator, EventManager eventManager, JsonHelper jsonHelper, ModRegistry modRegistry, DeprecationManager deprecationManager, PerformanceMonitor performanceMonitor, Action onGameInitialized, Action onGameExiting, CancellationTokenSource cancellationToken, bool logNetworkTraffic)
/// <param name="modHooks">Handles mod hooks provided by the game.</param>
/// <param name="multiplayer">The core multiplayer logic.</param>
/// <param name="exitGameImmediately">Immediately exit the game without saving. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs.</param>
internal SGame(Monitor monitor, Reflector reflection, EventManager eventManager, SModHooks modHooks, SMultiplayer multiplayer, Action<string> exitGameImmediately)
{
this.OnLoadingFirstAsset = SGame.ConstructorHack.OnLoadingFirstAsset;
SGame.ConstructorHack = null;
// check expectations
if (this.ContentCore == null)
throw new InvalidOperationException($"The game didn't initialize its first content manager before SMAPI's {nameof(SGame)} constructor. This indicates an incompatible lifecycle change.");
// init XNA
Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef;
// hook into game
Game1.input = new SInputState();
Game1.multiplayer = multiplayer;
Game1.hooks = modHooks;
Game1.locations = new ObservableCollection<GameLocation>();
// init SMAPI
this.Monitor = monitor;
this.MonitorForGame = monitorForGame;
this.Events = eventManager;
this.ModRegistry = modRegistry;
this.Reflection = reflection;
this.Translator = translator;
this.DeprecationManager = deprecationManager;
this.PerformanceMonitor = performanceMonitor;
this.OnGameInitialized = onGameInitialized;
this.OnGameExiting = onGameExiting;
Game1.input = new SInputState();
Game1.multiplayer = new SMultiplayer(monitor, eventManager, jsonHelper, modRegistry, reflection, this.OnModMessageReceived, logNetworkTraffic);
Game1.hooks = new SModHooks(this.OnNewDayAfterFade);
this.CancellationToken = cancellationToken;
// init observables
Game1.locations = new ObservableCollection<GameLocation>();
this.ExitGameImmediately = exitGameImmediately;
}
/// <summary>Load content when the game is launched.</summary>
protected override void LoadContent()
{
// load content
base.LoadContent();
Game1.mapDisplayDevice = new SDisplayDevice(Game1.content, this.GraphicsDevice);
// log GPU info
#if SMAPI_FOR_WINDOWS
this.Monitor.Log($"Running on GPU: {this.GraphicsDevice?.Adapter?.Description ?? "<unknown>"}");
#endif
}
/// <summary>Initialize just before the game's first update tick.</summary>
private void InitializeAfterGameStarted()
{
// set initial state
this.Input.TrueUpdate();
// init watchers
this.Watchers = new WatcherCore(this.Input);
// raise callback
this.OnGameInitialized();
this.OnGameContentLoaded?.Invoke();
}
/// <summary>Perform cleanup logic when the game exits.</summary>
@ -226,639 +112,25 @@ namespace StardewModdingAPI.Framework
/// <remarks>This overrides the logic in <see cref="Game1.exitEvent"/> to let SMAPI clean up before exit.</remarks>
protected override void OnExiting(object sender, EventArgs args)
{
Game1.multiplayer.Disconnect(StardewValley.Multiplayer.DisconnectType.ClosedGame);
this.OnGameExiting?.Invoke();
}
/// <summary>A callback invoked before <see cref="Game1.newDayAfterFade"/> runs.</summary>
protected void OnNewDayAfterFade()
{
this.Events.DayEnding.RaiseEmpty();
}
/// <summary>A callback invoked when a mod message is received.</summary>
/// <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
// raise events
this.Events.ModMessageReceived.Raise(new ModMessageReceivedEventArgs(message), mod => mod != null && modIDs.Contains(mod.Manifest.UniqueID));
}
/// <summary>A callback invoked when custom content is removed from the save data to avoid a crash.</summary>
internal void OnSaveContentRemoved()
{
this.IsSaveContentRemoved = true;
}
/// <summary>A callback invoked when the game's low-level load stage changes.</summary>
/// <param name="newStage">The new load stage.</param>
