diff options
author | Jesse Plamondon-Willard <github@jplamondonw.com> | 2017-05-17 11:45:17 -0400 |
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committer | Jesse Plamondon-Willard <github@jplamondonw.com> | 2017-05-17 11:45:17 -0400 |
commit | 8439594b10aad22c098c4d3af44daf710b2e59ac (patch) | |
tree | ab28a5e4d1a6c8b412b25f2752b36bd8a417d680 /src/StardewModdingAPI | |
parent | b977a8e48f0aa1e5021c30f2263e97f0adc9f97a (diff) | |
download | SMAPI-8439594b10aad22c098c4d3af44daf710b2e59ac.tar.gz SMAPI-8439594b10aad22c098c4d3af44daf710b2e59ac.tar.bz2 SMAPI-8439594b10aad22c098c4d3af44daf710b2e59ac.zip |
fix errors during overridden update loop immediately crashing the game with no log entry
Diffstat (limited to 'src/StardewModdingAPI')
-rw-r--r-- | src/StardewModdingAPI/Framework/Countdown.cs | 44 | ||||
-rw-r--r-- | src/StardewModdingAPI/Framework/SGame.cs | 599 | ||||
-rw-r--r-- | src/StardewModdingAPI/StardewModdingAPI.csproj | 1 |
3 files changed, 351 insertions, 293 deletions
diff --git a/src/StardewModdingAPI/Framework/Countdown.cs b/src/StardewModdingAPI/Framework/Countdown.cs new file mode 100644 index 00000000..25ca2546 --- /dev/null +++ b/src/StardewModdingAPI/Framework/Countdown.cs @@ -0,0 +1,44 @@ +namespace StardewModdingAPI.Framework +{ + /// <summary>Counts down from a baseline value.</summary> + internal class Countdown + { + /********* + ** Accessors + *********/ + /// <summary>The initial value from which to count down.</summary> + public int Initial { get; } + + /// <summary>The current value.</summary> + public int Current { get; private set; } + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="initial">The initial value from which to count down.</param> + public Countdown(int initial) + { + this.Initial = initial; + this.Current = initial; + } + + /// <summary>Reduce the current value by one.</summary> + /// <returns>Returns whether the value was decremented (i.e. wasn't already zero).</returns> + public bool Decrement() + { + if (this.Current <= 0) + return false; + + this.Current--; + return true; + } + + /// <summary>Restart the countdown.</summary> + public void Reset() + { + this.Current = this.Initial; + } + } +} diff --git a/src/StardewModdingAPI/Framework/SGame.cs b/src/StardewModdingAPI/Framework/SGame.cs index a340b995..cb7c0e7b 100644 --- a/src/StardewModdingAPI/Framework/SGame.cs +++ b/src/StardewModdingAPI/Framework/SGame.cs @@ -30,15 +30,15 @@ namespace StardewModdingAPI.Framework ** SMAPI state ****/ /// <summary>The maximum number of consecutive attempts SMAPI should make to recover from a draw error.</summary> - private readonly int MaxFailedDraws = 60; // roughly one second + 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>The number of consecutive failed draws.</summary> - private int FailedDraws; - /// <summary>Whether the game is returning to the menu.</summary> private bool IsExiting; @@ -234,339 +234,353 @@ namespace StardewModdingAPI.Framework /// <param name="gameTime">A snapshot of the game timing state.</param> protected override void Update(GameTime gameTime) { - /********* - ** Skip conditions - *********/ - // 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. 