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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2020-12-20 22:34:59 -0500
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2020-12-20 22:34:59 -0500
commit2e8c7e06c5c46834b570b667cb7497fe4cc408ac (patch)
treeaf2cb14a02d85fb2b435ceb38a81c9a97146bf87 /src/SMAPI
parent50a146d1c9a228391c4201685a5e0df9daa529e9 (diff)
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update for split-screen mode
This includes splitting GameRunner (the main game instance) from Game1 (now a per-screen game state), adding a PerScreen<T> utility to simplify per-screen values, adding separate per-screen input handling and events, adding new Context fields for split-screen, and logging the screen ID in split-screen mode to distinguish log entries.
Diffstat (limited to 'src/SMAPI')
-rw-r--r--src/SMAPI/Constants.cs3
-rw-r--r--src/SMAPI/Context.cs79
-rw-r--r--src/SMAPI/Framework/Logging/LogManager.cs5
-rw-r--r--src/SMAPI/Framework/ModHelpers/DataHelper.cs8
-rw-r--r--src/SMAPI/Framework/ModHelpers/InputHelper.cs21
-rw-r--r--src/SMAPI/Framework/ModHelpers/ModHelper.cs6
-rw-r--r--src/SMAPI/Framework/Monitor.cs11
-rw-r--r--src/SMAPI/Framework/SCore.cs358
-rw-r--r--src/SMAPI/Framework/SGame.cs121
-rw-r--r--src/SMAPI/Framework/SGameRunner.cs156
-rw-r--r--src/SMAPI/Utilities/PerScreen.cs79
11 files changed, 597 insertions, 250 deletions
diff --git a/src/SMAPI/Constants.cs b/src/SMAPI/Constants.cs
index 5ff324b0..d0f34cee 100644
--- a/src/SMAPI/Constants.cs
+++ b/src/SMAPI/Constants.cs
@@ -39,6 +39,9 @@ namespace StardewModdingAPI
/// <summary>The game's assembly name.</summary>
internal static string GameAssemblyName => EarlyConstants.Platform == GamePlatform.Windows ? "Stardew Valley" : "StardewValley";
+
+ /// <summary>The <see cref="Context.ScreenId"/> value which should appear in the SMAPI log, if any.</summary>
+ internal static int? LogScreenId { get; set; }
}
/// <summary>Contains SMAPI's constants and assumptions.</summary>
diff --git a/src/SMAPI/Context.cs b/src/SMAPI/Context.cs
index a7238b32..b1b33cd6 100644
--- a/src/SMAPI/Context.cs
+++ b/src/SMAPI/Context.cs
@@ -1,5 +1,7 @@
+using System.Collections.Generic;
using StardewModdingAPI.Enums;
using StardewModdingAPI.Events;
+using StardewModdingAPI.Utilities;
using StardewValley;
using StardewValley.Menus;
@@ -9,16 +11,49 @@ namespace StardewModdingAPI
public static class Context
{
/*********
+ ** Fields
+ *********/
+ /// <summary>Whether the player has loaded a save and the world has finished initializing.</summary>
+ private static readonly PerScreen<bool> IsWorldReadyForScreen = new PerScreen<bool>();
+
+ /// <summary>The current stage in the game's loading process.</summary>
+ private static readonly PerScreen<LoadStage> LoadStageForScreen = new PerScreen<LoadStage>();
+
+ /// <summary>Whether a player save has been loaded.</summary>
+ internal static bool IsSaveLoaded => Game1.hasLoadedGame && !(Game1.activeClickableMenu is TitleMenu);
+
+ /// <summary>Whether the game is currently writing to the save file.</summary>
+ internal static bool IsSaving => Game1.activeClickableMenu is SaveGameMenu || Game1.activeClickableMenu is ShippingMenu; // saving is performed by SaveGameMenu, but it's wrapped by ShippingMenu on days when the player shipping something
+
+ /// <summary>The active split-screen instance IDs.</summary>
+ internal static readonly ISet<int> ActiveScreenIds = new HashSet<int>();
+
+ /// <summary>The last screen ID that was removed from the game, used to synchronize <see cref="PerScreen{T}"/>.</summary>
+ internal static int LastRemovedScreenId = -1;
+
+ /// <summary>The current stage in the game's loading process.</summary>
+ internal static LoadStage LoadStage
+ {
+ get => Context.LoadStageForScreen.Value;