internal void OnLoadStageChanged(LoadStage newStage)
{
// nothing to do
if (newStage == Context.LoadStage)
return;
// update data
LoadStage oldStage = Context.LoadStage;
Context.LoadStage = newStage;
this.Monitor.VerboseLog($"Context: load stage changed to {newStage}");
if (newStage == LoadStage.None)
{
this.Monitor.Log("Context: returned to title", LogLevel.Trace);
this.OnReturnedToTitle();
}
// raise events
this.Events.LoadStageChanged.Raise(new LoadStageChangedEventArgs(oldStage, newStage));
if (newStage == LoadStage.None)
this.Events.ReturnedToTitle.RaiseEmpty();
}
/// <summary>A callback invoked when a mod adds or removes an asset interceptor.</summary>
/// <param name="mod">The mod which added or removed interceptors.</param>
/// <param name="added">The added interceptors.</param>
/// <param name="removed">The removed interceptors.</param>
internal void OnAssetInterceptorsChanged(IModMetadata mod, IEnumerable added, IEnumerable removed)
{
if (added != null)
{
foreach (object instance in added)
this.ReloadAssetInterceptorsQueue.Add(new AssetInterceptorChange(mod, instance, wasAdded: true));
}
if (removed != null)
{
foreach (object instance in removed)
this.ReloadAssetInterceptorsQueue.Add(new AssetInterceptorChange(mod, instance, wasAdded: false));
}
}
/// <summary>Perform cleanup when the game returns to the title screen.</summary>
private void OnReturnedToTitle()
{
this.Multiplayer.CleanupOnMultiplayerExit();
if (!(Game1.mapDisplayDevice is SDisplayDevice))
Game1.mapDisplayDevice = new SDisplayDevice(Game1.content, this.GraphicsDevice);
}
/// <summary>Constructor a content manager to read XNB files.</summary>
/// <summary>Construct a content manager to read game content files.</summary>
/// <param name="serviceProvider">The service provider to use to locate services.</param>
/// <param name="rootDirectory">The root directory to search for content.</param>
protected override LocalizedContentManager CreateContentManager(IServiceProvider serviceProvider, string rootDirectory)
{
// Game1._temporaryContent initializing from SGame constructor
// NOTE: this method is called before the SGame constructor runs. Don't depend on anything being initialized at this point.
if (this.ContentCore == null)
{
this.ContentCore = new ContentCoordinator(serviceProvider, rootDirectory, Thread.CurrentThread.CurrentUICulture, SGame.ConstructorHack.Monitor, SGame.ConstructorHack.Reflection, SGame.ConstructorHack.JsonHelper, this.OnLoadingFirstAsset ?? SGame.ConstructorHack?.OnLoadingFirstAsset);
this.NextContentManagerIsMain = true;
return this.ContentCore.CreateGameContentManager("Game1._temporaryContent");
}
if (SGame.CreateContentManagerImpl == null)
throw new InvalidOperationException($"The {nameof(SGame)}.{nameof(SGame.CreateContentManagerImpl)} must be set.");
// Game1.content initializing from LoadContent
if (this.NextContentManagerIsMain)
{
this.NextContentManagerIsMain = false;
return this.ContentCore.MainContentManager;
}
// any other content manager
return this.ContentCore.CreateGameContentManager("(generated)");
return SGame.CreateContentManagerImpl(serviceProvider, rootDirectory);
}
/// <summary>The method called when the game is updating its state. This happens roughly 60 times per second.</summary>
/// <summary>The method called when the game is updating its state (roughly 60 times per second).</summary>
/// <param name="gameTime">A snapshot of the game timing state.</param>
protected override void Update(GameTime gameTime)
{
var events = this.Events;
try
{
this.DeprecationManager.PrintQueued();
this.PerformanceMonitor.PrintQueuedAlerts();
/*********
** First-tick initialization
*********/
if (!this.IsInitialized)
{
this.IsInitialized = true;
this.InitializeAfterGameStarted();
}
/*********
** Update input
*********/
// This should *always* run, even when suppressing mod events, since the game uses
// this too. For example, doing this after mod event suppression would prevent the
// user from doing anything on the overnight shipping screen.
