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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2021-08-12 21:26:12 -0400
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2021-11-28 00:01:43 -0500
commit3a3688e09448b95f8b412154de743df6b2297fe9 (patch)
tree9a1d8baa554007a343690725babae92a8d7d9016 /src/SMAPI/Framework/SCore.cs
parente16d6e98dca581754023a618b3abe603e7905f44 (diff)
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use new mod hooks to synchronize tasks
Diffstat (limited to 'src/SMAPI/Framework/SCore.cs')
-rw-r--r--src/SMAPI/Framework/SCore.cs12
1 files changed, 2 insertions, 10 deletions
diff --git a/src/SMAPI/Framework/SCore.cs b/src/SMAPI/Framework/SCore.cs
index 95a7ace6..947284a8 100644
--- a/src/SMAPI/Framework/SCore.cs
+++ b/src/SMAPI/Framework/SCore.cs
@@ -11,7 +11,6 @@ using System.Runtime.ExceptionServices;
using System.Security;
using System.Text;
using System.Threading;
-using System.Threading.Tasks;
using Microsoft.Xna.Framework;
#if SMAPI_FOR_WINDOWS
using Microsoft.Win32;
@@ -236,7 +235,7 @@ namespace StardewModdingAPI.Framework
monitor: this.Monitor,
reflection: this.Reflection,
eventManager: this.EventManager,
- modHooks: new SModHooks(this.OnNewDayAfterFade),
+ modHooks: new SModHooks(this.OnNewDayAfterFade, this.Monitor),
multiplayer: this.Multiplayer,
exitGameImmediately: this.ExitGameImmediately,
@@ -650,13 +649,6 @@ namespace StardewModdingAPI.Framework
this.Monitor.Log("Game loader done.");
}
- if (instance.NewDayTask?.Status == TaskStatus.Created)
- {
- this.Monitor.Log("New day task synchronizing...");
- instance.NewDayTask.RunSynchronously();
- this.Monitor.Log("New day task done.");
- }
-
// While a background task is in progress, the game may make changes to the game
// state while mods are running their code. This is risky, because data changes can
// conflict (e.g. collection changed during enumeration errors) and data may change
@@ -666,7 +658,7 @@ namespace StardewModdingAPI.Framework
// a small chance that the task will finish after we defer but before the game checks,
// which means technically events should be raised, but the effects of missing one
// update tick are negligible and not worth the complications of bypassing Game1.Update.
- if (instance.NewDayTask != null || Game1.gameMode == Game1.loadingMode)
+ if (Game1.gameMode == Game1.loadingMode)
{
events.UnvalidatedUpdateTicking.RaiseEmpty();
runUpdate();