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authorJesse Plamondon-Willard <github@jplamondonw.com>2018-08-23 01:59:31 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2018-08-23 01:59:31 -0400
commit788f7ae3b7dc37d3323d83830cfeb92bea958e66 (patch)
tree1a8b6b5046e7c05af2e676c51595e83f980ba6ed /src
parentfd925e9a8c13d31980d934195ea9cc81acaf970a (diff)
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split core logic out of Program (#582)
This is needed because Mono validates Program's instance fields before the static Main runs, so the custom assembly resolution isn't set up until the app has already crashed due to invalid property types.
Diffstat (limited to 'src')
-rw-r--r--src/SMAPI/Framework/SCore.cs1283
-rw-r--r--src/SMAPI/Program.cs1281
-rw-r--r--src/SMAPI/StardewModdingAPI.csproj1
3 files changed, 1304 insertions, 1261 deletions
diff --git a/src/SMAPI/Framework/SCore.cs b/src/SMAPI/Framework/SCore.cs
new file mode 100644
index 00000000..a9ec5ee4
--- /dev/null
+++ b/src/SMAPI/Framework/SCore.cs
@@ -0,0 +1,1283 @@
+using System;
+using System.Collections.Generic;
+using System.Diagnostics;
+using System.Diagnostics.CodeAnalysis;
+using System.IO;
+using System.Linq;
+using System.Net;
+using System.Reflection;
+using System.Runtime.ExceptionServices;
+using System.Security;
+using System.Text;
+using System.Text.RegularExpressions;
+using System.Threading;
+#if SMAPI_FOR_WINDOWS
+using System.Windows.Forms;
+#endif
+using Newtonsoft.Json;
+using StardewModdingAPI.Events;
+using StardewModdingAPI.Framework.Events;
+using StardewModdingAPI.Framework.Exceptions;
+using StardewModdingAPI.Framework.Logging;
+using StardewModdingAPI.Framework.Models;
+using StardewModdingAPI.Framework.ModHelpers;
+using StardewModdingAPI.Framework.ModLoading;
+using StardewModdingAPI.Framework.Patching;
+using StardewModdingAPI.Framework.Reflection;
+using StardewModdingAPI.Framework.Serialisation;
+using StardewModdingAPI.Internal;
+using StardewModdingAPI.Toolkit;
+using StardewModdingAPI.Toolkit.Framework.Clients.WebApi;
+using StardewModdingAPI.Toolkit.Framework.ModData;
+using StardewModdingAPI.Toolkit.Serialisation;
+using StardewModdingAPI.Toolkit.Utilities;
+using StardewValley;
+using Object = StardewValley.Object;
+using ThreadState = System.Threading.ThreadState;
+
+namespace StardewModdingAPI.Framework
+{
+ /// <summary>The core class which initialises and manages SMAPI.</summary>
+ internal class SCore : IDisposable
+ {
+ /*********
+ ** Properties
+ *********/
+ /// <summary>The log file to which to write messages.</summary>
+ private readonly LogFileManager LogFile;
+
+ /// <summary>Manages console output interception.</summary>
+ private readonly ConsoleInterceptionManager ConsoleManager = new ConsoleInterceptionManager();
+
+ /// <summary>The core logger and monitor for SMAPI.</summary>
+ private readonly Monitor Monitor;
+
+ /// <summary>Tracks whether the game should exit immediately and any pending initialisation should be cancelled.</summary>
+ private readonly CancellationTokenSource CancellationTokenSource = new CancellationTokenSource();
+
+ /// <summary>Simplifies access to private game code.</summary>
+ private readonly Reflector Reflection = new Reflector();
+
+ /// <summary>The SMAPI configuration settings.</summary>
+ private readonly SConfig Settings;
+
+ /// <summary>The underlying game instance.</summary>
+ private SGame GameInstance;
+
+ /// <summary>The underlying content manager.</summary>
+ private ContentCoordinator ContentCore => this.GameInstance.ContentCore;
+
+ /// <summary>Tracks the installed mods.</summary>
+ /// <remarks>This is initialised after the game starts.</remarks>
+ private readonly ModRegistry ModRegistry = new ModRegistry();
+
+ /// <summary>Manages deprecation warnings.</summary>
+ /// <remarks>This is initialised after the game starts.</remarks>
+ private DeprecationManager DeprecationManager;
+
+ /// <summary>Manages SMAPI events for mods.</summary>
+ private readonly EventManager EventManager;
+
+ /// <summary>Whether the game is currently running.</summary>
+ private bool IsGameRunning;
+
+ /// <summary>Whether the program has been disposed.</summary>
+ private bool IsDisposed;
+
+ /// <summary>Regex patterns which match console messages to suppress from the console and log.</summary>
+ private readonly Regex[] SuppressConsolePatterns =
+ {
+ new Regex(@"^TextBox\.Selected is now '(?:True|False)'\.$", RegexOptions.Compiled | RegexOptions.CultureInvariant),
+ new Regex(@"^(?:FRUIT )?TREE: IsClient:(?:True|False) randomOutput: \d+$", RegexOptions.Compiled | RegexOptions.CultureInvariant),
+ new Regex(@"^loadPreferences\(\); begin", RegexOptions.Compiled | RegexOptions.CultureInvariant),
+ new Regex(@"^savePreferences\(\); async=", RegexOptions.Compiled | RegexOptions.CultureInvariant),
+ new Regex(@"^DebugOutput: (?:added CLOUD|dismount tile|Ping|playerPos)", RegexOptions.Compiled | RegexOptions.CultureInvariant),
+ new Regex(@"^static SerializableDictionary<.+>\(\) called\.$", RegexOptions.Compiled | RegexOptions.CultureInvariant),
+ };
+
+ /// <summary>The mod toolkit used for generic mod interactions.</summary>
+ private readonly ModToolkit Toolkit = new ModToolkit();
+
+ /// <summary>The path to search for mods.</summary>
+ private readonly string ModsPath;
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="modsPath">The path to search for mods.</param>
+ /// <param name="writeToConsole">Whether to output log messages to the console.</param>
+ public SCore(string modsPath, bool writeToConsole)
+ {
+ // init paths
+ this.VerifyPath(modsPath);
+ this.VerifyPath(Constants.LogDir);
+ this.ModsPath = modsPath;
+
+ // init log file
+ this.PurgeLogFiles();
+ string logPath = this.GetLogPath();
+
+ // init basics
+ this.Settings = JsonConvert.DeserializeObject<SConfig>(File.ReadAllText(Constants.ApiConfigPath));
+ this.LogFile = new LogFileManager(logPath);
+ this.Monitor = new Monitor("SMAPI", this.ConsoleManager, this.LogFile, this.CancellationTokenSource, this.Settings.ColorScheme)
+ {
+ WriteToConsole = writeToConsole,
+ ShowTraceInConsole = this.Settings.DeveloperMode,
+ ShowFullStampInConsole = this.Settings.DeveloperMode
+ };
+ this.EventManager = new EventManager(this.Monitor, this.ModRegistry);
+
+ // init logging
+ this.Monitor.Log($"SMAPI {Constants.ApiVersion} with Stardew Valley {Constants.GameVersion} on {EnvironmentUtility.GetFriendlyPlatformName(Constants.Platform)}", LogLevel.Info);
+ this.Monitor.Log($"Mods go here: {modsPath}");
+ if (modsPath != Constants.DefaultModsPath)
+ this.Monitor.Log("(Using custom --mods-path argument.)", LogLevel.Trace);
+ this.Monitor.Log($"Log started at {DateTime.UtcNow:s} UTC", LogLevel.Trace);
+
+ // validate game version
+ if (Constants.GameVersion.IsOlderThan(Constants.MinimumGameVersion))
+ {
+ this.Monitor.Log($"Oops! You're running Stardew Valley {Constants.GameVersion}, but the oldest supported version is {Constants.MinimumGameVersion}. Please update your game before using SMAPI.", LogLevel.Error);
+ this.PressAnyKeyToExit();
+ return;
+ }
+ if (Constants.MaximumGameVersion != null && Constants.GameVersion.IsNewerThan(Constants.MaximumGameVersion))
+ {
+ this.Monitor.Log($"Oops! You're running Stardew Valley {Constants.GameVersion}, but this version of SMAPI is only compatible up to Stardew Valley {Constants.MaximumGameVersion}. Please check for a newer version of SMAPI: https://smapi.io.", LogLevel.Error);
+ this.PressAnyKeyToExit();
+ return;
+ }
+
+ // apply game patches
+ new GamePatcher(this.Monitor).Apply(
+ // new GameLocationPatch()
+ );
+ }
+
+ /// <summary>Launch SMAPI.</summary>
+ [HandleProcessCorruptedStateExceptions, SecurityCritical] // let try..catch handle corrupted state exceptions
+ public void RunInteractively()
+ {
+ // initialise SMAPI
+ try
+ {
+ // hook up events
+ ContentEvents.Init(this.EventManager);
+ ControlEvents.Init(this.EventManager);
+ GameEvents.Init(this.EventManager);
+ GraphicsEvents.Init(this.EventManager);
+ InputEvents.Init(this.EventManager);
+ LocationEvents.Init(this.EventManager);
+ MenuEvents.Init(this.EventManager);
+ MineEvents.Init(this.EventManager);
+ MultiplayerEvents.Init(this.EventManager);
+ PlayerEvents.Init(this.EventManager);
+ SaveEvents.Init(this.EventManager);
+ SpecialisedEvents.Init(this.EventManager);
+ TimeEvents.Init(this.EventManager);
+
+ // init JSON parser
+ JsonConverter[] converters = {
+ new ColorConverter(),
+ new PointConverter(),
+ new RectangleConverter()
+ };
+ foreach (JsonConverter converter in converters)
+ this.Toolkit.JsonHelper.JsonSettings.Converters.Add(converter);
+
+ // add error handlers
+#if SMAPI_FOR_WINDOWS
+ Application.ThreadException += (sender, e) => this.Monitor.Log($"Critical thread exception: {e.Exception.GetLogSummary()}", LogLevel.Error);
+ Application.SetUnhandledExceptionMode(UnhandledExceptionMode.CatchException);
+#endif
+ AppDomain.CurrentDomain.UnhandledException += (sender, e) => this.Monitor.Log($"Critical app domain exception: {e.ExceptionObject}", LogLevel.Error);
+
+ // add more leniant assembly resolvers
+ AppDomain.CurrentDomain.AssemblyResolve += (sender, e) => AssemblyLoader.ResolveAssembly(e.Name);
+
+ // override game
+ SGame.ConstructorHack = new SGameConstructorHack(this.Monitor, this.Reflection, this.Toolkit.JsonHelper);
+ this.GameInstance = new SGame(this.Monitor, this.Reflection, this.EventManager, this.InitialiseAfterGameStart, this.Dispose);
+ StardewValley.Program.gamePtr = this.GameInstance;
+
+ // add exit handler
+ new Thread(() =>
+ {
+ this.CancellationTokenSource.Token.WaitHandle.WaitOne();
+ if (this.IsGameRunning)
+ {
+ try
+ {
+ File.WriteAllText(Constants.FatalCrashMarker, string.Empty);
+ File.Copy(this.LogFile.Path, Constants.FatalCrashLog, overwrite: true);
+ }
+ catch (Exception ex)
+ {
+ this.Monitor.Log($"SMAPI failed trying to track the crash details: {ex.GetLogSummary()}");
+ }
+
+ this.GameInstance.Exit();
+ }
+ }).Start();
+
+ // hook into game events
+ ContentEvents.AfterLocaleChanged += (sender, e) => this.OnLocaleChanged();
+
+ // set window titles
+ this.GameInstance.Window.Title = $"Stardew Valley {Constants.GameVersion} - running SMAPI {Constants.ApiVersion}";
+ Console.Title = $"SMAPI {Constants.ApiVersion} - running Stardew Valley {Constants.GameVersion}";
+ }
+ catch (Exception ex)
+ {
+ this.Monitor.Log($"SMAPI failed to initialise: {ex.GetLogSummary()}", LogLevel.Error);
+ this.PressAnyKeyToExit();
+ return;
+ }
+
+ // check update marker
+ if (File.Exists(Constants.UpdateMarker))
+ {
+ string rawUpdateFound = File.ReadAllText(Constants.UpdateMarker);
+ if (SemanticVersion.TryParse(rawUpdateFound, out ISemanticVersion updateFound))
+ {
+ if (Constants.ApiVersion.IsPrerelease() && updateFound.IsNewerThan(Constants.ApiVersion))
+ {
+ this.Monitor.Log("A new version of SMAPI was detected last time you played.", LogLevel.Error);
+ this.Monitor.Log($"You can update to {updateFound}: https://smapi.io.", LogLevel.Error);
+ this.Monitor.Log("Press any key to continue playing anyway. (This only appears when using a SMAPI beta.)", LogLevel.Info);
+ Console.ReadKey();
+ }
+ }
+ File.Delete(Constants.UpdateMarker);
+ }
+
+ // show details if game crashed during last session
+ if (File.Exists(Constants.FatalCrashMarker))
+ {
+ this.Monitor.Log("The game crashed last time you played. That can be due to bugs in the game, but if it happens repeatedly you can ask for help here: http://community.playstarbound.com/threads/108375/.", LogLevel.Error);
+ this.Monitor.Log("If you ask for help, make sure to share your SMAPI log: https://log.smapi.io.", LogLevel.Error);
+ this.Monitor.Log("Press any key to delete the crash data and continue playing.", LogLevel.Info);
+ Console.ReadKey();
+ File.Delete(Constants.FatalCrashLog);
+ File.Delete(Constants.FatalCrashMarker);
+ }
+
+ // start game
+ this.Monitor.Log("Starting game...", LogLevel.Debug);
+ try
+ {
+ this.IsGameRunning = true;
+ StardewValley.Program.releaseBuild = true; // game's debug logic interferes with SMAPI opening the game window
+ this.GameInstance.Run();
+ }
+ catch (InvalidOperationException ex) when (ex.Source == "Microsoft.Xna.Framework.Xact" && ex.StackTrace.Contains("Microsoft.Xna.Framework.Audio.AudioEngine..ctor"))
+ {
+ this.Monitor.Log("The game couldn't load audio. Do you have speakers or headphones plugged in?", LogLevel.Error);