SInputState inputState = this.Input;
if (this.IsActive)
inputState.TrueUpdate();
/*********
** Special cases
*********/
// Abort if SMAPI is exiting.
if (this.CancellationToken.IsCancellationRequested)
{
this.Monitor.Log("SMAPI shutting down: aborting update.", LogLevel.Trace);
return;
}
// Run async tasks synchronously to avoid issues due to mod events triggering
// concurrently with game code.
bool saveParsed = false;
if (Game1.currentLoader != null)
{
this.Monitor.Log("Game loader synchronizing...", LogLevel.Trace);
while (Game1.currentLoader?.MoveNext() == true)
{
// raise load stage changed
switch (Game1.currentLoader.Current)
{
case 20 when (!saveParsed && SaveGame.loaded != null):
saveParsed = true;
this.OnLoadStageChanged(LoadStage.SaveParsed);
break;
case 36:
this.OnLoadStageChanged(LoadStage.SaveLoadedBasicInfo);
break;
case 50:
this.OnLoadStageChanged(LoadStage.SaveLoadedLocations);
break;
default:
if (Game1.gameMode == Game1.playingGameMode)
this.OnLoadStageChanged(LoadStage.Preloaded);
break;
}
}
Game1.currentLoader = null;
this.Monitor.Log("Game loader done.", LogLevel.Trace);
}
if (Game1._newDayTask?.Status == TaskStatus.Created)
{
this.Monitor.Log("New day task synchronizing...", LogLevel.Trace);
Game1._newDayTask.RunSynchronously();
this.Monitor.Log("New day task done.", LogLevel.Trace);
}
// While a background task is in progress, the game may make changes to the game
// state while mods are running their code. This is risky, because data changes can
// conflict (e.g. collection changed during enumeration errors) and data may change
// unexpectedly from one mod instruction to the next.
//
// Therefore we can just run Game1.Update here without raising any SMAPI events. There's
// a small chance that the task will finish after we defer but before the game checks,
// which means technically events should be raised, but the effects of missing one
// update tick are negligible and not worth the complications of bypassing Game1.Update.
if (Game1._newDayTask != null || Game1.gameMode == Game1.loadingMode)
{
events.UnvalidatedUpdateTicking.RaiseEmpty();
SGame.TicksElapsed++;
base.Update(gameTime);
events.UnvalidatedUpdateTicked.RaiseEmpty();
return;
}
// Raise minimal events while saving.
// While the game is writing to the save file in the background, mods can unexpectedly
// fail since they don't have exclusive access to resources (e.g. collection changed
// during enumeration errors). To avoid problems, events are not invoked while a save
// is in progress. It's safe to raise SaveEvents.BeforeSave as soon as the menu is
// opened (since the save hasn't started yet), but all other events should be suppressed.
