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author | Jesse Plamondon-Willard <github@jplamondonw.com> | 2018-06-30 13:40:48 -0400 |
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committer | Jesse Plamondon-Willard <github@jplamondonw.com> | 2018-06-30 13:40:48 -0400 |
commit | 79ad322a8e31e977e455817469427f9c3cf218fd (patch) | |
tree | 41e4693aeaeb709bced710e15dbb870cb9fd1b99 | |
parent | d67690ea3ea76512af194168af02a29120765247 (diff) | |
download | SMAPI-79ad322a8e31e977e455817469427f9c3cf218fd.tar.gz SMAPI-79ad322a8e31e977e455817469427f9c3cf218fd.tar.bz2 SMAPI-79ad322a8e31e977e455817469427f9c3cf218fd.zip |
tweak world-ready events to handle edge cases
In particular:
- world was never considered ready if the player's name was blank;
- AfterReturnToTitle didn't trigger after being disconnected in multiplayer (#545).
-rw-r--r-- | docs/release-notes.md | 1 | ||||
-rw-r--r-- | src/SMAPI/Context.cs | 2 | ||||
-rw-r--r-- | src/SMAPI/Framework/SGame.cs | 31 |
3 files changed, 16 insertions, 18 deletions
diff --git a/docs/release-notes.md b/docs/release-notes.md index 14cf78a2..2b449ac7 100644 --- a/docs/release-notes.md +++ b/docs/release-notes.md @@ -26,6 +26,7 @@ * Fixed `world_settime` sometimes breaking NPC schedules (e.g. so they stay in bed). * Fixed launch issue for Linux players with some terminals. (Thanks to HanFox and kurumushi!) * Fixed issue where a mod crashing in `CanEdit` or `CanLoad` could cause an abort-retry loop. + * Fixed many mods not working if the player name is blank. * Renamed `install.exe` to `install on Windows.exe` to avoid confusion. * Updated compatibility list. diff --git a/src/SMAPI/Context.cs b/src/SMAPI/Context.cs index 79067b2d..74def086 100644 --- a/src/SMAPI/Context.cs +++ b/src/SMAPI/Context.cs @@ -35,7 +35,7 @@ namespace StardewModdingAPI ** Internal ****/ /// <summary>Whether a player save has been loaded.</summary> - internal static bool IsSaveLoaded => Game1.hasLoadedGame && !string.IsNullOrEmpty(Game1.player.Name); + 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 diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs index 57afec06..def0943c 100644 --- a/src/SMAPI/Framework/SGame.cs +++ b/src/SMAPI/Framework/SGame.cs @@ -61,7 +61,7 @@ namespace StardewModdingAPI.Framework /// <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 initialising the world before mods try to change it.</remarks> - private int AfterLoadTimer = 5; + private readonly Countdown AfterLoadTimer = new Countdown(5); /// <summary>Whether the after-load events were raised for this session.</summary> private bool RaisedAfterLoadEvent; @@ -313,13 +313,14 @@ namespace StardewModdingAPI.Framework /********* ** Update context *********/ - if (Context.IsWorldReady && !Context.IsSaveLoaded) + bool wasWorldReady = Context.IsWorldReady; + if ((Context.IsWorldReady && !Context.IsSaveLoaded) || Game1.exitToTitle) this.MarkWorldNotReady(); - else if (Context.IsSaveLoaded && !SaveGame.IsProcessing /*still loading save*/ && this.AfterLoadTimer >= 0 && Game1.currentLocation != null) + else if (Context.IsSaveLoaded && !SaveGame.IsProcessing /*still loading save*/ && this.AfterLoadTimer.Current > 0 && Game1.currentLocation != null) { if (Game1.dayOfMonth != 0) // wait until new-game intro finishes (world not fully initialised yet) - this.AfterLoadTimer--; - Context.IsWorldReady = this.AfterLoadTimer <= 0; + this.AfterLoadTimer.Decrement(); + Context.IsWorldReady = this.AfterLoadTimer.Current == 0; } /********* @@ -342,9 +343,14 @@ namespace StardewModdingAPI.Framework } /********* - ** After load events + ** Load / return-to-title events *********/ - if (!this.RaisedAfterLoadEvent && Context.IsWorldReady) + if (wasWorldReady && !Context.IsWorldReady) + { + this.Monitor.Log("Context: returned to title", LogLevel.Trace); + this.Events.Save_AfterReturnToTitle.Raise(); + } + else if (!this.RaisedAfterLoadEvent && Context.IsWorldReady) { // print context string context = $"Context: loaded saved game '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}."; @@ -364,15 +370,6 @@ namespace StardewModdingAPI.Framework } /********* - ** Exit to title events - *********/ - if (Game1.exitToTitle) - { - this.Monitor.Log("Context: returned to title", LogLevel.Trace); - this.Events.Save_AfterReturnToTitle.Raise(); - } - - /********* ** Window events *********/ // Here we depend on the game's viewport instead of listening to the Window.Resize @@ -1342,7 +1339,7 @@ namespace StardewModdingAPI.Framework private void MarkWorldNotReady() { Context.IsWorldReady = false; - this.AfterLoadTimer = 5; + this.AfterLoadTimer.Reset(); this.RaisedAfterLoadEvent = false; } |