summaryrefslogtreecommitdiff
path: root/src/SMAPI/Framework/ModHelpers
diff options
context:
space:
mode:
authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2020-09-07 13:06:27 -0400
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2020-09-07 13:06:27 -0400
commit5e43bdbf5cd6dbab36c25287c85d42ccfeea2c83 (patch)
tree0a42305174eb84561a584549cd685c5e95670f36 /src/SMAPI/Framework/ModHelpers
parent8da88b8fe5b41739c5cd0df3280b9770fc7f10a4 (diff)
parentf9fac11028354f15d786d5b854608edb10716f79 (diff)
downloadSMAPI-5e43bdbf5cd6dbab36c25287c85d42ccfeea2c83.tar.gz
SMAPI-5e43bdbf5cd6dbab36c25287c85d42ccfeea2c83.tar.bz2
SMAPI-5e43bdbf5cd6dbab36c25287c85d42ccfeea2c83.zip
Merge branch 'develop' into stable
Diffstat (limited to 'src/SMAPI/Framework/ModHelpers')
-rw-r--r--src/SMAPI/Framework/ModHelpers/BaseHelper.cs4
-rw-r--r--src/SMAPI/Framework/ModHelpers/CommandHelper.cs13
-rw-r--r--src/SMAPI/Framework/ModHelpers/ContentHelper.cs44
-rw-r--r--src/SMAPI/Framework/ModHelpers/ContentPackHelper.cs13
-rw-r--r--src/SMAPI/Framework/ModHelpers/DataHelper.cs34
-rw-r--r--src/SMAPI/Framework/ModHelpers/InputHelper.cs14
-rw-r--r--src/SMAPI/Framework/ModHelpers/ModHelper.cs32
-rw-r--r--src/SMAPI/Framework/ModHelpers/ModRegistryHelper.cs15
-rw-r--r--src/SMAPI/Framework/ModHelpers/MultiplayerHelper.cs19
-rw-r--r--src/SMAPI/Framework/ModHelpers/ReflectionHelper.cs34
-rw-r--r--src/SMAPI/Framework/ModHelpers/TranslationHelper.cs13
11 files changed, 64 insertions, 171 deletions
diff --git a/src/SMAPI/Framework/ModHelpers/BaseHelper.cs b/src/SMAPI/Framework/ModHelpers/BaseHelper.cs
index 16032da1..5a3d4bed 100644
--- a/src/SMAPI/Framework/ModHelpers/BaseHelper.cs
+++ b/src/SMAPI/Framework/ModHelpers/BaseHelper.cs
@@ -1,4 +1,4 @@
-namespace StardewModdingAPI.Framework.ModHelpers
+namespace StardewModdingAPI.Framework.ModHelpers
{
/// <summary>The common base class for mod helpers.</summary>
internal abstract class BaseHelper : IModLinked
@@ -6,7 +6,7 @@
/*********
** Accessors
*********/
- /// <summary>The unique ID of the mod for which the helper was created.</summary>
+ /// <inheritdoc />
public string ModID { get; }
diff --git a/src/SMAPI/Framework/ModHelpers/CommandHelper.cs b/src/SMAPI/Framework/ModHelpers/CommandHelper.cs
index e9d53d84..600f867f 100644
--- a/src/SMAPI/Framework/ModHelpers/CommandHelper.cs
+++ b/src/SMAPI/Framework/ModHelpers/CommandHelper.cs
@@ -28,23 +28,14 @@ namespace StardewModdingAPI.Framework.ModHelpers
this.CommandManager = commandManager;
}
- /// <summary>Add a console command.</summary>
- /// <param name="name">The command name, which the user must type to trigger it.</param>
- /// <param name="documentation">The human-readable documentation shown when the player runs the built-in 'help' command.</param>
- /// <param name="callback">The method to invoke when the command is triggered. This method is passed the command name and arguments submitted by the user.</param>
- /// <exception cref="ArgumentNullException">The <paramref name="name"/> or <paramref name="callback"/> is null or empty.</exception>
- /// <exception cref="FormatException">The <paramref name="name"/> is not a valid format.</exception>
- /// <exception cref="ArgumentException">There's already a command with that name.</exception>
+ /// <inheritdoc />
public ICommandHelper Add(string name, string documentation, Action<string, string[]> callback)
{
this.CommandManager.Add(this.Mod, name, documentation, callback);
return this;
}
- /// <summary>Trigger a command.</summary>
- /// <param name="name">The command name.</param>
- /// <param name="arguments">The command arguments.</param>
- /// <returns>Returns whether a matching command was triggered.</returns>
+ /// <inheritdoc />
public bool Trigger(string name, string[] arguments)
{
return this.CommandManager.Trigger(name, arguments);
diff --git a/src/SMAPI/Framework/ModHelpers/ContentHelper.cs b/src/SMAPI/Framework/ModHelpers/ContentHelper.cs
index 23e45fd1..5fd8f5e9 100644
--- a/src/SMAPI/Framework/ModHelpers/ContentHelper.cs
+++ b/src/SMAPI/Framework/ModHelpers/ContentHelper.cs