if (Context.IsSaving)
{
// raise before-create
if (!Context.IsWorldReady && !this.IsBetweenCreateEvents)
{
this.IsBetweenCreateEvents = true;
this.Monitor.Log("Context: before save creation.", LogLevel.Trace);
events.SaveCreating.RaiseEmpty();
}
// raise before-save
if (Context.IsWorldReady && !this.IsBetweenSaveEvents)
{
this.IsBetweenSaveEvents = true;
this.Monitor.Log("Context: before save.", LogLevel.Trace);
events.Saving.RaiseEmpty();
}
// suppress non-save events
events.UnvalidatedUpdateTicking.RaiseEmpty();
SGame.TicksElapsed++;
base.Update(gameTime);
events.UnvalidatedUpdateTicked.RaiseEmpty();
return;
}
/*********
** Reload assets when interceptors are added/removed
*********/
if (this.ReloadAssetInterceptorsQueue.Any())
{
// get unique interceptors
AssetInterceptorChange[] interceptors = this.ReloadAssetInterceptorsQueue
.GroupBy(p => p.Instance, new ObjectReferenceComparer<object>())
.Select(p => p.First())
.ToArray();
this.ReloadAssetInterceptorsQueue.Clear();
// log summary
this.Monitor.Log("Invalidating cached assets for new editors & loaders...");
this.Monitor.Log(
" changed: "
+ string.Join(", ",
interceptors
.GroupBy(p => p.Mod)
.OrderBy(p => p.Key.DisplayName)
.Select(modGroup =>
$"{modGroup.Key.DisplayName} ("
+ string.Join(", ", modGroup.GroupBy(p => p.WasAdded).ToDictionary(p => p.Key, p => p.Count()).Select(p => $"{(p.Key ? "added" : "removed")} {p.Value}"))
+ ")"
)
)
);
// reload affected assets
this.ContentCore.InvalidateCache(asset => interceptors.Any(p => p.CanIntercept(asset)));
}
/*********
** Execute commands
*********/
while (this.CommandQueue.TryDequeue(out string rawInput))
{
// parse command
string name;
string[] args;
Command command;
try
{
if (!this.CommandManager.TryParse(rawInput, out name, out args, out command))
{
this.Monitor.Log("Unknown command; type 'help' for a list of available commands.", LogLevel.Error);
continue;
}
}
catch (Exception ex)
{
this.Monitor.Log($"Failed parsing that command:\n{ex.GetLogSummary()}", LogLevel.Error);
continue;
}
// execute command
try
{
command.Callback.Invoke(name, args);
}
catch (Exception ex)
{
if (command.Mod != null)
command.Mod.LogAsMod($"Mod failed handling that command:\n{ex.GetLogSummary()}", LogLevel.Error);
else
this.Monitor.Log($"Failed handling that command:\n{ex.GetLogSummary()}", LogLevel.Error);
}
}
/*********
** Update context
*********/
bool wasWorldReady = Context.IsWorldReady;
if ((Context.IsWorldReady && !Context.IsSaveLoaded) || Game1.exitToTitle)
{
Context.IsWorldReady = false;
this.AfterLoadTimer.Reset();
}
else if (Context.IsSaveLoaded && this.AfterLoadTimer.Current > 0 && Game1.currentLocation != null)
{
if (Game1.dayOfMonth != 0) // wait until new-game intro finishes (world not fully initialized yet)
this.AfterLoadTimer.Decrement();
Context.IsWorldReady = this.AfterLoadTimer.Current == 0;
}
/*********
** Update watchers
** (Watchers need to be updated, checked, and reset in one go so we can detect any changes mods make in event handlers.)
*********/
this.Watchers.Update();
this.WatcherSnapshot.Update(this.Watchers);
this.Watchers.Reset();
WatcherSnapshot state = this.WatcherSnapshot;
/*********
** Display in-game warnings
*********/
// save content removed
if (this.IsSaveContentRemoved && Context.IsWorldReady)
{
this.IsSaveContentRemoved = false;
Game1.addHUDMessage(new HUDMessage(this.Translator.Get("warn.invalid-content-removed"), HUDMessage.error_type));
}
/*********
** Pre-update events
*********/
{
/*********
** Save created/loaded events
*********/
if (this.IsBetweenCreateEvents)
{
// raise after-create
this.IsBetweenCreateEvents = false;
this.Monitor.Log($"Context: after save creation, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
