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| author | Jesse Plamondon-Willard <github@jplamondonw.com> | 2017-10-07 23:20:36 -0400 |
|---|---|---|
| committer | Jesse Plamondon-Willard <github@jplamondonw.com> | 2017-10-07 23:20:36 -0400 |
| commit | d0dd2f7ba729de6be749d326a2fed78988ba9d7b (patch) | |
| tree | a22127da6a8900e9f29bbb847bfd5d3347f6b952 /src/SMAPI/Framework/SGame.cs | |
| parent | 7889676ea24cafc945899bf25608784e3f5bc9e0 (diff) | |
| parent | 5928f5f86c4493ddb6b89bce0b7d0fb73a884c09 (diff) | |
| download | SMAPI-d0dd2f7ba729de6be749d326a2fed78988ba9d7b.tar.gz SMAPI-d0dd2f7ba729de6be749d326a2fed78988ba9d7b.tar.bz2 SMAPI-d0dd2f7ba729de6be749d326a2fed78988ba9d7b.zip | |
Merge branch 'add-mod-build-config' into develop
Diffstat (limited to 'src/SMAPI/Framework/SGame.cs')
| -rw-r--r-- | src/SMAPI/Framework/SGame.cs | 1403 |
1 files changed, 1403 insertions, 0 deletions
diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs new file mode 100644 index 00000000..7287cab7 --- /dev/null +++ b/src/SMAPI/Framework/SGame.cs @@ -0,0 +1,1403 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using System.Diagnostics; +using System.Diagnostics.CodeAnalysis; +using System.Linq; +using System.Threading; +using System.Threading.Tasks; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Microsoft.Xna.Framework.Input; +using StardewModdingAPI.Events; +using StardewModdingAPI.Framework.Reflection; +using StardewModdingAPI.Framework.Utilities; +using StardewModdingAPI.Utilities; +using StardewValley; +using StardewValley.BellsAndWhistles; +using StardewValley.Locations; +using StardewValley.Menus; +using StardewValley.Tools; +using xTile.Dimensions; +using xTile.Layers; + +namespace StardewModdingAPI.Framework +{ + /// <summary>SMAPI's extension of the game's core <see cref="Game1"/>, used to inject events.</summary> + internal class SGame : Game1 + { + /********* + ** Properties + *********/ + /**** + ** SMAPI state + ****/ + /// <summary>Encapsulates monitoring and logging.</summary> + private readonly IMonitor Monitor; + + /// <summary>The maximum number of consecutive attempts SMAPI should make to recover from a draw error.</summary> + private readonly Countdown DrawCrashTimer = new Countdown(60); // 60 ticks = roughly one second + + /// <summary>The maximum number of consecutive attempts SMAPI should make to recover from an update error.</summary> + private readonly Countdown UpdateCrashTimer = new Countdown(60); // 60 ticks = roughly one second + + /// <summary>The number of ticks until SMAPI should notify mods that the game has loaded.</summary> + /// <remarks>Skipping a few frames ensures the game finishes initialising the world before mods try to change it.</remarks> + private int AfterLoadTimer = 5; + + /// <summary>Whether the game is returning to the menu.</summary> + private bool IsExitingToTitle; + + /// <summary>Whether the game is saving and SMAPI has already raised <see cref="SaveEvents.BeforeSave"/>.</summary> + private bool IsBetweenSaveEvents; + + /**** + ** Game state + ****/ + /// <summary>A record of the buttons pressed as of the previous tick.</summary> + private SButton[] PreviousPressedButtons = new SButton[0]; + + /// <summary>A record of the keyboard state (i.e. the up/down state for each button) as of the previous tick.</summary> + private KeyboardState PreviousKeyState; + + /// <summary>A record of the controller state (i.e. the up/down state for each button) as of the previous tick.</summary> + private GamePadState PreviousControllerState; + + /// <summary>A record of the mouse state (i.e. the cursor position, scroll amount, and the up/down state for each button) as of the previous tick.</summary> + private MouseState PreviousMouseState; + + /// <summary>The previous mouse position on the screen adjusted for the zoom level.</summary> + private Point PreviousMousePosition; + + /// <summary>The window size value at last check.</summary> + private Point PreviousWindowSize; + + /// <summary>The save ID at last check.