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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2019-06-14 01:16:50 -0400
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2019-09-14 18:04:11 -0400
commitd3209b17de4e46ee1d604aac24642af80ce855cc (patch)
treecdbb14eed386129b031d9a8c0abf0321a6bba4de /src/SMAPI/Framework/SGame.cs
parentfdf221addee883f4b1ddcd42f92876f7a816c7a1 (diff)
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decouple updating watchers & raising event to fix some mod changes not being tracked correctly (#648)
Diffstat (limited to 'src/SMAPI/Framework/SGame.cs')
-rw-r--r--src/SMAPI/Framework/SGame.cs240
1 files changed, 73 insertions, 167 deletions
diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs
index 1145207f..7222899a 100644
--- a/src/SMAPI/Framework/SGame.cs
+++ b/src/SMAPI/Framework/SGame.cs
@@ -16,19 +16,16 @@ using StardewModdingAPI.Framework.Events;
using StardewModdingAPI.Framework.Input;
using StardewModdingAPI.Framework.Networking;
using StardewModdingAPI.Framework.Reflection;
-using StardewModdingAPI.Framework.StateTracking;
+using StardewModdingAPI.Framework.StateTracking.Snapshots;
using StardewModdingAPI.Framework.Utilities;
using StardewModdingAPI.Toolkit.Serialisation;
using StardewValley;
using StardewValley.BellsAndWhistles;
-using StardewValley.Buildings;
using StardewValley.Events;
using StardewValley.Locations;
using StardewValley.Menus;
-using StardewValley.TerrainFeatures;
using StardewValley.Tools;
using xTile.Dimensions;
-using SObject = StardewValley.Object;
namespace StardewModdingAPI.Framework
{
@@ -93,6 +90,9 @@ namespace StardewModdingAPI.Framework
/// <summary>Monitors the entire game state for changes.</summary>
private WatcherCore Watchers;
+ /// <summary>A snapshot of the current <see cref="Watchers"/> state.</summary>
+ private WatcherSnapshot WatcherSnapshot = new WatcherSnapshot();
+
/// <summary>Whether post-game-startup initialisation has been performed.</summary>
private bool IsInitialised;
@@ -443,8 +443,12 @@ namespace StardewModdingAPI.Framework
/*********
** Update watchers
+ ** (Watchers need to be updated, checked, and reset in one go so we can detect any changes mods make in event handlers.)
*********/
this.Watchers.Update();
+ this.WatcherSnapshot.Update(this.Watchers);
+ this.Watchers.Reset();
+ WatcherSnapshot state = this.WatcherSnapshot;
/*********
** Pre-update events
@@ -473,12 +477,8 @@ namespace StardewModdingAPI.Framework
/*********
** Locale changed events
*********/
- if (this.Watchers.LocaleWatcher.IsChanged)
- {
- this.Monitor.Log($"Context: locale set to {this.Watchers.LocaleWatcher.CurrentValue}.", LogLevel.Trace);
-
- this.Watchers.LocaleWatcher.Reset();
- }
+ if (state.Locale.IsChanged)
+ this.Monitor.Log($"Context: locale set to {state.Locale.New}.", LogLevel.Trace);
/*********
** Load / return-to-title events
@@ -511,16 +511,12 @@ namespace StardewModdingAPI.Framework
// 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 (this.Watchers.WindowSizeWatcher.IsChanged)
+ if (state.WindowSize.IsChanged)
{
if (this.Monitor.IsVerbose)
- this.Monitor.Log($"Events: window size changed to {this.Watchers.WindowSizeWatcher.CurrentValue}.", LogLevel.Trace);
+ this.Monitor.Log($"Events: window size changed to {state.WindowSize.New}.", LogLevel.Trace);
- Point oldSize = this.Watchers.WindowSizeWatcher.PreviousValue;
- Point newSize = this.Watchers.WindowSizeWatcher.CurrentValue;
-
- events.WindowResized.Raise(new WindowResizedEventArgs(oldSize, newSize));
- this.Watchers.WindowSizeWatcher.Reset();
+ events.WindowResized.Raise(new WindowResizedEventArgs(state.WindowSize.Old, state.WindowSize.New));
}
/*********
@@ -535,35 +531,15 @@ namespace StardewModdingAPI.Framework
ICursorPosition cursor = this.Input.CursorPosition;