this.OnLoadStageChanged(LoadStage.CreatedSaveFile);
events.SaveCreated.RaiseEmpty();
}
if (this.IsBetweenSaveEvents)
{
// raise after-save
this.IsBetweenSaveEvents = false;
this.Monitor.Log($"Context: after save, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
events.Saved.RaiseEmpty();
events.DayStarted.RaiseEmpty();
}
/*********
** Locale changed events
*********/
if (state.Locale.IsChanged)
this.Monitor.Log($"Context: locale set to {state.Locale.New}.", LogLevel.Trace);
/*********
** Load / return-to-title events
*********/
if (wasWorldReady && !Context.IsWorldReady)
this.OnLoadStageChanged(LoadStage.None);
else if (Context.IsWorldReady && Context.LoadStage != LoadStage.Ready)
{
// print context
string context = $"Context: loaded save '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}, locale set to {this.ContentCore.Language}.";
if (Context.IsMultiplayer)
{
int onlineCount = Game1.getOnlineFarmers().Count();
context += $" {(Context.IsMainPlayer ? "Main player" : "Farmhand")} with {onlineCount} {(onlineCount == 1 ? "player" : "players")} online.";
}
else
context += " Single-player.";
this.Monitor.Log(context, LogLevel.Trace);
// raise events
this.OnLoadStageChanged(LoadStage.Ready);
events.SaveLoaded.RaiseEmpty();
events.DayStarted.RaiseEmpty();
}
/*********
** Window events
*********/
// Here we depend on the game's viewport instead of listening to the Window.Resize
// event because we need to notify mods after the game handles the resize, so the
// game's metadata (like Game1.viewport) are updated. That's a bit complicated
// since the game adds & removes its own handler on the fly.
if (state.WindowSize.IsChanged)
{
if (this.Monitor.IsVerbose)
this.Monitor.Log($"Events: window size changed to {state.WindowSize.New}.", LogLevel.Trace);
events.WindowResized.Raise(new WindowResizedEventArgs(state.WindowSize.Old, state.WindowSize.New));
}
/*********
** Input events (if window has focus)
*********/
if (this.IsActive)
{
// raise events
bool isChatInput = Game1.IsChatting || (Context.IsMultiplayer && Context.IsWorldReady && Game1.activeClickableMenu == null && Game1.currentMinigame == null && inputState.IsAnyDown(Game1.options.chatButton));
if (!isChatInput)
{
ICursorPosition cursor = this.Input.CursorPosition;
// raise cursor moved event
if (state.Cursor.IsChanged)
events.CursorMoved.Raise(new CursorMovedEventArgs(state.Cursor.Old, state.Cursor.New));
// raise mouse wheel scrolled
if (state.MouseWheelScroll.IsChanged)
{
if (this.Monitor.IsVerbose)
this.Monitor.Log($"Events: mouse wheel scrolled to {state.MouseWheelScroll.New}.", LogLevel.Trace);
events.MouseWheelScrolled.Raise(new MouseWheelScrolledEventArgs(cursor, state.MouseWheelScroll.Old, state.MouseWheelScroll.New));
}
// raise input button events
foreach (var pair in inputState.LastButtonStates)
{
SButton button = pair.Key;
SButtonState status = pair.Value;
if (status == SButtonState.Pressed)
{
if (this.Monitor.IsVerbose)
this.Monitor.Log($"Events: button {button} pressed.", LogLevel.Trace);
events.ButtonPressed.Raise(new ButtonPressedEventArgs(button, cursor, inputState));
}
else if (status == SButtonState.Released)
{
if (this.Monitor.IsVerbose)
this.Monitor.Log($"Events: button {button} released.", LogLevel.Trace);
events.ButtonReleased.Raise(new ButtonReleasedEventArgs(button, cursor, inputState));
}
}
}
}
/*********
** Menu events
*********/
if (state.ActiveMenu.IsChanged)
{
if (this.Monitor.IsVerbose)
this.Monitor.Log($"Context: menu changed from {state.ActiveMenu.Old?.GetType().FullName ?? "none"} to {state.ActiveMenu.New?.GetType().FullName ?? "none"}.", LogLevel.Trace);
// raise menu events
events.MenuChanged.Raise(new MenuChangedEventArgs(state.ActiveMenu.Old, state.ActiveMenu.New));
}
/*********