</summary> + private ulong PreviousSaveID; + + /// <summary>A hash of <see cref="Game1.locations"/> at last check.</summary> + private int PreviousGameLocations; + + /// <summary>A hash of the current location's <see cref="GameLocation.objects"/> at last check.</summary> + private int PreviousLocationObjects; + + /// <summary>The player's inventory at last check.</summary> + private IDictionary<Item, int> PreviousItems; + + /// <summary>The player's combat skill level at last check.</summary> + private int PreviousCombatLevel; + + /// <summary>The player's farming skill level at last check.</summary> + private int PreviousFarmingLevel; + + /// <summary>The player's fishing skill level at last check.</summary> + private int PreviousFishingLevel; + + /// <summary>The player's foraging skill level at last check.</summary> + private int PreviousForagingLevel; + + /// <summary>The player's mining skill level at last check.</summary> + private int PreviousMiningLevel; + + /// <summary>The player's luck skill level at last check.</summary> + private int PreviousLuckLevel; + + /// <summary>The player's location at last check.</summary> + private GameLocation PreviousGameLocation; + + /// <summary>The active game menu at last check.</summary> + private IClickableMenu PreviousActiveMenu; + + /// <summary>The mine level at last check.</summary> + private int PreviousMineLevel; + + /// <summary>The time of day (in 24-hour military format) at last check.</summary> + private int PreviousTime; + + /// <summary>The previous content locale.</summary> + private LocalizedContentManager.LanguageCode? PreviousLocale; + + /// <summary>An index incremented on every tick and reset every 60th tick (0–59).</summary> + private int CurrentUpdateTick; + + /// <summary>Whether this is the very first update tick since the game started.</summary> + private bool FirstUpdate; + + /// <summary>The current game instance.</summary> + private static SGame Instance; + + /**** + ** Private wrappers + ****/ + /// <summary>Simplifies access to private game code.</summary> + private static Reflector Reflection; + + // ReSharper disable ArrangeStaticMemberQualifier, ArrangeThisQualifier, InconsistentNaming + /// <summary>Used to access private fields and methods.</summary> + private static List<float> _fpsList => SGame.Reflection.GetPrivateField<List<float>>(typeof(Game1), nameof(_fpsList)).GetValue(); + private static Stopwatch _fpsStopwatch => SGame.Reflection.GetPrivateField<Stopwatch>(typeof(Game1), nameof(SGame._fpsStopwatch)).GetValue(); + private static float _fps + { + set => SGame.Reflection.GetPrivateField<float>(typeof(Game1), nameof(_fps)).SetValue(value); + } + private static Task _newDayTask => SGame.Reflection.GetPrivateField<Task>(typeof(Game1), nameof(_newDayTask)).GetValue(); + private Color bgColor => SGame.Reflection.GetPrivateField<Color>(this, nameof(bgColor)).GetValue(); + public RenderTarget2D screenWrapper => SGame.Reflection.GetPrivateProperty<RenderTarget2D>(this, "screen").GetValue(); // deliberately renamed to avoid an infinite loop + public BlendState lightingBlend => SGame.Reflection.GetPrivateField<BlendState>(this, nameof(lightingBlend)).GetValue(); + private readonly Action drawFarmBuildings = () => SGame.Reflection.GetPrivateMethod(SGame.Instance, nameof(drawFarmBuildings)).Invoke(); + private readonly Action drawHUD = () => SGame.Reflection.GetPrivateMethod(SGame.Instance, nameof(drawHUD)).Invoke(); + private readonly Action drawDialogueBox = () => SGame.Reflection.GetPrivateMethod(SGame.Instance, nameof(drawDialogueBox)).Invoke(); + private readonly Action renderScreenBuffer = () => SGame.Reflection.GetPrivateMethod(SGame.Instance, nameof(renderScreenBuffer)).Invoke(); + // ReSharper restore ArrangeStaticMemberQualifier, ArrangeThisQualifier, InconsistentNaming + + + /********* + ** Accessors + *********/ + /// <summary>SMAPI's content manager.</summary> + public SContentManager SContentManager { get; } + + /// <summary>Whether SMAPI should log more information about the game context.