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authorJesse Plamondon-Willard <github@jplamondonw.com>2017-05-19 18:04:57 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2017-05-19 18:04:57 -0400
commit16281fb58944e7e829b184b014e27822c91c9f43 (patch)
treee9db3b9943d61163a87190c4293673a002d17da1 /src/StardewModdingAPI/Framework/SGame.cs
parentc84310dfebafd3085dc418f3620154f9934865de (diff)
parentcbb1777ba00f581b428e61a0f7245a87ac53cf09 (diff)
downloadSMAPI-16281fb58944e7e829b184b014e27822c91c9f43.tar.gz
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SMAPI-16281fb58944e7e829b184b014e27822c91c9f43.zip
Merge branch 'develop' into stable
Diffstat (limited to 'src/StardewModdingAPI/Framework/SGame.cs')
-rw-r--r--src/StardewModdingAPI/Framework/SGame.cs1968
1 files changed, 1025 insertions, 943 deletions
diff --git a/src/StardewModdingAPI/Framework/SGame.cs b/src/StardewModdingAPI/Framework/SGame.cs
index 1f2bf3ac..3d421a37 100644
--- a/src/StardewModdingAPI/Framework/SGame.cs
+++ b/src/StardewModdingAPI/Framework/SGame.cs
@@ -9,7 +9,6 @@ using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using StardewModdingAPI.Events;
-using StardewModdingAPI.Framework.Reflection;
using StardewValley;
using StardewValley.BellsAndWhistles;
using StardewValley.Locations;
@@ -30,15 +29,21 @@ namespace StardewModdingAPI.Framework
/****
** SMAPI state
****/
+ /// <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 player has loaded a save and the world has finished initialising.</summary>
- private bool IsWorldReady => this.AfterLoadTimer < 0;
-
/// <summary>Whether the game is returning to the menu.</summary>
- private bool IsExiting;
+ private bool IsExitingToTitle;
+
+ /// <summary>Whether the game is saving and SMAPI has already raised <see cref="SaveEvents.BeforeSave"/>.</summary>
+ private bool IsBetweenSaveEvents;
/// <summary>Whether the game's zoom level is at 100% (i.e. nothing should be scaled).</summary>
public bool ZoomLevelIsOne => Game1.options.zoomLevel.Equals(1.0f);
@@ -50,7 +55,7 @@ namespace StardewModdingAPI.Framework
** Game state
****/
/// <summary>Arrays of pressed controller buttons indexed by <see cref="PlayerIndex"/>.</summary>
- private readonly Buttons[][] PreviouslyPressedButtons = { new Buttons[0], new Buttons[0], new Buttons[0], new Buttons[0] };
+ private Buttons[] PreviouslyPressedButtons = new Buttons[0];
/// <summary>A record of the keyboard state (i.e. the up/down state for each button) as of the latest tick.</summary>
private KeyboardState KStateNow;
@@ -82,6 +87,9 @@ namespace StardewModdingAPI.Framework
/// <summary>The keys that just entered the up state.</summary>
private Keys[] FrameReleasedKeys => this.PreviouslyPressedKeys.Except(this.CurrentlyPressedKeys).ToArray();
+ /// <summary>The previous save ID at last check.</summary>
+ private ulong PreviousSaveID;
+
/// <summary>A hash of <see cref="Game1.locations"/> at last check.</summary>
private int PreviousGameLocations;
@@ -151,14 +159,16 @@ namespace StardewModdingAPI.Framework
/****
** Private wrappers
****/
+ /// <summary>Simplifies access to private game code.</summary>
+ private static IReflectionHelper Reflection;
+
// ReSharper disable ArrangeStaticMemberQualifier, ArrangeThisQualifier, InconsistentNaming
/// <summary>Used to access private fields and methods.</summary>
- private static readonly IReflectionHelper Reflection = new ReflectionHelper();
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); }
+ 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();
@@ -172,17 +182,35 @@ namespace StardewModdingAPI.Framework
/*********
+ ** Accessors
+ *********/
+ /// <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>
- internal SGame(IMonitor monitor)
+ /// <param name="reflection">Simplifies access to private game code.</param>
+ internal SGame(IMonitor monitor, IReflectionHelper reflection)
{
this.Monitor = monitor;
this.FirstUpdate = true;
SGame.Instance = this;
+ SGame.Reflection = reflection;
Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef; // required by Stardew Valley
+
+ // The game uses the default content manager instead of Game1.CreateContentManager in
+ // several cases (See http://community.playstarbound.com/threads/130058/page-27#post-3159274).