** World & player events
*********/
if (Context.IsWorldReady)
{
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))
{
var added = state.Locations.LocationList.Added.ToArray();
var removed = state.Locations.LocationList.Removed.ToArray();
if (this.Monitor.IsVerbose)
{
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}).", LogLevel.Trace);
}
events.LocationListChanged.Raise(new LocationListChangedEventArgs(added, removed));
}
// raise location contents changed
if (raiseWorldEvents)
{
foreach (LocationSnapshot locState in state.Locations.Locations)
{
var location = locState.Location;
// buildings changed
if (locState.Buildings.IsChanged)
events.BuildingListChanged.Raise(new BuildingListChangedEventArgs(location, locState.Buildings.Added, locState.Buildings.Removed));
// debris changed
if (locState.Debris.IsChanged)
events.DebrisListChanged.Raise(new DebrisListChangedEventArgs(location, locState.Debris.Added, locState.Debris.Removed));
// large terrain features changed
if (locState.LargeTerrainFeatures.IsChanged)
events.LargeTerrainFeatureListChanged.Raise(new LargeTerrainFeatureListChangedEventArgs(location, locState.LargeTerrainFeatures.Added, locState.LargeTerrainFeatures.Removed));
// NPCs changed
if (locState.Npcs.IsChanged)
events.NpcListChanged.Raise(new NpcListChangedEventArgs(location, locState.Npcs.Added, locState.Npcs.Removed));
// objects changed
if (locState.Objects.IsChanged)
events.ObjectListChanged.Raise(new ObjectListChangedEventArgs(location, locState.Objects.Added, locState.Objects.Removed));
// chest items changed
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));
}
}
// terrain features changed
if (locState.TerrainFeatures.IsChanged)
events.TerrainFeatureListChanged.Raise(new TerrainFeatureListChangedEventArgs(location, locState.TerrainFeatures.Added, locState.TerrainFeatures.Removed));
}
}
// raise time changed
if (raiseWorldEvents && state.Time.IsChanged)
events.TimeChanged.Raise(new TimeChangedEventArgs(state.Time.Old, state.Time.New));
// raise player events
if (raiseWorldEvents)
{
PlayerSnapshot playerState = state.CurrentPlayer;
Farmer player = playerState.Player;
// raise current location changed
if (playerState.Location.IsChanged)
{
if (this.Monitor.IsVerbose)
this.Monitor.Log($"Context: set location to {playerState.Location.New}.", LogLevel.Trace);
events.Warped.Raise(new WarpedEventArgs(player, playerState.Location.Old, playerState.Location.New));
}
// raise player leveled up a skill
foreach (var pair in playerState.Skills)
{
if (!pair.Value.IsChanged)
continue;
if (this.Monitor.IsVerbose)
this.Monitor.Log($"Events: player skill '{pair.Key}' changed from {pair.Value.Old} to {pair.Value.New}.", LogLevel.Trace);
events.LevelChanged.Raise(new LevelChangedEventArgs(player, pair.Key, pair.Value.Old, pair.Value.New));
}
// raise player inventory changed
if (playerState.Inventory.IsChanged)
{
var inventory = playerState.Inventory;
if (this.Monitor.IsVerbose)
this.Monitor.Log("Events: player inventory changed.", LogLevel.Trace);
events.InventoryChanged.Raise(new InventoryChangedEventArgs(player, added: inventory.Added, removed: inventory.Removed, quantityChanged: inventory.QuantityChanged));
}
}
}
/*********
** Game update
*********/
// game launched
bool isFirstTick = SGame.TicksElapsed == 0;
if (isFirstTick)
{
Context.IsGameLaunched = true;
events.GameLaunched.Raise(new GameLaunchedEventArgs());
}
// preloaded
if (Context.IsSaveLoaded && Context.LoadStage != LoadStage.Loaded && Context.LoadStage != LoadStage.Ready && Game1.dayOfMonth != 0)
this.OnLoadStageChanged(LoadStage.Loaded);
}
/*********
** Game update tick
*********/
{
bool isOneSecond = SGame.TicksElapsed % 60 == 0;
events.UnvalidatedUpdateTicking.RaiseEmpty();
events.UpdateTicking.RaiseEmpty();