</summary> + public bool VerboseLogging { get; set; } + + + /********* + ** Protected methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="monitor">Encapsulates monitoring and logging.</param> + /// <param name="reflection">Simplifies access to private game code.</param> + internal SGame(IMonitor monitor, Reflector reflection) + { + // initialise + this.Monitor = monitor; + this.FirstUpdate = true; + SGame.Instance = this; + SGame.Reflection = reflection; + + // set XNA option required by Stardew Valley + Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef; + + // override content manager + this.Monitor?.Log("Overriding content manager...", LogLevel.Trace); + this.SContentManager = new SContentManager(this.Content.ServiceProvider, this.Content.RootDirectory, Thread.CurrentThread.CurrentUICulture, null, this.Monitor); + this.Content = new ContentManagerShim(this.SContentManager, "SGame.Content"); + Game1.content = new ContentManagerShim(this.SContentManager, "Game1.content"); + reflection.GetPrivateField<LocalizedContentManager>(typeof(Game1), "_temporaryContent").SetValue(new ContentManagerShim(this.SContentManager, "Game1._temporaryContent")); // regenerate value with new content manager + } + + /**** + ** Intercepted methods & events + ****/ + /// <summary>Constructor a content manager to read XNB files.</summary> + /// <param name="serviceProvider">The service provider to use to locate services.</param> + /// <param name="rootDirectory">The root directory to search for content.</param> + protected override LocalizedContentManager CreateContentManager(IServiceProvider serviceProvider, string rootDirectory) + { + // return default if SMAPI's content manager isn't initialised yet + if (this.SContentManager == null) + { + this.Monitor?.Log("SMAPI's content manager isn't initialised; skipping content manager interception.", LogLevel.Trace); + return base.CreateContentManager(serviceProvider, rootDirectory); + } + + // return single instance if valid + if (serviceProvider != this.Content.ServiceProvider) + throw new InvalidOperationException("SMAPI uses a single content manager internally. You can't get a new content manager with a different service provider."); + if (rootDirectory != this.Content.RootDirectory) + throw new InvalidOperationException($"SMAPI uses a single content manager internally. You can't get a new content manager with a different root directory (current is {this.Content.RootDirectory}, requested {rootDirectory})."); + return new ContentManagerShim(this.SContentManager, "(generated instance)"); + } + + /// <summary>The method called when the game is updating its state. This happens roughly 60 times per second.</summary> + /// <param name="gameTime">A snapshot of the game timing state.</param> + protected override void Update(GameTime gameTime) + { + try + { + /********* + ** Skip conditions + *********/ + // SMAPI exiting, stop processing game updates + if (this.Monitor.IsExiting) + { + this.Monitor.Log("SMAPI shutting down: aborting update.", LogLevel.Trace); + return; + } + + // While a background new-day task is in progress, the game skips its own update logic + // and defers to the XNA Update method. Running mod code in parallel to the background + // update is risky, because data changes can conflict (e.g. collection changed during + // enumeration errors) and data may change unexpectedly from one mod instruction to the + // next. + // + // Therefore we can just run Game1.Update here without raising any SMAPI events. There's + // 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 neglible and not worth the complications of bypassing Game1.Update. + if (SGame._newDayTask != null) + { + base.Update(gameTime); + return; + } + + // While the game is writing to the save file in the background, mods can unexpectedly + // fail since they don't have exclusive access to resources (e.g. collection changed + // during enumeration errors). To avoid problems, events are not invoked while a save + // is in progress. It's safe to raise SaveEvents.BeforeSave as soon as the menu is + // opened (since the save hasn't started yet), but all other events should be suppressed. + if (Context.IsSaving) + { + // raise before-save + if (!this.IsBetweenSaveEvents) + { + this.IsBetweenSaveEvents = true; + this.Monitor.Log("Context: before save.", LogLevel.Trace); + SaveEvents.InvokeBeforeSave(this.Monitor); + } + + // suppress non-save events + base.Update(gameTime); + return; + } + if (this.IsBetweenSaveEvents) + { + // raise after-save + this.IsBetweenSaveEvents = false; + this.Monitor.Log($"Context: after save, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace); + SaveEvents.InvokeAfterSave(this.Monitor); + TimeEvents.InvokeAfterDayStarted(this.Monitor); + } + + /********* + ** Game loaded events + *********/ + if (this.FirstUpdate) + { + GameEvents.InvokeInitialize(this.Monitor); + } + + /********* + ** Locale changed events + *********/ + if (this.PreviousLocale != LocalizedContentManager.CurrentLanguageCode) + { + var oldValue = this.PreviousLocale; + var newValue = LocalizedContentManager.CurrentLanguageCode; + + this.Monitor.Log($"Context: locale set to {newValue}.", LogLevel.Trace); + + if (oldValue != null) + ContentEvents.InvokeAfterLocaleChanged(this.Monitor, oldValue.ToString(), newValue.ToString()); + this.PreviousLocale = newValue; + } + + /********* + ** After load events + *********/ + if (Context.IsSaveLoaded && !SaveGame.IsProcessing /*still loading save*/ && this.AfterLoadTimer >= 0) + { + if (Game1.dayOfMonth != 0) // wait until new-game intro finishes (world not fully initialised yet) + this.AfterLoadTimer--; + + if (this.AfterLoadTimer == 0) + { + this.Monitor.Log($"Context: loaded saved game '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace); + Context.IsWorldReady = true; + + SaveEvents.InvokeAfterLoad(this.Monitor); + TimeEvents.InvokeAfterDayStarted(this.Monitor); + } + } + + /********* + ** Exit to title events + *********/ + // before exit to title + if (Game1.exitToTitle) + this.IsExitingToTitle = true; + + // after exit to title + if (Context.IsWorldReady && this.IsExitingToTitle && Game1.activeClickableMenu is TitleMenu) + { + this.Monitor.Log("Context: returned to title", LogLevel.Trace); + + this.IsExitingToTitle = false; + this.CleanupAfterReturnToTitle(); + SaveEvents.InvokeAfterReturnToTitle(this.Monitor); + } + + /********* + ** Window events + *********/ + // Here we depend on the game's viewport instead of listening to the Window.Resize + // event because we need to notify mods after the game handles the resize, so the + // game's metadata (like Game1.viewport) are updated. That's a bit complicated + // since the game adds & removes its own handler on the fly. + if (Game1.viewport.Width != this.PreviousWindowSize.X || Game1.viewport.Height != this.PreviousWindowSize.Y) + { + Point size = new Point(Game1.viewport.Width, Game1.viewport.Height); + GraphicsEvents.InvokeResize(this.Monitor); + this.PreviousWindowSize = size; + } + + /********* + ** Input events (if window has focus) + *********/ + if (Game1.game1.IsActive) + { + // get latest state + KeyboardState keyState; + GamePadState controllerState; + MouseState mouseState; + Point mousePosition; + try + { + keyState = Keyboard.GetState(); + controllerState = GamePad.GetState(PlayerIndex.One); + mouseState = Mouse.GetState(); + mousePosition = new Point(Game1.getMouseX(), Game1.getMouseY()); + } + catch (InvalidOperationException) // GetState() may crash for some players if window doesn't have focus but game1.IsActive == true + { + keyState = this.PreviousKeyState; + controllerState = this.PreviousControllerState; + mouseState = this.PreviousMouseState; + mousePosition = this.PreviousMousePosition; + } + + // analyse state + SButton[] currentlyPressedKeys = this.GetPressedButtons(keyState, mouseState, controllerState).ToArray(); + SButton[] previousPressedKeys = this.PreviousPressedButtons; + SButton[] framePressedKeys = currentlyPressedKeys.Except(previousPressedKeys).ToArray(); + SButton[] frameReleasedKeys = previousPressedKeys.Except(currentlyPressedKeys).ToArray(); + bool