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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2020-12-20 22:34:59 -0500
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2020-12-20 22:34:59 -0500
commit2e8c7e06c5c46834b570b667cb7497fe4cc408ac (patch)
treeaf2cb14a02d85fb2b435ceb38a81c9a97146bf87
parent50a146d1c9a228391c4201685a5e0df9daa529e9 (diff)
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update for split-screen mode
This includes splitting GameRunner (the main game instance) from Game1 (now a per-screen game state), adding a PerScreen<T> utility to simplify per-screen values, adding separate per-screen input handling and events, adding new Context fields for split-screen, and logging the screen ID in split-screen mode to distinguish log entries.
-rw-r--r--docs/release-notes.md6
-rw-r--r--src/SMAPI.Web/Framework/LogParsing/LogMessageBuilder.cs8
-rw-r--r--src/SMAPI.Web/Framework/LogParsing/LogParser.cs4
-rw-r--r--src/SMAPI.Web/Framework/LogParsing/Models/LogMessage.cs3
-rw-r--r--src/SMAPI.Web/Views/LogParser/Index.cshtml11
-rw-r--r--src/SMAPI/Constants.cs3
-rw-r--r--src/SMAPI/Context.cs79
-rw-r--r--src/SMAPI/Framework/Logging/LogManager.cs5
-rw-r--r--src/SMAPI/Framework/ModHelpers/DataHelper.cs8
-rw-r--r--src/SMAPI/Framework/ModHelpers/InputHelper.cs21
-rw-r--r--src/SMAPI/Framework/ModHelpers/ModHelper.cs6
-rw-r--r--src/SMAPI/Framework/Monitor.cs11
-rw-r--r--src/SMAPI/Framework/SCore.cs358
-rw-r--r--src/SMAPI/Framework/SGame.cs121
-rw-r--r--src/SMAPI/Framework/SGameRunner.cs156
-rw-r--r--src/SMAPI/Utilities/PerScreen.cs79
16 files changed, 624 insertions, 255 deletions
diff --git a/docs/release-notes.md b/docs/release-notes.md
index 00445832..176961d4 100644
--- a/docs/release-notes.md
+++ b/docs/release-notes.md
@@ -9,7 +9,11 @@
## Upcoming release
* For players:
- * Updated for Stardew Valley 1.5.
+ * Updated for Stardew Valley 1.5, including split-screen support.
+
+* For modders:
+ * Added `PerScreen<T>` utility and new `Context` fields to simplify split-screen support in mods.
+ * Added screen ID to log when playing in split-screen mode.
## 3.7.6
Released 21 November 2020 for Stardew Valley 1.4.1 or later.
diff --git a/src/SMAPI.Web/Framework/LogParsing/LogMessageBuilder.cs b/src/SMAPI.Web/Framework/LogParsing/LogMessageBuilder.cs
index 42e283a9..992876ef 100644
--- a/src/SMAPI.Web/Framework/LogParsing/LogMessageBuilder.cs
+++ b/src/SMAPI.Web/Framework/LogParsing/LogMessageBuilder.cs
@@ -16,6 +16,9 @@ namespace StardewModdingAPI.Web.Framework.LogParsing
/// <summary>The log level for the next log message.</summary>
public LogLevel Level { get; set; }
+ /// <summary>The screen ID in split-screen mode.</summary>
+ public int ScreenId { get; set; }
+
/// <summary>The mod name for the next log message.</summary>
public string Mod { get; set; }
@@ -36,10 +39,11 @@ namespace StardewModdingAPI.Web.Framework.LogParsing
/// <summary>Start accumulating values for a new log message.</summary>
/// <param name="time">The local time when the log was posted.</param>
/// <param name="level">The log level.</param>
+ /// <param name="screenId">The screen ID in split-screen mode.</param>
/// <param name="mod">The mod name.</param>
/// <param name="text">The initial log text.</param>
/// <exception cref="InvalidOperationException">A log message is already started; call <see cref="Clear"/> before starting a new message.</exception>
- public void Start(string time, LogLevel level, string mod, string text)
+ public void Start(string time, LogLevel level, int screenId, string mod, string text)
{
if (this.Started)
throw new InvalidOperationException("Can't start new message, previous log message isn't done yet.");
