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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2023-01-09 12:27:49 -0500
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2023-01-09 12:27:49 -0500
commitb4e95a92b33c541d36379d69d3650c5c22ea324c (patch)
treede020a6dc7e065f725d68ea43b4a3a57eb7ccf8c
parent368b25b5411683192f4398616abed61441457799 (diff)
parent25b8e13ba827a0512f5089d3bd22e8ed1a15e7ba (diff)
downloadSMAPI-b4e95a92b33c541d36379d69d3650c5c22ea324c.tar.gz
SMAPI-b4e95a92b33c541d36379d69d3650c5c22ea324c.tar.bz2
SMAPI-b4e95a92b33c541d36379d69d3650c5c22ea324c.zip
Merge branch 'develop' into stable
-rw-r--r--build/common.targets2
-rw-r--r--docs/release-notes.md11
-rw-r--r--docs/technical/mod-package.md5
-rw-r--r--src/SMAPI.ModBuildConfig.Analyzer.Tests/SMAPI.ModBuildConfig.Analyzer.Tests.csproj4
-rw-r--r--src/SMAPI.ModBuildConfig/Framework/ModFileManager.cs23
-rw-r--r--src/SMAPI.ModBuildConfig/SMAPI.ModBuildConfig.csproj4
-rw-r--r--src/SMAPI.Mods.ConsoleCommands/Framework/ItemRepository.cs16
-rw-r--r--src/SMAPI.Mods.ConsoleCommands/manifest.json4
-rw-r--r--src/SMAPI.Mods.ErrorHandler/manifest.json4
-rw-r--r--src/SMAPI.Mods.SaveBackup/ModEntry.cs57
-rw-r--r--src/SMAPI.Mods.SaveBackup/manifest.json4
-rw-r--r--src/SMAPI.Tests/SMAPI.Tests.csproj10
-rw-r--r--src/SMAPI.Toolkit/SMAPI.Toolkit.csproj4
-rw-r--r--src/SMAPI.Web/SMAPI.Web.csproj14
-rw-r--r--src/SMAPI/Constants.cs2
-rw-r--r--src/SMAPI/Framework/SCore.cs10
-rw-r--r--src/SMAPI/Framework/SModHooks.cs18
-rw-r--r--src/SMAPI/SMAPI.csproj6
-rw-r--r--src/SMAPI/Utilities/DelegatingModHooks.cs137
19 files changed, 229 insertions, 106 deletions
diff --git a/build/common.targets b/build/common.targets
index 512107a0..590e0415 100644
--- a/build/common.targets
+++ b/build/common.targets
@@ -7,7 +7,7 @@ repo. It imports the other MSBuild files as needed.
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<!--set general build properties -->
- <Version>3.18.1</Version>
+ <Version>3.18.2</Version>
<Product>SMAPI</Product>
<LangVersion>latest</LangVersion>
<AssemblySearchPaths>$(AssemblySearchPaths);{GAC}</AssemblySearchPaths>
diff --git a/docs/release-notes.md b/docs/release-notes.md
index ae98a0c4..9eb55b36 100644
--- a/docs/release-notes.md
+++ b/docs/release-notes.md
@@ -7,6 +7,17 @@
_If needed, you can update to SMAPI 3.16.0 first and then install the latest version._
-->
+## 3.18.2
+Released 09 January 2023 for Stardew Valley 1.5.6 or later.
+
+* For players:
+ * Fixed empty save backups for some macOS players.
+ * Fixed `player_add` console command not handling custom slingshots correctly (thanks too DaLion!).
+
+* For mod authors:
+ * Added `DelegatingModHooks` utility for mods which need to override SMAPI's mod hooks directly.
+ * Updated to Newtonsoft.Json 13.0.2 (see [changes](https://github.com/JamesNK/Newtonsoft.Json/releases/tag/13.0.2)) and Pintail 2.2.2 (see [changes](https://github.com/Nanoray-pl/Pintail/blob/master/docs/release-notes.md#222)).
+
## 3.18.1
Released 01 December 2022 for Stardew Valley 1.5.6 or later.
diff --git a/docs/technical/mod-package.md b/docs/technical/mod-package.md
index 707b1641..23f0b221 100644
--- a/docs/technical/mod-package.md
+++ b/docs/technical/mod-package.md
@@ -412,8 +412,11 @@ The NuGet package is generated automatically in `StardewModdingAPI.ModBuildConfi
when you compile it.
## Release notes
-## Upcoming release
+### 4.1.0
+Released 08 January 2023.