+ // The workaround is...
+ // 1. Override the default content manager.
+ // 2. Since Game1.content isn't initialised yet, and we need one main instance to
+ // support custom map tilesheets, detect when Game1.content is being initialised
+ // and use the same instance.
+ this.Content = new SContentManager(this.Content.ServiceProvider, this.Content.RootDirectory, this.Monitor);
}
/****
@@ -193,6 +221,12 @@ namespace StardewModdingAPI.Framework
/// <param name="rootDirectory">The root directory to search for content.</param>
protected override LocalizedContentManager CreateContentManager(IServiceProvider serviceProvider, string rootDirectory)
{
+ // When Game1.content is being initialised, use SMAPI's main content manager instance.
+ // See comment in SGame constructor.
+ if (Game1.content == null && this.Content is SContentManager mainContentManager)
+ return mainContentManager;
+
+ // build new instance
return new SContentManager(this.Content.ServiceProvider, this.Content.RootDirectory, this.Monitor);
}
@@ -200,92 +234,399 @@ namespace StardewModdingAPI.Framework
/// <param name="gameTime">A snapshot of the game timing state.</param>
protected override void Update(GameTime gameTime)
{
- // SMAPI exiting, stop processing game updates
- if (this.Monitor.IsExiting)
+ try
{
- this.Monitor.Log("SMAPI shutting down: aborting update.", LogLevel.Trace);
- return;
- }
+ /*********
+ ** 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 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.
- if (Context.IsSaving)
- {
- 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);
+ }
- // raise game loaded
- if (this.FirstUpdate)
- {
- GameEvents.InvokeInitialize(this.Monitor);
- GameEvents.InvokeLoadContent(this.Monitor);
- GameEvents.InvokeGameLoaded(this.Monitor);
+ // suppress non-save events
+ base.Update(gameTime);
+ return;
+ }
+ if (this.IsBetweenSaveEvents)
+ {
+ // raise after-save
+ this.IsBetweenSaveEvents = false;
+ this.Monitor.Log($"Context: after save, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
+ SaveEvents.InvokeAfterSave(this.Monitor);
+ TimeEvents.InvokeAfterDayStarted(this.Monitor);
+ }
+
+ /*********
+ ** Game loaded events
+ *********/
+ if (this.FirstUpdate)
+ {
+ GameEvents.InvokeInitialize(this.Monitor);
+ GameEvents.InvokeLoadContent(this.Monitor);
+ GameEvents.InvokeGameLoaded(this.Monitor);
+ }
+
+ /*********
+ ** Locale changed events
+ *********/
+ if (this.PreviousLocale != LocalizedContentManager.CurrentLanguageCode)
+ {
+ var oldValue = this.PreviousLocale;
+ var newValue = LocalizedContentManager.CurrentLanguageCode;
+
+ this.Monitor.Log($"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 (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);
+ PlayerEvents.InvokeLoadedGame(this.Monitor, new EventArgsLoadedGameChanged(Game1.hasLoadedGame));
+ TimeEvents.InvokeAfterDayStarted(this.Monitor);
+ }
+ this.AfterLoadTimer--;
+ }
+
+ /*********
+ ** 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);
+ }
+
+ /*********
+ ** Input events
+ *********/
+ {
+ // get latest state
+ this.KStateNow = Keyboard.GetState();
+ this.MStateNow = Mouse.GetState();
+ this.MPositionNow = new Point(Game1.getMouseX(), Game1.getMouseY());
+
+ // raise key pressed
+ foreach (Keys key in this.FramePressedKeys)
+ ControlEvents.InvokeKeyPressed(this.Monitor, key);
+
+ // raise key released
+ foreach (Keys key in this.FrameReleasedKeys)
+ ControlEvents.InvokeKeyReleased(this.Monitor, key);
+
+ // raise controller button pressed
+ foreach (Buttons button in this.GetFramePressedButtons())
+ {
+ if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger)
+ {
+ var triggers = GamePad.GetState(PlayerIndex.One).Triggers;