@@ -48,6 +52,7 @@ namespace StardewModdingAPI.Web.Framework.LogParsing
this.Time = time;
this.Level = level;
+ this.ScreenId = screenId;
this.Mod = mod;
this.Text.Append(text);
}
@@ -74,6 +79,7 @@ namespace StardewModdingAPI.Web.Framework.LogParsing
{
Time = this.Time,
Level = this.Level,
+ ScreenId = this.ScreenId,
Mod = this.Mod,
Text = this.Text.ToString()
};
diff --git a/src/SMAPI.Web/Framework/LogParsing/LogParser.cs b/src/SMAPI.Web/Framework/LogParsing/LogParser.cs
index 227dcd89..f69d4b6f 100644
--- a/src/SMAPI.Web/Framework/LogParsing/LogParser.cs
+++ b/src/SMAPI.Web/Framework/LogParsing/LogParser.cs
@@ -14,7 +14,7 @@ namespace StardewModdingAPI.Web.Framework.LogParsing
** Fields
*********/
/// <summary>A regex pattern matching the start of a SMAPI message.</summary>
- private readonly Regex MessageHeaderPattern = new Regex(@"^\[(?<time>\d\d[:\.]\d\d[:\.]\d\d) (?<level>[a-z]+) +(?<modName>[^\]]+)\] ", RegexOptions.Compiled | RegexOptions.IgnoreCase);
+ private readonly Regex MessageHeaderPattern = new Regex(@"^\[(?<time>\d\d[:\.]\d\d[:\.]\d\d) (?<level>[a-z]+)(?: +screen_(?<screen>\d+))? +(?<modName>[^\]]+)\] ", RegexOptions.Compiled | RegexOptions.IgnoreCase);
/// <summary>A regex pattern matching SMAPI's initial platform info message.</summary>
private readonly Regex InfoLinePattern = new Regex(@"^SMAPI (?<apiVersion>.+) with Stardew Valley (?<gameVersion>.+) on (?<os>.+)", RegexOptions.Compiled | RegexOptions.IgnoreCase);
@@ -304,9 +304,11 @@ namespace StardewModdingAPI.Web.Framework.LogParsing
builder.Clear();
}
+ var screenGroup = header.Groups["screen"];
builder.Start(
time: header.Groups["time"].Value,
level: Enum.Parse<LogLevel>(header.Groups["level"].Value, ignoreCase: true),
+ screenId: screenGroup.Success ? int.Parse(screenGroup.Value) : 0, // main player is always screen ID 0
mod: header.Groups["modName"].Value,
text: line.Substring(header.Length)
);
diff --git a/src/SMAPI.Web/Framework/LogParsing/Models/LogMessage.cs b/src/SMAPI.Web/Framework/LogParsing/Models/LogMessage.cs
index f7c99d02..1e08be78 100644
--- a/src/SMAPI.Web/Framework/LogParsing/Models/LogMessage.cs
+++ b/src/SMAPI.Web/Framework/LogParsing/Models/LogMessage.cs
@@ -12,6 +12,9 @@ namespace StardewModdingAPI.Web.Framework.LogParsing.Models
/// <summary>The log level.</summary>
public LogLevel Level { get; set; }
+ /// <summary>The screen ID in split-screen mode.</summary>
+ public int ScreenId { get; set; }
+
/// <summary>The mod name.</summary>
public string Mod { get; set; }
diff --git a/src/SMAPI.Web/Views/LogParser/Index.cshtml b/src/SMAPI.Web/Views/LogParser/Index.cshtml
index d4ff4f10..fd472673 100644
--- a/src/SMAPI.Web/Views/LogParser/Index.cshtml
+++ b/src/SMAPI.Web/Views/LogParser/Index.cshtml
@@ -13,6 +13,8 @@
.ToDictionary(level => level.ToString().ToLower(), level => level != LogLevel.Trace);
string curPageUrl = this.Url.PlainAction("Index", "LogParser", new { id = Model.PasteID }, absoluteUrl: true);
+
+ ISet<int> screenIds = new HashSet<int>(Model.ParsedLog?.Messages?.Select(p => p.ScreenId) ?? new int[0]);
}
@section Head {
@@ -35,7 +37,8 @@
showMods: @this.ForJson(Model.ParsedLog?.Mods?.Select(p => Model.GetSlug(p.Name)).Distinct().ToDictionary(slug => slug, slug => true)),
showSections: @this.ForJson(Enum.GetNames(typeof(LogSection)).ToDictionary(section => section, section => false)),
showLevels: @this.ForJson(defaultFilters),
- enableFilters: @this.ForJson(!Model.ShowRaw)
+ enableFilters: @this.ForJson(!Model.ShowRaw),
+ screenIds: @this.ForJson(screenIds)
}, '@this.Url.PlainAction("Index", "LogParser", values: null)');
});
</script>
@@ -305,6 +308,10 @@ else if (Model.ParsedLog?.IsValid == true)
