using System; using System.CodeDom.Compiler; using System.Collections.Generic; using System.ComponentModel; using System.IO; using System.Linq; using System.Reflection; using System.Reflection.Emit; using System.Text; using System.Threading; using System.Threading.Tasks; using System.Windows.Forms; using Microsoft.CSharp; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using StardewModdingAPI.Inheritance; using StardewModdingAPI.Inheritance.Menus; using StardewValley; using StardewValley.Menus; using StardewValley.Minigames; using StardewValley.Network; using StardewValley.Tools; using Keys = Microsoft.Xna.Framework.Input.Keys; using Object = StardewValley.Object; using StardewModdingAPI.Events; namespace StardewModdingAPI { public class Program { public static string ExecutionPath { get; private set; } public static string DataPath = Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley")); public static List ModPaths = new List(); public static List ModContentPaths = new List(); public static string LogPath = Path.Combine(Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley")), "ErrorLogs"); public static string CurrentLog { get; private set; } public static StreamWriter LogStream { get; private set; } public static Texture2D DebugPixel { get; private set; } public static SGame gamePtr; public static bool ready; public static Assembly StardewAssembly; public static Type StardewProgramType; public static FieldInfo StardewGameInfo; public static Form StardewForm; public static Thread gameThread; public static Thread consoleInputThread; public const string Version = "0.36 Alpha"; public const bool debug = true; public static bool disableLogging { get; private set; } public static bool StardewInjectorLoaded { get; private set; } public static Mod StardewInjectorMod { get; private set; } ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// private static void Main(string[] args) { Console.Title = "Stardew Modding API Console"; Console.Title += " - Version " + Version; if (debug) Console.Title += " - DEBUG IS NOT FALSE, AUTHOUR NEEDS TO REUPLOAD THIS VERSION"; //TODO: Have an app.config and put the paths inside it so users can define locations to load mods from ExecutionPath = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location); ModPaths.Add(Path.Combine(Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley")), "Mods")); ModPaths.Add(Path.Combine(ExecutionPath, "Mods")); ModPaths.Add(Path.Combine(Path.Combine(ExecutionPath, "Mods"), "Content")); ModContentPaths.Add(Path.Combine(Path.Combine(Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley")), "Mods"), "Content")); //Checks that all defined modpaths exist as directories foreach (string ModPath in ModPaths) { try { if (File.Exists(ModPath)) File.Delete(ModPath); if (!Directory.Exists(ModPath)) Directory.CreateDirectory(ModPath); } catch (Exception ex) { LogError("Could not create a missing ModPath: " + ModPath + "\n\n" + ex); } } //Same for content foreach (string ModContentPath in ModContentPaths) { try { if (!Directory.Exists(ModContentPath)) Directory.CreateDirectory(ModContentPath); } catch (Exception ex) { LogError("Could not create a missing ModContentPath: " + ModContentPath + "\n\n" + ex); } } //And then make sure we have an errorlog dir try { if (!Directory.Exists(LogPath)) Directory.CreateDirectory(LogPath); } catch (Exception ex) { LogError("Could not create the missing ErrorLogs path: " + LogPath + "\n\n" + ex); } //Define the path to the current log file CurrentLog = LogPath + "\\MODDED_ProgramLog_LATEST"/* + System.DateTime.Now.Ticks + */ + ".txt"; Log(ExecutionPath, false); //Create a writer to the log file try { LogStream = new StreamWriter(CurrentLog, false); } catch (Exception ex) { disableLogging = true; LogError("Could not initialize LogStream - Logging is disabled"); } LogInfo("Initializing SDV Assembly..."); if (!File.Exists(ExecutionPath + "\\Stardew Valley.exe")) { //If the api isn't next to SDV.exe then terminate. Though it'll crash before we even get here w/o sdv.exe. Perplexing. LogError("Could not find: " + ExecutionPath + "\\Stardew Valley.exe"); LogError("The API will now terminate."); Console.ReadKey(); Environment.Exit(-4); } //Load in that assembly. Also, ignore security :D StardewAssembly = Assembly.UnsafeLoadFrom(ExecutionPath + "\\Stardew