@@ -5,13 +5,10 @@ using System.Diagnostics.CodeAnalysis;
using System.Diagnostics.Contracts;
using System.IO;
using System.Linq;
-using Microsoft.Xna.Framework.Content;
-using Microsoft.Xna.Framework.Graphics;
using StardewModdingAPI.Framework.Content;
using StardewModdingAPI.Framework.ContentManagers;
using StardewModdingAPI.Framework.Exceptions;
using StardewValley;
-using xTile;
namespace StardewModdingAPI.Framework.ModHelpers
{
@@ -40,10 +37,10 @@ namespace StardewModdingAPI.Framework.ModHelpers
/*********
** Accessors
*********/
- /// <summary>The game's current locale code (like <c>pt-BR</c>).</summary>
+ /// <inheritdoc />
public string CurrentLocale => this.GameContentManager.GetLocale();
- /// <summary>The game's current locale as an enum value.</summary>
+ /// <inheritdoc />
public LocalizedContentManager.LanguageCode CurrentLocaleConstant => this.GameContentManager.Language;
/// <summary>The observable implementation of <see cref="AssetEditors"/>.</summary>
@@ -52,10 +49,10 @@ namespace StardewModdingAPI.Framework.ModHelpers
/// <summary>The observable implementation of <see cref="AssetLoaders"/>.</summary>
internal ObservableCollection<IAssetLoader> ObservableAssetLoaders { get; } = new ObservableCollection<IAssetLoader>();
- /// <summary>Interceptors which provide the initial versions of matching content assets.</summary>
+ /// <inheritdoc />
public IList<IAssetLoader> AssetLoaders => this.ObservableAssetLoaders;
- /// <summary>Interceptors which edit matching content assets after they're loaded.</summary>
+ /// <inheritdoc />
public IList<IAssetEditor> AssetEditors => this.ObservableAssetEditors;
@@ -80,12 +77,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
this.Monitor = monitor;
}
- /// <summary>Load content from the game folder or mod folder (if not already cached), and return it. When loading a <c>.png</c> file, this must be called outside the game's draw loop.</summary>
- /// <typeparam name="T">The expected data type. The main supported types are <see cref="Map"/>, <see cref="Texture2D"/>, and dictionaries; other types may be supported by the game's content pipeline.</typeparam>
- /// <param name="key">The asset key to fetch (if the <paramref name="source"/> is <see cref="ContentSource.GameContent"/>), or the local path to a content file relative to the mod folder.</param>
- /// <param name="source">Where to search for a matching content asset.</param>
- /// <exception cref="ArgumentException">The <paramref name="key"/> is empty or contains invalid characters.</exception>
- /// <exception cref="ContentLoadException">The content asset couldn't be loaded (e.g. because it doesn't exist).</exception>
+ /// <inheritdoc />
public T Load<T>(string key, ContentSource source = ContentSource.ModFolder)
{
try
@@ -109,18 +101,14 @@ namespace StardewModdingAPI.Framework.ModHelpers
}
}
- /// <summary>Normalize an asset name so it's consistent with those generated by the game. This is mainly useful for string comparisons like <see cref="string.StartsWith(string)"/> on generated asset names, and isn't necessary when passing asset names into other content helper methods.</summary>
- /// <param name="assetName">The asset key.</param>
+ /// <inheritdoc />
[Pure]
public string NormalizeAssetName(string assetName)
{
return this.ModContentManager.AssertAndNormalizeAssetName(assetName);
}
- /// <summary>Get the underlying key in the game's content cache for an asset. This can be used to load custom map tilesheets, but should be avoided when you can use the content API instead. This does not validate whether the asset exists.</summary>
- /// <param name="key">The asset key to fetch (if the <paramref name="source"/> is <see cref="ContentSource.GameContent"/>), or the local path to a content file relative to the mod folder.</param>
- /// <param name="source">Where to search for a matching content asset.</param>
- /// <exception cref="ArgumentException">The <paramref name="key"/> is empty or contains invalid characters.</exception>
+ /// <inheritdoc />