+ this.Monitor.Log($"Technical details: {ex.GetLogSummary()}", LogLevel.Trace);
+ this.PressAnyKeyToExit();
+ }
+ catch (Exception ex)
+ {
+ this.Monitor.Log($"The game failed unexpectedly: {ex.GetLogSummary()}", LogLevel.Error);
+ this.PressAnyKeyToExit();
+ }
+ finally
+ {
+ this.Dispose();
+ }
+ }
+
+ /// <summary>Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.</summary>
+ public void Dispose()
+ {
+ // skip if already disposed
+ if (this.IsDisposed)
+ return;
+ this.IsDisposed = true;
+ this.Monitor.Log("Disposing...", LogLevel.Trace);
+
+ // dispose mod data
+ foreach (IModMetadata mod in this.ModRegistry.GetAll())
+ {
+ try
+ {
+ (mod.Mod as IDisposable)?.Dispose();
+ }
+ catch (Exception ex)
+ {
+ mod.LogAsMod($"Mod failed during disposal: {ex.GetLogSummary()}.", LogLevel.Warn);
+ }
+ }
+
+ // dispose core components
+ this.IsGameRunning = false;
+ this.ConsoleManager?.Dispose();
+ this.ContentCore?.Dispose();
+ this.CancellationTokenSource?.Dispose();
+ this.GameInstance?.Dispose();
+ this.LogFile?.Dispose();
+
+ // end game (moved from Game1.OnExiting to let us clean up first)
+ Process.GetCurrentProcess().Kill();
+ }
+
+
+ /*********
+ ** Private methods
+ *********/
+ /// <summary>Initialise SMAPI and mods after the game starts.</summary>
+ private void InitialiseAfterGameStart()
+ {
+ // load settings
+ this.GameInstance.VerboseLogging = this.Settings.VerboseLogging;
+
+ // load core components
+ this.DeprecationManager = new DeprecationManager(this.Monitor, this.ModRegistry);
+
+ // redirect direct console output
+ {
+ Monitor monitor = this.GetSecondaryMonitor("game");
+ if (monitor.WriteToConsole)
+ this.ConsoleManager.OnMessageIntercepted += message => this.HandleConsoleMessage(monitor, message);
+ }
+
+ // add headers
+ if (this.Settings.DeveloperMode)
+ this.Monitor.Log($"You configured SMAPI to run in developer mode. The console may be much more verbose. You can disable developer mode by installing the non-developer version of SMAPI, or by editing {Constants.ApiConfigPath}.", LogLevel.Info);
+ if (!this.Settings.CheckForUpdates)
+ this.Monitor.Log($"You configured SMAPI to not check for updates. Running an old version of SMAPI is not recommended. You can enable update checks by reinstalling SMAPI or editing {Constants.ApiConfigPath}.", LogLevel.Warn);
+ if (!this.Monitor.WriteToConsole)
+ this.Monitor.Log("Writing to the terminal is disabled because the --no-terminal argument was received. This usually means launching the terminal failed.", LogLevel.Warn);
+ this.VerboseLog("Verbose logging enabled.");
+
+ // 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);
+
+ // load mod data
+ ModToolkit toolkit = new ModToolkit();
+ ModDatabase modDatabase = toolkit.GetModDatabase(Constants.ApiMetadataPath);
+
+ // load mods
+ {
+ this.Monitor.Log("Loading mod metadata...", LogLevel.Trace);
+ ModResolver resolver = new ModResolver();
+
+ // load manifests
+ IModMetadata[] mods = resolver.ReadManifests(toolkit, this.ModsPath, modDatabase).ToArray();
+ resolver.ValidateManifests(mods, Constants.ApiVersion, toolkit.GetUpdateUrl);
+
+ // process dependencies
+ mods = resolver.ProcessDependencies(mods, modDatabase).ToArray();
+
+ // load mods
+ this.LoadMods(mods, this.Toolkit.JsonHelper, this.ContentCore, modDatabase);
+
+ // write metadata file
+ if (this.Settings.DumpMetadata)
+ {
+ ModFolderExport export = new ModFolderExport
+ {
+ Exported = DateTime.UtcNow.ToString("O"),
+ ApiVersion = Constants.ApiVersion.ToString(),
+ GameVersion = Constants.GameVersion.ToString(),
+ ModFolderPath = this.ModsPath,
+ Mods = mods
+ };
+ this.Toolkit.JsonHelper.WriteJsonFile(Path.Combine(Constants.LogDir, $"{Constants.LogNamePrefix}metadata-dump.json"), export);
+ }
+
+ // check for updates
+ this.CheckForUpdatesAsync(mods);
+ }
+ if (this.Monitor.IsExiting)
+ {
+ this.Monitor.Log("SMAPI shutting down: aborting initialisation.", LogLevel.Warn);
+ return;
+ }
+
+ // update window titles
+ int modsLoaded = this.ModRegistry.GetAll().Count();
+ this.GameInstance.Window.Title = $"Stardew Valley {Constants.GameVersion} - running SMAPI {Constants.ApiVersion} with {modsLoaded} mods";
+ Console.Title = $"SMAPI {Constants.ApiVersion} - running Stardew Valley {Constants.GameVersion} with {modsLoaded} mods";
+
+ // start SMAPI console
+ new Thread(this.RunConsoleLoop).Start();
+ }
+
+ /// <summary>Handle the game changing locale.</summary>
+ private void OnLocaleChanged()
+ {
+ // get locale
+ string locale = this.ContentCore.GetLocale();
+ LocalizedContentManager.LanguageCode languageCode = this.ContentCore.Language;
+
+ // update mod translation helpers
+ foreach (IModMetadata mod in this.ModRegistry.GetAll(contentPacks: false))
+ (mod.Mod.Helper.Translation as TranslationHelper)?.SetLocale(locale, languageCode);
+ }
+
+ /// <summary>Run a loop handling console input.</summary>
+ [SuppressMessage("ReSharper", "FunctionNeverReturns", Justification = "The thread is aborted when the game exits.")]
+ private void RunConsoleLoop()
+ {
+ // prepare console
+ this.Monitor.Log("Type 'help' for help, or 'help <cmd>' for a command's usage", LogLevel.Info);
+ this.GameInstance.CommandManager.Add("SMAPI", "help", "Lists command documentation.\n\nUsage: help\nLists all available commands.\n\nUsage: help <cmd>\n- cmd: The name of a command whose documentation to display.", this.HandleCommand);
+ this.GameInstance.CommandManager.Add("SMAPI", "reload_i18n", "Reloads translation files for all mods.\n\nUsage: reload_i18n", this.HandleCommand);
+
+ // start handling command line input
+ Thread inputThread = new Thread(() =>
+ {
+ while (true)
+ {
+ // get input
+ string input = Console.ReadLine();
+ if (string.IsNullOrWhiteSpace(input))
+ continue;
+
+ // handle command
+ this.Monitor.LogUserInput(input);
+ this.GameInstance.CommandQueue.Enqueue(input);
+ }
+ });
+ inputThread.Start();
+
+ // keep console thread alive while the game is running
+ while (this.IsGameRunning && !this.Monitor.IsExiting)
+ Thread.Sleep(1000 / 10);
+ if (inputThread.ThreadState == ThreadState.Running)
+ inputThread.Abort();
+ }
+
+ /// <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()
+ {
+ this.Monitor.Log("Detecting common issues...", LogLevel.Trace);
+ bool issuesFound = false;
+
+ // object format (commonly broken by outdated files)
+ {
+ // detect issues
+ bool hasObjectIssues = false;
+ void LogIssue(int id, string issue) => this.Monitor.Log($@"Detected issue: item #{id} in Content\Data\ObjectInformation.xnb is invalid ({issue}).", LogLevel.Trace);
+ foreach (KeyValuePair<int, string> entry in Game1.objectInformation)
+ {
+ // must not be empty
+ if (string.IsNullOrWhiteSpace(entry.Value))
+ {
+ LogIssue(entry.Key, "entry is empty");
+ hasObjectIssues = true;
+ continue;
+ }
+
+ // require core fields
+ string[] fields = entry.Value.Split('/');
+ if (fields.Length < Object.objectInfoDescriptionIndex + 1)
+ {
+ LogIssue(entry.Key, "too few fields for an object");
+ hasObjectIssues = true;
+ continue;
+ }
+
+ // check min length for specific types
+ switch (fields[Object.objectInfoTypeIndex].Split(new[] { ' ' }, 2)[0])
+ {
+ case "Cooking":
+ if (fields.Length < Object.objectInfoBuffDurationIndex + 1)
+ {
+ LogIssue(entry.Key, "too few fields for a cooking item");
+ hasObjectIssues = true;
+ }
+ break;
+ }
+ }
+
+ // log error
+ if (hasObjectIssues)
+ {
+ issuesFound = true;
+ this.Monitor.Log(@"Your Content\Data\ObjectInformation.xnb file seems to be broken or outdated.", LogLevel.Warn);
+ }
+ }
+
+ return !issuesFound;
+ }
+
+ /// <summary>Asynchronously check for a new version of SMAPI and any installed mods, and print alerts to the console if an update is available.</summary>
+ /// <param name="mods">The mods to include in the update check (if eligible).</param>
+ private void CheckForUpdatesAsync(IModMetadata[] mods)
+ {
+ if (!this.Settings.CheckForUpdates)
+ return;
+
+ new Thread(() =>
+ {
+ // create client
+ string url = this.Settings.WebApiBaseUrl;
+#if !SMAPI_FOR_WINDOWS
+ url = url.Replace("https://", "http://"); // workaround for OpenSSL issues with the game's bundled Mono on Linux/Mac
+#endif
+ WebApiClient client = new WebApiClient(url, Constants.ApiVersion);
+ this.Monitor.Log("Checking for updates...", LogLevel.Trace);
+
+ // check SMAPI version
+ ISemanticVersion updateFound = null;
+ try
+ {
+ ModEntryModel response = client.GetModInfo(new[] { new ModSearchEntryModel("Pathoschild.SMAPI", new[] { $"GitHub:{this.Settings.GitHubProjectName}" }) }).Single().Value;
+ ISemanticVersion latestStable = response.Main?.Version;
+ ISemanticVersion latestBeta = response.Optional?.Version;
+
+ if (latestStable == null && response.Errors.Any())
+ {
+ this.Monitor.Log("Couldn't check for a new version of SMAPI. This won't affect your game, but you may not be notified of new versions if this keeps happening.", LogLevel.Warn);
+ this.Monitor.Log($"Error: {string.Join("\n", response.Errors)}");
+ }
+ else if (this.IsValidUpdate(Constants.ApiVersion, latestBeta, this.Settings.UseBetaChannel))
+ {
+ updateFound = latestBeta;
+ this.Monitor.Log($"You can update SMAPI to {latestBeta}: {Constants.HomePageUrl}", LogLevel.Alert);
+ }
+ else if (this.IsValidUpdate(Constants.ApiVersion, latestStable, this.Settings.UseBetaChannel))
+ {
+ updateFound = latestStable;
+ this.Monitor.Log($"You can update SMAPI to {latestStable}: {Constants.HomePageUrl}", LogLevel.Alert);
+ }
+ else
+ this.Monitor.Log(" SMAPI okay.", LogLevel.Trace);
+ }
+ catch (Exception ex)
+ {
+ this.Monitor.Log("Couldn't check for a new version of SMAPI. This won't affect your game, but you won't be notified of new versions if this keeps happening.", LogLevel.Warn);
+ this.Monitor.Log(ex is WebException && ex.InnerException == null
+ ? $"Error: {ex.Message}"
+ : $"Error: {ex.GetLogSummary()}"
+ );
+ }
+
+ // show update message on next launch
+ if (updateFound != null)
+ File.WriteAllText(Constants.UpdateMarker, updateFound.ToString());
+
+ // check mod versions
+ if (mods.Any())
+ {
+ try
+ {
+ HashSet<string> suppressUpdateChecks = new HashSet<string>(this.Settings.SuppressUpdateChecks, StringComparer.InvariantCultureIgnoreCase);
+
+ // prepare search model
+ List<ModSearchEntryModel> searchMods = new List<ModSearchEntryModel>();
+ foreach (IModMetadata mod in mods)
+ {
+ if (!mod.HasID())
+ continue;
+
+ string[] updateKeys = mod.Manifest.UpdateKeys ?? new string[0];
+ searchMods.Add(new ModSearchEntryModel(mod.Manifest.UniqueID, updateKeys.Except(suppressUpdateChecks).ToArray()));
+ }
+
+ // fetch results
+ this.Monitor.Log($" Checking for updates to {searchMods.Count} mods...", LogLevel.Trace);
+ IDictionary<string, ModEntryModel> results = client.GetModInfo(searchMods.ToArray());
+
+ // extract update alerts & errors
+ var updates = new List<Tuple<IModMetadata, ISemanticVersion, string>>();
+ var errors = new StringBuilder();
+ foreach (IModMetadata mod in mods.OrderBy(p => p.DisplayName))
+ {
+ // link to update-check data
+ if (!mod.HasID() || !results.TryGetValue(mod.Manifest.UniqueID, out ModEntryModel result))
+ continue;
+ mod.SetUpdateData(result);
+
+ // handle errors
+ if (result.Errors != null && result.Errors.Any())
+ {
+ errors.AppendLine(result.Errors.Length == 1
+ ? $" {mod.DisplayName}: {result.Errors[0]}"
+ : $" {mod.DisplayName}:\n - {string.Join("\n - ", result.Errors)}"
+ );
+ }
+
+ // parse versions
+ ISemanticVersion localVersion = mod.DataRecord?.GetLocalVersionForUpdateChecks(mod.Manifest.Version) ?? mod.Manifest.Version;
+ ISemanticVersion latestVersion = mod.DataRecord?.GetRemoteVersionForUpdateChecks(result.Main?.Version) ?? result.Main?.Version;
+ ISemanticVersion optionalVersion = mod.DataRecord?.GetRemoteVersionForUpdateChecks(result.Optional?.Version) ?? result.Optional?.Version;
+ ISemanticVersion unofficialVersion = result.Unofficial?.Version;
+
+ // show update alerts
+ if (this.IsValidUpdate(localVersion, latestVersion, useBetaChannel: true))
+ updates.Add(Tuple.Create(mod, latestVersion, result.Main?.Url));
+ else if (this.IsValidUpdate(localVersion, optionalVersion, useBetaChannel: localVersion.IsPrerelease()))
+ updates.Add(Tuple.Create(mod, optionalVersion, result.Optional?.Url));
+ else if (this.IsValidUpdate(localVersion, unofficialVersion, useBetaChannel: mod.Status == ModMetadataStatus.Failed))
