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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
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')
-rw-r--r--src/SMAPI.Web/Framework/LogParsing/LogMessageBuilder.cs8
-rw-r--r--src/SMAPI.Web/Framework/LogParsing/LogParser.cs4
-rw-r--r--src/SMAPI.Web/Framework/LogParsing/Models/LogMessage.cs3
-rw-r--r--src/SMAPI.Web/Views/LogParser/Index.cshtml11
-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
15 files changed, 619 insertions, 254 deletions
diff --git a/src/SMAPI.Web/Framework/LogParsing/LogMessageBuilder.cs b/src/SMAPI.Web/Framework/LogParsing/LogMessageBuilder.cs
index 42e283a9..992876ef 100644
--- a/src/SMAPI.Web/Framework/LogParsing/LogMessageBuilder.cs
+++ b/src/SMAPI.Web/Framework/LogParsing/LogMessageBuilder.cs
@@ -16,6 +16,9 @@ namespace StardewModdingAPI.Web.Framework.LogParsing
/// <summary>The log level for the next log message.</summary>
public LogLevel Level { get; set; }
+ /// <summary>The screen ID in split-screen mode.</summary>
+ public int ScreenId { get; set; }
+
/// <summary>The mod name for the next log message.</summary>
public string Mod { get; set; }
@@ -36,10 +39,11 @@ namespace StardewModdingAPI.Web.Framework.LogParsing
/// <summary>Start accumulating values for a new log message.</summary>
/// <param name="time">The local time when the log was posted.</param>
/// <param name="level">The log level.</param>
+ /// <param name="screenId">The screen ID in split-screen mode.</param>
/// <param name="mod">The mod name.</param>
/// <param name="text">The initial log text.</param>
/// <exception cref="InvalidOperationException">A log message is already started; call <see cref="Clear"/> before starting a new message.</exception>
- public void Start(string time, LogLevel level, string mod, string text)
+ public void Start(string time, LogLevel level, int screenId, string mod, string text)
{
if (this.Started)
throw new InvalidOperationException("Can't start new message, previous log message isn't done yet.");
@@ -48,6 +52,7 @@ namespace StardewModdingAPI.Web.Framework.LogParsing
this.Time = time;
this.Level = level;
+ this.ScreenId = screenId;
this.Mod = mod;
this.Text.Append(text);
}
@@ -74,6 +79,7 @@ namespace StardewModdingAPI.Web.Framework.LogParsing
{
Time = this.Time,
Level = this.Level,
+ ScreenId = this.ScreenId,
Mod = this.Mod,
Text = this.Text.ToString()
};
diff --git a/src/SMAPI.Web/Framework/LogParsing/LogParser.cs b/src/SMAPI.Web/Framework/LogParsing/LogParser.cs
index 227dcd89..f69d4b6f 100644
--- a/src/SMAPI.Web/Framework/LogParsing/LogParser.cs
+++ b/src/SMAPI.Web/Framework/LogParsing/LogParser.cs
@@ -14,7 +14,7 @@ namespace StardewModdingAPI.Web.Framework.LogParsing
** Fields
*********/
/// <summary>A regex pattern matching the start of a SMAPI message.</summary>
- private readonly Regex MessageHeaderPattern = new Regex(@"^\[(?<time>\d\d[:\.]\d\d[:\.]\d\d) (?<level>[a-z]+) +(?<modName>[^\]]+)\] ", RegexOptions.Compiled | RegexOptions.IgnoreCase);
+ private readonly Regex MessageHeaderPattern = new Regex(@"^\[(?<time>\d\d[:\.]\d\d[:\.]\d\d) (?<level>[a-z]+)(?: +screen_(?<screen>\d+))? +(?<modName>[^\]]+)\] ", RegexOptions.Compiled | RegexOptions.IgnoreCase);
/// <summary>A regex pattern matching SMAPI's initial platform info message.</summary>
private readonly Regex InfoLinePattern = new Regex(@"^SMAPI (?<apiVersion>.+) with Stardew Valley (?<gameVersion>.+) on (?<os>.+)", RegexOptions.Compiled | RegexOptions.IgnoreCase);
@@ -304,9 +304,11 @@ namespace StardewModdingAPI.Web.Framework.LogParsing
builder.Clear();
}
+ var screenGroup = header.Groups["screen"];
builder.Start(
time: header.Groups["time"].Value,
level: Enum.Parse<LogLevel>(header.Groups["level"].Value, ignoreCase: true),