public string GetActualAssetKey(string key, ContentSource source = ContentSource.ModFolder)
{
switch (source)
@@ -136,10 +124,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
}
}
- /// <summary>Remove an asset from the content cache so it's reloaded on the next request. This will reload core game assets if needed, but references to the former asset will still show the previous content.</summary>
- /// <param name="key">The asset key to invalidate in the content folder.</param>
- /// <exception cref="ArgumentException">The <paramref name="key"/> is empty or contains invalid characters.</exception>
- /// <returns>Returns whether the given asset key was cached.</returns>
+ /// <inheritdoc />
public bool InvalidateCache(string key)
{
string actualKey = this.GetActualAssetKey(key, ContentSource.GameContent);
@@ -147,28 +132,21 @@ namespace StardewModdingAPI.Framework.ModHelpers
return this.ContentCore.InvalidateCache(asset => asset.AssetNameEquals(actualKey)).Any();
}
- /// <summary>Remove all assets of the given type from the cache so they're reloaded on the next request. <b>This can be a very expensive operation and should only be used in very specific cases.</b> This will reload core game assets if needed, but references to the former assets will still show the previous content.</summary>
- /// <typeparam name="T">The asset type to remove from the cache.</typeparam>
- /// <returns>Returns whether any assets were invalidated.</returns>
+ /// <inheritdoc />
public bool InvalidateCache<T>()
{
this.Monitor.Log($"Requested cache invalidation for all assets of type {typeof(T)}. This is an expensive operation and should be avoided if possible.", LogLevel.Trace);
return this.ContentCore.InvalidateCache((key, type) => typeof(T).IsAssignableFrom(type)).Any();
}
- /// <summary>Remove matching assets from the content cache so they're reloaded on the next request. This will reload core game assets if needed, but references to the former asset will still show the previous content.</summary>
- /// <param name="predicate">A predicate matching the assets to invalidate.</param>
- /// <returns>Returns whether any cache entries were invalidated.</returns>
+ /// <inheritdoc />
public bool InvalidateCache(Func<IAssetInfo, bool> predicate)
{
this.Monitor.Log("Requested cache invalidation for all assets matching a predicate.", LogLevel.Trace);
return this.ContentCore.InvalidateCache(predicate).Any();
}
- /// <summary>Get a patch helper for arbitrary data.</summary>
- /// <typeparam name="T">The data type.</typeparam>
- /// <param name="data">The asset data.</param>
- /// <param name="assetName">The asset name. This is only used for tracking purposes and has no effect on the patch helper.</param>
+ /// <inheritdoc />
public IAssetData GetPatchHelper<T>(T data, string assetName = null)
{
if (data == null)
diff --git a/src/SMAPI/Framework/ModHelpers/ContentPackHelper.cs b/src/SMAPI/Framework/ModHelpers/ContentPackHelper.cs
index acdd82a0..d39abc7d 100644
--- a/src/SMAPI/Framework/ModHelpers/ContentPackHelper.cs
+++ b/src/SMAPI/Framework/ModHelpers/ContentPackHelper.cs
@@ -32,27 +32,20 @@ namespace StardewModdingAPI.Framework.ModHelpers
this.CreateContentPack = createContentPack;
}
- /// <summary>Get all content packs loaded for this mod.</summary>
+ /// <inheritdoc />
public IEnumerable<IContentPack> GetOwned()
{
return this.ContentPacks.Value;
}
- /// <summary>Create a temporary content pack to read files from a directory, using randomized manifest fields. This will generate fake manifest data; any <c>manifest.json</c> in the directory will be ignored. Temporary content packs will not appear in the SMAPI log and update checks will not be performed.</summary>
- /// <param name="directoryPath">The absolute directory path containing the content pack files.</param>
+ /// <inheritdoc />
public IContentPack CreateFake(string directoryPath)
{
string id = Guid.NewGuid().ToString("N");
return this.CreateTemporary(directoryPath, id, id, id, id, new SemanticVersion(1, 0, 0));
}