+
* Added `manifest.json` format validation on build (thanks to tylergibbs2!).
+* Fixed game DLLs not excluded from the release zip when they're referenced explicitly but `BundleExtraAssemblies` isn't set.
### 4.0.2
Released 09 October 2022.
diff --git a/src/SMAPI.ModBuildConfig.Analyzer.Tests/SMAPI.ModBuildConfig.Analyzer.Tests.csproj b/src/SMAPI.ModBuildConfig.Analyzer.Tests/SMAPI.ModBuildConfig.Analyzer.Tests.csproj
index 3be9c225..1719d39b 100644
--- a/src/SMAPI.ModBuildConfig.Analyzer.Tests/SMAPI.ModBuildConfig.Analyzer.Tests.csproj
+++ b/src/SMAPI.ModBuildConfig.Analyzer.Tests/SMAPI.ModBuildConfig.Analyzer.Tests.csproj
@@ -6,9 +6,9 @@
<ItemGroup>
<PackageReference Include="Microsoft.CodeAnalysis.CSharp.Workspaces" Version="3.10.0" />
- <PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.2.0" />
+ <PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.4.1" />
<PackageReference Include="NUnit" Version="3.13.3" />
- <PackageReference Include="NUnit3TestAdapter" Version="4.2.1" PrivateAssets="all" IncludeAssets="runtime; build; native; contentfiles; analyzers; buildtransitive" />
+ <PackageReference Include="NUnit3TestAdapter" Version="4.3.1" PrivateAssets="all" IncludeAssets="runtime; build; native; contentfiles; analyzers; buildtransitive" />
</ItemGroup>
<ItemGroup>
diff --git a/src/SMAPI.ModBuildConfig/Framework/ModFileManager.cs b/src/SMAPI.ModBuildConfig/Framework/ModFileManager.cs
index 00f3f439..d47e492a 100644
--- a/src/SMAPI.ModBuildConfig/Framework/ModFileManager.cs
+++ b/src/SMAPI.ModBuildConfig/Framework/ModFileManager.cs
@@ -215,13 +215,24 @@ namespace StardewModdingAPI.ModBuildConfig.Framework
return true;
}
- // check for bundled assembly types
- // When bundleAssemblyTypes is set, *all* dependencies are copied into the build output but only those which match the given assembly types should be bundled.
- if (bundleAssemblyTypes != ExtraAssemblyTypes.None)
+ // ignore by assembly type
+ ExtraAssemblyTypes type = this.GetExtraAssemblyType(file, modDllName);
+ switch (bundleAssemblyTypes)
{
- var type = this.GetExtraAssemblyType(file, modDllName);
- if (type != ExtraAssemblyTypes.None && !bundleAssemblyTypes.HasFlag(type))
- return true;
+ // Only explicitly-referenced assemblies are in the build output. These should be added to the zip,
+ // since it's possible the game won't load them (except game assemblies which will always be loaded
+ // separately). If they're already loaded, SMAPI will just ignore them.
+ case ExtraAssemblyTypes.None:
+ if (type is ExtraAssemblyTypes.Game)
+ return true;
+ break;
+
+ // All assemblies are in the build output (due to how .NET builds references), but only those which
+ // match the bundled type should be in the zip.