@if (message.IsStartOfSection) { <text> v-on:click="toggleSection('@message.Section')" </text> }
v-show="filtersAllow('@Model.GetSlug(message.Mod)', '@levelStr') @sectionFilter">
<td v-pre>@message.Time</td>
+ @if (screenIds.Count > 1)
+ {
+ <td v-pre>screen_@message.ScreenId</td>
+ }
<td v-pre>@message.Level.ToString().ToUpper()</td>
<td v-pre data-title="@message.Mod">@message.Mod</td>
<td>
@@ -325,7 +332,7 @@ else if (Model.ParsedLog?.IsValid == true)
if (message.Repeated > 0)
{
<tr class="@levelStr mod mod-repeat" v-show="filtersAllow('@Model.GetSlug(message.Mod)', '@levelStr') @sectionFilter">
- <td colspan="3"></td>
+ <td colspan="4"></td>
<td v-pre><i>repeats [@message.Repeated] times.</i></td>
</tr>
}
diff --git a/src/SMAPI/Constants.cs b/src/SMAPI/Constants.cs
index 5ff324b0..d0f34cee 100644
--- a/src/SMAPI/Constants.cs
+++ b/src/SMAPI/Constants.cs
@@ -39,6 +39,9 @@ namespace StardewModdingAPI
/// <summary>The game's assembly name.</summary>
internal static string GameAssemblyName => EarlyConstants.Platform == GamePlatform.Windows ? "Stardew Valley" : "StardewValley";
+
+ /// <summary>The <see cref="Context.ScreenId"/> value which should appear in the SMAPI log, if any.</summary>
+ internal static int? LogScreenId { get; set; }
}
/// <summary>Contains SMAPI's constants and assumptions.</summary>
diff --git a/src/SMAPI/Context.cs b/src/SMAPI/Context.cs
index a7238b32..b1b33cd6 100644
--- a/src/SMAPI/Context.cs
+++ b/src/SMAPI/Context.cs
@@ -1,5 +1,7 @@
+using System.Collections.Generic;
using StardewModdingAPI.Enums;
using StardewModdingAPI.Events;
+using StardewModdingAPI.Utilities;
using StardewValley;
using StardewValley.Menus;
@@ -9,16 +11,49 @@ namespace StardewModdingAPI
public static class Context
{
/*********
+ ** Fields
+ *********/
+ /// <summary>Whether the player has loaded a save and the world has finished initializing.</summary>
+ private static readonly PerScreen<bool> IsWorldReadyForScreen = new PerScreen<bool>();
+
+ /// <summary>The current stage in the game's loading process.</summary>
+ private static readonly PerScreen<LoadStage> LoadStageForScreen = new PerScreen<LoadStage>();
+
+ /// <summary>Whether a player save has been loaded.</summary>
+ internal static bool IsSaveLoaded => Game1.hasLoadedGame && !(Game1.activeClickableMenu is TitleMenu);
+
+ /// <summary>Whether the game is currently writing to the save file.</summary>
+ internal static bool IsSaving => Game1.activeClickableMenu is SaveGameMenu || Game1.activeClickableMenu is ShippingMenu; // saving is performed by SaveGameMenu, but it's wrapped by ShippingMenu on days when the player shipping something
+
+ /// <summary>The active split-screen instance IDs.</summary>
+ internal static readonly ISet<int> ActiveScreenIds = new HashSet<int>();
+
+ /// <summary>The last screen ID that was removed from the game, used to synchronize <see cref="PerScreen{T}"/>.</summary>
+ internal static int LastRemovedScreenId = -1;
+
+ /// <summary>The current stage in the game's loading process.</summary>
+ internal static LoadStage LoadStage
+ {
+ get => Context.LoadStageForScreen.Value;
+ set => Context.LoadStageForScreen.Value = value;
+ }
+
+
+ /*********
** Accessors
*********/
/****
- ** Public
+ ** Game/player state
****/
/// <summary>Whether the game has performed core initialization. This becomes true right before the first update tick.</summary>
public static bool IsGameLaunched { get; internal set; }
/// <summary>Whether the player has loaded a save and the world has finished initializing.</summary>
- public static bool IsWorldReady { get; internal set; }
+ public static bool IsWorldReady
+ {
+ get => Context.IsWorldReadyForScreen.Value;