+ set => Context.LoadStageForScreen.Value = value;
+ }
+
+
+ /*********
** Accessors
*********/
/****
- ** Public
+ ** Game/player state
****/
/// <summary>Whether the game has performed core initialization. This becomes true right before the first update tick.</summary>
public static bool IsGameLaunched { get; internal set; }
/// <summary>Whether the player has loaded a save and the world has finished initializing.</summary>
- public static bool IsWorldReady { get; internal set; }
+ public static bool IsWorldReady
+ {
+ get => Context.IsWorldReadyForScreen.Value;
+ set => Context.IsWorldReadyForScreen.Value = value;
+ }
/// <summary>Whether <see cref="IsWorldReady"/> is true and the player is free to act in the world (no menu is displayed, no cutscene is in progress, etc).</summary>
public static bool IsPlayerFree => Context.IsWorldReady && Game1.currentLocation != null && Game1.activeClickableMenu == null && !Game1.dialogueUp && (!Game1.eventUp || Game1.isFestival());
@@ -29,22 +64,36 @@ namespace StardewModdingAPI
/// <summary>Whether the game is currently running the draw loop. This isn't relevant to most mods, since you should use <see cref="IDisplayEvents"/> events to draw to the screen.</summary>
public static bool IsInDrawLoop { get; internal set; }
- /// <summary>Whether <see cref="IsWorldReady"/> and the player loaded the save in multiplayer mode (regardless of whether any other players are connected).</summary>
- public static bool IsMultiplayer => Context.IsWorldReady && Game1.multiplayerMode != Game1.singlePlayer;
-
- /// <summary>Whether <see cref="IsWorldReady"/> and the current player is the main player. This is always true in single-player, and true when hosting in multiplayer.</summary>
- public static bool IsMainPlayer => Context.IsWorldReady && Game1.IsMasterGame;
-
/****
- ** Internal
+ ** Multiplayer
****/
- /// <summary>Whether a player save has been loaded.</summary>
- internal static bool IsSaveLoaded => Game1.hasLoadedGame && !(Game1.activeClickableMenu is TitleMenu);
+ /// <summary>The unique ID of the current screen in split-screen mode. A screen is always assigned a new ID when it's opened (so a player who quits and rejoins has a new screen ID).</summary>
+ public static int ScreenId => Game1.game1?.instanceId ?? 0;
- /// <summary>Whether the game is currently writing to the save file.</summary>
- internal static bool IsSaving => Game1.activeClickableMenu is SaveGameMenu || Game1.activeClickableMenu is ShippingMenu; // saving is performed by SaveGameMenu, but it's wrapped by ShippingMenu on days when the player shipping something
+ /// <summary>Whether the game is running in multiplayer or split-screen mode (regardless of whether any other players are connected). See <see cref="IsSplitScreen"/> and <see cref="HasRemotePlayers"/> for more specific checks.</summary>
+ public static bool IsMultiplayer => Context.IsSplitScreen || (Context.IsWorldReady && Game1.multiplayerMode != Game1.singlePlayer);
- /// <summary>The current stage in the game's loading process.</summary>
- internal static LoadStage LoadStage { get; set; }
+ /// <summary>Whether this player is running on the main player's computer. This is true for both the main player and split-screen players.</summary>
+ public static bool IsOnHostComputer => Context.IsMainPlayer || Context.IsSplitScreen;
+
+ /// <summary>Whether the current player is playing in a split-screen. This is only applicable when <see cref="IsOnHostComputer"/> is true, since split-screen players on another computer are just regular remote players.</summary>
+ public static bool IsSplitScreen => LocalMultiplayer.IsLocalMultiplayer();
+
+ /// <summary>Whether there are players connected over the network.</summary>
