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authorJesse Plamondon-Willard <github@jplamondonw.com>2017-05-14 22:04:32 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2017-05-14 22:04:32 -0400
commitfec67fe6fd50f8ac310c55cd4f5bded02d731127 (patch)
tree9276b8599bd8477a8537d554e75e6ba4cbc35a8a
parent17ff230d8e7f7879337011babba4f65fae5d9bf8 (diff)
downloadSMAPI-fec67fe6fd50f8ac310c55cd4f5bded02d731127.tar.gz
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fix world/player events being raised when the player loads a save due to values being initialised
-rw-r--r--release-notes.md1
-rw-r--r--src/StardewModdingAPI/Framework/SGame.cs165
2 files changed, 72 insertions, 94 deletions
diff --git a/release-notes.md b/release-notes.md
index 0a10f57b..261637aa 100644
--- a/release-notes.md
+++ b/release-notes.md
@@ -57,6 +57,7 @@ For mod developers:
* Added a content API which loads custom textures/maps/data from the mod's folder (`.xnb` or `.png` format) or game content.
* `Console.Out` messages are now written to the log file.
* `Monitor.ExitGameImmediately` now aborts SMAPI initialisation and events more quickly.
+* Fixed value-changed events being raised when the player loads a save due to values being initialised.
## 1.10
See [log](https://github.com/Pathoschild/SMAPI/compare/1.9...1.10).
diff --git a/src/StardewModdingAPI/Framework/SGame.cs b/src/StardewModdingAPI/Framework/SGame.cs
index 7ee72af2..f318517d 100644
--- a/src/StardewModdingAPI/Framework/SGame.cs
+++ b/src/StardewModdingAPI/Framework/SGame.cs
@@ -90,6 +90,9 @@ namespace StardewModdingAPI.Framework
/// <summary>The keys that just entered the up state.</summary>
private Keys[] FrameReleasedKeys => this.PreviouslyPressedKeys.Except(this.CurrentlyPressedKeys).ToArray();
+ /// <summary>The previous save ID at last check.</summary>
+ private ulong PreviousSaveID;
+
/// <summary>A hash of <see cref="Game1.locations"/> at last check.</summary>
private int PreviousGameLocations;
@@ -420,107 +423,81 @@ namespace StardewModdingAPI.Framework
*********/
if (this.IsWorldReady)
{
- // raise location list changed
- if (this.GetHash(Game1.locations) != this.PreviousGameLocations)
- {
- LocationEvents.InvokeLocationsChanged(this.Monitor, Game1.locations);
- this.PreviousGameLocations = this.GetHash(Game1.locations);
- }
-
- // raise current location changed
- if (Game1.currentLocation != this.PreviousGameLocation)
- {
- if (this.VerboseLogging)
- this.Monitor.Log($"Context: set location to {Game1.currentLocation?.Name ?? "(none)"}.", LogLevel.Trace);
- LocationEvents.InvokeCurrentLocationChanged(this.Monitor, this.PreviousGameLocation, Game1.currentLocation);
- this.PreviousGameLocation = Game1.currentLocation;
- }
-
- // raise player changed
- if (Game1.player != this.PreviousFarmer)
- {
- PlayerEvents.InvokeFarmerChanged(this.Monitor, this.PreviousFarmer, Game1.player);
- this.PreviousFarmer = Game1.player;
- }
-
- // raise player leveled up a skill
- if (Game1.player.combatLevel != this.PreviousCombatLevel)
- {
- PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Combat, Game1.player.combatLevel);
- this.PreviousCombatLevel = Game1.player.combatLevel;
- }
- if (Game1.player.farmingLevel != this.PreviousFarmingLevel)
- {
- PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Farming, Game1.player.farmingLevel);
- this.PreviousFarmingLevel = Game1.player.farmingLevel;
- }
- if (Game1.player.fishingLevel != this.PreviousFishingLevel)
- {
- PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Fishing, Game1.player.fishingLevel);
- this.PreviousFishingLevel = Game1.player.fishingLevel;
- }
- if (Game1.player.foragingLevel != this.PreviousForagingLevel)
- {
- PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Foraging, Game1.player.foragingLevel);
- this.PreviousForagingLevel = Game1.player.foragingLevel;
- }
- if (Game1.player.miningLevel != this.PreviousMiningLevel)
- {
- PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Mining, Game1.player.miningLevel);
- this.PreviousMiningLevel = Game1.player.miningLevel;
- }
- if (Game1.player.luckLevel != this.PreviousLuckLevel)
+ // raise events (only when something changes, not on the initial load)
+ if (Game1.uniqueIDForThisGame == this.PreviousSaveID)
{
- PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Luck, Game1.player.luckLevel);
- this.PreviousLuckLevel = Game1.player.luckLevel;
- }
-
- // raise player inventory changed
- ItemStackChange[] changedItems = this.GetInventoryChanges(Game1.player.items, this.PreviousItems).ToArray();
- if (changedItems.Any())
- {
- PlayerEvents.InvokeInventoryChanged(this.Monitor, Game1.player.items, changedItems);
- this.PreviousItems = Game1.player.items.Where(n => n != null).ToDictionary(n => n, n => n.Stack);
- }
+ // raise location list changed
+ if (this.GetHash(Game1.locations) != this.PreviousGameLocations)
+ LocationEvents.InvokeLocationsChanged(this.Monitor, Game1.locations);
- // raise current location's object list changed
- {