+ screenId: screenGroup.Success ? int.Parse(screenGroup.Value) : 0, // main player is always screen ID 0
mod: header.Groups["modName"].Value,
text: line.Substring(header.Length)
);
diff --git a/src/SMAPI.Web/Framework/LogParsing/Models/LogMessage.cs b/src/SMAPI.Web/Framework/LogParsing/Models/LogMessage.cs
index f7c99d02..1e08be78 100644
--- a/src/SMAPI.Web/Framework/LogParsing/Models/LogMessage.cs
+++ b/src/SMAPI.Web/Framework/LogParsing/Models/LogMessage.cs
@@ -12,6 +12,9 @@ namespace StardewModdingAPI.Web.Framework.LogParsing.Models
/// <summary>The log level.</summary>
public LogLevel Level { get; set; }
+ /// <summary>The screen ID in split-screen mode.</summary>
+ public int ScreenId { get; set; }
+
/// <summary>The mod name.</summary>
public string Mod { get; set; }
diff --git a/src/SMAPI.Web/Views/LogParser/Index.cshtml b/src/SMAPI.Web/Views/LogParser/Index.cshtml
index d4ff4f10..fd472673 100644
--- a/src/SMAPI.Web/Views/LogParser/Index.cshtml
+++ b/src/SMAPI.Web/Views/LogParser/Index.cshtml
@@ -13,6 +13,8 @@
.ToDictionary(level => level.ToString().ToLower(), level => level != LogLevel.Trace);
string curPageUrl = this.Url.PlainAction("Index", "LogParser", new { id = Model.PasteID }, absoluteUrl: true);
+
+ ISet<int> screenIds = new HashSet<int>(Model.ParsedLog?.Messages?.Select(p => p.ScreenId) ?? new int[0]);
}
@section Head {
@@ -35,7 +37,8 @@
showMods: @this.ForJson(Model.ParsedLog?.Mods?.Select(p => Model.GetSlug(p.Name)).Distinct().ToDictionary(slug => slug, slug => true)),
showSections: @this.ForJson(Enum.GetNames(typeof(LogSection)).ToDictionary(section => section, section => false)),
showLevels: @this.ForJson(defaultFilters),
- enableFilters: @this.ForJson(!Model.ShowRaw)
+ enableFilters: @this.ForJson(!Model.ShowRaw),
+ screenIds: @this.ForJson(screenIds)
}, '@this.Url.PlainAction("Index", "LogParser", values: null)');
});
</script>
@@ -305,6 +308,10 @@ else if (Model.ParsedLog?.IsValid == true)
@if (message.IsStartOfSection) { <text> v-on:click="toggleSection('@message.Section')" </text> }
v-show="filtersAllow('@Model.GetSlug(message.Mod)', '@levelStr') @sectionFilter">
<td v-pre>@message.Time</td>
+ @if (screenIds.Count > 1)
+ {
+ <td v-pre>screen_@message.ScreenId</td>
+ }
<td v-pre>@message.Level.ToString().ToUpper()</td>
<td v-pre data-title="@message.Mod">@message.Mod</td>
<td>
@@ -325,7 +332,7 @@ else if (Model.ParsedLog?.IsValid == true)
if (message.Repeated > 0)
{
<tr class="@levelStr mod mod-repeat" v-show="filtersAllow('@Model.GetSlug(message.Mod)', '@levelStr') @sectionFilter">
- <td colspan="3"></td>
+ <td colspan="4"></td>
<td v-pre><i>repeats [@message.Repeated] times.</i></td>
</tr>
}
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();
}
// suppress non-save events
events.UnvalidatedUpdateTicking.RaiseEmpty();
- SCore.TicksElapsed++;
- runGameUpdate();
+ runUpdate();
events.UnvalidatedUpdateTicked.RaiseEmpty();
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);
- }
- }
-
- /*********
** Update context
*********/
bool wasWorldReady = Context.IsWorldReady;
if ((Context.IsWorldReady && !Context.IsSaveLoaded) || Game1.exitToTitle)
{
Context.IsWorldReady = false;
- this.AfterLoadTimer.Reset();
+ instance.AfterLoadTimer.Reset();
}
- else if (Context.IsSaveLoaded && this.AfterLoadTimer.Current > 0 && Game1.currentLocation != null)
+ else if (Context.IsSaveLoaded && instance.AfterLoadTimer.Current > 0 && Game1.currentLocation != null)
{
if (Game1.dayOfMonth != 0) // wait until new-game intro finishes (world not fully initialized yet)
- this.AfterLoadTimer.Decrement();
- Context.IsWorldReady = this.AfterLoadTimer.Current == 0;
+ instance.AfterLoadTimer.Decrement();
+ Context.IsWorldReady = instance.AfterLoadTimer.Current == 0;