+ public static bool HasRemotePlayers => Context.IsMultiplayer && !Game1.hasLocalClientsOnly;
+
+ /// <summary>Whether the current player is the main player. This is always true in single-player, and true when hosting in multiplayer.</summary>
+ public static bool IsMainPlayer => Game1.IsMasterGame && !(TitleMenu.subMenu is FarmhandMenu);
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Get whether a screen ID is still active.</summary>
+ /// <param name="id">The screen ID.</param>
+ public static bool HasScreenId(int id)
+ {
+ return Context.ActiveScreenIds.Contains(id);
+ }
}
}
diff --git a/src/SMAPI/Framework/Logging/LogManager.cs b/src/SMAPI/Framework/Logging/LogManager.cs
index 1e484709..a2c0125e 100644
--- a/src/SMAPI/Framework/Logging/LogManager.cs
+++ b/src/SMAPI/Framework/Logging/LogManager.cs
@@ -84,10 +84,11 @@ namespace StardewModdingAPI.Framework.Logging
/// <param name="writeToConsole">Whether to output log messages to the console.</param>
/// <param name="isVerbose">Whether verbose logging is enabled. This enables more detailed diagnostic messages than are normally needed.</param>
/// <param name="isDeveloperMode">Whether to enable full console output for developers.</param>
- public LogManager(string logPath, ColorSchemeConfig colorConfig, bool writeToConsole, bool isVerbose, bool isDeveloperMode)
+ /// <param name="getScreenIdForLog">Get the screen ID that should be logged to distinguish between players in split-screen mode, if any.</param>
+ public LogManager(string logPath, ColorSchemeConfig colorConfig, bool writeToConsole, bool isVerbose, bool isDeveloperMode, Func<int?> getScreenIdForLog)
{
// init construction logic
- this.GetMonitorImpl = name => new Monitor(name, this.IgnoreChar, this.LogFile, colorConfig, isVerbose)
+ this.GetMonitorImpl = name => new Monitor(name, this.IgnoreChar, this.LogFile, colorConfig, isVerbose, getScreenIdForLog)
{
WriteToConsole = writeToConsole,
ShowTraceInConsole = isDeveloperMode,
diff --git a/src/SMAPI/Framework/ModHelpers/DataHelper.cs b/src/SMAPI/Framework/ModHelpers/DataHelper.cs
index 41612387..0fe3209f 100644
--- a/src/SMAPI/Framework/ModHelpers/DataHelper.cs
+++ b/src/SMAPI/Framework/ModHelpers/DataHelper.cs
@@ -69,8 +69,8 @@ namespace StardewModdingAPI.Framework.ModHelpers
{
if (Context.LoadStage == LoadStage.None)
throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.ReadSaveData)} when a save file isn't loaded.");
- if (!Game1.IsMasterGame)
- throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.ReadSaveData)} because this isn't the main player. (Save files are stored on the main player's computer.)");
+ if (!Context.IsOnHostComputer)
+ throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.ReadSaveData)} when connected to a remote host. (Save files are stored on the main player's computer.)");
string internalKey = this.GetSaveFileKey(key);
@@ -87,8 +87,8 @@ namespace StardewModdingAPI.Framework.ModHelpers
{
if (Context.LoadStage == LoadStage.None)
throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.WriteSaveData)} when a save file isn't loaded.");
- if (!Game1.IsMasterGame)
- throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.WriteSaveData)} because this isn't the main player. (Save files are stored on the main player's computer.)");
+ if (!Context.IsOnHostComputer)
+ throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.WriteSaveData)} when connected to a remote host. (Save files are stored on the main player's computer.)");
string internalKey = this.GetSaveFileKey(key);
string data = model != null
diff --git a/src/SMAPI/Framework/ModHelpers/InputHelper.cs b/src/SMAPI/Framework/ModHelpers/InputHelper.cs
index 09ce3c65..e1317544 100644
--- a/src/SMAPI/Framework/ModHelpers/InputHelper.cs