+ set => Context.IsWorldReadyForScreen.Value = value;
+ }
/// <summary>Whether <see cref="IsWorldReady"/> is true and the player is free to act in the world (no menu is displayed, no cutscene is in progress, etc).</summary>
public static bool IsPlayerFree => Context.IsWorldReady && Game1.currentLocation != null && Game1.activeClickableMenu == null && !Game1.dialogueUp && (!Game1.eventUp || Game1.isFestival());
@@ -29,22 +64,36 @@ namespace StardewModdingAPI
/// <summary>Whether the game is currently running the draw loop. This isn't relevant to most mods, since you should use <see cref="IDisplayEvents"/> events to draw to the screen.</summary>
public static bool IsInDrawLoop { get; internal set; }
- /// <summary>Whether <see cref="IsWorldReady"/> and the player loaded the save in multiplayer mode (regardless of whether any other players are connected).</summary>
- public static bool IsMultiplayer => Context.IsWorldReady && Game1.multiplayerMode != Game1.singlePlayer;
-
- /// <summary>Whether <see cref="IsWorldReady"/> and the current player is the main player. This is always true in single-player, and true when hosting in multiplayer.</summary>
- public static bool IsMainPlayer => Context.IsWorldReady && Game1.IsMasterGame;
-
/****
- ** Internal
+ ** Multiplayer
****/
- /// <summary>Whether a player save has been loaded.</summary>
- internal static bool IsSaveLoaded => Game1.hasLoadedGame && !(Game1.activeClickableMenu is TitleMenu);
+ /// <summary>The unique ID of the current screen in split-screen mode. A screen is always assigned a new ID when it's opened (so a player who quits and rejoins has a new screen ID).</summary>
+ public static int ScreenId => Game1.game1?.instanceId ?? 0;
- /// <summary>Whether the game is currently writing to the save file.</summary>
- internal static bool IsSaving => Game1.activeClickableMenu is SaveGameMenu || Game1.activeClickableMenu is ShippingMenu; // saving is performed by SaveGameMenu, but it's wrapped by ShippingMenu on days when the player shipping something
+ /// <summary>Whether the game is running in multiplayer or split-screen mode (regardless of whether any other players are connected). See <see cref="IsSplitScreen"/> and <see cref="HasRemotePlayers"/> for more specific checks.</summary>
+ public static bool IsMultiplayer => Context.IsSplitScreen || (Context.IsWorldReady && Game1.multiplayerMode != Game1.singlePlayer);
- /// <summary>The current stage in the game's loading process.</summary>
- internal static LoadStage LoadStage { get; set; }
+ /// <summary>Whether this player is running on the main player's computer. This is true for both the main player and split-screen players.</summary>
+ public static bool IsOnHostComputer => Context.IsMainPlayer || Context.IsSplitScreen;
+
+ /// <summary>Whether the current player is playing in a split-screen. This is only applicable when <see cref="IsOnHostComputer"/> is true, since split-screen players on another computer are just regular remote players.</summary>
+ public static bool IsSplitScreen => LocalMultiplayer.IsLocalMultiplayer();
+
+ /// <summary>Whether there are players connected over the network.</summary>
+ public static bool HasRemotePlayers => Context.IsMultiplayer && !Game1.hasLocalClientsOnly;
+
+ /// <summary>Whether the current player is the main player. This is always true in single-player, and true when hosting in multiplayer.</summary>
+ public static bool IsMainPlayer => Game1.IsMasterGame && !(TitleMenu.subMenu is FarmhandMenu);
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Get whether a screen ID is still active.</summary>
+ /// <param name="id">The screen ID.</param>
+ public static bool HasScreenId(int id)
+ {