// raise cursor moved event
- if (this.Watchers.CursorWatcher.IsChanged)
- {
- if (events.CursorMoved.HasListeners())
- {
- ICursorPosition was = this.Watchers.CursorWatcher.PreviousValue;
- ICursorPosition now = this.Watchers.CursorWatcher.CurrentValue;
- this.Watchers.CursorWatcher.Reset();
-
- events.CursorMoved.Raise(new CursorMovedEventArgs(was, now));
- }
- else
- this.Watchers.CursorWatcher.Reset();
- }
+ if (state.Cursor.IsChanged)
+ events.CursorMoved.Raise(new CursorMovedEventArgs(state.Cursor.Old, state.Cursor.New));
// raise mouse wheel scrolled
- if (this.Watchers.MouseWheelScrollWatcher.IsChanged)
+ if (state.MouseWheelScroll.IsChanged)
{
- if (events.MouseWheelScrolled.HasListeners() || this.Monitor.IsVerbose)
- {
- int was = this.Watchers.MouseWheelScrollWatcher.PreviousValue;
- int now = this.Watchers.MouseWheelScrollWatcher.CurrentValue;
- this.Watchers.MouseWheelScrollWatcher.Reset();
-
- if (this.Monitor.IsVerbose)
- this.Monitor.Log($"Events: mouse wheel scrolled to {now}.", LogLevel.Trace);
- events.MouseWheelScrolled.Raise(new MouseWheelScrolledEventArgs(cursor, was, now));
- }
- else
- this.Watchers.MouseWheelScrollWatcher.Reset();
+ if (this.Monitor.IsVerbose)
+ this.Monitor.Log($"Events: mouse wheel scrolled to {state.MouseWheelScroll.New}.", LogLevel.Trace);
+ events.MouseWheelScrolled.Raise(new MouseWheelScrolledEventArgs(cursor, state.MouseWheelScroll.Old, state.MouseWheelScroll.New));
}
// raise input button events
@@ -593,17 +569,13 @@ namespace StardewModdingAPI.Framework
/*********
** Menu events
*********/
- if (this.Watchers.ActiveMenuWatcher.IsChanged)
+ if (state.ActiveMenu.IsChanged)
{
- IClickableMenu was = this.Watchers.ActiveMenuWatcher.PreviousValue;
- IClickableMenu now = this.Watchers.ActiveMenuWatcher.CurrentValue;
- this.Watchers.ActiveMenuWatcher.Reset(); // reset here so a mod changing the menu will be raised as a new event afterwards
-
if (this.Monitor.IsVerbose)
- this.Monitor.Log($"Context: menu changed from {was?.GetType().FullName ?? "none"} to {now?.GetType().FullName ?? "none"}.", LogLevel.Trace);
+ this.Monitor.Log($"Context: menu changed from {state.ActiveMenu.Old?.GetType().FullName ?? "none"} to {state.ActiveMenu.New?.GetType().FullName ?? "none"}.", LogLevel.Trace);
// raise menu events
- events.MenuChanged.Raise(new MenuChangedEventArgs(was, now));
+ events.MenuChanged.Raise(new MenuChangedEventArgs(state.ActiveMenu.Old, state.ActiveMenu.New));
}
/*********
@@ -611,163 +583,97 @@ namespace StardewModdingAPI.Framework
*********/
if (Context.IsWorldReady)
{
- bool raiseWorldEvents = !this.Watchers.SaveIdWatcher.IsChanged; // don't report changes from unloaded => loaded
+ bool raiseWorldEvents = !state.SaveID.IsChanged; // don't report changes from unloaded => loaded
- // raise location changes
- if (this.Watchers.LocationsWatcher.IsChanged)
+ // location list changes
+ if (state.Locations.LocationList.IsChanged && (events.LocationListChanged.HasListeners() || this.Monitor.IsVerbose))
{
- // location list changes
- if (this.Watchers.LocationsWatcher.IsLocationListChanged)
- {
- GameLocation[] added = this.Watchers.LocationsWatcher.Added.ToArray();
- GameLocation[] removed = this.Watchers.LocationsWatcher.Removed.ToArray();
- this.Watchers.LocationsWatcher.ResetLocationList();
-
- if (this.Monitor.IsVerbose)
- {
- string addedText = added.Any() ? string.Join(", ", added.Select(p => p.Name)) : "none";
- string removedText = removed.Any() ? string.Join(", ", removed.Select(p => p.Name)) : "none";
- this.Monitor.Log($"Context: location list changed (added {addedText}; removed {removedText}).", LogLevel.Trace);
- }
+ var added = state.Locations.LocationList.Added.ToArray();
+ var removed = state.Locations.LocationList.Removed.ToArray();