+++ b/src/SMAPI/Framework/ModHelpers/InputHelper.cs
@@ -1,3 +1,4 @@
+using System;
using StardewModdingAPI.Framework.Input;
namespace StardewModdingAPI.Framework.ModHelpers
@@ -8,8 +9,8 @@ namespace StardewModdingAPI.Framework.ModHelpers
/*********
** Accessors
*********/
- /// <summary>Manages the game's input state.</summary>
- private readonly SInputState InputState;
+ /// <summary>Manages the game's input state for the current player instance. That may not be the main player in split-screen mode.</summary>
+ private readonly Func<SInputState> CurrentInputState;
/*********
@@ -17,41 +18,41 @@ namespace StardewModdingAPI.Framework.ModHelpers
*********/
/// <summary>Construct an instance.</summary>
/// <param name="modID">The unique ID of the relevant mod.</param>
- /// <param name="inputState">Manages the game's input state.</param>
- public InputHelper(string modID, SInputState inputState)
+ /// <param name="currentInputState">Manages the game's input state for the current player instance. That may not be the main player in split-screen mode.</param>
+ public InputHelper(string modID, Func<SInputState> currentInputState)
: base(modID)
{
- this.InputState = inputState;
+ this.CurrentInputState = currentInputState;
}
/// <inheritdoc />
public ICursorPosition GetCursorPosition()
{
- return this.InputState.CursorPosition;
+ return this.CurrentInputState().CursorPosition;
}
/// <inheritdoc />
public bool IsDown(SButton button)
{
- return this.InputState.IsDown(button);
+ return this.CurrentInputState().IsDown(button);
}
/// <inheritdoc />
public bool IsSuppressed(SButton button)
{
- return this.InputState.IsSuppressed(button);
+ return this.CurrentInputState().IsSuppressed(button);
}
/// <inheritdoc />
public void Suppress(SButton button)
{
- this.InputState.OverrideButton(button, setDown: false);
+ this.CurrentInputState().OverrideButton(button, setDown: false);
}
/// <inheritdoc />
public SButtonState GetState(SButton button)
{
- return this.InputState.GetState(button);
+ return this.CurrentInputState().GetState(button);
}
}
}
diff --git a/src/SMAPI/Framework/ModHelpers/ModHelper.cs b/src/SMAPI/Framework/ModHelpers/ModHelper.cs
index d9fc8621..058bff83 100644
--- a/src/SMAPI/Framework/ModHelpers/ModHelper.cs
+++ b/src/SMAPI/Framework/ModHelpers/ModHelper.cs
@@ -51,7 +51,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
/// <summary>Construct an instance.</summary>
/// <param name="modID">The mod's unique ID.</param>
/// <param name="modDirectory">The full path to the mod's folder.</param>
- /// <param name="inputState">Manages the game's input state.</param>
+ /// <param name="currentInputState">Manages the game's input state for the current player instance. That may not be the main player in split-screen mode.</param>
/// <param name="events">Manages access to events raised by SMAPI.</param>
/// <param name="contentHelper">An API for loading content assets.</param>
/// <param name="contentPackHelper">An API for managing content packs.</param>
@@ -63,7 +63,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
/// <param name="translationHelper">An API for reading translations stored in the mod's <c>i18n</c> folder.</param>
/// <exception cref="ArgumentNullException">An argument is null or empty.</exception>
/// <exception cref="InvalidOperationException">The <paramref name="modDirectory"/> path does not exist on disk.</exception>
- public ModHelper(string modID, string modDirectory, SInputState inputState, IModEvents events, IContentHelper contentHelper, IContentPackHelper contentPackHelper, ICommandHelper commandHelper, IDataHelper dataHelper, IModRegistry modRegistry, IReflectionHelper reflectionHelper, IMultiplayerHelper multiplayer, ITranslationHelper translationHelper)