}
/*********
** Update watchers
** (Watchers need to be updated, checked, and reset in one go so we can detect any changes mods make in event handlers.)
*********/
- this.Watchers.Update();
- this.WatcherSnapshot.Update(this.Watchers);
- this.Watchers.Reset();
- WatcherSnapshot state = this.WatcherSnapshot;
-
- /*********
- ** Display in-game warnings
- *********/
- // 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));
- }
+ instance.Watchers.Update();
+ instance.WatcherSnapshot.Update(instance.Watchers);
+ instance.Watchers.Reset();
+ WatcherSnapshot state = instance.WatcherSnapshot;
/*********
** Pre-update events
@@ -712,19 +722,19 @@ namespace StardewModdingAPI.Framework
/*********
** Save created/loaded events
*********/
- if (this.IsBetweenCreateEvents)
+ if (instance.IsBetweenCreateEvents)
{
// raise after-create
- this.IsBetweenCreateEvents = false;
+ instance.IsBetweenCreateEvents = false;
this.Monitor.Log($"Context: after save creation, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.");
this.OnLoadStageChanged(LoadStage.CreatedSaveFile);
events.SaveCreated.RaiseEmpty();
}
- if (this.IsBetweenSaveEvents)
+ if (instance.IsBetweenSaveEvents)
{
// raise after-save
- this.IsBetweenSaveEvents = false;
+ instance.IsBetweenSaveEvents = false;
this.Monitor.Log($"Context: after save, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.");
events.Saved.RaiseEmpty();
events.DayStarted.RaiseEmpty();
@@ -785,7 +795,7 @@ namespace StardewModdingAPI.Framework
bool isChatInput = Game1.IsChatting || (Context.IsMultiplayer && Context.IsWorldReady && Game1.activeClickableMenu == null && Game1.currentMinigame == null && inputState.IsAnyDown(Game1.options.chatButton));
if (!isChatInput)
{
- ICursorPosition cursor = this.Input.CursorPosition;
+ ICursorPosition cursor = instance.Input.CursorPosition;
// raise cursor moved event
if (state.Cursor.IsChanged)
@@ -950,9 +960,8 @@ namespace StardewModdingAPI.Framework
/*********
** Game update
*********/
- // game launched
- bool isFirstTick = SCore.TicksElapsed == 0;
- if (isFirstTick)
+ // game launched (not raised for secondary players in split-screen mode)
+ if (instance.IsFirstTick && !Context.IsGameLaunched)
{
Context.IsGameLaunched = true;
events.GameLaunched.Raise(new GameLaunchedEventArgs());
@@ -974,9 +983,8 @@ namespace StardewModdingAPI.Framework
events.OneSecondUpdateTicking.RaiseEmpty();
try
{
- this.Input.ApplyOverrides(); // if mods added any new overrides since the update, process them now
- SCore.TicksElapsed++;
- runGameUpdate();
+ instance.Input.ApplyOverrides(); // if mods added any new overrides since the update, process them now
+ runUpdate();
}
catch (Exception ex)
{
@@ -1113,6 +1121,13 @@ namespace StardewModdingAPI.Framework
return this.ContentCore.CreateGameContentManager("(generated)");
}
+ /// <summary>Get the current game instance. This may not be the main player if playing in split-screen.</summary>
+ private SGame GetCurrentGameInstance()
+ {
+ return Game1.game1 as SGame
+ ?? throw new InvalidOperationException("The current game instance wasn't created by SMAPI.");
+ }
+
/// <summary>Look for common issues with the game's XNB content, and log warnings if anything looks broken or outdated.</summary>
/// <returns>Returns whether all integrity checks passed.</returns>
private bool ValidateContentIntegrity()
@@ -1601,7 +1616,7 @@ namespace StardewModdingAPI.Framework
IModRegistry modRegistryHelper = new ModRegistryHelper(manifest.UniqueID, this.ModRegistry, proxyFactory, monitor);
IMultiplayerHelper multiplayerHelper = new MultiplayerHelper(manifest.UniqueID, this.Multiplayer);