- events.LocationListChanged.Raise(new LocationListChangedEventArgs(added, removed));
- }
-
- // raise location contents changed
- if (raiseWorldEvents)
+ if (this.Monitor.IsVerbose)
{
- foreach (LocationTracker watcher in this.Watchers.LocationsWatcher.Locations)
- {
- // buildings changed
- if (watcher.BuildingsWatcher.IsChanged)
- {
- GameLocation location = watcher.Location;
- Building[] added = watcher.BuildingsWatcher.Added.ToArray();
- Building[] removed = watcher.BuildingsWatcher.Removed.ToArray();
- watcher.BuildingsWatcher.Reset();
-
- events.BuildingListChanged.Raise(new BuildingListChangedEventArgs(location, added, removed));
- }
-
- // debris changed
- if (watcher.DebrisWatcher.IsChanged)
- {
- GameLocation location = watcher.Location;
- Debris[] added = watcher.DebrisWatcher.Added.ToArray();
- Debris[] removed = watcher.DebrisWatcher.Removed.ToArray();
- watcher.DebrisWatcher.Reset();
-
- events.DebrisListChanged.Raise(new DebrisListChangedEventArgs(location, added, removed));
- }
+ string addedText = added.Any() ? string.Join(", ", added.Select(p => p.Name)) : "none";
+ string removedText = removed.Any() ? string.Join(", ", removed.Select(p => p.Name)) : "none";
+ this.Monitor.Log($"Context: location list changed (added {addedText}; removed {removedText}).", LogLevel.Trace);
+ }
- // large terrain features changed
- if (watcher.LargeTerrainFeaturesWatcher.IsChanged)
- {
- GameLocation location = watcher.Location;
- LargeTerrainFeature[] added = watcher.LargeTerrainFeaturesWatcher.Added.ToArray();
- LargeTerrainFeature[] removed = watcher.LargeTerrainFeaturesWatcher.Removed.ToArray();
- watcher.LargeTerrainFeaturesWatcher.Reset();
+ events.LocationListChanged.Raise(new LocationListChangedEventArgs(added, removed));
+ }
- events.LargeTerrainFeatureListChanged.Raise(new LargeTerrainFeatureListChangedEventArgs(location, added, removed));
- }
+ // raise location contents changed
+ if (raiseWorldEvents)
+ {
+ foreach (LocationSnapshot locState in state.Locations.Locations)
+ {
+ var location = locState.Location;
- // NPCs changed
- if (watcher.NpcsWatcher.IsChanged)
- {
- GameLocation location = watcher.Location;
- NPC[] added = watcher.NpcsWatcher.Added.ToArray();
- NPC[] removed = watcher.NpcsWatcher.Removed.ToArray();
- watcher.NpcsWatcher.Reset();
+ // buildings changed
+ if (locState.Buildings.IsChanged)
+ events.BuildingListChanged.Raise(new BuildingListChangedEventArgs(location, locState.Buildings.Added, locState.Buildings.Removed));
- events.NpcListChanged.Raise(new NpcListChangedEventArgs(location, added, removed));
- }
+ // debris changed
+ if (locState.Debris.IsChanged)
+ events.DebrisListChanged.Raise(new DebrisListChangedEventArgs(location, locState.Debris.Added, locState.Debris.Removed));
- // objects changed
- if (watcher.ObjectsWatcher.IsChanged)
- {
- GameLocation location = watcher.Location;
- KeyValuePair<Vector2, SObject>[] added = watcher.ObjectsWatcher.Added.ToArray();
- KeyValuePair<Vector2, SObject>[] removed = watcher.ObjectsWatcher.Removed.ToArray();
- watcher.ObjectsWatcher.Reset();
+ // large terrain features changed
+ if (locState.LargeTerrainFeatures.IsChanged)
+ events.LargeTerrainFeatureListChanged.Raise(new LargeTerrainFeatureListChangedEventArgs(location, locState.LargeTerrainFeatures.Added, locState.LargeTerrainFeatures.Removed));
- events.ObjectListChanged.Raise(new ObjectListChangedEventArgs(location, added, removed));
- }
+ // NPCs changed
+ if (locState.Npcs.IsChanged)
+ events.NpcListChanged.Raise(new NpcListChangedEventArgs(location, locState.Npcs.Added, locState.Npcs.Removed));
- // terrain features changed
- if (watcher.TerrainFeaturesWatcher.IsChanged)
- {
- GameLocation location = watcher.Location;
- KeyValuePair<Vector2, TerrainFeature>[] added = watcher.TerrainFeaturesWatcher.Added.ToArray();