+ return Context.ActiveScreenIds.Contains(id);
+ }
}
}
diff --git a/src/SMAPI/Framework/Logging/LogManager.cs b/src/SMAPI/Framework/Logging/LogManager.cs
index 1e484709..a2c0125e 100644
--- a/src/SMAPI/Framework/Logging/LogManager.cs
+++ b/src/SMAPI/Framework/Logging/LogManager.cs
@@ -84,10 +84,11 @@ namespace StardewModdingAPI.Framework.Logging
/// <param name="writeToConsole">Whether to output log messages to the console.</param>
/// <param name="isVerbose">Whether verbose logging is enabled. This enables more detailed diagnostic messages than are normally needed.</param>
/// <param name="isDeveloperMode">Whether to enable full console output for developers.</param>
- public LogManager(string logPath, ColorSchemeConfig colorConfig, bool writeToConsole, bool isVerbose, bool isDeveloperMode)
+ /// <param name="getScreenIdForLog">Get the screen ID that should be logged to distinguish between players in split-screen mode, if any.</param>
+ public LogManager(string logPath, ColorSchemeConfig colorConfig, bool writeToConsole, bool isVerbose, bool isDeveloperMode, Func<int?> getScreenIdForLog)
{
// init construction logic
- this.GetMonitorImpl = name => new Monitor(name, this.IgnoreChar, this.LogFile, colorConfig, isVerbose)
+ this.GetMonitorImpl = name => new Monitor(name, this.IgnoreChar, this.LogFile, colorConfig, isVerbose, getScreenIdForLog)
{
WriteToConsole = writeToConsole,
ShowTraceInConsole = isDeveloperMode,
diff --git a/src/SMAPI/Framework/ModHelpers/DataHelper.cs b/src/SMAPI/Framework/ModHelpers/DataHelper.cs
index 41612387..0fe3209f 100644
--- a/src/SMAPI/Framework/ModHelpers/DataHelper.cs
+++ b/src/SMAPI/Framework/ModHelpers/DataHelper.cs
@@ -69,8 +69,8 @@ namespace StardewModdingAPI.Framework.ModHelpers
{
if (Context.LoadStage == LoadStage.None)
throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.ReadSaveData)} when a save file isn't loaded.");
- if (!Game1.IsMasterGame)
- throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.ReadSaveData)} because this isn't the main player. (Save files are stored on the main player's computer.)");
+ if (!Context.IsOnHostComputer)
+ throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.ReadSaveData)} when connected to a remote host. (Save files are stored on the main player's computer.)");
string internalKey = this.GetSaveFileKey(key);
@@ -87,8 +87,8 @@ namespace StardewModdingAPI.Framework.ModHelpers
{
if (Context.LoadStage == LoadStage.None)
throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.WriteSaveData)} when a save file isn't loaded.");
- if (!Game1.IsMasterGame)
- throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.WriteSaveData)} because this isn't the main player. (Save files are stored on the main player's computer.)");
+ if (!Context.IsOnHostComputer)
+ throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.WriteSaveData)} when connected to a remote host. (Save files are stored on the main player's computer.)");
string internalKey = this.GetSaveFileKey(key);
string data = model != null
diff --git a/src/SMAPI/Framework/ModHelpers/InputHelper.cs b/src/SMAPI/Framework/ModHelpers/InputHelper.cs
index 09ce3c65..e1317544 100644
--- a/src/SMAPI/Framework/ModHelpers/InputHelper.cs
+++ b/src/SMAPI/Framework/ModHelpers/InputHelper.cs
@@ -1,3 +1,4 @@
+using System;
using StardewModdingAPI.Framework.Input;
namespace StardewModdingAPI.Framework.ModHelpers
@@ -8,8 +9,8 @@ namespace StardewModdingAPI.Framework.ModHelpers
/*********
** Accessors
*********/
- /// <summary>Manages the game's input state.</summary>
- private readonly SInputState InputState;
+ /// <summary>Manages the game's input state for the current player instance. That may not be the main player in split-screen mode.</summary>