+ updates.Add(Tuple.Create(mod, unofficialVersion, result.Unofficial?.Url));
+ }
+
+ // show update errors
+ if (errors.Length != 0)
+ this.Monitor.Log("Got update-check errors for some mods:\n" + errors.ToString().TrimEnd(), LogLevel.Trace);
+
+ // show update alerts
+ if (updates.Any())
+ {
+ this.Monitor.Newline();
+ this.Monitor.Log($"You can update {updates.Count} mod{(updates.Count != 1 ? "s" : "")}:", LogLevel.Alert);
+ foreach (var entry in updates)
+ {
+ IModMetadata mod = entry.Item1;
+ ISemanticVersion newVersion = entry.Item2;
+ string newUrl = entry.Item3;
+ this.Monitor.Log($" {mod.DisplayName} {newVersion}: {newUrl}", LogLevel.Alert);
+ }
+ }
+ else
+ this.Monitor.Log(" All mods up to date.", LogLevel.Trace);
+ }
+ catch (Exception ex)
+ {
+ this.Monitor.Log("Couldn't check for new mod versions. This won't affect your game, but you won't be notified of mod updates if this keeps happening.", LogLevel.Warn);
+ this.Monitor.Log(ex is WebException && ex.InnerException == null
+ ? ex.Message
+ : ex.ToString()
+ );
+ }
+ }
+ }).Start();
+ }
+
+ /// <summary>Get whether a given version should be offered to the user as an update.</summary>
+ /// <param name="currentVersion">The current semantic version.</param>
+ /// <param name="newVersion">The target semantic version.</param>
+ /// <param name="useBetaChannel">Whether the user enabled the beta channel and should be offered pre-release updates.</param>
+ private bool IsValidUpdate(ISemanticVersion currentVersion, ISemanticVersion newVersion, bool useBetaChannel)
+ {
+ return
+ newVersion != null
+ && newVersion.IsNewerThan(currentVersion)
+ && (useBetaChannel || !newVersion.IsPrerelease());
+ }
+
+ /// <summary>Create a directory path if it doesn't exist.</summary>
+ /// <param name="path">The directory path.</param>
+ private void VerifyPath(string path)
+ {
+ try
+ {
+ if (!Directory.Exists(path))
+ Directory.CreateDirectory(path);
+ }
+ catch (Exception ex)
+ {
+ this.Monitor.Log($"Couldn't create a path: {path}\n\n{ex.GetLogSummary()}", LogLevel.Error);
+ }
+ }
+
+ /// <summary>Load and hook up the given mods.</summary>
+ /// <param name="mods">The mods to load.</param>
+ /// <param name="jsonHelper">The JSON helper with which to read mods' JSON files.</param>
+ /// <param name="contentCore">The content manager to use for mod content.</param>
+ /// <param name="modDatabase">Handles access to SMAPI's internal mod metadata list.</param>
+ private void LoadMods(IModMetadata[] mods, JsonHelper jsonHelper, ContentCoordinator contentCore, ModDatabase modDatabase)
+ {
+ this.Monitor.Log("Loading mods...", LogLevel.Trace);
+
+ HashSet<string> suppressUpdateChecks = new HashSet<string>(this.Settings.SuppressUpdateChecks, StringComparer.InvariantCultureIgnoreCase);
+ IDictionary<IModMetadata, string[]> skippedMods = new Dictionary<IModMetadata, string[]>();
+ void TrackSkip(IModMetadata mod, string userReasonPhrase, string devReasonPhrase = null) => skippedMods[mod] = new[] { userReasonPhrase, devReasonPhrase };
+
+ // load content packs
+ foreach (IModMetadata metadata in mods.Where(p => p.IsContentPack))
+ {
+ this.Monitor.Log($" {metadata.DisplayName} (content pack, {PathUtilities.GetRelativePath(this.ModsPath, metadata.DirectoryPath)})...", LogLevel.Trace);
+
+ // show warning for missing update key
+ if (metadata.HasManifest() && !metadata.HasUpdateKeys())
+ metadata.SetWarning(ModWarning.NoUpdateKeys);
+
+ // validate status
+ if (metadata.Status == ModMetadataStatus.Failed)
+ {
+ this.Monitor.Log($" Failed: {metadata.Error}", LogLevel.Trace);
+ TrackSkip(metadata, metadata.Error);
+ continue;
+ }
+
+ // load mod as content pack
+ IManifest manifest = metadata.Manifest;
+ IMonitor monitor = this.GetSecondaryMonitor(metadata.DisplayName);
+ IContentHelper contentHelper = new ContentHelper(this.ContentCore, metadata.DirectoryPath, manifest.UniqueID, metadata.DisplayName, monitor);
+ IContentPack contentPack = new ContentPack(metadata.DirectoryPath, manifest, contentHelper, jsonHelper);
+ metadata.SetMod(contentPack, monitor);
+ this.ModRegistry.Add(metadata);
+ }
+ IModMetadata[] loadedContentPacks = this.ModRegistry.GetAll(assemblyMods: false).ToArray();
+
+ // load mods
+ {
+ // get content packs by mod ID
+ IDictionary<string, IContentPack[]> contentPacksByModID =
+ loadedContentPacks
+ .GroupBy(p => p.Manifest.ContentPackFor.UniqueID, StringComparer.InvariantCultureIgnoreCase)
+ .ToDictionary(
+ group => group.Key,
+ group => group.Select(metadata => metadata.ContentPack).ToArray(),
+ StringComparer.InvariantCultureIgnoreCase
+ );
+
+ // load mods from metadata
+ using (AssemblyLoader modAssemblyLoader = new AssemblyLoader(Constants.Platform, this.Monitor))
+ {
+ InterfaceProxyFactory proxyFactory = new InterfaceProxyFactory();
+ foreach (IModMetadata metadata in mods.Where(p => !p.IsContentPack))
+ {
+ // get basic info
+ IManifest manifest = metadata.Manifest;
+ this.Monitor.Log(metadata.Manifest?.EntryDll != null
+ ? $" {metadata.DisplayName} ({PathUtilities.GetRelativePath(this.ModsPath, metadata.DirectoryPath)}{Path.DirectorySeparatorChar}{metadata.Manifest.EntryDll})..." // don't use Path.Combine here, since EntryDLL might not be valid
+ : $" {metadata.DisplayName}...", LogLevel.Trace);
+
+ // show warnings
+ if (metadata.HasManifest() && !metadata.HasUpdateKeys() && !suppressUpdateChecks.Contains(metadata.Manifest.UniqueID))
+ metadata.SetWarning(ModWarning.NoUpdateKeys);
+
+ // validate status
+ if (metadata.Status == ModMetadataStatus.Failed)
+ {
+ this.Monitor.Log($" Failed: {metadata.Error}", LogLevel.Trace);
+ TrackSkip(metadata, metadata.Error);
+ continue;
+ }
+
+ // load mod
+ string assemblyPath = metadata.Manifest?.EntryDll != null
+ ? Path.Combine(metadata.DirectoryPath, metadata.Manifest.EntryDll)
+ : null;
+ Assembly modAssembly;
+ try
+ {
+ modAssembly = modAssemblyLoader.Load(metadata, assemblyPath, assumeCompatible: metadata.DataRecord?.Status == ModStatus.AssumeCompatible);
+ }
+ catch (IncompatibleInstructionException) // details already in trace logs
+ {
+ string[] updateUrls = new[] { modDatabase.GetModPageUrlFor(metadata.Manifest.UniqueID), "https://smapi.io/compat" }.Where(p => p != null).ToArray();
+
+ TrackSkip(metadata, $"it's no longer compatible. Please check for a new version at {string.Join(" or ", updateUrls)}.");
+ continue;
+ }
+ catch (SAssemblyLoadFailedException ex)
+ {
+ TrackSkip(metadata, $"it DLL couldn't be loaded: {ex.Message}");
+ continue;
+ }
+ catch (Exception ex)
+ {
+ TrackSkip(metadata, "its DLL couldn't be loaded.", $"Error: {ex.GetLogSummary()}");
+ continue;
+ }
+
+ // initialise mod
+ try
+ {
+ // get mod instance
+ if (!this.TryLoadModEntry(modAssembly, error => TrackSkip(metadata, error), out Mod mod))
+ continue;
+
+ // get content packs
+ if (!contentPacksByModID.TryGetValue(manifest.UniqueID, out IContentPack[] contentPacks))
+ contentPacks = new IContentPack[0];
+
+ // init mod helpers
+ IMonitor monitor = this.GetSecondaryMonitor(metadata.DisplayName);
+ IModHelper modHelper;
+ {
+ IModEvents events = new ModEvents(metadata, this.EventManager);
+ ICommandHelper commandHelper = new CommandHelper(manifest.UniqueID, metadata.DisplayName, this.GameInstance.CommandManager);
+ IContentHelper contentHelper = new ContentHelper(contentCore, metadata.DirectoryPath, manifest.UniqueID, metadata.DisplayName, monitor);
+ IDataHelper dataHelper = new DataHelper(manifest.UniqueID, metadata.DirectoryPath, jsonHelper);
+ IReflectionHelper reflectionHelper = new ReflectionHelper(manifest.UniqueID, metadata.DisplayName, this.Reflection, this.DeprecationManager);
+ IModRegistry modRegistryHelper = new ModRegistryHelper(manifest.UniqueID, this.ModRegistry, proxyFactory, monitor);
+ IMultiplayerHelper multiplayerHelper = new MultiplayerHelper(manifest.UniqueID, this.GameInstance.Multiplayer);
+ ITranslationHelper translationHelper = new TranslationHelper(manifest.UniqueID, manifest.Name, contentCore.GetLocale(), contentCore.Language);
+
+ IContentPack CreateTransitionalContentPack(string packDirPath, IManifest packManifest)
+ {
+ IMonitor packMonitor = this.GetSecondaryMonitor(packManifest.Name);
+ IContentHelper packContentHelper = new ContentHelper(contentCore, packDirPath, packManifest.UniqueID, packManifest.Name, packMonitor);
+ return new ContentPack(packDirPath, packManifest, packContentHelper, this.Toolkit.JsonHelper);
+ }
+
+ modHelper = new ModHelper(manifest.UniqueID, metadata.DirectoryPath, this.Toolkit.JsonHelper, this.GameInstance.Input, events, contentHelper, commandHelper, dataHelper, modRegistryHelper, reflectionHelper, multiplayerHelper, translationHelper, contentPacks, CreateTransitionalContentPack, this.DeprecationManager);
+ }
+
+ // init mod
+ mod.ModManifest = manifest;
+ mod.Helper = modHelper;
+ mod.Monitor = monitor;
+
+ // track mod
+ metadata.SetMod(mod);
+ this.ModRegistry.Add(metadata);
+ }
+ catch (Exception ex)
+ {
+ TrackSkip(metadata, $"initialisation failed:\n{ex.GetLogSummary()}");
+ }
+ }
+ }
+ }
+ IModMetadata[] loadedMods = this.ModRegistry.GetAll(contentPacks: false).ToArray();
+
+ // log loaded mods
+ this.Monitor.Log($"Loaded {loadedMods.Length} mods" + (loadedMods.Length > 0 ? ":" : "."), LogLevel.Info);
+ foreach (IModMetadata metadata in loadedMods.OrderBy(p => p.DisplayName))
+ {
+ IManifest manifest = metadata.Manifest;
+ this.Monitor.Log(
+ $" {metadata.DisplayName} {manifest.Version}"
+ + (!string.IsNullOrWhiteSpace(manifest.Author) ? $" by {manifest.Author}" : "")
+ + (!string.IsNullOrWhiteSpace(manifest.Description) ? $" | {manifest.Description}" : ""),
+ LogLevel.Info
+ );
+ }
+ this.Monitor.Newline();
+
+ // log loaded content packs
+ if (loadedContentPacks.Any())
+ {
+ string GetModDisplayName(string id) => loadedMods.FirstOrDefault(p => id != null && id.Equals(p.Manifest?.UniqueID, StringComparison.InvariantCultureIgnoreCase))?.DisplayName;
+
+ this.Monitor.Log($"Loaded {loadedContentPacks.Length} content packs:", LogLevel.Info);
+ foreach (IModMetadata metadata in loadedContentPacks.OrderBy(p => p.DisplayName))
+ {
+ IManifest manifest = metadata.Manifest;
+ this.Monitor.Log(
+ $" {metadata.DisplayName} {manifest.Version}"
+ + (!string.IsNullOrWhiteSpace(manifest.Author) ? $" by {manifest.Author}" : "")
+ + (metadata.IsContentPack ? $" | for {GetModDisplayName(metadata.Manifest.ContentPackFor.UniqueID)}" : "")
+ + (!string.IsNullOrWhiteSpace(manifest.Description) ? $" | {manifest.Description}" : ""),
+ LogLevel.Info
+ );
+ }
+ this.Monitor.Newline();
+ }
+
+ // log mod warnings
+ this.LogModWarnings(this.ModRegistry.GetAll().ToArray(), skippedMods);
+
+ // initialise translations
+ this.ReloadTranslations(loadedMods);
+
+ // initialise loaded non-content-pack mods
+ foreach (IModMetadata metadata in loadedMods)
+ {
+ // add interceptors
+ if (metadata.Mod.Helper.Content is ContentHelper helper)
+ {
+ // ReSharper disable SuspiciousTypeConversion.Global
+ if (metadata.Mod is IAssetEditor editor)
+ helper.ObservableAssetEditors.Add(editor);
+ if (metadata.Mod is IAssetLoader loader)
+ helper.ObservableAssetLoaders.Add(loader);
+ // ReSharper restore SuspiciousTypeConversion.Global
+
+ this.ContentCore.Editors[metadata] = helper.ObservableAssetEditors;
+ this.ContentCore.Loaders[metadata] = helper.ObservableAssetLoaders;
+ }
+
+ // call entry method
+ try
+ {
+ IMod mod = metadata.Mod;
+ mod.Entry(mod.Helper);
+ }
+ catch (Exception ex)
+ {
+ metadata.LogAsMod($"Mod crashed on entry and might not work correctly. Technical details:\n{ex.GetLogSummary()}", LogLevel.Error);
+ }
+
+ // get mod API
+ try
+ {
+ object api = metadata.Mod.GetApi();
+ if (api != null && !api.GetType().IsPublic)
+ {
+ api = null;
+ this.Monitor.Log($"{metadata.DisplayName} provides an API instance with a non-public type. This isn't currently supported, so the API won't be available to other mods.", LogLevel.Warn);
+ }
+
+ if (api != null)
+ this.Monitor.Log($" Found mod-provided API ({api.GetType().FullName}).", LogLevel.Trace);
+ metadata.SetApi(api);
+ }
+ catch (Exception ex)
+ {
+ this.Monitor.Log($"Failed loading mod-provided API for {metadata.DisplayName}. Integrations with other mods may not work. Error: {ex.GetLogSummary()}", LogLevel.Error);
+ }
+ }
+
+ // invalidate cache entries when needed
+ // (These listeners are registered after Entry to avoid repeatedly reloading assets as mods initialise.)
