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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
parente16d6e98dca581754023a618b3abe603e7905f44 (diff)
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use new mod hooks to synchronize tasks
Diffstat (limited to 'src/SMAPI')
-rw-r--r--src/SMAPI/Framework/SCore.cs12
-rw-r--r--src/SMAPI/Framework/SModHooks.cs30
2 files changed, 31 insertions, 11 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();
diff --git a/src/SMAPI/Framework/SModHooks.cs b/src/SMAPI/Framework/SModHooks.cs
index 7dafc746..101e022a 100644
--- a/src/SMAPI/Framework/SModHooks.cs
+++ b/src/SMAPI/Framework/SModHooks.cs
@@ -1,4 +1,5 @@
using System;
+using System.Threading.Tasks;
using StardewValley;
namespace StardewModdingAPI.Framework
@@ -12,15 +13,20 @@ namespace StardewModdingAPI.Framework
/// <summary>A callback to invoke before <see cref="Game1.newDayAfterFade"/> runs.</summary>
private readonly Action BeforeNewDayAfterFade;
+ /// <summary>Writes messages to the console.</summary>
+ private readonly IMonitor Monitor;
+
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="beforeNewDayAfterFade">A callback to invoke before <see cref="Game1.newDayAfterFade"/> runs.</param>
- public SModHooks(Action beforeNewDayAfterFade)
+ /// <param name="monitor">Writes messages to the console.</param>
+ public SModHooks(Action beforeNewDayAfterFade, IMonitor monitor)
{
this.BeforeNewDayAfterFade = beforeNewDayAfterFade;
+ this.Monitor = monitor;
}
/// <summary>A hook invoked when <see cref="Game1.newDayAfterFade"/> is called.</summary>
@@ -30,5 +36,27 @@ namespace StardewModdingAPI.Framework
this.BeforeNewDayAfterFade?.Invoke();
action();
}
+
+ /// <summary>Start an asynchronous task for the game.</summary>
+ /// <param name="task">The task to start.</param>
+ /// <param name="id">A unique key which identifies the task.</param>
+ public override Task StartTask(Task task, string id)
+ {
+ this.Monitor.Log($"Synchronizing '{id}' task...");
+ task.RunSynchronously();
+ this.Monitor.Log(" task complete.");
+ return task;
+ }
+
+ /// <summary>Start an asynchronous task for the game.</summary>
+ /// <param name="task">The task to start.</param>
+ /// <param name="id">A unique key which identifies the task.</param>
+ public override Task<T> StartTask<T>(Task<T> task, string id)
+ {
+ this.Monitor.Log($"Synchronizing '{id}' task...");
+ task.RunSynchronously();
+ this.Monitor.Log(" task complete.");
+ return task;
+ }
}
}