+ ControlEvents.InvokeTriggerPressed(this.Monitor, button, button == Buttons.LeftTrigger ? triggers.Left : triggers.Right);
+ }
+ else
+ ControlEvents.InvokeButtonPressed(this.Monitor, button);
+ }
+
+ // raise controller button released
+ foreach (Buttons button in this.GetFrameReleasedButtons())
+ {
+ if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger)
+ {
+ var triggers = GamePad.GetState(PlayerIndex.One).Triggers;
+ ControlEvents.InvokeTriggerReleased(this.Monitor, button, button == Buttons.LeftTrigger ? triggers.Left : triggers.Right);
+ }
+ else
+ ControlEvents.InvokeButtonReleased(this.Monitor, button);
+ }
+
+ // raise keyboard state changed
+ if (this.KStateNow != this.KStatePrior)
+ ControlEvents.InvokeKeyboardChanged(this.Monitor, this.KStatePrior, this.KStateNow);
+
+ // raise mouse state changed
+ if (this.MStateNow != this.MStatePrior)
+ {
+ ControlEvents.InvokeMouseChanged(this.Monitor, this.MStatePrior, this.MStateNow, this.MPositionPrior, this.MPositionNow);
+ this.MStatePrior = this.MStateNow;
+ this.MPositionPrior = this.MPositionNow;
+ }
+ }
+
+ /*********
+ ** 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 player changed
+ if (Game1.player != this.PreviousFarmer)
+ PlayerEvents.InvokeFarmerChanged(this.Monitor, this.PreviousFarmer, Game1.player);
+
+ // 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);
+ if (Game1.dayOfMonth != this.PreviousDay)
+ TimeEvents.InvokeDayOfMonthChanged(this.Monitor, this.PreviousDay, Game1.dayOfMonth);
+ if (Game1.currentSeason != this.PreviousSeason)
+ TimeEvents.InvokeSeasonOfYearChanged(this.Monitor, this.PreviousSeason, Game1.currentSeason);
+ if (Game1.year != this.PreviousYear)
+ TimeEvents.InvokeYearOfGameChanged(this.Monitor, this.PreviousYear, Game1.year);
+
+ // 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.PreviousFarmer = Game1.player;
+ 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.PreviousDay = Game1.dayOfMonth;
+ this.PreviousSeason = Game1.currentSeason;
+ this.PreviousYear = Game1.year;
+ this.PreviousMineLevel = Game1.mine?.mineLevel ?? 0;
+ this.PreviousSaveID = Game1.uniqueIDForThisGame;
+ }
+
+ /*********
+ ** Game day transition event (obsolete)
+ *********/
+ if (Game1.newDay != this.PreviousIsNewDay)
+ {
+ TimeEvents.InvokeOnNewDay(this.Monitor, this.PreviousDay, Game1.dayOfMonth, Game1.newDay);
+ this.PreviousIsNewDay = Game1.newDay;
+ }
+
+ /*********
+ ** 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)
+ {
+ GameEvents.InvokeFirstUpdateTick(this.Monitor);
+ 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;
+
+ /*********
+ ** Update input state
+ *********/
+ this.KStatePrior = this.KStateNow;
+ this.PreviouslyPressedButtons = this.GetButtonsDown();
+
+ this.UpdateCrashTimer.Reset();
}
+ catch (Exception ex)
+ {
+ // log error
+ this.Monitor.Log($"An error occured in the overridden update loop: {ex.GetLogSummary()}", LogLevel.Error);
- // update SMAPI events
- this.UpdateEventCalls();
+ // exit if irrecoverable
+ if (!this.UpdateCrashTimer.Decrement())
+ this.Monitor.ExitGameImmediately("the game crashed when updating, and SMAPI was unable to recover the game.");
+ }
+ }
- // let game update
+ /// <summary>The method called to draw everything to the screen.</summary>
+ /// <param name="gameTime">A snapshot of the game timing state.</param>
+ protected override void Draw(GameTime gameTime)
+ {
+ Context.IsInDrawLoop = true;
try
{
- base.Update(gameTime);
+ this.DrawImpl(gameTime);
+ this.DrawCrashTimer.Reset();
}
catch (Exception ex)
{
- this.Monitor.Log($"An error occured in the base update loop: {ex.GetLogSummary()}", LogLevel.Error);
- }
+ // log error