+ foreach (IModMetadata metadata in loadedMods)
+ {
+ if (metadata.Mod.Helper.Content is ContentHelper helper)
+ {
+ helper.ObservableAssetEditors.CollectionChanged += (sender, e) =>
+ {
+ if (e.NewItems?.Count > 0)
+ {
+ this.Monitor.Log("Invalidating cache entries for new asset editors...", LogLevel.Trace);
+ this.ContentCore.InvalidateCacheFor(e.NewItems.Cast<IAssetEditor>().ToArray(), new IAssetLoader[0]);
+ }
+ };
+ helper.ObservableAssetLoaders.CollectionChanged += (sender, e) =>
+ {
+ if (e.NewItems?.Count > 0)
+ {
+ this.Monitor.Log("Invalidating cache entries for new asset loaders...", LogLevel.Trace);
+ this.ContentCore.InvalidateCacheFor(new IAssetEditor[0], e.NewItems.Cast<IAssetLoader>().ToArray());
+ }
+ };
+ }
+ }
+
+ // reset cache now if any editors or loaders were added during entry
+ IAssetEditor[] editors = loadedMods.SelectMany(p => p.Mod.Helper.Content.AssetEditors).ToArray();
+ IAssetLoader[] loaders = loadedMods.SelectMany(p => p.Mod.Helper.Content.AssetLoaders).ToArray();
+ if (editors.Any() || loaders.Any())
+ {
+ this.Monitor.Log("Invalidating cached assets for new editors & loaders...", LogLevel.Trace);
+ this.ContentCore.InvalidateCacheFor(editors, loaders);
+ }
+
+ // unlock mod integrations
+ this.ModRegistry.AreAllModsInitialised = true;
+ }
+
+ /// <summary>Write a summary of mod warnings to the console and log.</summary>
+ /// <param name="mods">The loaded mods.</param>
+ /// <param name="skippedMods">The mods which were skipped, along with the friendly and developer reasons.</param>
+ private void LogModWarnings(IModMetadata[] mods, IDictionary<IModMetadata, string[]> skippedMods)
+ {
+ // get mods with warnings
+ IModMetadata[] modsWithWarnings = mods.Where(p => p.Warnings != ModWarning.None).ToArray();
+ if (!modsWithWarnings.Any() && !skippedMods.Any())
+ return;
+
+ // log intro
+ {
+ int count = modsWithWarnings.Union(skippedMods.Keys).Count();
+ this.Monitor.Log($"Found {count} mod{(count == 1 ? "" : "s")} with warnings:", LogLevel.Info);
+ }
+
+ // log skipped mods
+ if (skippedMods.Any())
+ {
+ this.Monitor.Log(" Skipped mods", LogLevel.Error);
+ this.Monitor.Log(" " + "".PadRight(50, '-'), LogLevel.Error);
+ this.Monitor.Log(" These mods could not be added to your game.", LogLevel.Error);
+ this.Monitor.Newline();
+
+ foreach (var pair in skippedMods.OrderBy(p => p.Key.DisplayName))
+ {
+ IModMetadata mod = pair.Key;
+ string[] reason = pair.Value;
+
+ this.Monitor.Log($" - {mod.DisplayName}{(mod.Manifest?.Version != null ? " " + mod.Manifest.Version.ToString() : "")} because {reason[0]}", LogLevel.Error);
+ if (reason[1] != null)
+ this.Monitor.Log($" ({reason[1]})", LogLevel.Trace);
+ }
+ this.Monitor.Newline();
+ }
+
+ // log warnings
+ if (modsWithWarnings.Any())
+ {
+ // issue block format logic
+ void LogWarningGroup(ModWarning warning, LogLevel logLevel, string heading, params string[] blurb)
+ {
+ IModMetadata[] matches = modsWithWarnings.Where(p => p.Warnings.HasFlag(warning)).ToArray();
+ if (!matches.Any())
+ return;
+
+ this.Monitor.Log(" " + heading, logLevel);
+ this.Monitor.Log(" " + "".PadRight(50, '-'), logLevel);
+ foreach (string line in blurb)
+ this.Monitor.Log(" " + line, logLevel);
+ this.Monitor.Newline();
+ foreach (IModMetadata match in matches)
+ this.Monitor.Log($" - {match.DisplayName}", logLevel);
+ this.Monitor.Newline();
+ }
+
+ // supported issues
+ LogWarningGroup(ModWarning.BrokenCodeLoaded, LogLevel.Error, "Broken mods",
+ "These mods have broken code, but you configured SMAPI to load them anyway. This may cause bugs,",
+ "errors, or crashes in-game."
+ );
+ LogWarningGroup(ModWarning.ChangesSaveSerialiser, LogLevel.Warn, "Changed save serialiser",
+ "These mods change the save serialiser. They may corrupt your save files, or make them unusable if",
+ "you uninstall these mods."
+ );
+ LogWarningGroup(ModWarning.PatchesGame, LogLevel.Info, "Patched game code",
+ "These mods directly change the game code. They're more likely to cause errors or bugs in-game; if",
+ "your game has issues, try removing these first. Otherwise you can ignore this warning."
+ );
+ LogWarningGroup(ModWarning.UsesUnvalidatedUpdateTick, LogLevel.Info, "Bypassed safety checks",
+ "These mods bypass SMAPI's normal safety checks, so they're more likely to cause errors or save",
+ "corruption. If your game has issues, try removing these first."
+ );
+ LogWarningGroup(ModWarning.NoUpdateKeys, LogLevel.Debug, "No update keys",
+ "These mods have no update keys in their manifest. SMAPI may not notify you about updates for these",
+ "mods. Consider notifying the mod authors about this problem."
+ );
+ LogWarningGroup(ModWarning.UsesDynamic, LogLevel.Debug, "Not crossplatform",
+ "These mods use the 'dynamic' keyword, and won't work on Linux/Mac."
+ );
+ }
+ }
+
+ /// <summary>Load a mod's entry class.</summary>
+ /// <param name="modAssembly">The mod assembly.</param>
+ /// <param name="onError">A callback invoked when loading fails.</param>
+ /// <param name="mod">The loaded instance.</param>
+ private bool TryLoadModEntry(Assembly modAssembly, Action<string> onError, out Mod mod)
+ {
+ mod = null;
+
+ // find type
+ TypeInfo[] modEntries = modAssembly.DefinedTypes.Where(type => typeof(Mod).IsAssignableFrom(type) && !type.IsAbstract).Take(2).ToArray();
+ if (modEntries.Length == 0)
+ {
+ onError($"its DLL has no '{nameof(Mod)}' subclass.");
+ return false;
+ }
+ if (modEntries.Length > 1)
+ {
+ onError($"its DLL contains multiple '{nameof(Mod)}' subclasses.");
+ return false;
+ }
+
+ // get implementation
+ mod = (Mod)modAssembly.CreateInstance(modEntries[0].ToString());
+ if (mod == null)
+ {
+ onError("its entry class couldn't be instantiated.");
+ return false;
+ }
+
+ return true;
+ }
+
+ /// <summary>Reload translations for all mods.</summary>
+ /// <param name="mods">The mods for which to reload translations.</param>
+ private void ReloadTranslations(IEnumerable<IModMetadata> mods)
+ {
+ JsonHelper jsonHelper = this.Toolkit.JsonHelper;
+ foreach (IModMetadata metadata in mods)
+ {
+ if (metadata.IsContentPack)
+ throw new InvalidOperationException("Can't reload translations for a content pack.");
+
+ // read translation files
+ IDictionary<string, IDictionary<string, string>> translations = new Dictionary<string, IDictionary<string, string>>();
+ DirectoryInfo translationsDir = new DirectoryInfo(Path.Combine(metadata.DirectoryPath, "i18n"));
+ if (translationsDir.Exists)
+ {
+ foreach (FileInfo file in translationsDir.EnumerateFiles("*.json"))
+ {
+ string locale = Path.GetFileNameWithoutExtension(file.Name.ToLower().Trim());
+ try
+ {
+ if (jsonHelper.ReadJsonFileIfExists(file.FullName, out IDictionary<string, string> data))
+ translations[locale] = data;
+ else
+ metadata.LogAsMod($"Mod's i18n/{locale}.json file couldn't be parsed.");
+ }
+ catch (Exception ex)
+ {
+ metadata.LogAsMod($"Mod's i18n/{locale}.json file couldn't be parsed: {ex.GetLogSummary()}");
+ }
+ }
+ }
+
+ // validate translations
+ foreach (string locale in translations.Keys.ToArray())
+ {
+ // skip empty files
+ if (translations[locale] == null || !translations[locale].Keys.Any())
+ {
+ metadata.LogAsMod($"Mod's i18n/{locale}.json is empty and will be ignored.", LogLevel.Warn);
+ translations.Remove(locale);
+ continue;
+ }
+
+ // handle duplicates
+ HashSet<string> keys = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
+ HashSet<string> duplicateKeys = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
+ foreach (string key in translations[locale].Keys.ToArray())
+ {
+ if (!keys.Add(key))
+ {
+ duplicateKeys.Add(key);
+ translations[locale].Remove(key);
+ }
+ }
+ if (duplicateKeys.Any())
+ metadata.LogAsMod($"Mod's i18n/{locale}.json has duplicate translation keys: [{string.Join(", ", duplicateKeys)}]. Keys are case-insensitive.", LogLevel.Warn);
+ }
+
+ // update translation
+ TranslationHelper translationHelper = (TranslationHelper)metadata.Mod.Helper.Translation;
+ translationHelper.SetTranslations(translations);
+ }
+ }
+
+ /// <summary>The method called when the user submits a core SMAPI command in the console.</summary>
+ /// <param name="name">The command name.</param>
+ /// <param name="arguments">The command arguments.</param>
+ private void HandleCommand(string name, string[] arguments)
+ {
+ switch (name)
+ {
+ case "help":
+ if (arguments.Any())
+ {
+ Command result = this.GameInstance.CommandManager.Get(arguments[0]);
+ if (result == null)
+ this.Monitor.Log("There's no command with that name.", LogLevel.Error);
+ else
+ this.Monitor.Log($"{result.Name}: {result.Documentation}\n(Added by {result.ModName}.)", LogLevel.Info);
+ }
+ else
+ {
+ string message = "The following commands are registered:\n";
+ IGrouping<string, string>[] groups = (from command in this.GameInstance.CommandManager.GetAll() orderby command.ModName, command.Name group command.Name by command.ModName).ToArray();
+ foreach (var group in groups)
+ {
+ string modName = group.Key;
+ string[] commandNames = group.ToArray();
+ message += $"{modName}:\n {string.Join("\n ", commandNames)}\n\n";
+ }
+ message += "For more information about a command, type 'help command_name'.";
+
+ this.Monitor.Log(message, LogLevel.Info);
+ }
+ break;
+
+ case "reload_i18n":
+ this.ReloadTranslations(this.ModRegistry.GetAll(contentPacks: false));
+ this.Monitor.Log("Reloaded translation files for all mods. This only affects new translations the mods fetch; if they cached some text, it may not be updated.", LogLevel.Info);
+ break;
+
+ default:
+ throw new NotSupportedException($"Unrecognise core SMAPI command '{name}'.");
+ }
+ }
+
+ /// <summary>Redirect messages logged directly to the console to the given monitor.</summary>
+ /// <param name="monitor">The monitor with which to log messages.</param>
+ /// <param name="message">The message to log.</param>
+ private void HandleConsoleMessage(IMonitor monitor, string message)
+ {
+ // detect exception
+ LogLevel level = message.Contains("Exception") ? LogLevel.Error : LogLevel.Trace;
+
+ // ignore suppressed message
+ if (level != LogLevel.Error && this.SuppressConsolePatterns.Any(p => p.IsMatch(message)))
+ return;
+
+ // forward to monitor
+ monitor.Log(message, level);
+ }
+
+ /// <summary>Show a 'press any key to exit' message, and exit when they press a key.</summary>
+ private void PressAnyKeyToExit()
+ {
+ this.Monitor.Log("Game has ended. Press any key to exit.", LogLevel.Info);
+ this.PressAnyKeyToExit(showMessage: false);
+ }
+
+ /// <summary>Show a 'press any key to exit' message, and exit when they press a key.</summary>
+ /// <param name="showMessage">Whether to print a 'press any key to exit' message to the console.</param>
+ private void PressAnyKeyToExit(bool showMessage)
+ {
+ if (showMessage)
+ Console.WriteLine("Game has ended. Press any key to exit.");
+ Thread.Sleep(100);
+ Console.ReadKey();
+ Environment.Exit(0);
+ }
+
+ /// <summary>Get a monitor instance derived from SMAPI's current settings.</summary>
+ /// <param name="name">The name of the module which will log messages with this instance.</param>
+ private Monitor GetSecondaryMonitor(string name)
+ {
+ return new Monitor(name, this.ConsoleManager, this.LogFile, this.CancellationTokenSource, this.Settings.ColorScheme)
+ {
+ WriteToConsole = this.Monitor.WriteToConsole,
+ ShowTraceInConsole = this.Settings.DeveloperMode,
+ ShowFullStampInConsole = this.Settings.DeveloperMode
+ };
+ }
+
+ /// <summary>Log a message if verbose mode is enabled.</summary>
+ /// <param name="message">The message to log.</param>
+ private void VerboseLog(string message)
+ {
+ if (this.Settings.VerboseLogging)
+ this.Monitor.Log(message, LogLevel.Trace);
+ }
+
+ /// <summary>Get the absolute path to the next available log file.</summary>
+ private string GetLogPath()
+ {
+ // default path
+ {
+ FileInfo defaultFile = new FileInfo(Path.Combine(Constants.LogDir, $"{Constants.LogFilename}.{Constants.LogExtension}"));
+ if (!defaultFile.Exists)
+ return defaultFile.FullName;
+ }
+
+ // get first disambiguated path
+ for (int i = 2; i < int.MaxValue; i++)
+ {
+ FileInfo file = new FileInfo(Path.Combine(Constants.LogDir, $"{Constants.LogFilename}.player-{i}.{Constants.LogExtension}"));
+ if (!file.Exists)
+ return file.FullName;
+ }
+
+ // should never happen
+ throw new InvalidOperationException("Could not find an available log path.");
+ }
+
+ /// <summary>Delete all log files created by SMAPI.</summary>
+ private void PurgeLogFiles()
+ {
+ DirectoryInfo logsDir = new DirectoryInfo(Constants.LogDir);
+ if (!logsDir.Exists)
+ return;
+
+ foreach (FileInfo logFile in logsDir.EnumerateFiles())
+ {
+ if (logFile.Name.StartsWith(Constants.LogNamePrefix, StringComparison.InvariantCultureIgnoreCase))
+ {
+ try
+ {
+ FileUtilities.ForceDelete(logFile);
+ }
+ catch (IOException)
+ {
+ // ignore file if it's in use
+ }
+ }
+ }
+ }
+ }
+}
diff --git a/src/SMAPI/Program.cs b/src/SMAPI/Program.cs
index d34cbab5..c6f39e3f 100644
--- a/src/SMAPI/Program.cs
+++ b/src/SMAPI/Program.cs
@@ -1,46 +1,17 @@
using System;
-using System.Collections.Generic;
-using System.Diagnostics;
using System.Diagnostics.CodeAnalysis;
using System.IO;
using System.Linq;
-using System.Net;
using System.Reflection;
-using System.Runtime.ExceptionServices;
-using System.Security;
-using System.Text;
-using System.Text.RegularExpressions;
using System.Threading;
#if SMAPI_FOR_WINDOWS
-using System.Windows.Forms;
#endif
-using Newtonsoft.Json;
-using StardewModdingAPI.Events;
using StardewModdingAPI.Framework;
-using StardewModdingAPI.Framework.Events;
-using StardewModdingAPI.Framework.Exceptions;
-using StardewModdingAPI.Framework.Logging;
-using StardewModdingAPI.Framework.Models;
-using StardewModdingAPI.Framework.ModHelpers;
-using StardewModdingAPI.Framework.ModLoading;
-using StardewModdingAPI.Framework.Patching;
-using StardewModdingAPI.Framework.Reflection;
-using StardewModdingAPI.Framework.Serialisation;
-using StardewModdingAPI.Internal;
-using StardewModdingAPI.Toolkit;
-using StardewModdingAPI.Toolkit.Framework.Clients.WebApi;
-using StardewModdingAPI.Toolkit.Framework.ModData;
-using StardewModdingAPI.Toolkit.Serialisation;
-using StardewModdingAPI.Toolkit.Utilities;
-using StardewValley;
-using Monitor = StardewModdingAPI.Framework.Monitor;
-using SObject = StardewValley.Object;
-using ThreadState = System.Threading.ThreadState;
namespace StardewModdingAPI
{
/// <summary>The main entry point for SMAPI, responsible for hooking into and launching the game.</summary>
- internal class Program : IDisposable
+ internal class Program
{
/*********
** Properties
@@ -50,64 +21,6 @@ namespace StardewModdingAPI
[SuppressMessage("ReSharper", "AssignNullToNotNullAttribute", Justification = "The assembly location is never null in this context.")]