- /// <summary>Create a temporary content pack to read files from a directory. Temporary content packs will not appear in the SMAPI log and update checks will not be performed.</summary>
- /// <param name="directoryPath">The absolute directory path containing the content pack files.</param>
- /// <param name="id">The content pack's unique ID.</param>
- /// <param name="name">The content pack name.</param>
- /// <param name="description">The content pack description.</param>
- /// <param name="author">The content pack author's name.</param>
- /// <param name="version">The content pack version.</param>
+ /// <inheritdoc />
public IContentPack CreateTemporary(string directoryPath, string id, string name, string description, string author, ISemanticVersion version)
{
// validate
diff --git a/src/SMAPI/Framework/ModHelpers/DataHelper.cs b/src/SMAPI/Framework/ModHelpers/DataHelper.cs
index 6cde849c..c232a6dd 100644
--- a/src/SMAPI/Framework/ModHelpers/DataHelper.cs
+++ b/src/SMAPI/Framework/ModHelpers/DataHelper.cs
@@ -39,11 +39,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
/****
** JSON file
****/
- /// <summary>Read data from a JSON file in the mod's folder.</summary>
- /// <typeparam name="TModel">The model type. This should be a plain class that has public properties for the data you want. The properties can be complex types.</typeparam>
- /// <param name="path">The file path relative to the mod folder.</param>
- /// <returns>Returns the deserialized model, or <c>null</c> if the file doesn't exist or is empty.</returns>
- /// <exception cref="InvalidOperationException">The <paramref name="path"/> is not relative or contains directory climbing (../).</exception>
+ /// <inheritdoc />
public TModel ReadJsonFile<TModel>(string path) where TModel : class
{
if (!PathUtilities.IsSafeRelativePath(path))
@@ -55,11 +51,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
: null;
}
- /// <summary>Save data to a JSON file in the mod's folder.</summary>
- /// <typeparam name="TModel">The model type. This should be a plain class that has public properties for the data you want. The properties can be complex types.</typeparam>
- /// <param name="path">The file path relative to the mod folder.</param>
- /// <param name="data">The arbitrary data to save.</param>
- /// <exception cref="InvalidOperationException">The <paramref name="path"/> is not relative or contains directory climbing (../).</exception>
+ /// <inheritdoc />
public void WriteJsonFile<TModel>(string path, TModel data) where TModel : class
{
if (!PathUtilities.IsSafeRelativePath(path))
@@ -72,11 +64,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
/****
** Save file
****/
- /// <summary>Read arbitrary data stored in the current save slot. This is only possible if a save has been loaded.</summary>
- /// <typeparam name="TModel">The model type. This should be a plain class that has public properties for the data you want. The properties can be complex types.</typeparam>
- /// <param name="key">The unique key identifying the data.</param>
- /// <returns>Returns the parsed data, or <c>null</c> if the entry doesn't exist or is empty.</returns>
- /// <exception cref="InvalidOperationException">The player hasn't loaded a save file yet or isn't the main player.</exception>
+ /// <inheritdoc />
public TModel ReadSaveData<TModel>(string key) where TModel : class
{
if (Context.LoadStage == LoadStage.None)
@@ -94,11 +82,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
return null;
}
- /// <summary>Save arbitrary data to the current save slot. This is only possible if a save has been loaded, and the data will be lost if the player exits without saving the current day.</summary>
- /// <typeparam name="TModel">The model type. This should be a plain class that has public properties for the data you want. The properties can be complex types.</typeparam>
- /// <param name="key">The unique key identifying the data.</param>
- /// <param name="model">The arbitrary data to save.</param>
- /// <exception cref="InvalidOperationException">The player hasn't loaded a save file yet or isn't the main player.</exception>