+ public ModHelper(string modID, string modDirectory, Func<SInputState> currentInputState, IModEvents events, IContentHelper contentHelper, IContentPackHelper contentPackHelper, ICommandHelper commandHelper, IDataHelper dataHelper, IModRegistry modRegistry, IReflectionHelper reflectionHelper, IMultiplayerHelper multiplayer, ITranslationHelper translationHelper)
: base(modID)
{
// validate directory
@@ -77,7 +77,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
this.Content = contentHelper ?? throw new ArgumentNullException(nameof(contentHelper));
this.ContentPacks = contentPackHelper ?? throw new ArgumentNullException(nameof(contentPackHelper));
this.Data = dataHelper ?? throw new ArgumentNullException(nameof(dataHelper));
- this.Input = new InputHelper(modID, inputState);
+ this.Input = new InputHelper(modID, currentInputState);
this.ModRegistry = modRegistry ?? throw new ArgumentNullException(nameof(modRegistry));
this.ConsoleCommands = commandHelper ?? throw new ArgumentNullException(nameof(commandHelper));
this.Reflection = reflectionHelper ?? throw new ArgumentNullException(nameof(reflectionHelper));
diff --git a/src/SMAPI/Framework/Monitor.cs b/src/SMAPI/Framework/Monitor.cs
index 533420a5..04e67d68 100644
--- a/src/SMAPI/Framework/Monitor.cs
+++ b/src/SMAPI/Framework/Monitor.cs
@@ -30,6 +30,9 @@ namespace StardewModdingAPI.Framework
/// <summary>A cache of messages that should only be logged once.</summary>
private readonly HashSet<string> LogOnceCache = new HashSet<string>();
+ /// <summary>Get the screen ID that should be logged to distinguish between players in split-screen mode, if any.</summary>
+ private readonly Func<int?> GetScreenIdForLog;
+
/*********
** Accessors
@@ -56,7 +59,8 @@ namespace StardewModdingAPI.Framework
/// <param name="logFile">The log file to which to write messages.</param>
/// <param name="colorConfig">The colors to use for text written to the SMAPI console.</param>
/// <param name="isVerbose">Whether verbose logging is enabled. This enables more detailed diagnostic messages than are normally needed.</param>
- public Monitor(string source, char ignoreChar, LogFileManager logFile, ColorSchemeConfig colorConfig, bool isVerbose)
+ /// <param name="getScreenIdForLog">Get the screen ID that should be logged to distinguish between players in split-screen mode, if any.</param>
+ public Monitor(string source, char ignoreChar, LogFileManager logFile, ColorSchemeConfig colorConfig, bool isVerbose, Func<int?> getScreenIdForLog)
{
// validate
if (string.IsNullOrWhiteSpace(source))
@@ -68,6 +72,7 @@ namespace StardewModdingAPI.Framework
this.ConsoleWriter = new ColorfulConsoleWriter(Constants.Platform, colorConfig);
this.IgnoreChar = ignoreChar;
this.IsVerbose = isVerbose;
+ this.GetScreenIdForLog = getScreenIdForLog;
}
/// <inheritdoc />
@@ -143,7 +148,9 @@ namespace StardewModdingAPI.Framework
private string GenerateMessagePrefix(string source, ConsoleLogLevel level)
{
string levelStr = level.ToString().ToUpper().PadRight(Monitor.MaxLevelLength);
- return $"[{DateTime.Now:HH:mm:ss} {levelStr} {source}]";
+ int? playerIndex = this.GetScreenIdForLog();
+
+ return $"[{DateTime.Now:HH:mm:ss} {levelStr}{(playerIndex != null ? $" screen_{playerIndex}" : "")} {source}]";
}
}
}
diff --git a/src/SMAPI/Framework/SCore.cs b/src/SMAPI/Framework/SCore.cs
index 1b4c32bb..a7f8fbed 100644
--- a/src/SMAPI/Framework/SCore.cs
+++ b/src/SMAPI/Framework/SCore.cs
@@ -85,17 +85,14 @@ namespace StardewModdingAPI.Framework
private readonly CommandManager CommandManager = new CommandManager();
/// <summary>The underlying game instance.</summary>
- private SGame Game;
-
- /// <summary>Manages input visible to the game.</summary>
- private SInputState Input => SGame.Input;
-
- /// <summary>The game's core multiplayer utility.</summary>