+ default:
+ if (type != ExtraAssemblyTypes.None && !bundleAssemblyTypes.HasFlag(type))
+ return true;
+ break;
}
return false;
diff --git a/src/SMAPI.ModBuildConfig/SMAPI.ModBuildConfig.csproj b/src/SMAPI.ModBuildConfig/SMAPI.ModBuildConfig.csproj
index cded6f65..badabfc7 100644
--- a/src/SMAPI.ModBuildConfig/SMAPI.ModBuildConfig.csproj
+++ b/src/SMAPI.ModBuildConfig/SMAPI.ModBuildConfig.csproj
@@ -10,7 +10,7 @@
<!--NuGet package-->
<PackageId>Pathoschild.Stardew.ModBuildConfig</PackageId>
<Title>Build package for SMAPI mods</Title>
- <Version>4.0.2</Version>
+ <Version>4.1.0</Version>
<Authors>Pathoschild</Authors>
<Description>Automates the build configuration for crossplatform Stardew Valley SMAPI mods. For SMAPI 3.13.0 or later.</Description>
<PackageLicenseExpression>MIT</PackageLicenseExpression>
@@ -24,7 +24,7 @@
<ItemGroup>
<PackageReference Include="Microsoft.Build.Utilities.Core" Version="16.10" />
- <PackageReference Include="Newtonsoft.Json" Version="13.0.1" />
+ <PackageReference Include="Newtonsoft.Json" Version="13.0.2" />
<!--
This is imported through Microsoft.Build.Utilities.Core. When installed by a mod, NuGet
diff --git a/src/SMAPI.Mods.ConsoleCommands/Framework/ItemRepository.cs b/src/SMAPI.Mods.ConsoleCommands/Framework/ItemRepository.cs
index 88ddfe6b..c4619577 100644
--- a/src/SMAPI.Mods.ConsoleCommands/Framework/ItemRepository.cs
+++ b/src/SMAPI.Mods.ConsoleCommands/Framework/ItemRepository.cs
@@ -104,12 +104,18 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework
// weapons
if (ShouldGet(ItemType.Weapon))
{
- foreach (int id in this.TryLoad<int, string>("Data\\weapons").Keys)
+ Dictionary<int, string> weaponsData = this.TryLoad<int, string>("Data\\weapons");
+ foreach (KeyValuePair<int, string> pair in weaponsData)
{
- yield return this.TryCreate(ItemType.Weapon, id, p => p.ID is >= 32 and <= 34
- ? new Slingshot(p.ID)
- : new MeleeWeapon(p.ID)
- );
+ string rawFields = pair.Value;
+ yield return this.TryCreate(ItemType.Weapon, pair.Key, p =>
+ {
+ string[] fields = rawFields.Split('/');
+ bool isSlingshot = fields.Length > 8 && fields[8] == "4";
+ return isSlingshot
+ ? new Slingshot(p.ID)
+ : new MeleeWeapon(p.ID);
+ });
}
}
diff --git a/src/SMAPI.Mods.ConsoleCommands/manifest.json b/src/SMAPI.Mods.ConsoleCommands/manifest.json
index 0afb5837..6ababef0 100644
--- a/src/SMAPI.Mods.ConsoleCommands/manifest.json
+++ b/src/SMAPI.Mods.ConsoleCommands/manifest.json
@@ -1,9 +1,9 @@
{
"Name": "Console Commands",
"Author": "SMAPI",
- "Version": "3.18.1",
+ "Version": "3.18.2",
"Description": "Adds SMAPI console commands that let you manipulate the game.",
"UniqueID": "SMAPI.ConsoleCommands",
"EntryDll": "ConsoleCommands.dll",
- "MinimumApiVersion": "3.18.1"
+ "MinimumApiVersion": "3.18.2"
}
diff --git a/src/SMAPI.Mods.ErrorHandler/manifest.json b/src/SMAPI.Mods.ErrorHandler/manifest.json
index fe802d88..82630479 100644
--- a/src/SMAPI.Mods.ErrorHandler/manifest.json
+++ b/src/SMAPI.Mods.ErrorHandler/manifest.json
@@ -1,9 +1,9 @@
{
"Name": "Error Handler",
"Author": "SMAPI",
- "Version": "3.18.1",
+ "Version": "3.18.2",
"Description": "Handles some common vanilla errors to log more useful info or avoid breaking the game.",
"UniqueID": "SMAPI.ErrorHandler",
"EntryDll": "ErrorHandler.dll",
- "MinimumApiVersion": "3.18.1"
+ "MinimumApiVersion": "3.18.2"
}
diff --git a/src/SMAPI.Mods.SaveBackup/ModEntry.cs b/src/SMAPI.Mods.SaveBackup/ModEntry.cs
index a79c092f..8a22a5f3 100644
--- a/src/SMAPI.Mods.SaveBackup/ModEntry.cs
+++ b/src/SMAPI.Mods.SaveBackup/ModEntry.cs
@@ -1,10 +1,8 @@
using System;
-using System.Diagnostics;
using System.Diagnostics.CodeAnalysis;
using System.IO;
using System.IO.Compression;
using System.Linq;
-using System.Reflection;
using System.Threading.Tasks;
using StardewValley;
@@ -81,7 +79,7 @@ namespace StardewModdingAPI.Mods.SaveBackup
}
// compress backup if possible