+ private readonly Func<SInputState> CurrentInputState;
/*********
@@ -17,41 +18,41 @@ namespace StardewModdingAPI.Framework.ModHelpers
*********/
/// <summary>Construct an instance.</summary>
/// <param name="modID">The unique ID of the relevant mod.</param>
- /// <param name="inputState">Manages the game's input state.</param>
- public InputHelper(string modID, SInputState inputState)
+ /// <param name="currentInputState">Manages the game's input state for the current player instance. That may not be the main player in split-screen mode.</param>
+ public InputHelper(string modID, Func<SInputState> currentInputState)
: base(modID)
{
- this.InputState = inputState;
+ this.CurrentInputState = currentInputState;
}
/// <inheritdoc />
public ICursorPosition GetCursorPosition()
{
- return this.InputState.CursorPosition;
+ return this.CurrentInputState().CursorPosition;
}
/// <inheritdoc />
public bool IsDown(SButton button)
{
- return this.InputState.IsDown(button);
+ return this.CurrentInputState().IsDown(button);
}
/// <inheritdoc />
public bool IsSuppressed(SButton button)
{
- return this.InputState.IsSuppressed(button);
+ return this.CurrentInputState().IsSuppressed(button);
}
/// <inheritdoc />
public void Suppress(SButton button)
{
- this.InputState.OverrideButton(button, setDown: false);
+ this.CurrentInputState().OverrideButton(button, setDown: false);
}
/// <inheritdoc />
public SButtonState GetState(SButton button)
{
- return this.InputState.GetState(button);
+ return this.CurrentInputState().GetState(button);
}
}
}
diff --git a/src/SMAPI/Framework/ModHelpers/ModHelper.cs b/src/SMAPI/Framework/ModHelpers/ModHelper.cs
index d9fc8621..058bff83 100644
--- a/src/SMAPI/Framework/ModHelpers/ModHelper.cs
+++ b/src/SMAPI/Framework/ModHelpers/ModHelper.cs
@@ -51,7 +51,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
/// <summary>Construct an instance.</summary>
/// <param name="modID">The mod's unique ID.</param>
/// <param name="modDirectory">The full path to the mod's folder.</param>
- /// <param name="inputState">Manages the game's input state.</param>
+ /// <param name="currentInputState">Manages the game's input state for the current player instance. That may not be the main player in split-screen mode.</param>
/// <param name="events">Manages access to events raised by SMAPI.</param>
/// <param name="contentHelper">An API for loading content assets.</param>
/// <param name="contentPackHelper">An API for managing content packs.</param>
@@ -63,7 +63,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
/// <param name="translationHelper">An API for reading translations stored in the mod's <c>i18n</c> folder.</param>
/// <exception cref="ArgumentNullException">An argument is null or empty.</exception>
/// <exception cref="InvalidOperationException">The <paramref name="modDirectory"/> path does not exist on disk.</exception>
- public ModHelper(string modID, string modDirectory, SInputState inputState, IModEvents events, IContentHelper contentHelper, IContentPackHelper contentPackHelper, ICommandHelper commandHelper, IDataHelper dataHelper, IModRegistry modRegistry, IReflectionHelper reflectionHelper, IMultiplayerHelper multiplayer, ITranslationHelper translationHelper)
+ public ModHelper(string modID, string modDirectory, Func<SInputState> currentInputState, IModEvents events, IContentHelper contentHelper, IContentPackHelper contentPackHelper, ICommandHelper commandHelper, IDataHelper dataHelper, IModRegistry modRegistry, IReflectionHelper reflectionHelper, IMultiplayerHelper multiplayer, ITranslationHelper translationHelper)
: base(modID)
{
// validate directory