- modHelper = new ModHelper(manifest.UniqueID, mod.DirectoryPath, this.Input, events, contentHelper, contentPackHelper, commandHelper, dataHelper, modRegistryHelper, reflectionHelper, multiplayerHelper, translationHelper);
+ modHelper = new ModHelper(manifest.UniqueID, mod.DirectoryPath, () => this.GetCurrentGameInstance().Input, events, contentHelper, contentPackHelper, commandHelper, dataHelper, modRegistryHelper, reflectionHelper, multiplayerHelper, translationHelper);
}
// init mod
@@ -1813,5 +1828,14 @@ namespace StardewModdingAPI.Framework
this.Monitor.LogFatal(message);
this.CancellationToken.Cancel();
}
+
+ /// <summary>Get the screen ID that should be logged to distinguish between players in split-screen mode, if any.</summary>
+ private int? GetScreenIdForLog()
+ {
+ if (Context.ScreenId != 0 || (Context.IsWorldReady && Context.IsSplitScreen))
+ return Context.ScreenId;
+
+ return null;
+ }
}
}
diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs
index 1c769c3f..aeb48f5c 100644
--- a/src/SMAPI/Framework/SGame.cs
+++ b/src/SMAPI/Framework/SGame.cs
@@ -5,9 +5,11 @@ using System.Text;
using System.Threading.Tasks;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
+using StardewModdingAPI.Events;
using StardewModdingAPI.Framework.Events;
using StardewModdingAPI.Framework.Input;
using StardewModdingAPI.Framework.Reflection;
+using StardewModdingAPI.Framework.StateTracking.Snapshots;
using StardewModdingAPI.Framework.Utilities;
using StardewValley;
using StardewValley.BellsAndWhistles;
@@ -41,30 +43,47 @@ namespace StardewModdingAPI.Framework
/// <summary>Immediately exit the game without saving. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs.</summary>
private readonly Action<string> ExitGameImmediately;
- /// <summary>Raised after the game finishes loading its initial content.</summary>
- private readonly Action OnGameContentLoaded;
+ /// <summary>The initial override for <see cref="Input"/>. This value is null after initialization.</summary>
+ private SInputState InitialInput;
- /// <summary>Raised when the game is updating its state (roughly 60 times per second).</summary>
- private readonly Action<GameTime, Action> OnGameUpdating;
+ /// <summary>The initial override for <see cref="Multiplayer"/>. This value is null after initialization.</summary>
+ private SMultiplayer InitialMultiplayer;
- /// <summary>Raised before the game exits.</summary>
- private readonly Action OnGameExiting;
+ /// <summary>Raised when the instance is updating its state (roughly 60 times per second).</summary>
+ private readonly Action<SGame, GameTime, Action> OnUpdating;
/*********
** Accessors
*********/
/// <summary>Manages input visible to the game.</summary>
- public static SInputState Input => (SInputState)Game1.input;
-
- /// <summary>The game's core multiplayer utility.</summary>
- public static SMultiplayer Multiplayer => (SMultiplayer)Game1.multiplayer;
+ public SInputState Input => (SInputState)Game1.input;
/// <summary>The game background task which initializes a new day.</summary>
- public static Task NewDayTask => Game1._newDayTask;
+ public Task NewDayTask => Game1._newDayTask;
+
+ /// <summary>Monitors the entire game state for changes.</summary>
+ public WatcherCore Watchers { get; private set; }
+
+ /// <summary>A snapshot of the current <see cref="Watchers"/> state.</summary>
+ public WatcherSnapshot WatcherSnapshot { get; } = new WatcherSnapshot();
+
+ /// <summary>Whether the current update tick is the first one for this instance.</summary>
+ public bool IsFirstTick = true;
+
+ /// <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>
+ public Countdown AfterLoadTimer { get; } = new Countdown(5);