internal static readonly string DllSearchPath = Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "smapi-internal");
- /// <summary>The log file to which to write messages.</summary>
- private readonly LogFileManager LogFile;
-
- /// <summary>Manages console output interception.</summary>
- private readonly ConsoleInterceptionManager ConsoleManager = new ConsoleInterceptionManager();
-
- /// <summary>The core logger and monitor for SMAPI.</summary>
- private readonly Monitor Monitor;
-
- /// <summary>Tracks whether the game should exit immediately and any pending initialisation should be cancelled.</summary>
- private readonly CancellationTokenSource CancellationTokenSource = new CancellationTokenSource();
-
- /// <summary>Simplifies access to private game code.</summary>
- private readonly Reflector Reflection = new Reflector();
-
- /// <summary>The SMAPI configuration settings.</summary>
- private readonly SConfig Settings;
-
- /// <summary>The underlying game instance.</summary>
- private SGame GameInstance;
-
- /// <summary>The underlying content manager.</summary>
- private ContentCoordinator ContentCore => this.GameInstance.ContentCore;
-
- /// <summary>Tracks the installed mods.</summary>
- /// <remarks>This is initialised after the game starts.</remarks>
- private readonly ModRegistry ModRegistry = new ModRegistry();
-
- /// <summary>Manages deprecation warnings.</summary>
- /// <remarks>This is initialised after the game starts.</remarks>
- private DeprecationManager DeprecationManager;
-
- /// <summary>Manages SMAPI events for mods.</summary>
- private readonly EventManager EventManager;
-
- /// <summary>Whether the game is currently running.</summary>
- private bool IsGameRunning;
-
- /// <summary>Whether the program has been disposed.</summary>
- private bool IsDisposed;
-
- /// <summary>Regex patterns which match console messages to suppress from the console and log.</summary>
- private readonly Regex[] SuppressConsolePatterns =
- {
- new Regex(@"^TextBox\.Selected is now '(?:True|False)'\.$", RegexOptions.Compiled | RegexOptions.CultureInvariant),
- new Regex(@"^(?:FRUIT )?TREE: IsClient:(?:True|False) randomOutput: \d+$", RegexOptions.Compiled | RegexOptions.CultureInvariant),
- new Regex(@"^loadPreferences\(\); begin", RegexOptions.Compiled | RegexOptions.CultureInvariant),
- new Regex(@"^savePreferences\(\); async=", RegexOptions.Compiled | RegexOptions.CultureInvariant),
- new Regex(@"^DebugOutput: (?:added CLOUD|dismount tile|Ping|playerPos)", RegexOptions.Compiled | RegexOptions.CultureInvariant),
- new Regex(@"^static SerializableDictionary<.+>\(\) called\.$", RegexOptions.Compiled | RegexOptions.CultureInvariant),
- };
-
- /// <summary>The mod toolkit used for generic mod interactions.</summary>
- private readonly ModToolkit Toolkit = new ModToolkit();
-
- /// <summary>The path to search for mods.</summary>
- private readonly string ModsPath;
-
/*********
** Public methods
@@ -116,255 +29,15 @@ namespace StardewModdingAPI
/// <param name="args">The command-line arguments.</param>
public static void Main(string[] args)
{
- // initial setup
AppDomain.CurrentDomain.AssemblyResolve += Program.CurrentDomain_AssemblyResolve;
Program.AssertMinimumCompatibility();
-
- // get flags from arguments
- bool writeToConsole = !args.Contains("--no-terminal");
-
- // get mods path from arguments
- string modsPath = null;
- {
- int pathIndex = Array.LastIndexOf(args, "--mods-path") + 1;
- if (pathIndex >= 1 && args.Length >= pathIndex)
- {
- modsPath = args[pathIndex];
- if (!string.IsNullOrWhiteSpace(modsPath) && !Path.IsPathRooted(modsPath))
- modsPath = Path.Combine(Constants.ExecutionPath, modsPath);
- }
- if (string.IsNullOrWhiteSpace(modsPath))
- modsPath = Constants.DefaultModsPath;
- }
-
- // load SMAPI
- using (Program program = new Program(modsPath, writeToConsole))
- program.RunInteractively();
- }
-
- /// <summary>Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.</summary>
- public void Dispose()
- {
- // skip if already disposed
- if (this.IsDisposed)
- return;
- this.IsDisposed = true;
- this.Monitor.Log("Disposing...", LogLevel.Trace);
-
- // dispose mod data
- foreach (IModMetadata mod in this.ModRegistry.GetAll())
- {
- try
- {
- (mod.Mod as IDisposable)?.Dispose();
- }
- catch (Exception ex)
- {
- mod.LogAsMod($"Mod failed during disposal: {ex.GetLogSummary()}.", LogLevel.Warn);
- }
- }
-
- // dispose core components
- this.IsGameRunning = false;
- this.ConsoleManager?.Dispose();
- this.ContentCore?.Dispose();
- this.CancellationTokenSource?.Dispose();
- this.GameInstance?.Dispose();
- this.LogFile?.Dispose();
-
- // end game (moved from Game1.OnExiting to let us clean up first)
- Process.GetCurrentProcess().Kill();
+ Program.Start(args);
}
/*********
** Private methods
*********/
- /// <summary>Construct an instance.</summary>
- /// <param name="modsPath">The path to search for mods.</param>
- /// <param name="writeToConsole">Whether to output log messages to the console.</param>
- private Program(string modsPath, bool writeToConsole)
- {
- // init paths
- this.VerifyPath(modsPath);
- this.VerifyPath(Constants.LogDir);
- this.ModsPath = modsPath;
-
- // init log file
- this.PurgeLogFiles();
- string logPath = this.GetLogPath();
-
- // init basics
- this.Settings = JsonConvert.DeserializeObject<SConfig>(File.ReadAllText(Constants.ApiConfigPath));
- this.LogFile = new LogFileManager(logPath);
- this.Monitor = new Monitor("SMAPI", this.ConsoleManager, this.LogFile, this.CancellationTokenSource, this.Settings.ColorScheme)
- {
- WriteToConsole = writeToConsole,
- ShowTraceInConsole = this.Settings.DeveloperMode,
- ShowFullStampInConsole = this.Settings.DeveloperMode
- };
- this.EventManager = new EventManager(this.Monitor, this.ModRegistry);
-
- // init logging
- this.Monitor.Log($"SMAPI {Constants.ApiVersion} with Stardew Valley {Constants.GameVersion} on {EnvironmentUtility.GetFriendlyPlatformName(Constants.Platform)}", LogLevel.Info);
- this.Monitor.Log($"Mods go here: {modsPath}");
- if (modsPath != Constants.DefaultModsPath)
- this.Monitor.Log("(Using custom --mods-path argument.)", LogLevel.Trace);
- this.Monitor.Log($"Log started at {DateTime.UtcNow:s} UTC", LogLevel.Trace);
-
- // validate game version
- if (Constants.GameVersion.IsOlderThan(Constants.MinimumGameVersion))
- {
- this.Monitor.Log($"Oops! You're running Stardew Valley {Constants.GameVersion}, but the oldest supported version is {Constants.MinimumGameVersion}. Please update your game before using SMAPI.", LogLevel.Error);
- this.PressAnyKeyToExit();
- return;
- }
- if (Constants.MaximumGameVersion != null && Constants.GameVersion.IsNewerThan(Constants.MaximumGameVersion))
- {
- this.Monitor.Log($"Oops! You're running Stardew Valley {Constants.GameVersion}, but this version of SMAPI is only compatible up to Stardew Valley {Constants.MaximumGameVersion}. Please check for a newer version of SMAPI: https://smapi.io.", LogLevel.Error);
- this.PressAnyKeyToExit();
- return;
- }
-
- // apply game patches
- new GamePatcher(this.Monitor).Apply(
- // new GameLocationPatch()
- );
- }
-
- /// <summary>Launch SMAPI.</summary>
- [HandleProcessCorruptedStateExceptions, SecurityCritical] // let try..catch handle corrupted state exceptions
- private void RunInteractively()
- {
- // initialise SMAPI
- try
- {
- // hook up events
- ContentEvents.Init(this.EventManager);
- ControlEvents.Init(this.EventManager);
- GameEvents.Init(this.EventManager);
- GraphicsEvents.Init(this.EventManager);
- InputEvents.Init(this.EventManager);
- LocationEvents.Init(this.EventManager);
- MenuEvents.Init(this.EventManager);
- MineEvents.Init(this.EventManager);
- MultiplayerEvents.Init(this.EventManager);
- PlayerEvents.Init(this.EventManager);
- SaveEvents.Init(this.EventManager);
- SpecialisedEvents.Init(this.EventManager);
- TimeEvents.Init(this.EventManager);
-
- // init JSON parser
- JsonConverter[] converters = {
- new ColorConverter(),
- new PointConverter(),
- new RectangleConverter()
- };
- foreach (JsonConverter converter in converters)
- this.Toolkit.JsonHelper.JsonSettings.Converters.Add(converter);
-
- // add error handlers
-#if SMAPI_FOR_WINDOWS
- Application.ThreadException += (sender, e) => this.Monitor.Log($"Critical thread exception: {e.Exception.GetLogSummary()}", LogLevel.Error);
- Application.SetUnhandledExceptionMode(UnhandledExceptionMode.CatchException);
-#endif
- AppDomain.CurrentDomain.UnhandledException += (sender, e) => this.Monitor.Log($"Critical app domain exception: {e.ExceptionObject}", LogLevel.Error);
-
- // add more leniant assembly resolvers
- AppDomain.CurrentDomain.AssemblyResolve += (sender, e) => AssemblyLoader.ResolveAssembly(e.Name);
-
- // override game
- SGame.ConstructorHack = new SGameConstructorHack(this.Monitor, this.Reflection, this.Toolkit.JsonHelper);
- this.GameInstance = new SGame(this.Monitor, this.Reflection, this.EventManager, this.InitialiseAfterGameStart, this.Dispose);
- StardewValley.Program.gamePtr = this.GameInstance;
-
- // add exit handler
- new Thread(() =>
- {
- this.CancellationTokenSource.Token.WaitHandle.WaitOne();
- if (this.IsGameRunning)
- {
- try
- {
- File.WriteAllText(Constants.FatalCrashMarker, string.Empty);
- File.Copy(this.LogFile.Path, Constants.FatalCrashLog, overwrite: true);
- }
- catch (Exception ex)
- {
- this.Monitor.Log($"SMAPI failed trying to track the crash details: {ex.GetLogSummary()}");
- }
-
- this.GameInstance.Exit();
- }
- }).Start();
-
- // hook into game events
- ContentEvents.AfterLocaleChanged += (sender, e) => this.OnLocaleChanged();
-
- // set window titles
- this.GameInstance.Window.Title = $"Stardew Valley {Constants.GameVersion} - running SMAPI {Constants.ApiVersion}";
- Console.Title = $"SMAPI {Constants.ApiVersion} - running Stardew Valley {Constants.GameVersion}";
- }
- catch (Exception ex)
- {
- this.Monitor.Log($"SMAPI failed to initialise: {ex.GetLogSummary()}", LogLevel.Error);
- this.PressAnyKeyToExit();
- return;
- }
-
- // check update marker
- if (File.Exists(Constants.UpdateMarker))
- {
- string rawUpdateFound = File.ReadAllText(Constants.UpdateMarker);
- if (SemanticVersion.TryParse(rawUpdateFound, out ISemanticVersion updateFound))
- {
- if (Constants.ApiVersion.IsPrerelease() && updateFound.IsNewerThan(Constants.ApiVersion))
- {
- this.Monitor.Log("A new version of SMAPI was detected last time you played.", LogLevel.Error);
- this.Monitor.Log($"You can update to {updateFound}: https://smapi.io.", LogLevel.Error);
- this.Monitor.Log("Press any key to continue playing anyway. (This only appears when using a SMAPI beta.)", LogLevel.Info);
- Console.ReadKey();
- }
- }
- File.Delete(Constants.UpdateMarker);
- }
-
- // show details if game crashed during last session
- if (File.Exists(Constants.FatalCrashMarker))
- {
- this.Monitor.Log("The game crashed last time you played. That can be due to bugs in the game, but if it happens repeatedly you can ask for help here: http://community.playstarbound.com/threads/108375/.", LogLevel.Error);
- this.Monitor.Log("If you ask for help, make sure to share your SMAPI log: https://log.smapi.io.", LogLevel.Error);
- this.Monitor.Log("Press any key to delete the crash data and continue playing.", LogLevel.Info);
- Console.ReadKey();
- File.Delete(Constants.FatalCrashLog);
- File.Delete(Constants.FatalCrashMarker);
- }
-
- // start game
- this.Monitor.Log("Starting game...", LogLevel.Debug);
- try
- {
- this.IsGameRunning = true;
- StardewValley.Program.releaseBuild = true; // game's debug logic interferes with SMAPI opening the game window
- this.GameInstance.Run();
- }
- catch (InvalidOperationException ex) when (ex.Source == "Microsoft.Xna.Framework.Xact" && ex.StackTrace.Contains("Microsoft.Xna.Framework.Audio.AudioEngine..ctor"))
- {
- this.Monitor.Log("The game couldn't load audio. Do you have speakers or headphones plugged in?", LogLevel.Error);
- this.Monitor.Log($"Technical details: {ex.GetLogSummary()}", LogLevel.Trace);