@@ -77,7 +77,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
this.Content = contentHelper ?? throw new ArgumentNullException(nameof(contentHelper));
this.ContentPacks = contentPackHelper ?? throw new ArgumentNullException(nameof(contentPackHelper));
this.Data = dataHelper ?? throw new ArgumentNullException(nameof(dataHelper));
- this.Input = new InputHelper(modID, inputState);
+ this.Input = new InputHelper(modID, currentInputState);
this.ModRegistry = modRegistry ?? throw new ArgumentNullException(nameof(modRegistry));
this.ConsoleCommands = commandHelper ?? throw new ArgumentNullException(nameof(commandHelper));
this.Reflection = reflectionHelper ?? throw new ArgumentNullException(nameof(reflectionHelper));
diff --git a/src/SMAPI/Framework/Monitor.cs b/src/SMAPI/Framework/Monitor.cs
index 533420a5..04e67d68 100644
--- a/src/SMAPI/Framework/Monitor.cs
+++ b/src/SMAPI/Framework/Monitor.cs
@@ -30,6 +30,9 @@ namespace StardewModdingAPI.Framework
/// <summary>A cache of messages that should only be logged once.</summary>
private readonly HashSet<string> LogOnceCache = new HashSet<string>();
+ /// <summary>Get the screen ID that should be logged to distinguish between players in split-screen mode, if any.</summary>
+ private readonly Func<int?> GetScreenIdForLog;
+
/*********
** Accessors
@@ -56,7 +59,8 @@ namespace StardewModdingAPI.Framework
/// <param name="logFile">The log file to which to write messages.</param>
/// <param name="colorConfig">The colors to use for text written to the SMAPI console.</param>
/// <param name="isVerbose">Whether verbose logging is enabled. This enables more detailed diagnostic messages than are normally needed.</param>
- public Monitor(string source, char ignoreChar, LogFileManager logFile, ColorSchemeConfig colorConfig, bool isVerbose)
+ /// <param name="getScreenIdForLog">Get the screen ID that should be logged to distinguish between players in split-screen mode, if any.</param>
+ public Monitor(string source, char ignoreChar, LogFileManager logFile, ColorSchemeConfig colorConfig, bool isVerbose, Func<int?> getScreenIdForLog)
{
// validate
if (string.IsNullOrWhiteSpace(source))
@@ -68,6 +72,7 @@ namespace StardewModdingAPI.Framework
this.ConsoleWriter = new ColorfulConsoleWriter(Constants.Platform, colorConfig);
this.IgnoreChar = ignoreChar;
this.IsVerbose = isVerbose;
+ this.GetScreenIdForLog = getScreenIdForLog;
}
/// <inheritdoc />
@@ -143,7 +148,9 @@ namespace StardewModdingAPI.Framework
private string GenerateMessagePrefix(string source, ConsoleLogLevel level)
{
string levelStr = level.ToString().ToUpper().PadRight(Monitor.MaxLevelLength);
- return $"[{DateTime.Now:HH:mm:ss} {levelStr} {source}]";
+ int? playerIndex = this.GetScreenIdForLog();
+
+ return $"[{DateTime.Now:HH:mm:ss} {levelStr}{(playerIndex != null ? $" screen_{playerIndex}" : "")} {source}]";
}
}
}
diff --git a/src/SMAPI/Framework/SCore.cs b/src/SMAPI/Framework/SCore.cs
index 1b4c32bb..a7f8fbed 100644
--- a/src/SMAPI/Framework/SCore.cs
+++ b/src/SMAPI/Framework/SCore.cs
@@ -85,17 +85,14 @@ namespace StardewModdingAPI.Framework
private readonly CommandManager CommandManager = new CommandManager();
/// <summary>The underlying game instance.</summary>
- private SGame Game;
-
- /// <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;
+ private SGameRunner Game;
/// <summary>SMAPI's content manager.</summary>
private ContentCoordinator ContentCore;
+ /// <summary>The game's core multiplayer utility for the main player.</summary>
+ private SMultiplayer Multiplayer;
+
/// <summary>Tracks the installed mods.</summary>
/// <remarks>This is initialized after the game starts.</remarks>
private readonly ModRegistry ModRegistry = new ModRegistry();