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) + // 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) { - this.IsBetweenSaveEvents = true; - this.Monitor.Log("Context: before save.", LogLevel.Trace); - SaveEvents.InvokeBeforeSave(this.Monitor); + // raise after-save + this.IsBetweenSaveEvents = false; + this.Monitor.Log($"Context: after save, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace); + SaveEvents.InvokeAfterSave(this.Monitor); + TimeEvents.InvokeAfterDayStarted(this.Monitor); } - // suppress non-save events - base.Update(gameTime); - return; - } - if (this.IsBetweenSaveEvents) - { - // raise after-save - this.IsBetweenSaveEvents = false; - this.Monitor.Log($"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); + } - /********* - ** 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; - /********* - ** Locale changed events - *********/ - if (this.PreviousLocale != LocalizedContentManager.CurrentLanguageCode) - { - var oldValue = this.PreviousLocale; - var newValue = LocalizedContentManager.CurrentLanguageCode; + this.Monitor.Log($"Context: locale set to {newValue}.", LogLevel.Trace); - this.Monitor.Log($"Context: locale set to {newValue}.", LogLevel.Trace); + if (oldValue != null) + ContentEvents.InvokeAfterLocaleChanged(this.Monitor, oldValue.ToString(), newValue.ToString()); + this.PreviousLocale = newValue; + } - 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($"Context: loaded saved game '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace); + Context.IsWorldReady = true; - /********* - ** After load events - *********/ - if (Context.IsSaveLoaded && !SaveGame.IsProcessing/*still loading save*/ && this.AfterLoadTimer >= 0) - { - if (this.AfterLoadTimer == 0) + SaveEvents.InvokeAfterLoad(this.Monitor); + PlayerEvents.InvokeLoadedGame(this.Monitor, new EventArgsLoadedGameChanged(Game1.hasLoadedGame)); + TimeEvents.InvokeAfterDayStarted(this.Monitor); + } + this.AfterLoadTimer--; + } + + /********* + ** Exit to title events + *********/ + // before exit to title + if (Game1.exitToTitle) + this.IsExiting = true; + + // after exit to title + if (Context.IsWorldReady && this.IsExiting && Game1.activeClickableMenu is TitleMenu) { - this.Monitor.Log($"Context: loaded saved game '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace); - Context.IsWorldReady = true; + this.Monitor.Log("Context: returned to title", LogLevel.Trace); + Context.IsWorldReady = false; - SaveEvents.InvokeAfterLoad(this.Monitor); - PlayerEvents.InvokeLoadedGame(this.Monitor, new EventArgsLoadedGameChanged(Game1.hasLoadedGame)); - TimeEvents.InvokeAfterDayStarted(this.Monitor); + SaveEvents.InvokeAfterReturnToTitle(this.Monitor); + this.AfterLoadTimer = 5; + this.IsExiting = false; } - this.AfterLoadTimer--; - } - /********* - ** Exit to title events - *********/ - // before exit to title - if (Game1.exitToTitle) - this.IsExiting = true; + /********* + ** Input events + *********/ + { + // get latest state + this.KStateNow = Keyboard.GetState(); + this.MStateNow = Mouse.GetState(); + this.MPositionNow = new Point(Game1.getMouseX(), Game1.getMouseY()); - // after exit to title - if (Context.IsWorldReady && this.IsExiting && Game1.activeClickableMenu is TitleMenu) - { - this.Monitor.Log("Context: returned to title", LogLevel.Trace); - Context.IsWorldReady = false; + // raise key pressed + foreach (var key in this.FramePressedKeys) + ControlEvents.InvokeKeyPressed(this.Monitor, key); - SaveEvents.InvokeAfterReturnToTitle(this.Monitor); - this.AfterLoadTimer = 5; - this.IsExiting = false; - } + // raise key released + foreach (var key in this.FrameReleasedKeys) + ControlEvents.InvokeKeyReleased(this.Monitor, key); - /********* - ** Input events - *********/ - { - // get latest state - this.KStateNow = Keyboard.GetState(); - this.MStateNow = Mouse.GetState(); - this.MPositionNow = new