isClick = framePressedKeys.Contains(SButton.MouseLeft) || (framePressedKeys.Contains(SButton.ControllerA) && !currentlyPressedKeys.Contains(SButton.ControllerX)); + + // get cursor position + ICursorPosition cursor; + { + // cursor position + Vector2 screenPixels = new Vector2(Game1.getMouseX(), Game1.getMouseY()); + Vector2 tile = new Vector2((Game1.viewport.X + screenPixels.X) / Game1.tileSize, (Game1.viewport.Y + screenPixels.Y) / Game1.tileSize); + Vector2 grabTile = (Game1.mouseCursorTransparency > 0 && Utility.tileWithinRadiusOfPlayer((int)tile.X, (int)tile.Y, 1, Game1.player)) // derived from Game1.pressActionButton + ? tile + : Game1.player.GetGrabTile(); + cursor = new CursorPosition(screenPixels, tile, grabTile); + } + + // raise button pressed + foreach (SButton button in framePressedKeys) + { + InputEvents.InvokeButtonPressed(this.Monitor, button, cursor, isClick); + + // legacy events + if (button.TryGetKeyboard(out Keys key)) + { + if (key != Keys.None) + ControlEvents.InvokeKeyPressed(this.Monitor, key); + } + else if (button.TryGetController(out Buttons controllerButton)) + { + if (controllerButton == Buttons.LeftTrigger || controllerButton == Buttons.RightTrigger) + ControlEvents.InvokeTriggerPressed(this.Monitor, controllerButton, controllerButton == Buttons.LeftTrigger ? controllerState.Triggers.Left : controllerState.Triggers.Right); + else + ControlEvents.InvokeButtonPressed(this.Monitor, controllerButton); + } + } + + // raise button released + foreach (SButton button in frameReleasedKeys) + { + bool wasClick = + (button == SButton.MouseLeft && previousPressedKeys.Contains(SButton.MouseLeft)) // released left click + || (button == SButton.ControllerA && previousPressedKeys.Contains(SButton.ControllerA) && !previousPressedKeys.Contains(SButton.ControllerX)); + InputEvents.InvokeButtonReleased(this.Monitor, button, cursor, wasClick); + + // legacy events + if (button.TryGetKeyboard(out Keys key)) + { + if (key != Keys.None) + ControlEvents.InvokeKeyReleased(this.Monitor, key); + } + else if (button.TryGetController(out Buttons controllerButton)) + { + if (controllerButton == Buttons.LeftTrigger || controllerButton == Buttons.RightTrigger) + ControlEvents.InvokeTriggerReleased(this.Monitor, controllerButton, controllerButton == Buttons.LeftTrigger ? controllerState.Triggers.Left : controllerState.Triggers.Right); + else + ControlEvents.InvokeButtonReleased(this.Monitor, controllerButton); + } + } + + // raise legacy state-changed events + if (keyState != this.PreviousKeyState) + ControlEvents.InvokeKeyboardChanged(this.Monitor, this.PreviousKeyState, keyState); + if (mouseState != this.PreviousMouseState) + ControlEvents.InvokeMouseChanged(this.Monitor, this.PreviousMouseState, mouseState, this.PreviousMousePosition, mousePosition); + + // track state + this.PreviousMouseState = mouseState; + this.PreviousMousePosition = mousePosition; + this.PreviousKeyState = keyState; + this.PreviousControllerState = controllerState; + this.PreviousPressedButtons = currentlyPressedKeys; + } + + /********* + ** Menu events + *********/ + if (Game1.activeClickableMenu != this.PreviousActiveMenu) + { + IClickableMenu previousMenu = this.PreviousActiveMenu; + IClickableMenu newMenu = Game1.activeClickableMenu; + + // log context + if (this.VerboseLogging) + { + if (previousMenu == null) + this.Monitor.Log($"Context: opened menu {newMenu?.GetType().FullName ?? "(none)"}.", LogLevel.Trace); + else if (newMenu == null) + this.Monitor.Log($"Context: closed menu {previousMenu.GetType().FullName}.", LogLevel.Trace); + else + this.Monitor.Log($"Context: changed menu from {previousMenu.GetType().FullName} to {newMenu.GetType().FullName}.", LogLevel.Trace); + } + + // raise menu events + if (newMenu != null) + MenuEvents.InvokeMenuChanged(this.Monitor, previousMenu, newMenu); + else + MenuEvents.InvokeMenuClosed(this.Monitor, previousMenu); + + // update previous menu + // (if the menu was changed in one of the handlers, deliberately defer detection until the next update so