+
+ /// <summary>Whether the game is saving and SMAPI has already raised <see cref="IGameLoopEvents.Saving"/>.</summary>
+ public bool IsBetweenSaveEvents { get; set; }
+
+ /// <summary>Whether the game is creating the save file and SMAPI has already raised <see cref="IGameLoopEvents.SaveCreating"/>.</summary>
+ public bool IsBetweenCreateEvents { get; set; }
/// <summary>Construct a content manager to read game content files.</summary>
/// <remarks>This must be static because the game accesses it before the <see cref="SGame"/> constructor is called.</remarks>
+ [NonInstancedStatic]
public static Func<IServiceProvider, string, LocalizedContentManager> CreateContentManagerImpl;
@@ -72,63 +91,40 @@ namespace StardewModdingAPI.Framework
** Public methods
*********/
/// <summary>Construct an instance.</summary>
+ /// <param name="playerIndex">The player index.</param>
+ /// <param name="instanceIndex">The instance index.</param>
/// <param name="monitor">Encapsulates monitoring and logging for SMAPI.</param>
/// <param name="reflection">Simplifies access to private game code.</param>
/// <param name="eventManager">Manages SMAPI events for mods.</param>
+ /// <param name="input">Manages the game's input state.</param>
/// <param name="modHooks">Handles mod hooks provided by the game.</param>
/// <param name="multiplayer">The core multiplayer logic.</param>
/// <param name="exitGameImmediately">Immediately exit the game without saving. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs.</param>
- /// <param name="onGameContentLoaded">Raised after the game finishes loading its initial content.</param>
- /// <param name="onGameUpdating">Raised when the game is updating its state (roughly 60 times per second).</param>
- /// <param name="onGameExiting">Raised before the game exits.</param>
- public SGame(Monitor monitor, Reflector reflection, EventManager eventManager, SModHooks modHooks, SMultiplayer multiplayer, Action<string> exitGameImmediately, Action onGameContentLoaded, Action<GameTime, Action> onGameUpdating, Action onGameExiting)
+ /// <param name="onUpdating">Raised when the instance is updating its state (roughly 60 times per second).</param>
+ public SGame(PlayerIndex playerIndex, int instanceIndex, Monitor monitor, Reflector reflection, EventManager eventManager, SInputState input, SModHooks modHooks, SMultiplayer multiplayer, Action<string> exitGameImmediately, Action<SGame, GameTime, Action> onUpdating)
+ : base(playerIndex, instanceIndex)
{
// init XNA
Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef;
// hook into game
- Game1.input = new SInputState();
- Game1.multiplayer = multiplayer;
+ Game1.input = this.InitialInput = input;
+ Game1.multiplayer = this.InitialMultiplayer = multiplayer;
Game1.hooks = modHooks;
- Game1.locations = new ObservableCollection<GameLocation>();
+ this._locations = new ObservableCollection<GameLocation>();
// init SMAPI
this.Monitor = monitor;
this.Events = eventManager;
this.Reflection = reflection;
this.ExitGameImmediately = exitGameImmediately;
- this.OnGameContentLoaded = onGameContentLoaded;
- this.OnGameUpdating = onGameUpdating;
- this.OnGameExiting = onGameExiting;
- }
-
- /// <summary>Get the observable location list.</summary>
- public ObservableCollection<GameLocation> GetObservableLocations()
- {
- return (ObservableCollection<GameLocation>)Game1.locations;
+ this.OnUpdating = onUpdating;
}
/*********
** Protected methods
*********/
- /// <summary>Load content when the game is launched.</summary>
- protected override void LoadContent()
- {
- base.LoadContent();
-
- this.OnGameContentLoaded();
- }
-