- private SMultiplayer Multiplayer => SGame.Multiplayer;
+ private SGameRunner Game;
/// <summary>SMAPI's content manager.</summary>
private ContentCoordinator ContentCore;
+ /// <summary>The game's core multiplayer utility for the main player.</summary>
+ private SMultiplayer Multiplayer;
+
/// <summary>Tracks the installed mods.</summary>
/// <remarks>This is initialized after the game starts.</remarks>
private readonly ModRegistry ModRegistry = new ModRegistry();
@@ -103,11 +100,6 @@ namespace StardewModdingAPI.Framework
/// <summary>Manages SMAPI events for mods.</summary>
private readonly EventManager EventManager;
- /// <summary>Monitors the entire game state for changes.</summary>
- private WatcherCore Watchers;
-
- /// <summary>A snapshot of the current <see cref="Watchers"/> state.</summary>
- private readonly WatcherSnapshot WatcherSnapshot = new WatcherSnapshot();
/****
** State
@@ -127,25 +119,15 @@ namespace StardewModdingAPI.Framework
/// <summary>Whether post-game-startup initialization has been performed.</summary>
private bool IsInitialized;
+ /// <summary>Whether the player just returned to the title screen.</summary>
+ public bool JustReturnedToTitle { get; set; }
+
/// <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 initializing the world before mods try to change it.</remarks>
- private readonly Countdown AfterLoadTimer = new Countdown(5);
-
/// <summary>Whether custom content was removed from the save data to avoid a crash.</summary>
private bool IsSaveContentRemoved;
- /// <summary>Whether the game is saving and SMAPI has already raised <see cref="IGameLoopEvents.Saving"/>.</summary>
- private bool IsBetweenSaveEvents;
-
- /// <summary>Whether the game is creating the save file and SMAPI has already raised <see cref="IGameLoopEvents.SaveCreating"/>.</summary>
- private bool IsBetweenCreateEvents;
-
- /// <summary>Whether the player just returned to the title screen.</summary>
- private bool JustReturnedToTitle;
-
/// <summary>Asset interceptors added or removed since the last tick.</summary>
private readonly List<AssetInterceptorChange> ReloadAssetInterceptorsQueue = new List<AssetInterceptorChange>();
@@ -191,7 +173,7 @@ namespace StardewModdingAPI.Framework
if (File.Exists(Constants.ApiUserConfigPath))
JsonConvert.PopulateObject(File.ReadAllText(Constants.ApiUserConfigPath), this.Settings);
- this.LogManager = new LogManager(logPath: logPath, colorConfig: this.Settings.ConsoleColors, writeToConsole: writeToConsole, isVerbose: this.Settings.VerboseLogging, isDeveloperMode: this.Settings.DeveloperMode);
+ this.LogManager = new LogManager(logPath: logPath, colorConfig: this.Settings.ConsoleColors, writeToConsole: writeToConsole, isVerbose: this.Settings.VerboseLogging, isDeveloperMode: this.Settings.DeveloperMode, getScreenIdForLog: this.GetScreenIdForLog);
SCore.PerformanceMonitor = new PerformanceMonitor(this.Monitor);
this.EventManager = new EventManager(this.ModRegistry, SCore.PerformanceMonitor);
@@ -250,22 +232,22 @@ namespace StardewModdingAPI.Framework
LocalizedContentManager.OnLanguageChange += locale => this.OnLocaleChanged();
// override game
- var multiplayer = new SMultiplayer(this.Monitor, this.EventManager, this.Toolkit.JsonHelper, this.ModRegistry, this.Reflection, this.OnModMessageReceived, this.Settings.LogNetworkTraffic);
- var modHooks = new SModHooks(this.OnNewDayAfterFade);
+ this.Multiplayer = new SMultiplayer(this.Monitor, this.EventManager, this.Toolkit.JsonHelper, this.ModRegistry, this.Reflection, this.OnModMessageReceived, this.Settings.LogNetworkTraffic);
SGame.CreateContentManagerImpl = this.CreateContentManager; // must be static since the game accesses it before the SGame constructor is called
- this.Game = new SGame(