Valley.exe"); //This will load the injector before anything else if it sees it //It doesn't matter though //I'll leave it as a feature in case anyone in the community wants to tinker with it //All you need is a DLL that inherits from mod and is called StardewInjector.dll with an Entry() method foreach (string ModPath in ModPaths) { foreach (String s in Directory.GetFiles(ModPath, "StardewInjector.dll")) { LogColour(ConsoleColor.Green, "Found Stardew Injector DLL: " + s); try { Assembly mod = Assembly.UnsafeLoadFrom(s); //to combat internet-downloaded DLLs if (mod.DefinedTypes.Count(x => x.BaseType == typeof (Mod)) > 0) { LogColour(ConsoleColor.Green, "Loading Injector DLL..."); TypeInfo tar = mod.DefinedTypes.First(x => x.BaseType == typeof (Mod)); Mod m = (Mod) mod.CreateInstance(tar.ToString()); Console.WriteLine("LOADED: {0} by {1} - Version {2} | Description: {3}", m.Name, m.Authour, m.Version, m.Description); m.Entry(false); StardewInjectorLoaded = true; StardewInjectorMod = m; } else { LogError("Invalid Mod DLL"); } } catch (Exception ex) { LogError("Failed to load mod '{0}'. Exception details:\n" + ex, s); } } } StardewProgramType = StardewAssembly.GetType("StardewValley.Program", true); StardewGameInfo = StardewProgramType.GetField("gamePtr"); #region deprecated /* * Lol no. I tried though. if (File.Exists(ExecutionPath + "\\Stardew_Injector.exe")) { //Stardew_Injector Mode StardewInjectorLoaded = true; Program.LogInfo("STARDEW_INJECTOR DETECTED, LAUNCHING USING INJECTOR CALLS"); Assembly inj = Assembly.UnsafeLoadFrom(ExecutionPath + "\\Stardew_Injector.exe"); Type prog = inj.GetType("Stardew_Injector.Program", true); FieldInfo hooker = prog.GetField("hooker", BindingFlags.NonPublic | BindingFlags.Static); //hook.GetMethod("Initialize").Invoke(hooker.GetValue(null), null); //customize the initialize method for SGame instead of Game Assembly cecil = Assembly.UnsafeLoadFrom(ExecutionPath + "\\Mono.Cecil.dll"); Type assDef = cecil.GetType("Mono.Cecil.AssemblyDefinition"); var aDefs = assDef.GetMethods(BindingFlags.Public | BindingFlags.Static); var aDef = aDefs.First(x => x.ToString().Contains("ReadAssembly(System.String)")); var theAssDef = aDef.Invoke(null, new object[] { Assembly.GetExecutingAssembly().Location }); var modDef = assDef.GetProperty("MainModule", BindingFlags.Public | BindingFlags.Instance); var theModDef = modDef.GetValue(theAssDef); Console.WriteLine("MODDEF: " + theModDef); Type hook = inj.GetType("Stardew_Injector.Stardew_Hooker", true); hook.GetField("m_vAsmDefinition", BindingFlags.NonPublic | BindingFlags.Instance).SetValue(hooker.GetValue(null), theAssDef); hook.GetField("m_vModDefinition", BindingFlags.NonPublic | BindingFlags.Instance).SetValue(hooker.GetValue(null), theModDef); //hook.GetMethod("Initialize").Invoke(hooker.GetValue(null), null); hook.GetMethod("ApplyHooks").Invoke(hooker.GetValue(null), null); //hook.GetMethod("Finalize").Invoke(hooker.GetValue(null), null); //hook.GetMethod("Run").Invoke(hooker.GetValue(null), null); Console.ReadKey(); //Now go back and load Stardew through SMAPI } */ #endregion //Change the game's version LogInfo("Injecting New SDV Version..."); Game1.version += "-Z_MODDED | SMAPI " + Version; //Create the thread for the game to run in. gameThread = new Thread(RunGame); LogInfo("Starting SDV..."); gameThread.Start(); //I forget. SGame.GetStaticFields(); while (!ready) { //Wait for the game to load up } //SDV is running Log("SDV Loaded Into Memory"); //Create definition to listen for input LogInfo("Initializing Console Input Thread..."); consoleInputThread = new Thread(ConsoleInputThread); //The only command in the API (at least it should be, for now)\ Command.RegisterCommand("help", "Lists all commands | 'help ' returns command description").CommandFired += help_CommandFired; //Command.RegisterCommand("crash", "crashes sdv").CommandFired += delegate { Game1.player.draw(null); }; //Subscribe to events Events.ControlEvents.KeyPressed += Events_KeyPressed; Events.GameEvents.LoadContent += Events_LoadContent; //Events.MenuChanged += Events_MenuChanged; //Idk right now if (debug) { //Experimental //Events.LocationsChanged += Events_LocationsChanged; //Events.CurrentLocationChanged += Events_CurrentLocationChanged; } //Do tweaks using winforms invoke because I'm lazy LogInfo("Applying Final