- /// <summary>Perform cleanup logic when the game exits.</summary>
- /// <param name="sender">The event sender.</param>
- /// <param name="args">The event args.</param>
- /// <remarks>This overrides the logic in <see cref="Game1.exitEvent"/> to let SMAPI clean up before exit.</remarks>
- protected override void OnExiting(object sender, EventArgs args)
- {
- this.OnGameExiting();
- }
-
/// <summary>Construct a content manager to read game content files.</summary>
/// <param name="serviceProvider">The service provider to use to locate services.</param>
/// <param name="rootDirectory">The root directory to search for content.</param>
@@ -140,11 +136,42 @@ namespace StardewModdingAPI.Framework
return SGame.CreateContentManagerImpl(serviceProvider, rootDirectory);
}
- /// <summary>The method called when the game is updating its state (roughly 60 times per second).</summary>
+ /// <summary>Initialize the instance when the game starts.</summary>
+ protected override void Initialize()
+ {
+ base.Initialize();
+
+ // The game resets public static fields after the class is constructed (see
+ // GameRunner.SetInstanceDefaults), so SMAPI needs to re-override them here.
+ Game1.input = this.InitialInput;
+ Game1.multiplayer = this.InitialMultiplayer;
+
+ // The Initial* fields should no longer be used after this point, since mods may
+ // further override them after initialization.
+ this.InitialInput = null;
+ this.InitialMultiplayer = null;
+ }
+
+ /// <summary>The method called when the instance is updating its state (roughly 60 times per second).</summary>
/// <param name="gameTime">A snapshot of the game timing state.</param>
protected override void Update(GameTime gameTime)
{
- this.OnGameUpdating(gameTime, () => base.Update(gameTime));
+ // set initial state
+ if (this.IsFirstTick)
+ {
+ this.Input.TrueUpdate();
+ this.Watchers = new WatcherCore(this.Input, (ObservableCollection<GameLocation>)this._locations);
+ }
+
+ // update
+ try
+ {
+ this.OnUpdating(this, gameTime, () => base.Update(gameTime));
+ }
+ finally
+ {
+ this.IsFirstTick = false;
+ }
}
/// <summary>The method called to draw everything to the screen.</summary>
@@ -171,7 +198,7 @@ namespace StardewModdingAPI.Framework
return;
}
- // recover sprite batch
+ // recover draw state
try
{
if (Game1.spriteBatch.IsOpen(this.Reflection))
diff --git a/src/SMAPI/Framework/SGameRunner.cs b/src/SMAPI/Framework/SGameRunner.cs
new file mode 100644
index 00000000..ae06f513
--- /dev/null
+++ b/src/SMAPI/Framework/SGameRunner.cs
@@ -0,0 +1,156 @@
+using System;
+using System.Collections.Generic;
+using Microsoft.Xna.Framework;
+using Microsoft.Xna.Framework.Graphics;
+using StardewModdingAPI.Framework.Events;
+using StardewModdingAPI.Framework.Input;
+using StardewModdingAPI.Framework.Reflection;
+using StardewValley;
+
+namespace StardewModdingAPI.Framework
+{
+ /// <summary>SMAPI's extension of the game's core <see cref="GameRunner"/>, used to inject SMAPI components.</summary>
+ internal class SGameRunner : GameRunner
+ {
+ /*********
+ ** Fields
+ *********/
+ /// <summary>Encapsulates monitoring and logging for SMAPI.</summary>
+ private readonly Monitor Monitor;
+
+ /// <summary>Manages SMAPI events for mods.</summary>
+ private readonly EventManager Events;
+
+ /// <summary>Simplifies access to private game code.</summary>
+ private readonly Reflector Reflection;
+
+ /// <summary>Immediately exit the game without saving. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs.</summary>
+ private readonly Action<string> ExitGameImmediately;
+
+ /// <summary>The core SMAPI mod hooks.</summary>
+ private readonly SModHooks ModHooks;
+