if (isOneSecond)
events.OneSecondUpdateTicking.RaiseEmpty();
try
{
this.Input.ApplyOverrides(); // if mods added any new overrides since the update, process them now
SGame.TicksElapsed++;
base.Update(gameTime);
}
catch (Exception ex)
{
this.MonitorForGame.Log($"An error occured in the base update loop: {ex.GetLogSummary()}", LogLevel.Error);
}
events.UnvalidatedUpdateTicked.RaiseEmpty();
events.UpdateTicked.RaiseEmpty();
if (isOneSecond)
events.OneSecondUpdateTicked.RaiseEmpty();
}
/*********
** Update events
*********/
this.UpdateCrashTimer.Reset();
}
catch (Exception ex)
{
// log error
this.Monitor.Log($"An error occured in the overridden update loop: {ex.GetLogSummary()}", LogLevel.Error);
// exit if irrecoverable
if (!this.UpdateCrashTimer.Decrement())
this.ExitGameImmediately("The game crashed when updating, and SMAPI was unable to recover the game.");
}
this.OnGameUpdating?.Invoke(gameTime, () => base.Update(gameTime));
}
/// <summary>The method called to draw everything to the screen.</summary>
@ -890,7 +162,7 @@ namespace StardewModdingAPI.Framework
{
if (Game1.spriteBatch.IsOpen(this.Reflection))
{
this.Monitor.Log("Recovering sprite batch from error...", LogLevel.Trace);
this.Monitor.Log("Recovering sprite batch from error...");
Game1.spriteBatch.End();
}
}
@ -1316,7 +588,7 @@ namespace StardewModdingAPI.Framework
}
Game1.drawPlayerHeldObject(Game1.player);
}
label_139:
label_139:
if ((Game1.player.UsingTool || Game1.pickingTool) && Game1.player.CurrentTool != null && ((!Game1.player.CurrentTool.Name.Equals("Seeds") || Game1.pickingTool) && (Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), (int)Game1.player.Position.Y - 38), Game1.viewport.Size) != null && Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), Game1.player.getStandingY()), Game1.viewport.Size) == null)))
Game1.drawTool(Game1.player);
if (Game1.currentLocation.Map.GetLayer("AlwaysFront") != null)
@ -1604,13 +876,5 @@ namespace StardewModdingAPI.Framework
}
}
}
/// <summary>Immediately exit the game without saving. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs.</summary>
/// <param name="message">The fatal log message.</param>
private void ExitGameImmediately(string message)
{
this.Monitor.LogFatal(message);
this.CancellationToken.Cancel();
}
}
}

View File

@ -1,43 +0,0 @@
using System;
using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Toolkit.Serialization;
using StardewValley;
namespace StardewModdingAPI.Framework
{
/// <summary>The static state to use while <see cref="Game1"/> is initializing, which happens before the <see cref="SGame"/> constructor runs.</summary>
internal class SGameConstructorHack
{
/*********
** Accessors
*********/
/// <summary>Encapsulates monitoring and logging.</summary>
public IMonitor Monitor { get; }
/// <summary>Simplifies access to private game code.</summary>
public Reflector Reflection { get; }
/// <summary>Encapsulates SMAPI's JSON file parsing.</summary>
public JsonHelper JsonHelper { get; }
/// <summary>A callback to invoke the first time *any* game content manager loads an asset.</summary>
public Action OnLoadingFirstAsset { get; }
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
/// <param name="reflection">Simplifies access to private game code.</param>
/// <param name="jsonHelper">Encapsulates SMAPI's JSON file parsing.</param>
/// <param name="onLoadingFirstAsset">A callback to invoke the first time *any* game content manager loads an asset.</param>
public SGameConstructorHack(IMonitor monitor, Reflector reflection, JsonHelper jsonHelper, Action onLoadingFirstAsset)
{
this.Monitor = monitor;
this.Reflection = reflection;
this.JsonHelper = jsonHelper;
this.OnLoadingFirstAsset = onLoadingFirstAsset;
}
}
}