- this.PressAnyKeyToExit();
- }
- catch (Exception ex)
- {
- this.Monitor.Log($"The game failed unexpectedly: {ex.GetLogSummary()}", LogLevel.Error);
- this.PressAnyKeyToExit();
- }
- finally
- {
- this.Dispose();
- }
- }
-
/// <summary>Method called when assembly resolution fails, which may return a manually resolved assembly.</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event arguments.</param>
@@ -422,880 +95,31 @@ namespace StardewModdingAPI
}
}
- /// <summary>Initialise SMAPI and mods after the game starts.</summary>
- private void InitialiseAfterGameStart()
- {
- // load settings
- this.GameInstance.VerboseLogging = this.Settings.VerboseLogging;
-
- // load core components
- this.DeprecationManager = new DeprecationManager(this.Monitor, this.ModRegistry);
-
- // redirect direct console output
- {
- Monitor monitor = this.GetSecondaryMonitor("game");
- if (monitor.WriteToConsole)
- this.ConsoleManager.OnMessageIntercepted += message => this.HandleConsoleMessage(monitor, message);
- }
-
- // add headers
- if (this.Settings.DeveloperMode)
- this.Monitor.Log($"You configured SMAPI to run in developer mode. The console may be much more verbose. You can disable developer mode by installing the non-developer version of SMAPI, or by editing {Constants.ApiConfigPath}.", LogLevel.Info);
- if (!this.Settings.CheckForUpdates)
- this.Monitor.Log($"You configured SMAPI to not check for updates. Running an old version of SMAPI is not recommended. You can enable update checks by reinstalling SMAPI or editing {Constants.ApiConfigPath}.", LogLevel.Warn);
- if (!this.Monitor.WriteToConsole)
- this.Monitor.Log("Writing to the terminal is disabled because the --no-terminal argument was received. This usually means launching the terminal failed.", LogLevel.Warn);
- this.VerboseLog("Verbose logging enabled.");
-
- // 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);
-
- // load mod data
- ModToolkit toolkit = new ModToolkit();
- ModDatabase modDatabase = toolkit.GetModDatabase(Constants.ApiMetadataPath);
-
- // load mods
- {
- this.Monitor.Log("Loading mod metadata...", LogLevel.Trace);
- ModResolver resolver = new ModResolver();
-
- // load manifests
- IModMetadata[] mods = resolver.ReadManifests(toolkit, this.ModsPath, modDatabase).ToArray();
- resolver.ValidateManifests(mods, Constants.ApiVersion, toolkit.GetUpdateUrl);
-
- // process dependencies
- mods = resolver.ProcessDependencies(mods, modDatabase).ToArray();
-
- // load mods
- this.LoadMods(mods, this.Toolkit.JsonHelper, this.ContentCore, modDatabase);
-
- // write metadata file
- if (this.Settings.DumpMetadata)
- {
- ModFolderExport export = new ModFolderExport
- {
- Exported = DateTime.UtcNow.ToString("O"),
- ApiVersion = Constants.ApiVersion.ToString(),
- GameVersion = Constants.GameVersion.ToString(),
- ModFolderPath = this.ModsPath,
- Mods = mods
- };
- this.Toolkit.JsonHelper.WriteJsonFile(Path.Combine(Constants.LogDir, $"{Constants.LogNamePrefix}metadata-dump.json"), export);
- }
-
- // check for updates
- this.CheckForUpdatesAsync(mods);
- }
- if (this.Monitor.IsExiting)
- {
- this.Monitor.Log("SMAPI shutting down: aborting initialisation.", LogLevel.Warn);
- return;
- }
-
- // update window titles
- int modsLoaded = this.ModRegistry.GetAll().Count();
- this.GameInstance.Window.Title = $"Stardew Valley {Constants.GameVersion} - running SMAPI {Constants.ApiVersion} with {modsLoaded} mods";
- Console.Title = $"SMAPI {Constants.ApiVersion} - running Stardew Valley {Constants.GameVersion} with {modsLoaded} mods";
-
- // start SMAPI console
- new Thread(this.RunConsoleLoop).Start();
- }
-
- /// <summary>Handle the game changing locale.</summary>
- private void OnLocaleChanged()
- {
- // get locale
- string locale = this.ContentCore.GetLocale();
- LocalizedContentManager.LanguageCode languageCode = this.ContentCore.Language;
-
- // update mod translation helpers
- foreach (IModMetadata mod in this.ModRegistry.GetAll(contentPacks: false))
- (mod.Mod.Helper.Translation as TranslationHelper)?.SetLocale(locale, languageCode);
- }
-
- /// <summary>Run a loop handling console input.</summary>
- [SuppressMessage("ReSharper", "FunctionNeverReturns", Justification = "The thread is aborted when the game exits.")]
- private void RunConsoleLoop()
- {
- // prepare console
- this.Monitor.Log("Type 'help' for help, or 'help <cmd>' for a command's usage", LogLevel.Info);
- this.GameInstance.CommandManager.Add("SMAPI", "help", "Lists command documentation.\n\nUsage: help\nLists all available commands.\n\nUsage: help <cmd>\n- cmd: The name of a command whose documentation to display.", this.HandleCommand);
- this.GameInstance.CommandManager.Add("SMAPI", "reload_i18n", "Reloads translation files for all mods.\n\nUsage: reload_i18n", this.HandleCommand);
-
- // start handling command line input
- Thread inputThread = new Thread(() =>
- {
- while (true)
- {
- // get input
- string input = Console.ReadLine();
- if (string.IsNullOrWhiteSpace(input))
- continue;
-
- // handle command
- this.Monitor.LogUserInput(input);
- this.GameInstance.CommandQueue.Enqueue(input);
- }
- });
- inputThread.Start();
-
- // keep console thread alive while the game is running
- while (this.IsGameRunning && !this.Monitor.IsExiting)
- Thread.Sleep(1000 / 10);
- if (inputThread.ThreadState == ThreadState.Running)
- inputThread.Abort();
- }
-
- /// <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()
- {
- this.Monitor.Log("Detecting common issues...", LogLevel.Trace);
- bool issuesFound = false;
-
- // object format (commonly broken by outdated files)
- {
- // detect issues
- bool hasObjectIssues = false;
- void LogIssue(int id, string issue) => this.Monitor.Log($@"Detected issue: item #{id} in Content\Data\ObjectInformation.xnb is invalid ({issue}).", LogLevel.Trace);
- foreach (KeyValuePair<int, string> entry in Game1.objectInformation)
- {
- // must not be empty
- if (string.IsNullOrWhiteSpace(entry.Value))
- {
- LogIssue(entry.Key, "entry is empty");
- hasObjectIssues = true;
- continue;
- }
-
- // require core fields
- string[] fields = entry.Value.Split('/');
- if (fields.Length < SObject.objectInfoDescriptionIndex + 1)
- {
- LogIssue(entry.Key, "too few fields for an object");
- hasObjectIssues = true;
- continue;
- }
-
- // check min length for specific types
- switch (fields[SObject.objectInfoTypeIndex].Split(new[] { ' ' }, 2)[0])
- {
- case "Cooking":
- if (fields.Length < SObject.objectInfoBuffDurationIndex + 1)
- {
- LogIssue(entry.Key, "too few fields for a cooking item");
- hasObjectIssues = true;
- }
- break;
- }
- }
-
- // log error
- if (hasObjectIssues)
- {
- issuesFound = true;
- this.Monitor.Log(@"Your Content\Data\ObjectInformation.xnb file seems to be broken or outdated.", LogLevel.Warn);
- }
- }
-
- return !issuesFound;
- }
-
- /// <summary>Asynchronously check for a new version of SMAPI and any installed mods, and print alerts to the console if an update is available.</summary>
- /// <param name="mods">The mods to include in the update check (if eligible).</param>
- private void CheckForUpdatesAsync(IModMetadata[] mods)
- {
- if (!this.Settings.CheckForUpdates)
- return;
-
- new Thread(() =>
- {
- // create client
- string url = this.Settings.WebApiBaseUrl;
-#if !SMAPI_FOR_WINDOWS
- url = url.Replace("https://", "http://"); // workaround for OpenSSL issues with the game's bundled Mono on Linux/Mac
-#endif
- WebApiClient client = new WebApiClient(url, Constants.ApiVersion);
- this.Monitor.Log("Checking for updates...", LogLevel.Trace);
-
- // check SMAPI version
- ISemanticVersion updateFound = null;
- try
- {
- ModEntryModel response = client.GetModInfo(new[] { new ModSearchEntryModel("Pathoschild.SMAPI", new[] { $"GitHub:{this.Settings.GitHubProjectName}" }) }).Single().Value;
- ISemanticVersion latestStable = response.Main?.Version;
- ISemanticVersion latestBeta = response.Optional?.Version;
-
- if (latestStable == null && response.Errors.Any())
- {
- this.Monitor.Log("Couldn't check for a new version of SMAPI. This won't affect your game, but you may not be notified of new versions if this keeps happening.", LogLevel.Warn);
- this.Monitor.Log($"Error: {string.Join("\n", response.Errors)}");
- }
- else if (this.IsValidUpdate(Constants.ApiVersion, latestBeta, this.Settings.UseBetaChannel))
- {
- updateFound = latestBeta;
- this.Monitor.Log($"You can update SMAPI to {latestBeta}: {Constants.HomePageUrl}", LogLevel.Alert);
- }
- else if (this.IsValidUpdate(Constants.ApiVersion, latestStable, this.Settings.UseBetaChannel))
- {
- updateFound = latestStable;
- this.Monitor.Log($"You can update SMAPI to {latestStable}: {Constants.HomePageUrl}", LogLevel.Alert);
- }
- else
- this.Monitor.Log(" SMAPI okay.", LogLevel.Trace);
- }
- catch (Exception ex)
- {
- this.Monitor.Log("Couldn't check for a new version of SMAPI. This won't affect your game, but you won't be notified of new versions if this keeps happening.", LogLevel.Warn);
- this.Monitor.Log(ex is WebException && ex.InnerException == null
- ? $"Error: {ex.Message}"
- : $"Error: {ex.GetLogSummary()}"
- );
- }
-
- // show update message on next launch
- if (updateFound != null)
- File.WriteAllText(Constants.UpdateMarker, updateFound.ToString());
-
- // check mod versions
- if (mods.Any())
- {
- try
- {
- HashSet<string> suppressUpdateChecks = new HashSet<string>(this.Settings.SuppressUpdateChecks, StringComparer.InvariantCultureIgnoreCase);
-
- // prepare search model
- List<ModSearchEntryModel> searchMods = new List<ModSearchEntryModel>();
- foreach (IModMetadata mod in mods)
- {
- if (!mod.HasID())
- continue;
-
- string[] updateKeys = mod.Manifest.UpdateKeys ?? new string[0];
- searchMods.Add(new ModSearchEntryModel(mod.Manifest.UniqueID, updateKeys.Except(suppressUpdateChecks).ToArray()));
- }
-
- // fetch results
- this.Monitor.Log($" Checking for updates to {searchMods.Count} mods...", LogLevel.Trace);
- IDictionary<string, ModEntryModel> results = client.GetModInfo(searchMods.ToArray());
-
- // extract update alerts & errors
- var updates = new List<Tuple<IModMetadata, ISemanticVersion, string>>();
- var errors = new StringBuilder();
- foreach (IModMetadata mod in mods.OrderBy(p => p.DisplayName))
- {
- // link to update-check data
- if (!mod.HasID() || !results.TryGetValue(mod.Manifest.UniqueID, out ModEntryModel result))
- continue;
- mod.SetUpdateData(result);
-
- // handle errors
- if (result.Errors != null && result.Errors.Any())
- {
- errors.AppendLine(result.Errors.Length == 1
- ? $" {mod.DisplayName}: {result.Errors[0]}"
- : $" {mod.DisplayName}:\n - {string.Join("\n - ", result.Errors)}"
- );
- }
-
- // parse versions
- ISemanticVersion localVersion = mod.DataRecord?.GetLocalVersionForUpdateChecks(mod.Manifest.Version) ?? mod.Manifest.Version;
- ISemanticVersion latestVersion = mod.DataRecord?.GetRemoteVersionForUpdateChecks(result.Main?.Version) ?? result.Main?.Version;
- ISemanticVersion optionalVersion = mod.DataRecord?.GetRemoteVersionForUpdateChecks(result.Optional?.Version) ?? result.Optional?.Version;
- ISemanticVersion unofficialVersion = result.Unofficial?.Version;
-
- // show update alerts
- if (this.IsValidUpdate(localVersion, latestVersion, useBetaChannel: true))
- updates.Add(Tuple.Create(mod, latestVersion, result.Main?.Url));
- else if (this.IsValidUpdate(localVersion, optionalVersion, useBetaChannel: localVersion.IsPrerelease()))
- updates.Add(Tuple.Create(mod, optionalVersion, result.Optional?.Url));
- else if (this.IsValidUpdate(localVersion, unofficialVersion, useBetaChannel: mod.Status == ModMetadataStatus.Failed))
- updates.Add(Tuple.Create(mod, unofficialVersion, result.Unofficial?.Url));
- }
-
- // show update errors
- if (errors.Length != 0)
- this.Monitor.Log("Got update-check errors for some mods:\n" + errors.ToString().TrimEnd(), LogLevel.Trace);
-
- // show update alerts
- if (updates.Any())
- {
- this.Monitor.Newline();
- this.Monitor.Log($"You can update {updates.Count} mod{(updates.Count != 1 ? "s" : "")}:", LogLevel.Alert);