mods can be notified of the new menu change) + this.PreviousActiveMenu = newMenu; + } + + /********* + ** World & player events + *********/ + if (Context.IsWorldReady) + { + // raise current location changed + if (Game1.currentLocation != this.PreviousGameLocation) + { + if (this.VerboseLogging) + this.Monitor.Log($"Context: set location to {Game1.currentLocation?.Name ?? "(none)"}.", LogLevel.Trace); + LocationEvents.InvokeCurrentLocationChanged(this.Monitor, this.PreviousGameLocation, Game1.currentLocation); + } + + // raise location list changed + if (this.GetHash(Game1.locations) != this.PreviousGameLocations) + LocationEvents.InvokeLocationsChanged(this.Monitor, Game1.locations); + + // raise events that shouldn't be triggered on initial load + if (Game1.uniqueIDForThisGame == this.PreviousSaveID) + { + // 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 time changed + if (Game1.timeOfDay != this.PreviousTime) + TimeEvents.InvokeTimeOfDayChanged(this.Monitor, this.PreviousTime, Game1.timeOfDay); + + // 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.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.PreviousMineLevel = Game1.mine?.mineLevel ?? 0; + this.PreviousSaveID = Game1.uniqueIDForThisGame; + } + + /********* + ** Game update + *********/ + try + { + base.Update(gameTime); + } + catch (Exception ex) + { + this.Monitor.Log($"An error occured in the base update loop: {ex.GetLogSummary()}", LogLevel.Error); + } + + /********* + ** Update events + *********/ + GameEvents.InvokeUpdateTick(this.Monitor); + if (this.FirstUpdate) + this.FirstUpdate = false; + if (this.CurrentUpdateTick % 2 == 0) + GameEvents.InvokeSecondUpdateTick(this.Monitor); + if (this.CurrentUpdateTick % 4 == 0) + GameEvents.InvokeFourthUpdateTick(this.Monitor); + if (this.CurrentUpdateTick % 8 == 0) + GameEvents.InvokeEighthUpdateTick(this.Monitor); + if (this.CurrentUpdateTick % 15 == 0) + GameEvents.InvokeQuarterSecondTick(this.Monitor); + if (this.CurrentUpdateTick % 30 == 0) + GameEvents.InvokeHalfSecondTick(this.Monitor); + if (this.CurrentUpdateTick % 60 == 0) + GameEvents.InvokeOneSecondTick(this.Monitor); + this.CurrentUpdateTick += 1; + if (this.CurrentUpdateTick >= 60) + this.CurrentUpdateTick = 0; + + this.UpdateCrashTimer.Reset(); + } + catch (Exception ex) + { + // log error + this.Monitor.Log($"An error occured in the overridden update loop: {ex.GetLogSummary()}", LogLevel.Error); + + // exit if irrecoverable + if (!this.UpdateCrashTimer.Decrement()) + this.Monitor.ExitGameImmediately("the game crashed when updating, and SMAPI was unable to recover the game."); + } + } + + /// <summary>The method called to draw everything to the screen.</summary> + /// <param name="gameTime">A snapshot of the game timing state.</param> + protected override void Draw(GameTime gameTime) + { + Context.IsInDrawLoop = true; + try + { + this.DrawImpl(gameTime); + this.DrawCrashTimer.Reset(); + } + catch (Exception ex) + { + // log error + this.Monitor.Log($"An error occured in the overridden draw loop: {ex.GetLogSummary()}", LogLevel.Error); + + // exit if irrecoverable + if (!this.DrawCrashTimer.Decrement()) + { + this.Monitor.ExitGameImmediately("the game crashed when drawing, and SMAPI was unable to recover the game."); + return; + } + + // recover sprite batch + try + { + if (Game1.spriteBatch.IsOpen(SGame.Reflection)) + { + this.Monitor.Log("Recovering sprite batch from error...", LogLevel.Trace); + Game1.spriteBatch.End(); + } + } + catch (Exception innerEx) + { + this.Monitor.Log($"Could not recover sprite batch state: {innerEx.GetLogSummary()}", LogLevel.Error); + } + } + Context.IsInDrawLoop = false; + } + + /// <summary>Replicate the game's draw logic with some changes for SMAPI.</summary> + /// <param name="gameTime">A snapshot of the game timing state.</param> + /// <remarks>This implementation is identical to <see cref="Game1.Draw"/>, except for try..catch around menu draw code, private field references replaced by wrappers, and added events.