SDV Tweaks..."); StardewInvoke(() => { gamePtr.IsMouseVisible = false; gamePtr.Window.Title = "Stardew Valley - Version " + Game1.version; StardewForm.Resize += Events.GraphicsEvents.InvokeResize; }); //Game's in memory now, send the event LogInfo("Game Loaded"); Events.GameEvents.InvokeGameLoaded(); LogColour(ConsoleColor.Cyan, "Type 'help' for help, or 'help ' for a command's usage"); //Begin listening to input consoleInputThread.Start(); while (ready) { //Check if the game is still running 10 times a second Thread.Sleep(1000 / 10); } //abort the thread, we're closing if (consoleInputThread != null && consoleInputThread.ThreadState == ThreadState.Running) consoleInputThread.Abort(); LogInfo("Game Execution Finished"); LogInfo("Shutting Down..."); Thread.Sleep(100); /* int time = 0; int step = 100; int target = 1000; while (true) { time += step; Thread.Sleep(step); Console.Write("."); if (time >= target) break; } */ Environment.Exit(0); } ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// public static void RunGame() { //Does this even do anything??? Application.ThreadException += Application_ThreadException; Application.SetUnhandledExceptionMode(UnhandledExceptionMode.CatchException); AppDomain.CurrentDomain.UnhandledException += CurrentDomain_UnhandledException; //I've yet to see it called :| try { gamePtr = new SGame(); LogInfo("Patching SDV Graphics Profile..."); Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef; LoadMods(); StardewForm = Control.FromHandle(Program.gamePtr.Window.Handle).FindForm(); StardewForm.Closing += StardewForm_Closing; ready = true; StardewGameInfo.SetValue(StardewProgramType, gamePtr); gamePtr.Run(); #region deprecated if (false) { //Nope, I can't get it to work. I depend on Game1 being an SGame, and can't cast a parent to a child //I'm leaving this here in case the community is interested //StardewInjectorMod.Entry(true); Type gt = StardewAssembly.GetType("StardewValley.Game1", true); gamePtr = (SGame)Activator.CreateInstance(gt); ready = true; StardewGameInfo.SetValue(StardewProgramType, gamePtr); gamePtr.Run(); } #endregion } catch (Exception ex) { LogError("Game failed to start: " + ex); } } static void StardewForm_Closing(object sender, CancelEventArgs e) { e.Cancel = true; if (true || MessageBox.Show("Are you sure you would like to quit Stardew Valley?\nUnsaved progress will be lost!", "Confirm Exit", MessageBoxButtons.YesNo, MessageBoxIcon.Exclamation) == DialogResult.Yes) { gamePtr.Exit(); gamePtr.Dispose(); StardewForm.Hide(); ready = false; } } public static void LoadMods() { LogColour(ConsoleColor.Green, "LOADING MODS"); int loadedMods = 0; foreach (string ModPath in ModPaths) { foreach (String s in Directory.GetFiles(ModPath, "*.dll")) { if (s.Contains("StardewInjector")) continue; LogColour(ConsoleColor.Green, "Found DLL: " + s); try { Assembly mod = Assembly.UnsafeLoadFrom(s); //to combat internet-downloaded DLLs if (mod.DefinedTypes.Count(x => x.BaseType == typeof (Mod)) > 0) { LogColour(ConsoleColor.Green, "Loading Mod DLL..."); TypeInfo tar = mod.DefinedTypes.First(x => x.BaseType == typeof (Mod)); Mod m = (Mod) mod.CreateInstance(tar.ToString()); Console.WriteLine("LOADED MOD: {0} by {1} - Version {2} | Description: {3}", m.Name, m.Authour, m.Version, m.Description); loadedMods += 1; m.Entry(); } else { LogError("Invalid Mod DLL"); } } catch (Exception ex) { LogError("Failed to load mod '{0}'. Exception details:\n" + ex, s); } } } LogColour(ConsoleColor.Green, "LOADED {0} MODS", loadedMods); } public static void ConsoleInputThread() { string input = string.Empty; while (true) { Command.CallCommand(Console.ReadLine()); } } static void Events_LoadContent(object o, EventArgs e) { LogInfo("Initializing Debug Assets..."); DebugPixel = new Texture2D(Game1.graphics.GraphicsDevice, 1, 1); DebugPixel.SetData(new Color[] { Color.White }); if (debug) { LogColour(ConsoleColor.Magenta, "REGISTERING BASE CUSTOM ITEM"); SObject so = new SObject(); so.Name = "Mario Block"; so.CategoryName = "SMAPI Test Mod"; so.Description = "It's a block from Mario!\nLoaded in realtime by SMAPI."; so.Texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, new FileStream(ModContentPaths[0] + "\\Test.png", FileMode.Open)); so.IsPassable = true; so.IsPlaceable = true; LogColour(ConsoleColor.Cyan, "REGISTERED WITH ID OF: " + SGame.RegisterModItem(so)); LogColour(ConsoleColor.Magenta, "REGISTERING SECOND CUSTOM ITEM"); SObject so2 = new SObject(); so2.Name = "Mario Painting"; so2.CategoryName = "SMAPI Test Mod"; so2.Description = "It's a painting of a creature from Mario!