- if (!this.TryCompress(fallbackDir.FullName, targetFile, out Exception? compressError))
+ if (!this.TryCompressDir(fallbackDir.FullName, targetFile, out Exception? compressError))
{
this.Monitor.Log(Constants.TargetPlatform != GamePlatform.Android
? $"Backed up to {fallbackDir.FullName}." // expected to fail on Android
@@ -136,19 +134,16 @@ namespace StardewModdingAPI.Mods.SaveBackup
}
}
- /// <summary>Create a zip using the best available method.</summary>
- /// <param name="sourcePath">The file or directory path to zip.</param>
+ /// <summary>Try to create a compressed zip file for a directory.</summary>
+ /// <param name="sourcePath">The directory path to zip.</param>
/// <param name="destination">The destination file to create.</param>
/// <param name="error">The error which occurred trying to compress, if applicable. This is <see cref="NotSupportedException"/> if compression isn't supported on this platform.</param>
/// <returns>Returns whether compression succeeded.</returns>
- private bool TryCompress(string sourcePath, FileInfo destination, [NotNullWhen(false)] out Exception? error)
+ private bool TryCompressDir(string sourcePath, FileInfo destination, [NotNullWhen(false)] out Exception? error)
{
try
{
- if (Constants.TargetPlatform == GamePlatform.Mac)
- this.CompressUsingMacProcess(sourcePath, destination); // due to limitations with the bundled Mono on macOS, we can't reference System.IO.Compression
- else
- this.CompressUsingNetFramework(sourcePath, destination);
+ ZipFile.CreateFromDirectory(sourcePath, destination.FullName, CompressionLevel.Fastest, false);
error = null;
return true;
@@ -160,48 +155,6 @@ namespace StardewModdingAPI.Mods.SaveBackup
}
}
- /// <summary>Create a zip using the .NET compression library.</summary>
- /// <param name="sourcePath">The file or directory path to zip.</param>
- /// <param name="destination">The destination file to create.</param>
- /// <exception cref="NotSupportedException">The compression libraries aren't available on this system.</exception>
- private void CompressUsingNetFramework(string sourcePath, FileInfo destination)
- {
- // get compress method
- MethodInfo createFromDirectory;
- try
- {
- // create compressed backup
- Assembly coreAssembly = Assembly.Load("System.IO.Compression, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089");
- Assembly fsAssembly = Assembly.Load("System.IO.Compression.FileSystem, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089");
- Type compressionLevelType = coreAssembly.GetType("System.IO.Compression.CompressionLevel") ?? throw new InvalidOperationException("Can't load CompressionLevel type.");
- Type zipFileType = fsAssembly.GetType("System.IO.Compression.ZipFile") ?? throw new InvalidOperationException("Can't load ZipFile type.");
- createFromDirectory = zipFileType.GetMethod("CreateFromDirectory", new[] { typeof(string), typeof(string), compressionLevelType, typeof(bool) }) ?? throw new InvalidOperationException("Can't load ZipFile.CreateFromDirectory method.");
- }
- catch (Exception ex)
- {
- throw new NotSupportedException("Couldn't load the .NET compression libraries on this system.", ex);
- }
-
- // compress file
- createFromDirectory.Invoke(null, new object[] { sourcePath, destination.FullName, CompressionLevel.Fastest, false });
- }
-
- /// <summary>Create a zip using a process command on macOS.</summary>
- /// <param name="sourcePath">The file or directory path to zip.</param>
- /// <param name="destination">The destination file to create.</param>
- private void CompressUsingMacProcess(string sourcePath, FileInfo destination)
- {
- DirectoryInfo saveFolder = new(sourcePath);
- ProcessStartInfo startInfo = new()
- {
- FileName = "zip",
- Arguments = $"-rq \"{destination.FullName}\" \"{saveFolder.Name}\" -x \"*.DS_Store\" -x \"__MACOSX\"",
- WorkingDirectory = $"{saveFolder.FullName}/../",
- CreateNoWindow = true
- };