</remarks> + [SuppressMessage("ReSharper", "CompareOfFloatsByEqualityOperator", Justification = "copied from game code as-is")] + [SuppressMessage("ReSharper", "LocalVariableHidesMember", Justification = "copied from game code as-is")] + [SuppressMessage("ReSharper", "PossibleLossOfFraction", Justification = "copied from game code as-is")] + [SuppressMessage("ReSharper", "RedundantArgumentDefaultValue", Justification = "copied from game code as-is")] + [SuppressMessage("ReSharper", "RedundantCast", Justification = "copied from game code as-is")] + [SuppressMessage("ReSharper", "RedundantExplicitNullableCreation", Justification = "copied from game code as-is")] + [SuppressMessage("ReSharper", "RedundantTypeArgumentsOfMethod", Justification = "copied from game code as-is")] + private void DrawImpl(GameTime gameTime) + { + if (Game1.debugMode) + { + if (SGame._fpsStopwatch.IsRunning) + { + float totalSeconds = (float)SGame._fpsStopwatch.Elapsed.TotalSeconds; + SGame._fpsList.Add(totalSeconds); + while (SGame._fpsList.Count >= 120) + SGame._fpsList.RemoveAt(0); + float num = 0.0f; + foreach (float fps in SGame._fpsList) + num += fps; + SGame._fps = (float)(1.0 / ((double)num / (double)SGame._fpsList.Count)); + } + SGame._fpsStopwatch.Restart(); + } + else + { + if (SGame._fpsStopwatch.IsRunning) + SGame._fpsStopwatch.Reset(); + SGame._fps = 0.0f; + SGame._fpsList.Clear(); + } + if (SGame._newDayTask != null) + { + this.GraphicsDevice.Clear(this.bgColor); + //base.Draw(gameTime); + } + else + { + if ((double)Game1.options.zoomLevel != 1.0) + this.GraphicsDevice.SetRenderTarget(this.screenWrapper); + if (this.IsSaving) + { + this.GraphicsDevice.Clear(this.bgColor); + IClickableMenu activeClickableMenu = Game1.activeClickableMenu; + if (activeClickableMenu != null) + { + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); + try + { + GraphicsEvents.InvokeOnPreRenderGuiEvent(this.Monitor); + activeClickableMenu.draw(Game1.spriteBatch); + GraphicsEvents.InvokeOnPostRenderGuiEvent(this.Monitor); + } + catch (Exception ex) + { + this.Monitor.Log($"The {activeClickableMenu.GetType().FullName} menu crashed while drawing itself during save. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error); + activeClickableMenu.exitThisMenu(); + } + Game1.spriteBatch.End(); + } + //base.Draw(gameTime); + this.renderScreenBuffer(); + } + else + { + this.GraphicsDevice.Clear(this.bgColor); + if (Game1.activeClickableMenu != null && Game1.options.showMenuBackground && Game1.activeClickableMenu.showWithoutTransparencyIfOptionIsSet()) + { + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); + try + { + Game1.activeClickableMenu.drawBackground(Game1.spriteBatch); + GraphicsEvents.InvokeOnPreRenderGuiEvent(this.Monitor); + Game1.activeClickableMenu.draw(Game1.spriteBatch); + GraphicsEvents.InvokeOnPostRenderGuiEvent(this.Monitor); + } + catch (Exception ex) + { + this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error); + Game1.activeClickableMenu.exitThisMenu(); + } + Game1.spriteBatch.End(); + if ((double)Game1.options.zoomLevel != 1.0) + { + this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null); + this.GraphicsDevice.Clear(this.bgColor); + Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); + Game1.spriteBatch.Draw((Texture2D)this.screenWrapper, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screenWrapper.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f); + Game1.spriteBatch.End(); + } + if (Game1.overlayMenu == null) + return; + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); + Game1.overlayMenu.draw(Game1.spriteBatch); + Game1.spriteBatch.End(); + } + else if ((int)Game1.gameMode == 11) + { + Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); + Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3685"), new Vector2(16f, 16f), Color.HotPink); + Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3686"), new Vector2(16f, 32f), new Color(0, (int)byte.MaxValue, 0)); + Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.parseText(Game1.errorMessage, Game1.dialogueFont, Game1.graphics.GraphicsD |