@@ -103,11 +100,6 @@ 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
@@ -127,25 +119,15 @@ namespace StardewModdingAPI.Framework
/// <summary>Whether post-game-startup initialization has been performed.</summary>
private bool IsInitialized;
+ /// <summary>Whether the player just returned to the title screen.</summary>
+ public bool JustReturnedToTitle { get; set; }
+
/// <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>Whether the player just returned to the title screen.</summary>
- private bool JustReturnedToTitle;
-
/// <summary>Asset interceptors added or removed since the last tick.</summary>
private readonly List<AssetInterceptorChange> ReloadAssetInterceptorsQueue = new List<AssetInterceptorChange>();
@@ -191,7 +173,7 @@ namespace StardewModdingAPI.Framework
if (File.Exists(Constants.ApiUserConfigPath))
JsonConvert.PopulateObject(File.ReadAllText(Constants.ApiUserConfigPath), this.Settings);
- this.LogManager = new LogManager(logPath: logPath, colorConfig: this.Settings.ConsoleColors, writeToConsole: writeToConsole, isVerbose: this.Settings.VerboseLogging, isDeveloperMode: this.Settings.DeveloperMode);
+ this.LogManager = new LogManager(logPath: logPath, colorConfig: this.Settings.ConsoleColors, writeToConsole: writeToConsole, isVerbose: this.Settings.VerboseLogging, isDeveloperMode: this.Settings.DeveloperMode, getScreenIdForLog: this.GetScreenIdForLog);
SCore.PerformanceMonitor = new PerformanceMonitor(this.Monitor);
this.EventManager = new EventManager(this.ModRegistry, SCore.PerformanceMonitor);
@@ -250,22 +232,22 @@ namespace StardewModdingAPI.Framework
LocalizedContentManager.OnLanguageChange += locale => this.OnLocaleChanged();
// override game
- 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);
+ this.Multiplayer = new SMultiplayer(this.Monitor, this.EventManager, this.Toolkit.JsonHelper, this.ModRegistry, this.Reflection, this.OnModMessageReceived, this.Settings.LogNetworkTraffic);
SGame.CreateContentManagerImpl = this.CreateContentManager; // must be static since the game accesses it before the SGame constructor is called
- this.Game = new SGame(
+ this.Game = new SGameRunner(
monitor: this.Monitor,
reflection: this.Reflection,
eventManager: this.EventManager,
- modHooks: modHooks,
- multiplayer: multiplayer,
+ modHooks: new SModHooks(this.OnNewDayAfterFade),
+ multiplayer: this.Multiplayer,
exitGameImmediately: this.ExitGameImmediately,
onGameContentLoaded: this.OnGameContentLoaded,
onGameUpdating: this.OnGameUpdating,
+ onPlayerInstanceUpdating: this.OnPlayerInstanceUpdating,
onGameExiting: this.OnGameExiting
);
- StardewValley.Program.gamePtr = this.Game;
+ StardewValley.GameRunner.instance = this.Game;
// apply game patches
new GamePatcher(this.Monitor).Apply(
@@ -422,12 +404,6 @@ namespace StardewModdingAPI.Framework
/// <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, this.Game.GetObservableLocations());
-
// 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);
@@ -460,8 +436,6 @@ namespace StardewModdingAPI.Framework
/// <param name="runGameUpdate">Invoke the game's update logic.</param>
private void OnGameUpdating(GameTime gameTime, Action runGameUpdate)
{
- var events = this.EventManager;
-
try
{
/*********
@@ -471,15 +445,6 @@ namespace StardewModdingAPI.Framework
SCore.DeprecationManager.PrintQueued();
SCore.PerformanceMonitor.PrintQueuedAlerts();
- // reapply overrides
- if (this.JustReturnedToTitle)
- {
- if (!(Game1.mapDisplayDevice is SDisplayDevice))
- Game1.mapDisplayDevice = this.GetMapDisplayDevice();
-
- this.JustReturnedToTitle = false;
- }
-
/*********
** First-tick initialization
*********/
@@ -490,25 +455,151 @@ namespace StardewModdingAPI.Framework
}