+ /// <inheritdoc />
public void WriteSaveData<TModel>(string key, TModel model) where TModel : class
{
if (Context.LoadStage == LoadStage.None)
@@ -123,10 +107,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
/****
** Global app data
****/
- /// <summary>Read arbitrary data stored on the local computer, synchronised by GOG/Steam if applicable.</summary>
- /// <typeparam name="TModel">The model type. This should be a plain class that has public properties for the data you want. The properties can be complex types.</typeparam>
- /// <param name="key">The unique key identifying the data.</param>
- /// <returns>Returns the parsed data, or <c>null</c> if the entry doesn't exist or is empty.</returns>
+ /// <inheritdoc />
public TModel ReadGlobalData<TModel>(string key) where TModel : class
{
string path = this.GetGlobalDataPath(key);
@@ -135,10 +116,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
: null;
}
- /// <summary>Save arbitrary data to the local computer, synchronised by GOG/Steam if applicable.</summary>
- /// <typeparam name="TModel">The model type. This should be a plain class that has public properties for the data you want. The properties can be complex types.</typeparam>
- /// <param name="key">The unique key identifying the data.</param>
- /// <param name="data">The arbitrary data to save.</param>
+ /// <inheritdoc />
public void WriteGlobalData<TModel>(string key, TModel data) where TModel : class
{
string path = this.GetGlobalDataPath(key);
diff --git a/src/SMAPI/Framework/ModHelpers/InputHelper.cs b/src/SMAPI/Framework/ModHelpers/InputHelper.cs
index 134ba8d1..09ce3c65 100644
--- a/src/SMAPI/Framework/ModHelpers/InputHelper.cs
+++ b/src/SMAPI/Framework/ModHelpers/InputHelper.cs
@@ -24,35 +24,31 @@ namespace StardewModdingAPI.Framework.ModHelpers
this.InputState = inputState;
}
- /// <summary>Get the current cursor position.</summary>
+ /// <inheritdoc />
public ICursorPosition GetCursorPosition()
{
return this.InputState.CursorPosition;
}
- /// <summary>Get whether a button is currently pressed.</summary>
- /// <param name="button">The button.</param>
+ /// <inheritdoc />
public bool IsDown(SButton button)
{
return this.InputState.IsDown(button);
}
- /// <summary>Get whether a button is currently suppressed, so the game won't see it.</summary>
- /// <param name="button">The button.</param>
+ /// <inheritdoc />
public bool IsSuppressed(SButton button)
{
return this.InputState.IsSuppressed(button);
}
- /// <summary>Prevent the game from handling a button press. This doesn't prevent other mods from receiving the event.</summary>
- /// <param name="button">The button to suppress.</param>
+ /// <inheritdoc />
public void Suppress(SButton button)
{
this.InputState.OverrideButton(button, setDown: false);
}
- /// <summary>Get the state of a button.</summary>
- /// <param name="button">The button to check.</param>
+ /// <inheritdoc />
public SButtonState GetState(SButton button)
{
return this.InputState.GetState(button);
diff --git a/src/SMAPI/Framework/ModHelpers/ModHelper.cs b/src/SMAPI/Framework/ModHelpers/ModHelper.cs
index 25401e23..d9fc8621 100644
--- a/src/SMAPI/Framework/ModHelpers/ModHelper.cs
+++ b/src/SMAPI/Framework/ModHelpers/ModHelper.cs
@@ -2,7 +2,6 @@ using System;
using System.IO;
using StardewModdingAPI.Events;
using StardewModdingAPI.Framework.Input;
-using StardewModdingAPI.Toolkit.Serialization;
namespace StardewModdingAPI.Framework.ModHelpers
{
@@ -12,37 +11,37 @@ namespace StardewModdingAPI.Framework.ModHelpers
/*********
** Accessors
*********/
- /// <summary>The full path to the mod's folder.</summary>
+ /// <inheritdoc />
public string DirectoryPath { get; }
- /// <summary>Manages access to events raised by SMAPI, which let your mod react when something happens in the game.</summary>
+ /// <inheritdoc />
public IModEvents Events { get; }
- /// <summary>An API for loading content assets.</summary>
+ /// <inheritdoc />
public IContentHelper Content { get; }