+ /// <summary>The core multiplayer logic.</summary>
+ private readonly SMultiplayer Multiplayer;
+
+ /// <summary>Raised after the game finishes loading its initial content.</summary>
+ private readonly Action OnGameContentLoaded;
+
+ /// <summary>Raised when XNA is updating (roughly 60 times per second).</summary>
+ private readonly Action<GameTime, Action> OnGameUpdating;
+
+ /// <summary>Raised when the game instance for a local split-screen player is updating (once per <see cref="OnGameUpdating"/> per player).</summary>
+ private readonly Action<SGame, GameTime, Action> OnPlayerInstanceUpdating;
+
+ /// <summary>Raised before the game exits.</summary>
+ private readonly Action OnGameExiting;
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="monitor">Encapsulates monitoring and logging for SMAPI.</param>
+ /// <param name="reflection">Simplifies access to private game code.</param>
+ /// <param name="eventManager">Manages SMAPI events for mods.</param>
+ /// <param name="modHooks">Handles mod hooks provided by the game.</param>
+ /// <param name="multiplayer">The core multiplayer logic.</param>
+ /// <param name="exitGameImmediately">Immediately exit the game without saving. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs.</param>
+ /// <param name="onGameContentLoaded">Raised after the game finishes loading its initial content.</param>
+ /// <param name="onGameUpdating">Raised when XNA is updating its state (roughly 60 times per second).</param>
+ /// <param name="onPlayerInstanceUpdating">Raised when the game instance for a local split-screen player is updating (once per <see cref="OnGameUpdating"/> per player).</param>
+ /// <param name="onGameExiting">Raised before the game exits.</param>
+ public SGameRunner(Monitor monitor, Reflector reflection, EventManager eventManager, SModHooks modHooks, SMultiplayer multiplayer, Action<string> exitGameImmediately, Action onGameContentLoaded, Action<GameTime, Action> onGameUpdating, Action<SGame, GameTime, Action> onPlayerInstanceUpdating, Action onGameExiting)
+ {
+ // init XNA
+ Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef;
+
+ // hook into game
+ this.ModHooks = modHooks;
+
+ // init SMAPI
+ this.Monitor = monitor;
+ this.Events = eventManager;
+ this.Reflection = reflection;
+ this.Multiplayer = multiplayer;
+ this.ExitGameImmediately = exitGameImmediately;
+ this.OnGameContentLoaded = onGameContentLoaded;
+ this.OnGameUpdating = onGameUpdating;
+ this.OnPlayerInstanceUpdating = onPlayerInstanceUpdating;
+ this.OnGameExiting = onGameExiting;
+ }
+
+ /// <summary>Create a game instance for a local player.</summary>
+ /// <param name="playerIndex">The player index.</param>
+ /// <param name="instanceIndex">The instance index.</param>
+ public override Game1 CreateGameInstance(PlayerIndex playerIndex = PlayerIndex.One, int instanceIndex = 0)
+ {
+ SInputState inputState = new SInputState();
+ return new SGame(playerIndex, instanceIndex, this.Monitor, this.Reflection, this.Events, inputState, this.ModHooks, this.Multiplayer, this.ExitGameImmediately, this.OnPlayerInstanceUpdating);
+ }
+
+ /// <inheritdoc />
+ public override void AddGameInstance(PlayerIndex playerIndex)
+ {
+ base.AddGameInstance(playerIndex);
+
+ EarlyConstants.LogScreenId = Context.ScreenId;
+ this.UpdateForSplitScreenChanges();
+ }
+
+ /// <inheritdoc />
+ public override void RemoveGameInstance(Game1 instance)
+ {
+ base.RemoveGameInstance(instance);
+
+ if (this.gameInstances.Count <= 1)
+ EarlyConstants.LogScreenId = null;
+ this.UpdateForSplitScreenChanges();
+ }
+
+
+ /*********
+ ** Protected methods
+ *********/