- new Process { StartInfo = startInfo }.Start();
- }
-
/// <summary>Recursively copy a directory or file.</summary>
/// <param name="source">The file or folder to copy.</param>
/// <param name="targetFolder">The folder to copy into.</param>
diff --git a/src/SMAPI.Mods.SaveBackup/manifest.json b/src/SMAPI.Mods.SaveBackup/manifest.json
index 9a587a2b..e29a3ed3 100644
--- a/src/SMAPI.Mods.SaveBackup/manifest.json
+++ b/src/SMAPI.Mods.SaveBackup/manifest.json
@@ -1,9 +1,9 @@
{
"Name": "Save Backup",
"Author": "SMAPI",
- "Version": "3.18.1",
+ "Version": "3.18.2",
"Description": "Automatically backs up all your saves once per day into its folder.",
"UniqueID": "SMAPI.SaveBackup",
"EntryDll": "SaveBackup.dll",
- "MinimumApiVersion": "3.18.1"
+ "MinimumApiVersion": "3.18.2"
}
diff --git a/src/SMAPI.Tests/SMAPI.Tests.csproj b/src/SMAPI.Tests/SMAPI.Tests.csproj
index 597cd7dd..0b1fb638 100644
--- a/src/SMAPI.Tests/SMAPI.Tests.csproj
+++ b/src/SMAPI.Tests/SMAPI.Tests.csproj
@@ -14,12 +14,12 @@
</ItemGroup>
<ItemGroup>
- <PackageReference Include="FluentAssertions" Version="6.7.0" />
- <PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.2.0" />
- <PackageReference Include="Moq" Version="4.18.1" />
- <PackageReference Include="Newtonsoft.Json" Version="13.0.1" />
+ <PackageReference Include="FluentAssertions" Version="6.8.0" />
+ <PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.4.1" />
+ <PackageReference Include="Moq" Version="4.18.4" />
+ <PackageReference Include="Newtonsoft.Json" Version="13.0.2" />
<PackageReference Include="NUnit" Version="3.13.3" />
- <PackageReference Include="NUnit3TestAdapter" Version="4.2.1" PrivateAssets="all" IncludeAssets="runtime; build; native; contentfiles; analyzers; buildtransitive" />
+ <PackageReference Include="NUnit3TestAdapter" Version="4.3.1" PrivateAssets="all" IncludeAssets="runtime; build; native; contentfiles; analyzers; buildtransitive" />
</ItemGroup>
<ItemGroup>
diff --git a/src/SMAPI.Toolkit/SMAPI.Toolkit.csproj b/src/SMAPI.Toolkit/SMAPI.Toolkit.csproj
index 10f1df70..9529241f 100644
--- a/src/SMAPI.Toolkit/SMAPI.Toolkit.csproj
+++ b/src/SMAPI.Toolkit/SMAPI.Toolkit.csproj
@@ -9,8 +9,8 @@
<Import Project="..\..\build\common.targets" />
<ItemGroup>
- <PackageReference Include="HtmlAgilityPack" Version="1.11.43" />
- <PackageReference Include="Newtonsoft.Json" Version="13.0.1" />
+ <PackageReference Include="HtmlAgilityPack" Version="1.11.46" />
+ <PackageReference Include="Newtonsoft.Json" Version="13.0.2" />
<PackageReference Include="Pathoschild.Http.FluentClient" Version="4.2.0" />
<PackageReference Include="System.Management" Version="5.0.0" Condition="'$(OS)' == 'Windows_NT'" />
<PackageReference Include="Microsoft.Win32.Registry" Version="5.0.0" Condition="'$(OS)' == 'Windows_NT'" />
diff --git a/src/SMAPI.Web/SMAPI.Web.csproj b/src/SMAPI.Web/SMAPI.Web.csproj
index 81b187fe..1c0e4e42 100644
--- a/src/SMAPI.Web/SMAPI.Web.csproj
+++ b/src/SMAPI.Web/SMAPI.Web.csproj
@@ -2,7 +2,7 @@
<PropertyGroup>
<AssemblyName>SMAPI.Web</AssemblyName>
<RootNamespace>StardewModdingAPI.Web</RootNamespace>
- <TargetFramework>net6.0</TargetFramework>
+ <TargetFramework>net7.0</TargetFramework>
<LangVersion>latest</LangVersion>
</PropertyGroup>
@@ -15,14 +15,14 @@
</ItemGroup>
<ItemGroup>
- <PackageReference Include="Azure.Storage.Blobs" Version="12.13.0" />
- <PackageReference Include="Hangfire.AspNetCore" Version="1.7.29" />
+ <PackageReference Include="Azure.Storage.Blobs" Version="12.14.1" />
+ <PackageReference Include="Hangfire.AspNetCore" Version="1.7.32" />
<PackageReference Include="Hangfire.MemoryStorage" Version="1.7.0" />
- <PackageReference Include="HtmlAgilityPack" Version="1.11.43" />
+ <PackageReference Include="HtmlAgilityPack" Version="1.11.46" />
<PackageReference Include="Humanizer.Core" Version="2.14.1" />
- <PackageReference Include="JetBrains.Annotations" Version="2022.1.0" />