+ this.Game = new SGameRunner(
monitor: this.Monitor,
reflection: this.Reflection,
eventManager: this.EventManager,
- modHooks: modHooks,
- multiplayer: multiplayer,
+ modHooks: new SModHooks(this.OnNewDayAfterFade),
+ multiplayer: this.Multiplayer,
exitGameImmediately: this.ExitGameImmediately,
onGameContentLoaded: this.OnGameContentLoaded,
onGameUpdating: this.OnGameUpdating,
+ onPlayerInstanceUpdating: this.OnPlayerInstanceUpdating,
onGameExiting: this.OnGameExiting
);
- StardewValley.Program.gamePtr = this.Game;
+ StardewValley.GameRunner.instance = this.Game;
// apply game patches
new GamePatcher(this.Monitor).Apply(
@@ -422,12 +404,6 @@ namespace StardewModdingAPI.Framework
/// <summary>Raised after the game finishes initializing.</summary>
private void OnGameInitialized()
{
- // set initial state
- this.Input.TrueUpdate();
-
- // init watchers
- this.Watchers = new WatcherCore(this.Input, this.Game.GetObservableLocations());
-
// validate XNB integrity
if (!this.ValidateContentIntegrity())
this.Monitor.Log("SMAPI found problems in your game's content files which are likely to cause errors or crashes. Consider uninstalling XNB mods or reinstalling the game.", LogLevel.Error);
@@ -460,8 +436,6 @@ namespace StardewModdingAPI.Framework
/// <param name="runGameUpdate">Invoke the game's update logic.</param>
private void OnGameUpdating(GameTime gameTime, Action runGameUpdate)
{
- var events = this.EventManager;
-
try
{
/*********
@@ -471,15 +445,6 @@ namespace StardewModdingAPI.Framework
SCore.DeprecationManager.PrintQueued();
SCore.PerformanceMonitor.PrintQueuedAlerts();
- // reapply overrides
- if (this.JustReturnedToTitle)
- {
- if (!(Game1.mapDisplayDevice is SDisplayDevice))
- Game1.mapDisplayDevice = this.GetMapDisplayDevice();
-
- this.JustReturnedToTitle = false;
- }
-
/*********
** First-tick initialization
*********/
@@ -490,25 +455,151 @@ namespace StardewModdingAPI.Framework
}
/*********
+ ** Special cases
+ *********/
+ // Abort if SMAPI is exiting.
+ if (this.CancellationToken.IsCancellationRequested)
+ {
+ this.Monitor.Log("SMAPI shutting down: aborting update.");
+ return;
+ }
+
+ /*********
+ ** Reload assets when interceptors are added/removed
+ *********/
+ if (this.ReloadAssetInterceptorsQueue.Any())
+ {
+ // get unique interceptors
+ AssetInterceptorChange[] interceptors = this.ReloadAssetInterceptorsQueue
+ .GroupBy(p => p.Instance, new ObjectReferenceComparer<object>())
+ .Select(p => p.First())
+ .ToArray();
+ this.ReloadAssetInterceptorsQueue.Clear();
+
+ // log summary
+ this.Monitor.Log("Invalidating cached assets for new editors & loaders...");
+ this.Monitor.Log(
+ " changed: "
+ + string.Join(", ",
+ interceptors
+ .GroupBy(p => p.Mod)
+ .OrderBy(p => p.Key.DisplayName)
+ .Select(modGroup =>
+ $"{modGroup.Key.DisplayName} ("
+ + string.Join(", ", modGroup.GroupBy(p => p.WasAdded).ToDictionary(p => p.Key, p => p.Count()).Select(p => $"{(p.Key ? "added" : "removed")} {p.Value}"))
+ + ")"
+ )
+ )
+ );
+
+ // reload affected assets
+ this.ContentCore.InvalidateCache(asset => interceptors.Any(p => p.CanIntercept(asset)));
+ }
+
+ /*********
+ ** Execute commands
+ *********/
+ while (this.CommandQueue.TryDequeue(out string rawInput))
+ {
+ // parse command
+ string name;
+ string[] args;
+ Command command;
+ try
+ {
+ if (!this.CommandManager.TryParse(rawInput, out name, out args, out command))
+ {
+ this.Monitor.Log("Unknown command; type 'help' for a list of available commands.", LogLevel.Error);
+ continue;
+ }
+ }
+ catch (Exception ex)
+ {
+ this.Monitor.Log($"Failed parsing that command:\n{ex.GetLogSummary()}", LogLevel.Error);
+ continue;
+ }
+
+ // execute command
+ try
+ {
+ command.Callback.Invoke(name, args);
+ }
+ catch (Exception ex)
+ {
+ if (command.Mod != null)