- /// <summary>An API for managing content packs.</summary>
+ /// <inheritdoc />
public IContentPackHelper ContentPacks { get; }
- /// <summary>An API for reading and writing persistent mod data.</summary>
+ /// <inheritdoc />
public IDataHelper Data { get; }
- /// <summary>An API for checking and changing input state.</summary>
+ /// <inheritdoc />
public IInputHelper Input { get; }
- /// <summary>An API for accessing private game code.</summary>
+ /// <inheritdoc />
public IReflectionHelper Reflection { get; }
- /// <summary>an API for fetching metadata about loaded mods.</summary>
+ /// <inheritdoc />
public IModRegistry ModRegistry { get; }
- /// <summary>An API for managing console commands.</summary>
+ /// <inheritdoc />
public ICommandHelper ConsoleCommands { get; }
- /// <summary>Provides multiplayer utilities.</summary>
+ /// <inheritdoc />
public IMultiplayerHelper Multiplayer { get; }
- /// <summary>An API for reading translations stored in the mod's <c>i18n</c> folder, with one file per locale (like <c>en.json</c>) containing a flat key => value structure. Translations are fetched with locale fallback, so missing translations are filled in from broader locales (like <c>pt-BR.json</c> &lt; <c>pt.json</c> &lt; <c>default.json</c>).</summary>
+ /// <inheritdoc />
public ITranslationHelper Translation { get; }
@@ -90,8 +89,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
/****
** Mod config file
****/
- /// <summary>Read the mod's configuration file (and create it if needed).</summary>
- /// <typeparam name="TConfig">The config class type. This should be a plain class that has public properties for the settings you want. These can be complex types.</typeparam>
+ /// <inheritdoc />
public TConfig ReadConfig<TConfig>()
where TConfig : class, new()
{
@@ -100,9 +98,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
return config;
}
- /// <summary>Save to the mod's configuration file.</summary>
- /// <typeparam name="TConfig">The config class type.</typeparam>
- /// <param name="config">The config settings to save.</param>
+ /// <inheritdoc />
public void WriteConfig<TConfig>(TConfig config)
where TConfig : class, new()
{
@@ -112,7 +108,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
/****
** Disposal
****/
- /// <summary>Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.</summary>
+ /// <inheritdoc />
public void Dispose()
{
// nothing to dispose yet
diff --git a/src/SMAPI/Framework/ModHelpers/ModRegistryHelper.cs b/src/SMAPI/Framework/ModHelpers/ModRegistryHelper.cs
index f42cb085..ef1ad30c 100644
--- a/src/SMAPI/Framework/ModHelpers/ModRegistryHelper.cs
+++ b/src/SMAPI/Framework/ModHelpers/ModRegistryHelper.cs
@@ -38,28 +38,25 @@ namespace StardewModdingAPI.Framework.ModHelpers
this.Monitor = monitor;
}
- /// <summary>Get metadata for all loaded mods.</summary>
+ /// <inheritdoc />
public IEnumerable<IModInfo> GetAll()
{
return this.Registry.GetAll();
}
- /// <summary>Get metadata for a loaded mod.</summary>
- /// <param name="uniqueID">The mod's unique ID.</param>
- /// <returns>Returns the matching mod's metadata, or <c>null</c> if not found.</returns>
+ /// <inheritdoc />
public IModInfo Get(string uniqueID)
{
return this.Registry.Get(uniqueID);
}
- /// <summary>Get whether a mod has been loaded.</summary>
- /// <param name="uniqueID">The mod's unique ID.</param>
+ /// <inheritdoc />
public bool IsLoaded(string uniqueID)
{
return this.Registry.Get(uniqueID) != null;
}
- /// <summary>Get the API provided by a mod, or <c>null</c> if it has none. This signature requires using the <see cref="IModHelper.Reflection"/> API to access the API's properties and methods.</summary>
+ /// <inheritdoc />
public object GetApi(string uniqueID)
{
// validate ready
@@ -76,9 +73,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
return mod?.Api;
}
- /// <summary>Get the API provided by a mod, mapped to a given interface which specifies the expected properties and methods. If the mod has no API or it's not compatible with the given interface, get <c>null</c>.</summary>