- <PackageReference Include="Markdig" Version="0.30.2" />
- <PackageReference Include="Microsoft.AspNetCore.Mvc.NewtonsoftJson" Version="6.0.5" />
+ <PackageReference Include="JetBrains.Annotations" Version="2022.3.1" />
+ <PackageReference Include="Markdig" Version="0.30.4" />
+ <PackageReference Include="Microsoft.AspNetCore.Mvc.NewtonsoftJson" Version="7.0.1" />
<PackageReference Include="Newtonsoft.Json.Schema" Version="3.0.14" />
<PackageReference Include="Pathoschild.FluentNexus" Version="1.0.5" />
<PackageReference Include="Pathoschild.Http.FluentClient" Version="4.2.0" />
diff --git a/src/SMAPI/Constants.cs b/src/SMAPI/Constants.cs
index c5058e4b..482ec816 100644
--- a/src/SMAPI/Constants.cs
+++ b/src/SMAPI/Constants.cs
@@ -52,7 +52,7 @@ namespace StardewModdingAPI
internal static int? LogScreenId { get; set; }
/// <summary>SMAPI's current raw semantic version.</summary>
- internal static string RawApiVersion = "3.18.1";
+ internal static string RawApiVersion = "3.18.2";
}
/// <summary>Contains SMAPI's constants and assumptions.</summary>
diff --git a/src/SMAPI/Framework/SCore.cs b/src/SMAPI/Framework/SCore.cs
index c977ad65..1d146d5f 100644
--- a/src/SMAPI/Framework/SCore.cs
+++ b/src/SMAPI/Framework/SCore.cs
@@ -258,7 +258,11 @@ namespace StardewModdingAPI.Framework
monitor: this.Monitor,
reflection: this.Reflection,
eventManager: this.EventManager,
- modHooks: new SModHooks(this.OnNewDayAfterFade, this.Monitor),
+ modHooks: new SModHooks(
+ parent: new ModHooks(),
+ beforeNewDayAfterFade: this.OnNewDayAfterFade,
+ monitor: this.Monitor
+ ),
multiplayer: this.Multiplayer,
exitGameImmediately: this.ExitGameImmediately,
@@ -1795,7 +1799,7 @@ namespace StardewModdingAPI.Framework
// call entry method
try
{
- mod.Entry(mod.Helper!);
+ mod.Entry(mod.Helper);
}
catch (Exception ex)
{
@@ -1822,7 +1826,7 @@ namespace StardewModdingAPI.Framework
}
// validate mod doesn't implement both GetApi() and GetApi(mod)
- if (metadata.Api != null && mod.GetType().GetMethod(nameof(Mod.GetApi), new Type[] { typeof(IModInfo) })!.DeclaringType != typeof(Mod))
+ if (metadata.Api != null && mod.GetType().GetMethod(nameof(Mod.GetApi), new[] { typeof(IModInfo) })!.DeclaringType != typeof(Mod))
metadata.LogAsMod($"Mod implements both {nameof(Mod.GetApi)}() and {nameof(Mod.GetApi)}({nameof(IModInfo)}), which isn't allowed. The latter will be ignored.", LogLevel.Error);
}
Context.HeuristicModsRunningCode.TryPop(out _);
diff --git a/src/SMAPI/Framework/SModHooks.cs b/src/SMAPI/Framework/SModHooks.cs
index a7736c8b..ac4f242c 100644
--- a/src/SMAPI/Framework/SModHooks.cs
+++ b/src/SMAPI/Framework/SModHooks.cs
@@ -1,11 +1,12 @@
using System;
using System.Threading.Tasks;
+using StardewModdingAPI.Utilities;
using StardewValley;
namespace StardewModdingAPI.Framework
{
/// <summary>Invokes callbacks for mod hooks provided by the game.</summary>
- internal class SModHooks : ModHooks
+ internal class SModHooks : DelegatingModHooks
{
/*********
** Fields
@@ -21,25 +22,24 @@ namespace StardewModdingAPI.Framework
** Public methods
*********/
/// <summary>Construct an instance.</summary>
+ /// <param name="parent">The underlying hooks to call by default.</param>
/// <param name="beforeNewDayAfterFade">A callback to invoke before <see cref="Game1.newDayAfterFade"/> runs.</param>
/// <param name="monitor">Writes messages to the console.</param>
- public SModHooks(Action beforeNewDayAfterFade, IMonitor monitor)
+ public SModHooks(ModHooks parent, Action beforeNewDayAfterFade, IMonitor monitor)
+ : base(parent)
{
this.BeforeNewDayAfterFade = beforeNewDayAfterFade;
this.Monitor = monitor;
}
- /// <summary>A hook invoked when <see cref="Game1.newDayAfterFade"/> is called.</summary>
- /// <param name="action">The vanilla <see cref="Game1.newDayAfterFade"/> logic.</param>
+ /// <inheritdoc />
public override void OnGame1_NewDayAfterFade(Action action)
{
this.BeforeNewDayAfterFade();
action();
}