\nLoaded in realtime by SMAPI."; so2.Texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, new FileStream(ModContentPaths[0] + "\\PaintingTest.png", FileMode.Open)); so2.IsPassable = true; so2.IsPlaceable = true; LogColour(ConsoleColor.Cyan, "REGISTERED WITH ID OF: " + SGame.RegisterModItem(so2)); } if (debug) Command.CallCommand("load"); } static void Events_KeyPressed(object o, EventArgsKeyPressed e) { } static void Events_MenuChanged(IClickableMenu newMenu) { LogInfo("NEW MENU: " + newMenu.GetType()); if (newMenu is GameMenu) { Game1.activeClickableMenu = SGameMenu.ConstructFromBaseClass(Game1.activeClickableMenu as GameMenu); } } static void Events_LocationsChanged(List newLocations) { if (debug) { SGame.ModLocations = SGameLocation.ConstructFromBaseClasses(Game1.locations); } } static void Events_CurrentLocationChanged(GameLocation newLocation) { //SGame.CurrentLocation = null; //System.Threading.Thread.Sleep(10); if (debug) { Console.WriteLine(newLocation.name); SGame.CurrentLocation = SGame.LoadOrCreateSGameLocationFromName(newLocation.name); } //Game1.currentLocation = SGame.CurrentLocation; //LogInfo(((SGameLocation) newLocation).name); //LogInfo("LOC CHANGED: " + SGame.currentLocation.name); } public static void StardewInvoke(Action a) { StardewForm.Invoke(a); } static void CurrentDomain_UnhandledException(object sender, UnhandledExceptionEventArgs e) { Console.WriteLine("An exception has been caught"); File.WriteAllText(Program.LogPath + "\\MODDED_ErrorLog_" + Extensions.Random.Next(100000000, 999999999) + ".txt", e.ExceptionObject.ToString()); } static void Application_ThreadException(object sender, ThreadExceptionEventArgs e) { Console.WriteLine("A thread exception has been caught"); File.WriteAllText(Program.LogPath + "\\MODDED_ErrorLog_" + Extensions.Random.Next(100000000, 999999999) + ".txt", e.Exception.ToString()); } static void help_CommandFired(object o, EventArgsCommand e) { if (e.Command.CalledArgs.Length > 0) { Command fnd = Command.FindCommand(e.Command.CalledArgs[0]); if (fnd == null) LogError("The command specified could not be found"); else { if (fnd.CommandArgs.Length > 0) LogInfo("{0}: {1} - {2}", fnd.CommandName, fnd.CommandDesc, fnd.CommandArgs.ToSingular()); else LogInfo("{0}: {1}", fnd.CommandName, fnd.CommandDesc); } } else LogInfo("Commands: " + Command.RegisteredCommands.Select(x => x.CommandName).ToSingular()); } #region Logging public static void Log(object o, params object[] format) { if (format.Length > 0) { if (format[0] is bool) { if ((bool)format[0] == false) { //suppress logging to file Console.WriteLine("[{0}] {1}", System.DateTime.Now.ToLongTimeString(), String.Format(o.ToString(), format)); return; } } } string toLog = string.Format("[{0}] {1}", System.DateTime.Now.ToLongTimeString(), String.Format(o.ToString(), format)); Console.WriteLine(toLog); if (!disableLogging) { LogStream.WriteLine(toLog); LogStream.Flush(); } } public static void LogColour(ConsoleColor c, object o, params object[] format) { Console.ForegroundColor = c; Log(o.ToString(), format); Console.ForegroundColor = ConsoleColor.Gray; } public static void LogInfo(object o, params object[] format) { Console.ForegroundColor = ConsoleColor.Yellow; Log(o.ToString(), format); Console.ForegroundColor = ConsoleColor.Gray; } public static void LogError(object o, params object[] format) { Console.ForegroundColor = ConsoleColor.Red; Log(o.ToString(), format); Console.ForegroundColor = ConsoleColor.Gray; } public static void LogDebug(object o, params object[] format) { if (!debug) return; Console.ForegroundColor = ConsoleColor.DarkYellow; Log(o.ToString(), format); Console.ForegroundColor = ConsoleColor.Gray; } public static void LogValueNotSpecified() { LogError(" must be specified"); } public static void LogObjectValueNotSpecified() { LogError(" and must be specified"); } public static void LogValueInvalid() { LogError(" is invalid"); } public static void LogObjectInvalid() { LogError(" is invalid"); } public static void LogValueNotInt32() { LogError(" must be a whole number (Int32)"); } #endregion } }