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authorJames Finlay <jtfinlay@ualberta.ca>2016-03-06 12:19:59 -0800
committerJames Finlay <jtfinlay@ualberta.ca>2016-03-06 12:19:59 -0800
commit65c7c9b733bf6c6122ea591bba789a914dbd404d (patch)
tree0ad74264a0a5b10e7b8af738c0e5bedf689303ee /StardewModdingAPI/Program.cs
parent0e24d862a96da0a3fe6e7f74ed381fc6f05541a0 (diff)
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Basic refactor of Main
- Moved sections of Main out into: ConfigureUI, ConfigurePaths, ConfigureInjector, ConfigureSDV, GameRunInvoker
Diffstat (limited to 'StardewModdingAPI/Program.cs')
-rw-r--r--StardewModdingAPI/Program.cs207
1 files changed, 120 insertions, 87 deletions
diff --git a/StardewModdingAPI/Program.cs b/StardewModdingAPI/Program.cs
index 28073135..900c4889 100644
--- a/StardewModdingAPI/Program.cs
+++ b/StardewModdingAPI/Program.cs
@@ -18,10 +18,11 @@ namespace StardewModdingAPI
{
public class Program
{
+ private static List<string> _modPaths;
+ private static List<string> _modContentPaths;
+
public static string ExecutionPath { get; private set; }
- public static string DataPath = Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley"));
- public static List<string> ModPaths = new List<string>();
- public static List<string> ModContentPaths = new List<string>();
+ public static string DataPath = Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley"));
public static string LogPath = Path.Combine(Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley")), "ErrorLogs");
public static Texture2D DebugPixel { get; private set; }
@@ -37,86 +38,99 @@ namespace StardewModdingAPI
public static Thread gameThread;
public static Thread consoleInputThread;
- public const string Version = "0.36 Alpha";
+ private const string _version = "0.36 Alpha";
+ private static string _consoleTitle = string.Format("Stardew Modding API Console - Version {0}", _version);
public static bool StardewInjectorLoaded { get; private set; }
public static Mod StardewInjectorMod { get; private set; }
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ /// <summary>
+ /// Main method holding the API execution
+ /// </summary>
+ /// <param name="args"></param>
private static void Main(string[] args)
- {
- Console.Title = "Stardew Modding API Console";
+ {
+ try
+ {
+ ConfigureUI();
+ ConfigurePaths();
+ ConfigureInjector();
+ ConfigureSDV();
+
+ GameRunInvoker();
+ }
+ catch (Exception e)
+ {
+ // Catch and display all exceptions.
+ Log.Error("Critical error: " + e);
+ }
+
+ Log.Comment("The API will now terminate. Press any key to continue...");
+ Console.ReadKey();
+ }
- Console.Title += " - Version " + Version;
+ /// <summary>
+ /// Set up the console properties
+ /// </summary>
+ private static void ConfigureUI()
+ {
+ Console.Title = _consoleTitle;
+
#if DEBUG
Console.Title += " - DEBUG IS NOT FALSE, AUTHOUR NEEDS TO REUPLOAD THIS VERSION";
-#endif
+#endif
+ }
+
+ /// <summary>
+ /// Setup the required paths and logging
+ /// </summary>
+ private static void ConfigurePaths()
+ {
+ Log.Info("Validating api paths...");
+
+ _modPaths = new List<string>();
+ _modContentPaths = new List<string>();
//TODO: Have an app.config and put the paths inside it so users can define locations to load mods from
ExecutionPath = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
- ModPaths.Add(Path.Combine(Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley")), "Mods"));
- ModPaths.Add(Path.Combine(ExecutionPath, "Mods"));
- ModPaths.Add(Path.Combine(Path.Combine(ExecutionPath, "Mods"), "Content"));
- ModContentPaths.Add(Path.Combine(Path.Combine(Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley")), "Mods"), "Content"));
+ _modPaths.Add(Path.Combine(Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley")), "Mods"));
+ _modPaths.Add(Path.Combine(ExecutionPath, "Mods"));
+ _modPaths.Add(Path.Combine(Path.Combine(ExecutionPath, "Mods"), "Content"));
+ _modContentPaths.Add(Path.Combine(Path.Combine(Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley")), "Mods"), "Content"));
//Checks that all defined modpaths exist as directories
- foreach (string ModPath in ModPaths)
- {
- try
- {
- if (File.Exists(ModPath))
- File.Delete(ModPath);
- if (!Directory.Exists(ModPath))
- Directory.CreateDirectory(ModPath);
- }
- catch (Exception ex)
- {
- Log.Error("Could not create a missing ModPath: " + ModPath + "\n\n" + ex);
- }
- }
- //Same for content
- foreach (string ModContentPath in ModContentPaths)
- {
- try
- {
- if (!Directory.Exists(ModContentPath))
- Directory.CreateDirectory(ModContentPath);
- }
- catch (Exception ex)
- {
- Log.Error("Could not create a missing ModContentPath: " + ModContentPath + "\n\n" + ex);
- }
- }
- //And then make sure we have an errorlog dir
- try
- {
- if (!Directory.Exists(LogPath))
- Directory.CreateDirectory(LogPath);
- }
- catch (Exception ex)
- {
- Log.Error("Could not create the missing ErrorLogs path: " + LogPath + "\n\n" + ex);
- }
+ _modPaths.ForEach(path => VerifyPath(path));
+ _modContentPaths.ForEach(path => VerifyPath(path));
+ VerifyPath(LogPath);
- Log.Info("Initializing SDV Assembly...");
- if (!File.Exists(ExecutionPath + "\\Stardew Valley.exe"))
- {
- //If the api isn't next to SDV.exe then terminate. Though it'll crash before we even get here w/o sdv.exe. Perplexing.