Point(Game1.getMouseX(), Game1.getMouseY()); + // raise controller button pressed + for (var i = PlayerIndex.One; i <= PlayerIndex.Four; i++) + { + var buttons = this.GetFramePressedButtons(i); + foreach (var button in buttons) + { + if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger) + ControlEvents.InvokeTriggerPressed(this.Monitor, i, button, button == Buttons.LeftTrigger ? GamePad.GetState(i).Triggers.Left : GamePad.GetState(i).Triggers.Right); + else + ControlEvents.InvokeButtonPressed(this.Monitor, i, button); + } + } - // raise key pressed - foreach (var key in this.FramePressedKeys) - ControlEvents.InvokeKeyPressed(this.Monitor, key); + // raise controller button released + for (var i = PlayerIndex.One; i <= PlayerIndex.Four; i++) + { + foreach (var button in this.GetFrameReleasedButtons(i)) + { + if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger) + ControlEvents.InvokeTriggerReleased(this.Monitor, i, button, button == Buttons.LeftTrigger ? GamePad.GetState(i).Triggers.Left : GamePad.GetState(i).Triggers.Right); + else + ControlEvents.InvokeButtonReleased(this.Monitor, i, button); + } + } - // raise key released - foreach (var key in this.FrameReleasedKeys) - ControlEvents.InvokeKeyReleased(this.Monitor, key); + // raise keyboard state changed + if (this.KStateNow != this.KStatePrior) + ControlEvents.InvokeKeyboardChanged(this.Monitor, this.KStatePrior, this.KStateNow); - // raise controller button pressed - for (var i = PlayerIndex.One; i <= PlayerIndex.Four; i++) - { - var buttons = this.GetFramePressedButtons(i); - foreach (var button in buttons) + // raise mouse state changed + if (this.MStateNow != this.MStatePrior) { - if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger) - ControlEvents.InvokeTriggerPressed(this.Monitor, i, button, button == Buttons.LeftTrigger ? GamePad.GetState(i).Triggers.Left : GamePad.GetState(i).Triggers.Right); - else - ControlEvents.InvokeButtonPressed(this.Monitor, i, button); + ControlEvents.InvokeMouseChanged(this.Monitor, this.MStatePrior, this.MStateNow, this.MPositionPrior, this.MPositionNow); + this.MStatePrior = this.MStateNow; + this.MPositionPrior = this.MPositionNow; } } - // raise controller button released - for (var i = PlayerIndex.One; i <= PlayerIndex.Four; i++) + /********* + ** Menu events + *********/ + if (Game1.activeClickableMenu != this.PreviousActiveMenu) { - foreach (var button in this.GetFrameReleasedButtons(i)) + IClickableMenu previousMenu = this.PreviousActiveMenu; + IClickableMenu newMenu = Game1.activeClickableMenu; + + // log context + if (this.VerboseLogging) { - if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger) - ControlEvents.InvokeTriggerReleased(this.Monitor, i, button, button == Buttons.LeftTrigger ? GamePad.GetState(i).Triggers.Left : GamePad.GetState(i).Triggers.Right); + 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 - ControlEvents.InvokeButtonReleased(this.Monitor, i, button); + this.Monitor.Log($"Context: changed menu from {previousMenu.GetType().FullName} to {newMenu.GetType().FullName}.", LogLevel.Trace); } - } - // raise keyboard state changed - if (this.KStateNow != this.KStatePrior) - ControlEvents.InvokeKeyboardChanged(this.Monitor, this.KStatePrior, this.KStateNow); + // raise menu events + if (newMenu != null) + MenuEvents.InvokeMenuChanged(this.Monitor, previousMenu, newMenu); + else + MenuEvents.InvokeMenuClosed(this.Monitor, previousMenu); - // raise mouse state changed - if (this.MStateNow != this.MStatePrior) - { - ControlEvents.InvokeMouseChanged(this.Monitor, this.MStatePrior, this.MStateNow, this.MPositionPrior, this.MPositionNow); - this.MStatePrior = this.MStateNow; - this.MPositionPrior = this.MPositionNow; + // update previous menu + // (if the menu was changed in one of the handlers, deliberately defer detection until the next update so mods can be notified of the new menu change) + this.PreviousActiveMenu = newMenu; } - } - /********* - ** Menu events - *********/ - if (Game1.activeClickableMenu != this.PreviousActiveMenu) - { - IClickableMenu previousMenu = this.PreviousActiveMenu; - IClickableMenu newMenu = Game1.activeClickableMenu; - - // log context - if (this.VerboseLogging) + /********* + ** World & player events + *********/ + if (Context.IsWorldReady) { - if (previousMenu == null) - this.Monitor.Log($"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; - } + // raise events (only when something changes, not on the initial load) + if (Game1.uniqueIDForThisGame == this.PreviousSaveID) + { + // raise location list changed + if (this.GetHash(Game1.locations) != this.PreviousGameLocations) + LocationEvents.InvokeLocationsChanged(this.Monitor, Game1.locations); - /********* - ** World & player events - *********/ - if (Context.IsWorldReady) - { - // raise events (only when something changes, not on the initial load) - if (Game1.uniqueIDForThisGame == this.PreviousSaveID) - { - // raise location list changed - if (this.GetHash(Game1.locations) != this.PreviousGameLocations) - LocationEvents.InvokeLocationsChanged(this.Monitor, Game1.locations); + // raise current location changed + if (Game1.currentLocation != this.PreviousGameLocation) + { + if (this.VerboseLogging) + this.Monitor.Log($"Context: set location to {Game1.currentLocation?.Name ?? "(none)"}.", LogLevel.Trace); + LocationEvents.InvokeCurrentLocationChanged(this.Monitor, this.PreviousGameLocation, Game1.currentLocation); + } - // raise current location changed - if (Game1.currentLocation != this.PreviousGameLocation) - { - if (this.VerboseLogging) - this.Monitor.Log($"Context: set location to {Game1.currentLocation?.Name ?? "(none)"}.", LogLevel.Trace); - LocationEvents.InvokeCurrentLocationChanged(this.Monitor, this.PreviousGameLocation, Game1.currentLocation); + // raise player changed + if (Game1.player != this.PreviousFarmer) + PlayerEvents.InvokeFarmerChanged(this.Monitor, this.PreviousFarmer, Game1.player); + + // 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); } - // raise player changed - if (Game1.player != this.PreviousFarmer) - PlayerEvents.InvokeFarmerChanged(this.Monitor, this.PreviousFarmer, Game1.player); - - // 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; + this.PreviousSaveID = Game1.uniqueIDForThisGame; } - // 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; - 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 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($"An error occured in the base update loop: {ex.GetLogSummary()}", LogLevel.Error); + } - /********* - ** Game update - *********/ - try - { - base.Update(gameTime); + /********* + ** Update events + *********/ + GameEvents.InvokeUpdateTick(this.Monitor); + if (this.FirstUpdate) + { + GameEvents.InvokeFirstUpdateTick(this.Monitor); + this.FirstUpdate = false; + } + if (this.CurrentUpdateTick % 2 == 0) + GameEvents.InvokeSecondUpdateTick(this.Monitor); + if (this.CurrentUpdateTick % 4 == 0) + GameEvents.InvokeFourthUpdateTick(this.Monitor); + if (this.CurrentUpdateTick % 8 == 0) + GameEvents.InvokeEighthUpdateTick(this.Monitor); + if (this.CurrentUpdateTick % 15 == 0) + GameEvents.InvokeQuarterSecondTick(this.Monitor); + if (this.CurrentUpdateTick % 30 == 0) + GameEvents.InvokeHalfSecondTick(this.Monitor); + if (this.CurrentUpdateTick % 60 == 0) + GameEvents.InvokeOneSecondTick(this.Monitor); + this.CurrentUpdateTick += 1; + if (this.CurrentUpdateTick >= 60) + this.CurrentUpdateTick = 0; + + /********* + ** Update input state + *********/ + this.KStatePrior = this.KStateNow; + for (PlayerIndex i = PlayerIndex.One; i <= PlayerIndex.Four; i++) + this.PreviouslyPressedButtons[(int)i] = this.GetButtonsDown(i); + + this.UpdateCrashTimer.Reset(); } catch (Exception ex) { - this.Monitor.Log($"An error occured in the base update loop: {ex.GetLogSummary()}", LogLevel.Error); - } + // log error + this.Monitor.Log($"An error occured in the overridden update loop: {ex.GetLogSummary()}", LogLevel.Error); - /********* - ** Update events - *********/ - GameEvents.InvokeUpdateTick(this.Monitor); - if (this.FirstUpdate) - { - GameEvents.InvokeFirstUpdateTick(this.Monitor); - this.FirstUpdate = false; + // exit if irrecoverable + if (!this.UpdateCrashTimer.Decrement()) + this.Monitor.ExitGameImmediately("the game crashed when updating, and SMAPI was unable to recover the game."); } - if (this.CurrentUpdateTick % 2 == 0) - GameEvents.InvokeSecondUpdateTick(this.Monitor); - if (this.CurrentUpdateTick % 4 == 0) - GameEvents.InvokeFourthUpdateTick(this.Monitor); - if (this.CurrentUpdateTick % 8 == 0) - GameEvents.InvokeEighthUpdateTick(this.Monitor); - if (this.CurrentUpdateTick % 15 == 0) - GameEvents.InvokeQuarterSecondTick(this.Monitor); - if (this.CurrentUpdateTick % 30 == 0) - GameEvents.InvokeHalfSecondTick(this.Monitor); - if (this.CurrentUpdateTick % 60 == 0) - GameEvents.InvokeOneSecondTick(this.Monitor); - this.CurrentUpdateTick += 1; - if (this.CurrentUpdateTick >= 60) - this.CurrentUpdateTick = 0; - - /********* - ** Update input state - *********/ - this.KStatePrior = this.KStateNow; - for (PlayerIndex i = PlayerIndex.One; i <= PlayerIndex.Four; i++) - this.PreviouslyPressedButtons[(int)i] = this.GetButtonsDown(i); } /// <summary>The method called to draw everything to the screen.</summary> @@ -577,7 +591,7 @@ namespace StardewModdingAPI.Framework try { this.DrawImpl(gameTime); - this.FailedDraws = 0; + this.DrawCrashTimer.Reset(); } catch (Exception ex) { @@ -585,12 +599,11 @@ namespace StardewModdingAPI.Framework this.Monitor.Log($"An error occured in the overridden draw loop: {ex.GetLogSummary()}", LogLevel.Error); // exit if irrecoverable - if (this.FailedDraws >= this.MaxFailedDraws) + if (!this.DrawCrashTimer.Decrement()) { this.Monitor.ExitGameImmediately("the game crashed when drawing, and SMAPI was unable to recover the game."); return; } - this.FailedDraws++; // abort in known unrecoverable cases if (Game1.toolSpriteSheet?.IsDisposed == true) diff --git a/src/StardewModdingAPI/StardewModdingAPI.csproj b/src/StardewModdingAPI/StardewModdingAPI.csproj index 61b97baa..60171493 100644 --- a/src/StardewModdingAPI/StardewModdingAPI.csproj +++ b/src/StardewModdingAPI/StardewModdingAPI.csproj @@ -121,6 +121,7 @@ <Compile Include="Events\EventArgsStringChanged.cs" /> <Compile Include="Events\GameEvents.cs" /> <Compile Include="Events\GraphicsEvents.cs" /> + <Compile Include="Framework\Countdown.cs" /> <Compile Include="Framework\ModLoading\IModMetadata.cs" /> <Compile Include="Framework\ModLoading\InvalidModStateException.cs" /> <Compile Include="Framework\ModLoading\ModDependencyStatus.cs" /> |