+ /// <summary>Load content when the game is launched.</summary>
+ protected override void LoadContent()
+ {
+ base.LoadContent();
+
+ this.OnGameContentLoaded();
+ }
+
+ /// <summary>Perform cleanup logic when the game exits.</summary>
+ /// <param name="sender">The event sender.</param>
+ /// <param name="args">The event args.</param>
+ /// <remarks>This overrides the logic in <see cref="Game1.exitEvent"/> to let SMAPI clean up before exit.</remarks>
+ protected override void OnExiting(object sender, EventArgs args)
+ {
+ this.OnGameExiting();
+ }
+
+ /// <summary>The method called when the game is updating its state (roughly 60 times per second).</summary>
+ /// <param name="gameTime">A snapshot of the game timing state.</param>
+ protected override void Update(GameTime gameTime)
+ {
+ this.OnGameUpdating(gameTime, () => base.Update(gameTime));
+ }
+
+ private void UpdateForSplitScreenChanges()
+ {
+ HashSet<int> oldScreenIds = new HashSet<int>(Context.ActiveScreenIds);
+
+ // track active screens
+ Context.ActiveScreenIds.Clear();
+ foreach (var screen in this.gameInstances)
+ Context.ActiveScreenIds.Add(screen.instanceId);
+
+ // remember last removed screen
+ foreach (int id in oldScreenIds)
+ {
+ if (!Context.ActiveScreenIds.Contains(id))
+ Context.LastRemovedScreenId = id;
+ }
+ }
+ }
+}
diff --git a/src/SMAPI/Utilities/PerScreen.cs b/src/SMAPI/Utilities/PerScreen.cs
new file mode 100644
index 00000000..55dae0d8
--- /dev/null
+++ b/src/SMAPI/Utilities/PerScreen.cs
@@ -0,0 +1,79 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+
+namespace StardewModdingAPI.Utilities
+{
+ /// <summary>Manages a separate value for each player in split-screen mode. This can safely be used in non-split-screen mode too, it'll just have a single state in that case.</summary>
+ /// <typeparam name="T">The state class.</typeparam>
+ public class PerScreen<T>
+ {
+ /*********
+ ** Fields
+ *********/
+ /// <summary>Create the initial value for a player.</summary>
+ private readonly Func<T> CreateNewState;
+
+ /// <summary>The tracked values for each player.</summary>
+ private readonly IDictionary<int, T> States = new Dictionary<int, T>();
+
+ /// <summary>The last <see cref="Context.LastRemovedScreenId"/> value for which this instance was updated.</summary>
+ private int LastRemovedScreenId;
+
+
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>The value for the current player.</summary>
+ /// <remarks>The value is initialized the first time it's requested for that player, unless it's set manually first.</remarks>
+ public T Value
+ {
+ get
+ {
+ this.RemoveDeadPlayers();
+ return this.States.TryGetValue(Context.ScreenId, out T state)
+ ? state
+ : this.States[Context.ScreenId] = this.CreateNewState();
+ }
+ set
+ {
+ this.RemoveDeadPlayers();
+ this.States[Context.ScreenId] = value;
+ }
+ }
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ public PerScreen()
+ : this(null) { }
+
+ /// <summary>Construct an instance.</summary>
+ /// <param name="createNewState">Create the initial state for a player screen.</param>
+ public PerScreen(Func<T> createNewState)
+ {
+ this.CreateNewState = createNewState ?? (() => default);
+ }
+
+
+ /*********
+ ** Private methods
+ *********/
+ /// <summary>Remove players who are no longer have a split-screen index.</summary>
+ /// <returns>Returns whether any players were removed.</returns>
+ private void RemoveDeadPlayers()
+ {
+ if (this.LastRemovedScreenId == Context.LastRemovedScreenId)
+ return;
+
+ this.LastRemovedScreenId = Context.LastRemovedScreenId;
+ foreach (int id in this.States.Keys.ToArray())
+ {
+ if (!Context.HasScreenId(id))
+ this.States.Remove(id);
+ }
+ }
+ }
+}