- /// <summary>Start an asynchronous task for the game.</summary>
- /// <param name="task">The task to start.</param>
- /// <param name="id">A unique key which identifies the task.</param>
+ /// <inheritdoc />
public override Task StartTask(Task task, string id)
{
this.Monitor.Log($"Synchronizing '{id}' task...");
@@ -48,9 +48,7 @@ namespace StardewModdingAPI.Framework
return task;
}
- /// <summary>Start an asynchronous task for the game.</summary>
- /// <param name="task">The task to start.</param>
- /// <param name="id">A unique key which identifies the task.</param>
+ /// <inheritdoc />
public override Task<T> StartTask<T>(Task<T> task, string id)
{
this.Monitor.Log($"Synchronizing '{id}' task...");
diff --git a/src/SMAPI/SMAPI.csproj b/src/SMAPI/SMAPI.csproj
index e5d8937c..59ad47f0 100644
--- a/src/SMAPI/SMAPI.csproj
+++ b/src/SMAPI/SMAPI.csproj
@@ -22,12 +22,12 @@
<Import Project="..\..\build\common.targets" />
<ItemGroup>
- <PackageReference Include="LargeAddressAware" Version="1.0.5" />
+ <PackageReference Include="LargeAddressAware" Version="1.0.6" />
<PackageReference Include="Mono.Cecil" Version="0.11.4" />
<PackageReference Include="MonoMod.Common" Version="22.3.5.1" />
- <PackageReference Include="Newtonsoft.Json" Version="13.0.1" />
+ <PackageReference Include="Newtonsoft.Json" Version="13.0.2" />
<PackageReference Include="Pathoschild.Http.FluentClient" Version="4.2.0" />
- <PackageReference Include="Pintail" Version="2.2.1" />
+ <PackageReference Include="Pintail" Version="2.2.2" />
<PackageReference Include="Platonymous.TMXTile" Version="1.5.9" />
<PackageReference Include="System.Reflection.Emit" Version="4.7.0" />
diff --git a/src/SMAPI/Utilities/DelegatingModHooks.cs b/src/SMAPI/Utilities/DelegatingModHooks.cs
new file mode 100644
index 00000000..3ebcf997
--- /dev/null
+++ b/src/SMAPI/Utilities/DelegatingModHooks.cs
@@ -0,0 +1,137 @@
+using System;
+using System.Threading.Tasks;
+using Microsoft.Xna.Framework.Input;
+using StardewModdingAPI.Events;
+using StardewModdingAPI.Framework;
+using StardewValley;
+using StardewValley.Events;
+
+namespace StardewModdingAPI.Utilities
+{
+ /// <summary>An implementation of <see cref="ModHooks"/> which automatically calls the parent instance for any method that's not overridden.</summary>
+ /// <remarks>The mod hooks are primarily meant for SMAPI to use. Using this directly in mods is a last resort, since it's very easy to break SMAPI this way. This class requires that SMAPI is present in the parent chain.</remarks>
+ public class DelegatingModHooks : ModHooks
+ {
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>The underlying instance to delegate to by default.</summary>
+ public ModHooks Parent { get; }
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="modHooks">The underlying instance to delegate to by default.</param>
+ public DelegatingModHooks(ModHooks modHooks)
+ {
+ this.AssertSmapiInChain(modHooks);
+
+ this.Parent = modHooks;
+ }
+
+ /// <summary>Raised before the in-game clock changes.</summary>
+ /// <param name="action">Run the vanilla update logic.</param>
+ /// <remarks>In mods, consider using <see cref="IGameLoopEvents.TimeChanged"/> instead.</remarks>
+ public override void OnGame1_PerformTenMinuteClockUpdate(Action action)
+ {
+ this.Parent.OnGame1_PerformTenMinuteClockUpdate(action);
+ }
+
+ /// <summary>Raised before initializing the new day and saving.</summary>
+ /// <param name="action">Run the vanilla update logic.</param>
+ /// <remarks>In mods, consider using <see cref="IGameLoopEvents.DayEnding"/> or <see cref="IGameLoopEvents.Saving"/> instead.</remarks>
+ public override void OnGame1_NewDayAfterFade(Action action)
+ {
+ this.Parent.OnGame1_NewDayAfterFade(action);
+ }
+
+ /// <summary>Raised before showing the end-of-day menus (e.g. shipping menus, level-up screen, etc).</summary>
+ /// <param name="action">Run the vanilla update logic.</param>