- foreach (var entry in updates)
- {
- IModMetadata mod = entry.Item1;
- ISemanticVersion newVersion = entry.Item2;
- string newUrl = entry.Item3;
- this.Monitor.Log($" {mod.DisplayName} {newVersion}: {newUrl}", LogLevel.Alert);
- }
- }
- else
- this.Monitor.Log(" All mods up to date.", LogLevel.Trace);
- }
- catch (Exception ex)
- {
- this.Monitor.Log("Couldn't check for new mod versions. This won't affect your game, but you won't be notified of mod updates if this keeps happening.", LogLevel.Warn);
- this.Monitor.Log(ex is WebException && ex.InnerException == null
- ? ex.Message
- : ex.ToString()
- );
- }
- }
- }).Start();
- }
-
- /// <summary>Get whether a given version should be offered to the user as an update.</summary>
- /// <param name="currentVersion">The current semantic version.</param>
- /// <param name="newVersion">The target semantic version.</param>
- /// <param name="useBetaChannel">Whether the user enabled the beta channel and should be offered pre-release updates.</param>
- private bool IsValidUpdate(ISemanticVersion currentVersion, ISemanticVersion newVersion, bool useBetaChannel)
- {
- return
- newVersion != null
- && newVersion.IsNewerThan(currentVersion)
- && (useBetaChannel || !newVersion.IsPrerelease());
- }
-
- /// <summary>Create a directory path if it doesn't exist.</summary>
- /// <param name="path">The directory path.</param>
- private void VerifyPath(string path)
- {
- try
- {
- if (!Directory.Exists(path))
- Directory.CreateDirectory(path);
- }
- catch (Exception ex)
- {
- this.Monitor.Log($"Couldn't create a path: {path}\n\n{ex.GetLogSummary()}", LogLevel.Error);
- }
- }
-
- /// <summary>Load and hook up the given mods.</summary>
- /// <param name="mods">The mods to load.</param>
- /// <param name="jsonHelper">The JSON helper with which to read mods' JSON files.</param>
- /// <param name="contentCore">The content manager to use for mod content.</param>
- /// <param name="modDatabase">Handles access to SMAPI's internal mod metadata list.</param>
- private void LoadMods(IModMetadata[] mods, JsonHelper jsonHelper, ContentCoordinator contentCore, ModDatabase modDatabase)
- {
- this.Monitor.Log("Loading mods...", LogLevel.Trace);
-
- HashSet<string> suppressUpdateChecks = new HashSet<string>(this.Settings.SuppressUpdateChecks, StringComparer.InvariantCultureIgnoreCase);
- IDictionary<IModMetadata, string[]> skippedMods = new Dictionary<IModMetadata, string[]>();
- void TrackSkip(IModMetadata mod, string userReasonPhrase, string devReasonPhrase = null) => skippedMods[mod] = new[] { userReasonPhrase, devReasonPhrase };
-
- // load content packs
- foreach (IModMetadata metadata in mods.Where(p => p.IsContentPack))
- {
- this.Monitor.Log($" {metadata.DisplayName} (content pack, {PathUtilities.GetRelativePath(this.ModsPath, metadata.DirectoryPath)})...", LogLevel.Trace);
-
- // show warning for missing update key
- if (metadata.HasManifest() && !metadata.HasUpdateKeys())
- metadata.SetWarning(ModWarning.NoUpdateKeys);
-
- // validate status
- if (metadata.Status == ModMetadataStatus.Failed)
- {
- this.Monitor.Log($" Failed: {metadata.Error}", LogLevel.Trace);
- TrackSkip(metadata, metadata.Error);
- continue;
- }
-
- // load mod as content pack
- IManifest manifest = metadata.Manifest;
- IMonitor monitor = this.GetSecondaryMonitor(metadata.DisplayName);
- IContentHelper contentHelper = new ContentHelper(this.ContentCore, metadata.DirectoryPath, manifest.UniqueID, metadata.DisplayName, monitor);
- IContentPack contentPack = new ContentPack(metadata.DirectoryPath, manifest, contentHelper, jsonHelper);
- metadata.SetMod(contentPack, monitor);
- this.ModRegistry.Add(metadata);
- }
- IModMetadata[] loadedContentPacks = this.ModRegistry.GetAll(assemblyMods: false).ToArray();
-
- // load mods
- {
- // get content packs by mod ID
- IDictionary<string, IContentPack[]> contentPacksByModID =
- loadedContentPacks
- .GroupBy(p => p.Manifest.ContentPackFor.UniqueID, StringComparer.InvariantCultureIgnoreCase)
- .ToDictionary(
- group => group.Key,
- group => group.Select(metadata => metadata.ContentPack).ToArray(),
- StringComparer.InvariantCultureIgnoreCase
- );
-
- // load mods from metadata
- using (AssemblyLoader modAssemblyLoader = new AssemblyLoader(Constants.Platform, this.Monitor))
- {
- InterfaceProxyFactory proxyFactory = new InterfaceProxyFactory();
- foreach (IModMetadata metadata in mods.Where(p => !p.IsContentPack))
- {
- // get basic info
- IManifest manifest = metadata.Manifest;
- this.Monitor.Log(metadata.Manifest?.EntryDll != null
- ? $" {metadata.DisplayName} ({PathUtilities.GetRelativePath(this.ModsPath, metadata.DirectoryPath)}{Path.DirectorySeparatorChar}{metadata.Manifest.EntryDll})..." // don't use Path.Combine here, since EntryDLL might not be valid
- : $" {metadata.DisplayName}...", LogLevel.Trace);
-
- // show warnings
- if (metadata.HasManifest() && !metadata.HasUpdateKeys() && !suppressUpdateChecks.Contains(metadata.Manifest.UniqueID))
- metadata.SetWarning(ModWarning.NoUpdateKeys);
-
- // validate status
- if (metadata.Status == ModMetadataStatus.Failed)
- {
- this.Monitor.Log($" Failed: {metadata.Error}", LogLevel.Trace);
- TrackSkip(metadata, metadata.Error);
- continue;
- }
-
- // load mod
- string assemblyPath = metadata.Manifest?.EntryDll != null
- ? Path.Combine(metadata.DirectoryPath, metadata.Manifest.EntryDll)
- : null;
- Assembly modAssembly;
- try
- {
- modAssembly = modAssemblyLoader.Load(metadata, assemblyPath, assumeCompatible: metadata.DataRecord?.Status == ModStatus.AssumeCompatible);
- }
- catch (IncompatibleInstructionException) // details already in trace logs
- {
- string[] updateUrls = new[] { modDatabase.GetModPageUrlFor(metadata.Manifest.UniqueID), "https://smapi.io/compat" }.Where(p => p != null).ToArray();
-
- TrackSkip(metadata, $"it's no longer compatible. Please check for a new version at {string.Join(" or ", updateUrls)}.");
- continue;
- }
- catch (SAssemblyLoadFailedException ex)
- {
- TrackSkip(metadata, $"it DLL couldn't be loaded: {ex.Message}");
- continue;
- }
- catch (Exception ex)
- {
- TrackSkip(metadata, "its DLL couldn't be loaded.", $"Error: {ex.GetLogSummary()}");
- continue;
- }
-
- // initialise mod
- try
- {
- // get mod instance
- if (!this.TryLoadModEntry(modAssembly, error => TrackSkip(metadata, error), out Mod mod))
- continue;
-
- // get content packs
- if (!contentPacksByModID.TryGetValue(manifest.UniqueID, out IContentPack[] contentPacks))
- contentPacks = new IContentPack[0];
-
- // init mod helpers
- IMonitor monitor = this.GetSecondaryMonitor(metadata.DisplayName);
- IModHelper modHelper;
- {
- IModEvents events = new ModEvents(metadata, this.EventManager);
- ICommandHelper commandHelper = new CommandHelper(manifest.UniqueID, metadata.DisplayName, this.GameInstance.CommandManager);
- IContentHelper contentHelper = new ContentHelper(contentCore, metadata.DirectoryPath, manifest.UniqueID, metadata.DisplayName, monitor);
- IDataHelper dataHelper = new DataHelper(manifest.UniqueID, metadata.DirectoryPath, jsonHelper);
- IReflectionHelper reflectionHelper = new ReflectionHelper(manifest.UniqueID, metadata.DisplayName, this.Reflection, this.DeprecationManager);
- IModRegistry modRegistryHelper = new ModRegistryHelper(manifest.UniqueID, this.ModRegistry, proxyFactory, monitor);
- IMultiplayerHelper multiplayerHelper = new MultiplayerHelper(manifest.UniqueID, this.GameInstance.Multiplayer);
- ITranslationHelper translationHelper = new TranslationHelper(manifest.UniqueID, manifest.Name, contentCore.GetLocale(), contentCore.Language);
-
- IContentPack CreateTransitionalContentPack(string packDirPath, IManifest packManifest)
- {
- IMonitor packMonitor = this.GetSecondaryMonitor(packManifest.Name);
- IContentHelper packContentHelper = new ContentHelper(contentCore, packDirPath, packManifest.UniqueID, packManifest.Name, packMonitor);
- return new ContentPack(packDirPath, packManifest, packContentHelper, this.Toolkit.JsonHelper);
- }
-
- modHelper = new ModHelper(manifest.UniqueID, metadata.DirectoryPath, this.Toolkit.JsonHelper, this.GameInstance.Input, events, contentHelper, commandHelper, dataHelper, modRegistryHelper, reflectionHelper, multiplayerHelper, translationHelper, contentPacks, CreateTransitionalContentPack, this.DeprecationManager);
- }
-
- // init mod
- mod.ModManifest = manifest;
- mod.Helper = modHelper;
- mod.Monitor = monitor;
-
- // track mod
- metadata.SetMod(mod);
- this.ModRegistry.Add(metadata);
- }
- catch (Exception ex)
- {
- TrackSkip(metadata, $"initialisation failed:\n{ex.GetLogSummary()}");
- }
- }
- }
- }
- IModMetadata[] loadedMods = this.ModRegistry.GetAll(contentPacks: false).ToArray();
-
- // log loaded mods
- this.Monitor.Log($"Loaded {loadedMods.Length} mods" + (loadedMods.Length > 0 ? ":" : "."), LogLevel.Info);
- foreach (IModMetadata metadata in loadedMods.OrderBy(p => p.DisplayName))
- {
- IManifest manifest = metadata.Manifest;
- this.Monitor.Log(
- $" {metadata.DisplayName} {manifest.Version}"
- + (!string.IsNullOrWhiteSpace(manifest.Author) ? $" by {manifest.Author}" : "")
- + (!string.IsNullOrWhiteSpace(manifest.Description) ? $" | {manifest.Description}" : ""),
- LogLevel.Info
- );
- }
- this.Monitor.Newline();
-
- // log loaded content packs
- if (loadedContentPacks.Any())
- {
- string GetModDisplayName(string id) => loadedMods.FirstOrDefault(p => id != null && id.Equals(p.Manifest?.UniqueID, StringComparison.InvariantCultureIgnoreCase))?.DisplayName;
-
- this.Monitor.Log($"Loaded {loadedContentPacks.Length} content packs:", LogLevel.Info);
- foreach (IModMetadata metadata in loadedContentPacks.OrderBy(p => p.DisplayName))
- {
- IManifest manifest = metadata.Manifest;
- this.Monitor.Log(
- $" {metadata.DisplayName} {manifest.Version}"
- + (!string.IsNullOrWhiteSpace(manifest.Author) ? $" by {manifest.Author}" : "")
- + (metadata.IsContentPack ? $" | for {GetModDisplayName(metadata.Manifest.ContentPackFor.UniqueID)}" : "")
- + (!string.IsNullOrWhiteSpace(manifest.Description) ? $" | {manifest.Description}" : ""),
- LogLevel.Info
- );
- }
- this.Monitor.Newline();
- }
-
- // log mod warnings
- this.LogModWarnings(this.ModRegistry.GetAll().ToArray(), skippedMods);
-
- // initialise translations
- this.ReloadTranslations(loadedMods);
-
- // initialise loaded non-content-pack mods
- foreach (IModMetadata metadata in loadedMods)
- {
- // add interceptors
- if (metadata.Mod.Helper.Content is ContentHelper helper)
- {
- // ReSharper disable SuspiciousTypeConversion.Global
- if (metadata.Mod is IAssetEditor editor)
- helper.ObservableAssetEditors.Add(editor);
- if (metadata.Mod is IAssetLoader loader)
- helper.ObservableAssetLoaders.Add(loader);
- // ReSharper restore SuspiciousTypeConversion.Global
-
- this.ContentCore.Editors[metadata] = helper.ObservableAssetEditors;
- this.ContentCore.Loaders[metadata] = helper.ObservableAssetLoaders;
- }
-
- // call entry method
- try
- {
- IMod mod = metadata.Mod;
- mod.Entry(mod.Helper);
- }
- catch (Exception ex)
- {
- metadata.LogAsMod($"Mod crashed on entry and might not work correctly. Technical details:\n{ex.GetLogSummary()}", LogLevel.Error);
- }
-
- // get mod API
- try
- {
- object api = metadata.Mod.GetApi();
- if (api != null && !api.GetType().IsPublic)
- {
- api = null;
- this.Monitor.Log($"{metadata.DisplayName} provides an API instance with a non-public type. This isn't currently supported, so the API won't be available to other mods.", LogLevel.Warn);
- }
-
- if (api != null)
- this.Monitor.Log($" Found mod-provided API ({api.GetType().FullName}).", LogLevel.Trace);
- metadata.SetApi(api);
- }
- catch (Exception ex)
- {
- this.Monitor.Log($"Failed loading mod-provided API for {metadata.DisplayName}. Integrations with other mods may not work. Error: {ex.GetLogSummary()}", LogLevel.Error);
- }
- }
-
- // invalidate cache entries when needed
- // (These listeners are registered after Entry to avoid repeatedly reloading assets as mods initialise.)