- /// <typeparam name="TInterface">The interface which matches the properties and methods you intend to access.</typeparam>
- /// <param name="uniqueID">The mod's unique ID.</param>
+ /// <inheritdoc />
public TInterface GetApi<TInterface>(string uniqueID) where TInterface : class
{
// get raw API
diff --git a/src/SMAPI/Framework/ModHelpers/MultiplayerHelper.cs b/src/SMAPI/Framework/ModHelpers/MultiplayerHelper.cs
index c62dd121..a7ce8692 100644
--- a/src/SMAPI/Framework/ModHelpers/MultiplayerHelper.cs
+++ b/src/SMAPI/Framework/ModHelpers/MultiplayerHelper.cs
@@ -1,4 +1,3 @@
-using System;
using System.Collections.Generic;
using StardewModdingAPI.Framework.Networking;
using StardewValley;
@@ -27,21 +26,19 @@ namespace StardewModdingAPI.Framework.ModHelpers
this.Multiplayer = multiplayer;
}
- /// <summary>Get a new multiplayer ID.</summary>
+ /// <inheritdoc />
public long GetNewID()
{
return this.Multiplayer.getNewID();
}
- /// <summary>Get the locations which are being actively synced from the host.</summary>
+ /// <inheritdoc />
public IEnumerable<GameLocation> GetActiveLocations()
{
return this.Multiplayer.activeLocations();
}
- /// <summary>Get a connected player.</summary>
- /// <param name="id">The player's unique ID.</param>
- /// <returns>Returns the connected player, or <c>null</c> if no such player is connected.</returns>
+ /// <inheritdoc />
public IMultiplayerPeer GetConnectedPlayer(long id)
{
return this.Multiplayer.Peers.TryGetValue(id, out MultiplayerPeer peer)
@@ -49,19 +46,13 @@ namespace StardewModdingAPI.Framework.ModHelpers
: null;
}
- /// <summary>Get all connected players.</summary>
+ /// <inheritdoc />
public IEnumerable<IMultiplayerPeer> GetConnectedPlayers()
{
return this.Multiplayer.Peers.Values;
}
- /// <summary>Send a message to mods installed by connected players.</summary>
- /// <typeparam name="TMessage">The data type. This can be a class with a default constructor, or a value type.</typeparam>
- /// <param name="message">The data to send over the network.</param>
- /// <param name="messageType">A message type which receiving mods can use to decide whether it's the one they want to handle, like <c>SetPlayerLocation</c>. This doesn't need to be globally unique, since mods should check the originating mod ID.</param>
- /// <param name="modIDs">The mod IDs which should receive the message on the destination computers, or <c>null</c> for all mods. Specifying mod IDs is recommended to improve performance, unless it's a general-purpose broadcast.</param>
- /// <param name="playerIDs">The <see cref="Farmer.UniqueMultiplayerID" /> values for the players who should receive the message, or <c>null</c> for all players. If you don't need to broadcast to all players, specifying player IDs is recommended to reduce latency.</param>
- /// <exception cref="ArgumentNullException">The <paramref name="message"/> or <paramref name="messageType" /> is null.</exception>
+ /// <inheritdoc />
public void SendMessage<TMessage>(TMessage message, string messageType, string[] modIDs = null, long[] playerIDs = null)
{
this.Multiplayer.BroadcastModMessage(
diff --git a/src/SMAPI/Framework/ModHelpers/ReflectionHelper.cs b/src/SMAPI/Framework/ModHelpers/ReflectionHelper.cs
index 916c215d..5a4ea742 100644
--- a/src/SMAPI/Framework/ModHelpers/ReflectionHelper.cs
+++ b/src/SMAPI/Framework/ModHelpers/ReflectionHelper.cs
@@ -32,11 +32,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
this.Reflector = reflector;
}
- /// <summary>Get an instance field.</summary>
- /// <typeparam name="TValue">The field type.</typeparam>
- /// <param name="obj">The object which has the field.</param>
- /// <param name="name">The field name.</param>
- /// <param name="required">Whether to throw an exception if the field is not found.</param>
+ /// <inheritdoc />
public IReflectedField<TValue> GetField<TValue>(object obj, string name, bool required = true)
{
return this.AssertAccessAllowed(
@@ -44,11 +40,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
);
}
- /// <summary>Get a static field.</summary>
