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author | Jesse Plamondon-Willard <github@jplamondonw.com> | 2017-03-03 17:13:33 -0500 |
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committer | Jesse Plamondon-Willard <github@jplamondonw.com> | 2017-03-03 17:13:33 -0500 |
commit | 5d32b9802942e70c2d51d0edc376d92ac35b1032 (patch) | |
tree | aaf1a65da140099bd7e61a0f9d958890b5657b66 | |
parent | 6f07801b047a4574445266de582b23cef815fe0e (diff) | |
download | SMAPI-5d32b9802942e70c2d51d0edc376d92ac35b1032.tar.gz SMAPI-5d32b9802942e70c2d51d0edc376d92ac35b1032.tar.bz2 SMAPI-5d32b9802942e70c2d51d0edc376d92ac35b1032.zip |
fix mods running code concurrently with a SDV 1.2+ background task
-rw-r--r-- | src/StardewModdingAPI/Framework/SGame.cs | 18 |
1 files changed, 17 insertions, 1 deletions
diff --git a/src/StardewModdingAPI/Framework/SGame.cs b/src/StardewModdingAPI/Framework/SGame.cs index 2e54544b..aa22d572 100644 --- a/src/StardewModdingAPI/Framework/SGame.cs +++ b/src/StardewModdingAPI/Framework/SGame.cs @@ -305,6 +305,22 @@ namespace StardewModdingAPI.Framework /// <param name="gameTime">A snapshot of the game timing state.</param> protected override void Update(GameTime gameTime) { + // While a background new-day task is in progress, the game skips its own update logic + // and defers to the XNA Update method. Running mod code in parallel to the background + // update 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 neglible and not worth the complications of bypassing Game1.Update. + if (SGame._newDayTask != null) + { + base.Update(gameTime); + return; + } + // raise game loaded if (this.FirstUpdate) GameEvents.InvokeGameLoaded(this.Monitor); @@ -361,7 +377,7 @@ namespace StardewModdingAPI.Framework /// <summary>The method called to draw everything to the screen.</summary> /// <param name="gameTime">A snapshot of the game timing state.</param> - /// <remarks>This implementation is identical to <see cref="Game1.Draw"/>, except for try..catch around menu draw code, minor formatting, and added events.</remarks> + /// <remarks>This implementation is identical to <see cref="Game1.Draw"/>, except for try..catch around menu draw code, private field references replaced by wrappers, and added events.</remarks> [SuppressMessage("ReSharper", "CompareOfFloatsByEqualityOperator", Justification = "copied from game code as-is")] [SuppressMessage("ReSharper", "LocalVariableHidesMember", Justification = "copied from game code as-is")] [SuppressMessage("ReSharper", "PossibleLossOfFraction", Justification = "copied from game code as-is")] |