- Log.Error("Could not find: " + ExecutionPath + "\\Stardew Valley.exe");
- Log.Error("The API will now terminate.");
- Console.ReadKey();
- Environment.Exit(-4);
+ Log.Initialize(LogPath);
+
+ Log.Verbose(LogPath);
+
+ if (!File.Exists(ExecutionPath + "\\Stardew Valley.exe"))
+ {
+ throw new FileNotFoundException(string.Format("Could not found: {0}\\Stardew Valley.exe", ExecutionPath));
}
-
- //Load in that assembly. Also, ignore security :D
- StardewAssembly = Assembly.UnsafeLoadFrom(ExecutionPath + "\\Stardew Valley.exe");
-
- //This will load the injector before anything else if it sees it
- //It doesn't matter though
- //I'll leave it as a feature in case anyone in the community wants to tinker with it
- //All you need is a DLL that inherits from mod and is called StardewInjector.dll with an Entry() method
- foreach (string ModPath in ModPaths)
+ }
+
+ /// <summary>
+ /// Load the injector.
+ /// </summary>
+ /// <remarks>
+ /// This will load the injector before anything else if it sees it
+ /// It doesn't matter though
+ /// I'll leave it as a feature in case anyone in the community wants to tinker with it
+ /// All you need is a DLL that inherits from mod and is called StardewInjector.dll with an Entry() method
+ /// </remarks>
+ private static void ConfigureInjector()
+ {
+ //This will load the injector before anything else if it sees it
+ //It doesn't matter though
+ //I'll leave it as a feature in case anyone in the community wants to tinker with it
+ //All you need is a DLL that inherits from mod and is called StardewInjector.dll with an Entry() method
+ foreach (string ModPath in _modPaths)
{
foreach (String s in Directory.GetFiles(ModPath, "StardewInjector.dll"))
{
@@ -145,7 +159,18 @@ namespace StardewModdingAPI
Log.Error("Failed to load mod '{0}'. Exception details:\n" + ex, s);
}
}
- }
+ }
+ }
+
+ /// <summary>
+ /// Load Stardev Valley and control features
+ /// </summary>
+ private static void ConfigureSDV()
+ {
+ Log.Info("Initializing SDV Assembly...");
+
+ // Load in that assembly. Also, ignore security :D
+ StardewAssembly = Assembly.UnsafeLoadFrom(ExecutionPath + "\\Stardew Valley.exe");
StardewProgramType = StardewAssembly.GetType("StardewValley.Program", true);
StardewGameInfo = StardewProgramType.GetField("gamePtr");
@@ -189,7 +214,7 @@ namespace StardewModdingAPI
//Change the game's version
Log.Info("Injecting New SDV Version...");
- Game1.version += "-Z_MODDED | SMAPI " + Version;
+ Game1.version += "-Z_MODDED | SMAPI " + _version;
//Create the thread for the game to run in.
gameThread = new Thread(RunGame);
@@ -234,13 +259,19 @@ namespace StardewModdingAPI
gamePtr.IsMouseVisible = false;
gamePtr.Window.Title = "Stardew Valley - Version " + Game1.version;
StardewForm.Resize += Events.GraphicsEvents.InvokeResize;
- });
+ });
+ }
+ /// <summary>
+ /// Wrap the 'RunGame' method for console output
+ /// </summary>
+ private static void GameRunInvoker()
+ {
//Game's in memory now, send the event
Log.Verbose("Game Loaded");
Events.GameEvents.InvokeGameLoaded();
- Log.Comment(ConsoleColor.Cyan, "Type 'help' for help, or 'help <cmd>' for a command's usage");
+ Log.Comment("Type 'help' for help, or 'help <cmd>' for a command's usage");
//Begin listening to input
consoleInputThread.Start();
@@ -258,25 +289,27 @@ namespace StardewModdingAPI
Log.Verbose("Game Execution Finished");
Log.Verbose("Shutting Down...");
Thread.Sleep(100);
- /*
- int time = 0;
- int step = 100;
- int target = 1000;
- while (true)
- {
- time += step;
- Thread.Sleep(step);
-
- Console.Write(".");
-
- if (time >= target)
- break;
- }
- */
Environment.Exit(0);
}
-
+ /// <summary>
+ /// Create the given directory path if it does not exist
+ /// </summary>
+ /// <param name="path">Desired directory path</param>
+ private static void VerifyPath(string path)
+ {
+ try
+ {
+ if (!Directory.Exists(path))
+ {
+ Directory.CreateDirectory(path);
+ }
+ }
+ catch (Exception ex)
+ {
+ Log.Error("Could not create a path: " + path + "\n\n" + ex);
+ }
+ }
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
@@ -340,7 +373,7 @@ namespace StardewModdingAPI
{
Log.Verbose("LOADING MODS");
int loadedMods = 0;
- foreach (string ModPath in ModPaths)
+ foreach (string ModPath in _modPaths)
{
foreach (String s in Directory.GetFiles(ModPath, "*.dll"))
{