- KeyValuePair<Vector2, TerrainFeature>[] removed = watcher.TerrainFeaturesWatcher.Removed.ToArray();
- watcher.TerrainFeaturesWatcher.Reset();
+ // objects changed
+ if (locState.Objects.IsChanged)
+ events.ObjectListChanged.Raise(new ObjectListChangedEventArgs(location, locState.Objects.Added, locState.Objects.Removed));
- events.TerrainFeatureListChanged.Raise(new TerrainFeatureListChangedEventArgs(location, added, removed));
- }
- }
+ // terrain features changed
+ if (locState.TerrainFeatures.IsChanged)
+ events.TerrainFeatureListChanged.Raise(new TerrainFeatureListChangedEventArgs(location, locState.TerrainFeatures.Added, locState.TerrainFeatures.Removed));
}
- else
- this.Watchers.LocationsWatcher.Reset();
}
// raise time changed
- if (raiseWorldEvents && this.Watchers.TimeWatcher.IsChanged)
- {
- int was = this.Watchers.TimeWatcher.PreviousValue;
- int now = this.Watchers.TimeWatcher.CurrentValue;
- this.Watchers.TimeWatcher.Reset();
-
- if (this.Monitor.IsVerbose)
- this.Monitor.Log($"Events: time changed from {was} to {now}.", LogLevel.Trace);
-
- events.TimeChanged.Raise(new TimeChangedEventArgs(was, now));
- }
- else
- this.Watchers.TimeWatcher.Reset();
+ if (raiseWorldEvents && state.Time.IsChanged)
+ events.TimeChanged.Raise(new TimeChangedEventArgs(state.Time.Old, state.Time.New));
// raise player events
if (raiseWorldEvents)
{
- PlayerTracker playerTracker = this.Watchers.CurrentPlayerTracker;
+ PlayerSnapshot playerState = state.CurrentPlayer;
+ Farmer player = playerState.Player;
// raise current location changed
- if (playerTracker.TryGetNewLocation(out GameLocation newLocation))
+ if (playerState.Location.IsChanged)
{
if (this.Monitor.IsVerbose)
- this.Monitor.Log($"Context: set location to {newLocation.Name}.", LogLevel.Trace);
+ this.Monitor.Log($"Context: set location to {playerState.Location.New}.", LogLevel.Trace);
- GameLocation oldLocation = playerTracker.LocationWatcher.PreviousValue;
- events.Warped.Raise(new WarpedEventArgs(playerTracker.Player, oldLocation, newLocation));
+ events.Warped.Raise(new WarpedEventArgs(player, playerState.Location.Old, playerState.Location.New));
}
// raise player leveled up a skill
- foreach (KeyValuePair<SkillType, IValueWatcher<int>> pair in playerTracker.GetChangedSkills())
+ foreach (var pair in playerState.Skills)
{
+ if (!pair.Value.IsChanged)
+ continue;
+
if (this.Monitor.IsVerbose)
- this.Monitor.Log($"Events: player skill '{pair.Key}' changed from {pair.Value.PreviousValue} to {pair.Value.CurrentValue}.", LogLevel.Trace);
+ this.Monitor.Log($"Events: player skill '{pair.Key}' changed from {pair.Value.Old} to {pair.Value.New}.", LogLevel.Trace);
- events.LevelChanged.Raise(new LevelChangedEventArgs(playerTracker.Player, pair.Key, pair.Value.PreviousValue, pair.Value.CurrentValue));
+ events.LevelChanged.Raise(new LevelChangedEventArgs(player, pair.Key, pair.Value.Old, pair.Value.New));
}
// raise player inventory changed
- ItemStackChange[] changedItems = playerTracker.GetInventoryChanges().ToArray();
+ ItemStackChange[] changedItems = playerState.InventoryChanges.ToArray();
if (changedItems.Any())
{
if (this.Monitor.IsVerbose)
this.Monitor.Log("Events: player inventory changed.", LogLevel.Trace);
- events.InventoryChanged.Raise(new InventoryChangedEventArgs(playerTracker.Player, changedItems));
- }
-
- // raise mine level changed
- if (playerTracker.TryGetNewMineLevel(out int mineLevel))
- {
- if (this.Monitor.IsVerbose)
- this.Monitor.Log($"Context: mine level changed to {mineLevel}.", LogLevel.Trace);
+ events.InventoryChanged.Raise(new InventoryChangedEventArgs(player, changedItems));
}
}
- this.Watchers.CurrentPlayerTracker?.Reset();
-
- // update save ID watcher
- this.Watchers.SaveIdWatcher.Reset();
}
/*********