+ command.Mod.LogAsMod($"Mod failed handling that command:\n{ex.GetLogSummary()}", LogLevel.Error);
+ else
+ this.Monitor.Log($"Failed handling that command:\n{ex.GetLogSummary()}", LogLevel.Error);
+ }
+ }
+
+ /*********
+ ** Show in-game warnings (for main player only)
+ *********/
+ // save content removed
+ if (this.IsSaveContentRemoved && Context.IsWorldReady)
+ {
+ this.IsSaveContentRemoved = false;
+ Game1.addHUDMessage(new HUDMessage(this.Translator.Get("warn.invalid-content-removed"), HUDMessage.error_type));
+ }
+
+ /*********
+ ** Run game update
+ *********/
+ runGameUpdate();
+
+ /*********
+ ** Reset crash timer
+ *********/
+ 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.ExitGameImmediately("The game crashed when updating, and SMAPI was unable to recover the game.");
+ }
+ finally
+ {
+ SCore.TicksElapsed++;
+ }
+ }
+
+ /// <summary>Raised when the game instance for a local player is updating (once per <see cref="OnGameUpdating"/> per player).</summary>
+ /// <param name="instance">The game instance being updated.</param>
+ /// <param name="gameTime">A snapshot of the game timing state.</param>
+ /// <param name="runUpdate">Invoke the game's update logic.</param>
+ private void OnPlayerInstanceUpdating(SGame instance, GameTime gameTime, Action runUpdate)
+ {
+ var events = this.EventManager;
+
+ try
+ {
+ // reapply overrides
+ if (this.JustReturnedToTitle)
+ {
+ if (!(Game1.mapDisplayDevice is SDisplayDevice))
+ Game1.mapDisplayDevice = this.GetMapDisplayDevice();
+
+ this.JustReturnedToTitle = false;
+ }
+
+ /*********
** Update input
*********/
// This should *always* run, even when suppressing mod events, since the game uses
// this too. For example, doing this after mod event suppression would prevent the
// user from doing anything on the overnight shipping screen.
- SInputState inputState = this.Input;
+ SInputState inputState = instance.Input;
if (this.Game.IsActive)
inputState.TrueUpdate();
/*********
** Special cases
*********/
- // Abort if SMAPI is exiting.
- if (this.CancellationToken.IsCancellationRequested)
- {
- this.Monitor.Log("SMAPI shutting down: aborting update.");
- return;
- }
-
// Run async tasks synchronously to avoid issues due to mod events triggering
// concurrently with game code.
bool saveParsed = false;
@@ -544,10 +635,10 @@ namespace StardewModdingAPI.Framework
this.Monitor.Log("Game loader done.");
}
- if (SGame.NewDayTask?.Status == TaskStatus.Created)
+ if (instance.NewDayTask?.Status == TaskStatus.Created)
{
this.Monitor.Log("New day task synchronizing...");
- SGame.NewDayTask.RunSynchronously();
+ instance.NewDayTask.RunSynchronously();
this.Monitor.Log("New day task done.");
}
@@ -560,11 +651,10 @@ 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 (SGame.NewDayTask != null || Game1.gameMode == Game1.loadingMode)
+ if (instance.NewDayTask != null || Game1.gameMode == Game1.loadingMode)
{
events.UnvalidatedUpdateTicking.RaiseEmpty();
- SCore.TicksElapsed++;
- runGameUpdate();
+ runUpdate();
events.UnvalidatedUpdateTicked.RaiseEmpty();
return;
}
@@ -578,132 +668,52 @@ namespace StardewModdingAPI.Framework
if (Context.IsSaving)
{
// raise before-create
- if (!Context.IsWorldReady && !this.IsBetweenCreateEvents)
+ if (!Context.IsWorldReady && !instance.IsBetweenCreateEvents)
{
- this.IsBetweenCreateEvents = true;
+ instance.IsBetweenCreateEvents = true;
this.Monitor.Log("Context: before save creation.");
events.SaveCreating.RaiseEmpty();
}
// raise before-save
- if (Context.IsWorldReady && !this.IsBetweenSaveEvents)
+ if (Context.IsWorldReady && !instance.IsBetweenSaveEvents)
{
- this.IsBetweenSaveEvents = true;
+ instance.IsBetweenSaveEvents = true;
this.Monitor.Log("Context: before save.");
events.Saving.RaiseEmpty();
}