- foreach (IModMetadata metadata in loadedMods)
- {
- if (metadata.Mod.Helper.Content is ContentHelper helper)
- {
- helper.ObservableAssetEditors.CollectionChanged += (sender, e) =>
- {
- if (e.NewItems?.Count > 0)
- {
- this.Monitor.Log("Invalidating cache entries for new asset editors...", LogLevel.Trace);
- this.ContentCore.InvalidateCacheFor(e.NewItems.Cast<IAssetEditor>().ToArray(), new IAssetLoader[0]);
- }
- };
- helper.ObservableAssetLoaders.CollectionChanged += (sender, e) =>
- {
- if (e.NewItems?.Count > 0)
- {
- this.Monitor.Log("Invalidating cache entries for new asset loaders...", LogLevel.Trace);
- this.ContentCore.InvalidateCacheFor(new IAssetEditor[0], e.NewItems.Cast<IAssetLoader>().ToArray());
- }
- };
- }
- }
-
- // reset cache now if any editors or loaders were added during entry
- IAssetEditor[] editors = loadedMods.SelectMany(p => p.Mod.Helper.Content.AssetEditors).ToArray();
- IAssetLoader[] loaders = loadedMods.SelectMany(p => p.Mod.Helper.Content.AssetLoaders).ToArray();
- if (editors.Any() || loaders.Any())
- {
- this.Monitor.Log("Invalidating cached assets for new editors & loaders...", LogLevel.Trace);
- this.ContentCore.InvalidateCacheFor(editors, loaders);
- }
-
- // unlock mod integrations
- this.ModRegistry.AreAllModsInitialised = true;
- }
-
- /// <summary>Write a summary of mod warnings to the console and log.</summary>
- /// <param name="mods">The loaded mods.</param>
- /// <param name="skippedMods">The mods which were skipped, along with the friendly and developer reasons.</param>
- private void LogModWarnings(IModMetadata[] mods, IDictionary<IModMetadata, string[]> skippedMods)
- {
- // get mods with warnings
- IModMetadata[] modsWithWarnings = mods.Where(p => p.Warnings != ModWarning.None).ToArray();
- if (!modsWithWarnings.Any() && !skippedMods.Any())
- return;
-
- // log intro
- {
- int count = modsWithWarnings.Union(skippedMods.Keys).Count();
- this.Monitor.Log($"Found {count} mod{(count == 1 ? "" : "s")} with warnings:", LogLevel.Info);
- }
-
- // log skipped mods
- if (skippedMods.Any())
- {
- this.Monitor.Log(" Skipped mods", LogLevel.Error);
- this.Monitor.Log(" " + "".PadRight(50, '-'), LogLevel.Error);
- this.Monitor.Log(" These mods could not be added to your game.", LogLevel.Error);
- this.Monitor.Newline();
-
- foreach (var pair in skippedMods.OrderBy(p => p.Key.DisplayName))
- {
- IModMetadata mod = pair.Key;
- string[] reason = pair.Value;
-
- this.Monitor.Log($" - {mod.DisplayName}{(mod.Manifest?.Version != null ? " " + mod.Manifest.Version.ToString() : "")} because {reason[0]}", LogLevel.Error);
- if (reason[1] != null)
- this.Monitor.Log($" ({reason[1]})", LogLevel.Trace);
- }
- this.Monitor.Newline();
- }
-
- // log warnings
- if (modsWithWarnings.Any())
- {
- // issue block format logic
- void LogWarningGroup(ModWarning warning, LogLevel logLevel, string heading, params string[] blurb)
- {
- IModMetadata[] matches = modsWithWarnings.Where(p => p.Warnings.HasFlag(warning)).ToArray();
- if (!matches.Any())
- return;
-
- this.Monitor.Log(" " + heading, logLevel);
- this.Monitor.Log(" " + "".PadRight(50, '-'), logLevel);
- foreach (string line in blurb)
- this.Monitor.Log(" " + line, logLevel);
- this.Monitor.Newline();
- foreach (IModMetadata match in matches)
- this.Monitor.Log($" - {match.DisplayName}", logLevel);
- this.Monitor.Newline();
- }
-
- // supported issues
- LogWarningGroup(ModWarning.BrokenCodeLoaded, LogLevel.Error, "Broken mods",
- "These mods have broken code, but you configured SMAPI to load them anyway. This may cause bugs,",
- "errors, or crashes in-game."
- );
- LogWarningGroup(ModWarning.ChangesSaveSerialiser, LogLevel.Warn, "Changed save serialiser",
- "These mods change the save serialiser. They may corrupt your save files, or make them unusable if",
- "you uninstall these mods."
- );
- LogWarningGroup(ModWarning.PatchesGame, LogLevel.Info, "Patched game code",
- "These mods directly change the game code. They're more likely to cause errors or bugs in-game; if",
- "your game has issues, try removing these first. Otherwise you can ignore this warning."
- );
- LogWarningGroup(ModWarning.UsesUnvalidatedUpdateTick, LogLevel.Info, "Bypassed safety checks",
- "These mods bypass SMAPI's normal safety checks, so they're more likely to cause errors or save",
- "corruption. If your game has issues, try removing these first."
- );
- LogWarningGroup(ModWarning.NoUpdateKeys, LogLevel.Debug, "No update keys",
- "These mods have no update keys in their manifest. SMAPI may not notify you about updates for these",
- "mods. Consider notifying the mod authors about this problem."
- );
- LogWarningGroup(ModWarning.UsesDynamic, LogLevel.Debug, "Not crossplatform",
- "These mods use the 'dynamic' keyword, and won't work on Linux/Mac."
- );
- }
- }
-
- /// <summary>Load a mod's entry class.</summary>
- /// <param name="modAssembly">The mod assembly.</param>
- /// <param name="onError">A callback invoked when loading fails.</param>
- /// <param name="mod">The loaded instance.</param>
- private bool TryLoadModEntry(Assembly modAssembly, Action<string> onError, out Mod mod)
+ /// <summary>Initialise SMAPI and launch the game.</summary>
+ /// <param name="args">The command-line arguments.</param>
+ /// <remarks>This method is separate from <see cref="Main"/> because that can't contain any references to assemblies loaded by <see cref="CurrentDomain_AssemblyResolve"/> (e.g. via <see cref="Constants"/>), or Mono will incorrectly show an assembly resolution error before assembly resolution is set up.</remarks>
+ private static void Start(string[] args)
{
- mod = null;
-
- // find type
- TypeInfo[] modEntries = modAssembly.DefinedTypes.Where(type => typeof(Mod).IsAssignableFrom(type) && !type.IsAbstract).Take(2).ToArray();
- if (modEntries.Length == 0)
- {
- onError($"its DLL has no '{nameof(Mod)}' subclass.");
- return false;
- }
- if (modEntries.Length > 1)
- {
- onError($"its DLL contains multiple '{nameof(Mod)}' subclasses.");
- return false;
- }
-
- // get implementation
- mod = (Mod)modAssembly.CreateInstance(modEntries[0].ToString());
- if (mod == null)
- {
- onError("its entry class couldn't be instantiated.");
- return false;
- }
-
- return true;
- }
+ // get flags from arguments
+ bool writeToConsole = !args.Contains("--no-terminal");
- /// <summary>Reload translations for all mods.</summary>
- /// <param name="mods">The mods for which to reload translations.</param>
- private void ReloadTranslations(IEnumerable<IModMetadata> mods)
- {
- JsonHelper jsonHelper = this.Toolkit.JsonHelper;
- foreach (IModMetadata metadata in mods)
+ // get mods path from arguments
+ string modsPath = null;
{
- if (metadata.IsContentPack)
- throw new InvalidOperationException("Can't reload translations for a content pack.");
-
- // read translation files
- IDictionary<string, IDictionary<string, string>> translations = new Dictionary<string, IDictionary<string, string>>();
- DirectoryInfo translationsDir = new DirectoryInfo(Path.Combine(metadata.DirectoryPath, "i18n"));
- if (translationsDir.Exists)
- {
- foreach (FileInfo file in translationsDir.EnumerateFiles("*.json"))
- {
- string locale = Path.GetFileNameWithoutExtension(file.Name.ToLower().Trim());
- try
- {
- if (jsonHelper.ReadJsonFileIfExists(file.FullName, out IDictionary<string, string> data))
- translations[locale] = data;
- else
- metadata.LogAsMod($"Mod's i18n/{locale}.json file couldn't be parsed.");
- }
- catch (Exception ex)
- {
- metadata.LogAsMod($"Mod's i18n/{locale}.json file couldn't be parsed: {ex.GetLogSummary()}");
- }
- }
- }
-
- // validate translations
- foreach (string locale in translations.Keys.ToArray())
+ int pathIndex = Array.LastIndexOf(args, "--mods-path") + 1;
+ if (pathIndex >= 1 && args.Length >= pathIndex)
{
- // skip empty files
- if (translations[locale] == null || !translations[locale].Keys.Any())
- {
- metadata.LogAsMod($"Mod's i18n/{locale}.json is empty and will be ignored.", LogLevel.Warn);
- translations.Remove(locale);
- continue;
- }
-
- // handle duplicates
- HashSet<string> keys = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
- HashSet<string> duplicateKeys = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
- foreach (string key in translations[locale].Keys.ToArray())
- {
- if (!keys.Add(key))
- {
- duplicateKeys.Add(key);
- translations[locale].Remove(key);
- }
- }
- if (duplicateKeys.Any())
- metadata.LogAsMod($"Mod's i18n/{locale}.json has duplicate translation keys: [{string.Join(", ", duplicateKeys)}]. Keys are case-insensitive.", LogLevel.Warn);
+ modsPath = args[pathIndex];
+ if (!string.IsNullOrWhiteSpace(modsPath) && !Path.IsPathRooted(modsPath))
+ modsPath = Path.Combine(Constants.ExecutionPath, modsPath);
}
-
- // update translation
- TranslationHelper translationHelper = (TranslationHelper)metadata.Mod.Helper.Translation;
- translationHelper.SetTranslations(translations);
- }
- }
-
- /// <summary>The method called when the user submits a core SMAPI command in the console.</summary>
- /// <param name="name">The command name.</param>
- /// <param name="arguments">The command arguments.</param>
- private void HandleCommand(string name, string[] arguments)
- {
- switch (name)
- {
- case "help":
- if (arguments.Any())
- {
- Command result = this.GameInstance.CommandManager.Get(arguments[0]);
- if (result == null)
- this.Monitor.Log("There's no command with that name.", LogLevel.Error);
- else
- this.Monitor.Log($"{result.Name}: {result.Documentation}\n(Added by {result.ModName}.)", LogLevel.Info);
- }
- else
- {
- string message = "The following commands are registered:\n";
- IGrouping<string, string>[] groups = (from command in this.GameInstance.CommandManager.GetAll() orderby command.ModName, command.Name group command.Name by command.ModName).ToArray();
- foreach (var group in groups)
- {
- string modName = group.Key;
- string[] commandNames = group.ToArray();
- message += $"{modName}:\n {string.Join("\n ", commandNames)}\n\n";
- }
- message += "For more information about a command, type 'help command_name'.";
-
- this.Monitor.Log(message, LogLevel.Info);
- }
- break;
-
- case "reload_i18n":
- this.ReloadTranslations(this.ModRegistry.GetAll(contentPacks: false));
- this.Monitor.Log("Reloaded translation files for all mods. This only affects new translations the mods fetch; if they cached some text, it may not be updated.", LogLevel.Info);
- break;
-
- default:
- throw new NotSupportedException($"Unrecognise core SMAPI command '{name}'.");
+ if (string.IsNullOrWhiteSpace(modsPath))
+ modsPath = Constants.DefaultModsPath;
}
- }
- /// <summary>Redirect messages logged directly to the console to the given monitor.</summary>
- /// <param name="monitor">The monitor with which to log messages.</param>
- /// <param name="message">The message to log.</param>
- private void HandleConsoleMessage(IMonitor monitor, string message)
- {
- // detect exception
- LogLevel level = message.Contains("Exception") ? LogLevel.Error : LogLevel.Trace;
-
- // ignore suppressed message
- if (level != LogLevel.Error && this.SuppressConsolePatterns.Any(p => p.IsMatch(message)))
- return;
-
- // forward to monitor
- monitor.Log(message, level);
- }
-
- /// <summary>Show a 'press any key to exit' message, and exit when they press a key.</summary>
- private void PressAnyKeyToExit()
- {
- this.Monitor.Log("Game has ended. Press any key to exit.", LogLevel.Info);
- Program.PressAnyKeyToExit(showMessage: false);
+ // load SMAPI
+ using (SCore core = new SCore(modsPath, writeToConsole))
+ core.RunInteractively();
}
/// <summary>Show a 'press any key to exit' message, and exit when they press a key.</summary>
@@ -1308,70 +132,5 @@ namespace StardewModdingAPI
Console.ReadKey();
Environment.Exit(0);
}
-
- /// <summary>Get a monitor instance derived from SMAPI's current settings.</summary>
- /// <param name="name">The name of the module which will log messages with this instance.</param>
- private Monitor GetSecondaryMonitor(string name)
- {
- return new Monitor(name, this.ConsoleManager, this.LogFile, this.CancellationTokenSource, this.Settings.ColorScheme)
- {
- WriteToConsole = this.Monitor.WriteToConsole,
- ShowTraceInConsole = this.Settings.DeveloperMode,
- ShowFullStampInConsole = this.Settings.DeveloperMode
- };
- }
-
- /// <summary>Log a message if verbose mode is enabled.</summary>
- /// <param name="message">The message to log.</param>
- private void VerboseLog(string message)
- {
- if (this.Settings.VerboseLogging)
- this.Monitor.Log(message, LogLevel.Trace);
- }
-
- /// <summary>Get the absolute path to the next available log file.</summary>
- private string GetLogPath()
- {
- // default path
- {
- FileInfo defaultFile = new FileInfo(Path.Combine(Constants.LogDir, $"{Constants.LogFilename}.{Constants.LogExtension}"));
- if (!defaultFile.Exists)
- return defaultFile.FullName;
- }
-
- // get first disambiguated path
- for (int i = 2; i < int.MaxValue; i++)
- {
- FileInfo file = new FileInfo(Path.Combine(Constants.LogDir, $"{Constants.LogFilename}.player-{i}.{Constants.LogExtension}"));
- if (!file.Exists)
- return file.FullName;
- }
-
- // should never happen
- throw new InvalidOperationException("Could not find an available log path.");
- }
-
- /// <summary>Delete all log files created by SMAPI.</summary>
- private void PurgeLogFiles()
- {
- DirectoryInfo logsDir = new DirectoryInfo(Constants.LogDir);
- if (!logsDir.Exists)
- return;
-
- foreach (FileInfo logFile in logsDir.EnumerateFiles())
- {
- if (logFile.Name.StartsWith(Constants.LogNamePrefix, StringComparison.InvariantCultureIgnoreCase))
- {
- try
- {
- FileUtilities.ForceDelete(logFile);
- }
- catch (IOException)
- {
- // ignore file if it's in use
- }
- }
- }
- }
}
}
diff --git a/src/SMAPI/StardewModdingAPI.csproj b/src/SMAPI/StardewModdingAPI.csproj
index 740af15f..2602da27 100644
--- a/src/SMAPI/StardewModdingAPI.csproj
+++ b/src/SMAPI/StardewModdingAPI.csproj
@@ -110,6 +110,7 @@
<Compile Include="Events\WorldLocationListChangedEventArgs.cs" />
<Compile Include="Events\WorldObjectListChangedEventArgs.cs" />
<Compile Include="Framework\ModHelpers\DataHelper.cs" />
+ <Compile Include="Framework\SCore.cs" />
<Compile Include="Framework\SGameConstructorHack.cs" />
<Compile Include="Framework\ContentManagers\BaseContentManager.cs" />
<Compile Include="Framework\ContentManagers\GameContentManager.cs" />