- int? objectHash = Game1.currentLocation?.objects != null ? this.GetHash(Game1.currentLocation.objects) : (int?)null;
- if (objectHash != null && this.PreviousLocationObjects != objectHash)
+ // raise current location changed
+ if (Game1.currentLocation != this.PreviousGameLocation)
{
- LocationEvents.InvokeOnNewLocationObject(this.Monitor, Game1.currentLocation.objects);
- this.PreviousLocationObjects = objectHash.Value;
+ if (this.VerboseLogging)
+ this.Monitor.Log($"Context: set location to {Game1.currentLocation?.Name ?? "(none)"}.", LogLevel.Trace);
+ LocationEvents.InvokeCurrentLocationChanged(this.Monitor, this.PreviousGameLocation, Game1.currentLocation);
}
- }
- // raise time changed
- if (Game1.timeOfDay != this.PreviousTime)
- {
- TimeEvents.InvokeTimeOfDayChanged(this.Monitor, this.PreviousTime, Game1.timeOfDay);
- this.PreviousTime = Game1.timeOfDay;
- }
- if (Game1.dayOfMonth != this.PreviousDay)
- {
- TimeEvents.InvokeDayOfMonthChanged(this.Monitor, this.PreviousDay, Game1.dayOfMonth);
- this.PreviousDay = Game1.dayOfMonth;
- }
- if (Game1.currentSeason != this.PreviousSeason)
- {
- TimeEvents.InvokeSeasonOfYearChanged(this.Monitor, this.PreviousSeason, Game1.currentSeason);
- this.PreviousSeason = Game1.currentSeason;
- }
- if (Game1.year != this.PreviousYear)
- {
- TimeEvents.InvokeYearOfGameChanged(this.Monitor, this.PreviousYear, Game1.year);
- this.PreviousYear = Game1.year;
- }
+ // raise player changed
+ if (Game1.player != this.PreviousFarmer)
+ PlayerEvents.InvokeFarmerChanged(this.Monitor, this.PreviousFarmer, Game1.player);
+
+ // raise player leveled up a skill
+ if (Game1.player.combatLevel != this.PreviousCombatLevel)
+ PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Combat, Game1.player.combatLevel);
+ if (Game1.player.farmingLevel != this.PreviousFarmingLevel)
+ PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Farming, Game1.player.farmingLevel);
+ if (Game1.player.fishingLevel != this.PreviousFishingLevel)
+ PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Fishing, Game1.player.fishingLevel);
+ if (Game1.player.foragingLevel != this.PreviousForagingLevel)
+ PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Foraging, Game1.player.foragingLevel);
+ if (Game1.player.miningLevel != this.PreviousMiningLevel)
+ PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Mining, Game1.player.miningLevel);
+ if (Game1.player.luckLevel != this.PreviousLuckLevel)
+ PlayerEvents.InvokeLeveledUp(this.Monitor, EventArgsLevelUp.LevelType.Luck, Game1.player.luckLevel);
+
+ // raise player inventory changed
+ ItemStackChange[] changedItems = this.GetInventoryChanges(Game1.player.items, this.PreviousItems).ToArray();
+ if (changedItems.Any())
+ PlayerEvents.InvokeInventoryChanged(this.Monitor, Game1.player.items, changedItems);
+
+ // raise current location's object list changed
+ if (this.GetHash(Game1.currentLocation.objects) != this.PreviousLocationObjects)
+ LocationEvents.InvokeOnNewLocationObject(this.Monitor, Game1.currentLocation.objects);
- // raise mine level changed
- if (Game1.mine != null && Game1.mine.mineLevel != this.PreviousMineLevel)
- {
- MineEvents.InvokeMineLevelChanged(this.Monitor, this.PreviousMineLevel, Game1.mine.mineLevel);
- this.PreviousMineLevel = Game1.mine.mineLevel;
+ // raise time changed
+ if (Game1.timeOfDay != this.PreviousTime)
+ TimeEvents.InvokeTimeOfDayChanged(this.Monitor, this.PreviousTime, Game1.timeOfDay);
+ if (Game1.dayOfMonth != this.PreviousDay)
+ TimeEvents.InvokeDayOfMonthChanged(this.Monitor, this.PreviousDay, Game1.dayOfMonth);
+ if (Game1.currentSeason != this.PreviousSeason)
+ TimeEvents.InvokeSeasonOfYearChanged(this.Monitor, this.PreviousSeason, Game1.currentSeason);
+ if (Game1.year != this.PreviousYear)
+ TimeEvents.InvokeYearOfGameChanged(this.Monitor, this.PreviousYear, Game1.year);
+
+ // raise mine level changed
+ if (Game1.mine != null && Game1.mine.mineLevel != this.PreviousMineLevel)
+ MineEvents.InvokeMineLevelChanged(this.Monitor, this.PreviousMineLevel, Game1.mine.mineLevel);
}
+
+ // update state
+ this.PreviousGameLocations = this.GetHash(Game1.locations);
+ this.PreviousGameLocation = Game1.currentLocation;
+ this.PreviousFarmer = Game1.player;
+ this.PreviousCombatLevel = Game1.player.combatLevel;
+ this.PreviousFarmingLevel = Game1.player.farmingLevel;
+ this.PreviousFishingLevel = Game1.player.fishingLevel;
+ this.PreviousForagingLevel = Game1.player.foragingLevel;
+ this.PreviousMiningLevel = Game1.player.miningLevel;
+ this.PreviousLuckLevel = Game1.player.luckLevel;
+ this.PreviousItems = Game1.player.items.Where(n => n != null).ToDictionary(n => n, n => n.Stack);
+ this.PreviousLocationObjects = this.GetHash(Game1.currentLocation.objects);
+ this.PreviousTime = Game1.timeOfDay;
+ this.PreviousDay = Game1.dayOfMonth;
+ this.PreviousSeason = Game1.currentSeason;
+ this.PreviousYear = Game1.year;
+ this.PreviousMineLevel = Game1.mine.mineLevel;
+ this.PreviousSaveID = Game1.uniqueIDForThisGame;
}
/*********