+ public override void OnGame1_ShowEndOfNightStuff(Action action)
+ {
+ this.Parent.OnGame1_ShowEndOfNightStuff(action);
+ }
+
+ /// <summary>Raised before updating the gamepad, mouse, and keyboard input state.</summary>
+ /// <param name="keyboardState">The keyboard state.</param>
+ /// <param name="mouseState">The mouse state.</param>
+ /// <param name="gamePadState">The gamepad state.</param>
+ /// <param name="action">Run the vanilla update logic.</param>
+ /// <remarks>In mods, consider using <see cref="IInputEvents"/> instead.</remarks>
+ public override void OnGame1_UpdateControlInput(ref KeyboardState keyboardState, ref MouseState mouseState, ref GamePadState gamePadState, Action action)
+ {
+ this.Parent.OnGame1_UpdateControlInput(ref keyboardState, ref mouseState, ref gamePadState, action);
+ }
+
+ /// <summary>Raised before a location is updated for the local player entering it.</summary>
+ /// <param name="location">The location that will be updated.</param>
+ /// <param name="action">Run the vanilla update logic.</param>
+ /// <remarks>In mods, consider using <see cref="IPlayerEvents.Warped"/> instead.</remarks>
+ public override void OnGameLocation_ResetForPlayerEntry(GameLocation location, Action action)
+ {
+ this.Parent.OnGameLocation_ResetForPlayerEntry(location, action);
+ }
+
+ /// <summary>Raised before the game checks for an action to trigger for a player interaction with a tile.</summary>
+ /// <param name="location">The location being checked.</param>
+ /// <param name="tileLocation">The tile position being checked.</param>
+ /// <param name="viewport">The game's current position and size within the map, measured in pixels.</param>
+ /// <param name="who">The player interacting with the tile.</param>
+ /// <param name="action">Run the vanilla update logic.</param>
+ /// <returns>Returns whether the interaction was handled.</returns>
+ public override bool OnGameLocation_CheckAction(GameLocation location, xTile.Dimensions.Location tileLocation, xTile.Dimensions.Rectangle viewport, Farmer who, Func<bool> action)
+ {
+ return this.Parent.OnGameLocation_CheckAction(location, tileLocation, viewport, who, action);
+ }
+
+ /// <summary>Raised before the game picks a night event to show on the farm after the player sleeps.</summary>
+ /// <param name="action">Run the vanilla update logic.</param>
+ /// <returns>Returns the selected farm event.</returns>
+ public override FarmEvent OnUtility_PickFarmEvent(Func<FarmEvent> action)
+ {
+ return this.Parent.OnUtility_PickFarmEvent(action);
+ }
+
+ /// <summary>Start an asynchronous task for the game.</summary>
+ /// <param name="task">The task to start.</param>
+ /// <param name="id">A unique key which identifies the task.</param>
+ public override Task StartTask(Task task, string id)
+ {
+ return this.Parent.StartTask(task, id);
+ }
+
+ /// <summary>Start an asynchronous task for the game.</summary>
+ /// <typeparam name="T">The type returned by the task when it completes.</typeparam>
+ /// <param name="task">The task to start.</param>
+ /// <param name="id">A unique key which identifies the task.</param>
+ public override Task<T> StartTask<T>(Task<T> task, string id)
+ {
+ return this.Parent.StartTask<T>(task, id);
+ }
+
+
+ /*********
+ ** Private methods
+ *********/
+ /// <summary>Assert that SMAPI's mod hook implementation is in the inheritance chain.</summary>
+ /// <param name="hooks">The mod hooks to check.</param>
+ private void AssertSmapiInChain(ModHooks hooks)
+ {
+ // this is SMAPI
+ if (this is SModHooks)
+ return;
+
+ // SMAPI in delegated chain
+ for (ModHooks? cur = hooks; cur != null; cur = (cur as DelegatingModHooks)?.Parent)
+ {
+ if (cur is SModHooks)
+ return;
+ }
+
+ // SMAPI not found
+ throw new InvalidOperationException($"Can't create a {nameof(DelegatingModHooks)} instance without SMAPI's mod hooks in the parent chain.");
+ }
+ }
+}