+ this.Monitor.Log($"An error occured in the overridden draw loop: {ex.GetLogSummary()}", LogLevel.Error);
- // raise update events
- GameEvents.InvokeUpdateTick(this.Monitor);
- if (this.FirstUpdate)
- {
- GameEvents.InvokeFirstUpdateTick(this.Monitor);
- this.FirstUpdate = false;
+ // exit if irrecoverable
+ if (!this.DrawCrashTimer.Decrement())
+ {
+ this.Monitor.ExitGameImmediately("the game crashed when drawing, and SMAPI was unable to recover the game.");
+ return;
+ }
+
+ // abort in known unrecoverable cases
+ if (Game1.toolSpriteSheet?.IsDisposed == true)
+ {
+ this.Monitor.ExitGameImmediately("the game unexpectedly disposed the tool spritesheet, so it crashed trying to draw a tool. This is a known bug in Stardew Valley 1.2.29, and there's no way to recover from it.");
+ return;
+ }
+
+ // recover sprite batch
+ try
+ {
+ if (Game1.spriteBatch.IsOpen(SGame.Reflection))
+ {
+ this.Monitor.Log("Recovering sprite batch from error...", LogLevel.Trace);
+ Game1.spriteBatch.End();
+ }
+ }
+ catch (Exception innerEx)
+ {
+ this.Monitor.Log($"Could not recover sprite batch state: {innerEx.GetLogSummary()}", LogLevel.Error);
+ }
}
- 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;
-
- // track keyboard state
- this.KStatePrior = this.KStateNow;
-
- // track controller button state
- for (var i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
- this.PreviouslyPressedButtons[(int)i] = this.GetButtonsDown(i);
+ Context.IsInDrawLoop = false;
}
- /// <summary>The method called to draw everything to the screen.</summary>
+ /// <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")]
@@ -295,692 +636,669 @@ namespace StardewModdingAPI.Framework
[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")]
- protected override void Draw(GameTime gameTime)
+ private void DrawImpl(GameTime gameTime)
{
- Context.IsInDrawLoop = true;
- try
+ if (Game1.debugMode)
{
- if (Game1.debugMode)
+ if (SGame._fpsStopwatch.IsRunning)
{
- 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();
+ 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));
}
- else
- {
- if (SGame._fpsStopwatch.IsRunning)
- SGame._fpsStopwatch.Reset();
- SGame._fps = 0.0f;
- SGame._fpsList.Clear();
- }
- if (SGame._newDayTask != null)
+ 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($"The {activeClickableMenu.GetType().FullName} menu crashed while drawing itself during save. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
+ activeClickableMenu.exitThisMenu();
+ }
+ Game1.spriteBatch.End();
+ }
//base.Draw(gameTime);
+ this.renderScreenBuffer();
}
else
{
- if ((double)Game1.options.zoomLevel != 1.0)
- this.GraphicsDevice.SetRenderTarget(this.screenWrapper);
- if (this.IsSaving)
+ this.GraphicsDevice.Clear(this.bgColor);
+ if (Game1.activeClickableMenu != null && Game1.options.showMenuBackground && Game1.activeClickableMenu.showWithoutTransparencyIfOptionIsSet())
{
- this.GraphicsDevice.Clear(this.bgColor);
- IClickableMenu activeClickableMenu = Game1.activeClickableMenu;
- if (activeClickableMenu != null)
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
+ try
{
- Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
- try
- {
- GraphicsEvents.InvokeOnPreRenderGuiEvent(this.Monitor);
- activeClickableMenu.draw(Game1.spriteBatch);
- GraphicsEvents.InvokeOnPostRenderGuiEvent(this.Monitor);
- }
- catch (Exception ex)
- {
- this.Monitor.Log($"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.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();
}
- //base.Draw(gameTime);
- this.renderScreenBuffer();
+ 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
+ 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.GraphicsDevice.Viewport.Width), new Vector2(16f, 48f), Color.White);
+