- /// <typeparam name="TValue">The field type.</typeparam>
- /// <param name="type">The type which has the field.</param>
- /// <param name="name">The field name.</param>
- /// <param name="required">Whether to throw an exception if the field is not found.</param>
+ /// <inheritdoc />
public IReflectedField<TValue> GetField<TValue>(Type type, string name, bool required = true)
{
return this.AssertAccessAllowed(
@@ -56,11 +48,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
);
}
- /// <summary>Get an instance property.</summary>
- /// <typeparam name="TValue">The property type.</typeparam>
- /// <param name="obj">The object which has the property.</param>
- /// <param name="name">The property name.</param>
- /// <param name="required">Whether to throw an exception if the property is not found.</param>
+ /// <inheritdoc />
public IReflectedProperty<TValue> GetProperty<TValue>(object obj, string name, bool required = true)
{
return this.AssertAccessAllowed(
@@ -68,11 +56,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
);
}
- /// <summary>Get a static property.</summary>
- /// <typeparam name="TValue">The property type.</typeparam>
- /// <param name="type">The type which has the property.</param>
- /// <param name="name">The property name.</param>
- /// <param name="required">Whether to throw an exception if the property is not found.</param>
+ /// <inheritdoc />
public IReflectedProperty<TValue> GetProperty<TValue>(Type type, string name, bool required = true)
{
return this.AssertAccessAllowed(
@@ -80,10 +64,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
);
}
- /// <summary>Get an instance method.</summary>
- /// <param name="obj">The object which has the method.</param>
- /// <param name="name">The field name.</param>
- /// <param name="required">Whether to throw an exception if the field is not found.</param>
+ /// <inheritdoc />
public IReflectedMethod GetMethod(object obj, string name, bool required = true)
{
return this.AssertAccessAllowed(
@@ -91,10 +72,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
);
}
- /// <summary>Get a static method.</summary>
- /// <param name="type">The type which has the method.</param>
- /// <param name="name">The field name.</param>
- /// <param name="required">Whether to throw an exception if the field is not found.</param>
+ /// <inheritdoc />
public IReflectedMethod GetMethod(Type type, string name, bool required = true)
{
return this.AssertAccessAllowed(
diff --git a/src/SMAPI/Framework/ModHelpers/TranslationHelper.cs b/src/SMAPI/Framework/ModHelpers/TranslationHelper.cs
index be7768e8..a88ca9c9 100644
--- a/src/SMAPI/Framework/ModHelpers/TranslationHelper.cs
+++ b/src/SMAPI/Framework/ModHelpers/TranslationHelper.cs
@@ -16,10 +16,10 @@ namespace StardewModdingAPI.Framework.ModHelpers
/*********
** Accessors
*********/
- /// <summary>The current locale.</summary>
+ /// <inheritdoc />
public string Locale => this.Translator.Locale;
- /// <summary>The game's current language code.</summary>
+ /// <inheritdoc />
public LocalizedContentManager.LanguageCode LocaleEnum => this.Translator.LocaleEnum;
@@ -37,22 +37,19 @@ namespace StardewModdingAPI.Framework.ModHelpers
this.Translator.SetLocale(locale, languageCode);
}
- /// <summary>Get all translations for the current locale.</summary>
+ /// <inheritdoc />
public IEnumerable<Translation> GetTranslations()
{
return this.Translator.GetTranslations();
}
- /// <summary>Get a translation for the current locale.</summary>
- /// <param name="key">The translation key.</param>
+ /// <inheritdoc />
public Translation Get(string key)
{
return this.Translator.Get(key);
}
- /// <summary>Get a translation for the current locale.</summary>
- /// <param name="key">The translation key.</param>
- /// <param name="tokens">An object containing token key/value pairs. This can be an anonymous object (like <c>new { value = 42, name = "Cranberries" }</c>), a dictionary, or a class instance.</param>
+ /// <inheritdoc />
public Translation Get(string key, object tokens)
{
return this.Translator.Get(key, tokens);